NEXT PART - Charge Phase here - ua-cam.com/video/9DVRwC3jpE0/v-deo.html&ab_channel=AuspexTactics Full 'How to Play 40K' playlist here - ua-cam.com/video/JnFFyll0kn4/v-deo.html&ab_channel=AuspexTactics Part 4 - Shooting Phase here - ua-cam.com/video/8LVsgFFQh-g/v-deo.html
Badly need a clarification on a rule: if a bodyguard is giving FNP to a leader and the bodyguard is killed, does the leader have that fnp until the attacking model is done making its attacks. If a leman Russ shoots the leaders units and kills all the guard, everything is happening at the same time. If you remove models and your squad is no longer visible that Russ can fire all its weapons anyways obviously, so the leader would also retain the FNP until that Russ finishes firing, losing it for all other models obviously. Is this how this works, this is how I read it for sure.
@jameskillbot2867 Would it be that as soon as a fatal wound is allocated to the buffing character, any further wounds left to be allocated would then not be able to be prevented by the FNP?
@@damianwomack4668 but why would the buff fall off and line of sight not be prevented when removing a unit and switching to a new gun on a tank? Shouldn’t all the guns from a unit resolve at the same time?
And here we see the mighty Astartes in their natural habitat of the Battlefield, with their bolters they are able to engage enemies up to 24 inches away.
Honestly, I think Hazardous should just be Hazardous (X). That way you can tailor how much it kills each unit without needing to specify damage for different keywords in the rules text. You want a plasma Inceptor to die on a botched roll? Hazardous 3. You want your warlord titan to take more than 3 damage when it’s sunfury plasma skyscraper melts down? Hazardous 10. See? Easy.
That would make sense! But then you would have to make a difference between identical weapons on different units, or have to give each another name, as there may be the same weapons on normal humans, Space Marines and Tanks for example.... Its easier to give units special rules, that may increade or decrease the damage...
@@Silverdragon83X It would still work. Only mortal wounds carry over, so it'd just be another example of overkill if a random guardsman's plasma gun blows up.
yeah except that would allow you to kill different models, if you have plasma in guards squad for example you could chose to kill some pleb with regular lasgun instead of a plasma bearer, not always relevent (like Hellblasters) but when when it would it would matter a lot, good example would be for example Krieg squad as they get even stronger when losing models, so you have pretty much no incentive not go hazardous
A note on devastating wounds - the mortal wounds are allocated after normal damage In the video you say the assault cannon (rolling four successful wounds of which two are critical) causes 2 mortal wounds and then forces 2 saves. Actually that would be the other way round. Bit of a weird one from the Rules Commentary download, but could have a major impact against mixed or attached units.
I was hoping you'd do a video like this. I was having trouble keeping the keywords all straight. I'd love to see like a one page reference sheet on this stuff.
I think Universal Keywords are one of the things that is best described in Magic the Gathering, new keywords and mechanics are introduced in almost every set, or old ones are used in creative new ways. The rules are laid out for you on the initial releases, but after a while you stop seeing the reminder text because it's become so innate to the game itself.
Bringing back USRs I think was probably one of GWs better decisions this edition, but there's some cases where it seems the rules are...unevenly distributed would be the word? Like why give bolt rifles heavy and assault when regular bolt guns get neither? Why are railguns not anti-vehicle when that's kind of their entire reason for existence? Hopefully as the codices drop some of the USRs will be shuffled around a bit to make them more consistently available.
And it's a bit worse with the optional equipment being free because many times, when there's even a choice, one option will be an autoinclude over the others. Many lists will be identical.
@@bensemusxthat isn't likely to be the case, even if that is what they have said. The chances of them not changing any of the datasheets in the next few years while they release codexes is very low indeed.
Melta too - really seems like melta weapons should have had Anti-Vehicle, since their S9 isn't great against the new vehicle T values. (Also pet peeve: calling the "extra damage at close range" rule "Melta" means it's just wrong when applied to, say, Tau fusion blasters. Name the rule for what it does, not one faction's version of the weapon!)
@@northerner3861 Teleporting does nothing if we can't kill what we shoot at. Our cheapest anti tank option is a Razorback for 95 points, but it requires we have an infantry in it at the start of the battle in 10th - which means they can't teleport lol
@@sockMonster241 Turn 1 you wouldn't be able to teleport unless your opponent went first since it only happens at the end of the opponents turn, so expect most of the teleports to happen turn 2 onwards. Having a vehicle in this context for turn 1 I'd say helps you more since it would protect whatever units are inside from being shot off first turn
@@TheMediocreBrit Hmm idk. You'd want razorbacks, which can only carry 5 troops + a character or two. It seems like 10 man units are better this edition. Not to mention, vehicles are harder to hide and I think less durable due to the weapons they're likely to be hit by having only a few shots but a ton of damage. I'm just subjecting a half unit to mortal wounds and battle shock if the transport dies, for 1 lascannon shot?
I really like the keyword idea but with all the space available on data card it could have the reminder text in italic like on magic cards. I don't doubt that in due time it will become mostly superfluous but in the meantime everyone is a new player
Kinda wish blast could come in blast (X) variants. Dunno if I'd prefer it to mean either: 1 extra attack per X models in the unit (so current blast would just be blast 5) Or X extra attacks per 5 models Leaning towards the second but either way would give more flexibility to design certain weapons as truly anti-chaff specialised.
This is wonderful. Could you please do one explaining data cards? Some of the numbers and stats confuse me. Along with the amount of dice to use for a specific weapons stats. Such as Heavy 2 or automatic. I’m terrible with numbers so it would be greatly appreciated if you read this comment!
Heavy 2 meant two shots with a Heavy weapon in earlier editions, and Heavy meant -1 to hit if you moved. I don't think you can have Heavy 2 in 10th ed and, as explained from 14:27 it grants the model shooting with the weapon a +1 to hit if it Remained Stationary. Do note that keywords are written in color and between brackets, weapons like Heavy melee weapon don't have the [Heavy] keyword as it's just their name. Automatic isn't a keyword as far as I know and is merely a name like Automatic Stubber or something along those lines. If you have any questions don't hesitate to ask, the community usually wants to help !
The number of dice is shown by the attacks stat. The exceptions are as follows: 1. Rapid fire (x): if the weapon is targeting a unit within half range, roll a number of additional dice as shown in the brackets (x) 2. Blast: roll one additional dice for every five models in the target unit, rounding down (so +1 dice when targeting units of 5-9 models, +2 for units of 10-14, etc) 3. Sustained hits (x): when making attack rolls with this weapon, on an unmodified hit roll of a 6, that attack scores an additional number of hits equal to (x). These additional hits are regular hits, and do not count as natural 6s to hit for other purposes (lethal hits etc). I hope that helps, if you need specific examples just ask 🙂
Thanks a lot for this nice summary. Did I get it right, that a critical hit is a mortal wound and no normal save/invulnerable save is possible only special rules like armour of contempt? For a better understanding GW could don‘t use some much unnecessary variables, in my suggestion.
I prefer it, no longer are you 'punished' for building the kit with the wrong combi weapon or power weapon. Style your little dudes how you want without it impacting there effectives in game
This is a bit random, but I'd have made Blast into Blast(x), you get (x) extra shots per 5 models. Metla weapons wound Non-Titanic Vehicles on a 4+, and then made the Melta Rule +1 dmg, +1 Wound within half range (Meaning non-titanics on a 3+, and honestly most titanics on a 4+). It's a ~75% dmg boost, and makes the Melta way more reliable. I may even say a lower but more consistent base damage wouldn't be a bad idea. At least, lower for the infantry ones. They feel quite... swingy. Hazardous would be Hazardous (X), which is how many mortals you take on a fail. (Tau Ion weapons could be safer, only lightly damaging a battlesuit per 1, where as Orkguns may end up frying multiple orks in the squad). Twin Linked can grant my favorite mechanic: a modified Brutal but Cunning (Or is it Cunning but Brutal?). For every shot that fails to wound/is saved, make another shot. Don't do so for misses. You still have to roll to hit for these extra shots (So they are bad vs high evasion, and good vs thickies and shields). I know the Assault Cannon had Rend back in the day, but I'd REALLY have given it Sustained Hits over Devastating Wounds. If they want Combi-weapons to have one profile per gun, keep the three different types. Make Combi versions of special weapons higher shots but lower damage/Strength, for example the Combi-Plasma might not get dmg 2 on an overcharge but fire 3 shots (Maybe Str 5 or 6 base, +1 str, +1 shot on an overcharge?), the Combi-Melta is a one shot Melta with 1d3 damage And Rapid Fire 1 (Really want to get very close with it). The Combi-Flamer is just a higher shot weapon because Flamers tend to be fairly bad and we want this to stand up to the other guns.
One question: if I wound a charakter (as per precision rule) do the enemy has to allocate furter, none precision wounds, to the character? Since you have to allocate wounds to wounded models in a unit? Or have I missed a rule?
So heavy keywords mean adding 1 to the number on each dice rolled. So for example a unit of 4 SM and a Sargent with chainsword, for shooting the bolters while stationary would be roll 8 dice for hit roll and for each of those dice add 1 to the result?
Badly need a clarification on a rule: if a bodyguard is giving FNP to a leader and the bodyguard is killed, does the leader have that fnp until the attacking model is done making its attacks. If a leman Russ shoots the leaders units and kills all the guard, everything is happening at the same time. If you remove models and your squad is no longer visible that Russ can fire all its weapons anyways obviously, so the leader would also retain the FNP until that Russ finishes firing, losing it for all other models obviously. Is this how this works, this is how I read it for sure.
The answer to your first question is yes. The status of the unit is locked I. During targeting so slow rolling to trigger an effect like such and such when below half strength isn’t possible so I would also say that they still get the feel no pain since it’s one attack sequence and it’s locked in when the target is selected.
Got a question about the “Lance” keyword. A Gargantuan Squiggoth has the Lance keyword for his melee weapon. Since it’s almost always wounding on a 2+ on most things, will it make it an auto wound instead?
I believe its only on a rare number of weapons, and those weapons typically have low attacks. If we had stuff like anti-infantry with 10 attacks, then I'd be rioting.
I should have never started painting these minis. I want to play so bad, it's so complex, no one I know can grasp it, (nor I) and trying to remember all these rules and their 5 pound 300 page rules books and index cards and everything. Just frustrating painting for years and having armies that will never see a game table.
I see psychic isn't on this list. I know it doesn't technically do anything, which is a real shame, but its still a keyword. 10th really is the nadir of psykers.
Damn was really hoping for a clarification me and my friends have with 1 shot weapons. I get that they can only be shot once. But when is it considered "Shot". We go down the list of weapons and assign them targets. Lets say I full target the enemy tank. If I kill the tank with other weapons before I do anything with my one-shot weapon. Is it still used? Is targeting and declaring the target with the weapon considered "shooting" the weapon, As all weapons are shoot at the same time. OR is it only used when you go to roll dice for it. Meaning it preserves your one shot weapon if you get lucky and kill your target before rolling it.
for [SUSTAINED HITS] - hit roll of 6 i not precise, as it is on Critical Hit which can be different than a 6 in certain cases e.g. Necron Flayed Ones score Critical Hit on a successful Hit roll if attacking unit below half strength (Flesh Hunger)
@@supershot9729 from I get, they are universal when considering their effect, but not on how you achieve them (since at least the Flayed Ones have their ability alter that)
Stupid question : regarding on modifier, for example if its +1 hit roll, is it applied after roll (result hit roll 4 -> 5) or before roll (EG +3 Hit toll -> +2 Roll)?
Basically it's the same thing. Generally people consider it changing their BS (from 3+ to 2+, for example) as that is the easiest way, but in reality it changes the number rolled on the dice (from a 4 to a 5, fir example). Remember rerolls happen before modifiers so reroll 1's is looking for naturally rolled dice results of 1. So +1 to hit doesn't change that 1 to a 2 until after any potential reroll.
I think after is a better discription, what it does is: D6+1="result of the roll", so you can have hit roll of 7, so a unit can't have BS/WS of 6, but rather 6+, this also makes a distinction between BS/WS modifier and hit roll modifier, which is important because you can't change hitroll by more than 1 in either direction, but you can also change BS/WS, for a bigger swing
I'd like to address an open letter to GW regarding the Aggressors: Why would you make them hit on a 4+? You clearly don't care about making a balanced game so it can't be for the sake of balance. Were you too scared of their fists? Cuz you gave a whole bunch of other units way better melee and cheaper costs. Was it because they can also shoot? Did you forget that you nerfed their shooting, or did you not realize how bad you made it? Did you not realize that you gave them no actual way to remedy their high weapon skill outside of Oath of Moment? Or do you just hate Aggressors? Sincerely, the apparently only player who's favourite unit is the Aggressor
So for the pistol rule say I am in engagement range or combat with an enemy unit with assault intercessors, they can shoot the target the fought in the previous turn then they can fight a normal combat round?
Question, if you have sustained hits 1 from your weapon, and sustained hits 1 from another source (e.g. dark pacts), do you get to benefit from both sustained hits clauses or only one of them?
@@bensemusx They trigger off of specific crits. Lethal/Sustained Hits trigger off of Critical Hits, Devastating Wounds trigger off Critical Wounds, which cause them to pair nicely with Anti-.
@@HoneyCMB While I agree on the importance of rules needing to be intuitive, aren't Sustained Hits, Lethal Hits, and Devastating Wounds well named then? It's in their names which critical roll they apply on.
TWIN linked is stupid. It should be reroll the hit roll. 1 shot. And then roll twice to wound. Youre firing 2 guns as 1. So youre rolling to hit 1 time, then wounding twice.
It looks like the psychic keyword will be a defensive keyword that some units have that protects them from weapons using the psychic keyword. Basically punishing Grey Knights for existing.
@@Eagle-eye-pie Yeah man I hate how the massacred my boys and we got Warp spiders out here with devistating wound flame throwers.... This new edition is sum bullshit. Aldari are so OP you may as well surrender before you play.
@@cristhianmlr I needed to make sure someone didnt know something I didnt. I thought for sure I had simply missed where the info one psychic keyword was. I was wrong tho. Its genuinely a useless keyword.
i wonder. what happens when you "add 1 attack to ranged weapons" and the ranged weapon is a rapidfire. lets say the weapon is rapidfire/rapidfire 1, will it have 3 or 4 shots within half range?
@@spearsage ah i see as i look over the index now. the number of attacks and the gained attacks from rapidfire are stated separately differently from previously.
here's a quick question for you. If a vehicle has firing deck and it has BS4+ and the passenger is infantry with a HEAVY weapons with BS5+ and they are firing for the fireing deck is it 4+ to hit if they move..... ? as I read it, it is? as the vehicle is "firing it".
Question: Assault. Are you able to declare a charge after you advanced and shot? Can't find a rule that says no. Please help. If you can with Core Rules Page :)
No. Move rule segment: you cannot shoot or charge after you advanced. "Assault" enables you to shoot zhe wapeon with that keyword. It does not enables you to charge
When you have both lethal and sustained hits, the first roll of a 6 automatically wounds. It also generates a second shot that doesnt not auto wound but does hit
@@ParsonsMAD Im not sure what you mean by 'key' but yes, both trigger but not on each other, the additional hit is granted, and the original hit auto wounds, but the additional hit generated by sustained hits does not auto wound
I cant find any information on this question, how does lethal hits stack with torrent? The death guard combat patrol, the biologus putrifier gives the plague marines lethal hits. But one of them has torrent on their flamer. Do you roll the to hit anyway to see what are crits and count the rest anyway) (because they automatically hit) Or does lethal hits just not affect weapons with torrent?
It looks like Games Workshop's partnership with Wizards of the Coast (the creators of Magic the Gathering) had paid off! I mean, look at all of those abilities that they keyworded, eh? ^_^
Dev wounds really should be Dev wounds (x)... where it automatically does an additional x MW... 90% of the dev wound issues are weapons with massive damage values getting to bipass invulns. DWx would feel like kill team's MWx rule... very fluffy way to show an extra good shot doing a guaranteed amount of MW damage, even when the victim saves against the normal damage.
NEXT PART - Charge Phase here - ua-cam.com/video/9DVRwC3jpE0/v-deo.html&ab_channel=AuspexTactics
Full 'How to Play 40K' playlist here - ua-cam.com/video/JnFFyll0kn4/v-deo.html&ab_channel=AuspexTactics
Part 4 - Shooting Phase here - ua-cam.com/video/8LVsgFFQh-g/v-deo.html
@auspextactics i wasn't able to find the keyword Psicic and it's attributes did you find it anywhere?
HELL YEAH. Needed this video thanks Auspex
Badly need a clarification on a rule: if a bodyguard is giving FNP to a leader and the bodyguard is killed, does the leader have that fnp until the attacking model is done making its attacks.
If a leman Russ shoots the leaders units and kills all the guard, everything is happening at the same time. If you remove models and your squad is no longer visible that Russ can fire all its weapons anyways obviously, so the leader would also retain the FNP until that Russ finishes firing, losing it for all other models obviously. Is this how this works, this is how I read it for sure.
@jameskillbot2867 Would it be that as soon as a fatal wound is allocated to the buffing character, any further wounds left to be allocated would then not be able to be prevented by the FNP?
@@damianwomack4668 but why would the buff fall off and line of sight not be prevented when removing a unit and switching to a new gun on a tank? Shouldn’t all the guns from a unit resolve at the same time?
needed this video
This. +1.
Yep.
Absolutely
I'm with this guy same
Oh yeah, definitely
I heard "Cavalry hooves" as "Cadbury hooves," which sounds less dangerous but definitely more delicious.
Bruh there is nothing better than a Cadbury egg. I swear there's drugs in those things because they're more addictive than cigarettes
@@EddyOfTheMaelstrom not even once, kids.
Auspex, you're like the David Attenborough of Warhammer 40K Rules
That paints a picture.
And here we see the mighty Astartes in their natural habitat of the Battlefield, with their bolters they are able to engage enemies up to 24 inches away.
Surprisingly apt actually XD
Honestly, I think Hazardous should just be Hazardous (X). That way you can tailor how much it kills each unit without needing to specify damage for different keywords in the rules text. You want a plasma Inceptor to die on a botched roll? Hazardous 3. You want your warlord titan to take more than 3 damage when it’s sunfury plasma skyscraper melts down? Hazardous 10. See? Easy.
That would make sense! But then you would have to make a difference between identical weapons on different units, or have to give each another name, as there may be the same weapons on normal humans, Space Marines and Tanks for example.... Its easier to give units special rules, that may increade or decrease the damage...
@@Silverdragon83XThere is already same weapons on different units with different rules.
@@Silverdragon83X It would still work. Only mortal wounds carry over, so it'd just be another example of overkill if a random guardsman's plasma gun blows up.
@@Silverdragon83X that’s why guns are on datasheets. Literally the entire point of it.
yeah except that would allow you to kill different models, if you have plasma in guards squad for example you could chose to kill some pleb with regular lasgun instead of a plasma bearer, not always relevent (like Hellblasters) but when when it would it would matter a lot, good example would be for example Krieg squad as they get even stronger when losing models, so you have pretty much no incentive not go hazardous
I'm excited to see the Helldrake in the corner of your video, cause you ain't ever gonna see it anywhere else lol
Ah - a focus video on the one and only thing I actually like about tenth. Excellent.
Very handy, especially calling out that bonus hits & wounds can’t count as critical successes.
Anyone else leave auspex playing in the background while working on their pile of shame?
A note on devastating wounds - the mortal wounds are allocated after normal damage
In the video you say the assault cannon (rolling four successful wounds of which two are critical) causes 2 mortal wounds and then forces 2 saves. Actually that would be the other way round. Bit of a weird one from the Rules Commentary download, but could have a major impact against mixed or attached units.
I was hoping you'd do a video like this. I was having trouble keeping the keywords all straight. I'd love to see like a one page reference sheet on this stuff.
As a tau player I don't have to worry about this video 😎
We do have a couple devastating wounds and heavy on a couple weapons......
So you're not running railguns?
Get out!
my brain still says assault and heavy don't mechanically work together
It was lethal vs devastating that confused me for a while, kept mixing them up or thinking both kinds activated on to-hit.
@@RJALEXANDER777 just sayin. things like the bolt rifle being rapid fire 3 makes more than them being assault, heavy
I think Universal Keywords are one of the things that is best described in Magic the Gathering, new keywords and mechanics are introduced in almost every set, or old ones are used in creative new ways. The rules are laid out for you on the initial releases, but after a while you stop seeing the reminder text because it's become so innate to the game itself.
Thanks for this. People more well versed and with better memories are already using these terms as standard, and I keep needing to look them up xD
this video is gonna be a must watch for the first few months of 10th
Thank you so much for this one, nice to have examples to help explain the text!
That Pistol wording is horrific, literally contradicts itself.
Bringing back USRs I think was probably one of GWs better decisions this edition, but there's some cases where it seems the rules are...unevenly distributed would be the word?
Like why give bolt rifles heavy and assault when regular bolt guns get neither? Why are railguns not anti-vehicle when that's kind of their entire reason for existence?
Hopefully as the codices drop some of the USRs will be shuffled around a bit to make them more consistently available.
well if railrifles are already wounding them well enough, anti vehicle wouldnt really do anything
And it's a bit worse with the optional equipment being free because many times, when there's even a choice, one option will be an autoinclude over the others. Many lists will be identical.
Codices aren’t reading the data cards. These are the full 10E data cards. Codices are bringing new detachments.
@@bensemusxthat isn't likely to be the case, even if that is what they have said. The chances of them not changing any of the datasheets in the next few years while they release codexes is very low indeed.
Melta too - really seems like melta weapons should have had Anti-Vehicle, since their S9 isn't great against the new vehicle T values. (Also pet peeve: calling the "extra damage at close range" rule "Melta" means it's just wrong when applied to, say, Tau fusion blasters. Name the rule for what it does, not one faction's version of the weapon!)
Forgot Psychic, which only exists to get punished by Stratagems and nerf Grey Knights into the ground at the starting line.
They had to give something up for their teleport shenanigans...
@@northerner3861 Teleporting does nothing if we can't kill what we shoot at.
Our cheapest anti tank option is a Razorback for 95 points, but it requires we have an infantry in it at the start of the battle in 10th - which means they can't teleport lol
@@sockMonster241 Turn 1 you wouldn't be able to teleport unless your opponent went first since it only happens at the end of the opponents turn, so expect most of the teleports to happen turn 2 onwards. Having a vehicle in this context for turn 1 I'd say helps you more since it would protect whatever units are inside from being shot off first turn
@@TheMediocreBrit Hmm idk. You'd want razorbacks, which can only carry 5 troops + a character or two. It seems like 10 man units are better this edition.
Not to mention, vehicles are harder to hide and I think less durable due to the weapons they're likely to be hit by having only a few shots but a ton of damage. I'm just subjecting a half unit to mortal wounds and battle shock if the transport dies, for 1 lascannon shot?
This series is a godsend.
I really like the keyword idea but with all the space available on data card it could have the reminder text in italic like on magic cards. I don't doubt that in due time it will become mostly superfluous but in the meantime everyone is a new player
You can print out the relevant pages from the core rules for reference until you're comfortable with them
Kinda wish blast could come in blast (X) variants.
Dunno if I'd prefer it to mean either:
1 extra attack per X models in the unit (so current blast would just be blast 5)
Or
X extra attacks per 5 models
Leaning towards the second but either way would give more flexibility to design certain weapons as truly anti-chaff specialised.
The second sounds like fun
This is wonderful. Could you please do one explaining data cards? Some of the numbers and stats confuse me. Along with the amount of dice to use for a specific weapons stats. Such as Heavy 2 or automatic. I’m terrible with numbers so it would be greatly appreciated if you read this comment!
Heavy 2 meant two shots with a Heavy weapon in earlier editions, and Heavy meant -1 to hit if you moved. I don't think you can have Heavy 2 in 10th ed and, as explained from 14:27 it grants the model shooting with the weapon a +1 to hit if it Remained Stationary. Do note that keywords are written in color and between brackets, weapons like Heavy melee weapon don't have the [Heavy] keyword as it's just their name.
Automatic isn't a keyword as far as I know and is merely a name like Automatic Stubber or something along those lines.
If you have any questions don't hesitate to ask, the community usually wants to help !
The number of dice is shown by the attacks stat. The exceptions are as follows:
1. Rapid fire (x): if the weapon is targeting a unit within half range, roll a number of additional dice as shown in the brackets (x)
2. Blast: roll one additional dice for every five models in the target unit, rounding down (so +1 dice when targeting units of 5-9 models, +2 for units of 10-14, etc)
3. Sustained hits (x): when making attack rolls with this weapon, on an unmodified hit roll of a 6, that attack scores an additional number of hits equal to (x). These additional hits are regular hits, and do not count as natural 6s to hit for other purposes (lethal hits etc).
I hope that helps, if you need specific examples just ask 🙂
You're an absolute beast with these uploads
funny choice of tank to show off the BLAST rule, regarding firing it into engagement range.
thanks for this video. i mean I have the list but theyre easier to learn from a video.
Thank you for this video! I really needed it and it's a great summary!
amazing series on how to play, thank you Auspex
Thank you, blessed auspex. Reading the jargon so my feeble mind will not have to.
Can't wait to get my 10th box this weekend
Nice. Missed a few on my homemade list.
Thanks a lot for this nice summary. Did I get it right, that a critical hit is a mortal wound and no normal save/invulnerable save is possible only special rules like armour of contempt? For a better understanding GW could don‘t use some much unnecessary variables, in my suggestion.
Most needed video yet
I really wish that they'd have left combi weapons alone, they seem more like a downgrade now and there's no more versatility.
They are Firstborn weapons, and GW wants Firstborn to die.
Unfortunately with the free rules they had to fire the guy who wrote the stats for combi weapons
I prefer it, no longer are you 'punished' for building the kit with the wrong combi weapon or power weapon. Style your little dudes how you want without it impacting there effectives in game
Ahh a 40k video with a 40k advertisement before it. How appropriate 😅
Thank you so much Auspex Tactics!
I like how Heavy Bolters aren’t Heavy and the Lance of Illumination isn’t a Lance. lol
Heavy bolters are heavy in some armies. For sisters they are heavy.
Very nice video. Cool, collected and concise. 🙂
This is a bit random, but I'd have made Blast into Blast(x), you get (x) extra shots per 5 models.
Metla weapons wound Non-Titanic Vehicles on a 4+, and then made the Melta Rule +1 dmg, +1 Wound within half range (Meaning non-titanics on a 3+, and honestly most titanics on a 4+). It's a ~75% dmg boost, and makes the Melta way more reliable. I may even say a lower but more consistent base damage wouldn't be a bad idea. At least, lower for the infantry ones. They feel quite... swingy.
Hazardous would be Hazardous (X), which is how many mortals you take on a fail. (Tau Ion weapons could be safer, only lightly damaging a battlesuit per 1, where as Orkguns may end up frying multiple orks in the squad).
Twin Linked can grant my favorite mechanic: a modified Brutal but Cunning (Or is it Cunning but Brutal?). For every shot that fails to wound/is saved, make another shot. Don't do so for misses. You still have to roll to hit for these extra shots (So they are bad vs high evasion, and good vs thickies and shields).
I know the Assault Cannon had Rend back in the day, but I'd REALLY have given it Sustained Hits over Devastating Wounds.
If they want Combi-weapons to have one profile per gun, keep the three different types. Make Combi versions of special weapons higher shots but lower damage/Strength, for example the Combi-Plasma might not get dmg 2 on an overcharge but fire 3 shots (Maybe Str 5 or 6 base, +1 str, +1 shot on an overcharge?), the Combi-Melta is a one shot Melta with 1d3 damage And Rapid Fire 1 (Really want to get very close with it). The Combi-Flamer is just a higher shot weapon because Flamers tend to be fairly bad and we want this to stand up to the other guns.
great summary! what about psychic?
the psychic keyword does nothing for the attack. The only interaction is with defensive abilities against psychic attacks.
One question: if I wound a charakter (as per precision rule) do the enemy has to allocate furter, none precision wounds, to the character? Since you have to allocate wounds to wounded models in a unit? Or have I missed a rule?
Should've known to come here first, would've saved myself the trouble
Thx
Love the new set up. Easier for me to memorize weapon types then it is to keep track of a thousand modifiers coming from all the things that were cut
So heavy keywords mean adding 1 to the number on each dice rolled. So for example a unit of 4 SM and a Sargent with chainsword, for shooting the bolters while stationary would be roll 8 dice for hit roll and for each of those dice add 1 to the result?
Badly need a clarification on a rule: if a bodyguard is giving FNP to a leader and the bodyguard is killed, does the leader have that fnp until the attacking model is done making its attacks.
If a leman Russ shoots the leaders units and kills all the guard, everything is happening at the same time. If you remove models and your squad is no longer visible that Russ can fire all its weapons anyways obviously, so the leader would also retain the FNP until that Russ finishes firing, losing it for all other models obviously. Is this how this works, this is how I read it for sure.
The answer to your first question is yes. The status of the unit is locked I. During targeting so slow rolling to trigger an effect like such and such when below half strength isn’t possible so I would also say that they still get the feel no pain since it’s one attack sequence and it’s locked in when the target is selected.
Got a question about the “Lance” keyword. A Gargantuan Squiggoth has the Lance keyword for his melee weapon. Since it’s almost always wounding on a 2+ on most things, will it make it an auto wound instead?
"Anti" should just be automatically wounds, not critical wounds. That would fix a lot of the broken interactions
I think that was confirmed as the intent in the designers commentary document
I believe its only on a rare number of weapons, and those weapons typically have low attacks. If we had stuff like anti-infantry with 10 attacks, then I'd be rioting.
...I'll admit I thought that WAS how it worked.
@Tobias Robinson I didn't see that but it makes sense. But they need to update the rule then 🙂
@@OGXenos imo the interaction shouldn't exist at all. It's too volatile, as the DW stratagem clearly showed us
Thanks! This has been a massive help
Way to make things easier GW lol.
nice video thanks alot, i dont see the 10th will be much easier streamlining though :D
A devastating wounds weapon, with a critical wound causes mortal wounds. My head hurts.
I should have never started painting these minis. I want to play so bad, it's so complex,
no one I know can grasp it, (nor I) and trying to remember all these rules and their 5 pound 300 page rules books and index cards and everything.
Just frustrating painting for years and having armies that will never see a game table.
For Twin Linked, do you need to reroll all the dice? Or just the ones that failed to wound?
Can you make a tutorial video on how to play warhammer 40k.... I just collect and paint but really want to play the table top game
For Hazardous Test Roll, are you able to use a re-roll for them?
Auspex is the goat
Super helpful video, thank you!
If you had posted this one day earlier I would have saved a good hour😂😭
thank you, i needed this!
I need this video but for unit keywords!
Thank you for this!
THANK YOU FOR THIS!
I see psychic isn't on this list. I know it doesn't technically do anything, which is a real shame, but its still a keyword. 10th really is the nadir of psykers.
Damn was really hoping for a clarification me and my friends have with 1 shot weapons. I get that they can only be shot once. But when is it considered "Shot". We go down the list of weapons and assign them targets. Lets say I full target the enemy tank. If I kill the tank with other weapons before I do anything with my one-shot weapon. Is it still used? Is targeting and declaring the target with the weapon considered "shooting" the weapon, As all weapons are shoot at the same time. OR is it only used when you go to roll dice for it. Meaning it preserves your one shot weapon if you get lucky and kill your target before rolling it.
for [SUSTAINED HITS] - hit roll of 6 i not precise, as it is on Critical Hit which can be different than a 6 in certain cases
e.g. Necron Flayed Ones score Critical Hit on a successful Hit roll if attacking unit below half strength (Flesh Hunger)
Wait wait wait critical hits arent universal?
@@supershot9729 from I get, they are universal when considering their effect, but not on how you achieve them (since at least the Flayed Ones have their ability alter that)
Very helpful, thanks.
hello, is someone can tell me if I can allocate over kill damage done with precision to the others figurines of the squad after the character is dead?
I’m going to have to have these keywords tattooed on my forearm, I’ll never remember them all😁
Does the heavy modifier stack?
I no longer read 40k rules. I just absorb them through Auspex Tactics videos like some sort of deep sea invertibret.
Thank you for this
So lethal hits are not mortal wounds, but are immediately resolved? So do they bypass feel no pain?
They automatically wound but do not bypass saves or feel no pain
@@auspextactics got it, thanks!
@@sci_fi_file875 Yeah that had me confused for a while as well.
Stupid question : regarding on modifier, for example if its +1 hit roll, is it applied after roll (result hit roll 4 -> 5) or before roll (EG +3 Hit toll -> +2 Roll)?
Basically it's the same thing. Generally people consider it changing their BS (from 3+ to 2+, for example) as that is the easiest way, but in reality it changes the number rolled on the dice (from a 4 to a 5, fir example).
Remember rerolls happen before modifiers so reroll 1's is looking for naturally rolled dice results of 1. So +1 to hit doesn't change that 1 to a 2 until after any potential reroll.
I think after is a better discription, what it does is: D6+1="result of the roll", so you can have hit roll of 7, so a unit can't have BS/WS of 6, but rather 6+, this also makes a distinction between BS/WS modifier and hit roll modifier, which is important because you can't change hitroll by more than 1 in either direction, but you can also change BS/WS, for a bigger swing
Always after. A +1 to hit is very different than a +1 to BS.
I'd like to address an open letter to GW regarding the Aggressors:
Why would you make them hit on a 4+? You clearly don't care about making a balanced game so it can't be for the sake of balance. Were you too scared of their fists? Cuz you gave a whole bunch of other units way better melee and cheaper costs. Was it because they can also shoot? Did you forget that you nerfed their shooting, or did you not realize how bad you made it? Did you not realize that you gave them no actual way to remedy their high weapon skill outside of Oath of Moment? Or do you just hate Aggressors?
Sincerely, the apparently only player who's favourite unit is the Aggressor
Well they gained twin linked on their melee for reroll to wound, I think that is supposed to compensate for that.
I feel like flamers should have some sort of blast rule. It's stuff that envelopes squads, why not?
So for the pistol rule say I am in engagement range or combat with an enemy unit with assault intercessors, they can shoot the target the fought in the previous turn then they can fight a normal combat round?
Does Firing Deck subtract the unit and/or special weapon abilities of ranged weapons of the embarked models??
Question, if you have sustained hits 1 from your weapon, and sustained hits 1 from another source (e.g. dark pacts), do you get to benefit from both sustained hits clauses or only one of them?
I still don't see why all the "Hits" rules weren't just called "Crits" instead since they trigger on critical wounds, and not just hit rolls.
What? Sustained and Lethal Hits trigger off of Critical Hits, 6's when rolling to hit. Not Critical Wounds.
Yep! got that word wrong (which is kind of my point). Game-relevant keywords should be intuitively named so it sounds like what it does.
@@HoneyCMB Rules trigger off crits. 6's are always crits and other rules can modify what else counts as a crit.
@@bensemusx They trigger off of specific crits. Lethal/Sustained Hits trigger off of Critical Hits, Devastating Wounds trigger off Critical Wounds, which cause them to pair nicely with Anti-.
@@HoneyCMB While I agree on the importance of rules needing to be intuitive, aren't Sustained Hits, Lethal Hits, and Devastating Wounds well named then? It's in their names which critical roll they apply on.
Thank you!
TWIN linked is stupid. It should be reroll the hit roll. 1 shot. And then roll twice to wound. Youre firing 2 guns as 1. So youre rolling to hit 1 time, then wounding twice.
Thank you
So helpful
I have Grey knight guns with the Psychic Keyword. You didn’t say what it does tho?
It looks like the psychic keyword will be a defensive keyword that some units have that protects them from weapons using the psychic keyword. Basically punishing Grey Knights for existing.
@@Eagle-eye-pie Yeah man I hate how the massacred my boys and we got Warp spiders out here with devistating wound flame throwers.... This new edition is sum bullshit. Aldari are so OP you may as well surrender before you play.
You asking or reassuring?
@@cristhianmlr I needed to make sure someone didnt know something I didnt. I thought for sure I had simply missed where the info one psychic keyword was. I was wrong tho. Its genuinely a useless keyword.
Great to know!
I've heard "Exploding Hits" is that what lethal hits is referring to?
No. Sustained hits is the new exploding. Lethal hits is auto wounding.
Back in more sensible times we wouldnt have needed a 23min vid on what types weapons are, 10th is makin me nervous
i wonder. what happens when you "add 1 attack to ranged weapons" and the ranged weapon is a rapidfire. lets say the weapon is rapidfire/rapidfire 1, will it have 3 or 4 shots within half range?
Should be 3. Rapid Fire rule simply said to add attack according to the value listed after the keyword.
@@spearsage ah i see as i look over the index now. the number of attacks and the gained attacks from rapidfire are stated separately differently from previously.
here's a quick question for you. If a vehicle has firing deck and it has BS4+ and the passenger is infantry with a HEAVY weapons with BS5+ and they are firing for the fireing deck is it 4+ to hit if they move..... ? as I read it, it is? as the vehicle is "firing it".
It is counted as being equipped with the weapon, so you hit on the BS specified in the weapon Profile.
Question: Assault. Are you able to declare a charge after you advanced and shot? Can't find a rule that says no. Please help. If you can with Core Rules Page :)
No. Move rule segment: you cannot shoot or charge after you advanced. "Assault" enables you to shoot zhe wapeon with that keyword. It does not enables you to charge
What page do you find these on the CORE BOOK???
Oh great Aupex! If you cannot key both sustained hits and lethal hits then what is the use for the undivided mark for csm?
When you have both lethal and sustained hits, the first roll of a 6 automatically wounds. It also generates a second shot that doesnt not auto wound but does hit
@@julianmccann2934 so your saying yes you do key both.
@@ParsonsMAD Im not sure what you mean by 'key' but yes, both trigger but not on each other, the additional hit is granted, and the original hit auto wounds, but the additional hit generated by sustained hits does not auto wound
Can indirect fire penalty and unit in cover stack the benefit of cover?
Basically a life saver
I cant find any information on this question, how does lethal hits stack with torrent? The death guard combat patrol, the biologus putrifier gives the plague marines lethal hits. But one of them has torrent on their flamer. Do you roll the to hit anyway to see what are crits and count the rest anyway) (because they automatically hit) Or does lethal hits just not affect weapons with torrent?
Torrent cant do lethals hits, they dont stack
It looks like Games Workshop's partnership with Wizards of the Coast (the creators of Magic the Gathering) had paid off!
I mean, look at all of those abilities that they keyworded, eh? ^_^
Thank you I can’t find these in my core rule book :( Once the chaise deamon pictures come up I start flipping the pages fast. 😅
Dev wounds really should be Dev wounds (x)... where it automatically does an additional x MW...
90% of the dev wound issues are weapons with massive damage values getting to bipass invulns.
DWx would feel like kill team's MWx rule... very fluffy way to show an extra good shot doing a guaranteed amount of MW damage, even when the victim saves against the normal damage.