How will these changes affect the meta and the win rates of the game’s top (and bottom) armies? And did they go far enough to correct a struggling meta? We had our panel of top competitive players sit down to discuss the changes and what’s next.
The Roundtable
- Robert “TheChirurgeon” Jones
- James “Boon” Kelling
- Liam “Corrode” Royle
- John Lennon
- James “One_Wing” Grover
- Scott Horras “Heresy”
- The Archon Himself “Skari”
- Don "The Mastodon" Hooson
- Richard Siegler
- Nick Nanavati
- Matt Robertson
Let’s start with the quickfire take: Is the new dataslate good or bad?
Skari: I am personally pleased that Games Workshop is willing to try and balance the game. I am surprised at how heavy the Custodes hit is personally. I am very excited to see some Space Marines and Sisters back in the mix for the meta! And I’m glad that the Harlequins got a bit of a hit. Is this too much? Is it not enough? Well one can’t please everyone ! So we shall see how this impacts the game over the next few weeks. I am very eager to see the impact. Also, yay power armour!
Nick: It’s absolutely awesome! It’s direct in nerfing the real problems to the game, the Void Weavers, indirect fire, and Bodyguard ability. It also buffed a variety of armies in a more elegant way than just reducing points. It’s opened up tons of new build options.
Siegler: It’s excellent, this is the type of scope the previous dataslates should have encompassed. Targeted game-wide changes to the most uninteractive and abusive rules (indirect fire and bodyguard rule), varying degrees of nerfs to the strongest armies in the games, and substantial buffs to some of the worst performers. And while it is unfortunate that the game was in the state it needed this amount of changes, the willingness of the developers to not simply wait for a print book to do them deserves praise. This update was utterly necessary to prevent some of the work game-wide balance we have seen in quite a while between the haves and have-nots. Hopefully, this update sets the precedence for emergency balance changes in the future if needed.
I think the mix of boosts and nerfs is a very good approach to the game's balance, three factions took significant hits while a host of others (including basically any power-armored army) got a significant durability boost. The changes to Bodyguard and Indirect Fire are very good overall and I think the Armor of Contempt rule will give Marines a much-needed boost. However, the first thing I looked for when scanning the document was “Crusher” and saw nothing - admittedly not a great start. Outside of that, I think Custodes probably got binned by these changes and this won’t be successful in bringing Harlequins into line but simply killed one datasheet while shifting the style of play to something that will still push 65% win rates. Overall, it’s a lot of variables and nothing is 100% certain but my initial impression on feeling after reviewing the dataslate is summarized as follows: I’m very glad that GW continues to manage the game actively - I’m not impressed with the lack of nuance with many of the nerfs, happy for the boosts, but I don’t think it fundamentally fixed the game’s imbalance issues - just altered it slightly.
John Lennon: There’s a ton to process here, but this has to be a win for the game when several of the least enjoyable mechanics (and armies!) took a severe nerf. The buffs were much larger than we’ve previously seen, which makes me a bit nervous, but overall I’m quite optimistic that this is a great change in direction. I’m especially pleased that GW was willing to put a harsh nerf in for overperforming armies, considering what happened when Drukhari took a small nerf and kept on trucking. I’m wondering if Custodes were hit too hard, but I'd rather they swing the hammer hard here, as long as they’re willing to dial it back later if they went too far.Who are the big winners?
Skari: Space Marines get a huge boost with the Armour of Contempt. I am eyeing regular Terminators being able to shrug off some of the more basic firepower as a strong contender for the most improved unit in the slate. Grey Knights I think will see some boost with this as well as you can take their Terminators as troops.
Siegler: Sororitas, Space Marines, and Thousand Sons are the biggest winners here. In particular Varlous Heart, Salamanders, and Scarab Occult Terminators received massive boosts to their durability with the former taking on board the Armour of Contempt changes with an updated trait of “no rerolls to wound!” Wow! That is now one of the best traits you can have in the entire game, especially against other recent books where re-roll wound abilities are prevalent.I expect to see Marines in general have a new lease on life, especially the units with 2+ armor saves using light cover plus Armour of Contempt to dramatically decrease ranged damage. Raven Guard in particular are also major fans of the bodyguard change as sniper rules in general are actually useful once more.
Secretly, Craftworlds are massive winners from this update as they avoided any direct nerfs while their main competitors all received nerfs, and they can now tailor specifically for new Tyranids. The indirect change does reduce the efficiency of support weapons and Night Spinners, but indirect fire was the best tool for dealing with Battle Focus and Fire and Fade Asuryani units that now are very difficult to interact with.
Nick: Space Marines and Chaos are the obvious winners since they received some direct love. Thousand Sons and Death Guard have a real shot again, not to mention Sisters. Holy crap sisters. The extra miracle die per turn changes them fundamentally, as they can build for Leap of Faith more, as well as make better plays on the table. Not to mention the indirect nerf did great things for every toughness 3 model out there.
Lennon: Eldar feel like massive winners here. The Craftworld half of that codex are incredibly strong, but I think suffered from being sold in the same book as the braindead easy Harlequins. Without indirect fire punishing their fragile, evasive shooting units, I think there is a lot of space for elves to move up into S tier. Their competition has been cleared away, and I think more competitive players will invest time into mastering their tricks. Tyranids feel like the only army that actually has tools against a well tuned craftworld list designed to minimize interaction.Who are the big losers?
Skari: I think the Custodes are taking the biggest hit, not only did some of their best strats go to once per game, they also lost ObSec on all non troops (take that Trajan) and their bikes won't be able to benefit. However, in a sneaky way GW also omitted all the Knight updates, so funnily enough they have nerfed knights until the Chaos Knights and Imperial Knights codexes are released. Also, in a way Ork buggies got hit again! As not only are they only one squad of buggies each, but now the Squigbuggies also suffer from the changes to indirect fire. Double Whammy.
Siegler: Necrons. They retained the CORE changes from the last balance update, but received nothing further. Not only did the armies around them become much more powerful (Space Marines, Sisters, Thousand Sons), but those factions received the type of impactful army-wide rules change that Necrons desperately need to keep up with the most recent codexes.The fact that Games Workshop are willing to add powerful new army-wide rules onto an older book is a positive, but Necrons have by far the worst 9th edition rules so far and it's a slap in the face that they did not receive anything similar. The CORE changes were good, but should have been included in the codex. The rules themselves – Reanimation (excepting warriors), Command Protocols, and Living Metal could all do with a tune-up. I expect Necrons, after their brief period of feeling like a competitive army in the late winter, will return to being the worst 9th edition faction with a codex, though Death Guard are still competitors there.
Nick: Chaos Daemons…. #MakeFatewaverGoodAgainAlso Knights losing ObSec is insane.
Harlequins: Fixed? Or are they still too good?
Skari: It is hard to say without seeing the results of the changes that have been posed today. Lets just remember, harlequins have an almost 80% win rate. That is just, not healthy, for the game. So, anything that makes them NOT have that… is a win in my books. Just looking at the lists that have been circulating, simply going up 400 pts… that's quite a chunk of points, so we shall see how much of an impact it has, fingers crossed.The key problem with the durability of the Harlequins was the ability to selectively reroll saves with Luck of the Laughing God as many times as needed while combining the various stacking datasheet and faction buffs - that’s not really changed here and I expect Voidweaver heavy armies to simply shift to Skyweaver heavy armies and the game will be right back where it was, though perhaps slightly neutered and Dark’er. The change to the Favor of Cegorach, however, is aces.
Siegler: I think Harlequins received an Ad Mech style nerf, where it will have a massive impact on the ability of most people to successfully play the army. Specifically because the “my boats don’t die and I table you with shooting” of 9 Voidweavers is now dead. Dark Harlequins are still exceptionally strong in the context of 9th edition rules, but they are more difficult to play and are more interactive, requiring the combat phase to make the most of their rules and synergies. Similar to Ad Mech, I expect the absolute top tier players to still be able to win with them, but the bandwagon will be largely empty.
Nick: Harlequins now function like they’re supposed to. I’ve actually played a game with the new Harlequins into new Space Marines and it was super back and forth and bloody. The army requires finesse, precision, and timing. It needs to play the mission and surgically kill the enemy. It can still compete, and it is not herp-derp Voidweavers first points laterWings: Clearly not dead but definitely more manageable, and I expect Harlequin players are shortly going to have the novel experience of encountering bad matchups. Notably, Voidweavers were the main way Harlequins got “reach” in the shooting phase, so with them being massively nerfed the faction picks up a much more significant weakness to anything that can stay distant and do damage, or isn’t safe to charge. That said, while Voidweavers have been taking all the energy in the conversation, lists using bikes have seen some success as well, and the change to indirect fire means that Mirror Architect getting slammed matters a bit less into some armies like Tau. I do think that Nick raises a good point that some Marine lists now exist that feel like they can really stifle the clowns - with fewer Voidweavers, they’re relying on a lot of mid-AP stuff to push damage through. I expect to see more people trying Dark and more star bolas bike squads experimented with, as the latter feels like good tech for a Marine matchup.
Custodes: Fixed? Or did they go too far?
Robertson: I feel that with all of the other buffs going on bringing them up, this may be a little too much to Custodes, taking them to the middle of the pack. They definitely needed a slap on the wrist to bring them down a level whilst remaining strong to promote close games, but now there may be a lot more struggle vs books like Tau and Aeldari, whilst keeping things tight vs the older books which is a huge step down from current.
Skari: I was not expecting such heavy-handed changes to Custodes. I don't think that this will change the composition of the traditional lists, however it definitely will affect their win rate. There are a lot of things that custodes players relied on, that got changed… and hard. I personally like the changes, and I think it will bring the custodes more in line with the middle of the pack.
Siegler: I believe this is probably a bit too harsh, specifically making the key stratagems once per game. I think the added command point cost for certain units or simply making it infantry only and once per battle round would have been enough on that front when combined with the bodyguard change, which Custodes were masters at abusing. If they raise Custodes points in the next Chapter Approved update, I expect them to tone some of these back.
Lennon: I’m in the opposite camp, where I believe Custodes were hit too hard here. I expect their numbers (both representation and wins) to plummet, because Custodes are a popular secondary army for people with several collections, so I think they will go back to being rarely seen. I don’t think the datasheets are strong enough to just win games anymore, and I think the hard hitting armies will have no problem cleaning out bikes or dreads without their defensive stratagems. Still, better to swing too hard than not enough, but if Custodes drop too far I wouldn't mind seeing a few of these stratagems revisited.T’au: Fixed? Or not enough?
Robertson: I actually feel like Tau came out of this dataslate in a really strong position. The indirect nerfs will hurt and losing the AP from Montka, combined with armour of contempt will bring their output down from oppressive to strong. But I feel like they will still have a solid weight of fire or enough bigger weapons to really pose a threat in the shooting phase. Weighing up the Tau changes compared to similar power books like Custodes they seem to be a step above them now. If they have enough punch left to deal with Aeldari now or new Nids once they hit the tables will be interesting to see as borth books will require a different flex so may struggle to effectively counter both.
Skari: Nothing can fix Tau enough for me. The indirect fire change was good to prevent the SMS spam or the Airburst spam from being prevalent However, I feel the biggest killers in the codex, crisis teams with flamers, for example, did not get touched. Broadsides losing CORE makes sense but now they are just going to be replaced by Crisis suits. Tau can still take a lot of shield drones on their suit squads making them very hard to take down. So, I say Tau did not get hit enough.
Siegler: This is a very interesting update for T’au in the fact that they were singled out for nerfs, both game-wide changes have a massive impact on their playstyles, and yet their main competition (pre-Tyranids) were also nerfed. I think T’au are still in an excellent spot and one of the better armies in the game, though that is almost entirely held up by the Crisis and Commander datasheets at this point.Broadsides losing CORE is such an inelegant change precisely because in the Codex fluff itself they show a graphic of what every T’au Cadre includes and guess what? There are Broadsides - they are core to the army in the lore. I think increasing the cost of the heavy rail rifle by 15 to 20 points would have been enough combined with the indirect nerf toning down Smart Missile Systems. Completely removing AP from Mont’ka instead of decreasing the range bracket or making it a flat distance like only 6 inches for extra AP would have been fine, but this was the strongest part of Mont’ka and it would have been even more useful now with the Armour of Contempt rule coming into existence. Armies that do not have an abundance of good invulnerable saves will be delighted. Realistically what this changes is the type of weapons you arm crisis suits with as flamers and burst cannons will see reduced usage (also airbursts) in favor of plasma, missile pods, and cyclic. Additionally, the coordinated engagement stratagem will see increased usage and require command points saved for that purpose instead of other tools, and depending on how mobile you want to be early game it gives more consideration to Kauyon.
Instead of shooting armies out of line of sight, T’au will simply bring more guns and hit you harder in line of sight, which is a better change overall when playing on denser terrain formats like WTC or GW.
Lennon: Tau feel like they got the most gentle of nerfs to me. The AP loss may be enough for Marines to hang here now, but I believe they will stay competitive and continue to win tournaments. I do expect to see almost every list now be Bor’kan or T’au sept, and a decrease in variety from Tau players. Long live the Crisis suit! I worry that Tau may still be a bit too good, but I think the variety of buffs other armies received are enough to keep them reigned in. I’m going to say that Tau got hurt enough, but they are absolutely still lethal in the right hands.Do the changes to Astra Militarum make them competitive, or just get them back to treading water in the deep end?
Indirect Fire: Astra Militarum being exempt from the new indirect fire penalties gives a unique tool to the army relative to the rest of the field. Guard is going to outshoot every other army in the game if it tries to get in an artillery duel; putting your opponent on the clock for making moves and scoring their points early in the game. With the new Nachmund missions, I assess that it’s a bit easier to come back later in the game, meaning you’ll have a better chance of digging yourself out of your inevitable scoring deficit on turns 4 and 5.
Free Equipment: Free equipment on Infantry Squads is nice, but not game changing. The Infantry Squad has been struggling since its 15 point hike from 8e to 9e. An additional 5 points and free equipment is pushing this unit into something that was used as a pure objective holder to something that may be able to fight on par with other troops choices in the game. Over your typical Astra Militarum army, this is adding between 12 and 18 high quality shots (Melta/Lascannon/Missile Launcher/Plasma Gun) across the army, with between 6 and 9 Plasma Pistols and Power Swords for a sum total of 30 to 45 points. This is really great value and combined with Hammer of the Emperor and the orders mechanic from last dataslate; this may open up some legitimate infantry focused builds, namely Cadians and Catachan.
Hammer of the Emperor: A small, but overall negligible benefit. The impact of this rule drastically increases as the strength of the firing weapon decreases. As of now, most <Regiment> units that are doing the heavy lifting are s8+ weapons. I don’t think this rule is enough to shift the Astra Militarum shooting paradigm to lean into low strength weapons, so we have to evaluate this rule’s usefulness in terms of the current shooting Astra Militarum puts out and the additional weapons Infantry Squad will be toting going forward. This opens up the possibility for Astra Militarum to spike some spicy hit rolls, but for the most part this army’s shooting is wounding on 3+ anyways.
Skari: My good old imperial guard loves this change. I don't think it is enough to fully bring the Guard back into the competitive mainstream but anything is nice for them at this point. The larger issues remain, they have almost no survivability, no invuls to save tanks against some of the tougher weapons in the game means that they usually just die with no chance of survival, and the infantry although numerous (and more dangerous now) are still t3 with a 5+ save and most things will just kill… a lot of them… very… very fast. It will improve them, but they won’t be winning a GT any time soon.
Lennon: I love to see Guard get a face lift, but I don’t think this is saving them from being a bottom half army. Guard already shot respectably hard, now they’re better at it. Nothing has solved the problem of combat trapping plays and touching their tanks. Unfortunately it appears that mixing Scions and Guard shuts off the better half of this buff, so I expect to see pure Cadian be the way forward. Pure Scions are amazing looking, but I fear the datasheets are too limiting. My guess is that Guard will fluctuate between 40 and 45% WR, which is the lowest acceptable for an army waiting on its codex. At least these changes will help the die hard loyalists who always show up on the faction!How do Sisters fare with these changes? Are they competitive again?
Robertson: Sisters take a huge leap forwards as a result of this dataslate. A lot of the armies or mechanics that were a real barrier to Sisters hitting the top tables, such as Custodes & indirect fire have taken huge hits. This gives the army a lot more survivability in its general playstyle. In addition armour of contempt is a huge buff to the resilience against small arms fire, especially with Aeldari having a lot of S6 AP-1 right now. Losing the bodyguard tricks for Vahl and especially Celestine do hurt, but these are good for the game's greater picture. The addition of extra miracle dice is just amazing to top it all off too, it’s a real buff to your secondary plays and opens up a lot more in-game opportunities too as you will have more dice to spare on some great plays.
Skari: More miracle dice? That is always a good thing. I am conflicted with the changes to Sisters. Once again, I think it’s more of a side grade then a down or up grade. The change to bodyguard means that you can no longer get fancy with Celestine or Vaul and a lot of the power in tight competitive games came from being able to leverage this. I am curious to see what dedicated Sisters of Battle players cook up with the changes. Armour of Contempt is going to give them a little boost for sure, and I look forward to seeing what you all come up with!
Siegler: Sisters were already competitive with the game, minus the S tier armies. With those armies receiving significant nerfs and Sisters receiving one of the strongest army-wide rules in the game, I expect them to make a major resurgence at the top tables. Recent lists were already leaning towards Valorous Heart over Bloody Rose, and with turning off re-roll wounds as their updated trait, I expect to see VH continue to perform well especially with added miracle dice.
Lennon: Go Sisters! This is an amazing buff, where it felt like Sisters had to barely slide into wins while getting tabled before, they just may be durable enough to matter here. I do believe that Sisters will be launched up into AdMech tier with this. Don’t expect to see a top 3 with multiple Sororitas anytime soon, but the faction loyalists will succeed and be quite challenging for top level armies once more. Valorous Heart still strikes me as the best option, but Bloody Rose is really making a comeback. I think that the style of list will have to change a lot; I like vehicles in VH quite a bit. The Exorcist, Castigator and Rhinos should all continue to be staples. I may even be tempted to paint some Paragons…
With Tyranids on the horizon, are things looking up or are we poised for them to just replace Harlequins? Who are the big threats four weeks from now?
Harlequins will still be very good but the age of the Voidweaver is over. Meanwhile, Dark Harlequin lists are about to come into their own. The big threats four weeks from now will be Tyranids, with or without Crusher, but the inclusion of Crusher puts them into a game of their own. Then distantly we’ll see Dark Harlequins, Craftworlds, Tau, and then, speculatively, I think Grey Knights. That latter having received a very significant boost to its durability of key infantry units.
Skari: I played against the new Tyranids yesterday and had one of the worst beat downs that I have had in a very, very long time. Granted I played guard, but still. I can see that book dominating the meta for the next little while. I think the top lists will have some great play into the nid book but as in most cases, I want to let the numbers speak for themselves. Ask me this question again in 2 weeks once we have some GT numbers added to the stats.
Siegler: Tyranids are even stronger than release Harlequins - even if we do not include the Leviathan supplement and Crusher Stampede Army of Renown. I expect them to dominate for the foreseeable future, but this dataslate gives me hope that Games Workshop will be quicker to tone down their worst excesses sooner rather than later.
Nick: Tyranids are something else. I think they can be beaten, though what kind of bar is that to set and what kind of statement is that to make. They’re certainly not going to waltz in with a 40-60% win rate in a few weeks. Our best hope is that GW continues to improve the game and responds rapidly and effectively to our soon to be new Tyranid overlords.

Lennon: Tyranids are gross. I’ve been on the bugwagon for over half my life at this point, and this is by far the strongest they have ever been. It’s unfortunate, but not unsurprising, that they weren’t addressed here. At a bare minimum I hope to see the supplements blanked out, but even then I expect Tyranids are going to hit a 70% win rate quickly and receive their own balance sheet by the end of May. The current balance patch is wonderful until the Tyranid codex is legal, but if every new book is this level, the cycle will continue. Hopefully this is a last gasp from a playtester weekend where everyone was asleep at the wheel, and future releases of Knights will come back down to Earth. But, at least GW is increasingly willing to step in and fix things. If Nids get toned down, the rest of the game is looking like the most wide-open it has been in a year.
Final Thoughts
Skari: Well fellow readers! I hope you took in some knowledge from all of the hot takes today. I am happy that GW has taken a step to release this Balance Update. Personally I think it is more of a “shake up” update then “balance” and time will tell what the impact will be. Thanks for reading and have an awesome week!
Siegler: I will be very excited to play this game once more when Tyranids are brought back to a reasonable level and Chapter Approved hits this summer and hopefully fine-tunes a lot of these changes and continues bringing many of the obsolete units of the game back into the fold.
Nick: I’m super excited to play 40k. Hopefully Tyranids aren’t as bad as we are all expecting, and even if they are I do actually have faith that GW will respond sooner rather than later.
Lennon: The current balance patch is wonderful until the Tyranid codex is legal, but if every new book is this level, the cycle will continue. Hopefully this is a last gasp from a playtester weekend where everyone was asleep at the wheel, and future releases of Knights will come back down to Earth. But, at least GW is increasingly willing to step in and fix things. If Nids get toned down, the rest of the game is looking like the most wide-open it has been in a year. The ride has been bumpy, but I am seeing real progress from where the rest of 2022 has been!
Liam: I’m looking forward to the brief window in which this dataslate is legal and Tyranids are not, in which I will get to play checks notes zero tournament games.
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The April 2022 40k Balance Dataslate Competitive Roundtable



