My best turn was all successful charges Screamer killer 11", rolled 12, box cars Winged tyrant 8 inch 15 hormagaunts 7 inch Winged prime 5 inch And a second screamer also 5 inch Won the game right there
Ian's quick wisdom about close combat armies is so spot on. It's my biggest problem with deep strike, rolling those 9's is super hard. TBH it sounds like we have to focus on killing the opponent's pieces more so than sneaking about taking secondaries. I kinda like this.
There is ofcourse a little bit of both... BUT there is a serious advantage to removing your opponents models and then standing on the objective they once stood on. The point swing is nuts. If they don't score and you do... whew... it's huge. BUT you need to make sure that you get aggressive in the right way. Just killing units isn't enough, you gotta take those objectives
Brill vid as always fellas ! Would love to see you both have a series of games together across different missions. I feel the new mission deck is promoting fixed missions, and potentially even secret missions based on how tough and unrewarding some are to do !
100% correct, It makes taking Fixed Objectives even more rewarding. I find fixed missions really depend on what your opponent is running list wise, However your 100% right.
Hyperspace Hobbies in the Morning w/ Steve & Ian!!! Let's go! Couple things! 1) Great video as always! Loving the format and the discussions that come out of these videos! 2) As a fellow WE player I can relate to failed charges leading to a very devastating opponent followup. lol 3) This is a great discussion, I haven't had the chance to run Pariah yet, but as someone who runs quite elite armies (WE, Custodes, & Khorne Daemons ... I know WE & Daemons aren't super elite, but they definitely have not armies that make going wide easy at all) the secondaries are looking absolutely brutal to accomplish. I'll probably be focusing entirely on primaries or hoping I can clean up the board early for some late game scoring opportunities for those secondaries, If I try them at all. 4) Steve rocking a Powerline hat is based af! Love it my dude!
Khorne Daemons look great right now too! I think the new changes helped them the most. And the Daemon abilities to control the board are strong I'm hoping to test a bunch of things over the next little while. I just wish Nurglings were OC 1, But i understand why they are not.
Did he still manage to influence the battlefield in a good way? sometime I find when I drop the Bloodthirster everyone panics and runs away from him, which can leave them out of position, and score me big points, even though he didnt make combat.
Morning Gents. I’m 1 for 1 in pariah nexus. My Steve-themed Gravis anvil list barely won a brutally entertaining 5 hour slog against the wolves of fenris with a score of 31-30 w/o paint. Secondaries feel a little harder and a little more important to me, although denying the opponent points seems like the most effective strategy.
31-30 what a nail biter! I too find these games are scoring really low, or were we just spoiled with easy secondary's in leviathan? Maybe that's the new play in this game is commit to deny your opponent, something to think about. Congrats on the first win of many!
Love your show fellas. Defo my fav 40K show. I’m gonna pack some suppressors in my next DA list, just to snuff out opponent scoring on their secondaries. 👊🏼🧨
Man, I played my first game of Pariah Nexus yesterday and I pulled Recover Assets and I was kind of like "yeah... I know what it does..." and I did it with like an intercessor squad and something else. Then my opponents turn comes and he's like "so all I have to do is kill like these 3 intercessors and you get *nothing* ?" And I'm like.... .... "oh. .... ... Yeah." And that was the rough part. I was okay even with making the action on 2 units to get three points but... to spend that opportunity cost and wind up completely empty handed was brutal. Here's the deal though, out of 18 possible secondaries, only 5 of those are actually actions (aside: I do really like how all the "action" secondaries have a little lightning bolt on it, thats a handy visual reference). One of those five is Recover Assets which is just like... a big nope for just about any army. Another is Sabotage, which maybe not as bad but still not great. So that means there are realistically like 3 do-able secondaries that require actions. And I dont know.... I know it seems at first like yeah- lets go MSU and do actions! But I just dont think thats the way to go. I don't think the percentage of secondaries that actually require actions is there to justify that kind of a list build. If that's what you were going to do anyway; great, you probably get a little extra benefit out of that; but I dont think you change your list to be more MSU style just because of Pariah Nexus. Anyway, that was my initial impression; we will see if that ages well or not.
I think there will be a lot of stories like this. Some of these secondary's are almost auto "going to toss this for CP" especially when you army is more elite. Sacrificing the efficiency of 3 units for the low chance to score is not really what anyone wants to do. worst of all it puts your ability to score points into your opponents hands.
Hmmmm.... inceptors are great and a pain to kill... vanvets are decent but might be too expensive... Honestly, you might want to look at the battle line options, honestly... the lowly Intercessor is actually looking pretty great right now, especially for the cost. Decent infiltrators like incursors or infiltrators might be good Scouts, ofcourse, But for durability, I am a big fan of bladeguard and Eradicators
I've played ine game of Nexus with an all infantey Grey Knights list so the secondaries weren't as difficult to achieve as they will be for other armies. Definitely agree about the open tables though, we actually had more terrain than before but there were so many open firing lanes it made getting cover where I needed it difficult.
Big fan guys, I remember I met the space marine Stive in P... on, but honestly it's getting harder and harder to bear how childish they are making it, thanks for this more adult content aimed at the majority of us who play WH40K.
Definitely different kinds of content. Play On does some amazing work, and I always stand by the work we put out. With that being said, I think that this kind of content is something people want, and you just confirmed it! Ian and I love talking about the game, and I think that this talk show format makes that real easy! Thanks for the comment! Enjoy your morning!
I've won my first game on Pariah Nexus by only 3 points.... the 3 points I got from doing a 2-action Recover Assets. I very nearly canned it for cp, but decided to go for it because I had a throwaway unit of termagants that had been camping my home objective for three turns and an out-of-position Exocrine that had no targets. Weirdly close game, and it makes me wonder if the two-and-three VP's here and there secondaries are worth it, or if this was a fluke.
Hey guys, love the channel. I just got back into 40K and wanted to play Marines. I just love the idea of making my own chapter but the other day I watched a game and got me thinking. How do Marines kill monsters like an Avatar or a Bloodthirster? I run the numbers and even Marneus with his guard and a unit of Bladeguard with an Ancient can barely scratch them and they never get past the second round of melee combat. So how do you kill monsters other than bringing in a Imperial Knight? Thanks
One way and I think its the best way (also the hardest) is to try and give yourself more time. Anticipate the play and roadblock the charge or oncoming deepstrike with a fast dispensable units like a rhino or advancing impulsor, stop them from getting those charges. Box out the deepstrike bloodthirster with Infultrators 12" aura or some mid table scouts that can die without effecting your game, and if they dont can leave and enter via reserves later. They both have big bases and cannot move over top of terrain easily (even though the Bthirster flies) so you can fill the lanes of the battlefield with chaff and give your big guns another turn to blast them. Eradicators with a barrage of melta, Hellblasters with a lieutenant for lethal hits, and always oath is a good start. Galdiator lancers and the volume from a Redemptor Macro plasma incinerator can do big work. The key is try and give yourself more than 1 turn to deal with them, as the 4++ invulnerable save can sometime spike. Good luck!
There was a time I was playing orks. I think in 9th edition, maybe 8th. I was 2" away, but my opponent was on a terrain feature, Forrest I think. That gave -2 to charge rolls. So I rolled snake eyes twice, and failed a charge into a unit 2" away from me.
I've probably missed a 4 inch charge but without question the worst luck I've ever had was a brick of 10 hearthguard deep strike in, they aim up against a brick of immortals with 2 characters. 2 Judgment tokens on that unit. 30 Volkanite shots, 58 nade shots, 4 bolter shots from the champion. After the first 88 attacks, I had dealt 12 damage, the bolter did another 1 wound. Next shooting activation, 29 shots from Thunderkyn into Wraiths, 1 damage dealt because they failed-one/saved-one on their 5+ FNP. I charged with the hearthguard into his canoptik doomstalker, 6 darkstar axe attacks and 20 concussion gauntlet attacks, the doomstalker was at 7 wounds left, it survived at 1. In the first 30 volkanite shots I rolled 17 1's and in 88 attacks I only dealt 13 wounds to a very squishy unit. In 29 Thunderkyn Grav-cannon shots only 1 attack succeeded. In 26 melee attacks against a doomstalker who I was hitting on 2 and wounding on 3's I only got 3 hits through. It was just...staggeringly bad rolls, and not like a bad charge, this was almost like 150 consecutive rolls that were way below average.
HOLY TERRA! The dice just hated you that day! I find if you line up all your dice, then pick one out of the group and hit it with a hammer so all the other dice can see, they will get the message and start to roll better.
I'm teaching my friend Warhammer this weekend and his blade guard need to make a 4 inch charge to my lictor to avoid getting shot by my hive tyrant... Miss. Perfect time to explain about the captain's ability and strategems, free reroll... Miss. He found it funny at least.
I just recently got into 40k tabletop as a long time fan of the lore. I have been really enjoying Space Marines and as I have been exploring some of my favorite factions like Imperial Fist, Salamanders, and Blood Angels Steve has been a AMAZING help at not only learning the game but also great at helping me think of new things and ways to interpret different strats. Just wanted to say thank you for the help and I am looking forward to the next imperial fist game on 40k in 40m!
Setting the stage for a clustered way to lose a very tight game: back in ninth I was playing against an all bike list from the ravenwing dark angels. This was the last round of an RTT and the winner would win overall. He took an early lead but was losing the attrition game to my Deathguard. Final round comes around and I needed to make one of two charges. One 5 inch and one 6 inch. I failed both and had no CP. so he kept the center objective. they next turn I just needed to kill a character and he had some low ones. He made something dumb like 5/7 5+ invulns, and another crazy amount of 4+ invulns. On both occasions keeping his character alive by no more than a 1 extra attack through so he won the game by 2 points. Closest game I’ve ever played and a good lesson in always rolling it out and making sure to keep a CP in the bank. If just one of those rolls had gone differently, I almost certainly would have won
Mr. Steve do you think you could take pics/videos of your tournament games so we can “follow along” visually? Just a thought. Great video as always gentlemen!
As I lost 180 of points t2 of jump pack assault intercessors for 5 pts to get secure no mans land, I think I agree. Primary was terraform, and those 6+ VP per objective felt way more important T3-5 & I wish I had those models back.
With the 6 matches of pariah I’ve nexus played so far, I can say that it feels like the maps either favor melee centric or shooting centric, but not really any in between. They either have good cover to hide and make my way up the board behind, or it’s a mad dash across open space hoping I can make advances or charges, or complete actions, without being left to eat a las cannon to the face or something. So myself as a Templars player and a melee Nids player, I either have really good matches or really, really tough matches. MSU is definitely the way to go though, or at least fast attack, quick units to scoot around the board and maybe pull some small amount of secondaries to keep you ahead at an ok margin. But, all together I feel that going for secondaries is much less impactful with this ruleset, whereas secondaries in Leviathan could easily swing your points in favor of someone only going after primaries.
Great chat guys! I also don’t love the secondaries that complete on your opponents turn and result in you potentially sacrificing a unit, but it does force your opponent into making a tactical decision. Perhaps they aren’t completing one of their secondaries because they are trying to prevent you from scoring, or aren’t scoring primary because they’re coming to prevent you from scoring. Keep the videos coming!
Hmmm, ya totally It can force your opponent to NOT kill your #1 badass unit, instead they have to adjust targets to make sure your crap units don't score, but that might leave your heavy bruiser unit untouched. and able to destroy next turn. A possible strategy for list building.
3:50 I personally like that they made secondaries a little trickier. There's been so many games where I or an opponent won simply because we got really lucky on turn 4 or 5 with secondaries. I've even told my friends who I got into the hobby at the start if 10th "focus on secondaries and everything else will fall in line" I think it makes battleline and primary more important. While also making the secondaries still feel possible and viable
Yeah I agree. I don't like how it makes some secondary's (99%) impossible turn 1 , but at least you can cycle for 1 CP as many times a battle round as you want. so its still a card/dice game.
I've played three games so far, 2w1L. We're just doing 1,000 matches while our group adjusts to the new rules. Scoring is much lower, but the secret missions have been used in every game, something we never did with gambits.
@@hyperspacehobbies We are only playing on half the board (so we've just taken the measurements on the cards and halfed them (as one of the cards had our deployment zones about six inches apart... We've been having lots of fun on the new missions, having smaller games to we can learn how the new cards work etc, generally though the games have all been much closer in points.
my worst failed charge was when I dropped a big unit of bladeguard out of a land raider for a 5" charge. Really good odds of getting there, I had a CP in case it failed... I forgot we'd drawn the mission rule that makes CP reroll cost 2. the bladeguard were left out in the open and then got shot to bits by kataphron breachers on my opponent's turn
OH NO! the 2CP reroll mission! that has totally screwed me over in the same way. just casually playing the game for 3 turns, its never come up, then when you go to use it your opponent reminds you its 2CP and your heart sinks. that's a tough one.
Love the content - I've played one Nexus game and I agree that it's harder to score points. I think it's a combo of "deathstars" to try to hold objectives out in the open (really need to stage and think counter attacks too) and then cheap MSU action monkeys to score those "cool" but hard to complete missions. I run Crons and so I have wraiths and Immortals with Szeras trying to fight primary and then Deathmarks and Hexmarks dropping in and positioning to score those cheap secondaries. Opponent has to choose, waste your shots to deny my three points or start putting in work on those tough bulky units on the objectives.
I also find a 30 point destroyer can be a nightmare for people because of its small size, Infantry keywords and relative firepower/durability and speed. Dont forget scarabs are 1cp if they are 6" from a cryptek too, they can be great screens and cheeky scoring units.
@@hyperspacehobbiesboth the Lokhust destroyer and heavy destroyer are mounted units, so no moving through walls. Same for scarab swarms, swarms cant go through walls aswell. That limits their usefulness as they have to go around terrain.
@danjones3012 Dang, you are totally right. Not infantry, but both fly, which is nice. I must be getting caught up in old editions. Do i possibly play too many armies?, hahaha.
@@hyperspacehobbies I am getting there myself. Hardcore necron with about 6500 points, an aeldari wraith focused army, and recently an imperial knights army off someone that was selling their armies.
Yep the party bus is totally a think. a character 2x5 and a 3 man blade guard can make that thing party all night long. Someone bring a all CREED playlist and we are cruising!
Love this channel! You always have some really good thoughts and discussions 👍 Have you considered doing battlereports once in a while? I would love to see you play competitive games, where you explain your decisions 🤞
Great video. I'm about to play my first game of Pariah Nexus. I am hopeful about the new deck. At my game store, I would regularly see games with scores like 100 vs 92 from Leviathan, and it seemed to me that there was something wrong with both sides being able to score so high. I would often see players score a perfect game. Many secondaries were too easy, in my view. Pariah has probably gone too far in the wrong direction, but we shall see how things work out. I hope I don't have to paint a whole new army.
I wonder if they will adjust the points scored for some of these secondary's, they can take a lot of commitment for little pay off. I haven't been seeing the high scoring games like in leviathan either.
We have a friend who just NEVER gets his hunter killer missiles through. At this point its almost statistically impossible how many times it has failed. I think he might have to turn to chaos soon, they will actually answer his prayers.
Rhino Rush!!! But seriously, these Imperial Chimeras with 10 man Catachans are look better and better. Mechanized infantry was already a pretty viable option for plenty of armies and I think it’ll just be getting more effective from here.
Great vid gents. I'm thinking of running a bucket load of impulsors for my secondary game. The fact that survivability is 50% of these objectives by needing to keep the unit alive thru your opps turn, means that I'd much rather have an 80pt impulsor with a 5++ than a 5man jump pack squad. Both 12" move, and impulsor has round base for pivot now. Thoughts?
Obviously can't go thru ruins but I think that's worth the trade tbh...id rather commit to something I can get to and then be confident itl survive rather than be able to get there and then be worried about getting 1 shot and not scoring and then losing a unit for no reason
Love the Idea. I think the high toughness combine with speed and carrying capacity makes the Impulsor and dare i say it Rhino, good choices in PN. And if they kill the transport and 5 guys jump out the objective is still yours.
@@hyperspacehobbies only thing fornthe secondary is that it's gonna be the Transpo itself that stays alive I believe in order to complete the secondary?
Hey Guys! With Steve's observations in mind, with some secondaries having more complicated positioning and action economy requirements, or simply being more difficult to accomplish vs the points reward, do you think this brings up a little more incentive to pick Fixed Objectives? I remember that 9th edition played for a very long time with picking only a few fixed secondary objectives to accomplish for the whole game. List building often included consideration for efficiently accomplishing a few of the fixed secondaries, and then also picking based off what your opponent brought to the table as well. Could one pick a few fixed out of Pariah Nexus and try and "list build" to efficiently accomplish them, rather than relying on the luck of the draw? In 9th edition, the tempest of war deck was a breath of fresh air with the variable objective draw, and eventually became the staple for 10th edition. Could the pendulum be swinging back to fixed for Pariah Nexus?
I think if Fixed secondary's look strong vs your opponents list and your list is going to struggle with the objective placement and terrain. it could be easier to take Fixed for sure.
Counter argument, secondary is even more important. If I play conservatively and only earn 5 or 10, if I swing out big turn 5, I can earn 10 to 15 on primary plus 20 secret for sitting on all 3 nml objectives. Your primary lead is less meaningful.
Could we be seeing tanky things like Terminators become important again? If these secondaries all go off during your opponents turn, something tough with an Invulnerable save is kind of all we can depend on to be there.
Not a failed charge, but the best/worst movement failure I have ever had was a moment at the end of a game in 6th edition (though this was long enough ago it could have been 5th, maybe 7th). Anyway, it was back during one of the editions when everything infantry moved 6 inches and you had to roll 2d6 picking the highest to move through difficult terrain. Space Marine Scouts got 3d6 pick the highest. All i had to do was move 2 inches to get my scouts on an objective to win the game in the last turn. So naturally, I rolled triple 1's. Only roll that could fail to win me the game. 1 in 216 chance, less than 0.5%. I know it is not an easy charge so it is not exactly the topic, but looking back now I cannot help thinking that because I was not subscribed to Hyperspace Hobbies at the time that is the reason the scouts' move failed to be ebough and I lost that game.
Would these secondaries being difficult to accomplish or counterintuitive to scoring primary and engaging your opponent make the new secret missions a better option? The less secondaries your opponent scores means that completing a secret mission has a greater chance to swinging the game in your favor, unless you're getting absolutely bodied on primary.
Awesome! great to hear. I think guard have a pretty strong presence in this edition, with Chimeras and squads of guardsmen being able scoot around and do actions, while the big guns blast away.
I don't think the lower points matter, to out run a bear I only have to be faster than the slowest person. Or, we can conclude that secondaries are less desirable relative to primaries. What this sounds like is, mainly go for primaries, go for secondaries when you can, understand that in any reality your score will be lower but the goal is to beat your opponent by one point. I will say that actions feel like a tax. Armies like Custodes will have to bring sisters because you can't have a ~200 point squad (10% of your army) stop fighting to do something.
I think you've got the right idea when it comes to secondary's. just do what you can to stay ahead, don't risk it all for a blowout, it might cost you. It does punish Elite armies when the secondary's require 2-3 separate units doing actions I agree. maybe keeping tabs on your opponents cards and possible scoring strategies is something to do?
I think they have a great place in jump pack squads, lending more mortal wounds to the units and increasing damage output. The terminator Chap is still super strong and makes a hard hitting unit extra nasty. and assault intercessors with a chap can allow them to really punch up in most cases, especially with the drop in Repulsors that can help them get to where they need to be. Also can add some nasty Enhancements.
Had one PN game at the moment and the first thing I noticed was how difficult the new secondary objectives were. Even for my victorious CSM opponent, it was not a high scoring game. It ended up turn 5 as a 49 point to him. Secondaries are harder and scores annoyingly seem a lot lower. I think we'll see less 100 point wins under Pariah Nexus.
YA! all the games I've seen or played have been fairly low in point usually up until turn 5. I think if you see a 100 it would have to be a really wacky game.
Honestly, I’ve never failed a 4’’ charge since liking and subscribing. 👀 Played my first game with the Nexus missions cards last night, I managed to win too. But, honestly going forward sabotage took out a unit of inceptors for a turn which should have shot something off an objective instead. Therefore lost 2 points overall. Certainly something to think about….as a marine player, maybe another squad of scouts.
You've nailed it! is it worth standing to do an objective Or is it more important to commit to damage output. I'm sure there will be a ton of people looking back on games and seeing this exact thing.
Minimum Squad Unit. Not sure who made it up but it just means take the smallest squad size possible allowing for more units on the table. 4x5's VS 2x10. to get more squads on the table and now they can be in 4 different spots to do objectives.
Correct, but there are some secondaries that require multiple units to do the same action in a single turn - examples being Containment and Recover Assets
Ima be honest I really didn’t enjoy the new mission deck have 2 games an both of them I really didn’t enjoy 😂 an Steve you can’t con me on dice rolls I’ve seen you on Play on Tabletop 🎉 an I’ll be honest it’s just easier to score primary an just table your opponent as lots of secondary’s are not worth trying to get as your opponent gets an entire turn to stop it .
My best turn was all successful charges
Screamer killer 11", rolled 12, box cars
Winged tyrant 8 inch
15 hormagaunts 7 inch
Winged prime 5 inch
And a second screamer also 5 inch
Won the game right there
Yep that would win a game holy terra!
Ian's quick wisdom about close combat armies is so spot on. It's my biggest problem with deep strike, rolling those 9's is super hard.
TBH it sounds like we have to focus on killing the opponent's pieces more so than sneaking about taking secondaries. I kinda like this.
There is ofcourse a little bit of both... BUT there is a serious advantage to removing your opponents models and then standing on the objective they once stood on. The point swing is nuts. If they don't score and you do... whew... it's huge. BUT you need to make sure that you get aggressive in the right way. Just killing units isn't enough, you gotta take those objectives
Rolled snake eyes 4 times in a on a 4 in charge. My opponent and I hit the bar after that.
Just so you know, snake eyes four times in a row is a 1 in 1.7 million chance
Geez
@@scolack123 I should’ve gambled the day then.
NO! That's insane. Good idea, time to Hit the pub.
@@hyperspacehobbies SM Steve we’re a beer if you’re at ATC!
subbed again. beer pressured
I knew it, Beer pressure got to ya.
A turn of multiple failed charges
Or a turn of ALL your charges succeeding can make or break a game
Without a doubt.
I subscribed because Steve said so.
This is the kind of dedication we need here at Hyperspace Hobbies.
Brill vid as always fellas ! Would love to see you both have a series of games together across different missions.
I feel the new mission deck is promoting fixed missions, and potentially even secret missions based on how tough and unrewarding some are to do !
100% correct, It makes taking Fixed Objectives even more rewarding. I find fixed missions really depend on what your opponent is running list wise, However your 100% right.
I haven't tried the fixed ones yet! But I might need to!!!
Hyperspace Hobbies in the Morning w/ Steve & Ian!!! Let's go!
Couple things!
1) Great video as always! Loving the format and the discussions that come out of these videos!
2) As a fellow WE player I can relate to failed charges leading to a very devastating opponent followup. lol
3) This is a great discussion, I haven't had the chance to run Pariah yet, but as someone who runs quite elite armies (WE, Custodes, & Khorne Daemons ... I know WE & Daemons aren't super elite, but they definitely have not armies that make going wide easy at all) the secondaries are looking absolutely brutal to accomplish. I'll probably be focusing entirely on primaries or hoping I can clean up the board early for some late game scoring opportunities for those secondaries, If I try them at all.
4) Steve rocking a Powerline hat is based af! Love it my dude!
Gotta do what I can to stand out.... above the crowd
Khorne Daemons look great right now too! I think the new changes helped them the most. And the Daemon abilities to control the board are strong I'm hoping to test a bunch of things over the next little while. I just wish Nurglings were OC 1, But i understand why they are not.
Speaking of Angry Ronald, first outing with him, failed double 5 inch charges with the plus one to charges.
Did he still manage to influence the battlefield in a good way? sometime I find when I drop the Bloodthirster everyone panics and runs away from him, which can leave them out of position, and score me big points, even though he didnt make combat.
@@hyperspacehobbies sorta. He lived on one wound against Gaz and 6 meganobs. Proceeded to kill two then died haha
Morning Gents. I’m 1 for 1 in pariah nexus. My Steve-themed Gravis anvil list barely won a brutally entertaining 5 hour slog against the wolves of fenris with a score of 31-30 w/o paint. Secondaries feel a little harder and a little more important to me, although denying the opponent points seems like the most effective strategy.
31-30 what a nail biter! I too find these games are scoring really low, or were we just spoiled with easy secondary's in leviathan? Maybe that's the new play in this game is commit to deny your opponent, something to think about. Congrats on the first win of many!
Love your show fellas. Defo my fav 40K show. I’m gonna pack some suppressors in my next DA list, just to snuff out opponent scoring on their secondaries. 👊🏼🧨
Very nice!!!
Man, I played my first game of Pariah Nexus yesterday and I pulled Recover Assets and I was kind of like "yeah... I know what it does..." and I did it with like an intercessor squad and something else. Then my opponents turn comes and he's like "so all I have to do is kill like these 3 intercessors and you get *nothing* ?" And I'm like.... .... "oh. .... ... Yeah." And that was the rough part. I was okay even with making the action on 2 units to get three points but... to spend that opportunity cost and wind up completely empty handed was brutal.
Here's the deal though, out of 18 possible secondaries, only 5 of those are actually actions (aside: I do really like how all the "action" secondaries have a little lightning bolt on it, thats a handy visual reference). One of those five is Recover Assets which is just like... a big nope for just about any army. Another is Sabotage, which maybe not as bad but still not great. So that means there are realistically like 3 do-able secondaries that require actions. And I dont know.... I know it seems at first like yeah- lets go MSU and do actions! But I just dont think thats the way to go. I don't think the percentage of secondaries that actually require actions is there to justify that kind of a list build. If that's what you were going to do anyway; great, you probably get a little extra benefit out of that; but I dont think you change your list to be more MSU style just because of Pariah Nexus.
Anyway, that was my initial impression; we will see if that ages well or not.
I think there will be a lot of stories like this. Some of these secondary's are almost auto "going to toss this for CP" especially when you army is more elite. Sacrificing the efficiency of 3 units for the low chance to score is not really what anyone wants to do. worst of all it puts your ability to score points into your opponents hands.
Maximum survivability msu. And mobility. VanVets w/shields? Inceptors? Bladeguard in a pod?
Hmmmm.... inceptors are great and a pain to kill... vanvets are decent but might be too expensive...
Honestly, you might want to look at the battle line options, honestly... the lowly Intercessor is actually looking pretty great right now, especially for the cost.
Decent infiltrators like incursors or infiltrators might be good
Scouts, ofcourse,
But for durability, I am a big fan of bladeguard and Eradicators
I've played ine game of Nexus with an all infantey Grey Knights list so the secondaries weren't as difficult to achieve as they will be for other armies.
Definitely agree about the open tables though, we actually had more terrain than before but there were so many open firing lanes it made getting cover where I needed it difficult.
Yea, that's a big takeaway I have found with these layouts.
The firing lanes make the game a much more dangerous puzzle to solve
loving this channel, you guys are hilarious and really knowledgable (especially steve with the t1 drop pod strats, legendary)
It's legendary and I love it. I shall forever commit to it.
You guys have me so excited to get my first pariah nexus games in. Really liking the shake-up! Keep up the good work
Ya! its just such a new game in so many ways with terrain and new missions, how can we not be excited! Have fun with your first matchup!
Thank you!!
Love the vid as always, fellas. The channel is a real gem and it’s cool seeing so many people find it vid after vid! *fistbump emoji
*grabs your attempted fistbump hand by the wrist and initiates a friendly headbutt* I know you!
Big fan guys, I remember I met the space marine Stive in P... on, but honestly it's getting harder and harder to bear how childish they are making it, thanks for this more adult content aimed at the majority of us who play WH40K.
Definitely different kinds of content. Play On does some amazing work, and I always stand by the work we put out. With that being said, I think that this kind of content is something people want, and you just confirmed it!
Ian and I love talking about the game, and I think that this talk show format makes that real easy! Thanks for the comment! Enjoy your morning!
I've won my first game on Pariah Nexus by only 3 points.... the 3 points I got from doing a 2-action Recover Assets. I very nearly canned it for cp, but decided to go for it because I had a throwaway unit of termagants that had been camping my home objective for three turns and an out-of-position Exocrine that had no targets. Weirdly close game, and it makes me wonder if the two-and-three VP's here and there secondaries are worth it, or if this was a fluke.
woh 3 points is a close one, I feel Pariah will have a lot of close scoring games like this. congrats on the victory!
Hey guys, love the channel. I just got back into 40K and wanted to play Marines. I just love the idea of making my own chapter but the other day I watched a game and got me thinking. How do Marines kill monsters like an Avatar or a Bloodthirster? I run the numbers and even Marneus with his guard and a unit of Bladeguard with an Ancient can barely scratch them and they never get past the second round of melee combat. So how do you kill monsters other than bringing in a Imperial Knight? Thanks
One way and I think its the best way (also the hardest) is to try and give yourself more time. Anticipate the play and roadblock the charge or oncoming deepstrike with a fast dispensable units like a rhino or advancing impulsor, stop them from getting those charges. Box out the deepstrike bloodthirster with Infultrators 12" aura or some mid table scouts that can die without effecting your game, and if they dont can leave and enter via reserves later.
They both have big bases and cannot move over top of terrain easily (even though the Bthirster flies) so you can fill the lanes of the battlefield with chaff and give your big guns another turn to blast them.
Eradicators with a barrage of melta, Hellblasters with a lieutenant for lethal hits, and always oath is a good start. Galdiator lancers and the volume from a Redemptor Macro plasma incinerator can do big work. The key is try and give yourself more than 1 turn to deal with them, as the 4++ invulnerable save can sometime spike. Good luck!
There was a time I was playing orks. I think in 9th edition, maybe 8th.
I was 2" away, but my opponent was on a terrain feature, Forrest I think. That gave -2 to charge rolls.
So I rolled snake eyes twice, and failed a charge into a unit 2" away from me.
NOOOO!
AH the -2 charge Forests! I'm not sure what my Daemons hate more, Grey Knights Or the old -2 charge Forests
I've probably missed a 4 inch charge but without question the worst luck I've ever had was a brick of 10 hearthguard deep strike in, they aim up against a brick of immortals with 2 characters. 2 Judgment tokens on that unit. 30 Volkanite shots, 58 nade shots, 4 bolter shots from the champion. After the first 88 attacks, I had dealt 12 damage, the bolter did another 1 wound. Next shooting activation, 29 shots from Thunderkyn into Wraiths, 1 damage dealt because they failed-one/saved-one on their 5+ FNP. I charged with the hearthguard into his canoptik doomstalker, 6 darkstar axe attacks and 20 concussion gauntlet attacks, the doomstalker was at 7 wounds left, it survived at 1.
In the first 30 volkanite shots I rolled 17 1's and in 88 attacks I only dealt 13 wounds to a very squishy unit. In 29 Thunderkyn Grav-cannon shots only 1 attack succeeded. In 26 melee attacks against a doomstalker who I was hitting on 2 and wounding on 3's I only got 3 hits through. It was just...staggeringly bad rolls, and not like a bad charge, this was almost like 150 consecutive rolls that were way below average.
HOLY TERRA! The dice just hated you that day! I find if you line up all your dice, then pick one out of the group and hit it with a hammer so all the other dice can see, they will get the message and start to roll better.
I'm teaching my friend Warhammer this weekend and his blade guard need to make a 4 inch charge to my lictor to avoid getting shot by my hive tyrant... Miss. Perfect time to explain about the captain's ability and strategems, free reroll... Miss. He found it funny at least.
HA! yep you've imparted all the wisdom you can, its up to the dice gods now.
Not me actually missing a 4" charge WITH REROLL DX
But... But Your subbed, HOW COULD THIS BE!?!?
@@hyperspacehobbies Do not ask me. I'm the person who misses half of my 2+ attacks with a full brick of Custodes.
I just recently got into 40k tabletop as a long time fan of the lore. I have been really enjoying Space Marines and as I have been exploring some of my favorite factions like Imperial Fist, Salamanders, and Blood Angels Steve has been a AMAZING help at not only learning the game but also great at helping me think of new things and ways to interpret different strats. Just wanted to say thank you for the help and I am looking forward to the next imperial fist game on 40k in 40m!
Thanks so much! This is a hobbyist greatest honor.
Setting the stage for a clustered way to lose a very tight game: back in ninth I was playing against an all bike list from the ravenwing dark angels. This was the last round of an RTT and the winner would win overall. He took an early lead but was losing the attrition game to my Deathguard. Final round comes around and I needed to make one of two charges. One 5 inch and one 6 inch. I failed both and had no CP. so he kept the center objective. they next turn I just needed to kill a character and he had some low ones. He made something dumb like 5/7 5+ invulns, and another crazy amount of 4+ invulns. On both occasions keeping his character alive by no more than a 1 extra attack through so he won the game by 2 points. Closest game I’ve ever played and a good lesson in always rolling it out and making sure to keep a CP in the bank. If just one of those rolls had gone differently, I almost certainly would have won
ohh 2 points is super close. sorry to hear. Good lesson on keeping CP in the pocket for those key charges.
If you don't charge, you can never fail.
I smell a Tau Player... hahah
I have a game going today with my Votann. It'll be my first nexus mission and vs my brother.
Very nice!! We wish you luck!!
CRUSH HIM UNDER YOUR MIGHTY BOOT! but also have fun.
Mr. Steve do you think you could take pics/videos of your tournament games so we can “follow along” visually? Just a thought. Great video as always gentlemen!
That's a great idea!
As I lost 180 of points t2 of jump pack assault intercessors for 5 pts to get secure no mans land, I think I agree.
Primary was terraform, and those 6+ VP per objective felt way more important T3-5 & I wish I had those models back.
Oh dang, ya these first bunch of games are just a great learning experience. Lessons learned in blood.
With the 6 matches of pariah I’ve nexus played so far, I can say that it feels like the maps either favor melee centric or shooting centric, but not really any in between. They either have good cover to hide and make my way up the board behind, or it’s a mad dash across open space hoping I can make advances or charges, or complete actions, without being left to eat a las cannon to the face or something. So myself as a Templars player and a melee Nids player, I either have really good matches or really, really tough matches. MSU is definitely the way to go though, or at least fast attack, quick units to scoot around the board and maybe pull some small amount of secondaries to keep you ahead at an ok margin. But, all together I feel that going for secondaries is much less impactful with this ruleset, whereas secondaries in Leviathan could easily swing your points in favor of someone only going after primaries.
Fully agree with the fast MSU. Seems like Pariah Nexus is less of a swingy game at least with secondary's.
Great chat guys! I also don’t love the secondaries that complete on your opponents turn and result in you potentially sacrificing a unit, but it does force your opponent into making a tactical decision. Perhaps they aren’t completing one of their secondaries because they are trying to prevent you from scoring, or aren’t scoring primary because they’re coming to prevent you from scoring. Keep the videos coming!
Hmmm, ya totally It can force your opponent to NOT kill your #1 badass unit, instead they have to adjust targets to make sure your crap units don't score, but that might leave your heavy bruiser unit untouched. and able to destroy next turn. A possible strategy for list building.
Man thank you so much that was awesome. You guys are great.
Glad you enjoyed it
3:50 I personally like that they made secondaries a little trickier. There's been so many games where I or an opponent won simply because we got really lucky on turn 4 or 5 with secondaries. I've even told my friends who I got into the hobby at the start if 10th "focus on secondaries and everything else will fall in line"
I think it makes battleline and primary more important. While also making the secondaries still feel possible and viable
Yeah I agree. I don't like how it makes some secondary's (99%) impossible turn 1 , but at least you can cycle for 1 CP as many times a battle round as you want. so its still a card/dice game.
I've played three games so far, 2w1L. We're just doing 1,000 matches while our group adjusts to the new rules. Scoring is much lower, but the secret missions have been used in every game, something we never did with gambits.
Ya I think they might get a lot more play than gambit will. How do the 1000 point games feel? are you playing on a full sized table?
@@hyperspacehobbies We are only playing on half the board (so we've just taken the measurements on the cards and halfed them (as one of the cards had our deployment zones about six inches apart... We've been having lots of fun on the new missions, having smaller games to we can learn how the new cards work etc, generally though the games have all been much closer in points.
my worst failed charge was when I dropped a big unit of bladeguard out of a land raider for a 5" charge. Really good odds of getting there, I had a CP in case it failed... I forgot we'd drawn the mission rule that makes CP reroll cost 2. the bladeguard were left out in the open and then got shot to bits by kataphron breachers on my opponent's turn
OH NO! the 2CP reroll mission! that has totally screwed me over in the same way. just casually playing the game for 3 turns, its never come up, then when you go to use it your opponent reminds you its 2CP and your heart sinks. that's a tough one.
Love the content - I've played one Nexus game and I agree that it's harder to score points. I think it's a combo of "deathstars" to try to hold objectives out in the open (really need to stage and think counter attacks too) and then cheap MSU action monkeys to score those "cool" but hard to complete missions.
I run Crons and so I have wraiths and Immortals with Szeras trying to fight primary and then Deathmarks and Hexmarks dropping in and positioning to score those cheap secondaries. Opponent has to choose, waste your shots to deny my three points or start putting in work on those tough bulky units on the objectives.
I also find a 30 point destroyer can be a nightmare for people because of its small size, Infantry keywords and relative firepower/durability and speed. Dont forget scarabs are 1cp if they are 6" from a cryptek too, they can be great screens and cheeky scoring units.
@@hyperspacehobbiesboth the Lokhust destroyer and heavy destroyer are mounted units, so no moving through walls. Same for scarab swarms, swarms cant go through walls aswell.
That limits their usefulness as they have to go around terrain.
@danjones3012 Dang, you are totally right. Not infantry, but both fly, which is nice. I must be getting caught up in old editions. Do i possibly play too many armies?, hahaha.
@@hyperspacehobbies I am getting there myself. Hardcore necron with about 6500 points, an aeldari wraith focused army, and recently an imperial knights army off someone that was selling their armies.
All My Necrons (7165 points)
Necrons
Onslaught (3000 points)
Awakened Dynasty
CHARACTERS
Chronomancer (65 points)
• 1x Chronomancer’s stave
Chronomancer (65 points)
• 1x Chronomancer’s stave
C’tan Shard of the Deceiver (265 points)
• 1x Cosmic insanity
1x Golden fists
C’tan Shard of the Nightbringer (295 points)
• 1x Gaze of death
1x Scythe of the Nightbringer
C’tan Shard of the Void Dragon (290 points)
• 1x Canoptek tail blades
1x Spear of the Void Dragon
1x Voltaic storm
Hexmark Destroyer (70 points)
• 1x Close combat weapon
1x Enmitic disintegrator pistols
Hexmark Destroyer (70 points)
• 1x Close combat weapon
1x Enmitic disintegrator pistols
Hexmark Destroyer (70 points)
• 1x Close combat weapon
1x Enmitic disintegrator pistols
Illuminor Szeras (175 points)
• 1x Eldritch Lance
1x Impaling legs
Imotekh the Stormlord (100 points)
• Warlord
• 1x Gauntlet of Fire
1x Staff of the Destroyer
Lokhust Lord (80 points)
• 1x Staff of light
Orikan the Diviner (80 points)
• 1x Staff of Tomorrow
Overlord (85 points)
• 1x Resurrection Orb
1x Staff of light
Overlord (85 points)
• 1x Resurrection Orb
1x Voidscythe
Overlord (85 points)
• 1x Overlord’s blade
1x Tachyon arrow
Overlord with Translocation Shroud (85 points)
• 1x Overlord’s blade
1x Resurrection Orb
Plasmancer (65 points)
• 1x Plasmic lance
Plasmancer (65 points)
• 1x Plasmic lance
Royal Warden (40 points)
• 1x Close combat weapon
1x Relic gauss blaster
Skorpekh Lord (80 points)
• 1x Enmitic annihilator
1x Flensing claw
1x Hyperphase harvester
Skorpekh Lord (80 points)
• 1x Enmitic annihilator
1x Flensing claw
1x Hyperphase harvester
Technomancer (85 points)
• 1x Staff of light
Technomancer (85 points)
• 1x Staff of light
The Silent King (420 points)
• 1x Szarekh
• 1x Sceptre of Eternal Glory
1x Staff of Stars
1x Weapons of the Final Triarch
• 2x Triarchal Menhir
• 2x Annihilator beam
2x Armoured bulk
BATTLELINE
Immortals (150 points)
• 10x Immortal
• 10x Close combat weapon
10x Tesla carbine
Immortals (150 points)
• 10x Immortal
• 10x Close combat weapon
10x Gauss blaster
Necron Warriors (200 points)
• 20x Necron Warrior
• 20x Close combat weapon
20x Gauss flayer
OTHER DATASHEETS
Canoptek Reanimator (75 points)
• 2x Atomiser beam
1x Reanimator’s claws
Canoptek Reanimator (75 points)
• 2x Atomiser beam
1x Reanimator’s claws
Canoptek Scarab Swarms (80 points)
• 6x Canoptek Scarab Swarm
• 6x Feeder mandibles
Canoptek Spyders (75 points)
• 1x Automaton claws
Canoptek Spyders (75 points)
• 1x Automaton claws
Canoptek Wraiths (250 points)
• 6x Canoptek Wraith
• 3x Particle caster
3x Transdimensional beamer
6x Vicious claws
Cryptothralls (60 points)
• 2x Cryptothrall
• 2x Scouring eye
2x Scythed limbs
Deathmarks (120 points)
• 10x Deathmark
• 10x Close combat weapon
10x Synaptic disintegrator
Deathmarks (120 points)
• 10x Deathmark
• 10x Close combat weapon
10x Synaptic disintegrator
Doom Scythe (230 points)
• 1x Armoured bulk
1x Heavy death ray
1x Twin tesla destructor
Doom Scythe (230 points)
• 1x Armoured bulk
1x Heavy death ray
1x Twin tesla destructor
Doomsday Ark (200 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array
Doomsday Ark (200 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array
Doomsday Ark (200 points)
• 1x Armoured bulk
1x Doomsday cannon
2x Gauss flayer array
Lokhust Heavy Destroyers (150 points)
• 3x Lokhust Heavy Destroyer
• 3x Close combat weapon
1x Enmitic exterminator
2x Gauss destructor
Lychguard (170 points)
• 10x Lychguard
• 10x Dispersion Shield
10x Hyperphase sword
Monolith (375 points)
• 4x Gauss flux arc
1x Particle whip
1x Portal of exile
Skorpekh Destroyers (180 points)
• 6x Skorpekh Destroyer
• 2x Plasmacyte
6x Skorpekh hyperphase weapons
Tesseract Vault (400 points)
• 1x Antimatter Meteor
1x Cosmic Fire
1x Time’s Arrow
• 1x Armoured bulk
4x Tesla spheres
Tomb Blades (150 points)
• 6x Tomb Blade
• 6x Close combat weapon
6x Particle beamer
6x Shadowloom
6x Shieldvanes
Triarch Praetorians (240 points)
• 10x Triarch Praetorian
• 10x Rod of covenant
Triarch Stalker (125 points)
• 1x Heat ray
1x Stalker’s forelimbs
Exported with App Version: v1.17.0 (45), Data Version: v430
great video, as always
Thank you!
Failed a re-rolled 5”-charge of my Chaos Knight Lancer into the Astra Militarum tank gunline … shit happens 😅
Always sucks to be the big centerpiece model standing 5" away from the army and having to say "ok then, i guess its your turn"
I'm thinking transports. With Repulsor cost down and with more seats its go time. Battle bus up to objectives and hold.
Yep the party bus is totally a think. a character 2x5 and a 3 man blade guard can make that thing party all night long. Someone bring a all CREED playlist and we are cruising!
Love this channel! You always have some really good thoughts and discussions 👍
Have you considered doing battlereports once in a while? I would love to see you play competitive games, where you explain your decisions 🤞
Great video. I'm about to play my first game of Pariah Nexus. I am hopeful about the new deck. At my game store, I would regularly see games with scores like 100 vs 92 from Leviathan, and it seemed to me that there was something wrong with both sides being able to score so high. I would often see players score a perfect game. Many secondaries were too easy, in my view. Pariah has probably gone too far in the wrong direction, but we shall see how things work out. I hope I don't have to paint a whole new army.
I wonder if they will adjust the points scored for some of these secondary's, they can take a lot of commitment for little pay off. I haven't been seeing the high scoring games like in leviathan either.
Well I need new dice, that is my like my only option at this point, I use a captain in term with terms and cant make a charge. I literally never have
We have a friend who just NEVER gets his hunter killer missiles through. At this point its almost statistically impossible how many times it has failed. I think he might have to turn to chaos soon, they will actually answer his prayers.
Rhino Rush!!!
But seriously, these Imperial Chimeras with 10 man Catachans are look better and better. Mechanized infantry was already a pretty viable option for plenty of armies and I think it’ll just be getting more effective from here.
Great vid gents. I'm thinking of running a bucket load of impulsors for my secondary game. The fact that survivability is 50% of these objectives by needing to keep the unit alive thru your opps turn, means that I'd much rather have an 80pt impulsor with a 5++ than a 5man jump pack squad. Both 12" move, and impulsor has round base for pivot now. Thoughts?
Obviously can't go thru ruins but I think that's worth the trade tbh...id rather commit to something I can get to and then be confident itl survive rather than be able to get there and then be worried about getting 1 shot and not scoring and then losing a unit for no reason
Love the Idea. I think the high toughness combine with speed and carrying capacity makes the Impulsor and dare i say it Rhino, good choices in PN. And if they kill the transport and 5 guys jump out the objective is still yours.
@@hyperspacehobbies only thing fornthe secondary is that it's gonna be the Transpo itself that stays alive I believe in order to complete the secondary?
@Johnnymarzo Ah yes yes, for quite a few of the secondaries, it has to stay alive until the end of your opponents turn.
@@hyperspacehobbies isn't it only 2? Sabotage and assets no?
Hey Guys! With Steve's observations in mind, with some secondaries having more complicated positioning and action economy requirements, or simply being more difficult to accomplish vs the points reward, do you think this brings up a little more incentive to pick Fixed Objectives? I remember that 9th edition played for a very long time with picking only a few fixed secondary objectives to accomplish for the whole game. List building often included consideration for efficiently accomplishing a few of the fixed secondaries, and then also picking based off what your opponent brought to the table as well. Could one pick a few fixed out of Pariah Nexus and try and "list build" to efficiently accomplish them, rather than relying on the luck of the draw?
In 9th edition, the tempest of war deck was a breath of fresh air with the variable objective draw, and eventually became the staple for 10th edition. Could the pendulum be swinging back to fixed for Pariah Nexus?
I think if Fixed secondary's look strong vs your opponents list and your list is going to struggle with the objective placement and terrain. it could be easier to take Fixed for sure.
Counter argument, secondary is even more important. If I play conservatively and only earn 5 or 10, if I swing out big turn 5, I can earn 10 to 15 on primary plus 20 secret for sitting on all 3 nml objectives. Your primary lead is less meaningful.
I feel a lot of the game now relies on a big turn 5 push. The only thing is you can never really predict what cards you might be pulling late game.
Could we be seeing tanky things like Terminators become important again? If these secondaries all go off during your opponents turn, something tough with an Invulnerable save is kind of all we can depend on to be there.
Not a failed charge, but the best/worst movement failure I have ever had was a moment at the end of a game in 6th edition (though this was long enough ago it could have been 5th, maybe 7th).
Anyway, it was back during one of the editions when everything infantry moved 6 inches and you had to roll 2d6 picking the highest to move through difficult terrain. Space Marine Scouts got 3d6 pick the highest. All i had to do was move 2 inches to get my scouts on an objective to win the game in the last turn. So naturally, I rolled triple 1's. Only roll that could fail to win me the game.
1 in 216 chance, less than 0.5%. I know it is not an easy charge so it is not exactly the topic, but looking back now I cannot help thinking that because I was not subscribed to Hyperspace Hobbies at the time that is the reason the scouts' move failed to be ebough and I lost that game.
hahaha!
Yep if only this channel was up and running in 7th ed you would have made that charge.
Would these secondaries being difficult to accomplish or counterintuitive to scoring primary and engaging your opponent make the new secret missions a better option? The less secondaries your opponent scores means that completing a secret mission has a greater chance to swinging the game in your favor, unless you're getting absolutely bodied on primary.
Ohhh! that's a great point it might make them look a little more interesting in a low scoring back and forth kind of game./
Sorry, I’m new. What are you referring to when you say MSU?
"Minimum size units," or "many small units". So, for example, taking two 5-man squads of space marine intercessors instead of one 10 man.
I played my first game against necrons with my Imperial guard. The missions feel more fun to play, I enjoyed the missions and the secondary a lot.
Awesome! great to hear. I think guard have a pretty strong presence in this edition, with Chimeras and squads of guardsmen being able scoot around and do actions, while the big guns blast away.
I don't think the lower points matter, to out run a bear I only have to be faster than the slowest person. Or, we can conclude that secondaries are less desirable relative to primaries. What this sounds like is, mainly go for primaries, go for secondaries when you can, understand that in any reality your score will be lower but the goal is to beat your opponent by one point. I will say that actions feel like a tax. Armies like Custodes will have to bring sisters because you can't have a ~200 point squad (10% of your army) stop fighting to do something.
I think you've got the right idea when it comes to secondary's. just do what you can to stay ahead, don't risk it all for a blowout, it might cost you. It does punish Elite armies when the secondary's require 2-3 separate units doing actions I agree. maybe keeping tabs on your opponents cards and possible scoring strategies is something to do?
Do you guys see Chaplains getting more use by Space Marines in general?
I think they have a great place in jump pack squads, lending more mortal wounds to the units and increasing damage output. The terminator Chap is still super strong and makes a hard hitting unit extra nasty. and assault intercessors with a chap can allow them to really punch up in most cases, especially with the drop in Repulsors that can help them get to where they need to be. Also can add some nasty Enhancements.
Had one PN game at the moment and the first thing I noticed was how difficult the new secondary objectives were. Even for my victorious CSM opponent, it was not a high scoring game. It ended up turn 5 as a 49 point to him. Secondaries are harder and scores annoyingly seem a lot lower. I think we'll see less 100 point wins under Pariah Nexus.
YA! all the games I've seen or played have been fairly low in point usually up until turn 5. I think if you see a 100 it would have to be a really wacky game.
Honestly, I’ve never failed a 4’’ charge since liking and subscribing. 👀
Played my first game with the Nexus missions cards last night, I managed to win too. But, honestly going forward sabotage took out a unit of inceptors for a turn which should have shot something off an objective instead. Therefore lost 2 points overall.
Certainly something to think about….as a marine player, maybe another squad of scouts.
You've nailed it! is it worth standing to do an objective Or is it more important to commit to damage output. I'm sure there will be a ton of people looking back on games and seeing this exact thing.
I fail short charges all day and all night
MSU?
Minimum Squad Unit. Not sure who made it up but it just means take the smallest squad size possible allowing for more units on the table. 4x5's VS 2x10. to get more squads on the table and now they can be in 4 different spots to do objectives.
Page 5 of PN companion states you cannot overcommit to an action. Only 1 unit can do it at a time.
Correct, but there are some secondaries that require multiple units to do the same action in a single turn - examples being Containment and Recover Assets
@spacemarinesteve6057 would be nice to have insurance requiring opponent to kill two units for a terraform or the like.
I'm subbed but I'm thinking of unsubbing if Ian keeps singing Creed!
Please don't unsub, I am literally 6 feet from the edge right now...and I'm think'n.
@@hyperspacehobbies haha
Ian sings like an Angel. 😂
Ima be honest I really didn’t enjoy the new mission deck have 2 games an both of them I really didn’t enjoy 😂 an Steve you can’t con me on dice rolls I’ve seen you on Play on Tabletop 🎉 an I’ll be honest it’s just easier to score primary an just table your opponent as lots of secondary’s are not worth trying to get as your opponent gets an entire turn to stop it .
That's a strategy for sure. just try and make it impossible for your opponent to score. and you've got it in the bag. well said
unsubbed. I will not be peer pressured
Yes you will.