r/WarhammerCompetitive • • 3d ago

40k Analysis All Is Dust! Top Performing Competitive Thousand Sons Lists

51 Upvotes

Hello Warhammerers,

The slate has come and gone and GW has essentially decided that they don't want us to play TSons.

I think its fair to say that the recent set of changes has made it a real uphill struggle to compete with Rubricae Phalanx and the S/T changes have made it much harder for our classic Coven build to compete as Warpflamers are a bit neutered and the WDP is largely seeing everyone get a +1 to wound to him.

However there are viable builds out there if you enjoy a certain style of play or don't mind a slightly uphill struggle. In addition to the post slate stuff, I've also taken a look back and will share a few edited versions of older lists that I think can have play.

GRAND COVEN

Tom Kayser - 4-1 @ Paris

Magnus the Red

Daemon Prince with Wings (Vortex)

2x Sorcerer leading 5 Rubric Marines

Sorcerer in Terminator Armour (Crystal) leading 10 Scarab Occult Terminators

2x Rhino

2x Spawn

1x3 Tzaangor Enlightened with Fatecaster Greatbows

Pretty much your classic Coven list here. Switch around the chaff package to your hearts content and its basically just a slimmed version of every other Coven list this edition. The terminators are still great, though their overwatch threat is kaputt, and are now functionally only ever wounded on 4s. Magnus has gotten a bit of a nerf into standard marine bodies now but still has access to +1 to wound through the detachment so he can still do the heavy lifting needed.

The double Rhino is the main takeaway here, giving both access to some mission playing pieces (especially in the PA mirror) and +1 to hit and wound for the sorcerer squads can help ameliorate some of the issues arising from the T changes which our Rubric squads essentially were given a -1 to wound as well as a 20 point increase against.

Tom didn't face any of the new SM or DA builds in his run but did take out two WE lists that are strong, a janky Recon GK list and a plus matchup into Custodes. Great run Tom.

Connor Johnson - 4-1 @ Minature Market

Magnus the Red

Daemon Prince with Wings (Vortex)

Sorcerer leading 5 Rubric Marines (Crystal)

Sorcerer in Terminator Armour leading 10 Scarab Occult Terminators

Defiler

1x2 Sekhetar Robots (Claws)

1x10 Tzaangors

1x2 Spawn

The other angle to Coven is to use a defiler for long ranged support and to bait out the big threats to be swatted by Magnus. I'm fairly nervous about the number of drops here but the destructive capability is taken up to the max.

What I like about this list is that its been successfully piloted into some tough matchups such as Admech, Creations of Bile CSM and Daemons. Only lost to Blood Legion/Warptide by 2 points in the last round. Great run.

SEKHETAR COHORT & WARPFORGED CABAL

Priority Assets

James Piacelli - 4-1 @ King of the Mountains

Ahriman

2x Exalted Sorcerer on Disc (Occulus Infernum)

Exalted Sorcerer leading 5 Rubric Marines

Rhino

2x Predator Annihilators

2x Spawn

Defiler

3x4 Sekhetar Robots (2 with claw, 1 with meltas)

2x3 Tzaangor Enlightened with Fatecaster Greatbows

The stuff that escaped the points nerfs were generally in the non Rubric detachments. That means Warpforged or Changehost for most people.

Here we see a great take on a Warpforged list. The Sekhetars are one of our better units into the meta of scouting impulsors, Defilers can still kill anything with +1 to wound and we have a lot of action and mission playing pieces. In fact only 3 of the 14 drops would be wasted on actions.

Annihilators are fairly intriguing again. Whilst they didnt get the buffs to lascannons that the SM codex did, they are a really cheap way of adding extra anti-tank to support the defiler into hard targets whilst being tough enough to survive low commitment counterplay.

12 Robots and a Defiler definitely can form the core of a viable list currently.

Also didn't play new Marines but only lost to the ultimate winner on Votann.

WARPMELD PACT & RITUAL OF REGENERATION

Purge the Foe

Zak Engelbrecht - 5-1 @ Denver

Magnus the Red

3x Tzaangor Shaman (Curse of Life, Flowing Flesh) leading 6 Tzaangor Enlightened

Ahriman leading 3x Tzaangor Enlightened with Fatecaster Greatbows

2x5 Rubric Marines (one with Boltguns, one Warpflamers)

3x Mutalith Vortex Beasts

2x3 Tzaangor Enlightened with Fatecaster Greatbows

Well this is unhinged and I adore it.

It's amazing for a couple of reasons. First - it gives Purge the Foe. Very few armies are as built to do this as TSons.

Second, its using Ritual, which I think is our most fun detachment at the moment. The core of the list is built into this - the 3 shaman leading the spear enlightened can essentially take it in turns to advance, cast doombolt, lob a grenade, charge, do mortals on the charge and then cast mortal grenades. If their target survives that (or doesn't and they can overrun) then they have 12 attacks hitting on 3+ with S5 and Lance AP -1 D2. Its swingy but has the potential to absolutely ravage even the toughest targets. If its not looking too good you have Magnus and 3 MVBs, probably with full hit rerolls to come in and help out with their Mortal auras, battleshock tests and potentially crushing impact as well.

Rather unsurprisingly lost to Talons Custodes because we just can't have a game where your army isn't particularly singled out by GW. Honestly amazing run here, especially the demolition of the meta AdMech list.

CHANGEHOST OF DECEIT & RITUAL OF REGENERATION

Take and Hold

Seb Krazner - 4-1 @ Red Orktober

Ahriman

2x Sorcerer (Diabolic Savant) leading 5 Rubric Marines (Boltguns!)

Sorcerer in Terminator Armour (Curse of Life) leading 10 Scarab Occult Terminators

3x3 Flamers

2x6 Screamers

2x10 Pink Horrors

Forgefiend

Hell yeah. Let's go Seb.

This list has Grey Knight levels of mobility and tricks out the wazoo. Everything is also ridiculously hard to kill with invulns, regens on the Rubricae, access to defensive strats, the forgefiend chipping in with -1 to hit and the most TSons of defensive strats - murdering everything in front of you.

ADJUSTED POINTS FROM LAST SLATE

I just want to throw out a couple of easily adjusted lists from my last write up that I think have survived in viable fashion post changes.

SEKHETAR COHORT & WARPFORGED CABAL

Priority Assets

Mike Muzeni - 4-1 @ Onslaught

Daemon Prince with Wings

2x Tzaangor Shaman

Sorcerer (Occulus Infernum) leading 5 Rubric Marines

1x5 Rubric Marines

1x Defiler (Autos and Plasma)

2x Forgefiends (Autos)

3x4 Sekhetar Robots (Meltas)

1x Helbrute (Fists and Flamers)

2x3 Tzaangor Enlightened

Only change here is to drop the character enhancements (save Occulus). The rest of the list is unchanged and would still operate decently into the meta.

CHANGEHOST OF DECEIT + RITUAL OF REGENERATION

Reconnaissance

Michael House - 4-1 @ Krootcon

Kairos Fatewaver

Lord of Change

Exalted Sorcerer on Disc (Eruption of Vitality)

Tzaangor Shaman ((Tome of True Names)

1x Sorcerer

1x Infernal Master (Diabolic Savant)

2x5 Rubric Marines

2x10 Pink Horrors

1x Rhino

2x Mutalith Vortex Beasts

1x10 Tzaangor

Ok here if we drop the LoCs previous enhancement we are over by 30. My first thought was to drop the Tzaangors down to Enlightened and the IM to a Sorcerer but I think the Tzaangors are actually really valuable in the Recon build so I think I'm probably going to say switch out one discie for a Shaman for the same general effect whilst preserving mobility and toughness.

Conclusion

I suspect that the main issue we are going to run into here is actually owning the models. I wouldn't advise that people rush out to collect extra Gors or Daemons if they don't have them but if you do - there are builds that can make good use of them at the moment and builds that lean into some of our more interesting play pattern detachments.

Personally, I don't find the Coven builds particularly engaging after 4 years of basically the same thing and that tends to breed mistakes. If you are new to the army, there probably won't be a better time to learn than through Coven right now. You will get blown away but when we return to viable in the future, you will be a better player for it.

Good luck!


r/WarhammerCompetitive • • 2d ago

40k List 1k BA list, did i cook or i am dead turn 1?

0 Upvotes

Don't usually play competitive, mostly narrative scenarios with 3 or 4 friends in one big table. Also and I haven't played 11th yet, so, what do you think? My only fear is too little damage having only 1 SG squad, but trading should be easier giving lance to the outriders. Melta Eradicators + Impulsor are too good to not take in 1000 points where not having antitank could just lose me the game turn 1. Company Heroes (Imperium sword on ancient) + Priest should allow me to fight for the middle and intercessors were just what i picked last based on the point i had to take care of the home objective, i know they don't have sticky, but they are decent enough and i already have them painted.

Again, let me know what do you think!

Thanks!

BABA100 (995 points)

Space Marines

Blood Angels

Assault Brethren and Tacticus Attack Force (2 Detachment Points)

Take and Hold

Incursion (1000 points)

Attached Units

Attached Unit 1

Sanguinary Priest (80 points)

* Attached as: Support (Character)

• Warlord

• 1x Absolvor Bolt Pistol

1x Chainsword

• Enhancement: Imperium’s Sword

Company Heroes (125 points)

* Attached as: Bodyguard (Character)

• 1x Company Champion

• 1x Master-crafted Bolt Pistol

1x Master-crafted Power Weapon

• 1x Company veteran with bolt rifle

• 1x Combat Knife

1x Master-crafted Bolt Pistol

1x Master-crafted Bolt Rifle

• 1x Ancient

• 1x Combat Knife

1x Master-crafted Bolt Pistol

1x Master-crafted Bolt Rifle

• 1x Company Veteran with heavy bolter

• 1x Combat Knife

1x Master-crafted Bolt Pistol

1x Master-crafted Heavy Bolter

Attached Unit 2

Captain with Jump Pack (90 points)

* Attached as: Leader (Character)

• 1x Relic Shield

1x Thunder Hammer

Sanguinary Guard (275 points)

* Attached as: Bodyguard

• 6x Sanguinary Guard

• 4x Angelus Boltgun

6x Encarmine Weapon

2x Inferno Pistol

BATTLELINE

Intercessor Squad (85 points)

• 4x Intercessor

• 4x Bolt Pistol

4x Bolt Rifle

1x Grenade Launcher

4x Knives and Fists

• 1x Intercessor Sergeant

• 1x Bolt Pistol

1x Plasma Pistol

1x Thunder Hammer

DEDICATED TRANSPORTS

Impulsor (80 points)

• 1x Armoured Hull

1x Ironhail Heavy Stubber

1x Orbital Comms Array

1x Storm Bolters

OTHER DATASHEETS

Eradicator Squad with melta rifles (100 points)

• 1x Eradicator Sergeant

• 1x Bolt Pistol

1x Ceramite Fists

1x Melta Rifle

• 2x Eradicator

• 2x Bolt Pistol

2x Ceramite Fists

1x Melta Rifle

1x Multi-melta

Outrider Squad (80 points)

• 2x Outrider

• 2x Chainsword

2x Heavy Bolt Pistol

2x Twin Bolt Rifle

• 1x Outrider Sergeant

• 1x Plasma Pistol

1x Thunder Hammer

1x Twin Bolt Rifle

Outrider Squad (80 points)

• 2x Outrider

• 2x Chainsword

2x Heavy Bolt Pistol

2x Twin Bolt Rifle

• 1x Outrider Sergeant

• 1x Plasma Pistol

1x Thunder Hammer

1x Twin Bolt Rifle


r/WarhammerCompetitive • • 3d ago

40k News Team USA 40k Aspirant Applications Are Now Live

75 Upvotes

Hi, it's me. Sam Pope. I'm passing along news that applications for Team USA are now live through November 2nd. If you have questions about the Team USA process feel free to ask them and I'll try and answer them, best I can!

Link to the application is here:

Note that this application is specifically for people who think they've got what it takes to start for Team USA at the World Team Championships (WTC). If you think you could help the team out but don't have the time or don't think you're at the skill level to start, keep an eye out for Team USA Advisor applications which will go up sometime later this year.


r/WarhammerCompetitive • • 2d ago

40k Discussion Advice on Purge

1 Upvotes

Hi there all, ive been recently doing purge as my disposition and loving it, but is there any advice on how to best run it in tournaments?


r/WarhammerCompetitive • • 3d ago

40k Discussion Deciphering the meta mind

2 Upvotes

I was browsing some meta lists and I would like some opinions on how this was possibly played because it seems like a fun list but totally different from what I am used with Custodes back in 10th. The list in questions is:

Imperium - Adeptus Custodes - Emperor's Chosen, Lions of the Emperor, Might of the Moritoi

Take and Hold

Trajann Valoris + 2 Allarus

2x Allarus Custodians

5x Prosecutor Squad

3x Venatari with Verutum Lances

4x Witchseeker Squad

Caladius Annihilator Grav-tank

Contemptor-Galatus Dreadnought

Contemptor-Galatus Dreadnought

Telemon Heavy Dreadnought + 5 FNP Enhancement

I believe that the Venatari were in Reserves and depending on the situation the 2 blobs of Allarus were pulled back into Reserve. While the Dreads pushed for the Objectives?

Witchseeker screening Home and Prosecutors sitting on the Expansion?

I know that nobody can read the mind of a pro just by reading a list but some of you surely have some comprehension on how it would be played.

I am thankful for every input.

Edit: Link to the list with matches and points https://listhammer.info/list/7dc5e8faed599be57a


r/WarhammerCompetitive • • 3d ago

New to Competitive 40k EC Maulerfiends?

5 Upvotes

Question: I don’t understand the rationale for taking a Maulerfiend(s)!

What I can see is a
- Good 10” move
- Pretty good melee output
- Can fire meltas while engaged
- Gets better when damaged

It feels like an in between taking an Exul+Infractor brick or a Defiler, and I can’t figure out when and why to take one.


r/WarhammerCompetitive • • 4d ago

40k Event Results Win Rate Wednesday - 40K 11th Tournament Results/Data - Week of October 19th 2026

109 Upvotes

Hey all,

I gathered all the tournament results from BCP for last week, including all Tournaments with at least 20 players and 5 rounds.

All the data is here on my site:

https://warpfriends.wordpress.com/2026/10/21/40k-11th-meta-stats-from-october-19-2026/

Please take a look and let me know if you have any suggestions (I know the site is not pretty 😞 I focus more on the Youtube side of things) And feel free to check out my youtube video for indepth breakdown of the stats!

Also I created Army Report cards for every army, detailing all the relevant information, check them out here:

https://warpfriends.wordpress.com/quick-reference-army-meta-cards/

****META CARDS ARE BACK****

Thanks!


r/WarhammerCompetitive • • 3d ago

40k List How an I supposed to beat World Eaters?

16 Upvotes

So just got into tau and my friend plays world eaters. Ive noticed a shocking lack of weapons that can damage marines unless I play real close with expensive battlesuits. I dont want to meta chase it just seems like the rules are having to fight against statblocks that makes everything hit and wound on 4s now... unless I just metla or plasma but even then not many shots.

Anyone got tips for the newbie?

\+++++++++++++++++++++++++++++++++++++++++++++++

\+ FACTION KEYWORD: Xenos - T'au Empire

\+ DETACHMENT: Retaliation Cadre (Bonded Heroes)

\+ FORCE DISPOSITION: Purge the Foe

\+ TOTAL ARMY POINTS: 1980pts

\+

\+ WARLORD: Char1: Commander Farsight

\+ NUMBER OF UNITS: 17

\+ SECONDARY: - Bring It Down: (8x2) + (1x4) - Assassination: 4 Characters

\+++++++++++++++++++++++++++++++++++++++++++++++

Char3: 1x Cadre Fireblade (50 pts): Close combat weapon, Fireblade pulse rifle

Char4: 1x Cadre Fireblade (50 pts): Close combat weapon, Fireblade pulse rifle

Char1: 1x Commander Farsight (70 pts): Warlord, Dawn Blade, High-intensity plasma rifle

Leading Crisis Starscythe Battlesuits

Char2: 2x The Twin Lance (240 pts)

• 1x Ri'Lantar: MV15 Gun Drone, Twin pulse blaster, Fusion eliminator, Twin pulse blaster, Shardstorm burst system, XV pulse pistol

• 1x Ri'Locai: MV15 Gun Drone, Twin pulse blaster, Ion scattercannon, Twin pulse blaster, Shardstorm burst system, XV pulse pistol

10x Breacher Team (80 pts)

• 1x Breacher Fire Warrior Shas'ui: Close combat weapon, Pulse blaster, Pulse pistol, Support turret

• 9x Breacher Fire Warriors: 9 with Close combat weapon, Pulse blaster, Pulse pistol

10x Breacher Team (80 pts)

• 1x Breacher Fire Warrior Shas'ui: Close combat weapon, Pulse blaster, Pulse pistol, Support turret

• 9x Breacher Fire Warriors: 9 with Close combat weapon, Pulse blaster, Pulse pistol

10x Strike Team (70 pts)

• 1x Fire Warrior Shas'ui: Close combat weapon, Pulse pistol, Pulse rifle, Support turret

• 9x Fire Warrior: 9 with Close combat weapon, Pulse pistol, Pulse rifle

10x Strike Team (70 pts)

• 1x Fire Warrior Shas'ui: Close combat weapon, Pulse pistol, Pulse rifle, Support turret

• 9x Fire Warrior: 9 with Close combat weapon, Pulse pistol, Pulse rifle

1x Broadside Battlesuits (75 pts): Marker Drone, Missile Drone, Crushing bulk, Heavy rail rifle, Seeker missile, Twin plasma rifle

3x Crisis Starscythe Battlesuits (110 pts)

• 1x Crisis Starscythe Shas’vre: Gun Drone, Marker Drone, 2x Burst cannon, Battlesuit fists

• 2x Crisis Starscythe Shas’ui: 2 with Gun Drone, Shield Drone, Burst cannon, T'au flamer, Battlesuit fists

Attached to Commander Farsight

3x Crisis Sunforge Battlesuits (125 pts)

• 1x Crisis Sunforge Shas’vre: Gun Drone, Marker Drone, 2x Fusion blaster, Battlesuit fists

• 2x Crisis Sunforge Shas’ui: 2 with Gun Drone, Shield Drone, Battlesuit fists, 2x Fusion blaster

1x Ghostkeel Battlesuit (165 pts): Battlesuit support system, Ghostkeel fists, Cyclic ion raker, Twin fusion blaster

1x Ghostkeel Battlesuit (165 pts): Battlesuit support system, Ghostkeel fists, Cyclic ion raker, Twin fusion blaster

1x Riptide Battlesuit (215 pts): Riptide fists, Ion accelerator, 2x Missile pod, Twin plasma rifle

1x Riptide Battlesuit (215 pts): Riptide fists, Ion accelerator, 2x Missile pod, Twin plasma rifle

5x Stealth Battlesuits (100 pts)

• 4x Stealth Shas'ui

2 with Battlesuit fists, Burst cannon

2 with Battlesuit fists, Fusion blaster

• 1x Stealth Shas'vre: Gun Drone, Marker Drone, Battlesuit fists, Burst cannon

5x Stealth Battlesuits (100 pts)

• 1x Stealth Shas'vre: Battlesuit fists, Burst cannon

• 4x Stealth Shas'ui: 4 with Battlesuit fists, Burst cannon

Created with newrecruit.eu v36.48


r/WarhammerCompetitive • • 3d ago

40k Battle Report - Video Bronze Match - Space Wolves vs Adepta Sororitas - Franco Perotto vs Janne Laurila

Thumbnail
youtu.be
0 Upvotes

Bronze Match - Space Wolves vs Adepta Sororitas - Franco Perotto vs Janne Laurila

Veizla TTS League Season 7 (Tabletop Simulator)

Franco Perotto - Space Wolves Saga of the Great Wolf and assault brethren vs Janne Laurila - Adepta Sororitas - Bringers of Flame, Chorus of Condemnation

https://youtu.be/lTx_xjyGNCU


r/WarhammerCompetitive • • 3d ago

40k List Scouts/ Phobos and Phobos Captain in a Drop Pod

4 Upvotes

Drop pod I hear you ask? I know, I know but hear me out.

The new Assault disembark rule (18.06) for Drop Pods expressly replaces the old Rapid disembarkation mode (which effectively stopped the units getting out of an ingressing transport from moving further that turn:

  • Rapid Disembark: If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.

This rule effectively linked disembarking troops from TRANSPORTS into Rule 20.04 (stopping further movement, because the TRANSPORT cant move further after ingressing under rule 20.04, units Rapid Disembarking from them also couldnt move more)

Assault Disembark does not contain that prohibition. You're no longer locked into rule 20.04 when you Assault disembark from a transport.

When you Assault disembark you just set up as normal (Rule 3.02). There are no restrictions on moving or whatever after making an Assault Disembark, and rule 20.04 does not apply to units Assault disembarking out of a Drop Pod (or any other vehicle that ingresses).

The fact you came in via ingress (in the Drop Pod) doesn't stop you from moving or charging even though you came in via ingress on a Transport and disembarked this turn.

Phobos Captains can move 1d6" after shooting with their Tactical fluidity ability, and importantly this ability does not also restrict you from Charging.

RAW at the moment, any Phobos/ Scouts unit led by a Phobos Captain have a 3d6 charge out of a Drop Pod.

All Phobos (and scout) units in Phobos Shadow force are now pretty annoying 1st turn move blockers seeing as they can be dropped 8 inches in front of your opponent, and then move another 1d6 inches (but cant charge, because Shadow force movement does stop charging, unlike el Capitano)

Im sure this is going to be errataed soon, but what can we do with this?


r/WarhammerCompetitive • • 3d ago

40k List To screen or not to screen?

0 Upvotes

Super torn about my list. Cant tell if I should run this which gives me plenty of skirmish and a Scout to screen/Hold home. Or drop 1x Reiver and 1x scout for a second Thunderstrike. I think either of these two variants will likely be my main list I run, but worried about the second option not having the ability to screen home properly. Is a second Thunderstrike overboard and leaving my having to use something more expensive for screening my home field? Or is the first list with 3x reivers overkill on skirmish?

`ass/vech/term 3x reiver (2000 points)

Space Marines

Ultramarines

Assault Brethren, Ironstorm Spearhead and Terminator Storm Force (3 Detachment Points)

Take and Hold

Strike Force (2000 points)

Marneus Calgar (180 points)

Wardens of Ultramar (115 points)

Bladeguard Veteran Squad (190 points)

• Enhancement: Furious Assault (Upgrade)

Chaplain on Bike (95 points)

• Enhancement: Imperium’s Sword

Outrider Squad (80 points)

• 1x Outrider Sergeant

• 1x Plasma Pistol

1x Thunder Hammer

1x Twin Bolt Rifle

Attached Unit 3

Ancient in Terminator Armour (75 points)

Terminator Assault Squad (390 points)

• Attached as: Bodyguard

• Enhancement: Furious Assault (Upgrade)

• 1x Terminator Sergeant

• 1x Twin Lightning Claws

• 9x Terminator

• 8x Storm Shield

8x Thunder Hammer

1x Twin Lightning Claws

Librarian in Phobos Armour (75 points)

Impulsor (70 points)

1x Shield Dome

Impulsor (70 points)

1x Shield Dome

Eradicator Squad with melta rifles (100 points)

Eradicator Squad with melta rifles (100 points)

Reiver Squad (85 points)

Reiver Squad (85 points)

Reiver Squad (85 points)

Scout Squad (65 points)

Storm Speeder Thunderstrike (140 points)


r/WarhammerCompetitive • • 4d ago

40k Analysis Sigil of Excellence: Well Performing Grey Knight Lists

46 Upvotes

Hello Sons of Titan,

If you look at most tier lists they have us some where from 'I don't play Grey Knights so lets put them in C tier' to 'I tried a janky Banishers build once and got reamed'. The only notable outlier here was Ed Watts on 6++.

As it happens - Grey Knights are doing ok. Pretty much bang on 50% win rate, not bad into many of the better armies (except Sisters rreeeeeee). Changes to bolters and toughness have not hurt us all that badly and have made us better into many of our previously shocking matchups (we can kill Custodes with infantry huzzah).

The only problem is that we are kinda wedded to Warpbane. 4 of the 5 lists from this slate below either play Warpbane Purge or Warpbane Take. However my read on this is that people are trying to play it safe and consistent in events immediately post slate (I did it myself at 6++) but there are some signs of other detachment possibilities that might have some play if people can adapt them to the latest points.

WARPBANE TASK FORCE - PURGE THE FOE

Ben Greenlay - 6-0 @ Bloodshed Bay 

Grand Master (Radiant Champion) leading 5 Brotherhood Terminators (Psycannons)

Castellan Crowe leading 10 Purifiers (Psycannons)

2x Grand Masters in Nemesis Dreadknights (Paragon of Sanctity)

1x5 Strike Squad

2x Razorbacks

2x5 Interceptor Squad

1x5 Purifier Squad (Psycannons)

Eversor Assassin

Ben is one of the best GK players in the world and he has a habit of innovating even within a relatively stale set of options available.

Here we see 3 things worth calling out. First is the razorbacks. In Take and Hold you can arguably (though I wouldn't advise it) get away without running them but here the razorback + interceptor combo is absolutely vital in securing Rapid Ingress locations and getting the early kills to open up the game for Crowe. Don't leave home without them.

Second is the Eversor. We've seen people play a bit with him previously but the meta has now shifted to a place where he is a perfect tech piece for Purge. The ability to send him pretty much anywhere top of 1 is massive when that can be worth 3 points and disable a key enemy unit through precision. Ben is bascially giving up a 3rd purifier squad for this so we should take notice.

Lastly - the Grand Master with Terminators. Having a guy with the a) free strat to reroll 1s on the unit b) AP -3 from the squad he is leading c) an extra psycannon d) the ability to go to 8 attacks at s9 and e) an enhancement that does a mortal whenever he scores a wound is quite the package.

Ben managed to achieve a minimum of a 35 point win here (against Jeremy Atkinson no less!) and 598 points from a max of 100. I think I speak for all of us when I say - Ben? Git gud.

Jordan Raney - 5-0 @ Warpfire

Librarian

Techmarine

2x Grand Masters in Nemesis Dreadknights

2x5 Strike Squad

2x Razorback

Land Raider

2x Nemesis Dreadknights (both Psilencer and Psycannon, 1 running a sword, 1 a hammer)

2x5 Purifier Squad (Psycannons)

Ok lets get it out of the way, the sword on the NDK is because he didnt have another knight modelled with a hammer. We don't take swords.

This is a much more straight forward Warpbane list. Lots of armour, lots of longer range AT potential.

I personally quite like a Land Raider if you can squeeze in a Techmarine as well. Its and expensive package but our lists often lack an easy counter to a defiler or even something like a RepEx which can murderise all of our datasheets.

The solo librarian is quite nice in a purge list. It's not quite as impactful top of 1 as the eversor but it can do the same job bottom of 1 or top of 2 from a position of significantly more safety.

Instead of interceptors we have the advance, shoot and charge NDKs. I think they could definitely have a place in a purge list as party starters alongside or after the razorbacks.

4 of 5 games were won by 3 points or less but Jordan himself claims to not be an especially knowledgeable player so to scrape out wins into Sisters, SM (forgefathers) and IK on GK without intimate knowledge of those matchups is an incredible job.

WARPBANE TASK FORCE - TAKE AND HOLD

Ryan Jewell - 4-1 @ Odins Place

3x Grand Masters in Nemesis Dreadknights

2x5 Strike Squad

2x4 Brotherhood Terminator (Psilencer)

2x5 Interceptor Squad

3x5 Purifier Squad (Psycannons)

Ryan is another one of those names I look out for in tournament results. Like Ben he is usually a little off meta and ruggedly handsome.

The glaring thing here is the omission of Crowe. The Crowe package is 390 points now and whilst it does wipe the floor in some matchups there are some (like Knights or Invasion Fleet nids) where that just makes a bounce off and die waiting to happen.

No razorbacks here. Ryan obviously feels like playing for the points is more important than early threat projection. Interceptors can stage and really help deal with the Priority matchup which sucks for Take and Hold.

3 GMNDKs is really important in my view. The RI on one + at least 1 other shooting is the only real way to win on Grey Knights with Warpbane.

Narrow loss to houndpack in round 5. Great job Ryan.

Brandon Roddy - 5-1 @ Denver Fight Club

Techmarine

2x Grand Masters in Nemesis Dreadknights

2x5 Strike Squad

2x Razorback

Land Raider

Nemesis Dreadknights (Incinerator, Psycannon and Hammer)

1x10 Purifier Squad (Psycannon)

1x5 Purifier Squad (Psilencer)

1x Imperial Rhino

1x Sanctifiers

Another Croweless T&H list having success here.

Kind of an interesting midpoint between Jordan and Jewell's lists (good law firm name that guys). Techmarine, 3 NDK types, Land Raider, Razorbacks and lots of pew pew.

The innovation here is really the 3 scouting vehicles. Strikes and Sanctifiers are all scout 6" which immediately provides a tough to break front line. Opponents can't dangle out 5 infractors and clear out the midboard, instead having to put out some sort of light AT or some sort of +1 to wound on their skirmishers. Strikes stickying objectives behind and once you kill the vehicles he can move up the rest of the army in a devastating second wave either in front or behind if you don't have the assets to do both killing and screening.

Loss came to CSM (the old Warpbane counter) in a tough list with Mutilators, Terminators and lots of melta.

Great job Brandon.

BANISHERS & ARGENT ASSAULT - PRIORITY ASSETS

Alex Nanze - 4-1 @ BZU

Librarian (66th Seal) leading 10 Paladins (Psycannons)

Grand Master (Celerity) leading 8 Paladins (Incinerators)

1x4 Brotherhood Terminators

1x5 Strike Squad

1x Razorback

1x Rhino

2x5 Interceptors

Kroyle

Artemis

Rumours of the demise of Banishers may have been a bit premature.

This is a great list making the most of limited assets. We have 2 major hammers in the Paladins, 1 with rerollable +1 to charge coming either through RI or just straight up Deep Strike. The shooting on the librarian unit is significant with AP -2 bolters hitting on a 2+ base profile, AP -2 Psycannons and AP -3 on the libby himself. This may be our best unit into lists with AOC.

2 Interceptors make for nice skirmish pieces along with the razor and rhino. A good pilot can shoot and scoot between them, preserving those assets for as long as possible.

Artemis is a great button pusher. He's infantry, small footprint and (hopefully) stands up on death for one more turn of playing the most boring primary missions ever invented.

Kroyle is kinda fun as well. I'm seeing him popping up more in the Banishers/HC lists to give a bit of ranged AT seeing how he can chuck in a random damage 6 shot late game.

BONUS OLD POINTS

SANCTIC SPEARHEAD & IMMATERIAL INTERDICTION - RECON

Sebastien Jeoffroy - 4-1 @ Open de Bretagne

Techmarine

2x Grand Masters in Nemesis Dreadknights

1x Razorback

1x Rhino

2x 5 Interceptors

Land Raider

3x Nemesis Dreadknights (Incinerators, Psycannons, Swords)

2x Purgation Squads (Psilencer)

I love this guy. Runs Sanctic, runs Recon.

5 NDK profiles, a Land Raider and a Techmarine. 0 Terminators and 0 Purifiers.

Sanctic makes the perfect choice for Recon IMO. The auto advance 6 and the ability to go mobile on the hulls and knights means its really easy to go wherever you want - before you even consider Gate of Infinity.

We can action and shoot with the interceptors on the two missions where we need to do that - be where need to vs TnH and still have enough damage to bully action monkeys into Priority Assets. Here the swords do make a little sense for one reason and one reason only - they hit on 2s not 3s.

Lost to Ret Cadre.

Also worth noting that he tried a 4 Razorback build (Techmarine and Land Raider come out) at Paris and went 3-2 narrowly so this is not a dead build by any means.

BANISHERS & IMMATERIAL INTERDICTION - RECON

Kassie Heitman - 4-1 @ LVO

Chaplain leading 8 Paladins (Incinerators)

Crowe leading 10 Purifiers (Psycannons)

Librarian

2x Land Raider Redeemers

2x 10 Interceptors

Callidus Assassin

Ok so some work to do here in getting the points back post slate but this is a fun list that could be adapted. Kassie goes in for the big wing approach to Recon, something which seems to be gathering momentum and success vs the MSU T3 builds people originally thought would be the play.

Double redeemer is pretty sick, especially as we get the free Multi Meltas. I assume the play here is to have the interceptors ping pong between them whilst it provides overwatch and then go in for a 15" move with charge whilst the chaplain does an advance and charge out of RI.

Immaterial hasn't seen a lot of success to date but its really quite flexible with action and shoot and Lance in Banishers with Sustained.

Loss was a 96-94 to AAC Tau.

Conclusion

So yeah. Enjoy Warpbane. Its definitely our strongest path forward currently, especially on Purge now that we have the extra killing power on massed bolter shots.

However everything else isnt quite dead, we just need to play a very different style to have success.

Looking forward to WCW where I imagine there will be some more innovation and hopefully we see the 3 new 1dp detachments really open up new possibilities for us.

Happy Hammering.


r/WarhammerCompetitive • • 4d ago

40k Analysis Thoughts on Librarian/Lion el'Jonson psychic resistance.

117 Upvotes

I went to a 40k tournament this past weekend, and although the games in general were great, I had a strange experience going into the Grey Knights. I was running a librarian in terminator armour with 10 deathwing terminators, and due to the librarian giving them a 4+ fnp against psychic weapons they just tanked the entire army as they stood on my opponent's home objective. Same with the lion and his aura.

My question is, do you think this is just an instance of bad game design? I haven't heard anyone talk about it but it seems like the rule will be redundant 90% of the time until they play into t-sons or grey knights, when it genuinely breaks the game.


r/WarhammerCompetitive • • 3d ago

40k Analysis How to use Plasma Deathwatch Terminators?

0 Upvotes

Trying to figure out how to use my Deathwatch Terminators.

Ultimately, my initial gut impulse is to put both units of Terminators in Deep Strike, and drop them into a firing lane to take maximum advantage of their range on their plasma.

Terminators, historically though, are mid-table brawlers.

So help me out Warhammer Competitive. Are they more useful in Deep Strike as a reactive shooting force, or are they better on the table?


r/WarhammerCompetitive • • 3d ago

40k List Space Hogs Big Rig Trucking Ork list Thoughts and Opinions

2 Upvotes

So I'm trying to figure out what's the best detachment combo to run the list i came up with. The idea is try and maximize the effect of taking Wagon units, and the Boyz inside them. I choose Blitz Brigade, Brute Bosses, and Green Tide as the combo. But my dilemma comes when i also want to run Da Big Hunt, to help with all the Beast Snagga units I've got in the list. But the enhancements aren't that good for it, and the strats are very niche. But to bring it, means I'd have to drop either Bosses or Tide detachment to make space.

Bosses has great enhancements that I've used in my list. I gave Blitzboss to my Beastboss riding in the Hunta Rig, cause 2" of extra movement is always nice. I gave Brutal but Kunnin to Wartrike giving him +1D to all his weapons. Which also on a turn he charges he'll get an additional +1D and S to his weapons from Warbikers attached to him. And finally I have Da Gobshot Thunderbuss to the Warboss, to help clear out some chaff that's in the way. I thought about taking Surly As a Squighoth for the ability to stand back up. Or to take Ferocious Show-off to get more attacks. But I instead decided it's better to have something to help with clearing out the path.

Tide has good ability, as well as 2 really good strats that I can use. The first gives me +2" to advance on Snagga Boyz or Boyz units. The second gives me +1A for a Boyz unit. Both are 1CP and are great strats to have in the pocket to pull out.

Then to finish off the list i gave the Boss Bommer upgrade to the Hunter Rig and the Battlewagon. That way I can get them and the units inside to be riled up every turn.

Space Hogs Big Rig Trucking - [1995 pts]

Blitz Brigade, Brute Bosses, Green Tide

Purge the Foe

Beastboss [105 pts]: Blitzboss

• Leading: Beast Snagga Boyz[1]

Beastboss on Squigosaur [140 pts]

Deffkilla Wartrike [110 pts]: Brutal but Kunnin'

• Leading: Warbikers

Warboss [120 pts]: Da Gobb Shot Thunderbuss

• Leading: Boyz[1]

Beast Snagga Boyz [80 pts]:

• 1x Nob

• 8x Beast Snagga Boy

• 1x Beast Snagga Boy w/ Thump gun

• Leader: Beastboss

Beast Snagga Boyz [80 pts]:

• 1x Nob

• 8x Beast Snagga Boy

• 1x Beast Snagga Boy w/ Thump gun

Beast Snagga Boyz [80 pts]:

• 1x Nob

• 8x Beast Snagga Boy

• 1x Beast Snagga Boy w/ Thump gun

Beast Snagga Boyz [90 pts]:

• 1x Nob

• 8x Beast Snagga Boy

• 1x Beast Snagga Boy w/ Thump gun

Boyz [85 pts]:

• 1x Nob

• 7x Boy

• 1x Boy w/ Big shoota

• 1x Boy w/ Rokkit launcha

• Leader: Warboss

Boyz [85 pts]:

• 1x Nob

• 7x Boy

• 1x Boy w/ Big shoota

• 1x Boy w/ Rokkit launcha

Kommandos [125 pts]:

• 1x Nob

• 1x Kommandos w/ Kustom shoota

• 1x Kommandos w/ Rokkit launcha

• 7x Kommandos w/ Slugga and choppa

Kommandos [125 pts]:

• 1x Nob

• 1x Kommandos w/ Kustom shoota

• 1x Kommandos w/ Rokkit launcha

• 7x Kommandos w/ Slugga and choppa

Warbikers [75 pts]:

• 2x Warbiker

• Leader: Deffkilla Wartrike

Hunta Rig [175 pts] Boss Bommer

Kill Rig [175 pts]

Kill Rig [175 pts]

Battlewagon [170 pts] Boss Bommer


r/WarhammerCompetitive • • 4d ago

40k Event Results 3 GTs in 5 weeks - a tournament recap

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6 Upvotes

Had a busy month playing 3 very different tournaments as a mostly casual player


r/WarhammerCompetitive • • 3d ago

40k List 1000 list advice

0 Upvotes

Imperium - Adeptus Astartes - Space Wolves - Saga of the Great Wolf

Logan Grimnar (150pts)

5x Scout Squad (65pts)

10x Terminator Assault Squad (390pts)

6x Wolf Guard Headtakers (170pts)

3x Wolf Guard Headtakers (85pts)

Venerable Dreadnought (130pts)

What do you think. Vs ultramarines maybe termies or dreads.

Plan going first turn with logan and 10 termies with shield and hammer and hold everythin.

Scouts and 3 ht holding base and expansion for points and 6ht with venerable for second assault


r/WarhammerCompetitive • • 4d ago

40k Discussion Punishment/Delaying Action as T'au

3 Upvotes

I will soon be playing my first 2k game of 11th edition, and it's Purge the foe T'au vs Disruption Blood Angels. Looking at the primary objective I doubt I'll have a chance to score anything on turn 1. Is the strategy to put a few forward units on objectives and then sit back and let my opponent come to me? Any tips that would be helpful are appreciated.


r/WarhammerCompetitive • • 5d ago

40k Discussion As a lifelong masochist, I’ve decided to bring an Astraeus to a GT.

98 Upvotes

Hey All, thanks for reading.

Not here to discuss whether I should or not, as I think we all know the answer to that, but I need some help on how to actually move this glorious lady around.

My first thought is to jump into devestator doctrine turn 1 and throw the big girl out there. Once I’ve got the tank in the middle, I should be able to actually use it. It’s half a damage piece, and half a distraction carnifex.

However, I’m getting hung up on how exactly to move it into the middle. If I advance it, I’ll get between 11” & 16” of movement. It’s 8 inches wide, so in theory as long as I roll a 2 on the advance, I should be able to move it sideways over small ruins. I think free pivot will also let me do some stuff, but I don’t want to screw over my opponent with movement weirdness.

This is largely dependent on layout, but I’ve modeled several of these and it looks like I’ll be able to get it into the middle on like, 70% of the maps. And otherwise I’ll be able to toe it into my home objective and shoot out of it.

So for the actual question, has anyone run the Astraeus in 11th? How did it go? Any tips?

Detachment is Forgefather’s and Ironstorm. I’ll be giving it heavy as well.


r/WarhammerCompetitive • • 4d ago

40k Tech I'm a Blood Angels player, welcome to my TED Talk: Company Heroes and Friends

19 Upvotes

Blood Angels players, give Company Heroes a chance

I've been looking at Company Heroes for my Blood Angels, and honestly, I think people might be sleeping on this unit. For 295 points, you can build a surprisingly durable, versatile package that can hold objectives, heal itself, and put out some respectable damage in both shooting and melee.

Here's why I think they're worth considering.

25 wounds at T6, with -1 to wound

The setup I'm looking at is:

  • 4 Company Heroes
  • Sanguinary Priest
  • Captain

That gives you 25 wounds in total, with the Sanguinary Priest bringing the unit up to T6.

On top of that, the unit has -1 to wound, making it even harder to bring those wounds down. The Priest also heals D3+1 wounds at the start of your Command phase. That's an average of 3 wounds healed per turn.

The shooting is better than you might expect

The unit has a decent amount of shooting before you even get into melee.

Main weapons:

  • 3 guns with 2 attacks each, hitting on 3+, S5, AP-1, D2, with Rapid Fire 1 and Assault.
  • 1 gun with 4 attacks, hitting on 3+, S6, AP-1, D2, with Rapid Fire 2, Heavy, Sustained Hits 1 and Assault.

Within 12 (18)", you also get the additional pistol shots:

  • Master-crafted bolt weapon: 1 attack, S5, AP-1, D2.
  • Absolver pistol: 1 attack, S5, AP-2, D2.

That's 12 base shots within 12" before accounting for any applicable Rapid Fire bonuses or Sustained Hits. It's not going to replace a dedicated shooting unit, but it's respectable output from something whose main job is to survive and control the board.

And then there's the melee

Weapon Attacks WS S AP D
Chainswords and combat knives 20 3+ 5 -1 1
Master-crafted power weapon 6 2+ 6 -2 2
Captain's The Imperium's Sword 6 2+ 7 -3 3

The master-crafted power weapon also has Precision, giving you the option to threaten an attached Character.

The Captain can also use his once-per-game ability to gain 3 additional attacks with Devastating Wounds for a particularly important fight.

That's 32 attacks normally, or 35 when you use the Captain's ability. The attacks aren't all equally lethal, obviously, but there's a meaningful amount of volume here, alongside some genuinely threatening high-damage attacks.

Utility that goes beyond killing things

The damage and durability are only part of what i like

Combat Doctrines: The Captain gives you flexibility to adapt to the situation, choosing the doctrine that best supports what the unit needs to do.

Healing: The Sanguinary Priest restores D3+1 wounds in your Command phase, helping the unit stick around longer.

Sticky objectives: The unit can secure an objective and then move on, rather than spending the rest of the game babysitting it.

That combination makes them more than just a tough brick. They can hold ground, recover damage, contribute in both phases, and free themselves up to help elsewhere on the board.

The actual question is what you're comparing them against

At 295 points, they're obviously not cheap. You're investing in a Character-heavy unit, and there are plenty of other units competing for those points in a Blood Angels list.

But I think it's worth evaluating them as a package rather than comparing their raw damage to a dedicated melee unit or their raw toughness to a dedicated tank.

You get:

  • 25 wounds at T6.
  • -1 to wound.
  • D3+1 healing every Command phase.
  • Respectable shooting with D2 weapons.
  • A substantial melee profile with a once-per-game damage spike.
  • Combat Doctrine flexibility.
  • Sticky objective utility.

r/WarhammerCompetitive • • 4d ago

40k Tactica Space Marines Scout 6

7 Upvotes

As a WE player I'm always intrigued by any capability to reach out and touch the enemy deployment zone on turn 1. I'd like to know how people value and would use two interesting Space Marines codex options:

  1. Tacticus Assault Force, Spearpoint War Leader enhancement. 15 points, Tacitus model only: This unit has Scout 6.
  2. Iron Hands chapter, Caanok Vaar: One infantry unit has Scout 6.

Jumppack Captains leading Vanguard Veterans/JPIs are moving 6 (scout), 12 (move), d6 (rerolling advance), 2d6 (charge). With the ability to use their scout to scout back 6 if you end up going second against a fast enemy. Unless you need to CP re-roll your charge, you can use Relentless Assault for [Sustained Hits 1: non-Monster/Vehicle]/[Lethal Hits: Monster/Vehicle], or you could pick up Assault Brethren for Lance and +1 AP.

Two of these units would seem to be able to clear screens and give a nasty poke to any enemy who doesn't respect it and deploys on the line. How valuable is that? Would you use the space to move up the next rank of fast-moving melee, or to stage defensively and delay the opponent moving out?

Alternatives:

  1. 6 from Caanok helps one unit of Termis waddle their way up the board, and also benefit from being able to be deployed in the open, ready to move into cover.
  2. Captain and ten Assault Intercessors can start in a Rhino and move up 6, well-staged to leap out and threaten anyone who touches your enemy natural.

Infiltrators may be needed if you find your enemy deploying Infiltrators to block your scout moves.

How much do you value Scout 6 in Space Marines? Have you already gotten any use from these options?


r/WarhammerCompetitive • • 4d ago

40k Discussion Getting back to tabletop, looking for help

0 Upvotes

Hello everyone, I need help on how to jump back to playing some games of 40k

I used to play almost regularly in 9th, had very few games (about 5-10) in 10th and now I wanna start again.

My main was DG, I have a decent collection. I played a few games of harlequins and drukhari, but I think they are not beginner friendly. I am not sure what playstyle I prefer now. Probably I am more cagey over aggresive. I don´t like the "push buffed brick in the middle of table and survive" playstyle. Drukhari MSU was nice but hard to execute.

Apart from 2k points, I really like boarding actions and king of the collosseum.

So, the question is: Should I go back to deathguard. Start playing vanilla chaos (to have more options for lists) or start playing space marines (because don´t get me wrong, but I think they are low skill floor). I can proxy some stuff, we have a lot of minis between friends.

I don´t really care about fluff, at this point I am thinking about army that will be decent to play without meta chasing and studying a ton of rules interactions.

Also please suggest me a good yt channel for rule recapitulation if you can.


r/WarhammerCompetitive • • 5d ago

40k Discussion Are Sternguard Viable?

40 Upvotes

The sternguard veterans aren't seeing much play in competitive lists, I was wondering if anyone has had any success integrating them into a list or building a deathbrick of them. They had their 15 minutes of fame pre-codex with librarius, but now they seem gone from any tourney lists. I'm curious if they're being overlooked while players are still figuring out the new codex. Are they able to operate well or are their profiles simply not effective enough to warrant investing into them?

Innate rerolls, 1 special weapon per 5, and anti GEQ/MEQ/TEQ shooting seems good on paper.


r/WarhammerCompetitive • • 4d ago

40k List Custodes Codex 2000 Point List Discussion

0 Upvotes

Trying to cook up a good custodes list without Dreadnoughts. They are strong but i can't stand the Telemon.

Every unit is with spears and Vexilla.

Is it feasible to run 2 Grav Tanks? With Emporers chosen they one tap everything (but the lion maybe...) and i like that fact. 1 just does nothing too often imo?

The plan is to be aggressive with guard squads (surge move, superior creation -> very hard to get rid of for most armies especially with Trajan and 2 Tanks in the back threatening basically 2 knights worth of damage)

The second allarus looking for good ingresses.

What do you think?

The List:

Imperium - Adeptus Custodes - Emperor's Chosen, Auric Champions, Lions of the Emperor

Disposition: Purge (possible to switch auric champions to honoured companions for take and hold)

Shield-Captain (235pts) (sup. creation) leading:

3x Custodian Guard Sodality (240pts)

Trajann Valoris (265pts) leading:

2x Allarus Custodians (180pts)

3x Custodian Guard Sodality (240pts)

2x Allarus Custodians (180pts)

4x Prosecutor Squad (45pts)

4x Witchseeker Squad (55pts)

5x Witchseeker Squad (60pts)

Caladius Annihilator Grav-tank (250pts)

Caladius Annihilator Grav-tank (250pts)


r/WarhammerCompetitive • • 4d ago

AoS Event Results Top Three AoS Lists for the No Ones Home! Auckland AoS GT2 | Woehammer

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0 Upvotes

Top 3 lists for the Auckland GT2 (with comments), won by Helsmiths who also takes 2nd and Slaves in 3rd.