I recently attended the Warhammer Grand Narrative and in the narrative games I played having units in deep strike was often great. In one game I had my assault intercesssors with jump packs in deep strike and then mid game the inquisitor leading my faction instructed us mid-battle to deploy teleport homers in the corners of the battlefield. All of a sudden my assault intercessors are deep striking to deploy teleport homers to achieve my faction goals. They died horribly but they did exactly what I needed them to do to advance my faction’s agenda. While it wasn’t always strategic to have them in deep strike doing so was occasionally very helpful for the plot twists of the narrative games.
I learned the lesson about not putting things into reserve just because they have DS the hard way. I lost a game because I put Angron into reserve and couldn't get a good spot to drop him T2 so he just putzed around until T3 which turns out is not what you generally want from a melee model that costs 400+ points.
@@pkswarroom I’d love to play, but I already have too many expensive hobbies -_-‘ As for why I watch, there’s a few reasons. One, I think the lore, aesthetics, and gameplay of Warhammer are really cool. Two, I get to vicariously experience the hobby. And three, I genuinely love your content, I’d watch you talk about pretty much anything ^_^
Last game I learned this after putting a choir of Zoanthropes into reserves only for my opponent to rock up with two space marine vehicles, either of which could have lost a sizeable chunk or been blown up turn 1. Once I was able to finally bring them in and return fire, they were out of position due to terrain, and only 5 of the 6 thropes could shoot. Had I simply screened them and pushed up the board gun-platform style, they would have basically controlled the center of the field lol
As a Blood Angel player, this is really solid advice / a good reality check. I was definitely putting too much in Deep Strike just because I could. I once left three units in Deep Strike (Terminators, Death Company, Sanguinary Guard) - only the Terminators were able to touch down outside my deployment zone due to screening, and two out of the three units failed the charge. My opponent and I chatted about it afterwards - I liked the idea of a such a variable deterrent / threat held in deep strike to give him something else to worry about, but he made the very good point that I could have achieved that with just one unit (e.g. the Terminators - lower model count, better shooting, slower unit, durable) and got better utility out of the other two by having them on the board and utilising their 12” jump pack moves. You nailed it - if getting your units into combat is what you’re trying to achieved, then learning to stage with a melee army is a way better strategy/skill than hedging your bets on Deep Strike. Thanks for the vid - have liked and subscribed!
Good video mate, stumbled across it thanks to the algorithm and looking forward to more. That van looks suspiciously like what i'd like for my new Necromunda Enforcer gang!
Scions are one of those units that you WANT to deepstrike If you don't they are going to get shreded and won't go anywhere If you do within 12" you get a truckload of rapid fire death that may even be exploding with a prime and you're not doing it for the charge anyway
Short version: Deep strike has 2.5 use cases. 1: dropping onto/near an objective. 2: ambush shooting. .5: disrupting the opponent's plan by adding another variable to consider through a combination of the above. Otherwise it's probably better to just deploy normally.
I've played alot of deep striking, from Necron Monoliths to Blood Angels, and lots and lots of Sanguinary Guard, and this may be in part due to getting turn 1 alpha striked by Tau far too often, and I've spent alot of thought on deep striking my dudes, and ultimately I decided that rapid ingressing my Sanguinary Guard behind a building, then moving and charging, or advance and charge depending on my detachment was just the best way to just not be stuck out in the open because I failed my charges
I started the hobby with night lords in 8th edition and MANNNNN did I need to learn this lesson earlier. It’s a really hard thing to learn how to do and it’s a total game changer.
One good reason to deep strike or reserve some key shooting units is if you cant hide them turn 1 if you are using top much space on the board with other units. This is only important on key units that use alot of space like a small knight. Deaty guard terminators should almost always be in deep strike since they move so slow, blight lords are exemt from this since they use so much space and they aren't as good as deathshroud but it is a good threat to have to make your opponent screen you. That said i would never deepstrike too much against a hord army like orcs since they will rush you and screen you easily with cheap chaff units
I've just found a new channel! One that explains tactics rather than just talking about stat lines. Yay. And yes...I always used deep strike, until now 😢
Was doing necrons vs custodes combat patrol. He left his custodes in deep strike to try and get onto my back object as I push forward. I only sent forward my scarabs and destroyers and because I had effectively screened the back line he was forced to deep strike into no man's land. Effectively killing his plan on turn three and missing two turns worth of custodes in the battle doing work.
I went to a narrative event at my local GW store and the two 2v2 games I played on day 1 was with a grey knights player and an custodes player. In game one the grey knight player kept everything in either deep strike or a transport causing the enemy to entirely focus my army. In game two the custodes player kept everything in deep strike once again causing the enemy to focus everything into my army
It’s worse in Heresy. You have Deepstrike, which very few units have, but you can get right next to your opponent by conga-lining everyone from your point. Outflank, witch lets units with Scout or Infiltrate come in on any board edge from reserves. And reserves, which is a unit starting off the board, comes in from your deployment zone. What balances all these? scatter die- except for reserves, witch- yeah. Deep Striking out side of 9? Too bad! Now your deep striking 11 away, and to the left back of your point where you wanted to be- you can still conga-line up to an inch away though. Outflanking? Time to roll that die, and its ON TARGET! Honestly, Scatter Dice is the reason I love Heresy soooo much more.
This was good information to learn thank you. I've been stuck in the collecting and building phase of 40K 10th edition and have yet to put my black templars on the table. I've been leaning towards putting some hardcore units in a landraider Crusader and ramming that up into the middle of the board while reserving a Terminator captain with terminators and jump captain with jump intercessors in deep strike. I will rethink that now. Primary opponent will be tyranids, so likely the high model count opponent that you are discussing.
Try putting both on the board. Terminators are slower of course, but they cam be a second or third wave - or make it to mid board and attempt to bully the opponent if they make it there, meanwhile your other stuff can just push them into their deployment zone.
Interesting stuff and I'd agree with what you're saying. There are always exceptions though. Maybe you want to make a charge with your melee, but failing the charge is also fine (you're on an objective/behind enemy line), particularly true if you can deepstrike out of LOS so you're setting up for future turns. Also I play heavy terminator vanguard, my command squad get +1 to charge so odds increase a little, but even just by dropping them I can use them to draw fire away from other easier to kill units that might be doing my scoring. Lastly if the terrain isn't sufficient to hide your army, the deepstriking something just to prevent is being shot up turn 1, even if it deepstrikes in your own lines turn 2 may still be the right choice. All I'm saying is, I agree with your point "Don't deepstrike just because you can," but sometimes there are some good reasons that aren't immediately obvious.
you gotta learn this lesson real fast as a Grey Knight player this edition considering your army rule is you get to pick up and deep strike units all game. i swear i have won and lost games by picking up a key unit to screen or lead my opponents best unit down a wild goose chase and then fling my guys out into a corner of the back field so they have to make a bad choice ether kill this until and not the one on the contested point or i take your home objective next turn, and that is my big brain play allot of the time with Paladins and a chaplain and be a pain in the ass back field while the strikes and interceptors spread out and do the mission
I learned the hard way not to Deep Strike Jump Intercessors. Landed them behind enemy lines, failed their charge, and got obliterated immediately. My favorite units to Deep Strike have been Inceptors and Storm Speeder Thunderstrike. Its been great to be able to threaten enemy vehicles and monsters at all times and just drop in when the timing is right.
@thetimebinder Step 1: rapid ingress Warp Spiders behind los blocker Step 2: on your turn, move into range, shred target with death spinners Step 3: overwatch on enemy turn Step 4: phantasm away behind los blocker
Having something in reserves that can deep strike forces your opponent to spread their forces thin in order to screen the backfield. You can use that to your advantage on the front lines and just deep strike within the bulk of your own forces. You now have a strong front line coming in the front while your opponent is spread thin
I think it can useful to deep strike and charge (or come on from strat reserves and charge) but only if i can also get +1 to the charge roll on top of the reroll. and even then its not overly reliable. I played Stormlance Space Wovles in a tourney recently where I gave had 6 thundercav with a lord who had Hunter's Instinct. So I could come on from T1 on the sides, or T2 on the opponents edge, get a free Battle Tactic (reroll charges and Lance) AND get the +1" to Advance and Charge. This helped with having 2 other full units of thundercav and a bunch of dreads, speeders and a Repulsor Executioner trying to clown car out of my deployment, and made for some spicy moments (charging Abaddon and a brick of 10 terminators with Logan, the Lord and 12 cavalry on T1) BUT i still whiffed the charge from reserves on 2 games. I had stacked pretty much everything in my favour and it still wasn't phenomenal. Personally I think Land Raiders are the better play now anyways cause of the Assault Ramp, and them being ridiculously hard to take down. And yes, outside of Space Wolves the 2x 3 Inceptors in Deep Strike for all sorts of shenanigans is always a strong pick (inside Space Wolves, 40pts will get you a Wolf Guard Pack Leader in Terminator Armor with a Cyclone Missile Launcher that ye can reliably tuck into the farthest part of your opponents deploy and score Teleport Homers T2->T5. for slightly over the cost of 3 inceptors, you can get 3 of these lads and cause all sorts of hassle)
Even with +1 to charge (Blood Angels had this natively all of 8th and 9th) it's just not reliable enough - approaching somewhere around 60% with a reroll. I hate the idea of a 40% fail rate. Cavalry are interesting, as with a lack of Fly most of the times, they get brickwalled for a turn by a good screen. Jump packs get to fly over alot of the time, and infantry can move through walls which Cavalry cannot. Even with that said, Advance and Charge on Wolf Calary will probably end up being more useful for positioning, than deepstrike and failing 40% of the time.
yeah the coming on from reserves a turn early was mostly just cause the footprint of the army is huge (Logan on Stormrider, 20 Thundercav including characters - who are all on dread bases, brutalis, Bjorn, 10 wulfen, 5 fenrisian wolves, a repulsor executioner and 2 stormspeeders) so just moving 7 of the 20 cav out of the regular deployment got me out of my own way most games, especially on any corner deploy maps @@pkswarroom
Wolf Guard pack leaders in Terminator armor cannot run solo. They MUST be attached to blood Claws, Grey hunters, or Long Fangs. None of them can deepstrike.
that is so strange, why isn't it in with the "cant be Warlord, cant get Enhancements". looking through the app, i see the lad and think its perfect for doing shenanigans so never thought to even look under the leader section on it. @@MountainKing88771
I don't play 40k but deepstriking sounds like waiting until eot opponents 1st turn to Consider/Opt in MTG. A technically "correct" line in some situations but needs an understanding of the matchup and situation in order to properly utilise
A argument for deep strike or just outflanking I got suggested by our shopkeep, if your vehicoe is in deep strike it cant be shot at. So putting them there ensure they get at least one turn of shooting when they come on the field.
Yes. I should have mentioned this. You absolutely have to reserve large point heavy, hard to hide models against Alpha Striking shooting armies. For instance, if you can't hide Magnus against Eldar or Iron Hands Marines, better to Reserve.
Deathshroud are kinda screwed when they fail their charge, but they are kind of relying quiet much on it to work , because of their 4" Movement. However i once used them to land on a objective instead of charging the enemey which was also a good strategy in that match. I feel like the only way they can really push up the board is by advancing. So i get your point of not deepstriking too much. Last time i tried one in deepstrike and one on the battlefield. It worked quiet ok.
One of my favourite things I have done in a game was playing against an opponent with multiple greater daemons and freezing his greater daemon of Khorne in deep strike until turn 4. Great advice - just because you have a rule doesn't mean you should use it!
In 9th Ed night lords had a 1/2 cp stratagem whenever you can take a unit from reserves and plop it out turn 1, a 10 man block or chaos termis with black rune was so funny, I miss it so much
I learned this the hard way by always putting my death guard termies in deep strike and then never having a good place to bring them in outside of my own deployment zone
I'd actually say a Tsons Termie brick deep striking and using Temporal Surge to move again in the shooting phase is one of the best charges out of deepstrike to make
Temporal surge makes the unit not able to charge that turn. So you can definitely use it to get good positioning out of DD, but not charge unfortunately
Except for the Drop pod, which could scatter onto a building, bounce off it, pirouette over the big blob of ork boyz beside it and land... perfectly where the marine player wanted it to be. That crap was infuriating xd
@@pkswarroom Better still what about about a super-chat fake friendship stream? It's what all the cool kids are doing nowadays. Seriously, great to see you posting 40k content. Always love your stuff and appreate that it won't be competeing with your MTG any time soon.
Only units I deep strike are rippers and gargoyles but even then often they are more useful just being deployed. Like yesterday I screened out gsc and made him trade bomb squads for gargoyles.
I get the point of this but my ripper swarms and mawloc are going to keep going into strategic reserves at the start. Mawloc just does damage when deepstriking and can then charge next turn and the rippers are just good to score secondaries really cheap
How would this video revolve around grey knights because I’m going to start a army of grey knights because I like their models and I have been enjoying chaos gate
I beat firestorm marines with sisters last weekend by screening out inceptors. Sisters just have so much stuff. My opponent had to reroll behind enemy lines and only scored for 3 quarters on engage in spite of his inceptors :)
I’ve always thought melee focused deepstrike is a trap 9 inches not easy to make sure for capturing objectives it can be nice but don’t expect to do anything with them
i had a game against Necrons. His entire plan was to just copy a turnierlist without knowing what to do with it. So he walked forward with all his melee destroyer into the midfield, deepstrike one big unit of them with a hero into my back and charge. because he didn't use cover i shot 1,5 untis in the midfield of the board. and his deepstrike unit didn't make the charge even with reroll. and he just quit and never played 40k again...
I had so much fucking whiplash see your face. My monkey brain was like “magic man? That magic man? Is magic hammer man!” I had no idea you had a second channel
inceptor has 9 wounds for a squad and cost 130 points… with a range of 18 a tactical group in a drop pod comes in a squad of 10 with 20 wounds, which has the ability to split into 2 group and be equipped with heavy and for another 70 points have a drop pod with a death wing launcher supporting it… 🤷♂️ 20 shots with a bolt gun range 24, and 40 hits with a chain sword… with an -AP 1 🤷♂️
Are we talking about deep striking or strategic reserves? I know this sounds like I'm mashing my glasses up my face, but it does matter. Deep strike is amazing for the secondaries. I do agree there can be people that use strategic reserves a little too much. They need to know that their unit WILL die, you gotta make the gamble that your opponent will whiff the their rolls.
I think the point you're trying to make is that, aside from tactics/strategy, 40k is a game of risk management thanks to the fact that everything usually pivots on a rng (dice). And regularly putting yourself at the mercy of a 27%-48% chance to achieve a charge is not a good example of managing your risks. You've touched on it already in this video; a player needs to ask themselves "why" they should deep strike, and also consider if it is even a good idea in the first place, because the answer will not be the same every game. What I would like to add to this is that people who do deep strike often overlook it's use as a utility. Going back to your Terminator example; they're tough, and can shoot quite well -not just fight in hand to hand. So rather than constantly trying to throw them ahead of your army, or behind your opponent's lines "just because", why not consider that such a unit can be a great way to re-enforce a key part of the battle line? Particularly if you anticipate that you and your opponent will be spreading out during deployment, and you don't have a clear plan for that unit at that time. I've been playing as Tyranids all this edition so far (I main Space Marines) and screening my backfield is just too easy when you have things like neurogaunts and artillery beasts on hand. It just seems to me that a lot of players have a phobia of putting deep strikers anywhere near their own lines. Or maybe, it's better to say that they are too desperate to deep strike into/behind enemy lines? While fighting in my club's Leviathan-themed campaign, I'm seeing more and more games that could have been turned against me by deep striking as re-enforcements, rather than being held back to exploit 'weaknesses' in my rear lines that either never come or are much too late in the battle to matter.
I don't play Genestealer Cults to walk over the board Vinc.
You can pry my deep strike from all three of my cold, dead hands!
@@A8YTthat’s if I remember I too can deep strike my bikes
Hail the 3 armed emperor!
As a filthy Underworlds-only player your inches and charge rolls have no power over me, but I'm glad this channel is back, it's a lovely time.
The rare square/hex based gw game enjoyer, i tip my hat as a blood bowl player, from one chad from another
@@sebastianraducu7850 I love how blood bowl has zero respect for you as a player. A game that holds the audience in total contempt
I recently attended the Warhammer Grand Narrative and in the narrative games I played having units in deep strike was often great. In one game I had my assault intercesssors with jump packs in deep strike and then mid game the inquisitor leading my faction instructed us mid-battle to deploy teleport homers in the corners of the battlefield. All of a sudden my assault intercessors are deep striking to deploy teleport homers to achieve my faction goals. They died horribly but they did exactly what I needed them to do to advance my faction’s agenda. While it wasn’t always strategic to have them in deep strike doing so was occasionally very helpful for the plot twists of the narrative games.
I too was at the Grand Narrative and I LOVED the fact that our faction leaders would walk in and change our objectives mid game. What a fun time!
I learned the lesson about not putting things into reserve just because they have DS the hard way. I lost a game because I put Angron into reserve and couldn't get a good spot to drop him T2 so he just putzed around until T3 which turns out is not what you generally want from a melee model that costs 400+ points.
I don’t play or collect 40K, but I love watching your Warhammer content and am excited to see you return to it. Looking forward to the next video!
Does it interest you because you want to play? What makes you watch my Warhammer content? I'm super interested!
@@pkswarroom I’d love to play, but I already have too many expensive hobbies -_-‘ As for why I watch, there’s a few reasons. One, I think the lore, aesthetics, and gameplay of Warhammer are really cool. Two, I get to vicariously experience the hobby. And three, I genuinely love your content, I’d watch you talk about pretty much anything ^_^
As someone who doesn't play WH40K, I'm very pleased you're bringing back this content.
Last game I learned this after putting a choir of Zoanthropes into reserves only for my opponent to rock up with two space marine vehicles, either of which could have lost a sizeable chunk or been blown up turn 1. Once I was able to finally bring them in and return fire, they were out of position due to terrain, and only 5 of the 6 thropes could shoot.
Had I simply screened them and pushed up the board gun-platform style, they would have basically controlled the center of the field lol
That's it! I'm buying Urial Ventris right now! 😂
Your return to posting Warhammer content lines up perfectly with my return to the hobby, great timing lol
As a Blood Angel player, this is really solid advice / a good reality check. I was definitely putting too much in Deep Strike just because I could. I once left three units in Deep Strike (Terminators, Death Company, Sanguinary Guard) - only the Terminators were able to touch down outside my deployment zone due to screening, and two out of the three units failed the charge.
My opponent and I chatted about it afterwards - I liked the idea of a such a variable deterrent / threat held in deep strike to give him something else to worry about, but he made the very good point that I could have achieved that with just one unit (e.g. the Terminators - lower model count, better shooting, slower unit, durable) and got better utility out of the other two by having them on the board and utilising their 12” jump pack moves.
You nailed it - if getting your units into combat is what you’re trying to achieved, then learning to stage with a melee army is a way better strategy/skill than hedging your bets on Deep Strike.
Thanks for the vid - have liked and subscribed!
Great video! The tactical process of deciding when and why to deep strike is fantastic
The Codex Astartes names this maneuver Steel Rain
Good video mate, stumbled across it thanks to the algorithm and looking forward to more. That van looks suspiciously like what i'd like for my new Necromunda Enforcer gang!
Welcome aboard!
Hell yeah glad you’re making 40k vids again. I’ve been painting up some Dark Angels and Necrons lately.
More to come!
Me sticking Tempestus Scions in reserve: Huh?
Scions are one of those units that you WANT to deepstrike
If you don't they are going to get shreded and won't go anywhere
If you do within 12" you get a truckload of rapid fire death that may even be exploding with a prime and you're not doing it for the charge anyway
Short version: Deep strike has 2.5 use cases.
1: dropping onto/near an objective.
2: ambush shooting.
.5: disrupting the opponent's plan by adding another variable to consider through a combination of the above.
Otherwise it's probably better to just deploy normally.
sometimes the mind games of leaving a small but sizeable unit in reserve could fuck up the enemies plan and keeps them guessing
I've played alot of deep striking, from Necron Monoliths to Blood Angels, and lots and lots of Sanguinary Guard, and this may be in part due to getting turn 1 alpha striked by Tau far too often, and I've spent alot of thought on deep striking my dudes, and ultimately I decided that rapid ingressing my Sanguinary Guard behind a building, then moving and charging, or advance and charge depending on my detachment was just the best way to just not be stuck out in the open because I failed my charges
I started the hobby with night lords in 8th edition and MANNNNN did I need to learn this lesson earlier. It’s a really hard thing to learn how to do and it’s a total game changer.
One good reason to deep strike or reserve some key shooting units is if you cant hide them turn 1 if you are using top much space on the board with other units. This is only important on key units that use alot of space like a small knight. Deaty guard terminators should almost always be in deep strike since they move so slow, blight lords are exemt from this since they use so much space and they aren't as good as deathshroud but it is a good threat to have to make your opponent screen you. That said i would never deepstrike too much against a hord army like orcs since they will rush you and screen you easily with cheap chaff units
I've just found a new channel! One that explains tactics rather than just talking about stat lines. Yay. And yes...I always used deep strike, until now 😢
Was doing necrons vs custodes combat patrol. He left his custodes in deep strike to try and get onto my back object as I push forward. I only sent forward my scarabs and destroyers and because I had effectively screened the back line he was forced to deep strike into no man's land. Effectively killing his plan on turn three and missing two turns worth of custodes in the battle doing work.
I'm glad you're back talking about toy soldier.
I went to a narrative event at my local GW store and the two 2v2 games I played on day 1 was with a grey knights player and an custodes player. In game one the grey knight player kept everything in either deep strike or a transport causing the enemy to entirely focus my army. In game two the custodes player kept everything in deep strike once again causing the enemy to focus everything into my army
It’s worse in Heresy.
You have Deepstrike, which very few units have, but you can get right next to your opponent by conga-lining everyone from your point.
Outflank, witch lets units with Scout or Infiltrate come in on any board edge from reserves.
And reserves, which is a unit starting off the board, comes in from your deployment zone.
What balances all these? scatter die- except for reserves, witch- yeah.
Deep Striking out side of 9? Too bad! Now your deep striking 11 away, and to the left back of your point where you wanted to be- you can still conga-line up to an inch away though.
Outflanking? Time to roll that die, and its ON TARGET!
Honestly, Scatter Dice is the reason I love Heresy soooo much more.
My first full game of Heresy I deepstruck some of the grenadey Blood Angel boys and scattered into a woodland. Was pretty funny.
Ah but as chaos daemons I get a 6 inch charge and most my units can get +1 to charge from banners. 5 inch charges are very likely
Yes. Daemons and Grey Knights are often exempt from most of this.
Been genuinely enjoying a lot of Warhammer content! Hope to find some more and hopefully can get engrossed enough in it to actually play
Welcome aboard!
This was good information to learn thank you. I've been stuck in the collecting and building phase of 40K 10th edition and have yet to put my black templars on the table. I've been leaning towards putting some hardcore units in a landraider Crusader and ramming that up into the middle of the board while reserving a Terminator captain with terminators and jump captain with jump intercessors in deep strike. I will rethink that now. Primary opponent will be tyranids, so likely the high model count opponent that you are discussing.
Try putting both on the board. Terminators are slower of course, but they cam be a second or third wave - or make it to mid board and attempt to bully the opponent if they make it there, meanwhile your other stuff can just push them into their deployment zone.
Your Mom doesn't think I Deep Strike too much 😎
Thats because she keeps winning, because you are bad at the game.
But my armies detachment rule is deep striking...
Beasts of Nurgle lead by Horticulous Slimux were born for deepstrike.....
Me a Guard player, who marches his 100+ infantry forward in front of my tanks to keep my tanks safe.
Raven guard playwrs: "Gonna cry?"
Brings back channel to roast his friends 🙌
It's great to hear you're gonna be uploading more to this channel. I love your content, not a MTG fan anymore.
More to come for sure!
To get the really good taste for your minis, you'll want that old school lead paint* to counter the plastic taste.
* - Do not eat lead paint.
Interesting stuff and I'd agree with what you're saying. There are always exceptions though. Maybe you want to make a charge with your melee, but failing the charge is also fine (you're on an objective/behind enemy line), particularly true if you can deepstrike out of LOS so you're setting up for future turns. Also I play heavy terminator vanguard, my command squad get +1 to charge so odds increase a little, but even just by dropping them I can use them to draw fire away from other easier to kill units that might be doing my scoring. Lastly if the terrain isn't sufficient to hide your army, the deepstriking something just to prevent is being shot up turn 1, even if it deepstrikes in your own lines turn 2 may still be the right choice. All I'm saying is, I agree with your point "Don't deepstrike just because you can," but sometimes there are some good reasons that aren't immediately obvious.
2:04 might be thinking of generic Terminator Captain. practically a must-have if you're planning to deep strike with termis at all.
I'm play imperial knights. And i had to learn how to use callidus assassin. Cause she is the only one who can move around the board 😂. Great video
Oh oh… my hypercrypt legion scares me now.
you gotta learn this lesson real fast as a Grey Knight player this edition considering your army rule is you get to pick up and deep strike units all game. i swear i have won and lost games by picking up a key unit to screen or lead my opponents best unit down a wild goose chase and then fling my guys out into a corner of the back field so they have to make a bad choice ether kill this until and not the one on the contested point or i take your home objective next turn, and that is my big brain play allot of the time with Paladins and a chaplain and be a pain in the ass back field while the strikes and interceptors spread out and do the mission
Genestealer/Ork DHL trukk? I'm excited to see that bad boi!
I had no clue you also did warhammer. What a revelation lmao, love ur magic vids
Welcome to the channel!
Chuffed to see you back 👍👍
*Has an army with only 1-2 big melee units. Faces a dedicated assault army.* "DEEPSTRIIIIIKE!!!!!" *loses* "Yeah. That makes sense."
I learned the hard way not to Deep Strike Jump Intercessors. Landed them behind enemy lines, failed their charge, and got obliterated immediately.
My favorite units to Deep Strike have been Inceptors and Storm Speeder Thunderstrike. Its been great to be able to threaten enemy vehicles and monsters at all times and just drop in when the timing is right.
Rapid Ingress really do be the best stratagem in the game at the moment.
Laughs in Phantasm
@thetimebinder
Step 1: rapid ingress Warp Spiders behind los blocker
Step 2: on your turn, move into range, shred target with death spinners
Step 3: overwatch on enemy turn
Step 4: phantasm away behind los blocker
Having something in reserves that can deep strike forces your opponent to spread their forces thin in order to screen the backfield. You can use that to your advantage on the front lines and just deep strike within the bulk of your own forces. You now have a strong front line coming in the front while your opponent is spread thin
I think it can useful to deep strike and charge (or come on from strat reserves and charge) but only if i can also get +1 to the charge roll on top of the reroll. and even then its not overly reliable.
I played Stormlance Space Wovles in a tourney recently where I gave had 6 thundercav with a lord who had Hunter's Instinct. So I could come on from T1 on the sides, or T2 on the opponents edge, get a free Battle Tactic (reroll charges and Lance) AND get the +1" to Advance and Charge. This helped with having 2 other full units of thundercav and a bunch of dreads, speeders and a Repulsor Executioner trying to clown car out of my deployment, and made for some spicy moments (charging Abaddon and a brick of 10 terminators with Logan, the Lord and 12 cavalry on T1) BUT i still whiffed the charge from reserves on 2 games. I had stacked pretty much everything in my favour and it still wasn't phenomenal.
Personally I think Land Raiders are the better play now anyways cause of the Assault Ramp, and them being ridiculously hard to take down. And yes, outside of Space Wolves the 2x 3 Inceptors in Deep Strike for all sorts of shenanigans is always a strong pick (inside Space Wolves, 40pts will get you a Wolf Guard Pack Leader in Terminator Armor with a Cyclone Missile Launcher that ye can reliably tuck into the farthest part of your opponents deploy and score Teleport Homers T2->T5. for slightly over the cost of 3 inceptors, you can get 3 of these lads and cause all sorts of hassle)
Even with +1 to charge (Blood Angels had this natively all of 8th and 9th) it's just not reliable enough - approaching somewhere around 60% with a reroll.
I hate the idea of a 40% fail rate.
Cavalry are interesting, as with a lack of Fly most of the times, they get brickwalled for a turn by a good screen. Jump packs get to fly over alot of the time, and infantry can move through walls which Cavalry cannot.
Even with that said, Advance and Charge on Wolf Calary will probably end up being more useful for positioning, than deepstrike and failing 40% of the time.
yeah the coming on from reserves a turn early was mostly just cause the footprint of the army is huge (Logan on Stormrider, 20 Thundercav including characters - who are all on dread bases, brutalis, Bjorn, 10 wulfen, 5 fenrisian wolves, a repulsor executioner and 2 stormspeeders) so just moving 7 of the 20 cav out of the regular deployment got me out of my own way most games, especially on any corner deploy maps @@pkswarroom
Wolf Guard pack leaders in Terminator armor cannot run solo. They MUST be attached to blood Claws, Grey hunters, or Long Fangs. None of them can deepstrike.
that is so strange, why isn't it in with the "cant be Warlord, cant get Enhancements". looking through the app, i see the lad and think its perfect for doing shenanigans so never thought to even look under the leader section on it. @@MountainKing88771
I didn't even know I was already subscribed.
The return of the king
I don't play 40k but deepstriking sounds like waiting until eot opponents 1st turn to Consider/Opt in MTG. A technically "correct" line in some situations but needs an understanding of the matchup and situation in order to properly utilise
A argument for deep strike or just outflanking I got suggested by our shopkeep, if your vehicoe is in deep strike it cant be shot at. So putting them there ensure they get at least one turn of shooting when they come on the field.
Yes. I should have mentioned this. You absolutely have to reserve large point heavy, hard to hide models against Alpha Striking shooting armies.
For instance, if you can't hide Magnus against Eldar or Iron Hands Marines, better to Reserve.
Deathshroud are kinda screwed when they fail their charge, but they are kind of relying quiet much on it to work , because of their 4" Movement. However i once used them to land on a objective instead of charging the enemey which was also a good strategy in that match. I feel like the only way they can really push up the board is by advancing. So i get your point of not deepstriking too much. Last time i tried one in deepstrike and one on the battlefield. It worked quiet ok.
Advancing up to a building on turns 1 and 2 is often better use of them than deepstriking Death Guard Terminators.
@@pkswarroom
Ok ill try that next game to advance with both Deathshroud units.
Definitely learned that I will not deep strike Celestine anymore
Deep Strike units can arrive Turn 1. Only thing that limits Reinforcements to turn 2 onward, is strategic reserves, which Deep Strike isn’t a part of.
missions limit it to turn 2
Very excited to see more war room, been waiting for it!
Uhh, cant wait for more PK 40k content
One of my favourite things I have done in a game was playing against an opponent with multiple greater daemons and freezing his greater daemon of Khorne in deep strike until turn 4. Great advice - just because you have a rule doesn't mean you should use it!
I wasn't expecting to click on this video and see Pleasant Kenobi. Though in hindsight looking back at the name and pfp it should've been obvious lol.
In 9th Ed night lords had a 1/2 cp stratagem whenever you can take a unit from reserves and plop it out turn 1, a 10 man block or chaos termis with black rune was so funny, I miss it so much
I learned this the hard way by always putting my death guard termies in deep strike and then never having a good place to bring them in outside of my own deployment zone
Deep Strike used to make Deathguard Termites useless.
I'd actually say a Tsons Termie brick deep striking and using Temporal Surge to move again in the shooting phase is one of the best charges out of deepstrike to make
Temporal surge makes the unit not able to charge that turn. So you can definitely use it to get good positioning out of DD, but not charge unfortunately
👁️👄👁️
But yeeting models from the heavens at Mach Shove It speed is fun!
I want nothing from the 40K universe in my mouth
I deep strike too much?
I always forget I put them in reserves!
An interesting thought is that you’re more likely to successfully bet on black at the roulette wheel than you are to make a 9” rerollable charge.
Last time charge out of DS was good = When Blood Angels could do it at shorter range and had re-rolls and +1 to wound and stuff like that.
At shorter range? What year was this?
Bring back deep strike scatter and mishaps. Shit aint supposed to work perfect every time in lore
Except for the Drop pod, which could scatter onto a building, bounce off it, pirouette over the big blob of ork boyz beside it and land... perfectly where the marine player wanted it to be. That crap was infuriating xd
I just started playing recently. Kinda wish I knew when going up against my friends hoard of a Black Templar Army.
What no membership discord or premium coaching video for £999? I'm confused!
Leaving money on the table.
@@pkswarroom Better still what about about a super-chat fake friendship stream? It's what all the cool kids are doing nowadays. Seriously, great to see you posting 40k content. Always love your stuff and appreate that it won't be competeing with your MTG any time soon.
Only units I deep strike are rippers and gargoyles but even then often they are more useful just being deployed. Like yesterday I screened out gsc and made him trade bomb squads for gargoyles.
I never deep strike my jump pack intercessors. There's just no need. Only thing I consistently deep strike, for obvious reasons, are my inceptors.
I haven’t watched the video yet. But as a Grey Knights player respectfully no I haven’t deep striked enough 😂
I get the point of this but my ripper swarms and mawloc are going to keep going into strategic reserves at the start. Mawloc just does damage when deepstriking and can then charge next turn and the rippers are just good to score secondaries really cheap
How would this video revolve around grey knights because I’m going to start a army of grey knights because I like their models and I have been enjoying chaos gate
Deep striking was cool when it was somewhat risky and unpredictable. It was a tactical gamble.
*Rages in Deathwing and ravenwing*
Deep strike gud
I WILL DEEP STRIKE
I beat firestorm marines with sisters last weekend by screening out inceptors. Sisters just have so much stuff. My opponent had to reroll behind enemy lines and only scored for 3 quarters on engage in spite of his inceptors :)
Do not eat your inceptors! But they are safe 3 inches away
I’ve always thought melee focused deepstrike is a trap 9 inches not easy to make sure for capturing objectives it can be nice but don’t expect to do anything with them
i had a game against Necrons. His entire plan was to just copy a turnierlist without knowing what to do with it. So he walked forward with all his melee destroyer into the midfield, deepstrike one big unit of them with a hero into my back and charge. because he didn't use cover i shot 1,5 untis in the midfield of the board. and his deepstrike unit didn't make the charge even with reroll. and he just quit and never played 40k again...
armiger helverin 140 points allies knight… 12 wounds with a 48” range 12” movement…
I had so much fucking whiplash see your face. My monkey brain was like “magic man? That magic man? Is magic hammer man!” I had no idea you had a second channel
Welcome, make sure you are subscribed, and get ready for more shouting about charges.
I stopped buying MTG and shifted to Warhammer. Keep up the great work.
Thanks, you too!
That's like leaving heroin for crack!
inceptor has 9 wounds for a squad and cost 130 points… with a range of 18
a tactical group in a drop pod comes in a squad of 10 with 20 wounds, which has the ability to split into 2 group and be equipped with heavy and for another 70 points have a drop pod with a death wing launcher supporting it… 🤷♂️
20 shots with a bolt gun range 24, and 40 hits with a chain sword… with an -AP 1 🤷♂️
screen for a screen for a screen 😂
technically the only support for firing would be kamikazi fire and fallback tactic… assuming there is no range coverage on a unit.
In contrast: you are not using Rapid Ingress enough. The positioning options are super poweful.
I use rapid ingress in every game of 10th I've played so far.
So powerful!
As an avid fan or terminators I must say, stop that. Me like bois appearing
Sorry, I'm a Grey Knights, this is all we can do.
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Are we talking about deep striking or strategic reserves? I know this sounds like I'm mashing my glasses up my face, but it does matter. Deep strike is amazing for the secondaries. I do agree there can be people that use strategic reserves a little too much. They need to know that their unit WILL die, you gotta make the gamble that your opponent will whiff the their rolls.
Indrick Boreale disliked this
Space marine players and their consistently… hah I only need consistency of 100 men! Good video tho lol
chaos daemons player here, if i'm not deep striking then im not playing
No. My armies are 99.9% melee and i will continue to appear in my enemies deployment zone
I think the point you're trying to make is that, aside from tactics/strategy, 40k is a game of risk management thanks to the fact that everything usually pivots on a rng (dice). And regularly putting yourself at the mercy of a 27%-48% chance to achieve a charge is not a good example of managing your risks.
You've touched on it already in this video; a player needs to ask themselves "why" they should deep strike, and also consider if it is even a good idea in the first place, because the answer will not be the same every game.
What I would like to add to this is that people who do deep strike often overlook it's use as a utility. Going back to your Terminator example; they're tough, and can shoot quite well -not just fight in hand to hand.
So rather than constantly trying to throw them ahead of your army, or behind your opponent's lines "just because", why not consider that such a unit can be a great way to re-enforce a key part of the battle line? Particularly if you anticipate that you and your opponent will be spreading out during deployment, and you don't have a clear plan for that unit at that time.
I've been playing as Tyranids all this edition so far (I main Space Marines) and screening my backfield is just too easy when you have things like neurogaunts and artillery beasts on hand. It just seems to me that a lot of players have a phobia of putting deep strikers anywhere near their own lines. Or maybe, it's better to say that they are too desperate to deep strike into/behind enemy lines?
While fighting in my club's Leviathan-themed campaign, I'm seeing more and more games that could have been turned against me by deep striking as re-enforcements, rather than being held back to exploit 'weaknesses' in my rear lines that either never come or are much too late in the battle to matter.
I play thousand sons, how else am I supposed to make it to the other side of the board.
what, you want me to buy tanks? Thats CRAZY
WIZARDS
Inceptors go brrrrrr
They really, really do.
I find that i never deepstrike anynore , maybe 1 thing a game