I definitely think Spearhead should have adjusted the movement stat - the rapid alpha strikes can be extremely punishing, and then largely force the opponent to play reactively, often pinning them in a corner as largely happened here (and in Stormcast vs Skaven, and Cities vs Skaven). Idoneth do look scary - the Allopex looks very good in Spearhead and the Morsarr proved very effective (granted with some pretty bad luck on the Slaves side).
That or double the size of the board. Also: no way in hell should cavalry get both their "normal" move AND the charge bonus on top. Elite cavalry like chaos or blood knights is just flat out broken in this format.
@@СтилианСтоянов The small board size is clearly part of the appeal and GW isn't likely to change it or require extra boards, and I also don't want to see cavalry removed from new versions of the boxes the way powerful units were from the 40k ones (not least because all the indications so far are that cavalry is the best thing to be doing in AoS 4 generally, but also the visual appeal and variety is a draw for both new players and Spearhead as a format). So I think the fix does need to be to stats and/or rules. At the most basic level they could remove the +1 damage rule from lances, as they've adjusted things like the Carnosaur (which hardly needed it), but I think mobility is an issue more generally. A universal 'you can't move and charge' rule might help (flavourwise it's not easy to justify that just for cavalry, and it should play fine with infantry as well), perhaps combined with the complete removal of the run mechanic in games of this size. That way cavalry retains a mobility edge that makes it relevant without being oppressive.
Nothing force you to deploy at the limit of your territory. Too many people do this and expose themselves Also it's not unique to spearhead, plenty of pitched battles scenarios make you start 18" away of the ennemy which make first turn charges super easy The problem here is also the sceneries which separate each army in 3 parts, making it nearly impossible to properly punish a 1st turn charge on your flank.
@@franzt8955 Spearhead gives far fewer tools than full-scale battles to respond or to protect units, and deploying far back isn't even that much protection against some of the fastest units while limiting some armies' objective play (good luck deploying further back and even reliably contesting the centre with Fyreslayers). And this particular game was somewhat balanced by Chaos also having an all-murdering unit - against a lot of Spearheads there wouldn't even have been a chance to come back against a Spearhead with both a strong, fast (and resilient) cavalry unit and the only good chariot unit in the format. You have to wonder somewhat about the balancing when Ossiarch have to put a unit in reserve but neither Idoneth nor Gitz do.
Great content guys ! I've been loving the series so far. I see your using bigger terrain features than the box ones. What footprint size are those ? With your experience now with the game would you say these were too big / too small ? I'm making a home made table for Spearhead. What would be the ideal size for the small and big terrain features ? Thanks in advance for the well apreciated knowledge ! Keep it up ! 🎉
The Spearheads with Cavalry definitely get an insane advantage in the first turn. And really forms my only criticism with Spearhead as a system, the board size is too small for units that move, on average, 10". Chaos Knights can be terrifying in the first turn.
Nice one! Do you think the movement values are too high in Spearhead? Obviously I haven't tried it yet, but it seems like people are getting hit by the alpha strike turn 1 quite frequently...
I mean, you’re only 12” away from your opponent after deployment. Even with average movement on units it’s easy to make a charge. From what I’ve seen, it’s not that crucial to charge first turn but prioritising positioning and when to properly use your units is the way to go
@@thesophistichimp7425 I come in long after your comment but : while it's not "critical" to have the t1 charge, having it often means you can either wipe or lock an unit in combat for the first two turns; and that's a HUGE advantage.
With fight first do fight first units fights then active player selects so the chaos lord should have fought then the chaos player should have nominated again. Only ask because that’s how other streams have played, don’t know myself I’m coming from 40K.
I'm confused about the end of the first turn. The idoneth scored two objectives and more objectives, but they only had models on one objective. Do you start the game with objectives in your control? I had assumed control was checked at the end of the turn.
@@jamesmatthews5903 But when do they become yours? At the start and/or the end of your turn? At the start and/or end of your turn and your opponent's turn? Or any time, so if you move across one objective and end on another, do you get both?
@@SeasonofWar Unless the underdog is 5 points or more behind! Ryan could have gotten a double turn at the end with new cards if he had just won the roll off.
Do you guys find it feels like Spearhead is just "clash in the middle" over and over? It feels from my watching that it is like kindergarten soccer. I'd love to be proven wrong as I sit here printing a spearhead army, haha.
No, it's much more on objective control and playing towards the twist cards. Rushing to the the middle and clashing won't give you many points unless the cards in your hand/twist promotes it. I've noticed a heavy, HEAVY bias towards Ghyran (the green, life board) being used over Aqshy (the board used in this game). Aqshy is much more fight oriented vs the more slow burn of Ghyran.
[FORGOT] TO CHANGE vs THIS DAMN [GRAPHIC] ... love it
I think Ryan may have been shorted a point for killing a unit in round 3 per the twist!
I think Ryan needs a hug he was glower entire match, which was killin my vibe.
fair, Ryan didn’t know it yet but he was sick and about to spend the next week in bed which I am sure was messing with his usual jovial self. ;)
I definitely think Spearhead should have adjusted the movement stat - the rapid alpha strikes can be extremely punishing, and then largely force the opponent to play reactively, often pinning them in a corner as largely happened here (and in Stormcast vs Skaven, and Cities vs Skaven).
Idoneth do look scary - the Allopex looks very good in Spearhead and the Morsarr proved very effective (granted with some pretty bad luck on the Slaves side).
That or double the size of the board. Also: no way in hell should cavalry get both their "normal" move AND the charge bonus on top. Elite cavalry like chaos or blood knights is just flat out broken in this format.
@@СтилианСтоянов The small board size is clearly part of the appeal and GW isn't likely to change it or require extra boards, and I also don't want to see cavalry removed from new versions of the boxes the way powerful units were from the 40k ones (not least because all the indications so far are that cavalry is the best thing to be doing in AoS 4 generally, but also the visual appeal and variety is a draw for both new players and Spearhead as a format).
So I think the fix does need to be to stats and/or rules. At the most basic level they could remove the +1 damage rule from lances, as they've adjusted things like the Carnosaur (which hardly needed it), but I think mobility is an issue more generally.
A universal 'you can't move and charge' rule might help (flavourwise it's not easy to justify that just for cavalry, and it should play fine with infantry as well), perhaps combined with the complete removal of the run mechanic in games of this size. That way cavalry retains a mobility edge that makes it relevant without being oppressive.
Nothing force you to deploy at the limit of your territory. Too many people do this and expose themselves
Also it's not unique to spearhead, plenty of pitched battles scenarios make you start 18" away of the ennemy which make first turn charges super easy
The problem here is also the sceneries which separate each army in 3 parts, making it nearly impossible to properly punish a 1st turn charge on your flank.
@@franzt8955 Spearhead gives far fewer tools than full-scale battles to respond or to protect units, and deploying far back isn't even that much protection against some of the fastest units while limiting some armies' objective play (good luck deploying further back and even reliably contesting the centre with Fyreslayers).
And this particular game was somewhat balanced by Chaos also having an all-murdering unit - against a lot of Spearheads there wouldn't even have been a chance to come back against a Spearhead with both a strong, fast (and resilient) cavalry unit and the only good chariot unit in the format. You have to wonder somewhat about the balancing when Ossiarch have to put a unit in reserve but neither Idoneth nor Gitz do.
Loving the spearhead content!! ❤
Deepkiiiin let's gooooo (currently watching, but rooting for these guys)
Great content guys ! I've been loving the series so far.
I see your using bigger terrain features than the box ones.
What footprint size are those ? With your experience now with the game would you say these were too big / too small ?
I'm making a home made table for Spearhead. What would be the ideal size for the small and big terrain features ?
Thanks in advance for the well apreciated knowledge !
Keep it up ! 🎉
That first turn man, jeez. Tough luck Ryan, maybe next time, there's plenty of Spearheads to play with.
It would be great to have all the tournament games in order and in a single playlist. Is that possible?
Great idea!
The Spearheads with Cavalry definitely get an insane advantage in the first turn. And really forms my only criticism with Spearhead as a system, the board size is too small for units that move, on average, 10".
Chaos Knights can be terrifying in the first turn.
Wondering if halved movement and a 2d3 charge have been more in line with regular AoS?
Another great game and spearhead showcase!
Both armies paint jobs look great.
Jordan, I love your Deepkin bases - any advice you can give on how you made those?
Would love to see a rematch of this game after the tournament is over.
I think Ryan was supposed to have one more point for the kill a unit twist.
Can’t believe he chose to go second! Are StD that slow now? Or maybe just inexperience with this format?
For idoneth Deepkin ethersea predators : heal cannot bring back slain models, is that right?
You screwed up the bracket. It was supposed to be Chaos vs Destruction in the bottom half, wince we have Order vs Death in the top half.
Chaos Knights fighting with their horses butts first. Great!
Never doubt a strong booty!
Nice one! Do you think the movement values are too high in Spearhead? Obviously I haven't tried it yet, but it seems like people are getting hit by the alpha strike turn 1 quite frequently...
I mean, you’re only 12” away from your opponent after deployment. Even with average movement on units it’s easy to make a charge. From what I’ve seen, it’s not that crucial to charge first turn but prioritising positioning and when to properly use your units is the way to go
@@thesophistichimp7425 I come in long after your comment but : while it's not "critical" to have the t1 charge, having it often means you can either wipe or lock an unit in combat for the first two turns; and that's a HUGE advantage.
Loving these spearhead games!!
The terrain is cool, where is it from. :)
Shouldn’t you have scored another point in the first turn based on the twist?
Great video
Great batrep!
With fight first do fight first units fights then active player selects so the chaos lord should have fought then the chaos player should have nominated again. Only ask because that’s how other streams have played, don’t know myself I’m coming from 40K.
At any point did Ryan remember his eye of the gods? :S
I'm confused about the end of the first turn. The idoneth scored two objectives and more objectives, but they only had models on one objective. Do you start the game with objectives in your control? I had assumed control was checked at the end of the turn.
objectives are sticky, so if you start on one and move off it, you still hold it until an enemy moves on to it
@@jamesmatthews5903 But when do they become yours? At the start and/or the end of your turn? At the start and/or end of your turn and your opponent's turn? Or any time, so if you move across one objective and end on another, do you get both?
I have not read any Spearhead. But in AOS3, control is checked after deployment concludes. After that, at the end of each turn.
@@scottmills4164 That makes more sense then, thank you.
Link to lights pls and ty.
Love the forgot to change the graphic. 😂. Would be funny to see other sarcastic things like that.
Sonsad slaves lost, the eels.and shark seem nasty to fight
I don't think u get cards for taking double turn. I'm not sure if it applies to spearhead
You don't get to draw new cards in Spearhead, if you take a double.
@@SeasonofWar Unless the underdog is 5 points or more behind! Ryan could have gotten a double turn at the end with new cards if he had just won the roll off.
Huzzah!
Do you guys find it feels like Spearhead is just "clash in the middle" over and over? It feels from my watching that it is like kindergarten soccer. I'd love to be proven wrong as I sit here printing a spearhead army, haha.
No, it's much more on objective control and playing towards the twist cards. Rushing to the the middle and clashing won't give you many points unless the cards in your hand/twist promotes it. I've noticed a heavy, HEAVY bias towards Ghyran (the green, life board) being used over Aqshy (the board used in this game). Aqshy is much more fight oriented vs the more slow burn of Ghyran.