Ursula Creed's "Tactical Genius" doesn't allow the use of "Reinforcements!". (Also apparently it is an aura?) In the Index Cards document, on pg.3, there is an FAQ for the IG, and includes: "Q: Does Ursula Creed’s Tactical Genius ability allow the use of the Reinforcements! Stratagem? A: No. A destroyed unit is not on the battlefield and therefore not within range of any Aura abilities." It is lovely how GW spreads their rules to 20 separate documents.....
I'm a Russ stan tbh, and if i can fit another one i'll try to, which is why i tend to not use 3x armored sentinels since they basically cost the same as a Russ. Having said that, I really think they can have a place on a specifically tailored list where you have no tank orders/all of them are spoken for. Great video as always!!
Remember the auto cannons are probably going to have access to +1 or +2 AP from fields of fire and or exterminator buff. With lethals and reroll wounds your looking a decent amount of ap 3 damage 3 wounds going through on monsters or vehicles. Potentially removed cover from a hellhound aswell. It's alot of buffable damage that an opponent way not expect.
@@Joushi40k that is an argument, can't bring the russ back though. A smart opponent might just leave 1 sentinel alive but then you have an invincible movement blocker. Depends on how many tanks you already have in a list I guess. On competitive maps it's hard enough to move around 2 or 3 tanks and 1 lanes probably going to be clogged by a rogal dawn. Orders also become issue with tank spam though if it's the classic leman russ it can probably get away without needing orders.
@@Joushi40k I also forgot to mention, as far as I understand the rules the new sentinels will have there hunter killer missles back again after reinforcements which is a big anti tank threat.
problem you have is that even with reinforcements, they just dont do enough damage for the points 195 points for 6 shots per turn plus a once or twice hkm, just not enough for the points would rather bullgryn if its for a holding unit. scout sentinel at least is a force multiplier.
On the Creed rules. I'm interesting in running creed in a chimera so she can move up the table and be a support peace. I get a bit confused when it comes to several rules interactions here. If creed is in a transport, can she issue orders? (Assume she did not disembark) If creed is in a transport, can she use tactical genius? I have yet to play a game of 10th, still army building. And pretty sure I'm getting rules wrong trying to hold it all together. Haha. Any clarification would be awesome! Thank you!
Been on the sentinel train since the beginning of 10th, they both do amazing work, unfortunately for me I’m a bit burned out of using them right as they seem to have hit their zenith
@@Joushi40k well the job doesn’t change. Kill things and stand on circles. Two laser does a bunch of alpha and the plasma gives you a little bit of spread.
@@shaphown the shortest version I can think of to explain this is like The difference between something being alive with 1 wound / model and being dead is bigger in this edition than any other I've played, so you'd rather specialize at killing one type of thing to make sure it dies than be ok at doing damage to everything you don't WANT to do a little bit of damage to everything, you want something to be dead, so you take whatever weapon you most need to help kill the targets you need to kill
Ursula Creed's "Tactical Genius" doesn't allow the use of "Reinforcements!". (Also apparently it is an aura?)
In the Index Cards document, on pg.3, there is an FAQ for the IG, and includes:
"Q: Does Ursula Creed’s Tactical Genius ability allow the use of the
Reinforcements! Stratagem?
A: No. A destroyed unit is not on the battlefield and therefore not within
range of any Aura abilities."
It is lovely how GW spreads their rules to 20 separate documents.....
That's such a weird wording since Tactical Genius isn't an Aura but good find! Always hard to find the rules you need to
keep up the great content
Thank you!
Yet another great video. I feel like I'm improving with every video release
Qualiity information in a good-looking format. Cheers.
Damn dude. Forgot to subscribe! Thanks for the reminder. Love the content, keep it up!
Great video🎉
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I'm a Russ stan tbh, and if i can fit another one i'll try to, which is why i tend to not use 3x armored sentinels since they basically cost the same as a Russ. Having said that, I really think they can have a place on a specifically tailored list where you have no tank orders/all of them are spoken for. Great video as always!!
Great Content ! Still Hoping for Spotify ;)
open.spotify.com/show/46PcmbiNj3YAC1PsgPmHCR
alright here's Matt Wright on Spotify, I'll try to not be lazy about it hahaha
Remember the auto cannons are probably going to have access to +1 or +2 AP from fields of fire and or exterminator buff. With lethals and reroll wounds your looking a decent amount of ap 3 damage 3 wounds going through on monsters or vehicles. Potentially removed cover from a hellhound aswell. It's alot of buffable damage that an opponent way not expect.
True, I feel like at that point though aren't you just better bringing an LRBT?
@@Joushi40k that is an argument, can't bring the russ back though. A smart opponent might just leave 1 sentinel alive but then you have an invincible movement blocker. Depends on how many tanks you already have in a list I guess. On competitive maps it's hard enough to move around 2 or 3 tanks and 1 lanes probably going to be clogged by a rogal dawn. Orders also become issue with tank spam though if it's the classic leman russ it can probably get away without needing orders.
Yeah good call out, there's always trade offs with every decision!
@@Joushi40k I also forgot to mention, as far as I understand the rules the new sentinels will have there hunter killer missles back again after reinforcements which is a big anti tank threat.
problem you have is that even with reinforcements, they just dont do enough damage for the points 195 points for 6 shots per turn plus a once or twice hkm, just not enough for the points would rather bullgryn if its for a holding unit. scout sentinel at least is a force multiplier.
can you please make a video about the baneblade variants, i know they arent very optimised but i would like to use them in a turnoment list
It's on the list! I talk about them a little bit in my interview with Matt Wright
Did you tell Perun you stole his slides? XD
Hahaha I keep getting this, still need to actually watch that channel
Awesome! Mortars next? :D
Did you factor in the wound reroll in your chart? Also missile launchers have heavy meaning it has a better chance of hitting even in melee.
Just double checked and yep it's included!
On the Creed rules. I'm interesting in running creed in a chimera so she can move up the table and be a support peace. I get a bit confused when it comes to several rules interactions here.
If creed is in a transport, can she issue orders? (Assume she did not disembark)
If creed is in a transport, can she use tactical genius?
I have yet to play a game of 10th, still army building. And pretty sure I'm getting rules wrong trying to hold it all together. Haha. Any clarification would be awesome! Thank you!
Been on the sentinel train since the beginning of 10th, they both do amazing work, unfortunately for me I’m a bit burned out of using them right as they seem to have hit their zenith
have you maybe heard of a youtube channel Perun?
LOL SO MANY PEOPLE ASK THIS AND I HAVE YET TO WATCH
Rough Riders didn't lose any movement for pivoting. Only applies to vehicles and monsters. Rough riders are tricksy 😎
Is this 40k
It is indeed!
OTS on lord solar both with bodyguards ANDsolo (and with rough riders if you can get that madman to explain it)
Why not mix plasma and lascannon.
in a single unit? it just makes the unit's job really unclear and therefore harder to play with very little benefit
@@Joushi40k well the job doesn’t change. Kill things and stand on circles. Two laser does a bunch of alpha and the plasma gives you a little bit of spread.
@@shaphown the shortest version I can think of to explain this is like
The difference between something being alive with 1 wound / model and being dead is bigger in this edition than any other I've played, so you'd rather specialize at killing one type of thing to make sure it dies than be ok at doing damage to everything
you don't WANT to do a little bit of damage to everything, you want something to be dead, so you take whatever weapon you most need to help kill the targets you need to kill