Secrets of The Inner Circle Task Force | Cracking the Codex

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  • Опубликовано: 14 дек 2024

Комментарии • 22

  • @mikeh9241
    @mikeh9241 4 месяца назад +5

    I think I’d swap the 3rd scout squad for an apothecary for the hellblasters. Just want to get the most out of that 230pt investment

  • @WraithRaider
    @WraithRaider 4 месяца назад +1

    For me, the only time I'd consider deathwing assault is if I was trying for fixed, behind and locus. I'd stick it on a solo character for turn 1 secondary play. Then spend the rest of the game 3" deep striking terminator characters and inceptors for more mission play. Whether or not it would work, I have no idea, but its about the only time I can see it maybe being useful.

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад

      With the new pack it’s one I experiment with I think! -Scrivo

  • @craigbreslin838
    @craigbreslin838 4 месяца назад +3

    Can you rapid ingress a drop pod on turn one? If you can, id swap the impulsor for one and have an ICC unit in that. Gives you a spare 10 points to give your ancient deathwing assault. Plus a ICC unit sitting waiting for a rurn 2 charge exactly where your opponant doesnt want them. 😂

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад +1

      Drop pod abilities only allows it to be deep striked down in your movement phase, otherwise I’d be the same! -Scrivo

    • @craigbreslin838
      @craigbreslin838 4 месяца назад

      @@6PlusPlusGaming sad times but thanks for the calcification! 😄

  • @azrael1045
    @azrael1045 4 месяца назад +1

    Not being able to to use rapid ingress on the deathwing assault enhancement makes 30pts feel expensive for a turn one deepstrike

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад

      Yeah, Rapid Ingress would make it worth it. Such a shame. -Scrivo

  • @CMTechnica
    @CMTechnica Месяц назад

    Maybe I’m just stupid or reading the rule wrong, but I don’t see how Deathwing Assault is good unless it’s because of “regardless of any mission rules” line.
    You can deep strike in the reinforcements step of your movement phases anyway. So it’s just 30pts for “regardless of mission rules”?

    • @6PlusPlusGaming
      @6PlusPlusGaming  Месяц назад +1

      Mission rules prevents Deep Strike in Turn 1. Means you can drop in Turn 1! Thats why its solid, or at least paired with the 3" deep strike Stratagem. -Scrivo

  • @stuartworthington8061
    @stuartworthington8061 4 месяца назад

    I’ve seen you mention this error on another video.
    You said that, in the Balance Dataslate (BD) you can double a strat if the ability calls it out specifically.
    Where I believe you’re going wrong is you’ve interpreted it that anywhere you get a strat at a reduced cost, if the Strat is called out by name, then you ALSO then gain the ability to double up.
    I believe, from my reading, that the change only applies to abilities that say you get to double up. This abilities only work now if the name of the Strat was called out specifically. There can exist situations where you get the reduced cost but no double up, and situations where you can double up but don’t get the reduced ed cost

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад

      Yes, I wasn’t clear but that’s it. You can only use it twice if it’s named, reducing the cost is an entirely different thing. Like a unit stating they can do heroic intervention for free is one that can be used twice.

  • @SmashingSnow
    @SmashingSnow 4 месяца назад

    For Wrath of the Lion would you guys consider using it on DW knights charging into something or a DW terminator brick charging something?

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад

      Personally I’d be throwing either in, I’ve found normal terminators a struggle but 5-10 power guard isn’t a bad thing in combat, add in the chip damage of the completed Strat, you should be clearing something. Helpful into a vehicle or something high toughness. -Scrivo

    • @SmashingSnow
      @SmashingSnow 4 месяца назад

      @6PlusPlusGaming My knights have survived a bunch of punishment, which I have been very pleased with. It does suck they can't grenade because that would be awesome before charging. I think the storm bolters need a -1 to their ap to help with regular terminator shooting. Also, I believe the DW Knights should have storm bolters as well or a pistol for some kind of shooting.

  • @joncox1875
    @joncox1875 4 месяца назад +1

    Not sure what your turn around time one these was but its a fun week for DA with someone going 5-0 with ICC.

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад +1

      Quick to make sure we’re current. We did a version on release but with all the changes and seeing the results it felt time to cover again! -Scrivo

  • @harrumphreys4841
    @harrumphreys4841 4 месяца назад

    Hey lads, for one of your lists, assault intercessors with jump packs are only 80 pts

  • @lamhuynh7201
    @lamhuynh7201 4 месяца назад

    Ictf has a really strong turbo behind+locus secondary game in pariah due to turn 1 ds and 3" ds with cheap unit.
    .
    Throwing a cheap van vet or 1 char unit into the backline put a lot of pts pressure on now that the homefield obj is really not that important and players would push up eventually

    • @6PlusPlusGaming
      @6PlusPlusGaming  4 месяца назад

      For sure! Van Vets with a pile of Inferno pistols if going offensive or shields to be a really chewy defensive unit. Excited to explore it further with much more test games!