The Gladiator is one of the best kits that GW sells. While you can magnetize it, there is actually no need because if you don't glue the parts in, you can trivially swap between all the weapons. This is true for the main turret as well as the sponson weapons. The only option you actually need magnets for if you want to make them swappable is to choose between the bolters and grenade launchers for the Lancer, though I myself just couldn't be bothered and just chose the bolters. If you really want to get most of the kit, you could make it swappable in a way to also be able to field the thing as an impulsor, since the kit is basically an Impulsor with "upgrade sprues" to enclose the back of the vehicle and put a turret on top, so theoretically you'd be able to buy one kit and field four differnet models. However, then you have a lot of bits to keep track of since the Impulsor has a lot of options as well. I for my part chose to just glue the enclosure onto the back of the model since I already had an Impulsor anyway. Also, this gives you a space to keep all the bits for the weapon options.
I'm building my second and third, and I'm debating if I want to leave the new ones with "impulsor mode" on all of them or just the turrets. Have you ever found yourself using your Impulsor? I've never, so I'm a bit torn
@@cameronlang6858The Impulsor can have its uses with its firing deck for Infernus and Hellblasters. I don't play competitively so I am probably not the best person to answer the question if that is the direction you want to go. Since it will be your third model anyway, I would just try out leaving one back unglued. Worst case scenario is that it doesn't work and you just glue down the back anyway.
Something you missed is the ravenwing detachment giving you advance/fall back and shoot it’s key in preventing enemy nuisance charges from making your tanks worse and giving you even greater mobility
while true since iron hands er I mean iron storm for the 3rd edition in a row is the best way to play sm I figured didn’t hurt to mention since the only dark angels thing he mentioned is unforgiven task force
What is nice is that if you have access to a printer you can turn an impulsor into a gladiator. Also you don’t actually have to magnetize the turret top. The push fit works remarkably well especially after all the paint and varnish dries.
predator destructor with laser sponsors and hunter killer missle is still better i think, cheaper, same defense stat line and about the same dmg potential...also smaller model which is easyer to navigate and get into cover
I honestly prefer both versions of the Predator. I don't know why, but people tend to ignore mine while they remove their points amount from the opponent's army. I nailed a Norn recently with my Annihilator. It never took any damage during that game.
@captainvanslaughter1380 the problem is that the Annihilator is just 1 shot, and while it has a S14 and twin linked its still just D6+1... The autocannon is 4 or 6 shots, which averages out to mostly 1-2 failed saves which is average dmg for the lascannon... And you still got something for heavy infantry... The ability might be worse against tanks but i think the destruction is not meant to 1 shot enemy vehicles anyway... Its a cheap durable unit to deal some dmg and be annoying
Epic secret trick that GW doesn't want you to know:- When assembling the hull, you can hide a rock/lump of metal inside. Use this as a throwing weapon to disable your opponent if they start getting too far ahead in VP!
I’ve been saying this since I bought my Gladiator: the valiant needs rapid fire 2 on the main gun. Before you go furiously typing, you’d have to get 18” away from your target to get 4 shots, but when you do, your target is now in range of your meltas. This makes the Valiant a “high risk, high reward” tank, making it relevant amongst the three options.
I run two lancers in my blood angels list. They are mostly there for 2 reasons. They do some long range DMG output, which is nice. But they are also very scary, so the enemy chooses to focus on them instead of my jump troops, which allows more of my jump troops to get into combat. They occasionally fill a 3rd role as well, camp on home objective, as they can make it hard for them to get any OC in range of of objective. They arent auto-include but they are a tier.
Great video, I'm still on the fence for my first Primaris tank/transport. Not sure if I should go Repulsor or Gladiator/Impulsor if I only field one for now.
Impulsors are usually going for pretty cheap prices on eBay. They’re nice for getting BGV’s up the board and then just sitting it on a point. I play blood angels so I love having one gladiator at least. I magnetized it in 9th and never used it once until tenth lol Hope that helps!
I recently bought a Gladiator a couple weeks ago, currently in queue to be built. I was mauling over my list I made for which variant would be better, so this actually helps. If I ever get into a game that is.
I went with the Lancer. I used it in my first game and it did some good work. My opponent was running ironstorm and had 4 tanks a few dreads and my Lancer killed a few tanks. I rolled double sixes on one of the Lancer Destroyer damage rolls and because of the toughness of the model the shots when right through and blew up a Repulsor.
Current army im building (very tank/chunky boy oriented) will have 2 lancers and 1 repulser executioner as more of a lead tank. Hoping for some good flanking and ill have 2 redemptor dreads as well. Hopefully they can provide some good add control and allow tanks to flank hard and hit them where it hurts at any given moment
The Reaper's best use is essentially as an anti-Aeldari overwatch threat, to protect home objective/your deployment zone competitively against deep strike. With Tau codex on its way, and more 3" deep strike shenanigans, I think the Reaper might get a bit of an uptick competitively again.
@@whitee55 now that's a great meme list,also is it a bad thing if my actual competitive list is kinda close to that? (3 repulsor exec 2 glad reaper 2 glad valiant?
@paragonavataroftheirontenth definitely a list that will have models on the table at the end of the game that's for sure. Screw trying to kill 3 repulsors ahaha. If I was making my list into one to win games I'd probably add some units to do secondaries, scouts or inceptors or something haha.
@@whitee55 of course of course, also seeing the sheer output of lancers i added them instead of valiants The full list now is Ironstorm of course 3 techmarines (one with augur array and one with adept of the omnissiah) Squad of 3 eradicators 2 squads of 3 inceptors (plasma) 2 squads of 5 scouts 2 gladiator lancers 2 gladiator reapers 3 repulsor executioner with laser Something tells me i'll either statcheck people or be statcheked by people 99% of the games with this list
@@Alex-mw1uu while that is a cool idea I was thinking along the lines of Heresy kitbashing/conversion options. I've really liked using Heresy models instead of the Primaris stuff where I can: MK VI Marines for: HellBlasters, Intercessors, Assault Marines. Leviathan Dreadnoughts for: Redemptor, Ballistus, Brutalis.
In my last game, my lancer missed 9/10 shots. Literally the final shot was a point blank attack into my opponents Master of Executions. In the game before that, my Lancer managed to kill three Monsters. It's crazy how wildly it can swing sometimes.
My friend and I both brought one Lancer to a tournament and both matched against the same Necron player with a Doomsday Ark. Mine failed at least one shot every time it shot the Ark and I never managed to kill it in the 3 rounds we played. My friend’s killed the Ark in one round of shooting. I hate how swingy the stupid Lancer is.
Yeah that’s my exact problem with the Lancer. Everything it wants to shoot at has an invuln. It completely relies on your opponent failing a coin flip and usually they will make one fail one and the damage that goes through doesn’t even kill the target. I just dropped lancers from my lists completely. 2 high value shots aren’t worth it right now.
So i m fairly new to 40k, been playing Necrons and Tyranids and have plyed vs Drukari, Deamons and sisters mostly. And sometimes i like to check out things from other factions to learn and compare. And this week i checked out SM and i gotta say, they seem really good to me. All their detachements seem strong as they always go on all units, unlike mine (crons and Nids). And some of their units seem crazy strong! Like the Brutalis Dreadnought. I wonder what the general consensus is about SM. Do they feel powerful? I have a hardtime imagine they´re not. They seem to have an answer to anything and so much that increases Strength, Attacks and wound rolls. I m pretty jalous not gonna lie.😅
Space marine player here. Well if you want to honest truth about space marines here you go. Space marines aren’t as great as they may seem. Not to doom and gloom but they definitely have their issues. They have a bunch of datasheets and detachments but marines must be played in a specific play style to actually do any good. You’ll find that most datasheets can just kill marines perfectly and that’s because GW balances everything againsts marines. That’s why there’s so much 2-3 damage guns running around, so you’ll find your squads are not survivable while other factions tend to be ok. Another big issue is the amount of datasheet bloat we have. Don’t get me wrong having options is great, but when 80% of your options are essentially D and F tier they really aren’t logical options. So it really only leaves 20ish usable datasheets(excluding characters). That’s actually why I don’t recommend space marines for new players since you kinda have to buy specific units and if you don’t you’ll probably be having a rough time. Anyway I could go on and on about this but if you have any questions feel free to ask.
@@Pine_Appole First of all, thanks for the feedback/you welcome for venting. ;) I m kinda surprised to hear the 20ish% viability. I guess this refers to meta slave list building. But still, their characters, Terminators, Dreads, tanks, Eradicator, Hell blaster etc seem all so good to me (At least with my Tyranids eye). You got so many things helping you get in EG and buffing up hit rolls and wounds rolls and even A and S. But i guess the winrates support your argument. As far as questions go: Which Tyranid units do you think SM struggles the most with? Except for the few obvious ones, such a Exo´s, Gargoyls and Neuro Lictors. ty
I use 2 Valiants, they fit Sallies perfectly and seeing that the battlefield is filled with cover, you need to get close anyway. Also they are a nice compromise between AT role and anti-infantry role. -Lancer is savage against vehicles but his 2 shots are not enough to scare some chubby infantry like centurions/aggressors. -Reaper is only good against infantry with saves of 5+ - if the HOGC would have anti-infantry 4+ with dev wounds and against everything else on 6, it would be ok, but on 6 alone hell no... I mean, for 50 points more, I have 10 Sternguards with anti-inf 4+ dev wounds combi-weapons and since I usually rush to be close (
As guard I find these massively problematic, they're so efficient for their points against tanks, I just don't seem to be able to get a counter that is cost effective and so I end up having to leave my armour at home as they're quite popular in my local meta. Artillery doesn't particularly work against them either as they're tough enough and with indirect fire penalties and AoC they can weather the indirect bombardment.
Unpopular opinion inbound. I find the Lancers really bad in 10th edition. In my experience most armies in the game have Invulns on units the Lancer wants to shoot at. Basically the only armies that don’t have access to invulns on vehicles are Sisters, GSC and space marines. Even then sisters can just use miracle dice to auto pass so that basically leaves marines and GSC, but GSC don’t use vehicles anyway so that just leaves marines. I find it really annoying that I need 2 lancers to MAYBE kill a rhino or something similar. Invulns really just make the lancer obsolete and I just stopped taking them. Feel free to disagree but the lancer is definitely not as reliable as people tell me and I’m tired pretending that it is.
Kinda amazing how much a difference having only a 3+ can have for a vehicle like this. A Broadside, which is nearly half the points value and kill this in one turn
I like the "Impulsor Phalanx" by Capt Magpie - you can stick any turret on it. There is a bunch of stuff if you look for "impulsor top" or "impulsor gladiator" on yeggi and cults, but a lot of it is paid.
I really wish they just updated the predator, rhino, and land raider instead of making all the Primaris vehicles float. It looks terrible without tracks.
Say you swap your gladiator for preds tho average 2 so 40 extra points to take a bigger unit elsewhere or Enhancements i feel like thats better than gladiators...but blacktemplar exist to
Thank you! Every time I play against them they literally kill whatever they look at regardless of points cost. "Oh you got a full wound knight...not anymore, my 160pt unit just killed your 400+pt model".
they definitely need a points nerf like +20points but more importantly space marines just need chapters and codex to be split again, the REAL issue is that black templars can add meltas for free to these fucking things lol, so in that detatchment they need mega nerfing but as it is to do that they'd have to nuke them and other tanks for ALL chapters even those that suck. @@PrimeCinicus
@@gutzyzz1302Black Templars actually do pay an extra 5 or 10 points for the additional meltas. While yes, meltas are effective sometimes, most often enough as an anti vehicle weapon, they do not excel in 10th. On a lancer, they’re also not that effective since in most cases the lancer is across the board at 20”+ if you’re using it properly, so most of the time the melta is not within range. Though for the Valiant, I can say that a melta on top is quite effective. Though, the same point still applies that meltas are not that effective against T10 T12 monsters and vehicles.
@@PrimeCinicusAs difficult as it can sometimes be, could this issue be because you played your knights in the open, being left to be shot at by a lancer or two? Not saying your bad or get gud, just playing devils advocate. While I agree lancers are good and very effective, I do believe that something’s need to be good, or else it’s just not worth it to play. Now what would be nice is if there were options to take that would make us make a meaningful decision between taking a lancer for a higher points cost or let’s say a predator annihilator that may not be as effective but leaves us more points to play with. Maybe a 5 point increase or something, starting with small increments. Or maybe perhaps other anti armor options should have meaningful improvements to actually give us something to consider a little harder depending on how we build our lists.
It means the tanks are alot safer, specifically the lancer, because if someone deepstrikes or pushes up to deal with it you then have to content with potentially a multi melta with the hit, wound, damage re-roll if needed. It's still besides the point that detatchments and notably divergent chapter codex are just making space marines impossible to balance, as a space marine raptors/ravengaurd player it feels so bad to half my stuff get nuked when it isn't so efficent in my detatchment/chapter simply because in another, ie ironstorm or BT even blood angels right now, things are super strong, like space marine wr was 40% as of last data, HOWEVER BT, BA seeing ALOT of succsess in certain lists, and if you single out players running those lists some have WR's in the 65%+ at GT or majors, just look at Jonathan arkin from happykrumpingwargaming he is smashing it with blood angels, despite being an ork player he switched because he belives they have the highest DMG combos in the game right now. Like I think the lancer should still get maybe 15/20 point increase but like it's MOSTLY OP in VERY certain detatchments, like c-tan in hypercrypt ETC ETC. Can we all agree that the oversimplification of the rules has led to the most balanced army wr's of all time, but also some of the most washed down and boring@@aidenbyrd3254
just can’t stand the hover tank design for marines. I use a Sicaran with a 3D printed turret that matches and never had an issue since same size and dimensions
I feel the Sponson for the Gladiator Lancer is wasted potential. Since the Lancer is long ranger sniper tank. It be nice the sponson have long range weapon like missile or rocket.
I feel like you've been on the receiving side of these like I have. They consistently destroy whatever they want when I play against them. I struggle with a 160pt unit killing units 2x its cost with ease.
@@PrimeCinicus Exactly. I've only ever played against a gladius task force once this edition- my other near twenty games against space marines have been Ironstorm, and included these things. They're brutal for their points cost.
The Gladiator is one of the best kits that GW sells. While you can magnetize it, there is actually no need because if you don't glue the parts in, you can trivially swap between all the weapons. This is true for the main turret as well as the sponson weapons. The only option you actually need magnets for if you want to make them swappable is to choose between the bolters and grenade launchers for the Lancer, though I myself just couldn't be bothered and just chose the bolters.
If you really want to get most of the kit, you could make it swappable in a way to also be able to field the thing as an impulsor, since the kit is basically an Impulsor with "upgrade sprues" to enclose the back of the vehicle and put a turret on top, so theoretically you'd be able to buy one kit and field four differnet models. However, then you have a lot of bits to keep track of since the Impulsor has a lot of options as well.
I for my part chose to just glue the enclosure onto the back of the model since I already had an Impulsor anyway. Also, this gives you a space to keep all the bits for the weapon options.
I'm building my second and third, and I'm debating if I want to leave the new ones with "impulsor mode" on all of them or just the turrets. Have you ever found yourself using your Impulsor? I've never, so I'm a bit torn
@@cameronlang6858The Impulsor can have its uses with its firing deck for Infernus and Hellblasters. I don't play competitively so I am probably not the best person to answer the question if that is the direction you want to go.
Since it will be your third model anyway, I would just try out leaving one back unglued. Worst case scenario is that it doesn't work and you just glue down the back anyway.
Something you missed is the ravenwing detachment giving you advance/fall back and shoot it’s key in preventing enemy nuisance charges from making your tanks worse and giving you even greater mobility
Glad you brought this up. I actually think the Ravenwi g detachment looks good!
@@stuartbanana5083It’s my favourite aspect of dark angels and right now my favourite sm detachment with its hyper mobility
Good call
Yeah but in iron storm you a a enhencement war machine that does the same thing plus more stratagem for your vehicule
while true since iron hands er I mean iron storm for the 3rd edition in a row is the best way to play sm I figured didn’t hurt to mention since the only dark angels thing he mentioned is unforgiven task force
What is nice is that if you have access to a printer you can turn an impulsor into a gladiator. Also you don’t actually have to magnetize the turret top. The push fit works remarkably well especially after all the paint and varnish dries.
Predator tank : "I thought what we had was special...!"
predator destructor with laser sponsors and hunter killer missle is still better i think, cheaper, same defense stat line and about the same dmg potential...also smaller model which is easyer to navigate and get into cover
The destructor is a great tank ,great work horse. Opponents tend to ignore it, while it causes loads of damage. The autocannon is brilliant.
@@patrickbond3429 could need more ap but i still prefer dmg 3 than d6 or stuff like that since im mostly very unlucky and roll 1's xD
I honestly prefer both versions of the Predator. I don't know why, but people tend to ignore mine while they remove their points amount from the opponent's army. I nailed a Norn recently with my Annihilator. It never took any damage during that game.
@captainvanslaughter1380 the problem is that the Annihilator is just 1 shot, and while it has a S14 and twin linked its still just D6+1... The autocannon is 4 or 6 shots, which averages out to mostly 1-2 failed saves which is average dmg for the lascannon... And you still got something for heavy infantry... The ability might be worse against tanks but i think the destruction is not meant to 1 shot enemy vehicles anyway... Its a cheap durable unit to deal some dmg and be annoying
Gladiators hit like bricks both in game and if you throw them at someone.
Epic secret trick that GW doesn't want you to know:- When assembling the hull, you can hide a rock/lump of metal inside. Use this as a throwing weapon to disable your opponent if they start getting too far ahead in VP!
Your opponents cannot roll a dice if you disable his hand
If you melt down a brick and pour it into the Gladiator mold, you can bridge the gap of the two
Sounds like personal experience talking
@@jonathanellis5811 Not yet
I’ve been saying this since I bought my Gladiator: the valiant needs rapid fire 2 on the main gun.
Before you go furiously typing, you’d have to get 18” away from your target to get 4 shots, but when you do, your target is now in range of your meltas. This makes the Valiant a “high risk, high reward” tank, making it relevant amongst the three options.
The Lancer always makes a good job ^^
Perfect timing, I have 3 gladiators on my build desk.
It's a bad game if your lancer doesn't destroy at least 200 points of the enemy army!
I agree and I've only ever been on the receiving side. They usually kill 400+pts.
Just had a Black Templar vs Grey Knight. Had far too many tanks on the fields... And that Lancer was massive amount of damage. Took out 2 NDK.
Gaunt's Ghosts & 320 Guardsmen:
@@PrimeCinicus my poor knight lancer got roasted before it could stab things
I killed one knight in my game today. Won with sons of sanguinius 75 to 70
I run two lancers in my blood angels list.
They are mostly there for 2 reasons. They do some long range DMG output, which is nice. But they are also very scary, so the enemy chooses to focus on them instead of my jump troops, which allows more of my jump troops to get into combat.
They occasionally fill a 3rd role as well, camp on home objective, as they can make it hard for them to get any OC in range of of objective.
They arent auto-include but they are a tier.
"They're waiting for you Brother Gordon, in the Gladiator Lancerrr"
Absolutely love that tank pattern, happy to see them being decent.
Great video, I'm still on the fence for my first Primaris tank/transport. Not sure if I should go Repulsor or Gladiator/Impulsor if I only field one for now.
I got the blood angels CP so I got the impulsor already. Not sure if I will go Gladiator or Repulsor.
Impulsors are usually going for pretty cheap prices on eBay.
They’re nice for getting BGV’s up the board and then just sitting it on a point.
I play blood angels so I love having one gladiator at least. I magnetized it in 9th and never used it once until tenth lol
Hope that helps!
I like the Black Templars Valiant, having three multi meltas on one platform.
I have named mine the 'Iratus Arca'
I recently bought a Gladiator a couple weeks ago, currently in queue to be built. I was mauling over my list I made for which variant would be better, so this actually helps. If I ever get into a game that is.
I went with the Lancer. I used it in my first game and it did some good work. My opponent was running ironstorm and had 4 tanks a few dreads and my Lancer killed a few tanks. I rolled double sixes on one of the Lancer Destroyer damage rolls and because of the toughness of the model the shots when right through and blew up a Repulsor.
Well, I'm currently building Black Templars, and both Lancer and Valiant are on my list and plans to swap both around in 1,000 matches.
Current army im building (very tank/chunky boy oriented) will have 2 lancers and 1 repulser executioner as more of a lead tank. Hoping for some good flanking and ill have 2 redemptor dreads as well. Hopefully they can provide some good add control and allow tanks to flank hard and hit them where it hurts at any given moment
Heads up man, you have a typo in the title.
_Lancer_ has 2 R’s in the title.
They are EZ to pop with high power guns (E.g. Gauss Destructor), but they sling heat. I love the Reaper, but I am a sucker for miniguns.
The Reaper's best use is essentially as an anti-Aeldari overwatch threat, to protect home objective/your deployment zone competitively against deep strike. With Tau codex on its way, and more 3" deep strike shenanigans, I think the Reaper might get a bit of an uptick competitively again.
The 12 Gladiator Ironstorm list is the best of the meme lists. Change my mind
What is the list? I’m curious.
@@anthonyleblanc4645 3 of each Templar Gladiator, 3 additional regular lancers, Techmarine with target Augury web. 2k on the nose
@@whitee55 now that's a great meme list,also is it a bad thing if my actual competitive list is kinda close to that? (3 repulsor exec 2 glad reaper 2 glad valiant?
@paragonavataroftheirontenth definitely a list that will have models on the table at the end of the game that's for sure. Screw trying to kill 3 repulsors ahaha. If I was making my list into one to win games I'd probably add some units to do secondaries, scouts or inceptors or something haha.
@@whitee55 of course of course, also seeing the sheer output of lancers i added them instead of valiants
The full list now is
Ironstorm of course
3 techmarines (one with augur array and one with adept of the omnissiah)
Squad of 3 eradicators
2 squads of 3 inceptors (plasma)
2 squads of 5 scouts
2 gladiator lancers
2 gladiator reapers
3 repulsor executioner with laser
Something tells me i'll either statcheck people or be statcheked by people 99% of the games with this list
Lol i really just bought at gladiator (lancet)the other day for my raven guard and you drop this vid
The only thing I hate about the Gladiator Tanks is: there is no good kitbashing/conversion options.
Take a Hammerfall missile launcher and put it where the gladiator turret usually goes. Viola, floating Whirlwind.
@@Alex-mw1uu while that is a cool idea I was thinking along the lines of Heresy kitbashing/conversion options. I've really liked using Heresy models instead of the Primaris stuff where I can: MK VI Marines for: HellBlasters, Intercessors, Assault Marines. Leviathan Dreadnoughts for: Redemptor, Ballistus, Brutalis.
@@blackknight2323 I get you, I use the same Heresy era Deimos predators for my 30k and 40k word bearers, its a nice look.
In my last game, my lancer missed 9/10 shots. Literally the final shot was a point blank attack into my opponents Master of Executions.
In the game before that, my Lancer managed to kill three Monsters. It's crazy how wildly it can swing sometimes.
I bought one 2nd hand recently, already painted. You don't to magnetise, everything just slots in and out easily enough.
I run Salamanders with Vulkan He'stan, and want to run a couple Variants in the army for those multimeltas
Would like to get two kits and magnetize them and also get the executioner as well at some point.
My friend and I both brought one Lancer to a tournament and both matched against the same Necron player with a Doomsday Ark.
Mine failed at least one shot every time it shot the Ark and I never managed to kill it in the 3 rounds we played. My friend’s killed the Ark in one round of shooting.
I hate how swingy the stupid Lancer is.
Trust me, the necron player feels the same way.
Yeah that’s my exact problem with the Lancer. Everything it wants to shoot at has an invuln. It completely relies on your opponent failing a coin flip and usually they will make one fail one and the damage that goes through doesn’t even kill the target. I just dropped lancers from my lists completely. 2 high value shots aren’t worth it right now.
@@Pine_Appole imagine using the hammerhead or vanquisher, lol.
T. Hammerhead enjoyer.
So i m fairly new to 40k, been playing Necrons and Tyranids and have plyed vs Drukari, Deamons and sisters mostly. And sometimes i like to check out things from other factions to learn and compare. And this week i checked out SM and i gotta say, they seem really good to me. All their detachements seem strong as they always go on all units, unlike mine (crons and Nids). And some of their units seem crazy strong! Like the Brutalis Dreadnought.
I wonder what the general consensus is about SM. Do they feel powerful? I have a hardtime imagine they´re not. They seem to have an answer to anything and so much that increases Strength, Attacks and wound rolls. I m pretty jalous not gonna lie.😅
Space marine player here. Well if you want to honest truth about space marines here you go.
Space marines aren’t as great as they may seem. Not to doom and gloom but they definitely have their issues. They have a bunch of datasheets and detachments but marines must be played in a specific play style to actually do any good. You’ll find that most datasheets can just kill marines perfectly and that’s because GW balances everything againsts marines. That’s why there’s so much 2-3 damage guns running around, so you’ll find your squads are not survivable while other factions tend to be ok.
Another big issue is the amount of datasheet bloat we have. Don’t get me wrong having options is great, but when 80% of your options are essentially D and F tier they really aren’t logical options. So it really only leaves 20ish usable datasheets(excluding characters). That’s actually why I don’t recommend space marines for new players since you kinda have to buy specific units and if you don’t you’ll probably be having a rough time.
Anyway I could go on and on about this but if you have any questions feel free to ask.
@@Pine_Appole First of all, thanks for the feedback/you welcome for venting. ;)
I m kinda surprised to hear the 20ish% viability. I guess this refers to meta slave list building. But still, their characters, Terminators, Dreads, tanks, Eradicator, Hell blaster etc seem all so good to me (At least with my Tyranids eye). You got so many things helping you get in EG and buffing up hit rolls and wounds rolls and even A and S. But i guess the winrates support your argument.
As far as questions go: Which Tyranid units do you think SM struggles the most with? Except for the few obvious ones, such a Exo´s, Gargoyls and Neuro Lictors.
ty
I use 2 Valiants, they fit Sallies perfectly and seeing that the battlefield is filled with cover, you need to get close anyway.
Also they are a nice compromise between AT role and anti-infantry role.
-Lancer is savage against vehicles but his 2 shots are not enough to scare some chubby infantry like centurions/aggressors.
-Reaper is only good against infantry with saves of 5+ - if the HOGC would have anti-infantry 4+ with dev wounds and against everything else on 6, it would be ok, but on 6 alone hell no...
I mean, for 50 points more, I have 10 Sternguards with anti-inf 4+ dev wounds combi-weapons and since I usually rush to be close (
If you kill 2 centurions with the main cannon you've done exceptionally well. That's nothing to sniff at
Why evaluate the Valiant not within 9" melta range? It has a 10" movement, it's very likely to get there.
As guard I find these massively problematic, they're so efficient for their points against tanks, I just don't seem to be able to get a counter that is cost effective and so I end up having to leave my armour at home as they're quite popular in my local meta. Artillery doesn't particularly work against them either as they're tough enough and with indirect fire penalties and AoC they can weather the indirect bombardment.
Yeah going against a list with 3 reapers and 3 black templar valiants at a tournament wasn't fun lol
Don't really care for the Imperial Falcon Grav tank.
thanks to your job
Unpopular opinion inbound. I find the Lancers really bad in 10th edition. In my experience most armies in the game have Invulns on units the Lancer wants to shoot at. Basically the only armies that don’t have access to invulns on vehicles are Sisters, GSC and space marines. Even then sisters can just use miracle dice to auto pass so that basically leaves marines and GSC, but GSC don’t use vehicles anyway so that just leaves marines.
I find it really annoying that I need 2 lancers to MAYBE kill a rhino or something similar. Invulns really just make the lancer obsolete and I just stopped taking them.
Feel free to disagree but the lancer is definitely not as reliable as people tell me and I’m tired pretending that it is.
Kinda amazing how much a difference having only a 3+ can have for a vehicle like this. A Broadside, which is nearly half the points value and kill this in one turn
But this will kill anything a broadside can kill and far more reliably
@@jacket2848 eh, 2 broadsides are about as dangerous as one gladiator and cost about as much, its nice balance from GW.
Been saying 3+ saves aren’t great for awhile now
Thx for the content
Anyone know where I can go look at plans to convert an impulsor into this?
I like the "Impulsor Phalanx" by Capt Magpie - you can stick any turret on it. There is a bunch of stuff if you look for "impulsor top" or "impulsor gladiator" on yeggi and cults, but a lot of it is paid.
Lancerr
I really wish they just updated the predator, rhino, and land raider instead of making all the Primaris vehicles float. It looks terrible without tracks.
I agree, I refuse to ever buy primaris.
Hover tanks were a mistake. Tracked vehicles symbolize what the Space Marines are; stalwart.
Say you swap your gladiator for preds tho average 2 so 40 extra points to take a bigger unit elsewhere or Enhancements i feel like thats better than gladiators...but blacktemplar exist to
I've found them "out of stock"
Dirty hover, bring back tracks. Predator tank always.
Primaris are king
Space marine player here, lancer is just way too efficient.
Thank you! Every time I play against them they literally kill whatever they look at regardless of points cost. "Oh you got a full wound knight...not anymore, my 160pt unit just killed your 400+pt model".
they definitely need a points nerf like +20points but more importantly space marines just need chapters and codex to be split again, the REAL issue is that black templars can add meltas for free to these fucking things lol, so in that detatchment they need mega nerfing but as it is to do that they'd have to nuke them and other tanks for ALL chapters even those that suck. @@PrimeCinicus
@@gutzyzz1302Black Templars actually do pay an extra 5 or 10 points for the additional meltas. While yes, meltas are effective sometimes, most often enough as an anti vehicle weapon, they do not excel in 10th. On a lancer, they’re also not that effective since in most cases the lancer is across the board at 20”+ if you’re using it properly, so most of the time the melta is not within range. Though for the Valiant, I can say that a melta on top is quite effective. Though, the same point still applies that meltas are not that effective against T10 T12 monsters and vehicles.
@@PrimeCinicusAs difficult as it can sometimes be, could this issue be because you played your knights in the open, being left to be shot at by a lancer or two? Not saying your bad or get gud, just playing devils advocate. While I agree lancers are good and very effective, I do believe that something’s need to be good, or else it’s just not worth it to play. Now what would be nice is if there were options to take that would make us make a meaningful decision between taking a lancer for a higher points cost or let’s say a predator annihilator that may not be as effective but leaves us more points to play with. Maybe a 5 point increase or something, starting with small increments. Or maybe perhaps other anti armor options should have meaningful improvements to actually give us something to consider a little harder depending on how we build our lists.
It means the tanks are alot safer, specifically the lancer, because if someone deepstrikes or pushes up to deal with it you then have to content with potentially a multi melta with the hit, wound, damage re-roll if needed. It's still besides the point that detatchments and notably divergent chapter codex are just making space marines impossible to balance, as a space marine raptors/ravengaurd player it feels so bad to half my stuff get nuked when it isn't so efficent in my detatchment/chapter simply because in another, ie ironstorm or BT even blood angels right now, things are super strong, like space marine wr was 40% as of last data, HOWEVER BT, BA seeing ALOT of succsess in certain lists, and if you single out players running those lists some have WR's in the 65%+ at GT or majors, just look at Jonathan arkin from happykrumpingwargaming he is smashing it with blood angels, despite being an ork player he switched because he belives they have the highest DMG combos in the game right now. Like I think the lancer should still get maybe 15/20 point increase but like it's MOSTLY OP in VERY certain detatchments, like c-tan in hypercrypt ETC ETC. Can we all agree that the oversimplification of the rules has led to the most balanced army wr's of all time, but also some of the most washed down and boring@@aidenbyrd3254
Will never understand the decision to go floaty.
Not sure what's hard to understand about people liking something.
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What was wrong with the predator? Why do the cashmaris need snowflake tanks?
Anything with two miniguns is cool in my book. The rest? Id rather have a predator
just can’t stand the hover tank design for marines. I use a Sicaran with a 3D printed turret that matches and never had an issue since same size and dimensions
I feel the Sponson for the Gladiator Lancer is wasted potential. Since the Lancer is long ranger sniper tank. It be nice the sponson have long range weapon like missile or rocket.
Wish that the Lancer had the option for Heavy Bolter sponsors with their 36 inch range.
@@Rothana76 Yes that works as well.. Yes i agree the Valiant variant has a mix of lascanon and melta but atleast it consistent to counter vehicle
Why are 30k legions tanks look so cool and 40k primaris tanks are so ugly?
That base size makes the model look so bad.
Valiant is a bit meh
They're in dire need of a point increase.
NoPe. Not even remotely. Reaper and Lancer are priced well enough, Valiant is overcosted.
I feel like you've been on the receiving side of these like I have. They consistently destroy whatever they want when I play against them. I struggle with a 160pt unit killing units 2x its cost with ease.
@@PrimeCinicus Exactly. I've only ever played against a gladius task force once this edition- my other near twenty games against space marines have been Ironstorm, and included these things. They're brutal for their points cost.
Yeah, cause that’s what space marines need right now. More nerfs.