CORRECTION: Sorry, I mentioned the apothecary biologis taking damage before the unit. He can't choose to 'tank damage' for the squad due to the bodyguard rules.
Me: “Okay. I’ve built the perfect 2000pt Space Marine army list for my tastes and play-style. I now know every purchase I will need to make in order to acquire this army.” [A new Auspex Tactics video drops presenting a ton of thought and information I had overlooked] Me, an hour later after retooling my whole list: “Okay, NOW I’ve got the perfect 2000pt Space Marine list…”
Run them in Firestorm (so you get the +1S within 12", which means they wound T10 on 4s), Apothecary Biologis for Lethal Hits AND the 'Forged in Battle' enhancement. That then allows you to change a hit roll to a 6 every turn (so even in overwatch), which means against monsters and vehicles, even without Oaths, you can full re-roll their hit rolls, so you go looking for 6s, and then any remaining miss or non-6 you roll, you can automatically change it to a 6 for an automatic six. So out of a squad of 6, rolling 8 hit rolls and then re-rolling you should on average get two 6s, and then can automatically add another 6, for 3 auto-wounds at AP-4 and D6 damage each, which of course you can re-roll.
in gladius getting lethal and sustained on 5+ with bolter discipline and ignore cover and an additional ap from storm of fire. Land Raider gets no save without armor of contempt. I overkilled a stormsword, that smoked, by almost 2x its wounds, but that is a group of 6 from reserve and outside melta range.
I ran that combo in a practice game with the Firestorm detachment the other day (using the rules as we've seen them from the content creators). That combo is BRUTAL. Six Eradicators with a Biologis and six Aggressors with a Captain are going to be a staple for me in that force
Note from a deathwatch player - a 6 man eradicator squad with apothecary biologis can take the beacon angelis enhancement. The unit gains deep strike and free rapid ingrss. With good positioning you can rapid ingress, then close the gap into melta range on your turn with lethal hits and your sustain hit 1 tactic active
@lyleugleman3773 I'm a new player and only just got my hands on a full eradicator squad. I'm facing a friend running an imperial titan and I've been simulating attacking it with the full squad plus lethal hits, sus 1 and melta 2. The odds of one shotting a titan are quite high!
They can kill a baneblade class tank with 4+ invuln and smoke screen.... outside of melta range. They also easily killed Magnus from full hp, and other big targets.
In the deathwatch synergies you could also use the beacon angelis enhancement with an attached character to give the unit deep strike and free rapid ingress
I put two squads of 3 in a storm raven in hover with a redemptor, flies across the table turn 1 or 2 to deliver death to high priority targets....so long as it doesn't get blown out of the sky right away, but that rarely happens. They don't really need strats or characters with the total rerolls, usually get 2 wounds per squad without oath, with +2 dmg and rerolls thats a lot, and split squads protects from overwatch. The redemptor is a distraction carnifex that often helps keep them in the fight.
I keep seeing people say they deploy a redemptor with a storm raven but how??? It says it can carry a dreadnought on its mag clamps. But that's the old dreadnought, this will be gone when codex comes out. So unless they change it when it comes out surely it's not legal even now.
That's the old school boxy one so it's not the same thing so that's not legal is it??? So I'd say if tt is removed when codex is out on Saturday then I guess I'm right if it dosnt and as we know the old one is gone then happy days il go out and buy a raven.
@@boozeybatman The Stormraven does not specify what kind of dreadnought it can transport. Transporting a Redemptor, Brutalis, or Ballistus is completely legal as it says it can transport a dreadnought *model*, meaning any model with the Dreadnought keyword, and not just the specific model named Dreadnought. If it did mean that you can only carry the boxnaught, as was the case in 9th edition, it would specify that it can only carry dreadnoughts with X amount of wounds. And the boxnaught is not being removed from the codex.
Can Apothecary "tank" for eradicators? Isnt' there a rule that unless precission attack is allocated you can't take damage on attatched unit until entire bodyguard unit is down?
I run blood angels and Libby Dread is exactly what I do with them. Suddenly their range and speed are no longer and issue and often due to their price I use them as a sort of trade piece. Also serves as a priority target that my opponent will have to choose between either the Eradicators melting their tanks or the Bladeguard veterans, Dreadnaughts (librarian and Brutalis), and my jump assault all rushing up the field to take objectives and slaughter infantry.
3 models for 40€ is downright absurd. These should have been 5-6 guys in one box much like the Heavy Intercessors. That way you can at least have two squads of them. Time to call on my local 3D printer or recaster :)
fr though, I'm so devastated as I just saw 6 of them for sale on etsy for around 35 dollars, I tried to get them but my card was locked and the next day once it was unlocked the listing was removed. 😢
I think a lot of people overcomplicate these guys. In a LR Crusader or Redeemer your melta 2 threat radius is 24" with room for a buddy. I've been putting 6 in a Redeemer and a (Primaris)Techmarine instead of a character for the Eradicators with the 1.4 points.
Do not forget about the synergy with the thunderstorm speeder: it gets u +1 to wound on vehicles and monsters from a far range. I think it’s one of the better combos with a block of Eradicators - I don’t even need the +1strenght from the firestorm assault detachment then.
I used them walking as 2 squads of 3. Screen them with assault intercessors on the flanks and impulsor with hellblasters on the front as a moving wall. Move it to the centre objective. Worked pretty good. Also they like to kill Avatars...:D
I had a squad of 3 that I would put in reserves, but with the codex coming out I’m debating increasing it to a 6 man squad and putting them in a Repulsor. It’s an expensive combination to be sure but I don’t think their value can be understated when paired with the safety of the Repulsor and the stratagems in the Firestorm Assault Force.
This is the path I'm going. With the Firestorm Assault Force, they combine nicely with several of the stratagems and attaching a character isn't hugely important for them.
For under 400 points, its really not that expensive and it's made it into EVERY list I do for salamanders. A lot of people pair a biologis and them into a LR redeemer, but that easily adds 100 points onto that. The repulsor, in my mind, is better for this unit as it keeps them safe from being charged, especially if they're blasting dreads and monsters. It also has its own slew of guns, including 18 S4 shots, which can help clear chaff, and the S10 and S12 laser guns for helping destroy big stuff.
Hyper excited for using 6 eradicators in my repulsor with firestorm, in gladius i ran an apoth with bolter discipline with 6 eradicators I have maimed mortarion and a knight valiant with them in the past. their overwatch is horrifying ive killed guilliman in one game and a rhino in another with their overwatch, very excited for firestorm to use my 9 eradicators and 12 aggressors >;)
Finaly about my little armour busters :) I use 6 with Repulsor as a mobile annihilator squad. If on foot, 6+biologis in gladius with bolter discipline and obligatory Ventris in army, for dealing death from above. (damn lieutenant was stuck in my mind instead of biologis for some reason....)
I always run 2 sets of 3 of these, usually in a Land Raider Redeemer, who races first thing at vehicles, and they usually take out a vehicle,. Also 2 sets of 3 mean you've got better chance of one unit surviving if your opponent goes after them. Had one game, they took out a Knight in turn one!
I still have trouble looking past devastators with multi meltas to see eradicators, they might be more expensive and fragile but the firepower is just so thicc
My experience with a group of 6 fully buffed in gladius: overkilled Magnus, baneblade class tank, 2 hekaton land fortress. All from reserve and outside melta range.
statistically, the 16% reduction max from being s11/12 vs most targets at their volume doesn't matter that much given their other roles and great ap. As notaninquisitor said, they're going to melt most things they shoot at regardless
Tryanids are kinda around in my area right now and me and my space wolves are not doing well in that match-up I'm looking into trying then out since they are anit monster
I had one surviving eradicator destroy a fully healthy doom scythe one time. Shit was so satisfying. Just in general though, they always do a lot of work. They definitely strong as hell.
I run them with deathwatch. Give the gravis captain the deep strike enhancement, drop em in with rapid ingress for free, and watch big tanks go boom. They absolutely trade up every time.
Do you think you can do an Army list critique? Subscribers send you their list, and you can give helpful tips to make the army synergizie/ competitive?
Giving them assault on range weapon via stratagems(like Relentless Assault from SW detachment) can make them really dangerous without wasting too many points into transport.
One thing i would like to say as an Imperial Fists player. Tor Garadon is more of a tank/monster hunter and wants to attack the same targets as these guys. I would probably buy a transport tho.
I loved them in gladius with a Biologis using fire discipline. Big unit to threaten anything near the middle and wreck using overwatch. Though a good player would just stay out of range… 😐 Ventris is probably the best way to go
At that rate, you're better off slapping down 6 assault centurions! S10 melee, sustained hits 2 against relevant targets and 6 twin linked meltas AND 18 twin linked rapid fire 3 bolter shots. That's a lot of dakka if you rapid ingress them in and then assault them up The eradicators can always fit in landraiders, repulsors (this one is my fav for them), stormravens, and thus always have a way forward on the board. Centurions at 4"+1d6 and they cant fit into smything at max squad? Not so much
Only the multi-melta can get the +1 to wound, but it's super situational. You'd be forced to choose between melta 2 and the heavy due to enemy movement. You'd be lucky to not have to move them every turn.
@@william9557 why only multi Melta? Both guns have heavy. But yes, your opponent is a big dumb if they see you move up and say you're going to stand there until next turn to get the +1 to both.
Space Wolves can stick them into a Stormwolf. Capacity 16, so can take both the Biologis and Gravis Captain. Move 20" with hover. Probably not worth the points, though.
They are a nice option but the problem is that Melta is too short range and doesn't have a high enough strength to adequately deal with vehicles and monsters. That needs to be fixed if they want to see more use.
The biggest downside they have that you forgot to mention is that the ones from the Honoured of the Chapter box are a nightmare to assemble. Source: I'm trying (and failing) to do it right now
@@LordCrate-du8zm They consist of two central parts, each half of the torso and a leg, with a pin in the middle that runs all the way through the model. You slide the rest of the parts over that pin, but none of those parts actually click or settle into place until you put on the capstone, which is the meltagun. Specifically, a teeny tiny circular dent in the melta gun that the top of the pin barely fits in. This means that you need to keep all the parts in place while blindly trying to push a gun in place and then also have that gun be angled correctly so that you can properly connect it to the second hand. In short, it's very fiddly and I recommend just glueing the bastards.
I feel you, just assembled them last night. After a minute of struggling with the first figure, the center pin broke on me. I snapped and just glued the rest.
Are they really better than a 5 man devastator squad with MM? :P The devastators can at least grab a drop pod. The Eradicators sort of need Ventris or someone. I will prob just throw devastators into a razorback and get the one turn re-rolls the turn they disembark.
With the codex, you'll also be able to add an Apothecary to the unit. So jumping out of a razorback with re-rolls and sustained hits if you give bolter discipline (or whatever its new name is) to the Apothecary in a Gladius detachment.
Devastators can get re-rolls too. Can attach a apoth biologist (new codex), can get oath re-rolls, and can take a cheap razorback for re-roll wounds when they disembark. And more shots. @@musicalcharge
Or a Repulsor, yea. But a squad of eradicator in a repulsor vs devastators in a razorback; the devs + razorback cost about the same as the repulsor alone. Would need to calculate for points equivelance@@Scoopa
I'm not surprised these guys are the kings of antitank still. Their rule might not be as spectacular as it was in 9th, but it's still super potent. But this is a case where I am glad for melta range reduction. They really do require thought and care to deliver now. Also, thanks for adding the Vindicator and Valiant to the comparison! I really thought the Vindicator would fare better with the improved Demolisher Cannon is (though I think that 2+ save counts for a lot). And I'm genuinely shocked at how bad the Valiant is. I thought it needed help, but I didn't think it'd be THAT bad
You’d be surprised. I had a squad of 3 almost kill a Knight Crusader. I think if they had higher strength or Anti-Vehicle we’d actually be in the realm of them being too strong. It’s already kinda crazy that we’ll be able to make them S10 in the Firestorm Assault Force. Plus they get to reroll everything, including damage, against monsters or vehicles
@@CuriousLumenwoodS10 is nice but the big powerful stuff is still T11/T12. I wish they could be S11 to wound most of 3, some on 4 and T12 on 5 but with plus 1 to wound to help in T12 case via buffs.
They would be good if they reworked the melta keyword to be closer to how meltas worked in prior editions. In older editions when firing a melta against a vehicles armor facing if the shooter was in half range they would add two dice to their roll to see if it goes through instead of one, making it a kinda risk reward weapon. They could do something similar by changing melta weapons to getting anti vehicle and anti monster 3+ at half range. The additional damage doesn't really matter if you cannot get a wound to go through.
I don't get what GW tried to do with meltas this edition. We now have vehicles that can mow down infantry and infantry cannot do jack shit against vehicles, so any infantry based faction will just lose out on their anti tank and get steamrolled by skew lists.
@OrigIswed it's because GW fundamentally didn't understand the problem with vehicle toughness and why certain weapons were designed to be anti vehicle weapons decades ago. Back when armor facings were a thing, you needed high strength weapons to have a chance to penetrate the armor ie the lascannons s9, the melta s8, after a hit was scored you then rolled another dice and added it to see if it caused any damage, this fundamentally made certain weapons impossible to damage vehicles with ie bolt guns and lasguns, and because vehicle did not have an armor save it made having specific heavy weapons necessary. Then 8th came along and took away armor facings in favor of a flat toughness, wounds and giving vehicles armor saves, however with the changes to ap and damage on weapons this fundamentally didn't work. It was exaggerated in 9th and now in 10th we have vehicles that are super tough with only really lascannons ir their equivalent being effective. They should have returned to the vehicle damage table but simplified it and we wouldn't be having these issues.
I have a newbie question. You refer to "fishing for lethal hits/sustained hits" in a lot of your videos referring to re-rolls. Excluding when an ability tells you an exact number you are allowed to re-roll, are you allowed to re-roll successes in order to try for more critical successes? E.g. I roll 4 on a BS3+ attack, can I reroll that 4 in an attempt to get more sustained hits?
@auspextactics thanks for clarifying. I would rarely reroll successes, but it's good to know it is an option where it makes sense to do so. Really appreciate your content!
I think Eradicators are the SWINGY anti tank option in 10th. Wounding on 5s rerolling is super unreliable, the mathhammer never holds up. Reserves is an option but then you're not in melta range. And slogging up the board just gets them killled by enemy fast movers. Sure, a unit of 3 can blow up a medium vehicle if you get lucky. But my unit of 6 lead by a Biologis with bolter discipline in side strike whiffed hard against a Tau Storm Surge and then were promptly put back in the case during the opponents shooting phase. 270 pts and a CP for them to do 11 wounds.
@@zaganim3813 I've used them twice with the index rules. They're great against T9 single model vehicles, sure. And I'm confident they will be better in certain new detachments next week as you've mentioned. But that's not quite "the last word in anti tank" as the radio man props them up to be in this video.
This is the same experience I have with them. I have played over a dozen games with them and they don’t do squat. Four times I have lost the entire unit to Overwatch, not counting losing most of the squad. One game against Tyranids claims both squads I ran in the the SAME TURN! Toughness 6 isn’t a good threshold without another way to survive, the weapons that are used against them are ap-2 / 3 and do 2-3 wounds with enough shots that they lose significant models.
Remember when being ultra specialized was the Eldar thing while being a very flexible, modular jack of all trades was the marines thing? The game has devolved so hard in term of design it's pretty sad ngl.
strong and cheap but the weakness of short range is obvious. they will never fire versus a good player who plays iron hand or imperial fist detachment (i played salamanders during 6 years then i know their weaknesses).
While mine are still en-route I however won't be able to fix their all Melta-Rifle problem, I got them from Ebay & I think their previous owner did quite better then me painting them so I won't risk it (Was shopping for per-painted terrain & they caught my eye). I will look forward to using them at some point since I got a got my 1st game of 10th yesterday, not a "Full Rules" game since we both are new to 10th but it was a VP based game that I barely won at end of turn 5 (No secondaries since we lacked the card deck & the VP system was 2 for home, 3 for mid-board & 5 for enemies home)... we also forgot most of the Strat's, core & army, & sometimes unit abilities even existed but we had fun which is what matters most.
Eradicators can shoot once and they are dead after. Gw nerfed melta hard to let Armor live. And they killed all sm HH tanks, because they are just superior than everything else sm have
Another perfect example as to why free wargear is bad. It's not an option here, it's a mandatory pick. It both reduce the options you have, make some units sub-optimal for no reasons and complicate the game more than it simplifies it by forcing two weapon profiles in a unit at all time for an honestly non existent gain in simplicity on the army building side of things.
CORRECTION: Sorry, I mentioned the apothecary biologis taking damage before the unit. He can't choose to 'tank damage' for the squad due to the bodyguard rules.
Me: “Okay. I’ve built the perfect 2000pt Space Marine army list for my tastes and play-style. I now know every purchase I will need to make in order to acquire this army.”
[A new Auspex Tactics video drops presenting a ton of thought and information I had overlooked]
Me, an hour later after retooling my whole list: “Okay, NOW I’ve got the perfect 2000pt Space Marine list…”
Run them in Firestorm (so you get the +1S within 12", which means they wound T10 on 4s), Apothecary Biologis for Lethal Hits AND the 'Forged in Battle' enhancement. That then allows you to change a hit roll to a 6 every turn (so even in overwatch), which means against monsters and vehicles, even without Oaths, you can full re-roll their hit rolls, so you go looking for 6s, and then any remaining miss or non-6 you roll, you can automatically change it to a 6 for an automatic six. So out of a squad of 6, rolling 8 hit rolls and then re-rolling you should on average get two 6s, and then can automatically add another 6, for 3 auto-wounds at AP-4 and D6 damage each, which of course you can re-roll.
You’re a mean man. 😂
in gladius getting lethal and sustained on 5+ with bolter discipline and ignore cover and an additional ap from storm of fire. Land Raider gets no save without armor of contempt. I overkilled a stormsword, that smoked, by almost 2x its wounds, but that is a group of 6 from reserve and outside melta range.
I ran that combo in a practice game with the Firestorm detachment the other day (using the rules as we've seen them from the content creators). That combo is BRUTAL. Six Eradicators with a Biologis and six Aggressors with a Captain are going to be a staple for me in that force
Justifying my whinging that SM are back to their seal clubbing days of early 9th.
@@crazyshak4827 Master-Crafted bolter Captain or just standard Captain?
Note from a deathwatch player - a 6 man eradicator squad with apothecary biologis can take the beacon angelis enhancement. The unit gains deep strike and free rapid ingrss. With good positioning you can rapid ingress, then close the gap into melta range on your turn with lethal hits and your sustain hit 1 tactic active
Was just going to post this. Very scary combo. Throw furor tactics on top for sustained hits 1 as well. Not many big targets will survive that.
@lyleugleman3773 I'm a new player and only just got my hands on a full eradicator squad. I'm facing a friend running an imperial titan and I've been simulating attacking it with the full squad plus lethal hits, sus 1 and melta 2. The odds of one shotting a titan are quite high!
Eradicators and Aggressors are my favorite SM units. It's time to build a Salamanders army!
M n p
Librarian dread and bolter discipline harmacist is quite fun with these guys
They can kill a baneblade class tank with 4+ invuln and smoke screen.... outside of melta range. They also easily killed Magnus from full hp, and other big targets.
what you want to take down with that? enemy titan?
They're just such cool models! Gravis anything is the best.
In the deathwatch synergies you could also use the beacon angelis enhancement with an attached character to give the unit deep strike and free rapid ingress
I just wanted to thank you for what you are doing.
These daily videos of pure meta are basically a pure source of joy
I put two squads of 3 in a storm raven in hover with a redemptor, flies across the table turn 1 or 2 to deliver death to high priority targets....so long as it doesn't get blown out of the sky right away, but that rarely happens. They don't really need strats or characters with the total rerolls, usually get 2 wounds per squad without oath, with +2 dmg and rerolls thats a lot, and split squads protects from overwatch. The redemptor is a distraction carnifex that often helps keep them in the fight.
I keep seeing people say they deploy a redemptor with a storm raven but how??? It says it can carry a dreadnought on its mag clamps. But that's the old dreadnought, this will be gone when codex comes out. So unless they change it when it comes out surely it's not legal even now.
The datasheet says it can carry 12 infantry models and 1 dreadnought. It might change in the codex but I'm not expecting it to.
That's the old school boxy one so it's not the same thing so that's not legal is it??? So I'd say if tt is removed when codex is out on Saturday then I guess I'm right if it dosnt and as we know the old one is gone then happy days il go out and buy a raven.
@@boozeybatman The Stormraven does not specify what kind of dreadnought it can transport. Transporting a Redemptor, Brutalis, or Ballistus is completely legal as it says it can transport a dreadnought *model*, meaning any model with the Dreadnought keyword, and not just the specific model named Dreadnought. If it did mean that you can only carry the boxnaught, as was the case in 9th edition, it would specify that it can only carry dreadnoughts with X amount of wounds. And the boxnaught is not being removed from the codex.
@@boozeybatman only thing it cares about is the keyword dreadnought
Can Apothecary "tank" for eradicators? Isnt' there a rule that unless precission attack is allocated you can't take damage on attatched unit until entire bodyguard unit is down?
Ah yeah, good point. Sorry for the error there!
Specifically Characters right? If you have attached leader models that arent character you can take it on those guys
@@mintw4241Exactly right. That's why cryptothralls work the way they do when you attach them to a unit.
🤓
Hes shitting out content faster than he can wipe it seems. Lots of errors in his videos since he's been spamming vids when 10th launched.
I run blood angels and Libby Dread is exactly what I do with them. Suddenly their range and speed are no longer and issue and often due to their price I use them as a sort of trade piece. Also serves as a priority target that my opponent will have to choose between either the Eradicators melting their tanks or the Bladeguard veterans, Dreadnaughts (librarian and Brutalis), and my jump assault all rushing up the field to take objectives and slaughter infantry.
3 models for 40€ is downright absurd. These should have been 5-6 guys in one box much like the Heavy Intercessors. That way you can at least have two squads of them. Time to call on my local 3D printer or recaster :)
fr though, I'm so devastated as I just saw 6 of them for sale on etsy for around 35 dollars, I tried to get them but my card was locked and the next day once it was unlocked the listing was removed. 😢
I think a lot of people overcomplicate these guys. In a LR Crusader or Redeemer your melta 2 threat radius is 24" with room for a buddy. I've been putting 6 in a Redeemer and a (Primaris)Techmarine instead of a character for the Eradicators with the 1.4 points.
Do not forget about the synergy with the thunderstorm speeder: it gets u +1 to wound on vehicles and monsters from a far range. I think it’s one of the better combos with a block of Eradicators - I don’t even need the +1strenght from the firestorm assault detachment then.
I used them walking as 2 squads of 3. Screen them with assault intercessors on the flanks and impulsor with hellblasters on the front as a moving wall. Move it to the centre objective. Worked pretty good. Also they like to kill Avatars...:D
I had a squad of 3 that I would put in reserves, but with the codex coming out I’m debating increasing it to a 6 man squad and putting them in a Repulsor. It’s an expensive combination to be sure but I don’t think their value can be understated when paired with the safety of the Repulsor and the stratagems in the Firestorm Assault Force.
That could be good
This is the path I'm going. With the Firestorm Assault Force, they combine nicely with several of the stratagems and attaching a character isn't hugely important for them.
For under 400 points, its really not that expensive and it's made it into EVERY list I do for salamanders.
A lot of people pair a biologis and them into a LR redeemer, but that easily adds 100 points onto that.
The repulsor, in my mind, is better for this unit as it keeps them safe from being charged, especially if they're blasting dreads and monsters.
It also has its own slew of guns, including 18 S4 shots, which can help clear chaff, and the S10 and S12 laser guns for helping destroy big stuff.
Hyper excited for using 6 eradicators in my repulsor with firestorm, in gladius i ran an apoth with bolter discipline with 6 eradicators
I have maimed mortarion and a knight valiant with them in the past. their overwatch is horrifying ive killed guilliman in one game and a rhino in another with their overwatch,
very excited for firestorm to use my 9 eradicators and 12 aggressors >;)
Finaly about my little armour busters :) I use 6 with Repulsor as a mobile annihilator squad. If on foot, 6+biologis in gladius with bolter discipline and obligatory Ventris in army, for dealing death from above. (damn lieutenant was stuck in my mind instead of biologis for some reason....)
This video was this close to be named: " I won against their tanks but at what cost?" **cue Gatsu theme**
Partner a squad of 'em with Tor Garadon and slap em in a Land Raider/Repulsor for taste, then watch them wreak havoc across the board.
I always run 2 sets of 3 of these, usually in a Land Raider Redeemer, who races first thing at vehicles, and they usually take out a vehicle,. Also 2 sets of 3 mean you've got better chance of one unit surviving if your opponent goes after them. Had one game, they took out a Knight in turn one!
I still have trouble looking past devastators with multi meltas to see eradicators, they might be more expensive and fragile but the firepower is just so thicc
Only problem is S9, which means you are wounding most things on 5.
Even with rerolls, its limited in damage especially against targets with invul.
My experience with a group of 6 fully buffed in gladius: overkilled Magnus, baneblade class tank, 2 hekaton land fortress. All from reserve and outside melta range.
statistically, the 16% reduction max from being s11/12 vs most targets at their volume doesn't matter that much given their other roles and great ap. As notaninquisitor said, they're going to melt most things they shoot at regardless
Tryanids are kinda around in my area right now and me and my space wolves are not doing well in that match-up I'm looking into trying then out since they are anit monster
I had one surviving eradicator destroy a fully healthy doom scythe one time. Shit was so satisfying. Just in general though, they always do a lot of work. They definitely strong as hell.
I run them with deathwatch. Give the gravis captain the deep strike enhancement, drop em in with rapid ingress for free, and watch big tanks go boom. They absolutely trade up every time.
6 of these with a gravis apo in a landraider redeemer in the new firestorm assault force will be completly ridiculous xD
Or repulsor for emergency embarkation for melee threats
@@rigzcygen im not a fan of the primaris vehicles tho... I wouldnt play them cause i think they are ugly compared to a landraider ^^
@@rigzcygenThey wouldn't fit in a repulsor like that sadly
Try the same with captain in crusader
Do you think you can do an Army list critique? Subscribers send you their list, and you can give helpful tips to make the army synergizie/ competitive?
I think at a certain tier on patreon, he does just that. (I think it's the 10 dollar tier)
@@sabinm.jarvis5735 oh I gotta check that out
Giving them assault on range weapon via stratagems(like Relentless Assault from SW detachment) can make them really dangerous without wasting too many points into transport.
Stormraven is the best way to transport them. A 20” move is nasty.
SoB need something like this.
One thing i would like to say as an Imperial Fists player. Tor Garadon is more of a tank/monster hunter and wants to attack the same targets as these guys. I would probably buy a transport tho.
I might be wrong, but I thought I had read somewhere that deathwatch unique ammo buffs only worked on bolt guns now
I loved them in gladius with a Biologis using fire discipline. Big unit to threaten anything near the middle and wreck using overwatch.
Though a good player would just stay out of range… 😐
Ventris is probably the best way to go
my gladiator lancer begs to differ
With regards to mobility, Uriel ventris has a good way for 6 of them to get there. 😂
At that rate, you're better off slapping down 6 assault centurions! S10 melee, sustained hits 2 against relevant targets and 6 twin linked meltas AND 18 twin linked rapid fire 3 bolter shots. That's a lot of dakka if you rapid ingress them in and then assault them up
The eradicators can always fit in landraiders, repulsors (this one is my fav for them), stormravens, and thus always have a way forward on the board. Centurions at 4"+1d6 and they cant fit into smything at max squad? Not so much
There must be a way to use them in Anvil Siege Force. +1 to hit and +1 to wound would be strong.
Only the multi-melta can get the +1 to wound, but it's super situational. You'd be forced to choose between melta 2 and the heavy due to enemy movement. You'd be lucky to not have to move them every turn.
@@william9557 why only multi Melta? Both guns have heavy. But yes, your opponent is a big dumb if they see you move up and say you're going to stand there until next turn to get the +1 to both.
I do hope that one day we get a Gravis Lt. Partly for the memes, but mostly because it'd be cool.
Oh these guys are back in the top tier again, Deja vu.
ordered 2 boxes just before this video :D
Space Wolves can stick them into a Stormwolf. Capacity 16, so can take both the Biologis and Gravis Captain. Move 20" with hover.
Probably not worth the points, though.
could you cover Centurion Devs next?
GW: Less re-rolls this edition.
Also GW: Re-rolls Hits, Wounds, and/or Damage for multiple factions on multiple units.
"We NEED to sell more Space Marines."
"Overpower them and reduce the points, can you hear the money printing?"
They are a nice option but the problem is that Melta is too short range and doesn't have a high enough strength to adequately deal with vehicles and monsters. That needs to be fixed if they want to see more use.
The biggest downside they have that you forgot to mention is that the ones from the Honoured of the Chapter box are a nightmare to assemble.
Source: I'm trying (and failing) to do it right now
What's difficult about them?
@@LordCrate-du8zm They consist of two central parts, each half of the torso and a leg, with a pin in the middle that runs all the way through the model. You slide the rest of the parts over that pin, but none of those parts actually click or settle into place until you put on the capstone, which is the meltagun. Specifically, a teeny tiny circular dent in the melta gun that the top of the pin barely fits in. This means that you need to keep all the parts in place while blindly trying to push a gun in place and then also have that gun be angled correctly so that you can properly connect it to the second hand.
In short, it's very fiddly and I recommend just glueing the bastards.
@@takoaful Oh wow that's awful
I feel you, just assembled them last night. After a minute of struggling with the first figure, the center pin broke on me. I snapped and just glued the rest.
Excellent dollar per value when printed.
Thank you for This ONE!
What about Drop Pods?
Drop pods can't take gravis
Are they really better than a 5 man devastator squad with MM? :P The devastators can at least grab a drop pod. The Eradicators sort of need Ventris or someone. I will prob just throw devastators into a razorback and get the one turn re-rolls the turn they disembark.
With the codex, you'll also be able to add an Apothecary to the unit. So jumping out of a razorback with re-rolls and sustained hits if you give bolter discipline (or whatever its new name is) to the Apothecary in a Gladius detachment.
With the rerolls? Yes, yes they are better.
Devastators can get re-rolls too. Can attach a apoth biologist (new codex), can get oath re-rolls, and can take a cheap razorback for re-roll wounds when they disembark. And more shots. @@musicalcharge
Unless you play Salamander Detachment and just role them in in a Land Raider
Or a Repulsor, yea. But a squad of eradicator in a repulsor vs devastators in a razorback; the devs + razorback cost about the same as the repulsor alone. Would need to calculate for points equivelance@@Scoopa
Should I put these or hellblasters in my army or both
I think I'll slap one 3 man squad in Executioner 🤔
I think these guys would work well in a black templars impulsor. It's much cheaper than a repulsor and gets a multi-melta, too
Can't put them in an impulsor
Biologis with 6 Eradicators will absolutely down knights. Combine with a Storm Speeder Thunderstrike, thats some good tank hunting galore
I have used them against Knights with a Biologis, yeah they don’t even bracket them, can’t even kill an Armiger reliably.
@@chriseash6497 then you aren't using them right
@@chriseash6497 I killed baneblade class tanks with them and that is with smokescreen and 4+ invuln and being outside melta range
Best way to kitbash gravis marines?
Meanwhile: Retributors special rule: -
Primaris Fire Dragons!
Does the Table calculate everything as having 3 rounds of shooting vs X target or is that just 1 round of shooting?
text to the right of it says 3 rounds of shooting vs X
I'm not surprised these guys are the kings of antitank still. Their rule might not be as spectacular as it was in 9th, but it's still super potent. But this is a case where I am glad for melta range reduction. They really do require thought and care to deliver now.
Also, thanks for adding the Vindicator and Valiant to the comparison! I really thought the Vindicator would fare better with the improved Demolisher Cannon is (though I think that 2+ save counts for a lot). And I'm genuinely shocked at how bad the Valiant is. I thought it needed help, but I didn't think it'd be THAT bad
Tor Garadon also gives Eradicators Lethal Hits for ranged weapons. The Eradicators also buff Garadon's Artificer Grav Gun.
in the new codex Tor Garadon doesn't give lethal hits anymore
Wounding on 5s isn't ideal to be honest, despite all the buffs you can give
Thunderstrike 🗿
Every list starts with lieu with combi so that is a potential as well.
5's are ass
You’d be surprised. I had a squad of 3 almost kill a Knight Crusader.
I think if they had higher strength or Anti-Vehicle we’d actually be in the realm of them being too strong. It’s already kinda crazy that we’ll be able to make them S10 in the Firestorm Assault Force.
Plus they get to reroll everything, including damage, against monsters or vehicles
@@CuriousLumenwoodS10 is nice but the big powerful stuff is still T11/T12. I wish they could be S11 to wound most of 3, some on 4 and T12 on 5 but with plus 1 to wound to help in T12 case via buffs.
Within melta range they’re only mildly better than caladius grav tank that basically is melta 2 at 48” and reroll wounds on 3s most of the time
Isn't Caladius Custodes though?
@@xxalsinusxx2038 it is yes but it’s a d6+2 so basically a melta to 48” :p
Man, I know Warhammer is an expensive hobby, but $60 for three small plastic models is just insane.
It was 45 on release so...
Yea Nids need a dedicated anti tank like these. Bane of all my bugs
They would be good if they reworked the melta keyword to be closer to how meltas worked in prior editions. In older editions when firing a melta against a vehicles armor facing if the shooter was in half range they would add two dice to their roll to see if it goes through instead of one, making it a kinda risk reward weapon. They could do something similar by changing melta weapons to getting anti vehicle and anti monster 3+ at half range. The additional damage doesn't really matter if you cannot get a wound to go through.
I don't get what GW tried to do with meltas this edition. We now have vehicles that can mow down infantry and infantry cannot do jack shit against vehicles, so any infantry based faction will just lose out on their anti tank and get steamrolled by skew lists.
@OrigIswed it's because GW fundamentally didn't understand the problem with vehicle toughness and why certain weapons were designed to be anti vehicle weapons decades ago. Back when armor facings were a thing, you needed high strength weapons to have a chance to penetrate the armor ie the lascannons s9, the melta s8, after a hit was scored you then rolled another dice and added it to see if it caused any damage, this fundamentally made certain weapons impossible to damage vehicles with ie bolt guns and lasguns, and because vehicle did not have an armor save it made having specific heavy weapons necessary. Then 8th came along and took away armor facings in favor of a flat toughness, wounds and giving vehicles armor saves, however with the changes to ap and damage on weapons this fundamentally didn't work. It was exaggerated in 9th and now in 10th we have vehicles that are super tough with only really lascannons ir their equivalent being effective. They should have returned to the vehicle damage table but simplified it and we wouldn't be having these issues.
Can you assign damage to characters before the rest if the bodyguard unit?
No.
No.
No.
Unless weapon has the precision key word
@@adudeontheweb0 then that is decided by your opponent, not you.
They'll wreck your tank if you're kind enough to drive it up to them.
10.5 points per wound for T6, 3+ save infantry wounds doesn't sound all that bad to me.
I have a newbie question. You refer to "fishing for lethal hits/sustained hits" in a lot of your videos referring to re-rolls.
Excluding when an ability tells you an exact number you are allowed to re-roll, are you allowed to re-roll successes in order to try for more critical successes? E.g. I roll 4 on a BS3+ attack, can I reroll that 4 in an attempt to get more sustained hits?
Yes, absolutely - it usually doesn't make sense, but for some situations (e.g. getting sustained AND lethal hits) if often can.
@auspextactics thanks for clarifying. I would rarely reroll successes, but it's good to know it is an option where it makes sense to do so. Really appreciate your content!
I think Eradicators are the SWINGY anti tank option in 10th. Wounding on 5s rerolling is super unreliable, the mathhammer never holds up. Reserves is an option but then you're not in melta range. And slogging up the board just gets them killled by enemy fast movers. Sure, a unit of 3 can blow up a medium vehicle if you get lucky. But my unit of 6 lead by a Biologis with bolter discipline in side strike whiffed hard against a Tau Storm Surge and then were promptly put back in the case during the opponents shooting phase. 270 pts and a CP for them to do 11 wounds.
lol how many games did you run them? tbh they need +1 to wound stuff like firestorm strat or the thunderstrike speeder
True I found wounding on 5s with the reroll never panned out in my games I used them in.
@@zaganim3813 I've used them twice with the index rules. They're great against T9 single model vehicles, sure. And I'm confident they will be better in certain new detachments next week as you've mentioned.
But that's not quite "the last word in anti tank" as the radio man props them up to be in this video.
This is the same experience I have with them. I have played over a dozen games with them and they don’t do squat. Four times I have lost the entire unit to Overwatch, not counting losing most of the squad. One game against Tyranids claims both squads I ran in the the SAME TURN! Toughness 6 isn’t a good threshold without another way to survive, the weapons that are used against them are ap-2 / 3 and do 2-3 wounds with enough shots that they lose significant models.
All these are going to go up after “salamanders” lists dominate.
You can't put damage on characters before the unit
Am saying Uriel ventris deepstrikes than with vanguard you pick em back up and do it again. HORY shiet
Hey auspex when will the vanguard spearhead.
señor, please do an aeldari tier list now they are not broken af
Are they not? 60% win rate is broken
no
Remember when being ultra specialized was the Eldar thing while being a very flexible, modular jack of all trades was the marines thing?
The game has devolved so hard in term of design it's pretty sad ngl.
strong and cheap but the weakness of short range is obvious. they will never fire versus a good player who plays iron hand or imperial fist detachment (i played salamanders during 6 years then i know their weaknesses).
While mine are still en-route I however won't be able to fix their all Melta-Rifle problem, I got them from Ebay & I think their previous owner did quite better then me painting them so I won't risk it (Was shopping for per-painted terrain & they caught my eye).
I will look forward to using them at some point since I got a got my 1st game of 10th yesterday, not a "Full Rules" game since we both are new to 10th but it was a VP based game that I barely won at end of turn 5 (No secondaries since we lacked the card deck & the VP system was 2 for home, 3 for mid-board & 5 for enemies home)... we also forgot most of the Strat's, core & army, & sometimes unit abilities even existed but we had fun which is what matters most.
WTF is this man , T6 3 wounds ?!? Reroll EVERYTHING !?!? WTF !!
Reason PlayStation got hacked they have a larger market share.
I had no idea these guys were basically 20 American dollars a pop, what a scam.
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Eradicators can shoot once and they are dead after. Gw nerfed melta hard to let Armor live. And they killed all sm HH tanks, because they are just superior than everything else sm have
nah :V eradicator is too weak right now it cant compare with other anti-tank choice in sm index
Another perfect example as to why free wargear is bad.
It's not an option here, it's a mandatory pick. It both reduce the options you have, make some units sub-optimal for no reasons and complicate the game more than it simplifies it by forcing two weapon profiles in a unit at all time for an honestly non existent gain in simplicity on the army building side of things.
str 9 and only shot range make these guys mid at best.
@6:30 the facts disagree with you ;)