Hot Takes on the Big Change of June 2022


 

It's here! It's finally here!

Everything has changed, and now we finally have the full picture. Between substantial listbuilding and Secondaries changes in Nephilim, sweeping points fixes and then a whole Balance Dataslate, the world of 40k is a very different place to last week. Still grim, still dark, but perhaps a little less of both.

As ever, I’ll be formatting this in a winners/loser format, and also as ever, take this all with the grains of salt it deserves. I have played only a single game with the new changes, so I could be wrong on everything and Sisters’ winrates are about to tumble. Finally, I’m looking at this from the perspective of how likely a faction is to get Top Fours. As a result, a worse matchup against weaker armies will often be less important than a better matchup against the top contenders. For most factions, Guard getting a little less awful is way less important than Tyranids not being entirely oppressive.

Without further ado, let’s dive into perhaps our biggest winner…

 

Winner: Necrons

The Silent King is coming for you, and he's absurdly good now

Necron players, the Day of Awakening has finally come. Long have you allowed the younger races to rule the meta, but no more!

Necrons get an excellent set of Secondary objectives, sweeping points cuts, overhauls to their Command Protocols and Core on all their vehicles (including the Silent King!). Nephilim improved their scoring, the points mean they have more models on the board, and the Dataslate has opened the door to whole new realms of jank. Do you want to reanimate the Silent King’s Menhirs? Go for it! Get fall back and shoot army wide, all game long? Sounds great! Have full rerolls to hit on all your vehicles? Efficiency town here we come!

No part of the Necron Codex is untouched by this, and it’s now a fundamentally different army. Will it be S-tier? I honestly have no idea. We have never seen quite so many simultaneous buffs to an army outside of a Codex release, and how they build on each other is almost impossible to predict. I've played one game with these changes now, and the Necrons felt like a totally different army. A much, much stronger one. 

 

Loser: Tyranids

Goodbye brain bug, we hardly knew ye

Speaking of simultaneous hits from many angles, the Tyranids are the recipients of a multitude of well-deserved nerfs. In descending order of impact we have the Secondary changes, substantial points increases and some targeted hits in the Dataslate. Secondaries are big, as now you’re stuck taking Banners, Warp Ritual and probably Engage most games. Tyranids don’t lend themselves that well to Engage, and both Banners and Warpcraft are subject to bad missions or matchups. So you probably have to build for RND as a backup, which means 160-points of Gargoyles that are otherwise pretty wasted points. Moreover, you’re not exactly flush with spare points anymore, because all the top units have increased substantially in price.

On top of this, the solid second tier of the Tyranid Codex (most of which was also oppressively undercosted) has also been hit, so the logical places to pivot aren’t there. This is honestly a great call from GW: if they hadn’t done this, then in a month’s time we’d have had tables crawling with Carnifexes and Exocrines instead. As it is, the army will be smaller, and will be scoring less points. Oof.

On top of all that, Hive Tyrants receive a couple of noticeable nerfs. Firstly, they get hit by the Nephilim changes to army construction, which incentivizes single Battalion lists. More significantly, if you only field one and it dies then you lose Synaptic Imperatives, which is huge. That basically means that if you field one you have to invest in Tyrant Guard, because your Tyrant’s safety is of critical import. Those Tyrant Guard are themselves less efficient because they’re probably only protecting one Tyrant now, and the 120 wasted points hit much harder when everything else is a lot more expensive. It’s a substantial set of changes, that I actually really like. It makes the choice of whether to field a Hive Tyrant genuinely interesting, which hasn’t been the case since the book released. On the other hand, I’m contemplating sticking with a double Patrol, so I can keep a Walkrant safe while still unleashing the Reaper Flyrant. Sure, I’ll start with 1CP, but that’s fine. Tricky listbuilding constraints are great, and this change is awesome.

Finally, Adaptive Traits are now… no longer adaptive. This is bad and I hate it. Not because another nerf was unnecessary (it wasn’t, Tyranids definitely deserved to be hit at least this hard), but because those tables are so clearly built with flexibility in mind. No one will ever write ‘ignores Overwatch’ on their army list, but it was an interesting flex choice in certain matchups. Being able to pivot into niche traits to deal with a specific matchup was fluffy, it was interesting, and it forced tricky choices. Now there’s none of that, and I’m sad. Probably the only unaffected build is the ObSec monsters one, which could have basically written that trait on its army list already. That’s a slim silver lining though, and I would have really liked this replaced with something like more points nerfs instead.

Overall, still really happy with the Tyranids changes. They weren’t nuked from orbit and basically every unit is still viable, but they’ve copped enough hits that they shouldn’t be anywhere near as dominant. Phew.

 

Winner: Sisters of Battle

 

These are not the Sisters I would have buffed

The King is dead, long life the Queen! The Sisters of Battle didn’t receive much in the way of direct changes: they weren’t mentioned in the Balance Dataslate, the points cuts make a bigger difference to the faction’s depth than its power, and the faction-specific Secondaries are still broadly similar. It’s the indirect buffs where things get wild though. Being able to take three of the newly-improved Secondaries at once is awesome, and the CP changes from Nephilim will hit everyone else much more than Sisters. To the Last and Stranglehold going away is also a relative gain for the nuns, especially in the Asuryani and Tyranids matchups. Most importantly, those two matchups (as well as the Harlequins and T’au games) are vastly easier now with all the hits those factions took.

Sisters were already the 5th best army in the game, and numbers 1-4 just copped some massive hits. That makes the Adeptus Sororitas the faction to beat in the new metagame, although hopefully their complexity will stop them being too oppressive.

 

Loser: Asuryani

I'm honest enough to acknowledge these guys deserved the nerf

Well, this stings. The Asuryani are hit with a multitude of minor nerfs here, all of which will eat into their winrate and viability. The army construction changes were a mixed bag, as the Asuryani don’t really have any WLTs or relics they mind losing but really hate running Battalions. The Secondary changes were a bit of a nerf, as only Wrath of Khaine is really viable for the faction-specific Secondaries and losing TtL is a big blow. Craftworlds lists can still play Engage, RND/Banners and Warp Ritual/Psychic Interrogation pretty easily though, so it’s not the end of the world. And the points changes basically equate to one unit of chaff being cut, which is annoying but not terminal.

Where things get rough is with the Balance Dataslate. Hail of Doom becoming All-Consuming is fine and clearly the right call, and Eldritch Storm’s removal from the Codex is a relatively minor nerf. The hits to Fire and Fade and Matchless Agility are very, very big though. They mean that it’s impossible to reliably put a unit into the open, shoot and get back behind cover (aside from with Hawks). That’s a huge deal, and makes things like shuriken cannon Windriders much less viable. I genuinely think this is the biggest deal out of everything that hit the Asuryani this week, and its impact radically shifts how the army has to play. If you expose a unit, then it’s probably going to be targetable next turn. Ouch. It’s almost certainly a good thing for the game, but it’s the worst thing for the Asuryani themselves since the Fall.

Overall, I think the Asuryani will come back from this. Lists probably won’t change that much, because Hail of Doom is still stronger than Ulthwé for most builds. I predict more Hawks and less souped-up Windriders, possibly with a few more double-cannon War Walkers as a stickier alternative. I imagine the Patrol/Outrider will remain optimal, as Craftworlds desperately rely on their Fast Attack slots (especially now they’ll be taking Engage every game), with one Farseer probably turning into Karandras to open up the Wrath of Khaine game a little more. It’s a noticeably worse list than before, but its three biggest competitors also fell substantially. That probably means players who know how to use the list will do almost as well as before, but may impact on the faction’s performance at the mid tables.

 

Winner: Orks

Say it with me now: Waaaaaaaaaaagh!

One faction that will be absolutely ecstatic to see the reduction in Hail of Doom’s potency will be the Orks. They’ll also be delighted by the changes to Waaaaaaagh, which will help them hit harder and survive a counterpunch. The buggies change is more ‘quality of life’ than a power booster, as a multitude of factors mean the Speedwaaaaaagh is probably on the way out (and wouldn’t have the spare Fast Attack slots to split up its buggies anyway). Points changes to all the Boys is awesome, cheaper Kill Rigs are scary, and 4-point Gretchin combo excellently with the Secondary changes. Orks will benefit substantially from being able to use multiple faction-specific Secondaries, they were already pretty keen on taking a Battalion, and a number of their natural predators just got heavily impacted.

Goff pressure builds were already making top tables, even if they weren’t beating the Tyranids they found there. With these changes and the decline of the existing Top Four factions, expect to hear the sounds of the Waaaaaaagh at many a tournament!

 

Loser: Harlequins

Lists like this one just got a lot easier to kill

As one melee faction rises, another declines. Unlike the ‘death by a thousand cuts’ suffered by their Craftworlds cousins, the Harlequins suffered more of a ‘death by a baseball bat to the face’ nerf. The points changes were irrelevant, they didn’t care too much about the Nephilim Secondary changes, and it’s easy enough to build a single-Battalion Harlequins list. The Balance Dataslate, on the other hand, was absolutely rough. Going from 3-5 free rerolls down to 0-2 is a massive, massive nerf, putting it well below abilities like Strands of Fate or Miracle Dice. This is most impactful for the Solitaire and the Boats, who really relied on those Luck rerolls to survive. The Troupes are still just as good as ever, but the stuff around them has gone down in value a lot.

On the flipside, the changes to Saedaths affects the Troupes much more then the Boats. Light being nerfed is a pretty minor deal, as most of why you took that sub-faction was for the advance/shoot and stratagem anyway. Hit-Transhuman is nice, but it comes up so much less often than you’d think. Now… it’ll come up even less often. Dark, on the other hand, suffered hard from the change to ‘mortals on death’ instead of ‘fight on death.’ There are circumstances in which it’s equivalent or better, but by and large it’s going to be a big reduction in that Saedath’s capacity to double-trade on people. On the plus side, now Twilight looks a little bit more appealing as a replacement. Dark is still better in the AoC meta, but not by quite as much.

These changes are big, and affect every aspect of the Harlequin faction. There are probably still powerful builds in the book, and it’s always been a faction that rewards skilled operators, but these changes really shouldn’t be underestimated. I agree with Art of War’s assessment that Harlequin winrates are probably going down at least 10% in the coming months. The age of Clown Dominance may finally be coming to an end.

 

Winner: Space Marines (all flavours)

 

Again, not the models that needed a points reduction (Battle Brush Studios)

I’m lumping all the Marines in together because a lot of their changes overlap. More/better faction-specific Secondaries is great for every flavour of Marine, the points cuts open up a few new options to the right builds, and the top dogs of the meta have been taken down a few pegs. In general, I think that the relative pecking order of Marine builds (i.e. Blood Angels at the top, Imperial Fists at the bottom) will stay pretty unchanged, but that whole pecking order will be slightly more likely to get Top Fours than before.

Some special shoutouts go to Blood Angels, who got some inexplicable points drops to their best units, and Ultramarines, who should be looking at their special characters with a lot more interest now. Grey Knights, who were previously poised for tournament success, are now just a bit more poised thanks to the Tyranids/Aeldari nerfs. And in general, most Marine builds that were interested in holding the centre with durable models will be relieved to have a metagame that doesn’t just pick up those models trivially.

 

Loser: T’au

Games Workshop does not want T'au armies to look like this, apparently

One faction who will definitely be mourning their lost capacity for ‘picking up whole Marine armies in a turn’ will be the T’au. The Nephilim changes were pretty net-neutral, as the listbuilding changes weren’t a huge issue for them and their strong faction-specific Secondaries mitigated the loss of TtL significantly. The Dataslate also stayed pretty unchanged, but the points nerfs, ooooooh boy.

I think some T’au players are overstating their impact (no tournament builds were running 19 Crisis Suits all with two plasma and an airburst, it’s fine guys), but they still hurt. Most competitive builds will probably go up a couple hundred points, or need to drop a few Crisis to fit. I imagine this will lead to an increased reliance on Hammerheads and Skyrays (already seeing some breakthrough success) for heavy firepower, while the Crisis transition to CIBs and other smaller weaponry to mop up the medium targets. These lists will be a step down from the previous firepower bonanzas, but they’ll still have plenty of Kroot/Breachers/Hounds to play the mission. Once they realise that the top factions around them have also been scaled down a lot, T’au players will probably be fine.

The exception is if you were running triple Stormsurges. Games Workshop has politely informed you that you should Cease and Desist. This is your final warning.

 

Winner: Knights

A screenshot from my first game with the new changes. Spoiler alert, Knights feel really strong now

Who’s happy to see a few less T’au builds on top tables? These guys. Admittedly, that comes with the caveat that all the surviving T’au builds will be packing lots of railguns, but it’s still great news for the superior stompy mechs.

Much more importantly, the Nephilim changes are excellent for Knights of both flavours. The biggest weakness of these lists was an atrocious Secondary game, and now they can pick all the faction-specific Secondaries they want. For Imperial Knights, this probably translates directly into Yield No Ground and Renew the Oaths becoming default picks, with either Honour of the House or Grind (maybe) being slotted in depending on matchups. For Chaos Knights, I think Storm of Darkness and Ruthless Tyranny are the standard two, and I imagine more builds summoning in a Herald to make the Warpcraft Secondaries more viable.

The CP changes probably mean we’ll be seeing 1-2 big Knights at the most, but I think most top players considered that the optimal number anyway. With no changes to points or in the Dataslate, and with a metagame much dialed back at the top, be ready for the stompiest of boys to be hitting the top tables.

 

Loser: Daemons

Well, I guess Belakor is still pretty strong I guess. Hope that's enough for you Daemon players

Remember how I said Chaos Knights might be looking to summon in some Heralds to do Warpcraft Secondaries for them? Well, that’s about the most you’ll see of the Daemons. Realistically, the same builds they’ve been using could still sneak the occasional Top Four off the back of good matchups and skilled players, but the faction as a whole is pretty much dead in the water.

I’m also going to briefly mention Genestealer Cults here, which is more than Games Workshop did for them. The Secondary changes are probably helpful for GSC, so they might rise a little, but by and large they’re looking pretty forgotten.

 

Winner: Astra Militarum

 

C'mon, make them viable at least once

Yeah Guard! Leman Russes are going to be absolute chores to kill now, and the Secondary buffs are much appreciated. Points drops were very warranted, and Scions may plausibly have some real builds open to them.

Of course, none of this changes the fact that Guard struggle to play the mission, have no real combat threats (although I think Bullgryn went down, which is nice) and have no defence to the Bad Touch of Doom. I expect Guard winrates to do what they normally do after a buff, which is to crumble still further. It is tradition. Also, Veterans just got an accidental points hike, and I’m here for it.

 

Loser: Custodes

Now Custodes players will have to think for a couple seconds before slamming this guy into their lists

Thes Adeptus Custodes took some minor points hits, and their Secondary game is probably even weaker now. On the plus side, the meta has a few less Tyranids and Aeldari to clown on them, so it probably almost balances out.

 

Winner: Adeptus Mechanicus

'Imperial Knights are on the rise, you say? Interesting...'

I mean, they’re definitely stronger now than they were a week ago. I’d be surprised if the AdMech winrate doesn’t go up a little bit, but thing still don’t exactly look great. If anything, the biggest win here is that Siegler will likely abandon them totally for the Necrons, increasing their chances of a more meaningful boost next time around.

 

Winner: Death Guard

 

These boys are now priced to move. Slowly, but inexorably

Happily, I’ve had to abandon my winner-loser-winner alternation because too many of the game’s neglected factions received boosts in the update. There are just too many winners!

Death Guard received some noticeable shots in the arm (shots of pure pestilence, presumably) this week. The mission changes are broadly positive, with their improved faction-specific Secondaries more than making up for the demise of TtL and Stranglehold. The lovely Dataslate changes from last time stuck around, and the points drops across the board are real. Plague Marines go down up to 40% with their wargear options becoming free, while cheaper Terminators and Poxwalkers mean there will be a lot more Death Guard on the table. Finally, the big drops to vehicles make it much easier to build lists that actually play the mission, and aren’t just a blob of basically-immobile wounds.

I don’t expect Death Guard to be suddenly winning tournaments, as their lack of speed creates weaknesses that a good opponent can generally exploit. But at least now they should be properly fulfilling their function as a gatekeeper army, rather than ‘the army that the tournament winner beat in Round 2’.

 

Winner: Thousand Sons

Magnus is a big fan of these changes. And the concept of change in general 

Their Secondaries got a little better, and they got some mild points reductions. Magnus is probably an option now for some builds, and otherwise the faction basically stayed the same. Honestly, that’s all they needed, as this faction was already close behind the big boys. With their fall, the Sons of Prospero shall rise.

 

Winner: Drukhari

The Drukhari are just happy to escape a Balance Dataslate without any fresh nerfs

The Secondary changes are probably a net win for Drukhari, they can field as many Patrols as they want with ease, and Wyches went down a point. These guys have always been pretty close to the top anyway, so they’re just excited to hear their cousins got knocked down a peg or two.

 

Winner: 40k, and all of us

I'm sure we were all getting a bit tired of this matchup

It’s been a dark time for the meta of late. Tyranids have been beyond busted, and while I’ve loved playing Craftworlds and Harlequins, I can acknowledge that they could be pretty oppressive at times. There were more ‘haves’ than the meta has had in awhile, but there were an awful lot of ‘have nots’.

Now, all of the most problematic factions have been massively impacted, while almost every other faction has been given a leg up. The playing field looks to be far, far more even than we’ve had in a very long time; honestly, I wouldn’t be surprised if this ends up being the most balanced meta the game has ever had.

There were definitely still missteps with this release. The relic/WLT change is pretty unpopular, Daemons getting nothing is baffling, some of the ways that the top factions were taken down irritate me a bit, and there are a lot of individual units that could have done with bigger points changes (up and down, Baharroth could definitely have gone up by a lot more). But even there, the shift to online points is a seismic one, that should make it so much easier for GW to keep the game on track. They’ve shown themselves much more willing to make real changes to the game, and even to do so without totally invalidating whole armies. It’s a wild, wild time.

Far and away the best change to 40k in a long time 

I hope you enjoyed this extremely­ long article on all the winners and losers of the new changes. There is a lot to process here, and I’m sure some of these changes will combine in ways none of us (least of all me) have foreseen. In case you couldn’t tell, I’m super excited for the new meta, and really keen to get into some more 40k! Ironically, I’ve just gotten a new job, so my available time is decreasing in proportion to my excitement to play. Still, there’s a lot to look forward to, and I hope to have some new battle reports out to you in the coming days!

Until then, may your balance changes always be as good as this!

Comments