UPDATE - those 5 man scion squads aren't looking so great for secondaries now, seems they lost deep strike but swapped their re-rolls to wounds (including full ones vs objectives). Seems Aquilons are the drop-scions now...
@@calronkeltaran493 I run nearly all tanks in my guard list, just a lord solar command blob, and Canis rex then all tanks and giving them assault would have been absolutely broken. As is I think its pretty good but the other way around would have been too much
Note on the Hammer detachment: Tauroxes are Squadron, so you can advance 18" and disembark with them. Plus, an interesting thing I thought of with the army rule is shoving a Punisher with Flamers into the enemy army and becoming an overwatch threat to Anything if they move.
Dreaming right now, but Emperor knows how unstoppable His Bus (a stormlord packed with lascannons from HWT) would be if it got squadron, alongside the other baneblade châssis variations.
Really puts the "There is no grander demonstration of Imperial might than a tank advance pulverising an opposing army" in perspective. (Source: The Imperial Infantryman's Uplifting Primer, it's a pretty old book now [released in 2003] but it's a short and still pretty cool read)
Blehhh... As someone who's run tank guard for years, I *really* don't like it. The strats are fine, but guard tanks don't NEED speed. They already move 10" for the most part and you just DON'T want to advance tanks! Loosing the shooting is so terrible, this is at best a good way to get back into the fight if you end up out of LOS. Combined Arms increases tank vs tank power and the artillery detachment grants the ability to give them stealth (at start of ROUND too so it's even better, no more failing to get the chance to stick an enginseer's invlun on something before it's destroyed plus you can stack the two) to defend them (you'll note that one doesn't even have the squadron requirement so it works on baneblades too). I just don't feel like it's better than the alternatives we've already seen. Not to mention that you don't WANT tanks close to the enemy for the most part because melee still exists!
I think that if they wanted to go for a tank detachment without damage buffs but rather movement buffs, fall back and shoot would have been way better. It actually fixes one of the weaknesses of tanks (being tied up in melee) and incentivizes you to be more aggressive with them. Maybe too strong ? Let me know.
@Amos-61 It's not massive but Fall back and shoot would be a much appreciated boost - if anything I think you could add an additional small buff to OC or something alongside it. It does do a lot to get them out of bad spots.
Why does Ablative Plating cost 2cp and only works against shooting, when the Necrons have Nanoassembly Protocals that does the same thing in shooting and melee for 1cp?
Because GW are idiots who operate in silos. They have these magical things called univeral rules in other editions and game systems which stop crap like this. Instead we get different flavours of the same rule with bad balancing
Really disappointed we didn’t have some kind of enhancement for a mounted commissar. It would be very easy to squeeze in, and they’ve even got a conversion for one now. What’s wrong with flavourful rules? Why can’t 10th have fun things?
Man Rogal Dorn commander looking under costed as normal. And instead of increasing the cost of the regular rogal they nerf the demolisher... man they want to sell models.
I can imagine using this with an artillery vehicle and regular tanks, saving up my points until it's time for the artillery to charge in and absolutely wreck everything around
I think the new version of the Leman Russ Eradicator can do well in Combined Regiment. Lethal hits can make up for some of the lower strength of the main gun and the amount of shots helps as well. For 150 pts(if it stays that way), it is a fairly durable firing platform and can deal a decent amount of damage to infantry. Backed up by an enginseer, it will be very durable.
I think the Leman Russ Eradicator will perform great, as it is low points cost and its weapon is not that bad at all, as it has at least a good number of shots and the tank can have three additional weapons, so it still has a lot of damage potential for its points.
Quick question for anyone in the comments. I’m overall new to 40K and the guard. Can a leman Russ tank commander still give orders to a rogal dorn or is it tied to the Russ variant of tank? Do we forsee it being vice versa? Appreciate the help!
I'll be honest if they had given the actual detachment rule the ability to advance and shot just the tanks main gun I'd use it, but since that's a strategem I'll be using combined arms
…Wow. I’m a guard player, I’ve been a guard player for 6 years, through 3 editions. Our rules have always been terrible, I’m a hard man to disappoint, but God damn is GW really trying to disappoint me.
@cyanideinmycereal1077 the time part your 100% correct on but the power part no. We got 3 sets of orders, we dominated the tournament scene for the 3 months we had the book, it was an amazing book just the editon ended
For yet another vehicle detachment, Hammer of the Emperor is surprisingly versatile, IMO. The detachment rule seems to be angled towards lighter vehicles like sentinels and chimeras, the strats let heavier armor match that speed while still shooting, Furious Cannonade seems geared to help standard russes and exterminators, but it'll also make hellhounds really nasty. The rest help with maneuvering around, which (in my experience) is the main weakness of vehicle-heavy lists. Opinions? Edit: that's basically everything good I have to say about the detachment. I don't think it feels like how an armored detachment should, and I know many would agree that it's a big flavor miss. The guard doesn't win it's tank duels through outflanking and outmaneuvering it's opposition; it wins by taking everything the enemy can throw at them, pinning them in place, and bashing their heads in. This detachment's almost pure focus on maneuverability isn't what the tread heads want, and it isn't what anyone really asked for. IMO, it's on the cusp of being there, but the detachment rule and probably 2 different statagems are what it'd need to be perfect
Personally really don't like it though I can sort of see your point. Problem is, as well as being squadron locked (no advance-shooting baneblade hulls at all, grumble) you're not advancing tanks with any real firepower without that assault strat and that's once a turn only (if you even have the CP). This actively decreases your firepower if you use the army rule for a pure tank list. If anything it might be better for a mechanised list... which we already *have* coming out for them at the same time. And you don't want to get close with anything with decent firepower or melee if you can avoid it. Hellhounds don't have assault btw (unless the update adds it), they're still going to need that strat and with their 18" flamers and already good speed it feels somewhat unnecessary to me, much as I do like the little rolling fireball. The best thing for a tank list would have been defence or firepower - Combined arms adds more firepower to most of your vehicles and the new artillery detatchement's smoke adds better defence to any 3 units you want, squadron be dammned.
Most of the Strats are pretty good although I don’t really like final hour and ablative plating. I like the enhancements other than the 3oc which is over costed. Not a fan of the detachment rule at all as it has very nesh uses and relies on a Strat to be useful on any big vehicles. It also just doesn’t feel like how a guard tank regiment should feel to me. Guards tanks are primarily large lumbering bastions of armor and firepower but instead of playing into that we get to zip around like the eldar for some reason. 5/10
As a Tallarn fan who wants to do blitzkrieg tactics and my Army core is 8 Lemons, mobility is what we need. The tanks take a bunch of DMG and they deal a bunch back. The fact there's an ap increaser is awesome.
@@DarkCatfish I would say that tallarn* are more the exception than the rule, but I'll also admit that my head was full of krieg. This is a pretty solid Tallarn detachment, though, I'd thought the Tallarn were more about stealth and setting up ambushes before vanishing into the desert, as opposed to blitzing people?
As much as i'm disapointed by the detachment I can understand it not being super strong. So far i'm getting a pretty high win rate with my all russ army so it's not really an army that needed to be buffed that hard. Losing the lethal hits really hurts though so i'm not sure how often i'll be running this detahcment over the combined arms detachment. I'll have to test it out and see if the strats are what really makes it pay off.
IDK about rogal tank commanders... losing the ability to blank damage profiles on a vehicle without invulns is a massive loss of durability, particularly when the weapons that tend to be good against T12 are single or double-shot weapons with big damage profiles. The order is nice and the rerolls make it actually hit, but railguns go from almost useless against a dorn with the damage blank to taking out half of its health...
It sucks because titanics are not Squadron, whats the point of a detachment that only really work Squadron that doesnt affect the BEST tanks? I absolutely knew it, that it was going to be a Russ+Dorn detachment and completely ignore Super Heavies.
When i think guard vehicles, I dont think of blistering firepower or being tough as nails ... na speed thats what i think of. What a joke of a ruleset, some of the strategems are good and cool but swapping an army rule and 1cp to make one my russes move 2" more than a fireprism just isnt fun, practical or thematic.
The entire reason I have a guard army is as an excuse to field a Shadowsword. It would be nice if it actually felt like part of the army for once, rather than something that happens to be nearby to a 1500 point army. Sure, it's possible to let them move through terrain, but they're a 10" long model with a 9" movement. I'm not asking for them to be competitive, but it would be nice if they weren't borderline unusable in casual games without houserules and/or biased terrain placement.
Well kinda meh. I still think I would get more from my tanks in Combined Arms Detachment. Hammer of the Emperor - a lot of QoL for tanks, but not that much damage.
@ yes, but from the way I’ve interpreted it, the bases of enemy models still block movement, just not the 1 inch bubble of engagement range around them. Not sure though.
Awwwww man, the Eradicator datacard rule change is actually disappointing. I've been dreaming of a belligerent aggro tank for some time and the stratagems in this detachment would have made that work so much better. Busting through walls and melting marines :(
Its like gw totally forgot how strong the combined arms detachment is when they made the other ones, especially the vehicle centric ones. Kinda disappointing
at least the rule is not. because Eldar didn't forgot to give their vehicles assault in the detatchment rule. but I think both detatchments are on the weak side. just keep using combined arms or even the krieg siege one is prop better for using tanks
I dont know why they dint just have a tank commander lister at like 30 poonts and then you can addonn whatever tanks for that tanks points like leman russ 180points ir hellhound 150
Its understandable why the detachment a bit meh. Because if you can run lots of T11 S+2 and 13 wounds models and make them even better then that's going be w bit op.
I wish that it was a detachment about damage. Cuz just giving Advance is kind of meh. Stratagems are nice, but just means we’ll need a shit ton of CP. I wanted the Hammer of the Emperor to buff the damage of my tanks.
having a god damn air vent right on your trends seems like one of the stupidest things ive seen since the guns on the desolation squad. what were they thinking?
Oof not another ironstorm detachment for another army. I see how deathguard win rates dropped. Not enough anti tank to actually deal with these new army detachments
@@jakemusselman8172 I brought four leman russes (standard battle cannon) to a match and can not begin to describe how often in the match (with 10th being so terrain heavy) I ended up doing 0 AP due to cover or smoke. So annoying. AP 2 would be better to negate the cover or smoke at least
As oppressive as guard already is, this sounds miserable to play against. They're already currently the best army in the game, they deserve nerfs, not buffs.
Wtf they got so many nerfs in this book, I'm almost ready to quit guard in 10th entirely. (I do not count full scions as guard they are scions, like quins to craftworld)
UPDATE - those 5 man scion squads aren't looking so great for secondaries now, seems they lost deep strike but swapped their re-rolls to wounds (including full ones vs objectives). Seems Aquilons are the drop-scions now...
Will they still work for bridgehead, or are the commanders the way to give them deep strike?
@@kujatanet2390 commanders also lost deep strike, only aquilons have it now I believe.
Everytime I get excited about playing guard GW pulls something stupid
Aaand it's changed back now.
Auspex: "Works on super-heavies"
GW: oh no you fecking dont!
The army rule would have been a nice stratagem
should have swapped the rules. tanks gain assault and the strat gives autoadv 6
@@calronkeltaran493that would have been nice in comparison
@@calronkeltaran493 I play guard and I am a big fan of tank lists, but this would be too much I think
@@calronkeltaran493 I run nearly all tanks in my guard list, just a lord solar command blob, and Canis rex then all tanks and giving them assault would have been absolutely broken. As is I think its pretty good but the other way around would have been too much
@@braxtonrasmussen2110 as it is, it's a stratagem because wanting to move and not shoot your tank is not a deal I want to take
I do love the "just drive through that building" stratagems. Theyre fun to picture while you move your tanks and knights through walls
Note on the Hammer detachment: Tauroxes are Squadron, so you can advance 18" and disembark with them. Plus, an interesting thing I thought of with the army rule is shoving a Punisher with Flamers into the enemy army and becoming an overwatch threat to Anything if they move.
This is an interesting idea!
oh yeah thats exactally what i was thinking, i wouldnt want to run anything else that far into the enemy alone and unsuported
unless the taurox let you disembark after advancing you cant disembark from a transport that advanced
@@ThomasCundy That is the Taurox's special ability, yes.
Dreaming right now, but Emperor knows how unstoppable His Bus (a stormlord packed with lascannons from HWT) would be if it got squadron, alongside the other baneblade châssis variations.
They did at least get buffed to M12 though.
Really puts the "There is no grander demonstration of Imperial might than a tank advance pulverising an opposing army" in perspective.
(Source: The Imperial Infantryman's Uplifting Primer, it's a pretty old book now [released in 2003] but it's a short and still pretty cool read)
Dorn Commander is going to be a war crime lol. Still want a Hellhound Commander though
No offense but doesnt make sense to have a * commander* or something a little important in a tank lore wise is for sucidal or maniac people duty
@clarkwalter7170 Lol I realize it doesn't make a ton of sense. But Hellhounds are special to me
@@lt.danhooper1635 i understand ,, love the old rules , where it explode so easely
@@clarkwalter7170 What I wouldn't give for an auto-explode strat or ability :P
@@lt.danhooper1635 genestealer cult truk in 9th ed!
Maybe it's just me but every time I see something from this codex my reaction is "oh that's it" this is feeling like an early 10yh codex
I've got 10 Russes and a Dorn for a tank army. Gonna shred when this takes effect! For The Guard!!!!
I feel like this detachment is structured to make Creed and the Lord Solar very necessary. Getting as many uses of advance and shoot as possible...
Blehhh... As someone who's run tank guard for years, I *really* don't like it. The strats are fine, but guard tanks don't NEED speed. They already move 10" for the most part and you just DON'T want to advance tanks! Loosing the shooting is so terrible, this is at best a good way to get back into the fight if you end up out of LOS. Combined Arms increases tank vs tank power and the artillery detachment grants the ability to give them stealth (at start of ROUND too so it's even better, no more failing to get the chance to stick an enginseer's invlun on something before it's destroyed plus you can stack the two) to defend them (you'll note that one doesn't even have the squadron requirement so it works on baneblades too). I just don't feel like it's better than the alternatives we've already seen. Not to mention that you don't WANT tanks close to the enemy for the most part because melee still exists!
Would have been nice just to just all weapons on vehicles "assault", so we can advance away from the enemy.
I think that if they wanted to go for a tank detachment without damage buffs but rather movement buffs, fall back and shoot would have been way better. It actually fixes one of the weaknesses of tanks (being tied up in melee) and incentivizes you to be more aggressive with them. Maybe too strong ? Let me know.
Yes, pretty hard to compete with lethal hit on all of your units
@Amos-61 It's not massive but Fall back and shoot would be a much appreciated boost - if anything I think you could add an additional small buff to OC or something alongside it. It does do a lot to get them out of bad spots.
They should have made it so that you could do something special with one gun per vehicle each turn like fall back and shoot or ignore modifiers.
Why does Ablative Plating cost 2cp and only works against shooting, when the Necrons have Nanoassembly Protocals that does the same thing in shooting and melee for 1cp?
Because GW are idiots who operate in silos. They have these magical things called univeral rules in other editions and game systems which stop crap like this. Instead we get different flavours of the same rule with bad balancing
My best guess would be that Necron vehicles have lower toughness, a lot of their vehicles have less wounds, and less firepower.
But genuinely no idea
cuz yer in the guard son
Cause the Tau one works the same way
I was really really hoping the detachment rule would be a diet version of the Dorn TC's rule. Double orders for all TCs makes up for a lot though.
Really disappointed we didn’t have some kind of enhancement for a mounted commissar. It would be very easy to squeeze in, and they’ve even got a conversion for one now.
What’s wrong with flavourful rules? Why can’t 10th have fun things?
Called it, the tank detachment is underwhelming
Krieg Engineers in Tauroxes gain from the detachment rule.
Zoom across the board, chuck grenades at a tank turn one.
The Leman Rus Eradicator - urban warfare - and the core rule work really well together.
IDK, putting stealth on a couple baneblades from the artillery detachment seems really hard to deal with 😆
Looks like the new point list has Demolishers still at 200 points, so a pretty significant nerf to its attacks for no reduction in cost.
The Regimental banner enhancement would have been so much better if it allowed the tank to sticky objectives, and gave the tank some extra oc
You're spitting fire, video after video! So much content!
The detachment I've been waiting for!
Man I really hope baneblades get squadron in this detachment feels weird the tank detachment doesn’t help the biggest tank
Man Rogal Dorn commander looking under costed as normal. And instead of increasing the cost of the regular rogal they nerf the demolisher... man they want to sell models.
Damn, 6+ FNP on a Dorn Commander is nasty for 15 points.
A 'Tank Riders' ability is needed.
I can imagine using this with an artillery vehicle and regular tanks, saving up my points until it's time for the artillery to charge in and absolutely wreck everything around
Artillery took a huge nerf with losing heavy and indirect fire on some models. If artillery is what you have, might as well charge them in.
Did you notice in the image on the article there was a commissar tank reckon that there will be rules for it?
With tempestus scions losing deep strike, i see problems with beachead detachment
They got it back
Christmas saw me bulk up with a second Rogal Dorn, two Baneblades, for a total of 4× Russ', 2× Dorns, 2× Baneblades, and 6× Sentinels.
I am ready.
I think the new version of the Leman Russ Eradicator can do well in Combined Regiment. Lethal hits can make up for some of the lower strength of the main gun and the amount of shots helps as well. For 150 pts(if it stays that way), it is a fairly durable firing platform and can deal a decent amount of damage to infantry. Backed up by an enginseer, it will be very durable.
It is now possible to bring 6 Rogal Dorns in a list now :)
As a person that runs 18 sentinels this feels really bad, I now have 6 extra sentinels
Auto advancing a bunch of chimeras though, very good
I think the Leman Russ Eradicator will perform great, as it is low points cost and its weapon is not that bad at all, as it has at least a good number of shots and the tank can have three additional weapons, so it still has a lot of damage potential for its points.
I wonder if the Sentinels being in squadrons of two maximum is just for this detachment or if that’ll be an army wide change.
Army wide for sure, I don't think a detachment has ever changed squad sized.
where do you guys find these rules and changes? Are they posted somewhere?
same question cant find a source :(
They're on the IG reddit.
They're all leaked, best place to find them is the astra militarum subreddit
Dorn Commander looks amazing, but it's going to be hard not to take LRTC for Death Befitting an Officer. It's just so much value.
Quick question for anyone in the comments. I’m overall new to 40K and the guard. Can a leman Russ tank commander still give orders to a rogal dorn or is it tied to the Russ variant of tank? Do we forsee it being vice versa? Appreciate the help!
Dunno all of the new codex rules yet, but as it currently stands Russ tank commanders can give orders to Dorns.
@ thank you!
They give orders to "Squadron" keyword units.
Would have been nice if the army rule had been move through terrain, and the auto 6 advance had been the strat.
Destroyed my dreams 😢
You seem to love this 1
Does two -1 damage effects stack? Was thinking about the ablative plating and the eradictor
I'll be honest if they had given the actual detachment rule the ability to advance and shot just the tanks main gun I'd use it, but since that's a strategem I'll be using combined arms
I hope we get tank commanders for superheavies at some point
…Wow. I’m a guard player, I’ve been a guard player for 6 years, through 3 editions. Our rules have always been terrible, I’m a hard man to disappoint, but God damn is GW really trying to disappoint me.
9th book was great but yeah this whole dex is underwhelming
@ 9th book was mid at best and was only usable for like 3 weeks
@cyanideinmycereal1077 the time part your 100% correct on but the power part no. We got 3 sets of orders, we dominated the tournament scene for the 3 months we had the book, it was an amazing book just the editon ended
For yet another vehicle detachment, Hammer of the Emperor is surprisingly versatile, IMO. The detachment rule seems to be angled towards lighter vehicles like sentinels and chimeras, the strats let heavier armor match that speed while still shooting, Furious Cannonade seems geared to help standard russes and exterminators, but it'll also make hellhounds really nasty. The rest help with maneuvering around, which (in my experience) is the main weakness of vehicle-heavy lists. Opinions?
Edit: that's basically everything good I have to say about the detachment. I don't think it feels like how an armored detachment should, and I know many would agree that it's a big flavor miss. The guard doesn't win it's tank duels through outflanking and outmaneuvering it's opposition; it wins by taking everything the enemy can throw at them, pinning them in place, and bashing their heads in. This detachment's almost pure focus on maneuverability isn't what the tread heads want, and it isn't what anyone really asked for. IMO, it's on the cusp of being there, but the detachment rule and probably 2 different statagems are what it'd need to be perfect
Personally really don't like it though I can sort of see your point. Problem is, as well as being squadron locked (no advance-shooting baneblade hulls at all, grumble) you're not advancing tanks with any real firepower without that assault strat and that's once a turn only (if you even have the CP). This actively decreases your firepower if you use the army rule for a pure tank list. If anything it might be better for a mechanised list... which we already *have* coming out for them at the same time. And you don't want to get close with anything with decent firepower or melee if you can avoid it. Hellhounds don't have assault btw (unless the update adds it), they're still going to need that strat and with their 18" flamers and already good speed it feels somewhat unnecessary to me, much as I do like the little rolling fireball. The best thing for a tank list would have been defence or firepower - Combined arms adds more firepower to most of your vehicles and the new artillery detatchement's smoke adds better defence to any 3 units you want, squadron be dammned.
Most of the Strats are pretty good although I don’t really like final hour and ablative plating. I like the enhancements other than the 3oc which is over costed. Not a fan of the detachment rule at all as it has very nesh uses and relies on a Strat to be useful on any big vehicles. It also just doesn’t feel like how a guard tank regiment should feel to me. Guards tanks are primarily large lumbering bastions of armor and firepower but instead of playing into that we get to zip around like the eldar for some reason. 5/10
As a Tallarn fan who wants to do blitzkrieg tactics and my Army core is 8 Lemons, mobility is what we need. The tanks take a bunch of DMG and they deal a bunch back. The fact there's an ap increaser is awesome.
@@dominicl5862 for real, I was thinking... Buddy hasn't heard of Tallarn? lol
@@DarkCatfish I would say that tallarn* are more the exception than the rule, but I'll also admit that my head was full of krieg. This is a pretty solid Tallarn detachment, though, I'd thought the Tallarn were more about stealth and setting up ambushes before vanishing into the desert, as opposed to blitzing people?
As much as i'm disapointed by the detachment I can understand it not being super strong. So far i'm getting a pretty high win rate with my all russ army so it's not really an army that needed to be buffed that hard. Losing the lethal hits really hurts though so i'm not sure how often i'll be running this detahcment over the combined arms detachment. I'll have to test it out and see if the strats are what really makes it pay off.
If you make all the guns on a tank hazardous and then shoot with all of them, do you have to make multiple hazardous rolls or just one?
One for each overcharged gun fired
@@Lorddacenshadowind ouch
IDK about rogal tank commanders... losing the ability to blank damage profiles on a vehicle without invulns is a massive loss of durability, particularly when the weapons that tend to be good against T12 are single or double-shot weapons with big damage profiles. The order is nice and the rerolls make it actually hit, but railguns go from almost useless against a dorn with the damage blank to taking out half of its health...
Yeah, but a railgun shouldn't be useless against a tank, so.... Oh noes.
It sucks because titanics are not Squadron, whats the point of a detachment that only really work Squadron that doesnt affect the BEST tanks?
I absolutely knew it, that it was going to be a Russ+Dorn detachment and completely ignore Super Heavies.
When i think guard vehicles, I dont think of blistering firepower or being tough as nails ... na speed thats what i think of.
What a joke of a ruleset, some of the strategems are good and cool but swapping an army rule and 1cp to make one my russes move 2" more than a fireprism just isnt fun, practical or thematic.
All this time waiting for a super cool tank detachment rule and its just auto 6" advance. I hate this game, im switching to Catan
"Just". Movement wins games
I love my C’tan 😂
@@Onkel_Rangernot with tanks it doesn't. Advancing and losing the ability to shoot is NOT what you do with tanks, guy.
The entire reason I have a guard army is as an excuse to field a Shadowsword. It would be nice if it actually felt like part of the army for once, rather than something that happens to be nearby to a 1500 point army. Sure, it's possible to let them move through terrain, but they're a 10" long model with a 9" movement. I'm not asking for them to be competitive, but it would be nice if they weren't borderline unusable in casual games without houserules and/or biased terrain placement.
Well kinda meh. I still think I would get more from my tanks in Combined Arms Detachment. Hammer of the Emperor - a lot of QoL for tanks, but not that much damage.
Hol up, you said auto advance 6 and can end within engagement range....but cannot end in engagement range. So which is it?
You can move through enemy engagement range, but not end that move in engagement range
@frostypineapple oh okay that makes sense. Essentially plowing through enemy lines
@ yes, but from the way I’ve interpreted it, the bases of enemy models still block movement, just not the 1 inch bubble of engagement range around them. Not sure though.
Awwwww man, the Eradicator datacard rule change is actually disappointing. I've been dreaming of a belligerent aggro tank for some time and the stratagems in this detachment would have made that work so much better. Busting through walls and melting marines :(
So no baneblades orders.... wtf
Its like gw totally forgot how strong the combined arms detachment is when they made the other ones, especially the vehicle centric ones. Kinda disappointing
Hopefully the detachment will be better than the Aeldari equivalent. 😂
at least the rule is not. because Eldar didn't forgot to give their vehicles assault in the detatchment rule.
but I think both detatchments are on the weak side. just keep using combined arms or even the krieg siege one is prop better for using tanks
Already?
I dont know why they dint just have a tank commander lister at like 30 poonts and then you can addonn whatever tanks for that tanks points like leman russ 180points ir hellhound 150
Can anyone view the new guard index?
It's a full codex, not an index. Lot more options but you have to pay.
It would have been good to give weapons assault instead of this with minus one to hit or something
Your army list also has a problem, thw scions can't drop in, since they lost deep strike
“Tallarn themed regiment.”
Ironic…
0/10 video not about Ultramarines
The Sons of Fenris are cooler. Go thump the codex, nerd.
@@captaincorundum9788 Even us ultramarines are more alpha wolf then you stinky Vikings. 😤
Oh shut up, Cato 😉
0/10 video no blood and skulls
@@GuillimansStrongestSoldier you're basically a normie
Still doesn’t beat lethal hits. On overwatch it’s just brutal.
Its understandable why the detachment a bit meh. Because if you can run lots of T11 S+2 and 13 wounds models and make them even better then that's going be w bit op.
I'm just going to keep using lethal hits on my full tank army. This detachment is a huge miss.
its like H.I. Sutton on X2 speed
I wish that it was a detachment about damage. Cuz just giving Advance is kind of meh. Stratagems are nice, but just means we’ll need a shit ton of CP. I wanted the Hammer of the Emperor to buff the damage of my tanks.
great video, honestly bored of what GW is trying to do.Thanks for everything, Auspex
I hate the core rule for thos detachment, making everything that makes the detachment worth taking a strat sucks.
Tanks get nerfed day one right after pre orders are filled. That's what tanks do.
having a god damn air vent right on your trends seems like one of the stupidest things ive seen since the guns on the desolation squad. what were they thinking?
Do you mean the Rogal Dorn? To me it looks inspired by the real Matilda tank, they're to keep the tracks clear and do maintenance.
I am really really really really getting sick of the competitive seen absolutely destroying all the good stuff that our armies have
nothing for baneblades so far, a bit dissappointing
Yey!
"scions to drop in" nope, regular scions have lost Deep Strike in the new codex
Oof not another ironstorm detachment for another army. I see how deathguard win rates dropped. Not enough anti tank to actually deal with these new army detachments
I wish it was like iron storm, this detachment kind of sucks.
Evil sunz tanks are funny but ehh. I'm hoping other battle cannons really are not ap-1 ;.;
Right now pretty much every battle cannon is AP 1. Even the Imperial knight battle cannon is AP 1, so its not outside of the realm of possibility.
@TheLongVigil it really should be ap-2, especially with how casual cover is in this edition
@NornQueenKya that's a good point I never considered. Might as well be ap 0 without cover
Aren't you that grifter who keeps conning people out of money?
@@jakemusselman8172 I brought four leman russes (standard battle cannon) to a match and can not begin to describe how often in the match (with 10th being so terrain heavy) I ended up doing 0 AP due to cover or smoke. So annoying. AP 2 would be better to negate the cover or smoke at least
God I hate hte one special rule style. Losing ablative plating makes no sense.
God ablative plating is shit lol.
That was utter trash for a detachment rule.
Hope baneblades hit on 3s now they dont get any orders
75 tanks on the table for a tactical scale game seems silly
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These codex reveals just keep getting worse...
Looks terrible 😞
Man, imagine a new codex and not a single detachment rule worth using. Oh wait, never mind. Guard suffers!
This edition sucks so hard with the disconnect between Stratagems and detachment rules.
As oppressive as guard already is, this sounds miserable to play against. They're already currently the best army in the game, they deserve nerfs, not buffs.
You're funny.
Lmao, that already happened 😂 did you miss the last update?
Wtf they got so many nerfs in this book, I'm almost ready to quit guard in 10th entirely. (I do not count full scions as guard they are scions, like quins to craftworld)