Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Tier list end game
What is your tier list for any faction if they survived after turn 100?
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Showing 1-9 of 9 comments
Jey Jan 2, 2022 @ 7:28am 
AdMech because Desintegrator rules everything.
Seswatha Jan 2, 2022 @ 8:12am 
Imo:

1. Ad Mech. Insane lategame tanks and buffs (e.g. lvl 10 knight crusader deals 180 dmg to a city when buffed by a marshal), lategame geared eco as well.

2. Necrons/Aeldari/Tau. All of them have really strong endgame units and eco (people complaining about utopia in the lategame don't rush t10 and don't fireblade spam).

3. Astra Militarum and Tyranids. AM used to be the lategame faction, however the DLC nation attacked and Baneblades look kinda sad compared to Scorpions and modded Stormsurges these days. Tyranids are very strong but their ranged options are somewhat limited making chokepoints and mass air tricky in some cases (Tyranofexes still good tho).

4. Space Marines/Chaos Space Marines/Orks. SM start to struggle to keep up with production of other factions at this point with their single city and fortresses of redemption are pretty vulnerable as means to secure extra resources and can only be deployed every 10 turns. CSM have really good eco, but none of their units are amazing in the lategame and they have a huge weakness to air. Orks start to struggle in the lategame when the enemies are massing superheavies as most of their units are not supposed to win 1v1.
Last edited by Seswatha; Jan 2, 2022 @ 8:24am
Lampros Feb 28, 2022 @ 6:12pm 
Originally posted by Jey:
AdMech because Desintegrator rules everything.

They seem stronger than they are on the tabletop, if I recall correctly. Perhaps the devs just needed more cool/over-powered toys to sell DLCs.
WarMage Feb 28, 2022 @ 8:17pm 
Seswatha sounds about right. It's really sad for SM, their mid to late game units are pretty damn bad. Dreadnoughts can't hold a candle to Necrons units... stuff like that. The Vindicator is their only worthwhile tank and even so it's pretty lackluster. Gimme a Leman Russ any day of the week ^^.
Jey Feb 28, 2022 @ 11:54pm 
Originally posted by Lampros:
They seem stronger than they are on the tabletop, if I recall correctly.
Your message should have stopped here.

Why is the desintegrator so strong?
It's an 8th edition unit, where most units have become tougher, and dealing multiple Wounds per hit happens frequently. The rules on Armour Penetration changed (and funnily became closer to what Gladius does :D)
When the stats are translated to Gladius (which for the record uses 7th edition for most stuff), they become disproportionate.
There's also the matter of cost which changes a lot between edition.

There would be a need for all units stats to be translated to 8th edition, but I highly doubt there will be so much rework.


Originally posted by WarMage:
Dreadnoughts can't hold a candle to Necrons units
Which necron units are an issue?

Dreadnoughts are anti-hero/anti-tank unit.
Meanwhile most Necron units have high anti-tank power. Make sure to not send your units on their counter.
Last edited by Jey; Feb 28, 2022 @ 11:54pm
WarMage Mar 1, 2022 @ 7:12pm 
Well gotta keep in mind that although the game is based on W40K lore it shouldn't emulate tabletop. Tabletop is balanced (quite poorly I shall add) for completely different parameters. You can't balance a game like you would balance tabletop.

About Dreadnoughts & Necron, you're probably right but my point, regardless, was that SM don't have any good tanks.... that leaves them with Dreadnoughts that can't counter everything. Furthermore, since mid to late game is dominated by mechanized units that, again, leave the SM in a weird uneffective situation.

PS :
Dreadnought being average at best is in the same situation as terminators. These guys are supposedly the be all end all lore-wise but they suck pretty hard on tabletop and aren't all that great here either.

PPPPPPS :
W40K always had a pretty bad time balancing it's stuff. In that regard, almost half of the W40K inspired games have better balance than tabletop. Huge facepalm right there.
Last edited by WarMage; Mar 1, 2022 @ 7:41pm
Smiling Jack Mar 1, 2022 @ 8:10pm 
Originally posted by Seswatha:
Imo:

1. Ad Mech. Insane lategame tanks and buffs (e.g. lvl 10 knight crusader deals 180 dmg to a city when buffed by a marshal), lategame geared eco as well.

2. Necrons/Aeldari/Tau. All of them have really strong endgame units and eco (people complaining about utopia in the lategame don't rush t10 and don't fireblade spam).

3. Astra Militarum and Tyranids. AM used to be the lategame faction, however the DLC nation attacked and Baneblades look kinda sad compared to Scorpions and modded Stormsurges these days. Tyranids are very strong but their ranged options are somewhat limited making chokepoints and mass air tricky in some cases (Tyranofexes still good tho).

4. Space Marines/Chaos Space Marines/Orks. SM start to struggle to keep up with production of other factions at this point with their single city and fortresses of redemption are pretty vulnerable as means to secure extra resources and can only be deployed every 10 turns. CSM have really good eco, but none of their units are amazing in the lategame and they have a huge weakness to air. Orks start to struggle in the lategame when the enemies are massing superheavies as most of their units are not supposed to win 1v1.


After 450 hours i agree with this, but maybe with Aeldari solidly ahead of Necrons/Tau.
The learning curve on Ad Mech and Aeldari imo is much higher than the other factions, so those top seats dont come free.
Jey Mar 2, 2022 @ 11:27am 
Originally posted by WarMage:
Dreadnoughts that can't counter everything.
What's your point? You don't have an unit that kills everything? Yes that's normal, it's called balance. Units have weakness and strong points.
Dreadnoughts are meh-ish against infantry and crush tanks and heroes in melee.

Furthermore, since mid to late game is dominated by mechanized units that, again, leave the SM in a weird uneffective situation.
The predator is probably the most effective unit against tanks. Range 3, additional damage against tanks, additional damage when having two adjacent predators, cheap, quick, early in the tech tree, gets a powerful upgrade to stay relevant in late game.

If the game was "dominate by mechanized units", the SM would be kings.

Dreadnought being average at best
The fact that you don't use your units properly don't make them average.

the same situation as terminators
Their only real weakness is air unit. (and the SM eco that can't deploy them in huge numbers... Which... is part of the balance?)
Seriously, Terminators have no obvious issues, their power gauntlet deals decent damage agains tanks, their storm bolter deals decent damage against chaff, they are very tanky.
They can be supported by a chaplain (damage + heal), they can receive even further damage reduction...

Seriously, with a few terminators and a chaplain I held off an Adeptus Mechanicus and a Tyranids all by myself. Not AI, players.

These guys are supposedly the be all end all lore-wise
Yeah, and Carnifex too. And tyranids deploy more gaunts than the enemy have ammo. And Necrons are unkillable. And Aeldari are so quick they don't get noticed at all.

You can't use lore for balance because lore isn't consistent nor does it offer a solid framework.
WarMage Mar 3, 2022 @ 9:56am 
@Jey

I see. Maybe I'll give the SM another try then. I simply felt really disappointed and it's also the first faction I played when I bought the game. Maybe I'm being a bit unfair to them. Still, though, after playing Necron and Tau, I'm convinced that SM are, at the very least, less powerful.

Also, as a side note, there's no point in being mean you know ? I'm aware they don't balance Tabletop or games based on lore. Lore's fluff that is loosely followed for consistency reasons across the intellectual property. Still, it doesn't mean I can't express a bit of sadness in regard of how things are depicted.
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Date Posted: Jan 2, 2022 @ 7:24am
Posts: 9