Man. Thanks for the in-depth view of all the mechanics. It's an enormous help for someone who wants to play the game without having to read all of it. You are a treasure ;)
Broad Expertise is more for players who will be using the one-handed weapon/pistol combo and switching two-handed weapons often for obvious reasons you are not the type to stick to one attack theme. Especially when you are taking advantage of skill combos such as Reckless Rush+Wildfire combo (Ranger has a passive that boost damage from AoE gun attacks if they have enemies 3 hex near them if you're going for a close range ranger build) which is good for moments you just want to Burst damage enemies. You do not need to build both characteristics equally with Broad Expertise, just focus on one so the passive will cover the stats for the other by converting some of WS or BS into stats for the other.
The same way but in melee... melee weapons have AOE attacks to. So you charge, 1 hit, then aoe attack to get the stack. The warrior problem its slice cannot be used after charge. Thats so sad.
Haven't played the game yet because I don't want to end up burnt out before it even launches like with WotR. So thank you for these breakdown vids you've been giving us; they've been very informative and is giving me tons to think about for my first playthrough.
Great coverage of the mechanics. Is it possible for you to make a guide about resolve/momentum and heroic acts/desperate measures? I feel like I get the gist of the system, but would like to see some actual numbers behind it all. Right now it's hard to grasp what effect +X to resolve actually provides.
It could be interesting if Arch-Militant had a trait that combines Weapon and Ballistic skills, picks the the one with highest number and uses that in all skill checks.
Do different psyker attacks trigger this archetypes abilities? Like does an aoe attack trigger it, foowed by a poker attack, followed by a staff's ability attack?
Accustomed to glory is really, REALLY good on guns with low damage but high firerate e.g. heavy stubber, heavy bolter, shuriken catapult, at least until you can get to chapter 4 and get exemplar's extermination.
I was hoping to make a melee Warrior/Arch-Militant character with Psyker powers (Bio and Pyro) to really become a battlefield Chad. Would that be viable if Psyker powers count as weapons? Or is this going to be an ineffective mash-up?
Can you elaborate a little more on the differences in the way a Warrior/Soldier Arch Militant would play? I am decided that I will be playing Arch Militant but I am VERY torn between the two approaches.
Warrior Arch Militant will switch between regular attacks and area attacks that can hit multiple enemies around them. I would use a hammer in this instance since their area attack can hit up to five enemies around you while a chainsword is only going to hit the three enemies in front of you but it will deal more damage. The issue with this is that melee area attacks don't deal more damage to a single target it just allows you to deal the same damage to additional targets. In comparison, a burst attack from a bolter is great to use even against a single target because it will hit that character multiple times allowing you to triple or even quadruple the damage of a single attack. Consequently, it's very useful to switch back and forth between single and burst attacks pretty much regardless of the situation and therefore it's a much more effective way to stack Versatility. At the end of the day melee will still do a truckload of damage so the choice is up to you. Hope this helps.
Do you think it would be super impractical to build a character that swaps between melee/ranged attacks, rather than just single target/AOE?@@SlanderedGaming
Yo! Arch Militant is basically Doomguy. I know you said its probably better at ranged combat, but I really want to Rip and Tear until it is done in melee range.
Awaiting Orders makes buffing & granting extra turns to the Arch Militant a no-brainer. E.g. my Leaders will most likely try to grant buffs & extra turns to him. So depending how many useful abilities the other party members have, this might be worth up to 5 extra APs (for me it would be about 3). This is great and absolutely worth it imo. Note: The extra AP are granted to the ally that applies the effect on the Arch Militant, its not the Arch Militant that does the buffing here - but it makes buffing / granting him turns much more AP efficient.
@@SlanderedGaming Ah i see. I read it as first ability used by an ally gives this ally +1 AP - so this ally cannot get another AP, but another ally could. But your interpretation could be the correct one as well. If its capped to max 1 ally instead of 1 per ally its far weaker ofc. If you have the time, could you check which is correct Its not available in the regular beta unfortunately...
If I may ask a dumb question, Slandered, what do psychic attacks count as? Ranged or CC? I'm guessing ranged, but it'd be nice to know since I'm going Pyromancer Warrior, and I'd like to run with a CC/pistol combo instead of a staff.
Yes Psyker attacks are treated as weapon attacks whether they be ranged or melee. That means abilities that apply to weapon attacks, such as Marksman's run and gun, will apply to Psyker powers as well.
From what I played of the earlier versions, you can go heretic, but for the first three acts at least you cannot choose which Chaos god you fall to, though considering how large Tzeentch seems to loom in the story, chances are good you'll fall to the Great Deceiver if you do decide to fall. Or maybe the Grandfather (since Tzeentch seems to be the mover and shaker behind the bad guys), or perhaps Owlcat will just have you go Undivided.
I've been waiting for a 40K crpg for years. But even I don't think this one is going to do it justice. As much as I was hoping this would be good, I am not expecting it to be
@@SlanderedGaming Im seeing the turn based co.bat as a negative. But moreover, the ruleset and feats being applied to 40k combat dont seem like theyll be very deep. All the different factions cobbled together, seem very out of place and highly unlikely. Sororitas, mechanicus, and astartis, all in one group?? What warp event made this u likely group? And alongside an eldar? It seems very poorly put together
@@jmmywyf4lyf Well, it IS Rogue Trader. As the 1% of the Imperium's 1%, they're like Inquisitors in that they have a tendency to collect exceptional people of multiple backgrounds like those people were Pokemon. Hell, I can certainly see an RT deciding to do exactly that just because they could 😆
@@oldmanramblingatclouds Yeah, Im not sold. Flimsy foundation would be a generous description. This seems more like this is cobbled together with duct tapr. Time will tell, but I wont be holding my breath
@@jmmywyf4lyf what are you talking about? Rogue Trader's have been working for the Imperium since before the Horus Heresy. They're well known to employ all types of agents from space marines to even xenos mercenaries.
Man. Thanks for the in-depth view of all the mechanics. It's an enormous help for someone who wants to play the game without having to read all of it. You are a treasure ;)
My pleasure!
Broad Expertise is more for players who will be using the one-handed weapon/pistol combo and switching two-handed weapons often for obvious reasons you are not the type to stick to one attack theme. Especially when you are taking advantage of skill combos such as Reckless Rush+Wildfire combo (Ranger has a passive that boost damage from AoE gun attacks if they have enemies 3 hex near them if you're going for a close range ranger build) which is good for moments you just want to Burst damage enemies.
You do not need to build both characteristics equally with Broad Expertise, just focus on one so the passive will cover the stats for the other by converting some of WS or BS into stats for the other.
Yup when you put it that way it does have merit. Thanks for the clarification.
Arch Militant is going to be fun asf. I'm curious how the class will play if you start as a Warrior and be more melee centric.
The same way but in melee... melee weapons have AOE attacks to. So you charge, 1 hit, then aoe attack to get the stack.
The warrior problem its slice cannot be used after charge. Thats so sad.
Still a bloody good time I just don't think it's quite as effective as ranged.
Haven't played the game yet because I don't want to end up burnt out before it even launches like with WotR. So thank you for these breakdown vids you've been giving us; they've been very informative and is giving me tons to think about for my first playthrough.
My pleasure!
Ulfar seems like an absolute beast! 100% putting him in my party
Oh yeah he's a great time!
Great coverage of the mechanics. Is it possible for you to make a guide about resolve/momentum and heroic acts/desperate measures? I feel like I get the gist of the system, but would like to see some actual numbers behind it all. Right now it's hard to grasp what effect +X to resolve actually provides.
Good call out. I'll probably update the new players guide and make sure that information is included.
It could be interesting if Arch-Militant had a trait that combines Weapon and Ballistic skills, picks the the one with highest number and uses that in all skill checks.
Do different psyker attacks trigger this archetypes abilities? Like does an aoe attack trigger it, foowed by a poker attack, followed by a staff's ability attack?
I haven't tested that yet so I cannot confirm.
Accustomed to glory is really, REALLY good on guns with low damage but high firerate e.g. heavy stubber, heavy bolter, shuriken catapult, at least until you can get to chapter 4 and get exemplar's extermination.
I was hoping to make a melee Warrior/Arch-Militant character with Psyker powers (Bio and Pyro) to really become a battlefield Chad.
Would that be viable if Psyker powers count as weapons? Or is this going to be an ineffective mash-up?
Can you elaborate a little more on the differences in the way a Warrior/Soldier Arch Militant would play? I am decided that I will be playing Arch Militant but I am VERY torn between the two approaches.
Warrior Arch Militant will switch between regular attacks and area attacks that can hit multiple enemies around them. I would use a hammer in this instance since their area attack can hit up to five enemies around you while a chainsword is only going to hit the three enemies in front of you but it will deal more damage. The issue with this is that melee area attacks don't deal more damage to a single target it just allows you to deal the same damage to additional targets.
In comparison, a burst attack from a bolter is great to use even against a single target because it will hit that character multiple times allowing you to triple or even quadruple the damage of a single attack. Consequently, it's very useful to switch back and forth between single and burst attacks pretty much regardless of the situation and therefore it's a much more effective way to stack Versatility.
At the end of the day melee will still do a truckload of damage so the choice is up to you. Hope this helps.
Very helpful, thank you! @@SlanderedGaming
Do you think it would be super impractical to build a character that swaps between melee/ranged attacks, rather than just single target/AOE?@@SlanderedGaming
Yo! Arch Militant is basically Doomguy. I know you said its probably better at ranged combat, but I really want to Rip and Tear until it is done in melee range.
Awaiting Orders makes buffing & granting extra turns to the Arch Militant a no-brainer. E.g. my Leaders will most likely try to grant buffs & extra turns to him. So depending how many useful abilities the other party members have, this might be worth up to 5 extra APs (for me it would be about 3). This is great and absolutely worth it imo. Note: The extra AP are granted to the ally that applies the effect on the Arch Militant, its not the Arch Militant that does the buffing here - but it makes buffing / granting him turns much more AP efficient.
It only counts once per round for one ally so at most it would be +1 action points correct? That's why I chose to skip it.
@@SlanderedGaming Ah i see. I read it as first ability used by an ally gives this ally +1 AP - so this ally cannot get another AP, but another ally could. But your interpretation could be the correct one as well. If its capped to max 1 ally instead of 1 per ally its far weaker ofc. If you have the time, could you check which is correct Its not available in the regular beta unfortunately...
how does right tool for the job work with psyker attacks?
Honestly I haven't tested that yet so I am not sure.
Brother if you really enjoy this game, you might like the SRPG Chaosgate Daemonhunters. You lead a crew of Grey Knights against the Emperors enemies.
Great game. For the Emperor brother!
Yup I have already purchased that game and DEFINITELY plan to play it.
If I may ask a dumb question, Slandered, what do psychic attacks count as? Ranged or CC? I'm guessing ranged, but it'd be nice to know since I'm going Pyromancer Warrior, and I'd like to run with a CC/pistol combo instead of a staff.
Psyker attacks are treated as weapon attacks (melee)
@@718Hokage
Huh, for real? Even the ranged attacks like Ignite? I might think of a dual-wielding gunslinger build, then.
Yes Psyker attacks are treated as weapon attacks whether they be ranged or melee. That means abilities that apply to weapon attacks, such as Marksman's run and gun, will apply to Psyker powers as well.
Do the arch militant abilities work with psyker powers?
Yes they do.
Do Arch-Militant talents work with Psyker abilities?
I believe so but haven't tested it.
By the glory of Slaanesh, i want this game so bad!
Bt the way, can we serve the dark gods? If so, can wr choose our alignment?
From what I played of the earlier versions, you can go heretic, but for the first three acts at least you cannot choose which Chaos god you fall to, though considering how large Tzeentch seems to loom in the story, chances are good you'll fall to the Great Deceiver if you do decide to fall.
Or maybe the Grandfather (since Tzeentch seems to be the mover and shaker behind the bad guys), or perhaps Owlcat will just have you go Undivided.
Through the first three Acts it's not clear if we can swear fealty to a particular Dark God. You are able to choose your Disposition.
I want to play op/arch you just get so many +1 stacking damages
It doesn't seem like operatives can become arch-militants. Only grand strategist, bounty hunter or assassin.
I've been waiting for a 40K crpg for years. But even I don't think this one is going to do it justice. As much as I was hoping this would be good, I am not expecting it to be
Why not?
@@SlanderedGaming Im seeing the turn based co.bat as a negative. But moreover, the ruleset and feats being applied to 40k combat dont seem like theyll be very deep. All the different factions cobbled together, seem very out of place and highly unlikely. Sororitas, mechanicus, and astartis, all in one group?? What warp event made this u likely group? And alongside an eldar?
It seems very poorly put together
@@jmmywyf4lyf
Well, it IS Rogue Trader. As the 1% of the Imperium's 1%, they're like Inquisitors in that they have a tendency to collect exceptional people of multiple backgrounds like those people were Pokemon. Hell, I can certainly see an RT deciding to do exactly that just because they could 😆
@@oldmanramblingatclouds Yeah, Im not sold. Flimsy foundation would be a generous description. This seems more like this is cobbled together with duct tapr.
Time will tell, but I wont be holding my breath
@@jmmywyf4lyf what are you talking about? Rogue Trader's have been working for the Imperium since before the Horus Heresy. They're well known to employ all types of agents from space marines to even xenos mercenaries.