I think you should have included 10 Hearthguard with a Khal and plasma guns with the rapid fire strat. 20 shots at AP-4 damage 2 plus 10 D6 blast shots is pretttty scary
Without +1 to hit and wound I think it's fairly similar to the Sus hits 2 strat. And it's much much harder to get 2 judgement on something in the new detachment
Reminds me of dark angel hellblasters in 9th. 3 shots per model strength 7 AP -4 (potentially 5 if you were in a particular combat doctrine) hitting on 2's for stationary damage 3 each with weapons of the dark age. 30 shots with a potential of 90 unsavable ap -5 damage against any target. I killed 750 points of a sisters of battle army that had 4++ saves and a 4+ fnp aura in ONE TURN
Generally my bubbles of 20 neophytes usually disappear after 5 Eynhir fire their grenade launchers. all for the modest price of 150 points. In that sense they make more kills 150 Eynhir points than a Stormsurge firing its rocket battery
I also absolutely demolished with this, never bothered with the grit on 5s strat I was saving that for my 3man dragoon squad which also punched well above weight, sustained 2 on 5s was great
The breachers unit I've been running with the extra range enhancement, so rapid fire is at 18. If you're playing on GW terrain, the issue with them has mostly been the base size and a 5inch movement. So getting all 6 bases within range has been a pain in the arse. The extra range plus the extra 2inch movement haloscreed they're standouts again. Would say the crits on 5s also pairs insanely well with lascannons on chickens, ans re rolls of ones to hit and wound.
my fun hypothetical is as follows, 6 fiends of slaanesh, full reroll hits/wounds, 30 attacks at s6 ap 2 dmg 2. can give plus 1 to hit/wound off keeper enhancements, and sustained off exalted chariot. did something like 32 mortals off a test roll the other day
its amazing how they still havent fixed devastating wounds and its still as problematic as ever. devastating/mortal wounds never shouldve ignored invulnerable saves thats one of the biggest design failures of 10th edition. the whole purpose of an invulnerable save is that you get to make an unconditional save no matter what.
New lead developer is definitely going in to change the game designer's perspective to be fun/flavor oriented over balance; fingers crossed that ends well.:P
@chaosheaven23 fun/flavour oriented game? They should add a page that says "this is a casual game, if you want to be competitive check Infinity or Malifaux" or something like that, or it will not work.
my current high damage combo at the moment is Tau. 2x3 Broadsides, guided by a pathfinder squad and using kauyon detachment. all Heavy rail rifles gives you 12x s12 AP-4 shots that hit on 2s and have both sustained hits 2 and devastating wounds and D6+1 damage. high yield missiles gives you 36x s7 ap-1 D2 shots with sustained 2 and twin linked. good rolls are devastating against everything.
Wouldn't that Same combo of Sisters work better with Army of Faith? Give the Canoness the Blade enhancement(15 points cheaper then the the Mark of devotion) but requiring two Strats, namely Faith and Fury for Lance and Divine Guidance for -1 AP but you end with 3 additional Miracle Dice, 1 from the Canoness Blade and 2 from the strats. Which are kinda valuable with the nerfed MD generation.
with the new admech detachment, i like using electro priests. Fulgurite with the dominus including the extra attack ehancement. Following they get an advance and charge gives them a big threat on the board. For the Corpuscarii using them with an manipulus, using dunerider for full re roll wounds and critical hits on 5 is funny too.
My favorite combo is in csm fellhammer seige host, Chaos lord in terminator armour w/ bastion plate enhancement leading 10 chaos terminators, that becomes a almost unmovable brick. For those who dont know, the detachment makes it so if the attackers ranged firepower is greater than your toughness it gets -1 to wound, so you will get a nice durability boost, plus terminators 4+ invul save, plus using the enhancement to negate 1 instance of damage (pure battle round), and a statagem that gives your unit a 5+ fnp in shooting phase (that becomes free with the chaos lord) and oh boy does it feel like a unmovable brick of terminators in shooting phase.
Hey Auspex, great video as always! Unfortunately i think there's a problem with the bridgehead scions pysker combo. To have 2 melta and 2 plasma guns in a scion squad it must be a 10 man unit, as it states 2 special weapons per 5 models and duplicates at 10 models. So the cost would be 120 points plus the 70 for the CSQ and 60 for the psyker, makes it 250 points for it all together. Then, all of this is over 12 models, which is the taurox primes maximum transport capacity, so the squad wont fit inside to get the all wound reroll. You'd have to drop the 2nd melta and plasma, and reduce the scions to 5 models = 1 plasma - 1melta - 2 hot shot las and the tempestor. This way it would fit, but the calculated wound results would be lower. At least this is what my lizard brains noticed, if im wrong ignore me 😂
You are sort of correct. But his 2 meltas are 1 from the 5 man scion squad and then the command squad he kitted out with lots of special weapons which is where the second melta and plasma is. I am looking forward to trying this combo as looks fun and I love scions jumping out tauroxs and blasting the hell out of some miscreants. Feels nice and fluffy to me.
Crassus for Scions. Take a full squad + command team + Psyker, and still have 19 slots left for troops, and gives full rerolls to wound. And alternative is just taking 3x10 scions and a single command team with the Bombast Vox-Array in a Crassus.
I think it would have been a good data point to use the first rank fire second rank fire order for the scions because it applies to all plasma guns, hot shot lasguns and volley guns and doesn't anti combo with rerolls on against enemies on an objective like the +1 to hit.
Played the new Bridgehead Detachment vs Black Templars Friday just gone and I can soundly say it's a solid detachment. Having Scions and Kasrkin getting re-roll 1's, a potential 2+ to hit, +1 to wound after disembark/deep strike (Kasrkin can potentially get it from the Firing Hot stratagem plus some extra AP) and Sustained Hits from leaders, their damage output can be very, very, good. For example, turn 2 of my game a Chimera moved up to the edge of an objective and a squad of Kasrkin + a Castellan (Who ordered Take Aim after doing so) disembarked onto it and proceeded to wipe out a Primaris Crusader squad that was heading their way, the only casualty to them being the Sergeant who's plasma pistol decided to blow up in their hand.
Cool video... sterngard are going to be a menace until a patch comes. Honestly the new slaanesh detachment has a few sneaky combos, purifiers getting full hit and wound rerolls and having two ways to inflict mortals is also maybe worth talking about. Depending how tournaments allow new oath Reivers have weird potential in blood angels (codex compliant) with the plus 2 str and +1 attack with a phobos lt for shoot and scoot and still being able to charge. It puts the unit at something like 50 str 6 ap1 attacks all with precision and access to oath (rerolling hits and plus one to wound), lethal hits, lance, causing battle shocks and reducing oc. It's essentially a 3D6 charge out of deep strike with the shoot and scoot which gets around a lot. Quick napkin math says it kills 31 gaunts, 9 marines, 3-4 terminators, 12-13 wounds to an armiger chasis, and it admittedly falls off vs land raider at about 7 wounds. but I think for the 215 mostly self sufficient package they are they are very good.
Going to run a squad of 10 Reivers with a Phobos libby and new detachment (lots of buffs to hand them) Actually excited I get to run them as reivers - it was my first 8th edition box set (gifted) and they’ve been proxied for other Phobos units for a long time now
Big troupe in Reapers wager with all re-rolls, dew wounds from troupe master, sustain or lethal from stratagem can absolutely destroy everything they attack. In addition, you can give them many mobility baffs, such as advance and charge, no surveillance, infiltration from enhancement
Basically fires a miniaturized gravity manipulation field that "jails" the target in place. Then the torsion aspect is the twist of the outer edge of the field. Imagine your limbs and head start to get turned clockwise while your torso is stuck in place or turned counter clockwise.
They have lots of librarians in the warehouse. I have no other explanation to take one combo from gladius to the new detachment to do virtually the exact same thing than agressors + biologis used to do, but comes in a model criminally ugly that didnt sold as expected. They are not giving options, they are building the maze as we go and profiting from it.
There is an even stronger combo with the Sisters: 10x Sacrisaints with maces lead by Canoness with rod (reroll 1’s) and Agatha. Make them righteous and use the strats “suffer not the unfaithful” (ads sustained to maces) and “to the heart of heresy” (+1Str +1AP) (Canoness makes 1 free) Now you are hitting on 2’s with Sustained, Devastating, and Lethal rerolling 1’s all at S5 AP-2 D2 That’s 30 saves to make on T5 with 5 punching straight through all doing 2 damage. Not even counting the characters attacks. This is all w/out mentioning you are moving 7 and have MD assist for making the charge reliable. Or that Agatha will regen a MD with kills and D3 on death. In an era where MD are scarce this is a peak ability. I killed a Nid Queen with a 4++/4+ fnp in one round of combat.
That doesn't work unfortunately. Aestred & Agatha and the Canoness can't be assigned to the same unit because the Leader rule only allows 1 character unit to be attached per unit. It's only the Imagifier, Hospitaller & Dogmata that have a special exemption rule that allows them to be assigned to an existing unit with a character already attached but that unit can only be a Battle Sisters squad not to Celestian Sacresants.
So, my understanding is that because bridgehead specifies tempestus MODELS get the +1 to wound off a drop/disembark, the psyker wouldn't qualify. Is that correct? If the rule said tempestus UNITS the keywords would carry over, but it doesn't give keywords to models or else you could do things like put leontus in a transport if he was leading infantry. Have I got that wrong?
The manipulus is overkill. Local player runs a Dominus for the FNP's which tend to go far on making shots inefficient against a 3-wound model, and the Dominus version kills a land raider in 1 shooting barrage anyway.
No. Need to read the core rules. Two things are wrong. You can only modify a hit or wound roll by net +-1. Heavy and +1 to hit only gets you a total of +1 so hitting on 2’s. Second a 1 ALWAYS fails and a 6 ALWAYS passes. Only exception is 7+ armour saves. Can’t pass that without a +1 to armour save like cover.
A cheaper ad mech combo is manipulus with same enhancement on Corpiscarii electro-priest (jazz hands) riding around in a dunerider. Pop out, tag something with the transport for reroll wounds, hitting on 2+, use the stratagem that causes crits on 5+, which gives sustained 2 and lethal with 30 shots Ap-1 if you can get battleline nearby. Total is 310, about a hundred points cheaper.
I can confirm the Chaos Knight badassery. I've played it twice, with a Despoiler using a Profane Altar. You go through cultists fast, so be careful about when and where you use Dark Sacrifices. But you can absolutely trash a lot of your opponent's army with the right combos. My second opponent knew what he was getting into and brought anti-vehicle weapons. He won, but he was in a desperate situation by the end of the game.
Ravenwing champion leading outriders in the new Dark Angels detatchment with the new calabanite armaments enhancment make him go up to dmg 4 on the charge which i think is pretty scarry
You take a 5 man scion squad. That said, scions can only be joined by one leader, so the psyker would have to run solo and wouldn’t get any of the buffs from the scions squad… Generally, the play is to attach the command squads to 10 man squads and put them in deep strike. This is especially encouraged in the new detachment that has multiple sick enhancements for command squads. Additional 10 man squads can then attach a psyker and ride in Taurox Primes.
Scions can have 2 leaders its in thier data sheet Unit Composition: This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths. @Wind-Whistler
Don't know why Admech are not doing better. The Breachers and robots in casual games are oppressive as hell. Great output, great defence. In our group the Admech player does really well.
@rathernotpick7183 Is that unique to the Tempestus Command Squad Datasheet? My understanding is the “unit” got the keyword but not the “model” and the fire zone purge detachment rule says “Each time a Militarum Tempestus Model…”
10th edition rocks honestly. Self proclaimed boot licker…but after going through 8th and 9th edition it’s clear they actually care about balance. It’s never going to be perfect, but I think it’s the best it’s ever been.
Anybody getting peed-off with the constant adjustments to battle damage. To the point you literally change your clan entirely. Is this a clever insidiously crafted design by Warhammer 🤔
I'd have to say the Kroot Rampagers aren't as insane as you think they are. You could get everything outside of full re-roll wounds and advance and charge in Kroot Hunting pack while having the kroot hunting pack defensive buffs. The unit was still not seeing play at all, most likely because they can't charge through terrain, which makes their extremely low mobility a liability. Yes, the auto advance 6" and advance and charge strats are good in combination, but its 2 CP alongside needing a Kroot Lone Spear to hit the target on a 3+ and you have to drop another CP to get full re roll wounds. A cheap screening unit is this combos ruin, and its just too expensive for what it can do. Especially when other combos on this list are good for a lower cost
Im sorry but ask my mate at how hard it is to actually take out a 6 man kataphron breacher unit when you have 0ap it took a lot of firepower from his deathguard terminators to kill 2 t8 breachers and after 2 of my mates full turns (he went first) he called it quits i lost a few skitarii 3 kastelans and 3 breachers he lost nearly all of his deathguard list and i didnt have my turn 2 dont underestimate the tankiness of the kataphrons
It's a bit sad that the Sisters combo still doesn't really match the damage output of sticking Vahl with some Paragons, walking up to a unit, shooting it and charging it. And that's before applying any extra buffs and strats, which feel more like overkill on that unit than anything else. I suppose the next thing we can look forward to is GW improving the internal balance of the Codex by nerfing Vahl too. Or rather again, since she's gone up in points several times and now it's harder to spare the MD to empower her.
@ rules change constantly, combos such as the ones depicted are possible, units contain gimmick rules, no granularity in points. It’s just meh. But that’s my opinion only obviously if you like it I’m happy. And yes I still game but I’m over the constant grind of new edition, new books, books obsolete, armies changed dramatically between editions, etc.
I think you should have included 10 Hearthguard with a Khal and plasma guns with the rapid fire strat. 20 shots at AP-4 damage 2 plus 10 D6 blast shots is pretttty scary
Without +1 to hit and wound I think it's fairly similar to the Sus hits 2 strat. And it's much much harder to get 2 judgement on something in the new detachment
Reminds me of dark angel hellblasters in 9th. 3 shots per model strength 7 AP -4 (potentially 5 if you were in a particular combat doctrine) hitting on 2's for stationary damage 3 each with weapons of the dark age. 30 shots with a potential of 90 unsavable ap -5 damage against any target. I killed 750 points of a sisters of battle army that had 4++ saves and a 4+ fnp aura in ONE TURN
Generally my bubbles of 20 neophytes usually disappear after 5 Eynhir fire their grenade launchers. all for the modest price of 150 points. In that sense they make more kills 150 Eynhir points than a Stormsurge firing its rocket battery
Can confirm the Breachers + Manipulus in the new Ad Mech Detachment.
Brought them out of Reserve, and they 1-shotted a full health knight lol.
Yesss...hahaha...yesss!
yeah even through rotate ion shields they can down a full hp knight.
Gross. Thank you for verifying.
I also absolutely demolished with this, never bothered with the grit on 5s strat I was saving that for my 3man dragoon squad which also punched well above weight, sustained 2 on 5s was great
Cawl is really nice nearby
The breachers unit I've been running with the extra range enhancement, so rapid fire is at 18.
If you're playing on GW terrain, the issue with them has mostly been the base size and a 5inch movement. So getting all 6 bases within range has been a pain in the arse. The extra range plus the extra 2inch movement haloscreed they're standouts again.
Would say the crits on 5s also pairs insanely well with lascannons on chickens, ans re rolls of ones to hit and wound.
my fun hypothetical is as follows, 6 fiends of slaanesh, full reroll hits/wounds, 30 attacks at s6 ap 2 dmg 2. can give plus 1 to hit/wound off keeper enhancements, and sustained off exalted chariot. did something like 32 mortals off a test roll the other day
Yes! I tried that out too, its insane. Also thieves of pain lets fiends survive the gambit safely.
Truth! These are flying off the shelf's on ebay.
its amazing how they still havent fixed devastating wounds and its still as problematic as ever. devastating/mortal wounds never shouldve ignored invulnerable saves thats one of the biggest design failures of 10th edition. the whole purpose of an invulnerable save is that you get to make an unconditional save no matter what.
Breacher block, my beloved.
Gw releases insanely op combo -> after 3 balance phase they nerf it to the ground -> finally they alter rules to invalidate combo -> repeat
just a day in the life of Kasrkin 100pts now 120 now 110 soon to be 190
"One of the main intentions of the 10th edition is to reduce the lethality" said GW.
And re rolls
New lead developer is definitely going in to change the game designer's perspective to be fun/flavor oriented over balance; fingers crossed that ends well.:P
@chaosheaven23 fun/flavour oriented game?
They should add a page that says "this is a casual game, if you want to be competitive check Infinity or Malifaux" or something like that, or it will not work.
Some fun detachments this christmas
my current high damage combo at the moment is Tau. 2x3 Broadsides, guided by a pathfinder squad and using kauyon detachment. all Heavy rail rifles gives you 12x s12 AP-4 shots that hit on 2s and have both sustained hits 2 and devastating wounds and D6+1 damage. high yield missiles gives you 36x s7 ap-1 D2 shots with sustained 2 and twin linked. good rolls are devastating against everything.
Wouldn't that Same combo of Sisters work better with Army of Faith? Give the Canoness the Blade enhancement(15 points cheaper then the the Mark of devotion) but requiring two Strats, namely Faith and Fury for Lance and Divine Guidance for -1 AP but you end with 3 additional Miracle Dice, 1 from the Canoness Blade and 2 from the strats. Which are kinda valuable with the nerfed MD generation.
with the new admech detachment, i like using electro priests. Fulgurite with the dominus including the extra attack ehancement. Following they get an advance and charge gives them a big threat on the board. For the Corpuscarii using them with an manipulus, using dunerider for full re roll wounds and critical hits on 5 is funny too.
My favorite combo is in csm fellhammer seige host,
Chaos lord in terminator armour w/ bastion plate enhancement leading 10 chaos terminators, that becomes a almost unmovable brick.
For those who dont know, the detachment makes it so if the attackers ranged firepower is greater than your toughness it gets -1 to wound, so you will get a nice durability boost, plus terminators 4+ invul save, plus using the enhancement to negate 1 instance of damage (pure battle round), and a statagem that gives your unit a 5+ fnp in shooting phase (that becomes free with the chaos lord) and oh boy does it feel like a unmovable brick of terminators in shooting phase.
Warp Talons and ESPECIALLY Possessed are great-fantastic in Fellhammer. Check out Mike P’s Warphammer (with a P, not a typo) blog for the cooking
Uhhhh buddy only the chaos lord will benefit from the halve damage
I say that cause it reads like you run it as all damage on the termies gets halved
@Kibbet21 well, then I have to apologize to my friend for that mistake. Thanks for seeing my oversight
Hey Auspex, great video as always!
Unfortunately i think there's a problem with the bridgehead scions pysker combo.
To have 2 melta and 2 plasma guns in a scion squad it must be a 10 man unit, as it states 2 special weapons per 5 models and duplicates at 10 models.
So the cost would be 120 points plus the 70 for the CSQ and 60 for the psyker, makes it 250 points for it all together.
Then, all of this is over 12 models, which is the taurox primes maximum transport capacity, so the squad wont fit inside to get the all wound reroll.
You'd have to drop the 2nd melta and plasma, and reduce the scions to 5 models = 1 plasma - 1melta - 2 hot shot las and the tempestor.
This way it would fit, but the calculated wound results would be lower.
At least this is what my lizard brains noticed, if im wrong ignore me 😂
You are sort of correct. But his 2 meltas are 1 from the 5 man scion squad and then the command squad he kitted out with lots of special weapons which is where the second melta and plasma is.
I am looking forward to trying this combo as looks fun and I love scions jumping out tauroxs and blasting the hell out of some miscreants. Feels nice and fluffy to me.
Crassus for Scions. Take a full squad + command team + Psyker, and still have 19 slots left for troops, and gives full rerolls to wound.
And alternative is just taking 3x10 scions and a single command team with the Bombast Vox-Array in a Crassus.
I think it would have been a good data point to use the first rank fire second rank fire order for the scions because it applies to all plasma guns, hot shot lasguns and volley guns and doesn't anti combo with rerolls on against enemies on an objective like the +1 to hit.
Played the new Bridgehead Detachment vs Black Templars Friday just gone and I can soundly say it's a solid detachment. Having Scions and Kasrkin getting re-roll 1's, a potential 2+ to hit, +1 to wound after disembark/deep strike (Kasrkin can potentially get it from the Firing Hot stratagem plus some extra AP) and Sustained Hits from leaders, their damage output can be very, very, good. For example, turn 2 of my game a Chimera moved up to the edge of an objective and a squad of Kasrkin + a Castellan (Who ordered Take Aim after doing so) disembarked onto it and proceeded to wipe out a Primaris Crusader squad that was heading their way, the only casualty to them being the Sergeant who's plasma pistol decided to blow up in their hand.
Cool video... sterngard are going to be a menace until a patch comes.
Honestly the new slaanesh detachment has a few sneaky combos, purifiers getting full hit and wound rerolls and having two ways to inflict mortals is also maybe worth talking about.
Depending how tournaments allow new oath Reivers have weird potential in blood angels (codex compliant) with the plus 2 str and +1 attack with a phobos lt for shoot and scoot and still being able to charge. It puts the unit at something like 50 str 6 ap1 attacks all with precision and access to oath (rerolling hits and plus one to wound), lethal hits, lance, causing battle shocks and reducing oc. It's essentially a 3D6 charge out of deep strike with the shoot and scoot which gets around a lot. Quick napkin math says it kills 31 gaunts, 9 marines, 3-4 terminators, 12-13 wounds to an armiger chasis, and it admittedly falls off vs land raider at about 7 wounds. but I think for the 215 mostly self sufficient package they are they are very good.
Going to run a squad of 10 Reivers with a Phobos libby and new detachment (lots of buffs to hand them)
Actually excited I get to run them as reivers - it was my first 8th edition box set (gifted) and they’ve been proxied for other Phobos units for a long time now
Big troupe in Reapers wager with all re-rolls, dew wounds from troupe master, sustain or lethal from stratagem can absolutely destroy everything they attack. In addition, you can give them many mobility baffs, such as advance and charge, no surveillance, infiltration from enhancement
Does the cataphron breacher's anti infantry gun inflict testicular torsion or something? What is the lore?
Basically fires a miniaturized gravity manipulation field that "jails" the target in place. Then the torsion aspect is the twist of the outer edge of the field. Imagine your limbs and head start to get turned clockwise while your torso is stuck in place or turned counter clockwise.
The target **wishes** it just did that.
Tau sunforge going to 10 shots s11 ap5 reroll wounds and damage with rerolled 1s to hit from stealth suit and a leader is definitely scary
They have lots of librarians in the warehouse. I have no other explanation to take one combo from gladius to the new detachment to do virtually the exact same thing than agressors + biologis used to do, but comes in a model criminally ugly that didnt sold as expected. They are not giving options, they are building the maze as we go and profiting from it.
Also people have to buy the combat patrols for all those intercessors and the separate sternguard and terminator librarian kit.
There is an even stronger combo with the Sisters:
10x Sacrisaints with maces lead by Canoness with rod (reroll 1’s) and Agatha.
Make them righteous and use the strats “suffer not the unfaithful” (ads sustained to maces) and “to the heart of heresy” (+1Str +1AP) (Canoness makes 1 free)
Now you are hitting on 2’s with Sustained, Devastating, and Lethal rerolling 1’s all at S5 AP-2 D2
That’s 30 saves to make on T5 with 5 punching straight through all doing 2 damage. Not even counting the characters attacks.
This is all w/out mentioning you are moving 7 and have MD assist for making the charge reliable. Or that Agatha will regen a MD with kills and D3 on death. In an era where MD are scarce this is a peak ability.
I killed a Nid Queen with a 4++/4+ fnp in one round of combat.
That doesn't work unfortunately. Aestred & Agatha and the Canoness can't be assigned to the same unit because the Leader rule only allows 1 character unit to be attached per unit. It's only the Imagifier, Hospitaller & Dogmata that have a special exemption rule that allows them to be assigned to an existing unit with a character already attached but that unit can only be a Battle Sisters squad not to Celestian Sacresants.
So, my understanding is that because bridgehead specifies tempestus MODELS get the +1 to wound off a drop/disembark, the psyker wouldn't qualify. Is that correct? If the rule said tempestus UNITS the keywords would carry over, but it doesn't give keywords to models or else you could do things like put leontus in a transport if he was leading infantry. Have I got that wrong?
Thank you, Auspex, for another great video!!
I have used the manipulus breachers to shoot then charge Deathwing Knights to death to amazing success
The manipulus is overkill. Local player runs a Dominus for the FNP's which tend to go far on making shots inefficient against a 3-wound model, and the Dominus version kills a land raider in 1 shooting barrage anyway.
Question- if a unit hits on 3’s but has the heavy keyword then gains plus 1 to hit. Doesnt the unit auto hit and you just roll to wound?
No. Need to read the core rules. Two things are wrong. You can only modify a hit or wound roll by net +-1. Heavy and +1 to hit only gets you a total of +1 so hitting on 2’s. Second a 1 ALWAYS fails and a 6 ALWAYS passes. Only exception is 7+ armour saves. Can’t pass that without a +1 to armour save like cover.
That's a lot of Damage!
A cheaper ad mech combo is manipulus with same enhancement on Corpiscarii electro-priest (jazz hands) riding around in a dunerider. Pop out, tag something with the transport for reroll wounds, hitting on 2+, use the stratagem that causes crits on 5+, which gives sustained 2 and lethal with 30 shots Ap-1 if you can get battleline nearby. Total is 310, about a hundred points cheaper.
Counterpoint: Electro Priests look lame
I can confirm the Chaos Knight badassery. I've played it twice, with a Despoiler using a Profane Altar. You go through cultists fast, so be careful about when and where you use Dark Sacrifices. But you can absolutely trash a lot of your opponent's army with the right combos. My second opponent knew what he was getting into and brought anti-vehicle weapons. He won, but he was in a desperate situation by the end of the game.
Who said you need to use your cultists? The rules certainly don’t lol
Ravenwing champion leading outriders in the new Dark Angels detatchment with the new calabanite armaments enhancment make him go up to dmg 4 on the charge which i think is pretty scarry
With black knights its better because he is getting 6a s6 -2 3dmg anti monster vehicle 4+.
If only custodes had a high damage combination....
How are you getting scions+command+pyker in a transport that maxes at 12
You take a 5 man scion squad.
That said, scions can only be joined by one leader, so the psyker would have to run solo and wouldn’t get any of the buffs from the scions squad…
Generally, the play is to attach the command squads to 10 man squads and put them in deep strike. This is especially encouraged in the new detachment that has multiple sick enhancements for command squads. Additional 10 man squads can then attach a psyker and ride in Taurox Primes.
Scions can have 2 leaders its in thier data sheet
Unit Composition: This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths. @Wind-Whistler
The psyker dont ger +1 wound, the rule is per model
cries in aeldari
Don't know why Admech are not doing better. The Breachers and robots in casual games are oppressive as hell. Great output, great defence. In our group the Admech player does really well.
Because they cost an arm and a leg to collect
How is doom bolt/ scarab occult combo not on this list you can almost one shot a knight
Should we double check whether the Primaris Psyker gets +1 to wound? I thought it was just Tempestus models not units. Still fairly scary though!
Since you have the scion command squad as a leader also, the primaris psyker gains the keyword to my understanding.
@rathernotpick7183 Is that unique to the Tempestus Command Squad Datasheet? My understanding is the “unit” got the keyword but not the “model” and the fire zone purge detachment rule says “Each time a Militarum Tempestus Model…”
10th edition rocks honestly. Self proclaimed boot licker…but after going through 8th and 9th edition it’s clear they actually care about balance. It’s never going to be perfect, but I think it’s the best it’s ever been.
how can you hit on 2 with brachers?
Protector Imperative (+1BS) + Heavy (+1 to hit if stationary)
how rare... never a tyranid here lol
Auspex will you ever be tempted to do this style of review with alternative formats of warhammer? Necromunda is alot of fun 😉
He did some AOS vids ages ago IIRC but they got a lot less views. I think it comes down to size of fanbase to sustain the algorithm gods
Personally I love my Helbrecht, Castellan and Sword Brethren. If they connect with anything, it's gone!
That will always be the gold medalist
Anybody getting peed-off with the constant adjustments to battle damage. To the point you literally change your clan entirely. Is this a clever insidiously crafted design by Warhammer 🤔
Where are the blade champ and warden combos
I'd have to say the Kroot Rampagers aren't as insane as you think they are. You could get everything outside of full re-roll wounds and advance and charge in Kroot Hunting pack while having the kroot hunting pack defensive buffs. The unit was still not seeing play at all, most likely because they can't charge through terrain, which makes their extremely low mobility a liability. Yes, the auto advance 6" and advance and charge strats are good in combination, but its 2 CP alongside needing a Kroot Lone Spear to hit the target on a 3+ and you have to drop another CP to get full re roll wounds. A cheap screening unit is this combos ruin, and its just too expensive for what it can do. Especially when other combos on this list are good for a lower cost
Rapid ingess is your friend
It's never Grey Knights 😮💨
Im sorry but ask my mate at how hard it is to actually take out a 6 man kataphron breacher unit when you have 0ap it took a lot of firepower from his deathguard terminators to kill 2 t8 breachers and after 2 of my mates full turns (he went first) he called it quits i lost a few skitarii 3 kastelans and 3 breachers he lost nearly all of his deathguard list and i didnt have my turn 2 dont underestimate the tankiness of the kataphrons
The Dice giveth, the Dice taketh away.
A 6+ invulnerable is absolute dogshit, and their movement is 5inches so they're really vulnerable. Any shooting with 2 damage just wipes them.
Yes.....keep taking the attention away from deathguard, im fine with my army not being on top. I dont need to worry about nerfs 😂
It's a bit sad that the Sisters combo still doesn't really match the damage output of sticking Vahl with some Paragons, walking up to a unit, shooting it and charging it. And that's before applying any extra buffs and strats, which feel more like overkill on that unit than anything else.
I suppose the next thing we can look forward to is GW improving the internal balance of the Codex by nerfing Vahl too. Or rather again, since she's gone up in points several times and now it's harder to spare the MD to empower her.
This edition is horrible.
Why?
@ rules change constantly, combos such as the ones depicted are possible, units contain gimmick rules, no granularity in points. It’s just meh. But that’s my opinion only obviously if you like it I’m happy. And yes I still game but I’m over the constant grind of new edition, new books, books obsolete, armies changed dramatically between editions, etc.
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Sellout Tactics... how many commercials can you put in one video?
1st
womp womp