Think the absolute number 1 issue im having with 10th is forgetting EVERY SINGLE unit has its own special rule, often stacking with leaders. Thats had some huge misplays as a result Throwing 30+ bombs isnt as impressive when you forget you can reroll it all
God ain't this the truth. I put together an outrider death ball and forgot about the Chaplain on Bikes Devestating wounds, while I was firing at my Oath of Moment. I had MELTA GUNS MAN.
That interrupt warning was used in a long previous video. I saw that and it always comes to mind. The idea of Guilliman triumphantly smacking down 3 cultists while his blade guard are hacked to bits solidified it in my mind
I keep hearing using 9 inches from the corner to screen deepstrikes. But if the enemy models are on 32mm bases, you can safely use 10 inches to screen corners. Its not a lot but it can be useful some times.
Quite often enemy has larger units in deepstrike and you can easily be even further back, so that he could put some models there, but not most of them.
I think not taking remain stationary seriously. It was relatively marginal in 9th but in 10th it might trigger overwatch, +1 to hit for heavy, abilities like born soldiers for Guard. Partly that’s about not shuffling forward when you don’t really need to do so. Partly it’s about moving in turn t to maximise your chances of being able to remain stationary in turn t + 1.
Charging when the opportunity presents itself vs. Charging cause its cool. I near exclusively charge when an enemy is on an objective and I’m certain i can take it
I always tell my new friends that no amount of strategy, meta chasing, or rules manipulation can fix bad rolls. Votann or ad mech getting above averages 6s will win every game. If custodes roll below average, it's one of the easiest armies to beat. The dice influence more than every other rule, so don't take it too personally, don't get too invested in the outcome.
The biggest mistake I keep making is not having stuff to sacrifise. I often just sit there turn 1 and think: "Jep, that was my main attack force that got shot of board".
As a tyranid player who hasn't had first turn in the last four games I know how this feels, and now someone has pointed out that rapid ingress exists, I think I am going to have to start putting a couple key units in strategic reserve.
@@matthewjohnson1415 I agree - Rapid Ingress is a good stratagem for the second player. Most times if you go first it won't be easy to get value out of it as you can't use it in your opponent's turn 1, but for the second player it can make the opponent's choices much more difficult. With the scary melee of tyranids that is particularly so!
I think a big one I had to learn early on was misusing Strategic Reserves and Deep Strike (IE, placing melee units in positions where they HAVE to make a charge or risk getting shot off the board, not taking advantage of proper secondaries, etc)
I wonder if people not pre-measuring is a hold over for older or returning players. Way back in the day you literally weren't allowed to pre-measure. You had to declare shooting / charging then measure and if you weren't in range that unit lost their shooting / melee for that turn.
"Datasheet abilities" One of my friends plays Aeldar and his faction is the only one that makes me question every move I make. "If I do do you have something that's going to make me regret it?"
The pre measuring for movement is a key one. Another mistake I'm learning not to make is to be smart about target priorities and knowing what are my threats for opponent VP/ pick up power.
I constantly forget to Dark Pact with my Chaos Marines that have marks that effect the attack they aren't making (e.g. Khorne unit not Dark Pacting on a Ranged attack). Need to remember to use this.
To @Auspex Tactics About covers : my interpretation of the rules let me think it is model related, not unit related. So if the opponent shoots a unit half in cover / half not, you only get cover benefit for saves until all the models in cover that you choose to allocate wounds to are dead, then you continue save rolls without cover. This goes with the game "roll one dice at a time" mechanic and seems far more logical than having full cover for 1 guy being hidden. Am I right or wrong and even if all models in cover are dead, we still have it for the remaining saves ? Thanks :)
You have to do saves before allocating damage. Thats how that works. The controlling player takes away their own models and also chooses which models tale damage. You do not choose which models are being shot unless you have a precision weapon in which case your interpretation applies as its now a single character not a whole unit. Otherwise even all a unit needs for benefit of cover is one dude behind a small amount of obstructing terrain.
I think the most important mistake people (including myself from time to time) make is not knowing their own rules. Not everyone is adept at memorizing everything they play, especially if they either mix up what they take or it is a rule that isn't often used (for me it is the once per game Indirect Fire on Obliterators.) Establishing a ritual (like checking the card every time you use the unit, even if you *know* what it does) can really help. We're early in the edition, so taking a bit of extra time to make sure you're remembering what your stuff can do can really help in the long run (especially if you're a faction that isn't getting an early codex, since the unit rules might change with the book.)
One of more meaningful mistakes is targeting big scary models that can easly soak damage instead of crippling opponents ability to score points or picking units that are giving synergies. Minor one is move order. You should always move biggest threat last to try smuggle other units move without taking overwatch or bait OP to overwatch early do you can easly move fragile piece. thousand sons can move unit in shooting phase so I you can bait opponent to delay overwatch till you move key piece just to not move it in movement phase but in shooting phase with temporal surge.
I have issues with line of sight and cover. I put my dudes behind terrain and kind of forget that the enemy can move before shooting every time. I also need someone to teach me how to prioritize targets correctly. Or even how to roll dice without what feels like 90% 1s and 2s. The law of averages does not apply to me. ;-)
Can we get one of these tactics videos on stratagems and how best to use them / underrated stratagems? I only found out about Rapid Ingress at the start of this week and as a tyranid player, I now feel like it is vital for keeping some of my units alive so that they aren't shot off the board turn 1 by something like a Gladiator or a Dreadnaught.
The learning other factions rules one hits especially hard for me. I've always felt that 40k is a game where you don't play one faction, you essentially need to know how to play them all, so you can know how to counter or what to expect, at the very least. Arguably one of my largest gripes with the game, to be honest.
Crook lvl1 Build list with shooty stuff, focus on killing things. Mobster lvl50 Build list and play to score both primary and secondary objectives. Boss lvl100 build list and do all of the above AND deny opponent points predictably.
Yeah...my "teacher" decided the data sheet rule is optional. He took first turn after teaching me nothing of placement, wiped half my army (he was playing meta tau against someone who's never played) then used a strategem to counter anything I tried to do of worth on my turn...
As an Ork player my favorite tactic to do is using “da jump” with 20 boyz. During turn two if your opponent normally will move almost every forward to ether claim objectives or kill your units. That’s the perfect opportunity to land 20 boyz in there own deployment zone. While you run units up to objectives. They have to decide between going back or going to the objective which you can benefit from ether way.
...what has this to do with mistakes? I'd say it's a mistake to play with slackjawed mongoloids, but then again, Orks have been around forever, so someone is going to play them.
@@onomatopoeia7505 it’s more of the mistake of the opposition getting stuck between their own deployment zone and objectives. They quickly find themselves trying to stay alive while you play objectives and the board.
The most infuriating thing ever is the many times I've crushed my opponent's army and still lost the game by 20 points because I screwed myself on secondary objectives.
Thanks for that video, I can add a big failure of mine: charging in the wrong order. I charged once first with my hero, while troops around him didn‘t get the charge roll. Then he kill something, but alone at front he stand not at the end of the fight phase... 😅
You should do a video on movement and engagement a lot of people I face are either playing dumb or something but they don’t like to follow the 3” pile in rules and that the range of engagement is base to base and people hate it but I love it makes it feel more realistic In fights
-Understanding all your own units movement and how many turns of movement it take to get to an objective from where you set it up in DEPLOYMENT. If you put them too far away they will never be able to earn you VP to win the game. No point having Wounds on the board in the wrong place. -Also dont fall for the enemy giving you an easy kill if you move away from the objectives for the mission. - Losing 8 of a 10 terminator unit might be necessary to gain the VP to win a game. It might seem like a bad PLAY but if it wins a higher % of games cos you paid attention to the objectives will make you a better player.
"On Average it should have died/should have reached/should have survived and so on." Is my favourite fallacy. It just means 50/50. And people still get annoyed if it doesnt wirk out. 😅
Right! You plan for both contingencies, instead of betting the farm on your preferred outcome. Your plan for, "What if I fail the charge roll?" should not be "don't fail the charge roll."
I think a key mistake i learned not to make which i still see people do is 1: not considering consolidation moves when positioning units (i.e. positioning units too close to other units that are likely to be charged) and 2: backpeddling all your units if you are gunlining, instead of sending one unit forward as a charge roadblock while moving back with the others (i.e. create more distance between your squads and where your opponents end up when it matters)
I'm not sure about how cover is supposed to work. As I understand it, if you have just one model with benefit of cover you can allocate the attacks to this model. But you can't resolve ALL the attacks with the +1 to save right? Attacks are still supposed to be resolved one by one so once your model behind cover gets killed, the other saves won't benefit from the bonus right?
Correct. But how many saves are you rolling, and against what? If you have a decently tough unit, relative to the attacks coming its way. Then you might have only been going to lose one or two models. So you only need one or two models buffed by cover. But even if you are facing a lot of attacks, one less attack coming through can make a big difference.
I'm just bad at remembering stuff. I was wondering why my Space Marines were so useless until I noticed that I forgot they had Oath of Moment and Combat Doctrines. Also regularly forgot to shoot with my Ballistus Dreadnought.
I tend to be overprotective of models (particularly new and freshly painted ones) in the game, losing advantages in order to try and ensure my favorite unit gets to do some damage or is spared from enemy fire. I'm also an Ork player and can't help but get caught up from time to time making more reckless decisions for the sake of a potentially epic moment rather than mediated strategy. Still, I love it when my opponent gets into character during a game as well and find it elevates the overall fun of the match. Honestly, I'm not skilled enough to try my hand at the truly competitive tier of gameplay but that's another thing I love about 40k - it can play to the hard-core crowd and the more casual players like myself!
on the wierdly easy to get cover subject, i really think that there should be a second look at this rule. maybe "you gain cover if the centre mass of the model, or half of the target unit is behind cover"? i dont know the exact wording but it really feels like the game could remove cover and all the AP could just go down by one rn. maybe have a rule for infantry/bikes and beasts where its half number of models out of the unit must be in cover to get the bonus but tanks and monsters its a third to half of the model has to be in cover for the bonus? that feels about right but i get that there is wiggle room and interpretation (but to be honest thats what refs are for imo)
Getting caught out on datasheet abilities is a thing every new player does The leutenant with combi weapon is the biggest example sincce it has (Stealth inflintrators oath of moment lone operative evade and survive fell no pain )
I don't have many games under my belt, and my friendly group like to do 2v2s with each player bringing 1000 points. However I feel I need to counter point the bit about not focusing objectives. I've found players are too inclined to play objectives, particularly in the early game leaving me reminding team mates that battles are won by bullets. My emphasis seems to have a pretty good track record in those 2v2s, and I think that as I break myself out of the rest of the bad habits mentioned here my 1v1 record will catch up. I'm not saying the point is wrong, just that there are 2 ways to be wrong about it.
There was one time when me and my friend group were first getting into 40k in mid 9th i was tyranids fighting against khorne daemons and i made the mistake of charging my tyranid warriors into a full squad of bloodletters 🤦♀️ those tyranid warriors never came home again
Great video! Though I've got a question for the first one: How does this cover apply to units made up of more than one unit? Does the entire unit get cover if just one model would get cover? And how do you handle shooting at units that have models that are behind cover and ones that aren't? Do you just roll one other the other?
It has to be said, especially for newer players: Yes, it might be RAW, but our table never plays cover like "One claw behind the ruin, so the model gets cover". Same as the other way around, you ain't in line of sight just because your models spikes show. Anything else is just unfun behaviour tbh. Maybe that would fly on tournaments, but not on casual tables. Don't be That Guy
I’m looking for a video on the difference between playing the rules and playing a game of tactics I have always played with so called inferior units and won games because everyone is obsessed with best rules instead of what can work on the board. No channel comes close to actual moves that work in any game …
I will argue that split fire can be a top tier move if you can potentially force battle shock on multiple units and prevent them from playing the primaries, though this scenario is rare as hell, and you usually have to spec into it a bit.
Trouble is that it's really unreliable, especially against high Ld factions. It can help against respawning battleline troops like Tyranids and Genestealers, but if you build an army around it, like Chaos Knights, you're signing them up to have a slate of bad matchups, and putting their fate in the hands of RNGzebub.
Far as models and cover, we just use house rules of the "base" needs to be partly hidden. So you can't just cheese it with long arms or different poses. GW has done something like this before. Think it was with tanks as well? Something about drawing the lines for armor values from the hull if I recall. So for us, hulls or bases have to be partly covered before you get cover. Stops you sticking a barrel behind a building or having poses give you a buff. And love how GW claims they've made 10th less complex, then turn around and give EVERY unit have it's own special rule. It's amusing to say the least.
My main issue seems to be going for objectives & then just getting shot off the board. Not sure how to resolve this as otherwise I just don't score. Pretty frustrating as a new player.
Depends which units you're putting down on the board onto the objectives. Try to shoot off the board their biggest threats before hand or tie them up in combat so all that's left is guns that aren't efficient against your units on the objectives. Finding cover for them is also pretty important. Along with perhaps some strategems to help keep them alive. Possibly getting tankier units to hold these objectives also works. Stuff like terminators with storm shields and the like. Also perhaps you're placing them on the objectives too early, can be worth holding back a couple of turns and clear the opponent off the objectives then sweeping into them on that latter half of the game
I tend to focus TOO much on Objectives and not enough on killing opponent. Like sit a 10 man blob of TH/SS Termies on centre objective. Unable to kill anything until they receive a charge, whilst expecting them to survive the whole game. NEVER HAPPENS! Lol
Another question concearning shooting at units: If the first models of a unit are in range of shooting but the others of the unit are not, can you still shoot with the whole unit or only with the models that are in range? -> so is attack range measured by unit or by model?
Usually I don't even play with stratagems at home since it gives a totally different way of strategising without the feelnthat your enemies will get a easy reroll and survivr
Great video. A lot of people make these mistakes and cry the game is broken when in reality theyre just bad at strategy. None of my armies are good in the meta. I still win games just thinking clearer.
Is the t sons video soon? Also my biggest error is forgetting enhancements, I can teleport Ahriman when his whole squads been wiped out and smite the hell out of an aeldari wraithlord but no, I forget special stuff
the cover rules feel like a bit of an oversight imo. It would make a lot more sense for it to be a case of "if the targets BASE is obscured by cover then they receive the benefits of cover" which feels a lot less gamey.
Agreed. In earlier editions cover rules talked about a model not being visible due to pieces of decoration or elaborate stances and thus not being penalised for it. Now it seems like models are getting an advantage just for being able to tuck an extended appendage away.
@@Unrealchamp88 luckily from my experience this is the sort of thing most TO will implement house rules to fix. they'll say something like "50% of the unit is obscured" or the aforementioned suggestion of the models base being obscured. but its a little silly that RAW the system is easily abusable.
@@t.mcgarry4 I remember in 6th ed rulebook, it had pictorial examples and used the phrase "25% covered by terrain". Although, doesn't the current core rules have photos of models to show what cover looks like?
@@Unrealchamp88 it does, but its still ambiguous. They could do with being a little more specific than "if it looks like this you get cover" given the variety in both terrain and models in the game.
When one part of your model is out of view you get a cover save. But you can still see because if, for example, only your leg is behind cover the rest of the model can still establish line of sight.
If the whole model is obscured behind cover, you lose LOS going both ways, but the covered model gets cover if it is only partially covered. Cover would be pretty useless as a rule if everything that could give cover also obscured your vision and obscured you.
When you have fight first and you got charged and the opponent decides to begin striking THAT unit you dont get to fight first right? Or does it overule anything regardlessnow in 10th. And how does this mechanic work against interrupt Stratagem?
If your unit that was charged has the fights first rule on its card, then it will fight before the charging unit. The steps for combat are: the fight first step, then everyone else. In each of these steps, the defender chooses units to fight with before the person who's turn it is. Here follows and extremely wordy example. Feel free to skip if it's not helpful. Example: There is an ongoing combat between intercessors and termagants, a unit of bladeguard charge into a unit of von ryan's leapers, and a unit of aggressors charge into a carnifex. In the fights first step, the eligible units are the leapers, the bladeguard, and the aggressors. The person who's turn it isn't chooses their unit first, so the leapers fight. Then the marine player gets to fight with the bladeguard and the aggressors (unless the defender uses 2cp to interrupt). Then it's everyone else fights, so the defender chooses first again, and picks the termagants. The marine player fights with the intercessors, and finally the tyranid player fights with the carnifex.
@@Square_Planar Damn, you really went for it. Very nice explenation, i much appreciate it! One thing that confuses me also, is the part where you said the "defender choses first". That just seems odd to me, since its the other players turn that just charged everything. But i guess this only really applies to ongoing fighting (so no one has charged) and no one has fights first baked in. Right?
I think the top mistake new players make is thinking they will definitely assemble and paint all their minis before buying more.
Dude, stop calling me out like that.
@@RavagerZero it's a big club yo, lol.
I'm proud to say my admech is down to 1 last to paint😂
@@luketyers4026 🫡
Accurate :(
Just list out everything I do at the table why dont you?
I know how it feels
I don't know why they watched me play either...
Sometimes, the only winning move is not to play.
“How about a nice game of chess?”
Me too man
Think the absolute number 1 issue im having with 10th is forgetting EVERY SINGLE unit has its own special rule, often stacking with leaders. Thats had some huge misplays as a result
Throwing 30+ bombs isnt as impressive when you forget you can reroll it all
God ain't this the truth. I put together an outrider death ball and forgot about the Chaplain on Bikes Devestating wounds, while I was firing at my Oath of Moment. I had MELTA GUNS MAN.
acolyte primus problems huh
I forgot I had the ability to use the silent king to reroll charges, nullify multipliers, etc. Major oof for my nearby lychguard.
Nah, tactical blunder #1 is deploying your Leagues of Votann army anywhere except the shelf and/or garbage.
That's a really good tip, thanks for sharing!
My biggest mistake is thinking I can actually hit with my cp reroll
Same. The number of times I burn a cp to reroll, only to miss a second time, is too high lol.
yup. never reroll a 4+. theres so many better uses for that cp.
That 1 IS going to reroll into a 1
@@respectfulevil9022 EVERY. SINGLE. TIME. Hitting on 2s? Here's 2 ones. That adds up to 2, so it counts, right?
the only time I CP reroll is if I fail at chance at succeeding at a 2+ or 3+. Any more than that isnt worth the CP risk.
That interrupt warning was used in a long previous video. I saw that and it always comes to mind. The idea of Guilliman triumphantly smacking down 3 cultists while his blade guard are hacked to bits solidified it in my mind
I keep hearing using 9 inches from the corner to screen deepstrikes.
But if the enemy models are on 32mm bases, you can safely use 10 inches to screen corners.
Its not a lot but it can be useful some times.
It's the base of the Callidus!
Quite often enemy has larger units in deepstrike and you can easily be even further back, so that he could put some models there, but not most of them.
The biggest tactical error is not subscribing to Auspex Tactics
I just fixed that mistake 😀
"How do you tell you have his genitals in your mouth without telling them you have his genitals in your mouth" 😂
I think not taking remain stationary seriously. It was relatively marginal in 9th but in 10th it might trigger overwatch, +1 to hit for heavy, abilities like born soldiers for Guard. Partly that’s about not shuffling forward when you don’t really need to do so. Partly it’s about moving in turn t to maximise your chances of being able to remain stationary in turn t + 1.
Charging when the opportunity presents itself vs. Charging cause its cool.
I near exclusively charge when an enemy is on an objective and I’m certain i can take it
My biggest mistakes in game is when i roll 1s and 2s, i gotta get better at rolling
You gotta believe in the heart of the cards. Oh wait, wrong game.
Well at least you have the strategy down
@@aliteraldude7658 oh yeah I'm literally a perfect gamer, only reason I'm not winning every tournament is my ungodly amount of 1s and 2s
@@invinciblecarrot956 If I had a dollar for every time I've command rerolled a 1 into another 1, I could afford a new army
I always tell my new friends that no amount of strategy, meta chasing, or rules manipulation can fix bad rolls. Votann or ad mech getting above averages 6s will win every game. If custodes roll below average, it's one of the easiest armies to beat. The dice influence more than every other rule, so don't take it too personally, don't get too invested in the outcome.
My biggest tactical error is rolling so poorly i hit more on next turn's overwatch than this turn's shooting.
What’s 0 more than?!
The biggest mistake I keep making is not having stuff to sacrifise. I often just sit there turn 1 and think: "Jep, that was my main attack force that got shot of board".
As a tyranid player who hasn't had first turn in the last four games I know how this feels, and now someone has pointed out that rapid ingress exists, I think I am going to have to start putting a couple key units in strategic reserve.
@@matthewjohnson1415 I agree - Rapid Ingress is a good stratagem for the second player. Most times if you go first it won't be easy to get value out of it as you can't use it in your opponent's turn 1, but for the second player it can make the opponent's choices much more difficult. With the scary melee of tyranids that is particularly so!
I think a big one I had to learn early on was misusing Strategic Reserves and Deep Strike (IE, placing melee units in positions where they HAVE to make a charge or risk getting shot off the board, not taking advantage of proper secondaries, etc)
I wonder if people not pre-measuring is a hold over for older or returning players. Way back in the day you literally weren't allowed to pre-measure. You had to declare shooting / charging then measure and if you weren't in range that unit lost their shooting / melee for that turn.
Having your index memorized as much as possible is a great thing to do. I’ve often forgotten about abilities and it costing me easy damage
"Datasheet abilities"
One of my friends plays Aeldar and his faction is the only one that makes me question every move I make. "If I do do you have something that's going to make me regret it?"
The pre measuring for movement is a key one. Another mistake I'm learning not to make is to be smart about target priorities and knowing what are my threats for opponent VP/ pick up power.
Perfect! I just got bodied at weekend playing 10th, I'm sure this will be very useful for me!
The house rule at my hobby shop is if a model is on its final bracket or has 1 wound remaining, always overcharge plasma
I constantly forget to Dark Pact with my Chaos Marines that have marks that effect the attack they aren't making (e.g. Khorne unit not Dark Pacting on a Ranged attack). Need to remember to use this.
To @Auspex Tactics About covers : my interpretation of the rules let me think it is model related, not unit related. So if the opponent shoots a unit half in cover / half not, you only get cover benefit for saves until all the models in cover that you choose to allocate wounds to are dead, then you continue save rolls without cover. This goes with the game "roll one dice at a time" mechanic and seems far more logical than having full cover for 1 guy being hidden. Am I right or wrong and even if all models in cover are dead, we still have it for the remaining saves ? Thanks :)
You have to do saves before allocating damage. Thats how that works. The controlling player takes away their own models and also chooses which models tale damage. You do not choose which models are being shot unless you have a precision weapon in which case your interpretation applies as its now a single character not a whole unit. Otherwise even all a unit needs for benefit of cover is one dude behind a small amount of obstructing terrain.
You forgot to mention Mistake #0: Meta-chasing.
I think the most important mistake people (including myself from time to time) make is not knowing their own rules. Not everyone is adept at memorizing everything they play, especially if they either mix up what they take or it is a rule that isn't often used (for me it is the once per game Indirect Fire on Obliterators.) Establishing a ritual (like checking the card every time you use the unit, even if you *know* what it does) can really help. We're early in the edition, so taking a bit of extra time to make sure you're remembering what your stuff can do can really help in the long run (especially if you're a faction that isn't getting an early codex, since the unit rules might change with the book.)
That's not a mistake, that's either just being forgetful, or being stupid.
One of more meaningful mistakes is targeting big scary models that can easly soak damage instead of crippling opponents ability to score points or picking units that are giving synergies.
Minor one is move order. You should always move biggest threat last to try smuggle other units move without taking overwatch or bait OP to overwatch early do you can easly move fragile piece. thousand sons can move unit in shooting phase so I you can bait opponent to delay overwatch till you move key piece just to not move it in movement phase but in shooting phase with temporal surge.
I spent a good bit of a tournament this weekend playing Black Templars and forgetting I took the FNP vow.
How did it for you bruva? Im playing my lovely Crusaders in a Tournement atm
That's not a mistake, that's just plain stupid.
I have issues with line of sight and cover. I put my dudes behind terrain and kind of forget that the enemy can move before shooting every time.
I also need someone to teach me how to prioritize targets correctly. Or even how to roll dice without what feels like 90% 1s and 2s. The law of averages does not apply to me. ;-)
Can we get one of these tactics videos on stratagems and how best to use them / underrated stratagems? I only found out about Rapid Ingress at the start of this week and as a tyranid player, I now feel like it is vital for keeping some of my units alive so that they aren't shot off the board turn 1 by something like a Gladiator or a Dreadnaught.
The learning other factions rules one hits especially hard for me.
I've always felt that 40k is a game where you don't play one faction, you essentially need to know how to play them all, so you can know how to counter or what to expect, at the very least.
Arguably one of my largest gripes with the game, to be honest.
Crook lvl1 Build list with shooty stuff, focus on killing things.
Mobster lvl50 Build list and play to score both primary and secondary objectives.
Boss lvl100 build list and do all of the above AND deny opponent points predictably.
Thank you for this very useful guide!
Yeah...my "teacher" decided the data sheet rule is optional. He took first turn after teaching me nothing of placement, wiped half my army (he was playing meta tau against someone who's never played) then used a strategem to counter anything I tried to do of worth on my turn...
I miss videos like this! I remember 3+ years ago back in 8th when these were the main kind of videos
As an Ork player my favorite tactic to do is using “da jump” with 20 boyz. During turn two if your opponent normally will move almost every forward to ether claim objectives or kill your units.
That’s the perfect opportunity to land 20 boyz in there own deployment zone. While you run units up to objectives. They have to decide between going back or going to the objective which you can benefit from ether way.
...what has this to do with mistakes? I'd say it's a mistake to play with slackjawed mongoloids, but then again, Orks have been around forever, so someone is going to play them.
@@onomatopoeia7505 it’s more of the mistake of the opposition getting stuck between their own deployment zone and objectives. They quickly find themselves trying to stay alive while you play objectives and the board.
@@onomatopoeia7505 and who doesn’t love the green skins!???? Ork are Da best and I bet you have never seen a sad Ork player!
The most infuriating thing ever is the many times I've crushed my opponent's army and still lost the game by 20 points because I screwed myself on secondary objectives.
Thanks for that video, I can add a big failure of mine: charging in the wrong order. I charged once first with my hero, while troops around him didn‘t get the charge roll. Then he kill something, but alone at front he stand not at the end of the fight phase... 😅
You should do a video on movement and engagement a lot of people I face are either playing dumb or something but they don’t like to follow the 3” pile in rules and that the range of engagement is base to base and people hate it but I love it makes it feel more realistic In fights
Dont forget to spill your drink on the board or accidentally kicking the table sending everything flying
-Understanding all your own units movement and how many turns of movement it take to get to an objective from where you set it up in DEPLOYMENT. If you put them too far away they will never be able to earn you VP to win the game. No point having Wounds on the board in the wrong place.
-Also dont fall for the enemy giving you an easy kill if you move away from the objectives for the mission.
- Losing 8 of a 10 terminator unit might be necessary to gain the VP to win a game. It might seem like a bad PLAY but if it wins a higher % of games cos you paid attention to the objectives will make you a better player.
Great video thanks. I know I have fallen foul of quite a few of these already, particularly not choosing the best order in the Fight phase.
"On Average it should have died/should have reached/should have survived and so on." Is my favourite fallacy. It just means 50/50. And people still get annoyed if it doesnt wirk out. 😅
7” charge is only 58% likely
Right! You plan for both contingencies, instead of betting the farm on your preferred outcome. Your plan for, "What if I fail the charge roll?" should not be "don't fail the charge roll."
Thanks for sharing your knowledge with the community bro !
I think a key mistake i learned not to make which i still see people do is 1: not considering consolidation moves when positioning units (i.e. positioning units too close to other units that are likely to be charged) and 2: backpeddling all your units if you are gunlining, instead of sending one unit forward as a charge roadblock while moving back with the others (i.e. create more distance between your squads and where your opponents end up when it matters)
One of my biggest is forgetting to do all my charges. I'm mostly past that but occasionally i forget
I'm not sure about how cover is supposed to work. As I understand it, if you have just one model with benefit of cover you can allocate the attacks to this model. But you can't resolve ALL the attacks with the +1 to save right? Attacks are still supposed to be resolved one by one so once your model behind cover gets killed, the other saves won't benefit from the bonus right?
Correct. But how many saves are you rolling, and against what? If you have a decently tough unit, relative to the attacks coming its way. Then you might have only been going to lose one or two models. So you only need one or two models buffed by cover.
But even if you are facing a lot of attacks, one less attack coming through can make a big difference.
I'm just bad at remembering stuff.
I was wondering why my Space Marines were so useless until I noticed that I forgot they had Oath of Moment and Combat Doctrines.
Also regularly forgot to shoot with my Ballistus Dreadnought.
I tend to be overprotective of models (particularly new and freshly painted ones) in the game, losing advantages in order to try and ensure my favorite unit gets to do some damage or is spared from enemy fire. I'm also an Ork player and can't help but get caught up from time to time making more reckless decisions for the sake of a potentially epic moment rather than mediated strategy. Still, I love it when my opponent gets into character during a game as well and find it elevates the overall fun of the match. Honestly, I'm not skilled enough to try my hand at the truly competitive tier of gameplay but that's another thing I love about 40k - it can play to the hard-core crowd and the more casual players like myself!
Love these sorts of vids
on the wierdly easy to get cover subject, i really think that there should be a second look at this rule.
maybe "you gain cover if the centre mass of the model, or half of the target unit is behind cover"? i dont know the exact wording but it really feels like the game could remove cover and all the AP could just go down by one rn.
maybe have a rule for infantry/bikes and beasts where its half number of models out of the unit must be in cover to get the bonus but tanks and monsters its a third to half of the model has to be in cover for the bonus? that feels about right but i get that there is wiggle room and interpretation (but to be honest thats what refs are for imo)
Getting caught out on datasheet abilities is a thing every new player does
The leutenant with combi weapon is the biggest example sincce it has
(Stealth inflintrators oath of moment lone operative evade and survive fell no pain )
I forgot all about my strands of fate dice for a whole game... Remembered about them approx 0.00000001 seconds after losing.
Before I start watching is rolling dice one of them? It always seems to be for me
I don't have many games under my belt, and my friendly group like to do 2v2s with each player bringing 1000 points. However I feel I need to counter point the bit about not focusing objectives. I've found players are too inclined to play objectives, particularly in the early game leaving me reminding team mates that battles are won by bullets. My emphasis seems to have a pretty good track record in those 2v2s, and I think that as I break myself out of the rest of the bad habits mentioned here my 1v1 record will catch up. I'm not saying the point is wrong, just that there are 2 ways to be wrong about it.
I have been using cover wrong. All those poor guardsmen that could have had cover. :(
Just requisition a couple million more guardsmen, there are always more available:P
Fantastic video as always
Would love a part two!
There was one time when me and my friend group were first getting into 40k in mid 9th i was tyranids fighting against khorne daemons and i made the mistake of charging my tyranid warriors into a full squad of bloodletters 🤦♀️ those tyranid warriors never came home again
Awesome video! Super helpful
for me I was taught that premeasureing was frowned upon as far as sportsmanship goes
"reroll my missed lascannon shot... you know you want too!"
Truth 😂
I'm terrible at forgetting objectives since I fully embrace the black templar and just go all out to kill anything that moves
I've seen battle reports with BT players using stuff like Centurions as back point holders. Weird vibes for sure
@@Jambonneau826 I have decided to go for a tank / dreadnaught combo to hold back line
Gonna Invest in a drop pod aswell
Not drilling barrels; how are they meant to shoot?!
You can't get a 2+ save from cover as you don't get cover of you have a save of 3+ and most big things and vehicles have at least 3+
Against Ap0 that is ☝️
@@henricandersson6340 fair enough missed that bit, better read it again lol
Great video! Though I've got a question for the first one: How does this cover apply to units made up of more than one unit? Does the entire unit get cover if just one model would get cover? And how do you handle shooting at units that have models that are behind cover and ones that aren't? Do you just roll one other the other?
It has to be said, especially for newer players: Yes, it might be RAW, but our table never plays cover like "One claw behind the ruin, so the model gets cover". Same as the other way around, you ain't in line of sight just because your models spikes show. Anything else is just unfun behaviour tbh. Maybe that would fly on tournaments, but not on casual tables. Don't be That Guy
I’m looking for a video on the difference between playing the rules and playing a game of tactics
I have always played with so called inferior units and won games because everyone is obsessed with best rules instead of what can work on the board. No channel comes close to actual moves that work in any game …
My big mistake is rolling good Axis & Allies rolls in Warhammer, and vise versa.
I will argue that split fire can be a top tier move if you can potentially force battle shock on multiple units and prevent them from playing the primaries, though this scenario is rare as hell, and you usually have to spec into it a bit.
Trouble is that it's really unreliable, especially against high Ld factions. It can help against respawning battleline troops like Tyranids and Genestealers, but if you build an army around it, like Chaos Knights, you're signing them up to have a slate of bad matchups, and putting their fate in the hands of RNGzebub.
Either it's my worst mistake, or best decision, I own no pieces.
This one has the ultimate wisdom.
Far as models and cover, we just use house rules of the "base" needs to be partly hidden. So you can't just cheese it with long arms or different poses.
GW has done something like this before. Think it was with tanks as well? Something about drawing the lines for armor values from the hull if I recall.
So for us, hulls or bases have to be partly covered before you get cover. Stops you sticking a barrel behind a building or having poses give you a buff.
And love how GW claims they've made 10th less complex, then turn around and give EVERY unit have it's own special rule. It's amusing to say the least.
Great video! Thanks
My main issue seems to be going for objectives & then just getting shot off the board. Not sure how to resolve this as otherwise I just don't score. Pretty frustrating as a new player.
Depends which units you're putting down on the board onto the objectives. Try to shoot off the board their biggest threats before hand or tie them up in combat so all that's left is guns that aren't efficient against your units on the objectives.
Finding cover for them is also pretty important. Along with perhaps some strategems to help keep them alive.
Possibly getting tankier units to hold these objectives also works. Stuff like terminators with storm shields and the like.
Also perhaps you're placing them on the objectives too early, can be worth holding back a couple of turns and clear the opponent off the objectives then sweeping into them on that latter half of the game
I tend to focus TOO much on Objectives and not enough on killing opponent. Like sit a 10 man blob of TH/SS Termies on centre objective. Unable to kill anything until they receive a charge, whilst expecting them to survive the whole game. NEVER HAPPENS! Lol
I can't think of the last time I've used a re-roll on something that wasn't a charge.
Yes! Please talk more about tactical play and less about lists and units! ❤️
Another question concearning shooting at units: If the first models of a unit are in range of shooting but the others of the unit are not, can you still shoot with the whole unit or only with the models that are in range? -> so is attack range measured by unit or by model?
Usually I don't even play with stratagems at home since it gives a totally different way of strategising without the feelnthat your enemies will get a easy reroll and survivr
Dont you have to be wholly within the ruins to get cover? How does Auspex Tactics first point work?
My no1 biggest mistake was forgetting to choose my oath of moment for the first two turns.
My biggest mistake is realizing too late when a capture point is lost and should just move those forces elsewhere to assist
My opponent drew tempting target. I picked the one on the far side of the table where he had no models.
I forgot he had units waiting to deep strike.
Thanks man !
Great video. A lot of people make these mistakes and cry the game is broken when in reality theyre just bad at strategy. None of my armies are good in the meta. I still win games just thinking clearer.
Is the t sons video soon?
Also my biggest error is forgetting enhancements, I can teleport Ahriman when his whole squads been wiped out and smite the hell out of an aeldari wraithlord but no, I forget special stuff
Yes, so soon it was 12h ago :) ruclips.net/video/-r5nYzyi4Rc/видео.html&ab_channel=AuspexTactics
@@auspextacticssorry for asking then had notifications off cause I was at a hospital lol
@@auspextactics also sorry to bother you once more but any idea when there might be a units tier list?
Playing against more veteran players when you are a massive noob is an enormous learning experience. As in lesrning by getting ripped a new one 😂
I had to write a reminder sheet for myself coz I keep forgetting about my own abilities
My big tactical errors is either line of sight or being just off so I can’t charge
11. Don't be "That guy"
Mismanaging CP: Not using the Grenade or Tank shock stratagem...
Listen, there are very few big things that do not have 3+ or better save, so please tell me, why should they be in cover if cover does not apply???
and of course dont forget, never reroll a missed vindicaire shot, it never works
If someone put a bit of claw behind a ruin and tell me they have the benefit of cover I'd shake his hand and say "GG you won"
My mistake is cp rerolling my 4++ on my custodes shield cap when he is facing down a melta barrel because I know he will roll the 1
Tactical mistake: playing Leagues of Votann.
the cover rules feel like a bit of an oversight imo. It would make a lot more sense for it to be a case of "if the targets BASE is obscured by cover then they receive the benefits of cover" which feels a lot less gamey.
Agreed. In earlier editions cover rules talked about a model not being visible due to pieces of decoration or elaborate stances and thus not being penalised for it. Now it seems like models are getting an advantage just for being able to tuck an extended appendage away.
@@Unrealchamp88 luckily from my experience this is the sort of thing most TO will implement house rules to fix. they'll say something like "50% of the unit is obscured" or the aforementioned suggestion of the models base being obscured. but its a little silly that RAW the system is easily abusable.
@@t.mcgarry4 I remember in 6th ed rulebook, it had pictorial examples and used the phrase "25% covered by terrain".
Although, doesn't the current core rules have photos of models to show what cover looks like?
@@Unrealchamp88 it does, but its still ambiguous. They could do with being a little more specific than "if it looks like this you get cover" given the variety in both terrain and models in the game.
What army or armies do you collect and play?
What are some good space marine units to overwatch with?
Question. If you’re behind cover, does that mean you don’t have line of sight then?
When one part of your model is out of view you get a cover save. But you can still see because if, for example, only your leg is behind cover the rest of the model can still establish line of sight.
If the whole model is obscured behind cover, you lose LOS going both ways, but the covered model gets cover if it is only partially covered.
Cover would be pretty useless as a rule if everything that could give cover also obscured your vision and obscured you.
I think using to much CP to early. I find the Space Marine strategems havent helped in battle so far.
My biggest game changing mistake is usually forgetting an important model at home.
That's not a mistake, that's just being stupid.
When you have fight first and you got charged and the opponent decides to begin striking THAT unit you dont get to fight first right? Or does it overule anything regardlessnow in 10th. And how does this mechanic work against interrupt Stratagem?
If your unit that was charged has the fights first rule on its card, then it will fight before the charging unit.
The steps for combat are: the fight first step, then everyone else.
In each of these steps, the defender chooses units to fight with before the person who's turn it is.
Here follows and extremely wordy example. Feel free to skip if it's not helpful.
Example:
There is an ongoing combat between intercessors and termagants, a unit of bladeguard charge into a unit of von ryan's leapers, and a unit of aggressors charge into a carnifex.
In the fights first step, the eligible units are the leapers, the bladeguard, and the aggressors. The person who's turn it isn't chooses their unit first, so the leapers fight. Then the marine player gets to fight with the bladeguard and the aggressors (unless the defender uses 2cp to interrupt).
Then it's everyone else fights, so the defender chooses first again, and picks the termagants. The marine player fights with the intercessors, and finally the tyranid player fights with the carnifex.
@@Square_Planar Damn, you really went for it. Very nice explenation, i much appreciate it!
One thing that confuses me also, is the part where you said the "defender choses first".
That just seems odd to me, since its the other players turn that just charged everything.
But i guess this only really applies to ongoing fighting (so no one has charged) and no one has fights first baked in. Right?
Thought the thumbnail said tenticle mistakes...