- Bait out Absolute Authority - Deny them their Quary target - Don't underestimate the Autosavant and the Questkeeper (for different reasons) - Beware Secure Vantage scored by the Tome Skull - Don't play their game, they are essentially a melee team
Really informative, thanks for this! Loving this format, so much good information, well laid out and concise. I feel like I'm being prepped by my information specialist before going out in the field, excellent work Ryan!
FOR THE EMPEROR!! Great vid and great advice guys! I play them usually myself, I know all the tricks and weaknesses so when I fight against them it gets far easier than for most of people I believe I feel secondaries can be specially hard to max for them and I usually like to wear them down to clear them on later turns...asides of all u said which was on point, id also say a GREAT advice is to know IDA doesnt let opps fight on mele so if u shoot shoot charge into an alive opp, the dead ones cant shoot u back nor the can countercharge (works great after u kill the leader for example) Anyways, great vid!
There are some things that could have been mentioned about In Death Atonement, like for example the affected model's inability to make attacks in combat.
@turningpointtactics6177 ah ok 👍 Thank you so much! I checked the vet guard errata, but it was in the core rules! Definitely something to keep in mind against Vet guard!
@@tgcacreative It's in Resolve Hits in Combat: "Starting with the attacker, each player alternates resolving one of their successful hits. They repeat this process until one operative in that combat is incapacitated " Operative under In Death... is in the state of being incapacitated, just not removed from the board so the process of resolving hits ends immediately.
I felt the Demo should be discussed more. Most non-Loot games are won or lost entirely on whether the Demo manages to get off that 3APL Move Plant Blast. Rosary is a pretty big gotcha, especially when placed on the Hardened, although usually found on the leader. Rosary on Bruiser is also relatively common on ITD maps Also, they can IDA to hug your leg and keep you in melee, which puts an end to any Charge > Fight > 3rd Action ideas
The balance dataslate recently changed this, before you would always treat the model as a valid target (a valid target would usually require visibility)
The way I calculate it: Into the Breach - 3’ Dash Move Move Move - 7’ Move Plant Mine - 1’ from model Detonate Mine - 3’ from mine If you don’t include the strategic phase dash then yep during the turning point it’s only 11’, but when you’re deploying models you need to factor a 14’ threat bubble
That opening joke was cute, but let's face it, if a porn star only has a body count of 14 she's not very successful XD But on a more serious note thanks for these videos! They're going to be great to help more people get into the game and not feel like they've got no chance to win.
You lack conviction son, something krieg doesnt. Hesitation leads to defeat! Now more seriously hehe.. This vid was giving great advice, it just missed saying IDA doesnt work for combat so tagging the demo on mele works great, specially with dogs... Id say u try some of the advice, u can surely beat guard... their general WR at the end of the day is like 50% and many factions have more tournament wins than them
@@eddyastor2724 u can't melee demoman. Just give demoman APL + into the breach 2nd TP and u get 14 inches threat range. spotter who breaks conceal in heavy cover is just absurdly broken
@@dmitriydevyatykh7246 ok ill give u more options see: 1. 14 inch threat range is asuming no cover, so u can place barricades + scouting barricade works on many maps as range delay + u should already find in the map setup 2. Scout move with grenade guy, 3apl, kill 3. Place an on range threat for T2 initiative (dogs or nades for example) 4. Bait it out with opps for a trade (blooded can play a ploy to bait mine to ogryn then move the damage to a nornal guy within 3) As for the spotter, try get obscuring more than cover, in maps like chalnath this is very easy for example Also, obscuring a medic and baiting the shot is a nice play for some teams... And finally, only one guy gets a shot, hitting on 4+ the spotter blunders half the time... if he clusters bring a frag or a dog to the nest also
Ah yes, the 4 guardsmen orders
Move Move Move
Shoot Shoot Shoot
Stab Stab Stab
Hide Hide Hide
😂 surprisingly effective just shouting at people
Awesome, yes!!!! Please do inquisitorial agents next!
Yeah we need them :D
- Bait out Absolute Authority
- Deny them their Quary target
- Don't underestimate the Autosavant and the Questkeeper (for different reasons)
- Beware Secure Vantage scored by the Tome Skull
- Don't play their game, they are essentially a melee team
Really informative, thanks for this! Loving this format, so much good information, well laid out and concise. I feel like I'm being prepped by my information specialist before going out in the field, excellent work Ryan!
🙏 hope it helps and you can put it to good use!
FOR THE EMPEROR!! Great vid and great advice guys! I play them usually myself, I know all the tricks and weaknesses so when I fight against them it gets far easier than for most of people I believe
I feel secondaries can be specially hard to max for them and I usually like to wear them down to clear them on later turns...asides of all u said which was on point, id also say a GREAT advice is to know IDA doesnt let opps fight on mele so if u shoot shoot charge into an alive opp, the dead ones cant shoot u back nor the can countercharge (works great after u kill the leader for example)
Anyways, great vid!
Great points dude! Glad you enjoyed the video :)
There are some things that could have been mentioned about In Death Atonement, like for example the affected model's inability to make attacks in combat.
Ah yeah that’s a good point! I’m constantly fighting the desire to keep these short and informative with how much data I can cram in!
That's an interesting point! Why is this the case? I don't seem to see any restrictions in the rules?
@@tgcacreative it’s in the errata, as part of the core rules, an incapacitated model can’t fight
@turningpointtactics6177 ah ok 👍 Thank you so much! I checked the vet guard errata, but it was in the core rules! Definitely something to keep in mind against Vet guard!
@@tgcacreative It's in Resolve Hits in Combat:
"Starting with the attacker, each player alternates resolving one of their successful hits. They repeat this process until one operative in that combat is incapacitated "
Operative under In Death... is in the state of being incapacitated, just not removed from the board so the process of resolving hits ends immediately.
HERE WE GO, the serious stuff. Love these guides. Waiting for Komandos.
🙏 on the way soon
I felt the Demo should be discussed more. Most non-Loot games are won or lost entirely on whether the Demo manages to get off that 3APL Move Plant Blast.
Rosary is a pretty big gotcha, especially when placed on the Hardened, although usually found on the leader. Rosary on Bruiser is also relatively common on ITD maps
Also, they can IDA to hug your leg and keep you in melee, which puts an end to any Charge > Fight > 3rd Action ideas
Some great points, the mine is pretty scary and is often what catches people out the most!
what rule allows the mine to blow up through walls? it says in the rules for detonate that it cannot target an enemy op through heavy terrain?
The balance dataslate recently changed this, before you would always treat the model as a valid target (a valid target would usually require visibility)
For me, the metaphor jokes at the start were a bit distracting. Loving this series! The graphic alone is helpful, and the breakdown even more so
Haha yeah trying to keep it a little casual, but glad you’re enjoying the rest of the content!
These metaphors are off the hook lol
😂 probably slightly too far out there on this one
The Demolition Veteran has, at most, a 10.999" range, not 14".
The way I calculate it:
Into the Breach - 3’ Dash
Move Move Move - 7’ Move
Plant Mine - 1’ from model
Detonate Mine - 3’ from mine
If you don’t include the strategic phase dash then yep during the turning point it’s only 11’, but when you’re deploying models you need to factor a 14’ threat bubble
First and thanks this is usefull!
Glad you enjoyed!
That opening joke was cute, but let's face it, if a porn star only has a body count of 14 she's not very successful XD
But on a more serious note thanks for these videos! They're going to be great to help more people get into the game and not feel like they've got no chance to win.
Yeah I dunno where I was going with it tbh 😂
Glad you’re enjoying the series
Maybe he mean the full roster of 20
@@padorupadoru4477 and the reinforcements after every match
You cant, this team is broken
😂 yeah, they can be a tough team to play against especially in the right hands, but the matchup is winnable for most teams
You lack conviction son, something krieg doesnt. Hesitation leads to defeat!
Now more seriously hehe.. This vid was giving great advice, it just missed saying IDA doesnt work for combat so tagging the demo on mele works great, specially with dogs...
Id say u try some of the advice, u can surely beat guard... their general WR at the end of the day is like 50% and many factions have more tournament wins than them
@@eddyastor2724 u can't melee demoman.
Just give demoman APL + into the breach 2nd TP and u get 14 inches threat range.
spotter who breaks conceal in heavy cover is just absurdly broken
@@dmitriydevyatykh7246 ok ill give u more options see:
1. 14 inch threat range is asuming no cover, so u can place barricades + scouting barricade works on many maps as range delay + u should already find in the map setup
2. Scout move with grenade guy, 3apl, kill
3. Place an on range threat for T2 initiative (dogs or nades for example)
4. Bait it out with opps for a trade (blooded can play a ploy to bait mine to ogryn then move the damage to a nornal guy within 3)
As for the spotter, try get obscuring more than cover, in maps like chalnath this is very easy for example
Also, obscuring a medic and baiting the shot is a nice play for some teams...
And finally, only one guy gets a shot, hitting on 4+ the spotter blunders half the time... if he clusters bring a frag or a dog to the nest also
laughs in hierotek Flying Blast