18 KiB
Most Imbalanced Fleet Lists
"We're not saying these are broken. We're saying they might be."
This document explores the most potentially overpowered fleet builds for each faction, exploiting their strongest mechanics to the absolute limit. Use these lists to stress-test the rules and identify problem areas.
Warning: Playing these lists against casual opponents may result in fewer friends.
Imperial Navy: "Wall of Steel"
Exploit: Stacking Retribution Battleships with Lock On for overwhelming alpha strikes.
Fleet (1500 pts)
| Ship | Points | Notes |
|---|---|---|
| Imperious (Retribution Battleship, Flagship) | 345 | 10 L/R batteries, 6 lances |
| Relentless (Retribution Battleship) | 345 | 10 L/R batteries, 6 lances |
| Indomitable (Retribution Battleship) | 345 | 10 L/R batteries, 6 lances |
| Sword Squadron (6x Swords) | 210 | Screening |
| Cobra Squadron (4x Cobras) | 140 | Torpedo alpha |
| Admiral (+50) | 50 | +2 Ld |
| Total | 1435 |
The Problem: Three Retributions on Lock On fire 60 battery dice and 18 lance shots per turn. At 4+ (batteries) and 4+ (lances), that's ~30 battery hits and ~9 lance hits = 39 damage potential before saves. Against 5+ armor, expect ~26 damage per turn.
Why It's Broken: Nothing survives concentrated fire from three battleships. Even the Phalanx takes 13+ damage per turn.
Counter: Must close to boarding range. But 18 turrets makes that difficult.
Chaos: "The Murder Parade"
Exploit: Slaughter Cruisers with Mark of Khorne for maximum boarding carnage.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Blood God's Fury (Slaughter, Flagship, Mark of Khorne) | 180 | +1 boarding, +d6 ramming |
| Skull Taker (Slaughter, Mark of Khorne) | 180 | +1 boarding, +d6 ramming |
| Rage Eternal (Slaughter, Mark of Khorne) | 180 | +1 boarding, +d6 ramming |
| Carnage Incarnate (Carnage Cruiser) | 180 | 10 weapon batteries |
| Iconoclast Squadron (4x Iconoclasts) | 180 | Screening |
| Chaos Lord (+25) | 25 | +1 Ld |
| Total | 925 |
The Problem: Slaughter Cruisers are 30cm speed. Mark of Khorne gives +1 boarding AND +d6 ramming damage. Three Slaughters charge in, ram for 3d6+3 damage, then board with +3 bonus each (base +2 Chaos, +1 Khorne).
Why It's Broken: Speed + boarding + ramming creates a threat that can't be ignored. Even if you kill one, two more are hitting you.
Counter: Kiting factions (Eldar, T'au) can avoid, but any fleet that engages loses the close combat trade.
Space Marines: "Fortress Astartes"
Exploit: Battle Barge with maximum Thunderhawk spam.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Eternal Crusader (Battle Barge, Flagship) | 425 | 4 launch bays |
| Sword of Retribution (Strike Cruiser) | 145 | 2 launch bays |
| Blade of Vengeance (Strike Cruiser) | 145 | 2 launch bays |
| Fury of Macragge (Strike Cruiser) | 145 | 2 launch bays |
| Hunter Squadron (3x Hunters) | 120 | Escort |
| Master of the Fleet (+25) | 25 | +1 Ld |
| Total | 1005 |
The Problem: 10 total launch bays = 10 Thunderhawks. As assault boats with +2 boarding, they devastate anything they touch. Fleet can launch 10 boarding actions per turn while staying at range.
Why It's Broken: Thunderhawk assault boats bypass normal combat. You can cripple enemy ships without ever entering battery range.
Counter: High turret counts, but even 4 turrets only kill ~2 Thunderhawks. The other 8 still hit.
Craftworld Eldar: "The Untouchable"
Exploit: Saim-Hann + Solar Sails for 40cm+ cruiser speed, permanent 3+ Holofields.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Wind Rider (Void Stalker, Flagship) | 380 | 35cm base |
| Shadow Dancer (Shadow Cruiser) | 190 | 30cm base |
| Storm Weaver (Dragonship) | 220 | 25cm base |
| Nightshade Squadron (3x Nightshades) | 150 | 30cm base |
| High Autarch (+70) | 70 | +2 Ld |
| Total | 1010 | (Saim-Hann: +5cm Speed) |
The Problem: Saim-Hann gives +5cm speed. Solar Sails give +5cm toward sun edge. Void Stalker moves 45cm, always has 3+ Holofield. Shadow Cruiser at 40cm. Nothing can catch them, and Holofields at 3+ save 67% of all incoming damage.
Why It's Broken: You literally cannot be hit reliably. Pulsar Lances at 3+ to hit, Holofields at 3+ to save = enemy needs 9 hits to deal 3 damage on average.
Counter: Blast markers suppress shields... but Holofields aren't shields. There's no counter except hoping they roll poorly.
Potential Fix: Consider cap on Holofield at 3+ (no stacking speed bonuses for saves).
Dark Eldar: "Pain Train"
Exploit: Kabal of the Last Hatred + Pain Harvest stacking for exponential Ld growth.
Fleet (750 pts)
| Ship | Points | Notes |
|---|---|---|
| Vect's Nightmare (Black Heart, Flagship) | 320 | Pain Harvest |
| Agony Eternal (Torture Cruiser) | 175 | Slave Pens |
| Swift Death (Torture Cruiser) | 175 | Slave Pens |
| Slavebringer Squadron (3x Slavebringers) | 120 | +1 boarding |
| Supreme Archon (+60) | 60 | Pain Harvest on shield damage |
| Total | 850 | (Last Hatred: +1 damage vs crippled) |
The Problem: Pain Harvest gives +1 Ld per round you deal damage (max +2). Torture Cruiser Slave Pens give +1 Ld per boarding win (cumulative to +2). Last Hatred gives +1 damage vs crippled ships. Supreme Archon makes Pain Harvest trigger on shield damage too.
By Round 4: Fleet is at Ld 11-12 (capped at 10, but modifiers stack). You're passing every Command Check while assassinating crippled ships with +1 damage.
Why It's Broken: Snowball effect. Early damage leads to Ld advantage leads to more damage leads to more Ld.
Counter: Alpha strike them before they stack bonuses. But Shadowfields at 4+/3+ make that hard.
Tyranids: "The Synapse Web"
Exploit: Hive Fleet Leviathan extended synapse + regeneration stacking.
Fleet (1200 pts)
| Ship | Points | Notes |
|---|---|---|
| Overmind Alpha (Hive Ship, Flagship) | 300 | Synapse node |
| Overmind Beta (Hive Ship) | 300 | Synapse node |
| Drone Prime (Devourer) | 170 | Synapse node |
| Bio-Forge (Razorfiend) | 160 | Pyro-acid |
| Escort Drones (6x) | 180 | Screening |
| Kraken Spawn (3x) | 105 | Boarding |
| Total | 1215 | (Leviathan: +10cm Synapse, 6+ psychic save) |
The Problem: Leviathan extends Synapse to 30cm. Two Hive Ships means overlapping Synapse coverage across the entire board. Every ship regenerates 1 Hull per turn. That's 6+ Hull restored per turn across the fleet.
Why It's Broken: Attrition is impossible. You need to kill ships outright, but Hive Ships have 10 Hull each and regenerate. By the time you cripple one, it's regenerated 3-4 Hull.
Counter: Kill Synapse ships first. But they're the toughest ships with regeneration.
Potential Fix: Consider Synapse ships cannot benefit from regeneration, or regeneration stops when crippled (already in rules - verify).
T'au Empire: "The Railgun Line"
Exploit: Sa'cea Sept 75cm Railguns + For the Greater Good stacking.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Far Strike (Lar'shi, Flagship) | 180 | 60cm Railguns |
| Patient Hunter (Lar'shi) | 180 | 60cm Railguns |
| Vigilant (Lar'shi) | 180 | 60cm Railguns |
| Long Watch (Lar'shi) | 180 | 60cm Railguns |
| Kir'qath Squadron (4x Defenders) | 140 | Screening |
| Ethereal (+50) | 50 | +1 Ld fleet-wide |
| Total | 910 | (Sa'cea: +15cm Railgun range on Lock On) |
The Problem: Sa'cea makes Lock On add +15cm to Railgun range (75cm total!). Four Lar'shi on Lock On fire at 75cm with +2 to hit. That's 12 Railgun dice hitting on 2+. Combined with For the Greater Good (-1 armor to target), you're deleting a ship per turn from extreme range.
Why It's Broken: 75cm range means most fleets can't shoot back. By the time they close, you've crippled half their fleet.
Counter: Fast fleets (Eldar) can close quickly. Teleporting Necrons can bypass range.
Necrons: "The Immortal Phalanx"
Exploit: Nihilakh Dynasty + Cairn Tombship for unkillable deathball.
Fleet (1200 pts)
| Ship | Points | Notes |
|---|---|---|
| Eternal Throne (Cairn Tombship, Flagship) | 450 | 14 Hull, 4+ armor |
| Reaper Prime (Scythe Harvester) | 250 | 10 Hull, 4+ armor |
| Harvest Moon (Khopesh) | 200 | 8 Hull, 4+ armor |
| Silent Death (Khopesh) | 200 | 8 Hull, 4+ armor |
| Phaeron (+60) | 60 | Ignore first crit |
| Total | 1160 | (Nihilakh: +1 armor near flagship) |
The Problem: Nihilakh gives +1 armor when within 30cm of flagship (all ships are 3+ armor near Cairn). Phase Shields can't be suppressed. Living Metal repairs a critical every turn. Phaeron ignores first crit. Soulless Automata ignores Ld penalties.
Effective Durability: 40 Hull across fleet, 3+ armor = 60 effective Hull. Plus critical repairs.
Why It's Broken: You can't hurt them. 3+ armor means only 33% of hits get through. Living Metal undoes your critical hits. They just slowly grind you down.
Counter: Boarding (but they have huge Hull pools). Overwhelming firepower (but 3+ armor). Eldar bombers (ignore armor, but not shields).
Potential Fix: Nihilakh +1 armor only applies to capital ships, not entire fleet.
Leagues of Votann: "The Grudge Engine"
Exploit: Kronus Hegemony Grudge stacking + Ion Beamer spike damage.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Vengeance Eternal (Kindred Hold-Ship, Flagship) | 380 | Ion Beamers |
| Iron Resolve (Ancestor Class) | 240 | Ion Beamers |
| Grudge Keeper (Ironhead) | 195 | Ion Beamers |
| Grudgebearer Squadron (4x Grudgebearers) | 160 | +1 hit vs grudged |
| High Kâhl (+35) | 35 | Grudge bonus |
| Total | 1010 | (Kronus: +1 boarding, +1 Ld when grudged) |
The Problem: When Votann ships take damage, Grudge Tokens go on the attacker. Kronus gets +1 Ld when they have grudges. Grudgebearers are +1 to hit vs grudged targets. Ion Beamers deal d3 damage per hit.
The Spiral: You damage a Votann ship → They mark you with Grudge → They're now +1 Ld and +1 to hit you → Ion Beamers roll d3 damage (average 2) → You die faster → More Grudges.
Why It's Broken: Damaging Votann makes them stronger. Not damaging them means they win on attrition anyway (5+ armor everywhere, 3+ Brace).
Counter: Focus fire to kill ships outright before Grudges matter. But Hold-Ship has 14 Hull with 4+ armor.
Grey Knights: "Teleport Assassins"
Exploit: 6th Brotherhood (Rapiers) 45cm Teleport Strike for guaranteed boarding.
Fleet (800 pts)
| Ship | Points | Notes |
|---|---|---|
| Blade of Titan (Battle Barge, Flagship) | 425 | Teleportarium x2 |
| Sanctifier (Strike Cruiser) | 150 | Teleport Strike |
| Purifier (Strike Cruiser) | 150 | Teleport Strike |
| Rapid Strike Squadron (3x) | 150 | 15cm teleport each |
| Brother-Captain (+45) | 45 | Teleport every turn |
| Total | 920 | (Rapiers: 45cm teleport, +1 hit turn 1) |
The Problem: Rapiers extend Teleport Strike to 45cm. Brother-Captain allows using it every turn instead of once per game. Three Strike Cruisers can teleport 45cm and immediately board with +2.
The Math: 45cm teleport + base contact + boarding = you can reach any ship on the board and board it. With +2 boarding and 6+ armor, Grey Knights win most boarding actions.
Why It's Broken vs Chaos: Add Psycannon Barrage (+1 damage) and Wardmakers (+2 damage vs Chaos). Boarding damage becomes +3. One successful board = dead Chaos cruiser.
Why It's Broken vs Everyone: Teleport ignores positioning. You can't protect your ships.
Counter: Spacing. But 45cm is most of the board.
Adeptus Custodes: "The Golden Wall"
Exploit: The Phalanx + Emissaries Imperatus for 75% Imperial allies.
Fleet (2000 pts)
| Ship | Points | Notes |
|---|---|---|
| The Phalanx (Flagship) | 700 | Cannot be boarded, 20 Hull |
| Shield of Terra (Ares Gunship) | 280 | +3 boarding |
| Emperor's Light (Orion Carrier) | 220 | 2+ crit assault boats |
| Imperial Allies (75% allowed): | ||
| Retribution (Battleship) | 345 | 10 batteries, 6 lances |
| Retribution (Battleship) | 345 | 10 batteries, 6 lances |
| Sword Squadron (6x) | 210 | Screening |
| Captain-General (+100) | 100 | Simultaneous activation |
| Total | 2200 | (Emissaries: 75% allies, +1 Ld to all Imperial) |
The Problem: Emissaries Imperatus allows 75% Imperial allies instead of 50%. You take the Phalanx for unkillable anchor, then fill with Imperial Navy firepower. Sworn Protectors keeps allies alive. +1 Ld to all Imperial ships.
Effective Fleet: Phalanx (cannot be boarded, 20 Hull) + 2 Retributions (40 battery dice, 12 lances) + Custodes elite units + screening.
Why It's Broken: You have the unkillable Phalanx AND overwhelming Imperial firepower. Best of both worlds.
Counter: None. You can't kill the Phalanx, you can't out-shoot the Retributions, and Sworn Protectors keeps them alive.
Potential Fix: Emissaries Imperatus shouldn't allow battleships in allied contingent, only cruisers and escorts.
Adepta Sororitas: "The Burning Faithful"
Exploit: Order of the Ebon Chalice double Acts of Faith + Fire spam.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Cathedral Eternal (Penitent Battleship, Flagship) | 360 | Melta Arrays |
| Flame of Purity (Purgation Cruiser) | 175 | Inferno Cannons |
| Holy Fire (Purgation Cruiser) | 175 | Inferno Cannons |
| Burning Devotion (Purgation Cruiser) | 175 | Inferno Cannons |
| Castigator Squadron (3x) | 120 | Flame weapons |
| Canoness Superior (+50) | 50 | 2 Acts per round |
| Total | 1055 | (Ebon Chalice: 2 Acts of Faith per round) |
The Problem: Ebon Chalice allows two Acts of Faith per round. Holy Flames causes Fire criticals on 5+ instead of rolling critical table. Three Purgation Cruisers firing Inferno Cannons = ~6 Fire criticals per turn.
Fire Stacking: Fire deals 1 damage per End Phase. If a ship has 3 Fire criticals, it takes 3 damage per End Phase. Living Metal only repairs one.
Why It's Broken: Against regenerating enemies (Tyranids, Necrons), Fire hard-counters them. Against everyone else, it's free damage that bypasses armor.
Counter: Repair fire... but if you're taking 3+ Fire criticals per turn, you can't keep up.
Adeptus Mechanicus: "The Forge World"
Exploit: Graia "fight at 0 Hull" + Goliath Forge Ship mobile repairs.
Fleet (1000 pts)
| Ship | Points | Notes |
|---|---|---|
| Omnissiah's Blessing (Goliath Forge Ship, Flagship) | 260 | Mobile Forge |
| Logic Engine (Tyrant Cruiser) | 200 | Batteries |
| Binary Saint (Lunar w/ Nova Cannon) | 210 | 1d6 scatter |
| Calculation (Gothic Cruiser) | 195 | 6 lances |
| Firestorm Squadron (3x) | 135 | Lance escorts |
| Magos (+35) | 35 | Re-roll repair |
| Total | 1035 | (Graia: fight at 0 Hull, +1 Brace) |
The Problem: Graia allows ships to fight for one turn at 0 Hull before dying. Mobile Forge from Goliath lets ships repair through blast markers and restores Hull. Graia also gives +1 Brace (3+ instead of 4+).
The Zombie Fleet: Crippled ships keep fighting. At 0 Hull, they get one more activation to unload everything. Then Mobile Forge might restore Hull to keep them alive.
Why It's Broken: You can't confirm kills. Ships at 0 Hull still shoot. Then they might repair back to 1+ Hull.
Counter: Overwhelming damage to ensure they don't get that last activation. But 3+ Brace makes that hard.
Orks: "DA BIGGEST WAAAGH!"
Exploit: Space Hulk + Warlord auto-WAAAGH! + maximum bodies.
Fleet (1500 pts)
| Ship | Points | Notes |
|---|---|---|
| Da Biggest Rok (Space Hulk, Flagship) | 500 | 20 Hull, 4+ armor |
| Gutsmasha (Hammer Battlekroozer) | 280 | 10 Hull |
| Teefrippa (Kill Kroozer) | 160 | 8 Hull |
| Skull Crusha (Kill Kroozer) | 160 | 8 Hull |
| Brute Squadron (6x) | 210 | Ramming |
| Onslaught Squadron (6x) | 180 | Cheap bodies |
| Warlord (+60) | 60 | Auto-WAAAGH! once |
| Total | 1550 |
The Problem: Space Hulk has 20 Hull with 4+ armor - that's 40 effective Hull. Warlord can auto-trigger WAAAGH! once. With 4+ natural trigger, WAAAGH! is active most turns. 18 ships advancing with +1 Ld, ramming everything.
The Math: Space Hulk + Battlekroozer + 2 Kill Kroozers + 12 escorts = 18 ships. Even if you kill 10, the Space Hulk is still coming.
Why It's Broken: Sheer mass. You can't kill everything before it reaches you. Then you're dealing with 20 Hull boarding/ramming machine.
Counter: Kill the Space Hulk first (but 40 effective Hull). Kite (but Space Hulk has 16 broadside batteries at 45cm).
Summary: Most Broken Mechanics
Tier 1: Potentially Game-Breaking
- Saim-Hann Eldar - 45cm speed with permanent 3+ Holofields is nearly unkillable
- Emissaries Custodes - Phalanx + 2 Retributions has no counter
- Nihilakh Necrons - Fleet-wide 3+ armor + Phase Shields + Living Metal
Tier 2: Very Strong, May Need Adjustments
- Sa'cea T'au - 75cm Railguns outrange everything
- Rapiers Grey Knights - 45cm teleport boarding every turn
- Kronus Votann - Grudge spiral makes them stronger when damaged
- Leviathan Tyranids - Fleet-wide regeneration can't be out-attritioned
Tier 3: Strong but Counterable
- Khorne Chaos - Devastating in melee but can be kited
- Space Hulk Orks - Mass tactics but slow
- Ebon Chalice Sororitas - Fire spam counters regen but not speed
- Graia Mechanicus - Zombie fleet is annoying but finite
Recommended Fixes
- Holofield cap at 3+ regardless of speed bonuses
- Emissaries Imperatus allies capped at cruisers (no battleships)
- Nihilakh +1 armor only within 15cm, not 30cm
- Sa'cea Lock On only adds +1 to hit, not +15cm range
- Rapiers 45cm teleport once per game, not every turn with Brother-Captain
- Grudge Tokens cap at +2 total hit bonus
"If your opponent brings one of these lists, you have permission to 'accidentally' spill your drink on the table."