0:50 Tip #1 Rapid Ingress and Charging 8:00 Tip #2 Engaging units you did not charge 14:04 Tip #3 Killing units inside transports that you couldn't charge 21:06 Tip #4: Prevent a Fight First enemy unit from fighting first 26:38 Tip #5 Preventing an enemy Character from fighting your Character 29:48 Bonus Tip #6 Aggressive Onslaught
I know these type of videos are harder to shoot and make thanks for the extra effort. Could be something you could use TTS for capturing the video from the game and showing these movement
Absolutely agree ⬇️⬇️⬇️ this is a great format, I’m sure it took a lot longer to film but visual learning beats data-sheets lol. I’ll be showing this to my kids before we play on Sunday, our last few games took close to 8 hrs with me teaching them.
Very nice vid. Just one thing. At 6:35 you move models toward a further enemy model, which is not allowed. The pile in move is model per model, towards the closest enemy model. You should only, as you said, have declared just one knight as the target of your charge, but you couldn't have piled in so many models in it with that 6" charge. There you go! By the Blood are we made Strong!
It is a Very VERY good video for my Rusty skills. have not played 10 yet, only painting and waiting our codex or Ba refresh But it is usefull to stay sharp. thanks.
I've been told that you can't shoot out of combat with the DC dread as you need to use heavy guns never tire and you can't if it's not your turn. So you can hit the unit you are engaged with but not shoot.
This was my understanding as well. I think it's covered in the out of phase rules commentary. It's the same reason why vehicles can't overwatch something that charges it once it's in engagement range. Big guns never tire is only in the shooting phase
I dunno, that sounds like it’s not true. Frenzied reprisal specifically states you can fight as if it was the fight phase, or shoot as if it was YOUR shooting phase. It specifically stating that it shoots as if it’s your own shooting phase, and big guns never tire works in the controlling players shooting phase. DC dread gets shot, it immediately pretends like it’s now your shooting phase and you get to shoot back
@@AJ-oj1xy this was my argument but if you get shit and are engaged in combat you can hit the squad you are in combat with but not shoot as rules like guns never tire us only in the controlling players phase so any out of phase rules don't have these extra bits. I asked if i get shot and the unit that shit me is out of range in in combat but there's always that moved up and was ready to charge a unit. They are in range if my guns but i can't shoot them only hit the unit in in combat with. This means i might kill the unit I'm in combat with but doesn't help the unit that is getting charged whereas if i shit that unit i might kill or wound enough to either beat them in combat if they still charge make them think about it or keep the objective if my unit was on one.
Super Nice video 😊 one ting though, there is nothing in 10th ed charges rules that say you must end in base 2 base contact when charging. It Merely states “within engagement range of every unit that you selected as a target of the charge”… the must be in base contact is from older editions I believe and a variant of this is used in Horus Heresy
Nice video, thx for that. Please just be aware, that der DC Dread can't use his Flamers in Melee wit hhis frency rule. Remember that its an out-of-phase rule and big guns never tire won't trigger, because it only triggers in YOUR shooting phase. unfortunately it is not your shooting phase in this moment....you can still attack in close combat of course!
Won my club campaign 7-1 last night. Hard game against 2nd place opponent. While I didn't need the fight first 'trick' I did need to charge an infernus squad and a redemptor. I used an assault squad w JP to soak up overwatch but they failed their charge. DC + chap got in. I found you advice on positioning the first couple of models to allow me to choose who fought who invaluable!!!!!
I found your example with the Drukari transport interesting. I was under the impression since nothing was no longer in engagement range when the DC would have activated, that they would lose their fight phase and not have the opportunity to pile in. Is this because they were in engagement when they charged and therefore get an activation in the fight phase? I have run into issues with Assault Ints w/ JP because their mortals have killed models on their charge and when my opponent pulled they were no longer in engagement range of enemy models and therefore did not have a fight phase.
If you make a charge you can pile in 3", so assuming an enemy is within 4" you can reach engagement range, regardless of if the enemy has removed their front row of models etc.
For the example you gave with avoiding the plague marines fight first, yes yiu could activate the dread, pile in and fight. But then the plague marines would swing back because they have fights first as well. Then you would get the chance to activate the blade guard who would then pile in and fight. The "fights first" step still alternates back and forth if both players have it. Yes, youve avoided them fighting first once, but in this scenario there is no way to avoid them swinging back before your bladeguard activate. Just something to be aware of.
Apparently, because the plague marines didn't have it at the start of the phase, they can't get it midway through the phase. I didn't know that till this week.
@ba_commander the character grants them the fights first ability. Why wouldn't they have it at the start of the phase? Putrifying stink:While this model is leading a unit, models in that unit have fights first. It's not phase dependent whatsoever. The plaguemarines just have it so long as the foul blightspawn is leading the unit. So because they are now in engagement range as a result of the dread piling into them, they now can activate using their fights first ability, pile in (potentially into your bladeguard) as well, and fight. After that activation is resolved, then blade guard would then be able to activate.
It used to be you had the exit a vehicle by it's access points. So a rhino you have the be within 3 inch of it dudes or/and it's rear. And if all access points are blocked then if the vehicle is destroyed then so is the unit embarked in the transport
Love the vid man. One thing I would like to point out is with the killing units inside a transport, you dont want to actually charge the transport with both units. If you do, there is nothing preventing your opponent from emergency disembarking behind the unit the fought the transport and being outside of your pile-in move. Instead, you want to force your opponent to emergency disembark in the gap you left, where it is 'safe' for them to do so, forcing them to get out near your other unit that has not fought. Then you can then pile-in and fight with your unit.
Okay, yes. You would have to tag the transport, but you would still have to leave an empty spot for them to disembark into. This way, they have to disembark where you can still pile-in into the unit and they can't just disembark away from them and out of reach.
Hey BA can you use the Brutalis Dreadnought's ability "Brutalis Charge" instead of Tank Shock to save CP? This would be using your pre-fight hits to attack a character and then trigger the attached unit while staying outside of engagement range to avoid counter hits. Great vid!
Also, don't forget that Agressive Onslaught takes effect til the end of the phase... Just as Red Rampage. So, my point is : you strategic reserve a Death Company Dreadnought with magna-grapple, charge a vehicle, you damage it, the vehicle fights back, doesn't even hurt the Dreadnought, the Dread fights again, kills the vehicle. You then Aggressive Onslaught onto another enemy unit that's gonna have to fight the Dread. If you're afraid it kills it, you play AoC, which is also active until the end of the phase, fight again, potentially kill that enemy unit, and then you can STILL consolidate 6 into another unit. If you have enough CPs, you could also use Red Rampage to give him lethal hits and lance, which is also active until the end of the phase. Just like Red Thirst. I'll let that sink in ;)
I NEED to take advantage of aggressive onslought with that DC dread question John what loadout do you like best on DC dread? Furioso for more vehicle/monester or talons for elites/infantry? flamer and meltagun too?
I’m looking at the tip 5, in the example you gave, would the judiciar be able to precision “Darth Vader” when he attacks if the judiciar is not in base to base with Vader?
In the first example - if you didn't declare the dread knight as a charge target and just piled in would it not have attacked you before you attacked it? So you attack the big knight but then because you didn't charge the DK it would attack next?
Is your pile in legal? You have strung them out between the DK and the Castellan, but doesn't pile in require them to get as close as possible to the enemy?
@@ba_commander I guess I’m not quite sure why the fights first unit doesn’t pile in and trigger their fights first? Like why does your unit get to pile in before the fight first unit?
@@LoganLislebecause they were not charged. They weren’t part of the fight phase, until the Dreadnought activated and makes its attacks, then because the death guard are now in combat they can activate and attack the dreadnought back, then the bladeguard activate and pile in etc etc
Is this the case at tournaments then for engaging units not charged. As I read the rules must get into base contact as being you can’t move the first models to then block the ones behind?
0:50 Tip #1 Rapid Ingress and Charging
8:00 Tip #2 Engaging units you did not charge
14:04 Tip #3 Killing units inside transports that you couldn't charge
21:06 Tip #4: Prevent a Fight First enemy unit from fighting first
26:38 Tip #5 Preventing an enemy Character from fighting your Character
29:48 Bonus Tip #6 Aggressive Onslaught
Where I’m confused. How were you able on the vehicle fight be able to charge then not pile in directly after? As the fight sequence is performed?
Love this Style for the video, you showing it on the table top is really helpful to understand some advanced fighting shenanigans!
Glad it was helpful!
Getting around fight first is a good thing to be aware of because people can use it against us with the Sanguinor.
i dont know is it legal or not
I know these type of videos are harder to shoot and make thanks for the extra effort. Could be something you could use TTS for capturing the video from the game and showing these movement
Great video! Would love to see more of these 'practical style' ones every now and again 👍🏽
A great video addition to the tactics playlist! Quality BAC
Loved the video! Waiting for the next lesson!!
Absolutely agree ⬇️⬇️⬇️
this is a great format, I’m sure it took a lot longer to film but visual learning beats data-sheets lol. I’ll be showing this to my kids before we play on Sunday, our last few games took close to 8 hrs with me teaching them.
Yes! Visual is a huge plus! I learned so much from this video. Thank you, John, for the epic video!
Loved the situation breakdowns with the models!
Those are some awesome tips! Hadn't thought of any of these
Very nice vid. Just one thing. At 6:35 you move models toward a further enemy model, which is not allowed. The pile in move is model per model, towards the closest enemy model.
You should only, as you said, have declared just one knight as the target of your charge, but you couldn't have piled in so many models in it with that 6" charge.
There you go!
By the Blood are we made Strong!
It is a Very VERY good video for my Rusty skills.
have not played 10 yet, only painting and waiting our codex or Ba refresh
But it is usefull to stay sharp. thanks.
Great video! So helpful. More in this format please! 🎲🎲
I've been told that you can't shoot out of combat with the DC dread as you need to use heavy guns never tire and you can't if it's not your turn. So you can hit the unit you are engaged with but not shoot.
This was my understanding as well. I think it's covered in the out of phase rules commentary. It's the same reason why vehicles can't overwatch something that charges it once it's in engagement range. Big guns never tire is only in the shooting phase
I dunno, that sounds like it’s not true. Frenzied reprisal specifically states you can fight as if it was the fight phase, or shoot as if it was YOUR shooting phase. It specifically stating that it shoots as if it’s your own shooting phase, and big guns never tire works in the controlling players shooting phase. DC dread gets shot, it immediately pretends like it’s now your shooting phase and you get to shoot back
@@AJ-oj1xy this was my argument but if you get shit and are engaged in combat you can hit the squad you are in combat with but not shoot as rules like guns never tire us only in the controlling players phase so any out of phase rules don't have these extra bits. I asked if i get shot and the unit that shit me is out of range in in combat but there's always that moved up and was ready to charge a unit. They are in range if my guns but i can't shoot them only hit the unit in in combat with. This means i might kill the unit I'm in combat with but doesn't help the unit that is getting charged whereas if i shit that unit i might kill or wound enough to either beat them in combat if they still charge make them think about it or keep the objective if my unit was on one.
Interesting, I guess potentially you might not be able to shoot out, check with your TO?
@@AJ-oj1xy That makes 100% sense!
Super Nice video 😊 one ting though, there is nothing in 10th ed charges rules that say you must end in base 2 base contact when charging. It Merely states “within engagement range of every unit that you selected as a target of the charge”… the must be in base contact is from older editions I believe and a variant of this is used in Horus Heresy
Yes, you are right
Nice video, thx for that. Please just be aware, that der DC Dread can't use his Flamers in Melee wit hhis frency rule. Remember that its an out-of-phase rule and big guns never tire won't trigger, because it only triggers in YOUR shooting phase. unfortunately it is not your shooting phase in this moment....you can still attack in close combat of course!
I suppose :)
Looking forward to seeing you use the dread next time
Won my club campaign 7-1 last night. Hard game against 2nd place opponent. While I didn't need the fight first 'trick' I did need to charge an infernus squad and a redemptor. I used an assault squad w JP to soak up overwatch but they failed their charge. DC + chap got in. I found you advice on positioning the first couple of models to allow me to choose who fought who invaluable!!!!!
I'm so glad to hear it, well done my friend!
I found your example with the Drukari transport interesting. I was under the impression since nothing was no longer in engagement range when the DC would have activated, that they would lose their fight phase and not have the opportunity to pile in. Is this because they were in engagement when they charged and therefore get an activation in the fight phase? I have run into issues with Assault Ints w/ JP because their mortals have killed models on their charge and when my opponent pulled they were no longer in engagement range of enemy models and therefore did not have a fight phase.
If you make a charge you can pile in 3", so assuming an enemy is within 4" you can reach engagement range, regardless of if the enemy has removed their front row of models etc.
A 34 minute tactic video! You spoil us!
I didn't plan for it to be so long, hopefully it doesn't drag!
@@ba_commander learned loads, even some basic stuff I wasn’t aware of like you can pile into a unit you didn’t charge. Game changing!
Great video, very helpful shenanigans. Simplified not simpler rules right? 🤣
You got that right!
For the example you gave with avoiding the plague marines fight first, yes yiu could activate the dread, pile in and fight. But then the plague marines would swing back because they have fights first as well. Then you would get the chance to activate the blade guard who would then pile in and fight. The "fights first" step still alternates back and forth if both players have it. Yes, youve avoided them fighting first once, but in this scenario there is no way to avoid them swinging back before your bladeguard activate. Just something to be aware of.
Apparently, because the plague marines didn't have it at the start of the phase, they can't get it midway through the phase. I didn't know that till this week.
@ba_commander the character grants them the fights first ability. Why wouldn't they have it at the start of the phase? Putrifying stink:While this model is leading a unit, models in that unit have fights first. It's not phase dependent whatsoever. The plaguemarines just have it so long as the foul blightspawn is leading the unit. So because they are now in engagement range as a result of the dread piling into them, they now can activate using their fights first ability, pile in (potentially into your bladeguard) as well, and fight. After that activation is resolved, then blade guard would then be able to activate.
It used to be you had the exit a vehicle by it's access points. So a rhino you have the be within 3 inch of it dudes or/and it's rear. And if all access points are blocked then if the vehicle is destroyed then so is the unit embarked in the transport
Well I guess it's all different now!
Brilliant video, Thanks John! 🩸🩸
Love the vid man. One thing I would like to point out is with the killing units inside a transport, you dont want to actually charge the transport with both units. If you do, there is nothing preventing your opponent from emergency disembarking behind the unit the fought the transport and being outside of your pile-in move. Instead, you want to force your opponent to emergency disembark in the gap you left, where it is 'safe' for them to do so, forcing them to get out near your other unit that has not fought. Then you can then pile-in and fight with your unit.
I don't think this would work, as they can't pile in unless their in engagement, and they can't come out of the transport within engagement right?
Okay, yes. You would have to tag the transport, but you would still have to leave an empty spot for them to disembark into. This way, they have to disembark where you can still pile-in into the unit and they can't just disembark away from them and out of reach.
Hey BA can you use the Brutalis Dreadnought's ability "Brutalis Charge" instead of Tank Shock to save CP?
This would be using your pre-fight hits to attack a character and then trigger the attached unit while staying outside of engagement range to avoid counter hits.
Great vid!
I mean use both for maximum MW? :)
This video is fantastic!
Also, don't forget that Agressive Onslaught takes effect til the end of the phase... Just as Red Rampage.
So, my point is : you strategic reserve a Death Company Dreadnought with magna-grapple, charge a vehicle, you damage it, the vehicle fights back, doesn't even hurt the Dreadnought, the Dread fights again, kills the vehicle. You then Aggressive Onslaught onto another enemy unit that's gonna have to fight the Dread. If you're afraid it kills it, you play AoC, which is also active until the end of the phase, fight again, potentially kill that enemy unit, and then you can STILL consolidate 6 into another unit.
If you have enough CPs, you could also use Red Rampage to give him lethal hits and lance, which is also active until the end of the phase. Just like Red Thirst.
I'll let that sink in ;)
That’s why a lot of people call the DC dread a wrecking ball. I don’t really think it needs red rampage with rolls to hit and wound.
@@ba_commander just in case you know 😅
I NEED to take advantage of aggressive onslought with that DC dread
question John what loadout do you like best on DC dread? Furioso for more vehicle/monester or talons for elites/infantry?
flamer and meltagun too?
Sorry I missed this comment when it was relevant :( Are you in the Discord?
Where can I find BA Commander's current army list?
pastebin.com/Ju0005xz
@@ba_commander Thanks bro, really helps a newbie!!
Awrsome tips, John! I learned a lot 🩸🩸🩸
I’m looking at the tip 5, in the example you gave, would the judiciar be able to precision “Darth Vader” when he attacks if the judiciar is not in base to base with Vader?
As long as he has LoS to him then yes.
I tried to preform this in a game and was denied as they stated that the pile in happens in the charge phase though I believe them to be wrong now
Which part sorry?
With the transports, could you not just surround it and force an emergency disembarkation and then pile in with the other unit.
Only if they end within 4" of your unit.
In the first example - if you didn't declare the dread knight as a charge target and just piled in would it not have attacked you before you attacked it? So you attack the big knight but then because you didn't charge the DK it would attack next?
No because your whole unit attacks together!
Yeah, the charging unit has the Fights First ability, so activate before the DK
Is your pile in legal? You have strung them out between the DK and the Castellan, but doesn't pile in require them to get as close as possible to the enemy?
At what timestamp in the video sorry?
Better version of vanguards video :p ❤
Not sure about that!
@@ba_commander take the complement :p
I’m still not quite sure how tip 4 works. Can someone who groks it explain?
Which part precisely are you struggling with?
@@ba_commander I guess I’m not quite sure why the fights first unit doesn’t pile in and trigger their fights first? Like why does your unit get to pile in before the fight first unit?
@@LoganLislebecause they were not charged. They weren’t part of the fight phase, until the Dreadnought activated and makes its attacks, then because the death guard are now in combat they can activate and attack the dreadnought back, then the bladeguard activate and pile in etc etc
Is this the case at tournaments then for engaging units not charged. As I read the rules must get into base contact as being you can’t move the first models to then block the ones behind?
There's no stipulation on what units you move first afaik.
Sorry more questions why could the fight first Deathguard unit not just pile into you?
Because they wouldn't have fight first, because at the start of the phase nothing with in engagement range of them.
So, any DG survivors would still be able to activate after the Flights First BA activate?
I see but it’s quite a specific situation as they need a unit or leader to be in front like that