Stormlord. 3 heavy weapon squads. 2x20 Cadian Shock Troops lead by 2 primaris psykers. Stuff them all in the Stormlord. Throw a regimental engineseeker beside it to protect, keep Solar nearby to buff. You are now shooting with 13 lascannons, 5 twin heavy bolters, 2 heavy stubbers, 1 vulcan mega bolter, 2 psychic maelstroms, and 13 more weapons of your choice from among the Cadian Shock Troops. All at +1 to hit. It costs 1000+ points. I call it Tank Town.
You mean 1x20 squad yes? it only has a carry capacity of 40 so that’s all you’d be able to fit in, plus if you swapped the 20 cadians for 20 infantry you could take another two heavy weapons in that squad giving you 15 lascannons 😁
Suggestion for future videos: please show the datasheet of the unit you're talking about on the screen, just like you do with the stratagems/abilities.
Agree they should at least showcase the model they're talking about or something, doesn't make it very interesting to jump cat back and forth to their faces even if the conversation and notes are good.
This is a great guide. I just finished a tournament. Following the suggestions in the video I managed to go 2wins, 2 loss and a draw. A lot better than my normal finish last
Dead korps of kriegs are awesome now. 4 stronger weapons (1plasma, 1 melta, 1 sniper and 1 grenade luncher), also roll D3 for revive units, can get 1 on hit and 1 on dmg roles. Like all other infantry units can back 1 CP! Manticores are also strong, better option than Basilisk. Reroll hit roll, 10str, -2AP and 3 dmg!
Fn fact: you can get _OC 98_ with one unit. 20 man shock troops, 5 man Cadian command Squad, 1 commissar. 20 troopers with OC 2 = 40. Command squad adds +1, so = 60. You can issue an order to add +1 as well so it is = 80. Command squad benefits from all of this, so 5 turns into 10 turns into 15, and so does the commissar so 1 turns into 2 turns into 3. _OC 98 is more than my entire 2K marines list_
My oldest and favorite army. Its such a shame i dont look forward to fielding them anymore. They were in a nice spot at the end of 9th. Now their crutch is artillery, which is the number 1 way to piss off your opponent
Extermiator has always been one of my favorites, add on 3 heavy bolters and a heavy stubber for even more dakka. It has always been good against light and medium infantry units and even some light armour. With its new abilities and strats and orders tacked on, I can only guess it will be better than before.
@@VanguardTactics Thank you for the reply. I was desperately hoping that you saw something I didnt so that my Scions would get to do more than one thing in a game.
@@ymblester5630 If you want your "I pop up ordered and kick ass" experience, that can be done somewhat with Kasrkin + Hades Drill. Kasrkin special rule activates even while they are in reserves so you can do self-orders and then enter the battlefield after the drill.
I agree I really like them but I’ve got 4 armies all in small groups nothing about 900 points each. So I’m tempted to buy them or just have my models proxy as them
I personaly really dislike how 10th Edition "requires" often specific character models like the lord solar. I really like playing guard but I want to play my very own guards regiment which somehow survives the epic battles of 42th Millenium. There is little room for creating your own stories with your own HQ units.
Used the exterminator at the weekend. Stpnking! Knocked Marines for six. But the special ability? Very helpful indeed. Lasgun armed guardsmen suddenly dropped termi actors. Scary.
I think Lord Solar's gain CP ability doesn't count as a 1CP capped gain during a battle round since the rule state that "Outside of the CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless of the source"
His ability is still outside the standard +1 you get on the command phase. So he is counted towards the cap. The thing is, he is consistent and the CP is generated early, so you know what you have to work with.
Loved the content guys! A new Scion player here and one correction to note 51:14 : the Taurox Prime can only transport Militarium Tempestus Infantry or Astra Militarium Infantry Characters. Unfortunately that means they don’t synergise with Kasrkin. How do you think a pure scion list would go in 10th? We cant take Lord Solar or Ursula Creed so what advice would you give to maximise orders?
Being that you can stack AP, could you use the Field of Fire Strat twice with Ursula Creed, shoot with the Exterminator for another -1 AP, then if you are on a structure 6" above the ground, another -1 AP would count (for infantry - see plunging fire rule), and then another -1AP for death Korp of krieg when bellow half health? Can you really stack that much - AP?? That would be -5 AP on las guns if true.
I think the earthshaker platforms are running a bit under the radar at the moment... A cheaper basilisk that wont really care about the reduced movement and is, importantly, a regiment unit, so can be ordered by your regular officers. Also, Mortar heavy weapons teams providing overwatch support is fun!
you seem pretty sure about Creed and Reinforcenent Destroyed and Removed from Table are 2 steps (see Deadly demise and Fight on Death) A different Interpretation from yours is: last Modell destroyed, use Strategem, remove from table
Yes. I strongly think you can for this same reason. He said it with certainty when it really isn't certain at all. As long as the unit was within 12" when it died, I don't see why not.
You cant use the Stratagem until after the unit is destroyed(after having resolved Deadly Demise and other such effects), which means that by then, Ursula has no unit to target.
Don’t dismiss the vanquisher leman russ, so far in 10th my vanquisher has one shot wraith lords vindicator tanks and a fire prism. If you daring recon something to get reroll 1’s and get it to hit on 2’s and re rolling the wound roll it is a total tank killing beast
It's a great tank IMO you just plonk it down a firing lane with alittle cover and mess up anyone who comes into the line of fire. Worrying about maybe missing is kinda silly as you can fluff your rolls with any gun.
@@josephrigley8974 very true. It’s fun to watch your opponents face when you have already set up the reroll ones to hit and your hitting on a two. I sometimes use my exterminator auto cannon to give +1 AP first and then it’s up to AP5 minimum of 7 damage
How in the same breath can someone say the detachment rule is good but also it doesn't work well with the mission structure. These reviews bug me because no one's ever critical about how rules aren't good
That is correct. However, it does increase the size of the unit. If your opponent screens you well, it might be difficult to find a spot to deep strike into. Still, very powerful with the +1BS and +1 attack on rapid fire weapons, in addition to sustained hits.
Lord Solar's reserves ability has to be done before you know who is going 1st, as its after both players have deployed. As well its not a re-deploy, its put 3x units into reserves.
Everything is right except the last part, it does say in Lord Solars’ ability, “After both armies deployed their armies, select up to three Astra Militarium units from your army and redeploy them” and then after it says you can set them up in strategic reserves if you wish.
Question. If you have the Tank Commander with a Demolisher turret, what ability do you use? The demolisher cannon ability or the Tank commander ability or both?
"Remains Stationary" for lethal hits on a crit so something like the death riders of krieg, who can move anytime an enemy unit comes within 9", will take adavantage of this if an opponent's unit comes within 9" of them on the opponent's turn.
Hey. Im just getting back into this and new to imperial guard, i am wondering if its possible to still play 9th edition amd then transition to 10th once its more fleshed out?
About Hazardous and characters, I am pretty sure characters using Hazardous weapons have to take the roll(and thus any consequences) personally. If your squad's plasma gun cooks its user, another one can just pick it up afterwards. If your character gets cooked by a plasma gun, they cant just throw the 3rd degree burns to a nearby chap.
After resolving a units attacks, roll a Hazardous test for each Hazardous weapon that was just used. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous Weapon is destroyed. Any characters you choose will suffer 3 mortal wounds instead of being destroyed. The next part might be confusing but if you allocate wounds in a normal situation you have to allocate to already wounded models, however if a Character is selected to suffer 3 mortal wounds, those 3 mortal wounds must be allocated to the character even if other models have been wounded or allocated to already! This helps make the most of characters with hazardous weapons! Otherwise they could just die after 1 shot!
@@VanguardTactics If you have a bodyguard unit and a character with a plasma gun, and you overcharge the plasma gun on the character, rules as written, the only model eligible for wound allocation from a failed test is the character. "For each roll of 1, that test is failed and one model with a hazardous weapon in that unit is destroyed. If it is a character, it takes 3 Mortal Wounds instead.". In this case, it is clealy impossible to allocate the wounds to the poor bodyguard models, as the character is the only model with a hazardous weapon. A psyker using a hazardous psychic power, will not be able to pass WM onto the bodyguard unit, unless they themselves also used a Hazardous weapon in the shooting phase. So the only eligble target is the psyker. But what if we go a step further? If you have a bodyguard units with plasma guns, but you fire regularly(not overcharged), they dont count as Hazardous(they only get the keyword when used in such a way). If a character overcharges a weapon(or psychic attack) and fails the Hazardous test, the character is still the only eligible target for the MW, as no other models in the unit used a Hazardous weapon. You could make the argument, that if the bodyguard models are using Hazardous weapons, any failed test on the character could be pushed onto bodyguard models, as you are free to pick between eligible models. Personally I dont think it should work that way(make absolutely no sense when you consider the above cases). But let us say, that it works that way for gameplay sake(allowing characters a bit of survivability even when taking risks). Even here, it can only go on for so long, as you only have so many Hazardous weapons in a unit(typically). So if your bodyguard unit has a total of 1 Hazardous weapon that were used in the shooting phase, and you somehow managed to fail 2 tests(maybe a plasma pistol+psychic power or similar), then the character is forced to take some of the wounds. Odd cases: You unit(character with a hazardous weapon and bodyguard with 2 hazardous weapons) shoots at a necron unit(overcharged). They take return fire from a Hexmark Destroyer, losing both of the bodyguard units with the Hazardous weapons. There is still a regular bodyguard model in the unit(a medic perhabs, or maybe a different special weapon). After the shooting is done, the unit has still fired 3 Hazardous weapons in the shooting phase. Rule as written they have to take 3 tests. Any failed test can now only be allocated to the character, as it is the only model left with a hazardous weapon. This even stops another model in the unit to pick up the plasma gun after a regular dude immolates. Since that specific model is "destroyed", which we must assume means that the model with the plasma gun is removed. Which makes it even more odd, if a character could then pass on MW from such tests, as the rule is otherwise very specific about removing models with said weapons.
For the odd case example, the order should be Guard unit shoots, roll for hazardous and remove models if needed, then after this, the Hexmark's power would be used. So no conflict.
@@fendelphi In their example both the plasma gun and character are fired as hazardous. After the whole unit has shot you then roll for the hazardous tests and allocate fails to where you choose. Yes, if you fail twice or 2 turns in a row then he still dies but it still helps a little. Plus if you have a plasma pistol as well as a plasma gun in the unit it can keep him alive even longer.
@@valdemarulf8481 I have just been seeing other channels and sites stating that characters and bodyguard unit rolls independently. Which makes a lot of sense. If you have a lot of plasma weapons but refuse to overcharge, except on the character, then only the character can suffer from a failed test. But if just one other model in the unit uses a Hazardous weapon profile, you get to unload the damage to that other model instead, no matter if it is a Plasma weapon, psychic ability or some form of curse that triggered the Hazardous test. Hazardous is far less dangerous to characters than it used to be in the first place(no instant death), and if they can basically dodge the penalty by assigning a failed test to the bodyguard(model that also used a Hazardous weapon), there is even less risk involved. If just one other model shoot, the chance of a character taking damage from Hazardous goes from 1/6 to 1/36(both tests need to be 1). If it is two bodyguard models shooting, it is down to 1/216(three 1s). Meaning you can blast away for several turns with next to no risk for your character. As for the Hexmark interaction, it depends on how you sequence "after enemy unit has shot". Both Hazardous test and the return shots happen "after the unit has shot". If Hazardous happens first, you could potentially remove the only model(s) with line of sight to the Hexmark Destroyer, and then it would no longer be eligble to shoot back. But if it is the other way around, failed tests gets "pushed" on to any surviving members that fired a Hazardous weapon. GW really need more FAQ on this(and a bunch of other things).
Watching this now trying to catch up on all the content. Why all the hate in the basic infantry squad? 20 of them on an objective with heavy and special weapons aren't bad
A nice picture of each model as it is being explained would be a great touch of editing. The talking heads pov gets stale, this is TH-cam after all. Great info and explanation all around otherwise.
Great video ... Really really juse full 👌👍 I look forward to your "How to play Dark Angels video ... 💪💪 Many thanks for showing and please keep up the good work.
What am I missing? I can’t see anything that says both a platoon command squad and a character such as the Castellan or Ursula Creed can join the same unit. So I would assume the one leader per unit rule is in effect. What have I missed?
Battleline units and scions can have 2 leaders attached with the exception that you can't have 2 command squads. So you can have 1 command squad + another leader or just 2 leaders.
Hey guys love the house thank you, need your help Peyton is playing Tua against my Joseph's CSM, it's completely 1 sided to Joseph he demolishs Peyton please help, need some kind of balance
So both boys are running there respective CPs then they have extras, a friend of mine joined our match today which was nice and he said Peyton is to enthusiastic and charges in which doesn't suit the Tua
32:27 shenanigans to try and break the game. Overcharging psychic maelstrom and a plasma weapon to kill the guardsman instead of the Psyker is not in the spirit of the game.
It's not like guard are tearing up the competitive scene at the moment. you could say something along the lines of the dangerous energy out out by the psycher lashes out and disrupts the coils of a nearby plasmagun, killing the bearer! That's the best thing with 40k: if you can come up with a reason for it to work, it probably can fit within the setting.
It is actually not allowed. In the core rules, it states that a character cant pass on MW from Hazardous tests to its bodyguard unit. If a plasma gun fries an infantry model, the guy next to him picks it up for the next turn. If your officer gets burned, he cant pass on his 3rd degree burns.
We think this is a neat little trick! If the end result is that we get to have more fun with that psyker during the game then that's all that matters right?
@@fendelphi you only get the MW if you have already chosen him as the model to be affected. Then yes he can't pass those MW to other models, but if you choose a different model that has fired a hazardous weapon then that model is removed and there are no MW.
Stormlord. 3 heavy weapon squads. 2x20 Cadian Shock Troops lead by 2 primaris psykers. Stuff them all in the Stormlord. Throw a regimental engineseeker beside it to protect, keep Solar nearby to buff. You are now shooting with 13 lascannons, 5 twin heavy bolters, 2 heavy stubbers, 1 vulcan mega bolter, 2 psychic maelstroms, and 13 more weapons of your choice from among the Cadian Shock Troops. All at +1 to hit. It costs 1000+ points. I call it Tank Town.
Love this idea!
Genius 👌
You mean 1x20 squad yes? it only has a carry capacity of 40 so that’s all you’d be able to fit in, plus if you swapped the 20 cadians for 20 infantry you could take another two heavy weapons in that squad giving you 15 lascannons 😁
It's all well and good...but the chaos stratagem dark obscuration shits all over ranged attacks if they're using super heavies
@@jagermeister_1754 You could try using Kurov's Aquilla to increase its cost to 2 cp
You missed the best use of the Reinforcements strat. It can also be used to bring back a full unit of Sentinels as they have the Regiment keyword.
Suggestion for future videos: please show the datasheet of the unit you're talking about on the screen, just like you do with the stratagems/abilities.
Agree they should at least showcase the model they're talking about or something, doesn't make it very interesting to jump cat back and forth to their faces even if the conversation and notes are good.
My fix bayonettes order once killed dark eldar in melee, a unit twice the cost, wich i really enjoyed
This is a great guide. I just finished a tournament. Following the suggestions in the video I managed to go 2wins, 2 loss and a draw. A lot better than my normal finish last
I've been waiting so long for this, Guard for the win!
Dead korps of kriegs are awesome now. 4 stronger weapons (1plasma, 1 melta, 1 sniper and 1 grenade luncher), also roll D3 for revive units, can get 1 on hit and 1 on dmg roles. Like all other infantry units can back 1 CP! Manticores are also strong, better option than Basilisk. Reroll hit roll, 10str, -2AP and 3 dmg!
Fn fact: you can get _OC 98_ with one unit.
20 man shock troops, 5 man Cadian command Squad, 1 commissar.
20 troopers with OC 2 = 40.
Command squad adds +1, so = 60. You can issue an order to add +1 as well so it is = 80.
Command squad benefits from all of this, so 5 turns into 10 turns into 15, and so does the commissar so 1 turns into 2 turns into 3.
_OC 98 is more than my entire 2K marines list_
Interesting on the remained stationary bit, I've seen a lot of people play where guard overwatch auto wounds.
As Mike said mate they models haven't had a chance to remain stationary that turn which means they would not gain the detachment rule :)
Yeah, that's the previous edition's rules, not the present one.
Those people are playing it wrong! Can only Remain Stationary in your own move phase
My oldest and favorite army. Its such a shame i dont look forward to fielding them anymore. They were in a nice spot at the end of 9th. Now their crutch is artillery, which is the number 1 way to piss off your opponent
The Kurov's Aquila on Command Reroll is hilarious.
Extermiator has always been one of my favorites, add on 3 heavy bolters and a heavy stubber for even more dakka. It has always been good against light and medium infantry units and even some light armour. With its new abilities and strats and orders tacked on, I can only guess it will be better than before.
You mention orders when talking about Scions coming out of a Taurox Prime. How are they getting orders when they are in the transport?
So it's more for when they finally disembark dude, not whilst the are embarked to increase efficiency after the full re rolls turn
@@VanguardTactics Thank you for the reply. I was desperately hoping that you saw something I didnt so that my Scions would get to do more than one thing in a game.
@@ymblester5630 If you want your "I pop up ordered and kick ass" experience, that can be done somewhat with Kasrkin + Hades Drill. Kasrkin special rule activates even while they are in reserves so you can do self-orders and then enter the battlefield after the drill.
Been waiting for this one. Thank you!
Astra Militarum is probably my favourite among the Armies I'm never going to play. Just the amount of models is sooo satisfying.
I agree I really like them but I’ve got 4 armies all in small groups nothing about 900 points each. So I’m tempted to buy them or just have my models proxy as them
Favourite guard vehicle for me has to be the centaur. It looks so cool with the Krieg riding in the back.
I personaly really dislike how 10th Edition "requires" often specific character models like the lord solar. I really like playing guard but I want to play my very own guards regiment which somehow survives the epic battles of 42th Millenium. There is little room for creating your own stories with your own HQ units.
Convert up your own Epic Hero’s to stand in or write your own lore for a “Lord Solar” painted in your regiments colors and make up Their story!
@@stuartbanana5083 Amusingly his model aesthetic fits perfectly with my feudal guard
Proxy your own dude and use lord solar's datasheet
Ursula creed can now only issue the free strat to regiment units
Used the exterminator at the weekend. Stpnking! Knocked Marines for six. But the special ability? Very helpful indeed. Lasgun armed guardsmen suddenly dropped termi actors. Scary.
Im quite new to the game and was unsure if you can stack AP from abilities like the Exterminator and Fields of fire. Is this 100% right? Thanks
I think Lord Solar's gain CP ability doesn't count as a 1CP capped gain during a battle round since the rule state that "Outside of the CP players gain at the start of the Command phase, each player can only gain a total of 1CP per battle round, regardless of the source"
This could actually be true!
WTC FAQ ruled that it counts towards cap
His ability is still outside the standard +1 you get on the command phase. So he is counted towards the cap. The thing is, he is consistent and the CP is generated early, so you know what you have to work with.
Finally, thanks lads!
Loved the content guys! A new Scion player here and one correction to note 51:14 : the Taurox Prime can only transport Militarium Tempestus Infantry or Astra Militarium Infantry Characters.
Unfortunately that means they don’t synergise with Kasrkin.
How do you think a pure scion list would go in 10th? We cant take Lord Solar or Ursula Creed so what advice would you give to maximise orders?
Being that you can stack AP, could you use the Field of Fire Strat twice with Ursula Creed, shoot with the Exterminator for another -1 AP, then if you are on a structure 6" above the ground, another -1 AP would count (for infantry - see plunging fire rule), and then another -1AP for death Korp of krieg when bellow half health?
Can you really stack that much - AP?? That would be -5 AP on las guns if true.
I was waiting for this video
I think the earthshaker platforms are running a bit under the radar at the moment... A cheaper basilisk that wont really care about the reduced movement and is, importantly, a regiment unit, so can be ordered by your regular officers.
Also, Mortar heavy weapons teams providing overwatch support is fun!
Is the Field Ordnance Battery what you mean?
@@dylanwilson5010 no, the earthshaker battery from the Imperial Armour 1 download (forgeworld) it's essentially a basilisk but not a tank (squadron).
I see, thanks
I believe Lord Leontus' ability to redeploy is before the who goes first roll off.
You're right
Been looking forward to this one ☝🏼. Thank you guys.
This is great, thank you!
oh video feedback, the commercials are a lot louder than the video, when they pop up it startles me :P
Thanks Mandy I'll make sure I sort that for the next one
you seem pretty sure about Creed and Reinforcenent
Destroyed and Removed from Table are 2 steps (see Deadly demise and Fight on Death)
A different Interpretation from yours is: last Modell destroyed, use Strategem, remove from table
Yes. I strongly think you can for this same reason. He said it with certainty when it really isn't certain at all. As long as the unit was within 12" when it died, I don't see why not.
It's not on the table anymore dude.
WTC FAQ ruled that creed can’t use tactical genius on reinforcements
You cant use the Stratagem until after the unit is destroyed(after having resolved Deadly Demise and other such effects), which means that by then, Ursula has no unit to target.
Don’t dismiss the vanquisher leman russ, so far in 10th my vanquisher has one shot wraith lords vindicator tanks and a fire prism. If you daring recon something to get reroll 1’s and get it to hit on 2’s and re rolling the wound roll it is a total tank killing beast
It's a great tank IMO you just plonk it down a firing lane with alittle cover and mess up anyone who comes into the line of fire. Worrying about maybe missing is kinda silly as you can fluff your rolls with any gun.
@@josephrigley8974 very true. It’s fun to watch your opponents face when you have already set up the reroll ones to hit and your hitting on a two. I sometimes use my exterminator auto cannon to give +1 AP first and then it’s up to AP5 minimum of 7 damage
Great video thanks!
Great video guys! What do you think about the Catachan units?
What you do is only play Tempestus Scions until GW gives them back their own army. Fight back against the kasar
You mean as Inquisition?
@@aukekobes9881 if they add back and make an inquisition army I would be happy too
How in the same breath can someone say the detachment rule is good but also it doesn't work well with the mission structure.
These reviews bug me because no one's ever critical about how rules aren't good
Grand Strategist ist also great at Scions. There Commando Squad plus Scions could Receiver 2 Orders per Turn.
Or did i miss ready something?
That is correct. However, it does increase the size of the unit. If your opponent screens you well, it might be difficult to find a spot to deep strike into. Still, very powerful with the +1BS and +1 attack on rapid fire weapons, in addition to sustained hits.
Lord Solar's reserves ability has to be done before you know who is going 1st, as its after both players have deployed. As well its not a re-deploy, its put 3x units into reserves.
Everything is right except the last part, it does say in Lord Solars’ ability, “After both armies deployed their armies, select up to three Astra Militarium units from your army and redeploy them” and then after it says you can set them up in strategic reserves if you wish.
Actually this is addressed in the rules commentary and is done after the roll for 1st turn!
@@michaelcostello6962can you link that page in the commentary? GW ruled that it happens before 1st turn is decided
Yeah please do
Yes, please link it
Cadian Castellans are 50, and Ursula Creed is 55 points.
Question. If you have the Tank Commander with a Demolisher turret, what ability do you use? The demolisher cannon ability or the Tank commander ability or both?
No tank commander get orders and fire on death as there ability they can’t use the other tank’s ability.
Demolisher cannon doesn’t have an ability. Demolisher Russ has a datasheet ability.
You don't talk about Death korp of krieg and Gaunt unit, are they bad ?
(I think they're very cool looking and lore amazing)
Looked forward to this one
5:23. I thought dude turned into a force ghost for a second
"Remains Stationary" for lethal hits on a crit
so something like the death riders of krieg, who can move anytime an enemy unit comes within 9", will take adavantage of this if an opponent's unit comes within 9" of them on the opponent's turn.
Hello! What head did you use on your Creed? Looks cool
I need that paint recipe for the tallarn tanks tho
Hey. Im just getting back into this and new to imperial guard, i am wondering if its possible to still play 9th edition amd then transition to 10th once its more fleshed out?
About Hazardous and characters, I am pretty sure characters using Hazardous weapons have to take the roll(and thus any consequences) personally.
If your squad's plasma gun cooks its user, another one can just pick it up afterwards. If your character gets cooked by a plasma gun, they cant just throw the 3rd degree burns to a nearby chap.
After resolving a units attacks, roll a Hazardous test for each Hazardous weapon that was just used. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous Weapon is destroyed. Any characters you choose will suffer 3 mortal wounds instead of being destroyed. The next part might be confusing but if you allocate wounds in a normal situation you have to allocate to already wounded models, however if a Character is selected to suffer 3 mortal wounds, those 3 mortal wounds must be allocated to the character even if other models have been wounded or allocated to already!
This helps make the most of characters with hazardous weapons! Otherwise they could just die after 1 shot!
@@VanguardTactics If you have a bodyguard unit and a character with a plasma gun, and you overcharge the plasma gun on the character, rules as written, the only model eligible for wound allocation from a failed test is the character.
"For each roll of 1, that test is failed and one model with a hazardous weapon in that unit is destroyed. If it is a character, it takes 3 Mortal Wounds instead.". In this case, it is clealy impossible to allocate the wounds to the poor bodyguard models, as the character is the only model with a hazardous weapon.
A psyker using a hazardous psychic power, will not be able to pass WM onto the bodyguard unit, unless they themselves also used a Hazardous weapon in the shooting phase. So the only eligble target is the psyker.
But what if we go a step further?
If you have a bodyguard units with plasma guns, but you fire regularly(not overcharged), they dont count as Hazardous(they only get the keyword when used in such a way). If a character overcharges a weapon(or psychic attack) and fails the Hazardous test, the character is still the only eligible target for the MW, as no other models in the unit used a Hazardous weapon.
You could make the argument, that if the bodyguard models are using Hazardous weapons, any failed test on the character could be pushed onto bodyguard models, as you are free to pick between eligible models. Personally I dont think it should work that way(make absolutely no sense when you consider the above cases).
But let us say, that it works that way for gameplay sake(allowing characters a bit of survivability even when taking risks).
Even here, it can only go on for so long, as you only have so many Hazardous weapons in a unit(typically).
So if your bodyguard unit has a total of 1 Hazardous weapon that were used in the shooting phase, and you somehow managed to fail 2 tests(maybe a plasma pistol+psychic power or similar), then the character is forced to take some of the wounds.
Odd cases:
You unit(character with a hazardous weapon and bodyguard with 2 hazardous weapons) shoots at a necron unit(overcharged). They take return fire from a Hexmark Destroyer, losing both of the bodyguard units with the Hazardous weapons. There is still a regular bodyguard model in the unit(a medic perhabs, or maybe a different special weapon). After the shooting is done, the unit has still fired 3 Hazardous weapons in the shooting phase. Rule as written they have to take 3 tests. Any failed test can now only be allocated to the character, as it is the only model left with a hazardous weapon.
This even stops another model in the unit to pick up the plasma gun after a regular dude immolates. Since that specific model is "destroyed", which we must assume means that the model with the plasma gun is removed. Which makes it even more odd, if a character could then pass on MW from such tests, as the rule is otherwise very specific about removing models with said weapons.
For the odd case example, the order should be Guard unit shoots, roll for hazardous and remove models if needed, then after this, the Hexmark's power would be used. So no conflict.
@@fendelphi In their example both the plasma gun and character are fired as hazardous. After the whole unit has shot you then roll for the hazardous tests and allocate fails to where you choose. Yes, if you fail twice or 2 turns in a row then he still dies but it still helps a little. Plus if you have a plasma pistol as well as a plasma gun in the unit it can keep him alive even longer.
@@valdemarulf8481 I have just been seeing other channels and sites stating that characters and bodyguard unit rolls independently. Which makes a lot of sense.
If you have a lot of plasma weapons but refuse to overcharge, except on the character, then only the character can suffer from a failed test. But if just one other model in the unit uses a Hazardous weapon profile, you get to unload the damage to that other model instead, no matter if it is a Plasma weapon, psychic ability or some form of curse that triggered the Hazardous test.
Hazardous is far less dangerous to characters than it used to be in the first place(no instant death), and if they can basically dodge the penalty by assigning a failed test to the bodyguard(model that also used a Hazardous weapon), there is even less risk involved. If just one other model shoot, the chance of a character taking damage from Hazardous goes from 1/6 to 1/36(both tests need to be 1). If it is two bodyguard models shooting, it is down to 1/216(three 1s).
Meaning you can blast away for several turns with next to no risk for your character.
As for the Hexmark interaction, it depends on how you sequence "after enemy unit has shot". Both Hazardous test and the return shots happen "after the unit has shot".
If Hazardous happens first, you could potentially remove the only model(s) with line of sight to the Hexmark Destroyer, and then it would no longer be eligble to shoot back.
But if it is the other way around, failed tests gets "pushed" on to any surviving members that fired a Hazardous weapon.
GW really need more FAQ on this(and a bunch of other things).
There is statistically 1 Marine per planet. Imperium would have gotten rofl stomped without the Guard
Can u use the reinforcement if they are battleshock
Doesn't matter, only matters that the unit was wiped out and has the keywords infantry or regimental on it.
where do we get those cards that Mike is using for reference?
I don't believe that Lord Solars ability to redeploy takes place after the roll-off.
Hello im brand new to the guard. Is this information still valid? Some of these stratagems are not in the app
Watching this now trying to catch up on all the content. Why all the hate in the basic infantry squad? 20 of them on an objective with heavy and special weapons aren't bad
Yassss finally ❤
A nice picture of each model as it is being explained would be a great touch of editing. The talking heads pov gets stale, this is TH-cam after all. Great info and explanation all around otherwise.
I thought you can only have 1 Leader unit attached to a bodyguard unit, no?
For some guard infantry, they can have two attached
Does the Aquila stack with the Callidus ability?
It most certainly does ✌🏼
3 baneblades and a bunch of tempestus
Not wanting auto takes in a balanced game. Put him in charge right away!
What is a super handy?
You would have still raimained stationary?
Great video ... Really really juse full 👌👍
I look forward to your "How to play Dark Angels video ... 💪💪
Many thanks for showing and please keep up the good work.
Guard orders are so much nicer now
They skipped over A LOT of other synergies. Basically focusing on artillary
Here we go guard supremacy!!!
Damn only 3 views in 7 hours. Make that 4!
Lol it wasn't published at the time, it leaked early apparently ;)
@@VanguardTactics Looking forward to Tau getting leaked, too 👀
Auntie Ursula Creed!
I found the physical codex for $11 boys let's go!
What am I missing? I can’t see anything that says both a platoon command squad and a character such as the Castellan or Ursula Creed can join the same unit. So I would assume the one leader per unit rule is in effect. What have I missed?
Look at the unit composition part of the infantry units and it explains it
Thank you!
Battleline units and scions can have 2 leaders attached with the exception that you can't have 2 command squads. So you can have 1 command squad + another leader or just 2 leaders.
When are we getting Aeldari? :)
Is The Outpost UK only? Asking for myself and your American audience.
It is but we recommend using front line gaming for US orders
@@VanguardTactics thank you for the swift response.
Full infantry is still a option.
Hey guys love the house thank you, need your help Peyton is playing Tua against my Joseph's CSM, it's completely 1 sided to Joseph he demolishs Peyton please help, need some kind of balance
Hey dude thank you we appreciate that, what are the lists you are running? It depends on the units being run in both forces
So both boys are running there respective CPs then they have extras, a friend of mine joined our match today which was nice and he said Peyton is to enthusiastic and charges in which doesn't suit the Tua
Lolol "you got the men, the women, whatever else you wanna be."
The first and only thing you need to play the "Astra Militarum" is. . .
. . .Call them the Imperial Guard.
32:27 shenanigans to try and break the game. Overcharging psychic maelstrom and a plasma weapon to kill the guardsman instead of the Psyker is not in the spirit of the game.
It's not like guard are tearing up the competitive scene at the moment.
you could say something along the lines of the dangerous energy out out by the psycher lashes out and disrupts the coils of a nearby plasmagun, killing the bearer! That's the best thing with 40k: if you can come up with a reason for it to work, it probably can fit within the setting.
They do competetive play. They do not play to conform to the spirit of the game but to win tournaments.
It is actually not allowed. In the core rules, it states that a character cant pass on MW from Hazardous tests to its bodyguard unit.
If a plasma gun fries an infantry model, the guy next to him picks it up for the next turn. If your officer gets burned, he cant pass on his 3rd degree burns.
We think this is a neat little trick! If the end result is that we get to have more fun with that psyker during the game then that's all that matters right?
@@fendelphi you only get the MW if you have already chosen him as the model to be affected. Then yes he can't pass those MW to other models, but if you choose a different model that has fired a hazardous weapon then that model is removed and there are no MW.