The Dark Angels Interemptors dont have the standard plasma guns. They use plasma burners which are Template, S6, AP4, Assult 1 and Breaching 4+ so they can’t hurt themselves and can get an insane amount of hits with 10 of them
Yeah, also they are Destroyers. Rad grenades, counter attack (1) wich means 4 attacks per guys on first round, ability to take up to THREE phosphex bombs on the sergent, and bitter duty (plus they have de same paldron as the destroyers so defenitly the same type of unit). The heavy incenerator is just great. Their problem is kind of the same as the basic Mortalis destroyers, it is complex to bring them all in range of fire but when they are, they will just destroy infantry and do a lot of damage even on Cataphractii. Their point cost isn’t to high, actually compared to Mortalis destroyers they are cheaper, and have a better damage output, specially when you give them the heavy incenerator. Compared to destroyers in close combat, they are a bit under because they don’t have chainswords (only basic combat weapon), and only the sergent can take melta bombs so they won’t be able to really hurt heavy tanks or Dreadnoughts in melee. I really feel like those videos lack a lot of other perspectives, maybe invite players who are using the actual units could help having more accurate comments and advices, and also some specific cases where those units are great or not. I have watched most of Outer Circles videos about Dark Angels and feel like there are a lot of mistakes and misunderstanding of their rules.
Yes, my bad! I do think tho that getting them into a position to use the flame weapons is incredibly difficult and I don't think that the cost of the unit is always made back, the problem being that so much stuff is capable of quickly and easily killing them, but that's just my thoughts!
I play 40k but I wish there were more people around that played 30k, I have more interest in the games rule system than the modern 40k system. The rules seem more mechicanically complex which allows for more speific effects to play across the table (Like radiation weapons actually having a radiation effect associated with them. where that's not the way they function in 40k. Additionally the way wounds are calculated seems more varied. Like glancing hits and direct hits and critical hits on vechicles and armor facing and that kind of stuff. 40k lacks those kinda qualities and I think they'd make the game a lot better. they're present already in horus heresy.
The books in the Horus heresy outshine everything else, imho. It definitely helps to have a cohesive story. I think that’s a big reason why this seems so much cooler.
Dark Angel Interemptors have both good plasma weapons, as they are plasma flamers, and they also are destroyers so I think there are very good if you can deliver them safely.
Hey Macca thanks for the well done video. I just took the leap into HH and looking at this sort of stuff is helping a lot to get an understanding of what the different legions can do and their different units. Do you think you could do a video explaining what the generic legion units bring to the table? Particularly the ones that might not be that obvious from the stats such as destroyers or seeker squads
Regarding Alpha Legion and Disintegrator a, p. 130, at least in the English NA liver Hereticus, restricts combi-disintegators to independent characters and seeker sergeants. Is there something I am missing?
That was my first question finishing this vid as well. Both my Liber Astartes/Hereticus books specify (marked by asterix) Independent characters and seeker sergeants within a seeker squad (which rankled me since the Headhunter squad would even preclude their Sergeant from having one as he's not a seeker sgt...).
These Videos are really good for harvesting theme and rule ideas for my warhammer 40k chaos space marine homebrews, getting into some or the original units the warbands would be descendant from and how that might influence them 10000 years later.
Played right with the correct support, Interemptors will easily erase the enemy army and dominate the tempo of the game. You aren't exactly 'fishing' for a breach when you are putting 50 hits on a target. The Interemptors will also hold ground surprisingly well for a specialist shooting unit and no one really wants to charge that unit...or even go anywhere near it. We have different opinions on quite a few squads but that's just life, keep up the 30k content.
They get slightly less over-costed if you take the jump-pack version, as they are only slightly more expensive than the vanilla Palatines. Even still, they are over-costed compared to Dawn Breakers (who are almost UM and IF busted under-costed).
@@andrewbakescakes9684 Palatine Aquilae are definitely better value but still 45 points more than Locutarus or Dawnbreakers when there's no obvious reason why. Regular Palatines can't even take a Land Raider as a dedicated transport either.
@@Jackalos1 - Dawn Breakers should be at least 40 points. Maybe more. Let's say you equipped regular Vets (Command Squad) similarly: 18 pts a guy + 10 for jump pack + 5 for a power weapon + 5 for a minor-combi. And you STILL have a model with worse melee and shooting. Then look at SoH Reavers. I get that BA are the "jet pack legion", but under-costing units is not how to achieve this. Reavers are so stupid useless. Palantines suffer from having their legion rule baked into their cost I think. Phoenix weapons aren't very good, and they aren't killy enough to fight other elites. And you don't need MORE ways to kill chumps. HH 2.0 has hideous balance. And there's no sign of improvement. Meanwhile, even though 40K is a mess, they try to fix things everything few months. It's been almost a year, and in HH 2.0 dreadnoughts are still busted, UM units are terribly under-costed, and IF have broken rules and units. Meanwhile, Salamanders, RG, and TS need total rewrites.
I consider khenetai as a good unit, especially if you compare them to veterans (since that's the statline that they have). They are 30 points more expensive but they come with the achean power weapons, and the sergeant has Ld 9 wich is super important for the psyquic checks. So you are going to pass the psychic checks most of the times, and then, you have a squad that has 5 attacks on the charge (6 on the blademaster) of WS 6 with a nice statline on the swords. Against power armor with S 6 you are going to mince enemies. Also you can risk charging terminators or dreads since you have so many attacks with rending and high WS that probably you are going to win the combat. Yes, they are TS, they suffer for the perils of the warp and such but there are ways to mitigate that a little. The big problem is their low resilience, but you can deep strike they with the only Rite of war that's actually playable from TS. Even if you don't do it, they move 8 wich is not bad at all, and if you want to cheese and be that guy, taking in account the last FAQ you could attach some Character like an apothecary with the minor arcana that gives +3 flying movement, cast the cult, and then de-attach the character in the same movement (since you cast it before you start your movement) so you move 15 inches flying on the first turn and then in second turn you can cast Mindsong of blades since the character is no longer on the unit. So all in all i think they are playable if you find the ways to hide the unit. Maybe using also the special reaction of TS so you don't get shoot off idk
@@giancarlocoia3228 check the last liber hereticus FAQ, you can attach characters with cult X to units with cult Y. What you CAN'T do is have two different cults activated in the same unit but you can have diferent cults in the same unit. The mindsong of blades is actually a psychic power not a cult so it doesn't even matter. Fun fact, before the FAQ you could not assign characters with a diferent cult to a unit but later in the game there was nothing that prevented you from attaching said character.
@@youhell2328 well that is fantastic, makes them a lot more viable. I’m thinking maybe does biomamcy apply to the whole unit if cast? Maybe attack a chaplain for the melee bonuses.
@@giancarlocoia3228 incorrect. Keep in mind that mindsong of Blades has to be casted at the start of your turn, and the rule says that all the models on the unit has to have the mindsong of Blades hability, so while there Is a character attached you can't cast It. The only viable combo is the one i already mentioned. Start of the turn 1, you have your khenetais with a character attached with the pavoni cult arcana, when you start your movement phase, you Cast the cult for giving the unit and the character +3 movement and fly, then you run with the whole unit 14 inches in total, de-attaching the character on the way, so you finish your movement with your character alone and your khenetais ready to Cast mindsong of Blades on the start of turn 2, you pray for them not being obliterated by enemy fire and then in turn 2 you Cast mindsong of Blades and charge
Numerologist Cabal is also pretty good, since it’s essentially a Master of signals with ablative wounds that can give bs 5 to 2 units, including vehicles. Then again, you can also take MoS with telekinesis for that 4++ bubble. Thousand sons are a bit underrated I feel, especially as a shooting legion. But also their melee units are quite good. If they didn’t have to worry about perils, they’d be op as hell.
Interesting point about the Adherents more or less being discount Veterans in a Troops slot. Outside of Covenant of Fire, they're probably better off as a hybrid substitute for flamer tactical support, tactical, and despoiler squads (and only sparingly so), but your point still stands that apart from the Dragon's Breath Combi-Flamer there is nothing that the squad can do that an equivalently equipped normal Veteran Squad can't at 5pts more per model. It's funny. Back when I was starting my Salamanders collection back in 1st Ed, I wound up building up a 10-man squad of combi-flamers with two heavy flamers, mostly since I wanted my collection to be as cross-compatible with vanilla 40k at the time and felt a second Sternguard Veteran Squad was a good idea. Happy coincidence that a legion-specific unit with that as standard kit would become a thing in 2.0.
It’s good to hear you mention volkite caliver tac support, Im planning on running small squads to assist my tacticals at holding objectives and protecting flanks from infantry
My two cents as vlka fenryka player. Deathsworn - they have unique ability to take rad grenades and great frost blades wich gives you ap2 at initiative that will insta death other marines. Plus legion trait gives them +1ws on the charge making them good at hitting hard. Also their unique ability to create a squad with speaker of the dead means you will not take them as elites giving you more slots for elites options. Stalkers are IMHO best in 10 man, specialised squads with either rotors for pinning or meltaguns for haevy duty. Coupled with some power weapons they make good mobile support option. Jorlund are SW version of flamer support squad rather than vets. They have weaker flamers (pistols) but come already with chainsword and pistol+chainsword combo is always welcome for vlka. They are essentialy CC oriented flamer squad.
Deathsworn can only take 2 great frost blades in a unit of 10 and they don't get +1 weapon skill from the legion trait since they're infantry without the heavy type. If you take them as a retinue for speaker of the dead or caster of runes, you essentially are making these an HQ choice and sacrificing the consul to the unit since the consul MUST be part of the unit, and can't leave. This isn't ideal since there are other units you might rather they be in. On the other hand, speaker grants hatred which slightly makes up for ws4, however that's a poor idea when you could instead take caster of the runes and give them biomancy so they get instant death against toughness 4 on their power axes. I don't know if a caster can take cataphractii or a breacher shield, but if they can, absolutely do it. This would prevent the unit from running and grant them the +1ws on the charge. In total this would be +1 ws, +1s, +1t and give your axes instant death against T4 and your 3x great frost swords instant death against T4 with battle-hardened(1) for one turn only. This unit is still nowhere near worth the ridiculous amount of points even when using this, but it's not miserable at least. When sacrificing an HQ slot to buff them, they become... alright. Effectively they get to play pretend as an actually good unit for one turn and only that one turn. I would recommend following up by charging several other units in at the same time and using these guys as a hammer to severely damage a unit and having the others clean up since you absolutely cannot get caught in combat with these unless you want to lose a roughly 450 point unit that swallowed an HQ slot against basic terminators.
@@Azkaellon9001 they are infantry (heavy) subtype if you look closer. They are magnificent for the points cost when you consider all the rules they get. Not very fast to get anywhere tho, but better than many other legion’s elite units, just not the best. They will absolutely demolish other non termie infantry just because of their access to ap2 weapons while being 2+ themselves.
The Meteor Hammer can compete with the Falax Blades on the Rampagers purely because it can reach S8 incredibly easily (Biomancy or the WLT on the charge thanks to Furious Charge) which combined with its higher speed lets them ID T4 (or T5 after rad grenades) at a speed most marines can't reach. So if you're building a squad to run alongside some characters the Hammer will end up better if you add a Libby and or Moritat.
@@38crippler I can see them being played in a loyalist list, but in a traitor list? No way, and if you have rampagers running around who are pretty much worshipping angron's fallen comrades... Yea that's a traitor list lol.
Can Headhunters actually take combi-disintegrators? It doesn't say they can, and in the discription for disintegrator weapons it says only IC and seeker sergeants can take them.
Pretty sure they can't, it's not specified they can, still they do get magna-combi weapons for only 5 pts each though, so combit-melta seem like a good choice scouting forwards or maybe a larger squad with the banestrike bolters to provide some nice fire support (although you'll want to get them close for best effectiveness)
Love the vids as always Macca. However as a Vylka Fenrika enjoyer I have to disagree as I personally prefer to use Grey Stalkers squads. For just +10 points Stalkers are just Slayers that have Chainswords and are able to 1 in 5 a special weapon. While the special weapons are usually not super important in a game sense but it enables further individualisation and modelling on your own army so I always add them. I personally much prefer Chainswords to Fenrisian Axes. the Shred will benefit me more than the occasional extra attack and the +1S that I will probably get from playing 'The Bloodied Claw' RoW. I also agree on SoH Chieftans, I love the idea/lore of the unit especially if running an all Reaver list but Command Squads can do what they do but better, drop them 1ppm make them able to be equiped with Volkite Calivers (just like Command Squads can) I think that would push them into being a viable alternative.
Totally rando but man it's a shame you stopped the Unification -Scouring lore series, I greatly enjoyed it. Also your lore videos are perfect for my friends that want to dip into Warhammer lore.
"He was a good Soldier, Macc." "He was....uh........ _My Friend."_ [military *Trumpet* _plays]_ (On behalf of the HH Community: *_Thank You Macca,_* for all your _hard work, keen acumen_ & above all: *_HONESTY ~&~ DEFIANCE_* against the rot of *_Mediocrity & Dross_* in our beloved Hobby. All the Best to You ~&~ Yours in '23 & beyond (!) * *{};O)=*~* (* = Dutch.....pre-mission / jungle insertion)
>> 1:00 _(Cough.....Spits Coffee Out Violently)_ Uhh....Umm: does that say *_$145.00_*_ Dollarie-Do's_ for a fv*king Command Squad!? W....T....F _(???)_
Disagree on WE Rampagers. WL with Butcher's Claws in a squad of Rampagers with Meteor Hammers has them strike at S8 at +1I (regardless of challenges) on the charge to sauce T4 units. On a charge, they will have enough attacks to turn Cenobium into lots of sauce. Red Hands are not better Destroyers. They have terrible rules. They cost more than naked Destroyers (who can just take a vexilla for the +1 to combat res), with access to Caedere weapons the one thing that sets them apart. But those Caedere weapons are 15 points on them! So, for 35 points, you can 1 wound Sv3 model. Gets expensive quickly when compared to Dawn Breakers or even Dark Furies (which I hate because they get no Legion benefit and are ironically better in AL than in RG). Meteor Hammers can again give them the ability to sauce anyone though. Not access to a DT is painful though.
Go to 22:51 of the video; the narrator states that all points discussed regarding the Blood Angels Dawnbreaker Cohort apply to the Enigmatus Cabal. Unless I am mistaken, and the narrator was referring to a different Blood Angels unit in this video.
Combi-disintegrators, sadly, are not a legal pick on Headhunters. While it would be cool for HH or Lernaeans to get some disintegration action, the combi-disintegrator specifies that it can only be taken by ICs or Seeker squad sergeants.
Macca, I do want to advocate for the Numerologist as I believe you're a bit too harsh on the unit. It is a very durable techmarine which can move without needing a squad to baby sit it. The BS buff is very useful when applied to snipers, lascannon HSS and (quite niche) but Deredeos with plasma cannonades as it makes them a BS6 equivalent so rerolling failed hits. Naturally he has also has Battlesmith. This is all great, but in combination with the psychic power providing a Geo-locator beacon, this makes the unit incredible for Guard of the Crimson King lists which rely on successful deepstrike. The unit is cheaper than a Proteus Explorator and far more durable and useful than a Master of Signals (for not much of a points premium) and thus fills the niche of enabling deepstrike. Given that GotCK is one of the only 'meta' ways to run sons, this immediately makes the Numerologist cabal an S tier unit for them.
question about the EC sun killers: Does it have to be las cannons or would the plasma cannons be a viable option? Or is the las cannon simply better in all aspects?
Lascannons are better imho, with plasma cannons you'll hypothetically get more hits on infantry but you won't for sure get the breaching and you won't be strong enough to instakill, lascannons would also be stronger against vehicles
@@kazoie1 fair enough. Las cannons were my first instinct, but I was advised that they're a little pricey points wise. Then again the sun killers are a buffed heavy squad with free las cannons so it might be a better option. Plus no exploding ones
I recently played my Alpha Legion against Iron Warriors. Needless to say, I lost (big ol’ block of Tyrant Seige Termies and all that). But, my Headhunters sniped out the enemy Warsmith with the Multi-Melta. Outside of that match, pretty much every time I’ve deployed my Headhunters against the enemy en-mass, they always force the enemy to make a moral check or even get to run them down in melee. Sure, the power daggers are only S3, but they’re also Breaching 5+ with a boat load of attacks at I5. There’s a very good chance we’re killing power armor. I also take plasma in one of my squads, as a meme.
@@newtpondskipper True. But considering how middling our Terminators are...I feel like they're throwing us a bone. No, seriously, our Terminators suck unless you're playing objectives. Then they're mid.
Wouldnt that be nice !!! Also a little boots in the melta weapons would be great too!!! Like in 40K there better with flamer and melta Would be sweet in 30K as well!! Up there strength just like flamer to 9 would be great you wouldn’t need lascannon anymore or less anyways!!!
Reavers don’t get banestrike bolters and pay 10 points for power weapons. You’re better off with veterans who are cheaper and do get banestrike bolters for 2 points and power weapons for 5 points. You can give every reaver a power fist for 15 points a piece but that’s super expensive. They are essentially a side grade for despoilers and assault marines, but with more options and ws5. Not really an elite choice, and only sensible in black reaving, maybe. Edit. did some math hammering, and reavers will lose to both despoilers and assault marines point for point. Take them for rule of cool, but otherwise don’t bother. 😂
I wish more 40K TH-cam channels where more straightforward and honest with giving there options on units like this channel is. Im sick of hearing about how epic and amazing a unit is only to get a lackluster review of a honestly mid tier unit.
Im really confused on your rating of the Numberologist, its a LD9 check, that lets you buff 2 units for 130 points stock. 2 Tech marines with cog sig, that are then limited to what ever unit they are attatched to cost 140 AND they can be picked off. On top of that his power can be used on not only infentry, but vehicles and dreads as well where as the cog sig can not. Hard disagree with it being a bad unit, truth be told i think Numberologists are probably the best unit that Tsons have right now because its such a powerful force multiplier, that is not limited like a normal tech marine is. Numberologist sitting pretty with a HSS + Rapier battery makes a scary bunker unit.
The Sunkillers are MORE expensive than a regular HSS with lascannons. By a lot. In fact, they are more expensive than a HHS and attached Techmarine with a cognis for +1BS, so they are another example of derpy derp GW rules writing. Then you look at the UM and IF units, and you want to punch the rules writers in the teeth. Repeatedly. 10 Sunkillers = 385 10 HSS with lascannons and a Techmarine with cognis = 345 I guess where Sunkillers are good is they can take a fortification as a DT, for a 5+++. Also, their max squad size is 20. So, while expensive, being on the receiving end of a Return Fire reaction from 20 lascannons is going to give anyone a bad day. I think that is their selling point. They are too scary to attack inside 48". But, the game has busted busted point costs. UM and IF. Dreadnoughts. These have to be fixed, or just excluded from games. IF and possibly SW also have busted rules and not enough penalties to reflect their derpiness in the lore.
They're one of the few squads where additional models cost more than the ones you start with (and the Novaetor has +1A and +1Ld) so I wouldn't call it a dick move at all. 10 Lascannons are also going to kill almost anything so 20 is just an unnecessary points sink packaged nicely into one squad for your opponent to deal with more easily.
I understand the pain on the Thousand Sons, but I think you're getting to the point where your commentary on them is pretty unbalanced. When you talk about the Intercession Cabal, you say they have to psychic test to get the special rule that Mor Deythan just activate for free - this is true, but it would have been much more fair to point out that this is a once per game for the Mor Deythan but not for the Intercession Cabal. You observe with notable bitterness that the Numerologist competes for slots with normal tech marines but completely skip on the fact that he's clearly there for a role (cognis signum and battlesmith on robots, tanks etc) that the normal techmarine cannot do. &c &c Again, none of this means that you're wrong on your overall assessment, but refusing to even acknowledge the obvious contentions is counterproductive and assinine.
Got as far as Dark Angel Interemptors and realised if you made such a massive mistake on just the second unit then the rest of this video can't be trusted.
Once again you love your angels tears... From a mathhammer standpoint I still think you're very much wrong on this one, respectfully. Not to mention this edition almost every important unit got 2 wounds... Firstly these guys obviously didn't, but more importantly, their effectiveness got cut in half. They're truly worthless. Take a heavy weapons squad with lascannons, it'll be cheaper and much more effective if you really want them to be equipped with assault cannons. There's no unit in the game assault cannons will be better against with all this 2 wound shit. WS4 so in combat they're just another power armoured squad with shit ap, meaning all they have is a decent amount of attacks and nothing else. Counter-attack doesn't negate enemy charges, it just gives you an extra 10 attacks. You don't get the blood angels +1 to wound anymore unless you charge yourself, and nobody would be stupid enough to charge a ridiculously expensive glass cannon into combat, even though they're really lacking in the cannon aspect... Last edition, Angels Tears weren't amazing, but they were okay. This edition they're about 60% as effective as most of the units you'd choose to shoot at are 2 wounds each and you're not getting instant death. With 1 wound each and power armour, as you say they're a bullet magnet and a 10 man squad that is forced to be extremely close to the enemy is going to get gunned down in 1 turn. Also kindly remember that you can no longer rely on your knowledge of staying at 24" range and letting rip with the assault cannons due to so many units now moving faster. Furthermore, return fire means your unit will likely end up dying in the enemy turn since it'll be reserved for use on them. That or interceptor will get them if they deep strike because almost every fucking unit gets it ridiculously cheap now, and if your enemy has a master of signals (which is REQUIRED and does NOT take up an hq slot in Logos Lectora, as well as being very common in many armies due to the cognis signum) or a command rhino, or even a proteus with the radio thing on it, you have a 50/50 chance of your opponent deploying all your deep strike units for you. Deep strike is not really a viable option anymore due to everyone just dying the turn they drop or being deployed wherever your opponent wants in the middle of a kill box or at the back of the board. Footslogging is probably the way to go but return fire will still delete that unit in one go. One option worth noting is if you take Sanguinius then these guys will get WS5 due to their jump packs, so there is potential for giving them heavy chainswords for s6 meaning they get instant death thanks to rad grenades and being a viable combat unit, but the 1 wound power armour still proves an issue and you will likely die to overwatch which is also another broken reaction this edition. To conclude this essay, I think you're pretty much spot on with the crimson paladins and dawnbreakers in just saying yeah they're fucked this edition and both were better last edition, but I think if you take a moment to really consider it you'll realise the angels tears are also fucked this edition and as much as you love to view them positively, they weren't that strong last edition either. I'm a vehement blood angels addict and I love to think that my legion could be stronger than others, but even I'm not crazy enough to deny that 10 dudes in power armour with 1 wound each won't survive more than a turn at 24". This edition, the blood angels have been nerfed massively which sucks since last edition they were below average anyway thanks to being released in hh8 when anuj decided the marine factions had to suck in that book and the daemons had to literally be an auto-win on deployment. Even our primarch has been nerfed massively without any points reduction however it was cleverly disguised as a buff until you spend more than 20 seconds really looking at it. This edition clearly had no play testing and the team working on it was just a bunch of yes-men.
Agree that RG have some of the worst legion rules. Auspex cheap wargear that almost anyone can take turns off Talons and everything except terminators in Falcons already has shred weapons. And Hawks requires you to zoon around and forgo shooting on your speeders, some of which already had a 5+++ when doing so. The RG rules writer needs to get punched in the teeth. You know you messed up when the units you designed work better in another Legion (AL in this case) than in the Legion you designed them for. What a failure of a human being.
This video.... What happened? Lots of misses. When you play games you see who's good and whos not. This feels like you don't play and just read tired before making a video
The Dark Angels Interemptors dont have the standard plasma guns. They use plasma burners which are Template, S6, AP4, Assult 1 and Breaching 4+ so they can’t hurt themselves and can get an insane amount of hits with 10 of them
Yeah, also they are Destroyers. Rad grenades, counter attack (1) wich means 4 attacks per guys on first round, ability to take up to THREE phosphex bombs on the sergent, and bitter duty (plus they have de same paldron as the destroyers so defenitly the same type of unit). The heavy incenerator is just great. Their problem is kind of the same as the basic Mortalis destroyers, it is complex to bring them all in range of fire but when they are, they will just destroy infantry and do a lot of damage even on Cataphractii. Their point cost isn’t to high, actually compared to Mortalis destroyers they are cheaper, and have a better damage output, specially when you give them the heavy incenerator. Compared to destroyers in close combat, they are a bit under because they don’t have chainswords (only basic combat weapon), and only the sergent can take melta bombs so they won’t be able to really hurt heavy tanks or Dreadnoughts in melee.
I really feel like those videos lack a lot of other perspectives, maybe invite players who are using the actual units could help having more accurate comments and advices, and also some specific cases where those units are great or not. I have watched most of Outer Circles videos about Dark Angels and feel like there are a lot of mistakes and misunderstanding of their rules.
Yes I’ve had a MASSIVE amount of success with those in my local community
Yes, my bad! I do think tho that getting them into a position to use the flame weapons is incredibly difficult and I don't think that the cost of the unit is always made back, the problem being that so much stuff is capable of quickly and easily killing them, but that's just my thoughts!
@@TheOuterCircle you're wrong there. interemptors are absolutly amazing
@@TheOuterCircle in real games people don't space units out to the max. When I'm playing massive games template weapons are amazing.
I've been thinkin of getting into HH rather than 40k lately. These videos are gold.
save yourself, go 30K
@@caprera but that is what he is thinking unless you meant 40k?
@@schro34 I know, I was expressing my support for his decision.
I play 40k but I wish there were more people around that played 30k, I have more interest in the games rule system than the modern 40k system. The rules seem more mechicanically complex which allows for more speific effects to play across the table (Like radiation weapons actually having a radiation effect associated with them. where that's not the way they function in 40k. Additionally the way wounds are calculated seems more varied. Like glancing hits and direct hits and critical hits on vechicles and armor facing and that kind of stuff. 40k lacks those kinda qualities and I think they'd make the game a lot better. they're present already in horus heresy.
The books in the Horus heresy outshine everything else, imho. It definitely helps to have a cohesive story. I think that’s a big reason why this seems so much cooler.
Alpha Legion players bringing in the big dollars.
The true videos we need for 30k not some random youtuber who was given the big box at start.
Great insightful content Mr circle, keep them coming
I really hope there is a 3 second mention of the falcon's claw for the white scars where you just say no and move on lol
Really enjoy this type of video Macca, keep it up👍
Dark Angel Interemptors have both good plasma weapons, as they are plasma flamers, and they also are destroyers so I think there are very good if you can deliver them safely.
Hey Macca thanks for the well done video. I just took the leap into HH and looking at this sort of stuff is helping a lot to get an understanding of what the different legions can do and their different units.
Do you think you could do a video explaining what the generic legion units bring to the table? Particularly the ones that might not be that obvious from the stats such as destroyers or seeker squads
AL player here.... you are welcome boo
Regarding Alpha Legion and Disintegrator a, p. 130, at least in the English NA liver Hereticus, restricts combi-disintegators to independent characters and seeker sergeants. Is there something I am missing?
That was my first question finishing this vid as well. Both my Liber Astartes/Hereticus books specify (marked by asterix) Independent characters and seeker sergeants within a seeker squad (which rankled me since the Headhunter squad would even preclude their Sergeant from having one as he's not a seeker sgt...).
These Videos are really good for harvesting theme and rule ideas for my warhammer 40k chaos space marine homebrews, getting into some or the original units the warbands would be descendant from and how that might influence them 10000 years later.
As somebody slowly building an Alpha Legion force, I feel attacked.
😆
If I were one I would feel appreciated :)
think about this as a Menu rather then a Attack
It's called sarcasm, hence the laughing face emoji.
Thank you Macca!
Always learning something from this channel
Played right with the correct support, Interemptors will easily erase the enemy army and dominate the tempo of the game. You aren't exactly 'fishing' for a breach when you are putting 50 hits on a target. The Interemptors will also hold ground surprisingly well for a specialist shooting unit and no one really wants to charge that unit...or even go anywhere near it. We have different opinions on quite a few squads but that's just life, keep up the 30k content.
Palatine blades are definitely over-costed when you compare them to Dawnbreakers and Command Squads etc.
They get slightly less over-costed if you take the jump-pack version, as they are only slightly more expensive than the vanilla Palatines. Even still, they are over-costed compared to Dawn Breakers (who are almost UM and IF busted under-costed).
@@andrewbakescakes9684 Palatine Aquilae are definitely better value but still 45 points more than Locutarus or Dawnbreakers when there's no obvious reason why. Regular Palatines can't even take a Land Raider as a dedicated transport either.
@@Jackalos1 - Dawn Breakers should be at least 40 points. Maybe more. Let's say you equipped regular Vets (Command Squad) similarly: 18 pts a guy + 10 for jump pack + 5 for a power weapon + 5 for a minor-combi. And you STILL have a model with worse melee and shooting.
Then look at SoH Reavers. I get that BA are the "jet pack legion", but under-costing units is not how to achieve this. Reavers are so stupid useless.
Palantines suffer from having their legion rule baked into their cost I think. Phoenix weapons aren't very good, and they aren't killy enough to fight other elites.
And you don't need MORE ways to kill chumps.
HH 2.0 has hideous balance. And there's no sign of improvement. Meanwhile, even though 40K is a mess, they try to fix things everything few months.
It's been almost a year, and in HH 2.0 dreadnoughts are still busted, UM units are terribly under-costed, and IF have broken rules and units. Meanwhile, Salamanders, RG, and TS need total rewrites.
I consider khenetai as a good unit, especially if you compare them to veterans (since that's the statline that they have). They are 30 points more expensive but they come with the achean power weapons, and the sergeant has Ld 9 wich is super important for the psyquic checks. So you are going to pass the psychic checks most of the times, and then, you have a squad that has 5 attacks on the charge (6 on the blademaster) of WS 6 with a nice statline on the swords. Against power armor with S 6 you are going to mince enemies. Also you can risk charging terminators or dreads since you have so many attacks with rending and high WS that probably you are going to win the combat. Yes, they are TS, they suffer for the perils of the warp and such but there are ways to mitigate that a little. The big problem is their low resilience, but you can deep strike they with the only Rite of war that's actually playable from TS. Even if you don't do it, they move 8 wich is not bad at all, and if you want to cheese and be that guy, taking in account the last FAQ you could attach some Character like an apothecary with the minor arcana that gives +3 flying movement, cast the cult, and then de-attach the character in the same movement (since you cast it before you start your movement) so you move 15 inches flying on the first turn and then in second turn you can cast Mindsong of blades since the character is no longer on the unit. So all in all i think they are playable if you find the ways to hide the unit. Maybe using also the special reaction of TS so you don't get shoot off idk
You can’t attack different cult arcana into blade occult, if they have differing arcana then it changes to the blade occult one
@@giancarlocoia3228 check the last liber hereticus FAQ, you can attach characters with cult X to units with cult Y. What you CAN'T do is have two different cults activated in the same unit but you can have diferent cults in the same unit. The mindsong of blades is actually a psychic power not a cult so it doesn't even matter. Fun fact, before the FAQ you could not assign characters with a diferent cult to a unit but later in the game there was nothing that prevented you from attaching said character.
@@youhell2328 well that is fantastic, makes them a lot more viable. I’m thinking maybe does biomamcy apply to the whole unit if cast? Maybe attack a chaplain for the melee bonuses.
@@giancarlocoia3228 incorrect. Keep in mind that mindsong of Blades has to be casted at the start of your turn, and the rule says that all the models on the unit has to have the mindsong of Blades hability, so while there Is a character attached you can't cast It. The only viable combo is the one i already mentioned. Start of the turn 1, you have your khenetais with a character attached with the pavoni cult arcana, when you start your movement phase, you Cast the cult for giving the unit and the character +3 movement and fly, then you run with the whole unit 14 inches in total, de-attaching the character on the way, so you finish your movement with your character alone and your khenetais ready to Cast mindsong of Blades on the start of turn 2, you pray for them not being obliterated by enemy fire and then in turn 2 you Cast mindsong of Blades and charge
Numerologist Cabal is also pretty good, since it’s essentially a Master of signals with ablative wounds that can give bs 5 to 2 units, including vehicles. Then again, you can also take MoS with telekinesis for that 4++ bubble. Thousand sons are a bit underrated I feel, especially as a shooting legion. But also their melee units are quite good. If they didn’t have to worry about perils, they’d be op as hell.
Mortis Poisoners are definitely a mega fluffy unit vs any other option for DG, but I think I will end up making some
Interesting point about the Adherents more or less being discount Veterans in a Troops slot. Outside of Covenant of Fire, they're probably better off as a hybrid substitute for flamer tactical support, tactical, and despoiler squads (and only sparingly so), but your point still stands that apart from the Dragon's Breath Combi-Flamer there is nothing that the squad can do that an equivalently equipped normal Veteran Squad can't at 5pts more per model.
It's funny. Back when I was starting my Salamanders collection back in 1st Ed, I wound up building up a 10-man squad of combi-flamers with two heavy flamers, mostly since I wanted my collection to be as cross-compatible with vanilla 40k at the time and felt a second Sternguard Veteran Squad was a good idea. Happy coincidence that a legion-specific unit with that as standard kit would become a thing in 2.0.
It’s good to hear you mention volkite caliver tac support, Im planning on running small squads to assist my tacticals at holding objectives and protecting flanks from infantry
My two cents as vlka fenryka player.
Deathsworn - they have unique ability to take rad grenades and great frost blades wich gives you ap2 at initiative that will insta death other marines. Plus legion trait gives them +1ws on the charge making them good at hitting hard.
Also their unique ability to create a squad with speaker of the dead means you will not take them as elites giving you more slots for elites options.
Stalkers are IMHO best in 10 man, specialised squads with either rotors for pinning or meltaguns for haevy duty. Coupled with some power weapons they make good mobile support option.
Jorlund are SW version of flamer support squad rather than vets. They have weaker flamers (pistols) but come already with chainsword and pistol+chainsword combo is always welcome for vlka. They are essentialy CC oriented flamer squad.
Deathsworn can only take 2 great frost blades in a unit of 10 and they don't get +1 weapon skill from the legion trait since they're infantry without the heavy type. If you take them as a retinue for speaker of the dead or caster of runes, you essentially are making these an HQ choice and sacrificing the consul to the unit since the consul MUST be part of the unit, and can't leave. This isn't ideal since there are other units you might rather they be in. On the other hand, speaker grants hatred which slightly makes up for ws4, however that's a poor idea when you could instead take caster of the runes and give them biomancy so they get instant death against toughness 4 on their power axes.
I don't know if a caster can take cataphractii or a breacher shield, but if they can, absolutely do it. This would prevent the unit from running and grant them the +1ws on the charge.
In total this would be +1 ws, +1s, +1t and give your axes instant death against T4 and your 3x great frost swords instant death against T4 with battle-hardened(1) for one turn only.
This unit is still nowhere near worth the ridiculous amount of points even when using this, but it's not miserable at least. When sacrificing an HQ slot to buff them, they become... alright.
Effectively they get to play pretend as an actually good unit for one turn and only that one turn. I would recommend following up by charging several other units in at the same time and using these guys as a hammer to severely damage a unit and having the others clean up since you absolutely cannot get caught in combat with these unless you want to lose a roughly 450 point unit that swallowed an HQ slot against basic terminators.
@@Azkaellon9001 they are infantry (heavy) subtype if you look closer. They are magnificent for the points cost when you consider all the rules they get. Not very fast to get anywhere tho, but better than many other legion’s elite units, just not the best. They will absolutely demolish other non termie infantry just because of their access to ap2 weapons while being 2+ themselves.
The fact that these units are resin just kills my enthusiasm
The Meteor Hammer can compete with the Falax Blades on the Rampagers purely because it can reach S8 incredibly easily (Biomancy or the WLT on the charge thanks to Furious Charge) which combined with its higher speed lets them ID T4 (or T5 after rad grenades) at a speed most marines can't reach. So if you're building a squad to run alongside some characters the Hammer will end up better if you add a Libby and or Moritat.
A librarian? In a WE army? I thought 30k was meant to be a more narrative accurate game system.
@@jellydamgood they had Libarians until Angrons Ascension to daemon primarch. They were very important but not well liked.
@@38crippler I can see them being played in a loyalist list, but in a traitor list? No way, and if you have rampagers running around who are pretty much worshipping angron's fallen comrades... Yea that's a traitor list lol.
Can Headhunters actually take combi-disintegrators? It doesn't say they can, and in the discription for disintegrator weapons it says only IC and seeker sergeants can take them.
Pretty sure they can't, it's not specified they can, still they do get magna-combi weapons for only 5 pts each though, so combit-melta seem like a good choice scouting forwards or maybe a larger squad with the banestrike bolters to provide some nice fire support (although you'll want to get them close for best effectiveness)
excellent video, well researched.
Love the vids as always Macca.
However as a Vylka Fenrika enjoyer I have to disagree as I personally prefer to use Grey Stalkers squads. For just +10 points Stalkers are just Slayers that have Chainswords and are able to 1 in 5 a special weapon. While the special weapons are usually not super important in a game sense but it enables further individualisation and modelling on your own army so I always add them. I personally much prefer Chainswords to Fenrisian Axes. the Shred will benefit me more than the occasional extra attack and the +1S that I will probably get from playing 'The Bloodied Claw' RoW.
I also agree on SoH Chieftans, I love the idea/lore of the unit especially if running an all Reaver list but Command Squads can do what they do but better, drop them 1ppm make them able to be equiped with Volkite Calivers (just like Command Squads can) I think that would push them into being a viable alternative.
Totally rando but man it's a shame you stopped the Unification -Scouring lore series, I greatly enjoyed it. Also your lore videos are perfect for my friends that want to dip into Warhammer lore.
This!!
Those Sunkillers in the emperors children sound sick, the perfect heavy weapons wielders in their legion.
did i miss the burning eyes squad somewhere?
My alpha legion ass watching the full video 🙃
"He was a good Soldier, Macc." "He was....uh........ _My Friend."_ [military *Trumpet* _plays]_
(On behalf of the HH Community: *_Thank You Macca,_* for all your _hard work, keen acumen_ & above all: *_HONESTY ~&~ DEFIANCE_* against the rot of *_Mediocrity & Dross_* in our beloved Hobby.
All the Best to You ~&~ Yours in '23 & beyond (!) * *{};O)=*~*
(* = Dutch.....pre-mission / jungle insertion)
Where are the Alpha Legion Effrit Stealth Squad from? I thought the only places the units are in are the Liber Hereticus and Legacies PDF.
They’re in the pdf
Good video but you got Dark Angel Interemptors totally wrong.
>> 1:00 _(Cough.....Spits Coffee Out Violently)_ Uhh....Umm: does that say *_$145.00_*_ Dollarie-Do's_ for a fv*king Command Squad!? W....T....F _(???)_
Disagree on WE Rampagers. WL with Butcher's Claws in a squad of Rampagers with Meteor Hammers has them strike at S8 at +1I (regardless of challenges) on the charge to sauce T4 units. On a charge, they will have enough attacks to turn Cenobium into lots of sauce.
Red Hands are not better Destroyers. They have terrible rules. They cost more than naked Destroyers (who can just take a vexilla for the +1 to combat res), with access to Caedere weapons the one thing that sets them apart. But those Caedere weapons are 15 points on them! So, for 35 points, you can 1 wound Sv3 model. Gets expensive quickly when compared to Dawn Breakers or even Dark Furies (which I hate because they get no Legion benefit and are ironically better in AL than in RG). Meteor Hammers can again give them the ability to sauce anyone though. Not access to a DT is painful though.
Great video, thank you! But where are Firewing Enigmatus Cabal?
Go to 22:51 of the video; the narrator states that all points discussed regarding the Blood Angels Dawnbreaker Cohort apply to the Enigmatus Cabal. Unless I am mistaken, and the narrator was referring to a different Blood Angels unit in this video.
Combi-disintegrators, sadly, are not a legal pick on Headhunters. While it would be cool for HH or Lernaeans to get some disintegration action, the combi-disintegrator specifies that it can only be taken by ICs or Seeker squad sergeants.
Macca, I do want to advocate for the Numerologist as I believe you're a bit too harsh on the unit. It is a very durable techmarine which can move without needing a squad to baby sit it. The BS buff is very useful when applied to snipers, lascannon HSS and (quite niche) but Deredeos with plasma cannonades as it makes them a BS6 equivalent so rerolling failed hits. Naturally he has also has Battlesmith. This is all great, but in combination with the psychic power providing a Geo-locator beacon, this makes the unit incredible for Guard of the Crimson King lists which rely on successful deepstrike. The unit is cheaper than a Proteus Explorator and far more durable and useful than a Master of Signals (for not much of a points premium) and thus fills the niche of enabling deepstrike. Given that GotCK is one of the only 'meta' ways to run sons, this immediately makes the Numerologist cabal an S tier unit for them.
Great Video, really informative. Thanks man
You sir got your first comment purely from the description of alpha legion players as cash pigs for stealing everyone's units.
Congrats 👏
"What do you call those Sons of Horus, Salamander?"
"Royale with Cheese."
What a coincidence, I was thinking about the Dank Angel uniques yesterday.
I've had some good success using atherfire Blaster support squads
Is it possible/a good idea to run red hand destroyers with chainaxes in a world eater force ? I like the idea lorewise !
What’s people’s take on the Enigmatus Cabal?
Since when could I take disintegrators on headhunters ?
Your opinion on the palatine blades seems to have changed since episode 2 of the getting started series. Any reason?
I think a lot of people changed their opinion on the unit once jump packs became an option through the pdfs
question about the EC sun killers: Does it have to be las cannons or would the plasma cannons be a viable option? Or is the las cannon simply better in all aspects?
Lascannons are better imho, with plasma cannons you'll hypothetically get more hits on infantry but you won't for sure get the breaching and you won't be strong enough to instakill, lascannons would also be stronger against vehicles
@@kazoie1 fair enough. Las cannons were my first instinct, but I was advised that they're a little pricey points wise.
Then again the sun killers are a buffed heavy squad with free las cannons so it might be a better option.
Plus no exploding ones
Where did you find the rules for the dark sons? First time I've ever heard of them and they're not in the book.
they're in a pdf on warhammer community somewhere
The wolves squad can take chainswords and be cheaper than tacticals (with chainswords)
I recently played my Alpha Legion against Iron Warriors. Needless to say, I lost (big ol’ block of Tyrant Seige Termies and all that). But, my Headhunters sniped out the enemy Warsmith with the Multi-Melta.
Outside of that match, pretty much every time I’ve deployed my Headhunters against the enemy en-mass, they always force the enemy to make a moral check or even get to run them down in melee. Sure, the power daggers are only S3, but they’re also Breaching 5+ with a boat load of attacks at I5. There’s a very good chance we’re killing power armor.
I also take plasma in one of my squads, as a meme.
They are so much better this edition it's not funny.
@@newtpondskipper True. But considering how middling our Terminators are...I feel like they're throwing us a bone.
No, seriously, our Terminators suck unless you're playing objectives. Then they're mid.
what are you talking about? dark angels interemptors are absolutly amazing
If the Salamanders adherant or Disciples of the Flame squad had reusable combi-melta and multi-meltas they would be better. Thank you for the video.
Wouldnt that be nice !!! Also a little boots in the melta weapons would be great too!!! Like in 40K there better with flamer and melta Would be sweet in 30K as well!! Up there strength just like flamer to 9 would be great you wouldn’t need lascannon anymore or less anyways!!!
Reavers don’t get banestrike bolters and pay 10 points for power weapons. You’re better off with veterans who are cheaper and do get banestrike bolters for 2 points and power weapons for 5 points. You can give every reaver a power fist for 15 points a piece but that’s super expensive. They are essentially a side grade for despoilers and assault marines, but with more options and ws5. Not really an elite choice, and only sensible in black reaving, maybe.
Edit. did some math hammering, and reavers will lose to both despoilers and assault marines point for point. Take them for rule of cool, but otherwise don’t bother. 😂
160pt Meltagun Support Squad vs 175pt Pyroclasts. Like, were these units even designed by the same design team?
1:15 You're welcome.
I wish more 40K TH-cam channels where more straightforward and honest with giving there options on units like this channel is. Im sick of hearing about how epic and amazing a unit is only to get a lackluster review of a honestly mid tier unit.
Why gal vorbak weak against custodes?
Im really confused on your rating of the Numberologist, its a LD9 check, that lets you buff 2 units for 130 points stock. 2 Tech marines with cog sig, that are then limited to what ever unit they are attatched to cost 140 AND they can be picked off. On top of that his power can be used on not only infentry, but vehicles and dreads as well where as the cog sig can not.
Hard disagree with it being a bad unit, truth be told i think Numberologists are probably the best unit that Tsons have right now because its such a powerful force multiplier, that is not limited like a normal tech marine is. Numberologist sitting pretty with a HSS + Rapier battery makes a scary bunker unit.
I'm not a Aplha Legion player but I watched the whole video..., or am I...?
The Sunkillers are MORE expensive than a regular HSS with lascannons. By a lot. In fact, they are more expensive than a HHS and attached Techmarine with a cognis for +1BS, so they are another example of derpy derp GW rules writing. Then you look at the UM and IF units, and you want to punch the rules writers in the teeth. Repeatedly.
10 Sunkillers = 385
10 HSS with lascannons and a Techmarine with cognis = 345
I guess where Sunkillers are good is they can take a fortification as a DT, for a 5+++. Also, their max squad size is 20. So, while expensive, being on the receiving end of a Return Fire reaction from 20 lascannons is going to give anyone a bad day. I think that is their selling point. They are too scary to attack inside 48".
But, the game has busted busted point costs. UM and IF. Dreadnoughts. These have to be fixed, or just excluded from games. IF and possibly SW also have busted rules and not enough penalties to reflect their derpiness in the lore.
Ar-tiss-iffer armour. You’re welcome.
Ar-ti-fisser*
I just want rampagers with chain axes
Am I a dick if I bring 20 Sunkillers?
Depends what the other guy is bringing
I wouldn't say you're a dick, I would say it means you need a crutch to win though.
They're one of the few squads where additional models cost more than the ones you start with (and the Novaetor has +1A and +1Ld) so I wouldn't call it a dick move at all. 10 Lascannons are also going to kill almost anything so 20 is just an unnecessary points sink packaged nicely into one squad for your opponent to deal with more easily.
I understand the pain on the Thousand Sons, but I think you're getting to the point where your commentary on them is pretty unbalanced. When you talk about the Intercession Cabal, you say they have to psychic test to get the special rule that Mor Deythan just activate for free - this is true, but it would have been much more fair to point out that this is a once per game for the Mor Deythan but not for the Intercession Cabal. You observe with notable bitterness that the Numerologist competes for slots with normal tech marines but completely skip on the fact that he's clearly there for a role (cognis signum and battlesmith on robots, tanks etc) that the normal techmarine cannot do. &c &c
Again, none of this means that you're wrong on your overall assessment, but refusing to even acknowledge the obvious contentions is counterproductive and assinine.
palantine blades have no jump pack option any more
Dark angels once again getting all the love from GW and being broken once again!
Let It Burn.. I'm going to watch loyalist ..Iron Within..lol
Got as far as Dark Angel Interemptors and realised if you made such a massive mistake on just the second unit then the rest of this video can't be trusted.
Once again you love your angels tears... From a mathhammer standpoint I still think you're very much wrong on this one, respectfully. Not to mention this edition almost every important unit got 2 wounds... Firstly these guys obviously didn't, but more importantly, their effectiveness got cut in half. They're truly worthless. Take a heavy weapons squad with lascannons, it'll be cheaper and much more effective if you really want them to be equipped with assault cannons. There's no unit in the game assault cannons will be better against with all this 2 wound shit.
WS4 so in combat they're just another power armoured squad with shit ap, meaning all they have is a decent amount of attacks and nothing else. Counter-attack doesn't negate enemy charges, it just gives you an extra 10 attacks. You don't get the blood angels +1 to wound anymore unless you charge yourself, and nobody would be stupid enough to charge a ridiculously expensive glass cannon into combat, even though they're really lacking in the cannon aspect...
Last edition, Angels Tears weren't amazing, but they were okay.
This edition they're about 60% as effective as most of the units you'd choose to shoot at are 2 wounds each and you're not getting instant death.
With 1 wound each and power armour, as you say they're a bullet magnet and a 10 man squad that is forced to be extremely close to the enemy is going to get gunned down in 1 turn. Also kindly remember that you can no longer rely on your knowledge of staying at 24" range and letting rip with the assault cannons due to so many units now moving faster.
Furthermore, return fire means your unit will likely end up dying in the enemy turn since it'll be reserved for use on them.
That or interceptor will get them if they deep strike because almost every fucking unit gets it ridiculously cheap now, and if your enemy has a master of signals (which is REQUIRED and does NOT take up an hq slot in Logos Lectora, as well as being very common in many armies due to the cognis signum) or a command rhino, or even a proteus with the radio thing on it, you have a 50/50 chance of your opponent deploying all your deep strike units for you.
Deep strike is not really a viable option anymore due to everyone just dying the turn they drop or being deployed wherever your opponent wants in the middle of a kill box or at the back of the board.
Footslogging is probably the way to go but return fire will still delete that unit in one go.
One option worth noting is if you take Sanguinius then these guys will get WS5 due to their jump packs, so there is potential for giving them heavy chainswords for s6 meaning they get instant death thanks to rad grenades and being a viable combat unit, but the 1 wound power armour still proves an issue and you will likely die to overwatch which is also another broken reaction this edition.
To conclude this essay, I think you're pretty much spot on with the crimson paladins and dawnbreakers in just saying yeah they're fucked this edition and both were better last edition, but I think if you take a moment to really consider it you'll realise the angels tears are also fucked this edition and as much as you love to view them positively, they weren't that strong last edition either.
I'm a vehement blood angels addict and I love to think that my legion could be stronger than others, but even I'm not crazy enough to deny that 10 dudes in power armour with 1 wound each won't survive more than a turn at 24".
This edition, the blood angels have been nerfed massively which sucks since last edition they were below average anyway thanks to being released in hh8 when anuj decided the marine factions had to suck in that book and the daemons had to literally be an auto-win on deployment.
Even our primarch has been nerfed massively without any points reduction however it was cleverly disguised as a buff until you spend more than 20 seconds really looking at it. This edition clearly had no play testing and the team working on it was just a bunch of yes-men.
Agree that RG have some of the worst legion rules. Auspex cheap wargear that almost anyone can take turns off Talons and everything except terminators in Falcons already has shred weapons. And Hawks requires you to zoon around and forgo shooting on your speeders, some of which already had a 5+++ when doing so.
The RG rules writer needs to get punched in the teeth. You know you messed up when the units you designed work better in another Legion (AL in this case) than in the Legion you designed them for. What a failure of a human being.
This video.... What happened? Lots of misses. When you play games you see who's good and whos not. This feels like you don't play and just read tired before making a video
So this is what a declining Warhammer channel looks like.
No, that would be 40k theories.
Scathing
@@VallornDeathblade scathing but true
Go home. Macca is the bomb.
Why is Macca declining? Loving the new videos