Regardless of the rules editions, there are a few things that tend to be true about tournaments.
They are timed - This means don't bother bringing a horde. Even if it is technically possible to play a 2,000 point horde army in 2.5 hours, that doesn't make it practical. While your opponent gets to sit, refreshed, thinking about how they're going to kill you most of the game, you are going to be frantically moving your models around. After a couple of games in a row, you're just going to be mentally worn to a nub. Even if the army were competitive, it still requires a fresh, clear-headed player.
They have criminally minimal terrain - In order to run a lot of games simultaneously, most tournament games get pretty creative with what the number 25% means. This highly favors armies that have a strong alpha-strike capability, regardless of the particular way its implemented.
They often use different missions - either different altogether, or they will use combinations of missions. Any amount of game balance in the part of the rules that determines who wins is generally ruined. Add to this idiot TOs who only ever agree with the loudest player, and you can lose a lot of ground by just showing up, being reasonable, and expecting to play a regular game of 40k.
Regardless of 6th edition, tournaments HEAVILY favor armies that have as few models as possible, that do no movement whatsoever when they can help it, and are devoted nearly entirely to long-range shooting.
The lists that fit this meta best are mech-gunlines which were very popular in 5th ed. 6th ed made mech gunlines about the same as they were before, and made foot lists much worse, which means that mech gunlines are still going to be both the most competitive way of playing in tournaments, and the most common thing you will likely be facing off against.
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