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===[[Warhammer 40,000]]=== *'''Eldar:''' Eldar have always historically been borderline OP, and certainly there are many lists they can run that will utterly annihilate any opposing force. This came to new heights in Codex: Eldar 6th Ed. and Codex: Craftworlds 7th Ed. The former spawned the now-infamous Serpent Shield bullshit, a truly very overpowered tactic that nobody could really counter and was really pretty unavoidable even for casual Eldar players (since the Wave Serpent was their only Dedicated Transport option). This was nerfed for the most part in Craftworlds, allowing the Serpent Shield to only be fired once per game and not coming back afterward, but this "compensated" for by greatly buffing the already-powerful Wraith units (with ranged Strength D weapons on <200pts elites choices and making the [[Wraithknight|Evangelion]] a Garagantuan Creature) as well as dropping the points cost of everything in the codex, including Wraiths and Serpents. Put the former inside the latter for a guaranteed tableflip by turn 3. *'''Tau:''' The standard nonsense you see from Tau hasn't changed from their inception: Battlesuit Spam. Whether it's your normal XV8s taken as Troops through Farsight Enclaves, or the sheer unstoppable bullshit that is the Riptide variant spamlist, the Weeaboo Space Communists are nasty as ever. With all the guns you can use (out of range? What's that? Some human thing?) and a Buffmander who can give his team all sorts of goodies, they'll be the biggest pains in your ass. **In 8E, XV8's can't be taken as troops and are overcosted for what they do and commanders are limited to 1 per detachment. Instead of fixing things, a new type of spam was born, behold the golden age of the [[Fire Warrior]], with Ethereals to give them FNP, markerlights to reroll 1s, negate cover, and give +1bs, Fireblades to give them an extra shot (3 shots per model in Rapid Fire range), drones for extra range or to fuck enemy charges, and Chapter tactics that let them overwatch on 5s and 6s or even add an additional 6 inches of range, you might even yearn for the days of suit spam, since at least they looked cool. (Riptides are still very viable) *'''Necrons:''' Originally heralded as somewhat balanced, if powerful at launch, the edition update turned them into overpowered table destroyers whose sheer ridiculous, overpowered nonsense led to many fa/tg/uys to cry out in sorrow and immediately be silenced by [[RAGE]]. These days they're not quite the nonsensical win buttons they once were, but their real power lies in the extremely good Decurion formation and its sub-formations, which curb-stomped tournaments shortly after it came out and has quite literally rebuilt the way armies are constructed in 40K. *'''Blood Angels: '''Openly game-breaking at launch, these assholes gradually got ratcheted back in subsequent errata. By the time of the edition update they weren't so bad anymore, and are rather mediocre out of all the power-armoured choices currently available. *'''Grey Knights: '''Absolutely, completely, utterly table-destroying until the edition update. They have since been hit with the nerf bat ''hard'', due both to the changes to their codex in 6th Ed and the AP2 proliferation that has built up in the game, making Terminator-based armies not nearly as viable as they once were.
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