Thanks for the tips guys. I played 1500pts game vs Thousand Suns today and used the Honour Vehement/Bladeguard Vets/Bladeguard Captain combo. I used once per game +3 attacks ability and combined with the Oath of Moment which took 11 wounds off Magnus the Red using the Captain alone. It was awesome. And then he hit back.
Super happy with the Space Marines so far. A little bummed that tactical marines can only come in a 10 man squad, but otherwise everything looks amazing. And not overly complicated! Which is a huge plus.
Lieutenant with bolster discipline attached to Sternguard w/ oath of moment+the target being hit by a Storm Speeder Hailstrike, then getting finished off by the Repulsor Executioner they disembarked from 🤩🤯😃
Videos like these are very helpful. Thanks a lot. BUT I have to say it would be way more helpful for actually learning the information if the different units were time stamped or if a picture of them was shown in the corner for the duration of that unit being covered. Maybe with bullet points.
Thabks for great vontent as usual. Going to try and transition into tenth with my Black Templars and Tome Keepers. Still torn up whether to get Leviathan or not! It seems so cool but do I need all those Tyranids ?!
In Regards to the redemptor, there’s been a lot of talk that his -1 damage will reduce 1 damage weapons to 0 as the rule is missing the caveat of a minimum damage. Has there been a clarification on this?
What is the easiest way to learn how to play? I don't know anyone who plays this awesome game. So far I'm just gathering units and painting them. No games played as of yet; just CZcams videos. (Which yours are amazing!) Thank you!
how does it work when you shoot indirect with weapons but you fire at a lone operative outside 12inches? can you still shoot it as indirect fire or does the lone operative rule go over it and you can't shoot it outside the 12inches?
@@VT_Jord i really leaned on the white templars after seeing all the images but refrained to say it based on the lack of chapter iconography and markings. Thanks for clarifying
The executioner has higher S and does more damage, as well as comes with more weaponry that is effective against other targets. I think we need to see points to compare them.
can i ask a silly question? for space marines can you buy the different kits/ boxes and just paint them a certain chapter? or do you only buy that chapter box?
Hi I'm returning to Warhammer 40k after a too many years ago since 4th edition. I'm interested in Imperial Fists but can´t see any index cards and codex for them in 10th edition, whereas others chapters like dark angels, space wolves, deathwatch, blood angels and black templar has their own detachment rule and army index. How that affects to building an Imperial Fist army, do I have restrictions in troops or something. Can someone explain me? I'm a bit confused Thank you so much.
Hey mate So each of the chapters youve listed above have their own "detachment" rules. So being SM is you get oath of moment and pick a detachment. They've only released some, and the rest will get their own detachments in the upcoming space marine codex, being released Autumn 2023. What this means is, you can pick a chapter and you either run the basic detachments or your chapters own. You can only run characters from one chapter, so no mixing ultramarines epic heroes with your imperial fists. If you check out the datacards, and the app while its still free to build armies, imperials get tor garadon, a gravis anti tank beast, lysander, a tanky terminator, OR Pedro Kantor on his own, the Crimson Fist Chapter Master. You cant run pedro and other imperial fist epic heroes Otherwise, treat everything else as fair game. No units beyond other chapter specific heroes are locked out. You can even paint them pink with purple spots and just "run" them as Imps
I hate this edition. Why in TF would cover give you better armor? It should be -1 to hit like always. I think this will be my last edition dealing with GW stupidity/laziness! 3d printers are awesome, and these dipshits couldn't organize a rock fight in a gravel pit!
You got the tactical and the assault doctrines mixed up. It's the tactical doctrine that allows you to fall back and shoot than charge, while the assault doctrine allows you to advance and charge.
The power gap between tyranids and space marines... oof. Marines: Double leader units, free strat galores, fire and fade for days... +1 to wounds and tons of 4++ ingnoring battle shocks. Tyranids: you get... here, theres some crappy mechanics. If tyranids are not outnumber marines 3 to 1 due to points, its going to be really a murderdome.
The classic design for nids is that their units are trash compared to marines. It's a swarm army with a few scary monsters, but none of the units are supposed to be that elite or graceful. Their shooting has always been a little bad except for some of the short range stuff. They are supposed to be only a step up from Orks in shooting. 9th edition tyranids were really weird, the whole thousand sons design may have skewed your expectations.
@@evanwoodham6296 its fine, as long as nids have a chance. 9th was surely weird, but nids always have been this very mobile horde army that can do a bit of everything, but now it looks like the only thing nids will be good is at dying. We do get nice things like a overlaping -1 to hit +1save 6++ 6+++ bubble though. Hopefully that and a lot of regen model spam will be enough to endure the quality shots of other armies. Not to say that the only anti-vehicle we have, besides the melee weapons is a nerfed tyranofex. And 10th is not going to be a melee centric game, as per core rules.
We hope you enjoyed this review and our top takes. Any questions or help let us know.
Any chance you guys have documented these interactions somewhere? I'd love to print some of these out and put them with my datasheets.
I enjoyed a lot!
The "Tacticus" keyword still prevents Primaris from using Rhinos/Razorbacks, and the lack of it prevents First Born from using Impulsors
Yeah, good. Fuck firstborn.
Good spot Graham, I'll let the team know thank you!
Lame
Insanely dumb... buy our new transports. 🤬 GW let my transport, transport.
No?
Thanks for the tips guys. I played 1500pts game vs Thousand Suns today and used the Honour Vehement/Bladeguard Vets/Bladeguard Captain combo. I used once per game +3 attacks ability and combined with the Oath of Moment which took 11 wounds off Magnus the Red using the Captain alone. It was awesome. And then he hit back.
My wife runs thousands sons, I made the mistake of split fire and magnus was at 1W, slapped back the next round 🤣
@@dantenicolai21 I left him on a single wound too. Dude wandered around the board for the next three fight phases absolutely clapping cheeks.
This kind of faction breakdown is really great.
I hope you guys plan to do this for other factions. I think they'll go down a storm
We are planning on doing them for every faction bud at some point ✌🏼
Definitely an informative and useful video. really liked how this was done. Cant wait for each army to be discussed like this.
Could we get a spotlight for that Space Marines army? It looks amazing and that paint scheme is 10/10. Would love to see more of it!
Super happy with the Space Marines so far. A little bummed that tactical marines can only come in a 10 man squad, but otherwise everything looks amazing. And not overly complicated! Which is a huge plus.
Great Walk though of the SM in 10th! Looking forward to dusting of my Dark Angels!
Lieutenant with bolster discipline attached to Sternguard w/ oath of moment+the target being hit by a Storm Speeder Hailstrike, then getting finished off by the Repulsor Executioner they disembarked from 🤩🤯😃
Really enjoyed your enthusiasm and explanations. Simple and energetic! Would love to see more!
Another great video, well structured and easy to follow. Thanks
I’m interested in learning how to play and your videos are really helping me figure out what armies I like. Very well explained guys cheers 👍🏻
Thanks for the update guys.
Jake, I've alot learnt loads!
Many thanks for making this faction analysis video!
Fantastic. Very well described, great breakdown. Love the enthusiasm
Great video breakdown for the marines. Good work VT
Going to be interesting to see the points for things...... Nice video gents.. top tips with the combos😊
🔥🎸🔥
Love the black and white color scheme. Very classy looking.
Thank you so much gor this faction breakdown!
Videos like these are very helpful. Thanks a lot. BUT I have to say it would be way more helpful for actually learning the information if the different units were time stamped or if a picture of them was shown in the corner for the duration of that unit being covered. Maybe with bullet points.
Do you guys have a painting tutorial for your marines? They look the ducks nuts👌
Michael the all knowing. Vanguard Tactics secret techmarine.
Thabks for great vontent as usual. Going to try and transition into tenth with my Black Templars and Tome Keepers.
Still torn up whether to get Leviathan or not! It seems so cool but do I need all those Tyranids ?!
Thank you for watching mate, have you got anyone to share the box or go half's with? The leviathan box is amazing especially for the marine half
@@VT_Jord there's only one Tyranid player at the club so he's spoiled with choice. But I could probably find somebody...
Oath of Moment - you can only re-roll the hit roll. 9th Edition included wound roll but it's been dropped for 10th
When 10th index dropped it also included reroll wounds which is when this was filmed. The codex has changed it to just the hit roll
In Regards to the redemptor, there’s been a lot of talk that his -1 damage will reduce 1 damage weapons to 0 as the rule is missing the caveat of a minimum damage. Has there been a clarification on this?
I have believe so, I am sure it is to the minimum of 1, same for the Guard Stratgem. But not sure where in rules it said.
I got the Leviathan box, a justicar, inquisitor and a Dreadnought; would I need something else to have a capable army?
What is the easiest way to learn how to play? I don't know anyone who plays this awesome game. So far I'm just gathering units and painting them. No games played as of yet; just CZcams videos. (Which yours are amazing!) Thank you!
Have you checked out our course for start playing on our website? I’d recommend that course 💯 for you
More great content
the heritics of undrilled guns
You know, I would watch a full Warhammer 40K match on stream or youtube like I would watch a League of Legends or Starcraft game match.
how does it work when you shoot indirect with weapons but you fire at a lone operative outside 12inches? can you still shoot it as indirect fire or does the lone operative rule go over it and you can't shoot it outside the 12inches?
Finally somebody painted White Templars...
I can’t tell if this is sarcasm or not but they’re not white scars
@@patchess5488 White TEMPLARS. Read the comment again.
@@andrewcrawford8306 yup just saw it 👍
What chapter is the one on the table? Cool white and black color scheme.
Pedro Kantor is not good. But my boy Calgar got a glow up.
@28:49 Bladeguard re-roll invulnerable saves of 1.
So just to be clear, Space Marines no longer include Tactical Space Marines? Shouldn't they be renamed Intercessors?
new to warhammer what chapter do those white and black marines belong to
can you give us a timestamp? thanks!
this is our own custom chapter the vanguard marines, but the colour scheme is inspired by the white templars mate :)
@@VT_Jord i really leaned on the white templars after seeing all the images but refrained to say it based on the lack of chapter iconography and markings. Thanks for clarifying
from which chapter is this color scheme?? looks neat
Need to know how to build Iron Hands armylist
🔥 🔥 🔥
Quick question, combat squads. Gone in 10th?
That’s right.
How about multiple Captains in the same detachment?
@@robertzeni5225 you can do that, but only 1 Captain can use Rites of Battle per round.
CAN you get +2 AP from two separate buffs? I thought the rules state you can’t buff/debuff stats by more than +/- 1…??
“Cheeky”
Lancer is far more effective anti tank shooting than the executioner. Executioner looks far less efficient.
The executioner has higher S and does more damage, as well as comes with more weaponry that is effective against other targets. I think we need to see points to compare them.
can i ask a silly question?
for space marines can you buy the different kits/ boxes and just paint them a certain chapter? or do you only buy that chapter box?
You can paint them rainbow 🌈 or horror themed. Artist choice.
@@VanguardTactics so could I get some Black Templars Terminators and paint them blue to make them Ultramarines?
Sad Iron Hands noises
Hi I'm returning to Warhammer 40k after a too many years ago since 4th edition. I'm interested in Imperial Fists but can´t see any index cards and codex for them in 10th edition, whereas others chapters like dark angels, space wolves, deathwatch, blood angels and black templar has their own detachment rule and army index. How that affects to building an Imperial Fist army, do I have restrictions in troops or something. Can someone explain me? I'm a bit confused Thank you so much.
Hey mate
So each of the chapters youve listed above have their own "detachment" rules. So being SM is you get oath of moment and pick a detachment. They've only released some, and the rest will get their own detachments in the upcoming space marine codex, being released Autumn 2023. What this means is, you can pick a chapter and you either run the basic detachments or your chapters own. You can only run characters from one chapter, so no mixing ultramarines epic heroes with your imperial fists. If you check out the datacards, and the app while its still free to build armies, imperials get tor garadon, a gravis anti tank beast, lysander, a tanky terminator, OR Pedro Kantor on his own, the Crimson Fist Chapter Master. You cant run pedro and other imperial fist epic heroes
Otherwise, treat everything else as fair game. No units beyond other chapter specific heroes are locked out. You can even paint them pink with purple spots and just "run" them as Imps
So in a bladegaurd squad with a captain you can only bring a lieutenant or ancient not both?
No you can bring both lieutenant and ancient 👍 the datacard specifies it can join a unit or a Captain OR Lieutenant is already attached
How to play SM. Dont, just shelf em’ for this edition.
Any ¿how to play Deathwatch? Coming? :)
I believe they already posted that video.
great vid guys, very informative. However, you're British, so its pronounced 'leftenant' not lootenant. sorry, just a massive bug bear of mine.
Im much more upset they didnt pronounce the big G Robou-taaay instead called him roboot
In british english it is actually pronounced "lootenant"
I hate this edition. Why in TF would cover give you better armor? It should be -1 to hit like always. I think this will be my last edition dealing with GW stupidity/laziness! 3d printers are awesome, and these dipshits couldn't organize a rock fight in a gravel pit!
You got the tactical and the assault doctrines mixed up. It's the tactical doctrine that allows you to fall back and shoot than charge, while the assault doctrine allows you to advance and charge.
They didn't tho?
Space marines will be broken in 10th edition.
hopefully the points cost will be so high that the model count will be slightly above custodes, surely the datasheets coming out look strong AF.
Its pronounced _ar-TIFF-icer_
The power gap between tyranids and space marines... oof.
Marines: Double leader units, free strat galores, fire and fade for days... +1 to wounds and tons of 4++ ingnoring battle shocks.
Tyranids: you get... here, theres some crappy mechanics.
If tyranids are not outnumber marines 3 to 1 due to points, its going to be really a murderdome.
Nids flood the board with mortal wounds. They hard counter marines decently well
The classic design for nids is that their units are trash compared to marines. It's a swarm army with a few scary monsters, but none of the units are supposed to be that elite or graceful.
Their shooting has always been a little bad except for some of the short range stuff. They are supposed to be only a step up from Orks in shooting.
9th edition tyranids were really weird, the whole thousand sons design may have skewed your expectations.
@@evanwoodham6296 mortal wounds from where?! And what makes you think that mortal wounds generators will not be all picked turn 1?
@@colouredIncognito look at stats and datasheets.
@@evanwoodham6296 its fine, as long as nids have a chance.
9th was surely weird, but nids always have been this very mobile horde army that can do a bit of everything, but now it looks like the only thing nids will be good is at dying.
We do get nice things like a overlaping -1 to hit +1save 6++ 6+++ bubble though. Hopefully that and a lot of regen model spam will be enough to endure the quality shots of other armies. Not to say that the only anti-vehicle we have, besides the melee weapons is a nerfed tyranofex. And 10th is not going to be a melee centric game, as per core rules.