broken is determined on the break point of a "formation" not the detachment, they still need to make a morale check but they aren't broken until their formation reaches it's break point, 1/2 the total model count within the formation. page 63 Also a unit only takes one morale check per phase, if you pass or fail its effects last the entire phase. page 64 Also thank you so much for the content love seeing these epic battles with your painted models and terrain. I look forward to further episodes.
Good game, fun to watch! Two things: In the Combat Phase, Advancing Fire stage comes after Engagement stage. And you roll 2d6 + CAF when you resolve fights
Nice to see another Doom fan in the wild! Thanks for the videos too. My son and I had our first game last Sunday and you’ve been loads of help for getting my head around the rules.
Yyyeeesss. Give me more Heresy! Thats a really interesting way to build little city sections that i didnt think about though. I will definitely be copying.
Rules stuff: Terminators in reserve may only be given advance or march (not charge) deep strike pg. 88. In the first turn the disembarking tactical marines would get their own activation token and would be a separate activation from the rhinos (which form their own detachment, even if dedicated transports) so they could not disembark directly into the building and could only garrison in their own activation. embark/disembark pg. 97
Looks like the ogryn combat was only rolling 2D6, but thier weapons have rending so they should roll 3D6 for each combat. So with furious charge they should roll 3D6 +3 (CAF) +1 (charge) +1 (furious charge) and then would add a D6 for any doubled up combats. ** units that pile-in also get +1 in combat (+2 if they had furious charge pg. 61)
*Ash mentions they're filming in April* Rob: Be silent. Keep your forked tongue behind your teeth. I have not passed through fire and death to bandy crooked words with a witless worm.
Assault cannons do seem lack luster, but don't forget they have rapid fire, 6s to hit score an extra hit in addition. If u get lucky they can be devastating.
18:17 wait, what happened? The Assault Marines are not part of the Rhino Detachment. They cannot ever be. They both activate separately and have no Coherency. Even if they did, the maximum is 6" not 8".
Solar Auxilia really need some anti air. Grab the support box and run a pioneer detachment, thatway you don't have to worry about foot slogging across the board as you can ifilitrate your infantry! Non infantry get a scout move atthe beginning of the game too. Give it a try, I'd love to see it as I haven't had the chance to try it myself.
All the sentinel weapons have light at, or an option for at, i think you guys played if as if they were only light. Also remember to overwatch, the sentinals probably should have as the combat happens before they'd have a chance of shooting something else.(also against planes with bombs.)
Need to Overwatch the flyers or anything else. Your chance to hit flyers is mostly 6s on First fire or Advance. So you might as well overwatch them before they fire.
Technically you dont resolve weapons one at a time. You roll to Hit, pool the hits and then wait until all weapons have Hit or not to then allocate and roll saves.
Targeting infantry garrisoned in a building is -2 to hit so those missile launchers are nowhere near as good as you think they are! (incidentally shooting at a building itself is +1)
@SovietSpetznaz the game uses True Line Of Sight so any time models from another Detachment physically block a model's eye view then they do so, but this is more a theoretical notion than one thay is likely to come up in game. Certainly hasnt happened to me yet in over a dozen games - though some infantry (Ogyrns, Rapiers) take up more vertical space and are more likely to block.
@@TheKingElfstone lets say that your ogrins charge in to space marins, and they won the close combat against space marins but space marins didnt break and your solar axilia lasguns is standing behind ogrins. Can they shoot thorugh ogrins and kill space marins or do ogrins block line of sight in that situation? Sorry for stupid questions maybe but this problem have accured during the game play that we had yesterday.
broken is determined on the break point of a "formation" not the detachment, they still need to make a morale check but they aren't broken until their formation reaches it's break point, 1/2 the total model count within the formation. page 63
Also a unit only takes one morale check per phase, if you pass or fail its effects last the entire phase. page 64
Also thank you so much for the content love seeing these epic battles with your painted models and terrain. I look forward to further episodes.
Good game, fun to watch! Two things: In the Combat Phase, Advancing Fire stage comes after Engagement stage. And you roll 2d6 + CAF when you resolve fights
Love the constant storytelling and fun campaigns you're always pushing out Ash.
Nice to see another Doom fan in the wild!
Thanks for the videos too. My son and I had our first game last Sunday and you’ve been loads of help for getting my head around the rules.
Yyyeeesss. Give me more Heresy!
Thats a really interesting way to build little city sections that i didnt think about though. I will definitely be copying.
Very entertaining, as always. Really looking forward to more.
Bring it on! Really enjoying the actual play of LI
Great game guys BEAUTIFULLY painted armies… can’t wait to finished my Ultramarines 🙂
Great video, and aircraft are insane in this game, also the advantage of more orders is you can make yours go last to avoid the opponents fighters.
Rules stuff: Terminators in reserve may only be given advance or march (not charge) deep strike pg. 88. In the first turn the disembarking tactical marines would get their own activation token and would be a separate activation from the rhinos (which form their own detachment, even if dedicated transports) so they could not disembark directly into the building and could only garrison in their own activation. embark/disembark pg. 97
Looks like the ogryn combat was only rolling 2D6, but thier weapons have rending so they should roll 3D6 for each combat. So with furious charge they should roll 3D6 +3 (CAF) +1 (charge) +1 (furious charge) and then would add a D6 for any doubled up combats. ** units that pile-in also get +1 in combat (+2 if they had furious charge pg. 61)
@@christopherm4510 I WAS ROBBED!
You’re always Rob
@@TheSkrobert😂 it was a fun game either way. Everyone is still learning.
@@GuerrillaMiniatureGames😂
Awesome to see a return to this series! I was wondering! haha, but at least you all have your stuff painted. I'm still working on mine.
26:51 Aethons card are a misprint, they are Scale 1 and are Pinned so cannot be shot.
*Ash mentions they're filming in April*
Rob: Be silent. Keep your forked tongue behind your teeth. I have not passed through fire and death to bandy crooked words with a witless worm.
Assault cannons do seem lack luster, but don't forget they have rapid fire, 6s to hit score an extra hit in addition. If u get lucky they can be devastating.
Good stuff! Was wondering what happened to this set
18:17 wait, what happened? The Assault Marines are not part of the Rhino Detachment. They cannot ever be.
They both activate separately and have no Coherency. Even if they did, the maximum is 6" not 8".
Can assault marines be placed inside of Rhinos? From my understanding they can be but the rulebook doesn't exactly make it clear.
@rikokrates6298 no, as they are Bulky they cannot.
@@TheKingElfstone can they go in Spartans or Land raiders instead?
@rikokrates6298 yes, or Dreadnought Drop Pods, Thunderhawks, or Storm Eagles - though they take up 2 spaces in most of those.
@@TheKingElfstone thanks. Good to know. It’s a shame drop pods are so expensive IRL!
Solar Auxilia really need some anti air. Grab the support box and run a pioneer detachment, thatway you don't have to worry about foot slogging across the board as you can ifilitrate your infantry! Non infantry get a scout move atthe beginning of the game too. Give it a try, I'd love to see it as I haven't had the chance to try it myself.
It's brilliant. Absolutely the best thing Solar have available.
Yes!!
Is it just me or is this game incredibly watchable.
I don't play it,I don't like small minis... I can't get enough of these
how did you make them mountains??
25:35 You are right you cant split your fire - which means not shooting the infantry, they are not the building.
Great looking game! What colour did you use to paint those building roofs please?
Great video! Where did you get the turn/vp tracker?
Buy the Same Token! Great counters!
GG!
39:26 Malcadors have save of 2+ as well, so save roll was 4+ after the AP modifier, not 5+
All the sentinel weapons have light at, or an option for at, i think you guys played if as if they were only light.
Also remember to overwatch, the sentinals probably should have as the combat happens before they'd have a chance of shooting something else.(also against planes with bombs.)
Also once you capture an objective it is yours until your opponent captures it.
Also sadly rhinos replace the bolters with the melta/havoc launcher. and idk why you were re rolling ones for light weapons.
Sons of Horus
@@GuerrillaMiniatureGames Oh that makes sense, to hard remember all 18 special rules. :(
the oygrn, the sentinels, and the dreadnaughts are all scall 1. you repeatedly say they are scale two. haven't finished yet, maybe you correct it.
Need to Overwatch the flyers or anything else. Your chance to hit flyers is mostly 6s on First fire or Advance. So you might as well overwatch them before they fire.
Technically you dont resolve weapons one at a time. You roll to Hit, pool the hits and then wait until all weapons have Hit or not to then allocate and roll saves.
Targeting infantry garrisoned in a building is -2 to hit so those missile launchers are nowhere near as good as you think they are!
(incidentally shooting at a building itself is +1)
Missile launchers have ‘Ignores Cover’
Fighter plane looks yo have flown to far at 33min if it matched it would make it, but then it could not fire
Question. Can friendly infatry block line of sight of other infanteri?
Yes
But not models in the same Detachment
@@TheKingElfstone in what situation do they block line of sight? your finatery block line of sight for enemy infantery?
@SovietSpetznaz the game uses True Line Of Sight so any time models from another Detachment physically block a model's eye view then they do so, but this is more a theoretical notion than one thay is likely to come up in game. Certainly hasnt happened to me yet in over a dozen games - though some infantry (Ogyrns, Rapiers) take up more vertical space and are more likely to block.
@@TheKingElfstone lets say that your ogrins charge in to space marins, and they won the close combat against space marins but space marins didnt break and your solar axilia lasguns is standing behind ogrins. Can they shoot thorugh ogrins and kill space marins or do ogrins block line of sight in that situation? Sorry for stupid questions maybe but this problem have accured during the game play that we had yesterday.