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Five Mistakes to Avoid with Playing Warhammer 40k
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- Опубликовано: 15 авг 2024
- Let's talk about a few basic strategy errors to avoid in game...
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0:00 Intro
0:52 Getting Models Killed
4:02 Command Points
6:29 Splitting Fire
8:09 Forgetting Objectives
9:41 Not Screening
“The nails were singing. Kharn could feel the thrill of battle raging against him. He lusted for the taste of blood.
‘Brother!’ Yelled Kargas, ‘we should charge!’
‘No’ replied Kharn, ‘we need to stay close to this giant numbered coin until our next command phase.’”
"Don't get them killed in your own turn."
Commissar: So I took that personally.
Definitely has the sideways looking Muppet meme vibe (for Commissars)
If I had a dollar for every time my Thousand Sons Sorcerer exploded from perils of the warp, I'd be able to afford a different army.
My TS playing buddy just got first and then lost an Aspiring sorc and a Scarab sorc to perils...one of them was rerolled and periled again 😩
laughs in far seer
Isnt there a strat for no perild?
Only way my ahriman dies is perils 😂
@@jwood4149 yeah adapts of the immateriem
Auspex, my man, look, imma need alot more, I do way more than 5 things wrong a game
I agree
1. Meta lists are for meta players, stick to simple lists. Simple does not mean bad and it's much easier to adjust what you're doing with general purpose units.
2. Deployment up is half the game. Place your "worst" units first and try to bait out what you want to counter. Watch out for stratagems that allow the enemy to redeploy.
3. Accept that half of your army will die and try to plan what you want your opponent to focus on.
4. Don't try to focus or win on all fronts. Being stretched too thin is deadly!
@@Smilomaniac 5 Have fun
@@eneaceribelli8023 6) when it comes to mid-game decisions sometimes: Cool/Badass > Tactical
@@eneaceribelli8023 I think "take it more seriously" is honestly better advice :D
A *lot* of people enjoy the competitiveness of 40k and appreciate effort from their opponents. But yeah, obviously enjoy yourself and don't stress out over it.
Cheers.
I’m a big fan of “The Russian Tank Doctrine” - focus fire on a unit you want to destroy; when it’s dead move onto the next one.
Shhh i dont want my opponents learning about this.
That is how my shooting in my GSC list is done, because I don’t trust my guys shooting unfocused or unbuffed by my Jackal Alphus’s +1 to shooting at a single target, and to utilize the Alphus buff, I have to focus fire anyways.
This is how you beat a Necrons list.
That's one of the big things that I see. Outside of things that just Don't Work (yeah, don't plink into a vehicle with a radium carbine if there's any better targets) you want to try and focus fire, because even with degrading statblocks, one full-wound model is less deadly than two half-dead ones.
"Getting Models killed in your Turn" Laughs in Flying 'Eadbutt
*laughs in Overcharge* Go big or go home!
An Ork O' Kulture we rekkon.
That’s the most notable exception.
*Laughs in Noise Marines* Come at me bro!
Yeah to be fair, I was thinking with Orks that this point was a bit weaker lol
I’ve once saw a perils cause a whole table wipe for both armies. It was a chaos knight that periled and then exploded, causing mass damage to everything cluster around it, which lead to 2 eldar flyers to die and both then exploded killing everything else
Talk about a Domino’s Effect
Was one of the two players Michael Bay?
@@makeris32 the tournament organizer
How did a chaos knight perils?
@@Jonnymaine with the Artefacts of Tyranny Tzeentchian Pyrothrone. Personally I don’t know much about Chaos Knights or much about how the relic actually works. I do know that it gives the pysker keyword and the ability to cast and deny but I’m not sure about much past that
I would add two mistakes I do quite often personally:
1) Deploying my army in an aggressive exposed positions in hope of getting the first turn and suffering because of it if I lose the roll-off (getting shot, charged on first turn, etc.)
2) Picking secondary missions that are unfit for my roster/unsuitable against current opponent.
CP management is one of the hardest things to master.
Screening is even harder. Games are truly won and lost during the deployment. Deployment is much more important than movement, than shooting. You can bait your opponent into attacking the side you want him to attack, you can screen the hell out of everything, you can sit on every objective before game begins, there is so much to do during the deployment.
I'd like to add some more:
1) Forgetting that your opponent can get into range and/or walking around the losblock. In my first games, for some reason, I forgot to take into the account that my opponent can flank me, so I should be thinking about it while moving units into cover.
2) When you want to be outside of the opponents charge range, don't be griddy, take his M+12", you don't want to be the one to lose his game because you didn't think he could make that unlikely charge.
3) Don't overcommit in one thing, sure you can buff your elite units to hit on 2+ and wound on 2+, but this would be a missed opportunity if you don't have much to support it. Actually, your elite dudes are the ones to support your core ideally, not the other way around. By minmaxing, you sure can win games against your local amateur-ish players, but you won't do shit against a seasoned veteran who knows all the mechanics by heart.
4) Relying on luck when you really need strategy. Once a year, you can kill deathwing assault terminators with just a bunch of pistols, just don't expect this to happen each and every time. Sometimes it is dictated by the game to act somewhat reckless, but people can get overconfident sometimes.
5) Not taking into consideration how many CPs your opponent actually has. Sometimes you are too reckless, because you simply forget about his "deus ex machina tramp card" strats, but sometimes you should really be more aggressive and stop worrying about him using strats, for he maybe low on CPs.
6) Forgetting to form an agreement on terrain. That shit is really important and most arguments are about whether or not do models get benefits of cover. You should by all means discuss this with your opponent every time you play, I can't stress that enough.
#6 is for real. I've seen fights almost break out because two dudes couldn't agree, late game, what exactly that odd terrain peice was; building? ruin? cover? difficult terrain?
Memo to myself: screaming "Khorne is great" while charging into battle and trying to explode is a valid strategy.
Yes I do play knights...
Dude your channel is a godsend for new players like myself. you concisely breakdown the complicated rules of 40k and your space marine videos helped me understand it more than by studying the codex myself. thanks for doing this man!
Tactical tortois is really good also
Haha! Silly wargamer! Codices aren't meant to help you learn the game.... it's just GW selling you the same art over and over agin for $50 a book
Sometimes holding a strategic position is more important than killing an enemy? As in letting a heretic breathe as he pleases?!
You know what would be cool? A tournament were each of these youtubers mentor new players to the game and see WAAAAAH! apprentice wins
*whose
Hose*
Sorry for the mistake. Pretty sure I mean Waaaaaaaaaah!
Didn’t cha ‘ear ‘im lads? ‘E said “*WAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!!*”
We have that in our local game store the mentor apprentice tournament, during the game can only ask their mentor a limited amount of time and mentor can also request time out.
I don’t know why, but the first think that came to mind was not rolling enough 6s.
Yeah. The joke in my group is that I don't lose because of bad tactics, but rather because I never make a charge. In my last two games I failed 10 out of 11 charges, with the on that made it being one that was mainly just to tie up an enemy vehicle rather than taking a point.
Lmao, truth said
General lack of aggression is the one I'd like to add as a "4b".
I see this a lot with new Guard players particularly. They spend loads of points on toys and big guns, skimp on infantry, sit at the far end of the table never moving any units once, have a blast blowing chunks out of the enemy army, and then forget to advance up the board and actually score.
I’m in this comment and I don’t like it
One of my regular opponents is the complete opposite.
In a 1000 point game he will field 50+ guardsmen with regimental doctrines that let them reroll advances as well as advance and still fire, and will then proceed to ram those guardsmen squads down my throat, while supporting with vehicles and characters.
It's challenging, but it's also a lot more fun to play against than just a static gunline.
Does anyone else think this channel is a good thing to put on in the background when painting? I’m sitting here with a half-painted Repulsor Executioner
I do that all the time for painting and building, audio-books are also great, Ive recently been listening to Horus Heresy: The Last Church that was just released as a fan animation on youtube.
No doubt. Just cracking open my new box of Mandrakes as I'm catching up on some Auspex
Absolutely, Auspex has talked me through many a paint session
Yeah, same (well its a paintholder out of sprues). Also Luetin for some lore.
@@Unforgivable43 search for starship sofa, George rr martin, men of greywater station
"Heheh Astropath go boom now :D" Best part of the video.
Having a psyker blow up to perils then kill your own imperial knight who in turn blows up and kills more units has got to be peak 40k
Overuse of the command reroll strategem is the bad habit I've been trying to work out of myself, as often there's a temptation to use it when rolling poorly, so I try to limit it now to only once per turn and only on wounds, damage, or saves that would stop a unit from getting wiped or bracketed. Another thing I find helps with this is preselecting about 10 strategems and keeping them to hand, either as a doc or with the datacard deck as it helps filter out irrelevant strategems as well as make me more likely to use them. Also it helps stop downtime of desperately flicking through the book to find something that could save a unit, as I already know if there is one, as I'll have it to hand. In my most recent game it came in very handy, as I only used CP reroll twice over the entire match, I managed to take a unit down with an EMP grenade, something I probably wouldn't have thought to do had I not preselected the strat, as well as having enough CP on turn 3 to beef up my veteran XV8's manta strike with drop zone clear, and making the fusion blades more reliable on my commander with focused fury. It also gave me more freedom to use furious assault for those cheeky mortal wounds.
I always remove the strats I never use from the deck; nothing slows down a game like thumbing through cards/pages looking for that "Wait, my army can do this awesome thing!".
In fairness, I played kill team in a small legue tournament and I had grey knights and my opponent had cadian soldiers.
Was surrounded 7 cadians to my one grey knight strike astartes, they were 3-5" from him and I rolled double-ones on the psyker phase, my opponent stated I have a tactical reroll and I instead allowed perils of the warp to nuke 7 of his men and one of my grey knights
Command points and forgetting objectives are my main problems, but I'm working on fixing them.
Hey, it's still fun for me if I just mindlessly slay the enemy
With the massive meta shift in 9th where melee combat is near essential for you to be a successful army. Learning to play around the Counter Offensive stratagem is required. Mis-activating your units in the fight phase after a charge can lose you a game by itself.
Hehe Tau
He. Orks
Don't get ahead of yourself and forget to use units. EX: having a unit in perfect position to fire on an exposed character, and then forget about them because a different unit is perfectly setup for a charge.
Most important Strategy: Have fun.
Long forgotten by GW and most 40k players.
If I'm doing poorly in a tournament, I stop going for objectives and my goal becomes "kill every heretic on this fucking table."
Sometimes when you're not having fun, you gotta make your own fun.
Heresy!
It's not that fun if you don't know how to play
Is the current game fun?
amen to this
This is a really good quality video. I would mention something about:
Hold Steady: Doesn’t provide Overwatch, simply improves it if you fire it through the Stratagem or another ability.
Set to Defend: You can’t fire Overwatch but you get +1 to hit rolls in the next Fight phase.
Biggest mistake i ever made:
Collecting in a small town where no one else plays so you never get to actually play the game lol
I love how from all this minor mistakes i commit the «having more unused command points than cadians in the table»
Weird flex, "psyker 'sploded, killed knight which too 'sploded, which killed half my army... Still won".
I would also like to add the mistake of moving forward because you feel like you have to, or being ambitious and cocky when you start the game well but open yourself up to be counter-punched. I lost a game because I was doing great shooting my opponent down, moved a unit forward for literally no reason, which then opened up deep strikers coming into my back line and carved a big enough chunk out of my army that I couldn't come back.
The biggest mistake you can make is caring more about winning than about having fun.
I would also add going all-in first turn in the game. It's usually coinflip.
Definitely not an Ork player
The smaller the game the more important becomes to 'get the jump' on your opponent.
*laughs in black rage*
That's not very dakka of you
I'd say choosing the wrong secondaries for your army, and forgetting to score secondaries are the biggest things I see people doing wrong.
The other thing I see a lot of is bad target priority. The game I played today, I should have gone for my opponents squishy flyer (5++ Invulnerable), but instead I piled Lascannons, Missiles, etc into his Riptide with a 3++ Invulnerable. Sure, I hurt the Riptide, but I could have certainly killed the flyer in turn one if I had known it was so squishy, and it was the flyer that ended up doing more damage to my armour than the Riptides.
Death company for once in your life do not smash. *But big scary Horus*
I know your not gonna see this but if you do please consider a video on a turn by turn almost breakdown so turn 1 like what mindset you should be having like ok turn one I’m first gonna look for immediate threats and then objectives what I have what I can reach and set yourself up for the next turn stuff like thag
I keep trying to get new players to understand these two:
If you can't shoot because of range or line of sight, you should be advancing.
If playing space marines, and you don't NEED to move, then you should remain stationary to get bolter discipline full rapid fire range.
doing enough damage to big things such that they are slowed down can be useful to spread out when facing someone who will slow other things down to stick with them.
depends as much on who you are facing
If facing imperial guard with 9 leman russes battle tanks I would prefer lowering the most of their stats rather than just removing one model
@@eneaceribelli8023 makes sense the drop from a 4+ to hit to a 5+ hurts them a lot, less so marines going from 3+ to 4+ where outright killing them is better
what youtube tournament? is there a link available yet? awesome vid as usual
You did mention it on number 4. But forgetting objectives is the biggest mistake I've made, and that I see others make.
My World Eaters don't consider "forgetting" an objective a mistake. If there are no blood or skulls on the objective, why are we here? :)
Another good one is to not divide up your army to where it can’t support itself. I’m used to Craftworlds who can get all over the map quickly and switched to space wolves who had a lot of outflank and forward deployment, and I had a game end as wipe my first wave turn one, wipe my second turn two, and then the rest of my army turn three. Don’t split up your forces as a melee army unless you can still support them. With a melee army, you want as many units barreling towards the enemy at the same time as possible
>Make sure your models dont get killed on your own turn.
I remember once a deathwatch player teleported about 400 points of stuff to my DZ T1, charged my character, however, there were 5 custode bikes un touched within 5 inches.... well, stooping dive killed 8 of 10 models, they failed to kill the character and the character killed the other 2.
Yes well that highlights the broken and OP custodes strat more than anything
@@Internetbutthurt how so? He teleported into MY deployment zone Turn 1. Before I even had a chance to do anything.
I charged my almost 500 point unit into him. We’re you expecting them to bounce? He charged into the lion’s den. How is that more OP Than teleporting a 10 man 2+ 4++ unit of plasma and Thunderhammers into the DZ turn 1? If I was playing any other army I would have lost the game right there and then
@@davidmendez9256 because that strat allows you to counter charge and attack first when it isnt your turn. That strat and the ultramarines counter charge vigilus strat are totally broken but certain you can use the vigilus strat in matched play anymore. there is nothing a player can do that cant be gazumped by that awful strat.
@@Internetbutthurt they literally can just charge on the other side of those models and give them a hard charge
Casualties in your own turn from overcharging plasma when you don't need to should be added to the list.
Kataphron Destroyer with Plasma: And I took that personally
The most enjoyable game I have ever played was a for fun game some buddies and I played in 6th. I played a fluffy DA list with 100% plasma weapons (we ignored rules limitations in favor of fluff). I tabled myself after 4 turns 😂
The main mistake I tend(ed) to make was that of not committing enough firepower to a single target, spreading my forces and firepower too thin instead of making sure that I kill a good chunk of the enemy's army on a certain part of the table.
Positioning, target priority and CP spending have always been an issue for me (CP obviously only relatively lately), but I am slowly getting better at those. The same is true for my handling of objectives. But it has become much better in 9th edition for me.
As a DE player, screening is too often something I forget, but with the new Mandrakes, that might just be much less of an issue nowadays. We'll see.
That Astropath story is hilarious. Love such moments. :D
If you take Plasma Inceptors against a Custodes army.....be very careful about overcharging those shots.
In most circumstances, you get to reroll ones to avoid the Inceptors from blowing up. But Custodes can turn off rerolls with Emperor's Auspice.
I cant help but laugh a little as the failsafe for keeping these heavy hitters on the board backfires (literally), and they end up killing more of their own unit then do of mine.
How about "Don't let your opponent cheat."
I used to play against one opponent who would cheat constantly, but because he was a friend I let I slide for a while thinking he would settle down and have a normal game; worst mistake ever, if someone cheats be wary of them them cheating from that point onwards
Vids like this i always watch, as im God awful at warhammer and can count on 1 hand how many games I've won in the 2 years I've been playing it so far. I really struggle with protecting my characters in 9th. I cannot for the life of me get used to the rules for screening characters in 9th and I'm getting really annoyed with it.
I would recommend not forgetting the squad of Infiltrators you removed from the table with "guerrila tactics".
Bad idea.
Ive learned the hard way that living projectile type strategies more often then not dont work. This is sending a single unit or character on a suiside run at the enemy line. Think a coldstar with 4 meltas or a demon prince with a teleport or warptime. Everytime ive tried this they never kill enough to justify loosing the model.
Worse case scenario reroll a charged still fail, happens too often, especially when all you need is a 3...
just failed twice a 5 inches forlon fury with 5 DC with thunderhammers lol. 25 TH attack hitting on 3 full reroll +1 to wound on a knight that was hit by whirlwind and could't overwatch and had fight last with whirlwind strat....omg I wanted to cry so bad hehhe
not forgetting objectives is good, i remember basically ignoring objectives in some games back in 5th ed, not that it really mattered in my case, i always lost to dice rolls winding up against me bad enough that objectives really would not have helped anyways... and lets not forget there used to be kill objectives too, at least in 5th ed there was, not sure on later editions....
A good thing to remember is to look for the best times to pay to interrupt, once I managed to stop a gene stealer slingshot with my long fangs when I paid to interrupt and managed the right amount of wounds due to an earlier perils on my opponent’s part
Nice, very good video.
One of the bigger weaknesses of some of my lists is that I tend to go bare bones on troops and I suffer heavily for it if they're wiped out (even if I try to mitigate the risk by covering them with a transport). As much as I love my elite units, I have to concede that 60 wounds in the form of 30 troop marines is very useful.
Interesting thought, will probably help me
I find some of these problems to be inevitable with certain armies. Pure Imperial/Chaos Knights really struggle with screening, you have to spend plenty of command points to squeeze the most of of each unit. You really have to be aggressive with them because you really want to be ideally shooting and charging each turn, so you are at risk of losing a good potion of your army if you miscalculate. Objectives for knights are also a problem due to your lack of board control and lack of Objective Secured.
i think knights will get the mega gargant treatment from AOS and count as 20 models in their new codex eventually to give them some ability hold obj a turn or 2
Thing 6: Play Tau
*cries blue tears*
T'au are like the John Travolta of Warhammer: they came out astonishingly strong, pulled a lot of bullshit that noone would've believed they were capable of, didn't change all that much for years but then all of a sudden dropped very, very hard - and while it was at first funny to point and laugh at how the mighty had fallen, in most recent times it's become increasingly sad and you feel somewhat worried for them.
Yeah I quickly learned that even though my friend slaughtered my dark angels army with his blood angels by the end, I by far had the most victory points and won
One mistake I've seen other players make quite often is deploying every unit in their army as far forward as possible. Just because you can, doesn't mean that you should. I've won quite a few games by getting that first turn charge and wiping out units before they had a chance to do anything. Dropping a couple of fire warrior or dire avenger units may not sound like much, but now I'm in your deployment zone and you're going to have a hard time preventing me from charging again on my next turn.
8 think the biggest mistake I've made that's cost me big at tournaments is over committing to a threat. Sometimes you gotta know when to move on and where to put your shots.
So here's something I don't get: if you have something in base contact with a model, you can consolidate around that model, right? As long as you're not moving any further away. If you're touching two model's bases, are they BOTH considered "closest", or is EITHER "closest"? (i.e. can you consolidate around a base and away from a model you used to be touching)
One that I see often with combat armies is over extending their forces. Essentially the charging force has a frontal assault on a much more superior force without any back up and the opposing force soaks any damage and destroys the vanguard with their advantage and waits out the enemy force.
My last game I shot all auto cannon shots from my invictor warsuit at the 1 remaining fire warrior just to score a victory point in devastator doctrine.
It's okay, he deserves it for being a Tau.
Completely unrelated but i find your way of speaking very relaxing.
Number one: Expecting new dark elder minis.
I had one my primaries techmarine thought hed go kill 2 rust stalkers that had made it in to my lines to do scrambles and rolled all 1s to wound so was stuck away from my dreads I was convinced hed make short work of them ha ha and consolidate back towards the dreads nope the dice gods again
one strat I used that players hate because its 'not competitive' is three falcons filled with fire dragons and fuegan. to land by an objective and nuke a unit off it. or pop a knight.
I see a LOT of poor CP use, very common to see on Battle Reports. People start with 12 command points and spend pretty much none in the 1st 2 turns where they can help decide the game. Then on Turns 3-5 they are doing 2 command rerolls a turn lol.
- Not learning your basic stratagems, you are going to use more often, and missing opportunities.
- Not knowing the role and the stats of your units that you are using. Always have a good idea why are you using a unit.
- Bloated units in your list (specially characters) with too many extra equipment just for the points.
- Damage management. Shooting your low damage - low impact units first (just to get rid off them) before your heavy hitters, and then missing to destroy a unit, being shy of 1 or 2 damage or/and having to commit an overkill.
- When you don't think about your charging/fight phase. Blocking your charging units. Not thinking about fighting order when your opponent has 2CP to spend to interrupt, (do not lose units in your own turn category).
- When you are not used to pre-messure, so always having a plan.
- Killing the units that are on an objective, removing your possibility to cover the distance in the charge phase. When you decide that you are going to charge to an enemy unit, that hold and objective, is simpler to invest your shooting to something else. Even chipping a wound or two can make the difference between a 9 inch charge to a 10ish inch charge.
It's interesting what you say about splitting fire. That's exactly why the Japanese Kamikaze offensive failed in WW2. If they had concentrated fire on just a handful of ships, they would've dealt a blow to the US Navy. Instead, they spread it all around and just did minor damage with their crashing fighter planes.
World Eaters joke got me!
Spreading screens too thin and one of your flanks falling apart due to overwhelming fire power on one side
Don’t forget to bring in reserve units... :(
Or forget to deploy them at all . . . years ago, in 8th Ed Fantasy, FORGOT to deploy my Treeman. He just sat beneath the table like "Bro, you gonna use me this game? No? That's cool . . . "
@@jamesscarano7843 man just last week I forgot I had a Tyranid lictor in reserves until turn 5 hahaha
Big oof on that "Forgetting objectives to deal damage" slide
That example "World Eater's Home Objective" is straight up the home objective I had in one game as Craftworlds vs Tau in 8E. I completely misunderstood what the objectives for the battle were and thought we were targetting the enemy's deployment zone objective rather than sitting on our own. So my entire force beelined it towards his side of the board, but didn't get there in time as he was hiding his Ethereal away. At least I royally fucked up a good chunk of his army...
It seems my sense of strategy just dies whenever I play 40k. Like my first game with Death Guard at the start of 8E it was a CTF-style battle with the relic thing being in the center. So obviously I dropped a Lord of Contagion, Terminator Lord, Terminator Sorcerer, and a squad of Terminators suited for melee...on my side of the relic...rather than use them as an impenetrable wall of death between him and his side of the board because it was basically guaranteed that he would get the relic first (He was Guard). I still question what in the fuck I was thinking then.
Auspex Tactics is truly the finest scholar the Empire has to offer.
May the holy Emperor always hold his protecting hand over this loyal follower!
I remember a game where I brought an extremely strong gunline space marine army against orks. My only casualties were exploding plasma guns.
Imagine bragging about playing space marines
@@rileysimpson6536 Imagine thinking Space Marines are overpowered.
The only Patreon I’ve subscribed to! Love your content!
Rule 1 for bloodangels, never derpstrike with fight dedicated units.
As a steadily-improving Blood Angels player, I can vouch for this.
I run at least 5 assault terminators in my games....you MUST deepstrike termis otherwise they will never get in combat for they are soooo slow!!!
What if i dont do anything listed and still getting my 60 Boyz wiped out by turn two? XD
deployment is the thing if ya miss deploy can realy hamper you at the start
Supercharging 15 plasma shots from 5 Hellblasters. Even if you have an aura to re-roll one’s 😅
9:45 Remind me a little vorace swarm of ten bases "overwhelming " a big termis squad for 2 turns... lmao
I love how my army can make the 1st mistake happen to others with ease.
Thanks Auspex
Remember you can always back up if you are playing against a melee army.
That moment when you completely skip a movement phase by accident.
I maximize my firing archs, no sense in letting my opponent charge on my shooty guys
what youtube tournament? is there fotage of it anywere?
Does anyone have any discord server recommendations for new players looking to play on TTS?
I recommend the official TTS server, you can check out their reddit and get the link through there, they have maps, models, and great boards.
I would also recommend joining the faction specific servers
I have a terrible time in 40k and AOS with deployment. I always seem to screw that up n have to figure out what I want to do lol. Maybe give some pointers on deployment please.
What modeling kit do you use? I'm looking online at mats and such and keep finding a bunch of 1 or 5 star reviews on anything i look at
I shot 50 dice worth of shots at my brother squad of 3 wraiths as tau, and through the 4+ inv and the 5+ shrugs I killed two models…life is pain
Don't forget things like setting up your entire xenos army in front of the space marine gun line with no cover and no obscuring terrain, with your only strategy being marching right into their hails of fire.
Then when your army is tabled turn 3, complain about GW making it only so space marines win.
Don’t always deploy as far up on the battlefield as possible ;)
The blocking big units thing really annoys me in general. I find this is one example of 9th edition rules not really making a lot of sense. The idea that a single base of snotlings can stop a landraider cause you cant run it over is insane to me. So you end up stuck in combat with a unit that normally wouldnt even manage to scratch the paint of your massive tank.
As for command points I think a lot of people tend to just use them frivolously simply because they become obsessed with wanting 1 particular unit destroyed. I must admit I regularly use command points for failed charges because my army relies on close combat and if it doesnt happen I dont have a chance.
To be fair, this situation shouldn't really happen, because if the only thing holding back your land raider is one grot base, you've failed to have units in position to clear chaff, which is an important consideration in list building for 40k
@@phrikaphrak40k Its still a stupid situation to have whether the person failed to kill the chaf or not. The fact is the Landraider should be able to just plough right over the top of them instead has to pretend that 2 foot high models with pointy sticks are stopping a tank thats 10x bigger then it.
This is where 2nd edition 40k ramming rules at least made sense. The fact that tanks now move as fast as someone running in 9th edition alone makes no sense but this is insanity in itself.
@@phrikaphrak40k But _why_ should the giant tank need some chaff to clear out the axle grease?
Screen/block... just how many models do you think my Custodes army has! ;)
*thousand sons laugh in adepts of the immaterium*
Some visual explanations would really Help
Only problem with the blocking the knight since it's titanic it can walk though units
Yes but cant end in engagement, but still, it can probably just delete anything thats in the way with guns 🤷♂️
I have found that not thinking about the game beforehand can sink the ship before it gets out to sea. Secondaries, counter tactics for that opponent, stratagems (even the niche ones). All of these things can make or break the game before it even starts.
Forgetting stuff on your model’s data sheet. I’ve lost entire games with my necrons only to realise that I could have used “my will be done” an extra time each turn
Video thought - what's the maximum CP spam you can build into a single army?
There are 2 ways of getting over 12 cp starting out really
Drukari get 14 cp if they go all patrols
And there are Warlord traits that give D3
So you can get 13-15 from that
@@Lorddacenshadowind I was thinking about CP replenishment more, sorry I didn't phrase that right.
@@muninrob Harlequins „Player of Twilight“ warlord trait can generate more than 1 CP per battle round, so it’s the one with the biggest upside. Death Guard‘s Tallyman has one of the highest chances to actually always get that 1 CP per battle round as he gets two chances to roll per battle round. SM characters like Marneus or Roboute give free CPs, while a chief apothecary is basically a free CP due to paying zero instead of one for his main stratagem, plus there are more warlord traits and psychic powers to gain CPs.
@@davidgantenbein9362 Think that's enough for Auspex to put together a full video? Or that it would make an interesting video?
An excellent video, but I'd either have titled it 'Five Tactical Mistakes To Avoid In-Game' or just 'Five Mistakes To Avoid In-Game', as tactics and strategy are two distinct things, and I get the impression that most of these tips fall under tactics rather than strategy. =)
A thing I've seen people that do that never works is keeping like tanks/ Daemon engines just in there deployment zone to just use them as an artillery fire and never really moving them, I get the idea but alot of times these big point targets are sitting back doing nothing cause they have no targets due to terrian rules or range. So I just drop my deepstrike units drop in and get me easy VP's. And especially how vehicles are pretty good bullet sponges for objectives or keeping pressure on opponents, they just are a waste of points in alot of list if used this way.
Excellent video