I'm enjoying these vids - a sober and useful examination/approach for people actually interested in the game than the countless "we got sent a free box (which explains why there are none to buy), pointed out the models were small, then fu**ed around, making 'content' for people who aren't interested to say 'meh' to, anyway, and for actual prospective players to seethe-at". Interestingly, while I'm sure you wouldn't say no to having a free box, I think looking at discrete aspects with limited info has been a driver of quality and the perspective of 'what can you safely buy, while keeping some back for next week's food, bills and the rest of Christmas' is also valuable!
THIS. I need to know what units to buy to complement my starter set, and because I don’t have my rulebooks yet, a thousand unboxings do not help at all
I love your take on the foibles of the dice gods. Many has been the time that I have seen red when there was no reason the roll should not have gone in my favour.
solar infantry get +1 for being base to base with a friendly base in the same detachment and being garrisoned in a building means every base is touching.
From the Warcom articles. You can only have 1 Tactical commander for each 1500 points in your army, for now, other HQ slots will have to use the Auxilia Commander if you don't meet the point requirement. From book leaks, which by now are pretty much confirmed, Assault Marines, Veletari and Ogryns have 2 datacards, one with the 'independent' rule and one that is exactly the same but with no independent rule. This is because you can run then with a Tactical or Las tercio, and when you do, they gain independent. Independent lets you give them their own order while giving the parent detachment have their own orders, but you have to keep them leached within 6 inches. The perceived advantage is that in most scenarios, when you get shot at, you get to allocate who takes the wound, so you can keep your more important models protected. (This is assuming locating wounds works close to how 40k does it)
Looking through the special traits, it appears the limitation for Commander is just one per _detachment_. You must have at least 1 detachment per 1.5k points but you can have more. So I think that's where the confusion is coming from. The commander rules I failed to mention in this video is that it must join another detachment. So the Legion Commander base, for example, can end up joining the Tactical Detachment and must stick with it for the rest of the game.
@optimalgamestate the 'Commander'rule is as you said, there seems to be a rule that lets you attach the Auxilia Commander to a detachment if the same type and thi rule limits that to 1, the unit also benefits from the commanders other abilities, kike the space marines hq 'medicae' ability. As for the 'Legate' commander, this is the direct quote from Warcom: "Legate Commanders have the widest aura of command, but you are limited to one per 1,500 points".
I just added another box of legion infantry, rhino transports, and kratos squadron - makes an even 1000 points of astartes, and with 2 lasrifle tercios, auxilla hq, and some ogryns, that leaves just enough for a warhound, putting you at 1450 points - just enough to add another sicaran tank (If I had one), and a multi melta to one of the rhinos.
Definitely going to work towards four starters/boxes worth of infantry as it'll let me deploy 8 stands of Devastators as part of a detachment which seem a great flexible choice for garrisoning a building with good lines of fire. Similarly the potent SA melee infantry seem much in want of a big transport unit with assault ramps so they can pushed forward to clear in melee. I think later waves will expand their options nicely.
The Auxilia Commander / Tactical Commander thing is actually weird because you can only have ONE per detachment (due to the single HQ slot)... But you get two in the box. Maybe they didn't want people spamming them to negate the Auxilia's general rules?...
There will be ways around this such as a detachment of sub cohort, then when the support releases the pioneer company can be used for the other commander. As for the tanks getting the baneblades will allow a third detachment being the armour company
I think it is interestimg that marines do not have anything good in assault really. I think you likely need 6 stands of assault marines to make an effective detachment. Likely you try to bring them up the flank and pile into some tanks or something where the outnumbering will help a ton.
Yeah, I did see some comments in the battle reports that people were surprised the Assault Marines were getting their asses kicked by the Ogryns or Veletarii. I think the Assault Marines really are fast troops rather than dedicated melee. They certainly can kick some ass if they have to, but in a straight up brawl against the melee specialised troops they might struggle.
@@optimalgamestate It is really just bad box creation by gw. Solar get at least starting detachments worth of their specialists while marines are needing another box right away. Likely 3 sets of infantry if you want to run specialist detachments.
@@optimalgamestate Agreed, esp around the Veletarii. Seems to me that them being 3D6 in CC is way too overpowered for what they are. Assault Marines should be better than Veletarii in CC.
@@optimalgamestate Personally trying to hold in classism scale as I have a bin of under used epic stuff. Lots of my heresy era marine stuff does not have rules yet though. Land raiders, whirlwinds, etc. Even got myself 2 original thunderhawks for the heresy army. They are likely smaller than the new rhinos.
In the video you say invulnerable saves are not additional saves. The special rule in the rulebook states models with the invulnerable save rule gain an additional save. This save is not modified by AP.
I'm not going to pretend I know whats going on, like most people I've just been pausing the @SpruesAndBrews video and trying to make it out XD That said, my understand is when you have multiple saves you get to pick one. So in this case, if you have a 4+ save and a 6+ invul save, when you're hit by a 0 AP or -1 AP weapon then you pick the normal save, but when you get hit by a -3 or better AP weapon, you would choose to pick the invul.
I went for the main box, a box of legion infantry, and a bunch of scenery. A totally reasonable purchase. Then the week after I added Rhino's and Kratos tanks because I'm a sucker for punishment. Now I have them all and need to start assembly and painting XD
My feeling is building are to good in the game. They are super easy to get in, give you great fire fields, allow all models to defend in close combat, -2 to hit, 4+ cover save, and +2 caf. Infantry seems like it will be March first turn to occupy buildings then first fire as long as possible.
Yeah, until any chum with a demolisher weapon brings the building down, forcing an AP -1 hit on every model with no cover save instantly killing auxilia infantry and leaving space marines on 6+ save. There are pros and cons.
It's definitely an interesting aspect. I do think it's a bit weird that it seems so central to the game but requires a specific set of terrain to go along with it. Will tournaments (if they end up a thing) need a bit set of the Civitas scenery? Both players agreeing to terrain placement will certainly be an interesting part. Then how will the meta go, do we get more ignore cover weapons to clear them out? As Aden mentions do we destroy buildings? I suspect you're right that they are too good and that this game will end more of a 'story' than a super competitive game. More like a historical wargame where we play out a battle from the Horus Heresy history rather than try get a 'fair' game.
@@riChchestMat Based on what is available at launch the Kratos tanks as they have bunker buster which might be helpful in addition to allowing both of the other marine tank units to be taken using a spearhead formation. I am not sure what bunker buster does but sounds maybe helpful. Other option is the support box as that is where the demolished weapons are but I do not think that was first wave
ปีที่แล้ว +1
5+ save for the marines? Am I the only one to find this ridiculous?
There are going to be so many of them on the board that 5+ is probably for the best. If you had 3+ or even 4+ basic troops probably wouldn’t be moved off any objectives in 5 turns. It’s to keep the game moving.
ปีที่แล้ว +1
I’ll probably try 4+ (and 3+ for the command squad), just to see how it goes, those lascans should do no more than rebound on power armors. In any case, just one more day to wait!! 🎉
I'm enjoying these vids - a sober and useful examination/approach for people actually interested in the game than the countless "we got sent a free box (which explains why there are none to buy), pointed out the models were small, then fu**ed around, making 'content' for people who aren't interested to say 'meh' to, anyway, and for actual prospective players to seethe-at". Interestingly, while I'm sure you wouldn't say no to having a free box, I think looking at discrete aspects with limited info has been a driver of quality and the perspective of 'what can you safely buy, while keeping some back for next week's food, bills and the rest of Christmas' is also valuable!
THIS. I need to know what units to buy to complement my starter set, and because I don’t have my rulebooks yet, a thousand unboxings do not help at all
The single best video I've seen on the game so far, insofar as it actually explains in detail how the game wortks. Many thanks.
Amazing! Explanation of Detachment limits and upgrades when?
Great content! Hope to see more Legions Imperialis content like this!
I love your take on the foibles of the dice gods. Many has been the time that I have seen red when there was no reason the roll should not have gone in my favour.
solar infantry get +1 for being base to base with a friendly base in the same detachment and being garrisoned in a building means every base is touching.
Good video, friend! Lookin' forward to seeing your assessment on vehicles!
Great vid! Hope to see knights and titans next!
Great video, I hope you will keep going !
From the Warcom articles. You can only have 1 Tactical commander for each 1500 points in your army, for now, other HQ slots will have to use the Auxilia Commander if you don't meet the point requirement.
From book leaks, which by now are pretty much confirmed, Assault Marines, Veletari and Ogryns have 2 datacards, one with the 'independent' rule and one that is exactly the same but with no independent rule. This is because you can run then with a Tactical or Las tercio, and when you do, they gain independent.
Independent lets you give them their own order while giving the parent detachment have their own orders, but you have to keep them leached within 6 inches.
The perceived advantage is that in most scenarios, when you get shot at, you get to allocate who takes the wound, so you can keep your more important models protected. (This is assuming locating wounds works close to how 40k does it)
Looking through the special traits, it appears the limitation for Commander is just one per _detachment_. You must have at least 1 detachment per 1.5k points but you can have more. So I think that's where the confusion is coming from. The commander rules I failed to mention in this video is that it must join another detachment. So the Legion Commander base, for example, can end up joining the Tactical Detachment and must stick with it for the rest of the game.
@optimalgamestate the 'Commander'rule is as you said, there seems to be a rule that lets you attach the Auxilia Commander to a detachment if the same type and thi rule limits that to 1, the unit also benefits from the commanders other abilities, kike the space marines hq 'medicae' ability.
As for the 'Legate' commander, this is the direct quote from Warcom: "Legate Commanders have the widest aura of command, but you are limited to one per 1,500 points".
Great vid sir,one question how do upgrades work so if infantry says plus 2,is that two more stands or individual guys.ty doug
Two more stands.
nice one I am trying to figure out a 1500 pt list, this helped a lot
I just added another box of legion infantry, rhino transports, and kratos squadron - makes an even 1000 points of astartes, and with 2 lasrifle tercios, auxilla hq, and some ogryns, that leaves just enough for a warhound, putting you at 1450 points - just enough to add another sicaran tank (If I had one), and a multi melta to one of the rhinos.
@@jakubfabisiak9810 sounds good man
Great breakdown sir!
Definitely going to work towards four starters/boxes worth of infantry as it'll let me deploy 8 stands of Devastators as part of a detachment which seem a great flexible choice for garrisoning a building with good lines of fire. Similarly the potent SA melee infantry seem much in want of a big transport unit with assault ramps so they can pushed forward to clear in melee. I think later waves will expand their options nicely.
1st, i subscribed. Very informative video.
2nd, question: when it says x pts for 4, that refers to number of bases right?
1. Thanks! 2. Yup
The Auxilia Commander / Tactical Commander thing is actually weird because you can only have ONE per detachment (due to the single HQ slot)... But you get two in the box. Maybe they didn't want people spamming them to negate the Auxilia's general rules?...
There will be ways around this such as a detachment of sub cohort, then when the support releases the pioneer company can be used for the other commander. As for the tanks getting the baneblades will allow a third detachment being the armour company
I have only seen chain of command on the core infantry and on tanks and thats it
I think it is interestimg that marines do not have anything good in assault really. I think you likely need 6 stands of assault marines to make an effective detachment. Likely you try to bring them up the flank and pile into some tanks or something where the outnumbering will help a ton.
Yeah, I did see some comments in the battle reports that people were surprised the Assault Marines were getting their asses kicked by the Ogryns or Veletarii. I think the Assault Marines really are fast troops rather than dedicated melee. They certainly can kick some ass if they have to, but in a straight up brawl against the melee specialised troops they might struggle.
@@optimalgamestate It is really just bad box creation by gw. Solar get at least starting detachments worth of their specialists while marines are needing another box right away. Likely 3 sets of infantry if you want to run specialist detachments.
@@bradp6452 Agreed, I've already ordered a second box of the Marines just to get the basic squads going. I could definitely see a second 2 boxes >
@@optimalgamestate Agreed, esp around the Veletarii. Seems to me that them being 3D6 in CC is way too overpowered for what they are. Assault Marines should be better than Veletarii in CC.
@@optimalgamestate Personally trying to hold in classism scale as I have a bin of under used epic stuff. Lots of my heresy era marine stuff does not have rules yet though. Land raiders, whirlwinds, etc. Even got myself 2 original thunderhawks for the heresy army. They are likely smaller than the new rhinos.
Very similar to Net Epic, though the organization and time period keeps the focus narrow.
Love the video. Subscribed.
Is this on pre order or what I can’t even find it on the games workshop website mayby I’m not looking in the right spot
Was preorder but is out now.
In the video you say invulnerable saves are not additional saves. The special rule in the rulebook states models with the invulnerable save rule gain an additional save. This save is not modified by AP.
I'm not going to pretend I know whats going on, like most people I've just been pausing the @SpruesAndBrews video and trying to make it out XD
That said, my understand is when you have multiple saves you get to pick one. So in this case, if you have a 4+ save and a 6+ invul save, when you're hit by a 0 AP or -1 AP weapon then you pick the normal save, but when you get hit by a -3 or better AP weapon, you would choose to pick the invul.
Just ordered rhino and infantry boxes
I went for the main box, a box of legion infantry, and a bunch of scenery. A totally reasonable purchase. Then the week after I added Rhino's and Kratos tanks because I'm a sucker for punishment. Now I have them all and need to start assembly and painting XD
Nice, next month I'm getting tanks and warlord titans not rushing like I did for tenth I'm hoping for an night lord expansion set
BTW love the Application can use an quick start rules pdf
My feeling is building are to good in the game. They are super easy to get in, give you great fire fields, allow all models to defend in close combat, -2 to hit, 4+ cover save, and +2 caf. Infantry seems like it will be March first turn to occupy buildings then first fire as long as possible.
Yeah, until any chum with a demolisher weapon brings the building down, forcing an AP -1 hit on every model with no cover save instantly killing auxilia infantry and leaving space marines on 6+ save. There are pros and cons.
It's definitely an interesting aspect. I do think it's a bit weird that it seems so central to the game but requires a specific set of terrain to go along with it. Will tournaments (if they end up a thing) need a bit set of the Civitas scenery? Both players agreeing to terrain placement will certainly be an interesting part. Then how will the meta go, do we get more ignore cover weapons to clear them out? As Aden mentions do we destroy buildings? I suspect you're right that they are too good and that this game will end more of a 'story' than a super competitive game. More like a historical wargame where we play out a battle from the Horus Heresy history rather than try get a 'fair' game.
@@adenmiller1302 And seems pretty nice that one side has such a weapon in the box while the other does not.
@@bradp6452what should we get to even things out for the box?
@@riChchestMat Based on what is available at launch the Kratos tanks as they have bunker buster which might be helpful in addition to allowing both of the other marine tank units to be taken using a spearhead formation. I am not sure what bunker buster does but sounds maybe helpful. Other option is the support box as that is where the demolished weapons are but I do not think that was first wave
5+ save for the marines? Am I the only one to find this ridiculous?
They're just little guys! 5+ is better than the auxilia 6+ and leaves some room for vehicle and titans in the same core rules.
There are going to be so many of them on the board that 5+ is probably for the best. If you had 3+ or even 4+ basic troops probably wouldn’t be moved off any objectives in 5 turns. It’s to keep the game moving.
I’ll probably try 4+ (and 3+ for the command squad), just to see how it goes, those lascans should do no more than rebound on power armors. In any case, just one more day to wait!! 🎉