Happykrumping going hard lately. You're giving Auspex tactics a run for their money. Got the guard detachment out about 4 mins after release and then this one about an hour later.
When you were talking about the Big Mek in MA, he is just riding with the Flash Gits correct? Because there isnt anything that can lead the Gits that I am aware of. Unless im missing something.
yes the MEGA mek is leading the gitz, this is taktikal brigade, they have an enhancement that allows a mek to lead gits. You must have missed our most recent detachment. Here you go ua-cam.com/video/Vh9ZSjiYpuo/v-deo.html
Does mek share "infantry" keyword with the unit while joining mek gunz? I mean mek with mek gunz can confer stealth and benefits of cover unto itself and his mek gunz and +1 to hit for his own ability. A good addition to the shooty list imo. Or you can negate a -1 to hit. Or both.
correct, since the keywords are shared, therefore all the models in the mek guns have the infantry and vehicles keyword... unless this has been errata'd in one of the 6000 faqs, erratas, rules commentary.. but as it stands it does work as read
no this is incorrect, the UNIT has the infantry keyword, the models do not, this is why monsters (hive tyrants and tyrant guard for example) attached to infantry squads still cannot walk through walls.
@@Happykrumpingwargaming007 yes the monster gains infantry so can move through walls, much like nerurotyrant giving neurogaunts fly, so their movement is scuffed because fly is janky
When the core rules say that a leader "returns to full starting strength when the body guards die" does that mean just for battleshock purposes OR health too?
just battleshock, you do not heal when your bodyguards are killed.so lets say a warboss is leading 10 boys, and you fail 12 sv throws against bolters. all 10 boys including 2 w on the nob die, your warboss is now at 5 wounds. His starting strength is now considered to be a solo model, so as per core rules he is now below starting strength as he is wounded. Had you only failed 11 sv's meaning JUST the bodyguard unit died and your warboss took no damage. He would be unwounded and at Starting strength
I like threatening a missile unit like Kommandos or Stormboys, I think Zodgrog can fill this role too. Having a Mek with Gob Boomer to support any of the 3 and repositioning those 3 units w/ Mork’s Kunnin’ could cause headaches.
@@Happykrumpingwargaming007 Remember, with taktiks gretchin go up to S4 in the waagh. Thats 40 attacks hitting on 4s, wounding marines on 3s. Plus Zods 6 attacks at 9/2/2. That can threaten a lot. If you get that into your enemies deployment zone turn 1 this will not only do damage to the right units but tag anything and everything on top of it
@@Happykrumpingwargaming007 OK, sick! Just listened to another review of TB and they said he can't issue orders and i was like...... huh?! I have to be careful what content to consume on here. Appreciate you.
interesting.. I seem to be one of the only ones who sees this detachment play out differently. I have a rather unique(ish) list with a very specific plan. Turn 1 charges and jail the opponent in to then just start blasting turn two and have him basically score nothing until turn 3. Played my first game today and went 20:0 already. I think gretchin/kommando jail is currently the best version of that detachment
@ well today I told him exactly what I want to do. He did everything to counter it. Deployed first, went first. Tagged my trukks to jail me in turn 1. Still worked 🤷🏼♂️. I think that list has real potential. But really doesn’t deal a lot of damage 😅 Will see how it goes. Will take it to a tournament in 6 days
"What loadout do you propose for commandos? I currently run kustom shotas, a flamer, and a rokkit, but now that we've added a Warboss and there's a +1 to S, I'm considering making them more 'choppy'."
this detach is hilarious! also yea 1 unit of 10 stormboys is given in this detach. We finally have a reason to run these in max units. Man i just wish we had a way to to get ignores cover for our flashgits + shock attack gun, but that is just nitpicking
Love the list suggestions this detachment has my brain buzzing, was thinking weird boys in 20 man shoota squads so it can hit on 3's also another idea running kill rigs so you can get +3 str during the waagh and +2 any other time and they can give it to the stormboys who dont have a leader if there within range
lol Saw the first 2 lists and was disappointed.... luckily the 3rd came thru with the Tankbusta;s otherwise you channel was going to be dead to me.... I was looking at ony 12 in a truk+Mek.
forgive me the Index invaded my brain, the BW is only Firing deck 11. you will be shooting 2SAG and nice Rockets out of it
IDK when it changed but index datasheet was 22 firing deck
And its only firing deck when it doesn't have the ardcase
Wpuld you say switching the last set of tankbustas to a potentially dangerous melee unit to be worth it??
I agree with the comment about giving auspex a run for his money. You are ACTIVE!!! Wagggghhhhh
thanks bud! Yalls support means the world!
Happykrumping going hard lately. You're giving Auspex tactics a run for their money. Got the guard detachment out about 4 mins after release and then this one about an hour later.
working for yall!
When you were talking about the Big Mek in MA, he is just riding with the Flash Gits correct? Because there isnt anything that can lead the Gits that I am aware of. Unless im missing something.
yes the MEGA mek is leading the gitz, this is taktikal brigade, they have an enhancement that allows a mek to lead gits. You must have missed our most recent detachment. Here you go ua-cam.com/video/Vh9ZSjiYpuo/v-deo.html
Does mek share "infantry" keyword with the unit while joining mek gunz? I mean mek with mek gunz can confer stealth and benefits of cover unto itself and his mek gunz and +1 to hit for his own ability. A good addition to the shooty list imo. Or you can negate a -1 to hit. Or both.
he does but the +1 to hit taktic only applies to infantry and mounted MODELS not unit.
@Happykrumpingwargaming007 yeah, you're right, I've double-checked the rule commentaries
correct, since the keywords are shared, therefore all the models in the mek guns have the infantry and vehicles keyword... unless this has been errata'd in one of the 6000 faqs, erratas, rules commentary.. but as it stands it does work as read
no this is incorrect, the UNIT has the infantry keyword, the models do not, this is why monsters (hive tyrants and tyrant guard for example) attached to infantry squads still cannot walk through walls.
@@Happykrumpingwargaming007 yes the monster gains infantry so can move through walls, much like nerurotyrant giving neurogaunts fly, so their movement is scuffed because fly is janky
U should do a Skirmishvideo with the Battlewagon fighting.
eh?
Bunch of lootas with meks in trukks would work for more generic shooting. hitting on 5s at least then with the chance of full rerolls on objectives.
When the core rules say that a leader "returns to full starting strength when the body guards die" does that mean just for battleshock purposes OR health too?
just battleshock, you do not heal when your bodyguards are killed.so lets say a warboss is leading 10 boys, and you fail 12 sv throws against bolters. all 10 boys including 2 w on the nob die, your warboss is now at 5 wounds. His starting strength is now considered to be a solo model, so as per core rules he is now below starting strength as he is wounded. Had you only failed 11 sv's meaning JUST the bodyguard unit died and your warboss took no damage. He would be unwounded and at Starting strength
@Happykrumpingwargaming007 thats perfect thanks soooo much
i got you boo
I like threatening a missile unit like Kommandos or Stormboys, I think Zodgrog can fill this role too. Having a Mek with Gob Boomer to support any of the 3 and repositioning those 3 units w/ Mork’s Kunnin’ could cause headaches.
Ehh, I mean zodgrod is not exactly a threatening missle, but I get your point!
@@Happykrumpingwargaming007 Remember, with taktiks gretchin go up to S4 in the waagh. Thats 40 attacks hitting on 4s, wounding marines on 3s. Plus Zods 6 attacks at 9/2/2. That can threaten a lot. If you get that into your enemies deployment zone turn 1 this will not only do damage to the right units but tag anything and everything on top of it
What about bikers? Are they viable in this detachment?
certainly
battlewagon firing deck is only 11, Transport is 12 or 22.
freaking index invading my brain, thanks i pinned a message to fix my mispeak
Doesnt this mean that flash gitz could hit on 3+? With tactics + heavy? With rerolls. And potentially leathals and sustain?
no, you cant stack +1 to hit modifiers, it can only ever equal +1
Can Ghaz give orders in this detachment?
yes, he is a warlord!
@@Happykrumpingwargaming007 OK, sick! Just listened to another review of TB and they said he can't issue orders and i was like...... huh?! I have to be careful what content to consume on here.
Appreciate you.
my pleasure bud
Danny Devito list is so funny XD It==it's funny i went too all in on orks and took zero transports
yeah thats something that can happen haha!
interesting.. I seem to be one of the only ones who sees this detachment play out differently. I have a rather unique(ish) list with a very specific plan. Turn 1 charges and jail the opponent in to then just start blasting turn two and have him basically score nothing until turn 3.
Played my first game today and went 20:0 already. I think gretchin/kommando jail is currently the best version of that detachment
sounds problematic to me, but i am excited to hear how it works out with reps!
@ well today I told him exactly what I want to do. He did everything to counter it. Deployed first, went first. Tagged my trukks to jail me in turn 1.
Still worked 🤷🏼♂️. I think that list has real potential. But really doesn’t deal a lot of damage 😅
Will see how it goes. Will take it to a tournament in 6 days
This sounds like a fun take! Are you ok sharing your list before your event?
@@justinbovery-spencer2017 sure.
3x SAG with captain
3x tank bustas
2x mandoz
1x warboss with leader
1x mek with redeploy
Zod
Snikrot
2x gitz
20 gretchin
10 gretchin
3 trukks
4x 5 storm
"What loadout do you propose for commandos? I currently run kustom shotas, a flamer, and a rokkit, but now that we've added a Warboss and there's a +1 to S, I'm considering making them more 'choppy'."
id take the rocket launcha as my only ranged option. everything else melee
@@Happykrumpingwargaming007 thx :)
What about the Breacha Ram?
breacha is a melee weapon, i 100% would take it
Good morning!!
good morning sir!
So excited
the flexibility here is amazing
this detach is hilarious!
also yea 1 unit of 10 stormboys is given in this detach.
We finally have a reason to run these in max units.
Man i just wish we had a way to to get ignores cover for our flashgits + shock attack gun, but that is just nitpicking
that would be nice certainly, but yeah we have the tools we need here!
Love the list suggestions this detachment has my brain buzzing, was thinking weird boys in 20 man shoota squads so it can hit on 3's also another idea running kill rigs so you can get +3 str during the waagh and +2 any other time and they can give it to the stormboys who dont have a leader if there within range
no lol, shootaz are still awful, and kill rigs are still a waste of point that instantly die imo
30 kommandos with redeploy 🙃
i dont see the usefulness in that tbh. Remember redeploy is BEFORE you know who goes first!
The name of the game is hit on 4s re roll 1s
lol Saw the first 2 lists and was disappointed.... luckily the 3rd came thru with the Tankbusta;s otherwise you channel was going to be dead to me.... I was looking at ony 12 in a truk+Mek.