What I love about the listing building is that they really leaned into creating simple synergy with Guard units that are as points efficient as possible and built around the movement hijinks units. I think that's a huge key mantra for all Guard lists that want to perform well!
Your comment on the bodygaurd for Solar was spot on. I tried the solo Solar and for a few games it worked. However, my last game was against a Death Guard army which brought 3 x Plagueburst Crawlers (better version of a basilisk) and they focus killed Lord Solar on turn 1. What I do now is keep an infantry squad or Death Korps with Solar as a cushion. He sits back the first two turns (turn 1 gives an order to bullgryn or tank commander before they roll out) and by turn 3 its situational if he stays with artillery or if he runs forward to dish out more orders to TC or Bullgryn. I used to religiously run the command blob, but 240 points to sit back was a hard sell. Still on the fence though, but mobile Solar seems to work decently well for now.
I was under the impression that he had his lord solar with his Catachans(don't remember exactly what was said in the fireside chat he explained things, so I could very well be wrong) letting one of the Kasrkin use the scouting Chimera. Using them to scout move up behind hard cover so they couldn't be shot and then having 10 wounds for indirect to chew through. Keeping them near the Bullgryns to order them for a screen/objective holders and maybe the tank commanders or Kasrkins as needed. As for the Bullgryn vs Kriegers, only like 5 less wounds, but better saves, and the T6 makes them much tanker just because it means the enemy can't just throw small arms fire at them. They also get their -1 damage and 6+ fnp. And something you didn't mention about the Kasrkin, melta mine tactics he talked made me have to relook at their rules, particularly that I had forgotten charging was it's own phase now. So you can charge your kasrkin in, and then at the start of the fight phase call free mortal hits from the melta mine. Once per game, sure. But once they're killed and you bring them back with reinforcements just, you get the melta mine back as well. Just like GSC demo charges. Bring them in from reserves after dying, rapid fire with all the guns at 9" then just go ahead and try the long charge to maybe get some free extra mortals if needed.
So I’m pretty sure you don’t understand the complete premise of the list for these couple of reasons 1# bullgryn are not comparable to an infantry brick with a marshal As hardy as they can be the difference in toughness 3-6 is massive not forgetting a base save in 4+ and a 4++ invul factoring in the 6+++ on top with the -1 damage bullgryn far far far outlast an infantry brick in both combat and shooting attacks aswell as have some decent combat attacks in return 2# kasrkin are indeed good but where they really shine is there ability to trade up ontop of there scout move which is indeed good but the fact you can use there meta mine ability in any phase allows you to deal mortal wounds and even more into vechial pontential killing units out of phase on top of all this there ability to use the grenade strat aswell plus the most importantly ability to bring them back which in turn brings back there meta mine for a second go round 3# lord solar can be attached to the infantry squad with Ursula so he do indeed have a body guard if push comes to shove but he has the option to ride him solo if he needed to put drop his oppenet
Lord Solar can't be attached to the Infantry Squad with Creed. You can only attach 2 leaders if exactly one of them has the Command Squad keyword. He could put him on that Catachan Squad in a mirror match scenario, though.
@@jeanh283 the actual wording is This unit can have up to two leaders attached to it, provided that no more than one of these is a command squad unit Hence you can have two leader but can only have one command squad
@@jeanh283 sorry, wrong, @TheIceniCheifx10 very well worded analysis of some of the missed points by MG, Scout is not the kasrkin main power, trading up and the melta mine (which mg has said was bad in the past lol). The Bulls with -1 dmg and T6 is MEGA, and its cheaper than that damn "Krieg Blob" pls stop spamming these things yall
Just to build on the points raised, you also can't use firing deck in overwatch similarly you can't use the tank commanders ability when killed in combat as all of these phase exclusive rules have been FAQ'd to prevent interactions like the shoot on death from TC or some good overwatch potentials from other factions (which admittedly is only a side nerf to guard). Bullgryn also have a much smaller footprint than 22 infantry models which make up the "most durable" version of the infantry brick and it doesn't even compare in output or survivability. I've played against a lot of players with 20 infantry and they killed it without even expending their best units, and the same firepower if not more has done nothing to a unit of bullgryn, knight rampagers doing no combat damage. They're the perfect deterrent unit for this kind of guard list. Kasrkin are the best line infantry unit in the index, you'd probably play more than 3 if you were allowed as they give you so much flexibility. You start with 30 and over the course of a game probably use 40 - 60 minimum, they are the best target for reinforcements and punch well above their 100 point level. Listening to fireside, David explains how he plays Lord Solar and how he rarely orders units such as his TC or bullgryn, because the key to this working is the artillery hitting what it needs too when it needs too. Having tried his approach in a few games myself I think into certain matchups the leontus doesn't need to join a squad and that gives you another asset to throw forward with creed and the infantry, and if the indirect is firing at lord solar they aren't picking up my infantry units, big plus for me as they definitely won't kill lord solar with anything shy if a manticore/ basilisk and if that's going into him it's not going into something more useful and the pregame battleshock has taken effect.
By watching your videos, I am so onboard with playing Guard. It was going to do Space Wolves, and I will, but Guard will be my first choice to get into this game.
In regards to your comments about the risk of indirect fire from the enemy, it would be interesting to see what armies he beat in the tournament. So far as I know, my D-Cannon, Shadow Weaver or Night Spinner are not uncommon in Aeldari lists. So he must have plans for that.
Can anyone else even fathom how depressing it is that 40k can only be competitive if your faction takes its two strongest named characters as matter of fact.
This list does have some intresting parts to it, but its the type of Guard list that people hate playing against. No one likes to play against a lot of artillery and a lot of infrantry that gunk up the board. Personally I been playing with a mix of armour and lots of Cav to great effect as no one expects rough riders to move 15" ( move move move ) and charge people on Turn one. That allows for you to move your tanks up the board as they are trying to deal with rampage cav running around the board. And to then add insult to the Melta Lance injury, you just bring them back for 2 CP when they die ( which they always die ). Just saying that there are a LOT of ways to play guard, and an Artillery line is not the only way.
If lord solar was in back giving orders to 3 of the 4 artillery tanks, who were the two tank commanders (one with grand Strategist enhancement, believe was said) ordering about?
Hey dude, I’ve just updated the description and you should find the list now! As an editor I forget to realize that the lists should also be in the description as well when a similar topic covers army list/barrels and etc. from now on, I will now do so in future videos! o7
Why so many tank orders? Surely only the 4 artillery units can be ordered (and the tank commnaders by lord solar i guess, but only if they are close to him)
He's taking the Tank Commaders mainly for their fire on death ability, not their orders. So for example if you were to swing with them and miss and the enemy swung back and knocked them out, you could potentially fire on death and still get value (or more value) for the TC's.
@@ramsayferguson528 no sorry, i was the same opinion but the rule is "..... Each time such a model is selected to shoot in the Shooting phase..." P 17 And overwatch is not in your shooting phase
Interesting, altho wish we knew more about how his disperses them around the board. And in regards to the demolisher....the other variants are great until you run into another tank or monster and in an armor heavy ruleset thats quite likely isnt it?
Leman Russ Battle Tank... hang back covering a firing lane on an objective. If you don't move than you get Lethal Hits & get full re-rolls to hit, which means that you can reroll everything not a 6 to get an increased average number of Wounds. Those are Lethal Hits from ALL it's guns as well since it's ability isn't tied to the Battle Cannon.... so, even things that shouldn't necessarily be dangerous are exceptionally dangerous as fishing for 6s to get Lethals through without a Wound roll start hammering home.
@@nationalsocialism3504 many of my lists throw a lot of dice for that reason but the higher up you go the more difficult that becomes and sometimes it seems like you need some real ordnance....
@@operator9858 just pointing out that there are ways to deal with Tanks/Monsters besides the more straightforward Demolisher option... layering full rerolls & lethal hits together is one way since you are getting it on ALL guns fired instead of just the punch of the main gun.
@@nationalsocialism3504 have you tried out an exterminator to that end? it would seem effective just from its rate of fire but ive been a bit intimidated to rely on it in a points list. i always end up swapping them out for something else at the last minute lol
I think you glossed over the manticore section a little too quick, the 30pts increase had every Guard player rallying behind this channel with the message: "The Manticore is dead." And the whole attitude, even in the comments below are along the lines of... "ehhh i'd take something else." Right after this a Guard player goes 7-0 and wins the biggest tournament using two 180pt Mantys. The lesson to take away from this is : KEEP AN OPEN MIND. Its only gonna allow the wider Guard community to get better, maybe we should look at what units can do, practice them, use non-conventional unit combos and strats (I'm elated that the Cadian Hellfist squad was featured and finally the Ogryn Bodyguard gets some love). Figuratively throwing units in the garbage and vowing to put the models on the shelf for a few years RIGHT after a points increase is another version of META CHASING, just doesn't seem like it on the surface. Love the fact that the manticore is not only badass cool but also still VERY effective. Another point I was surprised was even mentioned because that kind of language gets ultra heat anywhere online in the WH / Tabletop space: "Potentially playing better or trying to play better." Side note: I actively wait for the "Commissariat to detect I haven't liked the Video yet." before I like, used to be auto click. Love the immersion, cheers.
@dominicl5862 for official tourneys I agree. Indirect fire in particular is hard to make bad. For 90% of most players games though, with reasonable terrain (enough space in at least one lane for a super heavy, more cover less obstruction) indirect fire is less good. Gw balances the game around their TC boards which are terrible and don't reflect the general player experience
Guard is S+ tier it is official. However, imagine what he could have done if he had the top minds of the Mordian Glory Discord Ogryn Think Tank behind him!
Probably would have gone double Shadowsword + Triple Ogryn Taxi and went 3-2 and then got drunk and missed the last 2 games. But he would have had a damn good time!
So Bullgryns, tough unit but not so durable as you might think. I always take Wraithguard in my force, mostly using D-Scythes. Your wall of muscle has no effect as each shot only has one damage. But a squad of 6 D-Scythes can punch out 18 shots -4 AP S10. So you are all of a sudden depending on that 4up invulnerable and FNP. The point is any unit is vulnerable to something and I rather think our Grand Master chappie won because he is quite the strategist and tactician. He probably also understands the theory of mutual support in his fighting forces. i.e. No unit is set a task to complete by itself.
im not gonna lie, i love guard to death, they are my only army, but they constantly disapoint me in almost every way possible outside of a lucky artillery strike, this is compounded by the fact that i usually have to play against khorne and i just cant compete when he just rushes my lines and it makes every game feel pointless
The concept is good, tried a variation of this list because I don't trust myself playing well enough to win with this list. So I use the Solar Command Blob. Has to have top notch positioning to have the orders where you need them. The amount of artillery is tasty though
Bro... 2k points is not an "army". It is reconnocence in force. You are deploying an advance team with combined arms to engage a small enemy occupied area. You know the objectives FAR better than I... but all of it is something you'd assign to a scout unit. Assemble your troops appropriately. Then you have... LOGISTICS. Which is impossible to use as a metaphor because it's all summed up into points. And it adds in the kind of probability mathmatics used to predict vote outcomes if you want to actually anticipate what you might actually be up against. You don't even know what sector you're in. Suddenly you're in in Tau space after apparently being in the friggin eye of TERROR because **** you and your dice, Kyle! ;)
@@dominicl5862 Exactly. I like to start one Kasrkin in reserves and one on the board. With the deployed squad on turn one I yolo charge in and move block a portion of the opponents army and just do some shooting and chuck a melta mine. Then when they die bring them back with reinforcements. On turn 2 I have both squads of Kasrkin come in from reserves with redeploying Gaunt's Ghost for orders and a lone Scout Sentinel for support. They can get FRFSRF/Take Aim and re-roll 1's. They can usually punch up and get pretty good value for such cheap units.
I am sorry, but could you explain again why a S4 mortar is better than an exterminator, because if you put your troops under a roof that mortar is not doing anything.
It's strength 5 not strength 4. Its primary purpose is to be able to shoot at any enemy unit on the board (through indirect) and give the rest of your army +1 AP against that unit.
the mortar is there to use Creeds ability for a free fields of fire strat. it isn't about the damage it does. Fields of fire on a basilsk then free fields of fire from creed on the mortar give you an extra 2 ap on the hard target you are looking to hit with your direct fire or the other 3 artillery pieces
In addition to what the other commenters have said, the LR Exterminator doesn't really have a good target profile. It wants to to shoot at light/medium armor targets because of all it's AP-1 shots, but it's ability is good for reducing the armor of heavily armored targets for your other units to focus down. So most people end up wasting it's offensive output by shooting it into something like Terminators and doing no damage since they're still on a 2+ in cover. It's better to just have Creed use free FoF for 55 points with a mortar from a Command or Infantry squad instead of 180 from the Russ.
@ghost9pm407 I agree, it would help if the exterminators AP buff worked similar to the Hellhounds Ignore Cover datasheet ability where you can select any enemy hit by any of its weapons (including its HKM, Heavy Bolter etc) not just its flamers.
@@georgesd2167 I'm glad I'm not the only one that thinks the Exterminator is a bit overrated. It's not bad, it's just not the auto-take that everyone seems to think it is. Similarly I think that everyone just threw the Vanquisher in the garbage to the point where it's almost a meme for people to hate on them. I think they're costed pretty well for the platform and the firepower is good for killing things without invuls like Rhinos. But that's just like my opinion man 😂
My guess is most of the time the Lord Solar is ordering the tank commander that sits back and 2 arty pieces while the tank commander with the 2 orders goes for the other 2 arty pieces. How the last tank commander order is used I’m not sure. Could be used on the Chimera to move move move or the Sents
@@CastellanOdenallbut lord solar only has 6" order range.. so youd have him up close to both tank commanders at all times...which means .. hes gonna die
Imma say a bit of a hot take. If you think this list is okay, then you better be praising the balance of the Admech Codex. This list is beyond horrendous, and shows how broken the internal balance of the Guard Index. This list relies on just strong datasheets; no real synergy, no real identity, nothing but a few isolated good datasheets. Heck, this is basically just a Dark Angels list...
Lol, watch the Fireside podcast and he literally describes the strategy, synergy and high skill micro required to run this army. The manticore just got nerfed and he runs two of them. Ya sorry you can't take the same list from the past 6 editions anymore, rules change. I think what this list shows with the units it DOES run, and the units it DOESNT run: We haven't figured out the index yet, so many options to try and combo. Keep an open mind.
@@dominicl5862 Kid, do you even know where you are? This is a Mordian Glory video, I doubt anyone here has ran the same list twice, let alone for the past 6 Editions. I don't have to listen to Gaylard's post-hoc attempts to rationalize to understand how this list works.The Manticore did cop a completely unnecessary nerf but it is still one of the most solid Datasheets, especially if you are abusing Indirect. We (the Mordian Glory community and Mordian himself) have figured out the Index. Mordian has several viable lists that he has done well with. Do *NOT* rope me in to your ignorance. I bet I've had more games of 10th Edition than you've played 40K period. I must repeat myself: If you think this list proves that Guard are good, or that Guard as a faction are Healthy, then I am awaiting your fervent praise of the Admech Codex. Your cognitive dissonance will of course prevent you from doing that, but thats your hypocrisy to deal with, not mine.
@@wyatttyson7737 well worded, but it's just my two cents: Guard is good, there's a bunch of viable stuff no one has used yet. And MG community is definitely not the end all for skill. Mordian does good at tourneys but his avg results and goals are usually 1-1-1. W/L/D
Something needs to be done with this excessive level of terrain that clogs up the board. Armies would never move in and engage where they could not move units tactically. Just GW's favoring melee armies and then the cry babies complain about all the indirect fire. Can't have it both ways.
Me: „Guard is like Ogres.“
Donkey: „It stinks?“
Me: „NO!!! IT HAS LAYERS!!!“
Okay I gotta make that meme happen for ya 😆
Congrats on the 45K subs dude!
Thanks!
@@MordianGlory look at all these bloody guardsmen!
What I love about the listing building is that they really leaned into creating simple synergy with Guard units that are as points efficient as possible and built around the movement hijinks units. I think that's a huge key mantra for all Guard lists that want to perform well!
I love my chimera with infantry squads, with Gernade Launchers and lascannons, however the double flamer with catachans is VERY intimidating
Your comment on the bodygaurd for Solar was spot on. I tried the solo Solar and for a few games it worked. However, my last game was against a Death Guard army which brought 3 x Plagueburst Crawlers (better version of a basilisk) and they focus killed Lord Solar on turn 1. What I do now is keep an infantry squad or Death Korps with Solar as a cushion. He sits back the first two turns (turn 1 gives an order to bullgryn or tank commander before they roll out) and by turn 3 its situational if he stays with artillery or if he runs forward to dish out more orders to TC or Bullgryn.
I used to religiously run the command blob, but 240 points to sit back was a hard sell. Still on the fence though, but mobile Solar seems to work decently well for now.
I was under the impression that he had his lord solar with his Catachans(don't remember exactly what was said in the fireside chat he explained things, so I could very well be wrong) letting one of the Kasrkin use the scouting Chimera. Using them to scout move up behind hard cover so they couldn't be shot and then having 10 wounds for indirect to chew through. Keeping them near the Bullgryns to order them for a screen/objective holders and maybe the tank commanders or Kasrkins as needed.
As for the Bullgryn vs Kriegers, only like 5 less wounds, but better saves, and the T6 makes them much tanker just because it means the enemy can't just throw small arms fire at them. They also get their -1 damage and 6+ fnp.
And something you didn't mention about the Kasrkin, melta mine tactics he talked made me have to relook at their rules, particularly that I had forgotten charging was it's own phase now. So you can charge your kasrkin in, and then at the start of the fight phase call free mortal hits from the melta mine. Once per game, sure. But once they're killed and you bring them back with reinforcements just, you get the melta mine back as well. Just like GSC demo charges. Bring them in from reserves after dying, rapid fire with all the guns at 9" then just go ahead and try the long charge to maybe get some free extra mortals if needed.
Which episode of Fireside does he talk about the list, if you rememeber, plz
@@paulbridge6063 I BELIEVE it was 45 or 46
It's good to hear a couple normal boys still standing in a mean zany game no matter how it's not an easy life but it's a proud life.
So I’m pretty sure you don’t understand the complete premise of the list for these couple of reasons
1# bullgryn are not comparable to an infantry brick with a marshal
As hardy as they can be the difference in toughness 3-6 is massive not forgetting a base save in 4+ and a 4++ invul factoring in the 6+++ on top with the -1 damage bullgryn far far far outlast an infantry brick in both combat and shooting attacks aswell as have some decent combat attacks in return
2# kasrkin are indeed good but where they really shine is there ability to trade up ontop of there scout move which is indeed good but the fact you can use there meta mine ability in any phase allows you to deal mortal wounds and even more into vechial pontential killing units out of phase on top of all this there ability to use the grenade strat aswell plus the most importantly ability to bring them back which in turn brings back there meta mine for a second go round
3# lord solar can be attached to the infantry squad with Ursula so he do indeed have a body guard if push comes to shove but he has the option to ride him solo if he needed to put drop his oppenet
Lord Solar can't be attached to the Infantry Squad with Creed. You can only attach 2 leaders if exactly one of them has the Command Squad keyword. He could put him on that Catachan Squad in a mirror match scenario, though.
@@jeanh283 the actual wording is
This unit can have up to two leaders attached to it, provided that no more than one of these is a command squad unit
Hence you can have two leader but can only have one command squad
@@jeanh283 sorry, wrong, @TheIceniCheifx10 very well worded analysis of some of the missed points by MG, Scout is not the kasrkin main power, trading up and the melta mine (which mg has said was bad in the past lol). The Bulls with -1 dmg and T6 is MEGA, and its cheaper than that damn "Krieg Blob" pls stop spamming these things yall
Just to build on the points raised, you also can't use firing deck in overwatch similarly you can't use the tank commanders ability when killed in combat as all of these phase exclusive rules have been FAQ'd to prevent interactions like the shoot on death from TC or some good overwatch potentials from other factions (which admittedly is only a side nerf to guard).
Bullgryn also have a much smaller footprint than 22 infantry models which make up the "most durable" version of the infantry brick and it doesn't even compare in output or survivability. I've played against a lot of players with 20 infantry and they killed it without even expending their best units, and the same firepower if not more has done nothing to a unit of bullgryn, knight rampagers doing no combat damage. They're the perfect deterrent unit for this kind of guard list.
Kasrkin are the best line infantry unit in the index, you'd probably play more than 3 if you were allowed as they give you so much flexibility. You start with 30 and over the course of a game probably use 40 - 60 minimum, they are the best target for reinforcements and punch well above their 100 point level.
Listening to fireside, David explains how he plays Lord Solar and how he rarely orders units such as his TC or bullgryn, because the key to this working is the artillery hitting what it needs too when it needs too. Having tried his approach in a few games myself I think into certain matchups the leontus doesn't need to join a squad and that gives you another asset to throw forward with creed and the infantry, and if the indirect is firing at lord solar they aren't picking up my infantry units, big plus for me as they definitely won't kill lord solar with anything shy if a manticore/ basilisk and if that's going into him it's not going into something more useful and the pregame battleshock has taken effect.
@@superstroodle3999 well said
I appreciate the deep dive
By watching your videos, I am so onboard with playing Guard. It was going to do Space Wolves, and I will, but Guard will be my first choice to get into this game.
As expected from the emperor’s true finest 😎
Nice to see gallery pics again!
In regards to your comments about the risk of indirect fire from the enemy, it would be interesting to see what armies he beat in the tournament. So far as I know, my D-Cannon, Shadow Weaver or Night Spinner are not uncommon in Aeldari lists. So he must have plans for that.
Can anyone else even fathom how depressing it is that 40k can only be competitive if your faction takes its two strongest named characters as matter of fact.
I hear you. I never take named characters because I want to tell the story of my characters, not someone else’s. 🫡
"come out and take your meta list pill" I HATE NAMED CHARACTERS I HATE NAMED CHARACTERS!
Loved this list!
This list does have some intresting parts to it, but its the type of Guard list that people hate playing against. No one likes to play against a lot of artillery and a lot of infrantry that gunk up the board. Personally I been playing with a mix of armour and lots of Cav to great effect as no one expects rough riders to move 15" ( move move move ) and charge people on Turn one. That allows for you to move your tanks up the board as they are trying to deal with rampage cav running around the board. And to then add insult to the Melta Lance injury, you just bring them back for 2 CP when they die ( which they always die ). Just saying that there are a LOT of ways to play guard, and an Artillery line is not the only way.
Bro well said. I feel the same way about Guard, like, spamming Mantys and Basiliks must be ass to play against. Rough Riders are badass gw.
FOR THE EMPEROR!
Send that man a Star of Terra o7
Next week’s news: GW nerfs guard! Eldar players say IG is OP!
I like how you are cycling in the submitted Guard photos; I miss that from your early days.
If lord solar was in back giving orders to 3 of the 4 artillery tanks, who were the two tank commanders (one with grand Strategist enhancement, believe was said) ordering about?
Is there a point in the video that shows the entire list? It's not in the description :(
Mordian Glory never does this, because he wants to increase watch time on his videos. I too want to see the list in text to wrap my head around it.
Hey dude, I’ve just updated the description and you should find the list now!
As an editor I forget to realize that the lists should also be in the description as well when a similar topic covers army list/barrels and etc. from now on, I will now do so in future videos! o7
@@DeathKorpsOfWrath Thanks! It's nice to see the list as a whole with the commentary ^_^
I made a similar list recently but more "tanky". The combos and synergies are the same. Except less artillery.
That’s funny I live in Saint Helens Oregon and for a split second when I scroll down I thought you lived in the same town LOL just wrong country
Did this tournament stream any games? Are there any online that show how this army is used?
Why so many tank orders? Surely only the 4 artillery units can be ordered (and the tank commnaders by lord solar i guess, but only if they are close to him)
He's taking the Tank Commaders mainly for their fire on death ability, not their orders.
So for example if you were to swing with them and miss and the enemy swung back and knocked them out, you could potentially fire on death and still get value (or more value) for the TC's.
Anyone got a link where I can read the list?
Right? I was getting awful confused. I need to see it in print or I just start to think about other things.
you cant use fiering deck in overwatch :/
I'm pretty sure you can. It just acts like a weapon profile on the units datasheet that allows the unit within them to shoot
@@ramsayferguson528firing deck only works during the shooting phase.
@@ramsayferguson528 no sorry, i was the same opinion but the rule is "..... Each time such a model
is selected to shoot in the Shooting phase..." P 17
And overwatch is not in your shooting phase
@@tabletopgeneral7255the wording of overwatch is "like you would in your shooting phase" so it's pretty clear you can use it
@@lemonardodavinci4138 ok than you are Right
Interesting, altho wish we knew more about how his disperses them around the board.
And in regards to the demolisher....the other variants are great until you run into another tank or monster and in an armor heavy ruleset thats quite likely isnt it?
Leman Russ Battle Tank... hang back covering a firing lane on an objective. If you don't move than you get Lethal Hits & get full re-rolls to hit, which means that you can reroll everything not a 6 to get an increased average number of Wounds. Those are Lethal Hits from ALL it's guns as well since it's ability isn't tied to the Battle Cannon.... so, even things that shouldn't necessarily be dangerous are exceptionally dangerous as fishing for 6s to get Lethals through without a Wound roll start hammering home.
@@nationalsocialism3504 many of my lists throw a lot of dice for that reason but the higher up you go the more difficult that becomes and sometimes it seems like you need some real ordnance....
@@operator9858 just pointing out that there are ways to deal with Tanks/Monsters besides the more straightforward Demolisher option... layering full rerolls & lethal hits together is one way since you are getting it on ALL guns fired instead of just the punch of the main gun.
@@nationalsocialism3504 have you tried out an exterminator to that end? it would seem effective just from its rate of fire but ive been a bit intimidated to rely on it in a points list. i always end up swapping them out for something else at the last minute lol
@@operator9858 me neither
Most units that "suck" aren't being used right, or for the right thing
Fireside link is broken :(
Fixed the issue! Apologies for the inconvenience o7
Drive them, men! Drive them!
I think you glossed over the manticore section a little too quick, the 30pts increase had every Guard player rallying behind this channel with the message: "The Manticore is dead." And the whole attitude, even in the comments below are along the lines of... "ehhh i'd take something else." Right after this a Guard player goes 7-0 and wins the biggest tournament using two 180pt Mantys. The lesson to take away from this is : KEEP AN OPEN MIND. Its only gonna allow the wider Guard community to get better, maybe we should look at what units can do, practice them, use non-conventional unit combos and strats (I'm elated that the Cadian Hellfist squad was featured and finally the Ogryn Bodyguard gets some love). Figuratively throwing units in the garbage and vowing to put the models on the shelf for a few years RIGHT after a points increase is another version of META CHASING, just doesn't seem like it on the surface. Love the fact that the manticore is not only badass cool but also still VERY effective.
Another point I was surprised was even mentioned because that kind of language gets ultra heat anywhere online in the WH / Tabletop space: "Potentially playing better or trying to play better."
Side note: I actively wait for the "Commissariat to detect I haven't liked the Video yet." before I like, used to be auto click. Love the immersion, cheers.
@dominicl5862 for official tourneys I agree. Indirect fire in particular is hard to make bad. For 90% of most players games though, with reasonable terrain (enough space in at least one lane for a super heavy, more cover less obstruction) indirect fire is less good. Gw balances the game around their TC boards which are terrible and don't reflect the general player experience
So catachan in new codex will morph in to tanith
In his name!!!!!
Does fields of fire stack with withering hail?
Yes
How’s that work?
One is an ability the other is a stratagem
My analysis is it's a winning list
Heads up, the
link to Fireside Podcast in the description doesn't work.
Made the quick fix, thanks for letting me know! :)
The fireside podcast link in the description doesn't work for me
Just fixed the issue! o7
Guard is S+ tier it is official. However, imagine what he could have done if he had the top minds of the Mordian Glory Discord Ogryn Think Tank behind him!
*me when the best Guard players in the world do things completely antithetical to the biggest Guard community online 💀💀
Please tell you your joking right 👀
Probably would have gone double Shadowsword + Triple Ogryn Taxi and went 3-2 and then got drunk and missed the last 2 games.
But he would have had a damn good time!
@@ghost9pm407 Based
So Bullgryns, tough unit but not so durable as you might think. I always take Wraithguard in my force, mostly using D-Scythes. Your wall of muscle has no effect as each shot only has one damage. But a squad of 6 D-Scythes can punch out 18 shots -4 AP S10. So you are all of a sudden depending on that 4up invulnerable and FNP. The point is any unit is vulnerable to something and I rather think our Grand Master chappie won because he is quite the strategist and tactician. He probably also understands the theory of mutual support in his fighting forces. i.e. No unit is set a task to complete by itself.
im not gonna lie, i love guard to death, they are my only army, but they constantly disapoint me in almost every way possible outside of a lucky artillery strike, this is compounded by the fact that i usually have to play against khorne and i just cant compete when he just rushes my lines and it makes every game feel pointless
The concept is good, tried a variation of this list because I don't trust myself playing well enough to win with this list. So I use the Solar Command Blob.
Has to have top notch positioning to have the orders where you need them. The amount of artillery is tasty though
I play 2nd edition and destroy people with guard. Nobody rates them or expects them to do well.
Bro... 2k points is not an "army". It is reconnocence in force.
You are deploying an advance team with combined arms to engage a small enemy occupied area. You know the objectives FAR better than I... but all of it is something you'd assign to a scout unit.
Assemble your troops appropriately.
Then you have... LOGISTICS. Which is impossible to use as a metaphor because it's all summed up into points. And it adds in the kind of probability mathmatics used to predict vote outcomes if you want to actually anticipate what you might actually be up against. You don't even know what sector you're in. Suddenly you're in in Tau space after apparently being in the friggin eye of TERROR because **** you and your dice, Kyle! ;)
Big tank do big damage
You going to physically create the list for a friendly game?
Gaunt's Ghosts vs Kasrkin?
Take both. They each have a different role in your list.
GG teleports down every round that you bring in some from reservers and they get double order. Synergy
@@dominicl5862 Exactly. I like to start one Kasrkin in reserves and one on the board. With the deployed squad on turn one I yolo charge in and move block a portion of the opponents army and just do some shooting and chuck a melta mine. Then when they die bring them back with reinforcements.
On turn 2 I have both squads of Kasrkin come in from reserves with redeploying Gaunt's Ghost for orders and a lone Scout Sentinel for support. They can get FRFSRF/Take Aim and re-roll 1's. They can usually punch up and get pretty good value for such cheap units.
Btw you can’t overwatch firing deck :)
I am sorry, but could you explain again why a S4 mortar is better than an exterminator, because if you put your troops under a roof that mortar is not doing anything.
It's strength 5 not strength 4. Its primary purpose is to be able to shoot at any enemy unit on the board (through indirect) and give the rest of your army +1 AP against that unit.
the mortar is there to use Creeds ability for a free fields of fire strat. it isn't about the damage it does. Fields of fire on a basilsk then free fields of fire from creed on the mortar give you an extra 2 ap on the hard target you are looking to hit with your direct fire or the other 3 artillery pieces
In addition to what the other commenters have said, the LR Exterminator doesn't really have a good target profile. It wants to to shoot at light/medium armor targets because of all it's AP-1 shots, but it's ability is good for reducing the armor of heavily armored targets for your other units to focus down.
So most people end up wasting it's offensive output by shooting it into something like Terminators and doing no damage since they're still on a 2+ in cover. It's better to just have Creed use free FoF for 55 points with a mortar from a Command or Infantry squad instead of 180 from the Russ.
@ghost9pm407 I agree, it would help if the exterminators AP buff worked similar to the Hellhounds Ignore Cover datasheet ability where you can select any enemy hit by any of its weapons (including its HKM, Heavy Bolter etc) not just its flamers.
@@georgesd2167 I'm glad I'm not the only one that thinks the Exterminator is a bit overrated. It's not bad, it's just not the auto-take that everyone seems to think it is. Similarly I think that everyone just threw the Vanquisher in the garbage to the point where it's almost a meme for people to hate on them. I think they're costed pretty well for the platform and the firepower is good for killing things without invuls like Rhinos. But that's just like my opinion man 😂
Glory to the first comment!
I don’t understand how he uses the orders from the tank commanders, honestly.
Yes, explain
My guess is most of the time the Lord Solar is ordering the tank commander that sits back and 2 arty pieces while the tank commander with the 2 orders goes for the other 2 arty pieces. How the last tank commander order is used I’m not sure. Could be used on the Chimera to move move move or the Sents
@@CastellanOdenallbut lord solar only has 6" order range.. so youd have him up close to both tank commanders at all times...which means .. hes gonna die
@@wurstsalatplays523 24"" paired with a command squad
@@tonymax05theres no command squad in this list......
Wheres the list?!
MordianGlory -> LeanGlory?
Link is broken!
Made the quick fix thanks for letting me know :)
Imma say a bit of a hot take.
If you think this list is okay, then you better be praising the balance of the Admech Codex.
This list is beyond horrendous, and shows how broken the internal balance of the Guard Index. This list relies on just strong datasheets; no real synergy, no real identity, nothing but a few isolated good datasheets. Heck, this is basically just a Dark Angels list...
Lol, watch the Fireside podcast and he literally describes the strategy, synergy and high skill micro required to run this army. The manticore just got nerfed and he runs two of them. Ya sorry you can't take the same list from the past 6 editions anymore, rules change. I think what this list shows with the units it DOES run, and the units it DOESNT run: We haven't figured out the index yet, so many options to try and combo. Keep an open mind.
@@dominicl5862 Kid, do you even know where you are? This is a Mordian Glory video, I doubt anyone here has ran the same list twice, let alone for the past 6 Editions.
I don't have to listen to Gaylard's post-hoc attempts to rationalize to understand how this list works.The Manticore did cop a completely unnecessary nerf but it is still one of the most solid Datasheets, especially if you are abusing Indirect.
We (the Mordian Glory community and Mordian himself) have figured out the Index. Mordian has several viable lists that he has done well with. Do *NOT* rope me in to your ignorance. I bet I've had more games of 10th Edition than you've played 40K period.
I must repeat myself: If you think this list proves that Guard are good, or that Guard as a faction are Healthy, then I am awaiting your fervent praise of the Admech Codex. Your cognitive dissonance will of course prevent you from doing that, but thats your hypocrisy to deal with, not mine.
@@wyatttyson7737 well worded, but it's just my two cents: Guard is good, there's a bunch of viable stuff no one has used yet. And MG community is definitely not the end all for skill. Mordian does good at tourneys but his avg results and goals are usually 1-1-1. W/L/D
@@wyatttyson7737 might change my name to GayLord that's kinda funny
Something needs to be done with this excessive level of terrain that clogs up the board. Armies would never move in and engage where they could not move units tactically. Just GW's favoring melee armies and then the cry babies complain about all the indirect fire. Can't have it both ways.
o7
You look like what you sound like. Not many people do.
Obligatory Comment o7
The biggest part in all of this is the number of models. Having 60+ infantry with special weapons in them, makes for some time consuming movement.
So as always. The problem is official terrain is garbage. Good to know.
That was my big takeaway, lol.