Pretty sure Company of Hunters now gets Advance/Fallback and Shoot for all units (including vehicles) AND Advance/Fallback and Charge for Mounted only. That is way better than before.
for the World Eaters DP at the end, previously his ability didn't specify that the unit needed to already have a 5+ invuln, just *any* invuln. meaning you could have a unit of jakhals (or berzerkers or any other infantry without an invuln) use the "go to ground" stratagem to gain a 6+ invuln, which the DP would then buff up to a 4+. This is a super niche case, and realistically (like you mentioned) it won't change too much because eightbound already have 5+ invulns, but it does change the current rule
Triumph losing the extra miracle dice and not going down in points is a crime... Sisters were already 50% winrate and their best unit (castigators) got nerfed (which was fair, but they were helping hold sisters up) AND they get half as many miracle dice now... that's insane...
@@Vortenger How? The detachment rule doesn't state that you make any more, the 2 strats that say you make more cost CP, which you're not making a ton of anyway and might have better uses for, and the enhancements might make a few, but nowhere near enough for the detachment rule to ever really mean anything substantial. So your choices of detachments are now: - One for which half the rule only works within 6" - One for which you don't make enough miracle dice to make proper use of - One for which the rule only works for a small handful of overcosted datasheets - And the index one.
Hard to catch if you're not familiar with the niche detachment, but they removed the requirement for assimilation swarm harvesters to be on an objective to use their regeneration ability too so those norn assimilators not only get access to an FNP that doesn't require them to be stood in 1 specific location, it also means they get to regenerate every turn without needing to flip an objective. It's also just super helpful generally and on those diagonal maps that usually have 1 objective on one side meaning you can't regenerate turn 1, possibly even turn 2, on the opposite side.
Listening to this without watching and wondering why there was no talk about Tau, then got a chance to read the slate and realised we got nothing but the 3" deep strike nerf 🤬
Grey knights go back to being a one detachment army. Between the nerfs to true silver armor and prognosticated arrival our first detachment becomes much much weaker than the new one. I am also scared people are just going to go back to 6 dread knights and fill in with purifiers for a very boring and skewed lists…
6 is almost unachievable. 9 would have stung but been swollowable. Combined with the nerf to the Triumph with no points reversion and the 66%+ reduction in mericle dice, this is a very, very bad update for our girls.
The “buff” to non-ultramarine characters being that they just buff the OC of thematically appropriate units is… confusing. I doubt it’ll help. Like, it’s nice that they tried I guess? But I don’t think Vulkan giving Infernus marines OC2 is gonna make him worth taking over any other ultramarine character.
Yeah, as a raven guard player, this change is literally a side grade at best. All codex compliant chapters got the same buff, but ultras were already that much better compared and this changes nothing.
Ultramarines need to be added to the list of non-Codex Marines, unironically. Between Guilliman and all their characters, all this change has done is make it so all SM players are Ultramarines, rather than other divergents. At least there we has some chapter diversity. Now? Just a sea of blue.
Yeah, the Sally and Ravenguard players screeching all edition that Dark Angels and Space Wolves keep getting them nerfed never stopped for a second to think about how Ultramarines have been one of the biggest factors into almost every nerf they got so far. Now we're going to see that culminate as the divergent chapters have been solidly in the middle for a few months now and Girly Man and Calgar are going to rip people a new one. I wonder which will curb stomp the meta harder, new UM or new Necrons with the sphincter shatter detachment.
Big fan of the videos of you talking how and why you did stuff. That looked like excellent gameplay to defend off the Kronos push which I’m seeing everywhere at the moment but as a noob I can’t deter it as well
Ultramarines seem *real* scary now. Having said that, with all the changes, Raven Guard and White Scars might be dark horse/fringe armies now. Fringe, BUT viable. OC2 on jumppacks is scary, as is OC3 on Outriders (especially now with S5 dmg2 chainswords now).
To be fair, if my terminators step out they usually get hit with a ton of AP1 or 0, some AP 2, and some AP 3 dam 3. The AoC only mattered for one of those units anyway.
At this point honestly, if theyre gonna lump the other Codex compliant chapters who only have 1-2 characters in their own book Ultras needs to be their own thing. Cause otherwise we're just stuck with Ultras being yet again the top of the pile because they get to leverage more datasheets. I'm sick as shit of it.
Pretty happy with those changes all around. Not that I play the most affected armies, but good to see fundamental issues getting addressed (especially codex sm and orcs waaagh). If they now change tau's split fire rule I'll be happy. On another note, Demo Charges went to 8 because there's no 3'' deepstrike anymore so with their previous range you couldn't use them out of deepstrike.
Don't get scared off by temporary rules changes fella. By the time you've even built and painted all those minis the rules will have changed again and Sisters will be on the up!
@@CJ-fi8sz he's talking about the Reiver Lieutenant who doesn't get DS. Only the Phobos Lieutenant gets DS which doesn't have the Terror Troops buff ability.
HOW DID THEY NOT FIX THE DEMON STRATAGEM FOR 3-IN DEEP STRIKE?! (Denizens of the warp). I think denizens should give the unit +1 to wound on ranged attacks for that unit for the turn. That way it's the drop down and shoot strat as opposed to the drop down and charge the army rule gives. Seriously it existed to allow 3-in deep strike instead of 6 in that they just get for shadow. They already get pretty easy access to 6-in deep strikes, It's not worth a strat to drop 6" but be unable to charge. Why do they seem incapable of checking what stratagems they are breaking and fixing them when they make sweeping game-wide changes. This happened with guard too where they broke their stratagem. Lord solar change is bullshit. I'm fine with them balancing him but they removed the orders from working on the other half of the army instead of fixing orders to work on that half of the army! That's bullshit, guard already have so many hoops to jump through for their orders and many of the units that now can't get ordered aren't even the most competitive units. It also hints at the fact that regiment and squadron continue to exist in the codex. Fingers crossed they give every unit in the army One of those keywords. I really hope super heavies aren't just stuck on BS 4+, or they are going to need to go down in points a decent amount. I'm fine with nerfs, but not with making things not work or be unusable.
I feel like the MD change was lazy and unimaginative. I know the rules writers at GW can do better than this and it's sad to see. Also, them not fixing the Tau RC rule, when they fixed everything else, is a bloody crime.
@muratferguson4534 I completely agree. You’re still not going to see SA, RG, IH, WS, IF in any competitive play. It’s just going to be a boring bunch of blueberries. And I’d bet dimes to donuts you’re going to see more blood angel and raven wing outriders than white scars outriders.
@ oh I just mean their current army meta. Miracle dice (also fate dice) are atrociously unfun to play against and don’t feel like “miracles” when you can deny or force attacks essentially whenever you want.
@@jamesmoriarty7796 you really cant, tho. you actually have to roll these dice first, and since math doesnt lie, more often then not you wont have that 5 or 6 just lying around.
@@DonBeverage-x3e lol cry more about it. I’m enjoying how pissed off you are over GW making the right call. Maybe you’ll have to use your brain to win now instead of your rules doing it for you.
Well boys, pour one out for the Tau. Everyone else got changes to make their factions different, but Tau got nothing. GW could have had some points changes to the units not seeing play, maybe reduce the cost of the Titanic units that got punished for sins they never committed, maybe get rid of the splitfire penalty to the army rule so big units can actually be effective, maybe give more units FTGG so they could function better in the faction, and maybe rework the army rule so it functions better. Good luck out there Shas'O, its a real dark world out there
Thats not necessarily true, Eldar received zero changes, Dark Eldar got points increases and nothing else, Admech only got a 10pt points drop on Kastelans and thats it which aint really doing anything. Agents of the Imperium got nothing aswell. I play T'au and yea not getting anything sucks, but there are other factions that also got equally nothing or close to nothing. Id have loved my Ork Buggies being playable in the game with something done to them where Kult of Speed becomes viable but that didnt happen. It was a bad Balance Dataslate but it wasnt just T'au that got left in the dark.
@@toninoedge8018 T'au lost a lot of power with the 3" deep strike change. Ret cadre going from D6+2 meltas with ap-5 to d6 meltas with ap-4 is a huge swing in lethality. It's also a huge nerf to Internal Grenade racks making it much harder to fall back over units for the mortals and starflare ignition systems for its re-deploy.
@toninoedge8018 Orks got a major buff in the change of how Waagh functions and the buff to the beast snagga detachment. Dark Eldar got major points nerfs due to over performance. Imperial agents are too recent for dataslate changes, and they probably shouldn't have gotten a codex, especially when GW didn't bother writing a good one in the first place. The next update is most likely going to buff stand-alone Imperial Agents, which is not going to happen for Tau. GW can't buff Tau with only points changes. They need major overhauls to datasheets and rules otherwise Tau is going to remain one of if not the most expensive army to collect.
I am really pissed. The slate is great except for all marine players. The internal balance is fucked. Ultramarines are far better then any other codex compliant chapter. And of course the special chapters are fucked
@@kwombok UM still better than all other codex compliant. The UM lists were doing well, they will do even better now. As a long time IF player I am very disappointed (but not surprised). The one trick I had in my army was the FD combo, that's now unplayable.
0:00 Sponsors
0:47 Intro
3:14 Stratagems
7:03 Sisters of Battle
12:19 Adeptus Custodes
14:14 Astra Militarum
16:15 Chaos Knights
18:28 Chaos Space Marines
19:32 Chaos Demons
20:57 Dark Angels
23:56 Death Guard
25:03 Genestealer Cult
31:28 Imperial Agents
32:10 Necrons
33:32 Orks
36:26 Space Marines
52:17 Space Wolves
52:25 Thousand Sons
52:48 Tyranids
53:40 World Eaters
54:50 Overall Thoughts
Pretty sure Company of Hunters now gets Advance/Fallback and Shoot for all units (including vehicles) AND Advance/Fallback and Charge for Mounted only. That is way better than before.
for the World Eaters DP at the end, previously his ability didn't specify that the unit needed to already have a 5+ invuln, just *any* invuln. meaning you could have a unit of jakhals (or berzerkers or any other infantry without an invuln) use the "go to ground" stratagem to gain a 6+ invuln, which the DP would then buff up to a 4+. This is a super niche case, and realistically (like you mentioned) it won't change too much because eightbound already have 5+ invulns, but it does change the current rule
RIP Raptors, not even useful in Dread Talons now. Can't drop inside melta range anymore
Ya. That strat is now completely trash
Very sad for Ret Cadre. The changes are just really awkward with how the army interacts.
Glad the Lion and ravenwing got buffs. Makes Dark Angels still interesting with all the buffs Space marines got
Custodes bikes are back! Also, GW forgot that crusaders get pyreblasters, apparently.
Templars are on the naughty step, for some reason
RIP Sisters codex detachments, you were fun while you lasted. Guess it's back to the index detachment.
Triumph losing the extra miracle dice and not going down in points is a crime... Sisters were already 50% winrate and their best unit (castigators) got nerfed (which was fair, but they were helping hold sisters up) AND they get half as many miracle dice now... that's insane...
@triplea657aaa if you add all the nerfs to mericle dice from the end half of the year, it's even worse.
Army of Faith can still pump out the miracle dice. It may be a viable alternative.
@Vortenger I hope so. Nothing against Hallowed Martyrs, but I played that detachment like crazy in the index and it wasn't really how I liked to play.
@@Vortenger How? The detachment rule doesn't state that you make any more, the 2 strats that say you make more cost CP, which you're not making a ton of anyway and might have better uses for, and the enhancements might make a few, but nowhere near enough for the detachment rule to ever really mean anything substantial.
So your choices of detachments are now:
- One for which half the rule only works within 6"
- One for which you don't make enough miracle dice to make proper use of
- One for which the rule only works for a small handful of overcosted datasheets
- And the index one.
Hard to catch if you're not familiar with the niche detachment, but they removed the requirement for assimilation swarm harvesters to be on an objective to use their regeneration ability too so those norn assimilators not only get access to an FNP that doesn't require them to be stood in 1 specific location, it also means they get to regenerate every turn without needing to flip an objective.
It's also just super helpful generally and on those diagonal maps that usually have 1 objective on one side meaning you can't regenerate turn 1, possibly even turn 2, on the opposite side.
Listening to this without watching and wondering why there was no talk about Tau, then got a chance to read the slate and realised we got nothing but the 3" deep strike nerf 🤬
That's not entirely true. We also got a 50 point increase to the Tiger Shark.
@@im_flat RIP that one guy that had success with it in tournies, lol.
Thanks Nick and Seigs
Grey knights go back to being a one detachment army. Between the nerfs to true silver armor and prognosticated arrival our first detachment becomes much much weaker than the new one. I am also scared people are just going to go back to 6 dread knights and fill in with purifiers for a very boring and skewed lists…
I wouldn't complain as much for the 6" range for BoF if Iron Storm had the same treatment
6 is almost unachievable. 9 would have stung but been swollowable. Combined with the nerf to the Triumph with no points reversion and the 66%+ reduction in mericle dice, this is a very, very bad update for our girls.
The “buff” to non-ultramarine characters being that they just buff the OC of thematically appropriate units is… confusing.
I doubt it’ll help. Like, it’s nice that they tried I guess? But I don’t think Vulkan giving Infernus marines OC2 is gonna make him worth taking over any other ultramarine character.
I had been saying that they should make it so that thematically appropriate units get the battle-line keyword.
Yeah, as a raven guard player, this change is literally a side grade at best. All codex compliant chapters got the same buff, but ultras were already that much better compared and this changes nothing.
But Infernus got a great buff. So...
Ultramarines need to be added to the list of non-Codex Marines, unironically. Between Guilliman and all their characters, all this change has done is make it so all SM players are Ultramarines, rather than other divergents. At least there we has some chapter diversity. Now? Just a sea of blue.
@@twilightwyrm I have never seen such heresy in my life.
Yeah, the Sally and Ravenguard players screeching all edition that Dark Angels and Space Wolves keep getting them nerfed never stopped for a second to think about how Ultramarines have been one of the biggest factors into almost every nerf they got so far. Now we're going to see that culminate as the divergent chapters have been solidly in the middle for a few months now and Girly Man and Calgar are going to rip people a new one. I wonder which will curb stomp the meta harder, new UM or new Necrons with the sphincter shatter detachment.
Big fan of the videos of you talking how and why you did stuff. That looked like excellent gameplay to defend off the Kronos push which I’m seeing everywhere at the moment but as a noob I can’t deter it as well
Ultramarines seem *real* scary now.
Having said that, with all the changes, Raven Guard and White Scars might be dark horse/fringe armies now. Fringe, BUT viable.
OC2 on jumppacks is scary, as is OC3 on Outriders (especially now with S5 dmg2 chainswords now).
To be fair, if my terminators step out they usually get hit with a ton of AP1 or 0, some AP 2, and some AP 3 dam 3. The AoC only mattered for one of those units anyway.
Bs.... it was especiallygood for tanks which getting Attacked by multiple units with less but strong Attacks
What is going on with the fusillade enhancement in the new detachment? Sustained hits of what is active?
Grey Knights Librarian Vortex of Doom now has to follow lone operative rule
@@ericbarry7540 happened in the last mfm or even one before that
Not hounds of morkai
Vanguard vets forgotten for kayvann shrike guess they went up in points for no reason last dataslate
At this point honestly, if theyre gonna lump the other Codex compliant chapters who only have 1-2 characters in their own book Ultras needs to be their own thing. Cause otherwise we're just stuck with Ultras being yet again the top of the pile because they get to leverage more datasheets. I'm sick as shit of it.
Pretty happy with those changes all around. Not that I play the most affected armies, but good to see fundamental issues getting addressed (especially codex sm and orcs waaagh). If they now change tau's split fire rule I'll be happy.
On another note, Demo Charges went to 8 because there's no 3'' deepstrike anymore so with their previous range you couldn't use them out of deepstrike.
I hope Ultramarines get added to the ban list for the new Oath. They got enough buffs. Keep the buff for the other marine armies without deep rosters.
We're 40% shut up. We're the worst divergent by far.
If gw did this it would be extremly well
Ultramarines are just as well equipped as most non compliant chapters.
They don't need anything. The other ones do.
@NBeaver-bx4yl quit smoking that shit 🦃🤡💩
Welp, there goes my sororitas new army purchase, thank the emperor I saw this first.
Don't get scared off by temporary rules changes fella. By the time you've even built and painted all those minis the rules will have changed again and Sisters will be on the up!
Thanks as always for the great content
Gang, Skari just took full responsibility for all Drukhari point increases.😂 poor guy gets all the heat for the Drukhari nerfs.🤪
Wow, I get a feeling that these 2 don't really like black templars. And crusader squads don't get the stupid knife if they have chainswords.
Retaliation Cadre got hit pretty hard by this, and Kauyon got hit by the Tiger Shark nuke. RIP the one Tau tourney-toppers
The day of the Kroot has Kome
😂😂😂😂🎉😂😂😂😂🎉
The Codex Astartes supports this action
Because the guy who wrote it can make his chapter 2x as good as all other Marines
Knights imperial get nothing? Da fk
Armigers went down by 10 points...so there is that?
@twilightwyrm but bondsman
@@thelegendsmith3063 What of it?
@@twilightwyrm we need it
I feel like Nick constantly over values Space Marine “buffs”
A unit where you get reroll hit rolls against a unit AND +1 to wound? jesus christ...
Cry harder they need it.
Brother Nick, you need a headset if you really want to keep leaning away from the mic like that
Coulda given the Tau a little something...
I just want A PIP OF AP for the Strike Teams. They're so ass right now.
Riever lt doesn't have deepstrike sadly so they lose that 😢
@@Johnnymarzo every reiver can have a grav-chute (deep strike). Wipe thy tears and read the card dude
@@CJ-fi8sz he's talking about the Reiver Lieutenant who doesn't get DS. Only the Phobos Lieutenant gets DS which doesn't have the Terror Troops buff ability.
@CJ-fi8sz riever LT does not. Wipe thine anus before you speak to me
Classic nothing burger for my beloved world eaters
Ohhh why? Khorne want to see blood. Dont matter its yours especially after stupid ultramarines are there
Why do people hate sisters so much
HOW DID THEY NOT FIX THE DEMON STRATAGEM FOR 3-IN DEEP STRIKE?! (Denizens of the warp). I think denizens should give the unit +1 to wound on ranged attacks for that unit for the turn. That way it's the drop down and shoot strat as opposed to the drop down and charge the army rule gives.
Seriously it existed to allow 3-in deep strike instead of 6 in that they just get for shadow. They already get pretty easy access to 6-in deep strikes, It's not worth a strat to drop 6" but be unable to charge. Why do they seem incapable of checking what stratagems they are breaking and fixing them when they make sweeping game-wide changes. This happened with guard too where they broke their stratagem.
Lord solar change is bullshit. I'm fine with them balancing him but they removed the orders from working on the other half of the army instead of fixing orders to work on that half of the army! That's bullshit, guard already have so many hoops to jump through for their orders and many of the units that now can't get ordered aren't even the most competitive units.
It also hints at the fact that regiment and squadron continue to exist in the codex. Fingers crossed they give every unit in the army One of those keywords. I really hope super heavies aren't just stuck on BS 4+, or they are going to need to go down in points a decent amount.
I'm fine with nerfs, but not with making things not work or be unusable.
I feel like the MD change was lazy and unimaginative. I know the rules writers at GW can do better than this and it's sad to see. Also, them not fixing the Tau RC rule, when they fixed everything else, is a bloody crime.
Armor of Contempt absolutely was not a problem, and it did not need to get nerfed.
Codex marines are back baby 🙌🏽🙌🏽
No.... Just ultramarines are there. This Balance destroys the internal balance even more. ..
@ sorry, there are other codex marine chapters aside from ultramarines?
@muratferguson4534
I completely agree. You’re still not going to see SA, RG, IH, WS, IF in any competitive play. It’s just going to be a boring bunch of blueberries. And I’d bet dimes to donuts you’re going to see more blood angel and raven wing outriders than white scars outriders.
@@j.k.prufrock5605 seriously. Blood Angels got huge buffs here. Outriders being 3 guys with 5 attacks at 7 -1 2 for 80pts on charge is nutso.
Goodbye sisters meta, you won’t be missed.
What sisters meta...that was 3 month ago. These nerfs are ridicolous
@ oh I just mean their current army meta. Miracle dice (also fate dice) are atrociously unfun to play against and don’t feel like “miracles” when you can deny or force attacks essentially whenever you want.
The only silver lining to this change is hopefully we'll hear less stupid takes like yours now.
@@jamesmoriarty7796 you really cant, tho. you actually have to roll these dice first, and since math doesnt lie, more often then not you wont have that 5 or 6 just lying around.
@@DonBeverage-x3e lol cry more about it. I’m enjoying how pissed off you are over GW making the right call. Maybe you’ll have to use your brain to win now instead of your rules doing it for you.
Well boys, pour one out for the Tau. Everyone else got changes to make their factions different, but Tau got nothing. GW could have had some points changes to the units not seeing play, maybe reduce the cost of the Titanic units that got punished for sins they never committed, maybe get rid of the splitfire penalty to the army rule so big units can actually be effective, maybe give more units FTGG so they could function better in the faction, and maybe rework the army rule so it functions better. Good luck out there Shas'O, its a real dark world out there
I got brutalized by them and got tabled in less than 3 rounds yesterday, so please cry harder I'm loving it.
Thats not necessarily true, Eldar received zero changes, Dark Eldar got points increases and nothing else, Admech only got a 10pt points drop on Kastelans and thats it which aint really doing anything. Agents of the Imperium got nothing aswell. I play T'au and yea not getting anything sucks, but there are other factions that also got equally nothing or close to nothing. Id have loved my Ork Buggies being playable in the game with something done to them where Kult of Speed becomes viable but that didnt happen. It was a bad Balance Dataslate but it wasnt just T'au that got left in the dark.
@@toninoedge8018 T'au lost a lot of power with the 3" deep strike change. Ret cadre going from D6+2 meltas with ap-5 to d6 meltas with ap-4 is a huge swing in lethality. It's also a huge nerf to Internal Grenade racks making it much harder to fall back over units for the mortals and starflare ignition systems for its re-deploy.
@toninoedge8018 Orks got a major buff in the change of how Waagh functions and the buff to the beast snagga detachment. Dark Eldar got major points nerfs due to over performance. Imperial agents are too recent for dataslate changes, and they probably shouldn't have gotten a codex, especially when GW didn't bother writing a good one in the first place. The next update is most likely going to buff stand-alone Imperial Agents, which is not going to happen for Tau. GW can't buff Tau with only points changes. They need major overhauls to datasheets and rules otherwise Tau is going to remain one of if not the most expensive army to collect.
I am really pissed. The slate is great except for all marine players. The internal balance is fucked. Ultramarines are far better then any other codex compliant chapter. And of course the special chapters are fucked
>dataslate has huge buffs to marines
>marine players complain
????????????????????
@@kwombok UM still better than all other codex compliant. The UM lists were doing well, they will do even better now. As a long time IF player I am very disappointed (but not surprised). The one trick I had in my army was the FD combo, that's now unplayable.
@@leegarner4592 did you see the major cost increase in the ultramarine heroes?
@@leegarner4592 good thing you just got a bunch more tricks
marine players are so spoiled
Bruh every codex is like this
No real nerfs for necron shooting should be interesting..