List of 40K Cheese: Difference between revisions
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{{ | {{Powergamer}} | ||
''See also: [[40K_Rules_Blooper_Reel|40K Rules Blooper Reel]]'' | |||
The history of Warhammer 40,000 is a history of violence. . . well OK yes it's part of the setting, but it's history of 40k's balance is almost as violent as the grim dark future it takes place in. No matter what people will tell you, the game has always had excessive problems with imbalance, min-maxing and blatant bullshit - From the days of [[Rogue Trader]] to modern day 9th Edition, the game has fostered many [[Cheese|cheesy]] units, army lists or deathstars, who have changed the meta and repeatably broken the game - Not through players maximizing their gear or people abusing unclear rules, but by simply being awfully balanced and written. | The history of Warhammer 40,000 is a history of violence. . . well OK yes it's part of the setting, but it's history of 40k's balance is almost as violent as the grim dark future it takes place in. No matter what people will tell you, the game has always had excessive problems with imbalance, min-maxing and blatant bullshit - From the days of [[Rogue Trader]] to modern day 9th Edition, the game has fostered many [[Cheese|cheesy]] units, army lists or deathstars, who have changed the meta and repeatably broken the game - Not through players maximizing their gear or people abusing unclear rules, but by simply being awfully balanced and written. | ||
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== 2nd Edition == | == 2nd Edition == | ||
====Chaos==== | |||
Like 3.5, just in general. Chaos was OP in this edition whose only hard counters were Eldar and Tyranids. | |||
====Tyranids==== | ====Tyranids==== | ||
When their Codex hit, Tyranids in their entirety were absolutely insane. Units like the carnifex, which had 10 wounds(!), the equivalent of Terminator Armor in chitin (!!) and could regenerate [[bullshit|even from a negative total of hp (!!!)]], meaning it was nigh-on unkillable and would shred even a fucking Greater Daemons in tiny pieces given the chance (due to how CC worked back then only one combatant would get the chance to wound the other each turn, but since the 'fex regenerated the GD would have major trouble killing it for good even with a very good roll. Whereas on a poor roll, it would get cut to pieces.) Lictors were a nightmare to deal with (being basically undetectable until they entered CC), genestealers were already the genestealers we love (aka. fragile if spotted early, but close combat monstrosities able to butcher about anything in melee) and hive tyrants were just absolute beasts: [[rape|about as tanky and choppy as a carnifex, with decent dakka to boot and level 4 Psychic Mastery...]] On top of that, beyond how fast and tanky the models were in general, there came the army special rules. Tyranids didn't use wargear or strategy cards (comparable to what you could do during the game with CP in 8th edition), but they got something worse: | When their Codex hit, Tyranids in their entirety were absolutely insane. Units like the carnifex, which had 10 wounds(!), the equivalent of Terminator Armor in chitin (!!) and could regenerate [[bullshit|even from a negative total of hp (!!!)]], meaning it was nigh-on unkillable and would shred even a fucking Greater Daemons in tiny pieces given the chance (due to how CC worked back then only one combatant would get the chance to wound the other each turn, but since the 'fex regenerated the GD would have major trouble killing it for good even with a very good roll. Whereas on a poor roll, it would get cut to pieces.) Lictors were a nightmare to deal with (being basically undetectable until they entered CC), genestealers were already the genestealers we love (aka. fragile if spotted early, but close combat monstrosities able to butcher about anything in melee) and hive tyrants were just absolute beasts: [[rape|about as tanky and choppy as a carnifex, with decent dakka to boot and level 4 Psychic Mastery...]] On top of that, beyond how fast and tanky the models were in general, there came the army special rules. Tyranids didn't use wargear or strategy cards (comparable to what you could do during the game with CP in 8th edition), but they got something worse: instead of buffs, they made each enemy model/unit roll on a table with (potential) negative effects they would get right before the game started, to represent being harassed by bio-forms on the way and the planet's ecosystem reacting to the 'nids presence. on average, it wasn't ''too'' bad, the most common results being 'unit is fine' or unit's deployment is delayed one turn', but... special mention needs to go to ''Jones is acting Strangely'', which could instantly kill off the entire enemy unit if they didn't pass a dice roll and could entangle fellow squad members should they survive ''(there were also no rules to say that certain units were immune to the debuff, so anything from a [[Baneblade]] to a [[Bloodthirster]] or a whole squadron of Marines could theoretically be one-shot at the start of your enemy's turn if they rolled the debuff and failed the check, which could cripple entire strategies that were carried by specific units and [[Awesome|tilt the game in your favour]])''. Needless to say they were more than well equipped to curbstomp Chaos and Imperial armies AND go toe-to-toe with the other armies like the Eldar and Necrons that were also incredibly strong. | ||
====Polymorphine==== | ====Polymorphine==== | ||
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* Mephiston - basically a captain with the stats of a monstrous creature and with psychic powers. He could also fly, and reduce his opponent's WS/I to 1. | * Mephiston - basically a captain with the stats of a monstrous creature and with psychic powers. He could also fly, and reduce his opponent's WS/I to 1. | ||
* The Stormraven gunship debuted in this list - a flying landraider with weaker armour but immune to melta weapons that could transport a squad AND a dreadnought. Oh, and it's an assault vehicle ffs. Given how powerful in CC Blood Angels infantry is as well as just how deadly their dreadnoughts are, getting them where they needed to be in a fast skimmer that was immune to melta weapons AND was heavily armed was the cherry on top of this particular cheesecake. | * The Stormraven gunship debuted in this list - a flying landraider with weaker armour but immune to melta weapons that could transport a squad AND a dreadnought. Oh, and it's an assault vehicle ffs. Given how powerful in CC Blood Angels infantry is as well as just how deadly their dreadnoughts are, getting them where they needed to be in a fast skimmer that was immune to melta weapons AND was heavily armed was the cherry on top of this particular cheesecake. | ||
* In case that wasn't enough, Blood Angels also had the unique ability to deep strike Land Raiders. This was situational but when pulled off, it was a hard thing to get around. | |||
===[[Grey Knights]]=== | ===[[Grey Knights]]=== | ||
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No doubt [[Robin Cruddace|He]] had a part in this. | No doubt [[Robin Cruddace|He]] had a part in this. | ||
Unlike all the other cheese in 8E, the Guard were successively FAQed into the ground. The fact that they were still a decent choice for the rest of the edition demonstrates just how awful it was to play against in the first few months of 8E. | |||
===Space Marines=== | ===Space Marines=== | ||
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====[[Chapter Master Slamguinius]]==== | ====[[Chapter Master Slamguinius]]==== | ||
Well known [[ | Well known [[MURDERWINGS]] variant exclusive to the [[Blood Angels]]. Take a Captain with Jump Pack and give him a Thunder Hammer & Storm Shield and Angel's Wing. It comes in at 129 points, making him cheaper than Dante. [[Awesome |Toss in Black Rage for 1 CP you get 5 S8 AP -3 3 Damage attacks that will wound all infantry in a 2+ due to Red Thirst, and Wounds T8 on a 3+, all ignoring Overwatch]]. Taking Artisan of War puts him up to 4 Damage per attack which means [[rage|even Knights and Spiritual Lieges aren't going to be safe]]. Or you can throw in Gift of Foresight so he's sitting at a 3+/3++/5+++ (3+/2++/5+++ with Celestine around). What else can be done to break him further? [[Rape |Well Throwing in Unleash Rage and Red Rampage for 1 CP puts him at 7-9 Attacks which are S8, Ap-3 and 4 Damage, and having a Sanguinary Priest around buffs those attacks up to S10!]]. If the Sanguinor is around you get another bonus attack. Did we also mention that if he's fighting Chaos marines, [[anal circumference|those attacks Explode on a 6+ with the use of Vengeance for Sanguinius]]? 4+ against Black Legion? Have fun! | ||
If that is still not enough damage take "Honour the Chapter" or "Only in death does duty end" for a second fight phase. Enjoy barreling over Chaos Terminators in one charge. | If that is still not enough damage take "Honour the Chapter" or "Only in death does duty end" for a second fight phase. Enjoy barreling over Chaos Terminators in one charge. | ||
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We don't even need to talk about what happened when the Leviathan got to return fire, where it got an additional -1 to the ap of it's already insane main guns due to doctrines, and as an Iron Hand and it could move full speed and fire it's guns with no penalty for moving and firing heavy weapons (using that sweet sweet 2+ BS), all this before we add auras. | We don't even need to talk about what happened when the Leviathan got to return fire, where it got an additional -1 to the ap of it's already insane main guns due to doctrines, and as an Iron Hand and it could move full speed and fire it's guns with no penalty for moving and firing heavy weapons (using that sweet sweet 2+ BS), all this before we add auras. | ||
After realizing how screwed these rules were, GW put away the nerf bat and pulled out the nerf hammer. They started first by nerfing Feirros so he couldn't heal the same vehicle twice, and later releasing a sweeping series of orbitally deployed nerfs that finally made a difference. They reworded the halve damage strat to instead only reduce damage by 1 and making it no longer stacked with the Iron Stone, and made the look out sir stratagem so only non-vehicle characters could benefit. They also entirely changed doctrines, so the Iron Hands could only stay in Devastator doctrine (and get the move and shoot without penalty and additional -1 ap for heavy weapons) for the first turn. (This doctrine nerf affected all Space Marines, some like the Dark Angels really didn't need it, but they were acceptable lossess to anyone who'd seen an Iron Hands Levi dread in action). | |||
The monster is gone, but his reign of terror will be remembered | The monster is gone, but his reign of terror will be remembered. | ||
===Chaos Daemons=== | ===Chaos Daemons=== | ||
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*The Malefic Lord! At the start of 8th, he was a mere 30 points. With no Rule of 3 or Smite casting value increases, you could take 12 of these, stuff them in a Valkyrie, run it across the board, drop them out, move them each of them closer and spam Smite. Didn't care too much about Perils, because if they survive, they become S8, A5, WS2+, and their Bare Hands becomes AP-1, D1. They got hit hard in the early FAQs and Chapter Approved. Became 80 points each, then the Rule of 3 limited how many you could take, then the Smite nerf happened. Can't quite be run to the same effect anymore | *The Malefic Lord! At the start of 8th, he was a mere 30 points. With no Rule of 3 or Smite casting value increases, you could take 12 of these, stuff them in a Valkyrie, run it across the board, drop them out, move them each of them closer and spam Smite. Didn't care too much about Perils, because if they survive, they become S8, A5, WS2+, and their Bare Hands becomes AP-1, D1. They got hit hard in the early FAQs and Chapter Approved. Became 80 points each, then the Rule of 3 limited how many you could take, then the Smite nerf happened. Can't quite be run to the same effect anymore | ||
*[[Chaos Spawn|Chaos Spaw--]] Those things shared similar statlines here as they did with every other entry, except for {{W40kKeyword|BEAST}} being swapped with {{W40kKeyword|INFANTRY}}. Meaning, you could stack 12 of these in a Valkyrie (as one unit, mind) and well, you can guess the | *[[Chaos Spawn|Chaos Spaw--]] Those things shared similar statlines here as they did with every other entry, except for {{W40kKeyword|BEAST}} being swapped with {{W40kKeyword|INFANTRY}}. Meaning, you could stack 12 of these in a Valkyrie (as one unit, mind) and well, you can guess the resTAUGHFUCKAWFIGJDSGDISWJ- {{BLAM}} | ||
== 9th Edition == | |||
9th Edition is a clusterfuck even worse than 8th, managing to piss off oldfags and newfags alike. GW cockgobblers will point to "tHe PaNdEMiC" as the reason for the shitty state of 9th, but it's really the fact that GW attempted to make ''every faction'' powerful in its own special way, while still conforming to some general "rules". Instead of reimplementing Universal Special Rules like they did in HH 2nd, all the codices just follow some general guidelines, like Chapter Master Equivalents needing to pick a specific unit for full rerolls, removing most 3++ invulns, removing fight twice, making all dice abilities "unmodified" so you couldn't stack bonuses to hit with cheese, etc. In ''general'', most of the early armies followed these rules, leading players to feel marginally hopeful in the first half of 9th. Still skewed towards Space Marines, but still generally ok. | |||
Then they immediately fucked it up after the Tau. See, after getting a lot of the Imperium factions out of the way, they now had to fix the Xenos factions, which were underperforming in game, so underperforming saleswise. Fixing them would require an overhaul of their stats and weapons to be more in line with the new Primaris 2A 2W and marine Gunboats they now faced. The most obvious examples are the universal inflating of AP and the bumped up wounds of Tyranid Monsters. Needed, but interfered with the Supremacy of their Special Snowflakes, necessitating AOC to fix the mess they made in the first place. AoC feelsgood.jpg when you have it, but is completely annoying when you don't, or when you're an early codex that only got AP1 weapons. AoC proved to be so oppressive that the 2023 Q1 Balance dataslate removed that rule from the game. | |||
They also had to play within the "hard rules" (Like you can only reduce/increase rolls by 1) and overcomplicated bullshit they put into the general 9E rules. So their solution? Ignore rules and precedent established in previous books, and make the newer books the ''exception'' to the rules. Chaos Knights can both reduce the hit roll ''and'' the B/WS giving them an effective -2; Tau railguns can ignore invulns; Tyranids can leapfrog psychic and perform both Psychic Actions and Spells; the stupid amount of variation of "fight first, fight last, they don't have the benefit of charging," wording that requires a fucking flowchart to make sense of; a bunch of units had "they cant be wounded on 1-3s or more than 3 times a phase," so obviously they needed to add characters and relics that ''ignored that rule''. The list goes on and on, but '''tl;dr''' the power creep in this edition is fucked, on top of the Core Rules you need the addendum and '''Rare Rules''' FAQs to bridge the gap between the 2020 state of the game and the current clusterfuck. | |||
===Space Marines=== | ===Space Marines=== | ||
*Eradicators: New special sue marines who carry 24" melta rifles that can fire twice if they | *Eradicators: New special sue marines who carry 24" melta rifles that can fire twice if they don't advance. They are infantry, so they can benefit from that keyword, and can get in the Primary Stu transports, and to add insult to injury are literally Fire Dragons but better, which rubs Eldar players the wrong way. Oh don't forget your captain and Lieutenant to buff your suicide shooty unit, just to make sure those hits come through. | ||
**Salamanders: Your eradicators wound even knights and thunderhawks on at least 3's, reroll a single wound roll per unit shooting, and with a captain and lieutenant you're guaranteed to nuke just about everything in the game. | |||
* | *Dark Angels: Especially with Ravenwing Chief Apothecaries, Talon Masters, 4-damage Plasma Incinerator Redemptor Dreadnoughts, and permanently transhuman Deathwing Terminators. | ||
*Black Templars funnily enough had a very brief period where they could field Crusader Squads for cheaper than Tactical squads. However, as this went away with the supplement's release, this is a "middle" tier cheese at best. | |||
*Armour of Contempt: Dear fucking god, this rule. Introduced with the quarterly balance dataslates, this rule makes ALL Space Marines (as well as the Sisters of Battle, CSM, and Imperial Guard <s>Leman Russes</s> VEHICLES) reduce the AP of any attack they suffer by 1 unless they're equipped with a Storm Shield. Now, while the Sisters and Guard tanks did need some extra protection, being respectively merely T3 1W models protected by only a 3+ save and fairly fragile without baked in Invuln saves, this was glaringly egregious on every flavor of Space Marine, especially now that they were T4 with minimum two wounds each. This made even mainstay anti-marine weapons like plasma guns worth less now that the once valuable AP-2 would only make them roll a 4+ save and made any number of AP-1 weapons pointless. Needless to say, that with the typically ubiquitous number of marine players out there, this will annoy you to no end. | |||
**It wasn't until the Q1 2023 dataslate that the writers realized how much of a drag this rule became, as it was summarily scrubbed from existence. This means that the arms race to beat this utterly busted rule has drastically slowed down...with the exception of the Leagues, who have this built into their codex. | |||
** The most frustrating part of this debacle is that spess mehreens legitimately did need a significant buff, being a peasant-tier army for almost all of 9th. But fucking over every army that's built around AP-1 attacks because GW couldn't get the balance remotely right the first time was an incredibly fail way to go about it. | |||
===Necrons=== | ===Necrons=== | ||
*Scarab Swarms: Scarabs are pretty good on their own, but with spam and some buffs, get ready to have your last game with your opponent. Here's the recipe: Novokh +1 to charge and -1 AP, Stratagem for +1 Attack | *Scarab Swarms: Scarabs are pretty good on their own, but with spam and some buffs, get ready to have your last game with your opponent. Here's the recipe: Novokh +1 to charge and -1 AP, Blood Rites Stratagem for +1 Attack, Technomancer with Fail-Safe Overcharger Arkana for +1 Attack, and Spyders for Reanimation Protocols. Congratulations now one 9 unit of scarabs have 6 attacks, hitting on 4s, autowounding on 6s = 54 attacks on the charge. -1 AP. | ||
*In a surprising move to many, a couple balance dataslates in 9th Edition issued the Core keyword to many units beyond basic troops and elites; including vehicles, canopteks, flayed ones, and even characters. What this means is that many units were now able to gain the benefit of an Overlord, Cryptek, or stratagems; including the Silent King himself! Soon, many tournament lists would run this centerpiece when it became apparent that using a Technomancer to bring back the Menhirs protecting the King made it nearly impossible to take off the board without dedication. | |||
===Adeptus Mechanicus=== | |||
*Quite frankly, the Mechanicus was utterly broken for the first part of 9th. Despite a massive points nerf in November 2021, the army is still fairly competitive. While not quite at the levels of 7e's Taudar bullshit, the criminally undercosted Skitarii swarms were mind numbingly powerful. (skitarii rangers for example with protector imperative and the galvanic volley stratagem active can put out up to 80 shots of s6 ap1 d1 fire that hit on a 2+ at anything within 15 inches). Originally GW nerfed them by removing the core keyword on most units, but... | |||
**GW, master of foresight and game design, has invalidated all of the Admech nerfs as of October 2022. Everyone has the core keyword again, and the stratagems are now back to what they are in the codex. However, their points increases are still in effect and their physical codex is still out of date. Are we going back to Dragoon spam? Only time will tell. They weren't overpowered after all, just ahead of the game it seems. | |||
===Drukhari=== | |||
*Similarly to Admech above, Drukhari were seen as an overwhelmingly powerful army when their 9th codex came out. Immediately they saw nerfs in later FAQs to whittle them down to size. This included some points hikes, most notably to stop the endless Raider spam, as well to Wyches and all the standard HQ choices. Meanwhile, Ravagers and Talos were stripped of the {{W40kKeyword|CORE}} keyword to limit buff stacking on those heavy hitters. | |||
*Succubus: Even without the following cheese, this commander was already one of the most cost-effective close combat HQs in the game, for only 60 points. However, when combined with rules provided by the Warzone Charadon Expansion (basically $60 Day 1 Drukhari DLC), things went completely off the rails. The Succubus could churn out a staggering average of 20 S4 Ap -1 attacks on a charge, with a max of 42, when equiped with Razor Flails and the new Competitive Edge Warlord trait. Edge allowed the Succubus to make another attack for each attack that failed to deal damage. Razor flails would double her attacks, an effect which would effectively be resolved twice. Eventually patched out by an FAQ a month or so after. | |||
*Dark Technomancer + liquifier guns. DT allowed any ranged weapon to optionally buffed with a +1 to wound rolls and +1 D, in exchange for a "Gets Hot" mechanic where a role of 1 to hit would deal the bearer a mortal wound. The problem? Liqifier guns are flamers and so auto-hit their targets, totally negating the downside. Whoopsie. Thankfully an FAQ prevented liquifiers being buffed by DT in June 2021. | |||
===Tyranids=== | |||
*The Tyranids' Army of Renown, Crusher Stampede, is one of the most powerful army of renown to date. It essentially gives an army wide 5++, with monsters getting a -1 to damage as well as their remaining wounds counting as the number of models on a objective, at the cost of bringing no units with fewer that 3 wounds or with the Swarm keyword (doesn't stop you from spawning gaunts or spore mines with Tervigons and spore mine launchers respectively), as well as bringing at least as many monster units as there are non-monster units in your army. While that alone is pretty powerful, the real cheese comes from the stratagem Breaking Through, which can cause mortal wounds on a charge, and if used correctly, can guarantee a grand total of SIX mortal wounds for the cost of just 1 CP, and that’s just one stratagem, there are plenty of other ways to cheese this AoR as well. | |||
**With the release of the new Tyranids codex, this AoR has become completely outmoded by the will of GW editorial. | |||
*We'll start with the Leviathan in the room, which is the fact that Hive Fleet Leviathan units all have transhuman. Synapse Units can't be wounded on 1-3s, and non-Synapse units can't be wounded on 1s and 2s. This means the Massive 18W+ Beasts now only having a flat 50% chance to be wounded, and that's on top of any invulns you may give them. You can also give a non-Synapse MONSTER the Synapse keyword, meaning those Exocrines or Carnifexes are going to have a great time fucking shit up. Of course, because all their Psykers are Synapse, that means Leviathan Maleceptors are unkillable monstrosities that can outpsyker Eldar and OutMW Thousand Sons. | |||
**This was nerfed in the October 2022 balance slate so that only SYNAPSE MONSTER units got the full transhit effect. No more Zoanthropes and Warriors having a 50/50 chance of escaping a volcano cannon shot. | |||
*With the new codex, there have been a plethora of options for the Tyranids to dominate the battlefield, with the 2 biggest examples being Maleceptors and Harpies. The former is a psychic powerhouse that, when buffed with a Neurothrope’s synaptic imperative and ability to grant an additional die on the psychic test, it is possible for a Maleceptor to deal up to '''30 Mortal Wounds''' as a result of its own ability to deal 3 MWs on a high enough psychic test. | |||
*As for the Harpy, it has received such a major glow up that bringing a single one will guarantee destruction. For 170 points, you have a flying monster with Heavy 6,S9,AP-3,D4 venom cannons along with -1 to hit and a potential extra 25 points for an Invuln Save of 4. Even though it isn’t tough at T7,W13,3+, but its guns and potential upgrades will allow it to shoot down anything if it is allowed to live. | |||
*Take a Trygon Prime. Give it Adrenal Glands for +1 S. Heightened Senses gives you rerollable hits and Fight First, and you can either take the Searhive (All successful hits against Non-Vehicles autowound) or the Maw-Claws (Reroll all wounds, +1 A, and an additional attack per unit it destroys, to a max of +3 (+4 Total). That's either 13 autowounding rerolling hits, or 13-17 reroll everything. And it deepstrikes. It doesn't even have to be Leviathan, because Behemoth gives it 3D attacks. | |||
===T'au=== | |||
*[[Fish of Fury]] returns: Just see the page, but short version: Utterly unstoppable transports that can practically travel across the board, drop off a shit load of fire Warriors, and end anything that they glance at with Rapid fire 2 S5 AP-3 Pulse rifles. [[Rape|God help it if there's a markerlight token.]] | |||
*Rail weapons automatically deal mortal wounds. Which while being a welcome change from 8th's "6+ to wound causes mortal wounds", is way too strong. Invuln saves practically don't matter, which leads to the next point. | |||
**Death Star Railguns: Fucking treat anything in the game like your bitch and ignore invuln saves. You know it's a problem when Death Guard, who in theory should not be able to be tabled, get tabled in large part due to Railguns. | |||
===Chaos Space Marines=== | |||
*Chaos Space Marines are a very hit and miss army. On one hand, there are some gamebusted combos that make running certain units almost unlosable. On the other hand, this army lost so much customization from the jump to 9th that entire armies were invalidated just because their gear or unit wasn’t written in mind. This does not stop them from having particularly cheesy lists, especially when it became obvious that all people listing would run: | |||
*[[Abaddon the Despoiler]]. What was once a laughing stock in the lore for his failure to be a threatening villain in this grimdark setting is now one of the most busted units with a plethora of rules and abilities that makes fighting him a living nightmare. Armed with all 4 marks of chaos, a 4++ Invuln, 3 wound limit per phase, 3 warlord traits and tons of army support for your squads; this motherfucker is almost impossible to take off the board safely. Combined with a Slaaneshi Master of Possession to heal him every d3 wounds and grant a 5+++ FNP, a Dark Apostle to grant him an illusory supplication and the stratagem Grandfather’s Blessing; he becomes more durable than Captain Smashfucker ever was. | |||
*Chaos Terminators were found to have just as durable of a run when combined with the Black Rune of Damnation. An entire squad of 5-10 terminators becomes extremely durable with a permanent -1 to wound and whatever mark of chaos you give; Tzeentch’s allows for the first failed save to not deal damage, while Nurgle’s mark gives you Grandfather’s Blessing (CSM Transhuman Physiology) as a stratagem. You’re gonna need some very judgemental squats to keel them over… | |||
===Leagues of Votann=== | |||
*The rebranded [[Squats]] proved to be so incredibly cheese filled they were the first army in the history of Warhammer 40,000 to be outright banned from numerous tournaments. Consider that despite all of the above, none of the other factions had widespread bans. This was such a widespread issue that [https://www.warhammer-community.com/2022/09/29/leagues-of-votann-balance-update-a-word-from-james-workshop/ GW themselves had to put out a statement about the situation]. Listed below are the many and varied reasons why the army was considered so disgustingly broken. | |||
**In their original incarnation, the faction's Judgement Tokens mechanic caused quite the uproar. Any time an opponent destroyed a Votann unit, successfully completed an action or simply stood next to an objective, they would gain one token (to a maximum of three). These tokens were essentially Tau Markerlights on steroids, allowing any unit that attacked a unit with a Token on it to automatically wound on a 6+, and each extra token added +1 to the roll (for a total of auto wounding on 4+). Not being satisfied with Auto Wounding anything in the game, these tokens also counted as rolling 6's for any attacks directed against a unit with any token on them! This combined well with... | |||
***The Magna-Rail Rifle, one of the most complained about weapons in the Codex. A single shot, 24" inch range, Strength 9 gun with an impressive AP-4 and dealing D3+3 damage on a hit. Furthermore, the Heavy version is [[Rape|36" S14 AP-4 2d3+6 damage.]] If those stats sound insane, that wasn't all the gun could do. Much like the Tau Rail Rifle, invulnerable saves could not be taken against damage caused by this and on top of that, unmodified wound rolls of six allowed excess damage to spill over into other models in a unit! This extra damage was dealt as regular wounds, not as Mortal Wounds. This meant only units with a 2+ Armor save and AoC or a Storm Shield could ''maybe'' survive a shot from this (on a 5+ saving throw after factoring in AP reduction), and this was a gun their basic infantry could equip. In short, it's a super powered anti-everything gun with the potential to delete anything it shot at. | |||
**The tokens were the only issue that GW felt warranted any sort of action, as seen by their aforementioned statement. With the errata, the Tokens' auto-wound ability no longer counted as unmodified 6s to wound, which considerably reduced the Magna-Rail Rifle's ability to flat-out delete all units. Is it still absolutely busted? Yes. The saddest part? Thanks to transhit physiology-esque rules becoming extremely commonplace, this was designed as a counter to all of that. Power creep in action, folks. | |||
*Void Armour is what happens when you integrate the abovementioned Armour of Contempt into an army and warp it into something even worse. Not only does this reduce the AP of any attacks they suffer by 1, but it also prevents enemies from re-rolling to wound and damage rolls as well. Just like that, a lot of stratagems and buff auras have become meaningless against them. Being merely T4 1W with a 4+ save, this wouldn't be such a glaring issue, but when these guys can auto-wound you on 4+s and still use their re-rolls, you're probably going to be dreading what Tenth Edition will bring for the Space Marines... | |||
===Chaos Daemons=== | |||
*To be absolutely fair, they needed the buffs, and because they were overshadowed by the Votann, there's not a lot of Chaos Daemon Lists going around right now, but they are there, and they are pretty good. They mostly revolve around Leadership Bombs and Summoning. | |||
*First thing about Chaos Daemons is that they now have unmodifiable saves. Specifically not Invulns so they can never be stripped away, but also unmodifiable for whatever reason. The saves are different when dealing with ranged or melee attacks, and some of the Greater Daemons have unmodifiable 3+. | |||
*But that's not what makes them cheesy, what makes them cheesy is that you can summon Daemons within 9". Either because the enemy has a low enough LD (which is easy enough to lower with the right combination of units and abilities), OR because you have a LOCUS nearby. With the "Malicious Misdirection" Warp Storm Surge, you can drop reinforcements turn 1, too. They can also soup without breaking monofaction bonuses, but at the cost of Warp Storm, and only CSM with 25% Daemons. | |||
*'''Flamers…''' By the God Emperor, the Flamers of Tzeentch have proven to be the strongest option in not just Chaos Daemons, but the entirety of Chaos as well! Starting off, each flamer sports a lovely d6+3 assault flamer with Strength 5, further boosted by an Exalted Flamer’s +1 S and a Herald’s +1 Wound spell and rerollable wound rolls of 1. Nothing more is needed, for almost every unit that isn’t toughness 6 is wounded on a 2+ with -2 AP, 1d flame spam that can only be stopped by Transhuman rules or a wound cap. | |||
**Flamers are a big fuck you to anything and everything, so what did GW do to nerf them? [[DERP|Removed the Auto-Hitting Flamer rule from Flamers]]. They now hit on 3+, but they're still exactly the same number of points before, and still get 3+d6 shots. Not only that, but you can increase their BS to a 2+ on a lucky warp storm roll and now gain the benefit of a Lord of Change’s reroll aura. While your overwatch isn't as scary anymore, you still have a 5/6 chance to hit with 15+5D6 S6 AP-2 +1 Wound. | |||
*Most armies have a limitation on commanders, top ranking HQ’s, or overall powerhouses like a Daemon Prince. Codex Chaos Daemons lacks this restraint for any HQ; meaning any player with the points and funds to field greater daemons will have no trouble making a monster mash list. Running multiple Keepers of Secret in addition to Be’Lakor is not only surprisingly tanky, but combining that with the Warp Locus can lead to very devastating Alpha Strikes. | |||
===[[Warhammer 40,000/9th Edition Tactics/Imperial Guard|Imperial Guard]]=== | |||
*After a long arduous journey of being the only army with 8th edition rules, our friendly neighborhood treadhead has finally been bestowed abuse-worthy cheese. With the roll of 2 dice, Primaris Psykers can easily give any unit a trans-hit effect, while Cadian units (which are now available for all regiments) can easily pop a stratagem that gives them the transhuman effect as well. What could possibly go wrong? | |||
*'''Kasrkin.''' That’s how. Given that they’re the fresh hot ""new"" unit of the Guard, they were given a whole bunch of rules that [[Games Workshop|invalidated the Tempestus Scions that replaced them]]. | |||
**First off, they can have an additional regimental trait along with the ones you picked for your whole army. | |||
**Second, they have stratagems for dealing mortal wounds on every wound roll of 6 (Keep the [[Cadia|default Regiment]] and [[Leagues of Votann |every 6 to hit counts as UMWR of 6]]), increasing the AP on your lasguns, the aforementioned transhuman rule, and one that triggers their autowound on a 5 instead. | |||
**Most importantly, they can be given orders: Take Aim! Gives them '''2+ to hit''' ''and'' more AP, giving you a total of -4. With just 3 CP (more on this later) and fishing for [[what|5+s to hit]], your hotshots have the [[FATAL|penetrating]] power of a melta gun, while being tankier than half the tanks in the game thanks to flat 50% chances to fail in boh hitting and wounding | |||
**Equip your command squad with the '''Finial of Nemrodesh 1st''' to ignore every hitroll modifier, and any rule to ignore wounds on an enemy unit. This will ensure even C’Tan shards and Abaddon cannot hide behind wound caps against your wall of guns. | |||
**Using Ursula Creed to issue orders will give a +1 S to your lasguns and turn your basic flashlight into a S4 -2 (-4 with Hotshots) GEq killer that can go up against even MEqs and TEqs! [[FAIL|In a single edition, the basic guardsman squad has proven stronger, tougher, and more devastating than a superhuman tactical marine squad with boltguns]] | |||
*All of the above implies you've gone basic bitch Cadia. One of the casualties of the 9th Codex is all the variation of the various regiments; you have slightly more relics than a Custom Sept or Dynasty, but nowhere near in total. Some Regiments have had their specialties locked to KEYWORD stratagems that are part of your chosen doctrine, but theoretically any army can use all the stratagems [[Fail|but limited only on specific KEYWORD specialists]]. | |||
**But remember the boys [[Cadia|who are so]] <s>special</s> '''[[Imperial Guard|badass]]''' that they can pick their own special snowflake traits? Yeah, it's the Kasrkin again. Not only are they targetable for all CADIAN strats, they're also often specifically worded to be able to do some Regiment/Tempestus specific traits, like UMWR6 are MWs (tempestus only before) and better AP. Whatever they cant do intrinsically can be given as the extra trait. | |||
**Give the Kasrkin MECHANISED INFANTRY and they can pop out of transports after it moves; the keyword gives them access to the ARMOURED FIST strat for reroll all wound rolls. All that cheese above with AP and Wound Rolls gets even cheesier when you reroll all wounds. And you can pop them back inside the Transport just for fun. This also means you have wasted all your CP. But whatever they've fired on is gone. | |||
*As a Guard Player, you have the Supreme Commander that gives you an extra CP, a trait for regaining CP on a 5+, another HQ that lets you CP reroll twice a phase, a psyker that farms CP, and a relic to make your opponent pay more CP. | |||
**Does any of this make up for the fact that you're penalized the most for taking more than 1 detachment? No. Is this funny and let's you fuck with the opponent? Yes. | |||
*Leman Russ owners will be laughing all across the battlefield with the wide variety of tools given by the rules team that can make them a very threatening bunch of treads. To ensure your tanks never lose, give your army the regimental traits '''Armoured Superiority''' and '''Mechanised Infantry''' so all your vehicles count as multiple models while allowing infantry within Chimeras to disembark immediately. Having multiple tanks advance into the center with a primaris psyker in a transport, one can easily have a large unflinching tank with the same trans rules as any other unit and more! Armoured Tracks gives your units a better save against D1 damage, smoke launchers adds more troubles to the hit roll, and leaving Leontus around can ensure your tanks have a plethora of orders to choose from including ObSec to said tanks or a 5+++ FNP against Mortal Wounds. | |||
==Fermented Lactation Derivatives== | |||
*'''The Emperor and His Custodes''': Le Gruyère Aop Surchoix | |||
*'''Imperial Guard''': Store brand Cheez-Whiz equivalent | |||
*'''Adeptus Mechanicus''': Ultra-synthetic 1950s American Cheese | |||
*'''T'au''': Sakura Cheese | |||
*'''Eldar''': 40 Year old Cheddar | |||
*'''Dark Eldar''': ''Extra'' Sharp 400 Year Old Cheddar | |||
*'''Necrons''': [https://www.businessinsider.com/egypt-2600-year-old-pots-cheese-found-at-pharaohs-necropolis-2022-9 Ḥlm (Halōm, known in modern times as Halloumi)] | |||
*'''Orks''': <s>Blue Cheese</s> <span style='color:green;font-size:115%'>WE’Z NOT BLUE YA ZOGGIN GITS! </span> <s>But you are fungus, which is what's making it blue.</s> {{KRUMP}} {{KRUMP|YA GITZ OUGHTA LEARN DAT WEZ DA GREENSKINS! DAT CHEEZ BE GREEN!}} | |||
*'''Sisters of Battle''': Smoked Gruyère | |||
*'''Ultramarines''': Roquefort | |||
*'''Salamanders''': Scamorza | |||
*'''Raven Guards''': Takelma Cheese | |||
*'''Blood Angels''': Saint Angel Cheese | |||
*'''Iron Hands''': Chhurpi | |||
*'''Imperial Fists''': Emmental cheese | |||
*'''Nurgle''': Epoisse de Bourgogne | |||
*'''Death Guard''': Casu Marzu | |||
*'''Thousand Sons''': Rumi | |||
*'''World Eaters''': Pecorino Romano | |||
*'''Slaanesh''': Mommy's Milk Cheese | |||
*'''Black Legion''': Cheese Blend | |||
*'''Tyranids''': Ricotta | |||
*'''Genestealers''': Ricotta Forte (''Ricotta Scanta'') | |||
* '''Leagues of Votann''': Queso de Bola | |||
Latest revision as of 17:09, 21 June 2023
| This article or section covers stupidly cheesy and/or broken crunch that gives powergamers and munchkins a serious hard-on at the expense of everyone else. It is extremely likely to cause Rage in whoever goes against it.
See also: 40K Rules Blooper Reel The history of Warhammer 40,000 is a history of violence. . . well OK yes it's part of the setting, but it's history of 40k's balance is almost as violent as the grim dark future it takes place in. No matter what people will tell you, the game has always had excessive problems with imbalance, min-maxing and blatant bullshit - From the days of Rogue Trader to modern day 9th Edition, the game has fostered many cheesy units, army lists or deathstars, who have changed the meta and repeatably broken the game - Not through players maximizing their gear or people abusing unclear rules, but by simply being awfully balanced and written. Fortunately, many of these, if not all of them, are the very concept of "The flame that burn twice as bright dies twice as fast", as they all got their reckoning at some point or another. Being either nerfed to the ground, changed to the core or completely removed from the game, this allowed the next-cheesy thing to step in with a silly hat and a way too small point-tax. But life will go on. New codices will be under/overpowered and grind the others to dirt, the meta will change to deal with what-ever is the most powerful at the moment, and the forums will be white-hot with rage over the unbalance present, but life will go on, and as soon as you accept this eternal struggle for our fun and wallets, you will be at peace. As time goes on, this list will grow, to encompass more and more cheese as it gets released. If you feel that a unit, model or deathstar needs mentioning in the list, feel free to add to it with your own experiences and knowledge. 2nd Edition[edit | edit source]Chaos[edit | edit source]Like 3.5, just in general. Chaos was OP in this edition whose only hard counters were Eldar and Tyranids. Tyranids[edit | edit source]When their Codex hit, Tyranids in their entirety were absolutely insane. Units like the carnifex, which had 10 wounds(!), the equivalent of Terminator Armor in chitin (!!) and could regenerate even from a negative total of hp (!!!), meaning it was nigh-on unkillable and would shred even a fucking Greater Daemons in tiny pieces given the chance (due to how CC worked back then only one combatant would get the chance to wound the other each turn, but since the 'fex regenerated the GD would have major trouble killing it for good even with a very good roll. Whereas on a poor roll, it would get cut to pieces.) Lictors were a nightmare to deal with (being basically undetectable until they entered CC), genestealers were already the genestealers we love (aka. fragile if spotted early, but close combat monstrosities able to butcher about anything in melee) and hive tyrants were just absolute beasts: about as tanky and choppy as a carnifex, with decent dakka to boot and level 4 Psychic Mastery... On top of that, beyond how fast and tanky the models were in general, there came the army special rules. Tyranids didn't use wargear or strategy cards (comparable to what you could do during the game with CP in 8th edition), but they got something worse: instead of buffs, they made each enemy model/unit roll on a table with (potential) negative effects they would get right before the game started, to represent being harassed by bio-forms on the way and the planet's ecosystem reacting to the 'nids presence. on average, it wasn't too bad, the most common results being 'unit is fine' or unit's deployment is delayed one turn', but... special mention needs to go to Jones is acting Strangely, which could instantly kill off the entire enemy unit if they didn't pass a dice roll and could entangle fellow squad members should they survive (there were also no rules to say that certain units were immune to the debuff, so anything from a Baneblade to a Bloodthirster or a whole squadron of Marines could theoretically be one-shot at the start of your enemy's turn if they rolled the debuff and failed the check, which could cripple entire strategies that were carried by specific units and tilt the game in your favour). Needless to say they were more than well equipped to curbstomp Chaos and Imperial armies AND go toe-to-toe with the other armies like the Eldar and Necrons that were also incredibly strong. Polymorphine[edit | edit source]Assassins (and anyone else with the access to the wargear) used to be able to magically appear in the middle of a squad via Polymorphine (killing a troop when you exploded out of his body, leading to such shenanigans as a Guardsman hiding a dude in power armor on a bike). Then Jump Pack over and throw a Vortex Grenade and killing anything on a 2+. Virus Weapons[edit | edit source]The Virus Grenade was 50 points for a grenade with a 2 inch blast radius. Any model that was hit by the Virus Grenades (partial hits were on a 4+) was not explicitly stated to be immune (Space Marines, Terminators, Aspect Warriors and vehicles were immune) to said Virus Grenade would die on a 3+. So far, not to bad right? The problem with the Virus Grenade was that when a model was killed by it, every other model not immune that was within d6 inches would have to test, dying on a 4+ and recursively requiring every other model within d6 inches to test not to die on a 4+. Thus, a Virus Grenade could become something of a Grey Goo situation where the more enemy models are bunched up, the easier it was to spread out and kill them all. However, the real rage-inducer was the Virus Outbreak stratagem card, which acted like a Virus Grenade template that you just placed anywhere on the board without restriction; the writers went so far as to recommend that players tear up their Virus Outbreak cards from the Dark Millenium set since they hadn't intended on it being so powerful. Wolf Guard Crisis Suits[edit | edit source]Back in 2nd edition, the Cyclone Missile Launcher required the Terminator to replace his Power Fist with a laser targeter. However, when the Space Wolf codex first came out, it was entirely possible to make your army nothing but Wolf Guard Terminators, and to give each Terminator an Assault Cannon **and** a Cyclone Missile Launcher. Add in the fact that Terminators made their armor saves on 3+ on 2d6 (this game did use save modifiers), and it was possible for them to teleport in, weather most overwatch, fire all missiles and assault cannons, and only have to mop up the remnants from the burning wreckage. When the Space Wolf codex was reprinted, it explicitly banned Wolf Guard Terminators from going with Assault Cannon and Cyclone Launcher. Deathspinners:[edit | edit source]Deathspinners were a flamer template in 2nd edition, that had a "save or die" initiative check. Imagine an entire squad of Warp Spiders with Jaws in flamer form. Yeah. 3rd Edition[edit | edit source]Eldar Exarchs with the unique ability to "Build your own Exarch." You could have a bright lance that shot twice with warp spider pack that allowed you to jump all over the field, then add a Powerfield that gave you a 2+ invulnerable save). This was just one of many cheese custom Exarchs that were possible; however, they were also the only thing keeping Eldar on the table - those customizable Exarchs, though cheesy, were expensive in an army with nerfed and expensive units and weapons. Eldar were largely bottom-tier in 3rd edition. 3.5 Edition[edit | edit source]In general, 3.5 had 3 specifically cheesy armies, two of which belonged to Chaos. Necrons[edit | edit source]Necrons were introduced as a stand-alone codex army for the first time in 3.5. Their release was met with immediate hostility once neckbeards read their codex; here's why: is a video of their grand debut
Necrons lacked the mind-boggling amount of possible unit and wargear combos that Chaos had access to (in fact, they were pretty light on both unit choices and wargear) but they earned the title "n00bcrons" for another reason: the cheese was so prevalent, so built into their army's very identity (i.e. "We'll be back!" and Gauss weaponry) that it was easily used (and occasionally abused) even by complete beginners more or less by accident. Chaos[edit | edit source]Going into third edition, Chaos was... unremarkable. Bland. Decent crunch-wise, but without the wealth of options to field Daemons/Cultists/Mutants/Fallen/Renegades/... they had in 2e. Pete Haines listened to the players (yes, GW did that back then) and Chapter Approved articles in White Dwarf did provide those variants over the years. Eventually GW decide to bring out a 3.5 Codex updated with all those options and a couple extra added on top... and that's where it went horribly wrong. A wealth of options meant a wealth of possible combinations and some were just... too much. They went from 'strong but expensive' to 'outrageous'. Here's a smattering of what CSM had in 3.5: Young cheese (things that were a-okay on their own but could combine into ungodly monstrosities.)
Aged cheese (This is where it started to get really ugly, although those things were still within hailing distance of manageable.)
Premium cheese (The really retarded things that could break the game. Never mind those costed arms and legs in points, unless the opponent knew what was coming and went to great lengths to avoid them, those things were "I-win" buttons.)
Now, you'd think that with that generous amount of cheese, GW would get the message and stop piling it on... But then the world-wide "Eye of Terror" campaign happened and Chaos got another toy to play with - the Lost and the Damned army list. Veteran Chaos players actually rejoiced when it was announced as it meant they could go back to the 2nd ed days of fielding traitor Guard, Beastmen, mutants and other dregs supported by a very small number of traitor Marines. Sadly enough, while it did allow to do that, the army list came with its own rapetrain of cheese:
It's really no mystery as to why Chaos won the Eye of Terror campaign. Games Workshop, concerned with their future revenue streams from Spess Muhreen fanchildren, decided to basically reset the crunch and shift the timeline away from the event while attempting to balance (read: nerf to the ground) what it could in 4th edition. Honorable Mentions:[edit | edit source]Blood Angels[edit | edit source]Blood Angels were tied with Khornate Berzerkers for the title of most killy fuckers in glorious melee. The 'zerkers were just a bit killier thanks to their chainaxes but the BA enjoyed better mobility thanks to being able to equip jump packs everywhere. That almost assured they would get that precious charge bonus of +1S and + 1I (on top of the +1A) from the army-wide Furious Charge, ensuring whatever they got their hands on would be brutally dismembered. For extra lulz you had the option to go for a full Death Company army that would forego any firepower for an army-wide FnP save on top of the righteous fury at the death of Sanguinius. This said, each mini costed a premium when kitted-out, so it was an army of extremes: when things went right they'd table the enemy in three turns but when they went wrong they'd get tabled themselves in little more time, with few compromises due to the low model count. Imperial Guard Armored Division[edit | edit source]This one deserves an honorable mention as well, even if it quickly disappeared after the arrival of Necrons and their vehicle-killing Gauss everything and "We'll be Back!" shenanigans. Back in 3rd ed., vehicles were much less prevalent, as were the ways of dealing with them. Most armies had a couple of heavy weapons like Lascannons, some power fist equivalents and a melta-bomb here and there, and it was more than sufficient to deal with the occasional armoured behemoth. This list? It was vehicles only! HQ? Leman Russ variant. Troops? Leman Russ variants. Anything else? Leman Russ variants (with the token Infantry Squad in a Chimera). Park together covering the vulnerable rears, point battle cannons and let fly, all guns! Due to the lack of heavy weapons being able to affect the Russ' frontal AV, "all-rounder" armies stood little chance of doing anything. Basically, fluff Imperial Guard tactics. 4th Edition[edit | edit source]
Fish of Fury[edit | edit source]It has its own page, but the basic gist involved using a semi-invulnerable troop transport as a mobile bunker for the otherwise assault-prone Fire Warriors. The tactic died when errata changed how skimmers worked. Imperial Guard 500-Point Assholery[edit | edit source]Take minimalist choices for the bulk of your mandatory force org setup. Use the remaining points to buy a Leman Fucking Russ and absolutely butt-fuck the balance of low-point games. The personification of being That Guy. Imperial Guard Unit Deletion Barrage[edit | edit source]In the 4th edition codex, the Hunter-Killer Missile cost a mere 5 points. Because of this, an insanely common strategy was to load basically every single vehicle you fielded that could fit one with one, and with many guard armies that could be 6-7 vehicles on a 1000-point list at the time. Once loaded, the tactic was simple: find the single most threatening enemy model on the board that could be reliably penetrated with a Krak Missile, acquire line of sight, and hammer the shit out of it with all your Hunter-Killers in one go. Even with guard accuracy being what it is, the fact that you could potentially obliterate a lynchpin unit or pesky independent character meant that this was often used to secure early dominance. When the 5th edition Tyranid codex came out, this tactic was very often used to flat-out cripple 'Nid players by taking out their DISTRACTION CARNIFEXES and Hive Tyrants from standoff range, fucking over attempts to counter. The tactic ended when 5th edition cranked the cost of HK Missiles to 15 points each. 5th Edition[edit | edit source]General[edit | edit source]
Imperial Guard[edit | edit source]Arguably the only army in 5th that got a stratospheric Cruddex buff, the rest getting nerfed into uselessness as Robin Cruddace hates you:
Space Wolves[edit | edit source]The Space Wolf codex became an infamously powerful tournament army due to having ruthless point-efficiency all around. While the Blood Angels got speed and flashy toys, and the Grey Knights would get mass Force Weapons and Psybolt weapons, the Space Wolves were able to look at those armies and shut them down by pure attrition. Notable reasons for the Space Wolf hate include:
Blood Angels[edit | edit source]Cheesy for the exact same reason as Grey Knights. Here are just a few things they received:
Grey Knights[edit | edit source]Seriously, there's a shitload to explain here for the noobs:
People hated the Grey Knights - even longtime GK players hated them. A list that was built to destroy daemon armies got buffed into a list with units that were just flat-out better than anyone else could field. And this was during a time when you didn't even need a special list to destroy daemon armies because they were so bad - seriously, it wasn't uncommon for GK players to fight demons without suffering so much as a wound! In protest, some GK players took to making lists that used none of the staples mentioned above in order to give themselves a challenge. Honourable Mention: Chaos Daemons[edit | edit source]Daemons were not a very broken army in 5th Edition, but they had one strategy that really was agony to play against; FateCrusher. FateCrusher revolved building an army around Kairos Fateweaver. Fateweaver was a Lord of Change whose main draw was that any Daemon Unit within 6 inches of him could re-roll all failed saves - including cover. Chaos Daemons at the time did not encourage mono-god armies as it did in 6th, 7th and 8th. Daemons could freely ally with each other (but couldn't join units). So Fateweaver's abilities affected tough, non-Tzeentch units like Plaguebearers (who at the time of 5th ed, still had a 4+++ FNP) and Bloodcrushers (which had a 3+ armour save). The tactic was simple; surround Fateweaver with Bloodcrushers and Plaguebearers, and your enemy would weep. Not only were your Plague Bearers now getting 3 saves (since all Daemons were Immune to Instant Death, Plaguebearers almost always got their FNP), but your Bloodcrushers could re-roll their 3+ armour save. The weakness of the strategy came from the fact that Fateweaver himself had to take a leadership check every time he suffered a wound; if he failed, he would be removed from play. Considering he had a re-rollable 3++, though, this wasn't too likely to happen. With the arrival of Codex: Daemons 6th edition, this strategy ceased to exist. Honourable Mention: Chaos Space Marines[edit | edit source]Only one thing was truly busted in the otherwise unremarkable 5th Edition CSM codex (that was really released in very late 4th edition): The Daemon Prince of Slaanesh with Wings and Lash of Submission. See, Lash of Submission was a psychic power that let you move an enemy unit. It didn't have a long range, which is one of the reasons you took wings, and it didn't move them very far, but this power could pull scout units out of cover or pull critical HQ into a chargeable position. This combination would reliably get your Daemon Prince into close combat on your first turn and, with the ability to consolidate into combat, could keep you in combat and safe from shooting the entire game. Another popular stategy was taking 9 obliterators and 2 lash princes; this allowed players to lash 2 units into close quarters with a 3rd and then fire 9 plasma cannons (small blast template) into the massed bunched models. 6th & 7th Edition[edit | edit source]7th edition came out barely two years after 6th and in many ways could be called 6.5 or so. There were differences of course, such as the reworked Psychic Phase, and shooting phase resolution, but most of the changes were small enough tweaks that it's sane enough to include entries for both editions in here. Allies[edit | edit source]A mechanic that got a mixed reception when it hit, and one it was never able to truly shake. Listed below are some of the most infamous examples that resulted from exploiting this mechanic.
Admech[edit | edit source]
Chaos[edit | edit source]
Eldar[edit | edit source]
Necrons[edit | edit source]Necrons technically got their codex update at the end of 5th Edition, but 6th really made them shine for awhile. Their 7th ed codex toned down a lot of that in exchange for adding the Decurion.
Space Marines[edit | edit source]
Space Wolves[edit | edit source]
Tau Empire[edit | edit source]
Tyranids[edit | edit source]Well, you see, Tyranids had bad codexes back in 6th and 7th edition. They were so bad Tyranid players still hate Treadhead's guts, but they also had the power to create one list to rule them all...
8th Edition[edit | edit source]T'au[edit | edit source]
Eldar/Ynnari Soup[edit | edit source]Ironically, in what may be a case of "is it the army or is it the tournament format," the Eldar did better at LVO 2018 than they did in any 7th edition LVO tournament. Although many other aspects about why they are so powerful are being debated, there is a general consensus on what is problematic:
Imperial Guard[edit | edit source]Imperial Guard during the first year of 8th Edition. Remember Eldar and Tau in 7th Edition? That was the Imperial guard of the early 8th (though Eldar soup was still better). Between blobs of dirt-cheap Conscripts flooding the board (which was so bad they had to be nerfed hard into being near-useless), sheer volume of fire in rapid fire range will handily whittle away big targets, or deep-striking Scions shoved full of Plasma or Melta as well as the best tanks in the game, and most point efficient troops choice in the game in the Infantry Squad. Oh, and Guilliman buffs the guard like nobodies business. Hell, you can leave the smurfs at home and just enjoy a 12" reroll 1s and spam plasma for days; Let us see the highlights of 8th ed Guard codex:
No doubt He had a part in this. Unlike all the other cheese in 8E, the Guard were successively FAQed into the ground. The fact that they were still a decent choice for the rest of the edition demonstrates just how awful it was to play against in the first few months of 8E. Space Marines[edit | edit source]You see, this is a weird one. At the start of 8th Edition, Marines just couldn't pull their weight against most armies without...unusual lists of stand-and-shoot armies buffed by Guilliman. Now that they have a new and improved codex, THEY'RE the ones who can now one-up Imperium armies such as Guard and confidently go toe-to-toe with Imperial Knights, Xenos, and Chaos who they traditionally struggled with. It should be mentioned almost every supplement threw a bone to a corresponding Chapter, ranging from good and fluffy to overpowered. Ultramarines[edit | edit source]Have all of the best Marine toys plus a number of game-breaking Chapter abilities. First, all Ultramarine units can literally walk out of Close Combat and keep firing, making assault orientated armies useless against them. Second, they can regain any spent Command Points on a 5+ so really can spam those Re-Rolls. This is before we even get into what Rowboat can do to your army. Roboute Guilliman[edit | edit source]Any keyword Imperium unit within 12" adds 1 to advances and charges, re-roll hits of 1 and can re-roll failed morale tests, meaning you can spam the fuck out of stupidly cheap Imperial Guard Plasma. Ultramarines units within 6" re-roll all hit rolls, and to-wound rolls of 1 as of the Ultramarines codex supplement. Guilliman himself is affected by his own aura, allowing him to add 1 to charges and advances as well as re-roll hits and 1s to wound. If all that wasn't enough if your army is battleforged you get 3 extra CP.). It's not unusual to see him sat in the middle of a pile of Assault Cannon Razorbacks with Lascannon Squads inside, and Stormravens tossed in for good measure. Or sat behind a huge wall of Hellblasters. Guilliman himself is a beast in close combat, with a 3++, 9 Wounds and 6 S8, AP-4 3 Damage attacks with 6's adding d3 Mortal Wounds. He also has a Power Fist with no to hit penalty and flat 4 damage because of course he fucking does. He also revives on a 4+ with 1d6 Wounds back so good luck killing this fucker for good unless you literally send hordes of Fire Dragons or Scions after him. And even then he's just going to get back up and murder whatever downed him next turn. So for all of this, he must be expensive, right? Even Wraithknights must be cheap compared to-what he only costs fucking 350 points as of the new Ultramarine supplement?! Yeah. So, barring restrictions, it's very possible to take him in 500 point games... and is one of the few LoW choices that can be. There are countless batreps out there of him taking on entire armies alone and just crushing them. Basically, Ultramarines, and Imperium by extension, shoot better than any other army, fight better than any other army and are all but immune to morale thanks to this unbalanced cunt. Raven Guard[edit | edit source]Anything shooting at the Raven Guard is shooting at -1 to hit if outside of 12" (this was changed to only apply while in cover, 12" away, and only to non-vehicles, as well as giving the cover armor bonus while outside of 12" regardless of being in cover or not), and they can spend CP to allow infantry to Deep Strike just before Turn 1 (this was changed in the April 2019 update, you still set up after normal deployment during turn one but instead of anywhere on the board you set up in your deployment zone and move up to 9".). This pretty much guarantees that you will always be going first with your Aggressors dropping in right next to an opponent without having counted as moved. Oh, and their Warlords are immune to Overwatch so MURDERWINGS is back, and it's cheaper to do than just taking Shrike. Iron Hands[edit | edit source]Dear lord, where do we begin with their current supplement? They can make Dreadnoughts Characters, they have T'au-level overwatch, and they're hardier than the usual Space Marines. Their combination of relics is beyond busted, able to make the castle of all castles where you can't target rifleman dreadnoughts, as well as healing any damage you may have inflicted if you got lucky enough to do so. Friendly reminder that Iron Hands meta chasers are the reason why doctrines automatically change now for everyone, and as such ruined the game for dedicated Imperial Fist and Dark Angel players. Chapter Master Smashfucker[edit | edit source]Smashfucker is back and broken as ever. Take an Iron Hands Captain on Bike with a Thunder Hammer and Shield Eternal and the Iron Resolve Warlord trait. The result is a stupidly mobile Beatstick with 7 Wounds and a 3+/3++/6+++/6++++. Plus unlike Girlyman, an Apothecary can heal him. The FAQ ruling on I-can't-believe-it's-not-FNP abilities nerfed him down to "only" a 3+/3++/6+++, but he's still dead 'ard. Chapter Master Slamguinius[edit | edit source]Well known MURDERWINGS variant exclusive to the Blood Angels. Take a Captain with Jump Pack and give him a Thunder Hammer & Storm Shield and Angel's Wing. It comes in at 129 points, making him cheaper than Dante. Toss in Black Rage for 1 CP you get 5 S8 AP -3 3 Damage attacks that will wound all infantry in a 2+ due to Red Thirst, and Wounds T8 on a 3+, all ignoring Overwatch. Taking Artisan of War puts him up to 4 Damage per attack which means even Knights and Spiritual Lieges aren't going to be safe. Or you can throw in Gift of Foresight so he's sitting at a 3+/3++/5+++ (3+/2++/5+++ with Celestine around). What else can be done to break him further? Well Throwing in Unleash Rage and Red Rampage for 1 CP puts him at 7-9 Attacks which are S8, Ap-3 and 4 Damage, and having a Sanguinary Priest around buffs those attacks up to S10!. If the Sanguinor is around you get another bonus attack. Did we also mention that if he's fighting Chaos marines, those attacks Explode on a 6+ with the use of Vengeance for Sanguinius? 4+ against Black Legion? Have fun! If that is still not enough damage take "Honour the Chapter" or "Only in death does duty end" for a second fight phase. Enjoy barreling over Chaos Terminators in one charge. Iron Leviathan[edit | edit source]Leviathan Dreadnoughts are legal for 40k. Any space marines can take them, and they are good.The Iron Hands Levi dread is without a doubt the best, despite a number of attempts by GW to take it down (turns out it was just as resilient to nerfs as it was to damage). When the supplement was first released, this T8 2+/4++ 14 Wound monster now got a 6+++ on top of it and any damage was halved due using a stratagem, then reduced by a further 1 due to the Iron stone Relic, although this only came into play if the Iron Hands player didn't simply hand the wounds off to a nearby Intercessor squad since Iron Hands had a stratagem that let anything 'look out sir' for anything else (the intercessors also got feel no pain against the mortal wounds, this could be improved to a 5+++ with a stratagem). At it's peak, 100 lascannons fired at space marine BS would not even get it down to it's first bracket (and if they did by some miracle reduce it below half health, it's stats would still not degrade because Iron Hands vehicles double their remaining wounds for the purpose of bracketing), and of course, any damage done would not necessarily stick. Because on top of this, the stupid thing could then be healed for: not D3, not 3, not 6, but 6+D3 wounds EVERY TURN, since an Iron Hands librarian could cast a power that healed them for D3 on top of the 6 wound repaired by the fresh new Primaris release: Iron Father Feirros who as a master of the forge could heal a flat 3 instead of the d3 a normal techmarine could, and could do it twice EVERY TURN because GW wanted to push sales. T8 14W 2+/4++/5++ 20 ablative wounds to look out sir, all damage halved, then reduced by 1, and 6+D3 wounds restored each turn We don't even need to talk about what happened when the Leviathan got to return fire, where it got an additional -1 to the ap of it's already insane main guns due to doctrines, and as an Iron Hand and it could move full speed and fire it's guns with no penalty for moving and firing heavy weapons (using that sweet sweet 2+ BS), all this before we add auras. After realizing how screwed these rules were, GW put away the nerf bat and pulled out the nerf hammer. They started first by nerfing Feirros so he couldn't heal the same vehicle twice, and later releasing a sweeping series of orbitally deployed nerfs that finally made a difference. They reworded the halve damage strat to instead only reduce damage by 1 and making it no longer stacked with the Iron Stone, and made the look out sir stratagem so only non-vehicle characters could benefit. They also entirely changed doctrines, so the Iron Hands could only stay in Devastator doctrine (and get the move and shoot without penalty and additional -1 ap for heavy weapons) for the first turn. (This doctrine nerf affected all Space Marines, some like the Dark Angels really didn't need it, but they were acceptable lossess to anyone who'd seen an Iron Hands Levi dread in action). The monster is gone, but his reign of terror will be remembered. Chaos Daemons[edit | edit source]Chaos Daemons are one of two armies in the game that can fill multiple Brigade Detachments in a normal match thanks to Brimstone Horrors (the other is Imperial Guard). Plus they can cherry pick the Guard's best units via the Renegades faction, and the Chaos Space Marines best toys and characters due to the Chaos keyword.
Adeptus Custodes Doombike[edit | edit source]Adeptus Custodes are very hard to kill in general, but if you're really intent on feeding off your enemy's impotent rage then you can build a nice little Doombike. Take a Shield Captain on Dawneagle Jetbike as your warlord and give him the Auric Aquilas Relic which gives him a 3+ Invulnerable save (as well as the ability to re-roll failed charge rolls). Next, give him the Superior Creation Warlord Trait which gives him a 5+ FnP. Top that with the Victor of the Blood Games Stratagem right at the start of the game that allows him to re-roll a failed hit/wound or save roll per turn! This results in a highly mobile character (which means he can't be shot at if he's not the closest target, so with clever positioning as with all characters, it will take an eternity until he even gets hit once) that has 7W, 6T, 2+/3++/5+++ with the ability to re-roll one save per turn outside of command re-rolls. Besides that he is extremely mobile, meaning he will extremely hard to outmanoeuvre by your enemy and he's in an army that already soaks up firepower like nothing... If he is caught in a bad fight for him, he can always disengage using his FLY keyword. Against Mortal Wounds, in the Psykic phase, he has his Custodes standard 6++ save as well. And with all that, he is very good in close combat and very good at shooting too: His natural aura gives him reroll 1s to hit, and as he has BS and WS 2+, it means he will miss an attack once out of thirty-six. And if that wasn't enough, his interceptor lance allows him to reroll all failed wound rolls on the charge, and as he has the FLY keyword, he can shoot, charge, attack, fall back, shoot again, and then charge and fight again. So, let's recap: 5 attacks that hit on 2s, rerolling ones, that are S6, rerolling all failed wound rolls on the charge, with an AP that makes anything without a decent invuln cry, and D3 damage per failed save. And he has an extra Misericordia attack (S5, AP-1, D2). And as he has the fly keyword, he can fall back and charge in the same turn, meaning he always gets to reroll failed wounds. We weren't joking when we said this page was for the cheesiest units in the game. Oh, and if you were thinking about swarming him, think again, because he can take hurricane bolters. Fucking hell. But at least if you kill him you get Slay the Warlord right? WRONG! Your opponent can simple use the Shoulder the Mantle stratagem for 1CP and make one of their other 2+/3++ Bike Captains their new Warlord who also gets to generate a new Warlord trait (which you'll obviously just choose 5+++ save again). This new Captain won't have VotBG but still. Fucking. Hell. For about 180 points quite a steal... Get out of here, Smashfucker, you've been dethroned! Autarch Skyrunner[edit | edit source]No, really. On the opposite end of the Spectrum, the Eldar are able to make an obscenely fast character that is less durable than the above, but is more mobile and hits even harder. 125 Points (using the Xenos 1 Index - this loadout is no longer available in the Codex) gets you a Jetbike character with 6W, T4, and 4 S6 AP3-, D2 Attacks (Hitting on 2+, Re-Rolling 1's) on the Charge (only S3 when not on the charge) that is immune to Overwatch, has a 3+/4++ (Can be boosted to 2+/3++ if a Warlock Protects them) 16" movement. They also have 4 Shuriken shots, a Meltagun shot (that they can snipe characters with, with the right trait) as well on top of all of this, as well as access to a stratagem that lets them Fall Back and Charge for one turn (for 2 command points). They also can pick a Relic that gives them a blanket -1 to hit with access to a Stratagem that can make that -2 (costs 2CP and lasts for a single shooting or fight phase) with the potential to boost that up to a -3 with a warlock casting conceal or even -4 if 12" away for Alaitoc. You can also make him more effective at shredding infantry with the Blazing Star of Vaul if you swap out the wargear that gives -1 to hit. So let's look at how silly the Variants are:
Looks like MURDERWINGS didn't vanish, he just ran off to race the Space Elves. Imperial Knights[edit | edit source]This is partly debatable, unlike Guard. Knights are an enormous point-sink and don't have quite as much firepower for their point-costs. However, the following Household-specific stratagems can make these big boyz infuriatingly hard to kill, or infuriating in general. This being said, many of these stratagems were slapped with an additional Command point tax due to how cheesy they were.
Tyranids[edit | edit source]
Renegades and Heretics[edit | edit source]Renegades and Heretics are probably one of (if not the) weakest armies in the game right now. They are significantly worse than Guard with nothing to make up for it, but at the start of the edition they did have access to one notably broken list, featuring the one, the only...
9th Edition[edit | edit source]9th Edition is a clusterfuck even worse than 8th, managing to piss off oldfags and newfags alike. GW cockgobblers will point to "tHe PaNdEMiC" as the reason for the shitty state of 9th, but it's really the fact that GW attempted to make every faction powerful in its own special way, while still conforming to some general "rules". Instead of reimplementing Universal Special Rules like they did in HH 2nd, all the codices just follow some general guidelines, like Chapter Master Equivalents needing to pick a specific unit for full rerolls, removing most 3++ invulns, removing fight twice, making all dice abilities "unmodified" so you couldn't stack bonuses to hit with cheese, etc. In general, most of the early armies followed these rules, leading players to feel marginally hopeful in the first half of 9th. Still skewed towards Space Marines, but still generally ok. Then they immediately fucked it up after the Tau. See, after getting a lot of the Imperium factions out of the way, they now had to fix the Xenos factions, which were underperforming in game, so underperforming saleswise. Fixing them would require an overhaul of their stats and weapons to be more in line with the new Primaris 2A 2W and marine Gunboats they now faced. The most obvious examples are the universal inflating of AP and the bumped up wounds of Tyranid Monsters. Needed, but interfered with the Supremacy of their Special Snowflakes, necessitating AOC to fix the mess they made in the first place. AoC feelsgood.jpg when you have it, but is completely annoying when you don't, or when you're an early codex that only got AP1 weapons. AoC proved to be so oppressive that the 2023 Q1 Balance dataslate removed that rule from the game. They also had to play within the "hard rules" (Like you can only reduce/increase rolls by 1) and overcomplicated bullshit they put into the general 9E rules. So their solution? Ignore rules and precedent established in previous books, and make the newer books the exception to the rules. Chaos Knights can both reduce the hit roll and the B/WS giving them an effective -2; Tau railguns can ignore invulns; Tyranids can leapfrog psychic and perform both Psychic Actions and Spells; the stupid amount of variation of "fight first, fight last, they don't have the benefit of charging," wording that requires a fucking flowchart to make sense of; a bunch of units had "they cant be wounded on 1-3s or more than 3 times a phase," so obviously they needed to add characters and relics that ignored that rule. The list goes on and on, but tl;dr the power creep in this edition is fucked, on top of the Core Rules you need the addendum and Rare Rules FAQs to bridge the gap between the 2020 state of the game and the current clusterfuck. Space Marines[edit | edit source]
Necrons[edit | edit source]
Adeptus Mechanicus[edit | edit source]
Drukhari[edit | edit source]
Tyranids[edit | edit source]
T'au[edit | edit source]
Chaos Space Marines[edit | edit source]
Leagues of Votann[edit | edit source]
Chaos Daemons[edit | edit source]
Imperial Guard[edit | edit source]
Fermented Lactation Derivatives[edit | edit source]
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