I'm liking your videos a lot more recently. You seem calmer, less erratic and more relaxed. I also liked that you recapped over Week 1 because there's no way I still remember that stuff.
So many people make tactics seem as convoluted as the rules of this game, but your tips are very comprehensive even for a beginner, thank you for your hard work sir 💪🏻
Without watching this video 1. Infiltrators 2. Trading pieces 3. Big tough profiles to exploit melee's low strength and AP 4. Positioning of expendable hard assets (think devilfish) to deny access to damage/objective holding units 5. Learn how pile in and consiolidate works (yes even you Tau players) 6.never ever forget this a charging unit no longer needs to respect the engagement distance of the unit they charged, this is how 90% of charging shenanigans occour and you must bear it in mind
@@ViolosD2I basically they can thread through the gaps or around the sides of a unit they are charging, so long as the bases fit and then try to set things up so theu can pile into a unit behind the screening unit by killing the screen with a second unit they charge into it.
Love the vid! Thanks again! By how you deploy/move 1st turn, it looks like it's almost muscle memory (which uses less mental energy and takes less time). Would it be possible to do a vid in the future on the things advanced players do to practice?
Love the video, wondering how I do this as a BA player (I currently have 2 x 5 scouts and 1 x 5 infiltrators in my list) wary they wouldn't be able to reactive move in sons detachment.
Hey would it be possible to do another video like this but from the Melee armies perspective cus as a WE i was already thinking of ways to combat a couple of the situations that you showed in the video and i just think it might be good for other players to be shown them as well
Really great thanks. Could you do a video on how to prepare for and defeat opponents who have lots of screening, infiltrators, scouts? Or when you lost the first deploy, first turn rolloff so you are at the receiving end of these tactics? Sort of like: this has happened, now what?
Around 10:40, you mentioned scouting with the rangers. Rangers don't have scout, do they? Or we just misspeaking? Just making sure I'm not missing something
I’m an Imperial Fist player and am playing more 1,000 games than 2,000. Would you recommend 10 man squads of heavy intercessors or 5 man squads? I always run 20 - so either 2x10 or 4x5. My friend plays a mix of Orks (mainly) GK’s, GSC and Raven Guard. So this vid is so so helpful THANK YOU
That was nice, but not every army can move in the opponent’s turn and overwatch at 4+. Moreover, some armies can charge you, kill you and then disappear (Drukhari, CSM). How do you deal with these?
its the same thing man, use scouts, use strategically place infiltrators etc... use scouting kroot hounds. Now when it comes to kill and dissapear (warptalons etcc) thats a different subject
My question is, what about melee units who can blow holes in chaff screens as they come in to clear their charges, or who have Fly and just normal move straight over you if you get up in their face like this?
I wonder an elite army is suppose to deal with horde armies , especialy when they go first. I have yet to find out what to do to orks or tyranids moving 120 or more units on all 3 objectives. Orcs on top of that somehow can run vehicles and elite units on top of 3-4x20 boys units. With the new missions this is going to be even worse, they drop terraforming on 3 objectives and l will lose on turn 1 roll, if l don't go first.
I'm not a top tier player by any stretch of the imagination, but I've played a fair amount of 10th playing as Eldar vs BT Crusader bricks, and depending on if you have the cheap infiltrators or not, you could do as the video states if you have those units, or kind of accept that your primary score will suck a little the first couple turns while you try to make the best trades possible. Hordes do tend to whittle down over time. And if you have the opportunity to play the secondaries better than your opponent while doing so you can still squeeze out a victory.
certain units in this game have a keyword called "infiltrators" if they have this keyword they can deploy in no mans land 9 inches away from the enemy deployment zone and 9 inches away from any enemy models
You say shooting armies are cowardly but one-dimensional melee armies force us to play that way. I’d love to bring some lychguard and Skorpekhs with my Necrons but I know they’re going to die instantly to World Eaters and I’m going to lose. Whereas if I bring nothing but shooting and screening, I’ll still lose… wait… what? I hate world eaters! 😢
I have not lost to WE in 4 games against them when i check stats and i have one melee unit in my current gun line army. It just about understanding where they can move and countering it!
@ what faction are you playing as? I can beat WE as Tyranids by just sacrificing cheap gaunts to the blood god to keep my valuable stuff alive. As Necrons, we don’t have any cheap chaff. A squad of warriors costs a whopping 200 points and will die just as fast as the gaunts. I think C’tan spam works against them but I’m reluctant to play that way.
warriors only cost 200 if you run a max sized unit. flayed ones are fantastic road bumps, and are death marks, both for significantly cheaper than 100 pts. Like straight up, flayed ones have infiltrate which block the scout move, and cost 60 pts. Necrons have tons of options
On overwatch with Dire Avengers most of the time you kill on average less than 1 eightbound with 6+fnp and on normal shoot ( 30 shots hit on 2+ and full rr to hit) as a 48% of not even killing one. I dont belive the dire avenger are than threatening for the hatebound (counting asurmen it average to 1 hatebound dead by regular shooting and a little bit less on overwatch) but the rest of the advice are solid on positioning!
I think you forgot lethal, dire avengers overwatch on 4's with rr to hit from the farseer bud, that is 33 shots hitting on 4's 6's are lethal full rr, and then asurmen does the same with his 6 shots at dmg 2. That is on average 2 of them dead. regardless, i am teaching strategy here not individual units to use. Super glad you enjoyed the video!
@@Happykrumpingwargaming007 I've another question that just crossed my mind while painting Rubrics: Some factions like TSons dont have access to Scouts/Infiltrators. How do they plan/screen/set up against melee pressure lists?
I'm liking your videos a lot more recently. You seem calmer, less erratic and more relaxed.
I also liked that you recapped over Week 1 because there's no way I still remember that stuff.
cheers my man, thanks for the compliment! I appreciate your support
So many people make tactics seem as convoluted as the rules of this game, but your tips are very comprehensive even for a beginner, thank you for your hard work sir 💪🏻
My pleasure bud!
Thank you sir, Your content is great
Hey! Thanks for the complement! I super appreciate your support
Your content is top notch!
Hey thanks so much for the compliment! Glad you find value here
Fishy cowards? That's brilliant bovine sir! Observe the hooves!
hahahaha respect is officially given!
Without watching this video
1. Infiltrators
2. Trading pieces
3. Big tough profiles to exploit melee's low strength and AP
4. Positioning of expendable hard assets (think devilfish) to deny access to damage/objective holding units
5. Learn how pile in and consiolidate works (yes even you Tau players)
6.never ever forget this a charging unit no longer needs to respect the engagement distance of the unit they charged, this is how 90% of charging shenanigans occour and you must bear it in mind
pretty close
Can you elaborate on 6?
Obviously they would be locked in combat and not doing any moves. So for the sake of other "not within distance" rules?
@@ViolosD2I basically they can thread through the gaps or around the sides of a unit they are charging, so long as the bases fit and then try to set things up so theu can pile into a unit behind the screening unit by killing the screen with a second unit they charge into it.
Awesome video, thanks again for a very clear strategy
Cheers man! Go forth and Krump!
The moment I realized my Rangers could do this they became absolute MVPs against my Templar playing friend.
rangers are amazing
@@Happykrumpingwargaming007 I wish we could take kommandos in 5 man squads
@@PepsiMagt @PepsiMagt Yeah, less fun if your infiltrators cost 100+
Great timing in the one brother.
cheers home slice! Put it to use!
This is a big help. Thanks.
my pleasure bud!
Love the vid! Thanks again!
By how you deploy/move 1st turn, it looks like it's almost muscle memory (which uses less mental energy and takes less time). Would it be possible to do a vid in the future on the things advanced players do to practice?
Yeah that is a good call!
Love the video, wondering how I do this as a BA player (I currently have 2 x 5 scouts and 1 x 5 infiltrators in my list) wary they wouldn't be able to reactive move in sons detachment.
Do exactly what? Hop in the discord to discuss :)
Hey would it be possible to do another video like this but from the Melee armies perspective cus as a WE i was already thinking of ways to combat a couple of the situations that you showed in the video and i just think it might be good for other players to be shown them as well
check the videos that were posted right before this one ;)
The moment I learned staying 1" away from walls prevents charging and fighting through them, my w/r skyrocketed.
pretty big deal
Really great thanks. Could you do a video on how to prepare for and defeat opponents who have lots of screening, infiltrators, scouts? Or when you lost the first deploy, first turn rolloff so you are at the receiving end of these tactics? Sort of like: this has happened, now what?
that one is on the way already! i generally take video request on the members area of my discord by the way!
Around 10:40, you mentioned scouting with the rangers. Rangers don't have scout, do they? Or we just misspeaking? Just making sure I'm not missing something
no they do not, just mispeaking, blending my armies hahaha
I’ve found that screening with a fights first cc unit pretty good at disrupting melee army game play.
yeah i think most shooting armies desperately need a dedicate anti melee melee unit
I’m an Imperial Fist player and am playing more 1,000 games than 2,000.
Would you recommend 10 man squads of heavy intercessors or 5 man squads?
I always run 20 - so either 2x10 or 4x5.
My friend plays a mix of Orks (mainly) GK’s, GSC and Raven Guard.
So this vid is so so helpful THANK YOU
neither to be honest! I cant think of an efficient use for heavy intercessors sadly
That was nice, but not every army can move in the opponent’s turn and overwatch at 4+. Moreover, some armies can charge you, kill you and then disappear (Drukhari, CSM). How do you deal with these?
its the same thing man, use scouts, use strategically place infiltrators etc...
use scouting kroot hounds. Now when it comes to kill and dissapear (warptalons etcc) thats a different subject
My question is, what about melee units who can blow holes in chaff screens as they come in to clear their charges, or who have Fly and just normal move straight over you if you get up in their face like this?
counters upon counters my friend
Sooo good video bro ty ! Could you also make a guide for melee vs melee and range vs range ?
Hey homie! Glad you enjoyed it, video request go in the members side of the discord :)
What’s the eldar list you used brother I loved the video and the eldar list
ooo sorry haha you will have to piece that bad boy together, i am not sure its a fully legal list, i was just using the units as demo pieces!
@@Happykrumpingwargaming007 damn here I thought it was a thought out legal list lol you got me excited about da pointy ears hahahhah
Really helpful thank you, but what about an army like Guard who habe the same Problem but no units like Rangers?
scout sentinels, gaunts ghost with the redeploy :P lots of options there!
Great content mate! What could the WE do in this situation? couldn't Angron fly over units?
thats another video!
I wonder an elite army is suppose to deal with horde armies , especialy when they go first. I have yet to find out what to do to orks or tyranids moving 120 or more units on all 3 objectives. Orcs on top of that somehow can run vehicles and elite units on top of 3-4x20 boys units. With the new missions this is going to be even worse, they drop terraforming on 3 objectives and l will lose on turn 1 roll, if l don't go first.
feel free to book a call to discuss it, but there are several ways to handle those types of armies!
I'm not a top tier player by any stretch of the imagination, but I've played a fair amount of 10th playing as Eldar vs BT Crusader bricks, and depending on if you have the cheap infiltrators or not, you could do as the video states if you have those units, or kind of accept that your primary score will suck a little the first couple turns while you try to make the best trades possible. Hordes do tend to whittle down over time. And if you have the opportunity to play the secondaries better than your opponent while doing so you can still squeeze out a victory.
@@maxmagnus377well my army is custodes. They don't have any infiltrators and my cheapst squads are 5 guard with a cpt which is 350pts plus.
How did u move them to their original position? 12:47
certain units in this game have a keyword called "infiltrators" if they have this keyword they can deploy in no mans land 9 inches away from the enemy deployment zone and 9 inches away from any enemy models
you can hit 'esc' while you are still holding the models to return them to their original position in TTS!
To be fair though no competitive eldar list brings 3 squads of rangers. A recent ont one brought two, but most bring none.
learn the skill and technique my friend, dont worry about the army. Also, i would 100% run 3 units of rangers if i were running eldar
Is Overwatch allowed when targeting the Eightbound at the end of their charge?
not if they end in engagement. Beginning or end of move, and beginning charge
@Happykrumpingwargaming007 that's what I thought, 12:20 was just a little ambiguous. Thanks!
as a salamanders player i welcome melee armies
i enjoy salamanders
What you should do as the eldar player, is get a different army.😊
gaah the pointy ears
WAAAGH! We need more DAKKA!
i would love to see more dakka for the orks!
we call them blueberries
You say shooting armies are cowardly but one-dimensional melee armies force us to play that way. I’d love to bring some lychguard and Skorpekhs with my Necrons but I know they’re going to die instantly to World Eaters and I’m going to lose. Whereas if I bring nothing but shooting and screening, I’ll still lose… wait… what? I hate world eaters! 😢
I have not lost to WE in 4 games against them when i check stats and i have one melee unit in my current gun line army. It just about understanding where they can move and countering it!
@ what faction are you playing as? I can beat WE as Tyranids by just sacrificing cheap gaunts to the blood god to keep my valuable stuff alive. As Necrons, we don’t have any cheap chaff. A squad of warriors costs a whopping 200 points and will die just as fast as the gaunts. I think C’tan spam works against them but I’m reluctant to play that way.
warriors only cost 200 if you run a max sized unit. flayed ones are fantastic road bumps, and are death marks, both for significantly cheaper than 100 pts. Like straight up, flayed ones have infiltrate which block the scout move, and cost 60 pts. Necrons have tons of options
On overwatch with Dire Avengers most of the time you kill on average less than 1 eightbound with 6+fnp and on normal shoot ( 30 shots hit on 2+ and full rr to hit) as a 48% of not even killing one. I dont belive the dire avenger are than threatening for the hatebound (counting asurmen it average to 1 hatebound dead by regular shooting and a little bit less on overwatch) but the rest of the advice are solid on positioning!
I think you forgot lethal, dire avengers overwatch on 4's with rr to hit from the farseer bud, that is 33 shots hitting on 4's 6's are lethal full rr, and then asurmen does the same with his 6 shots at dmg 2. That is on average 2 of them dead. regardless, i am teaching strategy here not individual units to use. Super glad you enjoyed the video!
Yup, fseer skyrunners are a must for lethal centric units@@Happykrumpingwargaming007
Rr mean reroll and yes i counted lethal
Lets flip the script a second time and switch back to the melee army: What can you do as the melee player to avoid getting boxed in like that?
thats a separate video on the way ;)
@@Happykrumpingwargaming007 I've another question that just crossed my mind while painting Rubrics: Some factions like TSons dont have access to Scouts/Infiltrators. How do they plan/screen/set up against melee pressure lists?
they do, cultist have scout
@@Happykrumpingwargaming007 wait, they do?
*checks index*
... Holy shit they do! xD
Not really a strategy video so much as a example of why first turn advantage is broken.
pariah has second turn advantage lol, in like 6 of the primaries its much better to go second