I am not totally positive on that but I think on that close combat at 27:00 all attacks happen at the same time so you can´t smartly remove models to prevent hits from the same unit. With multiple units engaged that might be a thing though.
That is correct. No pulling model shenanigans to save your ass. If a model is within an inch of an enemy or a friendly model that is then it gets to attack regardless of where your opponent pulls off the dead guys,
The sequence in the fight phase states that you choose targets, choose weapons and then resolve. You have to be with in 1" in the choose targets step to fight as such it doesn't matter in the resolve step if they are there or not as you don't have to check distance during that step
The full unit attack at the same time. So you have to resolve the attacks of all the weapons that were in range in the Choose target sequence. To pile in the unit have to be at 1 inch but not the model it can be farther.
.... The Necron player deployed so he could barely use his forces.. and sending the barge up front was suicidal. So help me god if this guy forgets Lychgard have 2 wounds again.
So can marines with an apothecary nearby. Actually, in this specific batrep. The deathwing knights and apothecary together are cheaper than the unit of lychguard. Sure the lychguard have more models but the deathwing knights can deepstrike, are immune to morale shock, have a better natural save, and better weapons. I just wish the dispersion shields were cheaper than 15.
Really? Every army got nerfed in some way or another. I'm simply wondering what justifies increasing lychguard costs while decreasing their survivability.
What do you mean decrease in survivability? RP rolls are a huge boon to survivability across the entirety of the game. The point for the shield are internally balanced against the warscythe options vs the shield and sword. Its why the actual lynchguard model is worth less than half the points of the knights they were fighting before including weapons.
Hey guys, Just a couple of things for ya. You only consolidate up to 3 inches towards the closest enemy when you win combat and theres no longer enemy models in close combat. Second thing, you only pile in your 3 inches on your close combat phase not after combat like you were doing. Last thing, all melle attacks for your unit happen at the same time regardless of how you remove the dead models, so the flail in the first round of combat would have still hit the immortals. If after you have removed your dead another unit that was in close combat is no longer 3 inches for their pile in they can't attack though. Hope this info helped. Enjoyed the game.
The mortal wound is in addition to the regular wound. It isn't causing "1 damage plus a mortal wound." So even if you fail the save, you lose two warriors. One to the regular wound, and one to the mortal wound.
Callum Grubb I know right... I get it's a great way to fill out an army, but I've never ever played a game against a Dark Angel army(since the box came out) that wasn't at least 75% dark vengeance models, would just love to see more variety
Callum Grubb not going to happen on this channel. Dave was wanting to add to his Chaos at the same time as I think Steve was building his dark angels. So I imagine they purchased around 7 boxes or so.
Only the tactical marines were from Dark Vengeance. DV doesn't include Deathwing Knights, Ravenwing Black Knights, scout squad, Deathwing Apothecary, Deathwing Ancient, or terminator Interogator-Chaplain.
49:55 pretty sure (i checked) you can't cause you have to put the reanimated model near (coherency) to a model who was alive, so if from 1 guy you reanimate 19 simply put, you do a couple of circles from the 1 guy and lose the rest further away then 2" from it.
Reminder to the Dark Angels player. Squads can target multiple units in shooting so when he was shooting at the barge he could have fired the first squads bolters at the warriors instead and the second squad could have fired their bolters.
Steve Wake at first I was like 'what...?' And then I realised the pun and I audibly sighed and had to repress my anger that was welling up To summarise, I thought it was a great pun
It really is a shame to see somebody represent the necrons so poorly. The new presenter seems like a really cool and fun guy, but his strategy for necrons is terrible. Perhaps he has not played them alot or at all. If that is the case its sad to see MWG having somebody represent an army with such a lack of knowlege about it.
fishing with twitchy The faction focus video for necrons was a horror show. This guy made mistakes half the time when he said anything. Not only regarding necrons themselves but about how points and wargear works as well...
I believe if you look at ghostwalk mantle, it lets you go within an inch of an enemy but I believe a part of it is you have to be within 12 of zandrek. Could be wrong but thats what I read.
That reanimation at 49:56 :D He should have shifted Orokin closer to the lychguard and wrapped him with the warriors then those bikes could come around the corner and fire all day and have to deal with +4 reanimations regardless of how much plasma they could splat on their faces.
Hiya miniwargaming, love your videos and reviews I have a little question about the re-roll rules... i was watching another video and they said it's been confirmed as you roll to hit as per normal (example 3+) if you miss that roll then you can re-roll, after that you add the modifiers (example -1) so if you rolled a 3 to hit and your normally 3+ to hit you hit but then you add the -1 modifier and it becomes a miss, then only time you can re-roll the dice is if you roll a 2 when you need 3+ to hit. In short re-rolls are only for your natural to hit roll not on modified rolls and according to them this is how it's stated in the rulebook as well.... What's your thoughts on this???
At 31:24 why would you advance your warriors and keep your immortals in combat? Wouldn't falling back with the immortals and shooting the terminators with the warriors work out better for you? (Especially since his bikes could still shoot at your warriors the next turn anyway) Also as a general note: You can tarpit expensive units with warriors almost indefinitely by utilizing the RP rerolls and buffs available to necrons in 8th and save your melee units for enemies that don't want to be in close combat.
14:40 Ouch, Quantum Shielding can make Necron vehicles really sturdy, but it's useless against plasma. 25:50 Now it didn't matter in this case but the current understanding of the rules is as follows. Deep-striking allows you to position your models anywhere that is more than 9 inches away from an enemy unit. More means it can be 10", it can be 9.5" or it can be 9.000000001" but it can't be 9". So if you are charging into melee you still need to make a 9 on that charge roll since if you'd only roll an 8 you'd still be 1.000000001" away from the enemy which would be a failed charge. 30:15 Yeah, there is really no reason to play anything but Sautekh. The only character right now who has another Dynasty keyword is Trazyn, weirdly enough, and he isn't that good. I mean I will still paint mine with the Nihilakh scheme, but on the field they will always count as Sautekh. The Dynasty keyword causes some weirdness, like Praetorians not being able to be warped in via Night Scythe or Monolith, not being able to receive the Technomancer buff, unless through Illuminor Szeras and they can get My Will Be Done only through Anrakyr, both of whom also can't be transported or warped in, for the same reason. I understand what they were going for, but in the case of the Necrons the current implementation of the Dynasty keyword makes no sense, you'd need way more characters than that. 51:24 Orikan is now 7S 7T 7W with 4 2+ attacks in melee, S7 -3AP and D3 damage. He could really tear something apart but I guess he wold still be quickly overwhelmed because he still only has a 4+ armor save. I wondered a bit about why you didn't send him into the terminators, but I reckon that was the right decision, he probably would've been torn apart in seconds. The spider didn't really seem to be all that useful. I am not convinced I want one in my army. Vargard Obyron without Nemesor Zahndrekh seems a bit toothless, since most of his abilities rely on Zahndrek. Having anything on the field with My Will Be Done would probably be a lot more helpful than Obyrons aura. MWBD also lasts until the beginning of your next turn, so it can help even in the enemy assault phase. A Ghost Ark might've been a real help in this list for its ressurection orb every turn, but I guess you might have had a lack of anti-tank options then. It was definitely refreshing seeing a battle report not relying on alpha striking and charging the enemy first turn. The only minor mistakes I have seen were during charge. For example, at 1:06:00 you charge at the apothecary and then pile in to attack the chaplain. If you only declared your charge against the apothecary that wouldn't work, but I guess if you declared a multi-charge against both the apothecary and the chaplain it would, so not a big thingy here. I haven't had too close a look at the rulebook so correct me if I am wrong here, please.
possibly ignorant question but I've yet to read the books. could he have burned a command point on last turn to reroll that narthecium rez? also totallynotfanwank but I dig that apothecaries have that option now. battlefield medics doing more than patting you on the head and makebelieving your arm wasn't just blown off
About sniper rifles: The normal wound + the mortal wound (if rolling a 6) is against the same model. So only 1 necron warrior can die from a single shot.
I don't know about that, the mortal wound is in addition to the regular wound, so it's basically a bonus wound and mortal wounds carry over so... Obviously design with characters not infantry in mind.
Is that... a Primal Rage T-Shirt? How obscure! I rented Primal Rage on SNES when I was a kid, it was pretty fun but nothing spectacular. Are they making a new one? Sorry for the tangent, love seeing Dark Angels on the table.
in respect to wounds that do damage plus a mortal wound I would say always resolve the damage first since damage doesn't spill over then apply the mortal wounds which can spill over. however you could do it vice versa if you wanted. I feel it's fair either way as long as you're not mixing it up to get max models. ex: 3 wound model d3 damage I roll 2 damage then use a mortal to kill it then roll another d3 damage fill with mortal wound etc.
Wounds do not carry over, so rolling an armour save from the snipers 6's would be pointless right? If a six causes an additional mortal wound to a 1 wound model, wouldn't it just outright kill him? or am i missing something?
Did anyone else get really tired of hearing the Dangles guy say "because I hate you" EVERY SINGLE TIME! Like shit man. It was mildly amusing once. Once.
Anyone know where the ruined buildings they are using are from? The ones that look like they are resin, not the scratch built poster board stuff we see all the time.
Question; I'm making my CSM army and I was wondering if I could bring several legions at once. By that I mean I'm planning to include death Guard, World Eaters, Iron warriors, with a primarily Black Legion force in my army. Are there any rules preventing that? (I'm a bit of a noob as i've only started maybe a few weeks ago, and i haven't really been able to get a good answer.)
Thomas Canady each detachment must be from the same faction so must share at least one faction keyword. characters mainly only apply their bonuses to similarly keyworded units so yes you can put them all together. however you need to keep track of who buffs who so it maybe a bit hard to keep track.
Thank you. I thought it was only a cosmetic thing, or because the Black legion lets in anyone they could all "technically" be BL. When I get the 8'th chaos codex i'll look through for it, but yeah it'll be hard to keep track if that's true. (I really am a noob lmao) I heard something about "Unbound Armies" so if each detachment has to be the same faction, then in an unbound there are no detachments?.. This shit is so much more confusing than I thought it would be. (Hang on, DG, IW, WE, and BL are all chaos space marines, so they would all be under the same faction, yes? This is weird, I thought paint schemes didn't really mean anything other than fluff :l )
Thomas Canady currently in the detachments in the advanced rules all units must be from the same faction. you can use what ever you want but you will not get any command points.
Ok, then paint schemes really don't matter, it's just that they have to be CSM. Alright. Are Command points really all that good though? Haven't heard much about them.
Jason Lewis yes, for all the units which has it and at least one model has survived. The rolls happened at the beginning of every your movement phase. So if they wipe the entire squad your are done, if not you keep rolling every your turn.
Yea, it's not broken at all. It's a fluffier rule that makes more sense than 7th edition's super FNP rule. What it means now is that you can't just plink shots at a unit half-heartedly and will have to commit to killing that unit.
The 1 inch with 1 inch combat rule only works for models of the same unit, characters do not benefit from this and always need to be within 1 inch of a unit they are attacking.
Kind of seems like RP is even more broken than ever. Yeah, if the unit is wiped out you can't try for RP anymore, but good luck with a 20 man squad of warriors or 2 wound lychguards.
Wait, he ran Vargard without Zandresk? Ouch, that loses him some fun abilities. Also did he forget to do Cleaving counterblow or did they just offscreen that?
Nah. He took 7 damage overall. But he only rolls for damage that is above 1.The bikes had Plasma Assault 2 weapons. So basically 12 shots with Strenght 7 and armor pen -3 or -4. So every attack deals 1 damage. He can't roll for that.
if you are going to take a 20 warrior blop it is almost always a MUST that you support them with a ghost ark behind, the double reanimate a turn is brutal. Also Obyron is worthless in this edition unless you take Zandreckh, you would be better off just taking a normal overlord with a warscyte.
Hey, I know its a bit of a stretch, but do you guys, or well anyone know of a 40k group in the Seattle area? (Washington State, USA) There doesn't seem to be much in the way of GW stores with table, much less a community to speak of. I was looking around and most of the meet up group haven't been active since 2010-2011. It doesn't even have to be an official GW store, just some game store which has 40k events, or free play. I mean you'd think that the home of PaX West which is teeming with nerds would have a tabletop community. Going to keep digging of course. My closest GW store is in Kent (Washington State, USA) which isn't even the city I live in. I don't live in Seattle either, but more people know where Seattle is. If you look at my channel I make a fair amount of 40k videos, even some battle reports. Any help is appreciated, thanks.
im interested to hear if they think that the lose of the move shoot move of the battlesuits isnt as bad as some thought, the stealth and crisis suits have got a nasty little trick to get in close enough with their manta strike, with their homing beacons they can drop in on a low level drop and get within 8" of the enemy, and if you triple arm each crisis suit with flamers you can hit with 9 to 54 auto hits, and also remember that the drones are classed as independant so they have to fired at first if you put them out in front of the battle suits
Really should have fallen back with his immortals, rapid fired the warriors into the termies and then charged with literally everything. I mean why the fuck would you not have Obyron charge, he's a beast in close combat and does fuck all otherwise Remembering Lychguard have 2 wounds each is also a good tactic
Omer Zauber All models lost. At the beginning of each turn you roll 1 dice for each model you lost with RP. On a 5+ you get that model back. Unless you have a cryptek or named cryptek then it becomes a 4+. Every turn you do this unless the whole unit is destroyed.
At this point you misplayed wounds. They're allocated at the end, not as you go. His flail should have got to swing. The same is true for shooting units that are in cover. If you can see 1 model, and you shoot and kill it, the rest of the squad gets to fire their weapons at that squad even if none are visible. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tyfDM7BdYUI.html
also why weren't you using reanimation on your opponents movement? it says you can. also you include all the models you EVER lost. not just the ones you lost last turn.
1:11:18 and what kind of pile in was that? Do you not have to "Pile into the closest enemy model" that i heard about over and over this match? But you decided you didn't have to do it so you could score that point??? sigh.
Is that right now, in combat you can take off the front guys so they dont get all their attacks then you pile in and get all of yours? that seems incredibly cheeky
jordan fielders actually you can fire multiple overwatch's now but as you rightly said they were already tied up with the terms so in this instance they cannot do further overwatching
The barge's quantum shielding only works when it takes multi-damage wounds. The entire time, it was being pelted at by 1 damage wounds so quantum shielding doesn't do anything. Quantum shielding is the opposite of what it used to do in 7th, now it's good against big weapons but weak to small-arms fire(if you can even call massed plasma small-arms fire).
Quantum shielding reads: Each time this model suffers damage from an unsaved wound, roll a D6. If the result is less than the damage inflicted by the attack, the damage is ignored (e.g. if this model suffers 4 damage, if you roll a 3 or less the damage is ignored).
Hakuryuu Hakumei ok i read it that its on an unsaved wound and if the wound roll was a 4 then i roll a 3 it is ignored which is how thus lot did it in one of there first 8th bat reps vs grey knights but ill rewatch :) still learning and as for games work shop they could of worded things better
I would actually prefer your version of quantum shielding since it actually makes stronger weapons more likely to damage necron vehicles and weaker guns less likely.
Shame there is no mechanism by which a hand to hand expert (anyone with 2+) goes up against someone even better, and not having to account for that. A basic marine captain for example is 2+ to hit regardless of swinging at a guardsman, or a Harlequin solitaire. Thematically...I feel we have lost something there.