TOP 10 MUST-KNOW Changes in the NEW Pariah Nexus | Warhammer 40K Tactics
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- Опубліковано 4 сер 2024
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Discover the top 10 game-changing updates in the new Pariah Nexus for Warhammer 40K! These essential tips and strategies will help you stay ahead in the game. Don't miss out on these crucial changes that can give you the competitive edge!
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Arian Scalise - Розваги
Omg I bet Ana is super happy. Knights and custodes got buffed
Congratulations on the tournament win!
Thank you my friend 💪💪💪
Also, Battline units get some buffs, and you're gonna make a video about that later...
Me: *Smiles in Black Templar 20 man Primaris Crusader Squad*
lol, exactly 🤣
I really like the idea of the DA's Hunter detachment in this edition, as it makes the outriders Battle line, and then adding ATV's to them. Seems pretty good to me.
if ATV's were good maybe.
I don’t get the pivot a large vehicle on a round base being a shorter charge thing.., I know rules written appears to give it a shorter distance even though it is outside nine due to pivoting shenanigans but is an easy fix… if you have a circular base like infantry you measure from the base! Then you don’t get any free extra inches? It’s not that hard and I’m sure that’s how it’s intended? 😎
Deathwatch surprisingly eating good after all these changes. I can actually use my BSTF Strategems!!
From the perspective of the game, I get the further nerf to Indirect, but from a general wargaming perspective, I'm not a fan since artillery is definitely a tactic employed in war.
What it tells me is that GW should just bump Indirect models to Legends or do away with them entirely since they're clearly promoting a specific style of gameplay it doesn't really want to interact with. Being forced to hit on 4+ could warrant points cuts but we all know GW won't let these units be decent.
The guard points did get cut. And indirect being 4+ is still 50% and can still reroll
@@peterbaines1763 Yeah, though even then they've been steering things away from Indirect units for the Guard rules-wise. Too many roadblocks for a 50% chance to hit bogged down by wound rolls and saves all boosted by the rest of the Indirect fire penalties. They don't even feel good in casual games.
Sucks less for marines or death guard in that they just need to leave it alone and not bother with buffing the hit roll, but for Guard it's telling them not to invest in this using the resources they wrote into the faction for it lol
@@marauder340 I understand fully tbh its too difficult a game mechanic to balance fairly around. I dont play other wargames so not sure how they get around the issue
@@peterbaines1763 It's rough without bringing back some rules from older editions like templates or a scatter mechanic to add randomness to indirect fire as a way to curb its oppressiveness. That's the way I can see it being okay, but would add to further rules bloat which GW ostensibly tries to control now.
The issue is, because it’s a D6 dice game. The artillery was hitting better than super soldiers shooting at something they can see.