5 Biggest Losers of the September Warhammer 40K Balance Dataslate

The September Warhammer 40K Balance Dataslate is here — discover the 5 biggest losers, from Chaos to Agents, and how these nerfs reshape the meta.

As is almost always the case, the newest Warhammer 40K Balance Dataslate has dominated the Warhammer news cycle for the past few days, and it currently shows no signs of slowing down.

While it may not be as meta-changing as some previous updates, any adjustment to the game sparks discussion across the community. After already breaking down the rules changes and the biggest winners, it’s now time to take a hard look at the biggest losers of this dataslate.

Thousand Sons: Crippled by Nerfs

The Thousand Sons were hit harder than any other faction in the new Warhammer 40K Balance Dataslate. Not only were their core army rules adjusted, but they also received widespread points hikes, a double whammy that history shows is usually devastating.

Here are the biggest points nerfs:

  • Magnus +15

  • Infernal Master +10

  • Mutalith Vortex Beast +15

  • 5 Rubrics +5

  • Sorcerer +10

  • Tzaangor Enlightened +5 for 3 / +10 for 6

  • Tzaangors with bows +10 for 3 / +30 for 6

  • Tzaangor Shaman +5

The new restriction to their psychic phase is even more punishing. Now, each spell can only be attempted once, meaning a failed cast locks you out from trying again (outside of Doombolt with the enhancement). This cripples consistency and strips away one of the faction’s key strengths.

Any one of these changes alone would have been enough to bring Thousand Sons back down to earth. Together, they’ve left the army in rough shape—unless you’re spamming 30 Scarab Occult Terminators, competitive lists will be nearly unplayable.

Fulgrim: Still Stuck in Place

On paper, Fulgrim received a buff: his points dropped by 20, and he gained a new rule allowing him to move over terrain 4″ or lower. Unfortunately, neither addresses the real issue.

At 100mm, Fulgrim’s base size makes movement clunky in practice. Worse still, his durability doesn’t hold up in the vehicle-heavy meta, meaning that even if he can reach combat, he often dies before making a meaningful impact.

The terrain rule sounds helpful but doesn’t fix the problem, as most competitive terrain is taller than 4″. In reality, Fulgrim remains just as unplayable as before.

Lord Kakophonist: A Sneaky Nerf to Emperor’s Children

The Lord Kakophonist may not seem like a big change on paper, but going up 10 points is brutal for Emperor’s Children lists.

Noise Marines were already pricey, and now their best synergy—granting Sustained Hits—costs even more. At 215 points, the package feels overpriced compared to what other armies can bring to the table.

Most players will still run one for the immediate benefit, but spamming multiple Kakophonists just became far less practical. To make matters worse, the model itself is notoriously hard to find, adding another barrier to competitive play.

Imperial Agents: Left Behind Again

Imperial Agents have officially become the forgotten faction of 10th Edition.

Players had hoped the Warhammer 40K Balance Dataslate might finally give them an army rule—or at least meaningful point adjustments—to make the force viable. Instead, Games Workshop skipped over them entirely.

Despite flashes of success at smaller tournaments, Agents are still plagued by inconsistent rules and lack of support. For now, they remain a “fake Codex” with no real staying power in the game.

Space Marines: Targeted Nerfs to Core Units

The Space Marines didn’t escape untouched either, and these nerfs will ripple through the meta far beyond just vanilla Marines.

Key point increases include:

  • Assault Intercessors with Jump Packs +10 (particularly painful for Blood Angels)

  • Ballistus Dreadnought +10

  • Bladeguard Veterans (six-man unit) +10

  • Roboute Guilliman +20

These were staples across multiple Marine lists, meaning both Blood Angels and Ultramarines are hit especially hard.

While GW tried to soften the blow with discounts on underused units—Redemptors (-15), Land Raiders (-15 to -20), and Aggressors (-20 for 6)—these cuts are unlikely to make up for the losses. In practice, this update is a net nerf for Marines overall.

Final Thoughts: The Balance Dataslate’s Harshest Casualties

The latest Warhammer 40K Balance Dataslate didn’t completely shake up the game, but it definitely left certain factions reeling. Thousand Sons arguably lost the most, while Fulgrim, Emperor’s Children, Imperial Agents, and Space Marines all took hits that will change how they perform in competitive play.

The dataslate once again proves that every update creates winners and losers. This time, these factions drew the short straw.

What do you think? Did Games Workshop go too far with these nerfs, or are they justified for the health of the meta? Let me know your thoughts in the comments—and be sure to subscribe to Blades & Bolts for more Warhammer 40K strategy, news, and faction breakdowns.

 

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