I've made Templates for the Strats and Detachment rules. They're available as Photoshop files on the discord! I'm working on an updated version so thanks for all the feedback! Here's the main things I've heard: 1. Throw the Indirect strat into the bin, then throw the bin into the sun, then nuke the sun. I did think it was powerful, but also indirect go brrrr. I'll make something new. 2. Reckless Abandon is too strong and also labeled as the wrong phase. The icon is actually correct but I copy pasted the text wrong lmao 3. Prismatic Flare is a bit much 4. Some mentioned it's a bit unfocused, which I agree with. I want to play more into the detachment being strong early but falls off late game, mimicing that fast sudden strike, or I guess something similar to how orks work. I think overall for a first attempt I am happy with it, hopefully version 2 improves stuff. Join my discord as I'll br posting stuff in the new Homebrewery channel! Post your stuff there too! Discord link in the description.
@Envixie6 ай бұрын
What did you use to make your data sheets for this video, as my Custom chapter also does shocking 😅
@PaulIsBadAtStuff6 ай бұрын
I just used Photoshop. I might try and turn them into templates for people to use
@45eugenia526 ай бұрын
@@PaulIsBadAtStuff please do I really want to do this myself
@BroodingEdgelord6 ай бұрын
Idea for the Holograms stratagem: 2CP, switch with any unit within 12" MORE THAN 9" from any enemy unit. It's incredibly expensive for essentially giving deep strike. (also, no charge for balance)
@Envixie6 ай бұрын
@@PaulIsBadAtStuff that would be much appreciated
@TheDingusKhan6 ай бұрын
He struggles to play strategically but then goes and makes a very tactical rule set for himself... I respect the chaos of it all
@PaulIsBadAtStuff6 ай бұрын
If I make the strategy up myself I won't struggle to play strategically anymore
@TheDingusKhan6 ай бұрын
@@PaulIsBadAtStuff That is. Hold on thats really smart actually
@GuardianM256 ай бұрын
@@PaulIsBadAtStuffYes, but how often do you stick to your own strategy?
@corneal356 ай бұрын
Big Brain
@recurvestickerdragon6 ай бұрын
working on one's weaknesses with a challenge mode sounds like my kinda good time
@ChristianVonCarmian40kVtuber6 ай бұрын
07:45 I look beautiful!
@Nothing-1w36 ай бұрын
real
@Zamasunumber1ningenhater6 ай бұрын
The god of the genestealers has come
@Ash_Waste_Nomad6 ай бұрын
As always
@anazron8058116 ай бұрын
Thousand Sons have a 2 CP strat for indirect fire, and it is one of the strongest rules in the game, requires a spotter, and to Psychic weapons only, and all their psychic weapons are only 24 inches at most. Take your indirect fire strat and throw it into the sun.
@thomashowe15836 ай бұрын
Yall also have objectively better shooting with Magnus, Rubrics that wouldn't care about indirect, or Vortex Beast that also hits hard in melee. But yes, indirect IS very powerful
@kalebsewell96116 ай бұрын
and then you can use ensorceled infusion on a brick of terminators and have fun
@PaulIsBadAtStuff6 ай бұрын
Weirdly I play TSons and I forgot it existed because I've never used it lmao. But yes, indirect too strong. I'll do something else with that strat
@thomashowe15836 ай бұрын
@PaulIsBadAtStuff you could limit which units can use it. Like nothing with Torrent, or maybe only at a certain range so a Repulsor's not shooting across the table without Retaliation. If your super concerned about it, do some Math hammer (the website is super easy to use) but give the weapons you'd likely use it on a -1 to hit.
@HighEffortUsername5 ай бұрын
@@PaulIsBadAtStuffYou could maybe cost it at 2cp and have it only work on tech marines and dreadnoughts like the reserve stratagem.
@katanakid136 ай бұрын
"There's probably a unit I'm not thinking of that would be absurd (infiltrating)" *side-eyes the Calgar Aggressor brick and Uriel Centurions sitting on my desk.*
@sagebrown56436 ай бұрын
You can actually do that with vanguard spearhead using an enhancement
@SpoopyPants6 ай бұрын
Please tell us how your first game with your own custom detachment will go because it would be utterly hilarious if you made your own rules and still lost. There is a Sisyphean irony to the Screaming Ravens needing their own custom detachment rules to have a shot at winning... well... anything.
@PaulIsBadAtStuff6 ай бұрын
I don't think this custom detachment saves me from basic skill issues lmao
@parkwaydrivern50896 ай бұрын
I think an enhancement involving the crazy loud sounds/distracting noises the Screaming Ravens make could be really cool. Say after a unit that has charged the enemy is instantly battle-shocked, might be better as a strat instead!
@Narude4get6 ай бұрын
the idea is nice, but maybe test Battleshock with -1 ? auto Battleshock is stupidly strong x)
@rezazarabi576 ай бұрын
- comments: -Your detachment rules seems chaotic - supersonic frenzy is just shock assault from the storm lance task force detach, but limited. shouldn't be a problem - giving indirect on 10 hellblasters would be insane I don't know if this detachment is good, but it sure seems annoying to fight againts, also seems like it needs a lot of tactics
@josephercanbrack83936 ай бұрын
More people should spitball homebrew detachment ideas honestly. I should try for my Ad Mech and Genestealers.
@LordCrate-du8zm22 күн бұрын
Plan on making one for Mechanicum Knights.
@carmraman1116 ай бұрын
I have a home brew space marine detachment rule that I use with my friends. Basically my homebrew chapter and politically savvy and have allies/agents of the chapter everywhere. The detachment is “Friends in High Places” where every time I spend a CP on a battle tactic, on a 4+ I regain a cp. It’s very flavorful and not too overpowered and I just used the enhancements and strats from Firestorm
@КвасиУнитаз6 ай бұрын
This actually sounds really cool and creative. Definetly more interesting than what gw have been doing in 10th for most other armies. The detachment rule sounds super fun!
@masoncarter17106 ай бұрын
Honestly, I like it. It seems good without being too good and has some fun flavour. For supersonic frenzy, if you're concerned about it being too strong then change it to "the unit’s melee weapons have the [Lance] keyword." This means they only get the +1 to wound on the charge and mimics the gladius and stormlance detatchments.
@RSBurgener6 ай бұрын
Since you asked, I am in the beginning stages of writing my own custom detachment rules for my Emerald Knights chapter. You've inspired me to move forward with my own chapter right now instead of just thinking about it. The detachment ability is called "Renowned Pistoliers" which is advance and shoot with pistols- +1 to hit at 12" or less (outside of melee combat). Heavy Bolt Pistols are instead Siegebreaker Pistols: 2 attacks at str 5 -1 AP. I have a master crafted ammo strategem to boost str and ap of pistols and ignore cover. One strat for advance and charge or fall back shoot and charge. There's a strat for when a unit is the target of a charge, they can immediately shoot with pistols as though it were the shooting phase. There's a melee stat of some kind ?? Theres also a strategem that gives the chaplain ability to a unit for disregarding battleshock. And armour of contempt. I don't have any enhancements just yet. I am still figuring out if this stuff is too strong or not, but I will try and get some advice from other players at some point. I know that I want these space marines to have an Irish culture, having dashing bravado, being fast on their feet, agile with their blades and expert pistol marksmen. It's just a matter of dialing it in so that it is balanced enough to be fair in the game.
@roadgoeseveron71286 ай бұрын
Homebrew like this can be so much fun, customising for your own chapter and feels
@immortalgamer39606 ай бұрын
Okay, so overall: Detachment Rule: I think it's pretty neat and flavourfull, the randomness keeps you from doing any consistent wombo combos, but still lets you do a lot of interesting things. I'd be fine playing against this. Disruptive Mirage: This should be make a 6" move rather than a normal move or you'll be able to blitz bikes or jump infantry clear across the table at ridiculous speeds. Most of these reactionary moves are D6, only the best get the full 6". I don't think anything can go above that. Could be too strong as a Battle Tactic, this is a very good effect. Active Camo: Looks great, strong but very specific. I don't see any issue. Supersonic Frenzy: Most strats like this give Lance instead, I'm not sure why, but you might want to go with that templating just in case. Reckless Abandon: I like this, certainly worth 2 CP, but I'd have a lot of fun playing with and against this, it's one of those expensive things that you have to play around, but I don't think is too busted at 2CP. From Any Angle, At Any Time: Needs to be 2CP for sure. Thousand Sons has it at 2CP with the buff of Ignores Cover, but the restriction of Psychic Only. If this ends up being too strong, perhaps restricting it to weapons without the Heavy Keyword; that would be a good nerf while still keeping the feel of the strat. Enhancements all seem interesting and well costed, no notes there. The only downside I see is that the only one that really seems balanced for a Battle Tactic is Supersonic Frenzy, I'm not sold on Disruptive Mirage being one, but I could be wrong. I'm always a fan of this kind of stuff. I'm working on a few of my own right now too. 😅
@lamMeTV6 ай бұрын
"Balance is the most important thing" *Games workshop laughing*
@Amdor5 ай бұрын
From Any Angle, At Any Time is for sure 2 CP. Generally Indirect Fire is heavily taxed cause it's counter to opponent using terrain well - indirect units got heavily nerfed via points or their output this edition (or both....) so you need to either raise CP value or add restrictions (like requiring unit to remain stationary, enemy in half range or something)
@kyleboulier22726 ай бұрын
Always a great day when there's a new video for the Screaming Ravens! The thing I would recommend the most is to discuss the custom detachment with the people you play with and get their feedback on it. I'm going to be starting a narrative campaign in the coming months where each of us kit bashes a custom named character to lead our armies, complete with their own unique rules. However, before a single game is played I'm going to get everyone in a discord chat room to discuss what the custom rules will be. Each person will bring what they were thinking for their rules, and we will adjust those rules together as a play group to ensure no one has anything too broken so that we are all on an even playing field. Great video as always, keep up the great work!
@CaptainPoseidon2823 ай бұрын
I auctally really want to make my own detachment for my Angels of Desolation
@PaulIsBadAtStuff3 ай бұрын
Give it a go! It's a lot of fun to try and make stuff that fits well with your chapter's theme
@CaptainPoseidon2822 ай бұрын
@@PaulIsBadAtStuffthanks. Its just that they split their army into zons of artillary in the backline and tons of badsh*** crazy space marines in the front. So I need to make something which buffs melee and ranged simaltaniously. Which means my attempts turn out either OP or overly restricted to Gravis space marines. Why am I writing this?
@davesloopyboopy67416 ай бұрын
Paul is good at stuff
@nikolthomas25445 ай бұрын
Allowing vehicles to scout/inifiltrate/deepstrike would be pretty busted* It would work a lot like the old 'tactical genius' ability Creed (named guardsman general) had, which basically allowed you to scout/infiltrate/deepstrike ALMOST ANYTHING (there's memes about Baneblades, Knights, Titans appearing out of nowhere) *: Flying vehicle deepstrike and drop pod type stuff being obvious exceptions
@Santisima_Trinidad6 ай бұрын
If the assualt ramp strategem is too powerful even at 2CP, one thing you might do is make the transport take D6+1 mortal wounds when it's used, bassically saying that crashing a plane and having screaming madmen bursting out of it before its finished crashing isn't great for the plane. Might be a bit wierd to have for a strategem, but ehh. The indirect fire strat seems rather overpowered. I think it should just be a +1 to hit when beyond 24 inches. Or sommat like that. I do like the idea behind it though. The rest of the kit is very in your face agressive, so having a option which is based on suddenly being super strong at range is a fun mixup, even if making it indirect could be horrendously overpowered.
@yourbrokengalaxy6 ай бұрын
New name for "A long run up" ...ramming speed.
@PooberryPancakeАй бұрын
Your the only person who makes custom detachments and I love it
@hypo73516 ай бұрын
Let him cook. Let him cook. Let him cook
@Kingofdragons1176 ай бұрын
I would make "From any Angle, at any Time" only work on weapons with the Blast Keyword. It's the only thing that makes sense since you can't really indirect a Lascannon.
@ima1hpwounder5806 ай бұрын
Since we discussing homebrew, might as well throw my hat into the ring. So, I’m a cron player through and through, and honestly I want to see more of the shit that shows just what necrons can do, so, I have a custom dynasty that basically has three brothers being the head on the dynasty, and each of these brothers fall into different roles. The first one is the master cryptek of the dynasty and has a thing for pushing the limits of what is possible, so, I gave him a 2 abilities that are the idea of maximising the power of the squad he is leading. First ability: plus 1 to all ranged attacks characteristics while leading a unit I feel like this is a decent buff for crons, 3 shot Tesla, 3 shot guass, it’s quiet potent But his second ability is as followed: during your shooting phase, you may choose to use this ability, if activated, models in this unit score critical hits on 4 plus, but gain the hazardous keyword. This is main ability I wanted to build around, the idea of this cryptek being so obsessed with pushing the limits of the known world to the point it starts to break, and for necrons this buff is quiet powerful. Tesla immortals, 20 man warrior blob, it’s all good, but the hazardous in my mind is the weapons breaking from being pushed so far, and it just makes the whole idea work. I thought he would replace a overlord, so you can’t take him with wardens or overlords or named overlords, but I wanted him to also have a second character that works to counteract his downside, at the cost of points So, this will be a apprentek, that kill team only model that needs rules please. But this boy will have a rule that basically makes it harder to die to hazardous, like he cares for his master and doesn’t want him to blow himself up, like reroll hazardous rolls of 1. The next big character is an overlord replacement, he will have a shield and scythe and for his abilities I’ve thought of a few. I want him to make the unit he is attached to tankier, because he is a caring ruling who knows each necron is valuable, so, for the leading ability, I’ve thought of a few things: 1. Improve the armour save of models in this unit while this character is leading them 2. Grant a 5 up invul while leading the unit 3. Constantly grant cover I don’t know which one would work best but I feel like just something to buff the unit he is leading to make them harder to remove, the unyielding wall so to say. Second ability is a 3 inch aura of plus one to the final reanimation protocol rolls for units. Simple, but powerful, and considering his ideal unit to run with would be lychguard, you guarantee to bring one back, without making stacking stuff like reanimators too broken. I I feel like this idea could work well, and maybe give him some body guard like unit like calgar and the victrix guard. Final is a destroyer lord, he will have lone operative, but he will basically be a beacon to destroyer cult and flayed one units So first ability: while friendly destroyer cult and flayed one units are within 6-12 inches (change for balance), add one to the movement characteristic of that unit, if this model is within engagement range, any of the previously mentioned units gain plus 1 to the charge roll if they charge that unit. Powerful buff for melee units and something tthat can act as a way to get units into combat. Second ability: marked for destruction: once per turn, in your shooting or fight phase, in a enemy unit has been hit by any of this units attacks, you may declare them marked for destruction, friend destroyer cult and flayed one units that target that unit in the phase it was declared in gain plus 1 to wound against that unit. This is how I decided to buff the shooting destroyers, but by having it be a choice between melee or ranged gives it a lot of thought and weight. This guys data sheet would be similar to Illuminor, but a lot more fighty and punchy, with a big anti tank melee profile. Overall, these are probably not balanced, but I just wanted to put these out there for y’all to see, maybe it inspires you to push your creativity.
@TomL-jd4tz6 ай бұрын
The indirect fire strategem could be really powerful depending on the unit that utilizes it. But you should get out there and play test this immediately. Also this is the perfect application for Chat GPT. I used that to create homebrew rules for a Blood Bowl team comprised of killer robots and the random malfunction trait that evolved was hilarious.
@beanman8536 ай бұрын
yeah it needs to be 2cp and have an addition term or condition
@TibTub26 ай бұрын
Maybe your use It but you also gain hazardous?
@TomL-jd4tz6 ай бұрын
@@TibTub2 Dammit private Pile - don't launch the Mortar straight up
@Kingofdragons1176 ай бұрын
@@TibTub2 Limit it to blast weapons?
@jacklovell31816 ай бұрын
Ive always wanted to make a centurion captain with a jump pack and thunder hammer, just seems like a really overpowered fun idea.
@IanGraven6 ай бұрын
You are an inspiration sir.
@DreasEst6 ай бұрын
For your first rule - if a unit with scout is mounted in a dedicated transport, the transport gets their scout move. I discovered this in our campaign after I had upgraded my transported unit with something different 😢 I love reckless abandon, but the two ones before it and one after it that are "make the units I take strong or difficult to kill" might be a bit much for 1CP! I think "reroll wounds" (i.e. twin linked) and "+1 to wound" are mathematically very similar with no other effects. I'm looking forward to playing a custom Guard detachment against this...
@bepislord14923 ай бұрын
Active camo seems like a “once per battle” or “end of movement phase” kind of strat, and it definitely needs to be 2cp you could abuse rapid ingress far too easily otherwise. Dreadnought are big, game-changing machines of death, and rapid ingress -ing for a move and charge the opponent has to have a reactive move or you guaranteed get a dreadnought in. Super fun idea though. This could also work as an expensive once per battle wargear enhancement. Fun idea!
@TheFungusAmongus-pv9dw6 ай бұрын
The hologram swap strat that you said you rejected actually sounds really cool. Really broken, but really cool. Maybe there’s a way to balance it like only swapping infantry with infantry, or swapped things can’t charge.
@Oreo_cakester2 ай бұрын
0:34 Didn't expect to hear Top Dollar his line: "CAW CAW F**K I'M DEAD"
@shinkiro4036 ай бұрын
In case somebody finds your Prismatic Flare a bit too overwhelming (it's possible, an almost army-wide +1 to Wound does sound strong especially at that price), I'd casually propose this, in theme with the diversion tactics of your Ravens: *Screeching Vibro-Siren - 25/30 (?) pts* *The massive sonic vibrations emitted from this archeo-device are far from subtle, to the point of dampening momentum, distorting light and inhibiting concentration in a wide radius, at the cost of attracting enmity from nearby hostiles.* ADEPTUS ASTARTES model only (excluding Lone Operative models). Once per battle, in your Command phase, you can use this ability. If you do, until your next Command phase, models in this unit have a 5+ invulnerable Save and the Feel no Pain 6+ ability. Furthermore, until your next Command phase, each time an enemy unit makes an attack within 18" of the bearer that does not target the bearer's unit, subtract 1 from the Hit roll. It could pair well with your Flickerfield enhancement on a unit with two Characters. Btw, you usually play Crusades so you don't necessarily need the following, but since you made your own marines and detachment, isn't it time to make an Epic Hero too? ;)
@benjaminnottage63876 ай бұрын
Yoooo. Ive done this as well i made a detachment for my iron hands successor. The Helwrought
@benjaminnottage63876 ай бұрын
ADEPTUS ASTARTES- ARMY RULE OATH OF MOMENT: If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll the Hit roll. ADEPTUS ASTARTES - HELWROUGHT CHAPTER - THE HELFORGED BROTHERHOOD DETACHMENT RULE- IRON RESOLVE / IMPLACABLE ADVANCE : While a ADEPTUS ASTARTES unit is below starting strength it gains the FEEL NO PAIN (6+). While a ADEPTUS ASTARTES unit is below half strength it gains the FEEL NO PAIN (5+). ADEPTUS ASTARTES- HELWROUGHT CHAPTER ENHANCEMENTS: 1 ONE WITH IRON: 10pts ADEPTUS ASTARTES CHARACTER only. The bearer has the FEEL NO PAIN (4+) ability. 2 TEMPERED FURY: 15pts ADEPTUS ASTARTES CHARACTER only. While the bearers unit is below starting strength, add 1 to the attacks characteristic and AP of the bearers weapons. While the bearers unit is below half strength, add 2 to the attacks characteristic and AP of the bearers weapons. 3 FLESHFORGED: 15pts ADEPTUS ASTARTES CHARACTER model only. The first time this model is destroyed, roll one D6 at the end of the turn: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with full wounds remaining. 4 CYBER FAMILIAR: 30pts ADEPTUS ASTARTES CHARACTER model only. The bearers unit gains a 5+ INVULNERABLE SAVE. While the bearers unit is below half strength it gains a 4+ INVULNERABLE SAVE. Additionally the bearers unit can ignore any or all modifiers to its movement characteristic, its normal moves, advance moves and fall-back moves. STRATAGEMS- 1 ARMOUR OF CONTEMPT- BATTLE TACTIC- (1CP) WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. 2 SHOW THEM THE METTLE OF METAL! EPIC DEED- (1CP) WHEN: In any phase, just after an enemy unit has selected targets for an attack. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, the target unit gains the FEEL NO PAIN (6+) ability. If the target unit is below starting strength then it gains the FEEL NO PAIN (5+) ability instead. If the unit is below half strength then it gains the FEEL NO PAIN (4+) ability instead. RESTRICTIONS: ADEPTUS ASTARTES VEHICLE units cannot be the target of this stratagem. 3 WEAKNESS IS NO EXCUSE! BATTLE TACTIC- (1CP) WHEN: Your shooting phase or any fight phase. TARGET: One enemy unit and one friendly ADEPTUS ASTARTES unit that has not been selected to shoot or fight yet this phase. EFFECT: Until the end of the phase, attacks that target the enemy unit score an additional successful wound on a critical wound. If the friendly ADEPTUS ASTARTES unit is below half strength. then, Until the end of the phase, attacks that target that unit score critical wounds on a 5+. These additional wounds don't count a ls a specific dice roll. They are just successful. 4 RETRIBUTION! EPIC DEED-(2CP) WHEN: In your opponent’s Shooting phase or any Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase. Select an enemy unit that model is eligible to shoot or fight, then roll a d6, On a 3+ do not remove it from play. The destroyed model can fight or shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. NOTE:( THIS STRATAGEM REPLACES THE "FOR THE CHAPTER" ABILITY OF THE HELLBLASTER UNIT.) 5 RAISE THE STORM! STRATEGIC PLOY-(2CP) WHEN: At the start of the fight phase TARGET: One ADEPTUS ASTARTES unit that is within engagement range of at least one enemy unit. EFFECT: Until the end of the phase, the selected unit cannot make melee attacks. ranged weapons equipped by this unit gain the PISTOL ability. In addition, the unit can immediately shoot as if it were the shooting phase. RESTRICTIONS: ADEPTUS ASTARTES VEHICLE units cannot be the target of this stratagem. 6 REMEDIATION PROTOCOL! EPIC DEED- (1CP) WHEN: In any phase after a enemy unit finishes making attacks TARGET: a ADEPTUS ASTARTES VEHICLE unit that suffered damage from an enemy attack and one PRIMARIS TECHMARINE, or TECHMARINE unit within 3" of that ADEPTUS ASTARTES VEHICLE. EFFECT: Roll a number of dice equal to the damage suffered from that most recent attack, For each (5+) that VEHICLE regains 1 lost wound.
@SnowySabreToothedLeopard6 ай бұрын
My homebrew imperial guard Regiment is from a planet which fishes leviathan sized sea monsters from the ocean depths in 17th century style whaling ships, giving them a british-sailors look using artillery and swarm tactics to bleed the enemy in entrenched positions that tatically retreat into dedicated kill zones. To aid this, I made a command point rule which basically states at the start of your movement phase, any non-vehricle unit gains a +2 to their movement if an enemy is within 2 inches of their unit. To supplement this, I made a stratigum that gives all tanks the deepstrike keyword with +1 inches of movement, allowing them to flank targets and fire as needed, in addition to be able to flank and target high value targets early game as a suicide play in horde or vehicle intense armies
@slyllamademon26526 ай бұрын
Something I would like to have in an army is the ability to make any unit swap positions and take the attack provided they are within a certain distance. This could be used to prevent key models from getting wiped out turn one. I would like to have it be either once per game or a stratagem. It could also cause some comical moments like having enemy AT shooting go into a unit of chaff/ battleline troops.
@warlove51066 ай бұрын
8:42 "Screaming/Howling Charge"
@Th3Aft3rshock576 ай бұрын
I actually homebrewed new rules for the Necron Psychomancer because it’s currently the only Cryptek without good rules. Leader: This unit can lead Warriors, immortals, AND flayed ones. Harbinger of despair goes unchanged (18” battle shock test at a -1) But I want to change nightmare shroud to: “While this model is leading a unit, they gain +1 to hit. If the unit they target with an attack is battle shocked, this unit gains +1 to wound against it.” This still allows the Psychomancer to be focused on battle shock while still being spooky, it’s also more general purpose to make your warriors or immortals hit better in any detachment with a possibility of easier wounding. As for attaching to flayed ones. It would be such a good upgrade for them and they currently have no leader options, this would really make running a lead 10 man flayed one unit a cool option and would give the Psychomancer so serious play rather then the underwhelming battle shock aura it currently has.
@KamenRiderGreed6 ай бұрын
CAW-CAW!!!
@katanakid136 ай бұрын
Translate to English killed me.
@kai_the_shark90446 ай бұрын
@@katanakid13 the fact that it doesn't change it kills me more
@Navidson16 ай бұрын
Can that be the title of a strategic ploy that is used on the opponents command phase. 2cp, every unit within LOS of a screaming ravens infantry unit takes -d3 to its move characteristic? The whole being so loud you confuse them into stealth aspect as they keep looking around and forget where they’re trying to go?
@THEcoldones6 ай бұрын
On the topic of homebrew... And Halo. I've been working on a fully homebrewed 10th Ed codex for the Covenant, so I sympathise with the struggle for balance
@Duck-oc2hp6 ай бұрын
TELL. ME. HOW. IT. GOES.
@THEcoldones6 ай бұрын
@@Duck-oc2hp It's technically all done. Just needs playtesting
@pandamarshmallow80816 ай бұрын
the detachment rule seems quite strong for curtain units like massive aggressor or centurion squads, and a bit op if going first. perhaps only half of your army can do this but you pick which ones, or perhaps place more restrictions or cons to doing so.
@itsdamoss6 ай бұрын
I feel there is also the idea of looking into battleshock(going with the idea the enemy is so overwhelmed by just the chaos of the screaming ravens) maybe as a stratagem (smth like a enemy you charge must make a battleshock test)
@warlove51066 ай бұрын
7:35 "Any place, any time"
@darkmaster92456 ай бұрын
I made homebrew rules for my space marine chapter where they are all demons and also all angels and have the strongest warp powers and everyone is as strong as the emperor and they all have lightsabers and are 15ft tall and their presence is so strong they just auto win every game
@captainflapjax72406 ай бұрын
El Dorado reference in the first 10 seconds! Paul is based!
@HighlanderDA-hd2gm6 ай бұрын
With regards to Prismatic Flare: There are units in the space marine codex that give plus one to wound against what theyre targeting already (like the storm speeder hammerstrike). Personally, I'd recommend changing that to only allow you to target an enemy unit NOT selected as your oath of moment. This keeps you from stacking too many buffs and also fits with the chaotic nature of your army
@markbrand4366 ай бұрын
I think having something to do with disruption is missing from your detachment theme. Reactive move, powerful. Active Camo, pretty cool. Great way to reposition a slow walker turn 3. Reckless Abandon is scary. Not the greatest fan of the indirect, seems off theme wise. I have a suggestion for your consideration: Currently in the Leviathan mission pack there is Vox Static additional Rule which increases your opponents new orders and command re-roll costs to 2 CP which could be translated as their vox channels being hacked and getting screamed at instead. Maddening Unkindness 1CP Strategic Ploy. When: After an opponent has used command reroll or new orders strategem. Tatget: your opponent. Effect: Increase the cost of Command Re-roll and New Orders Stratagems by 1 CP. I'd probably swap out From any Angle, at any time for it. For Active Camo, you could call it something like Counter-Auspex Tactics
@vittoriodicredico59856 ай бұрын
> sees indirect fire strat > cries knowing aggressors exist edit : > sees the prismatic flare enhancement > glances AGAIN at the aggressors > OHGODNO.jpg
@Azzo1146 ай бұрын
Oh yeah Battle Brother, go out there and try it out!
@fishpop6 ай бұрын
2:08 The Messenger Shoppe Theme 3:51 Terraria Underground Theme
@TheLegionOfTheDamned.6 ай бұрын
Number one home brew rule, "Every time Paul so much as even looks at a dice he loses the game." A fair and balanced rule.
@PaulIsBadAtStuff6 ай бұрын
Very reasonable and balanced
@Amdor5 ай бұрын
Prismatic Flare - needs to be more expensive or limited. "Next unit that shoots enemy" or something akin to that. +1 to wound is WAY bigger bonus than +1 to hit.
@Powaup6 ай бұрын
Good first draft, a strong no woul be the indirect fire one, it could work but it would need to have some big big drawbacks and restrictions. +1 to wound for hitting a unit is a bit too strong, maybe re-roll 1s to wound would be more balanced. Please keep us posted on this !
@andrewnewell11426 ай бұрын
I’ve been interested in making a mining/melee themed detachment for Leagues of Votann, but I’m torn on a couple different ideas. I’d love for it to include a bit of terrain manipulation to tie in with the Killteam. I think giving a new effect to the Judgement tokens would be good. And decreasing the control range of enemy units to make coming in from reserves or deepstrike would do a lot to help their stumpy legs.
@cinocefalo2845 ай бұрын
I am Adhd too and use an army of just shoot worked wonderfull! You dont need the half of the rules (combat) and is easier to manage. Do the same! choose just fight or shoot army. Make it easier!
@gerhardmonsberger81876 ай бұрын
Very interesting. I would put a clause for units that already have one of those abilities, to reroll if a scout gets scout. Then the strategems: 1. Pretty good, but thx to the activation time not broken 2. I would make it target Centaurions too, so that they are more integrated. I also would make the Techmarine not necessary, but additional if you choose a dreadbox. 3. Is neat, can be kept as is. 4. Honestly no clue. Sounds sus. Could be either broken or useless. 5. Please delete. If you NEED it you could make it only target centurions or Dreadnoughts and make it 2 CP, additionaly another unit must be in line of sight of the target. Then, maybe. 6. ? Got lost in the sauce. Here an idea: 1CP - NOT battle tactix At the beginning/end (idk I am tired) of your opponents movement phase, choose one Adeptus Astartes Unit on the battlefield. All enemy Units within 12" and in line of sight of that unit have -1 to their Balistic skill (or to hit) until the end of your opponents shooting phase (or while this unit is on the board). Enhancements: fine. Prismatic flare could be strong on a lone op, but no clue whitch Marines that would be. Maybe limiting the wearers. Good Luck, hope this helps!
@tastefulavenger6 ай бұрын
For some clarity battle rites from the captain strictly works on units that he is attached to. It's very poorly worded by GW to seem like he can affect any unit.
@PaulIsBadAtStuff6 ай бұрын
Yeah that's correct. I didn't explain it very well lmao but yeah, their attached unit can benefit
@drpretzel20865 ай бұрын
I’m still working on them but it’s basically sterngard with jump packs and Thunder mauls
@nopopop60486 ай бұрын
There's a reason the Alpha Legion detachment is limited to cultists and legionnaires. Giving Infiltrate to a unit of Assault Centurions is definitely too much.
@BrotherVoidBomber6 ай бұрын
Ok some things to point out. 1. I love the fact that the detachment rule is basically well roll 3 dice to have a unit basically have 3 different ways to get into the the same position on the battlefield. Like scout 9, deep strike and having the Infiltrators rule all mechanically feel the same its just get unit into where they need faster. So pretty funny. 2. Active Camo should have the words And/or otherwise it won't be used ever because not every space marine player enjoys techmarines and putting them next to their walkers. Otherwise some meh ones but the indirect fire....as a guard player... dude thats a spicy hellblaster meatball waiting to happen. Bump that shit up to 2CP. You might not use indirect much but man it is powerful. 3.Enhancements, 2 decent ones long run up doesn't need to be just in battle round 1. Flickerfield is powerful but Flare on a squad of incursors turns them into 7th edition Tau, anything they point at with some bolters will turn to dust from your army, spice level 5/5. Love Incursors though so not going to say thats op.
@Lothrean6 ай бұрын
Hi. First of all that detachment is a very nice idea and the rules are well written. Yet, some stratagems seem very weak and others are a bit too much. Don't put restrictions where they are not needed - I would say. However, the most important problem about this - I fear - is the combination of the utility and +1 to wound and wound rerolls so dominant in the detachment. You see, this detachment has no problem to set up very aggressive attacks. Combine this with this kind of a damage boost and with oath and the easier wounding makes for a hell of a first strike with very little counter play. As you said you wanted to make this a detachment fitting your playstyle. So I would suggest to focus more around back up plans and less about infiltration and stealth. Jumping back into transports at the end of the fight phase or be able to make a normal move after killing an enemy unit.
@luketfer6 ай бұрын
Instead of the +1 to wound on charge perhaps clone the Bully boys strat the allows you to deal a mortal wound on a 4+ for every model that makes it into base contact after a charge. Also with the Dread mob rule it isn't a once per battle roll, you roll every time a model shoots or fights. So sometimes you get sustained hits one turn then lethal hits on the same model the next turn.
@andrasjanosi37656 ай бұрын
I want to try a costume aircraft rule. Instead of one 90° turn after you move, you could split your move, after 20" turn up to 45° and than finish the rest of your move and turn upto 45° again. Would make air craft more fun while keeping them restricted in a themetical way.
@CartmanTuttle6 ай бұрын
I do want to homebrew my Venerable Dreadnought from my "Start Collecting" box to be an alternative Warlord for my homebrew space marine chapter, the Steel Talons. It sucks that the only 2 Dreadnought Warlord options are a Space Wolf, and a Legends Red Scorpion. Iron Hands love Dreadnoughts, so it makes sense to me.
@77refined6 ай бұрын
A very interesting video. I could understand only 3 things from it : 1. Sonic 2 soundtrack 2. SuperSonic was mentioned and 3. Zeta Gundam Menace ... I'm really very bad at new stuff ....
@hb3n1646 ай бұрын
Yeah Paul...this sounds way too powerful
@luckylarry716 ай бұрын
I've given up on playing narrative with my homies, as we all liked and appreciated the uniqueness that 9th allowed despite the rules bloat people were so unhappy about for some reason, so we're still playing 9th ed. Looking at your custom detachment ruleset preliminarily it looks freaking OP mate, especially the Walker+Techmarine part, I don't think even 2CP cost would've justified it, given how cost-efficient they are (Brutalis dropped in points and Redemptor has always been a Tier-1 SM unit anyway), but maybe if you'd scale down to e.g. not within 12-9" instead of 3", I'd probably bite. The rest are moderately balanced (some minor tweaks here and there might help) and... thematic, for a sub-faction such as 'Screaming Ravens'. IDK, I play Carcharodons and their MO isn't much different from yours (sneaky-like but pants-on-head nuts in melee), so yeah, it crossed my mind too, how I'd love for them to have their own detachment rules. I'm on the butt-hurt spectrum of players, admittedly, because despite how streamlined and easily accessible 10th is, I'm in tears that so much of the flavor and uniqueness is now completely gone. Both the GSC and Black Templars codexes in 9th were unbelievably well written from a thematic and mechanical perspectives, making those two my absolute favorites and best in terms of balance and narrative-driven aspects, so I *really* hopes GW would use those as a benchmark when they were coming up with 10th.
@Steelstriker6 ай бұрын
Ok, as a Guard army player who makes lists that are considered crazy! I want to play your homebrew rules.
@ThaneBishop6 ай бұрын
I can't wait to understand 40k enough to start doing this sort of thing. I really want to make a full Salamander's unit list, played sort of like Space Wolves and the Fenrisian Hounds/Thunderwolf Calvary, but with the Nocturnian Drakes that get Torrent/Pistol flame breathe attacks. Cool as hell Dragonrider chapter? You betcha. How do you balance that? Not a fucking clue.
@oliverp35456 ай бұрын
Obliterators have indirect once per game and they're CSM equivalent of Centurions, so the premium of a CP is fair.
@mrsmeef5376 ай бұрын
If i were to make my own detachment for my own chapter. I would make it all about plasma weaponary. Definitely have enancment that the plasma weapon will do double its damage but at the cost of 3 mortal wounds
@Nicayle6 ай бұрын
While there are a lot of good ideas here, there are some things that I think would need changes. By far the biggest one: Open the garbage bin, pick up the indirect strat, and place said strat in said garbage bin. Desolation devastators shooting anything off my home objective from three zip codes away with full hit and wound reroll is not something I signed up for. Or staging a nice charge just to get repulsor executed from out of line of sight. Or why not deep strike in 6 aggressors and shoot through walls with like 60 shots? Detachment rule is fine, swingy to be sure but disallowing transports is a very good call. Disruptive mirage should be limited to 6 inches and not a battle tactic. I don't know of any reactive moves that are battle tactics and they are almost always limited to 6 or d6 inches. Active camo is fine, no notes. Supersonic frenzy is also fine, could probably be even better, since jump pack units that charged is quite the limitation and for similar limitations you get full rerolls in other detachments, but other strats are quite strong, so idk. You admit it yourself in the video, but Reckkless Abandon is not okay. 2 Bladeguard squads, and a brutalis, in my opponents deployment zone turn 2? You could make this 3 cp and it doesn't matter. It's just not playable with 40k. If you exclude aircraft it's perfectly fine. Enhancements are fine, except the prismatic thingy, maybe make it reroll 1s to wound, +1 is too much Signed, someone who has at best gone 3/2 at a tournament and has probably bad takes.
@BroodingEdgelord6 ай бұрын
Idea for the Holograms stratagem: 2CP, switch with any unit within 12" MORE THAN 9" from any enemy unit. It's incredibly expensive for essentially giving deep strike.
@Blackburn_GTV6 ай бұрын
I've been toying with a custom CSM Deyachment that's similar to the GSC's brood brothers rule/detachment to let me build a better traitor guard list
@TOOTHBRUSHDUCK6 ай бұрын
Proxying as other factions to see if they fit you better is probably a good idea
@Amdor5 ай бұрын
Ok so just to give my bit of CC - why Active Camo should require techmarine AND dreadnought together? I'm having bit of that mechanic/lore not working together here. To be frank I'd prefer that rule on named dreadnought or enhancement that can be used on dreadnought even when it's not a character. It would be bit more immersive and gives me predator vibes :P But since you mentioned that your chapter uses close air support why not have a stratagem close to that - at the end of opponent's fight phase pick a unit while you have at least one flyer transport vehicle either on battlefield or reserve. Chosen unit embarks aircraft it comes back into reserve (if not in it at time) and next turn it comes with deepstrike and can deploy unit. Like a plane quickly arriving with lines hanging below it (or magnet in case of dred? XD ) and redeploys squad.
@PaulIsBadAtStuff5 ай бұрын
The idea for active camo was essentially there to keep the techmarine and dreadnought together, but that's mostly because that's how I usually run a techmarine. I think you're right that this works better as something else. I'm doing a version 2 which removes Active Camo, but that was my idea for it in any case. Definitely got some room to play with in terms of making it more thematic. I like your pick up idea. Maybe something around transports and quick drops that isn't assault ramp based.
@dragoncultist16 ай бұрын
I dont think its bad as a detachment idea goes. Ive been toying around with coming up with an Imperial Guard detachment myself since I dont like the current guard detachment (But I also dont like 10th edition atm). Giving indirect fire as a strategem might be a bit much, especially as a 1CP strat. Limit it to once a battle (Like the Obliterators in Chaos), and make it 2CP, or make it a 40Pt enhancement to a leader that allows models in their unit to have that (But that might be a bit much as well). Everything else seems fine, I face space marines a lot in my current local gaming group, and I dont think something like this would cause many of the people in the group to wrinkle their nose any more than we already do at SM (Dreadnaught and tank spam is very prevelant in our group) Overall, I like this detachment you came up with.
@ScionOfSangunius6 ай бұрын
The indirect strat and the prismatic flare enhancement are the only real problems I see, those two are just straight up broken. If this detachment was in the game, it would prob be top 3 if not the best detachments in the game
@hayhay26406 ай бұрын
I think you could change the name into pre planned positions. I have no issue with the randomness but maybe either choose three or roll for 4 units. The first stratagem could use the adage you cannot re-embark in a transport to restrict the normal move jump in jump out shanigans. Giving rhinos assault ramps can be spooky or impulsors but i do like it costing 2 cp makes sense maybe it could also battle shock the unit. I honeslty thinl the from any angle has to be 1cp for a battleline unit or 2 for anything elite or vehicle and 3 for super heavy the astraius exists and i dont want to imagine that tank shooting indirect. The enhancements sound interesting but i do think the the +1 to wound could be changed to add one to hit if the character successfully hits and add one to wound if the character successfully wounds to make it more balanced. Otherwise i like the idea and its a cool.
@microturtle78996 ай бұрын
you best keep the gx music throbbing when you play the subfaction >:3
@thetoadman31726 ай бұрын
the indirect fire would definitely need to be 2 CP at least, and that might not even be enough. If you want to keep it present as a (still quite strong) option, you could lock it to being 1/game, although being 2CP already makes it difficult to spam, so that might not have the biggest impact. (Admittedly, with any custom rule, you are making it for your army- its not like you'd be bringing the absolute best way to use the rules.) Prismatic flare could be similarly reduced by 1/game restrictions from what i understand about your chapter, given the sort of 'stealth through distraction' thing that the ravens have going on, perhaps something that gives an enemy unit -1 to hit if they target anything but the closest unit could be a flavor win?
@PaulIsBadAtStuff6 ай бұрын
Yeah I like that idea. Basically a taunt of some kind
@Birri9196 ай бұрын
Indirect fire is probably too strong, and I'm not sure how to balance it. I'd suggest a battle-shock inducing stratagem instead? (These guys are SCREAMING!!) Alternatively, you could add it to the Supersonic Frenzy, and maybe change the timing on it to balance out the extra utility. SUPERSONIC FRENZY Battle Tactic When: Your Charge Phase. Target: One ADEPTUS ASTARTES JUMP PACK unit that has successfully completed a charge move. Effect: Enemy units withing engagement range of your unit must take a Battle-Shock test. Additionally, your unit's melee weapons gain the [LANCE] ability until end of turn. Reckless Abandon needs a bit of rewording. The 'When' needs to be in the movement phase, not shooting, and 'Assault ramp' isn't a keyword, so just copy paste the effect of the ability into the stratagem. Most shooting reactives have a restriction on them that you have to take a wound to be able to use them, though for the flavor of it, you could go in the other direction and say the unit has to NOT take any wounds from the activation. "You didn't hit us because we weren't actually there!". Prismatic Flare does seem VERY powerful. Probably up the price to 40, and maybe put a limitation on it so it's only against monster/vehicle or non-monster/vehicle.
@rodolfomaravillasduran87936 ай бұрын
Bring an actual screaming raven to the game. What are they going to do stop you?
@PaulIsBadAtStuff6 ай бұрын
Excellent point.
@Jan_Iedema6 ай бұрын
3:32 already subscribed, instructions unclear
@DavisCentis6 ай бұрын
Detachment Rule: - Cool! However, make sure that it can only select SCREAMING RAVENS from your army, so people don't roll to make their allies gain something they shouldn't. Should also probably have the non-TITANIC clause because Forgeworld exists. Disruptive Mirage: - Should be a D6" move. Normal move is bonkers good, especially because it's any direction! - If you really want it to be WAY too fast, you need to restrain where you can move. Directly towards or directly away from stuff is a good method of constraining things. - Honestly, I'd just say to give it a rule like "use this when targeted during opponent's shooting phase; this unit can't be targetted except by enemies within 18 inches, but your opponent can select new targets". It's strange that your enemy shoots at a mirage, but can still hurt the real unit that was somewhere else. Active Camo: - Just say "not in engagement range". At 3 inches, it'll just be a feel bad the entire time. - Whilst "uppy/downy" rules like this are super powerful in 40k, the points cost of the unit you're targetting here makes it very expensive to do. - If your one of the two units gained Deep Strike, but the other didn't gain Deep Strike, this will be a little weird. - Remember, if you're doing this, the Techmarine isn't on the table to give Blessing of the Omnissiah to the Walker. - Ultimately, this is potent, but not game-breaking. Supersonic Frenzy: - Yeah, really strong. Don't make this a Battle Tactic. Reckless Abandon: - Timing is wrong. If it's in your Shooting Phase, and it lasts until the end of the phase, it does nothing as the unit already missed the time to disembark. - Make a strat that happens at the end of an astartes vehicle's move. Each unit inside is forced to disembark. Roll a d6 for each model that disembarks. On a roll of 1, one model that disembarked is destroyed. Bam. You're now effectively giving Assault Ramp without giving Assault Ramp, and the unit is trying to jump out of a thing not meant to be jumped out of. Frong Any Angle: - Bull. Do not do this. Find something else. Seriously. A Long Run Up: - Hilarious. Love it. Perfect for YOU.
@PaulIsBadAtStuff6 ай бұрын
Thanks this is nice feedback! Funnily enough the icon for Reckless Abandon is movement but not the wording cos I failed at copy pasting lmao. Your reckless abandon idea is very good and much more what I was envisioning, basically yeeting themselves as fast as possible out of nowhere. I didn't think about the lack of blessing that's a good point. And yeah indirect kinda fits in my head in terms of attacks coming from unexpected places but the safety you can get is too strong. I'll probably replace this with something else
@DavisCentis3 ай бұрын
@@PaulIsBadAtStuff so, any updates on how this went?
@batondude08186 ай бұрын
I made a custom detachment for my hombres chapter that is based around getting out of combat and getting back in. Keeping the enemy at bay
@Seltas-kv7px6 ай бұрын
i dont quite remember the ruling but i know transports can gain scouts if eveyrthing in the transport has scouts? so it might be worth adding "if a unit would gain scouts as a result of this detahment ability it cannot embar upon a transport" or something like that, other than that this looks v fun
@YakubTheFather3 ай бұрын
A long run up could be named after a variation of “Hail Mary” Glory to Erda maybe?
@martinconway81746 ай бұрын
Clearly you have to embrace Mont’ka
@Sgtwarpotato5 ай бұрын
i read the whole blob of text about the custom chapter master it was funny also that guy is over powered
@pontiusporcius84306 ай бұрын
Black guard, you want black guard rules if you can find them.
@Scotty86doo6 ай бұрын
New Orks are pretty damn good...
@loopie12066 ай бұрын
The fkklng Pyke slander at 2:07 is unforgivable!
@PaulIsBadAtStuff6 ай бұрын
I enjoyed playing Pyke when I played but he didn't fit in the image :P
@Thefallenprinceps6 ай бұрын
The assault ramp strat looks busted, if you go second then your opponent has a guaranteed brutalis dread and whatever else is in the storm raven in their lines (each player gets a CP at the start of both players turns)
@cheeserdane6 ай бұрын
I wanna kitbash a necrotic dino-squig and have a nurgle/ork chariot.
@LordCrate-du8zm22 күн бұрын
Hey Paul, how'd you make this detachment? I want to make my own, and yours looks great.
@PaulIsBadAtStuff22 күн бұрын
I created my own photoshop templates. They're available in my discord in the homebrewery channel
@LordCrate-du8zm22 күн бұрын
@@PaulIsBadAtStuff thanks bro
@Motavia6 ай бұрын
I feel like walkers should be excluded from the faction rule because a brutalis charge turn 1 seems kinda broken.
@Motavia6 ай бұрын
The theme also seems a bit all over the place but this seems fun I think I might try it!
@garryame40086 ай бұрын
I'd really love to hear how this ruleset works out in actual play