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-Codex: Codex is very reminiscent of the old Emperor's Children legion. It triggers a unit ability when all your energy is spent, meaning your deck is very important to how well you perform. The abilities themselves range in value, but are generally mid-tier to strong. After their buffs basically all their troops have one, and there are certain ways you can proc them multiple times in one turn.
-Playstyle: You can basically do anything with UM. With a couple tactics you make them really good at melee, you can make your vehicles absolutely busted, you can use their ranged troop options to pretty devastating effect, and you can take advantage of a pretty large pool of fast attack and flying troops. That vehicle deck does take a lot of rarer cards though and it usually isn’t practical to build an entire deck around fast attack because they normally don’t have good survivability. Something that’s pretty consistent with all the decks I’ve seen is that they generally play best from mid to late game, partially because you have a lot of card draws.
-I think all their warlords are solid choices. I’d suggest picking up Calgar pretty early into your collection if you can, but I wouldn’t say he’s definitively better than the other two. For the sake of ranking all the warlords I’d say the following, but my opinion isn’t the end all be all.
Tigurius: He either deals damage directly to a unit, draws a stratagem, or gives a friendly unit shield. Notably you have to play another card to pick the card you want to play out of these three so sometimes it can be a little clunky and costly. Otherwise, I think he gives you a degree of flexibility you otherwise might not have in a tight spot
Calgar: His ability to draw a card is a little boring but it’s useful, especially if you’re trying to make sure you get a specific combo in your hand or are just trying to outlast your opponent until you can steamroll them late game. You’ll never find yourself wanting for cards
Ventris: He’s not bad by any means, he deals 1 damage to an enemy of your choosing and adjacent enemies, in fact I think he’s rather strong for board control, but he just doesn’t offer the same level of flexibility as the other two, sometimes he is very useful though.
Goff Orks
-Tide: Tide is a more minor mechanic in the goff roster (because it’s also present in other factions). It is the effect that when a unit is played from hand, the card will return to your hand, and can be played X number of times that turn. It is mainly found among the low tier units, which makes them viable in late game as well, if you have the board space.
-Mob: The purpose of mob is to trigger an effect when an allied unit performs a melee attack. They can do pretty much anything but encourage a more aggressive playstyle
-Concussive: Stun an enemy when you deal damage to it. This is a no fun allowed mechanic which I always thought was a general keyword for some reason, but apparently it’s specific to the Goffs. It’s really strong you just have to know how to use it right (which I’ll get into)
-Playstyle: This is the agro faction. Most of your units have high melee and low range so you’re weak against flyers, that being said there are some ranged troops mixed into your roster. Mostly you want to be spamming out low cost melee units to fill up your board so that you can put down 1-2 big ones to buff the attack on the rest so you can deal an absurd amount of damage at once, and if those low cost units die, at least they’ll still be doing damage. You should be focused on killing the enemy warlord more than anything else. Technically they have the right cards for a vehicle deck but that’d just be worse than a straight aggro deck.
-(I play in epic which is the 2nd highest tier of ranked) I really only see two out of their 4 warlords played, but you can make a case for number 3 as well.
Warboss Gordrang: You can argue Ghaz should be number 1 because of his board-wide buff to melee attack but I personally think Gordrang is better for playing aggro. His talent gives him +2 melee attack and concussive during your turn. Using him correctly you can keep your opponent “pinned” down while you still deal good damage to them and build up your board. The biggest problem I see Gordrang players run into is that they greatly overestimate how much damage their warlord can take while he attacks. I commonly beat them by just throwing away my troops to them every turn until their health is low enough from killing them that I can finish them off. Don’t just throw your health away if you can avoid it.
Ghaz: Basically they’ve taken the bat to him and beaten him month after month until he is where he is today. He buffs your troops' melee attack by 1 and if you don’t have a troop on the board he plays a 1/1/2 grot. The grot isn’t very important compared to the attack buff. If you have a full board when you use it you’ll be increasing your damage capability by 8 for the cost of two energy. Otherwise this talent will still almost certainly be worth the energy cost no matter what.
Grukk Face-Rippa: You get to become the clown car with this guy pack as many tide troops as you can into this deck because his talent draws a troop from your deck and gives it +1 melee attack.This buff also applies to copies of cards gained from tide (as do any other buffs cards receive while they are in your hand) I don’t think he’s as strong as the first two, but he’ll probably be the first warlord you get for Goffs.
Boss Zagstruk: He gains +1 melee attack, flying and armor 1 for the duration of your turn with his talent. The big way I see people play him is as a blender where they mostly bring tactics and troops that buff the damaging capability of the warlord. However, this is extremely gimmicky and not in a good way. I guess he’s still technically usable but Gordrang can probably fill the same role as him better than he can.
Saim-Hann Eldar
-Shuriken: Shuriken is this funny mechanic most Eldar units have where they deal X amount of damage before they actually make an attack. This means that you can kill a unit without taking damage if your Shuriken is high enough.
-Soulstone: When one of your infantry dies they drop a soulstone, which you can collect on your turn. However the enemy can destroy the soulstone so you can’t add them to your energy pool where they can be spent to buff your wraith constructs and tactics.
-Playstyle: Eldar are a bit of a gimmick deck, I personally dislike the way they play so I’m not really an expert on them. I’d recommend running your stealth and fast attack troops at the start of the game so you can reliably collect spirit stones when those units die on your turn (and use them to keep board control early game), then as you move to higher energy turns begin to play your troops which use spirit stones
-Really I’m not that sure if any of their warlords are really good (I see all 3 played), I think most of their strength comes from their deck itself.
Keltoc: He lets you exchange a card in your hand for a fresh draw and gains a guaranteed spirit stone. The spirit stone is already good, but his card exchange ability gives you a lot of breathing room to get rid of bad cards in your hand and adapt based on the situation
Medreyal: She plays a 2/1/2 shuriken 1 guardian with her talent. The troop itself is a bit rubbish, but you can usually get a spirit stone out of it as long as your opponent doesn’t have a way of breaking it. Besides that in some circumstances you’ll be able to overwhelm your opponent in a tide of 1-2 cost guardians, which is rather ironic for Eldar.
Eliac: He gives shuriken 1 to all your units for a turn. This is situationally useful, but Eldar don’t usually have that many units present on the board to take advantage of this. I often wonder why people pick him over the other warlords because I rarely see them use his talent
Sautekh Necrons
-Reanimate: When a Necron troop reaches 0 health it doesn’t die. Its card crumbles, but it remains on the board. It can then be reanimated, either by a tactic or by another troop; if it isn’t reanimated by the end of your turn it will disappear (unless you have a card which changes that). Technomancers (normally I wouldn’t talk about a specific card but this is literally the cornerstone of your deck) are, in most decks, the most important unit in your roster.
-Artifice (this isn’t actually specific to the necrons but it’s basically only used in their deck): Artifice is like Mob and Codex, but the trigger for the ability is playing a tactic. But your warlord’s talent is technically a tactic. This is the primary reason why the technomancers and necrons overall are so good. You can passively revive troops which may have costed like 9 energy for 1 energy just by playing a tactic.
-Destroyer: Specific units in the faction (which are destroyers) can only attack units which they can kill if there is a unit they can kill. This is moreso something to play around than something to make use of.
-Playstyle: You may die, but you’ll be back next turn so it doesn’t matter. The normal way to play Sautekh is to have 1-2 vanguard troops which you keep reanimating using something like the aforementioned technomancer, then the rest of your troops will focus on keeping board control and killing the enemy warlord. If you think of something like an MMO where you have a party group of the tank, the healer, and the DPS it's basically the same concept here. Nearly all your units are both disposable and of good quality. A second deck you can do which is arguably as competitive but certainly less fun is the scarab swarm deck. Canoptek scarabs’ artifice allows them to multiply into another canoptek scarab. Therefore if you have a board of 8 canoptek scarabs you can attack with 4 of them, play a tactic to fill your board again, then attack with the other 4 canoptek scarabs, then play another tactic to fill your board again. Notably if your opponent has any form of board clear this strategy will not work.
Imotekh: His talent to deal 1 damage to an enemy and heal 1 may not seem like it works with the deck that well, but considering it can still proc artifice its still really good. It helps keep board control and makes sure your warlord’s health remains… healthy.
Orikan: Using Orikan you can choose which card you draw on your next turn for 1 energy. That 1 energy cost is very relevant because it means he can trigger artifice more reliably than either of the other two warlords. The ability itself is also really strong, although sometimes it can feel a bit slow and leave the board open for the enemy to take control while you wait a turn to draw a card.
Zahndrekh: You can deploy a 2/2/2 vanguard necron warrior, and remnants adjacent to your warlord will not disappear at the end of your turn. While the troop itself isn’t very good it can be a useful shield for something more valuable, so unlike its previous iteration it at least has a use.
Black Legion
-Marks of Chaos (I know dark pacts is the new name, but I’m an HH:L boomer): Marks of Chaos are buffs to your troops which are infinitely stackable. Therefore it is extremely common for Black Legion players to only have a single troop which is buffed to become an absolute monster.
Mark of Khorne:+2 melee attack and vanguard
Mark of Tzeentch:+2 health and camouflage
Mark of Nurgle:+1 health and regeneration 1
Mark of slaanesh:+2 melee and ranged attack
-Playstyle: as Black Legion it’s very unlikely you’ll ever have more than 3 troops on the board at a given time. This is because a large portion of your deck will go into tactics which buff your troops to make them invincible, untargetable blenders with stats over 10. At least that’s the fantasy, but in practice it’s often very hard to pull off. Despite the assertions of people complaining about Rubric Marines in these very discussions Black Legion actually has a very high skill ceiling. You need to know how to balance your deck comp between buffs and troops, and you need to know how to invest those buffs into your troops. You can spend 5 turns building up a single unit only to lose it to a hard removal if you don’t protect it. If something like that happens even once it can seal the game for you as a loss. Oftentimes a lot of things in this faction can also come down to luck, whether that’s which troop a mark gets applied to, which mark that troop gets, the amount of damage your abilities deal, or what enemy they deal damage to.
-I find all their warlords to be pretty competitive, however most have an aspect of RNG to them.
Haarken: He gains blast 2 and strike: give a dark pact to a random friendly troop. This allows him to do up to 6 damage in a turn while also buffing a troop. This is also useful when you want to use your hard removal considering it needs the target to already be damaged.
Abbadon: Give a random dark pact to a friendly troop or give your warlord +2 health. So we can look past the dark pact part without issue, that’s all well and good, but let’s focus on the +2 health because it reveals a big problem with BL. Often, it’s very difficult to play a troop, either because your opponent has board control, or because you only have tactics in your hand. As a result they had to buff his talent with the +2 health to make it usable, though it’s alright.
Sylar: This may be controversial, but unlike my fellow meta-men I don’t passionately hate this guy. He gives you a random BL psychic power out of: 2-3 damage to a random enemy, +2 melee attack this turn and heal 1 to your units, and give a dark pact to a troop. A lot of people dislike Sylar because whichever one you get is random each turn, however I find that all of these abilities are useful enough for him to still be competitive, and I favor him over the last choice.
Ghallaron: His talent gives vulnerable 1 to an enemy troop this turn, if it dies before the end of the turn you draw a card. This is situationally useful, which I guess is also true for the other 3 warlords, however I deeply dislike this guy, so I have a bit of a personal bias. I actually think they’d be better off changing him to give a random dark pact to all your troops if the marked enemy dies that turn, but that might be a little too good.
-Swarm: Swarm states that if you place an identical unit to the left of a unit already on the board, those units will combine their stats and become one unit. For example, on my 6e turn I have a termagaunt with tide 3 in my hand, and another termagaunt on the board, I can play 3 units and combine them all into the one I already played, or I can put them on the right side of the one on board and have 4 separate units with lower stats.
-Synapse: Synapse causes troops targeted with a stratagem to spread that stratagem's effect to adjacent units. It’s really good but can also be situational if you’re out of stratagems since most troops with synapse revolve entirely around the ability.
-Playstyle: Leviathan has always been a little meh, mostly down to the stats of their troops. The philosophy of their troops is that they either have a busted melee attack and no ranged, or a busted ranged attack and no melee attack. They actually have a pretty good stealth element with lictors and genestealers, but it isn't really large enough to make a whole deck. The only suggestion I have is to try and do some cheeky stuff with synapse to get the most out of your tactics, but honestly the deck just isn’t in a great place right now.
Terror: Gains flying and X for every friendly unit on the board +2 melee attack with its talent. With this warlord you want to play as many low cost tide units as you can, and pray that you can fashbash the enemy warlord to death before they can kill you. Plausibly the game should end from turn 5-8 if you use your talent every turn.
Swarmlord: Swarmlord interestingly has 3 melee attacks and 1 ranged unlike other warlords which have 2 of each. This allows it to kill most early game units rather quickly (other than flyers which it will struggle against immensely) Its talent increases all the stats of a troop by 1 and should optimally be used on a synapse troop.
Neurothrope: Deals 1 damage to an enemy or give +1 health to a friendly unit. This is okay. It seems like a lot of people overestimate how useful it is. The +1 health is nice, but if you don’t have synapse to put it on it’s not going to be winning you games. A big part of why the impact of the talent is so low is because the Neurothrope is designed more so than the other warlords to be the “synapse guy”, but it still is just pretty average
Tervigon: For 1 energy it puts a 1/2/2 tide 2 termagaunt in your hand and reduces the cost of the next troop you play that turn by 1. Potentially you can make 10 termagants in a trench coat with this, but that’s really only good against Eldar and other Leviathan players who don’t have a secure hard removal. Otherwise you can fill the board with Termagants, but they have low survivability compared to their cost.
T’au Empire
-Markerlight: Deals X amount of extra damage when a unit is hit with a ranged attack, and it goes away at the end of the T'au player's turn. This means it's basically just vulnerable that only procs on ranged attacks.
-Companion: Is basically tide, but it spawns a specific, different troop instead of a copy of the same one. In the case of the T’au this means drones but it may very well be ported over to future factions.
-Long Range: When a unit with long range makes a ranged attack the enemy targeted does not retaliate. The unit loses long range when an enemy makes an attack against it.
-Playstyle: T’au are primarily focused on ranged damage (although they will have some melee capability after they add Kroot to the game) and damage avoidance. Optimally you should be spamming drones early game before putting down a vanguard troop, of which they have many, to protect a back line of more expensive units with long range. Markerlight is a strong mechanic but isn’t as present as you may initially think. Many T’au units are flying, and as such will rarely have to worry about their less than impressive melee stats, unless they’re facing a rare instance of a melee focused flyer
O’ Maisos: Can put out a drone of her choosing with her ability. This is really good early game as drones have 3 health (other than the stealth drone which has stealth) and can’t be clicked off the board by the enemy warlord. Therefore you can swarm your opponent with a tide of drones (more specifically you want to use gun drones at the start of the game) until you can get something else on the board to secure your dominance.
Aun’Va: This talent is really rather complicated, and since I’ve been typing on here for 4 hours I’d really rather explain it in more depth tomorrow. Basically, you get to create a copy of 1 of 3 buffs in your hand, and you’ll also give +1 health to your warlord and adjacent troops. It’s still very competitive but T’au is really a one trick faction, so you’d probably be better serviced playing O’ Maisos
Shadowsun: Either gives +1 ranged attack to a friendly unit or markerlight 1 to an enemy troop. Overall the other two warlords are straight up better than Shadowsun, which will already be quite difficult to obtain as a legendary. You could argue to use her in a deck which leans more into markerlight, and that would probably work, but would still be less efficient than the other two.
Adepta Sororitas
-I’ll do them tomorrow
They are the coolest and most aligned with what type of gameplay I enjoy.
and vice versa-strategy and tactics are worthless without luck and the sbmm means you will eventually meet someone stronger.
atm necrons are buggy- they wont stay the way they are.