Reivers have quite literally sucked since their inception... They had one period in 9th where they had the "deepstrike-shoot-and-move" gimmick with the Phobos Lt. (maybe they still do) that gave them a very short charge-range when they deployed, so they could easily tie up a bunch of stuff while your army approached, but in 10th they're more of an annoyance than an actual threat in melee since most stuff can just pack up and leave (or just shoot them) anyway.
I'm surprised the Sydonian Skatros and Dragoons with radium jezzails didnt get mentioned. Stiltman is 60 points for a lone op body and nothing else. I'd rather take any of the Imperial assassins before him and the Jezzail chickens should actually be illegal to sell.
Laughing, I was trying to rack my brain over which Necron unit it would be. Of course it's the Obelisk, one of the meanest things GW has ever done. How nice would it be fellow Necron players to be able to actually field this instead of a Tesseract Vault and watch as it sits perfectly stable and not wobbling all over the place in a breeze.
@@zissoulander Yeah, complete bullshit. Stick a model that's top tier that would normally cost 40-50 bucks at their inflated character rate and then charge 180 because it comes with a useless pyramid that the only time I've seen used was proxying a monolith.
@@frankieh I was luckily able to get a legit 2nd hand transcendent(on sprue with the containment cage too) for ~$60 without the whole other kit. But no one I've seen playing more than one transcendent are playing official ones. We all have prints and recasts and every Necron player understands and will not call anyone out, even at official events.
I have been really interested in the One Page Rules Grimdark Future, and my favorite thing about that game is that the revier equivalent seems like dogshit there too which is a testament to the accuracy of the conversion.
I started in 10th edition 40K and honestly the game just isn’t for me. I’ve switched to OPR exclusively and the more casual players in my group are coming around.
I hope that we see some much needed changes to the tankbustas. Like what the point in being a group of orks that are known for hunting down vehicles if they can’t do their jobs right.
I don't think Orks believe in "jobs" -- they just take a weapon and off they go. The problem with the Tankbustas is that they should be costed around like 40-45pts right now since they have a bizarre array of weapons that maybe were good anti-tank weapons back about 300 fungi spore generations ago.
Me holding on to my Obelisk: "...it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day..."
Want to know how to make the Knight Abominant better? Give it's Volkite Combustor at least an ounce of AP. It's described as being able to mow through space marines and tanks alike, but everyone will just make the dang save anyways
Kastelan Robots? Naw man. You take a brick of those with a Datasmith and throw them on an objective and you have a bright red tanky distraction for a few turns. Weakest has gotta be Stiltman, Hits but almost never wounds, or the attacks are always saved, and in the 20+ times I've hit with him, he's only ever battleshocked a unit once.
Yeah I'm not sure if I'd say robots are terrible. By far not the best thing we got but they sure as hell piss off my local meta at least. They're slow as balls though so there's that issue. I struggle on whether I want a fist or not but every time I take the fist people just avoid the frack out of those robots lol I'd probably say the sulfurhounds are a contendor for the worst unit, not counting fliers. Squishy, expensive enough to notice and they hit like a wet noodle. Which sucks cause I love the model. They're basically our infantry without the big guns and without the battle line keyword, both the only reason our troops are viable
I don't know what the hell they were thinking with that guy. He offers 0 army synergy and isn't even strong enough on his own to do his damn job. I'll have 4+ arqs not do a damn thing all game I'm not buying a unit that's basically have 1 more arq shot
I think for guard the wyvern deserves a mention. It’s 110 points for a 2d6 twin linked mortar that gives a -1 to hit for infantry units it hits. Its damage is almost nothing and for 10 points more you could get 6 mortars and 6 more copy’s of the blast rule. It’s just a terrible unit.
Quite a few things here: 1) Durability. The Wyvern is much more durable than the mortar teams. More toughness and better save, and you dont lose firepower by losing 2 wounds. 2) Speed. You can move it if/when needed. Having M10 rather than M6 is a big difference and gives it more of an active role that you can utilize. 3) Accuracy. It has a base of 4+ rather than a 5+. 4) Reliable damage. Having both Twin-linked and Ignores Cover helps with actually getting damage through even with indirect fire. 5) Additional weapons. A Hunterkiller Missile and either a Heavy Flamer or Heavy Bolter for support fire is not bad options to have. 6) The debuff. Forcing a -1 to hit on all attacks until the start of your next turn is pretty good as far as debuffs goes. 7) Not just infantry. It applies its debuff to anything not a monster or vehicle. That means mounted units and beasts as well as infantry. So I would say it is not a terrible unit at all. Not high tier or anything, but if you are looking for some reliable and durable fire support on a budget with a suppression debuff to help you out, it does it fairly well.
Reivers exist as a testament to GW's inability to design a game. The market them everywhere, they're on the cover of so many novels, they're way over represented in art.... But they've never been anywhere close to a playable unit on the table. Ever since they've come out they've been laughably weak and basically pointless GW clearly wants them to be good, but they genuinely don't have a single person at their company that knows how to do it
I got a squad of them as a hand-me-down, and have since handed them down to my kid brother. As another deep striker, they generally come down and do actions, but our local guard player screens religiously when a squad gets brought
I think Reivers are an act of rebellion on the part of the rules team: "quit designing models the game doesn't need and then telling us to write the rules"
Fix is easy: Give them acces to all their weapons at the same time - Carabine+Pistol+Blade Remove Precision from Carabine and give Rapidfire 2 instead Leave Pistols as they are Give Blades AP1 This would make them pretty ok-ish melee unit that can pepper enemy with a hail of bullets when up close.
I think their Lt should get the callidus assassin +1 to enemy stratagems ability. If too strong make it go off on a3+ or something @@ancientmariner9460
@@gummybear5610 i bet a lot of players actually prefered their index to the codex. As a votann player im hoping we're among the last to get a codex because the only thing to look forward to is nerfs lmao.
If the Changecaster is bad, then daemons overall are in a really good spot. Last game I played daemons I took a squad of pink horrors attached to it. The Changecaster triggered its battleshock ability 3 times against necron warriors lead by overlords (Pretty much every turn it could shoot). Those 2 necron squads were wiped by the horrors, with necrons unable to use stratagems. Also dealt MW because of shadow in the warp. Then fought in melee against a squad of Skhorpek destroyers with a lord attached, for control of the mid board. They remained alive till turn 5, never lost the objective.
Lately I've been super fond of taking boxnaught with a MM/HF/Fist with a squad of MM devs in Firestorm. Advancing around the map and getting re-rolling 1s for the Devs via the dread. Lot of fun. Recommend.
I have to wonder if our dogmata might see some use as a miracle dice farmer in Army of Faith with that 5 point enhancement that makes it where enemy units that fail a battle shock test generate a miracle dice?
CSM list misses the regular Sorcerer. He has zero business competing with any of the other character options, almost irrespective of points. He'd be somewhat interesting if he could join a unit in addition to the main character like the the Master of Executioners though.
CSM is just a bad codex. It lacks a lot of tools other factions get and was made much worse with its new codex. Exalted champ was useful and they could have given the option for the new foot lord to be an exalted champ but no…
@@elijahherstal776 I do quite like the miniatyre as is and a jump pack doesn't feel quite right on a CSM Sorcerer imo (subjective thing naturally), so I'd just be happy if the current model was made somewhat usable. :-)
i played really old warhammer back in the 80's and 90s and one of the things that keeps me from getting into 40k is that it really is just space marines vs space marines for most of the setting and "I cast gun", I'd love to run a warp storm / tzeentch type army, but between the lack of actual sorcerers / chaos support units and magic and psychic almost being stripped mechanically out of the setting it really doesn't appeal.
Something I've been thinking about with the Stormsurge, one thing that could help make it more viable is give it and maybe the Ta'unar the ability to have two spotted units while guided, each requiring a separate observer unit. That way it can split fire between a tanky target and a softer one without being heavily penalized in the hit rolls, but would require a significant investment by taking up two observer units (or one full Pathfinder team's guiding) that would otherwise be guiding something else. Just a thought.
Unless I missed another faq, that's supported within the current phrasing of the army rule. I remember they closed the daisy-chaining loophole caused by shooting not making you ineligible to shoot long before the codex dropped, but I also recall it being confirmed that multiple observer units for a single guided unit was perfectly legal.
@@torinnbalasar6774I had to double check but reading through the shooting phase core rules, each unit can only be selected to shoot once per phase, and FTGG can only happen once during a unit’s shooting.
@@cameronthomas7632 dang, now I'm kicking myself for missing that line in the core rules. I've been working off this assumption for 6 months, and now am wondering if I imagined the discussions I found about it, because everything I try googling is now buried by the daisy-chaining debates.
oh how far the mighty kastelan robot has fallen for admech I remember 3 of them with double shots (18 per model) rerolling all hits, and wrath of mars giving mortal sounds on 6’s I also remember when gw failed to price the melee vs ranged versions so the robotics were dirt cheap for months on end.
I'm not surprised that the Defiler is in the list. It's so out of date when you build it on the app or Datasheet that it's good but comes to the model it doesn't have what you build.
Sloppity Bilepiper is quite useful in a list that specializes in battleshock. Example; DG list with the -1 OC/LD debuff and some plagueburst crawlers. This allows you to force units in nearly every phase to take battleshocks, add in some models that cause units to take mortals should they fail(The Droning enhancement), and something like the Noxious blightbringer making those tests fail more often and you have a fairly respectable mortal wounds spam, as well as board control.
I'll actually disagree on the Forgefiends for World Eaters. 3 D3 blast weapons can put a huge hole in an opponent's attempt to screen you out or clear huge model count units fairly easily. And turn 2 onwards, if they're close to Angron, you can give them full rerolls to hit. Also, any infantry that gets tagged has to take a Battleshock test. They're also very nasty combined with maulerfiends, since they can usually guarantee the +2 to charge and +1 to hit will be active for them. Just saying as well, Jack Harpster runs them.
I'm not saying they're good. But I have tried grey knight servators in a list that was running dreads and techmarines. You get 2 bs 3 multimeltas (2 attacks each )if you have a tech leading them and you get to uppy downy. The tech marine does lose the lone op which sucks but you can try and hide in ruins while buffing a dread turn 1. Again, not great, but I'd argue it isn't terrible. Personally I'd take that in a specific list over transport and the ven dread.
Yeah, I dont think they are terrible either, provided they are used correctly. It seems that they were rated only as "a way to score points with a cheap unit"(which is why they were compared to Agents of the Imperium units), but were not consider for how they actually work when a Techmarine leads them. So many ways to utilize them with a Techmarine. Take 2 Plasma Cannons and put them in a Rhino. Then you do not have to worry too much about the Hazardous and can deal good damage to infantry and elite units. Or the Multi-Meltas. Or use the Stratagem that allows you to Deep Strike as close as 3"(easy to get within Melta range that way). Combine them with a 5-model Strike Squad, and you can use the Servitors to tank high AP weaponry(they have a 6+ Inv. save) so that you do not lose the more expensive Grey Knights. It is also a powerful combo in melee. The Techmarine is quite a beast with all those extra attacks, and 2 of the Servitors have a single S6, AP-2 Dam3 attack. So combined with the Grey Knights, you have 2 flamers total(overwatch potential), a bunch of medium powered weaponry(Multi-Melta or Plasma Cannons) and quite a bit of melee power as well. And it cost the same as a regular 10 model squad(4 Servitors=50 pts, Tech=70, Strike Squad=120, so 240, same as 10 models of strike squad).
I'm anxious to see how the Toxicrene performs now the movement rules have been changed. I always thought that was its biggest flaw. But I agree with the rest of your choices for the Tyranids. The Hive guard breaks my heart though. They were so good!
The Reiver LT would gain Deep Strike/Grapnels when attached to a Reiver Squad with those wargear options. I'd still go for the phobos LT for Move shoot move charge to charge out of deep strike.
@@jacket2848 the grav chute wargear for the reiver squad gives all models in the unit Deep Strike. When the Reiver LT is leading the squad, he is a model in the unit. Having a different opinion on the rules is fine, I'm pretty sure we both have Tournament Organisers who will back us up. Calling me a cheater straight out of the gate is a bit rude, though.
@@alexisauld7781 according to the Leader section in the core rules they are treated as a single unit for all rules purposes. Leaders are assigned in the declare battle formation step. The same step where strat reserves and deep strike units are placed in reserve. You are correct that Reiver LT does not have Deep Strike in the Muster Armies step, but he doesn't need it or gain it from the Reiver wargear ability until Declare Battle Formation.
For Deathwatch, i would include the spectrus killteam - reivers bring the quality of the squad way down, and they're priced like its made of eliminators
I run helbrutes in my DG, with dual fists they tend to rip apart most stuff they manage to get into combat with, I would argue their biggest weakness is the 6" movement.
For Gaurd, I find the pricing of the Agis line just ridiculous. For the price, you could bring a whole other unit of Death Korps, or a Basilisk, or catachans in a chimara. It's just so expensive to keep your already frail units slightly tougher. You could almost bring 3 pyskers who can be in three places and shoot besides the invul save.
Tankbustas: Back in 4th, they were playable, because *you could take a squad of up to 15 of them* (Boyz with rokkit launchas and tankbusta bombs, an absurdly easy conversion), the Tankhammer at S10 was as hard-hitting as anything in the game, and the rokkit pistols didn't *exist,* it was just a fun alternate sculpt for a rokkit launcha. Tankbustas in 10th have been nothing but absolute garbage.
As an admech player i'm still waiting for someone to tell the point of the technoarcheoligist currently, double OC and 12" deep strike denial are usefull tools for an army but I honestly think having both on the same character that also happens to not have weapon that can shoot beyond 12" is counterproductive at best and a more often a waste of points. Seriously the best case imo is if it leads a squad of kataphrons, probably destroyers, and if your spending an HQ on kataphrons, then the manipulus and the dominus overshine this so damn hard I could nearly cry.
Maybe if you got 1st turn, then pinned opponent with some death rider sqns when hes all bunched up, deathstrike might be funny. Certainly not cost effective, especially as reinforcements got nerfed into the deck.
Had a buddy use the Dogmata with a Retributor squad. It was brutal as he auto hit with a six in overwatch with sustained and lethal. Murdered my charging Trygon instantly.
As admech yeah kastelans have potential but strictly not given doctrina just because detatchment rule is sad , they could given them new detatchment rule like they gain battleline keyword instead .
Daemons player here: I often take Sloppity to local RTT's. He' s the best nurgle leader, put him near a greater for the -1 Battleshock and he deals a good amount of mortals, and can turn off interrupts, AoC etc from the opponent when you charge. Also extra movement / advance reroll is what really matters to get to objectives quick. The Scrivener is def worse as extra OC is basically never relevant and boosting combat stats of plaguebearers is meaningless.
Daemon fortifications are funny. They give models with a 7+ save and 5+ invulnerable save the benefit of cover??? Only the Skull Altar gives a 6” Shadow of Chaos, but not the tree?
weirdly enough, the changecaster CAN be a solid (if a bit rogue) choice as a solo character when allied into dread talons CSM. as u can deep strike it in to inflict battle shock at an oppertune time and/or do secondaries. For 60 pts it aint terrible, rly paid off when I did exactly that with my dread talons in a game a few weeks back
Land raider redeemer can overwatch with that broken OP 2d6+6 flamethrower that melts everything but knights cant... Thanks GW, really "fair" for knights players.
Sacresants are pretty okay now. Sustained/lethal, sometimes both. But slap a Hospitaller in there and they can actually weather some shooting in cover. Not the best pick but they can actually do a job now.
I recall the Firesight Marksman being not a bad pick, if a bit unusual, during the index, but now that I think about it, the only list I currently have planned using them is a double Ta'unar list that needed more spotters so I could split-fire without penalties or have redundancy when the stealthsuits got taken out. EDIT: just learned that the rules are not written the way I thought they were to allow multiple observer units for one guided unit and have somehow been misreading them since the start of 10th. So much for any of my fun plans before assembling my more competitive list...😢 Seriously irritated at how poorly FTGG works with any T'au vehicles. They were all designed for split-fire with mixed weapons, and now are actively aggressively penalized for doing so.
Went to an RTT yesterday (6 July) and my Havocs flat flopped. Yeah, that's a dice thing but I will gladly reallocate that 135pt of Swing to something more useful and, more importantly, reliable.
Personally I think the War Shaper and Flesh Shaper have their (niche) uses while the Trail Shaper got hamstrung by the last rules change and now doesn't have a place in any list. Also kind of applies to the War Shaper but if you run a 20-stack of kroot and you find yourself wanting to bring them back more than once you have bigger problems than a rules nerf...
In CSM it's definitively the discordant. The others are niche (and cheaper), but they discordant could get down 50 points down and still be bad. You can't say that about the rest (now, It costs more than a chaos lord with legionaries, to put some perspective).
I have had a lot of success with the Firesight Marksman. If you give him the enhancement for Lethal or Substained hits, he can be very good if he's guiding the right unit
@@ToastedMap1e This. The Enhancement only works when leading a unit. Otherwise it could be a decent unit(if a bit expensive). Either it needs to have its cost reduced by 15 points, or it is special rule needs to change(it is almost never worth guiding it, but it could benefit as a specialized observer) or it should be able to lead a unit of Pathfinders(wouldnt mind a slightly cost increase if that was the case, since they can be Observer twice).
For AdMech I'd argue it's the Skatros. Literally zero reason to take it unfortunately. Also I believe you meant to list the Tech Priest Dominus, not the Tech Priest Enginseer.
If they would just drop the price of the Tankbustas and the loadout malarkey, we could have some fun there. They really need to drop the finecast crap and give us plastic Tankbustas
Gotta say - I ran 2 games with the Stratoraptor and the thing does WORK with the +1 BS. It's ability is +1 to hits against ground targets, so the Lascannon, x2 Heavy Phosphors & x2 Phosphor Stubbers are hitting on 2s. Thing actually kind of rocks for a flyer.
As a long time AdMech player, I think Serberys Sulphurhounds might be the worst in my opinion (barring aircraft). Outside of specifically fighting T:3 infantry, their S:3 flamers will do nothing, and their datasheet lets them deal mortals on the charge without a decent melee profile to follow up with.
Just played a game today,my ad mech vs black templars,4 robots,with phosphor blasters, in the shooting mode,with the new ballistic doctrina,hitting from 2+ or 3+ if moving,20 shots,str 6,ap -1,dmg 2,and another 20,same stats with dmg 1,so 40 shots very effctive vs infantry,they were devastating to the opponent,probably the best unit of the army,not the worst!
So, I think a fun video, or at least poll question, might be "which index faction could most benefit from an additional detachment?" It seems to have done wonders for the DEldar, and I personally hoped it would be a more frequent thing, at least when they did balanced data slates of this most recent scale. As a fan of both Guard and Eldar; two factions that I feel took big hits in how they play, or which units to play with, I feel like either one could really do with something more, official from GW, depicting how THEY envision people playing, instead of just continuing to nerf their most played units, or beat down rules/mechanics that they feel have become inconvenient in the current meta. Guard have changed, but they did finally drive what is likely the last nail in the coffin for indirect fire artillery spam, despite that having been a lot of their prior play strength. Some if their troops, and definitely some of the tanks, look a fair bit better, but they also have numerous things that can't use Born Soldiers 2.0 at all, and apart from tank spam keeping tournament turns shorter, I'm not sure what second way they want people to play Guard, though I assume that their codex is distant. Eldar are much the same. I don't think they are doing poorly, but a lot of what this "movement wins battles" army got was nerfs to its more mobile units, and since their detachment rule had been trouble, at times, it might be nice to see what alternatives they might be thinking about, since they eventually HAVE to get more, and thus different rules. Blah blah blah. I wish that a few more factions could receive a second way to play, now that so many factions do have their codex, and two out of five new good ways to play. I am curious, though, which factions other people would hope for the most?
The every edition cope of. “Craftworld has been subtly neglected for so long we’ll get a huge sweep this edition right?” Except ninth obviously we ate well. But not on models and our rules per say.
Admech gonna disagree, Kastelans can literally just blonk themselves on an objective and I think they can gain a FNP in one Detachment. Couple this with FNPs from Techpriest 4+ 5NP D3 heal it can (boosted) near 1 shot anythinhg and its unlikely it gets 1 shot back. Its a good enough vehicle to eat a round of firing and survive to shoot back.
Desolation Marines never even got to shine. Guys at the FLGS joked I should get them because they wouldn't get nerfed soon, now look at them. I never even finished building the stupid things.
I so badly want Reivers to be something more than a source of cool heads, you can see terror tactics being something whole chapters organise themselves about. I think either Battle Shock itself needs to be made harsher, or they need more of a reward for inflicting it on units, say a hit or wound bonus as well as the debuff they place on the enemy.
I think they'll be in with a shot of being good if he remove morale from the game entirely like in the new age of sigmar. Then they won't be tied to a rule gw refuses to make good
I feel like, the way Auspex describes it, the Deathstrike missile could be used to push units around by aiming at them and then choosing not to fire. Or is the target marker permanent? I see. You designate, then next turn you can fire or move it. But in any case, the target marker has to stay still for a turn. Still, I feel like it could be used to try and dictate or deter options for your opponent.
I really don't see how sacresants are on this list? Halberds with a Palatine are absolutely lethal unless you're only considering bringers of flame sacresants have a place.
5:40 For admech really Kastelan Robots? Dark Angels player here. Was considering building my second army as Admech, was sold on their designs. Love Kastelan Robots design wise! Might take custodes or something. Even though i would like to have something else other than inperium/space marines. Since i probably take ultramarines as a bonus army (all those spare bits) 😅
As a Space Wolves player I think Lukas isn’t that bad, especially for the points. I’ll often throw him with a squad of Blood Claws on an objective to just sit there and tank damage/be a distraction with good results.
Reivers have been laughed at since the launch of them. For those who don't know, they had an internal idea of making phobos marines their own army, which is why they released a special restricted detachment for them with their own stratagems and the like. If you've ever wondered why Primaris have so many units and so little variety, this is why. Because GW let their (lack of) imagination run wild and not tell anyone what their idea was, except for in an obscure youtube warhammer channel podcast that no one listens to. How do you fix them? Make them more than cost effective. It's okay to not balance units according to points, it's actually exceptionally narrow minded not to, especially between factions where layers of rules apply that give them a different final 'real' worth. It's okay for Reivers to be scary infantry hunters that come down anywhere and viciously harass blobs.
Whoever at GW who has the hate boner for flyers needs to be locked up. The Valkyrie is literally the only IG model I would be willing to build an army around, and it's so dreadful they're basically saying "please, no more money, we have enough"
I really do wonder what the rule writers do and whether they actually play the game when we have a video like this highlighting that there are so many units with weak, flavourless, repetative rules that lack synergy. But then I do generally play the unit's that i like in lore and sculpt, regardless of rules!
Firstborn fans absolutely stoked that Tactical Squads are no longer considered the worst Space Marines units.
To be fair, that's really only because Space Marines have so very many contenders for worst unit in their codex.
Finally, my 105 tactical marines might have a purpose
@@greg_mcalargest number of worst units in one list 😂
@@theblackantonio I can always add more
@@greg_mca hell yeah brother i got 70 tacmarines and counting
Reivers when it's time to show up in a "weakest units" video: 💪💪💪💪
Reivers anytime else:
💀💀💀💀
Had some fun with them in sanguinius detachment, their lieutenant needs buffs though, that lack of deep strike just kills it
I thought they were kinda good in kill team?
Reivers have quite literally sucked since their inception...
They had one period in 9th where they had the "deepstrike-shoot-and-move" gimmick with the Phobos Lt. (maybe they still do) that gave them a very short charge-range when they deployed, so they could easily tie up a bunch of stuff while your army approached, but in 10th they're more of an annoyance than an actual threat in melee since most stuff can just pack up and leave (or just shoot them) anyway.
@@MoonlesssNight I ADORE them in kill team, they're my favorite unit in Phobos strike team
At least hounds of morkai are very good against psykers and usable against non psykers
Admech: Flesh is the weakest unit.
Then... Uhh, us!
Admech : we are weak.
Facts
I'm surprised the Sydonian Skatros and Dragoons with radium jezzails didnt get mentioned. Stiltman is 60 points for a lone op body and nothing else. I'd rather take any of the Imperial assassins before him and the Jezzail chickens should actually be illegal to sell.
@@XvShadowsvX Stilt man makes my list on cool factor alone
Laughing, I was trying to rack my brain over which Necron unit it would be. Of course it's the Obelisk, one of the meanest things GW has ever done. How nice would it be fellow Necron players to be able to actually field this instead of a Tesseract Vault and watch as it sits perfectly stable and not wobbling all over the place in a breeze.
And the only way to get an official Transcendent C'tan.
@@zissoulander Yeah, complete bullshit. Stick a model that's top tier that would normally cost 40-50 bucks at their inflated character rate and then charge 180 because it comes with a useless pyramid that the only time I've seen used was proxying a monolith.
@@frankieh I was luckily able to get a legit 2nd hand transcendent(on sprue with the containment cage too) for ~$60 without the whole other kit. But no one I've seen playing more than one transcendent are playing official ones. We all have prints and recasts and every Necron player understands and will not call anyone out, even at official events.
@@zissoulander I mean, GW proxies it in the newest Codex. Even their employees know it's nonsense.
Fr forgot the Obelisk existed until he mentioned it - it was so unobviously obvious!
I have been really interested in the One Page Rules Grimdark Future, and my favorite thing about that game is that the revier equivalent seems like dogshit there too which is a testament to the accuracy of the conversion.
I started in 10th edition 40K and honestly the game just isn’t for me. I’ve switched to OPR exclusively and the more casual players in my group are coming around.
@@buttemountain OPR or 3rd/4th edition is a much better game than the current garbage.
I hope that we see some much needed changes to the tankbustas. Like what the point in being a group of orks that are known for hunting down vehicles if they can’t do their jobs right.
well they fixed tyrannofex
I don't think Orks believe in "jobs" -- they just take a weapon and off they go. The problem with the Tankbustas is that they should be costed around like 40-45pts right now since they have a bizarre array of weapons that maybe were good anti-tank weapons back about 300 fungi spore generations ago.
Me holding on to my Obelisk: "...it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day, it'll be good one day..."
Want to know how to make the Knight Abominant better? Give it's Volkite Combustor at least an ounce of AP. It's described as being able to mow through space marines and tanks alike, but everyone will just make the dang save anyways
Honestly my issue with Volkite in general because they all have no AP.
yeah it just needs a more useful gun stat line on that big volkite one
Kastelan Robots? Naw man. You take a brick of those with a Datasmith and throw them on an objective and you have a bright red tanky distraction for a few turns. Weakest has gotta be Stiltman, Hits but almost never wounds, or the attacks are always saved, and in the 20+ times I've hit with him, he's only ever battleshocked a unit once.
Can't be the Robots. They have that freaking annoying go-ahead-roll-a-6-haha move.
Yeah I'm not sure if I'd say robots are terrible. By far not the best thing we got but they sure as hell piss off my local meta at least.
They're slow as balls though so there's that issue. I struggle on whether I want a fist or not but every time I take the fist people just avoid the frack out of those robots lol
I'd probably say the sulfurhounds are a contendor for the worst unit, not counting fliers. Squishy, expensive enough to notice and they hit like a wet noodle. Which sucks cause I love the model. They're basically our infantry without the big guns and without the battle line keyword, both the only reason our troops are viable
Stilts Boi is easily worst unit outside of the aircraft.
Ad mech... haha no. It's stiltsman. It's always stiltsman.
Literally no reason to run him at all. He's outclassed by the agents from basically every angle
In his defense, I also try to forget about stiltsman
@@TheNotreally18 I like stiltsman, I just don't like stiltsman's profile.
I don't know what the hell they were thinking with that guy. He offers 0 army synergy and isn't even strong enough on his own to do his damn job.
I'll have 4+ arqs not do a damn thing all game I'm not buying a unit that's basically have 1 more arq shot
It is still so, so wild to me that the Stompa isn't just not the worst item on this list, but not even on the list at all.
For Necrons I was expecting the psychomancer to make the list. A shame too because it's an awesome looking model.
I think for guard the wyvern deserves a mention. It’s 110 points for a 2d6 twin linked mortar that gives a -1 to hit for infantry units it hits. Its damage is almost nothing and for 10 points more you could get 6 mortars and 6 more copy’s of the blast rule. It’s just a terrible unit.
the debuff though is quite good on a key unit , that -1 to hit in either shooting/melee could be pretty key in some matches but yeah its over costed
Quite a few things here:
1) Durability. The Wyvern is much more durable than the mortar teams. More toughness and better save, and you dont lose firepower by losing 2 wounds.
2) Speed. You can move it if/when needed. Having M10 rather than M6 is a big difference and gives it more of an active role that you can utilize.
3) Accuracy. It has a base of 4+ rather than a 5+.
4) Reliable damage. Having both Twin-linked and Ignores Cover helps with actually getting damage through even with indirect fire.
5) Additional weapons. A Hunterkiller Missile and either a Heavy Flamer or Heavy Bolter for support fire is not bad options to have.
6) The debuff. Forcing a -1 to hit on all attacks until the start of your next turn is pretty good as far as debuffs goes.
7) Not just infantry. It applies its debuff to anything not a monster or vehicle. That means mounted units and beasts as well as infantry.
So I would say it is not a terrible unit at all. Not high tier or anything, but if you are looking for some reliable and durable fire support on a budget with a suppression debuff to help you out, it does it fairly well.
Reivers exist as a testament to GW's inability to design a game.
The market them everywhere, they're on the cover of so many novels, they're way over represented in art.... But they've never been anywhere close to a playable unit on the table.
Ever since they've come out they've been laughably weak and basically pointless
GW clearly wants them to be good, but they genuinely don't have a single person at their company that knows how to do it
I got a squad of them as a hand-me-down, and have since handed them down to my kid brother. As another deep striker, they generally come down and do actions, but our local guard player screens religiously when a squad gets brought
Yeah Reivers have been utterly garbage since their inception, which is a damn shame.
I think Reivers are an act of rebellion on the part of the rules team: "quit designing models the game doesn't need and then telling us to write the rules"
Fix is easy:
Give them acces to all their weapons at the same time - Carabine+Pistol+Blade
Remove Precision from Carabine and give Rapidfire 2 instead
Leave Pistols as they are
Give Blades AP1
This would make them pretty ok-ish melee unit that can pepper enemy with a hail of bullets when up close.
I think their Lt should get the callidus assassin +1 to enemy stratagems ability. If too strong make it go off on a3+ or something @@ancientmariner9460
Urien with a blob of 10 wracks with all the special guns is FUN
I resent this slander! That Reiver Lieutenant is incredibly useful!
As a proxy for the Phobos Lieutenant.
Haha
This is the reason why you cannot buy the Phobos LT on its own. Once they start selling them, Riever LT will not sell
I completly forgot we had reiver lieutenant
Right now the weakest part of each faction is the codex. 😒
Sisters, Necrons, Chaos Space Marines and Orks?
or lack there of...
@@gummybear5610 i bet a lot of players actually prefered their index to the codex. As a votann player im hoping we're among the last to get a codex because the only thing to look forward to is nerfs lmao.
@@biovalve1410I suspect you're going to get a second unit when your codex comes out.
@@LordyT34 Don't forget T'au we have detachment's with an actual rule now
If the Changecaster is bad, then daemons overall are in a really good spot.
Last game I played daemons I took a squad of pink horrors attached to it. The Changecaster triggered its battleshock ability 3 times against necron warriors lead by overlords (Pretty much every turn it could shoot). Those 2 necron squads were wiped by the horrors, with necrons unable to use stratagems. Also dealt MW because of shadow in the warp. Then fought in melee against a squad of Skhorpek destroyers with a lord attached, for control of the mid board. They remained alive till turn 5, never lost the objective.
Auspect Tactics must read minds because this video is exactly something I was wondering about recently.
Lately I've been super fond of taking boxnaught with a MM/HF/Fist with a squad of MM devs in Firestorm. Advancing around the map and getting re-rolling 1s for the Devs via the dread. Lot of fun. Recommend.
The weakest unit in my army are my dice rolls
It’s all in the wrist, why are they just sometimes all bad though.
I have to wonder if our dogmata might see some use as a miracle dice farmer in Army of Faith with that 5 point enhancement that makes it where enemy units that fail a battle shock test generate a miracle dice?
CSM list misses the regular Sorcerer. He has zero business competing with any of the other character options, almost irrespective of points. He'd be somewhat interesting if he could join a unit in addition to the main character like the the Master of Executioners though.
CSM is just a bad codex. It lacks a lot of tools other factions get and was made much worse with its new codex. Exalted champ was useful and they could have given the option for the new foot lord to be an exalted champ but no…
He used to not be so terrible in 9th when you could throw a jump pack on him and have him supporting other units.
@@elijahherstal776 I do quite like the miniatyre as is and a jump pack doesn't feel quite right on a CSM Sorcerer imo (subjective thing naturally), so I'd just be happy if the current model was made somewhat usable. :-)
@@runeh3022 Oh, I always used the possessed wings-jumpack set from an old kit.
i played really old warhammer back in the 80's and 90s and one of the things that keeps me from getting into 40k is that it really is just space marines vs space marines for most of the setting and "I cast gun", I'd love to run a warp storm / tzeentch type army, but between the lack of actual sorcerers / chaos support units and magic and psychic almost being stripped mechanically out of the setting it really doesn't appeal.
Something I've been thinking about with the Stormsurge, one thing that could help make it more viable is give it and maybe the Ta'unar the ability to have two spotted units while guided, each requiring a separate observer unit. That way it can split fire between a tanky target and a softer one without being heavily penalized in the hit rolls, but would require a significant investment by taking up two observer units (or one full Pathfinder team's guiding) that would otherwise be guiding something else. Just a thought.
Unless I missed another faq, that's supported within the current phrasing of the army rule. I remember they closed the daisy-chaining loophole caused by shooting not making you ineligible to shoot long before the codex dropped, but I also recall it being confirmed that multiple observer units for a single guided unit was perfectly legal.
@@torinnbalasar6774I had to double check but reading through the shooting phase core rules, each unit can only be selected to shoot once per phase, and FTGG can only happen once during a unit’s shooting.
@@cameronthomas7632 dang, now I'm kicking myself for missing that line in the core rules. I've been working off this assumption for 6 months, and now am wondering if I imagined the discussions I found about it, because everything I try googling is now buried by the daisy-chaining debates.
oh how far the mighty kastelan robot has fallen for admech
I remember 3 of them with double shots (18 per model) rerolling all hits, and wrath of mars giving mortal sounds on 6’s
I also remember when gw failed to price the melee vs ranged versions so the robotics were dirt cheap for months on end.
I'm not surprised that the Defiler is in the list. It's so out of date when you build it on the app or Datasheet that it's good but comes to the model it doesn't have what you build.
I play my reiver lieutenant as a phobos lieutenant, no way im gonna buy that vanguard kit just for 1 character
Exactly.
I bought 3 of the imperium magazine issue with the dude in it.
This is why you cannot buy the Phobos LT alone lol. They'll stop selling reiver LTs once they bring the Phobos LT solo
For Space Wolves, the standout weak units to me are Long Fangs and Wolf Scouts, just straight up worse than their marine equivalents
I really wish GW would make flyers USEABLE. They’re so cool
Haha, my entire Ork army is made of buggies
Engenseer feel weirdly pricy at 60 when space marine techmarine cost 55 :D feels weird
FNP op man...
In all seriousness FNP is the reason. GW has a track record of undervaluing boosts to hit and overvaluing toughness and FNP.
@@vineheart01 yeah but its weird ... He could cost like 50 and be fine.
@@marosvodzak6650 Oh i agree, problem is GW doesnt.
Sloppity Bilepiper is quite useful in a list that specializes in battleshock. Example;
DG list with the -1 OC/LD debuff and some plagueburst crawlers. This allows you to force units in nearly every phase to take battleshocks, add in some models that cause units to take mortals should they fail(The Droning enhancement), and something like the Noxious blightbringer making those tests fail more often and you have a fairly respectable mortal wounds spam, as well as board control.
I'm looking at what you get on a leman russ vanquished vs a deathstrike for 5pts more. GW, how are these the same ?
I'll actually disagree on the Forgefiends for World Eaters. 3 D3 blast weapons can put a huge hole in an opponent's attempt to screen you out or clear huge model count units fairly easily. And turn 2 onwards, if they're close to Angron, you can give them full rerolls to hit. Also, any infantry that gets tagged has to take a Battleshock test.
They're also very nasty combined with maulerfiends, since they can usually guarantee the +2 to charge and +1 to hit will be active for them.
Just saying as well, Jack Harpster runs them.
If your worst unit is still good, that's not a problem.
Auspex forgetting the far and away worse ad mech unit: Skatros. It's ok, we try to forget him too.
I'm not saying they're good. But I have tried grey knight servators in a list that was running dreads and techmarines. You get 2 bs 3 multimeltas (2 attacks each )if you have a tech leading them and you get to uppy downy. The tech marine does lose the lone op which sucks but you can try and hide in ruins while buffing a dread turn 1. Again, not great, but I'd argue it isn't terrible. Personally I'd take that in a specific list over transport and the ven dread.
Yeah, I dont think they are terrible either, provided they are used correctly. It seems that they were rated only as "a way to score points with a cheap unit"(which is why they were compared to Agents of the Imperium units), but were not consider for how they actually work when a Techmarine leads them.
So many ways to utilize them with a Techmarine. Take 2 Plasma Cannons and put them in a Rhino. Then you do not have to worry too much about the Hazardous and can deal good damage to infantry and elite units. Or the Multi-Meltas. Or use the Stratagem that allows you to Deep Strike as close as 3"(easy to get within Melta range that way).
Combine them with a 5-model Strike Squad, and you can use the Servitors to tank high AP weaponry(they have a 6+ Inv. save) so that you do not lose the more expensive Grey Knights. It is also a powerful combo in melee. The Techmarine is quite a beast with all those extra attacks, and 2 of the Servitors have a single S6, AP-2 Dam3 attack. So combined with the Grey Knights, you have 2 flamers total(overwatch potential), a bunch of medium powered weaponry(Multi-Melta or Plasma Cannons) and quite a bit of melee power as well. And it cost the same as a regular 10 model squad(4 Servitors=50 pts, Tech=70, Strike Squad=120, so 240, same as 10 models of strike squad).
For Death Guard I'd argue to have a look at Poxwalkers after Ressurection nerf, the most underwhelming Demon Princes and Blightlord Termonators too!
I'm anxious to see how the Toxicrene performs now the movement rules have been changed. I always thought that was its biggest flaw. But I agree with the rest of your choices for the Tyranids. The Hive guard breaks my heart though. They were so good!
The Reiver LT would gain Deep Strike/Grapnels when attached to a Reiver Squad with those wargear options. I'd still go for the phobos LT for Move shoot move charge to charge out of deep strike.
He doesn't gain deep strike, the entire unit does not have deep strike ergo, emhe cannot use it.
Seems you've just been cheating, as many players do
@@jacket2848 the grav chute wargear for the reiver squad gives all models in the unit Deep Strike. When the Reiver LT is leading the squad, he is a model in the unit.
Having a different opinion on the rules is fine, I'm pretty sure we both have Tournament Organisers who will back us up.
Calling me a cheater straight out of the gate is a bit rude, though.
@@DavidBretton The character is not a part of the unit at army selection, therefore he does not gain deep strike...
@@alexisauld7781 according to the Leader section in the core rules they are treated as a single unit for all rules purposes. Leaders are assigned in the declare battle formation step. The same step where strat reserves and deep strike units are placed in reserve.
You are correct that Reiver LT does not have Deep Strike in the Muster Armies step, but he doesn't need it or gain it from the Reiver wargear ability until Declare Battle Formation.
@@DavidBretton You are correct.
For Deathwatch, i would include the spectrus killteam - reivers bring the quality of the squad way down, and they're priced like its made of eliminators
I run helbrutes in my DG, with dual fists they tend to rip apart most stuff they manage to get into combat with, I would argue their biggest weakness is the 6" movement.
My Hammerfall bunker has come in clutch at times. I do wish itd drop in points.
For Gaurd, I find the pricing of the Agis line just ridiculous. For the price, you could bring a whole other unit of Death Korps, or a Basilisk, or catachans in a chimara. It's just so expensive to keep your already frail units slightly tougher. You could almost bring 3 pyskers who can be in three places and shoot besides the invul save.
World Eater Forgefiend is quite good, D3 blast is against heavy units quite necessary
Changecaster is great with blue horrors when you add them to the CSM dead talon.
He called me Pvt/E-1 in a small sentence
Tankbustas: Back in 4th, they were playable, because *you could take a squad of up to 15 of them* (Boyz with rokkit launchas and tankbusta bombs, an absurdly easy conversion), the Tankhammer at S10 was as hard-hitting as anything in the game, and the rokkit pistols didn't *exist,* it was just a fun alternate sculpt for a rokkit launcha.
Tankbustas in 10th have been nothing but absolute garbage.
As an admech player i'm still waiting for someone to tell the point of the technoarcheoligist currently, double OC and 12" deep strike denial are usefull tools for an army but I honestly think having both on the same character that also happens to not have weapon that can shoot beyond 12" is counterproductive at best and a more often a waste of points. Seriously the best case imo is if it leads a squad of kataphrons, probably destroyers, and if your spending an HQ on kataphrons, then the manipulus and the dominus overshine this so damn hard I could nearly cry.
Maybe if you got 1st turn, then pinned opponent with some death rider sqns when hes all bunched up, deathstrike might be funny.
Certainly not cost effective, especially as reinforcements got nerfed into the deck.
Considering how horrifying the repentia are in the penance detatchment, i think that makes up for how mid they are in other ones.
Had a buddy use the Dogmata with a Retributor squad. It was brutal as he auto hit with a six in overwatch with sustained and lethal. Murdered my charging Trygon instantly.
I agree about the discolord.
Last edition, he was practically an autoinclude.
Now, he's is absolutely turbotrash datasheet and horribly overcosted.
More like Uthar the Destined to not be used!
As admech yeah kastelans have potential but strictly not given doctrina just because detatchment rule is sad , they could given them new detatchment rule like they gain battleline keyword instead .
Daemons player here: I often take Sloppity to local RTT's. He' s the best nurgle leader, put him near a greater for the -1 Battleshock and he deals a good amount of mortals, and can turn off interrupts, AoC etc from the opponent when you charge. Also extra movement / advance reroll is what really matters to get to objectives quick. The Scrivener is def worse as extra OC is basically never relevant and boosting combat stats of plaguebearers is meaningless.
Daemon fortifications are funny. They give models with a 7+ save and 5+ invulnerable save the benefit of cover??? Only the Skull Altar gives a 6” Shadow of Chaos, but not the tree?
weirdly enough, the changecaster CAN be a solid (if a bit rogue) choice as a solo character when allied into dread talons CSM. as u can deep strike it in to inflict battle shock at an oppertune time and/or do secondaries. For 60 pts it aint terrible, rly paid off when I did exactly that with my dread talons in a game a few weeks back
Land raider redeemer can overwatch with that broken OP 2d6+6 flamethrower that melts everything but knights cant... Thanks GW, really "fair" for knights players.
Sacresants are pretty okay now. Sustained/lethal, sometimes both. But slap a Hospitaller in there and they can actually weather some shooting in cover. Not the best pick but they can actually do a job now.
I recall the Firesight Marksman being not a bad pick, if a bit unusual, during the index, but now that I think about it, the only list I currently have planned using them is a double Ta'unar list that needed more spotters so I could split-fire without penalties or have redundancy when the stealthsuits got taken out.
EDIT: just learned that the rules are not written the way I thought they were to allow multiple observer units for one guided unit and have somehow been misreading them since the start of 10th. So much for any of my fun plans before assembling my more competitive list...😢
Seriously irritated at how poorly FTGG works with any T'au vehicles. They were all designed for split-fire with mixed weapons, and now are actively aggressively penalized for doing so.
Fortifications are dumb for competative play. However, I am very sad that GW seems to be moving towards phasing out all fliers from the game.
Went to an RTT yesterday (6 July) and my Havocs flat flopped. Yeah, that's a dice thing but I will gladly reallocate that 135pt of Swing to something more useful and, more importantly, reliable.
Things won't stay bad forever , but things will at least look good forever
Nah. The Defiler hasn't changed how it's looked in 20 years.
Yep, lord of discordant still looks awesome on every shelf.
Personally I think the War Shaper and Flesh Shaper have their (niche) uses while the Trail Shaper got hamstrung by the last rules change and now doesn't have a place in any list. Also kind of applies to the War Shaper but if you run a 20-stack of kroot and you find yourself wanting to bring them back more than once you have bigger problems than a rules nerf...
In CSM it's definitively the discordant. The others are niche (and cheaper), but they discordant could get down 50 points down and still be bad. You can't say that about the rest (now, It costs more than a chaos lord with legionaries, to put some perspective).
Honestly it breaks my heart that a harlequin is on this list.
If the Defiler was a smaller model, it wouldn't be as bad. It's just too large, even with its ability.
Seeing harlequins this low and includet into eldar intirely my heart is bleeding
I have had a lot of success with the Firesight Marksman. If you give him the enhancement for Lethal or Substained hits, he can be very good if he's guiding the right unit
Has to be leading for the enchantment to proc
@@ToastedMap1e This. The Enhancement only works when leading a unit. Otherwise it could be a decent unit(if a bit expensive).
Either it needs to have its cost reduced by 15 points, or it is special rule needs to change(it is almost never worth guiding it, but it could benefit as a specialized observer) or it should be able to lead a unit of Pathfinders(wouldnt mind a slightly cost increase if that was the case, since they can be Observer twice).
Reiver LT needs the+1cp cost for enemy stratagems.
Catachans + Command Squad with all Chains words, + Straken + Nork is an expensive but ridiculously punchy guard unit.
For AdMech I'd argue it's the Skatros. Literally zero reason to take it unfortunately. Also I believe you meant to list the Tech Priest Dominus, not the Tech Priest Enginseer.
If they would just drop the price of the Tankbustas and the loadout malarkey, we could have some fun there. They really need to drop the finecast crap and give us plastic Tankbustas
Gotta say - I ran 2 games with the Stratoraptor and the thing does WORK with the +1 BS. It's ability is +1 to hits against ground targets, so the Lascannon, x2 Heavy Phosphors & x2 Phosphor Stubbers are hitting on 2s.
Thing actually kind of rocks for a flyer.
Stop telling people or GW will make it go up 60pts like the Storm Raven lol
As a long time AdMech player, I think Serberys Sulphurhounds might be the worst in my opinion (barring aircraft). Outside of specifically fighting T:3 infantry, their S:3 flamers will do nothing, and their datasheet lets them deal mortals on the charge without a decent melee profile to follow up with.
Mordian Glory disagrees with your Nork's "rarely desired"
Just played a game today,my ad mech vs black templars,4 robots,with phosphor blasters, in the shooting mode,with the new ballistic doctrina,hitting from 2+ or 3+ if moving,20 shots,str 6,ap -1,dmg 2,and another 20,same stats with dmg 1,so 40 shots very effctive vs infantry,they were devastating to the opponent,probably the best unit of the army,not the worst!
So, I think a fun video, or at least poll question, might be "which index faction could most benefit from an additional detachment?" It seems to have done wonders for the DEldar, and I personally hoped it would be a more frequent thing, at least when they did balanced data slates of this most recent scale. As a fan of both Guard and Eldar; two factions that I feel took big hits in how they play, or which units to play with, I feel like either one could really do with something more, official from GW, depicting how THEY envision people playing, instead of just continuing to nerf their most played units, or beat down rules/mechanics that they feel have become inconvenient in the current meta. Guard have changed, but they did finally drive what is likely the last nail in the coffin for indirect fire artillery spam, despite that having been a lot of their prior play strength. Some if their troops, and definitely some of the tanks, look a fair bit better, but they also have numerous things that can't use Born Soldiers 2.0 at all, and apart from tank spam keeping tournament turns shorter, I'm not sure what second way they want people to play Guard, though I assume that their codex is distant. Eldar are much the same. I don't think they are doing poorly, but a lot of what this "movement wins battles" army got was nerfs to its more mobile units, and since their detachment rule had been trouble, at times, it might be nice to see what alternatives they might be thinking about, since they eventually HAVE to get more, and thus different rules.
Blah blah blah. I wish that a few more factions could receive a second way to play, now that so many factions do have their codex, and two out of five new good ways to play. I am curious, though, which factions other people would hope for the most?
The every edition cope of. “Craftworld has been subtly neglected for so long we’ll get a huge sweep this edition right?”
Except ninth obviously we ate well. But not on models and our rules per say.
Admech gonna disagree, Kastelans can literally just blonk themselves on an objective and I think they can gain a FNP in one Detachment. Couple this with FNPs from Techpriest 4+ 5NP D3 heal it can (boosted) near 1 shot anythinhg and its unlikely it gets 1 shot back. Its a good enough vehicle to eat a round of firing and survive to shoot back.
Desolation Marines never even got to shine. Guys at the FLGS joked I should get them because they wouldn't get nerfed soon, now look at them. I never even finished building the stupid things.
I so badly want Reivers to be something more than a source of cool heads, you can see terror tactics being something whole chapters organise themselves about. I think either Battle Shock itself needs to be made harsher, or they need more of a reward for inflicting it on units, say a hit or wound bonus as well as the debuff they place on the enemy.
Same, my dude. They are absolutely the most useless unit that should be a pretty clutch unit.
I think they'll be in with a shot of being good if he remove morale from the game entirely like in the new age of sigmar. Then they won't be tied to a rule gw refuses to make good
I've been wanting a RG specific Reiver unit for a while. Seems to track.
All reivers need to be awesome is 1ap weapons. That's it, and I'd take them every time
I feel like, the way Auspex describes it, the Deathstrike missile could be used to push units around by aiming at them and then choosing not to fire. Or is the target marker permanent?
I see. You designate, then next turn you can fire or move it. But in any case, the target marker has to stay still for a turn. Still, I feel like it could be used to try and dictate or deter options for your opponent.
But getting a Leman Russ Vanquisher is only 5 more points.
I really don't see how sacresants are on this list? Halberds with a Palatine are absolutely lethal unless you're only considering bringers of flame sacresants have a place.
i feel the weaker units are sometimes the one which can pull off the biggest wins.
Up next weakest tanks, flyers and walkers for each faction and how to make them better.
5:40 For admech really Kastelan Robots? Dark Angels player here. Was considering building my second army as Admech, was sold on their designs. Love Kastelan Robots design wise! Might take custodes or something. Even though i would like to have something else other than inperium/space marines. Since i probably take ultramarines as a bonus army (all those spare bits) 😅
As a Space Wolves player I think Lukas isn’t that bad, especially for the points. I’ll often throw him with a squad of Blood Claws on an objective to just sit there and tank damage/be a distraction with good results.
Kastelan is very good in cybernetica,its melee can destory almost everything.
Reivers have been laughed at since the launch of them. For those who don't know, they had an internal idea of making phobos marines their own army, which is why they released a special restricted detachment for them with their own stratagems and the like. If you've ever wondered why Primaris have so many units and so little variety, this is why. Because GW let their (lack of) imagination run wild and not tell anyone what their idea was, except for in an obscure youtube warhammer channel podcast that no one listens to.
How do you fix them? Make them more than cost effective. It's okay to not balance units according to points, it's actually exceptionally narrow minded not to, especially between factions where layers of rules apply that give them a different final 'real' worth. It's okay for Reivers to be scary infantry hunters that come down anywhere and viciously harass blobs.
I feel like tank bustas could be something great if they were nudged in one direction or another.
I'm really hoping for another knight tyrant buff at some point. It was my first knight and I really wish it was just a little cheaper
Whoever at GW who has the hate boner for flyers needs to be locked up. The Valkyrie is literally the only IG model I would be willing to build an army around, and it's so dreadful they're basically saying "please, no more money, we have enough"
tbh Repentia are still fairly good outside of their detachment with full rerolls. I definitely think sacresants and dogmata are at the bottom.
So sad about the defiler...
This is the content I love!
Give me dumb weak stuff and shenanigans
Deathwatch indomitus kill team is where it’s at
They're one of my most useful units.
I have been watching recently for the past couple of weeks but I have not seen you say anything about the space marine chapter I run the salamanders
I really do wonder what the rule writers do and whether they actually play the game when we have a video like this highlighting that there are so many units with weak, flavourless, repetative rules that lack synergy. But then I do generally play the unit's that i like in lore and sculpt, regardless of rules!
its a shame the lord discordant isn't good, its one of the best looking models in the entire game in my opinion.