Tyranid warriors inherent fly from the winged prime, it’s nice in vangaurd onslaught as they inherit the vangaurd invader keyword, which gives them advance and charge and fall back and charge. They are also infantry and it does make them susceptible to anti-fly
Biggest issues with 10th i've found are... Actions: You spend a lot of time building and painting awesome looking models only for them to wait at a bus stop and do NOTHING! LOS: Vague but overly complicated, measuring from any part of a model forcing an anti conversion approach to the hobby actively ruins the fun of converting models. Having a tail behind terrain grants you cover despite standing in the open, and large models can be targeted if its partially within a ruin, but the moron is blind as it cant see out that same ruin... Cover saves: An enemy unit gets a cover save if they cannot see every single model in the attacking unit, despite only the models they can see can shoot them, tailing a model behind cover benefits your opponent Casualties: Can be taken from anywhere in the unit, even if that model is completely blocked by terrain and is outside the range of the attacking weapon. It only encourages gaminess by removing sponge models rather than the models that arexactually getting shot. Psychic powers and psykers: Psychic powers dont exist anymore, only abilities that give your opponents a feel no pain against. Grey knights flat get better if you completely remove the psyker keyword from all their datasheets. THE psychic army is better without being psykers. All units have an ability, yet psyker units just have a normal ability with the psychic keyword, meaning paying the increased points for a psychic unit gives absolutely nothing in return. Objectives: Random locations strewn throughout the battlefield that serve no narrative purpose and only exist because... objectives should be tied to terrain features to give them more of a purpose than being solid pillars of obscuring existance. Scoring: Is done at arbitrary times throughout the turn, which just slows the game down to a halt. Should only be scoring at the end of the game, that way you can focus on playing the game, which is the entire purpose of being there, rather than stopping the entire game to count to 4 a few times every few phases. Flying: Was simple made not simple for 10th edition. Having to measure to the highest point youre travelling over turbo restricts the distance a flying model can move, making them next to useless as their mobility is countered by just using them near terrain. Flyers make no sense since rukeswise they appear to float a few metres above the ground when in actuality they would be travelling at high speed 100s of metres above the ground, in 40k they travel to slow yet have no range penalty when being shot at. Battleshock: Does almost nothing, having a unit still fully function when its panicking makes no sense... not that morale in 40k makes any sense, space marines shall know no fear d9 not flee, tyranids in synapse are fearless, chaos are fearless, daemons are fearless, necrons are fearless... woke ideology has made all units pathetic, battleshock is a rule that should only apply to the minority but is applied to the masses. Now lets see how much appears in the video lol
@@WorHammer40k well thats what i could think of off the top of my head while at work XD, theres definately more i could come up with with some more time lol
To continue my comment... Melee is ineffective: Models dont have a lot of attacks, thats fine, but compared to the high ap and damage of most ranged weapons, melee weapons just arent effective. Charge ranges are just 2d6 regardless of how quick the unit is, a terminator with M4 charges the same range as as a bike with M12. So melee units have to rely on lazy rules writing from rerolls. Then if you're in combat then you pile in to try and max out the melee conga line range, coupled with the few attacks models get it all makes melee rediculously ineffective. Then theres no more morale after combat so you cant overrun and completely destroy a fleeing enemy unit. Melee ramge should simple be the attacker picks a centre of combat then all models within 6" gets to attack, 40k is abstract now rather than literal, just combat is still being forced to be literal, if it were abstract then the chaos of melee combat would work with the 6" range from the centre of combat. That way you could options for melee specific units being able to increase it by 1" or 2" for their model count only. Now you have 1 range to measure rather than 10 to 10 half inches. More on casualties: Casualties ahould only be removed if the attcking model can draw LOS to it, after all they are the models being attacked. Codices: They went from flavourful books to simplistic doorstops. No more painting guides, dull repetitive narrative, borderline no options as they are now built around specific named characters to even function, no granularity so you can't build the characters you want. Sergeants are pointless, characters only function when in a unit demoting them to sergeant. If you want sergeants to be useful make unit coherency based on a models distance from its sergeant. Terrain: Sometimes it is solid so no model can see through it, sometimes it us only solid to you so you cant see through it but your opponent can, sometimes it doesnt exist so every model can see through it despite still being there. Back in the old days of true LOS a terrain pieces physical appearance would dictate what would block LOS, nice and simple, didn't need changing. Them 8th and 9th editions scraped simplicity for cpnfusion and arguements in an attempt to apease the competive players. When all they needed to do was keep it the same for shooting, and tweek combat so all models in the terrain feature can attack, making it more like you embark in the terrain piece them can disembark from any doorway. Characters: Worked great as independent characters, then scrapped for aura monkeys, now are demoted to being sergeats in an attemot to bring back independent character without bring it back. Now they only know what to do when in a unit rather than being smart enough to function normally on their own. Pivot: Because as a rules write why would you need to use your brain when patching something that wasnt broken into some that is now broken. Stratagems: Were never needed. Some used to be normal rules like tank shock, done in the movememt phase when a vehicle runs you over. Now only ONE vehicle per round can punch an enmy unit if its locked in combat AND if you have enough currency of the realm available from tax and labour. Infantry should have no say on whether a vehicle is locked in combat, its big enough to not care and will just run you over. Other strats used to be special rules, like jump infantry gaining extra attacks on the charge due to impact hits for using personal jets to launch themselves at the enemy. Strats are either used to dick over your opponent in their turn, forxdick over them in your turn. Sometimes needs an extra roll to potentiall work, but you're still charged CP to use it anyway. The entire purpose of strats is to break the game for the worse. All in all since 8th edition can out the 40k systems have been getting worse. Codices and rulebooks aren't proof read, as there's conflicting rules and spelling mistakes and errors all over the place. There's no play testing, so balance is way off where it should be. Points have been scrapped for power level no one liked so was scrapped only to be called points again. Points are singular to a codex rather than specific to each detachment, asxa units effectiveness changes based on chapter traits. The best way to play 40k is assume the rules are wrong so make it up as ypu go along, because you will never get it correct, because there will be an errata to an faq of a rules commentary of a £15 free to download out of date book clarification article you can't buy because GW can't count to 100, but if you pay £40 for a book of redundant information you get a QR code for an app you have to pay for to unlock rules that are sometimes updated after the next book of corrections come out... We needed 11th edition immediately after 10th. 10th never should have existed. Now I'm going to watch the video.
And scarabs and Nurglings are the reason they set the OC roles as is. The army which suffered was Tyranids which won on secondary and we are already low win ratio powered.
@@martynfurnival3455 yeah spore mines were keeping nids afloat! Really disappointed in the Nids codex. One of our pals actually sold his entire collection he was so upset
Oh I am so with you guys on this: Pivot: get rid of it. Make fly 9th ed again LOS+range: only use the base or the hull profile to measure range and determine LOS. No sponsons, turrets, weapons, wings, banners etc. Just use the hull (plus it's base if it has one). Now we can have awesome conversions again instead of modelling for advantage. (Deep Strike) denial: denial overrules any other ability.
Had a friendly match, got to 3rd battle round, stopped the match because of a 45 minute argument because his rule was a 3" deep strike, my rule is a 12" deepstrike denial. He said "well my range lets me go closer than the normal 9", your ability just extends the regular denial area, but it doesn't stop mine" meanwhile in the rules, it says it DENIES ALL DEEPSTRIKE ABILITY WITHIN 12" OF THE MODEL UNIT.
No model should have access to ALL OF THESE 1. Invuln save 2. FNP 3. Half damage 4. Reanimate. It’s TOO MUCH. Any two of those max. In other news, the Lion needs FNP or damage reduction still IMHO. I know he’s seeing some play, but not loads.
To the people whining about how scarabs became mid, i agree. What they were vs what they are now, they got worse for sure. However they are a 40 point unit that denies all deepstrike withing 9" unless an ability otherwise states. This is MONSTEROUS and it means you can completely protect your backline by placing 3 scarab units across your backfield. Your home objective can never be taken by surprise now and if it somehow gets bumrushed by a fast moving unit or vehicle, scarabs charge and self destruct. D3 mortals every turn until it dies. And if it takes that long, the other units will get there to sweep up whats left. Its still amazing screen or chaff. Its great as a throwaway or an intercept. I play custodes. Our cheap units are 10 points a piece and their statline is a fucking joke.
To the 0OC and actions comments - as a long time tournament player this was needed. Unless EVERY codex has access to incredibly cheap throwaway units, which they don’t. And, for example, scarabs are still incredibly useful as screens - either forward or backfield.
Fly keyword needs to be reworked. mounted keyword is the dumbest shit ever. Its a vehicle, but bevause someone mounts it instead of being inside it, somehow its different??? And psyker keyword. Literally useless now. Its only a downside.
An excellent chat guys and some good points, especially fly. Personally I like no pychic phase myself, but then I don't play pykers lol. Not to make you jealous, but I'm currently at 75 Scarab bases from back in the days of the Scrab farm, plus Indomintus. I assume as you are paying a CP for cosmic it overrides the deep strike bubble rule
First off great video guys really enjoyed watch but below are a couple clarifications about the rules you were taking about. In terms of melta the rules are obvious. All modifiers are cumulative. So if I get d6 plus 4 and roll a 6 you can apply your modifier to the damage roll and so do I. You get to half my damage making it 3 and I get to add 4. Both of us are working with the original 6 damage rolled on the dice meaning 7 damage delt. In terms of over hanging models, the idea is that organic models can tuck in their wings/arms when moving, but a tank can not tuck it's hull in. To stop this from being used an an advantage GW ruled that you cannot draw line of sight from parts of your model that are off the board but instead get a disadvantage. You can move though that space you didn't used to be able to but you can now be shot if you are out of bounds. There should 100% be a limited list of rerolls for instance you have canis rex running though a wall rolling a 1 and becoming battle Shock. This shouldn't be able to be rerolled let alone re rolling fate dice or dice to bring back angron. P.S. I'm a TO and probably deal With people trying to bend the rules more often then most.
@@blobbymatt appreciate your insights! Agree things like shadowfield save and running thru walls should not be rerollable, but just bake that into their strats/rules and we're good. We'd prefer edge overhang included vehicles as it would help get some of the lovely big set pieces back on tournament tables. As for melta, it doesnt make sense to us mechanically or thematically why it is exempt from half or even zero damage abilities
The pivot would have been fine if you measured base to base not from the closest model point. This allowed some gross displays for some factions I.e. drukari raiders as they have round bases but tyranid big folks were often on ovals.
I think the pivot rule simplifies measuring, since you don't have to try to figure out what part of the model moved the farthest anymore. But most people were playing it wrong and just measuring front of base to front of base even if they moved the base around.
Well that is less about the rules for measuring being bad, and more of players being incompetent and gamey cheaters, though saying that 10th ed 40k encourages gaminess rather than fun
You guys didnt know how the old movement rule worked i see. It was so ridiculously more tideous to accurately determine how much your land raider would move around a corner.
@@koelkast9 it was fine, not difficult to properly measure. Feels like we're all being punished for a few bad apples abusing the old system. Now we just have land raiders drifting across the tabletop
There’s a rule called Reinforcement Priority. However, it states the DENIAL of the reinforcement takes priority. Therefore if you have a 12 inch deny ability it takes priority over anything that would allow otherwise.
@@WorHammer40k why should 1cp overwrite a 500+ point models passive specifically put in game to stop said DS stuff? "i can deepstrike upto 3 inches away from models this turn" - "you cant set up models within 12 inches of my guy, that counts as set-up"
Yeah “Reinforcement Deny” abilities that say “enemy models can’t be set up within x” is clear, and there is no common alternate interpretation. You unfortunately can’t use stratagems to get around it. To be fair, GW is responsible for their words, so it’s all their fault for the misinterpretations, not ours. Courage and honor brothers.
@@WorHammer40k i only know of the knight tyrant personally, eitherway, if somethings an area denial, you shouldnt just be able to go "i pay one cp and ignore your rules" mid tournament, otherwise whats the point of the abylity, some armies cant set up but a select few (that are already quite high up in win rates) can just bypass your denial with a stratagem theyre already using? plus how would shadow of chaos work with this anyways, it has a similar wording to the stratagems, would it not work because its not a stratagem? are we errata'ing a rule in to the core rules to say stratagems bypass all rules?
Even with the FAQ on Melta, they have their own sequencing confused. Melta damage characteristics increase is applied when TARGETING at half range but damage characteristics reduction (at least on c’tan) is applied when ALLOCATING attacks. Should all be halved based on GW’s own rule sequencing. Whiffed.
Another fantastic chat guys. Overall I really enjoy 10th. However, I wish it was still the same 10th that we had when it was launched. I simply can't keep up with (nor do I care to) keep up with the constant confusing changes.
I agree, that FLY with vehicle or mounted keywords is very cumbersome, but as person who doesn't use tournament terrain (and i strongy dislike them), it not much of an issue. Irritating, but not prohibitive. I also think you missed out on the overlords and immortals/warriors units. Overlord confers his/her keyword to the unit, so it can bennefit form the detachment bonus. Overalll, most of stuff you calked about doesn't concern me, as non-tournament player, but some rules are designed in response to tournament play, and then ricochets the casual players, like the pivot rule.
Off comment(mostly) question. Can you do a video on Szarekh, The Silent King. My local and online groups rarely match up on how to play/use him. Some hate him and think he is useless others say he puts Imotek to shame.
Not being able to command reroll abilities seems like a thing you would remember eventualy. There are some really strong ones im glad you cant reroll. Im also guessing points value is baked into the casino roll. Keep commandroll as it is.
@@WorHammer40k Curious to know how it will go! To be honest i dont have stuff that max out the potentiel of any detachment so i cant judge enough for now ahah I mostly like the harvester detachment even tho i know it is not very good but i am a necron player to the core so it feel like home 😂 Otherwise the swarm detachment seems like a lot of fun but swarm units cost way too much from game workshop to buy so unless i ask someone to print me hundreds of models, i wont be able to play much more than a 1k point battle xD
Biggest annoyance is that silent king is not triarch. Just make phalanx care about nobles and give all the nobility Necrons that keyword. Boom, detachment instantly is better
I used to think they should remove the psychic phase since some lists, or entire armies, simply don’t get to interact with it. But now psychic is only a negative keyword, which isn’t better.
Well there was no issue with the psychic phase, if players didnt have psykers they would just skip it, much like khorne armies skipping the gun phase, whatever that is...
@@WorHammer40k considering my main armies consist of chaos and more chaos, i agree that half the units in the game ignoring battleshock tests because theyre a stupid number is bs. shows up way too often against sisters players too, wayyyy too many units of 2
I don't understand people being so confused about pivot ... it's so simple, it's easy to not turn a model... sounds like people in old infomercials that can't use a blanket properly
I totally agree with most of your takes, still find myself in strong disagreement with a few. * Removal of the Psychic Phase sure feels bad, due to a loss of flavor, but it is such a huge streamline. Now all the abilities are either standard character passives, or weapons. Less choice, but also so much easier to track who does what. On top of that there's the removal of Psychic Phase Strats. Finally, there's less player downtime during a Psychic heavy armie's magic mumbo jumbo phase. I remember just sitting there, waiting for the Tyranids to finish their Psychic Phase, what a choir to sit through. * Pivot change is huge. Ain't it so much easier to pay the pivot tax then measure from any point of the vehicle to how much it moves, pivoting whenever and how many times you want, measuring from any particular point in-between, rather than keeping track of each and every point not to move them too far? IDK, for me moving large miniatures is much easier and more comfortable than before the change. Otherwise great takes and was good to watch. Thanks for a cool video.
Wtf is that melta bullshit for real, i'm glad im not going to tournament because i am not going to use that rule before it get change, if i use an ability to negate dmg it is all dmg
Wait what. Thats not how ive being playing fly 😂😂😂 i dont think any of opponents at the comp played that way too. How high are these fekin buildings 😂😂
Tyranid warriors inherent fly from the winged prime, it’s nice in vangaurd onslaught as they inherit the vangaurd invader keyword, which gives them advance and charge and fall back and charge. They are also infantry and it does make them susceptible to anti-fly
@@ASBOmarc ah yes, very true!
Biggest issues with 10th i've found are...
Actions:
You spend a lot of time building and painting awesome looking models only for them to wait at a bus stop and do NOTHING!
LOS:
Vague but overly complicated, measuring from any part of a model forcing an anti conversion approach to the hobby actively ruins the fun of converting models. Having a tail behind terrain grants you cover despite standing in the open, and large models can be targeted if its partially within a ruin, but the moron is blind as it cant see out that same ruin...
Cover saves:
An enemy unit gets a cover save if they cannot see every single model in the attacking unit, despite only the models they can see can shoot them, tailing a model behind cover benefits your opponent
Casualties:
Can be taken from anywhere in the unit, even if that model is completely blocked by terrain and is outside the range of the attacking weapon. It only encourages gaminess by removing sponge models rather than the models that arexactually getting shot.
Psychic powers and psykers:
Psychic powers dont exist anymore, only abilities that give your opponents a feel no pain against. Grey knights flat get better if you completely remove the psyker keyword from all their datasheets. THE psychic army is better without being psykers. All units have an ability, yet psyker units just have a normal ability with the psychic keyword, meaning paying the increased points for a psychic unit gives absolutely nothing in return.
Objectives:
Random locations strewn throughout the battlefield that serve no narrative purpose and only exist because... objectives should be tied to terrain features to give them more of a purpose than being solid pillars of obscuring existance.
Scoring:
Is done at arbitrary times throughout the turn, which just slows the game down to a halt. Should only be scoring at the end of the game, that way you can focus on playing the game, which is the entire purpose of being there, rather than stopping the entire game to count to 4 a few times every few phases.
Flying:
Was simple made not simple for 10th edition. Having to measure to the highest point youre travelling over turbo restricts the distance a flying model can move, making them next to useless as their mobility is countered by just using them near terrain. Flyers make no sense since rukeswise they appear to float a few metres above the ground when in actuality they would be travelling at high speed 100s of metres above the ground, in 40k they travel to slow yet have no range penalty when being shot at.
Battleshock:
Does almost nothing, having a unit still fully function when its panicking makes no sense... not that morale in 40k makes any sense, space marines shall know no fear d9 not flee, tyranids in synapse are fearless, chaos are fearless, daemons are fearless, necrons are fearless... woke ideology has made all units pathetic, battleshock is a rule that should only apply to the minority but is applied to the masses.
Now lets see how much appears in the video lol
@@eskhaphey2873 some great points in there, thank you
@@WorHammer40k well thats what i could think of off the top of my head while at work XD, theres definately more i could come up with with some more time lol
To continue my comment...
Melee is ineffective:
Models dont have a lot of attacks, thats fine, but compared to the high ap and damage of most ranged weapons, melee weapons just arent effective. Charge ranges are just 2d6 regardless of how quick the unit is, a terminator with M4 charges the same range as as a bike with M12. So melee units have to rely on lazy rules writing from rerolls. Then if you're in combat then you pile in to try and max out the melee conga line range, coupled with the few attacks models get it all makes melee rediculously ineffective. Then theres no more morale after combat so you cant overrun and completely destroy a fleeing enemy unit. Melee ramge should simple be the attacker picks a centre of combat then all models within 6" gets to attack, 40k is abstract now rather than literal, just combat is still being forced to be literal, if it were abstract then the chaos of melee combat would work with the 6" range from the centre of combat. That way you could options for melee specific units being able to increase it by 1" or 2" for their model count only. Now you have 1 range to measure rather than 10 to 10 half inches.
More on casualties:
Casualties ahould only be removed if the attcking model can draw LOS to it, after all they are the models being attacked.
Codices:
They went from flavourful books to simplistic doorstops. No more painting guides, dull repetitive narrative, borderline no options as they are now built around specific named characters to even function, no granularity so you can't build the characters you want. Sergeants are pointless, characters only function when in a unit demoting them to sergeant. If you want sergeants to be useful make unit coherency based on a models distance from its sergeant.
Terrain:
Sometimes it is solid so no model can see through it, sometimes it us only solid to you so you cant see through it but your opponent can, sometimes it doesnt exist so every model can see through it despite still being there. Back in the old days of true LOS a terrain pieces physical appearance would dictate what would block LOS, nice and simple, didn't need changing. Them 8th and 9th editions scraped simplicity for cpnfusion and arguements in an attempt to apease the competive players. When all they needed to do was keep it the same for shooting, and tweek combat so all models in the terrain feature can attack, making it more like you embark in the terrain piece them can disembark from any doorway.
Characters:
Worked great as independent characters, then scrapped for aura monkeys, now are demoted to being sergeats in an attemot to bring back independent character without bring it back. Now they only know what to do when in a unit rather than being smart enough to function normally on their own.
Pivot:
Because as a rules write why would you need to use your brain when patching something that wasnt broken into some that is now broken.
Stratagems:
Were never needed. Some used to be normal rules like tank shock, done in the movememt phase when a vehicle runs you over. Now only ONE vehicle per round can punch an enmy unit if its locked in combat AND if you have enough currency of the realm available from tax and labour. Infantry should have no say on whether a vehicle is locked in combat, its big enough to not care and will just run you over. Other strats used to be special rules, like jump infantry gaining extra attacks on the charge due to impact hits for using personal jets to launch themselves at the enemy. Strats are either used to dick over your opponent in their turn, forxdick over them in your turn. Sometimes needs an extra roll to potentiall work, but you're still charged CP to use it anyway. The entire purpose of strats is to break the game for the worse.
All in all since 8th edition can out the 40k systems have been getting worse. Codices and rulebooks aren't proof read, as there's conflicting rules and spelling mistakes and errors all over the place. There's no play testing, so balance is way off where it should be. Points have been scrapped for power level no one liked so was scrapped only to be called points again. Points are singular to a codex rather than specific to each detachment, asxa units effectiveness changes based on chapter traits.
The best way to play 40k is assume the rules are wrong so make it up as ypu go along, because you will never get it correct, because there will be an errata to an faq of a rules commentary of a £15 free to download out of date book clarification article you can't buy because GW can't count to 100, but if you pay £40 for a book of redundant information you get a QR code for an app you have to pay for to unlock rules that are sometimes updated after the next book of corrections come out...
We needed 11th edition immediately after 10th. 10th never should have existed.
Now I'm going to watch the video.
And scarabs and Nurglings are the reason they set the OC roles as is. The army which suffered was Tyranids which won on secondary and we are already low win ratio powered.
@@martynfurnival3455 yeah spore mines were keeping nids afloat!
Really disappointed in the Nids codex. One of our pals actually sold his entire collection he was so upset
Oh I am so with you guys on this:
Pivot: get rid of it.
Make fly 9th ed again
LOS+range: only use the base or the hull profile to measure range and determine LOS. No sponsons, turrets, weapons, wings, banners etc. Just use the hull (plus it's base if it has one). Now we can have awesome conversions again instead of modelling for advantage.
(Deep Strike) denial: denial overrules any other ability.
Had a friendly match, got to 3rd battle round, stopped the match because of a 45 minute argument because his rule was a 3" deep strike, my rule is a 12" deepstrike denial. He said "well my range lets me go closer than the normal 9", your ability just extends the regular denial area, but it doesn't stop mine" meanwhile in the rules, it says it DENIES ALL DEEPSTRIKE ABILITY WITHIN 12" OF THE MODEL UNIT.
No model should have access to ALL OF THESE 1. Invuln save 2. FNP 3. Half damage 4. Reanimate. It’s TOO MUCH. Any two of those max.
In other news, the Lion needs FNP or damage reduction still IMHO. I know he’s seeing some play, but not loads.
@@spaced28 c'tan feeling very singled out right now 😁
@@WorHammer40k haha 100%. It's very strong - BRING 3 OF THEM 😂😂😂
@@spaced28 😂😂
Biggest annoyance...Kastelan Robots don't get their army rule...unless you take a specific detachment that grants that unit the Army rule.
Garbage
That is disappointing! Almost every codex seems to have at least one unit like this
To the people whining about how scarabs became mid, i agree. What they were vs what they are now, they got worse for sure. However they are a 40 point unit that denies all deepstrike withing 9" unless an ability otherwise states. This is MONSTEROUS and it means you can completely protect your backline by placing 3 scarab units across your backfield. Your home objective can never be taken by surprise now and if it somehow gets bumrushed by a fast moving unit or vehicle, scarabs charge and self destruct. D3 mortals every turn until it dies. And if it takes that long, the other units will get there to sweep up whats left.
Its still amazing screen or chaff. Its great as a throwaway or an intercept. I play custodes. Our cheap units are 10 points a piece and their statline is a fucking joke.
@@wariossecretwarehouse7812 well put
Rules that prevent reinforcement setup take precedence over other rules - in the core rules errata.
@@spaced28 thank you!
To the 0OC and actions comments - as a long time tournament player this was needed. Unless EVERY codex has access to incredibly cheap throwaway units, which they don’t. And, for example, scarabs are still incredibly useful as screens - either forward or backfield.
@@spaced28 Fully agree they were too cheap!we rather would have seen points increases to fix this than the debuff
Fly keyword needs to be reworked. mounted keyword is the dumbest shit ever. Its a vehicle, but bevause someone mounts it instead of being inside it, somehow its different??? And psyker keyword. Literally useless now. Its only a downside.
An excellent chat guys and some good points, especially fly. Personally I like no pychic phase myself, but then I don't play pykers lol. Not to make you jealous, but I'm currently at 75 Scarab bases from back in the days of the Scrab farm, plus Indomintus. I assume as you are paying a CP for cosmic it overrides the deep strike bubble rule
@@IDICBeer we'd like to think it overrides the deep strike bubble too.
75 scarab bases! You absolute legend!!
First off great video guys really enjoyed watch but below are a couple clarifications about the rules you were taking about.
In terms of melta the rules are obvious. All modifiers are cumulative. So if I get d6 plus 4 and roll a 6 you can apply your modifier to the damage roll and so do I. You get to half my damage making it 3 and I get to add 4. Both of us are working with the original 6 damage rolled on the dice meaning 7 damage delt.
In terms of over hanging models, the idea is that organic models can tuck in their wings/arms when moving, but a tank can not tuck it's hull in. To stop this from being used an an advantage GW ruled that you cannot draw line of sight from parts of your model that are off the board but instead get a disadvantage. You can move though that space you didn't used to be able to but you can now be shot if you are out of bounds.
There should 100% be a limited list of rerolls for instance you have canis rex running though a wall rolling a 1 and becoming battle Shock. This shouldn't be able to be rerolled let alone re rolling fate dice or dice to bring back angron.
P.S. I'm a TO and probably deal
With people trying to bend the rules more often then most.
@@blobbymatt appreciate your insights! Agree things like shadowfield save and running thru walls should not be rerollable, but just bake that into their strats/rules and we're good.
We'd prefer edge overhang included vehicles as it would help get some of the lovely big set pieces back on tournament tables.
As for melta, it doesnt make sense to us mechanically or thematically why it is exempt from half or even zero damage abilities
The pivot would have been fine if you measured base to base not from the closest model point. This allowed some gross displays for some factions I.e. drukari raiders as they have round bases but tyranid big folks were often on ovals.
@@martynfurnival3455 good point!
I think the pivot rule simplifies measuring, since you don't have to try to figure out what part of the model moved the farthest anymore. But most people were playing it wrong and just measuring front of base to front of base even if they moved the base around.
@@KerniusMaximus aye but surely measuring from the back fixes this?
@@WorHammer40k measure from the back of 2 knights every move phase or just say its 2 inches and helicopter the knight around corners?
Well that is less about the rules for measuring being bad, and more of players being incompetent and gamey cheaters, though saying that 10th ed 40k encourages gaminess rather than fun
You guys didnt know how the old movement rule worked i see. It was so ridiculously more tideous to accurately determine how much your land raider would move around a corner.
@@koelkast9 it was fine, not difficult to properly measure. Feels like we're all being punished for a few bad apples abusing the old system. Now we just have land raiders drifting across the tabletop
There’s a rule called Reinforcement Priority. However, it states the DENIAL of the reinforcement takes priority. Therefore if you have a 12 inch deny ability it takes priority over anything that would allow otherwise.
Ah interesting! Not sure we agree with that, for example you'd think spending 1cp on cosmic precision would overrule that deny
@@WorHammer40k why should 1cp overwrite a 500+ point models passive specifically put in game to stop said DS stuff? "i can deepstrike upto 3 inches away from models this turn" - "you cant set up models within 12 inches of my guy, that counts as set-up"
Yeah “Reinforcement Deny” abilities that say “enemy models can’t be set up within x” is clear, and there is no common alternate interpretation. You unfortunately can’t use stratagems to get around it. To be fair, GW is responsible for their words, so it’s all their fault for the misinterpretations, not ours. Courage and honor brothers.
@@bloodfest8510 why shouldn't it? And how many units with this ability cost 500+ pts?
@@WorHammer40k i only know of the knight tyrant personally, eitherway, if somethings an area denial, you shouldnt just be able to go "i pay one cp and ignore your rules" mid tournament, otherwise whats the point of the abylity, some armies cant set up but a select few (that are already quite high up in win rates) can just bypass your denial with a stratagem theyre already using?
plus how would shadow of chaos work with this anyways, it has a similar wording to the stratagems, would it not work because its not a stratagem? are we errata'ing a rule in to the core rules to say stratagems bypass all rules?
Even with the FAQ on Melta, they have their own sequencing confused. Melta damage characteristics increase is applied when TARGETING at half range but damage characteristics reduction (at least on c’tan) is applied when ALLOCATING attacks. Should all be halved based on GW’s own rule sequencing. Whiffed.
"In the math..." howay man.
@@willsuttie3683 😬
Another fantastic chat guys. Overall I really enjoy 10th. However, I wish it was still the same 10th that we had when it was launched.
I simply can't keep up with (nor do I care to) keep up with the constant confusing changes.
@@6Stevo indexhammer was the best, fully agree!
So 3 in. I agree with fly but I’m glad they got rid of the psychic phase and added pivot.
I agree, that FLY with vehicle or mounted keywords is very cumbersome, but as person who doesn't use tournament terrain (and i strongy dislike them), it not much of an issue. Irritating, but not prohibitive. I also think you missed out on the overlords and immortals/warriors units. Overlord confers his/her keyword to the unit, so it can bennefit form the detachment bonus. Overalll, most of stuff you calked about doesn't concern me, as non-tournament player, but some rules are designed in response to tournament play, and then ricochets the casual players, like the pivot rule.
@@bastionwargaming7965 great feedback, thank you!
Sorry I disagree on the fly keyword - yes more complex, but reducing its power has improved balance
@@jamesg72901 that's a fair counterpoint
Spore mines are good for board control. And if you get the quarters one
Off comment(mostly) question. Can you do a video on Szarekh, The Silent King. My local and online groups rarely match up on how to play/use him. Some hate him and think he is useless others say he puts Imotek to shame.
@@Turbulance16 we just recorded it, will be out soon!
Not being able to command reroll abilities seems like a thing you would remember eventualy. There are some really strong ones im glad you cant reroll.
Im also guessing points value is baked into the casino roll.
Keep commandroll as it is.
At least i am not the only one that find the tyranid stamped detachment rule kind of weirdly designed 😅
@@alphaxgaming6879 we don't know anyone who likes it!
@@WorHammer40k Only tried it once(new to tyrannid so i tried a bit of every detachment) but i felt like i mostly didnt have an detachment rules ahah 😅
@@alphaxgaming6879 we feel your pain, mate! Jack is building a big bugs list atm
@@WorHammer40k Curious to know how it will go! To be honest i dont have stuff that max out the potentiel of any detachment so i cant judge enough for now ahah
I mostly like the harvester detachment even tho i know it is not very good but i am a necron player to the core so it feel like home 😂
Otherwise the swarm detachment seems like a lot of fun but swarm units cost way too much from game workshop to buy so unless i ask someone to print me hundreds of models, i wont be able to play much more than a 1k point battle xD
Biggest annoyance is that silent king is not triarch. Just make phalanx care about nobles and give all the nobility Necrons that keyword. Boom, detachment instantly is better
Add in the CCB, Imotekh, and Trazyn getting the Overlord keyword too. It’s something they all should have had from the beginning.
@@Donut-o unit review on szarekh coming soon!
I used to think they should remove the psychic phase since some lists, or entire armies, simply don’t get to interact with it. But now psychic is only a negative keyword, which isn’t better.
@@garethlamb6923 yeah it's kinda swung the other way too far, hasn't it? Maybe they'll find the answer in 11th
Well there was no issue with the psychic phase, if players didnt have psykers they would just skip it, much like khorne armies skipping the gun phase, whatever that is...
I’ll be honest in my casual games I think we’ve just ignored pivot.
@@pandasiah5264 a solid plan!
2 carnifexes, if you kill one, its now one
1 is not below half of 1
therefor the unit is not below half starting strength
@@bloodfest8510 yeah that's just bad rules writing
@@WorHammer40k considering my main armies consist of chaos and more chaos, i agree that half the units in the game ignoring battleshock tests because theyre a stupid number is bs.
shows up way too often against sisters players too, wayyyy too many units of 2
@@bloodfest8510 very good point!
I don't understand people being so confused about pivot ... it's so simple, it's easy to not turn a model... sounds like people in old infomercials that can't use a blanket properly
I agree it’s simple and effective. If you don’t understand it, you really shouldn’t be playing competitively 😅
Psykers were OP and ruined 7th and 8th
@@OldManRogers yes, too strong in 8th for sure. Honestly can't remember a lot about 7th 😆
The melta rule states “that attacks damage characteristic is increased by x”. So total damage gets halved……?? 💁♂️
@@spaced28 apparently melta is the exception, damage is halved then melta applied
@@WorHammer40k I've never played that, or had it played against me, at any tournament I've ever played at 😂👀🤷🏼♂️ but every day is a learning day!
I totally agree with most of your takes, still find myself in strong disagreement with a few.
* Removal of the Psychic Phase sure feels bad, due to a loss of flavor, but it is such a huge streamline. Now all the abilities are either standard character passives, or weapons. Less choice, but also so much easier to track who does what. On top of that there's the removal of Psychic Phase Strats. Finally, there's less player downtime during a Psychic heavy armie's magic mumbo jumbo phase. I remember just sitting there, waiting for the Tyranids to finish their Psychic Phase, what a choir to sit through.
* Pivot change is huge. Ain't it so much easier to pay the pivot tax then measure from any point of the vehicle to how much it moves, pivoting whenever and how many times you want, measuring from any particular point in-between, rather than keeping track of each and every point not to move them too far? IDK, for me moving large miniatures is much easier and more comfortable than before the change.
Otherwise great takes and was good to watch. Thanks for a cool video.
@@Scarhandpainting thank you!
Also why arent servo skulls a swarm? Hmmm
@@eskhaphey2873 hmmm
@@WorHammer40k or atleast single scouting models that grand VPs for data gathering or something
Wtf is that melta bullshit for real, i'm glad im not going to tournament because i am not going to use that rule before it get change, if i use an ability to negate dmg it is all dmg
@@alphaxgaming6879 yeah it's a weird anomaly, causes a lot of friction
Wait what. Thats not how ive being playing fly 😂😂😂 i dont think any of opponents at the comp played that way too. How high are these fekin buildings 😂😂
@@Mark.Matthews yeah i'm afraid you have to measure up, over and back down now. Often better to go around instead
@@WorHammer40k is that not if you want to land on roof? I thought if your movement is ending past obstacle then it's just a horizontal movement.
@@Mark.Matthewsnope, that’s only if there is a gap big enough for your base to pass through. Otherwise it’s up and over.
Spore mines are good for board control. And if you get the quarters one
@@CMWargames yes, still got a little bit of play for sure