The greatest part of Death Korps Marshal / All Command Squads that doesn't get mentioned is that if you bring them with your Primaris Psyker they cause less casualties. If they fail their 2+ roll you can save the guys he would accidentally kill with your FNP and you can also save the Psyker from exploding himself as Hazardous causes 3 mortal wounds to the character and you can just roll those three 5+++/6+++ rolls and save him on 1w a decent percentage of the time (70.4% for 5+++/ 42.1% for 6+++).
Great point, its a clever synergy. 5+ FNP is no joke and would also apply to any plasma gunners in the attached squad. Could be over-charging with impunity (kind of!)
Reinforcements can only bring back non-character regiment units. Sly marbo and the officers in command squads have the character keyword and so they cannot be brought back.
another mention to the psyker: if he happens to misscast, he still got some protection as fnp is still allowed. all his miscasts are psychic, so he gets his own 4+++ as long as he is still inside a unit. also something about bodyguards: ogryn can still give some toughness to the unit. either by running the command squad as a special weapon team and attach an ogryn, you can actually use his T value since he is now the bodyguard unit, making the unit relativly tough. alternativly, you can still attach him to the regular unit of any inf with the command squad. the ogryn is not a character so you can target him with all the wounds the unit would recieve and then use his 4++ by giving him a shield. this can soak quite some dmg before important parts of the unit itself dwindles down.this gives a unit basicly a similar kind of defence with the command+ogryn as they get with marshal+ psyker. the ogryn is ofc more vulnerable to multi wound weapons but unlike the psyker, he also works in close combat
Its weirdly worded and as Watchdog says, him failing the Psychic barrier cast of hazardous test are MW, not wounds from psychic attacks. As you know, if another Primaris Pysker attacked him with 'Psychic Maelstrom' they would be Psychic attacks as it has the Psychic keyword however MWs he doesn't have the 4+ FNP
@@GuardsmanHanan MW can come from psycic attacks and considering that it is a backlash from a psychic attack, that logic would fit. same with the shield, when it fails. it comes from a psycic effect and should be psycic as well. what makes you sure, that it doesn't work?
Listening to the Primaris psyker musings with the echoes of catachan trash talk still lingering, I've just had a mad idea for a catachan regiment, which as a result of the psychic awakening now has some beefed up psykers. The list would go something like this: 3x catachan dudes with primaris psykers in flamer chimeras, 1x krieg unit with leontus and command squad (with a mortar, would need a cool conversion for this one), 2 hellhounds, 3x3 scout sentinels with lascannons (maybe one plasma unit?), 3 earthshakers, gaunts ghosts (imo best to just make harker into bragg, straken into gaunt, etc nowadays) The plan is to either pressure the midboard hard while gaunts ghosts score secondaries or put the chimeras in reserve and play cagey early on before bringing the psychic firing points to bear. The list seems light on orders, but I dont think it needs many of them. It might even be viable to detach the psykers, put them solo in late turn reserve to pick off stragglers and keep the (now scouting) chimeras on board. Only thing I'm debating is swapping the krieg infantry for shock troops for some objective secured. What do you think? :)
Hey there, sorry for late reply. Cool list idea. Hellhounds are actually pretty decent given 2+ SV and cheap. I'm personally running 8 scout Sentinels and 3 Armoured Sentinels. Veey points efficient and their big bases means they can movement block really well.
@@GuardsmanHanan No worries mate :) Yea I agree, Hellhounds have been the most standout unit for me this edition hands down. I've been testing the melta cannon too, and its neat, but requires orders to do anything.. I think the inferno cannon + multimelta offers the best from both worlds. Interestingly, I think all of the hull weapons are viable. Really a worthy balancing feat :D Armored sentinels seem like a good idea.. I've got some of the old ones still unbuilt, because I use centaur carriers as scout sentinel proxies
@wochtulka nice one, I saw recently someone placed top 5 in a tournament with 3 hellhounds and had me thinking given they are cheap. As u say they need orders but still good potential. Armoured Sentinels are fantastic, cheap tough and can be constantly brought back via reinforcements strategum
@@GuardsmanHanan I think hellhounds are wicked good. I think going with the turret flamers (and really anything on the hull), the orders are not even needed. The melta cannon is an order trap though for me, after some more testing :)
Creed's ability does NOT work for reinforcements. Her ability triggers sfter using a stratagem on a unit within 12" of the table and you use reinforcements AFTER the unit is destroyed, meaning they are not on the table and therefore not within 12" of Creed. So to get the most bang for your buck from creed, stick her in a unit of regular infantry with a mortar team and use that mortar to trigger the Fields of Fire stratagem to get +1ap on a scary tsrget that you need dedication to bring down. Otherwise, if you do keep some sentinels within 12" of her, you can use the -1 damage stratagem for free on those sentinels since they get regiment. But to reiterate, you CAN NOT use reinforcements for free with Creed.
When the nerf for Ursula came out I thought "They haven't affected anything that I was planning on using her for." (haha ogryn brain) But seriously, it seems like the index for guard was made assumed "Fields of fire" were gonna be used frequently. Ursula Creed attached to a unit of 10 x infantry squad with a mortar. 48in range from the back of your home base, applying fields of fire every single turn. Thats 10 CP generation. Meltas start auto wounding tanks without invuls, battle cannon/auto cannon shells are crazy, makes all lasguns, Hot shot las guns. Hell the old Mortar pit with Ursula seems valid. Free overwatch with hitting on 4's with the heavy weapons squad.
before, you could also use her for stuff like -1dmg to vehicles but since you use FoF anyways, it is not a huge nerf. I'm still surprised they did nerf her, considering the state of guard atm
Great point on fields of fire, I'd forgotten it cost 2CP so good point having a single mortar with her plink away at granted AP+1. I was thinking to sometime use her for Armored Might on Armored sentinels however would require situational placement and probably also risky having her out in the open etc
Hi there, I'm pretty I do so at the 51min mark. Given he grants sustained hits, he could be tasty when assigned to a squad of Kasrikins. However given he is very close in price to Ursala Creed depends if you value a free strategum per round or sustained hits...
@@calronkeltaran493 the whole unit has the regiment keyword. Reinforcements doesn't specify non-character, just that it's a regiment unit. The TS command squad is one cohesive unit like platoon command. You don't buy the command and the command squad separately
So the strategum wording is a bit confusing, 'cannot be used to return destroyed characters units to attached units'. So I'd read it as Ursala Creed couldn't be returned if she and an infantry squad were destroyed at once for example however given the Scion command squad has regiment it makes sense it can be returned as one....
Hi there, so as general rule of thumb, only one leader can be attached to a unit. There are exceptions of course to which the Astra Militarum one is you can attach a Command Squad to a battleine unit + one other character. Each army has an exception however u can't attach both Straken and a Preacher
The greatest part of Death Korps Marshal / All Command Squads that doesn't get mentioned is that if you bring them with your Primaris Psyker they cause less casualties. If they fail their 2+ roll you can save the guys he would accidentally kill with your FNP and you can also save the Psyker from exploding himself as Hazardous causes 3 mortal wounds to the character and you can just roll those three 5+++/6+++ rolls and save him on 1w a decent percentage of the time (70.4% for 5+++/ 42.1% for 6+++).
Great point, its a clever synergy. 5+ FNP is no joke and would also apply to any plasma gunners in the attached squad. Could be over-charging with impunity (kind of!)
Reinforcements can only bring back non-character regiment units. Sly marbo and the officers in command squads have the character keyword and so they cannot be brought back.
Which is why Scions are great as regiment they go back into Deep strike
This is why I love the Guard - So many characters!
another mention to the psyker: if he happens to misscast, he still got some protection as fnp is still allowed. all his miscasts are psychic, so he gets his own 4+++ as long as he is still inside a unit.
also something about bodyguards: ogryn can still give some toughness to the unit. either by running the command squad as a special weapon team and attach an ogryn, you can actually use his T value since he is now the bodyguard unit, making the unit relativly tough. alternativly, you can still attach him to the regular unit of any inf with the command squad. the ogryn is not a character so you can target him with all the wounds the unit would recieve and then use his 4++ by giving him a shield. this can soak quite some dmg before important parts of the unit itself dwindles down.this gives a unit basicly a similar kind of defence with the command+ogryn as they get with marshal+ psyker. the ogryn is ofc more vulnerable to multi wound weapons but unlike the psyker, he also works in close combat
Hazard tests aren't psychic so no FNP for miscast.
Additionally, failing his own power isn't an "attack" on the unit meaning the FNP wouldn't trigger.
Its weirdly worded and as Watchdog says, him failing the Psychic barrier cast of hazardous test are MW, not wounds from psychic attacks. As you know, if another Primaris Pysker attacked him with 'Psychic Maelstrom' they would be Psychic attacks as it has the Psychic keyword however MWs he doesn't have the 4+ FNP
@@GuardsmanHanan MW can come from psycic attacks and considering that it is a backlash from a psychic attack, that logic would fit. same with the shield, when it fails. it comes from a psycic effect and should be psycic as well. what makes you sure, that it doesn't work?
Listening to the Primaris psyker musings with the echoes of catachan trash talk still lingering, I've just had a mad idea for a catachan regiment, which as a result of the psychic awakening now has some beefed up psykers. The list would go something like this:
3x catachan dudes with primaris psykers in flamer chimeras,
1x krieg unit with leontus and command squad (with a mortar, would need a cool conversion for this one),
2 hellhounds,
3x3 scout sentinels with lascannons (maybe one plasma unit?),
3 earthshakers,
gaunts ghosts (imo best to just make harker into bragg, straken into gaunt, etc nowadays)
The plan is to either pressure the midboard hard while gaunts ghosts score secondaries or put the chimeras in reserve and play cagey early on before bringing the psychic firing points to bear. The list seems light on orders, but I dont think it needs many of them. It might even be viable to detach the psykers, put them solo in late turn reserve to pick off stragglers and keep the (now scouting) chimeras on board. Only thing I'm debating is swapping the krieg infantry for shock troops for some objective secured.
What do you think? :)
Hey there, sorry for late reply. Cool list idea. Hellhounds are actually pretty decent given 2+ SV and cheap. I'm personally running 8 scout Sentinels and 3 Armoured Sentinels. Veey points efficient and their big bases means they can movement block really well.
@@GuardsmanHanan No worries mate :) Yea I agree, Hellhounds have been the most standout unit for me this edition hands down. I've been testing the melta cannon too, and its neat, but requires orders to do anything.. I think the inferno cannon + multimelta offers the best from both worlds.
Interestingly, I think all of the hull weapons are viable. Really a worthy balancing feat :D
Armored sentinels seem like a good idea.. I've got some of the old ones still unbuilt, because I use centaur carriers as scout sentinel proxies
@wochtulka nice one, I saw recently someone placed top 5 in a tournament with 3 hellhounds and had me thinking given they are cheap. As u say they need orders but still good potential. Armoured Sentinels are fantastic, cheap tough and can be constantly brought back via reinforcements strategum
@@GuardsmanHanan I think hellhounds are wicked good. I think going with the turret flamers (and really anything on the hull), the orders are not even needed.
The melta cannon is an order trap though for me, after some more testing :)
Creed's ability does NOT work for reinforcements. Her ability triggers sfter using a stratagem on a unit within 12" of the table and you use reinforcements AFTER the unit is destroyed, meaning they are not on the table and therefore not within 12" of Creed.
So to get the most bang for your buck from creed, stick her in a unit of regular infantry with a mortar team and use that mortar to trigger the Fields of Fire stratagem to get +1ap on a scary tsrget that you need dedication to bring down.
Otherwise, if you do keep some sentinels within 12" of her, you can use the -1 damage stratagem for free on those sentinels since they get regiment.
But to reiterate, you CAN NOT use reinforcements for free with Creed.
When the nerf for Ursula came out I thought "They haven't affected anything that I was planning on using her for." (haha ogryn brain) But seriously, it seems like the index for guard was made assumed "Fields of fire" were gonna be used frequently. Ursula Creed attached to a unit of 10 x infantry squad with a mortar. 48in range from the back of your home base, applying fields of fire every single turn. Thats 10 CP generation. Meltas start auto wounding tanks without invuls, battle cannon/auto cannon shells are crazy, makes all lasguns, Hot shot las guns. Hell the old Mortar pit with Ursula seems valid. Free overwatch with hitting on 4's with the heavy weapons squad.
before, you could also use her for stuff like -1dmg to vehicles but since you use FoF anyways, it is not a huge nerf. I'm still surprised they did nerf her, considering the state of guard atm
@@calronkeltaran493 you can still get -1 damage on sentinels
Great point on fields of fire, I'd forgotten it cost 2CP so good point having a single mortar with her plink away at granted AP+1. I was thinking to sometime use her for Armored Might on Armored sentinels however would require situational placement and probably also risky having her out in the open etc
I don't believe you spoke about the Cadian Castellan. I would like to know what your thoughts are about this character.
Hi there, I'm pretty I do so at the 51min mark. Given he grants sustained hits, he could be tasty when assigned to a squad of Kasrikins. However given he is very close in price to Ursala Creed depends if you value a free strategum per round or sustained hits...
The scion command squad has the keyword regiment, so can you use reinforcements on them?
Yep!
And they can be ordered by themselves!
don't think so, as the commander has the character keyword. if you can do it, they would only revive without the commander attached, aka 4 dudes
@@calronkeltaran493 the whole unit has the regiment keyword. Reinforcements doesn't specify non-character, just that it's a regiment unit.
The TS command squad is one cohesive unit like platoon command. You don't buy the command and the command squad separately
So the strategum wording is a bit confusing, 'cannot be used to return destroyed characters units to attached units'. So I'd read it as Ursala Creed couldn't be returned if she and an infantry squad were destroyed at once for example however given the Scion command squad has regiment it makes sense it can be returned as one....
Returning to 40k and was wandering, can you put straken and a regimental preacher in the same unit, or is it a 1 commander max?
Hi there, so as general rule of thumb, only one leader can be attached to a unit. There are exceptions of course to which the Astra Militarum one is you can attach a Command Squad to a battleine unit + one other character. Each army has an exception however u can't attach both Straken and a Preacher
@@GuardsmanHanan Ahh too bad, but thanks for the answer.
That moment when you realize that you can use Reinforcement to get your Command Squads back...
crazy
Except you can’t, for they are missing the regiment keyword
@@trymwangen4388 the Militarum Tempestus Command Squad has it anyway