The last episode was great and like vic said you are absolutely right with MFM point increases comparison between necrons and guard ,keep the episodes coming ,every episode is really insightfull great job
In regards to the Josh Robert's stuff I heard on the grapevine it's actually the complete opposite and he told the design team upon crons release that the codex should be nerfed. To prove a point he then took the most broken crons list he could. Anywho the last vid was a bit salty and it was good for you to address it ( but i dont think you actually said sorry ) . You and vik really know what your talking about and I enjoy your vids. Keep up the great content.
Three 20x cultist mobs each with dark commune works out to just under 500 points, and with the Deceptors detachment rule you could potentially start all three on the no man's land objectives, which means you now have 75 models with a 5+ invuln on the mid board (and that's before you deploy your legionaries and the remaining 1500 points in your army). Unless the meta pivots to fighting 120 boyz (ie lots of shots and [precision] to take care of leader units that provide invulns/fnp) I can see this having lots of potential, especially with the excellent stratagems in that detachment.
16:04 "excluding attached units" so cant have 2 leaders, seems GW actually thought while writting this book(also not letting you get 60 autohits on flamers and limitig devs on the one strat)
@Fireside Podcast One counterpoint about the army rule seeming way too good atm is that: right now it feels so strong because we are so use to them criting on a 5+ all the time which makes there damage seem obscene. Remember that they lose the ability to 5+ crit if they want any of the other detachments and even then pactbound zealots is worse than before.
38:30 this sounds really fun on Terminator sorceror. It can deep strike down to put Ignore Cover AND -1 AP on a unit so your gunline can just ruin its day.
Hard not to point blame when he's the 'face' of it, I did it too, but ultimately it's not on him.. I've played crons a couple of times since, you can feel the points tbf.. I'm also strongly against just completely killing a faction aswell, not always going to hit the sweet spot everytime
@david can cover in the next episode what makes an good guard player? it has been talked about it lately that expert guard players can put the army to a winrat eof 70% and id like to now how. thank you
"God Damn!" 🤣
Nicely said at the start regarding Josh and GW. Love the content keep it up.
This was very enjoyable, thanks for the time in reviewing.
David you're a passionate and great guy - we all know your heart is in the right place.
The last episode was great and like vic said you are absolutely right with MFM point increases comparison between necrons and guard ,keep the episodes coming ,every episode is really insightfull great job
In regards to the Josh Robert's stuff I heard on the grapevine it's actually the complete opposite and he told the design team upon crons release that the codex should be nerfed. To prove a point he then took the most broken crons list he could. Anywho the last vid was a bit salty and it was good for you to address it ( but i dont think you actually said sorry ) . You and vik really know what your talking about and I enjoy your vids. Keep up the great content.
Three 20x cultist mobs each with dark commune works out to just under 500 points, and with the Deceptors detachment rule you could potentially start all three on the no man's land objectives, which means you now have 75 models with a 5+ invuln on the mid board (and that's before you deploy your legionaries and the remaining 1500 points in your army).
Unless the meta pivots to fighting 120 boyz (ie lots of shots and [precision] to take care of leader units that provide invulns/fnp) I can see this having lots of potential, especially with the excellent stratagems in that detachment.
The Dread Talons review was hilarious! Keep up the good content
Top shelf David!
Daemon prince with lone op, land raider with scout, there is lots to experiment with here.
I want to play against a chaos cult. Just tons of cultists, traitor guard, and beastmen
16:04 "excluding attached units" so cant have 2 leaders, seems GW actually thought while writting this book(also not letting you get 60 autohits on flamers and limitig devs on the one strat)
a very shocking development
For the fellhammer strat, you roll a D6 for each attack to a max if 6, so it's basically 3MWs
This was a fun read through thanks
@Fireside Podcast One counterpoint about the army rule seeming way too good atm is that: right now it feels so strong because we are so use to them criting on a 5+ all the time which makes there damage seem obscene. Remember that they lose the ability to 5+ crit if they want any of the other detachments and even then pactbound zealots is worse than before.
38:30 this sounds really fun on Terminator sorceror. It can deep strike down to put Ignore Cover AND -1 AP on a unit so your gunline can just ruin its day.
Chaos has less stratagems the cost 2 CP across eight detachments than T'au have across only four detachments. The seem dubious.
Hard not to point blame when he's the 'face' of it, I did it too, but ultimately it's not on him.. I've played crons a couple of times since, you can feel the points tbf.. I'm also strongly against just completely killing a faction aswell, not always going to hit the sweet spot everytime
Renegade raiders looking very spicy. I’m sure Anthony is seeing red reading that detach.
GW is just rubbing it in Admechs face with that one.
@david can cover in the next episode what makes an good guard player? it has been talked about it lately that expert guard players can put the army to a winrat eof 70% and id like to now how. thank you
Well, I guess Actual Guard is at least still better than Traitor Guard
GW really emphasising the L in Night Lords…
comment for the comment god.