DEATH GUARD - 10th Edition Faction Focus Breakdown with Bricky
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- Опубліковано 16 тра 2023
- Auspex Video - • 10th CORE RULES FULLY ...
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Breaking down the Aeldari faction focus from Warhammer Community on 10th edition.
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#warhammer #10thedition #40k - Ігри
Bricky my dude - it matters that the objective has the aura because the aura can be 9" so you can get -1T be being within 9" of the objective, you don't have to be on it.
I was correct, I was in fact fucking stupid lmao
Nurgle brain rot
@@brickyep2 maybe theirs a way to battleshock enemy units receiving nurgles gifts with a stratagem or a character
This exactly. Even at 6" that's still outside of capture radius IIRC.
Yeah, that's the one!
That can actually reach out in a 12" radius- adding on the 3" control radius.
This can be most often used for intercepting anyone who hasn't made it to the objective in that turn, plus it could add on really quick the more objectives are taken across the map.
But it's still not good. You have to control it, which means your slow guys are going to likely be within 9 inches, so the T1 will already be applied. And they just have to outrun you and cap it to disable it, which they'll do every time.
We didn't need help controlling objectives, we needed help surviving, moving and shooting. The last is helped but the other 2 are somehow worse.
Edit: it should have shamblerot throughout the remainder of the game whether we control it or not. Slowly atrophy the enemy if they sit on it.
Thanks for the kind words man, believe me if the previews were coming out at 6am UK time my videos would be out a LOT later, you've got dedication to the cause :D Loving these super smooth quick-reacts of yours (and each days new thumbnail too of course)
This is the greatest collaboration on the internet.
Two legends collide
I'm really enjoying the two different reactions to the rules. It's very helpful for understanding all this new stuff coming at us. I'd also like to give Tactical Tortoise an honorable mention here. I watch all 3 every day.
Maybe give bricky a shoutout next video?
The good ending
Love the friendly rivalry between you and Auspex
Friendly?
I just watched Art of War, then Auspex and now I'm on Bricky...
@@crazykev5 the holy trinity
@@crazykev5 that lineup has been as regular as my morning coffee the last few weeks.
@@ericross1121 being this is the army Im painting. I also watched Death or Glory and General Janus. General really brings the excel spreadsheets.
So early the Emperor is still walking around
I hate that distustingly resilience is just gone
I go to Bricky for the rules feel and I Auspex Tactics for the strategy of the rules.
Exactly. Bricky covers every rule at a slow, digestible pace. Auspex is great for learning how to use them effectively.
This is the best part of having 2 WH daddies!!!!
Feels weird for the DG to not have a way to ignore damage to some extent.
many are saying this
It’s a significant departure from past iterations of the army. It feels wrong.
They seem to be anti-infantry, good at killing them and most basic infantry weapons will bounce off them. Problem is that tanks and monsters are looking really strong and not a lot of ways to deal with them
I'm hoping we just haven't gotten all the datacards/rules yet, and the death guard still has some way to ignore damage. (Maybe have disgustingly resilient as a stratagem)
I find it pretty funny that they suggest Dark Imperium as a read on the Death Guard when its an Ultramarine book all way through.
Buried dagger would have been a better suggestion
@@anexistanthuman2435 or Lords of Silence
@@Swarbie8D they did recommend it if you read the article to the end, they just didn’t feature it
DG players be like: Feel no pain? Nah, we feel the pain...
Feels weird that we are the tanky faction and yet the only difference in tankyness between us and a space marine terminator is 1 toughness
Would have been better if they previewed more on how the death guard could be more tanky rather than show the lethality of termies and plaguecaster. Perhaps previewing the 10th edition Plague Surgeon by providing a better FNP as well as the ability to regen models since he is the only apothecary who doesn't regen models in the faction who is supposed to be resilient. Either way, I understand every faction is getting rules removed left and right but taking away Disgusting Resilience and not offering anything to replace it is a gut punch to a lot of DG fans.
How do you think necrons feel looking at the piledriver Necrons got to RP?
At least we can commiserate on no longer being beefy.
Yes, I know some necrons players are happy for the "increased reliability" but anyone who remembers 8th knows we're even more boned than then here in 10th.
Or Votann...
@@johnj.spurgin7037 as someone who plays both necrons and DG, completely losing DR is significantly worse than just getting a nerf to reanimation. What happened with DG would essentially be if they just took away reanimation completely and left command protocol's as the army ability. Having a bad durability rule is better than having no durability rule.
@@xii.olympia5019 except that Death Guard still have their comparatively high toughness inbuilt, so it's not like they don't have something compared to their peers, just that they got a massive nerf assuming they don't have it on some units and not all of them.
This looks like a massive nerf though, yeah.
@@johnj.spurgin7037 The toughness is overruled by just straight up getting back models in a game dominated by having models on objectives.
For Spread the Sickness, I think the important thing is that it will gain the same aura radius as the rest of your units. So if you capture one and then leave it, if I don’t take it back then by round three I’m getting weakened if I’m within 9 inches.
which can be a big chunk of the battlefield depending on how the chips lay
Yeah that’s kinda how I was reading it is that it’s just supposed to be so that you cap early and then fill the field with aura
The Lion has the exact same defensive profile as these new termies. T6, 2+ 4++. and he dies to stuff that's half his points cost in a single turn
Thats 9th not 10th so things are not as killy
@@mightbeapersonmaybe8379 I know, I'm noting that if this is tanky for 10th, then the threshold for murder in this edition has been brought down so much in comparison to 9th
I love the routine I've developed around the leaks. Skim the leaks as they come out. Wait for bricky for a slightly more in depth understanding of what's going on. Then auspex tactics for a third perspective/corrections. Keep it up bricky, also shill more here also could you have gotten it out earlier, I will have to stop early to catch adeptus ridiculous.
It's definitely something a good few folks are doing, myself included.
I've got my own little routine too. I wake up early, before the faction focuses drop usually because I like having a few hours to ease into my day and get stuff done. But I read them, post a summary in a group text I've got set up with my friends, then watch Art of War, Bricky, and Auspex takes on it.
Taking shit on objective is a very smart tactic.
The Nurgle's Gift effect on Spread the Sickness is niche, but here is where it matters.
1) The objective is between you are the opponent, which can extend the aura range by up to 3".
2) You have no dudes on the objective, either because you left it or because the dudes holding it died. From turn 3 onwards, there is a 6" wide donut where the opponent is in range of the aura but has not taken the objective.
3) You have allied Nurgle Daemons (or a Chaos Knight or something) holding the objective after your Death Guard have infected it.
T6 is nothing now.
normal Termies have gone up to T5.
remember DG Termies have lost Disgusting resilience and lost movement, so compared to the other Termies, they have been heavily nerfed.
It can make a difference, depending on the attacking weapon. But having one value just a little bit higher than a comparable unit just ain't fun. The lack of a dedicated mechanic just makes this slight buff really boring and flavourless.
Short rant. My biggest concern is that we'll get Disgustingly Resilient attached to a specific detachment. That detachment, especially compared to the one that was previewed today, would probably be an auto-take. I like the T6 Terminators, a little apprehensive about -1 movement, but it may not be too bad. I also fundamentally disagree with the Spread the Sickness detachment, since Death Guard is weakest to mobility, and leaving objectives against something like Harlequinns, White Scars, and the like will most likely result in losing your home field easily. I liked the Malignant Plaguecaster that was shown, but it does seem as if we will be in another situation like 9th, where Death Guard is skewed favorably against most melee armies, and fall apart to heavy shooting. I also think -1 Toughness may not hit the same, since so many toughness values are more spread out. Before, we could see +1 to wound against many vehicles at T8 with S4 bolters and such, but now at T12-14 it will not impact hose he same, which is probably healthier for the game overall since having Lethal Hits on 70% of our weapons will help with that anyway. I've been very pleased with most of the Faction Focuses so far but I believe we may need to see a bit more from Death Guard than this, especially in comparison to the previous Faction Focus, which was a very strong showing from Eldar. Rant concluded. Thank you Bricky for bringing these videos out. Keep 'em coming. Now I'm going to watch Auspex cover this and see if my ramblings are further validated, or if I'm just a die hard stinky boi hoping for broken rules.
Since they've already said that other detachments will have unit restrictions, even if Disgustingly resilient is a future detachment ability, DG are unlikely to get access to it on all the units players would want. Still something to keep an eye on, but probably not as worrying as it would be in 9th.
I suspect disgusting resilience will not be attached to a specific detachment.
Probably a strategem
This is a strange one. It's like they thought out everything halfway. The detachment rule and the Malignant Plaguecaster's pestilential fallout ability both seem very situational or useless. I'm confused as to why the Plagueburst Mortar didn't go to S9. T6 terminators seem like much less of a buff than SM terminators going to T5. No DR sucks. It's a strange thing that these rules seem half-baked.
They definitely feel half-baked. Most of these faction previews feel like a lot of fanfare over rules that are less exciting on the whole.
T6 will help against S10 and S11 weapons, which should be pretty common anti tank weapons.
welcome to Deathguard
@@tardigrade8019 No it won't. General Janis already worked out the math and they're now worse against stronger weapons than they are now. They'll be better against weaker attacks, but toughness 5 with DR was superior with dealing with strong weapons.
I think what the sticky objective rule is saying is that the Infected rule sticks with the objective, even when an opponent takes the objective, until the end of their full turn. So if they move a unit onto an objective you control through the rule, any overwatch shots at said unit would get the -1 Toughness debuff.
By the end of this it'd be interesting if you made an "in conclusion" video where you compare and contrast the army reveals against one another, maybe not a tier list but just kinda going over how the armies stack up against one another and which ones stick out to you with all of the other reveals in mind
Absolutely, A recap of thoughts on what the game as a whole is going to look like. Rules and armies in it's entirety and the meta.
I picked deathguard for their aethestic and specifically for how tanky they are in the lore. I feel as though the lack of FNP or a -1 damage really takes away that tanky flavour that made me collect them in the first place. Ill have fun playing 40k either way, and dont care if they are top, middle or lower tier. But i want them to feel like they shrug off wounds and ever advance forward. GW failed capture that in their rules. Shame.
I agree, the lack of FNP really sucks. It's been a staple of Death Guard forever
Summed up my feelings exactly
Bricky the spread the sickness effect applies the growing contagion onto command points that you walked off of. This means that on turn 3 you’re de-incentivizing units that get near but not on the point (within 9” of the point). It’s not a great rule, and honestly the only real important part is them being able push forward without having to sit on objectives
Yeah, it's pretty situational. It also lets you leave allied demons on an objective while still benefiting from the debuff.
My concern is that with the spoilers so far, how many re-roll wounds and auto wounding exists I don't know T6 is going to do anything. I wonder how durable death guard can be without disgustingly resilient.
To my fellow nurglers, we can hope for a better detachment to come eventually
I am so glad i got pulled into Horus Heresy by a friend! Fun vehicle rules and template shenanigans all the way! Death Guard is(now likely was) my main army in 40k. I'll obviously wait until all the rules are out, but no expectations... had no expectations before and still managed to get disappointed so who knows!
Yeah, looks like I picked the wrong time to get into the hobby, especially with the faction I chose. My first ever box set was the Council of the Death Lord from last xmas... guess it's staying unpainted for a while.
I would love to see a Faction Focus tier list when they show all of them
Speculation: CSM Faction Focus is defs A tier but maybe not S....
Been enjoying these, an interesting insight to listen to while driving to work everyday.
Disgustingly Resilient being gone means these guys are probably staying on the shelf for me; love to hear GW talking up the resiliency when they’re a smidge tougher than normal Terminators and losing resiliency overall. Glad I’m starting up Nids and Marines to play as instead in 10th index-hammer
Yeah, looks like I picked the wrong time to get into the hobby, especially with the faction I chose. My first ever box set was the Council of the Death Lord from last xmas... guess it's staying unpainted for a while.
@@josephdavis4682 things have gotten better since this; DG points went down a lot and we got a new rule where we can pick between 3 additional Contagion debuffs. Honestly we still feel kind of ehh but we are a lot better and feel much more durable
@@Swarbie8D it's nowhere near enough IMO. 10th edition has clearly shown its path: make things simpler by taking away every unique option any faction has.
Ngl I like the hazardous change. The plasma guns were just always fired in overcharged mode cause what's one, two, three mortals, especially compared to the amount of damage an enemy might do to you. Now it's actually dangerous to use. Wouldn't be surprised if we saw this nerfed a bit to 2 mortals or even 1 for characters specifically but still
Based Bricky Advocating for Auspex
Love y'all both!
As a newcomer, Auspex has been MASSIVE for getting me up to speed. i found your channel after, but i gotta say that i find the coverage from both your channels really helps me shape out what to think about all this stuff. i appreciate both of your perspectives and knowledge!! Thank you!!
It extends the range .. when your army is south of the marker and the enemy is north of it
The toughness boost is nice, but we've already seen a load of weapons with access to auto wound hits or mortals that just don't care about the Strength vs. toughness roll. In 9th, DR was only enough to elevate them to midtable. Losing it feels really, really bad. The speed nerf doesn't help either. Jury's out for me.
I saw someone else comment that the 9in matter for objective having the plague aura but it’s also if a unit is battle shocked they count as OC 0 so your opponent can go on to an objective and still not take it from you with no one else there
I play a little bit of kill team and just got into the hobby using death guard. Im excited for 10th because it seems alot easier to pick up than 9th did. Im ok if death guard arent the best army. I just love their aesthetic.
As someone how considered starting at 9th edition now probably waiting for 10th starting as a DG player. Will I am disappointed that DR is no longer a army wide rule (I still Think DG Gonna get DR/FNP in the form of: a different detachment rule/Stratagem, a unit abilities & etc.) which's was one of the reasons I chose DG. But I personally kinda like the flavor there going with DG.A close to mid (maybe some long range options depending on things like are plague marine bolters gonna have rapid fire 1 or 2 attack normal). Range army with some demoralization tactics (which's was in 9th with things like plaguebringer & etc. but didn't work in that edition) trying keep enemies close or tying them down. Give enemy units Desperate Escape through battle shock tests possibly keep them in melee or using Pestilent Fallout to possibly deny enemy units too charge into other important units or units on objectives. The mortar thematically being less a tank and more a Self-propelled artillery with range attacks & mortals being the hard counter in this sneak peak.
Tldr: I'm causelessly optimistic for DG in 10th but I can understand why other's are disappointed and or scared for DG in this faction focus.
5:20
"I'm so *sick* of like plague marines and the plague burst crawler"
Clever joke
It could also matter if the unit you're using to contest the objective doesn't have nurgle's gift, so it gives them that debuff. Plus the fact that round 2 onward it's effecting units outside of the objective as well
Disgustingly resilient is surely going to be a stratagem
That'd be a big nerf wouldn't it?
@@johnj.spurgin7037 huge nerf. And as you know deathguard needed a nerf, they were absurdly OP at that below 50% win rate
@@mr.bojangles9215 yeah. I like the sticky objectives and Toughness erosion Aura, but I'm disliking their loss of disgustingly resilient as much as I LOATHE what they did to Reanimation Protocols.
I mean, maybe make it a debuff to enemy strength maybe? Except they already have a toughness boost, so that's just a bigger swing there. Maybe their Plague Marines get a FNP while on objectives?
Enemy units can sometimes be on objectives without capturing them. Battle shocked units, Death Company etc. This ability is definitely useful.
I think i gotta disagree on the fewer rerolls part. We’ve seen multiple army wide reroll rules, several inherent datasheet reroll rules and characters that grant rerolls. I mean maybe for certain armies there are fewer rerolls but from what we’ve seen its has not gone down much if at all. Im very excited for 10th but that is rhe one area im not loving.
Bricky. In the core rule book it states when you fire in overwatch, it is treated as if it is your shooting phase, and all shooting phase rules apply. So he can use his strats and buffs while shooting in overwatch. So, that -2 to charge his unit will apply.
Just wow... i was so excited for a simplified but more active chemical warfare army rule, actually making meaningful debuffs something that can be activated. Not only are we worse but we're less interesting too. 🙃
Edit: And no DR? HOW!
Kinda ironic considering AoS Nurgle got *too* flavorful and weird with their army abilities, resulting in a ton of bookkeeping.
The duality of man.
With spreding the sickness you can either put units in battle-shock so they don't take objectives from you and still get the -1T from objectives, or you can have your unit within range of the objective in the back, and your opponents unit within 9'' of the objective (from turn 3 onward) and they still get the -1T without being within 9'' of your unit. Also works against flyers if they have OC 0 (which is likely).
Thank you for these videos! You and Auspex Tactics have provided me with great content.
I’m veeeeery new to warhammer and barely know what’s going on. But I’m so excited for this! This will be my first army!
As a DG player. Our army got much more fragile. We no longer get -1 damage. I’d argue we got much worse
Less enthusiastic now but still excited! I didn’t realize -1 was that big of an impact. I’m still learning all the rules
@@loganparry2676 and we used to be even tougher than that with feel no pain
Geez how beefy was death guard?
@@austinmcclung284 Hella, it was so good. Hopefully they just didn't preview the FNP rules and death guard get more than just a tiny toughness boost.
The Slough in Sloughing is said like Slaw, and it means like to slide or shrug off, like meat rotting and slipping off bone.
31:20 sustained hit gets more interesting when you combine it with the lethal hits the weapons already have
At least we have CSM and Chaos Daemons which will still be fun, shame they were on such a good roll
Yeah I'm just gonna play nurgle Daemons now.
I think the big disconnect for people regarding rerolls is that the number of times it appears on data sheets is almost certainly going to go up, while the actual availability of it will go down. Instead of 1 or 2 characters in your army giving everybody rerolls, a few units are going to have a reroll ability on their own sheet. So it's going to come up more when you're reading things but should be less of a thing while playing. It should also help for balancing; taking an ability off a sheet is easier than removing core so they no longer get an aura but then also everything else that not having core does to them.
Must have been nice to reroll everything.
My Tyranids were used to entire units shooting and doing maybe 4 damage
I think you have to look at Spread the Sickness like Raise the Banners, cause raise the banners you score at the end of command and your opponent destroys your banner at the start of any command phase
For spread the sickness you can keep your troops far back from the opponent 3 inches away from objective. You will have 9 inches of range from the objective on turn 3 plus objective holders 3 inches back effectively increases your contagion range to 12 inches.
Spread the Sickness makes it so your opponent does not have control of the objective even if they are on it, until the end of the turn, only then can they claim it.
This can be important, because if you are able to cause them to be battleshocked, or force them to remove models from that unit in a way that gets them off the objective, you'll retain control of it.
Also it means that while they're standing on the objective, they are still affected by Nurgle's Gift.
And these combined would be a lot of trouble for any units thinking they can move and snatch an objective on your turn, like Termagaunts, or ones you can Overwatch with a Plagueburst Cannon into.
IMO Hazardous is actually better than what it used to be for one simple reason; It's only one roll, regardless of how many shots you make. So in your Hellblaster example, yes they would have to roll for every model, but if they're within Rapid Fire range (assuming plasma rifles have Rapid Fire) they would only make five Hazardous rolls in total, even though they fired ten shots.
So Plague Wind is actually amazing. Sure, the downside for failing may be harsher than it used to be, but you only have one 1/6 chance of failing. If it worked the same way it used to, then every individual shot would have a 1/6 chance of dealing a MW.
I am also a child bricky. When i saw the like big guys line i imagined running a 3 man deathshroud terminators with an attached termie lord and singing "4 big guys" as i slam them onto the table from reserves
I just started collecting and painting death guard cause i think they look cool never played with them.
So Bricky is my only frame of reference if this is good or not lol
this is unfortunately very bad for them, amazing army aesthetically and thematically but they've been screwed over a lot rules wise lately
as a fellow stink enjoyer, I would keep growing your army so long as you stay passionate about them.
Spread the sickness basically means you can cap the point and move away from it but you still control it even tho there is no models in range of the objective marker.
So you basically treat it as if you have a unit on it when you don’t.
The auspex beat the Brick once again sadly
Now we need a Bricky / Auspex collaboration
9:49 I think the idea is that it helps you make a defense at distance? (Context that I know very little about how 40k on tabletop works, I'm just passingly familiar with tactics generally) Like if you're doing a slow and steady advance and your opponent flanks behind your back line to move in position to take the objective, then they're getting debuffed as they approach so its easier for your back line to turn around and shoot them off before they can capture. Its passive area control. I don't know what range they have to be to take the objective, but if they have to be less than 9 inches then in 3rd turn (Which seems like when such a maneuver would be likely to happen) they have to wade through Nurgle's gift and your own fire to take an objective behind you, plus whatever else characters/powers etc might add to Nurgle's gift, as you suggested.
I started playing DG at the beginning of 8th, loved their 5+ FNP, was super sad to see it go, but the fact that, statistically, the -1 damage was better for most of our units softened the blow. This however? Big yikes
I mean infested objectives might also allow Daemon and Knight allies to profit from a -1 toughness on enemeies on an objective, Khorne berzerkers with their special move might also be hit by it and maybe units with 0OC cant capture objectives, thus if a unit moves on an unguarded objective while battleshocked the rule might come into play
If I remember something earlier correctly, it was mentioned somewhere that you can’t end a normal move on top of an objective, so you wouldn’t be able to claim it right away. I don’t remember when or where I heard this, but I do remember something along those lines
If you can’t end a move on top of an objective, how are you suppose to get to an objective
You're just not supposed to place on top of the objective marker.
It's supposed to remain visible.
@@kamikeserpentail3778 Ohhhhh, that makes way more sense, thanks mate
I think the part you werent clicking on was the detatchment ability is also sticky objectives so if theyre in range but not on the objective theyre -1 to toughness.. assuming your unit isnt still on the objective
No FNP or DR really sucks man.
Bricky handling the auspex meme like a chad lol
“Plague burst crawlers were never the problem with indirect fire”
*looks at D-cannons*
Loving these videos! Keep up the WH content
Holy shit money, my favorite thing. Thank you!
34:23 Well you said yourself that you can now overwatch whenever your opponent moves within 24', so if you leave your objective infested, and then your enemy tries to sneak around to recapture it, they will enter that contaminated area and get a debuff perfect for you to capitalize with something nearby. + there might be some other funky effects/strategems that do things with this mechanic
Spread the sickness is quite useful to counter enemy deepstriking on your own turn.
Its worth pointing out that the strange way their weapons are being handled. The Blightlord terminators will wound almost all basic infintary on a 2+ if their in range of the army rule as T3 would become T2 and their weapons are S4. The mortor on the other hand would even be able to wound space marine terminators on a 2+ as their T5 would go down to T4. Its very strange that DG have become so leathal when it was never what the army was about. It also contradicts what GW said they trying to do with 10th, being a increase in toughness and a decrease in lethality. I think they will be a menace on the board still, just maybe not in the way DG players were hoping for. Very strange...
As a death guard player, I’ll take lethality over toughness if it means we aren’t total shit
Describing that as "Almost all basic infantry" is a bit off base.
Boyz, Genestealer Acolytes, Necron Warriors, Bloodletters, Plaguebearers, all space marines, I think you'll encounter more often than not.
Good morning Bricky. I think that detachment ability will be good if DG get some ways to cause out of phase battleshock like the plague burst crawler. Battleshocked units can't take an objective even if it's uncontested.
Interesting... Paired with overwatch you can actually stop them from taking the objective on their turn that way, until their next command phase, while they sit there weakened.
Because they won't regain OC until then.
And they can't even use insane bravery to counter that, because they can only use it during their command phase.
I was thinking something like that with the malignant plague caster using overwatch to slow them as they approach it so they can't quite reach it.
I think people are selling the strategic options a bit short, and they haven't even seen all the options yet.
It looks like it might actually be worthwhile to defend a point without actually standing on it.
I would still love to see what your thoughts on the new Grey Knights rules. The faction focus was interesting, but I've been patient on seeing if you'll get to a deep dive on the full data sheet.
The objective marker stays under your control until their command phase, i assume normally the moment you move on an objective you control the objective, an infected doesnt not. Also since they become a "unit" there is a stratagem that can target it to do something, like explode or fight like a model maybe?
Bricky mentions auspex in a friendly manner, the good ending
There was actually a section in the leaked rules about Hazardous weapons on characters in a bodyguard unit. If a character uses a Hazardous weapon and rolls a 1 on the test, the character has to take the mortals and can't pass the test to another model.
At 6” they can’t grab control of the objective marker. But they are under the effect of nurgles gift.
I saw auspex’s video and was waiting for bricky to comment on it lolol
Another video closer to the T'au video I'm waiting for
"Auspex tactics is the better channel to watch" That's why I am watching you
With their speed I’m glad I spruced up my transport vehicles for them.
Let's GO, love my Stinky Boys, first models I started collecting.
i feel like im never going to eb able to use these abilities because my units are going to die before they can get close enough to do so
Yes, Overwatch would matter for Spread the Sickness. It's actually the only situation I can think of it mattering, since the main rule doesn't appear to be cumulative.
Imagine you cap the point as DG and then move off into whatever direction you wish. Either for 2 turns or advancing. The opponent soon comes up and tries to cap it back. They're on the point, where you're not, but they still suffer -1 toughness, and now you can Overwatch so long as they're in range of your guns(likely, with bolters), and with how slow you are, it seems likely that you'll only get so far away and still have that point in your weapon range.
That strat is going to be insane, I just rolled some dice trying it with a 10 man blightlord unit... look out... straight killer... but, this on poxwalkers is gonna be broken if they can use it. Blightlords being able to reroll 1s to wound against the closest enemy unit with all ranged weapons is a flat out solid buff. The spewers are gonna be deadly too. Lethal hits everywhere is gonna help with vehicles, the mortar feels good. Plaguecaster, I like his abilities (mainly the -1 to wound to one enemy unit), that's about it. His plaguewind does not get me excited sadly. I like this, im stoked to play deathgaurd!
Also 4 attacks on blightlords now, currently 3. Blightlords are gonna be crazy.
Turn 3+ its a 9” aura so some enemy units could be affected while next to the infected marker. It’s not great but it’s not useless
So they forgot the 5 up fell no pain I don't see it anywhere. Ahh it must be a aura later (huff huff cry)
I like how spread the sickness is basically a non-rule except for very niche cases. I wish it just permanently give it the gift of nurgle, but I guess I just won't use that detachment
If Blightlord Terminators get hit by Barbgaunts they only move 2 inches xd
I think the point of Spread the Sickness, is to not only get sticky objectives, but to also declare it as infected, and the 3, 6, and 9 inch debuff aura against a unit that's going to retake the objective.
Also, correct me if I'm wrong, but the Nurgle's gift doesn't explicitly say that the debuff is static, so my understanding is it can be cumulative too. So if 3 units roll up on an enemy unit, that's -3 to toughness, instead of just a flat -1.
I am pretty sure you still can't stack the same aura's more than once on an opponent, as well as not being able too subtract more than 1 total to any stat would lead me to believe that you can only make them -1T once
Bricky the Aura of the spread the sickness has on future turns 12" 18" inch diameters meaning they're -1 T whilst not even being in the objective. Plus you sticky objective it so it's great, and lastly you hold it in such a way they have to spend the entire turn on that objective instead of just getting it by moving on it
where does it become 18 inches?
@@arwyngrant8213 Diameter, not radius. It's a 9" radius that then becomes an 18" diameter. Context clues my friend
@@seanmontgomery2620 fair enough the rule kinda still socks though and is only usefully in some niche situaltions
@@arwyngrant8213 idk man, lower toughness makes plenty of weapons do a lot more. Plus this is the stickiest objective where most are lost at the end of any phases this is at the start or end of a turn. And any model in the army can do this
@@arwyngrant8213 furthermore if a secondary or Stratagem states doing an action on an objective you control, that army can't do that action until next turn because they don't own the objective until the end of their turn. No matter how much OC they have
I think with spread the sickness, if the opponent has to move on to the objective that you control, it does not become their till the start of their next turn?
If that's the case they have to deal with a round of -1T during your turn to shoot/whack them off?
Would the hit that you genirate from the sutain hits also be atto wounding since most weapons almost always do that on a 6.
Doesnt the phrasing say at the start or end of the turn, not the phase. So if an enemy unit moved onto the objective, theud be -1 toughness, meaning overwatcing and blowing them of the objective wpuld be a viable strat? And means you never lose the objective because its infected till the end of the turn?
That objective rule seems rather straight forward.
>smelly boys move in
>house is smelly
>they leave
>you come along with titanic mop buckets, approaching the dank ness will debuff you
>cleaning takes times so either end the turn or start your turn on it to turn it off
The lack of feel no pain is really disheartening
Spread the sickness can give up to 3 inches to the Aura.
Everytime I see combi weapons pop up im saddened, its kinda cool I guess, just a boltgun with good infantry damage with the anti infantry and devastating wounds which now that I kinda understand the anti-infantry 4+ procs the devastating wounds makes it seem better than I originally was viewing it as. Still miss having the fun options for them between plasma, flamer, melta, and even the condemtor for the sisters. Just feels weird to have all my different combi weapons that have different extra guns on them do the same thing now in my head. Its mostly for the sternguard I just built a lot of and if their special issue boltguns end up being better then Ill feel silly having so many combis now lol.
Other than that its a neat focus, deathguard always seem so scary with how beefy and chunky they are. Surprised we didnt see Mortarions stats!!
Considering it, I feel like the combined and much worse combi weapons. I'm worried deathwatch just got gutted even more.
This is the best thumb so far