Hey Mathew, hopefully you’ll respond, but how do you make szeras work? Especially with what seems only one unit of immortals. Love the model, but I always feel like it’s a trap when I put him in a list because it forces me to build around him and so I end up with a immortal Death Star that isn’t that mobile/flexible. Is there something I’m missing? I’d love for some advice
@@caveyiswow92 I have Szeras hang out with the immortals+plasma, they can still advance and shoot, so i usually pop them out from behind my home objective building, and then shoot something with szeras also walking through the walls to help with some other firing lanes basically that unit holds my back objective and stops any deepstrike stuff until theres no more threat of that, then moves out. keep the firing lane on 2 objectives (middle and another one) punish any midfield positioning
The Gladius never stopped being a really strong detachment. The tricky part is being able to 1. Leverage all the tools it provides effectively (ie; be skilled) and 2. Predict the meta correctly. The Black Templar Gladius with 3x Sword Brethren with combat characters in each inside Impulsors is probably one of the best armies ever made to aggressively push an opponent for high damage. But it can struggle against MSU builds, like Eldar or Sisters because these hammer units can't be everywhere at once. The surge in popularity towards Jump Pack Intercessors within a lot of space marine armies reflects that. And Orks rising up makes people revisit Aggressors again.
a player in my local meta who is easily one of the best players in town has been playing Gladius to great effect. I think he went 6-1 at the RockyTop open with it a few weeks back.
It's interesting how this is always framed around armies rather than players. Of course list optimisation is vital, but in a competitive meta I suspect player skill will overcome army choice every time. It's a bit like analysing a soccer match through the prism of the teamsheets. I'd be interested in learning what these top players are doing tactically to get these undefeated results.
You new to 10th? At a casual level 10th is super well balanced and most factions have plenty of build options. At a competitive level it just breaks down to just spam. Trust me, as a Guard player these “strong Guard lists” make me want to puke. This week’s top Guard list is *much* better.
@wyatttyson7737 No, not new to 10th at all. I dropped 10th like a bad habit when the Tau codex came out and made all my suits legends, presumably as a response to the competitive spam of Cyclic Ion Blasters. 10th removed pretty much all of the flavour and fun customisation that brought me to the game in the first place back in 4th edition, and then back again mid 8th after a long break. My comment was really more just a sarcastic remark about the state of the meta, where it's a case of spamming the most efficient units and playing in a really non-interactive way to secure wins at all costs. I feel like that carries over into casual games very easily because the only real metric for balance now are points... And why would you not take the best firepower/durability for the points you have? Can't blame anyone for falling into the trap of unit spam but goddamn if it doesn't make the game super boring and samey. I could go on, but I'll save the rest of the rant about how much I hate this edition. 🤣
@wesleyw7908 I dunno about every edition. Previous editions had their issues with unkillable and untargetable deathstars and flyers that could never actually be shot, all sorts of weird interactions that people found to abuse. Whereas with 10th, most of that is gutted in favour of having each faction with a win rate that could be decided by a coin while playing your GW prescribed list and detachment because they're so ridiculously obvious about what your best options are. I'll take flavour and fuckery over this sterile game experience we're being spoon-fed.
@@Skitch213 Yeah, now I know you are lying and haven’t touched 10th. Your Crisis Battlesuits aren’t legends, they are split into 3 units now, each of which has their own specific datasheet abilities which greatly enhances the flavor of each choice. I have played with 8th and 9th Codexes, and now 10th. In 8th and 9th subfactions were a single specific stratagem, if that, one or two special warlord traits and relics, and a minor buff that had no affect on gameplay. Meanwhile, the Detachment system gives each 4 unique enhancements, 6 specific stratagems, and an actually meaningful ability. Its the difference between a à ä and A B C. Combine that with the fact that every single datasheet has an ability that makes them unique beyond just “this what guns it have” and you have the ability to make lists that are actually meaningfully different. Yes, 10th often devolves into “spam the best units” but there are plenty of extremely unique lists that still hit the top. Hell, the Guard list in this video has almost nothing in common with the lists from the past few months, and Guard has only 1 Detachment. All that, without the extreme bloat, the rules that only take affect if its a Tuesday afternoon and its raining, and not having the same ability worded 73 different ways.