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Strengths and Weaknesses for EVERY Codex Space Marines Unit - Space Marine Datasheet Tactics!
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- Опубликовано: 16 авг 2024
- Let's talk through every squad, vehicle and character in the core codex space marines, some pros and cons and how they stack up on the table...
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0:00 Intro
0:45 Battle Line Infantry
6:21 Other Power Armoured Infantry Squads
17:33 Jump Infantry
22:14 Phobos Infantry
28:57 Armoured Elites
35:25 Mounted Units
37:27 Artillery
39:30 Dreadnoughts + Walkers
44:41 Tanks
57:38 Storm Speeders
1:03:53 Transports
1:08:53 Fortification
1:09:55 Generic Characters
1:26:46 Epic Heroes
1:41:43 Outro
1:00:27 Flyers
CORRECTIONS:
- Cato Sicarius' reactive move is once per TURN, not GAME as I said. Certainly makes him far more interesting, though doesn't change the fact that I've still not seen him used competitively so far this edition... Has has some stiff competition with Ultramarines characters!
- Gravis Captain is half damage, not -1 as I said. A little better than I mentioned but tanky either way.
THERES A DAMN GOOD REASON NO ONE WANTS CATO SICARIUS.
Gravis cap in Firestorm can stack the -1 damage adamantine mantle with the half damage. Brother turns 4 damage hits into 1 damage 🤢
In Desolation squad part, doesn't Anvil give heavy keyword to every ranged weapon, so wouldn't the squad get that +1 to hit if stationary? Since their ability says they can ignore the hit roll penalty they'd be hitting on 3+ but with Anvil granting their weapons heavy keyword, it would be on 2+ if stationary? Bonus hit don't stack, but the description just mentions they ignore the penalty and nothing about adding to their hit roll 🤔
Anvil says "Ranged weapons equipped by Adeptus Astartes models from your army have the [HEAVY] ability. If such a weapon already has this ability, each time..." That later part suggests that heavy is added to those not already having it. Is this correct?
@@TheRealMarneusCalgar CATO SICARIUS IS THE REASON PEOPLE DONT LIKE CATO SICARIUS!
I, Cato Sicarius, am VERY interesting. My father says so.
Even if heavy intercessors aren’t great, I will keep running them because they look so cool. Everyone knows the most important stat is drip 💧
100%
They're actually great for what they do: being 15 T6 wounds and 10oc on an objective, giving a +2 save against anti infantry weapons and being able to outreach most infantry at 30".
A biologis on 10 dudes really boost their capability and anvil gives them +1 to wound when stationary, as they should be with correct screens
100%
Chonky gravis armour should be the normal for marines and it truly makes them feel like what the lore presents
They're actually great for what they do: being 15 T6 wounds and 10oc on an objective, giving a +2 save against anti infantry weapons and being able to outreach most infantry at 30".
A biologis on 10 dudes really boost their capability and anvil gives them +1 to wound when stationary, as they should be with correct screens
I hope we get a gravis lieutenant, chaplain, and librarian some time, because I just love gravis and if I could run an army that was nearly entirely gravis, I actually would. These chonky lads look so cool!
@@KateHolden same by me, but i see some problem with them like weapon, for example the chaplain; what weapon he coul use? Probaply a Boltstorm Gauntlet (maybe even Flamestorm, I think that would suit them well ;D) and a Crozius Arcanum, not much. And yes, I know that the captain didn't have more than that when he showed up, but still...
by liutenant is it really strange, is exist even some in terminator (space wolves and dark angels).
btw. you forgot techmarine ;P.
Oops, I always forget techmarines! I may have a heavily armoured army, but I don't have an armour-heavy army! 😅
Regarding the Bike Chaplain:
That model is pure sicknasty. Fielding it should straight up give you a win. Just look at it! Metal music plays when he charges in, bolters blazing. Not from speakers, it just *is* while he is.
He's literally Ghostrider!
Definitely one of the best Space Marine miniatures.
I'm replacing the book on mine for a crucible with burning skulls inside.
It's my home brew Chapter Symbol.
I like the Rievers too. Shame they aren't good but I go "Rule of Cool" rather than pure meta.
Now I just see him as the guy from the judas priest "painkiller" album.
Absolutely love this as a new SM player! You’re a mad lad, gentleman and scholar, and a sheer, unambiguous unit, Auspex!
One plus for the Firestrike Servo Turrets over tanks is they potentially punish deep strikers a bit more with their bonus to Fire Overwatch, and the 3 damage is particularly good for zoning Terminators.
Or just screen properly. We do have infiltrators after all.
@@musicalcharge Infiltrators are only good against units with similar thing to Meteoric Descent, I'd rather take Eliminators which screen less but have other uses than "no landing zone" and are cheaper. Hell, I'd rather take Intercessors or Assault Intercessors which are more useful, stronger and cheaper than Infiltrators.
As someone recently returning to warhammer after a very long time I really appreciate this. The amount of units now days is overwhelming so this really helps me identify who to focus on first. Thank you
Idea: Tacticus Squad
Basically just build a unit of 5 or 10 Mk X Tacticus Marines, and they each have their points cost listed. Sounds like more of a Kill Team thing but I think it'd be fun
i think it could be cool if you could (similar to a tactical squad) include a tacticus guy with a special weapon, to add some flavour ig. Like imagine how sick it would be to include a hellblaster or infernus marine in your group of 5 other space marines
I was gonna say... sounds like you should be playing Deathwatch.
Tacticor squad
@@dickassley5171 Thought of that too! The idea of hyper-customizable squads works well with Mk X being 'modular' but that's Primaris for you
Damn you just solved Space Marines for me
I guess they refer to this problem as "internal balance", but it often seems like the Space Marines codex is a list of winners and losers. People generally want to use a small handful of units that are clearly better and the vast majority of other datasheets are fairly mediocre. It can be a frustrating sort of meta.
*Me a salamander player sweating nervously as I use mainly flame weapons/units and terminators as lore wise salles have the most* Y-yeah...def want to only use my winners
Bro chaos knights have one unit that rules the meta and its not even a big knight it's a brigand
@@christophertidwell2422Chaos Knights might be the most egregiously ruined faction in the game. I hate what they did to you guys.
I like to build my list to play against the meta, but not a meta list.
I usually don't take similar lists to other marine players. Granted, some of the units I like get taken by others, but you're more likely to see different units playing against me, than you will most space marine players.
I'm good with my list. I usually win, or at least come close. I think it throws people off too, because they see my list and think "nobody would bring that, especially not 2" then they lose.
@RSBurgener the lancer makes it a little better but yeah main rules are dumb wish it was something like dark pacts
In every video you have made, you have listed Sicarius' reactive move as once per game. It's a reactive move in both player turns every battle round, not once per game,. You did I, Cato Sicarius dirty with that score, Blade driven deep scout move with a lieutenant in a BGV unit is great! Phantasm Company Hero / sternguard in Gladius?
I, Cato Sicarius, will not forgive this slight!
Thanks for the correction, yes looks like I'd got that wrong a lot before. Will post a pinned correction above, and my apologies to Mr Sicarius!
Hellblasters with fire discipline and a lieutenant are a staple of My Ultramarines' Second Company.
They have regularly won the field for me.
Never forget an appthecary with them.
Your opponents will thank you 😅
+impulsor
Oh man EVERY unit? That's gonna be a really looooong video for SM.
Another beautiful analysis from my favorite servitor.
Tech priest: these holy machines are perfect in every way, it is impossible to improve them
Black Templar:Brother, fetch the multi melta
I love my Stormraven Gunship, it delivers 6 eradicators and 1 Brutalis Dreadnought were its needed
Just wish it you could do that plus include a character.
@@kristoforperkola6923 yeah a biologis would really kick ass with the eradicators, but it's just fun with a flyer I don't care about the meta :D
He mentioned the Stormraven can transport Dreadnoughts in this one
I am vindicated
Drop 6 eradicators and a redemptor on the foe turn 1
Mine rolls around with 10 Assaulty Bois, a Chaplain, and a Brutalis taped to the back.
*”G’day mate”*
crazy to me Boltguns have no AP, they should just be the same stats as bolt rifles
Its probably because GW shifting out firstborn one after another and they whant us to slowly abandon old minis
I absolutely love these videos! Quick clean reviews of all the units, and is a great help. Thank you!
Can you do this for Chaos units too? I'm kind of curious where you rank everything.
1:11:34 Gravis Captains half the damage they take, not -1 it.
Thanks, updated the pinned correction comment above with that!
Means an Ironstorm Gravis Captain with the FNP is a monster to bring down. I've had one tank a full round of combat from Angron or an Avatar for example.
I’m a massive fan of Technarines. They work really well at mopping up vehicles or monsters that weren’t quite destroyed by my Lancers and Executioners. The Techmarine ranged attacks took the last three wounds off of a Mutalith Vortex beast after it killed my Executioner last night.
This is an award winning video. Bravo, sir.
At this point the marine codex feels like two armies in one book, might actually be better if they did away with half the units and streamlined everything
Don't sleep on the multimelta devastators and razorback combo - with Oath, cherub and full wound rerolls they can (and have) repeatedly deleted some truly brick units for me with a surprising threat range 🔥🔥
It's literally 80% of the firepower of an eradicator squad, because you cant reroll damage, for the same price of 6 eraddies but you've got so much better threat range because of the transport and then you still have the transports guns
I was doing it with las cannons to varying degrees of success
Its wild to me that the Repulsor and the RepEx dont have a 2+ save.
Sternguard such a gorgeous minis 😢
My boi says "I tend to post videos just ABOUT every day" because he's beating himself up over breaking his multi-year streak. My man, you can just say "every day". We forgive you. ;)
I wonder if making it so you could take 2 power weapons and heavy weapons in a tactical squad would help them out? 2 heavy flamers with 3 dudes stay back on home objective while 2 power weapons, 2 bolter boys and the sarge go out to do something? I think if anything it would do something for them. Might also be good for driving a rhino up, drop 5 then drop another afterwards? but realistically the rhino will die after moving lol
Really helpful, and actually quite short and concise for the amount of units covered. One improvement would be some kind of summary, either per unit category or total. Right now you have to scroll through the whole video to find what you are looking for specifically, which is a bit annoying.
I had a very odd game of 40K tonight against Space Marines - the match itself was a huge comeback for me as my Chosen squad was... very badly multi-melted. But the Lord splatted 2 the following turn, then the last one and ATV on the next. But the strange bit was the Obliterators. They popped a Predator, Tech Priest and Redemptor Dreadnought, all while somehow skirting the terrain well enough to benefit from Dark Obscuration.
But by the end of it, there were only two units left. The Obliterators, completely unscathed, and a Firestrike Turret. And this meant that the Obliterators were the fastest thing on the board and could happily keep the turret at bay before popping at it. It did get some rather curious chuckles as to how that could happen.
Obliterators? Never heard of them?
@boozybatman
Imagine if Centurion Devastator Squads decided that they didn't have enough in the way of guns and armour. And that they'd be happier working for a god that was still alive and kicking.
Well, one technovirus later, and you get Obliterators. They're out there right now, living their best lives and putting holes in whatever catches their eye.
@DeathInTheSnow oh god I'm facing chaos next Saturday. God (and the lion) help me that's horrible.
Regarding the Eliminators. If they are placed in ruins 6" above the ground, they will get 1AP as well. Which is kinda good
imagine a world where we had multipart part kits for the three lieutenant Primaris armour classes and in place of the hundreds of lieutenant releases we had more characters for different chapters.
Chief Stormseer Saghari; Jaghorin, The Voice of the Storm; A Basic Bike Captain (with Glaive of Vengeance); A librarian Biker; a jumpack librarian; Dreadnaught Furnous; Chief Librarian; Master Apothecary Harath Shen; Iron Father Stol Sollex; Black Dragon Zartath; RG Chaplain Cordaw; Chief Librarian Epistoles; Master Apothgecary Kregor THann; Captian Silas Alberec; Mortifactor Chapter MAster wielding a Scythe; Arkash Hakkon with his black Power Axe; |Carab Culln; Asterion Moloc; Tyberos
Legends of HH version of this video when? I love running HH vehicles and need to know what auspex thinks
We need to convince the community that Legends isn't borderline cheating!
@@RSBurgenerits insane that there is even a perception of that when the rules were litteraly given out for free
@@WilhelmScreamer I think it's mostly due to the fact that competitive has become the most prominent form of 40k. Games now are either A) a tournament or B) preparation for a possible tournament. Legends just doesn't factor in for a lot of people. It's essentially a "do not play" list in a lot of people's minds.
About the firestorm turret - las talons has d6+1 dmg per shoot on range 36 inches hit 2+, strgh10 and ap -3 - with good rolls one turret can take down many monsters and vehicles - two nearly guarantee this what more it is tanky, and has vehicle keyword so can be boosted and repiar by techmarine and also has high oc - i thing underrated it - 75 is cheap for what we get it is slow for sure but is perfect to cover our positions by targeting strong oponents with las talons or softening up light vehicles or swarms of cheap infantry with autocannons moving towards objective
As a blood angels player that is using the storm raven i can tell you sticking tycho the lost with 10 on foot DC full fists and infero pistol and a lib dread on the back and pop smoke turn 1, or full move it the 20+ and drop the payload then tp tycho and the DC straight to the enemy warlord with some fun ~ bring tanks and objective holders and maybe a big ol Dread as well so he has so much pressure to pick targets.
I don’t think Auspex (and most SM players) understand how to use Suppressors properly. They are NOT jump-pack assault squads like Inceptors or Jump Pack Intercessors that get into close combat with enemy units. Yes, they have Deep Strike, but Suppressors are NOT intended to drop-in only 9 inches from the enemy. It’s to place them in Reserves so your opponent won’t know where they’ll be deployed. Then in Turn 1, you deploy the Suppressors in your backfield in a position where their 48” range reaches the entire midfield (probably some of the enemy’s DZ too), ideally on top of a large terrain piece, which will give them the best LOS possible and therefore no need to move, enabling the to use Heavy for 3+ to Hit. All they need to do is HIT an enemy unit to use their Suppression ability.
The Suppressors should use their 48” range to pummel T4 infantry with their S8 auto-cannons, wounding on 2+; they’re also reasonably effective against T5-7 elite infantry, bikers, and light vehicles. In Anvil detachment, they’re even a threat to tougher vehicles. Suppressors probably aren’t going to destroy an enemy unit in one round of shooting, but at 85 points that’s to be expected, and they should weaken the enemy so your front-line units can finish them off.
Suppressors shouldn’t move around unless there is a critical target out of their LOS that they must shoot. JP Intercessors can be used to jet around the battlefield and score objectives, NOT Suppressors.
The Suppressors should be out of range of most enemy units, except snipers, tanks, and artillery. Snipers are a cheap counter to Suppressors, but if 85-points Suppressors are being countered by 150+ points tanks and arty, that’s a good thing, because those heavy guns aren’t shooting your more valuable units.
I’ve been using 2 Suppressor squads in my Vanguard Spearhead army to further enhance the enemy’s -1 to Hit at 12+” range, making the enemy’s shooting highly ineffective. Even against a melee army, the Suppressors’ hit penalty will help your front-line squads to survive the enemy’s charge.
For Vanguard Spearhead, I’d rate Suppressors at 8/10 and auto-include, especially if you have multiple Suppressor squads so you can suppress multiple enemy units. If I had a third Suppressor squad, I would use it.
I would like to know if you Can use stack +1 hit for Heavy Weapon and the +1 hit from the Multi Spectrum Array of the Incursors.
@slaynnmortis2195 you cannot stack multiple +1 to hit, you can stack a +1 to hit with a +1 to BS or WS.
@@colinbielat8558 what do youbmean by BS and WS (I'm French and don't know all shortcut words)
@@slaynnmortis2195 ballistic skill and weapons skill. The skill numbers on a weapon that you need to role. Each characteristic can only be modified by a plus or minus one. However you can layer a plus or minus one with another if it modifies two separate things, for instance a +1 to hit and a +1 ballistic skill will stack making a 4+ to hit a 2+.
You can not come in from resevers turn one.
@auspextactics I have seen multiple videos, where you seem to miss that Tor Garadons ability works for all his attacks, not just in melee. Against Monsters&Vehicles etc. he has melee S14 AP-4 Dam4 and at range S7 AP-3 Dam4 and with both Anti-Vehicle 2+ and Ignores cover that is actually a pretty high chance at doing the full 8 Damage to a vehicle.
Every Space Marine review gives me faction envy for all their options and my wallet breathes a sigh of relief.
All the different types of niche unfantry are cool and all but sometimes I wish that space marines took a note out of Taus book and just made it one datasheet with a whole shitload of interchangeable wargear options
Don't be harsh on my Firestrike servo turret, that dude has caught so many people off guard, sure he's got 3 inches of movement, but he's definitely the underdog
Inceptors are so good that 'too many ways to use them' is listed as a negative
Sm is such a bizarre army. they have so many options that inevitably some will be taken and be better than others leaving some units effectively redundant like my fav the tactical squad. However the problem is that this will not change as if all units were good and worth taking, they would have so many options that they would make the meta of other armies without so many units to choose from, worthless as they would always have something to counter it. So internal balance will never be solved. Brilliant video though. What a lot of work must go into this. There is a very grateful RUclips community.
I use turrets as a way to compensate for a lack of AP in my favorite units. I run them in firestorm and they actually are pretty solid. Especially when they get strats to ignore an AP feom the enemy. They become annoying to remove. I use 5, 2 of 2 and 1 of 1.
I have one of the 2 model squads be reserves and have them show up on turn three to help destroy cover. Add the +1s to hitting t10 vehicles and suddenly leman russ's and most monsters need to beware of 2d6+2
Perfect thing to watch at work 👌
the stormraven is fun just for the narrative of dropping a dread in the think of things
When your army consists of only one unit above a 5/10. Poor anvil detachment, but im sticking with imperial fists, not repainting over that yellow.
Stick with it buddy
May your suppressors, eliminators with librarians, heavy intercessors and all your other heavy boys find glory
I bought models before the codex dropped and they all fit into anvil like a glove.
Hey dude, love your channel!! Gotta be the best channel I know of for getting tips building my first army and trying to casually keep informed on meta. So I have big question for auspex and anyone reading this. For my ultramarines army, if I had to pick between land raider (reg or crusader) or repulsor? They both cost $90 msrp. What I’m wanting is the best fastest way to get as many heavy assault dudes to battle. Like say a terminator squad plus 2 characters. Will they both be capable of that?
I love how every time he makes one of these for space Marines it just gets a bit longer cuz of the constant bloat added sm
Just for that James Workshop will make 5 more Space Marine captains
Wahhhh, space marines bad, wahhhhh
Useful info. My number one rule though is still if it's good, but the model is bad, then I can't include it.
I think the Heavy Interssesors would be a 7,3 if you make your army so they can stand still and let the enemy advance on them, or shoot over melee troop/sofften up targets for Jump Pack Assult targets
But if you are advancing towards the enmy line, or moving around, i can see them as a 6/10.
So, you mean doing their actual job???
They're designed to advance up turn 1, maybe again turn 2, then camp an objective.
They're incredibly hard to shift with normal infantry guns without devastating wounds because they're T6 which causes opponents to either overcommit with S7 or higher guns or ignore them entirely, and +2 save on objective while having 3 wounds is terminator level soak
30" range and S5 means most infantry shoot outs wins in their favour
10 men and a biologis will constantly punch above their weight and stay in the fight
Auspex mentions them having bad melee, but with good screens like jump pack intercessors, it shouldn't come to it. If they're in melee, you're already losing.
Using ventris in GTF you can just shove a 6 man of aggressors led by Calgar and his honor guard and a biologis with fire discipline line anywhere on the board and they all get advance/fall back shoot and charge permanently with lethal sustained hits
Please make a vid about Legends and HH units!
Wow, respect. Thank you for this overview.
The Firestrike and Hammerfall would be a lot more thematically consistent with Space Marines if they had deep strike. I wonder if the Hammerfall was going to be a Primaris replacement for the drop-pod before they decided to redo first-born units more directly like the Terminators.
You were pretty generous. Everything 4 could have been 1 really.
I’ve learned to love heavy intercessors in my blood angels those shmucks are super survivable
when they can be flung about by librarian dread...it takes a bunch of the cons auspex listed out of the equation :)
@@ToddGrindle But that requires one, specific army to pull off thus making the cons still a thing for every other chapter. Honestly they could be fixed by just letting the sgt. have a fist/hammer.
@@JimH.That's not their role though?
They're chunky shooting boys who hold stand firm on objectives and if they're in melee your either losing badly or didn't screen properly. Or the foe got a really good deepstrike charge.
@miguel
They're absolutely excellent because they're in that sweet spot of toughness and wounds where the foe needs to either over commit or ignore them and most infantry will trade poorly with them
@@william9557 Nowhere did I claim it was their role. But given the most common complaints about HI are that a) there are cheaper options to do the same thing and b) their melee is nonexistent, having a credible melee threat would go a long way to helping justify their pick over a cheaper unit.
Something to note about Aggressors in Firestorm is that, with a captain, Immolation Protocols can be used for free!
A week or so before the update. Interesting choice haha
Not going to lie, kinda hoping that GW don't choose to flip the space marine meta on its head in that, given how much work this was... Guess we'll see!
I just wanna point out that at 1.25x speed, AT sounds kinda like an AI voice that's in a hurry to get somewhere.
Something I think is a very cool combo is a Dreadnought and 12 infantry in a Storm Raven. 12 infantry means you can put 6 Bladeguard + Captain + Bladeguard LT in there and still have space for another 3+1 unit with the Dreadnought giving the buff to them when they are delivered.
The main thing holding this back are the aircraft rules that make it quite the slow strategy to do and the Storm Raven itself just ain't that good.
I still miss some melta or grav weapons for Phobos units... Would love to go full Phobos for sh*tz and giggles but lack of those is very painful. (and no, Eliminators ain't enough)
Eliminators can be enough in anvil with phobos librarians to keep them cloaked and clocking devastating wounds, or in the impulsor double shoot party bus.
But I do agree, phobos just don't have any amazing anti armour options
I really like the look and vibes of phobos but yeah the lack of AT is harsh
Priced out a black templars army i wanna try, 2000 point. Over a 1000 dollars after tax, thats crazy. Not to mention i live in a area were nobody plays. If gw could run online tourneys it would explode in popularity. dont think that would help sells though. It worked for mtg
I've been looking forward to this!
Of all the mad upgrades forgeworld releases. I cant believe they never released alternative turrets for the Astraeus.
VanVets are surprisingly good in firestorm detachment, but then again, whose gonna build 10 vanvets and give them all hand flamers? Are there even 5 hand flamers in a single box of them?
Jump intercessors are great. I recommend NOT putting them in reserve and starting them on the board. Having them zipping around the board harassing the enemy battleline units from go really puts your opponent on the back foot early. If you want the deepstrike problem solvers, you need inceptors - they're almost an auto include. Heavy intercessors do well spread out on your home objective. They will take hits from lighter infiltrating units and have good range, allowing them to provide some supporting fire across the first half of the board. Eliminators need the las fusils and sgt with carbine, else they under perform. That way you can sit during your movement and get the heavy and dev wounds, take the shot and THEN move. They're good for the points, but only worth it if you have a spare 75 points.
Oh, and ATVs are very underrated. Run two of them aggressively around the board together, and the opponent will have to focus them, as their damage isn't standout, but is too much to ignore. Then when they do get shot, the other shoots back for free, increasing their efficiency substantially.
I am getting back into wargaming after stopping in 2008 (3rd/4th ed 40k!) and 100 minutes worth of different units, the amount of finniky rules, power words, strategums, objectives etc etc is A Lot.
Anvil detachment eliminators is a sight to behold
Great stuff. Thank you Auspex.
Of ideas that comes to mind:
Intercessors and assault intercessors fits better within a landraider, as they take up one space each.
Intercessors in repulsors to make use of sticky objectives.
In Gladius Task Force it might be worth bringing both an agressor unit and a 6-man eliminator unit. Then you have the apothecary biologus with Fire Discipline enhancement, which can join either of the units, depending on which foe you face. It might work better with Uriel Ventris to deep strike eliminators.
The Blueberries have no weaknesses
😑
Much appreciated 😊
GW looking at this video for notes on what to nerf.
We've decided to make the Fire Disciple enhancement cost 150 points now because it's one of the few good things SM have. Thanks and keep buying SM models. - GW
For the Phobos LT, add the con that he can only be purchased in a box set, same for the judiciar.
still the the suppresors are geting the back end of the stick
I feel like at just 85pts they are pretty decent fast attack options, they hit pretty hard and are quite versatile.
Damn this must have been as lot of work.
Good stuff
Would love to see a video like this about Necrons after the balance dataslate
i hear what you're saying but as far as i'm concerned by awful little sons get extra stats for looking badass
Considering I started in 3rd edition, I just can't give up on my two tactical squads.
Screw the 3/10 they're my favorite unit in the whole game. At this point I'm just hoping they don't get removed.
Awesome video thank you
About Reivers... Who the hell thought, that nerfing their pistols from AP-2 to AP-1 and removing AP from those huge, basically, swords was a good idea ? If they would cost around 140-150 pts it would probably be ok-ish, but not now...
Any why the hell Reiver lieutenant doesnt have ability to deep strike and why master-crafted special issiue bolt pistol has worse stats than special issiue bolt pistol - master-crafted AP0 compared to AP-1 of regular one... Every master-crafted weapon has identical stats to it's regular counterpart but better damage (power weapons, bolters etc.) while this one hasn't. Someone goofed, like Goofy, falling the hell down some steps.
Reivers have sucked since they were invented. GW for some bizarre reason does not want them to be even remotely good. After 3 straight edition of them being utter garbage, it's time to either make them good or send them to legends.
@@JimH. God no, not to legends... They just need a buff in stats/abilities or decent points decrease.
@@ancientmariner9460 They could be 10 ppm and they'd still suck. S4, AP0, D1 weapons are simply ineffective vs anything but the lightest infantry and for a unit that's supposed to be a fear-inducing bully sent in to sow discord, they fail on all accounts. While I agree that they need a stat boost (rather than the nerf they got in 10th), GW has had 3 editions to fix them and refuses to do so. Thus I stand by my statement: make them good or get rid of them.
@@JimH. We can say this about basically every single Phobos unit except Eliminators. I mean +1 to hit ain't as good as some think, to my Salamanders in Firestorm it doesn't do too much and I'd rather have additional Assault Intercessors / JumPack boys instead, and haywire mine is just meh, Infiltrators have Omni-scramblers but that's about it, for 100pts...
Battle-shock alone is silly, it should last entire round and not just until command phase, I mean, in my turn, during shooting phase you fail battle shock, then your unit is shocked unti my next shooting phase - that would somewhat fixed it's uselessness.
Really don’t get the hate for the Stern guard, considering their bolters have multiple weapon rules and then they have access to a special weapon for every five models and the sergeant is able to take a combat weapon.
I will say that a lot of these new detachments that are coming out feel average to underwhelming for the most part with a few exceptions.
I think a lot of us are still trying to get over the shock of experiencing our index detachment having lost some key abilities or suffered through tons of changes with the release of their Codex most of them negative…
The master strikes again.
Hey auspex would you rather choose Hellblasters or Sternguard vets ?
Hellblasters are way better since the Sternguard were nerfed
SG are terrible now. On the plus side, the nerf saved me about $60 from not buying the box.
@@JimH. Thanks you
@@slaynnmortis2195thanks you
I love Firestrike servo turrets. the best combo I had for them (I don't know if you can still do it in 10th ed.) was running them with white scars. you could spend 1 CP and use the stratagem Hunters Fusillade. that would let you advance them and make there weapons into assault weapons. In one game I was able to advance and kill my opponent's patriarch.
You can do this in firestorm, whole army gets ASSAULT, can shoot and advance
@@william9557 ok. That's cool you can still do it.
You know GW have bloated the Primaris range when this is the video length
@auspextactics how do rate a couple of these units after the january balance patch? namely the ones that had points changes but also others that stayed the same but got shifted relatively to others? Any hidden gems that got unlocked by FAQ clarifications? For example Champion of Humanity ignoring DMG modifiers as well or units being able to disembark from transports directly out of reserves?
I’m just keeping my leviathan sternguard until combi weapons are good again
So weird that BTs are the only Chapter to think "let's put a Multi-Melta on this".
I run Azrael with a 10 man sternguard squad. They are pretty decent
I miss the days when the aura abilities for Dreadnoughts and Invictus Warsuits weren't limited to infantry. My original concept for a heavy walker death ball used a trio of scouting Warsuits giving each other fire support, and a Li'l Shawty Dread buffing a mass of Redemptors and Ballistae.
RIP Outriders. Do y'all think the squad would be worth the points if you could give the sargent a power fist?
YEAAAAAAH! ITS BACK! ITS UPDATED! WOOOOO!
Also phobos librarian is best with las eliminators.
What does he mean stormhawk must start off table? It has hover just like talon? What is he talking about?
Just curious on home brew chapters as to Chapter specific characters. For example, my army is based around Tech-Marines, can I use Iron Father Feirros as a renamed character for my army?
I think it would be more healthy to not fool ourselves with pageantry of pretending that firstborn marines just simply require points changes. It really is a very recognizable pattern that the very units that GW wants to get rid of in favor of primaris have notoriously been given weak or redundant rules for a long, long time.
It's been the intent for the past 7 years and a wish acted on more blatantly and aggressively in recent ones. By the time that GW would have an opportunity to re-examine the rules and strengths of these units in game, they'll have already dissuaded and disenfranchised a desire for their use at a point when they'll have the opportunity to remove more from the game anyway.
You can't points fix your way out of death row. I don't see there being any reasonable evidence that there is any motivation or intent to do even that.
The problem with the Reiver Lieutenant is yes he does boost the range of my Hounds of Morkais aura, but why in hell would I want Lethal Hits on my anti-psyker dev wounds weapons? I want to deny saves, not auto wound
Bladeguard struggle vs T10 not S10?
Does anyone know if they’ve fixed the interaction of company heroes with Helbrecht? Can he join them now?
What about Mephiston? I watched the whole video looking for him! :( I may say that I amb building a blod angels army but haven't played 40k since 5th edition or, so i'm totally out of the game, there's probably a very good reason for him not to be included in the list
I just don't see why people think the whirlwind is so good. After saves you kill people maybe 3-4 marines. Might be good against lighter vehicles tho?