I was excited once I saw there would be a crusher stampede detachment, but extremely underwhelmed at the detachment rule. It should've just given monstrous creatures +1 to hit if there was an enemy unit within 12" baseline and +1 to wound in melee or just if they charged that turn
It would be nice if the rule came with non-combat buffs to incentivise your opponent to attack and trigger the combat buff. Life if all non-character monster’s got the Synapse keyword when above half wounds. So now you have to get them below half wounds and fight the enraged, buffed monsters unless you want a bunch of tanky “shadow in the warp” bombs running around your backline
The big thing with the hive tyrant’s free stray ability is it allows you to use one you already used this phase again. Witch means if you charge with two different monsters and use the one that lets monsters do damage for doing so then you can really weaken some units before you even begin to make attacks. Add in a harpy that does the same thing if they fly over someone then you can nearly whip a unit or even a character without making attacks
Crusher stampede sucks. If you're gonna play monster mash use the invasion fleet instead for useful enhancements, 5+FNP strat and a detachment abilities are on all the time.
I feel that monsters play much better in Invasion Fleet than Crusher Stampede - the detachment rule of blanket Sustained Hits 1 against infantry & swarms, or Lethal Hits vs vehicles/monsters (depending on what you're facing) is just downright better than +1 to hit and a +1 to wound that hardly ever gets use. There are some Invasion Fleet strat combos that also work amazingly well with big monsters too - the strat to give two units an extra hyper adaptation for the phase combined with the strat to give two units critical hits on a 5 means you can be getting both Sustained Hits on 5's and Lethal/Precision Hits on 5's. If you throw it on a couple of Haruspexes or Mawlocks etc with a load of base attacks, whatever they're fighting is going to have a bad day (It's amazing for stripping out buffing characters from elite infantry than mauling them). The FNP 5+/6+ stratagem in Invasion Fleet is also a HUGE deal for monsters, I've lost count of the times it's come in clutch and saved a big bug from dying.
Crusher stampede rules are bit dissapointing and it feels like it pays for its 9th edition sins, but luckily monster mash is viable in other detachments (and casually playable in crusher stampede)
The invasion detachment is very good for monster mash, exploding hits against infantry and the ability to spam 5+ feel no pains on your big bugs by bringing tyrants is far better than anything in crusher@@Mrshyguy775
There is a funny trick you can do, somewhat unorthodox but it can catch your opponent off guard. Group up monsters together with several carnifexes and wait until the opponent decides to kill one of them. Use Corosive Viscera on the carnifex and give one mortal wound to the pack of monsters, activating their +1 to hit. (of course don't use it on a Norn monster as it does D6 mortal wounds)
Hi Stephen. I have a question if you would answer please. Can you use the tank shock Stratagem AFTER you have rolled the dice or must you use it before? And what is the reason for your answer please There is quite a lot of confusion about it online
This detachment is a joke because the bonuses are (almost) never activated because enemies tend to focus fire on one monster until it is down. Also, the rule math (below half strength) feels wrong. Ex: OoE with 2 canifex will most likely never see the +1 to wound because it is only active once a canifex is down and the other one has between 1-7 wounds left. At best, it will be active for a model/unit for a turn but in all the games I have played so far (2) its impact was minimal. The only place where is can have an impact is on the Norms and maybe maleceptor/tfex. Also, regarding stratagems, they are must worst than what you think as typical monsters unit only contain a single monster. So you are basically paying 1CP to allow reroll for a single model, while this isnt bad for the Norms, I found it only useful on the screamer killers (or Haruspex but I dont have the model) as other monsters dont have enough attacks to make it worth. Finally, the fact that this detachment has no defensive stratagems means things die fast. I was losing 1-2 monsters per turn in the first 3 rounds then at least 2 in the end game. And only once did I have more than a single wounded monster. So now I am playing the same list, but with the invasion fleet detachment. Less thematic but much more playable.
Crusher is a miss at the outset of this book. I suppose it could improve. You guys complaining about the auto deadly demise is crazy. That's a perfectly fine ability inside a detachment that isn't game breaking in the slightest. I do hope GW improves this detachment down the road.
I played 2 games so far with this detachment to give it a try and I used this strat twice on Screamer killers. It is a OKish strat but its game impact was minimal because is you die when charged, you still do less damage than if you survived and fought back.
Totally disagree about the auto-demise strat. It's still a d6, not a 6. You may very well spend a CP for 1MW on one unit. And in terms of feel bad, nothing is lamer than wasting a CP only for you to fail a 4+. Maybe if it refunded on a fail
You undersell your point, it's guaranteed 1-6 mortals on all units within 6", you wouldn't use it if there was only 1 enemy within 6". It could be pretty aggressive if used well
@@Fluxram You opponent will see it coming from a mile away and move vulnerable troops away. Maybe it can have a huge impact once in a while but in most cases (when I used it) was because I knew that if I rolled the max it would wipe the enemy unit but it has happened yet. I would trade it for a FNP or AoC any day!
I’ve tried it. It actually feels really strong. It does so much damage and because a lot of monsters have a lot of melee attacks let’s them eat groups of models in units so fast.
I was excited once I saw there would be a crusher stampede detachment, but extremely underwhelmed at the detachment rule. It should've just given monstrous creatures +1 to hit if there was an enemy unit within 12" baseline and +1 to wound in melee or just if they charged that turn
It would be nice if the rule came with non-combat buffs to incentivise your opponent to attack and trigger the combat buff. Life if all non-character monster’s got the Synapse keyword when above half wounds. So now you have to get them below half wounds and fight the enraged, buffed monsters unless you want a bunch of tanky “shadow in the warp” bombs running around your backline
Monsters are literally better in any other detachment than their dedicated monster detachment.
Yep! I was thinking about trying 3 Screamer Killers in the Synaptic nexus to do the MW on failed battleshock and combine it with neuro/lictor.
The big thing with the hive tyrant’s free stray ability is it allows you to use one you already used this phase again. Witch means if you charge with two different monsters and use the one that lets monsters do damage for doing so then you can really weaken some units before you even begin to make attacks. Add in a harpy that does the same thing if they fly over someone then you can nearly whip a unit or even a character without making attacks
I think the Vanguard and Harvester detachments will have the most unique playstyles, looking forward to it.
Unfortunately, there just aren't enough harvesters to really use it if you ask me.
Crusher stampede sucks. If you're gonna play monster mash use the invasion fleet instead for useful enhancements, 5+FNP strat and a detachment abilities are on all the time.
I feel that monsters play much better in Invasion Fleet than Crusher Stampede - the detachment rule of blanket Sustained Hits 1 against infantry & swarms, or Lethal Hits vs vehicles/monsters (depending on what you're facing) is just downright better than +1 to hit and a +1 to wound that hardly ever gets use.
There are some Invasion Fleet strat combos that also work amazingly well with big monsters too - the strat to give two units an extra hyper adaptation for the phase combined with the strat to give two units critical hits on a 5 means you can be getting both Sustained Hits on 5's and Lethal/Precision Hits on 5's. If you throw it on a couple of Haruspexes or Mawlocks etc with a load of base attacks, whatever they're fighting is going to have a bad day (It's amazing for stripping out buffing characters from elite infantry than mauling them).
The FNP 5+/6+ stratagem in Invasion Fleet is also a HUGE deal for monsters, I've lost count of the times it's come in clutch and saved a big bug from dying.
You guys are Crushing it!
Crusher stampede rules are bit dissapointing and it feels like it pays for its 9th edition sins, but luckily monster mash is viable in other detachments (and casually playable in crusher stampede)
Which other is best for monsters?
The invasion detachment is very good for monster mash, exploding hits against infantry and the ability to spam 5+ feel no pains on your big bugs by bringing tyrants is far better than anything in crusher@@Mrshyguy775
@@Mrshyguy775Invasion all the way
There is a funny trick you can do, somewhat unorthodox but it can catch your opponent off guard.
Group up monsters together with several carnifexes and wait until the opponent decides to kill one of them.
Use Corosive Viscera on the carnifex and give one mortal wound to the pack of monsters, activating their +1 to hit. (of course don't use it on a Norn monster as it does D6 mortal wounds)
I’m just waiting for the vanguard video
Hi Stephen. I have a question if you would answer please.
Can you use the tank shock Stratagem AFTER you have rolled the dice or must you use it before? And what is the reason for your answer please
There is quite a lot of confusion about it online
Are you going to showcase the list on the channel in a battle report? Be good to see it in action to see how competitive it is.
Can you use Untrammeled Ferocity when you are stuck in engagement range to move through that enemy unit and then shoot and charge?
I feel like maleceptors will be great for synapse so you can avoid getting battleshocked in your command phase on your buffed units
The big bugs will be shoot to death asap ? No FnP 5+ as they get in index army ? But prove me wrong with a battlereport with this detachment. 😊
I'm not the only one who read it as noodles!
This detachment is a joke because the bonuses are (almost) never activated because enemies tend to focus fire on one monster until it is down. Also, the rule math (below half strength) feels wrong. Ex: OoE with 2 canifex will most likely never see the +1 to wound because it is only active once a canifex is down and the other one has between 1-7 wounds left. At best, it will be active for a model/unit for a turn but in all the games I have played so far (2) its impact was minimal. The only place where is can have an impact is on the Norms and maybe maleceptor/tfex. Also, regarding stratagems, they are must worst than what you think as typical monsters unit only contain a single monster. So you are basically paying 1CP to allow reroll for a single model, while this isnt bad for the Norms, I found it only useful on the screamer killers (or Haruspex but I dont have the model) as other monsters dont have enough attacks to make it worth. Finally, the fact that this detachment has no defensive stratagems means things die fast. I was losing 1-2 monsters per turn in the first 3 rounds then at least 2 in the end game. And only once did I have more than a single wounded monster. So now I am playing the same list, but with the invasion fleet detachment. Less thematic but much more playable.
I'm not sure why you're spending all those points on 2 units of Venomthropes.
Indeed it's just ridiculously easy to get cover in 10th. A waste of points big time!
I cannot ever see myself running this detachment unless it's for a fun narrative game. It's simply bad.
This one isn't for me, I'll stick with swarm or synaptic nexus. Thank you
Crusher is a miss at the outset of this book. I suppose it could improve. You guys complaining about the auto deadly demise is crazy. That's a perfectly fine ability inside a detachment that isn't game breaking in the slightest. I do hope GW improves this detachment down the road.
I played 2 games so far with this detachment to give it a try and I used this strat twice on Screamer killers. It is a OKish strat but its game impact was minimal because is you die when charged, you still do less damage than if you survived and fought back.
Totally disagree about the auto-demise strat. It's still a d6, not a 6. You may very well spend a CP for 1MW on one unit.
And in terms of feel bad, nothing is lamer than wasting a CP only for you to fail a 4+. Maybe if it refunded on a fail
You undersell your point, it's guaranteed 1-6 mortals on all units within 6", you wouldn't use it if there was only 1 enemy within 6". It could be pretty aggressive if used well
@@Fluxram You opponent will see it coming from a mile away and move vulnerable troops away. Maybe it can have a huge impact once in a while but in most cases (when I used it) was because I knew that if I rolled the max it would wipe the enemy unit but it has happened yet. I would trade it for a FNP or AoC any day!
Crusher is a bit of a joke, until you use it as a base for a Hierophant…
Crusher Stampede can be summed up in 1 emoji.
💩
this detachment is nothing but a bad joke
If it had a breachable strat or enhancement, only them would i considder it
I’ve tried it. It actually feels really strong. It does so much damage and because a lot of monsters have a lot of melee attacks let’s them eat groups of models in units so fast.