CORRECTION: Sorry, failed to mention that you can only swap assassins via shadow assignment if your army is actually fully 'Agents of the Imperium'. Apologies for the error there, that makes it far less useful. Sad times for Culexus anti-psyker counterplay... Thanks for pointing that out down in the comments!
i wouldn't say that. i doubt a grey knights opponent would expect you to suddenly use this to swap in a calexus assassin which would make those 3 attacks from his animus always do 6 damage on most if not all grey knight infantry, made even worse for a grey knight character. meaning the calexus assassin will always slaughter up to 3 models within an infantry of most likely one shotting grey knight characters if one is in there. thousand sons and deamon forces of tzeentch would also get scared by the sudden calexus popping up for the same reason if not more so as grey knights. alot of big monster tyranid characters are psykers. meaning that a calexus can high cance of one shotting things like tyrnants, primes, even the swarmlord and norn assimilator while also decently wounding a norn emmisary against his 4+ FNP so i wouldn't say it's sad times for the calexus. his role is now more for big game psyker hunting and when you REALLY want a psyker thing dead. even with more basic psykers like librarians now can't hide with scouts to deny 12" deep strike since it's animus speculum has 24" range. along wth being able to deep strike within 3" of an enemy unit, means screening is gonna be VERY difficult and require very precice unit positioning wich even then may proove difficult and leave units exposed. (remember. an attached psyker character will make the bodyguard unit psyker also if not already)
@@XSleepyDwagonX One thing to keep in mind, is phobos librarians still can hide from a Culexus within infiltrators if they wish. The Librarian's rule wasn't affected by the Balance dataslate, so is still 12" and not 18". Meanwhile the long balance document says that if there's a restrictive (12" lock) vs permissive (3" place) conflict with deployment rules, the restrictive takes precedence.
I've seen and made a few Assassin proxies in my time, but the prize-winner has to be Play On Tabletop's purple Ork Callidus, as seen in their recent Agents vs Orks batrep.
This "Codex" really just feels like its going to be used for its support rules in other armies. Can't see myself running full inquisitorial armies unless its at 1k
@@Cirac1 I also love fluffy armies but I don´t feel like collecting an army which could just as well be canned next edition or folded into different armies. The uncertainty what GW will actually do with Imperial agents is a major turn off.
@@seleckcka7104 The funny thing is I was building this army before I knew the codex was coming, before we even got the index - just because I collect kill team and wanted to make use of my arbites and breachers as a full army.
Just a reminder since Auspex forgot to mention it again (or is unaware), you can only switch assassins sideboard style if you are playing an Agents of the Imperium army. You CANNOT switch assassins if you have them as allies.
Ah I'd missed that, apologies for the error! I guess it's good that they get more powerful in an Agents list, but a bit sad they can't be flexed out for most. I'll post a pinned correction above.
Honestly of all the faction rules, shadow assignment is legit not bad. If only the ordos had a chamber militant rule analogous to the brood brothers one. Sure, you'd lose Acts of Faith, Teleport Assault, or Oath of Moment, but the assassins sideboard is actually pretty good.
Could work, but you risk the chimera and the assassin to be killed too easy. Fielding it as an infiltrator with Lone OP seems the way to go for me. Still funny idea!
Ignores Lone Operative? So next codex we get is going to have enhancements or stratagems that will ignore the enemies ignores lone op... haven't we been down this road before...
Vindicare: I can ignore lone-op now😏 Someone from Daemon (maybe the changeling in future?):hoho, I can ignore your ignore my lone-op😏 Culexus, maybe: hoho, I can ignore your ignore that ignore your lone-op😏 Players: can you guys just stop...🤦🏻♂️🤦🏻♂️🤦🏻♂️
Ah yes from Codex Kill Teams; I do kinda hate how that Shieldbreaker Round is basically an almost guaranteed kill on most infantry characters though combined with the lone operative ignore.
Just in case no one mentions this, the vindicare can ignore the Lone Operative ability, but not if it isn't called Lone Operative. Things like Draxus' ability or GK Halod in Soulfire are not affected.
Yet. There are no precedence of intended "Ignore Lone Op" here. We might see a rewrite of several datasheets to accomodate for this. Just like we saw things getting streamlined with redeploy before/after knowing who got the first turn. Or having certain abilities no longer being able to target Lone Op, even if within the ability range(GK Librarians, T-Sons).
Thos guys should always have been bundled into a single kit, sold at the price of a standard squad (and even then it would be a steep price to ask for 4 minies). If GW wasn't the corporate ghoul it has been for decades they would release an updad kit of the Assassin, add the three new HH assassins (Adamus, Venenum and Vanus ), put all of them on the same sprue and sell it as the "Officio Assassinorium Execution Team" at the price of a regular Kill Team. That was you could heavily lean on the "swap assassin on the fly to pick the best appropriate to the match up" without asking you 200 bucks for 4 minies.
Everyone is freaking out about the vindicare assassin being a Lone Operator killer, but with LoS blocking, he is VERY easy to evade. A squad with deepstrike and a few melta gun is more effective.
It is strong because it counters an entire defensive keyword. You are paying a lot of points for a model to have Lone Operative. If you are forced to hide all your Lone Op characters as if they were normal models, they are not able to do the roles you wanted them to, or are atleast forced to do it very differently. And that is just with the Lone Op ones. Normal Leader characters have become much more vulnerable as well, now that the rifle is S8 and with the improved Shieldbreaker Round. Also, how many units typically have both Deep Strike and Melta Guns, and how will you get them deployed within 12" of the Lone Op, if they screen the board well? Most such options are somewhat expensive and will leave the unit stranded if used just to potentially(if not witin 6", melta gun damage is between 1 and 6) take out a Lone Op character.
You mean the enemy is gonna stop your models from doing what they want???? Oh no! I've been hearing this a lot... Single model has ability I don't have, not fair! Slap something within 12 inches and kill him then.@@fendelphi
@ninjapirate47 it's not that easy many things can stop you deep striking within 12" which takes precedence over any rule you use to get closer but the vindicare doesn't care about that by all means slap some terminators in front of him but watch as your terminators get deleted by flamers or some other good anti infantry weapon terrain usage is underrated dont be another one of these idiots who is narrow minded to think countering this guy is that easy
Wish they'd just made codex inquisition, with Deathwatch, Grey Knights, Sisters, assassins and henchmen. Given them their own rules, so we can't have this agents aligning bs. It's a holdover from when you can have any faction play with any other faction, and it just doesn't work that well anymore
Honestly the codex would be mostly fixed if they gave the ordos a "chamber militant" brood brothers rule. Give up the army ability for the detachment keyword (Ordo X) and you get shadow assignment.
I don't think people are interpreting the Overkill ability. It doesn't say "this model automatically advances 6", it says "before you move add 6" to this models Move characteristic". Nowhere in the text does it say you replace the ability to Advance. Triumph of Saint Katherine gives +2" to Move but you can still Advance because just like the Evorsor it doesn't specifically restrict you from Advancing
@@tnttv5360 at least how it is shown in the Vid, it only says "once per game, add +6 to your Movement characteristic". it doesn't say "when you make a normal move, add +6" so you could activate the ability, then make an advance move with the improved characteristic MV +d6 advance and then charge. this could still change in the end, but how it is written, you can add +6 and still advance
Normal move is it's own kind of move. You can't make a normal move that's also an advance, and the rule says add 6 to your next normal move. You don't get to add that 6 if yo choose to advance.
Thousand Son’s doombolt ignored lone op: GW: “we’re taking this away because it wasn’t an intended function and it’s not healthy for the game.” Now Imperium Faction Players: Ignoring lone op is neat!
Man....the Eversor just keeps on beign the black sheep. Back in the days when the WS was all that mattered he might have been good though he wasn't around back then. If bet he/she is the cheapest one so never gets used.
So what I am hearing is Vindicare: Kill him in particular Callidus: Bounce around and objective button pusher Eversor: Angry anti-infantry missile Cullaxus: Hyper Niche anti-psycher
Nemesis is one of my favorite Horus Heresy books. I really want to put a Callidus into my Admech list, that thing looks like a behind-enemy-lines points-getting machine!
shieldbreaker rounds activating the devastating wounds ability is now worse than the old version that just ignored all saves due to devastating wounds counting as mortal wounds, the +1 to wound is still good though.
The old version made the shot ignore saves of any kind. The new one does that and add +1 to Wound. That is strictly better in most cases(only downside if the target has a FNP vs Mortal Wounds specifically), especially combined with the higher Strength of the Rifle(8 instead of 7). You will be wounding most targets on a 2+ rather than 3+, even against T7 targets(Against T8, you can now wound on a 3+ rather than a 5+). As such your Once Per Battle Shieldbreaker Round will typically wound more often(83% vs 66%) and deal some damage, rather than a 1/3 chance of failing to wound an important target.
@@greg_mca Yes, but that has not changed from before. Before, FNP vs Mortal Wounds would only help if you rolled a 6. Now it works as long as you make a wound with the Shieldbreaker Round.
Looking forward to see how useful ignoring lone op really is on a single model. I have to precise "on a single model". G.Knights and T.Sons have technically ignored that rule for about a year, alongside having access to artillery flamethrowers.
So, I get that many people are down about the unlikeliness of using IA as a standalone army. They can barely make AdMech work, so I'm a bit surprised it is such an issue, but I get it. My thing is it doesn't bother me. I already don't feel that Space Marines should take to the field as an army-sized force; if you aren't playing Minotaurs, or Black Templars, they tend to show up in squads, and not detachments, but the Inquisition does this even less, and I personally wanted this book to basically just be good as Allies, and to FINALLY play Ultramarines, the game, where a couple of squads of Space Marines support a Giard force, or the Assassins got a glow up, and I feel like they did that here. It's too bad Eisenhorn got axed, but now that one could field him, and some Deathwatch, or swap him out for everybody's favorite Kyria Draxus, and play them alongside an army, I'm stoked. I still don't know if I feel like the Assassins will really be THAT good, but I like what they did. As is, we knew several units were going to be forced to be mediocre; they simply won't let the Rogue Trader be what it should be, or some of the other cheap infantry be as good as other groups' cheap infantry, so they weren't going to be competitive, but you could still sub your Sly Marbo model in for an Eversor, or give Guard something that can actually assault, and I'm happy! As a related, I'm hoping that you will cover the new Deathwatch units, so we can see if they actually WILL make good allies for Guard, or Sisters? Can they provide a good melee punch, or are they just another shooter? Curious.
The Callidus Assassin says "and return 9" away in the enemy turn" does this now stop her coming down in your turn then, so more like a rapid ingress than something you can use normally?
I guess that's fair, but what other faction would bother? Chaos actively leans into melee (though an Alpha Legion named character would be neat), tzeentch gets sorcery instead, votann has always had an inclination to midrange, assassination is dishonorable in the eyes of the necrons, nids prefer melee, GSC don't have the resources to compare... MAYBE eldar and Tau?
It's not so cool when you stop to think about how many things have a similar rule to lone Op but aren't, like stratagems or the librarian phobos ability.
...the ability to swap them out is great. Very much encourages using assassins. But no need to make the anti-psyker useful more broadly if you're not really taking them unless they have psykers. They need to pick a lane on that one.
4? FOUR? my brother in the emperor, there are SEVEN temples and the models for the three missing temples EXIST. Why did we not get them!? Adamus (classical ninja with buffs vs a selected target), Venenum (poisoner, anti-infantry/monster), and Vanus (information/anti-tech/vehicle). Are the venenum and vanus somewhat niche? Yes. But shadow assignment makes that FINE, and the Adamus is also fine if your opponent has a single character or major priority target. FFS GW they have HH models! Just let us use them!
It wouldn't even need to be a box. Just make it look like one on the webstore but ship a box of each model. So a bundle. But they won't. GW is somehow greedy but also allergic to making money. Always have been. 🤷🏼♂️ I already purchased all my Assassins years ago second hand. But I feel the plight. Side note... I really, really hate how the YT (app) sometimes erases comments you are writing during an ad once the ad ends. Doesn't always happen. Some times it vanishes then reappears... This time it didn't.
@@johnj.spurgin7037 Pretty sure I have the Adamus model (very old metal). Looks exactly like a ninja but holding up a pistol. I have just been calling him a counts as Vindicare. Thank you for giving him a name. 😁
@@shakyrob6512 IIRC the gun on the adamus is canonically a hybrid that fires a tiny beam to burn a hole in armor then a poisoned needle to slip into that hole or something. It just astounds me that they didn't give us rules for them. I homebrewed rules for all 3 in a week.
@@shakyrob6512 Not only that but with the two big knights box recently coming out an assassins box would be a terrific kit to buy with it. Sidenote: I agree completely about the youtube thing.
Can you take all 4 assassins if you are running an Agents of the Imperium army? Or is it still only 2 per 2k points. I really want to run an execution force, but you couldn't due to the index restrictions.
I'm not a DW player so don't listen to me, but i'd play them as black armoured space marines, with the rules from the space marine codex. What i'd buy next, gladiator and repulsor tanks are mostly great,if you can magnetise their weaponry they are perfect for almost any situation. From that combat patrol you have aggressors, so another unit of 3 plus gravis captain and apothecary biologis is a great combo - although not cheap, but deletes a lot of stuff. Even buying the Blood Angel CP is an option, it has a nice little transport, 3 aggressors, 5 infiltrators/incursors that are good for support, a librarian which is nice but not always that useful. Plus 5 more intercessors, which is too much at this point, so you should have to kitbash or trade them
I’m not a space marine player, but I use this metric when buying/printing a unit. 1) Is it good in meta now? 2) Is it generally good throughout the army history? 3) Do I like the look and feel of the unit? If it checks at least two of these boxes you shouldn’t outright hate your decision and hopefully avoid buyers remorse.
Hoping eversor doesn't go up to much I've used him most of 10th was hoping he'd get fights first to make use of free heroic intervention but getting rid of 1 of 3 abilities and his 2 free strats I'm hoping he stays the same or goes up by 5 at most
No, lone op its 12". Strats are 18" but they do not confer the lone op ability anyway, they are a similar mechanic but without the rule so the vindicare does not affect the typical stratagem that prevents you from being shot at 18"
I think that Lone Operative is a mechanic that allows armies to actually work, putting in a model that can ignore that rule and making it available to 1/3 of the factions and NOT all factions is pretty dumb from a game balance standpoint.
@@Nevets1073 it’s one guy who can’t cover an entire board if terrain is setup properly. He’s still not as good as other assassins so you won’t see him much.
Vindicare cannot fire through stratagems or abilities that are similar to lone op such as the phobos librarían skill, kroot stratagem or nurgle's chaos stratagem... only through the universal lone op rule
They certainly have better guns than the faction that makes their guns. Looking at you skatros. Get a better gun. They're literally right over there in the boxes labeled "ready to ship" with a packing slip sending them to the Inquisition.
My assassin never kills anything. It's more disruptive, annoying and cp help than having anything remotely to do with rhe fluff of its lore, which is a shame.
Confused about Acrobatic escape. "Also if not within 3" of enemy model at end of enemy turn can remove from the board and return .9" away in enemy turn" At what phase can she return in the enemy turn? Is this a free rapid ingress?
Auspex created the confusion by summarizing the rules, on the actual codex it says you have to come back in the Reinforcement Step of your next movement phase.
Devastating wounds are on Critical Wounds(typically 6 to wound or if you reach the Anti-x value). The Shieldbreaker Round allows you once per battle to get +1 to wound with your rifle, and if it wounds, it counts as a Critical Wound. So once per battle, you will probably make a Devastating Wound on a 2+, yes.
IMO if they keep the Shadow assignment the assassins all need to be priced the same. Otherwise you always take the cheapest one and swap him for a more expensive one for free army points.
The rule says you can only swap to a cheaper assassin, so if you want access to any assassin you have to but the most expensive one and hotswap to the cheaper ones that fit the niche better.
shadow assignment states you can swap the assasin for any other with the same cost or less. so you need to pick the most expensive one to have acces to all of them
How so? Orks have appalling accuracy, and prefer fighting things. Necrons see assassination as dishonorable, and only use it on "vermin", eldar have snipers but nothing THIS amazing, chaos prefers melee and only Alpha Legion would go all in on it, Votann maybe, Tau maybe, Eldar maybe, GSC have a decent sniper but don't have the sheer resources the imperium can throw at it, nids are melee and their guns are organic...
@@iron_blyat6815 IKR? The tau maybe, but Necrons have honor codes and don't respect snipers, orks have crap aim, and eldar are in for a range refresh so they might get one VERY soon.
I absolutely hate the "anti lone op" mechanic being Imperium exclusive. If you introduce something like that every faction should have it or only one or two. Not half the factions in the game while the other half has no counter.
@@SeanHoltzmanyes, it should either be locked to a couple of factions or widespread. Locking it behind half the game's roster makes the other half lose out with no possible answer or equivalent.
Damn they ruined Calliuds assassin. Your lone op is useless if you want to up the cost of a strat cp and now it's all by chance now that you will succeed. Pretty lame.
That happened with the lord of deceit changes a while ago. It's still entirely possible to run a callidus. Hide her in a ruin to block LoS and still get her effect.
@@Freshtildeath if you're running a callidus it IS an imperium list my guy. And no, a Callidus is totally worth that. The tankier characters with LoD are even better because they can hang out in the open, but the game's CP economy is MASSIVELY affected by LoD. One well-placed callidus just behind your lines and in cover in the right turn can make or break a battle, and the Callidus can also slip into the enemy's backline using the same LoS blocking and slap LoD on enemy gun platforms, which normally wouldn't be effected by LoD AT ALL. It's a VERY high-finesse unit now, but that matches the callidus and their INCREDIBLY delicate long-term infiltration missions.
Dear Games Workshop. Please stop giving some armies access to their own mechanics. It is upsetting your player base. They want equity across all armies!
The essence of Warhammer is that each faction has its own characteristics It is necessary to do the opposite, so that each of them has a large number of unique mechanics, from which you will have to play out and think through your tactics This is not chess, where all sides move the same way
CORRECTION: Sorry, failed to mention that you can only swap assassins via shadow assignment if your army is actually fully 'Agents of the Imperium'. Apologies for the error there, that makes it far less useful. Sad times for Culexus anti-psyker counterplay... Thanks for pointing that out down in the comments!
Where does it say this in the codex? I have found 0 other sources claiming this, just want to make sure it's true.
@@zoltanlukacs5059 It says it in the actual rule, for the very first lines. - "If your faction is agents of the imperium"
Not sad times if you’re playing full agents anyway
i wouldn't say that. i doubt a grey knights opponent would expect you to suddenly use this to swap in a calexus assassin which would make those 3 attacks from his animus always do 6 damage on most if not all grey knight infantry, made even worse for a grey knight character. meaning the calexus assassin will always slaughter up to 3 models within an infantry of most likely one shotting grey knight characters if one is in there.
thousand sons and deamon forces of tzeentch would also get scared by the sudden calexus popping up for the same reason if not more so as grey knights.
alot of big monster tyranid characters are psykers. meaning that a calexus can high cance of one shotting things like tyrnants, primes, even the swarmlord and norn assimilator while also decently wounding a norn emmisary against his 4+ FNP
so i wouldn't say it's sad times for the calexus. his role is now more for big game psyker hunting and when you REALLY want a psyker thing dead.
even with more basic psykers like librarians now can't hide with scouts to deny 12" deep strike since it's animus speculum has 24" range. along wth being able to deep strike within 3" of an enemy unit, means screening is gonna be VERY difficult and require very precice unit positioning wich even then may proove difficult and leave units exposed. (remember. an attached psyker character will make the bodyguard unit psyker also if not already)
@@XSleepyDwagonX One thing to keep in mind, is phobos librarians still can hide from a Culexus within infiltrators if they wish. The Librarian's rule wasn't affected by the Balance dataslate, so is still 12" and not 18". Meanwhile the long balance document says that if there's a restrictive (12" lock) vs permissive (3" place) conflict with deployment rules, the restrictive takes precedence.
I've seen and made a few Assassin proxies in my time, but the prize-winner has to be Play On Tabletop's purple Ork Callidus, as seen in their recent Agents vs Orks batrep.
Honestly it was worth finding the video just to see it.
I laugh my lungs out with that purple -Redacted- Callidus assassin
That was amazing
This "Codex" really just feels like its going to be used for its support rules in other armies.
Can't see myself running full inquisitorial armies unless its at 1k
By stated design, and the design of Agents of the Imperium the last 2 editions? Frustrating and a let down, but not surprising unfortunately
I'm gonna be using this a bunch. I love fluffy armies, dont care if its competitive.
@@SeanHoltzmanyeah but that sucks even more for the deathwatch collectors who have already been shafted
@@Cirac1 I also love fluffy armies but I don´t feel like collecting an army which could just as well be canned next edition or folded into different armies. The uncertainty what GW will actually do with Imperial agents is a major turn off.
@@seleckcka7104 The funny thing is I was building this army before I knew the codex was coming, before we even got the index - just because I collect kill team and wanted to make use of my arbites and breachers as a full army.
Just a reminder since Auspex forgot to mention it again (or is unaware), you can only switch assassins sideboard style if you are playing an Agents of the Imperium army. You CANNOT switch assassins if you have them as allies.
Ah I'd missed that, apologies for the error! I guess it's good that they get more powerful in an Agents list, but a bit sad they can't be flexed out for most. I'll post a pinned correction above.
Honestly of all the faction rules, shadow assignment is legit not bad. If only the ordos had a chamber militant rule analogous to the brood brothers one. Sure, you'd lose Acts of Faith, Teleport Assault, or Oath of Moment, but the assassins sideboard is actually pretty good.
Feels like GW should sell all four assassins as a single box set given the new rules
But that might mean charging less than £95 for 4 models. Can't see them doing that.
Just add 40K datasheets for the 3 other assassins (that have models in HH) and sell a full pack of 7.
I love how they added a new rule that encourages you to buy all even if you only play one or two, for an optimal list. Thanks GW
the agent swap only works if u wanna build an army list around them, not if u ally
@@Aurius.Strange are you sure?
@@Silverdragon83Xit only works if you run an Agents army, not if you ally one in.
I'm more annoyed they didn't finish the Assassins roster.
@@Silverdragon83X ain't an opinion is written black on white on the actual codex
Hear me out:
- Vindicare assassin
-“Agents of the Imperium” Chimera w Firing Deck 2
Funny Sniper Car go vroooooom
Could work, but you risk the chimera and the assassin to be killed too easy. Fielding it as an infiltrator with Lone OP seems the way to go for me. Still funny idea!
No abilities though.
Ignores Lone Operative? So next codex we get is going to have enhancements or stratagems that will ignore the enemies ignores lone op... haven't we been down this road before...
precisely my initial reaction! It's daemon saves all over again!
Vindicare: I can ignore lone-op now😏
Someone from Daemon (maybe the changeling in future?):hoho, I can ignore your ignore my lone-op😏
Culexus, maybe: hoho, I can ignore your ignore that ignore your lone-op😏
Players: can you guys just stop...🤦🏻♂️🤦🏻♂️🤦🏻♂️
there already is, things like the phobos librarian doesn't give lone operative, but does stop the unit from being shot outside 12''.
9th was more fun imo, so more unique rules please
This game feels so sanitized and drab
This was my first reaction too.
Ah yes from Codex Kill Teams; I do kinda hate how that Shieldbreaker Round is basically an almost guaranteed kill on most infantry characters though combined with the lone operative ignore.
Walls are your friend.
The 100p+ Cost Gigasniper being able to actually reliably kill stuff is a good change imo
Definitely plan on using them with Black Templars & Raven Guard!
Video idea: which assassin does each army NOT want to see on the other side of the board and suggestions on how to deal with them.
Just in case no one mentions this, the vindicare can ignore the Lone Operative ability, but not if it isn't called Lone Operative. Things like Draxus' ability or GK Halod in Soulfire are not affected.
Probably needs a FAQ, but RAW yep!
Yet. There are no precedence of intended "Ignore Lone Op" here. We might see a rewrite of several datasheets to accomodate for this.
Just like we saw things getting streamlined with redeploy before/after knowing who got the first turn.
Or having certain abilities no longer being able to target Lone Op, even if within the ability range(GK Librarians, T-Sons).
And múltiple stratagems too, 😂 lone operative universal rule only. Not bad, not badass
calexus assassin must be terrifying against grey knights.
Thos guys should always have been bundled into a single kit, sold at the price of a standard squad (and even then it would be a steep price to ask for 4 minies).
If GW wasn't the corporate ghoul it has been for decades they would release an updad kit of the Assassin, add the three new HH assassins (Adamus, Venenum and Vanus ), put all of them on the same sprue and sell it as the "Officio Assassinorium Execution Team" at the price of a regular Kill Team.
That was you could heavily lean on the "swap assassin on the fly to pick the best appropriate to the match up" without asking you 200 bucks for 4 minies.
Everyone is freaking out about the vindicare assassin being a Lone Operator killer, but with LoS blocking, he is VERY easy to evade. A squad with deepstrike and a few melta gun is more effective.
It is strong because it counters an entire defensive keyword. You are paying a lot of points for a model to have Lone Operative. If you are forced to hide all your Lone Op characters as if they were normal models, they are not able to do the roles you wanted them to, or are atleast forced to do it very differently.
And that is just with the Lone Op ones.
Normal Leader characters have become much more vulnerable as well, now that the rifle is S8 and with the improved Shieldbreaker Round.
Also, how many units typically have both Deep Strike and Melta Guns, and how will you get them deployed within 12" of the Lone Op, if they screen the board well?
Most such options are somewhat expensive and will leave the unit stranded if used just to potentially(if not witin 6", melta gun damage is between 1 and 6) take out a Lone Op character.
You mean the enemy is gonna stop your models from doing what they want???? Oh no! I've been hearing this a lot... Single model has ability I don't have, not fair! Slap something within 12 inches and kill him then.@@fendelphi
@ninjapirate47 it's not that easy many things can stop you deep striking within 12" which takes precedence over any rule you use to get closer but the vindicare doesn't care about that by all means slap some terminators in front of him but watch as your terminators get deleted by flamers or some other good anti infantry weapon terrain usage is underrated dont be another one of these idiots who is narrow minded to think countering this guy is that easy
@@ninjapirate47 your opponents dont ever screen heh?😂
@@stevencarmody1755lol. Flamers killing terminator squad?
I liked that idea you said at beginning of making a Space marine stand in for the Eversor Assassin. Got me thinking now 😅
Wish they'd just made codex inquisition, with Deathwatch, Grey Knights, Sisters, assassins and henchmen. Given them their own rules, so we can't have this agents aligning bs. It's a holdover from when you can have any faction play with any other faction, and it just doesn't work that well anymore
Honestly the codex would be mostly fixed if they gave the ordos a "chamber militant" brood brothers rule. Give up the army ability for the detachment keyword (Ordo X) and you get shadow assignment.
I don't think people are interpreting the Overkill ability. It doesn't say "this model automatically advances 6", it says "before you move add 6" to this models Move characteristic". Nowhere in the text does it say you replace the ability to Advance.
Triumph of Saint Katherine gives +2" to Move but you can still Advance because just like the Evorsor it doesn't specifically restrict you from Advancing
But advancing isn't making a normal move. And you can only use the ability before you make a normal move.
@@tnttv5360 at least how it is shown in the Vid, it only says "once per game, add +6 to your Movement characteristic". it doesn't say "when you make a normal move, add +6"
so you could activate the ability, then make an advance move with the improved characteristic MV +d6 advance and then charge.
this could still change in the end, but how it is written, you can add +6 and still advance
Normal move is it's own kind of move. You can't make a normal move that's also an advance, and the rule says add 6 to your next normal move. You don't get to add that 6 if yo choose to advance.
@@calronkeltaran493 where is it written like that? In the datacard I saw, it was clearly written normal move.
@@tnttv5360 it was written like that in the auspex video. if the datacard say something different, it was sloppy work by auspex
Thousand Son’s doombolt ignored lone op: GW: “we’re taking this away because it wasn’t an intended function and it’s not healthy for the game.”
Now Imperium Faction Players: Ignoring lone op is neat!
How many models can you run with doombolt in a 2k point army?
Who cares, it's cool
For good reason. Bro I'm a chaos fan for life but I can see the blatant difference in power and utility between these two things
What was the range of Doombolt?
Ah, but doesn't doombolt ignore LoS as well and not role to hit?
I could see a curse stratagem though.
Man....the Eversor just keeps on beign the black sheep.
Back in the days when the WS was all that mattered he might have been good though he wasn't around back then.
If bet he/she is the cheapest one so never gets used.
Auspex Deep Struck and Infiltrated with this one
So what I am hearing is
Vindicare: Kill him in particular
Callidus: Bounce around and objective button pusher
Eversor: Angry anti-infantry missile
Cullaxus: Hyper Niche anti-psycher
Nemesis is one of my favorite Horus Heresy books. I really want to put a Callidus into my Admech list, that thing looks like a behind-enemy-lines points-getting machine!
shieldbreaker rounds activating the devastating wounds ability is now worse than the old version that just ignored all saves due to devastating wounds counting as mortal wounds, the +1 to wound is still good though.
The old version made the shot ignore saves of any kind. The new one does that and add +1 to Wound. That is strictly better in most cases(only downside if the target has a FNP vs Mortal Wounds specifically), especially combined with the higher Strength of the Rifle(8 instead of 7). You will be wounding most targets on a 2+ rather than 3+, even against T7 targets(Against T8, you can now wound on a 3+ rather than a 5+).
As such your Once Per Battle Shieldbreaker Round will typically wound more often(83% vs 66%) and deal some damage, rather than a 1/3 chance of failing to wound an important target.
@@fendelphistandard fnp also works, not just fnp vs mortals. A 3W model taking 3 damage has roughly a coin flip chance of surviving with a 6+fnp
@@greg_mca Yes, but that has not changed from before. Before, FNP vs Mortal Wounds would only help if you rolled a 6. Now it works as long as you make a wound with the Shieldbreaker Round.
all of them are scary now, i’m going to take all four
I definitely need the Callidus now
Looking forward to see how useful ignoring lone op really is on a single model.
I have to precise "on a single model".
G.Knights and T.Sons have technically ignored that rule for about a year, alongside having access to artillery flamethrowers.
Only for universal rule lone op... Strats and phobos librarían still unnafected 😂
Eversor and Callidus are back on the menu
Culexus too, though moreso in IotA armies.
Culexus is my go to and always will be
Dead shot probably needs the same treatment as indirect without sight that you can’t hit on anything worse than a 4 to make it an actual trade off
As a Knights player I'm excited to test their versatility. Hopefully they aren't too expensive to field though
So, I get that many people are down about the unlikeliness of using IA as a standalone army. They can barely make AdMech work, so I'm a bit surprised it is such an issue, but I get it. My thing is it doesn't bother me. I already don't feel that Space Marines should take to the field as an army-sized force; if you aren't playing Minotaurs, or Black Templars, they tend to show up in squads, and not detachments, but the Inquisition does this even less, and I personally wanted this book to basically just be good as Allies, and to FINALLY play Ultramarines, the game, where a couple of squads of Space Marines support a Giard force, or the Assassins got a glow up, and I feel like they did that here. It's too bad Eisenhorn got axed, but now that one could field him, and some Deathwatch, or swap him out for everybody's favorite Kyria Draxus, and play them alongside an army, I'm stoked. I still don't know if I feel like the Assassins will really be THAT good, but I like what they did. As is, we knew several units were going to be forced to be mediocre; they simply won't let the Rogue Trader be what it should be, or some of the other cheap infantry be as good as other groups' cheap infantry, so they weren't going to be competitive, but you could still sub your Sly Marbo model in for an Eversor, or give Guard something that can actually assault, and I'm happy!
As a related, I'm hoping that you will cover the new Deathwatch units, so we can see if they actually WILL make good allies for Guard, or Sisters? Can they provide a good melee punch, or are they just another shooter? Curious.
The Callidus Assassin says "and return 9" away in the enemy turn" does this now stop her coming down in your turn then, so more like a rapid ingress than something you can use normally?
I think the ignores lone op is pretty cool, but I don't like it's only available to one faction.
Don't worry...it's availible for every Imperium faction 😅
Thousand sons used to have it before they completely trashed the faction in 10th
I guess that's fair, but what other faction would bother? Chaos actively leans into melee (though an Alpha Legion named character would be neat), tzeentch gets sorcery instead, votann has always had an inclination to midrange, assassination is dishonorable in the eyes of the necrons, nids prefer melee, GSC don't have the resources to compare... MAYBE eldar and Tau?
It's not so cool when you stop to think about how many things have a similar rule to lone Op but aren't, like stratagems or the librarian phobos ability.
...the ability to swap them out is great. Very much encourages using assassins.
But no need to make the anti-psyker useful more broadly if you're not really taking them unless they have psykers. They need to pick a lane on that one.
GW gods if you are out there please give us a box with all 4 assassins. I'm sure that many people, along with myself would buy it.
4? FOUR? my brother in the emperor, there are SEVEN temples and the models for the three missing temples EXIST. Why did we not get them!?
Adamus (classical ninja with buffs vs a selected target),
Venenum (poisoner, anti-infantry/monster), and
Vanus (information/anti-tech/vehicle). Are the venenum and vanus somewhat niche? Yes. But shadow assignment makes that FINE, and the Adamus is also fine if your opponent has a single character or major priority target. FFS GW they have HH models! Just let us use them!
It wouldn't even need to be a box. Just make it look like one on the webstore but ship a box of each model. So a bundle. But they won't. GW is somehow greedy but also allergic to making money. Always have been. 🤷🏼♂️
I already purchased all my Assassins years ago second hand. But I feel the plight.
Side note... I really, really hate how the YT (app) sometimes erases comments you are writing during an ad once the ad ends. Doesn't always happen. Some times it vanishes then reappears... This time it didn't.
@@johnj.spurgin7037 Pretty sure I have the Adamus model (very old metal). Looks exactly like a ninja but holding up a pistol. I have just been calling him a counts as Vindicare. Thank you for giving him a name. 😁
@@shakyrob6512 IIRC the gun on the adamus is canonically a hybrid that fires a tiny beam to burn a hole in armor then a poisoned needle to slip into that hole or something.
It just astounds me that they didn't give us rules for them. I homebrewed rules for all 3 in a week.
@@shakyrob6512 Not only that but with the two big knights box recently coming out an assassins box would be a terrific kit to buy with it.
Sidenote: I agree completely about the youtube thing.
Can you take all 4 assassins if you are running an Agents of the Imperium army? Or is it still only 2 per 2k points. I really want to run an execution force, but you couldn't due to the index restrictions.
I recently brought and finished my deathwatch combat patrol, what should I buy next to build my army as I’m new to this
I'm not a DW player so don't listen to me, but i'd play them as black armoured space marines, with the rules from the space marine codex.
What i'd buy next, gladiator and repulsor tanks are mostly great,if you can magnetise their weaponry they are perfect for almost any situation. From that combat patrol you have aggressors, so another unit of 3 plus gravis captain and apothecary biologis is a great combo - although not cheap, but deletes a lot of stuff.
Even buying the Blood Angel CP is an option, it has a nice little transport, 3 aggressors, 5 infiltrators/incursors that are good for support, a librarian which is nice but not always that useful. Plus 5 more intercessors, which is too much at this point, so you should have to kitbash or trade them
I’m not a space marine player, but I use this metric when buying/printing a unit. 1) Is it good in meta now? 2) Is it generally good throughout the army history? 3) Do I like the look and feel of the unit? If it checks at least two of these boxes you shouldn’t outright hate your decision and hopefully avoid buyers remorse.
Play on Tabletop ran a game with a kitbashed Callidus Assassin that was a purple orc
Now i gonna bring all my assassins to every game ^^
the diorama Vindicarebear is still listed on the store. can someone with W+ still order that thing?
Back in my day, the Execution Force cost 570pts to field. I know its OP, but let me have it? Let me have it.
Hoping eversor doesn't go up to much I've used him most of 10th was hoping he'd get fights first to make use of free heroic intervention but getting rid of 1 of 3 abilities and his 2 free strats I'm hoping he stays the same or goes up by 5 at most
Does lone operative prevent your opponent from shooting you outside of 12 inches or 18 inches? I thought they changed the rule.
No, lone op its 12". Strats are 18" but they do not confer the lone op ability anyway, they are a similar mechanic but without the rule so the vindicare does not affect the typical stratagem that prevents you from being shot at 18"
I just hope that joytoy make figures out of them.
I think that Lone Operative is a mechanic that allows armies to actually work, putting in a model that can ignore that rule and making it available to 1/3 of the factions and NOT all factions is pretty dumb from a game balance standpoint.
@@Nevets1073 it’s one guy who can’t cover an entire board if terrain is setup properly. He’s still not as good as other assassins so you won’t see him much.
Vindicare cannot fire through stratagems or abilities that are similar to lone op such as the phobos librarían skill, kroot stratagem or nurgle's chaos stratagem... only through the universal lone op rule
Watch them make the culexus cost the most 😂
Didn't they make models for the other two temples?
They certainly have better guns than the faction that makes their guns. Looking at you skatros. Get a better gun. They're literally right over there in the boxes labeled "ready to ship" with a packing slip sending them to the Inquisition.
No se puede hacer un destacamento funcional, pero más importante, no tienen puntos aún 😅
My assassin never kills anything. It's more disruptive, annoying and cp help than having anything remotely to do with rhe fluff of its lore, which is a shame.
I pre order all of them 😂 and i bought a squsd of GK termi x)
Can you use Shadow Assignment if you have that assassin like ally or you need to use Agents of the Imperium like faction to use it?
As far as I am aware no, it's locked to IotA armies. Think of it as the faction rule, since Assigned Agents is more an allies rule.
I like the assassin swap out. 125 points is a bit horrid though. 25% increase for callidus. There’s better alternatives for sure in the army I play.
The points aren't going to stand. No codex in 10th has correct points
Epic Heroes with a grunt Profile 🤣
Confused about Acrobatic escape. "Also if not within 3" of enemy model at end of enemy turn can remove from the board and return .9" away in enemy turn"
At what phase can she return in the enemy turn? Is this a free rapid ingress?
Auspex created the confusion by summarizing the rules, on the actual codex it says you have to come back in the Reinforcement Step of your next movement phase.
@@Aurius.Strange Thanks for the clarification.
Reading codex it hints at squads of assassins, woulda liked to see less elite assassins grouped up from smaller temples, kinda bored with the same 4
Can some one tell me if the Vindicare assassin does devo wounds on a 2+ every shot, or only once with shield breaker?
He'll only do the Dev Wounds on a 2+ once per game when he activates Shieldbreaker. Otherwise he'll be doing Dev Wounds only on a 6 as per normal.
@@d.t.m8393 ahh kk thx baby cakes
Devastating wounds are on Critical Wounds(typically 6 to wound or if you reach the Anti-x value). The Shieldbreaker Round allows you once per battle to get +1 to wound with your rifle, and if it wounds, it counts as a Critical Wound.
So once per battle, you will probably make a Devastating Wound on a 2+, yes.
@fendelphi thanks dad. I thought was on 2 + every time
@fateweaver9844 yeah thx. That's what I originally thought. So i decided to ask
He really is an assassin
How does the rule to swap an assassin with a sideboard work if they are different points costs?
You put the most expensive one in your army and you can swap to any of the others
Assassins always felt like taking the easy way out to me. No judgment against anyone who does want to use them, they just aren't my style.
13:51 what exactly do you mean by that Mr Tactics
Culexus is an auto take vs Tyranids, no?
IMO if they keep the Shadow assignment the assassins all need to be priced the same. Otherwise you always take the cheapest one and swap him for a more expensive one for free army points.
The rule says you can only swap to a cheaper assassin, so if you want access to any assassin you have to but the most expensive one and hotswap to the cheaper ones that fit the niche better.
shadow assignment states you can swap the assasin for any other with the same cost or less. so you need to pick the most expensive one to have acces to all of them
Funny callidus was sold out forever. And preorder it's still the only thing sold out on GW
Gonna use my Death Cult assassin as a proxy...
Do we know if we’re gonna have to get the codex for if we just use the assassins as allies on the app?
Of course we need to
@@Onkel_Ranger That’s unfortunate. A whole codex for one maybe two data sheets
@@duelist4210 yes, the Codex is not that i was hoping for. But for boardingactions the army is usable i guess so i got it anyways :D
I used the old profiles for the vindicare and eversor in a game recently and I enjoyed both of them
I always thought the assassins were cool but I don’t play imperium so I don’t get to use them
There really is something piss takesy about giving the imperium the best snipers…
How so?
Orks have appalling accuracy, and prefer fighting things.
Necrons see assassination as dishonorable, and only use it on "vermin", eldar have snipers but nothing THIS amazing, chaos prefers melee and only Alpha Legion would go all in on it, Votann maybe, Tau maybe, Eldar maybe, GSC have a decent sniper but don't have the sheer resources the imperium can throw at it, nids are melee and their guns are organic...
It’s one guy
Alpha and Iron Warriors have both been known to use snipers@@johnj.spurgin7037
Who else supposed to have it?
@@iron_blyat6815 IKR? The tau maybe, but Necrons have honor codes and don't respect snipers, orks have crap aim, and eldar are in for a range refresh so they might get one VERY soon.
I absolutely hate the "anti lone op" mechanic being Imperium exclusive. If you introduce something like that every faction should have it or only one or two. Not half the factions in the game while the other half has no counter.
Ruins. Ruins are the counter.
Percesion should ignore lone op in general
@@CatroiOz ok, but then I want Magnus and cabal points for my Grey Knights and Custodes
@@hultbultAgreed. This is pathetic. People screeching about their army not having a mechanic while possessing mechanics others don't have.
Go play chess, all factions have equal mechanics there
The essence of Warhammer is its diversity, each faction feels unique, as it should be
A single faction getting a way to negate a core mechanic really bothers me.
A single /grand/ faction of what, 12 out of 26 total factions (almost half), is a problem?
@@SeanHoltzmanyes, it should either be locked to a couple of factions or widespread. Locking it behind half the game's roster makes the other half lose out with no possible answer or equivalent.
@@SeanHoltzman Yup, half the armies getting a counter measure to a core mechanic that just isn’t available to half the players is a problem imo.
@@CatroiOzsry not sry T-sons
Just stay out of sight and it's negated.
It makes the scariest sniper in the game scary instead of useless.
Play smart and it's not really an issue.
Buy a whole book to include an assassin in my army... pass.
...You buy books?
@krilc I've bought one for the army I actually use
Damn they ruined Calliuds assassin. Your lone op is useless if you want to up the cost of a strat cp and now it's all by chance now that you will succeed. Pretty lame.
That happened with the lord of deceit changes a while ago. It's still entirely possible to run a callidus. Hide her in a ruin to block LoS and still get her effect.
@johnj.spurgin7037 possible but not worth the risk or points imo if you aren't running a full imperium list.
@@Freshtildeath if you're running a callidus it IS an imperium list my guy.
And no, a Callidus is totally worth that. The tankier characters with LoD are even better because they can hang out in the open, but the game's CP economy is MASSIVELY affected by LoD. One well-placed callidus just behind your lines and in cover in the right turn can make or break a battle, and the Callidus can also slip into the enemy's backline using the same LoS blocking and slap LoD on enemy gun platforms, which normally wouldn't be effected by LoD AT ALL. It's a VERY high-finesse unit now, but that matches the callidus and their INCREDIBLY delicate long-term infiltration missions.
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Pog! First
Dear Games Workshop.
Please stop giving some armies access to their own mechanics. It is upsetting your player base.
They want equity across all armies!
like they care ...
The essence of Warhammer is that each faction has its own characteristics
It is necessary to do the opposite, so that each of them has a large number of unique mechanics, from which you will have to play out and think through your tactics
This is not chess, where all sides move the same way
Hard disagree with this, each army should feel diffrent
no views in 40 seconds? bro fell off