Cadian Sgt. Steel has it on the nose here, the shooting is essentially inconsequential, the -1 to hit debuff for one infantry unit per turn is what this unit provides. Not worth taking two of, 1 enemy (non vehicle/monster) will have -1 to hit. Along with the basilisk, taking one is the sweet spot.
This is the guard content I’ve been hoping for since the June update! I appreciate your insights and I’m looking forward to the rest of this artillery series!
Love the video and great content as always from CSS! I love how positive you are about all the Guard units and that you value them all for their lore, hobbying and tabletop role. The wyvern seems weak in 10th edition but I also think it’s worth a try and with all those abilities it is better than it seems The -1 to hit nerf is really good and any sources of debuff against the enemy are worth having. Can be useful to double that up with smoke if the enemy unit gets a +1 to hit buff so that they’re still -1 overall I also think Scout Sentinels are still very useful to support what artillery you run because if any enemy pops a -1 to hit strat or has that ability then the sentinel’s daring recon can bring those hits back to 4+ rather than a hideous 5+
I think this could be interesting to use. Compared to FOB it's actually a little worse damage wise but the -1 to hit could really screw up the enemy shooting, too bad it's not against vehicles. But giving melee units a harder time is also appreciated 😎
@vxicepickxv that's awesome that you found this combo! Please run it and tell how it does, but it is a week 1 combo, sad that Mordian Glory has barely covered it a whole year into 10th edition. I believe the only evidence in a battle rep on YT is Heretic Dave in one or two vids. @@aaronliiva824 I don't know if you're trolling or baiting? Straken + Command Squad (1 powerfist and 4 chainswords) + Nork Deddog + 20xCatachan Jungle Fighters (+ Regimental advisors but that's just facetious) is the most blendy combat unit Guard can muster. Could argue 6 x Ogryns, 6 x Bullgryns, or 10x Attilan Rough riders + Lord Solar??? Thing is the Norkken generates mortal wounds, devastating wounds, and lethal hits, while having a +6fnp, 20+ ablative wounds, more oc, and order versatility.
@@dominicl5862 That is certainly one way to run a blendy melee unit. It probably pack a punch but it is going to be really hard to hide behind terrain and manage during a game and seems a bit expensive for what you get. What I use lord solar for in this capacity is to have a flexible unit that can hide behind terrain and take an objective in the later game from a battered foe that has been shot at already by tanks and infantry. I think most people are already using lord solar for his utility. People are always surpised by his decent melee profile and 8 wounds. If you do a min squad of catachan, a platoon command squad with master vox and medipack, and an ogryn BG with brute shield and maul you would get all the benefits that the "supreme command blob" grants but you would have 6+3 S6 Ap3 2 Dam attacks as well as 5 S8 Ap2 2 dam attacks and a smattering of S4 ap1 attacks. The lord solar also has his 12 inch move, which allows him to hang out behind his unit and then run out in front before charging, and his big base allows the whole unit to join in the combat. Also, since he gets the infantry keyword from his squad he can breach through walls. This can help him move up the board to score the command insertion secret mission. Yes, not having 28 S4/Ap1 lethal hit attacks means this probably cant solo a somewhat durable unit, but that's not the goal here. My way gets just as many 6/S7/Ap3/2Dam attacks. This is enough to clean up a midfield objective from units damaged in your shooting. It wounds vehicles on 5s and marines on 3s. I can see the argument for nork over the ogryn BG. I do ogryn BG because the catachan put nork at S9 compared to the the ogryn BG gets S8 for 20 points cheaper and gets a 4++. S9 is not a particularly valuable breakpoint over S8. Further, Norks extra attack, mortals, and dev wounds is certainly nice, but I prefer that extra durability, especially when I am throwing my lord solar into the fray. I've also been experimenting with kuirovs aquilla because of pariah nexus's change to the lord of deceit ability. A 12" aura of +1 cp to use a strategem is really useful to stop people from abusing smokescreen and AoC. This configuration does just a bit less damage as your combat configuration, but it provides significantly more utility.
This does have both Twin Linked, Ignores Cover, and a universal -1 to hit debuff, which Heavy Weapons Squads can't get. If you look at it from just a purely number of wounds dealing potential, mortars will win out most times. Wyvern also has better BS. I think the Wyvern really isn't that bad in comparison.
This right here is a complete start to finish tutorial of how I paint my Cadian vehicles, including the weathering. ruclips.net/video/AFGixyKbMJU/видео.htmlsi=f0TgBqfVu4haI3q1
5:10 My rough riders like to charge! Thanks for the video!
charging is a quintessential human aspect, can't leave your bayonets at home
Cadian Sgt. Steel has it on the nose here, the shooting is essentially inconsequential, the -1 to hit debuff for one infantry unit per turn is what this unit provides. Not worth taking two of, 1 enemy (non vehicle/monster) will have -1 to hit. Along with the basilisk, taking one is the sweet spot.
This is the guard content I’ve been hoping for since the June update! I appreciate your insights and I’m looking forward to the rest of this artillery series!
Love the video and great content as always from CSS! I love how positive you are about all the Guard units and that you value them all for their lore, hobbying and tabletop role. The wyvern seems weak in 10th edition but I also think it’s worth a try and with all those abilities it is better than it seems
The -1 to hit nerf is really good and any sources of debuff against the enemy are worth having. Can be useful to double that up with smoke if the enemy unit gets a +1 to hit buff so that they’re still -1 overall
I also think Scout Sentinels are still very useful to support what artillery you run because if any enemy pops a -1 to hit strat or has that ability then the sentinel’s daring recon can bring those hits back to 4+ rather than a hideous 5+
I think this could be interesting to use. Compared to FOB it's actually a little worse damage wise but the -1 to hit could really screw up the enemy shooting, too bad it's not against vehicles. But giving melee units a harder time is also appreciated 😎
I built a melee Catachan unit. Straken gives lethal hits in melee, plus a platoon command squad with Nork, you can do some serious damage in melee.
Not enough volume of attacks to really make use of lethal hits. Lord solar has the same melee profile but no anti monster and rerolls.
@vxicepickxv that's awesome that you found this combo! Please run it and tell how it does, but it is a week 1 combo, sad that Mordian Glory has barely covered it a whole year into 10th edition. I believe the only evidence in a battle rep on YT is Heretic Dave in one or two vids.
@@aaronliiva824 I don't know if you're trolling or baiting? Straken + Command Squad (1 powerfist and 4 chainswords) + Nork Deddog + 20xCatachan Jungle Fighters (+ Regimental advisors but that's just facetious) is the most blendy combat unit Guard can muster. Could argue 6 x Ogryns, 6 x Bullgryns, or 10x Attilan Rough riders + Lord Solar???
Thing is the Norkken generates mortal wounds, devastating wounds, and lethal hits, while having a +6fnp, 20+ ablative wounds, more oc, and order versatility.
@@dominicl5862 That is certainly one way to run a blendy melee unit. It probably pack a punch but it is going to be really hard to hide behind terrain and manage during a game and seems a bit expensive for what you get. What I use lord solar for in this capacity is to have a flexible unit that can hide behind terrain and take an objective in the later game from a battered foe that has been shot at already by tanks and infantry.
I think most people are already using lord solar for his utility. People are always surpised by his decent melee profile and 8 wounds. If you do a min squad of catachan, a platoon command squad with master vox and medipack, and an ogryn BG with brute shield and maul you would get all the benefits that the "supreme command blob" grants but you would have 6+3 S6 Ap3 2 Dam attacks as well as 5 S8 Ap2 2 dam attacks and a smattering of S4 ap1 attacks.
The lord solar also has his 12 inch move, which allows him to hang out behind his unit and then run out in front before charging, and his big base allows the whole unit to join in the combat. Also, since he gets the infantry keyword from his squad he can breach through walls. This can help him move up the board to score the command insertion secret mission.
Yes, not having 28 S4/Ap1 lethal hit attacks means this probably cant solo a somewhat durable unit, but that's not the goal here. My way gets just as many 6/S7/Ap3/2Dam attacks. This is enough to clean up a midfield objective from units damaged in your shooting. It wounds vehicles on 5s and marines on 3s.
I can see the argument for nork over the ogryn BG. I do ogryn BG because the catachan put nork at S9 compared to the the ogryn BG gets S8 for 20 points cheaper and gets a 4++. S9 is not a particularly valuable breakpoint over S8. Further, Norks extra attack, mortals, and dev wounds is certainly nice, but I prefer that extra durability, especially when I am throwing my lord solar into the fray.
I've also been experimenting with kuirovs aquilla because of pariah nexus's change to the lord of deceit ability. A 12" aura of +1 cp to use a strategem is really useful to stop people from abusing smokescreen and AoC.
This configuration does just a bit less damage as your combat configuration, but it provides significantly more utility.
love the paint job
Thank you!
I think the wyvern is super scary... very underrated
for the same points the heavy wepaon mortar squads are just more effective for what it does
This does have both Twin Linked, Ignores Cover, and a universal -1 to hit debuff, which Heavy Weapons Squads can't get. If you look at it from just a purely number of wounds dealing potential, mortars will win out most times. Wyvern also has better BS. I think the Wyvern really isn't that bad in comparison.
I hope they make this good in the codex
As a longtime guardsmen, I cringe when I see the wyvern. I wonder if now is the time to try and rehabilitate it in my motorpool.
what colours did u use of this ?
This right here is a complete start to finish tutorial of how I paint my Cadian vehicles, including the weathering. ruclips.net/video/AFGixyKbMJU/видео.htmlsi=f0TgBqfVu4haI3q1