First off, LOVE these videos. Keep up the great work. We need people like you giving us the rundown for the new edition. Secondly, is like to shout out Imperial fists. Stone gauntlet will give them rerolls on those 5++ saves, and they will hit on a 2+ with the bolters. Granted you have to take Warders, which are a dash better with a reroll 4++ lol.
But it is really nice for more chill games with stone gauntlet. One small warders unit and the rest breachers. They are still going to be amazing, just more fair to deal with
I love breachers in their use for the iron fire rite of War. Its super flavorful and taking a little less damage (due to heavy) from friendly fire is pretty nice. Keep up the great videos!
I'm planning on making a really shooty unit of these for zone mortalis. Ten man squad all with shrapnel bolters Praetor in the unit with the Tyrant of the Lyssatra warlord trait running Fury of Olympia rite of war. This gives a ten man squad forty shots in rapid fire range and the gets hot is nullified by the 0 ap of the shrapnel bolters plus whatever the praetor is rocking. This will tear through tacticals and other units in close range where a lot of zone mortalis engagements take place.
I dont rate them quite as high as people seem to. Its brilliant but not the best - i did a whole video on it which i lost to the aether! Must refilm it.
Been wanting to run them with a heavy Word Bearers force maybe as my allied detachment. They seem all around very weak still, although less than last edition. Chargers seem to make them at least somewhat more efficient for their points but at that point they're becoming so expensive for their fragility to non-specialised marine killer weapons....
Just starting to listen, so commenting now first. I loved Breachers in 1st ed, but I've fallen in love with them in 2nd ed HH. Lascutters got GOOD, and as an Iron Hand player I can swap out the sergeants' plasma pistol for a graviton pistol and their graviton guns for graviton shredders. These make them a very potent anti-vehicle/dreadnought unit already, so add in the fact they can take a Termite as a dedicated transport and still be a scoring unit on top of that, they seem amazing. Oh and volkite. That had already sold them to me before I spotted the good stuff.
I find myself revisiting these videos after I played my first game in a while, so I thought I would revisit my comments, where I have something to add. I've been using a broadly similar 2 / 2.5k list for the last year or so, which includes two 10-man Breacher squads with two Graviton Shredders and a Graviton Pistol each, as described above. There are in Termites and depending on the size of the game, there's a third termite with Veterans in, joining them. Note this is not a Subterranean Assault list, just three squads with Dedicated Termites. Firstly, the Interceptor Reaction is just insane in 2nd ed. I've almost never had Termites left to move after they deploy, and at least one squad ends up shaken after they explode on arrival. At least they're better than Drop Pods in this regard. As for the squads themselves, despite 5 Graviton shots, one squad will not kill one Dreadnought in a round of shooting. They Dreadnought will never charge them as they'd get another 5 shots. Two squads can do it with some luck. At >300pts per squad & termite, it's really a LOT of points for squads that don't have a huge impact. So, naturally, rather than switch tactics, I'm considering adding Techmarines for MOAR GRAV! into the Breacher Squads. Also I want to try a full Subterranean Assault list.
really like your unit review, those rules are a lot to digest with a looot of options haha Correct me if i'm wrong, but so far I didn't see anything going your direction on that bit : when you talked about graviton gun, charging through terrain don't make the charge disordered, charging through difficult terrain makes you fight at initiative 1 ( very easiely negated by having krak grenade or grenade harness ) and -2 distance as you said if the difficult terrain was already there when declaring the charge. And through dangerous terrain just make you roll to maybe loose some wounds as usual for that kind of terrain. Except some special rules here and there, it's mostly from the hold the line reaction that you make the charge desordered for the attacker. But it's instead of overwatching anyway. Or if the attacker choose to charge multiple targets at the same time. I also want to point at that the space wolves rule has 2 component, run and charge is for all infantry NON heavy. So it doesn't apply to them. Instead they gain +1ws when making a charge. But since they don't have enough attacks ( boarding shield prevent them to gain +1 attack when charging ) or good close combat weapon, they fall a bit flat and don't gain much benefit or gain so little in an area they are not good at anyway
Great deep dive. In white scars you could take them in the Sagyar Mazan rite of war to get them feel no pain without having to sink points into an apothecary.
I am a fan of Breachers. Volkite, lascutters, vexilla all worthy upgrades. I put them in a drill and drop them on the opponent's side to be dealt with. One thing to note, if you attach an Apothecary, they lose the benefits of Heavy.
I’d imagine we will see all the uniquely 30k marine stuff in plastic: breachers, grav bikes, speeder, land raider proteus, rapiers, and that rumored plastic thunderhawk.
I sort of really want to make a squad of these using 10 of my new MK III marines, but at the same time they don't seem a great choice for Blood Angels. I've also got a proxy termite drill (Mantic games' Veer-myn Tunneller) so might just have to make em for rule of cool and nothing else.
What's your opinion on Phalanx Warders the IF elite version of breachers? their special rules make them perform the way they look like they should for marines with giant shields: +1 WS when charged, and +1 to invuln when in base contact conferred to any character that's joined the unit as well. But these mfrs are 225 damn pts. They're iconic and thematic in a Fists list, but I'm struggling to justify taking them outside Zone Mortalis or a Stone Gauntlet RoW list with Fafnir Rann as HQ.
I play IF, my opinion is that they seem very strong if taken with rann and stonegauntlet. In phase 2 playtesting they had 2 wounds for the same points, I guess that was too strong in that combo so they just dropped them to 1 w but kept the points the same. So now we end up with an overcosted unit that can still be ok in the optimal setup but are otherwise shit. Also they only have 1 attack so the poweraxe is good but not that strong.
@@3v3rhard sounds about right. They're so cool though - I've been trying to justify them outside SG + Rann. Thank you kindly for the input! Another IF side note: pintle iliastus on dedicated transport rhinos? The weapon upgrade doubles its points but also turns a taxi into an anti-infantry threat. At Str 6 the cannons just barely count as defensive weapons too. Might be good for delivering Templars into the frontline.
Love your videos, keep up the good work! Now you have the rules I would love to see you go over the iron hands units again and how you would kit them out/utilise them.
Before I saw the rules I was considering them for my Salamanders but now I don't think they really have a place. I haven't done the math but the increased costs seem to have diminishing returns when compared to Salamanders Tactical Squads. Why not just spend the points to get more marines, bayonets/chainbayonets, an Apothecary, etc? I would need to do the math, but an upgraded Salamander Tactical Squad may be sturdier point-for-point while having more firepower. It's a similar situation for Salamanders Tactical Support Squads with meltaguns: Pyroclasts are a few points more but bring way more to the table.
What are your thoughts on running them with shrapnel bolters as Iron Warriors (and on shrapnel bolters in general)? They seem like a useful tool to try pin an enemy, and did I get that right, if they pin a charging unit during overwatch the charge auto-fails?
I like them as the basis of a Logos Lectora all shield Ultramarine army. It makes them faster on turn one, and harder to remove after that. Not that strong but all the flavor.
@@Hearesy Awesome! I’m hoping to run a breacher squad as front line charge bait in my Ultramarine army, sounds like that might work out. As a total 30k noob your vids are really helping to get a general sense of what to do with each unit.
These will be the core of my army. Alongside phalanx warders, stone gauntlet let's these cheap infantry become incredible walls that I can use to even tie up terminators or dreadnoughts without much worry
You mention the Medusan Immortals. Obviously they’re better than a normal Breather Squad (10 leadership, +1 attack) for +50 points, do you think that makes them worthwhile?
I do. They’re also 5+ FNP and Stubborn, so you effectively have to kill the whole unit and they’re very hard to pin too. Very worthwhile. I’m currently building 30!
Rule of Cool means I feel like a unit or two of these can definitely be justified - just so long as yeah don't sink too much in the way of points into them.
Thanks for the video. Would like to hear your thoughts on recon squads. Would breachers be a better bodyguard for a techmarine on foot in a Raven Guard army or am I better off with a recon squad for the extra shrouded saves from shooting?
@@Hearesy He will stand next to a Kratos just in case it needs a repair and has a cognis signum. If I choose recon I can spare points for 8x nemesis bolters and a minor combi-flamer on the sgt and the nemesis could benefit from the cognis. Still for 250 points for 10 recon with nuncio vox and an augury is hefty. Could easily take 20 tacticals tooled up instead.... Choices....
breacher's are a bit too expensive for what they bring, considering that 20 breachers are 20 wounds with a 5++ and 10 tarteros terminators are the same for 25 points less. if you really need the line troops throw in a legion herald for line on your terminators. terminators are more flexible and can shoot and kill in melee for about 100 more points(for the herald)
I have 20 and not sure if to run them as one unit with bolters or split into two one with volkite. The volkite feels fluffy as it’s a dark angels force I’m building.
How would you say these guys function with the White Dwarf Zone Mortalis rules? Are they more worth taking for that style of play, or better off split with tactical or despoilers?
Thank you for these. I wanted to get into HH but I have kids to feeds so a full forge world army was never going to happen. I can finally play it now and I’m lost lol. That said I’ve decided the Age of Darkness boxed set is a trap. I’m setting 10 tactical marines and 5 terminators aside until I can get special and heavy weapon upgrade sprues so I don’t wind up buying another 20 marines and squad of termies early in to do it.
So breachers can take 1grav gun for every 5 in a unit, would It be effective to take 2 grav guns in a 10 man squad with an attached apothecary for point defense ?
You roll the charge first to lock in success, and lock in how far you will go. Then you fire overwatch before they move, then they move. But its too late for the difficult terrain to change their movr distance. Very annoying and possibly even unintentional. Its worse that concussive doesnt work at all in overwatch :/
Ultramarines Praetorian Breachers can all take Power Swords for 5 points each. P. Swords aren't the best, but it's a unique, and cool looking unit. The assault capabilities of breachers is nothing to brag about, and I don't think it would probably justify the expense. FWIW...
@@Hearesy Oh I know, me especially. I commented because I had seen the same interpretation in several places now. Thank you and keep up the great videos.
Good video! You’ve definitely given me something to think about with the grav gun - I was planning on going all lascutters for mine. Probably would have been worth mentioning their potential in an Imperial Fists army running stone gauntlet. Yes, Phalanx Warders are better, but they’re more expensive and the Breachers still receive a re-roll to their invulnerable saves plus hammer of wrath. Also, the +1 to shooting with bolters that all Fists get helps make their shooting more worthwhile. If you do a Medusan Immortals video, worth pointing out that unlike regular breachers they get access to bayonet options, which are utterly pointless given models with boarding shields can’t use two handed weapons!
I'm really hoping you could do all the line troops choices.
I'm really hoping you could do all the choices.
best Horus Heresy 2.0 channel.
Thanks!
First off, LOVE these videos. Keep up the great work. We need people like you giving us the rundown for the new edition. Secondly, is like to shout out Imperial fists. Stone gauntlet will give them rerolls on those 5++ saves, and they will hit on a 2+ with the bolters. Granted you have to take Warders, which are a dash better with a reroll 4++ lol.
I actually purposefully left them out to avoid 50000 comments about Phalanx Warders being better :)
But it is really nice for more chill games with stone gauntlet. One small warders unit and the rest breachers. They are still going to be amazing, just more fair to deal with
This is great if you want to play heresy on baby mode
I love breachers in their use for the iron fire rite of War. Its super flavorful and taking a little less damage (due to heavy) from friendly fire is pretty nice. Keep up the great videos!
I'm planning on making a really shooty unit of these for zone mortalis.
Ten man squad all with shrapnel bolters
Praetor in the unit with the Tyrant of the Lyssatra warlord trait running Fury of Olympia rite of war.
This gives a ten man squad forty shots in rapid fire range and the gets hot is nullified by the 0 ap of the shrapnel bolters plus whatever the praetor is rocking. This will tear through tacticals and other units in close range where a lot of zone mortalis engagements take place.
Also An Iron Warrior player - but much newer, how useful are the Shrapnel bolt varients for the boltguns?
Good video. Although I was surprised Imperial Fists and the Stone Gauntlet RoW weren't mentioned
I dont rate them quite as high as people seem to. Its brilliant but not the best - i did a whole video on it which i lost to the aether! Must refilm it.
@@Hearesy I agree its ok
Becoming my number 1 go to channel for HH content. And a fellow scouser at that, live to see the success fella
Nice one laa!
Always knew that I would absolutely use Breachers with my TS! great vid!
Correct about the "rule of cool" - they look great. Possibly not a unit I'll be fielding. More of these deep dives please mate!
Always wanted to use them. Thanks for all the info. Might take a squad for my DA now.
I feel like breachers will excel best in the environment they were made for, Zone Mortalis
For sure theyll be good there!
@@Hearesy can’t wait to try them out, also thanks for the videos man I love listening to them at work and you break things down well.
Let us know how they get on! And thanks, much appreciated.
Been wanting to run them with a heavy Word Bearers force maybe as my allied detachment. They seem all around very weak still, although less than last edition. Chargers seem to make them at least somewhat more efficient for their points but at that point they're becoming so expensive for their fragility to non-specialised marine killer weapons....
Just to make sure I've got it right... as they have Line, they can be taken as a mandatory troop choice?
Just starting to listen, so commenting now first. I loved Breachers in 1st ed, but I've fallen in love with them in 2nd ed HH. Lascutters got GOOD, and as an Iron Hand player I can swap out the sergeants' plasma pistol for a graviton pistol and their graviton guns for graviton shredders. These make them a very potent anti-vehicle/dreadnought unit already, so add in the fact they can take a Termite as a dedicated transport and still be a scoring unit on top of that, they seem amazing. Oh and volkite. That had already sold them to me before I spotted the good stuff.
Yes my fellow Iron Hand, yes!
I find myself revisiting these videos after I played my first game in a while, so I thought I would revisit my comments, where I have something to add. I've been using a broadly similar 2 / 2.5k list for the last year or so, which includes two 10-man Breacher squads with two Graviton Shredders and a Graviton Pistol each, as described above. There are in Termites and depending on the size of the game, there's a third termite with Veterans in, joining them. Note this is not a Subterranean Assault list, just three squads with Dedicated Termites.
Firstly, the Interceptor Reaction is just insane in 2nd ed. I've almost never had Termites left to move after they deploy, and at least one squad ends up shaken after they explode on arrival. At least they're better than Drop Pods in this regard. As for the squads themselves, despite 5 Graviton shots, one squad will not kill one Dreadnought in a round of shooting. They Dreadnought will never charge them as they'd get another 5 shots. Two squads can do it with some luck. At >300pts per squad & termite, it's really a LOT of points for squads that don't have a huge impact.
So, naturally, rather than switch tactics, I'm considering adding Techmarines for MOAR GRAV! into the Breacher Squads. Also I want to try a full Subterranean Assault list.
really like your unit review, those rules are a lot to digest with a looot of options haha
Correct me if i'm wrong, but so far I didn't see anything going your direction on that bit :
when you talked about graviton gun, charging through terrain don't make the charge disordered, charging through difficult terrain makes you fight at initiative 1 ( very easiely negated by having krak grenade or grenade harness ) and -2 distance as you said if the difficult terrain was already there when declaring the charge. And through dangerous terrain just make you roll to maybe loose some wounds as usual for that kind of terrain.
Except some special rules here and there, it's mostly from the hold the line reaction that you make the charge desordered for the attacker. But it's instead of overwatching anyway. Or if the attacker choose to charge multiple targets at the same time.
I also want to point at that the space wolves rule has 2 component, run and charge is for all infantry NON heavy. So it doesn't apply to them. Instead they gain +1ws when making a charge. But since they don't have enough attacks ( boarding shield prevent them to gain +1 attack when charging ) or good close combat weapon, they fall a bit flat and don't gain much benefit or gain so little in an area they are not good at anyway
Great deep dive. In white scars you could take them in the Sagyar Mazan rite of war to get them feel no pain without having to sink points into an apothecary.
Great video, I agree they defo have their uses and are quite fluffy. A librarian bodyguard and objective taker is kinda cool
Awesome, keep the reviews coming. Really liked this style of deep dive on individual unit.
I am a fan of Breachers. Volkite, lascutters, vexilla all worthy upgrades. I put them in a drill and drop them on the opponent's side to be dealt with.
One thing to note, if you attach an Apothecary, they lose the benefits of Heavy.
Read Apothecarion Detachment again. Apothecaries gain the subtypes (i.e. heavy) of their attached unit
These are really helpful, I'm hoping you do Assault squads soon!
If you're using them with Imperial Fists, you could use the Stone Gauntlet to grant them a rerollable invuln
We likely to see a plastic breached set? Would love them to be much more accessible.
Sho knows - I’d hope so!
I’d imagine we will see all the uniquely 30k marine stuff in plastic: breachers, grav bikes, speeder, land raider proteus, rapiers, and that rumored plastic thunderhawk.
I sort of really want to make a squad of these using 10 of my new MK III marines, but at the same time they don't seem a great choice for Blood Angels. I've also got a proxy termite drill (Mantic games' Veer-myn Tunneller) so might just have to make em for rule of cool and nothing else.
Great format indeed. Cheers from Poland:)
Thanks Piotr!
What's your opinion on Phalanx Warders the IF elite version of breachers? their special rules make them perform the way they look like they should for marines with giant shields: +1 WS when charged, and +1 to invuln when in base contact conferred to any character that's joined the unit as well. But these mfrs are 225 damn pts. They're iconic and thematic in a Fists list, but I'm struggling to justify taking them outside Zone Mortalis or a Stone Gauntlet RoW list with Fafnir Rann as HQ.
I play IF, my opinion is that they seem very strong if taken with rann and stonegauntlet. In phase 2 playtesting they had 2 wounds for the same points, I guess that was too strong in that combo so they just dropped them to 1 w but kept the points the same. So now we end up with an overcosted unit that can still be ok in the optimal setup but are otherwise shit. Also they only have 1 attack so the poweraxe is good but not that strong.
Video on this coming soon!
@@3v3rhard sounds about right. They're so cool though - I've been trying to justify them outside SG + Rann. Thank you kindly for the input! Another IF side note: pintle iliastus on dedicated transport rhinos? The weapon upgrade doubles its points but also turns a taxi into an anti-infantry threat. At Str 6 the cannons just barely count as defensive weapons too. Might be good for delivering Templars into the frontline.
Good video, i would like to see more of these. I also enjoyed your heavy and tactical support videos.
Love your videos, keep up the good work! Now you have the rules I would love to see you go over the iron hands units again and how you would kit them out/utilise them.
Before I saw the rules I was considering them for my Salamanders but now I don't think they really have a place. I haven't done the math but the increased costs seem to have diminishing returns when compared to Salamanders Tactical Squads. Why not just spend the points to get more marines, bayonets/chainbayonets, an Apothecary, etc? I would need to do the math, but an upgraded Salamander Tactical Squad may be sturdier point-for-point while having more firepower. It's a similar situation for Salamanders Tactical Support Squads with meltaguns: Pyroclasts are a few points more but bring way more to the table.
Breachers don’t trigger the run and charge with Space Wolves because they’re Heavy and cannot run. They get the +1WS on the charge instead.
Oo i forgot about that. Thats… better!
Hello how about the legion special variants of these like Phalanx warders?
What are your thoughts on running them with shrapnel bolters as Iron Warriors (and on shrapnel bolters in general)?
They seem like a useful tool to try pin an enemy, and did I get that right, if they pin a charging unit during overwatch the charge auto-fails?
I love shrapnel bolters!
@@Hearesy woohoo!
yeah las cutters are well a risky weapon but nasty if you are takeing two to 3 breachers take one
Brilliant!
I like them as the basis of a Logos Lectora all shield Ultramarine army. It makes them faster on turn one, and harder to remove after that. Not that strong but all the flavor.
wow that was fast. Thanks for the breakdown!
You inspired me, ive been wanting to get round to all of the line units anyway!
@@Hearesy Awesome! I’m hoping to run a breacher squad as front line charge bait in my Ultramarine army, sounds like that might work out. As a total 30k noob your vids are really helping to get a general sense of what to do with each unit.
I know you don't do these videos anymore(currently), but what about 20 of these guys in a spartan? Maybe 2 squads, each with Rad Grenades?
Way too expensive. Keep em cheap
These will be the core of my army. Alongside phalanx warders, stone gauntlet let's these cheap infantry become incredible walls that I can use to even tie up terminators or dreadnoughts without much worry
You mention the Medusan Immortals. Obviously they’re better than a normal
Breather Squad (10 leadership, +1 attack) for +50 points, do you think that makes them worthwhile?
I do. They’re also 5+ FNP and Stubborn, so you effectively have to kill the whole unit and they’re very hard to pin too. Very worthwhile. I’m currently building 30!
Rule of Cool means I feel like a unit or two of these can definitely be justified - just so long as yeah don't sink too much in the way of points into them.
Where is the shooting profile for the lascutter? I may be being blind, but I couldn't find it (Liber hereticus)
Bottom of pg135 exotic and misc weapons!
@@Hearesy Thankyou! I looked several times, and still managed to miss it
Thanks for the video. Would like to hear your thoughts on recon squads. Would breachers be a better bodyguard for a techmarine on foot in a Raven Guard army or am I better off with a recon squad for the extra shrouded saves from shooting?
Really depends what you want to achieve with them! Whats the techmarine for?
@@Hearesy He will stand next to a Kratos just in case it needs a repair and has a cognis signum. If I choose recon I can spare points for 8x nemesis bolters and a minor combi-flamer on the sgt and the nemesis could benefit from the cognis. Still for 250 points for 10 recon with nuncio vox and an augury is hefty. Could easily take 20 tacticals tooled up instead.... Choices....
what's the opinion on Phalanx vs Medusa's ? i'm torn between IF and IH and this answer might just help push me one way or the other.
Im assembling 30 immortals right now is my official response
@@Hearesy lol , copy that !
breacher's are a bit too expensive for what they bring, considering that 20 breachers are 20 wounds with a 5++ and 10 tarteros terminators are the same for 25 points less. if you really need the line troops throw in a legion herald for line on your terminators. terminators are more flexible and can shoot and kill in melee for about 100 more points(for the herald)
I have 20 and not sure if to run them as one unit with bolters or split into two one with volkite. The volkite feels fluffy as it’s a dark angels force I’m building.
Ive split mine (immortals though) into 10 chainswords and 10 volkites. Not for any kind of optimal, just for variety.
How would you say these guys function with the White Dwarf Zone Mortalis rules? Are they more worth taking for that style of play, or better off split with tactical or despoilers?
I havent really gone down that route yet, even though ive read the rules. Definitely the subject of some future videos!
Thank you for these. I wanted to get into HH but I have kids to feeds so a full forge world army was never going to happen. I can finally play it now and I’m lost lol.
That said I’ve decided the Age of Darkness boxed set is a trap. I’m setting 10 tactical marines and 5 terminators aside until I can get special and heavy weapon upgrade sprues so I don’t wind up buying another 20 marines and squad of termies early in to do it.
Well done.
What about Shrapnel Bolters on them?
So breachers can take 1grav gun for every 5 in a unit, would It be effective to take 2 grav guns in a 10 man squad with an attached apothecary for point defense ?
I think its be fine yep. Bit on the expensive side though.
I can't breachers in 2.0 did they survive the edition change?
they key to breachers is play imperial fist stay in formation and never leave your objective, you will not move and nothing is really shifting you.
3:32 don't you fire overwatch before the charge roll ?
You roll the charge first to lock in success, and lock in how far you will go. Then you fire overwatch before they move, then they move. But its too late for the difficult terrain to change their movr distance.
Very annoying and possibly even unintentional.
Its worse that concussive doesnt work at all in overwatch :/
@@Hearesy Oh no, thanks for the feedback though.
I thought it was like in 40K , where you fire first then roll.
Thanks!
You forgot imperial fist that get bonus with Rann
are you doing basic tactical marines as well?
Some videos on them already but yeh probably for this series!
I can't help it, I have to model these even if they never see play...
Running 60 Immortals with dreads, no idea how this will turn out 😂
Ultramarines Praetorian Breachers can all take Power Swords for 5 points each. P. Swords aren't the best, but it's a unique, and cool looking unit. The assault capabilities of breachers is nothing to brag about, and I don't think it would probably justify the expense. FWIW...
Imperial fists have warders which are just objectively better.
Fuck, I bought 5 of these thinking i could build a squad from them, now i see you need 10 minimum and I feel stupid.
Where the stone gauntlet
why do people think breachers, or Deathsworn for that matter, can run in SW? Heavy units cannot run.
Everyone misreads a rule occasionally, fellow Ian!
@@Hearesy Oh I know, me especially. I commented because I had seen the same interpretation in several places now. Thank you and keep up the great videos.
Good video! You’ve definitely given me something to think about with the grav gun - I was planning on going all lascutters for mine.
Probably would have been worth mentioning their potential in an Imperial Fists army running stone gauntlet. Yes, Phalanx Warders are better, but they’re more expensive and the Breachers still receive a re-roll to their invulnerable saves plus hammer of wrath. Also, the +1 to shooting with bolters that all Fists get helps make their shooting more worthwhile.
If you do a Medusan Immortals video, worth pointing out that unlike regular breachers they get access to bayonet options, which are utterly pointless given models with boarding shields can’t use two handed weapons!
First view, sweet
Haha, congrats!