I'm totally going to try this list this weekend! One small nit 46:50 First to the Fray is the enhancement that lets that unit Deepstrike Turn 1. Excellent video!
How can you rapid ingress on turn 4 or 5? Starflare says you go back into Strat. Reserves. Strat reserves say you have to arrive by turn 3 or count as destroyed?
So the reason is they have Deep Strike which does not have a restriction as to which round it may be used. Pariah Nexus said units which start in reserves may not arrive during BR1. The Crisis started on the table before being moved to reserves; so this does not apply to them. Being in strategic reserves they can use either the strategic reserve rules or deep strike to arrive as they aren’t bound by the Pariah restriction. Strategic Reserves however cannot be used during BR1 innately - so that’s not an option. Deep Strike, as mentioned, has no such restriction so they can arrive using that during BR1. In short: - They dodge the “can’t come in BR1” restriction by starting on the table. - They can arrive using either SR or DS but as SR can’t be used BR1 DS is their only option (and fortunately the better one) Hope this helps 👍🏻
Sorry, I might miss some thing but how at 1:01:26 the commander can rapid ingress there ? I know it form steath suits's homing beacon abilities but how it can come in on first battle round ?
@@kachentepmeethong8718 due to the Starfire ignition system from the enhancement given to the Commander. This lets him pick this unit up during the end of his opponents fight phase and place it back down on turn 1 since it originally started on the board. The deep strike and strat reserve rules on placing them down on turn 1 only affect models that started off the board.
That's a very fun piece of tech! and agree that you still have to play it well. Honestly havent been having fun with how tau has been playing in 10th but movement shenanigans' like this make playing much more interesting.
I know most people are down on them, but the homing beacon + overwatch + starflare could work really well with flamer starscythe units as well depending on matchup. 6d6 flamer hits + commander’s firepower could be nasty
I used a flamer unit without a commander to delete a 10 man necrons warriors unit and left the lord on 1 wound. Tanked shocked and completely took objective.
I have been playing ret since the codex was out. I love to rapid ingress and OW, specially with flamers + commander with prototype weapon. It's the whole reason why i always have one or two flamer starscythe units, it's like having your own strike first unit.
Do you find you have to specifically play to not score as hard as your opponent until turn 3 so that you can pick the secret mission, or is the lower board presence in the early game with Ret. cadre enough to lean the game that way already? I've only played one half-game with the new .5 edition so far, and we weren't really trying out the new secret missions yet.
Last I checked the marker drone still does nothing for strike teams since they already have the marker light keyword, and the gun drone makes them eligible to shoot so they can still observe after advancing. Am I missing a dataslate change?
I play the same strategy with the fireknife team+ enforcer, but equiped with full plasmas and gun drones. 10 S9 plasma shots rerolling + 10 S6 drone shots rerolling to hit and wound.
@@stephenfeeney2966 Gun Drones are the ones getting the reroll to hit and to wound, as they are twin-linked. The Plasma shots are "only" rerolling hits.
Question, how are the fire knife team that came in from rapid ingress able to reroll hits in overwatch? Doesn’t rules commentary on “out-of-phase rules” say you cannot trigger any rules when moving,shooting,charge,etc. that normally trigger. it even specifically gives the example of firing overwatch.
The commentary specifically says "When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase." Meaning that the rules which are excluded are the ones that as "in your shooting phase" or "in your fight phase" or "in your movement phase" etc. but since the fireknife rule simply states "each time a model in this unit makes an attack..." it doesn't specify it happens only in the controlling player's shooting phase and is therefore allowed during overwatch.
excuse me for the dumb question, maybe i overlooked the new charge6overwatch rules, but around 1:06:00 why could the fireknife team overwatch, if the eversor assasin simply declares the fire warriors as the target? (edit, i get it, he wasnt targeting the fire warriors on the left, but the guys "ritualling up" the new objective, thus the original target of the charge was targeted by the wall of crisis fireknives))
Read the Overwatch strat it says one unit from your army within 24" can shoot at something the successfully makes the charge but you do it at the starts or ends a normal,advance, fall back or charge move.
@@Zolepapa yeah somethings do carry over from old editions it's why I aim not to skim read over new rules (we all do it) but you tend to miss small things that end up being huge
@@Puretideprogram exactly, and thank you for pointing out i knew the movement phase, simply forgot that charge phase works this way as well. Thanks again
Brother in christ i played a list somewhat similar( only difference was 1 less coldstar and starsycthe team and 1 strike team, 1 pathfinder, 1 kroot carnivore, and 2 ghostkeels) last night and lost by 20 points in primary! I never thought about this and now im kicking myself for not doing god damnit. Great find and application. I will definitely use it on my next game.
The whole oval base pivot mechanic to make charges shorter doesn't work. GW defines that an oval base is not circular. So you would take the 2" of movement penalty
Yes that is correct and I was not saying you do not spend the 2" to piviot but measure the long distance of the oval, you pay 2" but you gain around enough to make the charge 1" less
The base is 120-90. So the amount gained would be half the 120 (60) minus half the 90 (45) = 15mm. It’s not even close to more than 2 inch. You actually loose 1.4 inch of movement.
Real discussion starts at 25:35
For all my fellow impatient folks
Not all heroes wear capes
Thanks for the kind words Kyle. Really enjoyed our game and came down to the wire which is always how the best games go!
Congrats on the win.
What a masterclass ! Well done Kyle !
I'm totally going to try this list this weekend! One small nit 46:50 First to the Fray is the enhancement that lets that unit Deepstrike Turn 1. Excellent video!
How can you rapid ingress on turn 4 or 5? Starflare says you go back into Strat. Reserves. Strat reserves say you have to arrive by turn 3 or count as destroyed?
So the reason is they have Deep Strike which does not have a restriction as to which round it may be used.
Pariah Nexus said units which start in reserves may not arrive during BR1.
The Crisis started on the table before being moved to reserves; so this does not apply to them.
Being in strategic reserves they can use either the strategic reserve rules or deep strike to arrive as they aren’t bound by the Pariah restriction.
Strategic Reserves however cannot be used during BR1 innately - so that’s not an option.
Deep Strike, as mentioned, has no such restriction so they can arrive using that during BR1.
In short:
- They dodge the “can’t come in BR1” restriction by starting on the table.
- They can arrive using either SR or DS but as SR can’t be used BR1 DS is their only option (and fortunately the better one)
Hope this helps 👍🏻
Sorry, I might miss some thing but how at 1:01:26 the commander can rapid ingress there ? I know it form steath suits's homing beacon abilities but how it can come in on first battle round ?
Because you start on the battlefield and can go into strat reserve just like necrons and grey Knights
When I rapid ingressed it was not turn 1 it was custodes turn 2
@@kachentepmeethong8718 due to the Starfire ignition system from the enhancement given to the Commander. This lets him pick this unit up during the end of his opponents fight phase and place it back down on turn 1 since it originally started on the board. The deep strike and strat reserve rules on placing them down on turn 1 only affect models that started off the board.
That's a very fun piece of tech! and agree that you still have to play it well. Honestly havent been having fun with how tau has been playing in 10th but movement shenanigans' like this make playing much more interesting.
Genius! Great idea! Will be using that in future!
Thanks for this video! Ive been loving retal but really appreciate the tips
Congrats on the win dude!
For your matches, were the 2 coldstar and farsight stay in deepstrike? Or did you deploy them?
I know most people are down on them, but the homing beacon + overwatch + starflare could work really well with flamer starscythe units as well depending on matchup.
6d6 flamer hits + commander’s firepower could be nasty
I’ve been using it since codex drop and it’s a huge deterrent. Especially in nid and ork meta where I’m at
I used a flamer unit without a commander to delete a 10 man necrons warriors unit and left the lord on 1 wound. Tanked shocked and completely took objective.
I have been playing ret since the codex was out. I love to rapid ingress and OW, specially with flamers + commander with prototype weapon. It's the whole reason why i always have one or two flamer starscythe units, it's like having your own strike first unit.
Do you find you have to specifically play to not score as hard as your opponent until turn 3 so that you can pick the secret mission, or is the lower board presence in the early game with Ret. cadre enough to lean the game that way already? I've only played one half-game with the new .5 edition so far, and we weren't really trying out the new secret missions yet.
Last I checked the marker drone still does nothing for strike teams since they already have the marker light keyword, and the gun drone makes them eligible to shoot so they can still observe after advancing. Am I missing a dataslate change?
Markerlight specifies now that it gives advance and spot.
@@roycetevistownes6831 k, but did assault rules change? Gun drones also do that by virtue of keeping you eligible to shoot after advancing
Did u watched the video , he said he did it for the swagger , that's it
Yeah I did it because I like the wee marker drone 🤣
All correct but I just like the marker drone looks cool 🤣
Why not crisis with flamers? i have really been winning a lot with that
Its for the Strat to get Sustained. I take a unit of both with great success with both
@@Emperialdakka626 i use them for Overwatch a lot, and/or move in, flame something and fade
I play the same strategy with the fireknife team+ enforcer, but equiped with full plasmas and gun drones.
10 S9 plasma shots rerolling + 10 S6 drone shots rerolling to hit and wound.
Where are you getting re-roll wounds from?
@@stephenfeeney2966 twinlinked, but only on the drones, not in the plasma shots.
@@stephenfeeney2966 Gun Drones are the ones getting the reroll to hit and to wound, as they are twin-linked. The Plasma shots are "only" rerolling hits.
Question, how are the fire knife team that came in from rapid ingress able to reroll hits in overwatch? Doesn’t rules commentary on “out-of-phase rules” say you cannot trigger any rules when moving,shooting,charge,etc. that normally trigger. it even specifically gives the example of firing overwatch.
The commentary specifically says "When using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase." Meaning that the rules which are excluded are the ones that as "in your shooting phase" or "in your fight phase" or "in your movement phase" etc. but since the fireknife rule simply states "each time a model in this unit makes an attack..." it doesn't specify it happens only in the controlling player's shooting phase and is therefore allowed during overwatch.
See my only question is why not use the flamer unit instead
Because I don't have flamer suits I go all burst cannons on my Starscythe
@@Puretideprogram would you if you had them? I have both so I'm flip flopping. Thank you for the reponse!
I thought that the fire knife reroll hits ability was not allowed during overwatch
excuse me for the dumb question, maybe i overlooked the new charge6overwatch rules, but around 1:06:00 why could the fireknife team overwatch, if the eversor assasin simply declares the fire warriors as the target? (edit, i get it, he wasnt targeting the fire warriors on the left, but the guys "ritualling up" the new objective, thus the original target of the charge was targeted by the wall of crisis fireknives))
Read the Overwatch strat it says one unit from your army within 24" can shoot at something the successfully makes the charge but you do it at the starts or ends a normal,advance, fall back or charge move.
@@Puretideprogram Thx, maybe it was an old habit of me from 9th.
@@Zolepapa yeah somethings do carry over from old editions it's why I aim not to skim read over new rules (we all do it) but you tend to miss small things that end up being huge
@@Puretideprogram exactly, and thank you for pointing out i knew the movement phase, simply forgot that charge phase works this way as well. Thanks again
I love new tech!
Very nice to see.
Brother in christ i played a list somewhat similar( only difference was 1 less coldstar and starsycthe team and 1 strike team, 1 pathfinder, 1 kroot carnivore, and 2 ghostkeels) last night and lost by 20 points in primary! I never thought about this and now im kicking myself for not doing god damnit. Great find and application. I will definitely use it on my next game.
Thank you
Doesnt Farsight has to be your warlord ? Thats new
Nope only shadowsun has that restriction
Great vid
💥💥💥
The whole oval base pivot mechanic to make charges shorter doesn't work. GW defines that an oval base is not circular. So you would take the 2" of movement penalty
Yes that is correct and I was not saying you do not spend the 2" to piviot but measure the long distance of the oval, you pay 2" but you gain around enough to make the charge 1" less
The base is 120-90. So the amount gained would be half the 120 (60) minus half the 90 (45) = 15mm. It’s not even close to more than 2 inch. You actually loose 1.4 inch of movement.
@@davidjones4772 Yeah I've seen a lot of people simply measuring half of the long side and forgetting you're losing half of the short side..
@@davidjones4772 This is the correct math
🎉🎉
I like tau
Noice!!!!
Meta is an other Word for trending..nothing more.. give the number 1 champion any army and he will win .. no army , no meta is better than expérience.