Adeptus Mechanicus vs Tyranids - Warhammer 40k 10th Edition Battle Report
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- Опубликовано: 19 июн 2024
- With big changes coming to both these armies, it's time to try them out on the field! What do you think of the balance Dataslate and points changes for both the Admech and the Nids?
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Admech (Adrian) - pastebin.com/aydWny33
Tyranids (Brian) - pastebin.com/evZ53RrT
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#warhammer #warhammer40k #tyranids #nids #admech #adeptusmechanicus Игры
That tyrannofex first shot of 10.5 felt good!!!
Thank you for the swift upload with my two favorite armies. Nids are really an army to explore with the new changes.
Firstly, great game! Few small things for the AdMech:
- Duneriders now have Firing Deck 2
- The Detatchment (Hunter Cohort) gives Ironstriders & all Skitarii infantry units Stealth
- Taser Dragoons also have a pistol which is worth shooting
That Deployment type is clearly two Turkey Legs.
Thanks for the Ad Mech game! Been waiting for some changes to get me excited to play them again. For the Omnissiah!
The way the Synapse and Shadow in the warp is worded, the Neurolictor test around 1:24:00 wouldn't have the -1 to battleshock. It is only during the battleshock tests for Shadow in the Warp that it takes place. Not relevant this time but important to note
Raiders don't gain movement. Things pivot around a center point. Whatever direction you're going to move, you already have the distance from that center point to the point on the edge of the model/base between them. You have to subtract that from whatever distance you would gain over 2" spent from the rotation. The model would need to be more that 4" longer than it is wide. The only things I can think of that might ha e that are Drukhari boats.
You gain movement from not having to waste it in pivots compared to before.
The way people used to use land raiders was wrong as they are moving parts of the model much further than their movement characteristic which is an illegal move but most people don't know how the movement phase actually works and just bend tape measures around buildings. If you are performing complex movements through buildings you can actually move models much further than their movement characteristic now provided they are longer than 2 inches from the center/base.
@@XvShadowsvX I completely understand that. That's not what people meant.
So glad to see Ad Mec back in the mix! Keep it coming!
I love the changes to Admech; though every battle report I have watched still sees them destroyed in every matchup. What still needs to be done to make them competitive, if anything?
I have 2 major complaints with the updates. One, as a colorblind person making the changed text red (or so I've been told) is absolutely useless. They need to either underline or highlight it for accessibility. Two, they keep hiding information. They gave us 2 downloads with changes to the rules right with the announcement, but then hid a large number of them in the core rules updates on the downloads page and not with these 2 linked on the announcements. This is so confusing for people who don't already know GW does things like this.
They also removed some changes from previous version, and there is no information what was removed, so you have to read whole document fresh anyway. 33 pages.
Saw it mentioned earlier, but the synapse debuff to battleshock only applies to the shadow in the warp use and nothing else
Both armies are painted beautifully!
Raiders are on a round base even, so they don't lose the two from pivoting
Was Hypersensory Scilla (two Vanguard or one Infantry reactive move) changed to 1 CP? It used to be 2 CP before the balance slate.
It’s 2cp. Also when Brian said about non vanguard invader infantry only moving d6”, that should still be 6”
The new deployment should be nicknamed Shrimp Cocktail
Omnissiah? NOMnissiah!!!
I don´t get the new indirect fire change. Perhaps it is because of the only units i know with this ability, the Biovore. This guy has a BS of 4+ with heavy. The new rules say on a 1-3 the shots always misses, but in case of the Biovore, i always needed a 4. Are there ID weapons that hit on 2´s and 3´s or am i missing something?
Plague burst crawlers could fire indirect on 2+, using lord of virulence to give them +1 to hit or boilblight strat to give heavy, plus being in range of mortarion's ignore modifiers aura they would ignore the -1 to hit from indirect.
@@kelvinduncan4251 Ahh ok, so i understood it correctly but nothing changes for me. Ty!
Trygon cant rapid ingress T1. It can deepstrike T1 with the strat. Very different wording.
They did catch this before doing it.
There were several errors on AdMec side… not triggering dev wounds with Arc Rifle against stealers, not using stealth on ironstriders when shot by tyrannofex, duneraiders don’t bracket, not rerrolling Arc Against stealers….
Good game anyway!
How can Trygon come out turn 1?
Using the Seeded Brood stratagem in the Vanguard Onslaught detachment
The lone op changing to 6" for vanguard still works as it used to RAW. And even pretty sure RAI as it otherwise does nothing and the second phrase is completely worthless.
Duneriders having firing deck 2 is nice ( if only 2?) as my brain hurt when I originally read that the open top boat wasn’t able to have lads shoot out the top
Luckily, that covers the two guns we want to shoot most. The plasma and arc rifle.
I'm fairly sure the -1 ld from synapse is only for shadow in the warp BS tests, not all BS tests.
1:35:25 Zoanthrope anti-tank in a nutshell...3 damage...oof
This video shows the sound created by a small, non weaponized laser. ruclips.net/video/1HHJhpStza0/видео.html Scale it up to tank destroying size and I imagine it would make a little noise.
Time for an Haircut, Elvis 😅
the knights streams don't show tactical play comment... I do not understand this sentiment. my issue with knights streams is that they are often knights v knights, and playing against knights is a different game than playing against almost anyone else.
Cowboy Ribeye or porkchop deployment
Was für tolle Ruten ihr da geschaffen habt. Meine erste Wahl wäre die Allround Rute. Wobei ich ja eher zu allen tendiere :)
More models in the admech army than the tyranid army... My wallet hurts
knights are a boring faction
10th has been a disaster in my opinion, I have 3 armies and have bought the codexes and datacards for each of them and all of it is now redundant, so that's over £150 down the drain, in future they should playtest extensively before releasing a new editon
They probably did playtest extensively. It seems more likely to me that they were being cautious with codexes since 9th was a dumpsterfire with each new release.
Adding features is easier to tune than removing them, in that regard