Eat your opponents models when he's not looking, Practice first with evenly shaving off few small minis from unimportant squads. Once you get more practice you can get bolder and bolder. More important units, Vehicles and if you can manage. Your opponent themselves.
At my first tournament I had no idea how to properly place terrain pieces or why my opponent kept moving their units into the buildings. When they explained it gave them partial cover and protected them from charge, I started to see the battlefield in an entirely different light. Videos like this are invaluable if you're a new player and wanting to understand the thinking of more experienced players.
No, but if theyre inside cover the terrain itself becomes an obstacle that has to be gone around, and might prevent enough models getting into combat @bkkraukli2804
@@Bumbaclart247 I don't get your comment. kinda new player for me. I thought infantry could move through walls as if it didn't exist and a charge could definetly happen. Is there something I'm missing ?
One of the biggest brain plays I've figured out in a leviathan game was a single marine on an objective with a 2 wound hivetyrant. Last turn, draw overwhelming force and cleanse. Take the fall back and shoot detachment rule, fall back an inch, grenade, cleanse. 8 points with a single marine.
I did the "Ignore the big guy" tactic before when facing Necrons with my DG. They brought a C'tan Shard of the Void Dragon. Once I learned how slow it was, I just dropped off my Plague Marine payloads and rushed it with Rhinos
I did the same thing against Necrons with my Drukhari. Just skirted around the map and shot everything but the void dragon, and once all the other threats were gone focused all the dark lances on it.
Ya there’s a lot of big/tanky stuff you can just ignore. Ctan and Deathwing knights are two great examples. They might be super difficult to kill, by they have fairly low oc and are slow. If you body block them for a turn or two and kill the rest of their army, it doesn’t really matter how invincible they are. Especially true for stuff that doesn’t hit very hard, often times you can just force them to fall back to actually move because you just sack something like a rhino you don’t care about once it moves once anyway.
Played into Necrons at the California Team Championship as Iron Hands(crapload of mech firepower), 3 rounds of shooting over 1000pts at a Void Dragon...still lived... needless to say I ignore them now, even though statistically I should have killed it 8 times over
For the first example, also note that there’s no rule that you must use your 3+ armour save over your 6++ invulnerable save if you want to increase the chance of taking a wound or having your model die.
Pretty basic trick but putting your units next to a wall so that they don't touch it, but your opponents minis can't fit in that space makes it so that your opponent needs to go around the building to charge your models. This has been very useful for me.
indeed. People talk about magic box like it's a once in a blue moon thing, but i've used it every single tournament game i've played since the clarification.
@@imdurant Magic box refers to a different thing that shouldn't happen when using official terrain formats (GW, WTC, etc.). A "Magic Box" refers to a building with all four walls closed in and potentially no windows, which leads to you being able to put a unit inside, fill in the space inside, and stay outside of 1" of the outside of the walls. This leads to the unit being entirely uninteractable (outside of indirect fire) since the unit can't be seen or charged. No Official terrain format has or recommends 4 sided buildings, so you shouldn't ever see a "magic box" in tournaments. The "1 inch away from the wall" trick is a different thing that just forces your opponent to go around the corner of the terrain to charge your unit. It leads to longer charges, but I wouldn't call that a "magic box"
@@imdurant I mean it's not though, a magic box leaves the unit near invulnerable, 1 inch away from the wall just forces your opponent to take the long way around
In a game a month ago, I used Heroic Intervention and charged a unit of Sternguard Veterans into a block of Hormaguants, intending to cut it down. After killing them, my plan was to use the strat "Rigid Discipline" to fall back onto the nearby objective they charged from. Unfortunately, I wiped the squad entirely and thought my plan wouldn't work, until my opponent pointed out another unit within range of Consolidation. So I Heroic Intervened off an objective into a block of Hormaguants, killed them, then consolidated into an enemy unit so I could Rigid Discipline to fall back onto the objective again Biggest brain play I've ever done
I had a game where I was running entirely Mechanized Imperial Guard, and Nurgling won the game for my opponent. WTC Terrain means I had very few movement paths, and my opponent just set up his Nurglings last to make sure I was screwed over and couldn’t leave my deployment zone for 2 turns. (He advanced some Rhinos into the gap when the Nurglings died.)
You should do a video about setting up traps. Like putting a tasty target out to the side of a land raider and then once the bait is taken, rapid in a danger unit or swarm it
The "ignore the big threat" one is something I've been practicing recently. It is hard to discipline yourself to not shoot anything at it and maybe have to feed it units to keep it busy each turn. Once you get relaxed with this though, 4 times out of 5, you can kill the rest of their army and win on points.
I like to use units with reactive moves as backfield objective holders/screens. That way when they try and jump in with units that have shenanigans that allow them to get closer than 9” I can put distance between us and make their charge very difficult.
I actually used the spread out-trick to win a game today, by having a large blob of battle line models control two objective markers at the same time in the last turn. :-)
the best thing i’ve done is a refuse flank. playing guard i put my dorn/russ’ in the middle, mech infantry and scout sentinels on one flank and infantry on the other. my opponent (combat chaos) put everything facing the infantry to sweep my flank so i redeployed it all to the middle and left. my opponent had nothing to do for 2 turns and i ran away with the score and just kept him pinned on the right for the whole game
I was playing Black Templars into Adeptus Mechanicus. Whittled down an enemy transport to one wound remaining, then used Helbrecht to pop it at the beginning of the fight phase, forcing the dudes to pop out. Because helbrecht and his unit charged, they were still eligible to fight, so they consolidated into the dudes that were inside the transport and beat the tar out of them. Very weird interaction but very fun
If helbrecht was attached you absolutely cheated there. All attacks have to be assigned at once, you can't attack one at a time, consolidate then carry on attacking
@@Bobhope99 th-cam.com/video/SOpvp_L7MfE/w-d-xo.htmlsi=d1HRQJcmJToHHYwt skip to about 3mins 42 and it talks about how you can consolidate after a stratagem or ability has been used to kill a squad via mortals and are still eligible to attack
Angron is probably the absolute worst example for the 'ignore it' strategy, because he's so quick that he can pick and choose his targets and will typically destroy anything he touches in a round. On the other hand, going all in to get rid of him sometimes doesn't work either, because you can use up a huge chunk of firepower to get rid of him only for him to pop straight back up in the next turn and put you right back to square 1. Boy, does that mechanic ever irritate me.
I just dealt with this. I had luck by feeding him a squad of cultists turn 1 and sending in some damage from a vindicator. Chipped him for 2 turns so that if he got back up, it would be by turn 4-5 He was a problem to deal with. Fortunately the terrain layout forced him in a few lanes.
Your max spread is sub optimal. Dog bone : . . . . : means a single model dead causes a cascade of losing models down to 6. spearhead . : . . . : . still gives maximum width but means you can lose two models and not be out of coherency.
As fancy as it sounds, auto-failing a hazardous test isn't possible with a miracle die as hazardous rolls are not part of the 7 types of rolls you're allowed to use miracle dice for
One of my ''smart move'' was to counter charge with a unit of necron warrior against a small unit of orks that charge my tomb blade in order to create distance with a big unit of orks that wanted to charge my necron warrior. When i call it my opponent wasn't sure if it was possible due to wording of the stratagem but after a quick read of the counter charge everything was fine. We still decide to retcon that he declare the important charge first because it was a unintentional gotcha moment (i though of it as he was making the charge) and it was a fun casual game. So I technically never did it but one day it might force a hard choice for my opponent.
The idea of "ignoring the big slow threat" strongly reminds me of the "distraction carnifex" concept (when Tyranid players would field a Carnifex, a big scary miniature that would let the opponent thinks it's the main danger on the board, while the actual real danger was the hordes of little termagants and all).
Also you should to prevent the first tip from even being relevant put only one of the seraphim on the objective and not the rest and then sting them out far forwards so the opponent cant reach the objective even if he piles in after a kill. Only works sometimes though...
Apprently in 10th ed. you can burn objectives at the end of the game of you go second. So you can Deep Strike a unit 3 inches away from an objective that your opponent thinks he is holding, and then score it and then burn it, because it happens either at the end of the enemy turn or the end of the of battle, whichever comes first.
I play SM Gladius with transports. Both the Squad Tactics reactive move as well as Cato Sicarius reactive move into transports layer puzzles on my opponents to solve. Quite fun :)
You can use neutral factionless units like spindle drones and Ambulls and make an army without any faction rules. I don't know a use for this... but you can do it.
Am I missing something about Deathleaper...'take a chunk out of a unit of Terminators'?!?!....lucky if he kills 1! He should be better in combat than a normal Lictor at least....
today i was kinda lost with the "ignore bif threat" played with deathguard against hypercrypt and had pretty much no chance at all they're faster, tougher and have more damage output monoliths instantly popped all the rhinos and what was left had to deal with ctans crons are, by now, my personal nemesis
When you charge a unit you position your models in a way that they can pile in into the unit which has "fight first". When you then pile in, you activated your unit already and your opponent can't fight with the "fight first" unit, since he can't activate this unit while yours is.
It’s simple, fight first units only can be picked to activate if you’re already engaged. Piling in happens after you activate a unit and then you immediately make your attacks. So you circumvent a units fight first ability. This all only works because you don’t have to attack what you charged. Any units in pile in range are valid targets to any of your models so long as they’re the closest
Playing grey knights, it is ABSOLUTELY MANDATORY to ignore the big model. Unless that big model is fast or can't be ignored. Let's say it's a slow C'Tan. Since it's not a necron, it can't hypercrypt. So it's stuck trying to chase teleporting knights, which is good because it's always funny to see a quite costly model stuck on objective control/chasing less worth units. Let's now say it's a daemon primarch. End of the example. Finally, if it's anything else, I'd better roll those 6s on my terminators lethal hits and librarian spaghetti tornadoes.
Is it just me or wouldn't the sisters act of faith work on hazardous? Since they list out you can use it on Advance battle-shock charge damage hit saving throw and wound rolls? which hazardous checks aren't.
Really enjoy your tactical videos, they are some of your strongest videos. Don't know if it is possible to show examples using pictures of the actual models on a board, rather than just a picture of the model from the gw shop. After the recent updates znd ba codex, could we see how well mephiston does against the other big monster profiles.
Another thing that you can do when making your charge move is deliberately space your models so that they’re spaced just far enough apart that you cannot place another of your models between them, which means you have more chances to move them to another place you might want. It’s janky but it part of the rules sadly
...isn't the key to killing Angron to leave him half dead or more until later turns when he might not come back, just putting EVERYTHING into him is kinda what they want?
Try using kaldor draigo. He can one shot absolutely any daemon primarch. And you can always use the dev wound stratagem to make absolutely sure he instantly dies.
Everytime I play I use my Tesseract Vault along with my 2 Doomsday Arks and I just enjoy the panic and everything target my Tesseract then next turn just get 3D3 wounds back and their jaw drop hahaha
The "Counter Fights First" example with the Deathleaper... Am i missing something? Charge rules state the unit must not end its charge in engagement range of an enemy unit that it did not declare a charge on So this would not be allowed
The idea is to not charge the Deathleaper, but to pile in on it. "Pile in" is done when a unit is activated to fight, so the Terminators finish their activation before the Deathleaper has a chance to fight.
Ive had TO's tell me that Knights are only able to hold one objective, and that if you find one placed on 2, you have to declare which one hes holding.
You charge an unit with a strong melee unit, near a fights first unit. You end up in engagement range of both, but not in melee of the fights first unit. You then activate your unit for fighting, and doing so pile in the back models of your unit into the fights first unit. He cannot fight first, because piling in is part of your fight ability, and he has to wait for you to finish fighting with your unit to fight himself. Congrats, you just loopholed your enemy !
Today I learned that Vehicles can ho OVER ruined walls as well...just measure the height of the wall....no need to fly over it....simple but hrlpful to move around tighter doaces on WTC terrain. Alliws to cross the lower section of smaller ruins
It doesn't say that. But it does say you can't get away from the unit you charged, hence pile "in". So kinda limited, unless you're meleing both units.
@Grastiars1 lmao, no, he doesn't, but alright. Listen, I'm going to be real with you for a second. You seem to care about all this. This was a throwaway comment at best from me- I don't give a shit if this guy learns to make good comments, or if he just continues to churn out no value slop. It doesn't matter to me- but you seem invested. So I'm just going to let you know, I'm leaving. 👋 bye
@jacket2848 my biggest issue is the one inch away from the wall so if you have closed windows and they just put their models outlining the wall, you can shoot the unit, and you can't charge the unit. How is that fun for anyone ? Just because it's legal doesn't mean that it's cool. It's like shooting flags , guns and antennas. You can do it but I just think it ruins the game and causes feel bad moments for people.
Eat your opponents models when he's not looking, Practice first with evenly shaving off few small minis from unimportant squads. Once you get more practice you can get bolder and bolder. More important units, Vehicles and if you can manage. Your opponent themselves.
The honey roasted baneblade
tyranid player spotted
Are a whole Ghostkeel, and when questioned about it's location, remarked cluelessly that the stealth must be working really great.
At my first tournament I had no idea how to properly place terrain pieces or why my opponent kept moving their units into the buildings. When they explained it gave them partial cover and protected them from charge, I started to see the battlefield in an entirely different light. Videos like this are invaluable if you're a new player and wanting to understand the thinking of more experienced players.
Sounds like you’d want to at least know the rules before playing a tournament. Fair play for getting stuck in though
In sorry what? I can not charge something that is partially covered?
@@bkkraukli2804Yeah I've been getting charged through cover all of 10th. That's not how that works?
No, but if theyre inside cover the terrain itself becomes an obstacle that has to be gone around, and might prevent enough models getting into combat @bkkraukli2804
@@Bumbaclart247 I don't get your comment. kinda new player for me. I thought infantry could move through walls as if it didn't exist and a charge could definetly happen. Is there something I'm missing ?
One of the biggest brain plays I've figured out in a leviathan game was a single marine on an objective with a 2 wound hivetyrant. Last turn, draw overwhelming force and cleanse. Take the fall back and shoot detachment rule, fall back an inch, grenade, cleanse. 8 points with a single marine.
Just so you know, you're unable to fall back and grenade now, even if you're eligible to fall back and shoot
I did the "Ignore the big guy" tactic before when facing Necrons with my DG. They brought a C'tan Shard of the Void Dragon. Once I learned how slow it was, I just dropped off my Plague Marine payloads and rushed it with Rhinos
My buddy is learning this same thing when dealing with my Deathwing Knoghts. He plays Necrons.
I did the same thing against Necrons with my Drukhari. Just skirted around the map and shot everything but the void dragon, and once all the other threats were gone focused all the dark lances on it.
@@Grastiars1 I didn't even focus fire on it, per say. I was so ahead in points that it didn't matter
Ya there’s a lot of big/tanky stuff you can just ignore. Ctan and Deathwing knights are two great examples. They might be super difficult to kill, by they have fairly low oc and are slow. If you body block them for a turn or two and kill the rest of their army, it doesn’t really matter how invincible they are. Especially true for stuff that doesn’t hit very hard, often times you can just force them to fall back to actually move because you just sack something like a rhino you don’t care about once it moves once anyway.
Played into Necrons at the California Team Championship as Iron Hands(crapload of mech firepower), 3 rounds of shooting over 1000pts at a Void Dragon...still lived... needless to say I ignore them now, even though statistically I should have killed it 8 times over
Using Desperate Escape to move through screening units is a really good idea, I don't think I'd have thought of that! Thanks for the tip.
For the first example, also note that there’s no rule that you must use your 3+ armour save over your 6++ invulnerable save if you want to increase the chance of taking a wound or having your model die.
When playing Grey Knights, let me assure you that ignoring the big threat is Tip #1 that you learn
Else, try heating your dice on the n°6 face to please their machine spirit. Emperor knows we need those 6s.
It is criminal that they removed both your hammers and your smites at the same time.
Wait, Auspex Tactics talks about tactics?
They used to actually focus on strategy.
Pretty basic trick but putting your units next to a wall so that they don't touch it, but your opponents minis can't fit in that space makes it so that your opponent needs to go around the building to charge your models. This has been very useful for me.
indeed. People talk about magic box like it's a once in a blue moon thing, but i've used it every single tournament game i've played since the clarification.
@@imdurant Magic box refers to a different thing that shouldn't happen when using official terrain formats (GW, WTC, etc.). A "Magic Box" refers to a building with all four walls closed in and potentially no windows, which leads to you being able to put a unit inside, fill in the space inside, and stay outside of 1" of the outside of the walls. This leads to the unit being entirely uninteractable (outside of indirect fire) since the unit can't be seen or charged. No Official terrain format has or recommends 4 sided buildings, so you shouldn't ever see a "magic box" in tournaments.
The "1 inch away from the wall" trick is a different thing that just forces your opponent to go around the corner of the terrain to charge your unit. It leads to longer charges, but I wouldn't call that a "magic box"
@@Drew_Skywalker same effect.
@@imdurant I mean it's not though, a magic box leaves the unit near invulnerable, 1 inch away from the wall just forces your opponent to take the long way around
@@Drew_Skywalker sure! :)
In a game a month ago, I used Heroic Intervention and charged a unit of Sternguard Veterans into a block of Hormaguants, intending to cut it down. After killing them, my plan was to use the strat "Rigid Discipline" to fall back onto the nearby objective they charged from. Unfortunately, I wiped the squad entirely and thought my plan wouldn't work, until my opponent pointed out another unit within range of Consolidation.
So I Heroic Intervened off an objective into a block of Hormaguants, killed them, then consolidated into an enemy unit so I could Rigid Discipline to fall back onto the objective again
Biggest brain play I've ever done
*Your opponent did
@@Bumbaclart247 true, it was a team effort
your opponent was a gentleman and a scholar sir
@@Josh-zd9pq I don't think either of those things are appropriate to describe him lol, but he is my best friend
@@adambartholomew6575 😂 i suppose everyone has their moments of brilliance
I love the overwatch with the plasma pistol, using a miracle dice to force a 1 on the hazardous 😂
Unfortunately you can't use miracles on hazardous tests
@@jimjames59 boooooourns
I had a game where I was running entirely Mechanized Imperial Guard, and Nurgling won the game for my opponent. WTC Terrain means I had very few movement paths, and my opponent just set up his Nurglings last to make sure I was screwed over and couldn’t leave my deployment zone for 2 turns. (He advanced some Rhinos into the gap when the Nurglings died.)
You should do a video about setting up traps. Like putting a tasty target out to the side of a land raider and then once the bait is taken, rapid in a danger unit or swarm it
The "ignore the big threat" one is something I've been practicing recently. It is hard to discipline yourself to not shoot anything at it and maybe have to feed it units to keep it busy each turn. Once you get relaxed with this though, 4 times out of 5, you can kill the rest of their army and win on points.
I love when I get to self destruct my scarabs so they are no longer in engagement range it makes me feel smart
Wait, I didn't know that was a thing!
I like to use units with reactive moves as backfield objective holders/screens. That way when they try and jump in with units that have shenanigans that allow them to get closer than 9” I can put distance between us and make their charge very difficult.
Using Heroic intervention defensively, pulling a unit out of range of a secondary charge they wanted to do
I actually used the spread out-trick to win a game today, by having a large blob of battle line models control two objective markers at the same time in the last turn. :-)
Thanks for using Tacticals in your vids, makes me feel less lonely 😭😭😭😭
the best thing i’ve done is a refuse flank. playing guard i put my dorn/russ’ in the middle, mech infantry and scout sentinels on one flank and infantry on the other. my opponent (combat chaos) put everything facing the infantry to sweep my flank so i redeployed it all to the middle and left. my opponent had nothing to do for 2 turns and i ran away with the score and just kept him pinned on the right for the whole game
I was playing Black Templars into Adeptus Mechanicus. Whittled down an enemy transport to one wound remaining, then used Helbrecht to pop it at the beginning of the fight phase, forcing the dudes to pop out. Because helbrecht and his unit charged, they were still eligible to fight, so they consolidated into the dudes that were inside the transport and beat the tar out of them. Very weird interaction but very fun
Was helbrecth attached to the unit? If he was, then you shouldn't have been able to select that unit to fight again.
If helbrecht was attached you absolutely cheated there. All attacks have to be assigned at once, you can't attack one at a time, consolidate then carry on attacking
Helbrecht does mortal wounds at the start of the fight phase so the unit may not have technically fought yet and still been able to consolidate
@Ajay-px5ir you can pile in before you fight, but you cannot fight after you consolide.
@@Bobhope99 th-cam.com/video/SOpvp_L7MfE/w-d-xo.htmlsi=d1HRQJcmJToHHYwt skip to about 3mins 42 and it talks about how you can consolidate after a stratagem or ability has been used to kill a squad via mortals and are still eligible to attack
Angron is probably the absolute worst example for the 'ignore it' strategy, because he's so quick that he can pick and choose his targets and will typically destroy anything he touches in a round. On the other hand, going all in to get rid of him sometimes doesn't work either, because you can use up a huge chunk of firepower to get rid of him only for him to pop straight back up in the next turn and put you right back to square 1. Boy, does that mechanic ever irritate me.
Yeah with Angron it's more about force feeding him things to keep him busy
I just dealt with this. I had luck by feeding him a squad of cultists turn 1 and sending in some damage from a vindicator.
Chipped him for 2 turns so that if he got back up, it would be by turn 4-5
He was a problem to deal with. Fortunately the terrain layout forced him in a few lanes.
Your max spread is sub optimal. Dog bone : . . . . : means a single model dead causes a cascade of losing models down to 6. spearhead . : . . . : . still gives maximum width but means you can lose two models and not be out of coherency.
As fancy as it sounds, auto-failing a hazardous test isn't possible with a miracle die as hazardous rolls are not part of the 7 types of rolls you're allowed to use miracle dice for
Idk who needs to hear this but…IGNORE MORTARION!!!
One of my ''smart move'' was to counter charge with a unit of necron warrior against a small unit of orks that charge my tomb blade in order to create distance with a big unit of orks that wanted to charge my necron warrior.
When i call it my opponent wasn't sure if it was possible due to wording of the stratagem but after a quick read of the counter charge everything was fine. We still decide to retcon that he declare the important charge first because it was a unintentional gotcha moment (i though of it as he was making the charge) and it was a fun casual game. So I technically never did it but one day it might force a hard choice for my opponent.
The idea of "ignoring the big slow threat" strongly reminds me of the "distraction carnifex" concept (when Tyranid players would field a Carnifex, a big scary miniature that would let the opponent thinks it's the main danger on the board, while the actual real danger was the hordes of little termagants and all).
Also you should to prevent the first tip from even being relevant put only one of the seraphim on the objective and not the rest and then sting them out far forwards so the opponent cant reach the objective even if he piles in after a kill. Only works sometimes though...
Apprently in 10th ed. you can burn objectives at the end of the game of you go second. So you can Deep Strike a unit 3 inches away from an objective that your opponent thinks he is holding, and then score it and then burn it, because it happens either at the end of the enemy turn or the end of the of battle, whichever comes first.
I play SM Gladius with transports. Both the Squad Tactics reactive move as well as Cato Sicarius reactive move into transports layer puzzles on my opponents to solve. Quite fun :)
Hey boss, just so you know with the first example, you are not able to use miracle dice for hazardous rolls with sisters
You can use neutral factionless units like spindle drones and Ambulls and make an army without any faction rules.
I don't know a use for this... but you can do it.
You can't use a miracle die to blow yourself up with a plasma pistol. Miracle dice can't be used on hazardous rolls
400pts Vespa’s sting wings and 4 storm surges… that’s my favorite skew list
I don't think you can use Miracle dice on a Hazard roll.
You can definitely do that on a succesful save though.
correct, you cant, the failed save is the one to to use it on
Am I missing something about Deathleaper...'take a chunk out of a unit of Terminators'?!?!....lucky if he kills 1! He should be better in combat than a normal Lictor at least....
today i was kinda lost with the "ignore bif threat"
played with deathguard against hypercrypt and had pretty much no chance at all
they're faster, tougher and have more damage output
monoliths instantly popped all the rhinos and what was left had to deal with ctans
crons are, by now, my personal nemesis
Better explanation needed for the counter fight first idea
yup i didnt understand it either
When you charge a unit you position your models in a way that they can pile in into the unit which has "fight first". When you then pile in, you activated your unit already and your opponent can't fight with the "fight first" unit, since he can't activate this unit while yours is.
@@daydreamingsoldier3613maybe this helps you, too
It’s simple, fight first units only can be picked to activate if you’re already engaged. Piling in happens after you activate a unit and then you immediately make your attacks. So you circumvent a units fight first ability.
This all only works because you don’t have to attack what you charged. Any units in pile in range are valid targets to any of your models so long as they’re the closest
I like it! This is where stylish finesse lives. You become a very clever boy doing this. 😉
Playing grey knights, it is ABSOLUTELY MANDATORY to ignore the big model.
Unless that big model is fast or can't be ignored.
Let's say it's a slow C'Tan. Since it's not a necron, it can't hypercrypt. So it's stuck trying to chase teleporting knights, which is good because it's always funny to see a quite costly model stuck on objective control/chasing less worth units.
Let's now say it's a daemon primarch. End of the example.
Finally, if it's anything else, I'd better roll those 6s on my terminators lethal hits and librarian spaghetti tornadoes.
I mean Drago violates any demon, spend the CP for those Devs on 2s
Is it just me or wouldn't the sisters act of faith work on hazardous? Since they list out you can use it on
Advance
battle-shock
charge
damage
hit
saving throw
and wound rolls? which hazardous checks aren't.
Really enjoy your tactical videos, they are some of your strongest videos. Don't know if it is possible to show examples using pictures of the actual models on a board, rather than just a picture of the model from the gw shop. After the recent updates znd ba codex, could we see how well mephiston does against the other big monster profiles.
Another thing that you can do when making your charge move is deliberately space your models so that they’re spaced just far enough apart that you cannot place another of your models between them, which means you have more chances to move them to another place you might want. It’s janky but it part of the rules sadly
...isn't the key to killing Angron to leave him half dead or more until later turns when he might not come back, just putting EVERYTHING into him is kinda what they want?
Try using kaldor draigo.
He can one shot absolutely any daemon primarch.
And you can always use the dev wound stratagem to make absolutely sure he instantly dies.
I lived the plasma pistol one with the sister though I don’t think you can use a miracle dice for hazardous still a novel idea
Everytime I play I use my Tesseract Vault along with my 2 Doomsday Arks and I just enjoy the panic and everything target my Tesseract then next turn just get 3D3 wounds back and their jaw drop hahaha
Off topic question from a new person. Are Daemons the only faction that ignores modifiers from AP?
The "Counter Fights First" example with the Deathleaper...
Am i missing something?
Charge rules state the unit must not end its charge in engagement range of an enemy unit that it did not declare a charge on
So this would not be allowed
The idea is to not charge the Deathleaper, but to pile in on it. "Pile in" is done when a unit is activated to fight, so the Terminators finish their activation before the Deathleaper has a chance to fight.
@@Milkymalk ahhh got it. I must have missed that. Thanks!
Ive had TO's tell me that Knights are only able to hold one objective, and that if you find one placed on 2, you have to declare which one hes holding.
9th edition rule not 10th
Did you mean to say you could pile in for 3 Inches rather than 4 when you tank shock a unit to remove the screen?
Engagement range is 1" and a pile in move only needs to end in engagement not base to base thus giving you the 4" range
@@roadburn1247 thank you bro! Totally forgot about thay
Thanks for the video
great video as always
Great video
How does the work around Fights first work?
I need to know to avoid it happening to me 😅
You charge an unit with a strong melee unit, near a fights first unit. You end up in engagement range of both, but not in melee of the fights first unit. You then activate your unit for fighting, and doing so pile in the back models of your unit into the fights first unit. He cannot fight first, because piling in is part of your fight ability, and he has to wait for you to finish fighting with your unit to fight himself.
Congrats, you just loopholed your enemy !
@@EruCoolGuy thanks
Maybe it's the w.e. in me, but if i see a large threat. I usually just charge it and die😂😂
Thnx AT, "The 'Mo You Know'
Today I learned that Vehicles can ho OVER ruined walls as well...just measure the height of the wall....no need to fly over it....simple but hrlpful to move around tighter doaces on WTC terrain. Alliws to cross the lower section of smaller ruins
Roll your dice one at a time, if you get a one try to hit it with subsequent dice to knock it over to a better value.
Ah yes, the classic T-bone strategy
Sisters can't miracle dice hazardous im pretty sure no? o:
cant use a miracle dice for a hazardous test
I’m pretty sure that pile in worked the same in 9th as it does in 10th. Where does it say you can’t melee units you didn’t declare a charge against.
It doesn't say that. But it does say you can't get away from the unit you charged, hence pile "in". So kinda limited, unless you're meleing both units.
RAAAAHHH! First one to watch the video, never gonna happen again
I miss first born marines man... they looked so much better than the crap we have now.
Try this: take your shirt off after the second round
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samuphim l jackson
You need more videos like this and not rumor videos.
No “X views in X minutes, bro really fell off” comment? Bro really fell off.
Third❤❤
Clever but un-fun.
I fugging hate a game where there are "trix".
Because you're a bad gamer :)
@@jacket2848 ah, that must surely be the reason
First
Lame comment, and wrong.
@@yeturs69420lame reply, and wrong.
@Grastiars1 Lil bro wasn't even first lmao
@@yeturs69420 he has the oldest time stamped comment, so he wins.
@Grastiars1 lmao, no, he doesn't, but alright.
Listen, I'm going to be real with you for a second. You seem to care about all this. This was a throwaway comment at best from me- I don't give a shit if this guy learns to make good comments, or if he just continues to churn out no value slop. It doesn't matter to me- but you seem invested. So I'm just going to let you know, I'm leaving. 👋 bye
I'm just saying a lot of this stuff is abusing the games rules
It's literally USING the game rules. Which ones are you referring to?
@jacket2848 my biggest issue is the one inch away from the wall so if you have closed windows and they just put their models outlining the wall, you can shoot the unit, and you can't charge the unit. How is that fun for anyone ? Just because it's legal doesn't mean that it's cool. It's like shooting flags , guns and antennas. You can do it but I just think it ruins the game and causes feel bad moments for people.
Only 1828 views in 35 mins? Bro really fell off