16:03 it is illegal for those acolytes to go back to the shadows because they are within 6" of you company command which, as an ally of convenience, is an enemy model.
The Almighty God-Emperor saw their shade of yellow and found them lacking. Naturally HE could only punish them for but one turn since there were unholy xenos to vanquish. Blessed be, blessed be.
Such a big fan of you guys, been watching you for 7 years now, since at least the 3rd edition of 40k. Love that you guys still do battle reports, and I look forward to years more of your content. keep up the great work miniwargaming
Try this alterantive iver found works great. Basecoat with a light tan, wash recesses with brown wash (agrax earthshade if you use citadel) and then a heavy glaze of casandora yellow over the whole thing, edge highlight with dorn yellow. it makes it much easier to get a bright yellow thats smooth, deep and bright with minimal effort! hope this helps :)
With yellow or bright reds, I found using a light brown(tan) base coat spay works well. With a layer of colour, wash of denab earth and layer of yellow colour works well. For the characters n Sargents I use a white or bone spay to develop the yellows n reds
Wow, this was a very intense game involving the Imperial Fists! I'm primarily interested in watching Imperial Fists games since I feel like picking up an Imperial Fists army (I came to 40k for the lore, I haven't picked up on the game yet). Although I've watched a lot of battle reports, still good! And the music is still bugging me as to what it is, because it's great for this sort of scenario. Also, that was some very gorgeous painting on the Fire Raptor.
Gerantius (White Dwarf)[edit] A Knight Errant with a whole bunch of special rules: He has It Will Not Die, giving him more longevity on the tabletop and may run & shoot the same way that Eldar can so he can either close the range with that Thermal Cannon more quickly, or retreat after firing to get out of counter attack range or move into cover. He may also re-roll 1s' on the Stomp Table, meaning that he is always going to have an effect in melee. Not to mention the 3++ ion shield. Although it says he does not use the rules for Knightly Ranks, he is automatically a Seneschal equivalent, but cannot be the army's warlord. This is a good thing because it then guarantees you two Seneschals in your Knight army straight off the bat.
not sure if someone's mentioned it yet, but there's another restriction to return to the shadows. it says INSTEAD of moving. so you can only return to the shadows if you could have moved, so going to ground, falling back and being immobilized (scout sentinel) prevent it.
Watching some of these games where one side gets absolutely screwed by the dice really gives a good feel for how armies are supposed to behave according to their fluff, if not necessarily probability
I thought vehicles only got a cover save if they were at least 25% obscured. Matt takes one for almost every shot against his vehicles due to "shooting through trees" but unless those trees are covering 25% of the model it shouldn't matter.
MWG has always played trees as dense terrain, to justify having difficult terrain. so if the vehicle is "behind" the trees it's an auto 5+ cover. if the vehicle is "behind but also to the side" then it's down to 25% cover. it's also how a bunch of clubs i go to play it as it speeds things up
I always play area trees as covering more than 25% of anything through it, because it represents traversable, but los inhibiting dense foliage. Likewise i use the same thing for tree stand ins like gas vents spewing clouds of smoke etc. The rule represents stuff that is impractical to model for movement purposes.
At 24:17, I believe a Techmarine's Plasma Cutter is twin-linked, so he would've been able to reroll his overwatch shot vs. the Acolyte Hybrids. Great BatRep!
For the first time, I was actually cheering on you, Matt. :) Don't get me wrong, you're a cool guy but you are just too good player and I totally hate tyranids and you almost always win with tyranids. :P On the other hand, I just love cult - I was waiting for this codex like 20 years or so. So - more cult, please. :)
Fantastic game. Keep up the good work. I was pulling for the Imperial Fist but it did look like they where always against the ropes. Forget the marines and just bring a flight of those gunships. lol
I really should watch a few more of these battle reports just to refresh my knowledge of the Warhammer 40k rules coz it's a while since I've played and I should get back in to the rhythm of how the game plays. This might be a good way to do that.
BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES! BUTTER FOR THE POPKHORNE! SALSA FOR THE KHORNECHIPS!! CABBAGE FOR THE KHORNEBEEF!!
It's one weapon that fires three times. The Gets Hot rule says that for weapons that don't roll to hit you roll to see if you get a 1. It doesn't say per shot, it just says per weapon.
It IS per shot! Small rulebook page 172 (German version): "For weapons that don't require to-hit rolls (like explosive weapons) roll a D6 FOR EVERY SHOT before firing. On a 2+ the shot is proceeded as normal. On any result of a 1 the weapon gets hot. The shot is not fired [...]".
It also says in the English version "weapons that do not roll to hit (such as blast) must roll a d6 for each shot immediately before firing" pg164 so yah it does say per shot.
Great Batrep, Yea I also did not see a unit of purestrain Genestealers, but hey stuff happens. Mr. French I tip my hat to you, you are a great sport and did a great job grats on the win! Always enjoy these videos thank you again for sharing them with us!
Couple things about the tech marine. They have 2 wounds not one. The servo-harness has a flamethrower and a master crafted plasma pistol so he would have had a re-roll. Other than that great batrep:)
God I am going to sound like a bitter old bastard, but I was thinking hard about coming back to 40k after being gone for 10+ years. After the two battle reports I've seen, I will wait and check in again when 8th edition is out. Too many rules. Waayyy too many rules that create exceptions to the main book rules. Too many freaking reroll rules, and ridiculously OP flyers (that again, have rules that supercede book rules. Why is there even a rule book in the first place?) I swear, it's like 40k is the calvinball of table tops. If I didn't know better, I'd swear they were making this shit up as they go along. Maybe it will get better with an edition reboot. I can always paint something in the meantime.
I played 3rd edition and I was thinking to get back into it too up until a few years ago and felt the same. Now they have all those rules, a bunch of titans, formations, new essential units (such as the new centurions and their grav cannons), hull points, etc. Some dude comes in with an ork list whose vehicles have some rule that makes you reroll successful glancing hits if you had to roll a 6 to glance and you can't tell whether he's telling the truth or not. It's insane. I prefer Bolt Action now, but don't mind watching the 40k batreps.
Sc Z honestly guy, it's not that bad. I was super worried when I got back into it but it took two games before I had it down. I'm still not perfect but I'm only a hobby player so it works out.
Sc Z that said, no matter how much we like building armies and painting them, we will still play them no matter the ruleset lol. Still vain enough to want to show them off. That or post upon coolminiornot n such
I would love to see how the Genestealer Cult performs against the Skitarii (with a Dominus). No special formations for the Skitarii, just the Skitarii Maniple. Because both the GC and the Skitarii have to get close with their troops to do some damage (Vanguard Rad guns have 18" range). The Skitarii will definitely out-gun the GC (especially if you have the new Secutarii Peltasts from Forgeworld). But at the same time the Skitiarii hate close combat, which is where the GC is right at home.
Hi, @1:00:00 with the orbital bombardment, I had a query - When the second transport blew up, can it hit the people who just got out of the first one after it blew up? Or are they considered as having occured at the same time? Thanks and awesome battle report as always =)
the executioners main gun and sponsons are two separate weapons and must be resolved separately. because you could kill the guy's that might give you more hits
That marine list could use a lot of work. It would be nice to see top tier list on this channel. You guys need to step it up because I would have ran the pain train on both lists.
We aren't about doing top tier lists. We are about having fun friendly games. Occasionally we play higher tiered lists, but just occasionally, as that can get boring very quickly.
+miniwargaming I understand you don't want to cheesedick your list, but there's a lot of competition on RU-vid with Aceface, and the spider at tabletop tactics. I Have been a loyal watcher of this channel, but lately things have been wanting. It would be nice to see more gladious strike force list.
did you roll 4 dice per auto cannon on the fire raptor and then take 4 saves? They are heavy 2 twin-linked on the data sheet. Just curious as I often rock a raptor with my Dark Angels list.
It didnt really matter here... but Im pretty sure those Helsrike missiles are Ordinance... meaning they roll 2 dice and take the best to penetrate. They were used at about 57:45 or so on the Leman Russ and the Chimera later.
alright. I dont have the stats for that aircraft... but he called them Hellstrike missiles, which in the Astra Militarum book (which I do have) they are Ordinance. So I was confused.
Can you overwatch with a combi-flamer? It seems like the main purpose of the flamers is for when you inevitably get charged, but why sacrifice an extra bolter in the unit for a full flamer when you could just take a combi-flamer on your sergeant?
But then a normal flamer is only 5pts, but it's 10pts for a combi-flamer. So giving the squad one member with a flamer (remember, they still have a bolt pistol they can shoot at units outside template range) can do wonders for both offence (hordes melt) and defence (wall of death) for 5 less points, and it isn't one use only. On the question though, yes you can overwatch with a combi-flamer.
Hi, those armies are amazing and the terrain is beautiful that was a great battle report to watch. BTW. Shouldn't you roll three dice for Leman Russes main gun? I have always assumed that you have to roll one for each blast and each "1" equals to one blast less. I still haven't seen the full rules and profiles but GSC looks like a fun army to play. How expensive would it be if I already own largish Imperial Guard army and Space Hulk game (22 genestealers and Broodlord which would proxy Patriarch)?
I fielded 1850 of fists today against GSC. .. I used a battle demi company with centurions and a skyhammer annihilation force. they bubble wrapped a corner and wooped my butt... bloody summon and shadows is sneaky, but it works...
Heyo! i've been wondering about warhammer 40k for quite some time lately. I havent gotten any minis and don't know the rules. but i've read up on some stuff and i REALLY love the lore and silly looks of the orks. so much opportunities with painting too. but main question: if i bought a box of start collecting orks, would i be good to go? and how are the orks on the battlefield?
You would need the rulebook and maybe the ork codex, and orks are a mass army and are good against people running high strength low shot count and against grav
Buy Dawn of War. but if you insist on playing 40K on the tabletop, I'd recommend getting their codex first to see what kind of builds you want. Orks are low armor above average toughness, high model count and a powerful in melee (due to higher number of attacks) force. Oh and they can't shoot well. You have to generally have deep pockets to play Orks, and play a mixed force of infantry and vehicles. Nothing you have will be particularly stronger than your opponents, but there will be more of them and they will 1 up them generally in melee.
It was a fun game, but I'm honestly still not impressed by GSC. A very close game, but the space marines were a very tame list that wasn't played terribly well. Had 2 almost full tac squads that stayed in the midfield the entire game and didn't do anything. And that v. the new GSC was still very close, which doesn't speak volumes for the GSC's abilities. I personally played them only once as orks, and while the other player I think wasn't very experienced with them or the game, I brought a very tame ork list and absolutely stomped them. I kind of felt bad, honestly. And I wasn't trying to stomp a newbie, hell I brought a deff dread and nobz if that tells you anything, but it was a massacre.
To be fair, that is a difficult board to game on and the Imperial Fists player was rolling terribly and Matt was rolling generally well (except when he had to go clutch). I actually find the re infiltrating healing genestealers to be kind of broken. Especially when they can turn 1 charge your artillery with a special roll. I think the Imperial Fist player played very well, didn't cheese out and did the best he could fighting a (literally) up hill battle.
42:28 presence doesn't work on gets hot rolls for the plasma cannons. you can reroll the scatter dice but not the gets hot as you are not rolling to hit.
Not true. The GW FAQ says: Q: Does the Preferred Enemy special rule allow you to re-roll Gets Hot rolls of 1 for blast weapons (e.g. a plasma cannon)? A: No. This wasn't Preferred Enemy, it was reroll all To-hits. The BRB clearly states that if you can reroll your To-hits then you can reroll the Gets Hot roll for blast weapons.
It also has this one, but is still just 1s: Q: Do plasma cannons and other Gets Hot Blast weapons benefit from rules that allow them to re-roll To Hit rolls of 1? For example, a Clan Raukaan character wearing the Tempered Helm nominates a unit of friendly Devastators to re-roll To Hit rolls of 1 in this Shooting phase. These Devastators are all equipped with plasma cannons. Do they get to re-roll the Gets Hot roll if it comes up as 1? A: No. The roll to see if a Gets Hot Blast weapon overheats is not a To Hit roll.
quick questing , So a Tech marine and Thunderfire cannon use the Cannon's toughness , ( Highest of the majority ) Now Same thing with Grot Zap guns : example : 4 grots crewing a zapp cannon - would they use the grot toughness because there is more of them or the cannons toughness ?
57:00 Doesn't the Fire Raptor get twin-linked on its main gun? I believe the rule states that if the weapon has "twin-linked" in either its profile or name on the stat block, it gets the Twin-Linked special rule.
How much trouble does a space marine captain get into for risking an entire company's worth of tactical marines in a battle with substantial casualty ratio? How many years does it take to replace a space marine? Based on the novels Space Marines should have Stat 6 across the board except for wounds, leadership and armor saves. They should be nigh unstoppable. Sending more than a platoon into a warzone would be very rare. I wish the game reflected the background a little more at times. This was a nice battle report. I always enjoy seeing genestealers in action.
Of course, if it were realistic, it would be a squad or two against all of these genestealers (if not more) but that would be unfair, therefore they have to balance it so it does not end up being a handful of space marines beating your 1500 points of Astra Militarum or whatever it might be.
1:04:22 I'm pretty sure the challenge ended when the sergeant was killed... could be wrong but that's what I thought. 1:04:14 Return to the shadows is voluntary... can't do that when falling back.
Thb I don't think the side turrets on the Fire Raptor have a 180° field of fire. It's got what the model got (sadly), which is closer to a 90° field of fire (diagrams of p.74 in the rule book). I got one myself and that makes a huge difference since you can never focus fire the main gun and the side turrets against the same target. On the other hand the main gun is actually twin-linked on the Fire Raptor so that's nice (you didn't re-roll misses).
I kinda feel sorry for the genestealer cult, they could get crushed by any other army in the lore; even by their Tyranid masters and they aren't a very powerful army in the game. RIP GENESTEALER CULT
Why was the Fire Raptor able to fire everything at full BS even after jinking the previous turn? I'll admit I don't know all of the rules for these things, but does it somehow ignore the Snap Fire downside of jinking?
I like to think (as a long standing tyranid player and avid cult fan) that it would have made all of the difference. Wishful thinking or not, I look forward to more cult bat reps! Love these! Thanks for clarifying, though. I was truly confused, and maybe a bit worried. Space marines have all of the rules. Game on!
Company command squads have only 5 guys. there is an extra running around. Sentinels with missiles only have one shot. Matt you have to play more AM xD
You don't have a purestrain genestealer unit for the brood cycle and only the patriarch's unit should be having shrouded turn one as he is the only one that had infiltrate. Please correct me if I'm wrong though