For a 10th edition Warhammer tie-breaker, the usual clean way is to use strength of schedule first, then total points or battle points, then a head-to-head result only if the event pack says so. In the core rules, if players need to resolve a tied roll-off in game, you simply roll again and neither player can re-roll or modify that roll-off.

Tournament order

A practical ranking order many events use is:

  1. Match record.
  2. Strength of schedule.
  3. Total points scored.
  4. Head-to-head, only if the organizer includes it.
  5. A final random or referee decision if everything is still tied.

Strength of schedule is popular because it rewards players who faced stronger opponents, which feels fairer than just counting raw points.

In-game ties

If you mean a game rule tie-breaker in 10th edition, the rulebook says to roll off again when there is a tie for the highest roll, and no re-rolls or modifiers are allowed for that roll-off. That is the simplest and most rules- accurate answer for resolving tied outcomes during play.

Best event-pack choice

If you are writing or following a tournament packet, the most defensible approach is:

  • Use match wins first.
  • Use strength of schedule second.
  • Use battle points third.
  • Avoid using only points differential unless the packet clearly says so.

That setup tends to reduce weird incentives like trying to farm or suppress points in unnatural ways.

TL;DR

For tournament standings , use wins, then strength of schedule, then points. For a rules roll-off tie in 10th edition, re-roll the roll-off and do not modify it.