Warhammer 40,000 Rules Update
How to Adapt Your Strategies
The Warhammer 40,000 rules have shifted again in 2025, bringing new challenges for competitive players. The latest balance dataslate, released in March, tweaked points and abilities, while the Q3 2024 core rules update changed how units move and fight. These updates aim to balance the game, but they force players to rethink their tactics. Let’s break down the key updates and how to adapt your strategies to stay ahead.
What’s Changed
The March 2025 Munitorum Field Manual adjusted points after AdeptiCon 2025 data showed Chaos Space Marines at a 54% win rate (Goonhammer). Chosen stayed at 220 points for 5 models, about 44 points each, despite earlier Q1 2025 nerfs. Chaos Space Marines saw buffs elsewhere: Forgefiends dropped to 190 points, making them a viable shooting option. Adepta Sororitas gained Miracle Dice when a unit is destroyed, boosting aggressive play. Adeptus Custodes’ Custodian Wardens rose by 10 points per model, while Space Marine Venerable Contemptors hit 170 points, up slightly. Orks got a Strength boost for Boyz, helping their melee output. Chaos Daemons’ new Shadow Legion detachment focuses on speed and deep strikes, shifting their meta toward mobility. Blood Angels avoided nerfs, keeping Sons of Sanguinius lists strong with high movement. Tyranids’ Hormagaunts gained +1 Strength, boosting swarm lists, while Drukhari’s Wyches dropped to 100 points for 10 (Adeptus Ars). Grey Knights’ Terminators gained +1 to teleport strikes (Adeptus Ars), boosting alpha strikes, and Tau’s Crisis Suits dropped to 180 points for 3 (MFM), enhancing their firepower. Genestealer Cults got buffs to Cult Ambush mechanics, while Leagues of Votann’s Hearthguard gained +1 Toughness (Adeptus Ars).
The Q3 2024 core rules update brought bigger shifts. Movement now only requires a model’s base to fit through gaps, not its hull, speeding up games. Vehicles lose 2 inches per pivot, impacting Knights or Dreadnoughts. Indirect fire weapons auto-miss on rolls of 1-3, hitting Astra Militarum hard. Overwatch costs 1 Command Point for all armies. Hazardous tests deal 3 mortal wounds on failure, affecting Plasma Inceptors. Cover now requires full obscurement for a +1 save, impacting positioning. Firing Deck limits embarked shots: vehicles like Land Raiders can only fire 2 embarked weapons. Strategic Reserves remain at 25% of your army: 500 points in a 2,000-point game, and units deploy from turn two within 6 inches of your battlefield edge.
Adapting Your Army List
A tournament-ready Chaos Space Marines list: Abaddon (260 points), 8 Chosen (220 points), Dark Apostle (110 points), Forgefiend (190 points), 2 Chaos Dreadnoughts (2x150 points), 20 Cultists (100 points), 10 Legionaries with a Chaos Icon (180 points), 5 Raptors with plasma pistols (90 points), and a Venomcrawler (130 points), totaling 1,580 points (MFM). Add upgrades like a Mark of Slaanesh on Chosen for 15 points per squad, a plasma pistol on the Legionaries’ Aspiring Champion for 5 points, and a Mark of Nurgle on the Venomcrawler for 5 points, bringing you to 1,605 points. Fill the remaining 395 points with a unit like 5 Havocs with lascannons at 150 points and additional Cultists or upgrades to hit 2,000 points. This list uses Chosen to shred infantry like Orks at Toughness 3, while the Forgefiend targets Space Marine Intercessors. For Sisters, use the Miracle Dice change: Repentia at 110 points for 5 generate dice when wiped, paired with a Canoness for rerolls. Astra Militarum should swap Basilisks for Leman Russ tanks at 200 points: their 2+ save holds objectives against Aeldari or Necrons. Space Marines can favor Terminators at 190 points for 5 over Venerable Contemptors at 170 points, using deep strike with combi-plasmas for Damage 2.
Orks benefit from Boyz at Strength 5: run 30 at 240 points with a Warboss for +1 to hit, overwhelming Space Marines. Chaos Daemons with Shadow Legion can field 10 Flesh Hounds at 140 points to grab early objectives. Blood Angels can use Sanguinary Guard at 210 points for 5 to counter Custodes’ 2+ saves. Tyranids can swarm with 30 Hormagaunts at 150 points, now Strength 4, to tie up Custodes. Drukhari’s Wyches at 100 points for 10 can harass backfield units like Eldar Rangers. Grey Knights can deep strike Terminators at 200 points for 5 to strike key targets. Tau’s Crisis Suits at 180 points for 3 can target Dreadnoughts with cyclic ion blasters.
Tactical Shifts on the Table
Positioning matters with the new movement rules. Spread units to slip through gaps, but watch for Aeldari charges: use ruins for Cover, needing full obscurement for a +1 save, to slow Harlequins. Space Marines should deep strike Terminators turn two to hit Dire Avengers, holding Dreadnoughts for turn three. Guard must focus on line-of-sight weapons: move Basilisks forward with 20 Guardsmen at 120 points screening, targeting Tyranid Warriors. Firing Deck limits mean embarked squads in Chimeras fire only 2 weapons, so disembark early against Necrons. Necrons can use 20 Warriors at 220 points to hold ground with reanimation, while 10 Immortals at 170 points with Tesla Carbines handle Dreadnoughts.
Sisters can bait with Repentia to generate Miracle Dice, spending them on a Celestine charge at 150 points to hit enemy HQs. Orks should flood with Boyz to overwhelm Intercessors, but watch for Bladeguard Veterans’ 2+ saves. Hazardous tests hurt Plasma Inceptors: run 3 at 130 points, targeting Custodian Guard. Overwatch at 1 CP can thin charging Orks with a Leman Russ, but save CP against Aeldari’s 6+ invulnerable dodges.
Stay Competitive
Adjust your list: favor Terminators over Dreadnoughts, use Sisters’ Miracle Dice, or bulk up Ork Boyz. Use terrain for Cover against Aeldari, time Reserves for impact: early for objectives, late for disruption. Manage CP with Overwatch, and handle Hazardous units carefully. Keep up, and you’ll thrive. For the Emperor!







