Blood surge moves have been so clutch for me and has definitely made my opponents think twice when it comes to shooting any Bezerkers that I have nearby. It definitely gives the Bezerkers more versatility and I appreciate Trevy sharing it with the community.
@TacticalTortoise - How many times are you expected to remind an opponent of these abilities and stratagems? I’ve encountered experienced players that expect you to tell them every time it comes into play and expect to be allowed to revise a move/shot, etc. to avoid triggering it. IE they move 1” less or move at a slightly different angle to now avoid it.
Greyknights: Can deepstrike a unit of terminators in battle round 1; Can teleport when you move near a squad; Can teleport when you shoot at a squad; Can deepstrike a unit of terminators directly into close combat; Can teleport 3 units every battle round for free; models get to automatically advance up to 6" with Fly. Can do all of these things in the same army roster. Maneuverability verified.
So- in the example around 20min- the monster can’t redirect to the tank because the unit is within 12, even though a charge is 13+? So charge eligibility is determined as a straight line, not by the actual movement required?
Anyone know how to get the draw distance line when moving models in TTS? Just downloaded it afew days ago Also any recommended workshop or other ways to get models for 40k in it? Kinda hare to finr good sets in the workshop
Some players get so butthurt whenever you use gamey rules and strategies in 40k. These are usually the same type of people who take Stat checking one dimensional lists
Would love to see harlequins get a suite of strats and abilities like this. I really feel that their army strength should first and foremost be trickery and movement. But won’t be getting my quins back on the table for a long time- if ever again😢
POINT OF CLARIFICATION Trev u said in another video that if you put a deep strike unit on the board turn one, and your opponent goes first at the end of their turn you can use gorilla tactics pull them into strategic reserves and then deep strike them on your turn one. Is this true?
if you're using the new WCW FAQ; it depends on the exact type of repo you're using Strat reserves only work bottom 1 if you have deep strike or the ability specifies you come in that next turn other repo effects work just fine
I had a section in there talking about WTC houserules but I took it out because it was confusing; ultimately I'm here to instruct about 40k's rules and not homebrews
to be quite honest i dont think any of the detachments are bad, they all make use of the entire range of models so now theres no real useless models anymore
yeah honestly the detachments have been a big win so far; most of them have been pretty comparable and good in different situations/for different players
21:47 the more rules i see for this game the harder i find it to believe that people dont homebrew rules so the game makes sense. the big ol swarmlord is just going to stand still and do nothing because half of the people he wanted to maw to death moves a few steps back . yeah makes perfect sense. if i had to take a drink everytime GW fucked up with their rules i would be an alcoholic by now
Yeah, if I were re-writing that stratagem I think I would allow the charging unit to redeclare charge targets after the reactive move, regardless of whether or not the original target was still legal. Pretty sure that solves these issues.
@@samhunter1205 absolutely agree . if you pull some weird faint to distract a big monster it might stop it from mawing you to death but it surely wouldnt cause it to just stand there and go " HUUUUUH !? " like some cartoon villian
calculated feint isn't quite phantasm but like... sometimes it's close
also I'll see you at Everwinter ya nerds -> wickeddicey.com/everwinter/
So many ppl are sleeping on the vanguard detachment. Just cause it's not a bunch of nukes, doesn't mean it's not coming for you 😈
I love it. Makes my ballistus dreadnoughts really difficult to shift.
I’m all over it! Extremely powerful, but very subtle… ask me about Dev Centurions….lol
@@KapitanPoop seriously? Can I? Cuz I wanna get some but I can't decide if I should go with grav or las. *asks about dev cent*
I love it! Being able to cap points then leave it and still have it blow up in people's faces if so powerful
Tortoise, I beg you: Don't make any more Vanguard videos. GW will see them and take Deepstrike away from my Centurion, like 8th edition. w(゚Д゚)w
I know I just finished building mine lol.
all according to plan 😉
I’ve been experimenting with a list that’s full Phobos keyword, and now I’m going to have to try it with the vanguard detachment.
100% prefer some rules in tournies that allows wobbly model inside walls to prevent this gameyness against infantry
Blood surge moves have been so clutch for me and has definitely made my opponents think twice when it comes to shooting any Bezerkers that I have nearby. It definitely gives the Bezerkers more versatility and I appreciate Trevy sharing it with the community.
I told you Vanguard spearhead is a great Detachment
Given that majority of the units that greatly benefit from vanguard are squishy, I think it's pretty well balanced
Never fails to amaze me how aeldari just has the best variant of any rule in the game lol
@TacticalTortoise -
How many times are you expected to remind an opponent of these abilities and stratagems?
I’ve encountered experienced players that expect you to tell them every time it comes into play and expect to be allowed to revise a move/shot, etc. to avoid triggering it. IE they move 1” less or move at a slightly different angle to now avoid it.
Greyknights: Can deepstrike a unit of terminators in battle round 1; Can teleport when you move near a squad; Can teleport when you shoot at a squad; Can deepstrike a unit of terminators directly into close combat; Can teleport 3 units every battle round for free; models get to automatically advance up to 6" with Fly.
Can do all of these things in the same army roster.
Maneuverability verified.
Until you come up against any space marine army that is running 2 units of infiltrators and then your plans go to shit
All of that while having the most overpriced units
If only they had some strong weapons to go along with that...
So- in the example around 20min- the monster can’t redirect to the tank because the unit is within 12, even though a charge is 13+? So charge eligibility is determined as a straight line, not by the actual movement required?
Yo trevie baby, how does this detachment ability work in tandem with indirect? If an enemy whirlwind shoots me out of LOS, am i -2 hit?
Anyone know how to get the draw distance line when moving models in TTS? Just downloaded it afew days ago
Also any recommended workshop or other ways to get models for 40k in it? Kinda hare to finr good sets in the workshop
I've got a raven guard force, and for the sheer amount of disruption and literally not being able to be shot, it's damn fun.
Some players get so butthurt whenever you use gamey rules and strategies in 40k. These are usually the same type of people who take Stat checking one dimensional lists
They really be making melee hard as crap to pull off in this edition. Wish they made more stuff like this for shooting.
Would love to see harlequins get a suite of strats and abilities like this. I really feel that their army strength should first and foremost be trickery and movement.
But won’t be getting my quins back on the table for a long time- if ever again😢
Stop sharing our secrets ! 😂😂
Where can we find these sweet TTS maps?
tts40k.com/maps
POINT OF CLARIFICATION
Trev u said in another video that if you put a deep strike unit on the board turn one, and your opponent goes first at the end of their turn you can use gorilla tactics pull them into strategic reserves and then deep strike them on your turn one. Is this true?
if you're using the new WCW FAQ; it depends on the exact type of repo you're using
Strat reserves only work bottom 1 if you have deep strike or the ability specifies you come in that next turn
other repo effects work just fine
oh, vanguard spearhead has been a big miss for many!
Why did those scouts get to move through a wall
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cheers :)
Thing to note is that in the WTC rules the wall trick for preventing enemy charge would not work.
I had a section in there talking about WTC houserules but I took it out because it was confusing; ultimately I'm here to instruct about 40k's rules and not homebrews
Great video
Kitty!
to be quite honest i dont think any of the detachments are bad, they all make use of the entire range of models so now theres no real useless models anymore
yeah honestly the detachments have been a big win so far; most of them have been pretty comparable and good in different situations/for different players
21:47 the more rules i see for this game the harder i find it to believe that people dont homebrew rules so the game makes sense. the big ol swarmlord is just going to stand still and do nothing because half of the people he wanted to maw to death moves a few steps back . yeah makes perfect sense.
if i had to take a drink everytime GW fucked up with their rules i would be an alcoholic by now
Yeah, if I were re-writing that stratagem I think I would allow the charging unit to redeclare charge targets after the reactive move, regardless of whether or not the original target was still legal. Pretty sure that solves these issues.
@@samhunter1205 absolutely agree .
if you pull some weird faint to distract a big monster it might stop it from mawing you to death but it surely wouldnt cause it to just stand there and go " HUUUUUH !? " like some cartoon villian