I like seeing confirmation of this. I kinda figured this out through trial and error playing WE and love the control the multiple scouts offer for deciding what to do if you go first or second. They're a deceptively complicated army for learning how to play properly.
As someone who was blown out recently turn 1 by my brother's CSM with their crit 5s lethal+sustained Hellbrute army, after getting back into Orks... this couldn't be a better time to learn some proper staging hahaha 😂
I normally comment sooner, but this is my second view of this video (refresher before a tournament). However, it being this late, I'm not sure you'll have time to read it. I run several bait and chaff units in my blood angels, plus vv with SS, priest and Dante (I know he isn't meta, but he is a total wrecking ball, and I really admire the guy, asy life is a much milder, much shorter version of his.) I run 3 big units, vv, jump intercessors, and DC, then everything else is 5 mans so it doesn't hurt so bad when they get removed, but being blood angels, they all pack quite a punch.
Thanks my man, so many outstanding content in few days Oo. Even if I tried bully boyz, I DO prefer running the humble index detachment. But, staging for my "go turn" went sometime bad. Thanks for advices and I'll keep practicing \m/
Any further tips? Eg. For armies like orks without insane movement, minimal scout moves and with large numbers (so hiding them can be very difficult)? Also, how do i stage as an ork vs other melee armies (particularly say, BA with crazy jump pack movement everywhere)
Hey, great video! I find it hard to counter my opponents staging with an infantry heavy custodies army. I assume venetari are the counter play here? Are there any other options for disrupting a melee pressure army as custodies?
As always, great video! At the Wargames for Warriors tournament 2 weeks ago, in the final we had World Eaters vs Ironstorm (it's on WarGamesLive's channel) and World Eaters basically got shot off the table on turn 2, which was very disappointing. Would you be willing to take a look at the VOD, and maybe analyze how the WE player could have staged better? I think it would be very insightful. Anyway, thanks again for the guide, I found it really useful!
@@Happykrumpingwargaming007 your teachings on staging is something I need to rehearse with the different terrain and deployment layouts. Thanks for great content.
worth noting however that in the new pariah nexus mission deck coming out OC0 units wont be able to perform actions any more - and im sure spawn have changed to OC0 certainly have in the new CSM codex so that demo at 10:30 wont be useful any more.
Do you have a video already posted talking about line of sight and what you can and can't shoot using this type of terrain? The core rules are kind of confusing when it comes to all the intricacies.
I'm a little confused, at 11:38 you said that those exalted eighthounds can't be seen or shot, but they are fully inside the ruin, shouldn't that mean that the squad is fully visible but has cover?
You still have to be able to draw true line of sight to them and they are behind a solid wall. If you are a knight you can probably see them, but not most tanks or infantry
@@Happykrumpingwargaming007 Oh I see, me and my friends always play that you can see the units with or without windows on the ruins. Does that make it more difficult for melee armies to win, like orks for example against shooting armies like necrons?
yes certainly, that makes the game very unbalanced. Id recommend looking at popular tournament FAQ's tournaments are structured to give balance to the game. As far as I know, every large tournament circuit in the world count all windows on the first floor as being closed
@@Happykrumpingwargaming007 Well that surely explains some things as well as sometimes half my army gets blasted before I get into melee, beside my lack of skill. Thanks, I'll look into this FAQ's
towering does not work like that anymore, it was nerfed almost a year ago. Now it just means they can see through a terrain piece they are simply touching, not requires them to be wholly within, on all standard layouts you can hide from towering
I try to go aggresive against objectives , but it always ends up with my custodes guard dead. Wardens can sometimes survive longer , if l roll well. But they always get bugged down in orks or end up fighting WE who fight first. There is also no cheap custodes version of a spawn. I tried running bike cpts or bike units, but it never worked out for me. Maybe if custodes had the option to run 1 man allarus squads it would be easier,l hope GW gives such an option in the next codex changes or give us bavk 5+ guard squads. I only bought 30, because GW wrote the rules that one could . Now l run 2-3 5 mans , but l am really dissapointed how bad they do in to practicaly everything. Dev wounds slaughter them, they xan deal with swarms. Double shoting would be nice , if they had some good heavy/special weapons. Right now they just get lit up by units cheaper then them . Also they seem rather slow for melee units. Orks have extra moves, transports, WE have those and scout. Custodes on the other have to hoof it. Worse part the contemptors are slow too .
Custodes are the worst army in the game, there is no good way to run them right now sadly. Luckily there is a big balance dataslate dropping in 2 weeks
Had a game last sunday. My WE v Tau. 1,000 points. 6X8B and a jugg lord faced off against two riptides. Tanked shooting then charged both and took both down below half wounds. He retreated one over my x8b triggering desperate escape (after failing battleshock) *kaboom* deadly demise. Bye bye a chunk of angry. Another round of shooting because other riptide got out and my boys survived again. ROUND 2 CHAINFIST. In my boys go again, Sucess! Riptide fall down.... and *kaboom* Deadly Demise. Jugg Lord left standing on his own. World Eaters 75-83 Tau.
@@Happykrumpingwargaming007 The list of armies for tomorrow including me: Aeldari Tyranids Astra Militarum Necrons Necrons World Eaters T'au Empire Death Guard Space Marines (Astartes) Imperial Fists Tau Leagues of Votann Chaos Space Marines Salamanders Blood Angels Death Guard Chaos Space Marines Necrons Astra Militarum Adeptus Custodes Necrons Salamanders
This is WTC, essentially the entire continent of Europe uses this. All teams use this as well. The same plan works on GW (America) or UKTC (england) though
@@Happykrumpingwargaming007 he wants alternating activations, kinda like Chess. When I play those games competitively I just spam all the chaff I can and outnumber my opponent. Then I can activate 5 or 6 times in a row at the end of every turn. Unit caps mitigate this but it doesn’t really help elite armies. I still like games like OPR but 40K as it is today, is more balanced and a superior way to scratch that competitive itch. I just had to bite down on my mouth guard, take loss after loss on the chin, and learn how to play 40K. Now I love it lol
lol there are other armies in the game :P I use WE because there style is the quintessential melee pressure list, it applies to all melee pressure list, including orks
Gonna take some good notes on this one. Got tabled recently in a doubles tourney, playing BT against shooty nids and guard
cheers man, understanding how to apply pressure is a CRITICAL skill in this game if you are going to run a melee army
I like seeing confirmation of this. I kinda figured this out through trial and error playing WE and love the control the multiple scouts offer for deciding what to do if you go first or second. They're a deceptively complicated army for learning how to play properly.
WE is a high skill army certainly!
As someone who was blown out recently turn 1 by my brother's CSM with their crit 5s lethal+sustained Hellbrute army, after getting back into Orks... this couldn't be a better time to learn some proper staging hahaha 😂
haha cheers buddy! It is a critical skill, you will learn to no longer fear gun lines!
At around 10:00 you moved Spawn 10" forward through the ruins. They don't have infantry keyword so they're not able to pas through walls
they are beast bud, beast move through ruins as well
Alas, it’s tragic that beasts can move through ruins but cavalry can’t T_T
I normally comment sooner, but this is my second view of this video (refresher before a tournament). However, it being this late, I'm not sure you'll have time to read it.
I run several bait and chaff units in my blood angels, plus vv with SS, priest and Dante (I know he isn't meta, but he is a total wrecking ball, and I really admire the guy, asy life is a much milder, much shorter version of his.)
I run 3 big units, vv, jump intercessors, and DC, then everything else is 5 mans so it doesn't hurt so bad when they get removed, but being blood angels, they all pack quite a punch.
That is almost identical to how i run it
Happy Bday Jon! Working hard on your special day giving us such a useful video on staging and deployment! Have an awesome day bud :)
Hey man thank you! Cheers buddy!
i did this pretty well in bully boyz against deathguard recently. managed to save the double waaagh for turn 2 and 3. everything was in transports
perfection!
Thanks my man, so many outstanding content in few days Oo. Even if I tried bully boyz, I DO prefer running the humble index detachment. But, staging for my "go turn" went sometime bad. Thanks for advices and I'll keep practicing \m/
Oh cheers homie! Yeah, master this skill my guy, you will see dramatic improvements in your win rate!
Any further tips?
Eg. For armies like orks without insane movement, minimal scout moves and with large numbers (so hiding them can be very difficult)?
Also, how do i stage as an ork vs other melee armies (particularly say, BA with crazy jump pack movement everywhere)
This is a little in depth for RUclips Comment sections, book a coaching call and we can break it down in detail!
Great content, as always!!
Cheers home slice!
Great vid!! Thanks!
blood for the blood god
grab them Skulls!
Hey, great video! I find it hard to counter my opponents staging with an infantry heavy custodies army. I assume venetari are the counter play here? Are there any other options for disrupting a melee pressure army as custodies?
hey id need scenarios to flesh this out! Probably best to take this in the discord
As always, great video! At the Wargames for Warriors tournament 2 weeks ago, in the final we had World Eaters vs Ironstorm (it's on WarGamesLive's channel) and World Eaters basically got shot off the table on turn 2, which was very disappointing. Would you be willing to take a look at the VOD, and maybe analyze how the WE player could have staged better? I think it would be very insightful. Anyway, thanks again for the guide, I found it really useful!
could you give me a link?
@@Happykrumpingwargaming007 DM'ed you on Discord :)
Awesome. I literally just pivoted into WE. Could not have time this video any better for me.
oh right on! Looking forward to your success
@@Happykrumpingwargaming007 your teachings on staging is something I need to rehearse with the different terrain and deployment layouts. Thanks for great content.
worth noting however that in the new pariah nexus mission deck coming out OC0 units wont be able to perform actions any more - and im sure spawn have changed to OC0 certainly have in the new CSM codex so that demo at 10:30 wont be useful any more.
i am not sure Spawn will be OC 0, but i do not have insider knowledge on that
Thats some gourmet video! Please do one on countering move blocks. All I can find is how to perform one 😂
thats a tricky subject! but ive got some stuff for it
Do you have a video already posted talking about line of sight and what you can and can't shoot using this type of terrain? The core rules are kind of confusing when it comes to all the intricacies.
ruclips.net/user/shortsS09VajrjKxo
how about screening units? how do you go about dealing with them if you have turn 2? You can't leave the bait units alone, you'll lose the game.
different video!
Love the content, I am on the other side of this equation with my Tau .. When will the other half be out
Oh cheers buddy :) Plan on Monday
I'm a little confused, at 11:38 you said that those exalted eighthounds can't be seen or shot, but they are fully inside the ruin, shouldn't that mean that the squad is fully visible but has cover?
You still have to be able to draw true line of sight to them and they are behind a solid wall. If you are a knight you can probably see them, but not most tanks or infantry
The ground floor windows are closed so there is no true line of sight to them if they are behind the wall of the ruin.
@@Happykrumpingwargaming007 Oh I see, me and my friends always play that you can see the units with or without windows on the ruins. Does that make it more difficult for melee armies to win, like orks for example against shooting armies like necrons?
yes certainly, that makes the game very unbalanced. Id recommend looking at popular tournament FAQ's tournaments are structured to give balance to the game. As far as I know, every large tournament circuit in the world count all windows on the first floor as being closed
@@Happykrumpingwargaming007 Well that surely explains some things as well as sometimes half my army gets blasted before I get into melee, beside my lack of skill. Thanks, I'll look into this FAQ's
What about vs towering models that can get los on you t1?
towering does not work like that anymore, it was nerfed almost a year ago. Now it just means they can see through a terrain piece they are simply touching, not requires them to be wholly within, on all standard layouts you can hide from towering
kinda reminds me of your recent vid about the threat of overwatch being worth more than the overwatch itself
such a true thing!
I try to go aggresive against objectives , but it always ends up with my custodes guard dead. Wardens can sometimes survive longer , if l roll well. But they always get bugged down in orks or end up fighting WE who fight first. There is also no cheap custodes version of a spawn. I tried running bike cpts or bike units, but it never worked out for me. Maybe if custodes had the option to run 1 man allarus squads it would be easier,l hope GW gives such an option in the next codex changes or give us bavk 5+ guard squads. I only bought 30, because GW wrote the rules that one could . Now l run 2-3 5 mans , but l am really dissapointed how bad they do in to practicaly everything. Dev wounds slaughter them, they xan deal with swarms. Double shoting would be nice , if they had some good heavy/special weapons. Right now they just get lit up by units cheaper then them . Also they seem rather slow for melee units. Orks have extra moves, transports, WE have those and scout. Custodes on the other have to hoof it. Worse part the contemptors are slow too .
Custodes are the worst army in the game, there is no good way to run them right now sadly. Luckily there is a big balance dataslate dropping in 2 weeks
Had a game last sunday. My WE v Tau. 1,000 points. 6X8B and a jugg lord faced off against two riptides. Tanked shooting then charged both and took both down below half wounds. He retreated one over my x8b triggering desperate escape (after failing battleshock) *kaboom* deadly demise. Bye bye a chunk of angry. Another round of shooting because other riptide got out and my boys survived again. ROUND 2 CHAINFIST. In my boys go again, Sucess! Riptide fall down.... and *kaboom* Deadly Demise.
Jugg Lord left standing on his own.
World Eaters 75-83 Tau.
ooof close one!
@@Happykrumpingwargaming007
I'm checked in for the 1k tourny tomorrow. I'm the only one repping World Eaters so BLOOD FOR THE BLOOD GOD.
@@Happykrumpingwargaming007
The list of armies for tomorrow including me:
Aeldari
Tyranids
Astra Militarum
Necrons
Necrons
World Eaters
T'au Empire
Death Guard
Space Marines (Astartes) Imperial Fists
Tau
Leagues of Votann
Chaos Space Marines
Salamanders
Blood Angels
Death Guard
Chaos Space Marines
Necrons
Astra Militarum
Adeptus Custodes
Necrons
Salamanders
That terrain seems very favourable for melee infantry
This is WTC, essentially the entire continent of Europe uses this. All teams use this as well. The same plan works on GW (America) or UKTC (england) though
@@Happykrumpingwargaming007 good for melee armies!
Doing this on uktc is alot harder, I'd kill to play on these types of tables
I am not a fan of UKTC, it is extremely shooting list favored. I like WTC and GW terrain.
STAGING!!
critical skill!
This game needs a new turn system because of stuff like this. Makes the game 20 years behind in rule mechanics.
i dont follow?
@@Happykrumpingwargaming007 he wants alternating activations, kinda like Chess. When I play those games competitively I just spam all the chaff I can and outnumber my opponent. Then I can activate 5 or 6 times in a row at the end of every turn. Unit caps mitigate this but it doesn’t really help elite armies.
I still like games like OPR but 40K as it is today, is more balanced and a superior way to scratch that competitive itch. I just had to bite down on my mouth guard, take loss after loss on the chin, and learn how to play 40K. Now I love it lol
Waaaaaghhhh!!!
Why would you use world eaters? I came to see orks. Not helpful.
lol there are other armies in the game :P I use WE because there style is the quintessential melee pressure list, it applies to all melee pressure list, including orks