7:20 Eldar playing using a “gotcha” moment in a friendly game, c’mon dude that’s unsportsmanlike. You should have told your opponent they have that ability.
hey guys just a quick heads up at 53:15 you cant allocate wounds to a leader charater even if you want too, even if its taken damge (page 39 of the core rules). unless its got Precision of crouse. this means its 5 saves on a 6 each on a wraithguard. not that it changed the game in any way it was just somthing i noticed.
Great video, I do have one question though. Considering that the game was really quite one sided (the single target damage from the librarians, teleporting within 3 so units cannot be screened out the reactionary deep strikes and the overall great defensive abilities of the GK infantry) do you have any advice for for people who are playing against grey knights?
Thank you! A very good question and probably deserves its own video! But in general - GK are arguably the weirdest army to play with and against. But in general the same rules apply that would work for any army - you need to get rid of stuff that kills your stuff. (Objectives aside) As simple as that. And here you are going to use GK strength to your advantage - they are very difficult to pilot so will cause mistakes. Capitalize on them to get rid of the teeth that can bite your army. Then all the jumping around and smoke and mirrors stuff stops mattering so much. Hope this helps!
I've played against grey knights a couple times with both tau and admech and there's a few general tips I'd give: 1) try to stay outside of 9" if you can at all help it, to deny grey knights the ability to just vanish out with mists of deimos. 2) if a character has the sigil of exigence enhancement, it's advisable to force your opponent to use that ability as early as possible. 3) you can in fact ignore a large unit of paladins/terminators for a turn if you have the mobility for it. That unit may be a quarter of their army, but it's unlikely to hold more than one objective and if you kill the more vulnerable stuff around it you have a real chance of outscoring them. 4) don't forget to set screens for their teleporting shenanigans, 5) as they're an elite army, they will not have a huge number of units to play with. Focus down squads completely so you limit their options as much as possible. 6) if you've got the opportunity to shoot a terminator brick, you should only do so if you can reliably take out at least 2 models due to their narthecium letting them get one back in their command phase. If you don't think you can do so with average rolls, try to find another target. If there is no other target be careful still as their revival can help them sneak some points if your opponent is clever (like putting a model on an objective to gain control) Of course this mainly applies to shooty armies. for melee staying outside of 9 isn't an option, so in that case I'd try to force your opponent to choose by having at least 2 of their units at risk of being charged
Awesome battle report. The narrative at the beginning, the excellent paint jobs!
Sick video! I love the stories you write for each battle
Thank you!!!😊
Can you guys do a narrative campaign with custodes?
🤔 hmmm, it’s an interesting idea. I’ll see what we can do!
Love the visuals from armies to terrain
Appreciate it🤗
7:20 Eldar playing using a “gotcha” moment in a friendly game, c’mon dude that’s unsportsmanlike. You should have told your opponent they have that ability.
Matt actually told me about that ability before the game a few times, so it was my fault that I forgot. But thank you for your vigilance! 🤗
hey guys just a quick heads up at 53:15 you cant allocate wounds to a leader charater even if you want too, even if its taken damge (page 39 of the core rules). unless its got Precision of crouse. this means its 5 saves on a 6 each on a wraithguard. not that it changed the game in any way it was just somthing i noticed.
Thank you! That was an intense moment 🤣 Draigo was probably looking at us like “Wtf are you guys doing?”
@@vfminiatures it was a crazy roll though, some times the dice tell storys. the spritseer Surviving the dragio attacks is a parrying the nuke moment.
@DRcocosalt indeed! That Spiritseer was just fated to survive, truly epic! That’s what I love the most about 40K games
Great video, I do have one question though. Considering that the game was really quite one sided (the single target damage from the librarians, teleporting within 3 so units cannot be screened out the reactionary deep strikes and the overall great defensive abilities of the GK infantry) do you have any advice for for people who are playing against grey knights?
Thank you! A very good question and probably deserves its own video! But in general - GK are arguably the weirdest army to play with and against. But in general the same rules apply that would work for any army - you need to get rid of stuff that kills your stuff. (Objectives aside) As simple as that. And here you are going to use GK strength to your advantage - they are very difficult to pilot so will cause mistakes. Capitalize on them to get rid of the teeth that can bite your army. Then all the jumping around and smoke and mirrors stuff stops mattering so much. Hope this helps!
I've played against grey knights a couple times with both tau and admech and there's a few general tips I'd give: 1) try to stay outside of 9" if you can at all help it, to deny grey knights the ability to just vanish out with mists of deimos. 2) if a character has the sigil of exigence enhancement, it's advisable to force your opponent to use that ability as early as possible. 3) you can in fact ignore a large unit of paladins/terminators for a turn if you have the mobility for it. That unit may be a quarter of their army, but it's unlikely to hold more than one objective and if you kill the more vulnerable stuff around it you have a real chance of outscoring them. 4) don't forget to set screens for their teleporting shenanigans, 5) as they're an elite army, they will not have a huge number of units to play with. Focus down squads completely so you limit their options as much as possible. 6) if you've got the opportunity to shoot a terminator brick, you should only do so if you can reliably take out at least 2 models due to their narthecium letting them get one back in their command phase. If you don't think you can do so with average rolls, try to find another target. If there is no other target be careful still as their revival can help them sneak some points if your opponent is clever (like putting a model on an objective to gain control)
Of course this mainly applies to shooty armies. for melee staying outside of 9 isn't an option, so in that case I'd try to force your opponent to choose by having at least 2 of their units at risk of being charged