@@jonathanellis5811 That's cause pure Agents don't have much in the way of anti-armor. That's why they're best used as a compliment to an existing imperial force. You still have all the neat stuff, but with some muscle behind it
@thisisalie-ft8cv GW did us dirty. From what I have seen, review wise I'm not impressed. Some how they made the Blackspear task force worse. That and they lost the Astartes key word. Lucky I can cannibalize most of the primaris stuff for my sons of medusa I'm starting. Figured go with a army GW can't hurt me with. How many points if deathwatch do you have? I had around 4500 to 5000 depending on loadouts
@@Arjac1312 2600 pts of first born marines, not including my legends dreadnoughts. The Ordo Xenos detachment is literally a copy paste of blackspear. We lost access to 86 data sheets for the same rules….. The Blackstar may not even get to be a “dedicated transport” so it will only be useable if you play agents…….
@@Arjac1312 Imma probably run them with the Vanguard Spearhead detachment and ally in the Watchmaster and Artemis cause most of my marines can’t pass as Veterans……..
ive just started to get into the actual Warhammer board game and watching y'all has made learning the game so much easier. I'm following typhus and my first army is going to be death guard so hopefully all goes well. Love your guys content! I also appreciate that Mr. Initiative embodies exactly what you would expect of an ork main. Don't know how the enemy functions, don't know if you can win, doesn't matter; simply WAAAGH!
Big props to Mubin for playing what is essentially not a functional 2k army in agents. The ork list also looks especially try hard and cheesy to bring against a faction that has the worst AT imaginable outside of a few thunder hammers.
@@JoobyFoo I was making a point none of units in the entire faction come together to make a cohesive 2k army the book is poorly written for a real Warhammer game. He took all he could take because it’s all the book lets you. It’s essentially a few Deathwatch, Gk, sister units with a smattering of kill team infantry kits and transports. No armor and no way to kill armor outside of very slim tools
Not gonna lie, I was disappointed that they announced this before even doing Eldar, but the fact that Imperial Agents seem to be really, really weak overall only exacerbates that. Definitely feels like they should have let this one simmer a little longer.
Well it's spend money on codex for the assassin's and allies. I also thing agents is abit stronger than they seem. No one has used the actual Detachment in the early games just the niche picks it has what 4 3 are niche 1 of which has potential if deathwatch can carry but the fleet Detachment is the only competitive one on paper also very likely agents is at 2000 points as codex points have always been wrong
They made a codex to put rules for all this models in one place. Their detachments were an afterthought. That and a way to sell more Sisters, Gray Knights and Deathwatch models to imperial players ;-).
Im an agent play and have been since i got back in duting 9th. You're very incorrect here. People just don't know how to play them. This list has no synergy and played what it had totally wrong.
@ludmilamarchenko4083 probably won't happen due to location. I'll elaborate a bit. Nothing I say or said is to disrespect these players. They are great for the community, but most players play agents like other armies and we can't play that way Problem's first the played the xenos detachment and admitted that they played a soup list that isn't complementary to each other. So, it isn't a good representation of the codex.. These are general mistakes with playing the agents. First you .Just understand. 1. We will never steam roll an oppenant. 2. We will never be able to tank (mmorpg term) oppenants 3. We will most likely never win with a high VP difference, and it will normally be a tight game. It's will be fun as hell but tight game. 3. We do not have great anti armor capabilities, so we must mitigate that elsewhere. 4. Our strengths are board control and trickery. And we must deploy boldly aggressively in the first 2 turns, then swotch to a delay game 5. Going first or second is key in your deployment, and if we do not go first or second as we want, everything gets harder ANTI ARMOR Pre codex, we had to rely on warglaives or armigers for our anti armor Post codex. Warglaives and armigers are still options. But now we have the addition of inquisition Agents and sisters in immolators. This puts us close to the capabilities as the adepta soritas were at pre codex. But it is a massive improvement, but we are still heavy out gunned. RANGE Our range is bad. So you have to use terrian heavily and continually push and keep them as far back in their deployment zone as until you start the delay. The issue with that is we have no sticky, so we can't take an objective, then push forward using cover so had to leave units back and not be able to position to act as part of the dely.. Sister may help this. You will be sacrificing units for the stall of the forward momentum of the Oppenant and nothing else. All this is made more difficult due to our lack of range. ASSASSIAN Do not see Assassian not as a lone operative like most armies. Look at them as a unit upgrade. As displayed in this video, the Assassian didn't really earn their points. When using a single assassian as an ally in an optimized list, you can use them and sacrifice as they did in this match. We can't. They have to work with our units to buff them in combat. Are ranges are 12" so we get one round of shooting then CC. You have to keep the Assassian close with other units. Using the units to picket en forces allowing Assassian to maintain lone operative yet being close enough to charge with your other unit or heroic intervention for them. Never charge the Assassian alone into a fight or first unless you have to. They are not lone operatives. they are shadows of you other units. VINICARE SPECIFIC You don't want to place him where he can see everything. That will cause you oppenant to accept that and just follow his plan. You need yo put him where he has good sight where you don't want the oppenant character to go. This will give your oppenant the option to mitigate the vindicare and position out of those lines like you want. After the game starts, maneuver shoot your shot and then plays highly aggressively with him his pistol is strong. SECONDARY MISSION We are character heavy accept it. Accept they will go fixed. And mitigate it play on the oppenants intent to kill them FOCUS Focus on what we can achieve, not we want to or on their heavy threat. There is no point trying to kill that death star brick. We will be hard pressed to kill and be resource heavy. Focus on killing their action, picking scoring, and weaker units and focus them down. Thin their numbers dely the death star.
The part of me that's old is always happy whenever James keeps the fires of the old faith of "Gets Hot" burning, rejecting this modern "hazardous" heresy.
@@Bluecho4 it just needed to be called “Quarry” and be an anti-character rule for all four detachments to draw upon…simple! Not sure how the thought process works at GW tbh, how can they not think to do that to not annoy the fan/player base…
No wonder. Agents against Tanks or Monster a without any heavy support, absolutely weak. I cant understand GW. Its easy to fix all the problems with the Agents. Just give them the Army rule: 25% of your army can always be recruited from the imperial Guard. Then you have Scions, you have Valkyries for a “fleet”, tanks as heavy support and a own army rule as well ;-)
good to see orks make it past round 3! its always the breaking or victory point for orks. fun how james always makkes an interresting list with them. imperial agents.... dont know what to think about them. fun game guys!
Poor Agents. I really have no clue what the thought process was when they made this army; I suppose a smattering of kill teams wasn't destined for any kind of proper army to begin wtih.
I feel like that Corvus Blackstar just doesn't worth its point, I've never seen it done literally anything significant in this show yet this Deathwatch army cost enough points that the Ork can bought 3 dead robots and the entire army of Orkz with them. The Blackstar certaily doesn't worth 3 big mechs when it comes to combat potential
This match was filmed before having real points. We don't know how much will anything cost, so we don't know anything about how strong this army is going to be.
Also, Gorkanaut and Morkanaut hits on 5s not 4s, that only happens for one phase when the mek uses it's ability on him, and that can only be done if the mek is on the table not embarked on the walker.
Not having seen this battle report yet I predict that le Agents will struggle and suffer alot in this, they have almost nothing that can touch those Gorka/Morkanoughts. Would not be suprised if the Orks will dmg them more with button pushing than enemy fire ^^ . Edit, It would appear I was wrong, Mubin rolling hot just to spite me xD .
I want a to start a Death Skulls army, with Dread Mob being the base for my build (lots of Meks, God I love Meks) and then this little sneaky video pops out and now it looks like I won’t have money to buy groceries for the next 3 months. Papa needs some plastic!
Super report, as always! One simple question: at 38:30, how does the Morkanaut shoot at the callidus on the other side of the ruin? Isn't it supposed to be line-of-sight blocking?
I’m a novice at 40k but I’ve been watching these episodes for years now and I’ve noticed when you go 1st you have the advantage and you can shoot with all your assets. When I see them say “oh I want to go 2nd” usually leads to assets lost with 0 help to the game.
no really. In typical games when using GW terrain layout, there is a lot of spot to hide and between reserve and buildings, you can generally hide everything valuable unless you play a horde army. In the current Pariah Nexus meta, a few of the missions are WAY easier to do if you play second as you will score at the end of turn 5 which is a huge advantage. This is why experienced players prefer to play second.
Whenever I see Mubin play against someone, I know that that someone will win. Mubin and Tak - Easy Mode Nick and Mr. Initiative - Normal Mode Michael and Tycho - Hard Mode JT - Insane Mode
Welcome to the new Deadwatch 😞 Yesterday I played my last game of Black Spear DW and destroyed my Ultramarine opponent. A worthy farewell. Still GW really fucked the DW up. No two ways about it.
I cheated, didn't realize till the edit. Unfortunately sometimes when you're filming games of 40K there are breaks in the action and on turn 5 you forget you advanced your Gorkanaught and used a Strat to shoot, then later on charge with said Gorkanaught forgetting it advanced.
I’m confused about all the hazard rolls for the orks. I thought you only had to do that if you bypassed the “try day button” roll which he seemed to not do
What was the purpose of piling in with Zog other than getting him killed? And no bigger shells on the Gorkanaut to double its damage? It's nice that you want to give Mubin a chance but a little obvious. :p
As a person very new to the tabletop, the point values of this board seem very uneven, lmao. Like I know they each have 3 armor pieces but still, this orks did work.
He brought an infantry army... and almost no transports. Need rhinos to carry the dw vets and use firing deck to shoot out the infernus heavy bolters or frag cannons.