The 1st Company Task Force is such a cool concept, just a whole army’s worth of veterans running up the field is something you can’t not like to think of.
I really want to use my Ravenwing Models using the Stormlance Task Force. Can I bring any of my Dark Angel units or do they have to all be Ravenwing? I assume I can take Sammuel, Black Knights, StormSpeeders, Land Speeder Vengeance, Talon Masters, etc...Black Knights have Plasma Talons which you can give Assault for one turn while advancing and charging.
1st company is bad. Firestorm has some hidden gem options get in/out vehicles, otherwise get close and smell what you are cooking. Anvil boring. Ironstorm strongest but vanilla. Stormlance interesting but only for space wolves. Hard fir everyone else. Vanguard is the most interesting to see. From Phobos hit run to 10 terminators stealth mid field. Vanguard #1. Firestorm #2.
Look man as the unelected king of bunker Town I can tell you with the change to defence array its hard to justify 1 let alone 3 bunkers at the moment. -Bunker guy✊️
Imperial Fists Is Very Sadly Underwhelming Perhaps a Vibey Great at Standing but Spring into Siege Efficiently Tone Is Better Like Taking Initiative For Strong bursts of Great Moves Than Hold or Stand or Cover That Just Sounds So Much Better Love Dorn and His Lemons
Gladius is definitely not king of the detachments. Space Marines can’t play as flexible as they used to due to the loss of reroll wounds on Oath of Moment. That means lists have to be more purpose built than ever, and that means picking a detachment focused on supporting your list configuration.
" Mounted Units " Outriders and ATVs are absolute trash. They got rid of Bikers , Attack Bikes , and Scout Bikes so all we are left with is dog water units that suck. GG
That's cool but those are not White Scars units. Some of us choose our Chapter for a reason. If I wanted to play Dark Angels or Space Wolves I would have painted my Army not White Scars.@@nicholasscott3287
It is a bummer that the current bikes are so underwhelming, and oath of moment change hurts chaplains giving dev wounds. I'm curious but skeptical on what can be done with them competitively at least
My models are Templars or generic codex models. I’m actually really interested in first company for terminators, and interested in stormlance for my primaris crusaders (who can innately reroll advance and charge rolls). Vanguard actually sounds kind of fun in a whacky sort of way. I’m sure gladius is “better” but it’s so vanilla I want to experiment with stuff. And maybe I just go back to index Templars if I want to drag my crusaders out
I REALLY dislike the loss of weapon options for the Terminator Captain in the new Codex. Pretty much every SM player built one at the start of 10th, because they are actually quite good. Removing the options is a slap in the face to people who JUST built them and are playing them widely in lists. GW please revert these changes and give us these options back! My Relic Sword/Relic Shield Terminator Captain is just too cool to change!
I'm actually really impressed and excited by these detachments. I'm surprised it took them this long to realize it's better to make the detachment names and effects a little more generic rather than just naming them after the chapters. It feels like previously those detachments really painted you into a corner with what units you could take; like yeah, if I'm playing White Scars, I probably want more bikes than average, but oftentimes their army rule would be like "if you're a bike, here's a bonus", so you feel like an idiot including _anything but bikes_ because your army rule wouldn't do anything for them. Now, not only is there just "an assault detachment" that isn't named after the White Scars, but the effect is a little more easily applicable (everyone loves to advance and charge and it makes even your foot-slogging units feel faster than average). This has three advantages; one, that you can easily use that detachment to apply to similar chapters like Blood Angels or Space Wolves; two, that you can use it to play more aggressive offshoots of the other chapters (maybe a splinter faction of Dark Angels or Ultramarines that are more proactive than usual); and three, you can play variant offshoots of White Scars that don't _have_ to use "the White Scar rule". My go-to example is that First Company detachment can really go well with any chapter, because all chapters have elites. So maybe you make a White Scars army that favors their elite vanguard but backs them up with bikes. It'll feel different, but in a way that feels natural rather than saying "oh yeah, my guys are painted as White Scars but I'm using the Salamanders rule because I like it better". Now it makes perfect sense to say "I'm playing White Scars in the Firestorm detachment"; you're just a variant offshoot of White Scars rather than Salamanders who painted their armor white. I am interested in trying out all of these detachments, and I won't feel like I need to repaint my whole army to do it; I'll just buy some flavorful units, enlist them in my current army, and try out a new rule! In particular, I'm working on a Blood Angels successor chapter that's focused more on resilience and tankiness than speed and agility, steadfastly walking through the battlefield unflinching rather than flying around it (think a STR/CON build rather than STR/DEX), and the First Company detachment _perfectly_ encapsulates the sort of playstyle I was looking for. I was already planning on playing a lot of Terminators, and now I might just include some Xguard veterans too! I wasn't sure if I wanted my guys to be up and coming rookies or old veterans, and that detachment, plus my recently blossomed love of leader- and mentor-type characters, has encouraged me to commit to my guys being old veterans! Now it all lines up perfectly!
Totally agree! I think they found a good balance between broadly applicable rules and unit specific restrictions. It really opens up possibilities and creativity so its exciting to see what yall come up with
Infiltrating Deathwing knights will be the bane of comp play til it gets nerfed, Run a Captain with 10 Knights for free AoC jam it into opp t1 then just use the time to outscore them, can even deep strike a second unit t2 with homer to just keep them bogged down for whole game.
I run Wolves. Making my Wolves go fast and hit hard with Stormlance will be great. That said I'm also a fan of the idea of an army of Wolf Guard with Termies and Stern so First Company I'll keep my eye on. Looking forward to seeing what the Supplement come out with
Oh thats an interesting one, I could see storm lance with all the fly (both vehicles and not), and gravis I feel is really rewarded in the Firestorm force
Great video, very informative - a small suggestion would be to add timestamps for the various topics in your videos - for this one it would've been super helpful since I wanted to know about a few in particular. You guys are great, thanks for your hard work!
I like the Stormlance detachment, mainly because I have White Scars, but I may have to switch to either Space Wolves or Blood Angels to get better use of it.
As an Iron Hand player the Iron Storm Spearhead. They all sound fun and diffrent to play. My first game in 10th after a 6 month hiatus was against Eldar needless to say didn't enjoy getting tabled turn one did find the whirlwinds pretty good and hellblasters with a primaris librarian as leader was super good.
Firestorm assault. Flame Aggressors with Gravis cap + infernus with He’stan. Both squads getting reroll wounds on their immolation protocol devastating wounds is bonkers. Eradicators with biologis and the flip to 6 for auto wound lethal is quite nice. Agatone joining BGV will be amazing. And with so many torrent units, oath can be prioritized for the eradicator and bgv targets. That said… the push for transports. The rules seem good, but not really the direction I like with my salamanders (preferring marching up the board with heavy infantry and dreads). But beyond that I’m real excited for them.
I really enjoy the detachments and that any chapter can play them. However, I wish each Chapter had units or characters with abilities that specializes in those detachments. I'm fine that Ultra Marines can play Ironstorm Spearhead, but I'm disappointed that they are better at it then my Iron Hands. GW... give us more characters!!! Give me Iron Father Stranos!!!! THE FLESH IS WEAK!!!!!
Vanguard or Lightning strike for I think! Theres not a perfect pick but those detachments give that aggressive but flexible playstyle that matches them well. Or...Gladius lol
@@TabletopTitans thanks I’m trying to get into the game, and I was thinking of getting a combat patrol or intercessors as a startup though I don’t know which combat patrol to get?
Thanks for asking! Sadly theres not a consistent place to check them out, though we have some upcoming paint streams I'd be happy answer any questions in!
Ooh good question, beyond Gladius I think Vanguard would be interesting, making your bricks a bit tougher, giving them Ap at range, and the ability to infiltrate one close. Firestorm with transports would also be great with all of that str 4. Hope that helps!
Ironhand detachment seems the most broken to me considering how strong vehicules are at the momnet. The other ones can be decent if your entire army is built around it. I personally hate the first company one... its the one I was looking foward to, but it does nothing...
I’m honestly kinda tempted to try first company anyway with a ten man terminator brick. It’s a way to break them free from being tagged in melee without relying on once per game doctrines.
Anvil is fine Heavy intercessors/intercessors/hellblasters ALL have Assault Turn 1 they can assault forward Turn 2 light enemies up Im going: Repulsor ‐ hellblasters ×10 - apothecary - Lieutenant with Ignore Cover enhancement Heavy intercessors ×10 - Apothecary biologis - Captain in Gravis (6+ FNP strat) Capt gives the free strat for Sustained 1 and 5+ crit (lethal hits from biologis) So the heavy intercessors can tolerate 2 turns of assault and shooting to get to their majn objective. Gladiator Reaper and Lancers both in this group as well with a tech marine 1 for annihilating tanks/monsters, and the other for ripping chaff units that can cause issues for my other groups coming up to cap ...my other 2×5 heavy intercessors and 2×5 intercessors
What happens when turn 2 or 3 the enemy moves out of sight, into cover and ruins? What happens when you need to fall back because youre too engaged in melee? What happens when a thing you wanted to shoot with a particular unit is now no longer able to be shot unless you move. 10th is all about movement. Standing still is only fine on things with big ranges and open sight lines Suppressors, lascannons, whirlwinds, lancers, etc. But as soon as I know you're running anvil, you know for damn sure I'll make you work for it Statistically, firestorm and ironstorm are both better and match the beat of the drums for 10th
Firestorm sounds very good for a big agressive blitzkrieg type chapter. Fire on the move get out the transport, destroy the enemy at close range. Plus the character upgrade on weapon and armor are nice. It feels kinda sons of horus to be honest more than salamander. Fast ferocious strike with armor spearhead and small close range weapon. The most unintresting for me is first company. Feels very bland. It is supposed to be the dreaded first company. Some fucking terminator buff and re rolls would have been nice. And perhaps more teleportation or even a wide buff to sustain hits to make the fewer guns hit more. Smth like that i dunno. Still no jet pack focused detachment. Guess i ll hace to get firestorm. Also : just to piss off the fists: iron with, iron without. XD have a nice day.
As a Tyranid player who recently got his codex, I find these detachment totally ridiculously better than what we have. Why do they have n enhacement to reduce vehicule damage to 0 AFTER failed save EACH ROUND while a Tfex has to call it ONCE PER GAME before even rolling to see if the attck hits.
I think theres some really strong stuff in nids book but overall this one has more viable detachments. Vanguard detachment applying to all units is pretty wild
@@TabletopTitans Yup, I've only bought the Firstborn tactical marines, Terminators and Land Raider because I hate everything to do with Primaris marines with immense abhorrence. I don't even like the new Terminators because all I can think is "That's a Primaris marine in that suit". And don't even get me started on Phobos Armor.
Gladius is still superior to everything else, and the trap of the "melee" detachments is that for some reason GW thinks their system is remotely viable for melee heavy lists to exist within, automatically making them strictly worse than the ranged ones