Attaching Azrael to Assault Int (like John Lennon does) means Azrael gets to fish for some Dev.Wounds in melee. With Sustained 1 thats on average 3,72 Dev.Wounds and another 3 saves at AP-4.
Played Azrael with the 10 intercessors and Azrael spiked and killed a brutalist dreadnaught by himself and the intercessors mopped up an invictus tacical warsuit They hit surprisingly hard and a lot of people don’t expect it.
It also means he can have a bodyguard unit to keep him safe, but they’re cheap enough you can play them pretty safe for the first couple rounds to get the command points. Putting him with inner circle companions means he kind of needs to be risked because you’ve put a lot of points with him, and putting him with intercessors means you can’t really use him aggressively if you want to. Assault intercessors are sort of a good middle ground.
@@6PlusPlusGaming not particularly I've got companions, hellblasters, DWK but I would like another 5 which really makes up the core. The voidsmen is an interesting battle line choice though
I really like your content, just a smnall critique can you lower the music volume as its quite distracting. Also i love dark angles but you can do a lot with space marines in general. Appreciate the video!
Judiciar ICC is just a 3+ save. Without careful staging via a transport (Impulsor can do the job too) without something ingressing/deep striking might surprise them and just take away the weight of attacks (I had 2 die in overwatch tonight when led by Asmodai in my local league, it stings!) -Scrivo
Yes, but it’s a little match up/terrain dependent. They’re vulnerable to shooting since all they have is 3+ save and -1 to hit, no invuln, so into some armies they have to be very careful. My guess is they’re played pretty cagey until the Deathwing knights deepstrike in, and then they are somewhat safer because a lot of fire power needs to be devoted to Deathwing knights to get rid of them, because if they can just do whatever they want the da player can just win. My guess on the main reason for taking them is to wreck other melee armies. Since the judiciar gives fight first, they wreck stuff like blood angels and world eaters because they can kill them really well. Most of the melee units they’ll just outright kill, and even stuff like death company marine on jump packs with lemartes or exalted eightbound they’ll kill like over half the unit before the enemy fights, which is really strong. They’re basically enough that even the super scary melee armies can be prevented from one shotting Deathwing knights (possibly by heroically intervening the inner circle companions, or just by forcing the enemy to confront them first) and then the Deathwing knights can do their thing and be unkillable. I don’t believe the repulsor is intended for them at all, you could sue it that way but if that was how they were going to use it they would’ve taken an impulsor. It’s for the eradicators, between squad tactics and the repulsor ability the eradicators can pretty much always nuke something one round, then hide in the repulsor, then nuke a second thing. And they’re super deadly, with no outside support the eradicators almost kill a whole big knight or kill like 1.5 land raiders. So if you sack a repulsor for a kill on one knight, then the eradicator squad for a second knight, you’ve lost like
Attaching Azrael to Assault Int (like John Lennon does) means Azrael gets to fish for some Dev.Wounds in melee. With Sustained 1 thats on average 3,72 Dev.Wounds and another 3 saves at AP-4.
Good spot! Really excited to see it play out next week. -Scrivo
Played Azrael with the 10 intercessors and Azrael spiked and killed a brutalist dreadnaught by himself and the intercessors mopped up an invictus tacical warsuit
They hit surprisingly hard and a lot of people don’t expect it.
It also means he can have a bodyguard unit to keep him safe, but they’re cheap enough you can play them pretty safe for the first couple rounds to get the command points. Putting him with inner circle companions means he kind of needs to be risked because you’ve put a lot of points with him, and putting him with intercessors means you can’t really use him aggressively if you want to. Assault intercessors are sort of a good middle ground.
DA Content Nice! I look forward to the next 45minutes!
Hope you enjoy! -Scrivo
Aaaaaaaand I'm rebuilding my list
Big changes? -Scrivo
@@6PlusPlusGaming not particularly I've got companions, hellblasters, DWK but I would like another 5 which really makes up the core. The voidsmen is an interesting battle line choice though
Voidsmen being a cheap 50 point plugin really helps when shaving points and Intercessors or Assault Intercessors wont fit. -Scrivo
Thank you for the video. I always enjoy seeing what other players are coming up with. Cheers o7
The exciting bit for me wasn’t what stayed the same in lists but the variety of other choices. Now to see which ideas land well next week! -Scrivo
A great breakdown, thank you
Thank you! Tried to cover what I’d like to know myself. Hopefully I’ll be able to catch up with some of the players and pick their brains too 😍-Scrivo
Putting a reasonable amount, though not all of 'Lionel' in Innovation!!
InnoLionvation, right? RIGHT!? -Scrivo
I really like your content, just a smnall critique can you lower the music volume as its quite distracting. Also i love dark angles but you can do a lot with space marines in general. Appreciate the video!
Thank you for the feedback, I’ll have a tweak! -Scrivo
Do you think foot slogging IC companions with a judiciar is useable or do you think Repulsor is necessary??
Judiciar ICC is just a 3+ save. Without careful staging via a transport (Impulsor can do the job too) without something ingressing/deep striking might surprise them and just take away the weight of attacks (I had 2 die in overwatch tonight when led by Asmodai in my local league, it stings!) -Scrivo
Yes, but it’s a little match up/terrain dependent. They’re vulnerable to shooting since all they have is 3+ save and -1 to hit, no invuln, so into some armies they have to be very careful. My guess is they’re played pretty cagey until the Deathwing knights deepstrike in, and then they are somewhat safer because a lot of fire power needs to be devoted to Deathwing knights to get rid of them, because if they can just do whatever they want the da player can just win. My guess on the main reason for taking them is to wreck other melee armies. Since the judiciar gives fight first, they wreck stuff like blood angels and world eaters because they can kill them really well. Most of the melee units they’ll just outright kill, and even stuff like death company marine on jump packs with lemartes or exalted eightbound they’ll kill like over half the unit before the enemy fights, which is really strong. They’re basically enough that even the super scary melee armies can be prevented from one shotting Deathwing knights (possibly by heroically intervening the inner circle companions, or just by forcing the enemy to confront them first) and then the Deathwing knights can do their thing and be unkillable.
I don’t believe the repulsor is intended for them at all, you could sue it that way but if that was how they were going to use it they would’ve taken an impulsor. It’s for the eradicators, between squad tactics and the repulsor ability the eradicators can pretty much always nuke something one round, then hide in the repulsor, then nuke a second thing. And they’re super deadly, with no outside support the eradicators almost kill a whole big knight or kill like 1.5 land raiders. So if you sack a repulsor for a kill on one knight, then the eradicator squad for a second knight, you’ve lost like