Hope you all enjoyed this! Few disclaimers, the clarification rules hadn't released when we filmed this so of course the damage thing has since been FAQ'd! We chatted about it at length beforehand as we both thought it would be 'to a minimum of 1' but decided to play it as written until we were sure! Glad they sorted that! Overall some nice core rules this edition, looking forward to playing more!
Sultan's line, "I'm hoping I won't need to," in response to Winters asking what was holding his back line, is one of the best quotes from a 40k batrep I've heard.
@@BuryMyHeartAtCrystalLakeidk, I kind of like that idea that certain weapons against certain defenses are just entirely ineffective. It doesn't work great from gameplay, but lore wise it's cool
What a brilliant comeback from the Necrons after a horrendous first turn. Just goes to show you shouldn't call it quits just because you have a rough start.
You are probably aware of this by now but reducing damage to 0 isn't a thing unless it's a special rule that states it. "Strength, Toughness, Attacks and Damage characteristics can never be modified below 1. The exception to this is where a rule specifies that you can change the Damage characteristic to 0, where this is applied before any other modifiers."
Thank goodness because that seemed utterly silly. Especially for things like Deathwing Knights that could have been immune to 2D weapons and crippled 3D.
Are you able to reference it, one of the guard strategems doesn’t state to reduce damage by 1 to a minimum of one, it was one of the armored stratagem.
@@yokogaijinjr.5061 It's in the Rules Commentary document on the official 40k download page. If the rule doesn't specifically say to change the damage characteristic to zero (for instance, a rule that says the damage of the first failed save is changed to zero) then it doesn't happen. Anything that says a -1 to damage is to a minimum of 1 damage.
Unfortunately this battle report was filmed before everyone else got the points as Winters was sent advanced copies of the rules, they obviously forgot to send him the Rules Commentary along with it.
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word 'Aura'. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
Super happy, too. But confused how they were able to charge immediately after disembarking. It doesnt say anywhere that it allows you to charge immediately after disembarking, unlike Assault Ramp. Kind of a huge deal to know if thats correct or not.
Winters and Sultan BRs are always great. Nice to see Sultan reminding Winters of his own rules as per usual :p always a good sport and has entertaining lists which is what's important! Fun + narrative + fluff over winning all day. P.s can we see the return of the Ad Mech pls Winters. Want to see if they can put up any sort of fight as they're my only army.
Just for you, I'll aim to bring my AdMech in the near future! With filming and release timelines, I can't promise it will come out particularly soon, but there will be one coming!
@@SultanPlays40k Legend, thank you! What a lovely community this is, positive vibezzz. Subbing and will watch your tutorials for painting motivation which I desperately need!
Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word 'Aura'. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once.
First Blood Angel detachment I’ve seen. Very impressed by the how divergent from a standard Gladius it proved to be. I was rather doubtful of the changes to sub factions on release but you’ve shown me it can work. Great battle too! 👍
I like that some shared arbitrary clarifications are gone from the rules etc. However, it seems some chaps missed the core rules about minus damage and auras!
Great battle report. I played a handful of games as SW in 9th and haven't played 10th yet. Necrons I've started collecting but haven't played any "official" games with them so this was nice to watch and see their effectiveness and how the game flows. Really liking reanimation protocols and there's some nasty combos with that.
As far as reducing damage to zero,GW cleared that up in the Rules Commentary that dropped today. " Strength, Toughness,Attacks, and Damage characteristics can never be modified below 1. The exception to this is where a rule specifies that you can change the damage characteristic to 0,where this is applied before any other modifiers" ( p 17).
You can move using the chronomancers ability after not shooting an enemy. In the designers commentary document they say a unit is eligible to shoot if it's: not in combat, hasn't advanced, hasn't fallen back. Even if it doesn't have ranged weapons it's eligible!
The charge didnt work when you sent the bladeguard at the lord, but according to the PDF, you cannot charge and attack models you didnt declare and if you cant reach one of the charge targets then the charge fails. Also when the ark fired at the bladeguard, he put the remaining guard and chappie out of coherancy so one of the two remaining models should have died.
I Like the new reanimation rule, the old one was ok for warriors but pretty useless on anything with more than 1 wound. fits the lore of them healing wounds and getting back up way better
@@bradensylvester9803 Yeah, the new FAQ just came out. Also there's no 1dmg invulnerability either. You'd think this is the first time GW wrote rules for their table top game. 🙄
@@bradensylvester9803 Where do you see that? I can't find anything in the rules or FAQ about stacking auras. You can't duplicate core abilities, but that doesn't apply to things like the Reanimator's aura.
FAQ -1 damage caps at 1. sang guard can be joined by jump captains. if a Captain model from your army with the Leader ability can be attached to an Assault Squad with Jump Packs unit, it can be attached to this unit instead
"THE BLOOD ANGELS "Upon the seed of the Blood Angels there lies the most ancient curse of mutation, a foulness that cannot be seen, which is covered over by the grace, intelligence, and high achievements which are the proud boast of this most noble of Chapters. Yet the fire the burns behind the eyes of these sons of Sanguinius is bright with a thirst which only the blood of man can slake. Aye, it would be wise to but whisper the name that comes from times heavy with age and fear, a name which echoes in the march of the Blood Angels, the name of Vampire." Quote from Warhammer 40,000: Codex Imperialis
So glad Necrons are a thing again, they've got fantastic lore. Didn't play my Necrons at all in 9th, and not much in 8th even. They are certainly getting dusted off and onto the battlefield now though.
The Chronomancer does still count as leading a unit. They clarified that in the commentary. Appreciate however that this vid was probably filmed before you had access to that document.
Love your Battle Reports Winters! Death Company robbed themselves of killing The Nightbringer. Lemartes gives them Lethal Hits 👍 Deathcompany can reroll HITS (not just misses). Should have rerolled any Chainsaw hit dice that wasn't a 6 and then not left that naughty Nightbringer on 1 wound remaining. 🙂👍
"We assume those whom have made the 9th edition rules would have made these mistakes in 10th." Ahhh imagine if they were that good and actually proofread
at the end did your lord pas the battel shock test? If not he has a OC of zero this would mean that the blood angels would con troll 3 objectives. Single units have to take a battelshock test if they below half of there wound points. They count as half strength then.
Sadly Sultan forgot to add Inferno Pistols to his Death Company that Ctan would be less long lived if he had 8 shots with inferno pistols, he also had CP to play Red Rampage but forgot to do so. Sanguniary Guard could also had Inferno Pistols - or he did not add them for good sports sake, 18 Inferno Pistols is nothing to sneeze at. The Librarian Dreadnought seemed abit redundant, it should have Advanced already in turn 1 imho.
Question for everyone. Where does it state drop pods can actually charge immediately after disembarking in 10th? I also want to run them, but unlike the Land Raider it doesnt specify you can charge after disembarking. I thought moving 0 outside of a vehicle in disembark still counting as moving out of it and disabled you from charging? Am i missing something? Thought that was Assault Ramps who thing in 10th where it directly tells you you can. As someone who wants to not totally run 2 drop pods of blood angels death.
Pretty sure you can't. Reinforcements always count as having made a normal move (pg 16), and if you disembark from a transport that has made a normal move you cannot charge (pg 17). There's nothing on the Drop Pod datasheet to change that. You can disembark from a transport that hasn't moved and still move and charge normally afterwards, but that can never apply to Drop Pods since you must disembark as soon as they arrive from reserves.
Winters my friend, love your content as always! Question time though, how did you get those data cards, did you just print them out and laminate them? Or can you buy separately
The points lists are weird. We're back to powerlevels, except GW forced them on everyone. Marines took some ugly and weird hits, like aggressors losing even more shots and drastically increasing in price, outriders losing half their melee and ranged shots and going up in price, but then desolators going significantly down despite being a problem in competitive. I can see some of what they're doing, reducing lethality against infantry and making anti-armour cheaper, but in full honesty, the set costs and missing models from the lists are outright incompetent. This is shoddy work.
Thats why i stay in the 9th ed with my BA and Grey Knights, they promised different things. The rules are new, but not less complex as before. They where saying they want to merge first born and primaris stats to bring them closer together, they did exactly the opposite. 10th ed is gonna be a spam of the best Elites with HQ combos and a lot of tanks.
Two editions of no one using power levels should have been a hint that no one wanted to be forced to only use power levels. And what if you wanted to start a new army for a new edition? Are you going to gamble on the codexes remaining like this, or will wargear costs suddenly be back and you new army with every bell and whistle is now awkward to build a list around? Really tanks my enthusiasm to do anything but wait half a year to see where the game is heading then.
LibDread can do it’s ability “once per turn”. Not “once per game” ;). I’ll now watch and hope this doesn’t become a crucial difference maker. “Watching”😮