One thing to consider about the ogryn stratagem. Bullgryns have both the Bullgryn and ogryn keywords. This means that bullgryns can use furious charge.
For Wilderness Survivors, I think you can still use move, move, move and get the +1 save. It says "if that unit did not advance in it's previous movement phase" and Move, Move, Move occurs in the shooting phase. That indicates to me that if you move 6", don't advance and then use "move, move, move"; you would still get the benefit to the regiment doctrine.
Concentrated Fire strat just makes me wish we could take more heavy weapon squads, because just by existing it makes the ones we can take even higher priority targets. Sigh. That Sentinel first strike strat looks very good, excellent encouragement to actually use a squad.
@TheAllaksion It's there to prevent spamming the same unit type ad infinitum, which was a problem with some stuff before Ro3 came along. Sadly, it's really limiting for some units, HW teams being a prime example. Fluff-wise, the Guard certainly has large formations of HW squads, and sometimes deploys them en masse, especially on static defense - just like real armies did in WW2, although parceling them out to support other units was far more commonplace.
@@SWIFTO_SCYTHE It was to prevent some other units like Demon Princes from being spammed too much. However they didn't account for the fact you can use 3 different books to get 3 different Versions of Demon princes. Also you can have in 1 Brigade 21 Heavy weapons teams (3 command squads, 3 Veteran squads, 3 heavy weapons squads and 6 Infantry squads.)
Esp with the points drops for lascannons and the bane tank chassis!! From mordian glory he suggested i try a four baneblade list and it was fun and fast to play.
The 1CP Psychic Conclave, since Aradia Madellan has the Primaris Psyker keyword we could use her with this then and increase her +1 to hit rolls power to a warp charge of 6? 72.22% chance of rolling that sounds very nice. Consolidate a couple Infantry units hitting on 3+
I was worried, as a Mordian player, that the regiment maker would completely outshine the standard regiments, but I'm glad to see both are viable and usable with great effects. The Mordian 59th Armored Artillery Regiment really likes Full Payload, let me tell you, and plasma veterans really like Experienced Eye. Plus, I don't think there's a Guard player out there who wouldn't like Hail of Fire.
Master Mechanic is going to be the go too for any Tank Commander, even more with the Auto-Repair doctrine. Tank Commanders were scary before, but you would lance wounds into them and get rid of them in 2-3 turns if you direct fire into them. Now if you don’t, it’ll mush up whatever it wants all game long.
@@dominicvucic8654 "Sorry, can't hear you over the sound of my Vengeful Spirit engines as we roar into real space. You say something, Cadians?" Abaddon, probably.
There's already semi-viable melee guardsmen running Catachan some Ministorum Priests and Straken. Mix in a few powerfists here and there and they start to become a real threat (plus anything that survives being hit back gets a free fight again next shooting phase which is fun). It's not SUPER strong but it is hilarious to turn guardsmen into basically orks.
@Finnigan Merriman Sure, but these buffs won't make Guardsmen viable in combat - thy're still going to get completely demolished by any combat focused army. The thing that I find annoying is that melee Guard is semi-viable with a Catachan army running Straken.... except these buffs are mutually exclusive with Catachans. So you can't even combine the Guards melee buffs together to make it viable. Although if you don't want a melee infantry army then just run Cadians, Tallarn or Vostroyans.
People already pointed this but but I just wanna say what the heck is the point of this when the only semi viable melee guard is STILL catachans? Feels like a waste using these guys
I forget which regiment it is but Mordian or Valhallan have a stratagem that gives a vehicle +1 to hit, that is still so much better than Gunnery Experts + Jury Rigged.
That's Vostroyan Pride, IIRC. Certainly better for a solo superheavy, but if you run two (supreme command and ace) or just have a lot of other vehicles the custom regiment's global benefit might be more beneficial. Could also skip JR for the +6" range (admittedly, something the Vostroyans do too) if you were trying to run a bunch of demolishers or multimeltas or something.
The Warlord Trait and Stratagem points don't bother me too much. I typically run Grand Strategist as my WT and Kurov's Aquila has my Heirloom. Looking at these, I'm liking Wilderness Survival and Disciplined Shooters. I honestly can't see a scenario where having everyone in cover as long as they don't advance won't be useful and, if they have to advance, I have a stratagem to fix the cover issue. As far as Tank Aces go, Full Payload is definitely going on my Basilisk. Hail of Fire is something that I'm gonna be using a lot, I can imagine. I also like Splash Damage, Direct Onslaught, and Relentless. Focused Bombardment might actually convince me to spend the points on a Master of Ordnance.
Definitely seems like there could be some serious value in imperial guard soup. you can take detachments of one type of unit and mix them so you can have self-healing catachan-esque tanks with wilderness survivors disciplined shooter infantry. Stratagems are kind of underwhelming overall. I was hoping there would be more generalist stratagems rather than fairly situational unit-specific ones we got.
Is it too late to include consideration of the Support Ace bonuses in your aforementioned upcoming Manticore v Basilisk video? I'd be particularly keen to see how those two work out in light of these possibilities.
First turn a squad of Armoured Sentinels with Lascannons & HKM 2+ HR, score wounds on (Chaos) Knight, Overlapping Fields of Fire, Relic of Cadia, Hammer of Sunderance Cadian Leman Russ Tank Ace with Max Shots, -1 AP, GKOS Tank Order, Grinding Advance & Vengence for Cadia strat ..... = smoking crater where (Chaos) Knight once stood ...for 6CP, maybe 7 or 8 depending on Heirloom cost and Tank Ace cost
So tell me if I'm right on this thought, custom regiments are best for players who do not own special units or relics or specific combinations of units. so for people who are maybe just getting started out, it offers a lot of strong options for people who don't have a full set list
Relics Don't really show up on the model. And its easier to just go Cadian for a list due to almost every box made being for Cadians. Even then it looks like a good half of those custom regiments are just Recycled from existing regiments.
2cp hail of fire for 12 guaranteed shots on the Hammer of Sunderance bs+3 tank commanders maybe with overlapping fields of fire for 2+ maybe reroling ones to hit from tank orders. sounds amazing!
stick Commisar Yarrick (all regiments can take him) next to it for his reroll aura, and use the tank order for smoke and shroud to weaken the return fire seems like a good idea there.
Experienced Eye strat feels like it'd be pretty good on a vet squad with that 18" RF custom trait, stacked with FRFSRF order and some plasma. Still, there's a lot of competition for CP use here, so many good 1CP damage buffs. While I don't think the ogryn charge strat is actually good, it's pretty funny since it emulates the Age of Sigmar "ogor" signature trick of scoring MW when charging. If they'd made the strat a 2+ per model instead of 4+ I might even think it was worth the CP.
Did we not get an "additional warlord" stratagem? Or an updated "relic stratagem", which gives you one relic for one cp and can be used multiple times? If so, im very disappointed. ,':(
Unfortunately not sadly, would have been good. Just the one to give a scion an additional warlord trait, which I think gives us access to both 'old grudges' and 5+ CP farming if we want it and have a mil. tempestus detachment
Basically GW sends out books to a whole bunch of reviewers and they post the rules on the internet a week before the book is out. I'm not one of those fortunate people, but the rules get leaked by a whole bunch of sources and it's really easy to find the complete ruleset within the day.
Does the Shatterer of Will Tank Ace ability only affect one unit, or does it effect each unit you hit? If it affects every target you hit you can hand out -2 leadership debuffs to three units assuming you took a heavy stubber and have the in built heavy bolter go after a third unit.
@@hinti24 good point, up to 4 units could be debuffed. Could be interesting if you also take a Scion detachment and use the new Tempestus regiment that makes each slain model count as two dead models in the morale phase.
Grinding advance doesn’t change the weapon profile to 2D6. It lets you fire an additional time. So you would get 6 shots, and then D6 shots. Not 12. The advantage is of course that if you destroy the target with the first shot your second can go to a different target.
A superb day indeed!! Can I ask you how you calculate your dice averages? I've found a couple of free online apps specific to 40K, but you are able to calculate averages involving multiple steps that these apps do not. Of course, you might just be good at mathematics, specifically probability :)
One thing to consider about the ogryn stratagem. Bullgryns have both the Bullgryn and ogryn keywords. This means that bullgryns can use furious charge.
Let's hope this is the case; mine are underway as we speak 😬
Ah nice one, thanks for spotting that! That makes it a lot more powerful...
For Wilderness Survivors, I think you can still use move, move, move and get the +1 save. It says "if that unit did not advance in it's previous movement phase" and Move, Move, Move occurs in the shooting phase. That indicates to me that if you move 6", don't advance and then use "move, move, move"; you would still get the benefit to the regiment doctrine.
Really cool rules. Although I was hoping for some more buffs for mechanized infantry. Vets stratagem is nice too though.
I'm going to be playing my first tournament in a few months as guard and your channel is a life saver. Thank you
Buffs to Armoured Sentinels, formerly known as Armageddon Sentinels, you say? *Happy Steel Legion noises*
And here we go again! Thank you! :-)
No trouble :)
Concentrated Fire strat just makes me wish we could take more heavy weapon squads, because just by existing it makes the ones we can take even higher priority targets. Sigh. That Sentinel first strike strat looks very good, excellent encouragement to actually use a squad.
I dont understand the rule of three anyway. Who says the guard does not have more than nine heavy weapon bases.
@TheAllaksion It's there to prevent spamming the same unit type ad infinitum, which was a problem with some stuff before Ro3 came along. Sadly, it's really limiting for some units, HW teams being a prime example. Fluff-wise, the Guard certainly has large formations of HW squads, and sometimes deploys them en masse, especially on static defense - just like real armies did in WW2, although parceling them out to support other units was far more commonplace.
@@SWIFTO_SCYTHE It was to prevent some other units like Demon Princes from being spammed too much.
However they didn't account for the fact you can use 3 different books to get 3 different Versions of Demon princes.
Also you can have in 1 Brigade 21 Heavy weapons teams (3 command squads, 3 Veteran squads, 3 heavy weapons squads and 6 Infantry squads.)
ABSOLUTELY EXCELLENT coverage, well done sir
My triple super heavy list just became even more viable!
Esp with the points drops for lascannons and the bane tank chassis!! From mordian glory he suggested i try a four baneblade list and it was fun and fast to play.
Wait there was a point drop for Lascannons?! They are less than 20?!
The 1CP Psychic Conclave, since Aradia Madellan has the Primaris Psyker keyword we could use her with this then and increase her +1 to hit rolls power to a warp charge of 6? 72.22% chance of rolling that sounds very nice. Consolidate a couple Infantry units hitting on 3+
I was worried, as a Mordian player, that the regiment maker would completely outshine the standard regiments, but I'm glad to see both are viable and usable with great effects. The Mordian 59th Armored Artillery Regiment really likes Full Payload, let me tell you, and plasma veterans really like Experienced Eye. Plus, I don't think there's a Guard player out there who wouldn't like Hail of Fire.
Master Mechanic is going to be the go too for any Tank Commander, even more with the Auto-Repair doctrine. Tank Commanders were scary before, but you would lance wounds into them and get rid of them in 2-3 turns if you direct fire into them. Now if you don’t, it’ll mush up whatever it wants all game long.
Cadia fell before the guard did
Its the planet fell before the guard did
@@dominicvucic8654 "Sorry, can't hear you over the sound of my Vengeful Spirit engines as we roar into real space. You say something, Cadians?" Abaddon, probably.
CADIA STANDS!
@@dominicvucic8654 The planet didnt fall....It BROKE!
@@-Markus- dam right, all of you
I really like that that shatterer of wills doesn't need to kill or even wound for the leadership debuff. That's really cool
Praise be to the Emperor! All hail him on earth!
I play guard so a video like this is great for me, learning more about them, seen if the book is even worth picking up, I do like the channel guy
Cheers man, glad you found the vid useful :)
Talk about a spit in the face for Infantry Guard armies yet again...
When will GW realize we DONT want close combat guardsmen???
lol speak for yourself... FIX BAYONNETS!!!!
There's already semi-viable melee guardsmen running Catachan some Ministorum Priests and Straken. Mix in a few powerfists here and there and they start to become a real threat (plus anything that survives being hit back gets a free fight again next shooting phase which is fun). It's not SUPER strong but it is hilarious to turn guardsmen into basically orks.
@@pinjani10 but we want Krieg also we have never been a viable melee army. FIX BAYONETS
@Finnigan Merriman Sure, but these buffs won't make Guardsmen viable in combat - thy're still going to get completely demolished by any combat focused army. The thing that I find annoying is that melee Guard is semi-viable with a Catachan army running Straken.... except these buffs are mutually exclusive with Catachans. So you can't even combine the Guards melee buffs together to make it viable.
Although if you don't want a melee infantry army then just run Cadians, Tallarn or Vostroyans.
People already pointed this but but I just wanna say what the heck is the point of this when the only semi viable melee guard is STILL catachans? Feels like a waste using these guys
spotters is great for late gaem when everyone is spread thin and you need a demolisher to reach out and touch something
Emperor bless you!
Much better video than that other guy, organized and have all the new rules
Well, that ought to sell some superheavy kits. Betting custom regiment Gunnery Experts + Jury-Rigged repairs sees regular use.
I forget which regiment it is but Mordian or Valhallan have a stratagem that gives a vehicle +1 to hit, that is still so much better than Gunnery Experts + Jury Rigged.
That's Vostroyan Pride, IIRC. Certainly better for a solo superheavy, but if you run two (supreme command and ace) or just have a lot of other vehicles the custom regiment's global benefit might be more beneficial. Could also skip JR for the +6" range (admittedly, something the Vostroyans do too) if you were trying to run a bunch of demolishers or multimeltas or something.
The Warlord Trait and Stratagem points don't bother me too much. I typically run Grand Strategist as my WT and Kurov's Aquila has my Heirloom. Looking at these, I'm liking Wilderness Survival and Disciplined Shooters. I honestly can't see a scenario where having everyone in cover as long as they don't advance won't be useful and, if they have to advance, I have a stratagem to fix the cover issue. As far as Tank Aces go, Full Payload is definitely going on my Basilisk. Hail of Fire is something that I'm gonna be using a lot, I can imagine. I also like Splash Damage, Direct Onslaught, and Relentless. Focused Bombardment might actually convince me to spend the points on a Master of Ordnance.
Definitely seems like there could be some serious value in imperial guard soup. you can take detachments of one type of unit and mix them so you can have self-healing catachan-esque tanks with wilderness survivors disciplined shooter infantry. Stratagems are kind of underwhelming overall. I was hoping there would be more generalist stratagems rather than fairly situational unit-specific ones we got.
Is it too late to include consideration of the Support Ace bonuses in your aforementioned upcoming Manticore v Basilisk video? I'd be particularly keen to see how those two work out in light of these possibilities.
Cadia stands!
First turn a squad of Armoured Sentinels with Lascannons & HKM 2+ HR, score wounds on (Chaos) Knight, Overlapping Fields of Fire, Relic of Cadia, Hammer of Sunderance Cadian Leman Russ Tank Ace with Max Shots, -1 AP, GKOS Tank Order, Grinding Advance & Vengence for Cadia strat ..... = smoking crater where (Chaos) Knight once stood ...for 6CP, maybe 7 or 8 depending on Heirloom cost and Tank Ace cost
So tell me if I'm right on this thought, custom regiments are best for players who do not own special units or relics or specific combinations of units. so for people who are maybe just getting started out, it offers a lot of strong options for people who don't have a full set list
Relics Don't really show up on the model. And its easier to just go Cadian for a list due to almost every box made being for Cadians.
Even then it looks like a good half of those custom regiments are just Recycled from existing regiments.
you could take a infanty company for infanty traits and tank heavy for 2 more for them
disaplined shooter combind with frfsrf = 36 shots form 10 men
when your hammer of sunderance battle cannon one shots a baneblade and a knight
Killed a knight in one volley more than once i can tell you that.
2cp hail of fire for 12 guaranteed shots on the Hammer of Sunderance bs+3 tank commanders maybe with overlapping fields of fire for 2+ maybe reroling ones to hit from tank orders. sounds amazing!
stick Commisar Yarrick (all regiments can take him) next to it for his reroll aura, and use the tank order for smoke and shroud to weaken the return fire seems like a good idea there.
Tank ace 'Support'' well stocked magazines, can you reroll any dice, or must you re roll all dices ?
can i have two sugars with my coffee please, who ever is making the brews in the back ground :)
love the analysis videos thanks
For the Emperor
Experienced Eye strat feels like it'd be pretty good on a vet squad with that 18" RF custom trait, stacked with FRFSRF order and some plasma. Still, there's a lot of competition for CP use here, so many good 1CP damage buffs. While I don't think the ogryn charge strat is actually good, it's pretty funny since it emulates the Age of Sigmar "ogor" signature trick of scoring MW when charging. If they'd made the strat a 2+ per model instead of 4+ I might even think it was worth the CP.
Yeah guard are in a good place to profit from so many 1CP damage buffs, having so many of them available with our cheap battalions and brigades :)
Did we not get an "additional warlord" stratagem?
Or an updated "relic stratagem", which gives you one relic for one cp and can be used multiple times?
If so, im very disappointed. ,':(
Unfortunately not sadly, would have been good. Just the one to give a scion an additional warlord trait, which I think gives us access to both 'old grudges' and 5+ CP farming if we want it and have a mil. tempestus detachment
@@auspextactics oh, okay, thats something at least! ;D
Could I throw the tank ace on a leman Russ annihilator and have 4 ap 4 lascannon shots from it? While being cadian?
@Auspex Tactics
how did you get these rules so early? or am I out of the loop, and the book is actually out.
Basically GW sends out books to a whole bunch of reviewers and they post the rules on the internet a week before the book is out. I'm not one of those fortunate people, but the rules get leaked by a whole bunch of sources and it's really easy to find the complete ruleset within the day.
@@auspextactics
perfect.
I shall have an ace to trow against my dark angels opponent.
Does the Shatterer of Will Tank Ace ability only affect one unit, or does it effect each unit you hit? If it affects every target you hit you can hand out -2 leadership debuffs to three units assuming you took a heavy stubber and have the in built heavy bolter go after a third unit.
with vigilus shoot twice stratagem, you can pick a different target - hence another moral debuff
@@hinti24 good point, up to 4 units could be debuffed. Could be interesting if you also take a Scion detachment and use the new Tempestus regiment that makes each slain model count as two dead models in the morale phase.
nothing for conscripts makes me a sad
GW hates infantry guard. Unless its scions.
There is nothing here to make you sad.
Slum fighters could have done synergy
"you could have a 30 inch demolisher"
Why do I feel so insecure right now?
Nothing the Tau can't handle!
Grinding advance doesn’t change the weapon profile to 2D6. It lets you fire an additional time. So you would get 6 shots, and then D6 shots. Not 12. The advantage is of course that if you destroy the target with the first shot your second can go to a different target.
where are the full rules? How did you find all this?
Are these rules valid for Matched Play?
Where may i find the full rules?
Mint
A superb day indeed!! Can I ask you how you calculate your dice averages? I've found a couple of free online apps specific to 40K, but you are able to calculate averages involving multiple steps that these apps do not. Of course, you might just be good at mathematics, specifically probability :)
Fucking a I just got the 2019 chapter approve updated points. Do i also need this one?
It doesnt matter if the lasgun is weak if you have 10,000 of them
Think this book is worth it for Krieg?
Are you allowed to take the same tank ace ability twice on 2 different tanks?
James Loder no
@@mathewkelly9968 what's the exact wording of the strat?
Forgot to talk about relentless lol
wait i thought you couldnt get any better save than a 2+. how does that zero plus armor save work? the battle primer book says a 1 is always a fail.
Its so AP Weapons don't Pierce as much.
So Where a Melta gun would normally Punch through anything, now that AP-4 Only gets the armor up to +4.
I had a stiffy for a full 30 minutes and 53 seconds
3rd guy here