I don’t get the pivot a large vehicle on a round base being a shorter charge thing.., I know rules written appears to give it a shorter distance even though it is outside nine due to pivoting shenanigans but is an easy fix… if you have a circular base like infantry you measure from the base! Then you don’t get any free extra inches? It’s not that hard and I’m sure that’s how it’s intended? 😎
From the perspective of the game, I get the further nerf to Indirect, but from a general wargaming perspective, I'm not a fan since artillery is definitely a tactic employed in war. What it tells me is that GW should just bump Indirect models to Legends or do away with them entirely since they're clearly promoting a specific style of gameplay it doesn't really want to interact with. Being forced to hit on unmodified 4+ could warrant points cuts but we all know GW won't let these units be decent.
I really like the idea of the DA's Hunter detachment in this edition, as it makes the outriders Battle line, and then adding ATV's to them. Seems pretty good to me.
1) You can’t stage a Bladeguard unit nearly as far as you can when it’s inside the Impulsor 2) You get extra +3 move when you disembark, essentially a +3 to the charge 3) It’s much harder for your opponent to interact with you unit when it’s inside the transport. 4) You pay 80pts instead of 285pts for a LR
INCREDIBLE! Not clear from afar how perfect they all are but then when you bring each close it is clear every detail is so god damn good! well done, great showcase, was genuinely interested to see EVERY individual marine.
If I understood you correctly and you mean commission painting - I’d say it’s for those people whose time is worth more than the hours it would take to learn the skill and paint like this.
Ive been trying out a list running no dedicated anti tank, just pure golden boys. I have to say its been pretty nice having more points to squeeze actual custodes in and my 2 squads of Allarus have done amazing against tougher targets. Theyve killed knights, ctan, and many SM dreads/tanks. Even guard can punch up into AT with their rerolls against Vehicles that charge into them on objectives.
VF What’s up my guy, I haven’t seen a video of yours in ages and ironically this is the video that brings me back 😂, I’m looking into Custodes and I know they are big part of your channel so I thought I’d drop in, anyway good to see still going strong 💪🏽
How do people get a Draxus for their army? Stores can't order the model from GW. Do people use some other model instead? Same with the resin tank , regular stores can't order it, but even if they could the price on it is crazy. And you need 2 .
AGGRESSIVE ONSLAUGHT 6 Inch consolidation in combiation with a Deathcompany Dreadnought is hilariously good -> AGGRESSIVE ONSLAUGHT is active until the end of the phase so each Unit the Dreadnought kills catapults it deeper into the enemy line until its dead
Im about to start my first 40k army and i decided for Knights. Fantasy player here. First i wanted Custodes or Tyranids but after some thinking (and recently bought an airbrush) it is obvious for me that i will enjoy painting this more than any other army im still working on my high elves so i need some big machines :D Thanks for the info that helped to choose with what to start. 1 think i dont know/understand - what about psychic powers? Are knights somehow resistant? Can we take an inquisitor or something or is that useless?
My absolute pleasure! And welcome to the hobby 💪 Re. psychic powers - those are mostly normal shooting attacks now in 10th so your invulnerable save and toughness will help you protect yourself against them, for anything else that bypasses that like mortal wounds - you have the FNP in your detachment. Taking an assassin is a good idea, but not for that - for scoring. For honor and glory my friend!
I've played over 100 games of 10th with my IH and never, never, never have luck with the Redemptor or Ballistus Dreads. The D6+1 on the Macro gun is too swingy. It should be D6+3. The las cannons should be twin linked. For 210pts, the Redemptor fist should have 8 attacks base...I could go on and on. There's just so much left to be desired with dreads in 10th. Now the Vindicators on the other hand are absolute rock stars. The amount of damage one can but out is crazy. My last game I did 33 damage after a clutch reroll. I know Invictors suck majorly but, I always run 1 in case I get first turn. An 8" scout move, plus an 8" regular move pretty much guarantees a charge 1st turn. With tank shock and the Invictor fist, you can do a ton of nice damage and tie a unit up.
@@vfminiatures I've done games with 1, 2 and 3. I've tried them with 2 Red and 2 Bals and both just seem to under perform. I want the Redemptor to be awesome but it's hard to throw 2 in there and use up 1/5 of my points when they've failed me time and time again.