We need a special video about “weird” weapon keywords. Like leagues of votann “conversion” and eldar keyword “linked fire” on the main gun of “fire prism”
@@Cheese1master certainly. Suppose for the sake of easy math we have a weapon that fires 9 shots. If you hit on 3+ that's an average of 6 hits. However if it's a torrent weapon you get a full 9 hits. 9 is 50% more than 6, so your damage has increased by 50%.
Can confirm, full rerroll to hit(farseer skyrunner) combined with ignore cover (warlock skyrunner) and lethal hits (shroud runner) and sustained 1 (windriders) will make anything concerned! 😂
Stuff like this is SO GOOD for beginners bro. Thank you. More!!!!! Seriously, these breakdown videos of mechanics like this are really great. I'm new, I put them in while I'm driving and slowly get more and more familiar w rules and 40k mechanics, it's really helpful
Torrent weapons will always feel wonky to me. I understand and think it’s a good thing that they have limited range and impact for balance reasons. But it will always feel weird knowing that flamethrowers are some of the most lethal weapons ever devised and they have spectacular range in real life. Realistically the Land Raider Redeemer would have like a 36” range and inflict battleshock, the shaken debuff, disable anything not in armor and inflict huge hit debuffs to any armored vehicles. There’s a reason flame projectile weapons are considered war crimes
I mean it IS devastating against Guardsmen. Marines, Eldar, Necrons, and even Orks would likely almost entirely ignore flame based weapons either because of their armor, shield technology, or raw toughness. Or any combination of the 3.
@@oblivionfan345Tony Necrons maybe because “technology”. Everything else would depend on if power armor is airtight with respirators and whether the onboard computers are liquid cooled so they don’t immediately overheat. If SM have Oxygen reserves in their armor they still have to worry about their tanks overheating which could cause a rupture and a compressed oxygen explosion. Orks would probably burn just as fast as Humies if I had to guess about their physiology. If any of the above don’t have isolated oxygen reserves then they would asphyxiate in seconds if you assume no promethium enters your lungs and incinerates you from within. Remember the no. 1 cause of death in fires is smoke inhalation. Fire is by far the most lethal weapon you could put in a soldier’s hands.
And that is why a thousand Sons are such an effective Army in the shooting phase. Because for almost no effort aside from spending cabal points and command points, you can effectively give the entire unit (Infernal Master + 10 Bolter Rubrics) The following keywords... sustain hits from the infernal Master, devastating wounds from the Army ability, psychic from a stratagem, and reroll to hit and wound from a stratagem, then while being within Magnus the Reds Aura they are getting plus one to the hit and wound for all psychic weapons. Unless your unit has built in Feel No Pains, I would find it very hard that any unit survives that doesn't have a Terminator profile (T5, Sv2+, 4++, W3) or better. Anecdotal..., I just played against a game Grey Knights and this unit single handling killed 10 Terminators in 2 different rounds of shooting, one with Magnus Support, and one without (which surprisingly the round without had also loss about 4 Rubrics, but my Infernal Master did roll a 12 on shot generation which greatly made up for the missing guys).
Torrent / Twin-Linked / Dev Wounds all in S Tier, as they should be. Which is why my Flamestorm Aggressors with the Gravis Capt is my MVP unit for Firestorm Assault.
precision on a melee weapon is so good. Ive run into multiple instances to carve out a buffing character. Skarbrand with precision is a funny thing to see. Like a scalpel mounted on a steamroller.
How can you tell if a weapon profile is good? Also how can you tell what a weapons ideal target is? I understand the Strength vs Toughness concept, but with all the other stats and platforms they sit on its pretty confusing. No where I can find does a great job explaining unit loadout choice. Example Cadian Shock Troops, what is an optimal loadout or why would you choose a one weapon over another. I'm also not a math guy, so seeing a table with damage percentages doesn't exactly help.
So the way the math works out, all else being equal, bonuses that affect rolls later in the "hit -> wound -> save -> Feel No Pain" chain are stronger. Effects or attributes that affect things further up the chain have their effects diluted by subsequent rolls. But all else generally is not equal, because many models don't even have an FNP roll, or have terrible armor saves, or more than one wound to lose. So what you want to look for is weapon profiles that cut through whatever the primary defensive characteristics of the unit are (a lot of bodies, a high toughness, a good save, a lot of wounds per model, etc.), while slightly favoring things like high AP or devastating wounds, and make sure you take a wide enough spread of profiles that you'll be able to match scissors to paper. I find that typically it's easiest to think of this in terms of like "anti infantry, anti heavy infantry, and anti-vehicle" - Infantry has a lot of bodies, low armor save, ~3 toughness, 1 wound. Heavy infantry has medium number of bodies, high saves, ~5 toughness, 2-3 wounds. Vehicles have 1 body, high saves, and minimum 8 toughness, and assloads of wounds. Also, www.unitcrunch.com/ is great for things when you're like "uh, wait though, these both seem decent, which one is better at X?"
There should be a limit to only being able to use one special rule for each roll of the dice. No Getting Lethal & Sustained or Devastating and Lance etc.
Heavy is something I find new players having issues with. The amount of times I have to tell them "if this unit doesn't move, it can't target anything. Not shooting the unit you need to do at least chip damage to is worse." The consistent response I hear is "This unit sucks... Why even take them." Anyone else have similar interactions?
Nice presentation. I always enjoy your rules symposium style videos. It always results in a greater clarity of understanding than before I viewed it. Thanks!
As a Guard player and devoted Chimera user having Lethal hits on S3 (12 Attacks), S4 (6 attacks)weapons and my heavy bolter S5 (6 attacks) plus my favourite ogryn firing deck S5 (12 attacks) makes that mobile bunker a hell of a threat is remained stationary and some AP advanage gaines from some source
Trevvy my boy, regarding precision you mentioned that the defensive buffs that are granted to a bodyguard unit from the character are persistent for the remainder of that activation, but are offensive buffs (like a +1 wound for example) still active when that unit swings back if that character was killed?
I would swap assault and indirect. Indirect is fun if you are using the 2 units in the game that have the AP and BS to actually do anything with it. Assault in the other hand is a massive boon to any unit. Even with just a few more inches of movement your possibilities to get incrementally better positions on the table are high and it will stack trough out the game to like 15 inches of extra move while shooting.
Dev Wounds should be the top of S tier. Its so strong that it is outright broken, even now that its just ignoring armor saves instead of doing Mortal Wounds. In some armies it turns units into Swiss Army Knives. A 5 man Thousand Sons Rubric Marine with 5 flamers and enough Cabal Points to make the Flamers Psychic turns what should be just an anti-Infantry unit into an anti-*everything* unit. Dev Wounds lets 90 point Aeldari jetbikes do 1000+ points worth of damage in 3 turns. Go ahead, ask me and my burnt out Leman Russ corpses how I know. Edit: So it turns out my opponent cheated and you can’t make Warpflamers get Dev wounds. That loss dropped me about 4 places at a GT…
@@TacticalTortoise They can’t become Psychic? … … … I was cheated out of a victory in a game at a GT. … … My opponent told me he could make his Warpflamer Psychic. He then used it to kill a Leman Russ with 10ish Dev Wounds (it had already been hurt by the leader’s power.) If he hadn’t killed my tank that round I would have wiped that squad and taken his back line. How about that
I’d disagree with rapid fire, being able to roll 30+ lasgun dice rather than just 7 or 8 is what makes or breaks the imperial guard. Statistically broken imo and should be a tier
Feel No Pain absolutely saves against Devastating wounds The issue with Custodes is that a lot of their FNPs only trigger against *Mortal* wounds, which Devastating no longer deals (if you're using the dataslate)
Twin linked sucks! It is only good on melee weapons. A twin heavy bolter in 9th ed could do a maximum of 12 damage, but in 10th can only do 6. It really hurts SM armies because of the amount of twinlinked they received. Just look at the brutalis drednaught. Every weapon it is equipped with is twinlinked. Where it really hurts is the multimeltas its equipped with. Losing out on a possible 16 damage on just that one weapon. If they reverted all twinlinked weapons back to their original number of attacks, lost the wound re-roll, but you had to reduce the overall damage they inflicted by half, it would still be an upgrade.
I think rating hazardous as just bad because the effect is bad seems a bit meaningless. Often hazardous weapons come with a normal and a hazardous profile. Plasma pistol gets+1 strength, 1 extra AP and +1 damage. That is an awesome buff. Against marine scouts that means +1 to wound, they don't get a save unless they have cover and an attack going through kills a model instead of just wounding. Arco flagellants get 50% more attacks (2 extra). That's huge in many scenarios and you expect to lose 1-2 models for it which is quite ok. If you don't want to risk the loss of 3 wounds or a model then you can just use the normal profile and even if you risk it, it's only a 1/6 chance. Ofc some weapons are just hazardous without a normal profile and that is a lot worse I know that not judging the abilities in a vacuum is a lot harder though given the sheer amount of datasheets in this game