Smash or Pass? The ULTIMATE Astra Militarum Guide! | Imperial Guard | Warhammer 40,000
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Order summary:
want to move quicker: move move move
want to melee better: take aim
want to shoot better: take aim
want to have better rapid fire: take aim
want to save better: take aim
want to pass battleshock: take aim
I definitely smashed that like button for the emperor's finest.
the engiseer is pretty good when you play against necrons and every single fucking weapon has ap-4 and a straight 6 damage
For sure. And repairing damage kinda feels like “see how you like it”
@@DeathKorpsCommander-sm1um lmaooo, honesty fr
Lore wise it’s pretty cool to have one against crons too
One thing you keep missing with rough/death riders is they can be brought back. Charge forward, disrupt, hit hard get killed and then come back again. They also are great at area denial.
Passing on first rank second rank is not a good idea. It may be a little more situational, but it comes up a hell of a lot more than you think. Plasma and lasguns when trying to wound higher toughness, you want more shots. Especially when lethal comes into play.
Gave ol'Murder Fang a huge volly, just like that at a tournament a few weeks ago. He died.
It works for Overwatch as well.
On the subject of the Hellhound, I submit the following: Hellhounds as screening.
In theory, they're great against charging melee. They can overwatch them on the way in and autohit, they've got enough toughness to speedbump them for a turn or two, they auto-hit in combat, and they have a chance to explode on death.
Errata the "First rank, fire! Second rank, fire!" order into "Improves the Rapid Fire characteristic of the affected unit's weapons by 1. THE AFFECTED UNIT IS CONSIDERED STATIONARY EVEN IF IT MOVED THIS TURN."
Suddenly BAM! Synergy with Born Soldiers!
Sorry that would be a good change.
I like the current version though. Making all the rapid fire weapons better is nice though.
@@Kingofdragons117 i think they mean it would do both.
@@keyanklupacs6333the way it’s worded would change “rapid fire 1” to rapid fire 2. So rapid fire weapons would benefit from the full order only when half range, otherwise the weapons would get the born soldiers buff regardless of range
that would be broken, mordian is not correct for first rank second rank, if your infantry have plasma guns (so all infantry) then it is the single best one versus basically all targets. The only exception is infantry squads with 1 plasma 1 heavy weapon, there take aim can be better sometimes, mostly with lascannons vs vehicles.
It doesn't come up often but best use case for inspired command is using duty and honour to flip an objective with the extra OC in your opponents command phase
Use this all the time on Kasrkin!
That stratagem really ought to be usable in any phase.
I totally agree that in competitive the Vanquisher is a pass, but in Crusade it is really good. Getting to give it an extra shot and bs on a cheap tank is clutch.
More people should talk about crusade campaigns.
As a Csm player I look at vanquishers with envy if I could get that in my army I’d be ecstatic
Brutal video. I hope the cadians and infantry squads get a bit more love in future
mathhammer for frf vs take aim vs Armor for kriegers. 12" range (melta guns can shoot, +1 shot for plasma guns, no melta bonus damage, note that 6" range favors take aim more, outside 12" favors frf more) Vs virtually all infantry at virtually all ranges frf adds more, thats been beaten to death in the guard.
Rhino/chimera/light armor (t9, 3+ armor):
frf: 4.194 damage not counting lasguns, 5.194 including them
take aim: 5 not counting lasguns, 5.8888 including
summary: for light armor take aim is better if within 12", first rank fire is better outside 12" (the meltaguns are hard carrying the damage in take aim)
leman russ/other heavier tank (t10+, 2+ armor)
Frf: 2.64 not counting lasguns, 3.139 including them
Take aim: 3.07 not counting lasguns, 3.5185
Generally vs vehicles, for kriegers, when within 12" range take aim will add more. If not kriegers, or outside 12", first rank fire will add more even vs vehicles. First rank will also add more versus almost all infantry.
Absolutely love these videos they really help with army building
from purely a mathematical standpoint, first rank fire second rank fire is much better than take aim unless you only care about meltagun
Take aim is great for tanks
Damn fine work Mordian.
I use the heck out of Nork and Ogryn bodyguards in my Catachans. Very solid once they get Ap-2 and the bump in strength is also nice. Lord Solar is a TANK when backed up by that Ogryn bodyguard.
On paper frfsrf improves 90% of your infantile output by 50~100% whereas take aim only increases it by 33%. Granted frfsrf only helps rapid fire weapons but still...
Thing is, in this meta of tanks/monsters I don't need more lasbolts, I need my Special Weapons to do damage and they need the BS boost to do that
@MordianGlory totally valid reason. If my meltagun is within 6 inches of something juicy take aim it is. If I'm hosing down termagants or GEQ frfsrf is mathematically a bit better albeit it DOES invite more variance. Also if you have remained stationary, say you are standing on a circle frfsrf will give you more lethal hits.
@@MordianGlory even only counting plasma guns it adds more unless 1. You're using meltas within 6" range while being kriegers, 2. you're an infantry squad with lascannons. For all other cases frfsrf adds more damage even vs vehicles.
Great video as always!
The Crassus has gone up to a transport capacity of 36 which means 2 big blobs of Ogryn/Bullgryn can now fit. I think that makes it even better!
Wait it actually went up in capacity?
@@lordcommissarspartan yeah, it’s updated on the app from 35 to 36 🙌🏼
I just looked up the latest Imperial Armor index, holy fuck they did.
Wasn't it confirmed recently that, if Battleshocked, the Guard can't reinforce? Commissar might be handy
5:23 except it does. The real thing is its not useful for units that don't have plasma guns.
I have run both Death Rider Squadrons and Attilans - and let me tell you, there's a huge difference in the Attilans' favor. That difference is the melta lance. It absolutely wrecks vehicles and super heavy infantry, while Death Korps will probably just bounce. That said, against regular infantry, space marines included, I would trust the Death Korps over the Attilans.
Maybe ive read this wrong but drill commander works great with a scion command squad leading scions, if you use rapid ingress to deep strike in technically you didnt move your turn so get the 5+ lethals youre shooting phase, combine that with ranged weapons getting the sustained hits from your tempestor prime and ordering them frfsrf, your getting an insane amount of shots off if your deepstriking within 12'' the enemy to get rapid fires on the hotshot lasguns and plasmas aswell. But could be have misread.
Isnt battleshock important because you cannot use reinforcements one they are shocked and die?
Have to disagree with the Infantry Squad, at least 1 unit is close to auto-include as a bodyguard for Leontus and the Platoon Command Squad. Equipped with mortars it can hide out of LoS, let Leontus use the master-vox and still shoot. Makes a great target for free Fields of Fire from Creed.
I fight ONE other dude on TTS who plays Necron. The Enginseer is a must in my list
Something just occurred to me. Because officers coming out transports can give their orders after a unit has moved, you can give it to them after they have received the full benefits of Move! Move! Move! You can thus use this to get your soldiers where you need them too, then pound them with Take Aim.
One use of drill commander is with a reinforced mortar pit.
A platoon command squad with at least one mortar attached to an infantry squad with two mortars, gives you three mortars with lethals on 5+.
Doesn’t sound that great, pretty expensive for 3 mortars… and shouldn’t it be 4?
It could be 4 if you wanted to get rid of the master vox, maybe even add in a cadian Castellan too so that they have sustained hits on a 5+ as well.
But that would still be a lot of points and why did I mention the master vox?
Because the real advantage is to put this on your lord solar squad. If you’re going to have lord solar in the back with a command squad and an infantry squad, they aren’t moving much. Just holding that home objective and screening. Adding the drill commander boosts the potential danger of what otherwise is just a tax for the Lord Solar.
This hurts my soul in some areas. I just printed a regimental engineer and a psychic boy.
Enginseers is tier S
Psychic is also quite fun in a krieg bloob
Enginseers are just fine! Gives your Tank Commanders and Exterminators some confidence when poking their heads out
Thanks mate
you've mentioned 3d printing several times, so like am I just being blind or can we actually get hold of the STL's for GW models on the seven seas? Because most 3d print stuff I find is clearly not the same models, and wouldn't be accepted at tournaments
I would say it depends on the tournament. If it is a GW tourney, then yes, each model must be 51% GW, and wysiwyg.
But in tourneys at your local games store, and many non-GW league, they may not mind. I have never encountered a non-GW tourney that cared as long as it was a reasonably similar model.
Pick up games are the same, people are just happy to play :) many veteran players love seeing more custom/different models.
Support your local game store!
Drill commander is neat on your command squad in you supreme command blob with two mortars. If you have some spare points, two mortars with lethal on 5s is nice, and you were going to take the blob anyway.
Demolisher is a beast, with Multi meltas and a lascanmon to help for those low shot roll turns. You keep saying you have to keep moving in 10th. That is true. targets with anges of 36"-40" you are going to end up in 24" real fast. Wyverns(-1 to hit for pesky infantry is huge when you hit blobs of terminators, boyz and immortals) and Manticores delete things.
I enjoy a Cadian Castellan with Drill Commander attached infantry squad with 2 mortars and command squad with mortar. 3d6 indirect Str 5 shots lethal and sustained on 5+, throw in a Scout Sentinel and Exterminator and watch armies disappear. Take aim and plunging fire are just icing on this one too.
I do the exact same with my castellan since I've gotten a box of mortars. It's not perfect but it can hit hard. And scout sentinel is always good
Mordian, I think you're sleeping a bit on the value of a Cadian Command Squad. The Cadia Stands! ability means that they aren't affected by things like stealth, Tau's -1 to wound drone, or C'tan halving damage. They even remove the -1 penalty to hit for mortars.
Also, I should point out that the Tank Commander with demolisher cannon is only 5 points more than an LR Demolisher and the ability to shoot on death forces bad trades for the opponent. It's way better than shooting your cannon into combat if you can spare the 5 points.
After playing several games, I have been underwhelmed by the Exterminator. The Hellhound is 55 pts cheaper (that's another Catachan or Scion squad) and in today's terrain rich environment, ignore cover almost always comes in to play. Not to mention it always benefits indirect fire.
Commisar Tim? Smash!
doesn't the reinfocements get effected by battleshock
I'm surprised you're so sour on the Tank Commander. Most of the winning tournament lists have 2-3 of them.
To be clear, I like tank commanders, all the guard datasheets are good. Some are just better then others in a take all comers situation
is strategic reserves counted as being in a transport? how do they get the benefit of two orders when deep striking/coming in from strategic reserve??
I’m struggling against a Tau army which takes beefed up crisis suits with the 4 up invulnerable, what’s a good strategy to deal with that? Thanks team:)
I think the infantry squad is better than catachans, bc of the option to get a mortar. so 2x mortars, 1 from plt squad and 1 from infanty squad all for 5 more points.
Question, if you add an enginseer with servitors to a unit of death korps, do those servitors get the benefit of grim demeanor?
Yeah
Why Catachans for the Leontus bunker vs. Krieg?
I'm sure it's not worth it, but I kind of want to run nork deddog and straken in the same blob to see if I can make him viable via association
can armoured might reduce damage to 0 or not?
Does the death corps marshalls insane bravery ability still work? What with the balance data slate making it once per game?
So basically if you have already spent 1CP on a different unit to use Insane Bravery, you can still use it for free with the DKOK Marshal, limited to no more than 2 times per phase.
Arent Demolishers good because they can shoot while in combat?
I built a Cadian Defence Force and two Cadia Stands box sets, with $150 USD, what should I get next?
I am trying to build up a combined arms army: armor, infantry and artillery.
Baneblade:D
Basilisk, Baneblade, LR’s
Can you use Vox ability to get a CP back on reinforcements strat?
Technically no because reinforcements is directly AFTER a unit is destroyed, so it occurs after all the attacks are finished but before your opponent continues their next attacks.
That doomhammer comment is making me want to DOHBLE DOWN ON DOOM BABYYYYYYY
Video idea: Catachans or Death Riders.. 😏
Wait I’m confused how are you able to use 4 sponsons on a bane sword because I have done that and then at game my friend has pointed out that the max is 2 like it says in wargear! How do do 4 sponsons pls tell me!
@MordianGlory I think you missed the Minotaur?
How does ap4 get you to a 5+ from sv2+
Those other infantry choices are nice and all, they aren't cadians
Driiiive them men! 😂 love that
So would you still recommend psykers along side death korp marshals for leading a 20 man squad? or just sub platoon command squads for the psykers now since they have vox caster
I find the combination really durrable and alot of fun to play
@@Yuwelei but would the platoon command squad with marshal mean he lives longer cause he can give orders from 24 inches with the vox caster. My main concern is having him alive to give orders.
@@Yuwelei plus you get the special weapons with the platoon command squad
Well I wouldnt Pack him to give Orders, because He can give only 1. I Pack him because of the 5+ feel no pain + the 4+ invul from the psyker, I do like it. As Addition its just fun to roast things with the psyker and still have a feel no pain in case I fail the hazardous.
For Orders I do have straken and lord solar+command squad
@Yuwelei that's a good point too. Is strakeb leading a jungle fighter squad??
Smash!!!!!
I smashed the like button sir 🫡
I also wonder about the Tempestus command squad with an Ogryn bodyguard but not attached to a scion squad. They could go in a Taurox Prime and all get re-rolls to wound with sustained hits, or just in a regular chimera and do their thing. They would have T6 and could take those wounds onto a 4+ invul, with a 6+ FNP and 6 wounds. Finally Tempestus command squad has the regiment key word so they can order themselves. I think it’s a durable little combo with some flexible potential
o7
Inspired command on turn 1 is a joke. On turn 5 when both sides are worn down to nubs it can become a big deal.
🫡
Obligatory Comment o7
You mispronounced Crassus. It is pronounced Catachan Scout Party Bus
What slaneshi hell is this? I am going to report tot he inquisition.
Right, he skipped the Valkyrie Sky Talon altogether🥩🥩🥩
I disagree with the Drill Commander enhancement on a officer (either a platoon command squad with a mortar or a castellan or put both in a infantry squad blob) in a 20 man infantry squad w/ 2 mortars. This gives mortars at auto wound on 5+ and with castellan sustained hits. In direct fire the whole unit every thing auto wounds on 5+ which is even more deadly with first rank fire, 2nd rank fire and if a castellan is in the unit u get sustained hits. I have killed nob squads, slain skarbrand, brought a Angron down to 2 wounds (finished him off with straken) all in 1 round of shooting
Mordian please help
Does reinforcements bring back hunter killer missiles on sentinels?
I've been looking everywhere...
Lot's of people claim you can't
Yes, you get the HKM back.
Wording is:
Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength and with all of its wounds remaining.
Starting strength includes HKM.
@HenryEaton does it let you bring back nork? He is not a character so i was not sure.
@@JK-tv7ghNork is not a Regiment unit, so he would not be targeted.
He also joins a command squad, which is also not a regiment, so he can’t be part of a targeted unit.
Nork joins a command squad and becomes part of their starting strength.
You would have to have a command squad with the regiment keyword for it to work. So the scion command squad. Downside as they lose deep strike because of him upside as you can bring them back every return.
thx guys
does anyone have the source why gsc con't get back thier demo charges?
I can't find that either.... would really help with my argument in the group
So do I ever take shock troops over death corps?