Winters, you really make the best batreps. So many over edit or give terrible camera angles. Not yours, I don't know how much editing you actually do, but all the good stuff is here. Banter, dice rolls, explaining what you and your opponent are doing, and want to do. Honestly, it creates an amount of immersion that other batrep channels lack. It gives the feeling of hanging out at the local game store and watching a match between my friends. Thank you for that. ❤
Fun fact, Deathguard inexorable advance on infantry makes you ignore any debuff movement modifiers, this also includes and minus to charges. they are already moving hella slow, so might as well make them move just slow, not slower lol.
@@OEFarredondo yes sketchy UA-cam comment man, I will definitely pay you a GRAND AND A HALF for some unspecified and completely unverifiable little cool figures.
You just know Sunstrike was standing there coveted in goo looking at his gauntlet like," huh... is that how this always works? They just... explode? This close combat thing is.... AWESOME!!!"
Missing the no-reroll aura from Mortarion in the Tau shooting phase was huge. As a result, Mortarion took 2 damage (after failed saves and reductions) from the commander, and 4 (after failed saves and reductions) from the Stormsurge! Poor Morty!
Don’t forget the old Phosphex bombs that Morty has. 2D6 blast at Strength 5 AP-1, might have cleared that screen in front of the Storm Surge turn 1, rather than the lantern, which is more elite infantry killer material.
I agree. Mister Winters has really beautiful/ seamless terrain builds. It’s twice as good because the point of view camera style gives a better view of the minis and field than any other battle report.
Really good Battep as always, thoroughly enjoyed it! Such a shame forgetting Mortys re-roll shut down cause he would have smashed face in turn two, which would have been brilliant to see! Think it would have definitely been a Death Guard victory if so!!!
between failing charges because of that and all the rerolls they got vs morty (that they shouldnt have had), resulting in his death; Winters kinda defeated himself by not remembering the deathguard rules
@@jojimbo136 to be fair he only runs Morty once a blue moon and he has so many rules to him that it’s impossible to remember them all unless you run him in every game you play
@@brentfu1119 and yet players still have to remember to check/read said cards. Winter is having to do the video while playing so I think he can forgiven for not having an eidetic memory.
I love Sultan, he’s wonderful on the channel. For some reason I also love watching him lose, especially when it’s those icky Tau people. Take him down Winters! :D
The message from the sponsor is rapidly becoming one of my favourite things. Even though i haven't the time to watch more videos i may have to join up. 🤔 Damn these advertising people!
What XCOM has told me is that you always start with the weapon that might insta-gib your opponent. As if you get lucky, you can use the rest of the shooting to kill other things. In this case, should have started shooting Mortarion with the Stormsurge.
Some things can limit that tactic in WH40k though. Like for instance you might want to try keeping the insta-gib weapon in 'reserve' until your opponent uses his anti-instagib abilities (eg, transhuman physiology, in midnight clad, dour duty etc) on lesser units to keep them from being too severely damaged, and then use the instagib weapon when opponent has run out of those stratagems. Its a bit nasty if you are too hasty and fire a big, killy, turbo-destroyer on something and the opponent just flips a card from his deck to make it as powerful as a standard issue rifle. Alternatively the opponent might want to keep those anti-instagib abilities in his hand and not use them, waiting for the big thing to shoot, but in that case you're effectively blocking your enemy from using the abilities and multiplying the amount of decisions he has to make, which affects their ability to strategize effectively.
@@Warhamer116 I agree with you whenever you are shooting many different things. But when you need something to die and plan to shoot it until it goes, it is always better to start with your best weapon.
@@prava163 Problem is that most of the factions have so many negation tools that if you concentrate everything on killing that one thing, you might trade firepower so poorly that you end up losing the game by way of wasting a turn of shooting. There's efficiency in firing order, but also efficiency in firing effectiveness. Removing a single thing can be so cost-prohibitive that it just isn't worth it, and it's important to always keep that in mind. Yeah you got that squad of Dawneagle Jetbikes, the custodes player popped transhuman, -1 shooting, +2 cover, 4++ and all other tricks, but now you used up your entire shooting, psychic and melee phase to do that, what now? Next turn you have 9 more jetbikes ramming salvo missiles down your exhaust and you end up losing much more.
For the Super-heavy thing, you need a shared keyword other than the ones mentioned. So, for example, if a Cadian army brought a Cadian Baneblade in a Super-heavy Auxiliary detachment they could use the refund. But if it was a Knight they couldn't.
i think GW ins't addressing the problem of more CP for every guard player who all have baneblades,But rather the fact that barely any Xeno player has a super heavy since have always been kinda bad and get's outmatched by knights.
Maybe It's time for me to build my start-collecting box of Tau ;-) always a pleasure to watch Winters and company on a Sunday. Keep on doing the Emperor's work :-)
Pretty sure the battle suits can have three weapons and a shield Gen. you don’t have to give up shooting. Also the compounding points for multiple of the same weapon on the suits seems sun optimal in this list. Looks like a fun game!
The hit roll for the Plagueburst Crawler doesn't change because the target is in cover, because it can shoot enemies that it doesn't see. So you would hit on 3's regardless of cover.
Honestly surprised by how close this game was at the end. When going over the army list I thought for sure Tau was going to shoot them off the board in a couple of turns. As Winters said, if it was anybody other than Death Guard with their -1 to hit, +1 toughness, and disgusting resilience rolls then I dont think they would stand a chance. Only time will tell... edited to add that Winters Deathwing army list would do well I think-You need some type of ++ or your just melted
I think Space Wolves might have a few tricks to counter Tau. -1 to hit and +1 to save in psychic phase and terminators with storm shields leading troops. I also think drop pods are back! 😂
I think the big thing that made this a game was the deployment zone really favoring deathguard. In a more traditional mission being 24" away turn 1 would have been tough to deal with.
@@peters6345 Seen them lose to SoB and Drukhari (like half the the victory points) in the new edition already, so it's not a auto win army at all. But people like to claim it's OP with any changes that makes armies better for each edition, even before any battles have been had with them. Only Tau edition people haven't cried OP about is the 5th, because we din't get any Tau codex and had to play with old rules that din't work. It would also be nice actually seeing Tau being in competitive tier for once, as the 2 phase Tau don't play in really is hard to compensate ro in only one phase of the game.
@@peters6345 They have never been a really good competitor list, they have been okay a bit but nerfed and weak for the most part, last edition there was only one way to play the list if you wanted to win really. And funny enough the Jump shoot Jump that 2 units could has basically gone over to be a Elder army thing now instead, something we where told was to OP at the time it was nerfed. And most of the marker light rules are gone to now, with units also getting worse BS to boot, so it's not like they haven't adjusted something downwards, at best they might have actually balanced Tau out for once it seems. And other than here I have only seen a battle report where they barely won over Gray Knights, so fare that's 2 wins barely and two huge loses, so gain seems kinda okay. I would rather they got to play in all the phases, given them a naturel defense against warp powers like the lore shows they have. Give them some actual characters that can be played in other than 2 septs, as the T'au sept is pretty boring and with no Greater Good rule kinda weak. The only good named ones are basically all in FE and get's left out this turn too, it would be better to have split them up a bit more. Not to mention to introduce more races as there are still like 20 major races we haven't seen in the Tau Empire.
@@peters6345 Well they removed the possibility of many things with the markerlight change. Like no rerolls 1s, no removel of cover and removing firering penalty for moving if you shoot at the marked unit. But we are basically back to what they kinda where in the start. Killing units really means little in the system it's about points and holding areas, it does not matter if 10% or 99% of the enemy is destroyed if they got all the points. We also get to know more about where Tau are with more battles played, as it seems now they could even out to just be competitive enough to actual play in tournaments again, but I wouldn't say they are top tier just yet or that they are still bottom tier as always.
Crisis suits have 3 hardpoints for weapons and additional hardpoint for a support system. You can drop weapon hardpoints for more support systems. Small mistake but it means Tau could have brought more firepower.
Entertaining video guys, it was wonderful seeing Tau being played dynamically. Just a reminder, the command re-roll stratagem can't be used to reroll damage of weapons, unless the plague-crawler had some Nurgle shenanigans (which is likely, I'm not very familiar with chaos armies).
I don't know where you got that from, the command reroll stratagem can be used to reroll damage of weapons. The Nurgle shenanigans the plague burst crawler has in the way of rerolls is the plague weapon ability which gives the mortar and cannons reroll 1's to wound.
at 9:40 that rule applies if the big keyword you are using for your army is one of those. So like current armies taking CWE + Harlequins and using "Aeldari" as the keyword they share. If you are CWE you still get the +2 cp
Words that don't go together: Tau charging into Close Combat. Words that we never thought would be possible: Tau beat a Primarch in Close Combat. The first one is becoming more common(but still rare) The second one should be heresy on principle and yet it happened here. I love 40K for the craziness it can do.
@@CloudianMH Just for the records: the original DG FAQ just stated the obvious, that Inexorable Advance doesn’t work against the difficult ground original rule as that one didn’t modify the movement stat. Meanwhile the core rules were adjusted and the DG FAQ was removed as it no longer applied. So by now Inexorable Advance works against difficult ground due to difficult ground being changed form the release version of 9th.
Winters. Idk if you’ll see this. But the CP refund for CP applies to all armies. The limitations are the same as the army faction limitations. So while a keyword Imperium army wouldn’t get the CP back, a keyword Adeptus Astartes army would, etc.
Would the Stormsurge benefit from the farsight trait since it is in an aux detachment. I thought you couldn't benefit from traits in aux detachments so it would not have been able to get the free marker light or am I wrong?
You're right, though against Mortarion he could have changed the order to use one of the markerlights rather than rely on a free on. Definitely worth using that on a stormsurge!
Am I wrong that the Broadsides shooting at Morty in Tau turn 1 should have been at 5s to hit? Base 4, +1 for markerlight, -1 for shooting at Morty and -1 for trees.
@@piersmundy only the net result is plus or minus one, so yes it still should have been -1 and hitting on 5s. Sultan actually made quite a few whoopsies here (re-rolling to do 5 damage on Morty when he shouldn’t have, forgetting he hit in 5s, using fire and fade when he shouldn’t have, applying half move when it doesn’t apply to DG etc; that all helped win him the game). New codex though so he gets a pass :P
I’m not entirely sure but I have heard that markerlights give a +1 to bs so that might explain it Edit: I believe I was wrong. Its just +1 to hit so yep would have been hitting on 5s
Shoutout to March of War and Winters. When I saw the thumbnail first, I thought it was the two models transposed over a real photograph of a building. 😅
I absolutely love the mini-commercial from the sponsor. :D I hate to say it, but I don't think I have watched a T'au BatRep I have enjoyed yet. :( Time will tell...
Great battlereport, good showcase of the new Tau codex. They look like they have a lot of options but not overwhelming, if the no rerolls had been caught Morty is still alive or/and the pbc is unharmed.
Not slowed down at all it is currently. Inexorable Advance didn’t work against terrain for a short while, but they FAQ-ed the core rules, so DG is no longer slowed down by terrain. Abilities that modify movement, advance rolls or charge rolls also don’t work against Inexorable Advance. In the end it depends on the exact wording of the Tau ability, which I don’t have, but very likely it’s not going to work against Inexorable Advance. Which is fair, given how slow DG already is.
Nice. My favorite winters video was him complaining about GW+ while trying to convince us to subscribe to his paid channel so we could hear his review of GW+. Love you bro!
Just saw this battle report other deathguard players may have pointed out to you that death guard infantry do not suffer movement penalties even for advance and charge. Rarely comes up as till now probably only woods and thunder fire guns did this and after core rules updated woods don't slow them either.
Crisis suits don't need to drop the gun to get the shield generator. You get 3 weapon/support slots, AND one support slot. You could have 3 thunderhammers on each suit. :) Bodyguards only have 3 slots (not sure why!) and 5 points for the bodyguard rule. Edit: Now I've finished the vid, great game. Tau finally look fun to play with (and against!) again. I'm excited to get my hands on my new book.
Regarding the T’au being ‘grim dark’, I’ve figured out exactly how they fit in. They’re on the same path as humanity, and before them the Aeldari. They’re young and naive and some day their technology, their lack of understanding of the Warp and their limited space travel is going to destroy them
@Carsten Rasmussen It does not. "If this unit has the VEHICLE keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it." And thats straight from the codex.
The CP refund on the super heavy auxiliary is not only for Orks, Necrons and Tau. You just need to share a faction keyword that isnt the listed one. So if you have a SHA detachment with a Wraithknight, and your warlord is a Farseer, then they share the Asuryani keyword and you also get the refund. What doesnt get the refund is a Space Marine army with a Baneblade in its SHA detachment, because then the warlord and the superheavy only share the Imperium keyword.
If you've got a char like Morty who you know will absorb all the fire, it makes sense to be more aggressive with your deployment of everything else too, that rhino could have been a lot further up.
59:20 Pretty sure that, in 9th edition, when you command re-roll an XdX (2d3, 2d6, 3d6 etc.) for damage, you're meant to re-roll all the dice and not just a single dice that you select, like in 8th. I know this is the way it works for charge rolls at least. I'm pretty sure it applies to all XdX re-rolls.
Great game! FYI I think the SMS still gives 'no cover save bonus' so some of those DG latter saves would have failed. But Morty should have got his aura to switch off rerolls, so... 🤷🏼♂️
I have never seen any Chaos Army win any Battle since 1 momth in the 9th edition. Do you think that Chaos as a faction just can't keep up with the rest of Warhammer 40k? I play chaos since 2 years and it has never felt as bad as now.
Deathguard were really good at the start and then got nerfed super hard for no reason. Tsun are very strong against certain armies. And normal csm why bother setting them up...
@@3v3rhard death guard were the cheese for the past 3 years so a nerf was required their regular CSM warriors were stronger than SM commanders at one point.
Dguard would have 100% won but they forgot some dguard rules and that made a huge difference, t'au are strong but dguard is still bullshit ridiculos in toughness
I don't know who that 'Winters' sponsor fellow they cut to at the beginning was, but I implicitly trust him. He was wearing a nice vest. You can always trust a man wearing a nice vest.
the CP refund is if they share a keyword thats *not* them, that means astra militarum can field baneblades because they share the regiment keyword/astra militarum or whichever, it really screws you over only if you want to bring a knight :/
Winters can you make a video on drones and their saving protocols? I really still dont understand it. I thought you can only allocate wounds on a drone by using the stratagem. But in this game the broadsides where allocating the drones without the stratagem being used. Im confused. Thanks.
Probably because the drones belong to the same unit. The new Tau are supposed to take the drones as part of the unit, hence can use the normal wound allocation rules for them. From what I heard, Broadsides can take two drones per Broadside in a unit.
@@UKAndrewL I don’t have the codex, but I guess it’s either to deflect to units of drones or to circumvent the wound allocation rules. Remember, you have to keep allocating wounds to the same model during a phase, so if you start with the Battlesuit for a few bolt shots, then you’re stuck with the Battlesuit for the melter shot in the same round. So I guess it could be the emergency break in bad circumstances. But again, I only know the codex second hand so far from reviews.
Winters, you really make the best batreps. So many over edit or give terrible camera angles. Not yours, I don't know how much editing you actually do, but all the good stuff is here. Banter, dice rolls, explaining what you and your opponent are doing, and want to do.
Honestly, it creates an amount of immersion that other batrep channels lack.
It gives the feeling of hanging out at the local game store and watching a match between my friends.
Thank you for that. ❤
Agreed, them and StrikingScorpion. MWG every now and then.
Totally
So much this
AGREED!… 💯%👍
his Table layouts are just phenomenal aswell.....just look at it!!!!!
Fun fact, Deathguard inexorable advance on infantry makes you ignore any debuff movement modifiers, this also includes and minus to charges. they are already moving hella slow, so might as well make them move just slow, not slower lol.
Mortarion losing in melee to a Tau? This should automatically cause like -3 LD across all remaining DG...
If it’s In melee lol I’d quite 40K
@@OEFarredondo can I have your army for free then?
@@Bzerker01 $1100 total painted and delivered. with cases $1450
@@OEFarredondo yes sketchy UA-cam comment man, I will definitely pay you a GRAND AND A HALF for some unspecified and completely unverifiable little cool figures.
@@garymcjerry zero videos Gerry? Are you even a human? I dont sell to bots or Droids any ways. Sassy McSassy
You just know Sunstrike was standing there coveted in goo looking at his gauntlet like," huh... is that how this always works? They just... explode? This close combat thing is.... AWESOME!!!"
Not being allowed to re-roll any hits and wound rolls, does also mean that CP re-rolls cannot be used. No re-roll = no re-roll.
yes
I believe it's auras that he shuts down, which would be the commander auras for rerolls.
No, it's the warlor trait Gloaming bloat that says rolls to hit and wound cannot be re-rolled
@@antonlukkarinen2648 damn that's a good warlord trait.
@@declanmckearney879 yeah he got like 5-6 wl auras he can pick . usually the no reolls is picked for me atleast
Missing the no-reroll aura from Mortarion in the Tau shooting phase was huge. As a result, Mortarion took 2 damage (after failed saves and reductions) from the commander, and 4 (after failed saves and reductions) from the Stormsurge! Poor Morty!
It's okay, he deserves it.
Don’t forget the old Phosphex bombs that Morty has. 2D6 blast at Strength 5 AP-1, might have cleared that screen in front of the Storm Surge turn 1, rather than the lantern, which is more elite infantry killer material.
In my humble opinion, I think Winters has the best table terrain on this platform!
waiting for the LED + cotton upgrade XD
I agree. Mister Winters has really beautiful/ seamless terrain builds.
It’s twice as good because the point of view camera style gives a better view of the minis and field than any other battle report.
Totally agree, I've gotten many an inspiration in my own terrain pieces from this channel (and Striking Scorpion, they make amazing stuff too).
The amount of time he must spend just picking up gravel
I know right!!?.. What a thumbnail, picture perfect awesomeness!!.. 😎👌🤟
Really good Battep as always, thoroughly enjoyed it! Such a shame forgetting Mortys re-roll shut down cause he would have smashed face in turn two, which would have been brilliant to see! Think it would have definitely been a Death Guard victory if so!!!
I think you missed the Inexorable Advance rule. Basically neuters Tau movement shenanigans
I love how in turn 1 we’re like “there’s no point in showing morty’s fight phase” we all knew those tau were doomed as a screen
Death guard doesn't take minus to✨movement/advance/charge✨
between failing charges because of that and all the rerolls they got vs morty (that they shouldnt have had), resulting in his death; Winters kinda defeated himself by not remembering the deathguard rules
@@jojimbo136 to be fair he only runs Morty once a blue moon and he has so many rules to him that it’s impossible to remember them all unless you run him in every game you play
@@griffin5653 that's why players carry index card for reference.
@@brentfu1119 and yet players still have to remember to check/read said cards. Winter is having to do the video while playing so I think he can forgiven for not having an eidetic memory.
Ha ha ha!! Loved that sponsor video segment at the start! But winters, you did look a bit nervous... Great job as always!
“Imagine this against Imperial Guard”
“They have to do what they always do.”
Lose.
Inexorable Advance! Never forget! Oh well, great report.
Made me whince
I love Sultan, he’s wonderful on the channel. For some reason I also love watching him lose, especially when it’s those icky Tau people. Take him down Winters! :D
agree. like hes play talk and atritude
Just a note, the lord of war can't get the sept bonus so wouldn't have markerlights automatically.
How are marklights a sept trait? It's just an ability of the weapon (markerlight)
@@GimbleOnDew Not markerlights themselves, but the FSE trait of free markerlights within 12 inches.
@@GimbleOnDew The trait always counting as having one when you're within 12 inches...
HAHAHA, the "word from our sponsors" segment was hilarious!!! Nearly fallout of my chair watching you in yours!!! hahahaah, well played sir!
Just loved the log fire ad Winters, so suave & sophisticated
Doesn't Inexorable Advance mean Infantry 'ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.' ?
Yes
Exactly what it means. Would have had those terminators that much closer.
The message from the sponsor is rapidly becoming one of my favourite things. Even though i haven't the time to watch more videos i may have to join up. 🤔 Damn these advertising people!
What XCOM has told me is that you always start with the weapon that might insta-gib your opponent. As if you get lucky, you can use the rest of the shooting to kill other things. In this case, should have started shooting Mortarion with the Stormsurge.
Some things can limit that tactic in WH40k though. Like for instance you might want to try keeping the insta-gib weapon in 'reserve' until your opponent uses his anti-instagib abilities (eg, transhuman physiology, in midnight clad, dour duty etc) on lesser units to keep them from being too severely damaged, and then use the instagib weapon when opponent has run out of those stratagems. Its a bit nasty if you are too hasty and fire a big, killy, turbo-destroyer on something and the opponent just flips a card from his deck to make it as powerful as a standard issue rifle. Alternatively the opponent might want to keep those anti-instagib abilities in his hand and not use them, waiting for the big thing to shoot, but in that case you're effectively blocking your enemy from using the abilities and multiplying the amount of decisions he has to make, which affects their ability to strategize effectively.
@@Warhamer116 I agree with you whenever you are shooting many different things. But when you need something to die and plan to shoot it until it goes, it is always better to start with your best weapon.
@@prava163 Problem is that most of the factions have so many negation tools that if you concentrate everything on killing that one thing, you might trade firepower so poorly that you end up losing the game by way of wasting a turn of shooting. There's efficiency in firing order, but also efficiency in firing effectiveness. Removing a single thing can be so cost-prohibitive that it just isn't worth it, and it's important to always keep that in mind.
Yeah you got that squad of Dawneagle Jetbikes, the custodes player popped transhuman, -1 shooting, +2 cover, 4++ and all other tricks, but now you used up your entire shooting, psychic and melee phase to do that, what now? Next turn you have 9 more jetbikes ramming salvo missiles down your exhaust and you end up losing much more.
@@Warhamer116 again, i agree, but my answer was regarding Mortarion in this game, in which he shot everything at it but in the wrong order.
Delighted to see Tau on the channel Winters.
Hell ya. It's 2am on a Saturday in Canada and now my night is set!!!
Beautiful T'au army, and great to see Sultan back on the channel. Well played, gents.
For the Super-heavy thing, you need a shared keyword other than the ones mentioned. So, for example, if a Cadian army brought a Cadian Baneblade in a Super-heavy Auxiliary detachment they could use the refund. But if it was a Knight they couldn't.
Yeah, basically you want CHAPTER, LEGION, CRAFTWORLD, or something along those lines.
i think GW ins't addressing the problem of more CP for every guard player who all have baneblades,But rather the fact that barely any Xeno player has a super heavy since have always been kinda bad and get's outmatched by knights.
@@turbodildo well hopefully the stormsurge can give the knights a run for their money now
I absolutely love the sponsor cutaway to comfy fireside Winters
Maybe It's time for me to build my start-collecting box of Tau ;-) always a pleasure to watch Winters and company on a Sunday. Keep on doing the Emperor's work :-)
Man, this was a cool battle report! Glad to see that Tau are dangerous again. Also, really cool original color scheme for the Tau army.
Best battle reports on UA-cam but PLEASE SHOW THE DICE ROLLS ESPECIALLY THE BIG ONES I LOVE SEEING 50 DICE FLY ACROSS THE TABLE
Pretty sure the battle suits can have three weapons and a shield Gen. you don’t have to give up shooting. Also the compounding points for multiple of the same weapon on the suits seems sun optimal in this list.
Looks like a fun game!
Correct about the three weapons and a support system
All true, unless they're bodyguards, which don't get the extra hard point for the support system.
The hit roll for the Plagueburst Crawler doesn't change because the target is in cover, because it can shoot enemies that it doesn't see. So you would hit on 3's regardless of cover.
Honestly surprised by how close this game was at the end. When going over the army list I thought for sure Tau was going to shoot them off the board in a couple of turns. As Winters said, if it was anybody other than Death Guard with their -1 to hit, +1 toughness, and disgusting resilience rolls then I dont think they would stand a chance. Only time will tell...
edited to add that Winters Deathwing army list would do well I think-You need some type of ++ or your just melted
I think Space Wolves might have a few tricks to counter Tau. -1 to hit and +1 to save in psychic phase and terminators with storm shields leading troops.
I also think drop pods are back! 😂
I think the big thing that made this a game was the deployment zone really favoring deathguard. In a more traditional mission being 24" away turn 1 would have been tough to deal with.
@@peters6345 Seen them lose to SoB and Drukhari (like half the the victory points) in the new edition already, so it's not a auto win army at all. But people like to claim it's OP with any changes that makes armies better for each edition, even before any battles have been had with them. Only Tau edition people haven't cried OP about is the 5th, because we din't get any Tau codex and had to play with old rules that din't work.
It would also be nice actually seeing Tau being in competitive tier for once, as the 2 phase Tau don't play in really is hard to compensate ro in only one phase of the game.
@@peters6345 They have never been a really good competitor list, they have been okay a bit but nerfed and weak for the most part, last edition there was only one way to play the list if you wanted to win really. And funny enough the Jump shoot Jump that 2 units could has basically gone over to be a Elder army thing now instead, something we where told was to OP at the time it was nerfed. And most of the marker light rules are gone to now, with units also getting worse BS to boot, so it's not like they haven't adjusted something downwards, at best they might have actually balanced Tau out for once it seems. And other than here I have only seen a battle report where they barely won over Gray Knights, so fare that's 2 wins barely and two huge loses, so gain seems kinda okay.
I would rather they got to play in all the phases, given them a naturel defense against warp powers like the lore shows they have. Give them some actual characters that can be played in other than 2 septs, as the T'au sept is pretty boring and with no Greater Good rule kinda weak. The only good named ones are basically all in FE and get's left out this turn too, it would be better to have split them up a bit more. Not to mention to introduce more races as there are still like 20 major races we haven't seen in the Tau Empire.
@@peters6345 Well they removed the possibility of many things with the markerlight change. Like no rerolls 1s, no removel of cover and removing firering penalty for moving if you shoot at the marked unit.
But we are basically back to what they kinda where in the start.
Killing units really means little in the system it's about points and holding areas, it does not matter if 10% or 99% of the enemy is destroyed if they got all the points.
We also get to know more about where Tau are with more battles played, as it seems now they could even out to just be competitive enough to actual play in tournaments again, but I wouldn't say they are top tier just yet or that they are still bottom tier as always.
Crisis suits have 3 hardpoints for weapons and additional hardpoint for a support system. You can drop weapon hardpoints for more support systems. Small mistake but it means Tau could have brought more firepower.
W
Is this new to the 5th codex ? I know in the last one it was 2 guns and a support
Yeah it's new. Crisis bodyguards can take 2 weapons and a support system. Crisis battlesuits can 3 weapons and a support system
Entertaining video guys, it was wonderful seeing Tau being played dynamically. Just a reminder, the command re-roll stratagem can't be used to reroll damage of weapons, unless the plague-crawler had some Nurgle shenanigans (which is likely, I'm not very familiar with chaos armies).
I don't know where you got that from, the command reroll stratagem can be used to reroll damage of weapons. The Nurgle shenanigans the plague burst crawler has in the way of rerolls is the plague weapon ability which gives the mortar and cannons reroll 1's to wound.
at 9:40 that rule applies if the big keyword you are using for your army is one of those. So like current armies taking CWE + Harlequins and using "Aeldari" as the keyword they share. If you are CWE you still get the +2 cp
Do -hit auras affect marker lights? i think they are an action now - so no BS to modify? (think its ALWAYS 3's for markerlights now?)
Love to see the enemies of the imperium beat eachother to death. I could watch it all day.
loving the sponsorship segments
Just what i need this weekend! Thanks guys
You don't drop a weapon to get a shield generator. There are 4 hardpoints, and only 3 of them can take guns.
yeaaah as he said he's learning the army's new codex so fair mistake
Damn. New T'au hit hard. But those DG Termies took it in stride right up till the end. Man. Fun battle report. I think my marines are in trouble...
Words that don't go together: Tau charging into Close Combat.
Words that we never thought would be possible: Tau beat a Primarch in Close Combat.
The first one is becoming more common(but still rare)
The second one should be heresy on principle and yet it happened here.
I love 40K for the craziness it can do.
Great bat rep as always, I’m halfway through and wondered if your terminators should ignore movement penalties with inexorable advance though?
Don't deathguard ignore all modifiers to movement, inexorable advance or something??
Inexorable advance is not mentioned in the errata. Blightlords shouldn't have suffered -2 to charge or halved their movement.
@@CloudianMH youre wrong tho
@@CloudianMH you’re wrong. Triple checked it last night with DG errata, rulebook errata and unusual rules.
@@CloudianMH Just for the records: the original DG FAQ just stated the obvious, that Inexorable Advance doesn’t work against the difficult ground original rule as that one didn’t modify the movement stat. Meanwhile the core rules were adjusted and the DG FAQ was removed as it no longer applied. So by now Inexorable Advance works against difficult ground due to difficult ground being changed form the release version of 9th.
Great stuff Winters and Supportbubblesultan!
I don't want to spoil anything but "You killed my___, I SLAY YOURS!" had me on the floor.
Mortarian - the closer you get to him, the more he turns you off.
Sounds about right.
really enjoyed that one, even more than usual, nice one
Starting to collect Tau again. Haven't bought any models since the 90s
Winters. Idk if you’ll see this. But the CP refund for CP applies to all armies. The limitations are the same as the army faction limitations. So while a keyword Imperium army wouldn’t get the CP back, a keyword Adeptus Astartes army would, etc.
Would the Stormsurge benefit from the farsight trait since it is in an aux detachment. I thought you couldn't benefit from traits in aux detachments so it would not have been able to get the free marker light or am I wrong?
You're right, though against Mortarion he could have changed the order to use one of the markerlights rather than rely on a free on. Definitely worth using that on a stormsurge!
All those Re-Rolls against Morty when he was suppose to be turning them off 🙄
This was my first battle report I watched and funny enough the two factions I play now are Tau and Deathguard.
Am I wrong that the Broadsides shooting at Morty in Tau turn 1 should have been at 5s to hit? Base 4, +1 for markerlight, -1 for shooting at Morty and -1 for trees.
To hit modifiers are capped at +1 or -1
Yes, you are correct.
@@piersmundy only the net result is plus or minus one, so yes it still should have been -1 and hitting on 5s. Sultan actually made quite a few whoopsies here (re-rolling to do 5 damage on Morty when he shouldn’t have, forgetting he hit in 5s, using fire and fade when he shouldn’t have, applying half move when it doesn’t apply to DG etc; that all helped win him the game). New codex though so he gets a pass :P
I’m not entirely sure but I have heard that markerlights give a +1 to bs so that might explain it
Edit: I believe I was wrong. Its just +1 to hit so yep would have been hitting on 5s
No -1 for trees though since Morty is 18 wounds.
Really love the table arrangement.
Shoutout to March of War and Winters. When I saw the thumbnail first, I thought it was the two models transposed over a real photograph of a building. 😅
Its great to see the Tau back on the channel!
Pmsl, the “sponsors” clip cracked me up!!!!
Love the action!! Let’s not forget you cannot slow death guard movement except naturally by terrain. :)
wait did they nerf inexorible advance of the deathguard again? my last state was that they ignore every and all modifiers to movement speed?
I absolutely love the mini-commercial from the sponsor. :D
I hate to say it, but I don't think I have watched a T'au BatRep I have enjoyed yet. :( Time will tell...
I would love to see some kroot and Vespid action or a sky ray. Some of the unusual units
It was a lot of fun watching your match.
Great battlereport, good showcase of the new Tau codex. They look like they have a lot of options but not overwhelming, if the no rerolls had been caught Morty is still alive or/and the pbc is unharmed.
there are 2-3 melee options for Tau. (Kroot, Commander FArshight and a Commander)
You can do d3mw in the movement phase.
DG had a 30 percent win rate at LVO, and now they've been nerfed. Doesn't make sense
They want people to buy new armies.
1:37:50 - shouldn't that work the other way? Being slowed down by terrain but not by abilities?
Not slowed down at all it is currently. Inexorable Advance didn’t work against terrain for a short while, but they FAQ-ed the core rules, so DG is no longer slowed down by terrain. Abilities that modify movement, advance rolls or charge rolls also don’t work against Inexorable Advance. In the end it depends on the exact wording of the Tau ability, which I don’t have, but very likely it’s not going to work against Inexorable Advance. Which is fair, given how slow DG already is.
Nice. My favorite winters video was him complaining about GW+ while trying to convince us to subscribe to his paid channel so we could hear his review of GW+. Love you bro!
Just saw this battle report other deathguard players may have pointed out to you that death guard infantry do not suffer movement penalties even for advance and charge. Rarely comes up as till now probably only woods and thunder fire guns did this and after core rules updated woods don't slow them either.
Winters you could make a series strictly on terrain set up and your methodology behind the set up. It would really help entry level players IMO.
What are those colors used on the Tau? Amazing armies and battle report.... Thank you.
Crisis suits don't need to drop the gun to get the shield generator.
You get 3 weapon/support slots, AND one support slot. You could have 3 thunderhammers on each suit. :)
Bodyguards only have 3 slots (not sure why!) and 5 points for the bodyguard rule.
Edit: Now I've finished the vid, great game. Tau finally look fun to play with (and against!) again. I'm excited to get my hands on my new book.
If drones count as part of the battlesuit unit do they count towards number of units for blast weapons? Would have made a difference on the motars
Regarding the T’au being ‘grim dark’, I’ve figured out exactly how they fit in. They’re on the same path as humanity, and before them the Aeldari. They’re young and naive and some day their technology, their lack of understanding of the Warp and their limited space travel is going to destroy them
Their grimdarkness comes from being a good and heroic faction that constantly gets its ass beat and while never succeed.
Playing against Winters in his own house is like trying to beat the house in Las Vegas.
Winter, you forgot the inoxerable advance detatchment rule for blightlords and the plagueburst crawler. :D
PBC doesn't get inexorable advance.
@@doarm15 they do? What you on about "if the unit has vehicle keyword it can shoot heavy weapons into close combat without penalty."
I was talking about the movement penalty.
@@doarm15 well its the same rule🤷🏼♂️
@Carsten Rasmussen It does not.
"If this unit has the VEHICLE keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it."
And thats straight from the codex.
Shoutout to that awesome sponsor 😉
The ad segement was glorious, more armchair Winters
The CP refund on the super heavy auxiliary is not only for Orks, Necrons and Tau. You just need to share a faction keyword that isnt the listed one. So if you have a SHA detachment with a Wraithknight, and your warlord is a Farseer, then they share the Asuryani keyword and you also get the refund.
What doesnt get the refund is a Space Marine army with a Baneblade in its SHA detachment, because then the warlord and the superheavy only share the Imperium keyword.
That was the best sponsor spot ever
If you've got a char like Morty who you know will absorb all the fire, it makes sense to be more aggressive with your deployment of everything else too, that rhino could have been a lot further up.
59:20 Pretty sure that, in 9th edition, when you command re-roll an XdX (2d3, 2d6, 3d6 etc.) for damage, you're meant to re-roll all the dice and not just a single dice that you select, like in 8th. I know this is the way it works for charge rolls at least. I'm pretty sure it applies to all XdX re-rolls.
Those were separate damage rolls for different weapons, so he wasn't rolling 2D6, he was rolling two separate 1D6 rolls.
@@jek_si2251 Ah, I'm dumb.
Great game! FYI I think the SMS still gives 'no cover save bonus' so some of those DG latter saves would have failed. But Morty should have got his aura to switch off rerolls, so... 🤷🏼♂️
I have that chair! It’s useless to read in because you always fall asleep! Too comfy!
OK, now let’s watch the game!
I have never seen any Chaos Army win any Battle since 1 momth in the 9th edition. Do you think that Chaos as a faction just can't keep up with the rest of Warhammer 40k?
I play chaos since 2 years and it has never felt as bad as now.
Deathguard were really good at the start and then got nerfed super hard for no reason. Tsun are very strong against certain armies. And normal csm why bother setting them up...
@@3v3rhard death guard were the cheese for the past 3 years so a nerf was required their regular CSM warriors were stronger than SM commanders at one point.
Mordian glory or Krieg vs. Tau Firewarrior list on a WWI inspired trench system battlefield :)
Cant imagine a single second of the game where the death guard player actually had fun.
I'm loving the tau paint job.it reminds me of that autobot plane .jetstrike? Maybe?
I'm probably mistaken, but doesnt the mont'ka allow you to advance and shoot normally? the first crisis team hit on 4's with a marker light??
Commenting before starting the video. I can't imagine this is going to go well for death guard at all.
Dguard would have 100% won but they forgot some dguard rules and that made a huge difference, t'au are strong but dguard is still bullshit ridiculos in toughness
Love the batrep. Quick question, doesn't mortarion shut off rerolls?
depends on contagion pick, but im sure he did say he picked that one, he also stops auras in a small range
@@themillward1804 thanx man.. i thought so, but im not a dg player, so I wasn't sure
33:50 mate
Great Batrep as always. Love the Open War deck. Definitely prefer your content over MWG and TTT.
Wow, that table is so cool looking!
Tau Nick from Play on Tabletop would be proud of that charge and result with Morty!!
I don't know who that 'Winters' sponsor fellow they cut to at the beginning was, but I implicitly trust him. He was wearing a nice vest. You can always trust a man wearing a nice vest.
the CP refund is if they share a keyword thats *not* them, that means astra militarum can field baneblades because they share the regiment keyword/astra militarum or whichever, it really screws you over only if you want to bring a knight :/
Hi winters thanks for the report hope you're doing well.
Really great battle and some awesomely painted armies! Really hope we see the Tau again. Your format is really chill to watch but doesn't drag on.
Winters can you make a video on drones and their saving protocols? I really still dont understand it. I thought you can only allocate wounds on a drone by using the stratagem. But in this game the broadsides where allocating the drones without the stratagem being used. Im confused. Thanks.
Probably because the drones belong to the same unit. The new Tau are supposed to take the drones as part of the unit, hence can use the normal wound allocation rules for them. From what I heard, Broadsides can take two drones per Broadside in a unit.
@@davidgantenbein9362 okay so can still allocate wounds to drones without using cp. Whats the point in the cp one then?
@@UKAndrewL I don’t have the codex, but I guess it’s either to deflect to units of drones or to circumvent the wound allocation rules. Remember, you have to keep allocating wounds to the same model during a phase, so if you start with the Battlesuit for a few bolt shots, then you’re stuck with the Battlesuit for the melter shot in the same round. So I guess it could be the emergency break in bad circumstances. But again, I only know the codex second hand so far from reviews.