necrons Night Scythe holds 1 necrons Infantry unit, meaning 20 warriors, overlord, cryptek, and 2 crypto thralls. can come in 1st turn, deploy the unit, then scoop up the unit and fly away.
The Night scythe is so underused it wild. I dont get it. also if your hypercrypt you can pick them up and deepstrike them...and then also disembark your units from inside too, WILD!
I need a repulsor to fit in my 3rd Company Imperial Fists... that's all I'm missing. I have no impulsor yet... when I'll have my Bladeguards done, maybe
Want you channel to blow up ? Do a how to on each faction. Ways to approach each faction, findings correct rules , best strategems , strong units and overall strengths. Thanks! Ps ( I need help with beating my friends Blood angels with my tyranids or genestealer cult)
If i kill your transport on an objective and your unit gets out on the objective it is battleshocked sure but wont that just clear at the start of your turn and then you get to own the objective
Haven't played 10th ed yet. So a few things I couldn't find a clear answer in the core rules. Do transports block line of sight? They had back when I played. For side sponsors you used to have to have line if sight. If you had to pivot you only got one shot. Also before if the vehicle was destroyed it became difficult terrain.
They do not block LoS, unless they literally obscure infantry behind them. Weapons no longer care where they are facing, they no longer have a cone or firing arc as in precious editions (there is also no estimating of ranges and scatter dice when firing artillery). Vehicles are just removed upon being destroyed now. I know. It sucks. 40k used to be more fun with these elements, but it is all about spoon-feeding universal special rules to this new generation of youngfags. 😢😢
Transports are models and models can block LOS to other models. Vision arcs aren't a thing anymore and they pretty much just get removed from the table when they die.
Lots of good questions here, In 10th, yes they block line of site, but in the new edition if the tip of my models shoe can see the peak of your models sword, then I have Line Of Sight from that model and all guns they model has the ability to shoot. I loved the vehicle Difficult terrain thing, but sadly its a thing of the past, the edition has been modified from that version of the game a lot and things like that would be awesome, but also be a bit clunky in this 10th edition i think, they tried to streamline a lot of gameplay, but kept the detail and complexity. I do remember marking out my old busted vehicles, Man those were the days.
As a blood angels player, people absolutely go for my transports FIRST. They know whats inside is a bigger threat than any armor on the board. Unit durability doesnt matter much if youre in charge range.
@@level9Lab well, let's say none of my friends are bad, but none are making the top tables as big gt's either. But when you know I got some assault intercessors with a captain in it, if you've played against blood angels before, you know how deadly that can be. My best bet is my jump troops.
Whoops. I almost never use transports lol I had a few rinos but I gifted them to my buddy to convert into world eaters rinos for his first army. I do have a landraider but I don’t use it normally. I have 2 redemtors in my list covering the vehicle role. Love my big dudes. Have a nice back story for them and everything
I dont know about TOs allowing the doors of a drop pod to count as part of the base, that would be insane. Have you played it that way at a tournament?
"You can disembark outside a ruin and get a nasty charge." Don't the rules disallow charging when you disembark? Yeah: "Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn." And most transports I am aware of do not have a rule that lets you charge. I assume some do, but it isn't normal.
I regretfully report we don't play much imperial guard, (Ian has and army but is busy with orks daemons and necron) and are lacking information on the True hero's of humanity.
@@hyperspacehobbies Yeah Chimeras are great. They are aggressively costed at 70 points with 5 different weapons, and firing deck. The average "mechanized" guard list runs 6 of them with catachan infantry, which give scout 6. It is the sheer number and firepower, which makes them affective, not them as individuals. I have played it myself and seen it in action. Quite a nasty list, when it is backed up by 3-4 leman russ tanks.
Impulsors are super strong, fast, disembark after advance, it means you can take objectives and get secondaries with the same movement. a great addition to any space marine army, ALSO hellblasters? infurnace marines? they can all shoot out the top. sooo goood.
It’s not the most fun answer, but Land Raiders. Assault Ramp is such a thing of beauty!
Woah, Steve implanted his consciousness into a new guy. Only reasonable explanation with how much this guy sounds like Steve.
Steve communicating with us through the Warp
Or another Humans body....
you cant heroic intervention with a vehicule unless it's a walker
FORK! yep...no fun for us i guess, good catch
@hyperspacehobbies you'll find another weird combo i trust 🙏
love me a battlwagon, but the trukk has always served me well!
necrons Night Scythe holds 1 necrons Infantry unit, meaning 20 warriors, overlord, cryptek, and 2 crypto thralls. can come in 1st turn, deploy the unit, then scoop up the unit and fly away.
The Night scythe is so underused it wild. I dont get it. also if your hypercrypt you can pick them up and deepstrike them...and then also disembark your units from inside too, WILD!
I love and appreciate the Ork love in here
THis new guy sounds a lot like Steve. But looks a lot like the opposite of Steve. My brain does not know what to make of this.
Took me a minute to realize that's not Steve.
Hmm imm pretty sure one of these guys is Steve,
Na that's Steve he is just wearing a vest, your drunk.
I need a repulsor to fit in my 3rd Company Imperial Fists... that's all I'm missing. I have no impulsor yet... when I'll have my Bladeguards done, maybe
Taking notes for my game tomorrow night! 🤓
Want you channel to blow up ? Do a how to on each faction. Ways to approach each faction, findings correct rules , best strategems , strong units and overall strengths.
Thanks!
Ps ( I need help with beating my friends Blood angels with my tyranids or genestealer cult)
I played hellblaster into impulsor in anvil latelyand my opponent is always surprise from the damage they are suffering.
If i kill your transport on an objective and your unit gets out on the objective it is battleshocked sure but wont that just clear at the start of your turn and then you get to own the objective
Haven't played 10th ed yet. So a few things I couldn't find a clear answer in the core rules. Do transports block line of sight? They had back when I played. For side sponsors you used to have to have line if sight. If you had to pivot you only got one shot. Also before if the vehicle was destroyed it became difficult terrain.
They do not block LoS, unless they literally obscure infantry behind them. Weapons no longer care where they are facing, they no longer have a cone or firing arc as in precious editions (there is also no estimating of ranges and scatter dice when firing artillery). Vehicles are just removed upon being destroyed now.
I know. It sucks. 40k used to be more fun with these elements, but it is all about spoon-feeding universal special rules to this new generation of youngfags. 😢😢
Transports are models and models can block LOS to other models. Vision arcs aren't a thing anymore and they pretty much just get removed from the table when they die.
Lots of good questions here, In 10th, yes they block line of site, but in the new edition if the tip of my models shoe can see the peak of your models sword, then I have Line Of Sight from that model and all guns they model has the ability to shoot.
I loved the vehicle Difficult terrain thing, but sadly its a thing of the past, the edition has been modified from that version of the game a lot and things like that would be awesome, but also be a bit clunky in this 10th edition i think, they tried to streamline a lot of gameplay, but kept the detail and complexity. I do remember marking out my old busted vehicles, Man those were the days.
That dark angel thing sounds like heresy to me
Just call upon the powers of chaos…..there always listening
HEY i recognize you!
Ahh ya it is *mike whispers in my ear* oh wait sorry no its not.
As a blood angels player, people absolutely go for my transports FIRST.
They know whats inside is a bigger threat than any armor on the board. Unit durability doesnt matter much if youre in charge range.
Must be against good players
@@level9Lab well, let's say none of my friends are bad, but none are making the top tables as big gt's either.
But when you know I got some assault intercessors with a captain in it, if you've played against blood angels before, you know how deadly that can be.
My best bet is my jump troops.
Bro why does he sound JUST LIKE STEVE?!
Mike has studied at the finest school Gilliard, Yale, Sprot Shaw community Collège, and now he has perfected the art of sounding like steve.
@hyperspacehobbies Such grace, so demure, so mindful! Jolly good show, Mike!
Judiciar or asmodai with 6 inner circle companions in an impulsor.
Whoops. I almost never use transports lol I had a few rinos but I gifted them to my buddy to convert into world eaters rinos for his first army. I do have a landraider but I don’t use it normally. I have 2 redemtors in my list covering the vehicle role. Love my big dudes. Have a nice back story for them and everything
I dont know about TOs allowing the doors of a drop pod to count as part of the base, that would be insane. Have you played it that way at a tournament?
I don’t see why not. It is part of the model and doesn’t come with a base
I've never seen it not be a thing, Its one of the most abusable "models for advantage" in 40k.
I’m hoping Wave Serpents get a glow up with the Aeldari codex. It’s just not as good as the Falcon.
Falcons are savage, and now you can disembark AFTER the deepstrike, which makes it really strong. New Fugan and 5 Fire Dragons????
Where's Steve?
Probably playing some epic game somewhere... He'll be back soon!
Also Cato and the bgv in an impulsor for that scout shenanigan
Hey how have you been! long time! DANG yep scout is everywhere in this game, if you can dedicate a transport to it...its golden.
Night scythe is the coolest transport in 40K
GET OUT OF HERE I know it, is it a drop pod? yes...is it a Ghost ark, nope ITS BETTER! they are underplayed I think. First turn blob mid table??? yep
Ventris, co heroes, impulsors - objective held
Came on to say exactly this! Especially to get Ventris into the mid-board now get his 12" aura going.
Ventris is such a catch all to so many things in the game. and he just got better.
MIKE!!!
Ultramarines all the way!
you smurfs already have everything; lets us Salamanders have the this one
@@sailorcam6347 As a fellow smurf I still agree you child savers need something
Your Ultramarines are only still alive because Orkz thing blue is lucky...HAHA😂
bulbasaur
"You can disembark outside a ruin and get a nasty charge."
Don't the rules disallow charging when you disembark?
Yeah: "Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn." And most transports I am aware of do not have a rule that lets you charge. I assume some do, but it isn't normal.
You plan a turn ahead. Get your transport into the place your guys can pounce out of for the next turn! 🤙
@@mikebunz2432 no one is going to fall for that.
I still have an entire turn to move around and destroy it.
@@william9557 it’s not a “fall for that” scenario. It’s a positioning scenario with armours protection and a 3” bonus move on your next turn.
Where Steve?
WHO THE HELL IS STEV.... oh ya, hes busy this week, next week you can see his beautiful face.
Where Steve
Taking a nap in the other room, he played too much 40k this week. back next week haha
@@hyperspacehobbies there steve
It’s embarrassing y’all did not even mention chimeras with catachan infantry…
I regretfully report we don't play much imperial guard, (Ian has and army but is busy with orks daemons and necron) and are lacking information on the True hero's of humanity.
@@hyperspacehobbies Yeah Chimeras are great. They are aggressively costed at 70 points with 5 different weapons, and firing deck. The average "mechanized" guard list runs 6 of them with catachan infantry, which give scout 6. It is the sheer number and firepower, which makes them affective, not them as individuals. I have played it myself and seen it in action. Quite a nasty list, when it is backed up by 3-4 leman russ tanks.
@@hyperspacehobbies @MordianGlory is a great channel, who has run the list.
I literally just finished building my first impulsor, excellent timing.
Ditto
Impulsors are super strong, fast, disembark after advance, it means you can take objectives and get secondaries with the same movement. a great addition to any space marine army, ALSO hellblasters? infurnace marines? they can all shoot out the top. sooo goood.
Is this steves brother or something? I keep hearing steve while seeing someone else. My brain cant handle this..🫥
Adrax and all the bgv in an impulsor in my firestorm list is 🤌
OH BOY!