Tau - Puretide Engrams enhancement - now you can spend 25pts for nothing - it allows you to duplicate a stratagem, but doesn't name one so it now has no effect.
The tank shock change makes less sense then using a melee weapon to determine the damage imo. A vehicle's typical melee weapon was just it's tracks or armored hull which works out exactly as its intended. For Walkers them using their toughness instead of their melee weapons feels like my dreadnought just belly flops into a unit then fighting with it's weapon instead of charging in swinging its combat weapon the whole time. It's a strange disconnect.
Well its still hitting with 5 attacks that are strength 10 to 14 a pop. I believe a Baneblade ramming some infantry at full speed should have the mass to cause as much damage as a couple Dreadnought fists.
I was confused by this comment then looked at the Detachment and realize yall had basically all battle tactics weird I didn't see ultramarines using this as he could of let yall free strat with the vehicles but that's gone now spicey primarch action Gome before it started
That detachment change once per battle for unending swarm sucks, the whole point of that is that can keep coming back. Barely seems worth using now
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@@hugheja89 Absolutely! We really cant have anything flavorful and cool. Everything must be made bland so nobody can exploit anything. As if Unending Swarm was wrecking tournaments left and right.... 😤
Which is funny seeing as tournament players are never gonna be happy anyway, so bulldozing over all the flavor in the game for them is incredibly frustrating. Shame those brilliant minds can't play something like chess where they don't have to soul suck the fun out of things to obtain a slight statistical edge.
If only GW embraced a digital Datasheet format, they could simply UPDATE the actual Dataslates and the need for Errata/FAQs would be completely unnecessary.
my biggest problem with these rule changes is the fact they dont implement them to the datasheets of the units directly (digital datasheets obviously, dont expect reprints for every edited card). looking at just Nids for a moment. the hivetyrant has the new -1cp to strats ability rather than its current one. and the swarmlord has the new +1cp to opp strats in 12''. yet these have not actually been put on the cards datasheets themselves. meaning newer or unpracticed players have to know rules in the background rather than just updating here where its intended to be used. we know they can update them, newer versions of stratagems, newer statlines on weapons, and other things like that appear. on the hivetyrant himself, has the new lethal hits section on his assault aura ability, so why do they keep the old, completely incorrect and outdated ability there? its just asking for confusion.
I love the new Hive Tyrant rules. But i m both happy and sad to be able to use it on any stratagem, even Overwatch for my Acid-Fex, but unable to double up on a really good one. All in all the Tyranid changes are fantastic and the only thing missing really, is the Heavy Vanom Cannon getting anti Tank/Monster 3+.
The best part of the new rules is the pivot rules. It makes my rhino drifting around multiple corners actually useful (imagine a light tank in warthunder arcade mode)
Let's pour one out for the Puretide Engram Chip. That enhancement is, as far as I know, the only one that let you duplicate a stratagem and had no other function. Sort of a truncated version of Rites of Battle. Now it's utterly useless.
I'm somewhat of a 40k noob (and a space marine player/fan-boy), but 10th doesn't feel right to me. It feels like the rules are confused in their intention, and game balance is an afterthought. Is this just me? I mean, bad tactics and misplays aside, in the first turn my last game saw my entire 2k space marine army of shooting to kill 60 points of electropriests in the open with no cover, to my opponent killing 160 points of Intercessors in cover with armor of contempt, 80 points of jump intercessors with cover (having los only to the back foot of 1 model) and half wounds off an atv in cover (I lost shot off board by turn 3). I don't know how to compete with that...
Brother how in gods name did you not kill them while they are out in the open? Are you not using all the rules of your army? Like statistically you should have had no trouble blasting them off the board unless your opponent was rolling super high. Edit: I now realized you said your entire army to kill them. I think point still stands how did it take that much, what was your army list? Oops all Intercessors?
They made the game with pretty clear intentions they want to simplify the rules and make uints tougher. Problem was they played the game using their own point of understanding without accounting for the 100s of edge cases for the rules that's why the new update is like 80% clarifications on already existing rules. For your spaces marines well I don't know your list but like half the space marines range is dude with bolter which is just shit.
I think you said it in your own comment tbh mate. Misplays and bad tactics. I used to play IG vs Admech as my first ever games and always got tabled turn 2, and it was all down to me not knowing the rules properly, or what my units did and how best to use them, while my opponent did. Its a real feels bad but dont worry about it. Watching channels like Play On or others is great cus you can see good players doing things and go 'why did he do that or use that' or 'why did that not work' etc etc.
@@mrcaterpillow9926 it wasn't even close to a meta list, but I had 2 full Intercessor squads, atvs, sternguard, a stormspeeder, a lancer, and a few other things I cant remember exactly (I had termies in reserve I forgot about so more like 1700 shooting). I have notoriously bad rolls and missed a lot, and he made tons of high saves and also had a fnp on them - so between sv and fnp he had lots of chance to stop the damage. I stuffed up even shooting at them really, and they weren't oathed which made my bad rolling even worse.
Yo Trev, a question about the vect and CP cost increase aura. In the space marines vanguard detachment, there's an enhan6that grants this ability (usually taken on combi LT). Since it's not a datasheet ability, does it still get the same wording? Since it's an enhancement, can the auras stack if I also had a calidus?
I've been using grenades that way the entire time. I'm so sad I can't advance and grenade anymore. Made champions of russ very consistent grenade hitting lone ops like callidus or nearly destroyed vehicles
I havent been able to play much 40k since 7th edition. I played a handful of 9th games and only 3 10th so far (within days of 10th launch). I started to collect a guard army. Its now ready to play after 6 months. But my problem? The game has changed so much in 6 months I dont know if I'm even interested in playing now. I thought 9th edition was the worst of all editions... Even 6th. When i watch all these videos discussing the changes, they dont mean anything to me. Its just a bunch of white noise. At no point at all have stratigems and such crossed my mind. All this discussion just makes it seem like the game has become bloated again. I'm supposed to play my first game with my bew army on Sunday but I dont feel like having to learn an entire new game before Ive had a chance to try the older version.
I'm sorry trevy... Time out.... Your solution to dealing with a land raider on the deck fucking shit up is to sacrifice the best skimerunner in the game to maybe get to deal with it? No thank you sir! I'll keep her on the edge of the board And just play hump derp Ring around the Rosie
Tau - Puretide Engrams enhancement - now you can spend 25pts for nothing - it allows you to duplicate a stratagem, but doesn't name one so it now has no effect.
Several bespoke abilities that work just like that are now broken, and don't work. Bless you GW
The tank shock change makes less sense then using a melee weapon to determine the damage imo. A vehicle's typical melee weapon was just it's tracks or armored hull which works out exactly as its intended. For Walkers them using their toughness instead of their melee weapons feels like my dreadnought just belly flops into a unit then fighting with it's weapon instead of charging in swinging its combat weapon the whole time. It's a strange disconnect.
Well its still hitting with 5 attacks that are strength 10 to 14 a pop. I believe a Baneblade ramming some infantry at full speed should have the mass to cause as much damage as a couple Dreadnought fists.
love the tank shock change. the Rogal Dorn rides again!
Pour one out for us salamander firestorm players this update was a rough one
I was confused by this comment then looked at the Detachment and realize yall had basically all battle tactics weird I didn't see ultramarines using this as he could of let yall free strat with the vehicles but that's gone now spicey primarch action Gome before it started
It certainly was man, we'll be back again down the line but ig its Gladius for now
I love that datacards are now all inaccurate
You actually buy those?
Sisters Codex is invalid before it even sells…it’s the way of GW.
Don't buy rules from GW
I would literally print out the revised text or modifying words that are added to things and just like tape them over it in a funny way.
Thanks for summing that stuff up, T.T.
Very useful information, explained well.
Uriel Ventris. Loses his ability? He can let a unit use a start that was already use but not for free
Got to nerf marines harder
Very sad about how they butcherd the unending swarm stratagem but some of the rule changes are a nice glow up for the Swarmlord and the Hive Tyrant
That detachment change once per battle for unending swarm sucks, the whole point of that is that can keep coming back. Barely seems worth using now
@@hugheja89 Absolutely! We really cant have anything flavorful and cool. Everything must be made bland so nobody can exploit anything. As if Unending Swarm was wrecking tournaments left and right.... 😤
same with guard reinforcements. the play styles are essentially dead now i think
@@Joshua-fu9yw Yea... It makes things bland just so tournament players don't have to face skew lists 😡
Which is funny seeing as tournament players are never gonna be happy anyway, so bulldozing over all the flavor in the game for them is incredibly frustrating. Shame those brilliant minds can't play something like chess where they don't have to soul suck the fun out of things to obtain a slight statistical edge.
If only GW embraced a digital Datasheet format, they could simply UPDATE the actual Dataslates and the need for Errata/FAQs would be completely unnecessary.
my biggest problem with these rule changes is the fact they dont implement them to the datasheets of the units directly (digital datasheets obviously, dont expect reprints for every edited card). looking at just Nids for a moment. the hivetyrant has the new -1cp to strats ability rather than its current one. and the swarmlord has the new +1cp to opp strats in 12''. yet these have not actually been put on the cards datasheets themselves. meaning newer or unpracticed players have to know rules in the background rather than just updating here where its intended to be used. we know they can update them, newer versions of stratagems, newer statlines on weapons, and other things like that appear. on the hivetyrant himself, has the new lethal hits section on his assault aura ability, so why do they keep the old, completely incorrect and outdated ability there? its just asking for confusion.
lol I just realized that I was using grenades the exact same way the rules are written now 😂
I think most people were then you had people abuse the rule since it wasn't 100% clarified
Thunderhawk tank shock T13
Warhound tank shock T14
I love the new Hive Tyrant rules. But i m both happy and sad to be able to use it on any stratagem, even Overwatch for my Acid-Fex, but unable to double up on a really good one. All in all the Tyranid changes are fantastic and the only thing missing really, is the Heavy Vanom Cannon getting anti Tank/Monster 3+.
The best part of the new rules is the pivot rules. It makes my rhino drifting around multiple corners actually useful (imagine a light tank in warthunder arcade mode)
Let's pour one out for the Puretide Engram Chip. That enhancement is, as far as I know, the only one that let you duplicate a stratagem and had no other function. Sort of a truncated version of Rites of Battle.
Now it's utterly useless.
I'm somewhat of a 40k noob (and a space marine player/fan-boy), but 10th doesn't feel right to me. It feels like the rules are confused in their intention, and game balance is an afterthought. Is this just me? I mean, bad tactics and misplays aside, in the first turn my last game saw my entire 2k space marine army of shooting to kill 60 points of electropriests in the open with no cover, to my opponent killing 160 points of Intercessors in cover with armor of contempt, 80 points of jump intercessors with cover (having los only to the back foot of 1 model) and half wounds off an atv in cover (I lost shot off board by turn 3). I don't know how to compete with that...
Brother how in gods name did you not kill them while they are out in the open? Are you not using all the rules of your army? Like statistically you should have had no trouble blasting them off the board unless your opponent was rolling super high.
Edit: I now realized you said your entire army to kill them. I think point still stands how did it take that much, what was your army list? Oops all Intercessors?
They made the game with pretty clear intentions they want to simplify the rules and make uints tougher. Problem was they played the game using their own point of understanding without accounting for the 100s of edge cases for the rules that's why the new update is like 80% clarifications on already existing rules. For your spaces marines well I don't know your list but like half the space marines range is dude with bolter which is just shit.
Welcome to 40K my friend. Same as it ever was.
I think you said it in your own comment tbh mate. Misplays and bad tactics. I used to play IG vs Admech as my first ever games and always got tabled turn 2, and it was all down to me not knowing the rules properly, or what my units did and how best to use them, while my opponent did. Its a real feels bad but dont worry about it. Watching channels like Play On or others is great cus you can see good players doing things and go 'why did he do that or use that' or 'why did that not work' etc etc.
@@mrcaterpillow9926 it wasn't even close to a meta list, but I had 2 full Intercessor squads, atvs, sternguard, a stormspeeder, a lancer, and a few other things I cant remember exactly (I had termies in reserve I forgot about so more like 1700 shooting). I have notoriously bad rolls and missed a lot, and he made tons of high saves and also had a fnp on them - so between sv and fnp he had lots of chance to stop the damage. I stuffed up even shooting at them really, and they weren't oathed which made my bad rolling even worse.
Nice concise and digestible review.
Oops all shield captains
Yo Trev, a question about the vect and CP cost increase aura. In the space marines vanguard detachment, there's an enhan6that grants this ability (usually taken on combi LT). Since it's not a datasheet ability, does it still get the same wording? Since it's an enhancement, can the auras stack if I also had a calidus?
What about the 40 point astra militarum kurovs aquilla? Does that also gain the lord of deceit ability?
I've been using grenades that way the entire time. I'm so sad I can't advance and grenade anymore. Made champions of russ very consistent grenade hitting lone ops like callidus or nearly destroyed vehicles
The movement and fast dice stuff normal people were doing anyway. Welcome to fun play
I thought true los was going to be your next vid so we can get that changed too
haha I'll have to do *another* video on it just to remind them how shit TLOS is :P
@@TacticalTortoise would actually appreciate that because I’ve had a few disagreements with opponents in 10th over true line of sight
I havent been able to play much 40k since 7th edition. I played a handful of 9th games and only 3 10th so far (within days of 10th launch).
I started to collect a guard army. Its now ready to play after 6 months.
But my problem? The game has changed so much in 6 months I dont know if I'm even interested in playing now. I thought 9th edition was the worst of all editions... Even 6th. When i watch all these videos discussing the changes, they dont mean anything to me. Its just a bunch of white noise. At no point at all have stratigems and such crossed my mind. All this discussion just makes it seem like the game has become bloated again. I'm supposed to play my first game with my bew army on Sunday but I dont feel like having to learn an entire new game before Ive had a chance to try the older version.
Kyros Fateweaver just became an almost auto include
He's a little awkward since he's a big gun dude - not quite the guy you want up next to your opponent; but it will be situationally useful
@@TacticalTortoise I'm.just thinking about the huge 29ish inch bubble of making all the stratagems cost 1 move with his ability.
Watch master also has CP increasing ability
And Kairos the Fatewaever
They butcher artillery 😢. This is how i would fix artillery to instead of not needing line of sight they require line of sight from other unit
I wish Calgar had the zero cp Strat as well.
The 1CP generation is so much better
@@Bumbaclart247 true, but I’m greedy and would like
Both.
Fallhammer Siege Host buffed! Warsmith Chaos Lord for the win! 👍👍
I'm sorry trevy... Time out.... Your solution to dealing with a land raider on the deck fucking shit up is to sacrifice the best skimerunner in the game to maybe get to deal with it? No thank you sir! I'll keep her on the edge of the board And just play hump derp Ring around the Rosie
Your awesome
Lets gooo!
Yall wildin out
Can you speake little slower ?
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I am so sad about codex SM :( GW are shithole