I love Russes and can't wait to run them in this edition but they made Basilisks and Manticores so comedically under-costed and well-synergized (see scout sentinels and Born Soldiers) that you are simply impeding yourself not to spam them from a competitive perspective.
@mrlakkie1612 they weren't pointed well. All tanks are overpriced, but the TC got it bad. The damn thing is 10 points more expensive than a Lord of Change.
I had 2k Guard Vs necrons 2 Basilisk, 2 manticore, 2 hydra, 3 3-scout walkers, 2 Wyvern, 2 FOB, 1 Platton cnd with reg atache and grand strat, 2 chimara with 10 man in and commisar in them each, and a techpreist for giggles. I tabeled a quarter of the necron army, battle shook another quarter and it couldn't shoot back.
Characters include themselves in aura, so Marbo includes himself in return fire, it also triggers effectively endlessly if played right, and can trigger on overwatch... That you can declare if anyone moves within 12 to engage you, before then can shoot, then move out of the 12 inches.
As someone who routinely makes education videos and has to record for them I am in awe of your ability to put out the sheer volume of content in these few weeks. Massive applause 🎉
Do you know what else "Reinforcements" works on? Sly Marbo. He's the only character in the codex that has the "Regiment" keyword. For 2 CP you can infiltrate him back onto the board on your next turn instead of being destroyed - a neat way to represent his old redeployment ability.
@@Cakesadamantit doesn't specify no characters, it just says it doesn't return attached characters to units, Sly Marbo on his own is not an attached character
@@Cakesadamant There's no restriction on who you can target as long as they have Regiment. Reinforcement's details only specify that attached Characters do not return when the strat is used on a unit comprised of a Regiment unit and attached characters (so you couldn't use it to bring back Sgt. Harker along with the Catachan unit that was just destroyed).
One overlooked thing with the Master Vox in the Cadian/Platoon Command Squad is when they join with an infantry squad of some kind. All the squads allow you to also add a second Leader to that squad. So if you add another Officer like a Castellan to that squad as well they can also use the Master Vox since they’re now part of the unit and so both Officers can issue an order up to 24” away. Even better if the extra Officer is Ursula Creed or Lord Solar Leontus so they can order things at range as well.
Just wanted to say, thanks Auspex - as someone who had to abruptly shift from GSC to Guard due to the (admittedly fluffy, but unfortunately unhelpful for my pet project) changes to GSC t his edition, this has been an enormous help in getting my bearings. I had already looked at doing guard prior so I had some familiarity, but it's great to have an expert walking us through every datasheet. o7
I’m really happy with the points situation rn, bc through funny circumstances and Emperor provided luck, a fluff list I’ve been thinking about for a while has ended being a 1980 point army. I had dremt up a recon company for my wider regiment, featuring 9 Scout Sentinels and an infantry platoon. Later pondering led to the idea of a trio of Leman Russ for infantry and light armor suppression (this was before the index came out). I decided to do the math when the Munitorum Field Manual dropped, and found enough space to drop in 3 Basilisks and the Lord Solar, a proxy for whom i’d been planning for ages and am starting to actually work on. So now, my recon company is exactly the way I pictured it with the added plus of being able to call in artillery fire. For the fluff, the Basilisks and “Lord Solar” are off map, but obvs for games they are targetable.
Personally I am a bit in awe at the new hydra. There are A LOT of units with fly. Jump infantry and skimmers are suddenly great targets now. Wounding monoliths and greater demons on 2s will be great
@@xuruiyu Bs3+ is 66% and bs4+ with re-roll is 75% so it becomes more accurate against flyers. Anti-flyer 2+ plus twin linked, pretty much guarantee you wound. Even against non-flyers str.9 means you penetrate most armour on 5+. With twin linked that is about 55% chance to wound anything with T10-18. Not to mention it went from dmg. 2 to 3 Nothing to do about the AP though
@@SleepySlann AP1 isn't much but it is acceptable, since it is still just an autocannon, not really an anti-tank weapon What hurts me more is a complete lack of AP on Bolters and Krak missiles being the same S as an autocannon XDD
Im really impressed with our index. We got a sneak preview with our 9th Codex. I like the detachment as it allows a variety of combos. Infantry, Armour, Artillery (actually works). Reinforcements will be fun. I want to use it on a full Armoured Sentinel squadron. If she's not FAQ'd Inquisitor Greyfax has the best Leadership stat in the game (??) and shes good against psykers. She can lead any Imperial Infantry unit.
Stormlord doesn't even have to disembark models to shoot, as firing deck rule isn't restricted to a single unit embarked and if you load it with heavy weapon squads or ogryns, you can shoot more models than you fit in it in the first place, between that the fact that all of those guns count as equiped by Stromlord you can focus buffs on just that model for maximum power, probably stupid idea but fun to think about, according to my estimates you should be able to pack 18 heavy weapon squads, so 18 lascannons? although all hiting on 5+ unless stationary so that Leontas would be really usefull EDIT: I forget that you could only deploy 3 heavy weapon squads so 9 models at max
I think you can only have 9 heavy weapons teams total, since they aren't battleline? Cause I was thinking the same thing. Which is still 9 extra lascannon shots so, which is nothing to sneeze at.
@@mistformsquirrel fuck I forgot about datasheet restrictions, the rest you can possibly fill with ogryns? they know have twice the fire power of heavy bolter up close and could possibly dispatch them in case of melee
Tiny thing, but I'm annoyed the Commissar doesn't roll a hazardous test if they execute a Catachan model (in lore Commissars tend to "disappear" if assigned to Jungle Fighter regiments). I feel like there should be more wacky rules like that, just to represent some of the charm of the setting.
I just noticed on the leman russ exterminator auto cannon card it says the main weapon is rapid fire 4, but on the armoury section it says its sustained hits 1. Quite a massive over sight there
That's the rule for the tank commander not the actual exterminator. Different datasheets have different rules for the same weapons and its like this for multiple factions.
I guess its one more bug already in index - "For every 10 models in this unit" in infantry squad means no vox and special for 9 model squad, and only 1 special for 18-model squad
Was looking for someone who has already posted this. I also think it is strange that Kaskin Sergeants are worse plasma and bolt pistol users then Tempustus Scions Sergeants, even if they handle the Hot-shot pistole with the same skill.
I'm not a fan of Born Soldiers. It pushes players to stand still on their side of the board trying to table the opponent rather than playing the objective and getting creative. That's why I played Tallarn in 8th. They should have made it a buff that focuses around the objective just like the rules they gave to infantry squads and the stock leman russ.
The dumbest thing about Ogryns is that you can't take them in squads of 4 (the number that fit in a transport). If you're paying the heavy cost for a guard transport it really needs to be delivering a full payload
You say that, but you have to consider the fact that now the chimera is a better ogryn than the orgryns or bullgryns! For 5 pts less than a bullgryn squad of 3, you get a unit that's faster, can fire out of combat, does more ranged damage, is tougher, and has a better save which just seems crazy to me
I love the look of the new kriegers. 20 troops, 5 special weapons, 1 vox for CP refund, respawning infantry, getting buffs for losing units (losing 1 or 2 infantry will actually help because of the hit buff) I think they could definitely be the best infantry choice this edition
Yeah, as soon as they showed us the points costs I was like "Well I know what I'm taking..." I feel like it's almost guaranteed they're going to take a hit on points in the near future. Catachans are sadly a joke comparatively and Cadians main advantage seems to be in special characters, the actual sticky objectives rule... I don't think is gonna be worth giving up the extra special weapon, respawning and the buff for losing a couple models. YMMV of course.
Anyone else notice that RAW for infantry squads if they take a heavy weapon they lose a special weapon since it will no longer have 10 models (and a 20 man will have 18 models allowing only 1 special weapon instead of 2). Hopefully this gets errata'd soon.
As a guard main since 4th the 10th edition iteration feels somewhat bittersweet. Although it's sad to transition from an incredibly short lived but genuinely fun and tactically rich 9th edition codex (that I had to wait 5 years for btw :/ ) In essence I feel the new iteration adequately captures the spirit of the imperial guard in the neuvo retro theme that 10th is aiming for. The vast majority of the datasheets have both fluffy and impactful special rules with a few notable exceptions. The russ variants getting their own unique roles is probably the best part of the codex with the exterminator finally becoming a relevant option in literal decades xD That being said the internal balance of the army is one of it's major weaknesses at the moment, especially given the borderline schizophrenic points values released recently. You really are incentivized into windmill slamming every piece of undercoated artillery and relevant support into your list to the exclusion of everything else. This playstyle was already not fun to play against in 9th with simple mortars and it's ten times worse with how powerful manticore and basilisks are. My main gripe with the new rules is just how restrictive orders are though, mainly being you can't use them after disembarking or deepstriking so entire playstyles just don't get to use either of your army rules at key points( and kasrkin don't even get to use their special rule in a chimera ffs) Losing orders after battleshock is actually super fluffy, thematic, and has counterplay so I see it as a huge plus and not splashing like in 9th is a fine balancing decision as well. Also born soldiers is lame plain and simple, a guardsman standing still is a dead guardsman. A rule incentivizing coordinated units like the tau rules but for +1 to wound would have been much more thematic and gameplay relevant rather than heavily incentivizing static artillery based gameplay in a movement based objective game. Overall pretty decent for a new simplified ruleset 7/10 Looking forward to the codex options coming out in 3 years hopefully too :P I just hope moving forward they make russ a bit less expensive, artillery quite a bit more expensive, and add in a caveat to voice of command allowing you to actual use your army rules on anything other than the giant missile laden parking lot in the back of your deployment zone
I do like that they tried to give all the tanks unique or semi-unique abilities to encourage building them... and as you say the exterminator is now usable. Was tempted to run an exterminator and a punisher as an anti-infantry meme. But some of them feel weirdly costed, but we'll see when we get more chance to play them. I'm mostly a super heavy player, and I wanna see if the hellhammer is still gonna be shit considering it is still the 3rd? most expensive at 510pts.
If I understand Rapid Ingress correctly you could drop in your opponent's turn after they have moved, staying out of LOS and then the your unit would be on the table for an order on your turn.
@@wayton That is the only work around at the moment but it only really works effectively for scions since every other unit would have to find some cover around the edge of the board. Also it's really awkward that the command rod on scions lets them benefit from two orders but the tempestor can only issue one and would have to be within 24 to double up. They arguably are stronger in a taurox prime without an order since the wound re-roll is huge for their low strength guns too. Again it's just quite disappointing having to go through all those loops just to use half of your armies rules
Slight correction on the sentinel ability: It only ignores the hit penalty for indirect, not the cover part. Though discussed this with a friend that even if it did it would be difficult to find a situation where you have to fire indirectly and not going through some terrain that grants benefit of cover if the terrain makes the target model not fully visible to the firing model.
I like the change that orders now last until your next command phase. It always seemed strange to me that you order a unit to fix bayonets in your turn and when the enemy attacks in your turn they forget they had their bayonets attached 😅
A peculiar oversight I didn't notice until the mobile Battleforge arrived: Death Korps Squad has the Medipack listed under Wargear Abilities, but nowhere in its Wargear Options or Unit Composition does it list how to add one to the squad, or if there's one in it by default. The Mobile Index doesn't show it at all in the unit index.
Yeah, I've been wondering about that too. Their rule for one guardsman being able to take a vox or a plasma weapon that doesn't replace their lasgun seems pretty odd as well. Looks very weird in their army builder app - I wonder if that plasma gun was supposed to be the medipack.
I'm tired with lethal hits or sustained hits being 2 buffs appearing as go to buffs for all armies, regardless of their flavour. It makes everything feel just the same.
I think that's fair to say about all the armies in this edition. Everything is so samey that no one army has any real flavor. They look different and they're put together differently, but ultimately, they are all the same.
Being someone collecting guard it just struck me as how extremely annoying it is that every weapon and piece of wargear is suddenly free because all the sergeants, officers etc who are equipped with chainswords and bolt pistols are just obsolete as versions with power weapons and plasma pistols are superior in every way. Then we got the tanks where the "close quarters move up the board etc" versions got storm bolters and not a single sentinel got chainblades (because why would they in previous editions?)... Then we get the Super Heavies... Geez... Double amount of side sponsons for free? Granted it's been a while since I assembled my tank but I seem to recall the kit only having one set for each side and if you wanted the extra side sponsons then they sold those as a separate kit (which is no longer being sold it seems). Now, I've always assumed that pros and cons with various weapons would change across editions and that is fine because there would always be points or some niche for various things but when the choice is, if we take the Baneblade as an example, between a baneblade with 2 lascannons + 2 heavy bolters or one with 4 lascannons + 4 heavy bolters for the exact same cost then it's just stupid and I honestly don't like it.
An infantry squad with a command squad and primaris psyker attached could, with orders, have a 3+ save, 4+ invulnerable save and 6+ feel no pain on an objective in the open. One neat package. Don't think the standard guardsman has ever felt so tanky.
I found a good strat for artillery: Scout sentinel to give +1 to hit Order for another +1 Hellhound to remove cover So not only do you ignore the indirect nerf but also hit on a 3+
The Ogryn Bodyguard could possibly get his buff if the officer overcharges a plasma pistol and suffers from the hazardous effect, assuming that the officer makes enough FnPs from his guard to not be taken out of the fight of course.
With the orders not splashing anymore (and them getting weaker with less options) along with us only getting born soldier when we dont move this feels like an incredibly huge nerf.
@@BerenMace I tried it already - Russes feel /incredibly/ anemic for their huge cost, Chimeras are lolworthy, and artillery is too synergic by a ton for the price. A Manticore could cost 200 points and - while you wouldn't necessarily take three - it would still put out some excellent work.
@@fox21231 from what I've seen russes are 100% usable, could be better and points cost is busted but they're not bad at all. I'd say transports are practically useless since there's no reason for a 10 man squad and yeah artillery is good. We aren't doing too bad tho.
I guess it's artillery spam until GW guts those again and brings russ prices back to better levels. Also, the 2+ armoured sentinels might as well be the new Bullgryns, because our current ones are dogwater with their 4+ save.
I don't think infantry squads get a heavy and special weapon per 10 soldiers. You can only take a special weapon per 10 models, so with a heavy team counting as one model, you don't get a special weapon if you take a heavy weapon. This kinda wrecks all my existing squads, even grouping them into 20s doesn't work as there are only technically 18 models.
@@Alf_Hairy-arse For every 10 models in this unit, 1 Guardsman’s lasgun can be replaced with one of the following: ◦ 1 flamer ◦ 1 grenade launcher ◦ 1 meltagun ◦ 1 plasma gun ◦ 1 sniper rifle The issue is it doesn't state that the heavy weapons team is 2 models so RAW a 10 man squad can't take a special weapon if a heavy weapon team is taken.
@@deerhawk7788 oh yeah, I thought it said in the unit composition part but the third one was sergeant, not special as I had remembered it. You're right they do need to change that (although part of me thinks keep it but use it sensibly and use it as an indicator of who not to play. If someone tries to say you can't have them, execute them like a commissar for the general good of the community)
What I don‘t understand is the way they locked wargear options to the two command squads. I clearly have a cadian regimental banner bearer with a chainsword. He even is a copy from the 122nd Models shown in the 8th edition Codex. Now only the regular command squad can field a standard bearer with that option, not the cadian one. But the regular command squad can’t join a cadian unit. And the new cadians can‘t use heavy flamers . It’s a bit confusing to have my cadians divided into non cadians (platoon command squad and Infantry squad) and real Cadians (cadian command squad and cadian shook troops).
GW seems to have forgotten something, since there's nothing in the krieg wargear section that says you can actually take a medkit, and if so how many... Effectively, they don't even have that rule unless it's fixed, since it's tied to wargear they can't take.
@@trashcan01 No it's not. It is listed under Wargear Abilities. Grim Demeanour is their unit ability. The missing medkit is just an error that will be fixed in errata.
Concerning Leman Russ Tanks, it looks like they put all builds now in one Box. Before it was Leman Russ, Vanquisher, Exterminator, Eradicator in one Box and Leman Russ Demolisher, Punisher and Executioner in the other. I'm sitting here with a new box and got confused for a moment. So you get 2 Turrets (and two hulls) one for Leman Russ derivatives and one for Demolisher derivatives.
I appreciate that the Executioner special rule is related to the name, if not the gun itself. Execute all those damaged units! Would ogryn even need to debus from the Stormlord to shoot? Firing deck of 24. Also consider filling up the firing deck with heavy weapons. Make 'em alot tankier when mounted on a literal tank, and could give it a few more lascannons to kill whatever the superbolter can't.
Want a replay of 300 ?? 1 Commissar with Death mask + 2x10 and 4x20 Cadian shock troop + 4x10 and 2x20 Catachan + 6x20 Death Korps of Krieg = 2000pts or 301 chads ready to lasgun everything to death xD
I love the idea of absolutely terrorizing my opponent with a Basilisk and Deathstrike in tandem. Watching Terminators trying to do a silly little dance with 2-inch move and extremely choked movement lanes sounds great.
@@mercilesswombat6872 I completely agree, but the fear factor could still make a difference. Realistically slowing them down with a Basilisk and threatening them with a Rogal Dorn if they don't advance into safety would be a lot better, but it could still be fun as a way to use a Deathstrike.
I'm a bit sad about the tempestor prime as it lost all of its weapon options. I ran all of mine with power fists... so I guess they are just fancy fist looking daggers...
I have no complaints from what I have just seen. Catachans are useful again, think we are looking good for tenth. My jungle fighter army is incoming to hunt down some xenos
In which order are strategems used? Like, the attacker use strategem to boost attack, the defender use strategem to boost the defence. Or can the attacker wait with using strategem until defender has used one?
I’m confused, Platoon command squads can’t fit in any transports to take advantage of the chimera mobile ability. They’re leader so must be attached to a unit. Min squad size is 10. By default they’re too big to fit inside a chimera or Valkyrie. Guess only commissars or death korps marshals or Ursula can use the ability then?
Have the deathstrikes ever been good. In my memory they have always been a bit of a meme unit fun and fluffy but came with problems that stopped me fielding them. I just wonder since GW seem committed to them never seeing play if there was a period where they were OP.
i feel like the armored sentinels should only cost 5-10 points more than the scout sentinel, you're giving up a substantial buff to the rest of your army, scout and 2" of movement for a slightly better save and toughness and a reroll to wound vehicles/monsters. not really worth those extra 20 PPM
I think it would be fair if you could take double weapons on the armoured one. Right now as you say no real motivation to take an armoured one and loose the amazing buff
I wish there was rules for traitor guard. Would be fun too play alongside my iron warriors. Anyway, i cant wait too get all my cultist slaughtered by indirect fire.
Wow infantry squads looks extreamly efficient only 50% the cost of skitarii and the same stats minus the 6++ that will almost never go into effect anyway. Guard are extreamly efficientlu costed.
The loss of AP on the hot shot might be the final nail In my Scion army. Don't think I can play a pure Scion army anymore. Still will trying with a blaneblade leading a bunch of Tprimes
I mean, you can still do it, you just have a lot more options with the caveat that you cant take lord solar. Scions backed up by artillery support and tank support? Why not? Scions lost the ap but they gained reroll 1s on hit, which i havent seen anywhere else in the army. You can make up for the lost ap with a variety of options now.
First we lost 1 strength, then we lost an AP... what's the point? And sure we get rerolls on hits, but we lost exploding 6s unless we embed a command squad. It's all very awkward.
@@ArCSelkie37 its not awkward at all. embed the squad in a group of 5 if you prefer. whats so bad about having 15 scions with exploding sixes and reroll hits of 1? you also can have them receive two orders, although giving one to itself is plenty enough as it is. you can make up for the loss of 1 strength and 1 ap elsewhere in the army, seeing as you can take pretty much anything you like now, instead of being limited to a handful of units like in 9th. you cant be telling me that this isnt a better situation for the scions to be in. so far everyone complaining about anything in 10th has been dead wrong. if people would just spend some time actually using their brains they would see they dont have anything to actually complain about. first world problems.
Do primaris psykers get lethal hits when standing still and do they get sustained hits and crit hit on 5+ when attached with cadian castellans with drill commander on the same unit? Hazardous aside, having 5+ lethal hits, sustained hits 1 and devestating wounds with 2 damage per shot AND D6+3 shots with blast sounds pretty rad.. (standing still sucks tho)
When you cover the Tau, might I draw to your attention the weird inconsistency between their ranged weapons, such as Accelerator Burst Cannons having different APs between similar vehicles, and Smart Missile Systems having between 2, 3, and 4 attacks depending on what they're attached to? Also, there are several other errors, such as the Sunshark profile claiming you can equip an additional missile pod, despite only having the weapon profile for a twin missile pod.
Having played a few games, FRFSRF was actually the best order by far on Infantry... sitting still to get Lethal Hits and then ordering FRFSRF to just get that long range chip damage with your lasguns is strong
Yep, FRFSRF is mathematically better than take aim in the vast majority of situations now, especially if you have plasma guns. Take aim is nice for mobile krieg units with snipers/grenade launchers and infantry squads at long range but extra rapid fire born soldiers dakka is just too good to pass up!
@@jamesloder8652 hopefully the krieg marshal is identical to the castellan so we can fall back and get sustained hits on that sweet close range rapid fire too
I think Ursal Creed giving out a free fields of fire strat to an exterminator Russ will be insane. AP -2 to everyone that shoots that unit! You could shoot it will mass lasguns that auto wound on 6s. You could tear it to pieces with some indirect. Such a fun, flavorful, and strong combination.
I'll give you hint about an even better combo with her... mortars, either an infantry squad she's leading (that will refund you a cp from vox too btw) or a heavy weapons squad. You can setup the rest of your army for free 48" away every turn safely behind ruins (that might just be right next to your home objective) Then when the exterminator shoots the unit you just lit up with illumination rounds it's autocannon salvos are a spicy ap-2 too
1:06:54- Wow!!! These guys have a insane amount of vehicles! Definitely looks like GW really wants players to stick to mostly vehicle armies!?! I thought this group was mainly about the troopers! And a large amount of them!
So let me get this straight: The Chimera has Firing deck 2 Meaning two *models* can fire their ranged weapons during the shooting phase from inside (as if the chimera had those weapons) a Heavy weapon team can have a las-cannon, and one guy can carry a plasma rifle So the chimera can now not only take a las-cannon shot but also be 1d3 mortal wounded when the plasma guy Nat 1s?
That's not how overcharge works anymore, you make the hit roll to see if you hit, then you make a hazardous roll and on a 1 you take 3 mortal wounds because it's a vehicle.
But a platoon command squad, with a lascannon and a plasma gun. Put in chimera. Order from chimera. Shoot the lascannon and plasma out of the firing deck. Zoom around the board. Laugh
It's a bit different - it's flat 3 MWs when you roll 1 on the HAZARDOUS test, not the hit roll - but yes, mostly. This opens up a few funky interactions, mostly seen with Marine Hellblasters: ride a squad on an Impulsor (better if a bit scuffed already), shoot with all the Hellblasters through the Impulsor's FIRING DECK 6, then hope to fail as many HAZARDOUS tests as possible. Because then the Impulsor explodes and the Hellblasters are ejected on the field, /but/ - by the rules - when a unit shoots through FIRING DECK, it's actually the vehicle which is firing. So, technically speaking, the Hellblasters /haven't shot yet/, and they can unload a second time into whatever. It's so very silly.
I feel like getting punished by GW for being a long time player. two of my four russes have no sponsons modeled on them since I built them like 8 years ago, when it wasnt always advantageous to have sponsons on them. Now I feel like cant play those two anymore since they are too expensive.
I think wysiwyg goes almost straight out for vehicles this edition, There is no reason your tank wouldn’t have sponsons, and as long as you can uniquely identify it, I think you should be able to just say what it has, they were completely free anyways.
I think GW has been assuming most people magnetise their big models since the Dreadknight came out 15 years ago. Unfortunately they don't tell that to newer players
@5:20 you mention a further buff for the "Heavy Weapons" keyword. What's this rule/keyword? I am only new to IG (bought Cadia Stands shortly before 10th announced) I thought Heavy weapons only had a penalty for moving and shooting?
Nope. HEAVY is now a buff: if the model stands still, it gets +1 to hit. Many models with HEAVY weapons, especially infantry, have got a nerf to their BS to compensate (so they hit on a 5+ as a base, but on a 4+ if they stand still, for example), but not all of them and not vehicles.
It’s okay cause why would you take them anymore since they lost the 2+ and you could just take armoured sentinels who are tougher better save more wounds and better damage output and speed geese I’m actually so pissed with gw I loved my bullgryns now I feel like they’re a waste of money
Im not sure if scout sentinels take away benefit of cover portion of indirect fire with the way its worded. Seems like just the -1 to hit on Guard end. Thoughts?
When the 20 man unit dies, the command squad becomes a separate unit. So the Send in the Next Wave would just bring back the 20 man squad, even if the command squad is also wiped out in the attack.
I don't like that all the wargear is free. You "can take" x gear, why in gods hell would I not if it's the same price??? Was fun building the lists around cheaper vs not, etc etc. Crazy how cheap CSM tanks are vs Russ's now.
@@nein4599 pg 22 of new core rules, last line: ‘A saving throw can never be modifed more than +1’ Can still be worth doing for ap weapons but no way to stack from a 5 up to a 3 up.
I have to assume you can only have a single medpack in even a double strength Krieg squad, because that's a silly amount of regen if you can double up. Who are looking really good for infantry.
pretty sure it will be 1 in 10 just like every other wargear ability in the game shown so far since you can build one per box, definitely super strong though. Kriegers on top baby 😎
As far as RAW goes does this mean an Infantry Squad can't have both a special weapon and a heavy weapon in a MSU? The special weapon specifies a minimum of 10 models and the Heavy weapon squad exchanges 2 models for a Heavy weapon model with the end result being a unit with 9 models in it. This implies that a MSU with a heavy weapon cannot take a special and that a unit will with max models (with at least one Heavy) will only be able to take one. I was just wondering if that's the intention or whether I'm misunderstanding the unit card? EDIT: Grammar was confusing, I reworded the question.
It's OK, it isn't actually worded as "per 10 models" on the datasheet. There are different options you choose from which each state the number of troops, specials and heavies included.
@@ToxicThunda turns out I got this wrong. The build options don't include the special. GW do need to change it really. Their intent is clear as you either have what they call 10 or 20 models, but someone will try and be silly about it until they clarify a heavy weapon squad counts as 2.
I love Russes and can't wait to run them in this edition but they made Basilisks and Manticores so comedically under-costed and well-synergized (see scout sentinels and Born Soldiers) that you are simply impeding yourself not to spam them from a competitive perspective.
SHATTER THEIR SKIES!!!
Yeah, I have to imagine they will get a nerf. Both can be hitting on 3s or 2s all game with indirect and autowounding 6s. 110 points is WAY too cheap.
russes are nerfed big time.
@mrlakkie1612 they weren't pointed well. All tanks are overpriced, but the TC got it bad. The damn thing is 10 points more expensive than a Lord of Change.
I had 2k Guard Vs necrons 2 Basilisk, 2 manticore, 2 hydra, 3 3-scout walkers, 2 Wyvern, 2 FOB, 1 Platton cnd with reg atache and grand strat, 2 chimara with 10 man in and commisar in them each, and a techpreist for giggles. I tabeled a quarter of the necron army, battle shook another quarter and it couldn't shoot back.
Characters include themselves in aura, so Marbo includes himself in return fire, it also triggers effectively endlessly if played right, and can trigger on overwatch... That you can declare if anyone moves within 12 to engage you, before then can shoot, then move out of the 12 inches.
movement comes after they have finished all attacks correct? Can’t see sly surviving much to fall back from
As someone who routinely makes education videos and has to record for them I am in awe of your ability to put out the sheer volume of content in these few weeks. Massive applause 🎉
Do you know what else "Reinforcements" works on? Sly Marbo. He's the only character in the codex that has the "Regiment" keyword. For 2 CP you can infiltrate him back onto the board on your next turn instead of being destroyed - a neat way to represent his old redeployment ability.
Doesn't work because he has the character keyword.
@@Cakesadamantit doesn't specify no characters, it just says it doesn't return attached characters to units, Sly Marbo on his own is not an attached character
@@Cakesadamant There's no restriction on who you can target as long as they have Regiment. Reinforcement's details only specify that attached Characters do not return when the strat is used on a unit comprised of a Regiment unit and attached characters (so you couldn't use it to bring back Sgt. Harker along with the Catachan unit that was just destroyed).
@@coleossal6230 semantics.
@@rollfizzlebeef115 semantics.
Thanks for doing the guard so early. You are working so hard at the moment, we all appreciate it.
Yeah after playing against them with my csm I gotta say that they must always be taken in 20s so you can absolutely throw bodies back in the fight
One overlooked thing with the Master Vox in the Cadian/Platoon Command Squad is when they join with an infantry squad of some kind. All the squads allow you to also add a second Leader to that squad. So if you add another Officer like a Castellan to that squad as well they can also use the Master Vox since they’re now part of the unit and so both Officers can issue an order up to 24” away. Even better if the extra Officer is Ursula Creed or Lord Solar Leontus so they can order things at range as well.
Can you add two officers to a squad? I thought you could but my friends don’t agree
@@an000n it says so right on the datasheet for the squads. You can attach up to two Leaders to one, though only one of the two can be a Command Squad.
Just wanted to say, thanks Auspex - as someone who had to abruptly shift from GSC to Guard due to the (admittedly fluffy, but unfortunately unhelpful for my pet project) changes to GSC t his edition, this has been an enormous help in getting my bearings. I had already looked at doing guard prior so I had some familiarity, but it's great to have an expert walking us through every datasheet. o7
I've been waiting for this! You and Mordian have been my inspirations to commit to imperial guard as an army!
O7
This could be good collaboration material with Mordian Glory
But on topic I love the scions can take up to 15 scions in group
AT/MG collab is my dream.
They did a battle report together once according to a commenter but I couldn't find it
No he is an ldlot. Plays terrible units and lists.
@@y2j1490yahoo he goes 3 for 5 at tournaments with meme lists, I'd say hes not an idiot
@@milomoran582 that's not good and I doubt they are major events or gts. All his videos have trash lists.
I’m really happy with the points situation rn, bc through funny circumstances and Emperor provided luck, a fluff list I’ve been thinking about for a while has ended being a 1980 point army.
I had dremt up a recon company for my wider regiment, featuring 9 Scout Sentinels and an infantry platoon. Later pondering led to the idea of a trio of Leman Russ for infantry and light armor suppression (this was before the index came out).
I decided to do the math when the Munitorum Field Manual dropped, and found enough space to drop in 3 Basilisks and the Lord Solar, a proxy for whom i’d been planning for ages and am starting to actually work on.
So now, my recon company is exactly the way I pictured it with the added plus of being able to call in artillery fire.
For the fluff, the Basilisks and “Lord Solar” are off map, but obvs for games they are targetable.
Personally I am a bit in awe at the new hydra.
There are A LOT of units with fly.
Jump infantry and skimmers are suddenly great targets now.
Wounding monoliths and greater demons on 2s will be great
I'm not a big fan of going down to 4 shots and losing BS3+, even with full rerolls... But I suppose it may still be alright against flyers
@@xuruiyu Bs3+ is 66% and bs4+ with re-roll is 75% so it becomes more accurate against flyers.
Anti-flyer 2+ plus twin linked, pretty much guarantee you wound.
Even against non-flyers str.9 means you penetrate most armour on 5+.
With twin linked that is about 55% chance to wound anything with T10-18.
Not to mention it went from dmg. 2 to 3
Nothing to do about the AP though
@@SleepySlann AP1 isn't much but it is acceptable, since it is still just an autocannon, not really an anti-tank weapon
What hurts me more is a complete lack of AP on Bolters and Krak missiles being the same S as an autocannon XDD
And if they attach a unit with the fly keywords the unit also gets the fly keyword.
Im really impressed with our index. We got a sneak preview with our 9th Codex.
I like the detachment as it allows a variety of combos. Infantry, Armour, Artillery (actually works).
Reinforcements will be fun. I want to use it on a full Armoured Sentinel squadron.
If she's not FAQ'd Inquisitor Greyfax has the best Leadership stat in the game (??) and shes good against psykers. She can lead any Imperial Infantry unit.
Stormlord doesn't even have to disembark models to shoot, as firing deck rule isn't restricted to a single unit embarked and if you load it with heavy weapon squads or ogryns, you can shoot more models than you fit in it in the first place, between that the fact that all of those guns count as equiped by Stromlord you can focus buffs on just that model for maximum power, probably stupid idea but fun to think about, according to my estimates you should be able to pack 18 heavy weapon squads, so 18 lascannons? although all hiting on 5+ unless stationary so that Leontas would be really usefull
EDIT: I forget that you could only deploy 3 heavy weapon squads so 9 models at max
I think you can only have 9 heavy weapons teams total, since they aren't battleline? Cause I was thinking the same thing. Which is still 9 extra lascannon shots so, which is nothing to sneeze at.
@@mistformsquirrel fuck I forgot about datasheet restrictions, the rest you can possibly fill with ogryns? they know have twice the fire power of heavy bolter up close and could possibly dispatch them in case of melee
MIght have quickly glanced over the fact that the Hellhound can remove cover from 36" away. Otherwise, good round up, thanks.
Shame all(?) our debuffs are select a single target, rather than split fire and ping them all like the barb gaunts.
@@TheSYLOH Well, you know, some you win, some you lose. Tyranids get a good way to -2 move, we get weapons that shoot further than 36" away.
I find it super weird that heavy stubber shot from hellhound also benefits from this rule lmao
@LeCiel93 Hellhounds can't take a stubber or stormbolter. They can take a HK Missile though.
Tiny thing, but I'm annoyed the Commissar doesn't roll a hazardous test if they execute a Catachan model (in lore Commissars tend to "disappear" if assigned to Jungle Fighter regiments).
I feel like there should be more wacky rules like that, just to represent some of the charm of the setting.
I just noticed on the leman russ exterminator auto cannon card it says the main weapon is rapid fire 4, but on the armoury section it says its sustained hits 1. Quite a massive over sight there
That's the rule for the tank commander not the actual exterminator. Different datasheets have different rules for the same weapons and its like this for multiple factions.
Ah ha! That makes more sense. Nice 1
Kek
I guess its one more bug already in index - "For every 10 models in this unit" in infantry squad means no vox and special for 9 model squad, and only 1 special for 18-model squad
Was looking for someone who has already posted this. I also think it is strange that Kaskin Sergeants are worse plasma and bolt pistol users then Tempustus Scions Sergeants, even if they handle the Hot-shot pistole with the same skill.
I'm not a fan of Born Soldiers. It pushes players to stand still on their side of the board trying to table the opponent rather than playing the objective and getting creative. That's why I played Tallarn in 8th. They should have made it a buff that focuses around the objective just like the rules they gave to infantry squads and the stock leman russ.
Virgin Krieg vs chad Tallarn all the way.
Hopefully GW won't keep us waiting too long for new detachments, and we can only dream of getting our Tallarn back...
The dumbest thing about Ogryns is that you can't take them in squads of 4 (the number that fit in a transport). If you're paying the heavy cost for a guard transport it really needs to be delivering a full payload
You say that, but you have to consider the fact that now the chimera is a better ogryn than the orgryns or bullgryns! For 5 pts less than a bullgryn squad of 3, you get a unit that's faster, can fire out of combat, does more ranged damage, is tougher, and has a better save which just seems crazy to me
I agree a Mordian colab would be sleek. 🫡👌
I love the look of the new kriegers. 20 troops, 5 special weapons, 1 vox for CP refund, respawning infantry, getting buffs for losing units (losing 1 or 2 infantry will actually help because of the hit buff) I think they could definitely be the best infantry choice this edition
Yeah compare them to Catachans, its a complete joke.
Yeah, as soon as they showed us the points costs I was like "Well I know what I'm taking..."
I feel like it's almost guaranteed they're going to take a hit on points in the near future. Catachans are sadly a joke comparatively and Cadians main advantage seems to be in special characters, the actual sticky objectives rule... I don't think is gonna be worth giving up the extra special weapon, respawning and the buff for losing a couple models. YMMV of course.
@@fox21231 The sergeant doesn't even get a chainsword. Whatever happened to the fabled Catachan fang?
@@fox21231nah catachans look pretty good this edition
Catachans have a very different use case
Anyone else notice that RAW for infantry squads if they take a heavy weapon they lose a special weapon since it will no longer have 10 models (and a 20 man will have 18 models allowing only 1 special weapon instead of 2). Hopefully this gets errata'd soon.
Finally a 10th ed video worth watching, can't wait to see it
As a guard main since 4th the 10th edition iteration feels somewhat bittersweet. Although it's sad to transition from an incredibly short lived but genuinely fun and tactically rich 9th edition codex (that I had to wait 5 years for btw :/ ) In essence I feel the new iteration adequately captures the spirit of the imperial guard in the neuvo retro theme that 10th is aiming for.
The vast majority of the datasheets have both fluffy and impactful special rules with a few notable exceptions. The russ variants getting their own unique roles is probably the best part of the codex with the exterminator finally becoming a relevant option in literal decades xD
That being said the internal balance of the army is one of it's major weaknesses at the moment, especially given the borderline schizophrenic points values released recently. You really are incentivized into windmill slamming every piece of undercoated artillery and relevant support into your list to the exclusion of everything else. This playstyle was already not fun to play against in 9th with simple mortars and it's ten times worse with how powerful manticore and basilisks are. My main gripe with the new rules is just how restrictive orders are though, mainly being you can't use them after disembarking or deepstriking so entire playstyles just don't get to use either of your army rules at key points( and kasrkin don't even get to use their special rule in a chimera ffs) Losing orders after battleshock is actually super fluffy, thematic, and has counterplay so I see it as a huge plus and not splashing like in 9th is a fine balancing decision as well.
Also born soldiers is lame plain and simple, a guardsman standing still is a dead guardsman. A rule incentivizing coordinated units like the tau rules but for +1 to wound would have been much more thematic and gameplay relevant rather than heavily incentivizing static artillery based gameplay in a movement based objective game.
Overall pretty decent for a new simplified ruleset 7/10
Looking forward to the codex options coming out in 3 years hopefully too :P
I just hope moving forward they make russ a bit less expensive, artillery quite a bit more expensive, and add in a caveat to voice of command allowing you to actual use your army rules on anything other than the giant missile laden parking lot in the back of your deployment zone
I started at 9th edition and have similar feelings toward this. Will doing my first battle in weekend and I will see it in action.
Yeah. I love the index well enough, but the points are... well, no. Really, really no.
I do like that they tried to give all the tanks unique or semi-unique abilities to encourage building them... and as you say the exterminator is now usable. Was tempted to run an exterminator and a punisher as an anti-infantry meme. But some of them feel weirdly costed, but we'll see when we get more chance to play them.
I'm mostly a super heavy player, and I wanna see if the hellhammer is still gonna be shit considering it is still the 3rd? most expensive at 510pts.
If I understand Rapid Ingress correctly you could drop in your opponent's turn after they have moved, staying out of LOS and then the your unit would be on the table for an order on your turn.
@@wayton That is the only work around at the moment but it only really works effectively for scions since every other unit would have to find some cover around the edge of the board. Also it's really awkward that the command rod on scions lets them benefit from two orders but the tempestor can only issue one and would have to be within 24 to double up. They arguably are stronger in a taurox prime without an order since the wound re-roll is huge for their low strength guns too. Again it's just quite disappointing having to go through all those loops just to use half of your armies rules
Slight correction on the sentinel ability: It only ignores the hit penalty for indirect, not the cover part.
Though discussed this with a friend that even if it did it would be difficult to find a situation where you have to fire indirectly and not going through some terrain that grants benefit of cover if the terrain makes the target model not fully visible to the firing model.
Hence why artillery like the wyvern have the Ignores Cover rule. Though you can get that by having a Hellhound ping them with a heavy bolter.
I like the change that orders now last until your next command phase. It always seemed strange to me that you order a unit to fix bayonets in your turn and when the enemy attacks in your turn they forget they had their bayonets attached 😅
Its weird that the "veteran guardsman" in the command squads are just worse versions of regular guardsman.
They melee better which is pretty funny
They have bad backs now.
Been waiting for this since index dropped. Well worth the wait! Thanks for all your hard work man.
A peculiar oversight I didn't notice until the mobile Battleforge arrived:
Death Korps Squad has the Medipack listed under Wargear Abilities, but nowhere in its Wargear Options or Unit Composition does it list how to add one to the squad, or if there's one in it by default.
The Mobile Index doesn't show it at all in the unit index.
Yeah, I've been wondering about that too. Their rule for one guardsman being able to take a vox or a plasma weapon that doesn't replace their lasgun seems pretty odd as well. Looks very weird in their army builder app - I wonder if that plasma gun was supposed to be the medipack.
I'm tired with lethal hits or sustained hits being 2 buffs appearing as go to buffs for all armies, regardless of their flavour. It makes everything feel just the same.
I think that's fair to say about all the armies in this edition. Everything is so samey that no one army has any real flavor. They look different and they're put together differently, but ultimately, they are all the same.
I'm just not a fan of it right now.
*Hammer of the Emperor*
The Hammer is my Penis
We greatly appreciate you brining these rules to us.
But I must say, a moment of silence for the loss of our oldest hero, Old Man Commissar Yarrick.
Being someone collecting guard it just struck me as how extremely annoying it is that every weapon and piece of wargear is suddenly free because all the sergeants, officers etc who are equipped with chainswords and bolt pistols are just obsolete as versions with power weapons and plasma pistols are superior in every way. Then we got the tanks where the "close quarters move up the board etc" versions got storm bolters and not a single sentinel got chainblades (because why would they in previous editions?)...
Then we get the Super Heavies... Geez... Double amount of side sponsons for free? Granted it's been a while since I assembled my tank but I seem to recall the kit only having one set for each side and if you wanted the extra side sponsons then they sold those as a separate kit (which is no longer being sold it seems).
Now, I've always assumed that pros and cons with various weapons would change across editions and that is fine because there would always be points or some niche for various things but when the choice is, if we take the Baneblade as an example, between a baneblade with 2 lascannons + 2 heavy bolters or one with 4 lascannons + 4 heavy bolters for the exact same cost then it's just stupid and I honestly don't like it.
Please do Genestealer cult next!!
An infantry squad with a command squad and primaris psyker attached could, with orders, have a 3+ save, 4+ invulnerable save and 6+ feel no pain on an objective in the open. One neat package. Don't think the standard guardsman has ever felt so tanky.
I found a good strat for artillery:
Scout sentinel to give +1 to hit
Order for another +1
Hellhound to remove cover
So not only do you ignore the indirect nerf but also hit on a 3+
remain still and you hit on 2’s, heavy weapon modifies your ballistic skill, and then take aim gives you a +1 to hit.
@@Gw2ZokeAnd re-roll hit rolls of ones.
The Ogryn Bodyguard could possibly get his buff if the officer overcharges a plasma pistol and suffers from the hazardous effect, assuming that the officer makes enough FnPs from his guard to not be taken out of the fight of course.
With the orders not splashing anymore (and them getting weaker with less options) along with us only getting born soldier when we dont move this feels like an incredibly huge nerf.
Well, your artillery is busted now tho
Its not a nerf. Its a new edition with overall a bit less power. Just dont compare it to the old edition but start with a fresh mind.
@@BerenMace Well fresh mind says the only viable units are artillery now
@@BerenMace I tried it already - Russes feel /incredibly/ anemic for their huge cost, Chimeras are lolworthy, and artillery is too synergic by a ton for the price. A Manticore could cost 200 points and - while you wouldn't necessarily take three - it would still put out some excellent work.
@@fox21231 from what I've seen russes are 100% usable, could be better and points cost is busted but they're not bad at all. I'd say transports are practically useless since there's no reason for a 10 man squad and yeah artillery is good. We aren't doing too bad tho.
I guess it's artillery spam until GW guts those again and brings russ prices back to better levels.
Also, the 2+ armoured sentinels might as well be the new Bullgryns, because our current ones are dogwater with their 4+ save.
Gotta make sure the rule changes make people buy different models. Nerf what people have, make people buy then better shiny thing.
@@mikelipinski7615 That's why I'm concreting my boots back in 9th edition. No new FOTM datasheets are gonna be added now that it's finished.
Honestly I feel like I wasted my money thanks to that change since I built all my bullgryns with slab shield for the 2+
The Edition Broke Befor the guard!!!
I don't think infantry squads get a heavy and special weapon per 10 soldiers. You can only take a special weapon per 10 models, so with a heavy team counting as one model, you don't get a special weapon if you take a heavy weapon. This kinda wrecks all my existing squads, even grouping them into 20s doesn't work as there are only technically 18 models.
Oh that's a bitch and probably unintentional on GWs part
Yeah, need to faq the heavy weapon counting as 2 infantry.
It tells you on the datasheet what combinations of load out you can take, rather than saying per 10 models.
@@Alf_Hairy-arse For every 10 models in this unit, 1 Guardsman’s
lasgun can be replaced with one of the following:
◦ 1 flamer
◦ 1 grenade launcher
◦ 1 meltagun
◦ 1 plasma gun
◦ 1 sniper rifle
The issue is it doesn't state that the heavy weapons team is 2 models so RAW a 10 man squad can't take a special weapon if a heavy weapon team is taken.
@@deerhawk7788 oh yeah, I thought it said in the unit composition part but the third one was sergeant, not special as I had remembered it. You're right they do need to change that (although part of me thinks keep it but use it sensibly and use it as an indicator of who not to play. If someone tries to say you can't have them, execute them like a commissar for the general good of the community)
What I don‘t understand is the way they locked wargear options to the two command squads. I clearly have a cadian regimental banner bearer with a chainsword. He even is a copy from the 122nd Models shown in the 8th edition Codex. Now only the regular command squad can field a standard bearer with that option, not the cadian one. But the regular command squad can’t join a cadian unit. And the new cadians can‘t use heavy flamers .
It’s a bit confusing to have my cadians divided into non cadians (platoon command squad and Infantry squad) and real Cadians (cadian command squad and cadian shook troops).
GW seems to have forgotten something, since there's nothing in the krieg wargear section that says you can actually take a medkit, and if so how many... Effectively, they don't even have that rule unless it's fixed, since it's tied to wargear they can't take.
It's just a rule that unit has. Same as Sticky objectives for Kasrkin or Cover while on Objective for regular Guardsmen.
@@trashcan01 No it's not. It is listed under Wargear Abilities. Grim Demeanour is their unit ability.
The missing medkit is just an error that will be fixed in errata.
@@PF_K Right you are, sir!
Concerning Leman Russ Tanks, it looks like they put all builds now in one Box. Before it was Leman Russ, Vanquisher, Exterminator, Eradicator in one Box and Leman Russ Demolisher, Punisher and Executioner in the other. I'm sitting here with a new box and got confused for a moment. So you get 2 Turrets (and two hulls) one for Leman Russ derivatives and one for Demolisher derivatives.
I appreciate that the Executioner special rule is related to the name, if not the gun itself. Execute all those damaged units!
Would ogryn even need to debus from the Stormlord to shoot? Firing deck of 24. Also consider filling up the firing deck with heavy weapons. Make 'em alot tankier when mounted on a literal tank, and could give it a few more lascannons to kill whatever the superbolter can't.
The thing is units in Transports don't profit of their Abilities so the Ogryns would never get their extra -1 AP while in a transport.
Want a replay of 300 ?? 1 Commissar with Death mask + 2x10 and 4x20 Cadian shock troop + 4x10 and 2x20 Catachan + 6x20 Death Korps of Krieg = 2000pts or 301 chads ready to lasgun everything to death xD
I love the idea of absolutely terrorizing my opponent with a Basilisk and Deathstrike in tandem. Watching Terminators trying to do a silly little dance with 2-inch move and extremely choked movement lanes sounds great.
Unfortunately D1 means feeble damage output to terminators.
@@mercilesswombat6872 I completely agree, but the fear factor could still make a difference. Realistically slowing them down with a Basilisk and threatening them with a Rogal Dorn if they don't advance into safety would be a lot better, but it could still be fun as a way to use a Deathstrike.
I'm a bit sad about the tempestor prime as it lost all of its weapon options. I ran all of mine with power fists... so I guess they are just fancy fist looking daggers...
i suspect we'll get it back when the codex comes out
I'm finishing my guard now. So glad I got the cadianstands box set. Th basilisks are super good now. Earthshaker rounds are great.
I have no complaints from what I have just seen. Catachans are useful again, think we are looking good for tenth. My jungle fighter army is incoming to hunt down some xenos
I'm just waiting for the guard to have Primaris Tanks, forcing us to re-buy our entire army.
@ 45:30 VANQUISHER does D6+6 dmg, not D6+2; It would seem calculations are not correct
Was looking for this comment
I can't wait to order the baneblade around, can even hide the lord solor behind.
Great review. Like the new rule set, artillery seem super strong.
The masterpiece I've been waiting for
I dislike that even more mechanics reward me for just standing around. And i feel like battleshock is effecting us the most.
With the lord solar you can still issue respawned units order simce he can give three orders to any units in the army.
I just had a game with guards, their artilleries will be the first to have a point cost nerf
In which order are strategems used? Like, the attacker use strategem to boost attack, the defender use strategem to boost the defence. Or can the attacker wait with using strategem until defender has used one?
I’m confused, Platoon command squads can’t fit in any transports to take advantage of the chimera mobile ability. They’re leader so must be attached to a unit. Min squad size is 10. By default they’re too big to fit inside a chimera or Valkyrie.
Guess only commissars or death korps marshals or Ursula can use the ability then?
Do you actually generate cp with Creed if you put her free strategem on a unit with a vox?
Have the deathstrikes ever been good. In my memory they have always been a bit of a meme unit fun and fluffy but came with problems that stopped me fielding them. I just wonder since GW seem committed to them never seeing play if there was a period where they were OP.
Please do the Deathwatch index
I will 100% fall asleep while watching this but I shall do my best
i feel like the armored sentinels should only cost 5-10 points more than the scout sentinel, you're giving up a substantial buff to the rest of your army, scout and 2" of movement for a slightly better save and toughness and a reroll to wound vehicles/monsters. not really worth those extra 20 PPM
I think it would be fair if you could take double weapons on the armoured one.
Right now as you say no real motivation to take an armoured one and loose the amazing buff
Fix bayonets could have given "Fights First" Guard could really use that.
I wish there was rules for traitor guard. Would be fun too play alongside my iron warriors. Anyway, i cant wait too get all my cultist slaughtered by indirect fire.
Wow infantry squads looks extreamly efficient only 50% the cost of skitarii and the same stats minus the 6++ that will almost never go into effect anyway. Guard are extreamly efficientlu costed.
feels bad for my armoured sentinels with multilaser, the bonus agaisnt monster and vehicule is useless for me.
Always matnetize!
@@nein4599 too late for that, i'll just play it as scout sentinel.
The loss of AP on the hot shot might be the final nail In my Scion army. Don't think I can play a pure Scion army anymore. Still will trying with a blaneblade leading a bunch of Tprimes
I love my baneblade but at 540 I don't know if I can justify it. Interesting that the standard variant is the most expensive
I mean, you can still do it, you just have a lot more options with the caveat that you cant take lord solar. Scions backed up by artillery support and tank support? Why not? Scions lost the ap but they gained reroll 1s on hit, which i havent seen anywhere else in the army. You can make up for the lost ap with a variety of options now.
@@KH-my5tr just take shadowsword.
First we lost 1 strength, then we lost an AP... what's the point? And sure we get rerolls on hits, but we lost exploding 6s unless we embed a command squad. It's all very awkward.
@@ArCSelkie37 its not awkward at all. embed the squad in a group of 5 if you prefer. whats so bad about having 15 scions with exploding sixes and reroll hits of 1? you also can have them receive two orders, although giving one to itself is plenty enough as it is. you can make up for the loss of 1 strength and 1 ap elsewhere in the army, seeing as you can take pretty much anything you like now, instead of being limited to a handful of units like in 9th. you cant be telling me that this isnt a better situation for the scions to be in. so far everyone complaining about anything in 10th has been dead wrong. if people would just spend some time actually using their brains they would see they dont have anything to actually complain about. first world problems.
Do primaris psykers get lethal hits when standing still and do they get sustained hits and crit hit on 5+ when attached with cadian castellans with drill commander on the same unit? Hazardous aside, having 5+ lethal hits, sustained hits 1 and devestating wounds with 2 damage per shot AND D6+3 shots with blast sounds pretty rad.. (standing still sucks tho)
sergeant Harkers buff doesnt give plus 1 to hit beyond 12 inches for friendlies, its a minus 1 to hit for enemy units beyond 12 inches!
Let's go boys! It's Guard time again!
When you cover the Tau, might I draw to your attention the weird inconsistency between their ranged weapons, such as Accelerator Burst Cannons having different APs between similar vehicles, and Smart Missile Systems having between 2, 3, and 4 attacks depending on what they're attached to? Also, there are several other errors, such as the Sunshark profile claiming you can equip an additional missile pod, despite only having the weapon profile for a twin missile pod.
im very happy my Manticores got unlimited eagle missile shots
Having played a few games, FRFSRF was actually the best order by far on Infantry... sitting still to get Lethal Hits and then ordering FRFSRF to just get that long range chip damage with your lasguns is strong
Yep, FRFSRF is mathematically better than take aim in the vast majority of situations now, especially if you have plasma guns. Take aim is nice for mobile krieg units with snipers/grenade launchers and infantry squads at long range but extra rapid fire born soldiers dakka is just too good to pass up!
@@CatharsisChaser I play mass krieg infantry, and being unable to fall back and shoot anymore is a huge thing to get used to--FRFSRF is my new staple
@@jamesloder8652 hopefully the krieg marshal is identical to the castellan so we can fall back and get sustained hits on that sweet close range rapid fire too
@@CatharsisChaser was thinking the exact same thing!
I think Ursal Creed giving out a free fields of fire strat to an exterminator Russ will be insane. AP -2 to everyone that shoots that unit! You could shoot it will mass lasguns that auto wound on 6s. You could tear it to pieces with some indirect. Such a fun, flavorful, and strong combination.
I'll give you hint about an even better combo with her... mortars, either an infantry squad she's leading (that will refund you a cp from vox too btw) or a heavy weapons squad. You can setup the rest of your army for free 48" away every turn safely behind ruins (that might just be right next to your home objective) Then when the exterminator shoots the unit you just lit up with illumination rounds it's autocannon salvos are a spicy ap-2 too
for her points price ursula is already a bargain just for being able to order twice.
Still think they should of had a platoon squad and castellan for catachan and death korp.
Put the death strike marker on the terminators then hit them with the basilisk.
1:06:54- Wow!!! These guys have a insane amount of vehicles! Definitely looks like GW really wants players to stick to mostly vehicle armies!?! I thought this group was mainly about the troopers! And a large amount of them!
So let me get this straight:
The Chimera has Firing deck 2
Meaning two *models* can fire their ranged weapons during the shooting phase from inside (as if the chimera had those weapons)
a Heavy weapon team can have a las-cannon, and one guy can carry a plasma rifle
So the chimera can now not only take a las-cannon shot but also be 1d3 mortal wounded when the plasma guy Nat 1s?
That's not how overcharge works anymore, you make the hit roll to see if you hit, then you make a hazardous roll and on a 1 you take 3 mortal wounds because it's a vehicle.
But a platoon command squad, with a lascannon and a plasma gun. Put in chimera. Order from chimera. Shoot the lascannon and plasma out of the firing deck. Zoom around the board. Laugh
It's a bit different - it's flat 3 MWs when you roll 1 on the HAZARDOUS test, not the hit roll - but yes, mostly. This opens up a few funky interactions, mostly seen with Marine Hellblasters: ride a squad on an Impulsor (better if a bit scuffed already), shoot with all the Hellblasters through the Impulsor's FIRING DECK 6, then hope to fail as many HAZARDOUS tests as possible. Because then the Impulsor explodes and the Hellblasters are ejected on the field, /but/ - by the rules - when a unit shoots through FIRING DECK, it's actually the vehicle which is firing. So, technically speaking, the Hellblasters /haven't shot yet/, and they can unload a second time into whatever.
It's so very silly.
How does the aquila enhancment work againts rites of battle? Is it always 0 CP for rites or is it increased to 1?
I feel like getting punished by GW for being a long time player. two of my four russes have no sponsons modeled on them since I built them like 8 years ago, when it wasnt always advantageous to have sponsons on them. Now I feel like cant play those two anymore since they are too expensive.
I think wysiwyg goes almost straight out for vehicles this edition, There is no reason your tank wouldn’t have sponsons, and as long as you can uniquely identify it, I think you should be able to just say what it has, they were completely free anyways.
I think GW has been assuming most people magnetise their big models since the Dreadknight came out 15 years ago.
Unfortunately they don't tell that to newer players
@5:20 you mention a further buff for the "Heavy Weapons" keyword. What's this rule/keyword? I am only new to IG (bought Cadia Stands shortly before 10th announced) I thought Heavy weapons only had a penalty for moving and shooting?
Nope. HEAVY is now a buff: if the model stands still, it gets +1 to hit. Many models with HEAVY weapons, especially infantry, have got a nerf to their BS to compensate (so they hit on a 5+ as a base, but on a 4+ if they stand still, for example), but not all of them and not vehicles.
Looking at T6 Ogryns.... I remember when GW stated that T5+ is only for realy big monsters... times changed, I am getting old.
It’s okay cause why would you take them anymore since they lost the 2+ and you could just take armoured sentinels who are tougher better save more wounds and better damage output and speed geese I’m actually so pissed with gw I loved my bullgryns now I feel like they’re a waste of money
i think auspex misread or mispoke the vanquisher is d6+6 damage
Im not sure if scout sentinels take away benefit of cover portion of indirect fire with the way its worded. Seems like just the -1 to hit on Guard end. Thoughts?
Seems to be the prevailing opinion on another comment thread
That's what the hellhound is for if needed
If I'm reading it right, you can no longer attach Bodyguards to castellans or commissars. They can only be attached to command squads. Bummer
How does "send in the next wave" work on a 20 man unit that has a commandsquart and a ogryn bodygurn attached to it?
When the 20 man unit dies, the command squad becomes a separate unit. So the Send in the Next Wave would just bring back the 20 man squad, even if the command squad is also wiped out in the attack.
Only In Death Does Duty End!
I wonder if the exterminator buff stacks 49:12
I don't like that all the wargear is free. You "can take" x gear, why in gods hell would I not if it's the same price??? Was fun building the lists around cheaper vs not, etc etc.
Crazy how cheap CSM tanks are vs Russ's now.
So can you modify a roll more than one or not? I dont see how i can get 5 up save infantry to 3 up.
The order grants you a 1+to your save, and cover gives you the benefit of cover... So you are at a 3+
@@nein4599 pg 22 of new core rules, last line:
‘A saving throw can never be modifed more than +1’
Can still be worth doing for ap weapons but no way to stack from a 5 up to a 3 up.
Same mistake as with balistic skill/hit roll. Both are separate entites that can be modified
Hell, your leman russes can get cover against anything other than ap 0 weapons making it effectively AoC time again, but for everyone
@@hv6349 they can be modified, but the final result can never equate to better than plus 1.
Personally I'm looking forward too run a Taurox with kasrkin and creed. Advance jump out then use maybe fields of fire for free
Well done 👏. Mind doing a video in the Grey Knights for 10th Edition?
I have to assume you can only have a single medpack in even a double strength Krieg squad, because that's a silly amount of regen if you can double up. Who are looking really good for infantry.
pretty sure it will be 1 in 10 just like every other wargear ability in the game shown so far since you can build one per box, definitely super strong though. Kriegers on top baby 😎
Sentinels don’t cancel out the armor save bonus for cover on indirect fire, or am I missing an interaction sir?
As far as RAW goes does this mean an Infantry Squad can't have both a special weapon and a heavy weapon in a MSU?
The special weapon specifies a minimum of 10 models and the Heavy weapon squad exchanges 2 models for a Heavy weapon model with the end result being a unit with 9 models in it. This implies that a MSU with a heavy weapon cannot take a special and that a unit will with max models (with at least one Heavy) will only be able to take one.
I was just wondering if that's the intention or whether I'm misunderstanding the unit card?
EDIT: Grammar was confusing, I reworded the question.
It's OK, it isn't actually worded as "per 10 models" on the datasheet. There are different options you choose from which each state the number of troops, specials and heavies included.
@@Alf_Hairy-arse Ah the wording had me confused, thanks for clearing that up for me.
@@ToxicThunda turns out I got this wrong. The build options don't include the special. GW do need to change it really. Their intent is clear as you either have what they call 10 or 20 models, but someone will try and be silly about it until they clarify a heavy weapon squad counts as 2.
@@Alf_Hairy-arse Yeah that's what I thought. I assume it will be FAQed or updated, but I doubt anyone is going to mind too much in friendly games.
Out of curiosity, do you have a plan for how you are going to cover each index? Like what order you are going to do?