Back in Index Necrons, I learned a lot about Heroic Intervention when my Nightbringer was Heroically intervened by Trajann Valoris and his closest friends, who then DID activate Fights First and wiped me out before I could do anything. I may be bitter, but I learned!
@@rizzington1 as someone that runs the Nightbringer both because it was the cheapest way for me to get a bunch of points when I was starting out and because it's got a cool paint job, I'm sorry
But you learned, that's better than a lot of folks can claim, we got a dude who will regularly get caught by the same shenanigans in our play group, doesn't seem to matter how many times it doesn't work, he just keeps trying to make it work...points for tenacity I suppose 😂
I love that you organize your videos with bullet points and labels. I’m getting a carcharadons army together for a game at the end of the month and I looked up strong list ideas (you made a video just over a week ago) and realized blood angels are a great rule set to represent them. I didn’t copy the list verbatim (using 3 scout squads to keep some theme to the list) but it helped my plan a simple 750 pt almost immediately that’s thematic but also won’t leave me in the dust. You’re amazing
Watching the video it really stands out how Tyranids don't have access to Grenades, Tank Shock and Smoke. It's not a deal breaker for the faction but it is a pretty bad detail when Nids already lack ways to punch into hard targets like you'd expect them to.
Go to Ground is used a lot by WE players as their walking Daemon Prince has an aura that grants 5+ Invuln save, UNLESS they already have an Invuln Save, in which case it bumps it to a 4+ Invuln Save. So Essentially 1CP to give something like Exalted Eightbound a 4+ Invuln.
Counter offensive is so often overlooked but is incredibly useful. Especially with 2 melee armies on the board! There's usually a lot of ongoing combat and charges, if you opponent doesn't pick the their hammer unit first you interrupt it and make it take wounds. In a recent GK Vs Orks game think we used it 3 or 4 times...
That’s why I usually try to include a pair of Cryptothralls if I have a Technomancer attached to my unit which increases his feel no pain to a 4+ while giving back most of the cryptothralls old personal feel no pain that was taken away in a balance update and instead they each received an extra wound and they still provide their Cryptek with a 4+ feel no pain. At least they can still be reanimated so that your cryptek want permanently lose their 4+ feel no pain
Command reroll SUCKS you should NEVER USE IT you'll reroll into something bad EVERY TIME (seriously if you have any strat that buffs your overall dice rolls for any attacks/wounds/saves, it's better to buff the statistics on multiple dice than to reroll just 1)
I love Tank Shock on my Cerastus Knight Lancer... Especially since it gets a free Tank Shock every turn, and having a 20 Strength melee weapon certainly helps...
One fun use I've been doing with fire overwatch is when I have a forgefiend and warpsmith with tempting addendum to shoot an enemy. At times it can be pretty clutch and I've killed some major threats with rerolling for 6s
Only time I've ever used Go to Ground was in a crusade, was playing Hypercrypt and one of my units rolled a battle scar that reduced the cost of stratagems by 1cp. Because of the dataslate making that only effect battle tactics, the only stratagems I could use it were Command Reroll and Go to Ground. Meant I used it at least once per game though, basically gave my Skorpekhs permanent cover and a 6+ invuln.
Go to ground seems pretty important for custodes as they have no AoC equivalent and getting effective +1 save is can be a huge upgrade against AP -1 and AP -2
Thx for the very good content again, sometimes it is great to be remembered ... and your analytic and clear explanations help a lot to organize the rules in ones brain :-)
What are people's thoughts on the grenade strat though, it says you can choose a unit that hasn't been selected to shoot yet, but things like advance and fall back exclude a unit from being able to be selected to shoot, so you can never get to the point of having a unit that wasn't selected to shoot, when you can't select it in the first place. You basically can't get to the point of not selecting something that was never an option to select in the first place. But things like assault, or LT's letting you fall back and shoot would allow a unit to advance and grenade, or fall back and grenade. Would be nice to get a proper FAQ that says you can or you can't.
Wow, I didn't realize but the restriction to heroic intervention doesn't apply to monsters. So if you have monsters in your army you could heroically intervene with something big and scary
Thousands sons Index, Using Overwatch on the Infernal Master with Arcane Vortex is 2 damage a wound with a 2d6 torrent weapon at 18 inches. I have destroyed so much with this.
When tank shocking you have to declare your going to use the strat and pay the cp before you make the charge roll, no no not after succeeding, im pretty shure u can still declare tank shock after declaring a heroic intervention though
Question regarding Heroic Intervention, it states: Your unit does not receive any Charge bonus this turn. So to clarify that means Lance does not apply, correct? Also, second question, it states: You resolve that charge as if it were your Charge phase. Can I then use Tank Shock?
My Abaddon got taken out of his 10 man chosen blob by a Chaos Lord in a 5 man legionary unit and Epic challenge. Hard counter to big HQs like this relying on bodyguards, 300p out the window..
Yes, if they just fought with another guy across the table and you want to fights nest with a unit targeting a fights first unit its engaged with then your good. There are essentially two subphases woth fights: fights first and then fights normally, in each of the subphases you start with the inactive player picking a squad to fight with and then alternating till your done fighting with units that can activate that phase: fights next is fights next regardless of wether or not your fighting in the fights first or the fights normally step.
Ah yes, Core Stratagems that every faction can use. Except for Tyranids, who have zero units that can use Grenades, Smokescreen, or Tank Shock, despite having bio weapons that work exactly like all three. Because GW has no idea what P A R I T Y frickin' means.
yeah i was disappointed that the monster detachment has a monster version of tankshock but its a lot worse should have just been the same rule as tank shock
@@jamieclarke2622Preach. It still wouldn’t make Crusher Stampede as good as the other detachments, but it would be a significant improvement. *sad Carnifex noises*
@@jamieclarke2622 They turned all pskyer powers into lame guns and weak passives just because the Tau and Necrons didn't have any psykers. Then, they make a bunch of universal stratagems for all the factions to use (because you only get 6 faction strats), except then they make 30% of them unusable by Tyranids, the secondary posterboy of the edition. It's all too easy to tell the priorities on the Dev team these days.
Is there anything limiting tank shock to not being used on a stompa? Its a vehicle with a 24 strength melee weapon. I know youre maxed to 6MW, but usually its limited to 6 dice, so thats great
Can you confirm that command re roll is for a single dice? I took it as a single roll is the roll despite the amount of dice. Such as 5 attacks = 5 dice but is a single roll so you can re roll them all (fishing for sixes comes to mind)
5 attacks = 5 dice, you pay one cp to reroll one of those dice, the only time you reroll more than one of those dice is for charge rolls and attack rolls where the gun is like d6 shots or smt
AFAIK when a reroll is caused by weapon profile or unit ability the "reroll X-roll" means reroll all X-rolls from this weapon profile. Also, AFAIK Command reroll aplies to multiple dice only when the result is one number compounded by multiple dice (like 2D6 in a weapon profile). Not super sure though, someone correct me if I am wrong
I managed to snag a Leviathan Box but I almost don't feel like the units inside are very good as most lists don't use the included stuff. Does anyone have some good guidance on a good "meta" direction to go with Space Marines or the Nids? I feel like the Neuro-Gaunts are kinda worthless chaff, the winged tyrant is a bit wasted as it cant join any units. Im wondering if I should just sell the Box and get better units or If I should piece out models that likely wont get used. The Space Marines added alot of new units since I've played before so I don't know what's good, but the flamers don't sound good from my noob perspective. The Characters all seem Weak, the lieutenant not being able to attach to anything seems wasted, the apothecary and librarian as well. Only good character seems to be the Captain. Is Leviathan really a good starting point to start these armies? I hear stuff about Dark Angels Ironstorm being solid but I just dont know what to do, open to most SM chapters/detachments which ones seem to be doing well?
I don’t get how people say they got rid of bloat every unit has an ability that can be just as impactful as a strategems some have more than one how is this less complicated…?
🟣 8:27 Epic Challenge The Battle Bunker App, no longer has the "enemy character must be visible to your Character" . We have taken this as the App is correct, being newer than the printed book. It also takes away all the debate over, what in a melee blocks L.O.S. You simply fight with your Character that has Epically Challenged and apply the Precison rule. 🤓 ... ... Simon
Love it when Auspex Tactics teaches us about tactics
I wish Auspex Tactics would teach us about the other half of his name that’s why I subscribed wtf
More auspex, less tactics please!
Lol
Back in Index Necrons, I learned a lot about Heroic Intervention when my Nightbringer was Heroically intervened by Trajann Valoris and his closest friends, who then DID activate Fights First and wiped me out before I could do anything.
I may be bitter, but I learned!
As someone who blundered into the Nightbringer and was tabled, this warms my heart.
@@rizzington1 as someone that runs the Nightbringer both because it was the cheapest way for me to get a bunch of points when I was starting out and because it's got a cool paint job, I'm sorry
But you learned, that's better than a lot of folks can claim, we got a dude who will regularly get caught by the same shenanigans in our play group, doesn't seem to matter how many times it doesn't work, he just keeps trying to make it work...points for tenacity I suppose 😂
Ahhhh, Goodbye Trajann and his FF ability 😢 Blade Champion Baelor has taken the Warlord status in my Custodes army list
I love that you organize your videos with bullet points and labels. I’m getting a carcharadons army together for a game at the end of the month and I looked up strong list ideas (you made a video just over a week ago) and realized blood angels are a great rule set to represent them. I didn’t copy the list verbatim (using 3 scout squads to keep some theme to the list) but it helped my plan a simple 750 pt almost immediately that’s thematic but also won’t leave me in the dust. You’re amazing
Watching the video it really stands out how Tyranids don't have access to Grenades, Tank Shock and Smoke. It's not a deal breaker for the faction but it is a pretty bad detail when Nids already lack ways to punch into hard targets like you'd expect them to.
Go to Ground is used a lot by WE players as their walking Daemon Prince has an aura that grants 5+ Invuln save, UNLESS they already have an Invuln Save, in which case it bumps it to a 4+ Invuln Save. So Essentially 1CP to give something like Exalted Eightbound a 4+ Invuln.
It works this way ONLY for zerks and jackals, since eightbound already have 5+ inv, which is upgraded to 4+ in DP aura automatically
As a newcomer to 40k I appreciate these helpful tip videos
Everyone can use...
Tyranids: About that...
Tyranid player: I use overwatch!
*hormagaunts confuse screaming*
Counter offensive is so often overlooked but is incredibly useful. Especially with 2 melee armies on the board! There's usually a lot of ongoing combat and charges, if you opponent doesn't pick the their hammer unit first you interrupt it and make it take wounds.
In a recent GK Vs Orks game think we used it 3 or 4 times...
I've also been thinking about Counter offensive as a way to tie up opponents that happen to be close (
Using Epic Challenge to snipe the Technomancer out of a unit of Wraiths to delete their 5+ FNP will be worth it every time for me
Lieutenant in marine melee combos are also a great target
That’s why I usually try to include a pair of Cryptothralls if I have a Technomancer attached to my unit which increases his feel no pain to a 4+ while giving back most of the cryptothralls old personal feel no pain that was taken away in a balance update and instead they each received an extra wound and they still provide their Cryptek with a 4+ feel no pain.
At least they can still be reanimated so that your cryptek want permanently lose their 4+ feel no pain
As a new player to Warhammer, I’m very grateful for you channel! I’m learning lots!
I just started playing and collecting 40K a few months ago. These videos are a great way to learn! I hope to see more like this from you soon!
Command reroll SUCKS you should NEVER USE IT you'll reroll into something bad EVERY TIME (seriously if you have any strat that buffs your overall dice rolls for any attacks/wounds/saves, it's better to buff the statistics on multiple dice than to reroll just 1)
This is incorrect. You just don't reroll high risk things like wounding on 5s or 10inch charges. Rerolling a 2 up is perfectly fine.
Someone doesn’t switch his dice when he CP rerolls
i think that he is joking
Its good to have as an emergency panic button
I love Tank Shock on my Cerastus Knight Lancer... Especially since it gets a free Tank Shock every turn, and having a 20 Strength melee weapon certainly helps...
One fun use I've been doing with fire overwatch is when I have a forgefiend and warpsmith with tempting addendum to shoot an enemy. At times it can be pretty clutch and I've killed some major threats with rerolling for 6s
amazing! thank you im still learning 40k and this helps a ton
Only time I've ever used Go to Ground was in a crusade, was playing Hypercrypt and one of my units rolled a battle scar that reduced the cost of stratagems by 1cp. Because of the dataslate making that only effect battle tactics, the only stratagems I could use it were Command Reroll and Go to Ground. Meant I used it at least once per game though, basically gave my Skorpekhs permanent cover and a 6+ invuln.
i was today years old when i learnt i can throw grenades even if i advanced or fell back. oh god i wish i knew that sooner
auspex tactics tactics
Go to ground seems pretty important for custodes as they have no AoC equivalent and getting effective +1 save is can be a huge upgrade against AP -1 and AP -2
Tank Shock and Invictors is a great bit. Strenght 14 + 2 for most other enemies.
Thx for the very good content again, sometimes it is great to be remembered ... and your analytic and clear explanations help a lot to organize the rules in ones brain :-)
Well this needs an update now that Tank Shock got reworked.
Man i just love learning these rules
Fantastic as always!
What are people's thoughts on the grenade strat though, it says you can choose a unit that hasn't been selected to shoot yet, but things like advance and fall back exclude a unit from being able to be selected to shoot, so you can never get to the point of having a unit that wasn't selected to shoot, when you can't select it in the first place.
You basically can't get to the point of not selecting something that was never an option to select in the first place.
But things like assault, or LT's letting you fall back and shoot would allow a unit to advance and grenade, or fall back and grenade. Would be nice to get a proper FAQ that says you can or you can't.
The grind is real brother ❤🙌🔥
Wow, I didn't realize but the restriction to heroic intervention doesn't apply to monsters. So if you have monsters in your army you could heroically intervene with something big and scary
Beastboss on Squigosaur can heroically intervene for 0cp, back when he was a monster, and even now as a potential 9 model mounted unit.
Hey Auspex would love a video on your thoughts on the legends tanks of the space marines and how they stack in 10th edition
Ceastus knight lancer & tank shock.....mwah!
Thousands sons Index, Using Overwatch on the Infernal Master with Arcane Vortex is 2 damage a wound with a 2d6 torrent weapon at 18 inches. I have destroyed so much with this.
Can you tank shock after you succeed a heroic intervention?
When tank shocking you have to declare your going to use the strat and pay the cp before you make the charge roll, no no not after succeeding, im pretty shure u can still declare tank shock after declaring a heroic intervention though
Tank shock can only be used during your own charge phase, as per the "when" on the stratagem card
Question regarding Heroic Intervention, it states: Your unit does not receive any Charge bonus this turn. So to clarify that means Lance does not apply, correct? Also, second question, it states: You resolve that charge as if it were your Charge phase. Can I then use Tank Shock?
Big take-away here; units that fell back can use the Grenade strat. This may come in handy for me.
Rapid Ingress sounds like a 🍒 CP for an Aeldari Falcon full of Fire Dragons...
I love your work !
My Abaddon got taken out of his 10 man chosen blob by a Chaos Lord in a 5 man legionary unit and Epic challenge. Hard counter to big HQs like this relying on bodyguards, 300p out the window..
What if i got Fights First from character, could i use Counter Offensive to Fight again? Fighting Twice.
No, im pretty shurw counter offensive is only able to go on unuts that have not yet fought
Core rules say that a unit can only fight once during the fight phase.
Can you use Overwatch on a unit that came to the table from deep strike? In other words does Deep strike deploy count as a normal move?
Yes but not because of normal move, but because the rules state "just after an enemy unit is setup...."
@@Phlebas99 ahhhh ok
Man i got this in my reccomended 30 seconds ago
Hello, regarding "core stratagems" can these stratagems be used by Agents of the Empire units assigned as allies in a different detachment?
I have a question can you use counter offensive to target a fights first unit.
Yes, if they just fought with another guy across the table and you want to fights nest with a unit targeting a fights first unit its engaged with then your good.
There are essentially two subphases woth fights: fights first and then fights normally, in each of the subphases you start with the inactive player picking a squad to fight with and then alternating till your done fighting with units that can activate that phase: fights next is fights next regardless of wether or not your fighting in the fights first or the fights normally step.
Fight next ignores fights first. You fight next which ever fight you choose.
New Orders can now be done multiple times right? As of a couple weeks from now?
No, that'll only be with the pariah nexus update mate. Still just once per turn atm
@@glenharrison8898 yep, that's what I meant by a couple weeks from now! Just surprised Auspex didn't mention it was coming
Ah yes, Core Stratagems that every faction can use. Except for Tyranids, who have zero units that can use Grenades, Smokescreen, or Tank Shock, despite having bio weapons that work exactly like all three. Because GW has no idea what P A R I T Y frickin' means.
yeah i was disappointed that the monster detachment has a monster version of tankshock but its a lot worse should have just been the same rule as tank shock
@@jamieclarke2622Preach. It still wouldn’t make Crusher Stampede as good as the other detachments, but it would be a significant improvement.
*sad Carnifex noises*
@@jamieclarke2622 They turned all pskyer powers into lame guns and weak passives just because the Tau and Necrons didn't have any psykers. Then, they make a bunch of universal stratagems for all the factions to use (because you only get 6 faction strats), except then they make 30% of them unusable by Tyranids, the secondary posterboy of the edition.
It's all too easy to tell the priorities on the Dev team these days.
Auspex do you ever have any games on tabletop simulator would love to have a game against you sometime?
Is there anything limiting tank shock to not being used on a stompa? Its a vehicle with a 24 strength melee weapon. I know youre maxed to 6MW, but usually its limited to 6 dice, so thats great
The only limit should be the point value it has
As per usual, Auspex is the GOAT
I use epic challenge to kill technomancers to make wraith spam less annoying.
I think in terms of heroic intervention, the “no fights first” thing is exclusive to walker vehicles. Unless it’s clarified elsewhere
You wouldn't believe what I just searched for
Can you confirm that command re roll is for a single dice? I took it as a single roll is the roll despite the amount of dice. Such as 5 attacks = 5 dice but is a single roll so you can re roll them all (fishing for sixes comes to mind)
5 attacks = 5 dice, you pay one cp to reroll one of those dice, the only time you reroll more than one of those dice is for charge rolls and attack rolls where the gun is like d6 shots or smt
AFAIK when a reroll is caused by weapon profile or unit ability the "reroll X-roll" means reroll all X-rolls from this weapon profile. Also, AFAIK Command reroll aplies to multiple dice only when the result is one number compounded by multiple dice (like 2D6 in a weapon profile). Not super sure though, someone correct me if I am wrong
I’m new, so command reroll spam lol
Bro does NOT SLEEP
hi
I managed to snag a Leviathan Box but I almost don't feel like the units inside are very good as most lists don't use the included stuff. Does anyone have some good guidance on a good "meta" direction to go with Space Marines or the Nids? I feel like the Neuro-Gaunts are kinda worthless chaff, the winged tyrant is a bit wasted as it cant join any units. Im wondering if I should just sell the Box and get better units or If I should piece out models that likely wont get used. The Space Marines added alot of new units since I've played before so I don't know what's good, but the flamers don't sound good from my noob perspective. The Characters all seem Weak, the lieutenant not being able to attach to anything seems wasted, the apothecary and librarian as well. Only good character seems to be the Captain. Is Leviathan really a good starting point to start these armies? I hear stuff about Dark Angels Ironstorm being solid but I just dont know what to do, open to most SM chapters/detachments which ones seem to be doing well?
Can you also do one for army specific strats plz, not all just which you think are the best?
core rules strats are just ok to mediocre ... but there are there at least 🤷♂
Tyranids can't use 3 of these 😂😢
Omg all these bots in the comments are driving me crazy 😭 😭😭
Add a comment...
first
This is for casual do not take all the advice in competitive play
I don’t get how people say they got rid of bloat every unit has an ability that can be just as impactful as a strategems some have more than one how is this less complicated…?
What the hell! I didnt watch auspex tactics new video within the first 5mins of upload! I fell off!
This video will be outdated in two weeks
Oh shoot, it already contains bad information
Oh shoot, it already contains bad information
39 views in 2 mins bro fell off 😢
🟣 8:27 Epic Challenge
The Battle Bunker App, no longer has the "enemy character must be visible to your Character" .
We have taken this as the App is correct, being newer than the printed book. It also takes away all the debate over, what in a melee blocks L.O.S.
You simply fight with your Character that has Epically Challenged and apply the Precison rule.
🤓 ... ... Simon