I think Battleshock needs a reword completely. They had a good base idea, but didn't consider how to make it significant. As stated by @wyatttyson7737, changing it greatly would break a lot of armies with the change in interactions.
Something I'm not sure if you realized is Profane Zeal had it's targeting changed, so it can ONLY target Undivided units. So no "well I want to give my Khorne unit rerolls" so it's Undivided or bust
Really underestimating the +2 for blood angels. That's potentially a +3 to wound sometimes from original stat line if couples with red rampage. A huge amount of blood angel units were just barely stuck at strength to toughness break points. This changes a lot.
For guard you did not mention that officers also can issue order's after being set up on the battlefield, such as Tempestus Scions arriving by Deep Strike no longer missing out on orders if they have a scions command squad arrive the same turn.
Thats honestly such a huge buff. Reserves and Deepstrike just became so much more effective and powerful. I bet Scions as parts of lists and Pure Scion lists will probably be hitting tournaments soon. I know I’m putting more scion blocks in my list!
eldar can still get 10 fate dice with eldrad leading a guardian aspect unit, and then each command phase gets an extra one for each objective marker they control.
As an Eldar player, I'm excited to see how it feels with the changes. Sad my Aspect Warriors got a nerf more aimed at the Wraithguard but oh well, guess I'll pivot into more mounted units. Hoping people are a little more friendly towards the faction going forward 😅
You just blew past the biggest change to the Guard orders, can be issued after being set up on the battlefield. Great for reserve units that have an officer attached, like Scions with a Tempestus Command Squad.
5:20 is it a huge change? Objectives changing hand if your OC is higher, and checking who has what objective before scoring are really obvious and how I've always played, how was everyone else playing????
Yes; objectives never checked for control at the end of the turn before, and sticky objectives are no longer sticky thru enemy control until the end of the turn, just the end of a phase.
I do think blood angels needed more, and would have welcomed it, but im kinda confused by multiple channels just glossing over the sos change as not anything to talk about. +2 str hits a ton of break points on toughness. Anything st 8 going to 10 for example, or str 5 power swords going to 7 vs gravis...combined with red rampage multiple things can wound on 2s...is it enough? Not sure... But it certainly isn't nothing.
I wish lol. Without being able to give them -1 damage they're too expensive! Can run a full guardian unit and blade champ and get twice the attacks and durability and access to strats for almost the same cost as 2 man with captain VP unit. I have 12 of them and want nothing more but just don't make sense.
@@johnj.spurgin7037 I do wish that court of the archon could be taken in Incubi units. Lethal hits and fights first would be well worth the extra 85 points
@@LastingSilence they get the detachment ability, and many of the stratagems. They only require the Aeldari keyword, and Aeldari is a keyword on every Drukhari unit
Am i a crazy person? Im looking at the dataslate, I don't see anything about disembarking rules changes, nor do I see a whole new detachment for Drukhari in there. Is there another document I'm missing somewhere?
Because it's all spread out between the 3 documents lol. Dataslate, cards doc, and index. If you look closely, almost every doc on the site was updated It's pretty hilarious hiw confusing it is. I can only imagine they're actively trying to make it hard to follow now
No comment about abilities that allow you to arrive first turn making you count the battleround as being one higher than it actually is for the whole battleround and thus allowing rapid ingress turn one?
A few things. The only thing that is affected by battle round is strategic reserves. Strategic reserves and the reserves rule are different rules. Reserves are what deep strike models are. When you use ingress, it is able to be used as long as it is during your opponents movement phase, so you should be able to reactively use ingress, on turn one, as long as you have a deep strike mechanic. Otherwise, you would default to your strategic reserves pacing for that strategem. Hope that helps!
Chosen got smashed. They are more expensive, the strat they used got nerfed and they cant use a nurgke rhino anymore. I wonder what chaos will use now ? I dont see any nurgle units filling the role that undivded chosen did.
I wont say smashed ! I run them quite often and the nerf was justified ! Run them nurgle with master of execution, their shooting with sustained on 5 Will surely deal dommage and then proc the reroll from the master, its worse than before but deserved
That obsec change really nerfs the "deadly prize" Strat in space marine vanguard. Now you'll likely only trigger the mortals on the move rather than on the charge as well. #boo
Phantasm is now 1CP to gamble. Not reliable in any way. They could have just made it 2CP in line with fire & fade. I'm glad they nerfed strands of fate and fate's messenger, because they were too strong as earlier implemented. This is a repost but expansion as people chose to attack me as if I wrote the bloody rules.
All I want is for every data sheet to be completely rewritten to be much stronger and also for points to be doubled so the faction leans elite, instead of unaffordable. Is that so much to ask for? Yes, but please.
So the transports are kinda like in 9th again ie. Falcon rapid ingresses, drops, fire dragons come out, shoot, and then die on the opponents turn. Haven't gotten used to using phantasm so thats kinda meh and wraithguard return fire, well it's better than nothing I suppose now.
I dont think theyre capable of doing things that make sense. Every time it feels like theres 1 team who knows what theyre doing so 25% of the changes make sense but 75% are complete random throw darts at a board
A ton of mistakes in this video, such as showing the wrong rules when talking about them or simply stating rules wrong "Berzerker Glaive gives +1 Attack +1 Strength" whilst comically showing the actual rule which is +1 Attack +1 Damage, massive difference.
Always surprised by how often ppl complain about biovores. Theyre literally the only thing propping nids up from being completely useless. And even with them, nids are way down the win rate list. Maybe just let them have it
We all knew that CSM's were needing a bit of a nerf, but holy crap! What the hell are they supposed to field now? *Every single unit* they relied on took double/triple nerfs, yet NONE of the rest of their craptastic units received any kind of buff? Granted, CSM's didn't take it nearly as hard as World Eaters did... that wasn't a nerf at all, it was just an outright nuking of the entire faction out of existence! Meanwhile, DG get shifted sideways, kinda? And laughably, the army of the God of literal change got... 0 changes of any kind! (well, unless you count the stealth nerf from the new Summoned Daemons rules I guess?!) Damn, 21yrs later and we're *still* paying for the sins of Haines & Chambers... 😞
Remember when Chaos Demons were part of the CSM codex? Need that back. They went all out on Eldar and Chaos nerfs. While some were needed, they overcorrected. I play both. I guess I can try out my DEldar again.
Wish they'd changed battleshock to be a lingering debuff that requires you to pass a test to break it.
What, you want to see Astra Militarum go back down to
I can get behind that @@wyatttyson7737.
I think Battleshock needs a reword completely. They had a good base idea, but didn't consider how to make it significant. As stated by @wyatttyson7737, changing it greatly would break a lot of armies with the change in interactions.
Something I'm not sure if you realized is Profane Zeal had it's targeting changed, so it can ONLY target Undivided units. So no "well I want to give my Khorne unit rerolls" so it's Undivided or bust
Really underestimating the +2 for blood angels. That's potentially a +3 to wound sometimes from original stat line if couples with red rampage. A huge amount of blood angel units were just barely stuck at strength to toughness break points. This changes a lot.
For guard you did not mention that officers also can issue order's after being set up on the battlefield, such as Tempestus Scions arriving by Deep Strike no longer missing out on orders if they have a scions command squad arrive the same turn.
Thats honestly such a huge buff. Reserves and Deepstrike just became so much more effective and powerful. I bet Scions as parts of lists and Pure Scion lists will probably be hitting tournaments soon. I know I’m putting more scion blocks in my list!
eldar can still get 10 fate dice with eldrad leading a guardian aspect unit, and then each command phase gets an extra one for each objective marker they control.
As an Eldar player, I'm excited to see how it feels with the changes. Sad my Aspect Warriors got a nerf more aimed at the Wraithguard but oh well, guess I'll pivot into more mounted units.
Hoping people are a little more friendly towards the faction going forward 😅
You just blew past the biggest change to the Guard orders, can be issued after being set up on the battlefield. Great for reserve units that have an officer attached, like Scions with a Tempestus Command Squad.
10:54 everyone keeps skipping over the second part of the voice of command buff. It also allows you to give orders when arriving from reserves
5:20 is it a huge change? Objectives changing hand if your OC is higher, and checking who has what objective before scoring are really obvious and how I've always played, how was everyone else playing????
Yes; objectives never checked for control at the end of the turn before, and sticky objectives are no longer sticky thru enemy control until the end of the turn, just the end of a phase.
@@TacticalTortoisebut death guard diseased objectives said until the enemy got em at the start or end of every turn
isn't the end of the fight phase also the end of the turn anyways?
I do think blood angels needed more, and would have welcomed it, but im kinda confused by multiple channels just glossing over the sos change as not anything to talk about. +2 str hits a ton of break points on toughness. Anything st 8 going to 10 for example, or str 5 power swords going to 7 vs gravis...combined with red rampage multiple things can wound on 2s...is it enough? Not sure... But it certainly isn't nothing.
Did Rapid Ingress change to only Deep Strike units can use it or was it a clarification that you can use the DS ability with RI?
Clarification, works as before
With the new check for oc does that affect death guard sticky objectives checking at the beginning or end of a turn
If an opponent takes the objective at the end of any phase it will no longer be sticky.
@@TacticalTortoise even tho the death guard detachment rule says the start or end of any turn
@@cellstcgarena8855 yes, core rules override faction one. thats the point of this change
@@johnnyohm4579 ok thank you
they seriously need to make battleshock need a regroup, people have been asking for it for ages
Vertus Praetors are BACK BABY
I wish lol. Without being able to give them -1 damage they're too expensive! Can run a full guardian unit and blade champ and get twice the attacks and durability and access to strats for almost the same cost as 2 man with captain VP unit. I have 12 of them and want nothing more but just don't make sense.
Aeldari are going to soup more Drukhari units into their armies…
Yes, but drukhari will be vaguely more viable in melee now.
@@johnj.spurgin7037 I do wish that court of the archon could be taken in Incubi units. Lethal hits and fights first would be well worth the extra 85 points
Why? Without the faction and detachment ability they're pretty bad?
@@LastingSilence they get the detachment ability, and many of the stratagems. They only require the Aeldari keyword, and Aeldari is a keyword on every Drukhari unit
@@stevenburton7725 sure but you don't get the drukhari faction ability or detachment rule
as a world eaters player i am sad
Me too brother, just feels like pointless nerfs, fun detected and DESTROYED
The spinner minus 2 to charge is huge. Arguably a buff
Am i a crazy person? Im looking at the dataslate, I don't see anything about disembarking rules changes, nor do I see a whole new detachment for Drukhari in there. Is there another document I'm missing somewhere?
Because it's all spread out between the 3 documents lol. Dataslate, cards doc, and index. If you look closely, almost every doc on the site was updated
It's pretty hilarious hiw confusing it is. I can only imagine they're actively trying to make it hard to follow now
Transport changes are in the rules commentary
Drukhari Detachment is in the drukhari index file
No comment about abilities that allow you to arrive first turn making you count the battleround as being one higher than it actually is for the whole battleround and thus allowing rapid ingress turn one?
What do you mean? Like the “ white scars” det?
A few things. The only thing that is affected by battle round is strategic reserves. Strategic reserves and the reserves rule are different rules. Reserves are what deep strike models are. When you use ingress, it is able to be used as long as it is during your opponents movement phase, so you should be able to reactively use ingress, on turn one, as long as you have a deep strike mechanic. Otherwise, you would default to your strategic reserves pacing for that strategem. Hope that helps!
I still don't understand, would Swooping Hawks still be able to go up and back down first turn ?
You could already T1 Ingress with those abilities
When you disembark, do you messure from the vihicle or its base?
If it has a base, from the base. Otherwise from the vehicle
Chosen got smashed. They are more expensive, the strat they used got nerfed and they cant use a nurgke rhino anymore. I wonder what chaos will use now ?
I dont see any nurgle units filling the role that undivded chosen did.
I wont say smashed ! I run them quite often and the nerf was justified ! Run them nurgle with master of execution, their shooting with sustained on 5 Will surely deal dommage and then proc the reroll from the master, its worse than before but deserved
Great summary, thank you so much! o7
That obsec change really nerfs the "deadly prize" Strat in space marine vanguard. Now you'll likely only trigger the mortals on the move rather than on the charge as well. #boo
No. "A Deadly Prize" literally includes charging as well.
"...end a Normal, Advance, Fall Back or Charge move within range..."
@@Unit-kp8wm not if they now secure the objective after they move onto it. The affect wears off and no longer does anything in the charge phase
Best-in-Slot Turtle Facts
Phantasm is now 1CP to gamble. Not reliable in any way. They could have just made it 2CP in line with fire & fade.
I'm glad they nerfed strands of fate and fate's messenger, because they were too strong as earlier implemented.
This is a repost but expansion as people chose to attack me as if I wrote the bloody rules.
I can't believe there's nothing for Admech 😭
Not for necrons either.
Too new. Coming out just before Christmas makes balancing new codexes take longer as there's considerably less events on.
I can; we get treated like the redheaded step child fr
All I want is for every data sheet to be completely rewritten to be much stronger and also for points to be doubled so the faction leans elite, instead of unaffordable. Is that so much to ask for?
Yes, but please.
So the transports are kinda like in 9th again ie. Falcon rapid ingresses, drops, fire dragons come out, shoot, and then die on the opponents turn. Haven't gotten used to using phantasm so thats kinda meh and wraithguard return fire, well it's better than nothing I suppose now.
I wish they'd give back the wraithguard pistol ability since they are restricted as far as target goes now.
So now you can't overwatch a unit arriving from reserve?
Overwatch can be used when a unit sets up on the battlefield
@@TacticalTortoisethanks for clarifying
I dont think theyre capable of doing things that make sense. Every time it feels like theres 1 team who knows what theyre doing so 25% of the changes make sense but 75% are complete random throw darts at a board
Great video!
A ton of mistakes in this video, such as showing the wrong rules when talking about them or simply stating rules wrong
"Berzerker Glaive gives +1 Attack +1 Strength" whilst comically showing the actual rule which is +1 Attack +1 Damage, massive difference.
Words for the words section
So can biovore still ”randombullshit go” and slay on secondaries with his sporemines. 0oc units
I didn't pick up anything that would disallow it. Annoying, but hardly gamebreaking.
Always surprised by how often ppl complain about biovores. Theyre literally the only thing propping nids up from being completely useless. And even with them, nids are way down the win rate list. Maybe just let them have it
😢 space.wolves 😢
We all knew that CSM's were needing a bit of a nerf, but holy crap! What the hell are they supposed to field now? *Every single unit* they relied on took double/triple nerfs, yet NONE of the rest of their craptastic units received any kind of buff?
Granted, CSM's didn't take it nearly as hard as World Eaters did... that wasn't a nerf at all, it was just an outright nuking of the entire faction out of existence!
Meanwhile, DG get shifted sideways, kinda? And laughably, the army of the God of literal change got... 0 changes of any kind! (well, unless you count the stealth nerf from the new Summoned Daemons rules I guess?!)
Damn, 21yrs later and we're *still* paying for the sins of Haines & Chambers... 😞
Remember when Chaos Demons were part of the CSM codex? Need that back.
They went all out on Eldar and Chaos nerfs. While some were needed, they overcorrected. I play both.
I guess I can try out my DEldar again.
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Its a bad edition for marines