Preach, I love my swords but the powerfist is just the superior option almost all the time Blood angels is probably the one that can get away with chainswords and swords over fist and even then it's still an iffy what if calculation
One of the most "No-Brainer" examples of wargear choices in my experience is for the Canoptek Spyders. By default, all they get is their claws, which are decent enough melee weapons. But you can also take 2 Particle Beamers, 1 Fabricator Claw Array and 1 Gloom Prism per model at no extra cost. You can have up to two models in a unit, 75 points per model......so why wouldn't you take all the stuff you can? Or better yet, why aren't these pieces of wargear just given to the Spyders by default? The Beamers are some okay firepower, the Claw Array gives friendly Necron Vehicles a 6+ FNP within 6'' and the Gloom Prism gives friendly Necrons a 5+ FNP against MW and Psychic attacks within 6''. These benefits seem pretty strange to have as an optional thing. Just one of those weird quirks of 10th edition I suppose.
Exactly. Feels like they half-assed the free-wargear approach with too many autopicks and not enough trade-offs. Like for Leman Russes, perhaps they could make the sponsor guns cost a toughness? The orks have vehicles that trade open topped for toughness. As for bolt pistols vs plasma... make plasma pistols not have an overcharge, and give bolt pistols rapid fire.
I think in GWs mind, they don't have that wargear because people might have models glued without it. It's not a very good reason, even if you don't have it glued on, since it's free on all models, you don't need the wysywig for it. But some people are anal for wysywig tho!
It’s a combination of legacy and laziness/convenience. It’s one half legacy as the spyders had these exact options in the previous edition and they can be built with or without these. All 10th changed, was to remove the cost, the wording for the gear options and models stayed the same. But it’s also laziness or convenience as cost for units/gears is maintained separately from codex/index/data sheets. So GW could introduce extra cost to any of this stuff at any point of the edition. Which means, that GW may have kept the full wording for building units from 9th to change course whenever the designers feel like it.
Fun fact, according to the app, the lieutenant can be equipped with 2 power fists. He gets no benefits or extra key words. Just 2 fists. And I love it.
Tenth Edition became the time of the Plasma Pistol to make up for them almost never being taken before now. Good thing my bits box is full of them. The one upside of free wargear is now people are finally putting upgrades on battleline-type squads; bare-bones troops were dull.
@@wyatttyson7737 Something YOU personally made the choice to do usually to save points and have them be screening/move block chaff. If they died eating shots contesting a objective for a squad of kasrkin to clean up then that's good trading.
@@tastefulavenger I see you didn’t play a lot of 9th then. No, there was no choice. Even to give a Guardsman squad a single special weapon was a colossal waste of time. Vox Cast? Forget it. Heavy Weapon team? Never. Bolt pistol on the Sergeant, let alone Plasma or a power sword? Are you insane? It was so bad that usually the only way special weapons would see the light of day was in Command Squads, where they were separate from Officers and would be 4 Plasma or Meltas popping out of reserve. Anything else was just a waste of time.
@@wyatttyson7737taking a bare bones lasgun unit with no upgrades was quite common since you had to PAY points for them. You might be better off just getting the extra few units by saving the points. To continue to throw them on the point to objectived secured die earn victory points and move the next unit up.
@@tomasmichaels642 Practice makes perfect. Magnetizing isnt any easier as an experienced painter, therefore experienced hobbyists dont really have an advantage.
@@u.b.5366 ok. I just finished assembling my sternguard, and I haven’t really used magnets at all yet. Only two boxes of units so far, tho. What are the best magnets, and what tools make best use of them?
@@tomasmichaels642 Essentially you're just drilling a hole with a pin vise and setting a matching sized magnet with glue. Any neodymium magnet will do, something around 3-4mm fits nicely if you're magnetizing the arm.
My tinfoil hat conspiracy has been that they made wargear free to encourage everyone to load up on all the upgrades, just to pull the rug out and bring back points in 11th and force everyone to require more models. Though ideally they keep it free and just work on improving on the differences between the weapons to make it an actual choice between loadouts.
I hate how Terminator Captain was actually amazing in index and got shafted hard in the codex (only getting 2 melee options instead of 5 (lost Thunder Hammer, Twin Lightning Claws and Chainfist as well as grenade launcher and relic shield). In meantime CSM lord in Terminator Armour was kept just as good.
What I hate about 10th is the wargear choice. A Havoc with a Lascannon should not cost the same as a Havoc with a Reaper chaincannon. Why would I ever take the latter for the same cost?
I think people are taking power weapon and handflamer on Jump Cannoness because joining her to Seraphim encourages the handflamer, and the Zephyrim rule helps power weapons. Concerning 'no brainer' choices, I assume they exist so that people can field models they built in previous editions when such options costed points they didn't want to spend.
My fury was unimaginable when I was putting my Wraithlord into my army builder saw that the extra heavy gun slot I left empty previously was now just me handicapping myself.
Honestly, this really highlights how bad of an idea the "free wargear" is - it massively sidelines some of the choices. It is basically "chase the META or DIE" rule. For most imperial or chaos units - going for high S and high AP and high damage options is a good choice - plasma guns, multi-melta, lascannons. But it sidelines nice and fluffy choices, like missile launchers, flamers, heavy bolters, because you usually have dedicated units for those, and they don't enhance the unit enough in their baseline role. The thing is - in most cases, every unit can kill infantry. But not every unit can reliably deal with vehicles. It is a square-rectangle kind of deal. This makes higher power options more viable on average, unless your anit-horde options are extremely good. Melee weapons. For non-melee squads, usually the highest power option is better - it is not like you will kill a lot in melee with Tacticals for example, but you may at least make sure you will kill SOMETHING, by giving your a sarge a power fist. As for dedicated melee - unless you have some highly mobile squad that can pick and choose what to engage, you want a reasonably high damage weapons that still retain a good number of attacks. Basically... High S and high AP is king.
No damage 3 melee in all of the codex I believe outside of assault centurions and those dudes are just not worth their cost in most games. It's the lack of a invuln option I think which hold em back.
Well, ackshully master crafted power weapon is often better than a fist, it has same dmg, same ap, and one more attack. When striking toughness 9, both wound on a five. 😅
At least that's one thing Deathwatch have going for them: Thief of Secrets gives +1 str and dmg, which goes to +2 once that model has killed something. Its a great cheap item. So i expect it to be nuked, sadly.
@@XUnsafeNormalX There are some areas where the balance is not right and this is the most obvious one, the swords really are terrible! I would be happy with an extra ap on chainswords and extra attacks for power swords, so we have better balance.
The guards plasmagun is always better than their infantry flamer. They can utilise way more of the orders given by the commanders and just have the better and more reliable profile.
I read enjoyed building a list in which you paid for wargear. I hope they bring it back. This helped you use all the points available and helped you use the rule of cool too by choosing what you wanted to pay for. It also matched rhe lore - in the 2nd ed i started in the books talked about the marine home worlds where weapons and tanks were reveered relics, kept working with myth and only a few understanding how they worked, if at all, so that weapons like thunder hammers, meltas, lightning claws were rare nit just free for units to load up with. Great video and thanks for your work.
I hope they bring back points for wargear. It really was a fitting method for hitting exactly 2k on a list. Now I always find myself with anywhere from 15 to 25 points just wasted
Ah wargear becoming free. A perfect excuse to remove 95% of all wargear and weapon options from the Tyranid codex. Heaven forbid they get something useful when everybody else is showered with infinite options. Even the 'options' that remain are reduced so their stats are essentially identical, with no massively superior option in the vein of Plasma Pistols or Power Fists or Halos. Instead, we get "this one is +2 shots but -1 AP or this one is -2 shot and +1 AP." And then the new boxes we got are made specifically WITHOUT wargear options in them, so even if they reverse course and bring nid wargear back, all those shiny new models will be excluded because "the box doesn't contain adrenal glands / toxin sacs anymore". Meanwhile, a host of tanks got free super missiles that zero people ever took before with no impact on their points costs...
The only squad heavy/special weapon I think is truly a preference is the transuranic arquebus for the skitarii. That oval base is such a pain in the butt to work around on the table sometimes that I just don't take it.
I played 9th for maybe 4 months before 10th was even rumoured to be coming out, and no one told me about the 3-year cycle, so all of the models I made and finished painting broke WYSIWYG basically as soon as 10th came out because GW decided wargear was free. And that is why I will personally eat the models of anyone who tries to actually argue in favour of WYSIWYG.
Honestly its what I hate about 10th. Its just take the best gear or don't. I love to play WYSIWYG but i dont want ALL of my characters just having plasma pistols.
@@sinthepenguin So you're "THAT GUY" who constantly fields models with morphing weapons and expects their opponent to keep track of the models that clearly have one loadout but you've arbitrarily decided have another?
@@alexknudsen2759 which he fully well might do. The fact he doesn't want to play the models the way *he built them* is suspect. I bet you're also that guy.
That in my opinion was the worst change to Warhammer.. not having to pay for war gear, and not allowing you to customize squad size has really sharpened the Meta and made it more rigid.. everyone's army's look the same ..
Ya it seems the most likely thing for them to change back next edition. I’d be pretty surprised if the traits and relics to enhancements simplifications were to go back or the changes to command points and stratagems, but I would be very unsurprised if wargear went back to costing points (maybe with some simplifications though so it ends up somewhere between 9th and 10th?). Squad sizes could go either way though, mostly because I think they try to match it to box sizes now so it seems less likely to change it suddenly the same way points can change pretty much however they want.
@@bulldozer8950 I agree bro, making war gear free was a bonehead move. With it free, there will always be a default "best" choice. Thus rendering every other piece of equipment useless .. I miss being able to make squads of different sizes too.. I feel like it gave my army's more flavor.
@@christopherfreitas6510yep this and bring back points per model so we don't need to swap our whole list around to keep running our list after a nerf. psychic / prayers too.
I mind it not because they did it, but because they did it so poorly. If you're going to kill the nuance of wargear points, you'd better make sure you've balanced the different options to compensate. Bolt pistols are an iconic example of this failing.
@@christopherfreitas6510 I love the free wargear and fixed squad sizes for fixed points, it makes life easier. In many cases the guns are well balanced so that some are best for vehicles, some for elites, some for horde so free wargear doesn't matter as much. They just need to make sure more units have more datasheet options (where appropriate) like with lemon russes, tau crisis suits etc where the guns aren't balanced and points differences can be used. Then also ensuring that across the board the wargear options are balanced. Powerfists shouldn't be the default because power weapons(swords) are so terrible. Balancing more of these areas will make it all work and keep it simple where it should be.
Crisis suit builds getting locked into three builds really sucks. It was cool when you could go all Armored Core and build them however you like and pay the points
It is worth noting that the "no brainer" options become much more relevant if you are playing crusade games, as changing any wargear for a unit will cost you requisition points.
if all bolter weapons had has something like a "Bolter" special rule that was a +1 To Wound against all non-vehicle units, I think we might actually see them being used a fair bit more.
I really hope they beef up the Heavy Bolter at some point. Looks-wise it's probably my favorite heavy weapon, but 3 attacks and strength 5 both feel too low for what is essentially a heavy duty Squad Machine Gun.
I was big into magnets until i realized ypu cqn just proxy whatever you want to use and nobody cares unless your in a tournament. Its just keeping track.
I know it's a dumb comment to make, but I tend to like free war gear just so you might make what seems the best build, but then still be able to use it, knowing that, if those choices cost points, you'd never be able to justify taking them. I want my renowned Lord Castellan to be able to take a plasma pistol, and power sword. In the current meta, most people don't even rationalize using him; they take Leontus, Straken, Creed, and Marshals, but if they did find a reason to field him, he certainly never INTENDS to shoot, or swing, so you could never really take those, leaving him with a crappy laspistol and CCW, while picking gear is supposed to he ab advantage of not just fielding named Hero characters. If you don't want to buy extras, just to be able to WYSIWYG it, ir magnetize stuff for little reason, I'm glad the gear is free, even if I can see why it annoys some people.
The thing is that you are paying for the wargear, it is included in the unit cost. You can think of this the other way around: Your Lord with plasma pistol and power sword used to be able to replace that with a laspistol and close-combat weapon for -10 points. Also you could previously just do this trade if you made a list you are happy with but ended up at 2010 points, now you have to throw 2-3 units out and hope you find 2-3 other units that happen to cost 10 points less that can be used for the same purpose as the units you threw out.
I think they have done a good job with the Imperial Guard Infantry options where everything is viable generally. Though the Grenade Launcher Frag option could use a small buff. Maybe D3+3 shots instead of D6, but I digress.
With heavy bolter at least, it feels like it needs either one of this to be more viable: - Strength 6 - AP -2 - Rapid Fire 2 - Sustained Hits 2 Currently it hits on a 4+ on A3, it's a special weapon but feels more like a pea shooter. In most games my heavy bolter will barely hit anything especially against a stealth player even with OOM (you are rarely ever going to get a 6 on 3 dices, rerolling is too risky on 4+ BS). Once it hits, it's rarely going to wound anything above a terminator armor, and when it wounds it's most of the time saved due to the pitiful ap-1.
Would like to see a video where auspex breaks down all the units in votann with the best damage output loadouts since it’s an expensive army and generally you wanna know what you wanna take
Its the way they are going. Nids and things like cultist prove it. New sprue with no options then the data sheets eventually adjust. They do add a minimal choice with kill teams like 1 or 2 options to a model in a unit. But no more full unit options.
About pistols, makes me wonder if low strength ones such as laspistols should be rapid-fire 1. They need something to compete with the arm's race. Wouldn't be a problem though if more powerful wargear still cost more points than standard equip.
I prefer using a combination of what looks cool and what is practical. E.g, the Sister Superior can take a power sword, but Battle Sisters are a shooty unit, not a stabby one; so i take chainswords because they look better.
I just put on whatever makes them look cool, then it's equipped with whatever I say it is Completely unrelated, but I wish Volkite was better. That was my go-to weapon for my Bladeguard Sergeant and now I can't justify taking it over the Plasma pistol
I recently got into Warhammer, but I mainly did it because I liked to learn how to paint and this seemed fun, and so were the books. Now I never looked at any of the weapons, and I kind of just put everything together because I thought it looked nice, which made me wonder; Are there units out there that you can make completely unplayable due to the weapons you have chosen for them?
Certainly There are units that can only run one of two weapons, but nothing stopping you from building it with both You can't run both, but as long as you make it clear to your opponent which one you're actually using, it's not a big deal
@@sonarchy5158 Alright, so as long as the opponent and I are aware and agree on the weapons they hold/what unit they truly are I can't really go to wrong? Not too big of a deal in the end, as I just do it for the process, but I seem to enjoy Orks and Chaos Knights/Space Marines a lot, so might eventually have enough to try it out one day. Just didn't want to feel discouraged was all! Thanks for the response, bud!
If you go strictly WYSIWYG, then nobz with ranged weapons are nigh unplayable. They lose most of their effectiveness. I personally magnetize not only for the rules but also for the fun. When my nobz kill a tank suddenly I can raise their power claws and sluggas up in the air as if they are cheering. Charging again? Put the down for the melee frenzy. :)
@@u.b.5366 I currently do not know what the type of people are in my local gamestore, so not sure if they play heavy into the WYSIWYG mindset. Currently I am not really buying models for the idea of playing them still, just more looking to a model, think they look fun, and buying them to build them. Did buy an Ork Combat Patrol recently, though. Just kind of winged it on the few choices they give you in that one, but just wanted them to look like a random group of them instead of them all being the same.
One of my favorite wargear options that feels relevant is my rubric marines. Will this squad be flamer or bolter? It feels like there’s an actual trade off to be had, even if the tournament scene has decided it’s all flamers now since they’re not more expensive. Flamers losing access to key strats and losing range means I still pack some bolter rubrics along.
The Jump Canoness is in a very odd place at the moment. If she's with Seraphim then the Hand Flamer/ Power Weapon loadout is a no-brainer since it synergises so well with what the squad wants to do. With Zephyrim, you're obviously drawn to the Halberd for its better strength and attacks, but then the Zephyrim's special rule gives Power Weapons in the unit Sustained or Lethal, or both, which pushes the Power Weapon loadout back into contention. It'd be nice if the Zephyrim rule worked on 'melee weapons' instead, which would also be handy for Celestine. In general, I feel that 10th is having an issue with light anti-infantry weapons. They do a decent enough job if an opponent brings loads of infantry, but so many armies in 40k can completely dodge that and bring nothing but vehicles and monsters with next-to-no penalty. It's a bad time when you turn up with Sisters with their fancy flamers only to run into Nidzilla, Ironstorm, Dreadmob, any flavour of Knights etc. Then you get heavy infantry like Terminators or even basic Marines who have good enough toughness and saves that things like meltas and plasmas will do as well against them as flamers, chaincannons etc, which further pushes the light weapons into the margins. That tends force things like Demolishers, Forgefiends and the Primaris tanks, which either have high strength Blast or multiple secondary anti-infantry guns, into the forefront because they can hit tough targets and still make big holes in hordes in a pinch.
Dark Eldar - Disintegrator Cannons or Dark Lance is only a choice IF your opponent is running all horde. Otherwise, the Dark Lance is superior in all other situations. All of the other melee options for the Talos are inferior to the gauntlet. 2 Trap choices.
My devastators only use las and plasma, plasma cannons can be absolutely insane because blast against a 10 man unit nets you 8 extra attacks on top of the 4-12 you already roll for. Multimeltas I'd argue are actually the worst option for infantry because you need to get close and devastator/tactical marine durability often doesn't let them. And then, once you're close, you're wounding most vehicles on 5s anyway. If I position right I can delete a tank, but the infantry are not surviving the counter attack. One unit not mentioned here are SW wolf guard terminators, who can freely choose any codex terminator weapon, plus combi weapons. I often have my squad wielding combi weapons, hammers, and an assault cannon, as they generate a lot of dev wounds and +1 to hit against oath targets makes up for their poor accuracy
Hazard rolls though are a risk either way plasma but yes I agree they can be good when they work Though I think devs with multi melts out of a droppod is still good fun
Boltguns will always trump plasma for me. I don't care if they're more effective, Hellblasters just don't do it for me like Intercessors do. Same reason I prefer the old Predators. Tracks > grav-pads.
Thanks for the suggestions. My main army is Grey Knights. It seems to me a T9 W10 vehicle with TL Lascannon for 85 pts. is a good deal. For reference, the cheapest GK 5 man infantry unit is 120 points for 10 Wounds. You could field 3 Razorbacks for about the cost of a Land Raider and have 30 wounds. Since GK power armor is all first born; GK doesn't experience the limitations that Space Marines have (except for Terminators).
Wargear should cost additional points, just like it did in previous editions of 40k. It's so stupid now, and it's a feels bad for any players that didn't max out their special/heavy weapons when they assembled their minis during prior editions, just to feel like they're handicapping themselves now. Who at GW is writing these rules? So many bad decisions
A very large amount of “That Guys” in the comments. In an edition where wargear costs nothing, it’s astounding there are so many mouth breathers focused on wysiwyg, considering I doubt they’ve ever placed in or won any tournaments. The models are an abstraction of what they represent. As long as you are clear and don’t change wargear mid game, counts-as and proxying is 10000% acceptable in non-comp play.
@@alexknudsen2759 coming from the person willing to name a random online a 'retard' I'd say most of us would label you as 'that guy'. Anyone curious enough can just look at both our comment histories and see how you chose to go off for no reason. Lol. :)
for Codex space marines rly doesnt matter, they are all kinda weak, like all guns/ rifles/ pistols and even close combat weapon doesn't do much , meltas are RLY bad, anti tank weapon that wounds on 5+ is a joke also range was nerfed in this ed, las canon is also bad, only -3 ap and d6+1 dmg is not rly enough to kill tanks - cause they are rly expensive, pistols are a joke, close combat weapons fist is like "the best" but characters are very expensive and rarly do anything useful, agressors have rly close range, I would say only hellblasters with fire discipline are doing their work well, but they die so fast they are often 1 time use only. SM have now 2 HUGE problems - rly bad AP weapons, like on the whole army no good AP , second - rly bad anty tank profiles. All SM datasheets were designed to have rerolls on wounds from oath of the moment, and since they took it away, most of them like just stop working
This is the good thing about fluffy Salamanders. You just pick whichever option makes the biggest fireball.
Stuff like Chainswords and Power weapons need WAY more attacks if I'm gonna pick them over Fists and Hammers most of the time.
Preach, I love my swords but the powerfist is just the superior option almost all the time
Blood angels is probably the one that can get away with chainswords and swords over fist and even then it's still an iffy what if calculation
Eh, I just like the look of my DA with swords.
@@OmegaLittleBob Just give power weapons an extra -1 ap and I could consider using it.
wish power swords are better
@@wailmerpailI wish Heirloom weapons were better
One of the most "No-Brainer" examples of wargear choices in my experience is for the Canoptek Spyders. By default, all they get is their claws, which are decent enough melee weapons. But you can also take 2 Particle Beamers, 1 Fabricator Claw Array and 1 Gloom Prism per model at no extra cost. You can have up to two models in a unit, 75 points per model......so why wouldn't you take all the stuff you can? Or better yet, why aren't these pieces of wargear just given to the Spyders by default? The Beamers are some okay firepower, the Claw Array gives friendly Necron Vehicles a 6+ FNP within 6'' and the Gloom Prism gives friendly Necrons a 5+ FNP against MW and Psychic attacks within 6''. These benefits seem pretty strange to have as an optional thing. Just one of those weird quirks of 10th edition I suppose.
Exactly. Feels like they half-assed the free-wargear approach with too many autopicks and not enough trade-offs.
Like for Leman Russes, perhaps they could make the sponsor guns cost a toughness? The orks have vehicles that trade open topped for toughness.
As for bolt pistols vs plasma... make plasma pistols not have an overcharge, and give bolt pistols rapid fire.
I think in GWs mind, they don't have that wargear because people might have models glued without it. It's not a very good reason, even if you don't have it glued on, since it's free on all models, you don't need the wysywig for it. But some people are anal for wysywig tho!
It’s a combination of legacy and laziness/convenience.
It’s one half legacy as the spyders had these exact options in the previous edition and they can be built with or without these. All 10th changed, was to remove the cost, the wording for the gear options and models stayed the same.
But it’s also laziness or convenience as cost for units/gears is maintained separately from codex/index/data sheets. So GW could introduce extra cost to any of this stuff at any point of the edition. Which means, that GW may have kept the full wording for building units from 9th to change course whenever the designers feel like it.
Fun fact, according to the app, the lieutenant can be equipped with 2 power fists. He gets no benefits or extra key words. Just 2 fists. And I love it.
Tenth Edition became the time of the Plasma Pistol to make up for them almost never being taken before now. Good thing my bits box is full of them.
The one upside of free wargear is now people are finally putting upgrades on battleline-type squads; bare-bones troops were dull.
@@nicholassmith7984 For me, having to wait while each squad of 5 rolls for each of their different weapons is a lot more dull.
You don't choose wargear in 10th, you choose if you want a wargear handicap by not taking the max amount of everything you can.
Still better than having every single Guardsman squad just being 9 Lasguns and a Laspistol, doing literally nothing ever except die.
@@wyatttyson7737 Something YOU personally made the choice to do usually to save points and have them be screening/move block chaff. If they died eating shots contesting a objective for a squad of kasrkin to clean up then that's good trading.
Definitely one of the worse changes in 10th. "Take the meta or else", what choice is that?!
@@tastefulavenger I see you didn’t play a lot of 9th then.
No, there was no choice. Even to give a Guardsman squad a single special weapon was a colossal waste of time. Vox Cast? Forget it. Heavy Weapon team? Never. Bolt pistol on the Sergeant, let alone Plasma or a power sword? Are you insane?
It was so bad that usually the only way special weapons would see the light of day was in Command Squads, where they were separate from Officers and would be 4 Plasma or Meltas popping out of reserve. Anything else was just a waste of time.
@@wyatttyson7737taking a bare bones lasgun unit with no upgrades was quite common since you had to PAY points for them. You might be better off just getting the extra few units by saving the points. To continue to throw them on the point to objectived secured die earn victory points and move the next unit up.
The Blood Ravens goes with their Ghal Maraz
This is the best comment 😉
Ah fuck I was wondering where I put it
Blood Ravens teleporting to Fantasy just to steal some artifacts? Seems like tuesday for them.
I miss paying for wargear and having wargear options in general for some tyranid units
Yup - hated how they normalised tyranid warrior melee weapons onto just 'bio-weapons'
I try to magnetize as many options as possible. Editions change, but magnets are immortal.
Tell that to the deathwatch
I will say though, its a little hard for beginners to learn to magnetize parts
@@tomasmichaels642 Practice makes perfect. Magnetizing isnt any easier as an experienced painter, therefore experienced hobbyists dont really have an advantage.
@@u.b.5366 ok. I just finished assembling my sternguard, and I haven’t really used magnets at all yet. Only two boxes of units so far, tho. What are the best magnets, and what tools make best use of them?
@@tomasmichaels642 Essentially you're just drilling a hole with a pin vise and setting a matching sized magnet with glue. Any neodymium magnet will do, something around 3-4mm fits nicely if you're magnetizing the arm.
Magnetize everything you can, folks! You never know what will happen in 11th.
My group allows weapon proxy, none of us play tourneys. Build rule of cool.
@@daltonevans7345nice!
My tinfoil hat conspiracy has been that they made wargear free to encourage everyone to load up on all the upgrades, just to pull the rug out and bring back points in 11th and force everyone to require more models. Though ideally they keep it free and just work on improving on the differences between the weapons to make it an actual choice between loadouts.
The money saved is worth less than the time it takes on most things for me.
I know it'll involve more monopose sludge at least.
I hate how Terminator Captain was actually amazing in index and got shafted hard in the codex (only getting 2 melee options instead of 5 (lost Thunder Hammer, Twin Lightning Claws and Chainfist as well as grenade launcher and relic shield). In meantime CSM lord in Terminator Armour was kept just as good.
What I hate about 10th is the wargear choice.
A Havoc with a Lascannon should not cost the same as a Havoc with a Reaper chaincannon. Why would I ever take the latter for the same cost?
32 dice vs. 4 it's the aurocannon vs Las i can't seem to choose.
I think people are taking power weapon and handflamer on Jump Cannoness because joining her to Seraphim encourages the handflamer, and the Zephyrim rule helps power weapons.
Concerning 'no brainer' choices, I assume they exist so that people can field models they built in previous editions when such options costed points they didn't want to spend.
My fury was unimaginable when I was putting my Wraithlord into my army builder saw that the extra heavy gun slot I left empty previously was now just me handicapping myself.
Also remember to manually add the sword.
Honestly, this really highlights how bad of an idea the "free wargear" is - it massively sidelines some of the choices.
It is basically "chase the META or DIE" rule.
For most imperial or chaos units - going for high S and high AP and high damage options is a good choice - plasma guns, multi-melta, lascannons. But it sidelines nice and fluffy choices, like missile launchers, flamers, heavy bolters, because you usually have dedicated units for those, and they don't enhance the unit enough in their baseline role.
The thing is - in most cases, every unit can kill infantry. But not every unit can reliably deal with vehicles. It is a square-rectangle kind of deal. This makes higher power options more viable on average, unless your anit-horde options are extremely good.
Melee weapons.
For non-melee squads, usually the highest power option is better - it is not like you will kill a lot in melee with Tacticals for example, but you may at least make sure you will kill SOMETHING, by giving your a sarge a power fist.
As for dedicated melee - unless you have some highly mobile squad that can pick and choose what to engage, you want a reasonably high damage weapons that still retain a good number of attacks.
Basically... High S and high AP is king.
The space marine melee options are some of the biggest losers. Hard to justify anything other than the powerfist for any sergeant or character
No damage 3 melee in all of the codex I believe outside of assault centurions and those dudes are just not worth their cost in most games. It's the lack of a invuln option I think which hold em back.
Well, ackshully master crafted power weapon is often better than a fist, it has same dmg, same ap, and one more attack. When striking toughness 9, both wound on a five. 😅
At least that's one thing Deathwatch have going for them: Thief of Secrets gives +1 str and dmg, which goes to +2 once that model has killed something. Its a great cheap item. So i expect it to be nuked, sadly.
@@XUnsafeNormalX There are some areas where the balance is not right and this is the most obvious one, the swords really are terrible! I would be happy with an extra ap on chainswords and extra attacks for power swords, so we have better balance.
The guards plasmagun is always better than their infantry flamer. They can utilise way more of the orders given by the commanders and just have the better and more reliable profile.
Tyranids could use a new tier list video 😉 So many point changes since then, and the overall buffs they got.
Sure let's do it :)
My man. I’m playing them Crusade and they’ve been quite formidable.
I read enjoyed building a list in which you paid for wargear. I hope they bring it back. This helped you use all the points available and helped you use the rule of cool too by choosing what you wanted to pay for. It also matched rhe lore - in the 2nd ed i started in the books talked about the marine home worlds where weapons and tanks were reveered relics, kept working with myth and only a few understanding how they worked, if at all, so that weapons like thunder hammers, meltas, lightning claws were rare nit just free for units to load up with. Great video and thanks for your work.
I hope they bring back points for wargear. It really was a fitting method for hitting exactly 2k on a list. Now I always find myself with anywhere from 15 to 25 points just wasted
I'm a simple Salamanders fan, if I can take a flamer, I do.
My man. For my Unforgiven it's just MOAR PLASMA
IMMOLATION PROTOCOLS!!!!!!!!!!!!!!!!!!!!!!
But what if I want BOTH flamers and plasma for my Salamanders?
@@tomasmichaels642I mean.. Plasma isn't really that thematically Sallies afaia. So that's a you thing lol
@@wigligigly3375 In all honesty Im just doing rule of cool
Ah wargear becoming free. A perfect excuse to remove 95% of all wargear and weapon options from the Tyranid codex. Heaven forbid they get something useful when everybody else is showered with infinite options. Even the 'options' that remain are reduced so their stats are essentially identical, with no massively superior option in the vein of Plasma Pistols or Power Fists or Halos. Instead, we get "this one is +2 shots but -1 AP or this one is -2 shot and +1 AP."
And then the new boxes we got are made specifically WITHOUT wargear options in them, so even if they reverse course and bring nid wargear back, all those shiny new models will be excluded because "the box doesn't contain adrenal glands / toxin sacs anymore".
Meanwhile, a host of tanks got free super missiles that zero people ever took before with no impact on their points costs...
free wargear was a mistake
The only squad heavy/special weapon I think is truly a preference is the transuranic arquebus for the skitarii. That oval base is such a pain in the butt to work around on the table sometimes that I just don't take it.
I played 9th for maybe 4 months before 10th was even rumoured to be coming out, and no one told me about the 3-year cycle, so all of the models I made and finished painting broke WYSIWYG basically as soon as 10th came out because GW decided wargear was free.
And that is why I will personally eat the models of anyone who tries to actually argue in favour of WYSIWYG.
Honestly its what I hate about 10th. Its just take the best gear or don't. I love to play WYSIWYG but i dont want ALL of my characters just having plasma pistols.
WYSIWYG is lame, don’t be lame. Or go play tourneys and stop subjecting people to the that crap.
@@sinthepenguin So you're "THAT GUY" who constantly fields models with morphing weapons and expects their opponent to keep track of the models that clearly have one loadout but you've arbitrarily decided have another?
@@JimH.Counts-as is NOT a “That Guy” move. It’s only “that guy” if he changes it mid game or doesn’t explain what their equipment is.
@@alexknudsen2759 which he fully well might do. The fact he doesn't want to play the models the way *he built them* is suspect. I bet you're also that guy.
@@Cakesadamant yikes 😂
That in my opinion was the worst change to Warhammer.. not having to pay for war gear, and not allowing you to customize squad size has really sharpened the Meta and made it more rigid.. everyone's army's look the same ..
Ya it seems the most likely thing for them to change back next edition. I’d be pretty surprised if the traits and relics to enhancements simplifications were to go back or the changes to command points and stratagems, but I would be very unsurprised if wargear went back to costing points (maybe with some simplifications though so it ends up somewhere between 9th and 10th?). Squad sizes could go either way though, mostly because I think they try to match it to box sizes now so it seems less likely to change it suddenly the same way points can change pretty much however they want.
@@bulldozer8950 I agree bro, making war gear free was a bonehead move. With it free, there will always be a default "best" choice. Thus rendering every other piece of equipment useless .. I miss being able to make squads of different sizes too.. I feel like it gave my army's more flavor.
@@christopherfreitas6510yep this and bring back points per model so we don't need to swap our whole list around to keep running our list after a nerf. psychic / prayers too.
I mind it not because they did it, but because they did it so poorly.
If you're going to kill the nuance of wargear points, you'd better make sure you've balanced the different options to compensate. Bolt pistols are an iconic example of this failing.
@@christopherfreitas6510 I love the free wargear and fixed squad sizes for fixed points, it makes life easier. In many cases the guns are well balanced so that some are best for vehicles, some for elites, some for horde so free wargear doesn't matter as much.
They just need to make sure more units have more datasheet options (where appropriate) like with lemon russes, tau crisis suits etc where the guns aren't balanced and points differences can be used. Then also ensuring that across the board the wargear options are balanced. Powerfists shouldn't be the default because power weapons(swords) are so terrible. Balancing more of these areas will make it all work and keep it simple where it should be.
Maybe it's because i'm new to the hobby but wysiwyg seems great if your units are big enough and not monopose enough for magnets.
Crisis suit builds getting locked into three builds really sucks. It was cool when you could go all Armored Core and build them however you like and pay the points
It is worth noting that the "no brainer" options become much more relevant if you are playing crusade games, as changing any wargear for a unit will cost you requisition points.
if all bolter weapons had has something like a "Bolter" special rule that was a +1 To Wound against all non-vehicle units, I think we might actually see them being used a fair bit more.
I really hope they beef up the Heavy Bolter at some point. Looks-wise it's probably my favorite heavy weapon, but 3 attacks and strength 5 both feel too low for what is essentially a heavy duty Squad Machine Gun.
And only AP 1. It’s a one extra shot bolt rifle, so bad lmfao
I was big into magnets until i realized ypu cqn just proxy whatever you want to use and nobody cares unless your in a tournament. Its just keeping track.
10th killed anything that wasnt the plasma pistol and power fist
*points and laughs at pintle-mounted storm bolters*
I know it's a dumb comment to make, but I tend to like free war gear just so you might make what seems the best build, but then still be able to use it, knowing that, if those choices cost points, you'd never be able to justify taking them. I want my renowned Lord Castellan to be able to take a plasma pistol, and power sword. In the current meta, most people don't even rationalize using him; they take Leontus, Straken, Creed, and Marshals, but if they did find a reason to field him, he certainly never INTENDS to shoot, or swing, so you could never really take those, leaving him with a crappy laspistol and CCW, while picking gear is supposed to he ab advantage of not just fielding named Hero characters. If you don't want to buy extras, just to be able to WYSIWYG it, ir magnetize stuff for little reason, I'm glad the gear is free, even if I can see why it annoys some people.
The thing is that you are paying for the wargear, it is included in the unit cost. You can think of this the other way around: Your Lord with plasma pistol and power sword used to be able to replace that with a laspistol and close-combat weapon for -10 points. Also you could previously just do this trade if you made a list you are happy with but ended up at 2010 points, now you have to throw 2-3 units out and hope you find 2-3 other units that happen to cost 10 points less that can be used for the same purpose as the units you threw out.
Whatever you think is the coolest
The only viable weapon for space marine sergeant is power fist and heavy thunderhammer
I think they have done a good job with the Imperial Guard Infantry options where everything is viable generally. Though the Grenade Launcher Frag option could use a small buff. Maybe D3+3 shots instead of D6, but I digress.
Yeah absolutely, but it's mainly useful for its blast effect against swarms, and the krak is just a bonus in my opinion
plague marines be like: special weapons? YES
With heavy bolter at least, it feels like it needs either one of this to be more viable:
- Strength 6
- AP -2
- Rapid Fire 2
- Sustained Hits 2
Currently it hits on a 4+ on A3, it's a special weapon but feels more like a pea shooter. In most games my heavy bolter will barely hit anything especially against a stealth player even with OOM (you are rarely ever going to get a 6 on 3 dices, rerolling is too risky on 4+ BS). Once it hits, it's rarely going to wound anything above a terminator armor, and when it wounds it's most of the time saved due to the pitiful ap-1.
Would like to see a video where auspex breaks down all the units in votann with the best damage output loadouts since it’s an expensive army and generally you wanna know what you wanna take
Its the way they are going. Nids and things like cultist prove it. New sprue with no options then the data sheets eventually adjust. They do add a minimal choice with kill teams like 1 or 2 options to a model in a unit. But no more full unit options.
About pistols, makes me wonder if low strength ones such as laspistols should be rapid-fire 1. They need something to compete with the arm's race.
Wouldn't be a problem though if more powerful wargear still cost more points than standard equip.
I prefer using a combination of what looks cool and what is practical. E.g, the Sister Superior can take a power sword, but Battle Sisters are a shooty unit, not a stabby one; so i take chainswords because they look better.
I just put on whatever makes them look cool, then it's equipped with whatever I say it is
Completely unrelated, but I wish Volkite was better. That was my go-to weapon for my Bladeguard Sergeant and now I can't justify taking it over the Plasma pistol
I recently got into Warhammer, but I mainly did it because I liked to learn how to paint and this seemed fun, and so were the books.
Now I never looked at any of the weapons, and I kind of just put everything together because I thought it looked nice, which made me wonder;
Are there units out there that you can make completely unplayable due to the weapons you have chosen for them?
Certainly
There are units that can only run one of two weapons, but nothing stopping you from building it with both
You can't run both, but as long as you make it clear to your opponent which one you're actually using, it's not a big deal
@@sonarchy5158 Alright, so as long as the opponent and I are aware and agree on the weapons they hold/what unit they truly are I can't really go to wrong?
Not too big of a deal in the end, as I just do it for the process, but I seem to enjoy Orks and Chaos Knights/Space Marines a lot, so might eventually have enough to try it out one day. Just didn't want to feel discouraged was all!
Thanks for the response, bud!
If you go strictly WYSIWYG, then nobz with ranged weapons are nigh unplayable. They lose most of their effectiveness. I personally magnetize not only for the rules but also for the fun. When my nobz kill a tank suddenly I can raise their power claws and sluggas up in the air as if they are cheering. Charging again? Put the down for the melee frenzy. :)
@@u.b.5366 I currently do not know what the type of people are in my local gamestore, so not sure if they play heavy into the WYSIWYG mindset.
Currently I am not really buying models for the idea of playing them still, just more looking to a model, think they look fun, and buying them to build them. Did buy an Ork Combat Patrol recently, though. Just kind of winged it on the few choices they give you in that one, but just wanted them to look like a random group of them instead of them all being the same.
Icaras missiles are great. Lots of random little flyers out there.
Spacwolves: "Do I take a 1A, 3ws, S4, ap0 bolt pistol, or... a 4+ invuln... hmm..."
Power fist every day
One of my favorite wargear options that feels relevant is my rubric marines. Will this squad be flamer or bolter? It feels like there’s an actual trade off to be had, even if the tournament scene has decided it’s all flamers now since they’re not more expensive.
Flamers losing access to key strats and losing range means I still pack some bolter rubrics along.
The Jump Canoness is in a very odd place at the moment. If she's with Seraphim then the Hand Flamer/ Power Weapon loadout is a no-brainer since it synergises so well with what the squad wants to do. With Zephyrim, you're obviously drawn to the Halberd for its better strength and attacks, but then the Zephyrim's special rule gives Power Weapons in the unit Sustained or Lethal, or both, which pushes the Power Weapon loadout back into contention. It'd be nice if the Zephyrim rule worked on 'melee weapons' instead, which would also be handy for Celestine.
In general, I feel that 10th is having an issue with light anti-infantry weapons. They do a decent enough job if an opponent brings loads of infantry, but so many armies in 40k can completely dodge that and bring nothing but vehicles and monsters with next-to-no penalty. It's a bad time when you turn up with Sisters with their fancy flamers only to run into Nidzilla, Ironstorm, Dreadmob, any flavour of Knights etc. Then you get heavy infantry like Terminators or even basic Marines who have good enough toughness and saves that things like meltas and plasmas will do as well against them as flamers, chaincannons etc, which further pushes the light weapons into the margins. That tends force things like Demolishers, Forgefiends and the Primaris tanks, which either have high strength Blast or multiple secondary anti-infantry guns, into the forefront because they can hit tough targets and still make big holes in hordes in a pinch.
Dark Eldar - Disintegrator Cannons or Dark Lance is only a choice IF your opponent is running all horde. Otherwise, the Dark Lance is superior in all other situations. All of the other melee options for the Talos are inferior to the gauntlet. 2 Trap choices.
My devastators only use las and plasma, plasma cannons can be absolutely insane because blast against a 10 man unit nets you 8 extra attacks on top of the 4-12 you already roll for.
Multimeltas I'd argue are actually the worst option for infantry because you need to get close and devastator/tactical marine durability often doesn't let them. And then, once you're close, you're wounding most vehicles on 5s anyway. If I position right I can delete a tank, but the infantry are not surviving the counter attack.
One unit not mentioned here are SW wolf guard terminators, who can freely choose any codex terminator weapon, plus combi weapons. I often have my squad wielding combi weapons, hammers, and an assault cannon, as they generate a lot of dev wounds and +1 to hit against oath targets makes up for their poor accuracy
Hazard rolls though are a risk either way plasma but yes I agree they can be good when they work
Though I think devs with multi melts out of a droppod is still good fun
@@icklemoo librarian or apothecary solves that problem, and you don't need to go hazardous anyway. If it's just 1 I can always CP reroll
I wish the weapons had some sort other effect but I suppose that harkens back to older editions that complicated weapons
Boltguns will always trump plasma for me. I don't care if they're more effective, Hellblasters just don't do it for me like Intercessors do. Same reason I prefer the old Predators. Tracks > grav-pads.
Yooooooooo new video!!! My favourite w40k channel!!
Will be funny in next edition if they roll it back paying for upgrades 😂
Any suggestions on what to equip a Razorback ?
Lascannon
Heavy Bolter
Or
Assault Cannon
Lascannon. But primaris can't hop in it i believe so what are you throwing in there?
@@keyanklupacs6333if it still has the fire support ability devastator marines.
Thanks for the suggestions. My main army is Grey Knights. It seems to me a T9 W10 vehicle with TL Lascannon for 85 pts. is a good deal. For reference, the cheapest GK 5 man infantry unit is 120 points for 10 Wounds. You could field 3 Razorbacks for about the cost of a Land Raider and have 30 wounds. Since GK power armor is all first born; GK doesn't experience the limitations that Space Marines have (except for Terminators).
@@AIPretendingToBeHumanoh makes sense!
For GK the Laserback seems to be the best option due to the lack of rangend anti-tank in the army.
I hate how hard this makes list building. I'm inevitably left 5 points over or 20 points under and I can't just drop an HK or add a couple wargear.
Doesn’t matter what I take I get stomped in every game. Currently on a 75 game losing streak
More choice of weapons = usually longer turn because of all the dice roll its add... think about that.
I choose rule of cool
Endless Gift!
Crazy how say a Land Raider Redeemer gets more weapons as wargear than it can actually fit on the model🤣 but why wouldn’t you take it!
@3:00 removal of wargear costs is all negative
there is LITERALLY not benifit for it
Wargear should cost additional points, just like it did in previous editions of 40k. It's so stupid now, and it's a feels bad for any players that didn't max out their special/heavy weapons when they assembled their minis during prior editions, just to feel like they're handicapping themselves now.
Who at GW is writing these rules? So many bad decisions
The flavour of 40k has really been lost in this edition. When powerfists are better than thunderhammers you know something is wrong!
Hot take: I just choose whatever looks the most badass on the model I'm trying to make
The best take, rule of cool and army flavour always triumphs.
The man never sleeps.
We're still doing this?
I need rec for wolfguard units
Why do gravis Sargent's not get a special weapon????
If they let the Heavy Intercessor have a power fist, that unit would go from good to spectacular in an instant.
Probably balance, i think vanguard vets in gravis would look amazing
Uh, by picking the coolest. Duh.
A very large amount of “That Guys” in the comments. In an edition where wargear costs nothing, it’s astounding there are so many mouth breathers focused on wysiwyg, considering I doubt they’ve ever placed in or won any tournaments. The models are an abstraction of what they represent. As long as you are clear and don’t change wargear mid game, counts-as and proxying is 10000% acceptable in non-comp play.
@@alexknudsen2759 coming from the person willing to name a random online a 'retard' I'd say most of us would label you as 'that guy'. Anyone curious enough can just look at both our comment histories and see how you chose to go off for no reason. Lol. :)
which wargear to pick in 10th
the obviously best one on every datasheet cos 10th is badly designed
I choose all the opti choice because it's free
"Buh muh meltas wound tank on 5s boo hoo"
This was pretty common, if not standard, when armour facings were a thing...
You are forgetting rules like armorbane though
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for Codex space marines rly doesnt matter, they are all kinda weak, like all guns/ rifles/ pistols and even close combat weapon doesn't do much , meltas are RLY bad, anti tank weapon that wounds on 5+ is a joke also range was nerfed in this ed, las canon is also bad, only -3 ap and d6+1 dmg is not rly enough to kill tanks - cause they are rly expensive, pistols are a joke, close combat weapons fist is like "the best" but characters are very expensive and rarly do anything useful, agressors have rly close range, I would say only hellblasters with fire discipline are doing their work well, but they die so fast they are often 1 time use only. SM have now 2 HUGE problems - rly bad AP weapons, like on the whole army no good AP , second - rly bad anty tank profiles. All SM datasheets were designed to have rerolls on wounds from oath of the moment, and since they took it away, most of them like just stop working
Squad of all lasgun gang 👇
@Kiwi_Celt Even the Sergeant! We going 3rd edition 😎
@@Kattbirb 3rd nerds👇
Blood Angel DC and TH spam is hilarious
First
Fird !!!