Hey I'm so glad you found it useful. I recommend my quadrant theory video for last building or my most recent deployment video. Im trying to make more "ever green" content for new players like you, and I appreciate any feedback or ideas you have
Hey! Thank you so much for the kind words. I actually spent even LONGER on the video I posted a video minutes ago. I think it's my best one yet. I'm glad you find my content useful, and I hope you continue to watch my videos.
Thank you so much for the kind words! Huge fan of your DnD content. My wife and I have probably watched about 75-100 of your dnd videos. Took a stab at it myself, but found myself preferring to make wh40k stuff
Good video, 2:10 if you don't kill the models you can end up out of coherency in 9th and lose a bunch of models unfortunately. This is the bigger reason it lost favor in 9th. In this example if you choked and didn't kill any models you would lose down to 5 models during morale from this unit due to coherency. You basically need to guarantee you can surround the unit in a circle by the end of combat so that your 6+ model unit has 2 models within 2". Additionally this is a problem if you are going against another unit that can actually kill some of your models back in assault, leaving in the position where you cannot complete the circle but still have 6+ models, at morale you then have to pull models down to 5 again due to coherency.
Agreed. Combat is deady, and even more deadly for smooth brains like myself. Always do the math beforehand to estimate your opponents losses as well as your own!
@@PrezHarrison unfortunately, because people where abusing the pile in/consolidate in competitive play they updated the coherency rule to make it more risky
+1 also in 9th, _every_ move (including pile-ins and consolidations) must end with the unit in coherency, i.e. all models within 2" of at least two models from the same unit (for units of 6+ models)… so extreme wrapping like in the example shown is harder to pull off if the enemy unit is spread out.
so just checking, when you charge with 10 or more models do you need to stay in coherency? or do you not need to be in coherency until the consolidate step?
OH MY GOD THANK YOU. Since I started playing warhammer last year this is the type of content I felt was ALWAYS missing on youtube! Im used to games like Magic The Gathering where there are deck techs, instructional videos on how to play each deck and how to approach different matchups..... articles on how to play the deck competitively and all that comes out from that. Keep the great content up!!
Tip #1 is a fundamental part of LotR SBG (because in the combat phase, the model that loses the Duel roll has to move away from the winner 1", and if they cannot then they are Trapped and take double damage), so nice to see that in other games that don't have explicit rules and steps for that trapping thing, can use the interactions of a few separate rules to gain a tactical advantage.
Never played that game! But yes -- I like the fact that you can gain a tactical advantage through precise movement in ways that aren't just related to movement. Mechanics that work together like that are incredibly healthy and interesting in games
Excellent video and extremely well done!!!!Totally shows the finesse that is required to play assault armies. So many mini sequences that have to occur over a pair of phases (charge > pile in > fight> consolidate) where as shooting is hitting and wounding. I think the terrain negotiation pregame is Paramount as well otherwise it's go first hammer.
Totally agree. Terrain has a huge impact on assault viability, and a great player will absolutely amaze you with all the tricks they'll pull off in the fight phase. Glad you enjoyed the video and I hope you continue to find my content with listening too
One extra thing about Heroic Intervention (and this might be known/common sense to most, but it got me once in a game)... HI can be done by any eligible character against _any_ unit within range. There's nothing in the rules that says HI units must charge into the nearest combat. Let's say you have four units, A, B, C and D. A charges B and gets into combat. The HI unit, C, is across the board and within HI range of unit D. When the point for HI movement comes around, C can charge into D, completely unrelated to the A and B fight. This is especially brutal with buffs that boost HI range to 6" and dangerous for units that you didn't expect to be pulled into combat.
@@danielbrewster8642 cause everybody seems to either forget about it or underestimate it, but even one more dead model can lead to a failed morale test in THEIR turn lol :D
@@danielbrewster8642 If you can manage to consolidate/pile-in out of enemy engagement range (very niche cases) you can effectively deny your opponent the ability to clap back. Here's a video with some rule clarifications that you can deduce some gotcha plays out of: th-cam.com/video/rgnHfZy_2XQ/w-d-xo.html
@@OllyWood688 there's definitely an element of forgetting the core stratagems (except reroll and maybe emergency disembark), but i think also "cut them down" is also just very situational. mortal wounds are great, obviously, but maybe not worth the cp if the unit falling back is low value (unless perhaps your opponent can fall back + shoot, or can cap/contest an objective) or if you won't be rolling lots of dice (since you only inflict damage on average 1/6 times, and i don't think there are ways to improve this). with a few bladeguard against chaff, probably not worth it, but with a big mob of orks vs something elite, then fill your boots (but then again, a big mob is more likely to be in a position to "wrap" the target anyway)
Good video sir. I've played W40K since the 5th edition but I tend to mix up the versions of rules from to time and forget about things such as heroic intervention. Remembering this video is gonna help me a lot.
Glad you liked it! I'm trying to make more videos for beginners trying to get into the more competitive side. Please send any ideas you have my way! Been little while since I was new so it can be hard to put myself in the mindset of someone trying to learn again!
Your content is making me so much more excited to get my army painted and get playing at my local gaming store! Thanks again, a few things I didn't know.
Not forgetting your pile in/consolidation moves is what i see so many times and then 1/2 turns later that little bit of extra movement might have gotten them the win.
@@W4stel4nd wh40k is a harsh mistress. The game can be quite punishing to new players! One of the first tournament games I played was against a professional wh40k coach. He was incredibly nice, but you can imagine how much if a blowout it was
It's funny that the thing i've found here is that i can escape from combat with that stratagem :D Very usefull video tho, i will need to work on my combat phase even more! Thanks a lot!
I'm new to the game (2 games played so far). And this has to have been the most clear explanation. I was also told by a sketchy dude at the local store, that if you heroic intervene with a HQ (or which ever eligible unit). Your opponent cannot fight or deal damage to it, as its not declared as in the charge, even though they are within engagement range. Is this true? He basically heroic intervened a canoness in to my Custodian guard squad.
Yup sketchy guy was wrong. It's in the select targets section of the fight phase rules. People have kept telling me I'm wrong and I have to point out the rules for them! It ain't 8th edition anymore
@@danielbrewster8642 Thanks for the reply. I'm def going to give that trait a try in my army tonight. One more question, can my units heroic intervene any enemy unit? Lets say they are within 3" of an enemy unit that did not charge this turn?
yes! if someone just walks up and stands 2 inches away but doesn't charge, you can heroically intervene in their turn. you CAN'T heroically intervene in your turn, although you could just charge anyway. Thats super important with people who have a 6 in heroic intervention. Imagine someone moved within 6 inches and failed a charge (low chance, but totally reasonable) you could then charge and punish them for the failed charge!
@@danielbrewster8642 you did fantastic. You should consider starting an online academy if you aren't already doing that - sort of like Vanguard Tactics. I can see you being successful in this space
@@tmartinez32 Thanks, I really appreciate that. I have a full time job that causes me to travel a lot, so I'm worried that I wouldn't be able to produce content consistently. Still, I appreciate the support
Some extras for your next video :-) piling in before attacking with a heroically intervening model who is no longer within engagement range Moving models over other models when piling out of an exploding vehicle Moving flying models over enemy models during the charge step Piling in Khorn Beserkers who have already fought twice (previously possible, not any more) Rearranging models in a unit to optimise weapons in range Where to measure engagement distance from on large models Moving Knights over non-infantry when disengaging Rolling attacks en-mass for mixed units that would be fighting themselves out of engagement range
Thank you for this kind of videos. They are really helpful for a beginner as myself who is trying to get started, as this is the sort of things that are really difficult to see in battle reports
Glad you like it -- I feel like Battle Reports are not that great for learning how to play. I think they're more entertaining than educational, which is totally fine. I think there's a gap in tactical wh40k content, and I hope that I'm able to add content to a sphere I think is lacking
Good video, just one note. Unit Coherency on 6+ model units is 2 models within 2" of each other. There were a few examples where the unit was breaking coherency because of this. This doesn't really help as the person who wants to be in combat wrecking face, but you definitely don't want to get punished with a split unit after a great pile in / cons. Also a great defensive rule to remind your opponent of when they start that pile in / cons move and start spreading those large units out. Very possible they end up having trouble wrapping and following the rule with larger units. This may also be why you don't see it as much in this edition? Larger units or big bases are difficult to properly wrap so peeps forget.
Hmm I tried to make sure I was in coherence in all the slides. I'm aware of the rule, but mayve I made some imprecise graphics? Definitely a good idea to be watching out for it when you're playing, like you said. Being able to spread out is a huge advantage and sometimes you gotta keep your opponent honest.
@@danielbrewster8642 the example around 2:56 was the one that really caught my eye. Those wings are really far out with the end guys only being within 1 other guy. It doesn't change your excellent advice. Just something that has gotten me a couple of times, so thought I would share. :D
@@aidan3223 oh!! Yep, a couple of blue models died there after both red and blue attacked, so blue had to consolidate back into coherency. Good catch though, i still think it's worth stating coherence rules and saying "not to scale" because that is a very important piece to remember. Thanks for the view and advice! Hopefully I keep making content you find worthwhile.
@@danielbrewster8642 Oh that is a really good point. You don't check coherency until the end of a move or the morale phase. I have a habit of keeping the unit in coherency as I remove casualties, but you don't actually have to. In this case especially you saved your ability to wrap by careful selection of who to remove. Then you fixed coherency in the consolidate. I am not sure how often that comes up, but will definitely be keeping that in mind! Keep up the good work!
One big thing I have been learning since using Celestian Sacresants is remembering to Set to Defend if you can (Sacresants can do it when they are charged or heroically intervene as well). It's a +1 to hit which means you are likely going from 3s to 2s or 4s to 3s, giving you about 17% more hits.
@@gustavotriqui you're right. I think he just meant another 1/6 or ~17% being added to the pool. Ex going from 50% hits to 67% hits (4+ to 3+ is 17% more out of 100). You are totally right though if hes talking about total number changed.
Biggest mistake I'm making is about who is eligible to fight. If I charge my unit into unit A and B, pass the charge but only get in engagement range of one model from unit B (and of course unit A). If I pile in/consolidate outside of engagement range of Unit B (attacking unit A), do they still get to activate unit B despite the unit being outside of engagement range? It seems like they shouldn't, based on the fact if I end in engagement range of another enemy unit C, they are eligible to fight now.
Yep, Unit B in this example should NOT be able to fight. You have to be within engagement range OR be within 1/2" of a model in your unit who is within 1/2" of an enemy unit to be eligible to fight.
Love your MTG videos and Blood Angels content. Always a fan of some mono red tron. Never went full meme like you with my paper cards, but you certainly got me into Modern MTG green Tron. Glad you found the video useful, and I wish you the best of luck in your wh40k videos
As a Black Templars player with not much gaming experience, this is very helpful. Thank you. Have you done one on deployment? I feel like I make a lot of mistakes in that phase too.
@@pumellhorne Yes it was my most recent video! I hope you liked it. It is actually my best performing video in terms of retention and views/day for what its worth
@@danielbrewster8642 Thanks! I actually just attended a local RTT and lost the last game - I think mainly due to my naivety with the combat phase. I've got a lot to learn and I appreciate you putting informative videos out that really raise the bar for 40k knowledge and tactics!
Piling in and consoldidating, seen it way too many times when people pile into the unit they are engaged with which moves models further away from the closest model
Sadly not, but you can move block them. Big based flyers like a admech bomber can actually be forced off a board if they cant move their minimum distance on the board (and not go into hover mode). That's a great video idea, though! Let me know if you have any more!
Great video, I'm a little confused with unit coherency in combat. A unit with 6 or more models needs each model to be writhin 1" of 2 other models in that unit to maintain coherency, using that logic you can't wrap and trap with large units as you would break unit coherency, or does that not matter during the combat phase so long as you consolidate back into coherency at the end of the battle round?
You have to move into coherency after charging, pile in, and consolidating or you take wounds. you can pull models out of coherency when taking wounds as long as you move back during your fight phase. it is not 'easy' to trap models, i agree. but if you charged and attack first, then you can stretch yourself very thin. A line in the middle and a 'triangle' of troops at the end works totally fine,
Yeah that'd a pretty consistent critique. I actually put a near 10 dB gain on the video before uploading it, but youtube normalizes the sound and always makes it quiet. I'm going to try switching video editing software and see how that goes
@@danielbrewster8642 funny you say that, in my amateur attempts on my other channels to make videos I had the same issue! What’s the microphone you’re using? I was on an audio technica and just couldn’t get good levels.
Hi, great video! But I have a question to 2. Combat Interrupt: In the rules it says: CHARGING UNITS FIGHT FIRST Units that made a charge move this turn fight first in the Fight phase. This means that units that did not make a charge move this turn cannot be selected to fight until after all units that did make a charge move have fought. So with the Stratagem you can avoid this rule and make a unit that did not make a charge fight next, even if it was not allowed to fight because of the cahrging units fightig first?
I don't have the rules next to me, but yes you can use the combat interrupt Stratagem after your opponent has done their first charge attacks but before they do their second. I believe if you read the verbatim rules of the Stratagem in the core rulebook, it will clear up the confusion! So yes a non charging unit can hit a charging unit first with the Stratagem
Yep, you can pretend those guys didn't die, or they died from a defensive strat, or consolidated and were pulled after enemy attacks. Good catch though, Miku! :)
@@danielbrewster8642 I also note you can have 3 or even 4 rows if situation favors, fairly easy to achieve on 25mm bases. you place your models in staggered zigzag pattern so that front of the base is above half point of frontal one. you get 3rd row within half inch of first row. if 2nd row is within half inch of enemy you can fight with 4th row too.
@@Miku-2020hmm, I was thinking 32 mm, but 1/2 an inch is 12.7mm. It seems really hard to get the third row that close while also keeping row 2 compact as well.
Thank you for advices, i am lste probably, but here's a question: If 30 to 30 orks bois fights, is the incoming damage limited by number of model able to fight(in engagement rule) from the defencing side perspective?
I don’t believe you mentioned that in 9th Edition, unlike 8th, Heroic Intervention doesn’t have to end in Engangement Range. BA and BT Judicars use it with their 6’’ Heroic to get within 3’’ at the begining of the Fight Phase and not be killed for it. It’s more of an advanced rules interaction but i think anyone who might need this video would benefit from knowing this.
Yes! You would not be able to attack, but your opponent would be able to. I routinely charge units, kill them and then consolidate into units behind like contemptor dreadnoughts or tanks than have basically no melee attacks!
Hey just a quick question about your last point. You said no models are small enough to have 3 lines of attackers, but wouldn't units on 25mm bases be able to? if 3 models on 25mm bases were lined up, base to base with a forth, enemy model then the furthest 25mm base model could still attack because the second 25mm base model is within .5 inches. Unless they FAQ'd that and i didn't see it.
Hmm, 1 inch is 25.4mm so one half is about 13mm. 8th edition was a full inch so you could reach over 25mm bases, but now the reach is only half of one 25mm base. Maybe I'm missing what you're saying. You could do some weird honey combing if you were super precise, but I wouldn't consider that a 3rd row
@Skullkiril Unfortunately not. In 8th edition models that were within 1" of enemy model or that were within 1" of a model, that was within 1" of an enemy model could attack. In that case, if you had 25mm bases you could have 3 ranks of attackers. But now, in the 9th eddition they've halved the distance to 1/2" like it was mentioned in the video. I've measured it and it is phically impossible to have 3 ranks of model vailable to attack.
Good advice for those that can and want to engage in combat. I'd like to learn how to avoid getting into combat with my T'au units and instead kill the (would be) assaulters in advance.
I thought that any model has to be 1/2" From an enemy model in order to make an attack but you can be at the beginning Of the phase 1" Away and then pile inglés within 1/2"
To fight (make attacks) you need to be within engagement range (1" horizontally and 5" vertically) OR be within 1/2" of another model in your unit that is within 1/2" of an enemy unit. So if you want to fight in two ranks then you need to be within 1/2" otherwise with 1" is fine.
With regards to Heroic Intervention - since you’ve not declared the character as a target of the charge, it is not an eligible target in the subsequent fight phase.
Pretty sure that's an 8th edition holdover. Don't have my rulebook on me now, but im pretty certain it's an eligible target Yep just checked. You can attack units that heroically intervene as I initially thought. It's in the fight phase rules called "select targets"
@@danielbrewster8642 yeah, sorry about that. It states it quite clearly in the BRB, page 230, you can target models that performed a heroic intervention. I really should read these rules properly some time...
No problemo dude. I'm never upset when people tell me they think I made a mistake. I think I'm doing alright, but I certainly mess up occasionally. It's especially hard with edition changes etc. Still, I appreciate the comment, view, and keeping me honest on my videos
@@danielbrewster8642 Agree, it's hard to keep the current rules in your head clearly. Been playing since 5th edition, and an endless myriad of FAQ's and updates. Not to mention the wording on some rules make them not super obvious how they might end up affecting the game. With that in mind, it's always best to keep an open mind, it's OK to mess up, and fix it and move on. Not OK to get mad and argue about stuff ya know, its just not worth it.
@@Zaszz1 Yup -- at the end of the day if i've got cool models to paint and a good group of friends to hang out with, the rules of the game don't matter that much
Question, for number 6, if the back row has a 2in melee weapon. They could then still attack from behind their own front units right? I guess this only applies to AOS, but thought I would still ask. Thanks
@@danielbrewster8642 thanks for the answer! I just got the starter edition and started building/painting/reading, trying to understand it all! Never played yet.
If I have a Techmarine behind a redemptor dreadnought it can use the "look out sir" ability because the redemptor has a wound characteristic of 10 or more. If the dreadnought loses wounds and goes down to 9 wounds can it no longer protect the Techmarine with the rule?
In wrapping and trapping, when you remove models dont you still have to stay within unit coherency? So if you remove a model and you arent coherent you have to remove the others as well?
You do not have to be in coherency after you lose models to taking damage until the morale phase. That means you can die, be out of coherency, and get back during your pile in phase. Obviously if you've already attacked and you pull models out of coherency, you're going to ruin yourself in the morale phase
From a narrative standpoint: The moment you stop a video is when the presenter says: "this abuses the rule..." Competitive standpoint: Finally, someone telling me!
Yeah, I think playing games with people who don't see the game in the same view can be really rough for both players. A narrative vs comp player CAN enjoy games together, but there needs to be some expectation management. I could put COMP WH40K!!!!! all over my slides and someone would still say "Yeah well I play narrative, so you're stupid and should feel bad -- I hate you and your video"
If I have a model with 4 attacks, it gets 4 successful hits and wounds, it's target fails all 4 saves and my weapon does 2 damage do I do 8 damage or only 2?
Good video, definately a topic that separates the top tables in a tournament - needs more arrows to show movement and maybe something to highlight that models are based :)
Can most things leave? I would think like 90% of models would be trapped. Basically only flyers could move away or vehicles can shoot. I guess there are strats that allow units to be re-deployed as well. Perhaps I'm missing something!
You need to end each section in coherence (charge, pile in, consolidate). I meant to be in coherency, but multiple people had said it looks like I wasn't. Its hard without actual measurements, but im pretty sure each end had a little cap of three models and the middle section was within distance. If models die, then you have to consolidate back into coherence. The last few times people didn't realize that a few models from blue died and pulled them out of coherence. Luckily you can do that, but you have to consolidate back since the morale checks don't occur till the end of the turn
I feel like points 1 and 2 brings out the worst of Warhammer imo. I don't want to play a game that's all about shenanigans with micro placement of miniatures. Would way rather the game rules be more abstract and more about what's going on with the whole unit.
Sure! talk to your opponent to make sure you're on the same page though. Like you said, you have a preferred way to play and many other people probably do too! As long as you're both trying to play a similar game, you should have fun. I'll admit that most of my videos are catered to a specific niche of wh40k players, but its the content i enjoy making. I'm sorry if its not your ideal version of content!
@@Xextorn Ah, that's interesting you feel that way. I totally understand if those rules aren't your ideal version of wh40k. Playing a game with people and having mismatched expectations can be rough for both players. Both those tactics are pretty standard in tournament play and I wouldn't want anyone to feel tricked if the didn't know that. Of course, in a game with friends you can agree to play however you want, and that's completely cool too!
Yes. A few people asked the same question! I provided the page number and everything in other questions but I can't seem to find it. That's an 8th edition holdover, you can attack models that heroically intervened into you in 9th edition
You've articulated these concepts extremely well. The effort that went into the video and script show. Thank you.
Thank you very much for the kid words -- people don't usually tell me I'm articulate! Hopefully you find my other videos useful going forward.
This sort of useful breakdown is a lifesaver for new players such as myself, thank you!
Hey I'm so glad you found it useful. I recommend my quadrant theory video for last building or my most recent deployment video. Im trying to make more "ever green" content for new players like you, and I appreciate any feedback or ideas you have
Same here haha
@@JasonTheScrub sort of useful? Lmao this shit is legit stuff new players should learn
I have been learning how to play 40k and designing my list for the past week or so. This is the most useful video I have seen so far. Thank you
Hey! Thank you so much for the kind words. I actually spent even LONGER on the video I posted a video minutes ago. I think it's my best one yet. I'm glad you find my content useful, and I hope you continue to watch my videos.
Great video Daniel!
10/10 sir, well done.
Thank you so much for the kind words!
Huge fan of your DnD content. My wife and I have probably watched about 75-100 of your dnd videos. Took a stab at it myself, but found myself preferring to make wh40k stuff
@@danielbrewster8642 that's very kind of you to say!
Underrated video
@@Josh24861 Thanks! glad you liked it
Good video, 2:10 if you don't kill the models you can end up out of coherency in 9th and lose a bunch of models unfortunately. This is the bigger reason it lost favor in 9th. In this example if you choked and didn't kill any models you would lose down to 5 models during morale from this unit due to coherency. You basically need to guarantee you can surround the unit in a circle by the end of combat so that your 6+ model unit has 2 models within 2". Additionally this is a problem if you are going against another unit that can actually kill some of your models back in assault, leaving in the position where you cannot complete the circle but still have 6+ models, at morale you then have to pull models down to 5 again due to coherency.
Agreed. Combat is deady, and even more deadly for smooth brains like myself. Always do the math beforehand to estimate your opponents losses as well as your own!
Yeah add that is why the new rule sucks and shouldn't have been changed
@@PrezHarrison unfortunately, because people where abusing the pile in/consolidate in competitive play they updated the coherency rule to make it more risky
+1
also in 9th, _every_ move (including pile-ins and consolidations) must end with the unit in coherency, i.e. all models within 2" of at least two models from the same unit (for units of 6+ models)… so extreme wrapping like in the example shown is harder to pull off if the enemy unit is spread out.
so just checking, when you charge with 10 or more models do you need to stay in coherency? or do you not need to be in coherency until the consolidate step?
OH MY GOD THANK YOU.
Since I started playing warhammer last year this is the type of content I felt was ALWAYS missing on youtube!
Im used to games like Magic The Gathering where there are deck techs, instructional videos on how to play each deck and how to approach different matchups..... articles on how to play the deck competitively and all that comes out from that.
Keep the great content up!!
So glad you liked it
Tip #1 is a fundamental part of LotR SBG (because in the combat phase, the model that loses the Duel roll has to move away from the winner 1", and if they cannot then they are Trapped and take double damage), so nice to see that in other games that don't have explicit rules and steps for that trapping thing, can use the interactions of a few separate rules to gain a tactical advantage.
Never played that game! But yes -- I like the fact that you can gain a tactical advantage through precise movement in ways that aren't just related to movement. Mechanics that work together like that are incredibly healthy and interesting in games
With your knowledge I’m will improve my tau in melee!
Easy wins, just only roll 6s
Excellent video and extremely well done!!!!Totally shows the finesse that is required to play assault armies.
So many mini sequences that have to occur over a pair of phases (charge > pile in > fight> consolidate) where as shooting is hitting and wounding.
I think the terrain negotiation pregame is Paramount as well otherwise it's go first hammer.
Totally agree. Terrain has a huge impact on assault viability, and a great player will absolutely amaze you with all the tricks they'll pull off in the fight phase.
Glad you enjoyed the video and I hope you continue to find my content with listening too
One extra thing about Heroic Intervention (and this might be known/common sense to most, but it got me once in a game)... HI can be done by any eligible character against _any_ unit within range. There's nothing in the rules that says HI units must charge into the nearest combat. Let's say you have four units, A, B, C and D. A charges B and gets into combat. The HI unit, C, is across the board and within HI range of unit D. When the point for HI movement comes around, C can charge into D, completely unrelated to the A and B fight. This is especially brutal with buffs that boost HI range to 6" and dangerous for units that you didn't expect to be pulled into combat.
Yep. Huge play with something like a judiciar is to just get close enough to use his special abilities but not get into combat
3:48 on top of that, pop "Cut them Down" to dish out even more fallback punishment.
Yep. Punish people when you can! I've actually never used that strat or seen anyone use it against me lol
@@danielbrewster8642 cause everybody seems to either forget about it or underestimate it, but even one more dead model can lead to a failed morale test in THEIR turn lol :D
@@OllyWood688 true true. Keep it up with these good ideas and I'll have to make another video on the combat phase!
@@danielbrewster8642 If you can manage to consolidate/pile-in out of enemy engagement range (very niche cases) you can effectively deny your opponent the ability to clap back.
Here's a video with some rule clarifications that you can deduce some gotcha plays out of: th-cam.com/video/rgnHfZy_2XQ/w-d-xo.html
@@OllyWood688 there's definitely an element of forgetting the core stratagems (except reroll and maybe emergency disembark), but i think also "cut them down" is also just very situational. mortal wounds are great, obviously, but maybe not worth the cp if the unit falling back is low value (unless perhaps your opponent can fall back + shoot, or can cap/contest an objective) or if you won't be rolling lots of dice (since you only inflict damage on average 1/6 times, and i don't think there are ways to improve this).
with a few bladeguard against chaff, probably not worth it, but with a big mob of orks vs something elite, then fill your boots (but then again, a big mob is more likely to be in a position to "wrap" the target anyway)
Good video sir. I've played W40K since the 5th edition but I tend to mix up the versions of rules from to time and forget about things such as heroic intervention. Remembering this video is gonna help me a lot.
Glad you liked it! I'm trying to make more videos for beginners trying to get into the more competitive side. Please send any ideas you have my way! Been little while since I was new so it can be hard to put myself in the mindset of someone trying to learn again!
Your content is making me so much more excited to get my army painted and get playing at my local gaming store! Thanks again, a few things I didn't know.
So glad you find it useful!
Very simple stuff. But very needed for some people to hear! Wish a lot of these rules were explained to me this easily initially
I'll keep trying my best! Thanks for the comment, helps spread these tips to newer people who may find my graphics/way of teaching helpful!
Really appreciate the diagrams. It helps a ton and provides a bunch of context.
Glad you like the graphics. Wasn't sure how people would take them, but the general feeling is positive
Not forgetting your pile in/consolidation moves is what i see so many times and then 1/2 turns later that little bit of extra movement might have gotten them the win.
Good point! it's free movement. Let's use it to our advantage
Definitely! My first game back to 40k after a ~5 year hiatus was entirely swung by me forgetting to consolidate a unit on my turn 1 😂
@@W4stel4nd wh40k is a harsh mistress. The game can be quite punishing to new players! One of the first tournament games I played was against a professional wh40k coach. He was incredibly nice, but you can imagine how much if a blowout it was
Terrific video. I loved the easy to understand presentation. Looking forward to more videos like this. Thank you
Thank you for the view and comment. Hopefully you subscribed because i'm editing one now on WH40k team tournament strategy!
Great video, I ma just getting into 40k and your videos are helping increase my knowledge!
Really glad you're finding my videos useful
It's funny that the thing i've found here is that i can escape from combat with that stratagem :D Very usefull video tho, i will need to work on my combat phase even more! Thanks a lot!
Of course!
I'm new to the game (2 games played so far).
And this has to have been the most clear explanation.
I was also told by a sketchy dude at the local store, that if you heroic intervene with a HQ (or which ever eligible unit).
Your opponent cannot fight or deal damage to it, as its not declared as in the charge, even though they are within engagement range.
Is this true?
He basically heroic intervened a canoness in to my Custodian guard squad.
it is true for that phase (charging). next phase (fighting) you can attack her like normal
@@adamlouis3725 Thanks for the swift response!
I'm definitely giving my Vexilus Praetor the "CHAMPION OF THE IMPERIUM" trait.
Yup sketchy guy was wrong. It's in the select targets section of the fight phase rules. People have kept telling me I'm wrong and I have to point out the rules for them! It ain't 8th edition anymore
@@danielbrewster8642 Thanks for the reply.
I'm def going to give that trait a try in my army tonight.
One more question, can my units heroic intervene any enemy unit?
Lets say they are within 3" of an enemy unit that did not charge this turn?
yes! if someone just walks up and stands 2 inches away but doesn't charge, you can heroically intervene in their turn. you CAN'T heroically intervene in your turn, although you could just charge anyway.
Thats super important with people who have a 6 in heroic intervention. Imagine someone moved within 6 inches and failed a charge (low chance, but totally reasonable) you could then charge and punish them for the failed charge!
Just found out the channel! Amazing way to illustrate the tatics, thanks a lot! I usually see people just talking about tactics but now showing them
Glad you found it useful!
This was excellent! Loved the visuals and easy to follow explanations. Hope to see more for each phase!
Thank you, Im glad you liked it!
@@danielbrewster8642 you did fantastic. You should consider starting an online academy if you aren't already doing that - sort of like Vanguard Tactics. I can see you being successful in this space
@@tmartinez32 Thanks, I really appreciate that. I have a full time job that causes me to travel a lot, so I'm worried that I wouldn't be able to produce content consistently. Still, I appreciate the support
Desperate breakout is so so good, i keep forgetting about it. But I do get railed by it when my opponent remembers it.
Yup -- It's a spicy one!
Great video, I just played my first beginner game last week in 9th edition, still a lot to learn.
Very nice! What faction do you play? I have a decent amount of content on my channel and some batreps if you're interested in more
this game has so many damn rules dude. But its a joy to play
@@danielbrewster8642 I play Guard and Blood Angels. Only got to use my BA last week, but the match ended in a draw. BAT REPS would be cool!
Great video, you make simple the little things involving the charge face. You got a subscriber here.
So glad you likes it!
Some extras for your next video :-)
piling in before attacking with a heroically intervening model who is no longer within engagement range
Moving models over other models when piling out of an exploding vehicle
Moving flying models over enemy models during the charge step
Piling in Khorn Beserkers who have already fought twice (previously possible, not any more)
Rearranging models in a unit to optimise weapons in range
Where to measure engagement distance from on large models
Moving Knights over non-infantry when disengaging
Rolling attacks en-mass for mixed units that would be fighting themselves out of engagement range
Love all the ideas!
@@danielbrewster8642 make a part 2 Dan my man.
Thanks forthe video and explenation. Sometimes simple things are just forgotten, and it's good to have a reference and reminder like this.
Glad you liked it!
I really appreciate your tactical vids.
Glad you like them! Working on some more now
Thank you for this kind of videos. They are really helpful for a beginner as myself who is trying to get started, as this is the sort of things that are really difficult to see in battle reports
Glad you like it -- I feel like Battle Reports are not that great for learning how to play. I think they're more entertaining than educational, which is totally fine. I think there's a gap in tactical wh40k content, and I hope that I'm able to add content to a sphere I think is lacking
The visuals help so much, great video
Super happy you liked it!
Good video, just one note. Unit Coherency on 6+ model units is 2 models within 2" of each other. There were a few examples where the unit was breaking coherency because of this. This doesn't really help as the person who wants to be in combat wrecking face, but you definitely don't want to get punished with a split unit after a great pile in / cons. Also a great defensive rule to remind your opponent of when they start that pile in / cons move and start spreading those large units out. Very possible they end up having trouble wrapping and following the rule with larger units. This may also be why you don't see it as much in this edition? Larger units or big bases are difficult to properly wrap so peeps forget.
Hmm I tried to make sure I was in coherence in all the slides. I'm aware of the rule, but mayve I made some imprecise graphics?
Definitely a good idea to be watching out for it when you're playing, like you said. Being able to spread out is a huge advantage and sometimes you gotta keep your opponent honest.
@@danielbrewster8642 the example around 2:56 was the one that really caught my eye. Those wings are really far out with the end guys only being within 1 other guy. It doesn't change your excellent advice. Just something that has gotten me a couple of times, so thought I would share. :D
@@aidan3223 oh!! Yep, a couple of blue models died there after both red and blue attacked, so blue had to consolidate back into coherency. Good catch though, i still think it's worth stating coherence rules and saying "not to scale" because that is a very important piece to remember.
Thanks for the view and advice! Hopefully I keep making content you find worthwhile.
@@danielbrewster8642 Oh that is a really good point. You don't check coherency until the end of a move or the morale phase. I have a habit of keeping the unit in coherency as I remove casualties, but you don't actually have to. In this case especially you saved your ability to wrap by careful selection of who to remove. Then you fixed coherency in the consolidate. I am not sure how often that comes up, but will definitely be keeping that in mind!
Keep up the good work!
One big thing I have been learning since using Celestian Sacresants is remembering to Set to Defend if you can (Sacresants can do it when they are charged or heroically intervene as well). It's a +1 to hit which means you are likely going from 3s to 2s or 4s to 3s, giving you about 17% more hits.
Good point. Sometimes the hardest part of Wh40k is simply remembering all the rules your army has AND when to use them!
4s to 3s is 33% more hits, 3s to 2s is 25% more hits.
@@gustavotriqui you're right. I think he just meant another 1/6 or ~17% being added to the pool. Ex going from 50% hits to 67% hits (4+ to 3+ is 17% more out of 100). You are totally right though if hes talking about total number changed.
Biggest mistake I'm making is about who is eligible to fight. If I charge my unit into unit A and B, pass the charge but only get in engagement range of one model from unit B (and of course unit A). If I pile in/consolidate outside of engagement range of Unit B (attacking unit A), do they still get to activate unit B despite the unit being outside of engagement range? It seems like they shouldn't, based on the fact if I end in engagement range of another enemy unit C, they are eligible to fight now.
They (unit B) should not be eligible to be selected to fight since they are not in engagement range (thus can't pile in or consolidate)
Yep, Unit B in this example should NOT be able to fight. You have to be within engagement range OR be within 1/2" of a model in your unit who is within 1/2" of an enemy unit to be eligible to fight.
@@Thergood thanks for the help!
Solid video.
Love your MTG videos and Blood Angels content. Always a fan of some mono red tron. Never went full meme like you with my paper cards, but you certainly got me into Modern MTG green Tron.
Glad you found the video useful, and I wish you the best of luck in your wh40k videos
As a Black Templars player with not much gaming experience, this is very helpful. Thank you.
Have you done one on deployment? I feel like I make a lot of mistakes in that phase too.
Just found the deployment one!
@@pumellhorne Yes it was my most recent video! I hope you liked it. It is actually my best performing video in terms of retention and views/day for what its worth
Great video and I look forward to using these tips in practice!
Thanks for the view. I hope to hear about how your games turn out in future comments
@@danielbrewster8642 Thanks! I actually just attended a local RTT and lost the last game - I think mainly due to my naivety with the combat phase. I've got a lot to learn and I appreciate you putting informative videos out that really raise the bar for 40k knowledge and tactics!
Piling in and consoldidating, seen it way too many times when people pile into the unit they are engaged with which moves models further away from the closest model
Yup -- Gotta know the rules and keep people honest
Great video! You explained it well.
So glad you liked it
Recently found your channel...EXCELLENT CONTENT!
Glad you enjoy it!
Can you wrap and trap models with the fly keyword or other rules that let it move over models?
Sadly not, but you can move block them. Big based flyers like a admech bomber can actually be forced off a board if they cant move their minimum distance on the board (and not go into hover mode). That's a great video idea, though! Let me know if you have any more!
Really interesting thanks mate
Glad you found it useful
Cool video. Concise, if rudimentary, visuals as well
If you think the visuals are rough, wait till you see my painted minis!
Great tips buddy! Looking forward to more of these vids.
Glad you found them useful!
Thanks, good stuff to review.
Thank you so much for the kind words!
Great video, I'm a little confused with unit coherency in combat. A unit with 6 or more models needs each model to be writhin 1" of 2 other models in that unit to maintain coherency, using that logic you can't wrap and trap with large units as you would break unit coherency, or does that not matter during the combat phase so long as you consolidate back into coherency at the end of the battle round?
You have to move into coherency after charging, pile in, and consolidating or you take wounds. you can pull models out of coherency when taking wounds as long as you move back during your fight phase.
it is not 'easy' to trap models, i agree. but if you charged and attack first, then you can stretch yourself very thin. A line in the middle and a 'triangle' of troops at the end works totally fine,
@@danielbrewster8642 okay that makes sense, thanks for clearing that up!
Omg ive been needing visual rule representation so bad ty ty ty
I'm all about those graphics. 6th grade power point is coming in handy
Hey man, great content! Only thing is the audio is low for me. Don’t know if anybody else is having this issue but just wanted to make you aware.
Yeah that'd a pretty consistent critique. I actually put a near 10 dB gain on the video before uploading it, but youtube normalizes the sound and always makes it quiet. I'm going to try switching video editing software and see how that goes
@@danielbrewster8642 funny you say that, in my amateur attempts on my other channels to make videos I had the same issue! What’s the microphone you’re using? I was on an audio technica and just couldn’t get good levels.
Awesome video, so helpful.
Hi, great video! But I have a question to 2. Combat Interrupt: In the rules it says: CHARGING UNITS FIGHT FIRST
Units that made a charge move this turn fight first in the Fight
phase. This means that units that did not make a charge move this
turn cannot be selected to fight until after all units that did make a
charge move have fought.
So with the Stratagem you can avoid this rule and make a unit that did not make a charge fight next, even if it was not allowed to fight because of the cahrging units fightig first?
I don't have the rules next to me, but yes you can use the combat interrupt Stratagem after your opponent has done their first charge attacks but before they do their second. I believe if you read the verbatim rules of the Stratagem in the core rulebook, it will clear up the confusion! So yes a non charging unit can hit a charging unit first with the Stratagem
Very clear! Thank you, and well done! ⚔
So glad you liked it!
you do not get to consolidate after you take losses as you consolidate part of your activation. and enemy activates only after your activation.
Yep, you can pretend those guys didn't die, or they died from a defensive strat, or consolidated and were pulled after enemy attacks. Good catch though, Miku! :)
@@danielbrewster8642 I also note you can have 3 or even 4 rows if situation favors, fairly easy to achieve on 25mm bases.
you place your models in staggered zigzag pattern so that front of the base is above half point of frontal one. you get 3rd row within half inch of first row. if 2nd row is within half inch of enemy you can fight with 4th row too.
@@Miku-2020hmm, I was thinking 32 mm, but 1/2 an inch is 12.7mm. It seems really hard to get the third row that close while also keeping row 2 compact as well.
Great video!
Thank you very much for the kind words
Thank you for advices, i am lste probably, but here's a question: If 30 to 30 orks bois fights, is the incoming damage limited by number of model able to fight(in engagement rule) from the defencing side perspective?
I don’t believe you mentioned that in 9th Edition, unlike 8th, Heroic Intervention doesn’t have to end in Engangement Range. BA and BT Judicars use it with their 6’’ Heroic to get within 3’’ at the begining of the Fight Phase and not be killed for it. It’s more of an advanced rules interaction but i think anyone who might need this video would benefit from knowing this.
Good point! I'll have to look up that rule. I'm glad you watched the video and found it useful!
fucking fantastic breakdown mate! clear precise and the diagrams are so helpful!
So glad you like it!
Can you consolidate into melee range to a unit u have not charged? (given that u charged other unit and killed it)
Yes! You would not be able to attack, but your opponent would be able to. I routinely charge units, kill them and then consolidate into units behind like contemptor dreadnoughts or tanks than have basically no melee attacks!
Hey just a quick question about your last point. You said no models are small enough to have 3 lines of attackers, but wouldn't units on 25mm bases be able to? if 3 models on 25mm bases were lined up, base to base with a forth, enemy model then the furthest 25mm base model could still attack because the second 25mm base model is within .5 inches. Unless they FAQ'd that and i didn't see it.
Hmm, 1 inch is 25.4mm so one half is about 13mm. 8th edition was a full inch so you could reach over 25mm bases, but now the reach is only half of one 25mm base. Maybe I'm missing what you're saying. You could do some weird honey combing if you were super precise, but I wouldn't consider that a 3rd row
@Skullkiril Unfortunately not. In 8th edition models that were within 1" of enemy model or that were within 1" of a model, that was within 1" of an enemy model could attack. In that case, if you had 25mm bases you could have 3 ranks of attackers.
But now, in the 9th eddition they've halved the distance to 1/2" like it was mentioned in the video. I've measured it and it is phically impossible to have 3 ranks of model vailable to attack.
Great video as usual 👌
great advice, thank you
So glad you liked it!
What is the background art at the start of the video from?
Art from WH40k Battle Sector! New video game about Blood Angels+Sisters of Battle Vs Tyranids.
Good advice for those that can and want to engage in combat.
I'd like to learn how to avoid getting into combat with my T'au units and instead kill the (would be) assaulters in advance.
Good idea! I'll make a shooting phase videos soon!
I thought that any model has to be 1/2" From an enemy model in order to make an attack but you can be at the beginning Of the phase 1" Away and then pile inglés within 1/2"
Yes that's true. You pile in before you fight, but that distance affects how many guys you can fit into a combat!
To fight (make attacks) you need to be within engagement range (1" horizontally and 5" vertically) OR be within 1/2" of another model in your unit that is within 1/2" of an enemy unit. So if you want to fight in two ranks then you need to be within 1/2" otherwise with 1" is fine.
With regards to Heroic Intervention - since you’ve not declared the character as a target of the charge, it is not an eligible target in the subsequent fight phase.
Pretty sure that's an 8th edition holdover. Don't have my rulebook on me now, but im pretty certain it's an eligible target
Yep just checked. You can attack units that heroically intervene as I initially thought. It's in the fight phase rules called "select targets"
@@danielbrewster8642 yeah, sorry about that. It states it quite clearly in the BRB, page 230, you can target models that performed a heroic intervention. I really should read these rules properly some time...
No problemo dude. I'm never upset when people tell me they think I made a mistake. I think I'm doing alright, but I certainly mess up occasionally. It's especially hard with edition changes etc.
Still, I appreciate the comment, view, and keeping me honest on my videos
@@danielbrewster8642 Agree, it's hard to keep the current rules in your head clearly. Been playing since 5th edition, and an endless myriad of FAQ's and updates. Not to mention the wording on some rules make them not super obvious how they might end up affecting the game.
With that in mind, it's always best to keep an open mind, it's OK to mess up, and fix it and move on. Not OK to get mad and argue about stuff ya know, its just not worth it.
@@Zaszz1 Yup -- at the end of the day if i've got cool models to paint and a good group of friends to hang out with, the rules of the game don't matter that much
You have a great channel
Thank you very much. I hope to keep making content you think is worth watching
Great video, thank you!
I'm so glad you liked it!
Question, for number 6, if the back row has a 2in melee weapon. They could then still attack from behind their own front units right?
I guess this only applies to AOS, but thought I would still ask. Thanks
Sadly no differences in melee weapon reach in wh40k. Never played AOS. How do you like the new version?
@@danielbrewster8642 thanks for the answer! I just got the starter edition and started building/painting/reading, trying to understand it all! Never played yet.
Hey Daniel, you going to do any vids like these for 10th?
If I have a Techmarine behind a redemptor dreadnought it can use the "look out sir" ability because the redemptor has a wound characteristic of 10 or more.
If the dreadnought loses wounds and goes down to 9 wounds can it no longer protect the Techmarine with the rule?
I believe it's wounds characteristics not wounds remaining
@@danielbrewster8642 That's what I thought too at first but now I'm not so sure..
Very helpful
Thank you very much, I'm so glad you found it helpful
This is so useful thank you
No, thank you+
Nice video. Thx!
Glad you found it useful!
Why would you get to attack first after a charge, before their guns fire?
Oh I see because they are supposed to use counter offensive
Hey! Thanks for the comment. And yes counter offensive is correct. I'll do a better job stating that next time!
Very clear ty
Glad you found it useful!
In wrapping and trapping, when you remove models dont you still have to stay within unit coherency? So if you remove a model and you arent coherent you have to remove the others as well?
You do not have to be in coherency after you lose models to taking damage until the morale phase. That means you can die, be out of coherency, and get back during your pile in phase. Obviously if you've already attacked and you pull models out of coherency, you're going to ruin yourself in the morale phase
@@danielbrewster8642 thanks
great stuff ty!
Glad you like it
very useful, thx.
Thank you for your support
Timestamps are much appreciated!
Anything for you, Klamev!
Thank you!
No, thank you !
Am I trippin or does the red faces stand out like they are in 3d and the blue look behind it's so trippy when I noticed it lol 😂
From a narrative standpoint:
The moment you stop a video is when the presenter says: "this abuses the rule..."
Competitive standpoint:
Finally, someone telling me!
Yeah, I think playing games with people who don't see the game in the same view can be really rough for both players. A narrative vs comp player CAN enjoy games together, but there needs to be some expectation management.
I could put COMP WH40K!!!!! all over my slides and someone would still say "Yeah well I play narrative, so you're stupid and should feel bad -- I hate you and your video"
Wait you cannot attack units that you did not charged, or I remember wrong?
You can attack units that you charged or heroically intervened into you. No one else.
If I have a model with 4 attacks, it gets 4 successful hits and wounds, it's target fails all 4 saves and my weapon does 2 damage do I do 8 damage or only 2?
8
I dont have money to buy the figure but I still watch the strategy videos
I have an extra army to play with friends. Maybe people around you do too!
This is great
Glad you liked it!
Good video, definately a topic that separates the top tables in a tournament - needs more arrows to show movement and maybe something to highlight that models are based :)
All good feedback! Will do !
Even if they desperately break out, use run them down, or cut them down and eliminate them.
Very good idea!
Rule 1 is good on paper, but most things can just leave combat/shoot again and etc. stuff.
Can most things leave? I would think like 90% of models would be trapped. Basically only flyers could move away or vehicles can shoot. I guess there are strats that allow units to be re-deployed as well. Perhaps I'm missing something!
The biggest rule, is to roll well, otherwise everything else fails
Just roll more 6s
If an opponent heroically intervenes, CAN you actually attack the character if it was not declared as a charge target?
Yes, in 8th ed you couldn't but in 9th you can. A few others have asked in this thread and I quoted the rule for them! Attack away!
Soo, you dont need coherency all the Time? When you did pile in up you didnt chave coherency. You only need to end phase in coherency?
You need to end each section in coherence (charge, pile in, consolidate). I meant to be in coherency, but multiple people had said it looks like I wasn't. Its hard without actual measurements, but im pretty sure each end had a little cap of three models and the middle section was within distance. If models die, then you have to consolidate back into coherence.
The last few times people didn't realize that a few models from blue died and pulled them out of coherence. Luckily you can do that, but you have to consolidate back since the morale checks don't occur till the end of the turn
Nice video
nice comment
Pile in and consolidate have go be towards the closest enemy model/unit
Yes but they don't have To go directly towards. They just have to end closer.
Idk why I’m watching this as a Tau player lol
Maybe its the mustache?
@@danielbrewster8642 Oh absolutely
thx
I allways though only line 1 and 2 can attack in combat as long as it within 1/2 an ich of the first row
1 just needs engagement of 1 inch. Row 2 needs the 1/2 of 1/2
Cool but this only applies to good armies lol I do not have the capability to do 16 wounds in a combat phase.
roll more 6s, its easy
I feel like points 1 and 2 brings out the worst of Warhammer imo. I don't want to play a game that's all about shenanigans with micro placement of miniatures. Would way rather the game rules be more abstract and more about what's going on with the whole unit.
Sure! talk to your opponent to make sure you're on the same page though. Like you said, you have a preferred way to play and many other people probably do too! As long as you're both trying to play a similar game, you should have fun.
I'll admit that most of my videos are catered to a specific niche of wh40k players, but its the content i enjoy making. I'm sorry if its not your ideal version of content!
To me points 1 and 2 came off as something a hardcore tournament player would do. Those types are all about the win of the game and not the fun of it.
@@Xextorn Ah, that's interesting you feel that way. I totally understand if those rules aren't your ideal version of wh40k.
Playing a game with people and having mismatched expectations can be rough for both players. Both those tactics are pretty standard in tournament play and I wouldn't want anyone to feel tricked if the didn't know that. Of course, in a game with friends you can agree to play however you want, and that's completely cool too!
I thought you could only attack models that you charged or were previously in combat with? Does heroic intervention open you to an attack?
Yes. A few people asked the same question! I provided the page number and everything in other questions but I can't seem to find it. That's an 8th edition holdover, you can attack models that heroically intervened into you in 9th edition
Tau player here. I hate how number 1 exist
Hopefully you'll get some jump pack rules in the new edition and be able to fly away. Wrapping and trapping sadly doesn't work against flying units :(
Hey man. Like and subscribe from me. Good content presented in simple and clear manner, good job.
New deployment video coming out soon. I hope it's as useful to you as the last one. Always interested in feedback and advice.