I thought the game was gonna be rough for the nids when they lost a turn of charging, but keeping both Cadian Squads barely alive prevented them from being revived was a smart play even if a little lucky. Good game!
I stumbled upon these 40k 10th ed combat patrol battle reports and have been binging through the few there are since they are short and very well produced videos with a very casual and laid-back style from both players. It took looking up the combat patrol rules to understand why units could be moved from objectives yet still have control. However, per the core rules, unless specified by a specific rule, only one additional CP can be gained each battle round aside from the CP gained per command phase. So, the Imperial Guard should only have ever gained one additional CP each battle round either through the character's enhancement or by rolling for a 4+ on a D6 per the mission rule.
I thought the game was gonna be rough for the nids when they lost a turn of charging, but keeping both Cadian Squads barely alive prevented them from being revived was a smart play even if a little lucky. Good game!
Yeah Tyranids moved very well in this game, and targeted the right units ^^
Amazing video, loved the voices and seeing a smaller battle too. keep it up 😄
Thank you so much! Glad you liked our content ^^
You know things will be hard for the Guard when the enemy gets Too Close to the artillery turn 1.
True words... True words 🥲
Thank you 💚
I really like y’all’s combat patrol videos like this please do more.
Thank you! Glad you like our content ^^ more on the way!
I stumbled upon these 40k 10th ed combat patrol battle reports and have been binging through the few there are since they are short and very well produced videos with a very casual and laid-back style from both players. It took looking up the combat patrol rules to understand why units could be moved from objectives yet still have control. However, per the core rules, unless specified by a specific rule, only one additional CP can be gained each battle round aside from the CP gained per command phase. So, the Imperial Guard should only have ever gained one additional CP each battle round either through the character's enhancement or by rolling for a 4+ on a D6 per the mission rule.
You are right, thank you! I hope you are enjoying the content ^^
too close! loved the episode, keep em coming! ;3
Thank you so much 💚
let's go nids ^^
the guard were to close to blowing up all the little bees ^^
You got your babies on a great game it seems :D
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Yeah good lesson ... if the Tyranids fet Too-close they will chew your face off. Poor Karsk.
Ugly end for him, poor guy indeed.
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wait wait do we need still change that old scout sentinal base size?
It's an old model ^^
too close. I think astra militarium combat squad is too weak. They could need 2 more squad of soldiers or a chimera to help them
I agree! This combat Patrol needs a vehicle, only infantry is too weak and can't even handle big monsters. Thank you 💚
Too close for comfort.
Indeed 😄 thank you 💚