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Greetings and welcome to another Warhammer 40,000 kill team video where today I'm going over my updated balance data slate for kill team. But before we get into things, please look into the linecombs as well as comment. Let me know what you thought you found useful and helpful. I remember I've got an article version of this down in the episode description below. It discord you can check out for in the episode description below as well as in affiliate and colour element games and an affiliate link at Crossfire Games and discount code at Crossfire Games as well as Patreon if you want to give me some more support. But yet today I'm talking about my updated tier list for kill team where I'm going to go through it all based on the balance data slate, playing some games, seeing some games and talking to other competitive players. And before going into the kill team tier list itself, remember when you see the tier list everything is ordered from the oldest to newest. It's not in terms of power and going through the tiers itself. The tier tier kill teams are generally the best kill teams in the game. They're very likely to win an event or go for wins and zero losses. They're basically the best kill team in the game. They have hardly any or no bad matchups and are just incredibly reliable. Then you've got eight tier kill teams who are effectively just a bit weaker than ST kill teams. They're very likely to go free wins and won loss. Will win an event like can win an event but not as good as ST kill teams and are generally their bad matchups are the ST kill teams or they may have more bad matchups from low in the tiers on the same tier. Then you've got beat tier kill teams who are very likely to go free wins and won loss or could go two wins and two losses. Now they're pretty good but more middle of the road kill teams and can just suffer because they have more bad matchups on our weaker when it goes into the meta and then you have C tier kill teams who are very likely to go two wins and two losses or can go free losses and a win. Their okay kill teams were just suffering to the meta and have quite a lot of bad matchups. Then you have detailed kill teams who are generally the worst kill teams in the game, very likely to go free losses and won win or even four losses. Just a lot of bad matchups and have general mechanical issues that make them struggling to the rest of the meta. But remember this is all a guide so the more you specialise and dedicate yourself to a kill team or if you're more experienced you won't really need to follow this like C tier list it's all subjective when it comes down to it but the reason I make it is to kind of help you either decide what you want to play or what matchups you need to focus on and prepare on when it comes to preparing for tournaments because you can go like oh my kill teams and beat tier but I have to watch out for all these A tier and Esteele teams and this is why I need to prepare for. So there's just more of a helpful tool as well as some fun but let's get on with it. So starting off in the D tier we have Hunter Clade. So Hunter Clade issues while they're imperatives. One per game, once of that, well like one of them once per game will not have its downsides and technically your like shooting anti-shooting doctrine got a bit better. The problem is this kill team is too honest once again. You are the only kill team that has downsides to your main roles and the issue is if everyone also had downsides when their main effects were in play would be fine but Hunter Clade is the only team to suffer from this downside and that really locks them in place because when only one of your roles for the turning point works without any downside you have to really commit that turning point and it just makes them very hard to play. I really wish all their imperatives didn't have their downsides the first time they used them but I guess maybe games workshop is worried about them becoming the ultimate flex team because they have really good melee and close range power from their assassins as well as good shooting from their ranges. At the moment they're one of the weaker kill teams for me in the game just because of how bad their own faction roles are. Then we have Hyratex Circle. So Hyratex Circle have gone all the way down from S tier to D tier and the issue is because they now heal back with one wound instead of D3 plus 1 and then they heal D3 plus 1. So they at best come back with 5 wounds which means your normal warriors come back maybe un-injured whereas your main stuff is not going to come back un-injured. Then the other issue is while all your crypt techs took a nerf the fact that techno monster was already healing once per turn point and then went from 3D3 to 2D3 means the final time it was actually going to be useful it now isn't and locks you only into the Chrono Mance because despite having a reduced range nano mine you still have that long range telepore and have a lot of power. But the problem is the team is very unforgiving now while Tesla weaves need to be reigned in. The issue is if your opponent pushes you too hard you will kind of just fall over and get overwhelmed and have no real way to reliably counteract back. Hopefully they find a way to find a better mid-ground for the team but at the moment the team is just not viable for me in tournaments way too hard to play. Vesped despite receiving a lot of buffs you know you now have unlimited communion points they're indeed here for me. The fundamental issue with Vesped they are a 2 APL team with no melee. They really need an option to burn a communion point to go to 3 APL because they are only 2 APL it means they can't reposition and dursh and shoot so their front range is effectively 8 inches. So as long as you stay just out of 8 the Vesped player can't engage with you unless they you fall into their range or they activate last and then win initiative and get the upper hand. So they're very difficult to play they are incredibly fun but even then they still need like another Vesped operative because they have no dedicated melee. So if they didn't have dedicated melee but had ways to modify APL that would be fine but they're the fact they're in the worst of both worlds. Now that they get more use out of their piercing is great and their drone gives a lethal 5 up bubble. But at the moment like as I said really fun kill team to play just way too hard to play competitively. Then in C tier we start off with par finders. Par finders technically didn't like how strong elites were and elites being nerfed slightly helps but they're still not in the best zone. Par finders are in this really weird space where they're kind of hemmed in by the inability to get marco lights out reliably so I really hoped they would have gotten the ability to use high intensity marco lights twice per turning point but unfortunately as they can't they kind of sit where they are. Now they kind of still rely on Shaz last band which is just weird but at the moment par finders occupy a weird space where maybe if they get buffed they might dominate the game but I feel like they can be buffed in a way that doesn't break them but at the moment they're in this weird spot in C tier. Going down from 8 well 8 tier but they were effectively S tier to C tier on Nevishoots. So the big change with them is now their damage negation only kicks in when they're on objectives and when they heal they only heal D3 instead of D3 plus the number of faith points you've spent. Because the issue is, Nevishoots are more fragile now, your damage negation only works against A normal it's not as good but the issue is they were too unkillable before to the point where you had to do 9 damage and 2 hits to kill them. Now you kind of have to be smarter when you play Nevishoots they're still really good and they do a lot of damage but whereas before you could run into a point shoot someone and then just stand there for the rest of the game. Now when you do that you're very likely to die in return so you have to plan where you do your trade and actually trade instead of just going I'm just going to move up and you're going to lose. They're still really good but a lot more fragile which pushes them down so you have to be a bit more careful when you play. Gellapox got a lot of buffs but remain in C tier for me. The issue is while you know they've got more ability to play with their faction ability the main issue is the fact that your nightmare hooks are 5 inch move and you don't get that free dash withdrawn to the hum anymore. Because while it's great that Revoltingly resilient works on a 4 up you're still actually likely to die to dedicated Gunners and melee operatives because you know power weapons will still carve through you as well as plasma guns and meltaguns but with everyone being able to make great walls with like razor wire and barricades especially razor wires put in the correct position we'll just shut down that flank for your entire kill team. So you can't really engage as much and you're not as durable as you used to be but they're still fun. The issue is if you make them too tough they just don't die and it would be really nice if they just had old drawn to the hum but at the moment Gellapox is solely in C tier down to their mobility. Now we have Kazikin they've effectively unchanged and the issue with Kazikin is while elite kill teams now are vulnerable to all their piercing weapons because when they shoot ready operatives they can get severe they will hit on freeze they're just a weird kill team. They tend to get nerfed but it was a buff because it now makes them better outside of inquisition but oddly they're still better in inquisition so it's really difficult. I actually think they will do better as this meta plays out for three months because now they can actually kill marines but they don't like hall teams or al d'array teams. So it's going to be a very weird spot but I think Kazikin are in a difficult situation because they finally got hit on freeze and they didn't really do anything for the team but maybe now that elites have to be scared of them and respect them they should do better so as a rea- as like all of that I've left them in C tier. Next we have Exaction Squad now Exaction Squad are a great control team and actually do really well into hordes but despite elites being nerfed slightly they still lose to elites because their piercing shotgun only works once per toning point into specifically elites which is very weird. Well teams are free up saves so while they're very very solid they still get overwhelmed by elites which isn't great and al d'array teams kind of do a number on Exaction so while they got no buffs and I don't think they actually do need to change the meta around them needs to change more. It's this like they're kind of in this weird Kazikin spot where Exaction of so many rules now and are really good the issue is just the meta around them. Scout Squad are also in C tier now they do an a-sick forward scouting instead of five and get a once per game. Consibility with a forward scouting they're really cool I think they're just one or two more buffs away from being a lot more solid. The main issue the space they occupy while I really don't want them to get plus one operative they may need plus one operative because space means are just way more durable and then the other issue is just like al d'array teams mess them up so they're in a really weird spot but they reward careful play but that's the issue you have to play them carefully and play them correctly it would really help if their heavy gun has had heavy reposition instead of heavy dash but as it stands Scout Squad are a lot more playable but still not that strong. Then we have Han Kinyega who are probably the best team in C tier and the own this is the way the weirdest thing the only thing actually bringing them down because in this kind of meta elite some more killable for them which is great and in an al d'array meta they're amazing they've got this damage negation they've got four four shotguns they're free five lethal five up in melee. Watch the problem it's their attack ops they have the worst selection. Seek and destroying infiltration is generally quite bad unless you're a massive hauteam and the problem all you're an elite kill team and because yegas are so slow they can't really score reliably from their attack ops so you're kind of averaging three points a game and the issue is when you're on that such deficit for your attack ops it really messes the team up like if they were just recon and infiltration this team would be amazing like it's so bizarre that their attack ops selection is holding them back so much but when you're conceding so many points on the attack op it means you have to now rely on making the crit op your primary or the kill op which is incredibly risky and because of all of that while you may like outnumber your opponent and may like just go ahead on the kill op your opponent's going to be reliably scoring well on their attack op and doing well on the crit op to the point where while you may have gone board control it's at the cost of everything else so unfortunately as it stands Han Kenyager R and C-Tur then we have brood brothers they're a really solid hauteam they're hit on fours and they have lots of re-rolls but the main issues they still fall down to hyper aggression and a lot more teams are now hyper well more hyper aggressive especially with the introduction of the kill op which really suffers with brood brothers now they're not horrible they're just solid and the issue is they were the best kill team last edition now they're just kind of all right they are very prone to being weak to melee so you kind of have to invest in building great walls of equipment to slow people down but the problem is your opponent is eventually going to get to you and start quite quickly killing you especially when elite teams are still going to be great into you so brood brothers aren't bad they're just fine which is okay but at the moment that keeps them in CT now starting off beat here we have Def Corps of Krieg I'm really hyped for their changes I think they're perfect in beat here now with siege warfare they go to accurate one in addition to saturate and if you take free troopers instead of four you make saturate free so now you'll have accurate one and saturate and then you've also with your orders got ceaseless on everything so your ceaseless accurate one which means you've got accurate one ceaseless cracks accurate one ceaseless plasma melt a grenade launcher and then also an accurate bombardment which is really really funny and amazing now the main issue you have to worry about is the kill teams lost its ability to roe block with death and atonement because before if someone charged you you would death and atonement tie them up but now they can just charge kill and then shoot which is what elites will do and especially if some teams kill your melter early you kind of lose a lot of punch especially once your cracks are gone so you're relying on hitting hard and hitting early but Def Corps operator like occupy a really interesting shooty aspect for a whole team so I think they're going to do really good into the current meta then we have commandos who I think I've gone down from A to to B to B to they while they like the change to elites it didn't really affect them too much and the issue is with the rise of Eldari teams Eldari teams really do a number on commandos as I said you know command elite well Eldari teams have a lot of access to power weapons crits and rending which really gets behind and through all of the commando defenses so commandos are kind of like just okay you know the other issue is the change of the anime vantage point on vocals meaning now it's not as free for you to get nine points and surveillance with the grot but you can still do it with the mobility but I think they're just fine and beat it which is good at least the install strikers have gone down from A to B to now while elites have gone a bit more vulnerable to their piercing weapons elite still mess them up and the issue is once you find your asset you're kind of relying on electu master and your assassin to reliably kill an elite which is incredibly dicey and the issue is Eldari teams do do quite well into star strikers so star strikers aren't bad their weaknesses melee but then also you've got felor which feels like an impossible match up into star strikers I don't know how star strikers are ever supposed to beat that match up but at the moment they're solidly in B still really really good finesse but the issue is they're just weak in melee which has always been their problem and now a lot more teams will rush them down now in B tier we've got breaches who have come up from c tier so the thing about breaches is they occupy a occupy a really nice defensive playstyle with breach because while they're within their territory not wholly within braces always active even if they move repositional charge which is amazing so this really helps when you're playing on gallow dark so you can play hyper defensively and you know with brace now working from free damage instead of four it's kind of giving you an extra wound and you get a free attack or defense order which is really neat so I think breaches occupy a really nice defensive playstyle as a whole team they're not like incredibly tanky with high saves and high wounds they just have a lot of people with seven wounds and a four up save which is nice they're this team that will slowly chip you down and I think as long as you can learn to play this new playstyle it'll be really fun and rewarding which is nice this is the kind of buffs I like because it occupies a new playstyle we generally haven't seen in a nice way that does have downsides because if you push up to aggressively you lose that defensive effect so as a result they're in B tier for me next we have fast talk at kin ban so fast talk at kin ban were almost in A tier for me they do have balance now instead of accurate and then if they've got praise if they stay stationary they get severe and ceaseless the only issue is they are very CP intensive and their tack ops aren't amazing it would have been really nice if they get trophy twice per game instead of once because reliably you probably want to pick plant beacons but with your free spare operatives you're taking either one rory or two hounds but if you're going like plant beacons you're then taking two warriors and the hound which means when you lose a key operative you lose the efficiency in your tack ops and you know fast talkers are still an amazing team but because they're so CP intensive and their tack ops aren't as reliable as you'd think I'll put them in B tier for now I wouldn't be surprised if they end up in A tier they are very very good team but just really hard to play and as I said the problem is if you start losing fruit too quickly you're going to find out you're going to especially if you've taken stuff like CP like action point intensive tack ops you're going to quickly run out of ways to reliably score them but at the moment fruit are in a really good spot and they actually like playing into most Ldari teams they were already good into elites and they're better so they're solid B tier for me almost in A tier then we have chaos cult their main buff is they can now make two torment per turning point and mutants and torment go to accurate two instead of accurate one the only issue is if your torment die turning point two and you don't make any more mutants you will not have torment again until turning point four and if your opponent is damaging your mutants early you will have weakened torment so what you're going to have to do is play a little bit defensively and then try and set up kills to turn devotees into mutants turning point two and three but otherwise they're a lot better they're still burst damage like torment can still do a ton of damage especially with accurate two now but you have to still be careful if you lose your torment turning point two you're kind of stuck in the air turning point three if you haven't already made any mutants so you have to play very careful but otherwise I think they occupy a nice space in B tier now for our first Ldari team we have mandrakes they don't really see any changes the biggest change for them was that the anime vantage point on focus now the thing is while you can be charged you still can spend a CP to fight first but if your opponent has enough operatives to send up there that really hens in your ability to reliably score nine points from surveillance and you don't have the free mobility like the hookshot grottoes but mandrakes are still very solid they didn't really care about the elite changes because they were okay into elites they're just a very finesse team and the worst thing for them is actually seeing more Ldari teams who will actually be able to counter them more reliably but as it stands mandrakes are a solid B tier team if you play them perfectly they are almost est here but they require so much finesse it's not great but they're still a solid kill team then we have 10 pester's equivalents who are still in B tier they should be a lot better the cool thing is now they've got hot drop which can work from vantage points turning point three and four which is really nice but they always have now basically turning point they have piercing two and one against all the elite kill teams so they should be better at hunting elite kill teams and they're kind of okay until Ldari teams it just becomes who gets the kills first so I can definitely see 10 pester's equivalents becoming more viable they're in the same boat as Kazakin but the issue is equivalents have more re-rolls and more mobility so it's kind of like if you're playing Kazakin you'll play inquisition or equivalents and with a equivalents mobility I think they should do really really well it won't surprise me if they end up in A tier they should benefit the most from all these changes then we have angels of death who have arranged unchanged well they've gone down from est here to be tier but they are just in B tier I didn't think they're in A tier but the main thing that makes them quite weak is just how bland their warriors aren't getting no extra effects compared to other warriors in the game the great thing though in going to other elite kill teams their stalker bolt rifles now will always be piercing one which is really really good and they actually do great into other Ldari teams because of their tilting shields but at the moment I still think they're kind of a bit weak and they also don't like the change of the vantage point because now you just charge the eliminator who will fall to like dedicated melee but at the moment I think angels of death are solid B tier they could move up into A tier but they'll keep on a great space as a starter kill team finally closing out B tier we have Rekka crew so the issue with Rekka crew Rekka crew are amazing if you always roll sixes if you play games and you will play games where you don't roll sixes they will fall apart so this is the issue they have amazing melee like their melee operatives are really really good but when you don't generate those Rekka points your only reliable way to generate Rekka points is engaging with your leader which can end up losing your leader and your kill team like crumbling the other thing is their tac ops aren't great see can destroy and security is quite risky and if you're playing security you're generally falling back on either take ground or contain and contain is really rough you're also vulnerable to stun grenades which can eliminate all your bonuses but if you get going you get going really well so you know it's if you position well but then the other weakness is you've got two bomb squigs and from this after they active it from turning point one they're stuck on engage so you're either keeping them out of sight or just running them up and when they die you go down to six activations but when they work they're amazing they've got lots of blasts and they're lots of fun but I think that's why they're solidly imbita they use cracks really well if they have Rekka points but if you don't have Rekka points you still actually have really amazing melee units and a lot of ways to control and move up the board starting off in eight here going down from est here we have Legionary so Legionary they're weird so the thing about Legionary is what happened was now fickle fates give ceaseless instead of severe against ready operatives but when you combine that with warriors they gain relentless so now you have relentless crack grenades so Legionaries while they're more vulnerable and they're not as ten kids they used to be they are now more accurate when it comes to shooting which is really bizarre so you can have situations where they can like reposition and dash as each and then double shoot with a rending severe ceaseless gun or they can like as a ceaseless as an undivided warrior charge up kill someone and then fire someone with their like ceaseless shooting it does occupy interesting aspects for example you can now take a slash Meltha which will have ceaseless or an undivided Meltha which will have relentless so Legionary really occupied this new does like new range of short ranged kill firepower while still being an amazing melee team they are still very very more of a glass cannon now they don't heal as much quick silver speed only really works when they activate and only works at long range with the slnesh effect but I wouldn't be surprised to see more mix of like slnesh and undivided teams but Legionary are still amazing one of the best ATK kill teams but no longer the best team in the game blooded remaining ATK they're a great kill team they love the changes to elite kill teams and I'm pretty solid into Eldarry teams as well they occupy one of the best spots as an ATK well as a Horde kill team and considering where they're positioned at the moment they should do really well like they can finally play in a stable meta and as a blooded player you're gonna have a great time they haven't really changed too much but they're just nice and dependable with their blooded tokens so it should be really good for blooded Fobos strike team remaining ATK I thought about boosting them to S tier but the issue is they are the only elite kill team which has to be played perfectly you make a mistake and your 12 wood marines despite being seven inch movement will fall apart especially with the rise of Eldarry teams it means a lot of Eldarry teams will kill you with a single warrior in combat because a lot of them have power weapons which isn't good for your Fobos now if you play them perfectly they are really really strong but because you need that constant perfect play on Kate like even in the longest swarm tournament tournament you will make a mistake and that's what keeps them down from S tier but otherwise they're really really good omniscramble is great reapers are really good and they're incursive ignoring them giving them amazing as well worm blade are also one of the more powerful Horde teams at the moment we're the ability when they switch from concealed to engage getting ceaseless it means that kill team has tons of rerolls everywhere they do play a bit more honest this season which makes them one of the weaker kill teams in A tier but they're still a big threat the fact they can spend a CP to force crits and spend a CP to switch back to conceal means you can still kind of have this constant train of ceaseless operatives you do have to kind of plan your engagements to make sure you don't make sure everyone's engaged by the end of the turning point unless you wiped out your opponent but they offer all this nice reliability in a decent Horde package you still have to be careful with your co-agents but you can still play quite reliably now and they like the changes to elites they're okay into Ldari teams but still a bit effy but worm blade are in a great spot hand of the arcana are first Ldari team in A tier and they're really really good like the change to pain tokens in general they really love now getting pain tokens from injured operatives instead of just killing them only they're really really fun they do great into other Ldari teams and love the changes to elites but they just lack that hint of reliability that keeps them out from ester but I think they're really fun to play and rewarding when you invest but otherwise they're solid A tier next we have half-kin salvagers they were already doing well into elites and our elites have been nerfed they are crazy they actually do quite well into Ldari teams but they still have to watch out for teams like Felgore Ravager so it's weird they also not a big fan of Harlequins Harlequins going to mess them up but half-kin are in a great spot they've got the really threatening jump hack warrior and also they have cracks that will hit on freeze with balanced and basically at least one career every time you throw them so half-kin salvagers on an amazing spot really really good tack-up choice of security and recon so they're great where they are right now in critical agents have come down from ester going into a tier they are still tied for best when it comes to hard teams the fact they still have all their really powerful ploys that haven't been changed effectively means they're ceaseless every time they're shooting or fighting at someone and they've absolutely to forgery that still shots people down unfortunately you're still probably only taking Kazakin but you still have a wide selection of ancillary support and you know you're limited to basically a melt-a-gun and two plasma guns but you can take a lot of piercing crits one weapons which like are the heavy-voter and the hot shot volley gun so you've got a lot of options there and with the wide toolbox they have they're still good they just have to play a bit more carefully which is fine but keeps them still really good then we have blades of cane who have gone all the way from detour to ateir I did underestimate them they were a lot better than I thought and they they're die-aventures have now gained balance instead of accurate when they're shooting on objectives or shooting people on objectives which is nice they have a lot of fret and people have been doing really well with them in tournaments and they kind of like the elite changes although the elite changes didn't do much for them the issue with blades of cane they still kind of rely on you know getting ahead of the opponent and the issue is now more people will be familiar with how they play I will see their success go down in my opinion and they do suffer into other Rau-Dari teams because the other Rau-Dari teams outactivate them which is a big problem but they would do consistently well into elites and I think they occupy a nice spot in ateir then we have plague marines who were basically almost est here and are now just holding in ateir they didn't care about the piercing change because they were already vulnerable to piercing changes but your icon is now a bit worse because it has to be within your territory well within your opponents territory to get the free ability for the command point but otherwise they're still solid like it's still really really good you just have to play carefully and move up the board you can no longer just defensively sit back and wait for your opponent to come to you you do have to engage a bit more which is nice you can only heal once but only in point it's a little twice but the kill team is still really great lots of actors to obscurity and just very resilient operatives with 14 wounds and negating damage by minus one on a four up or spending the CP to auto-insure it so they're really really good a nice spot for a starter-side kill team very very powerful and a great place to start for new players. Nemesis claw were actually almost in est here I decided to keep them down in ateir because I actually spoke to two friends which I really trust and value and I kind of agreed with them after listening to their thoughts and experiences with the team because the issue is while hand of the icon gets re-rolls against wounded operatives as well as Nemesis claw hand of the icons have more way to set it up and can out activate opponents more readily whereas Nemesis claw effectively if your opponent doesn't run into your poison objectives you have no way to reliably chip people so when you charge in for those big charges you're hoping you're rolling hot which means you're keeping CP in the bank to offset the ability when you roll poorly and that is actually a big hindrance when you're trying to play consistently events. Now they do rely on pressients tokens and our activate opponents but their tack-up selection isn't great as well secane destroying infiltration isn't the best because while infiltration is okay into elites because you can use pressions points that our activate and then last activation reposition and dash gather surveillance and then if you lose initiative you can spend a CP at the start of the next turning point to fall back to safety there's the best way to play and you're relying on secane destroying to every other team that is in the elite which is very difficult. So for those reasons I've kept them in ATA but they are really really good they are very good kill team they reward you when you learn how to properly use their Vox screen lots of tricks but they lack that reliability which and consistency which is why they're in ATA. Then closing out ATA we have Ratlins. Now unfortunately the reason Ratlins are so high is because they have one way to play one very annoying way to play this is basically hyper defensive where you don't really engage the opponent unless they give you shots until like turning point three or four. You make a big wall and obstacle course they have to try and traverse to get into your territory then you go in for the kill. Now the issue is this is very boring to play against and very rigid and the problem is when more people figure out how to play into that play style it will no longer come into it be effective by the moment it's really really good. The other weakness is Vocus. The issue is your models are so short they can't actually see over the Vocus walls so you have to really position your shots well but those three dashes would scarper are amazing. Now if you're playing in a GW tournament or tournament using Vocus maps and then using the Games Workshop Gallaudoc maps you're in for a good time but if you're into a tournament using Vocus and then the LVO squad games Gallaudoc maps or also the LVO squad games Vocus layouts you're going to really struggle because you missed those wide open areas to shoot so it's kind of tournament dependent but Ratlins are really solid unfortunately they just have a very rigid and unfriendly play style but they're great to native. So starting off with Estir there's been a lot of change starting with Wapcoven they're still in Estir so the thing about Wapcoven I was actually speaking to my friend Travis from just another Kiltine podcast and he talked some sense into me because originally I had Nemesis, Cloren Estir and Wapcoven in Aitir but then I realised you know after speaking to him and thinking over and playing a game yeah Wapcoven are still Estir they're not the best Kiltine but they've gone from the best to one of the best they still have a lot of reliability and defense with Faters My Weapon because if you roll a 1 or a 2 you can just turn your opponents key crits or key dice into 1 or 2s and you can still do your reposition dash shoot and then teleport dash dash with capricious plan if you're a sorcerer but it does mean you're more CP intensive. Now the Kiltine is still flexible but they're more honest flexible they're no longer hyper flexible but because they have all these tools Zangles are still good they're no longer in the same and you still have really tough operatives they're great right they may probably need some more nerfs it wouldn't be surprising if they settle down into Aitir but at the moment I still think they're the best space marine Kiltine especially as they take security and recon which are amazing archetypes especially for this kind of team and can go wide into our Aldari teams taking multiple Zangles it still do well into our Aldari so Wapcoven are still great unfortunately their biggest downside is if for fate itself is my weapon you keep rolling three ups because then your opponent just goes oh thank you you can't turn any of my dice by the way yeah Wapcoven Esther void dancer troop from main in S well they went Aitir they're now Aitir they're probably the best faction in the game out of all the big six factions that got nerfed Wapcovoid dancer troop just got slapped on the hand where their mirror of mind now has an eight inch range which is great I guess the issue is void dancer troop were overperforming and have been overperforming and weren't really touched and now the best team maybe in the game they're okay into other Aldari teams especially into blades of cane but they love hunting elites now they're just really hyper mobile they have lots of tricks they're very command point efficient because their players can do a free ploy once per game per turning point and they have lots of threat range which lots of balance for shooting all melee they're just really really good really reliable lots of ways to trigger their effects now they have severe blades they're just a crazy team so we're going to see void dancer troop everywhere it's void dancer troop spring you know it's just clowns as far as the eye can see then for S tier we also have course air void squad they've gone up to S tier because well elites were hemming them in and with elites now not being able to not ignore their piercing two and piercing one they're having a great time because like hand of the archon they have two piercing two weapons and they have a lot of power weapons but they have effectively two piercing two weapons a piercing one weapon and then just crazy stuff like i hope people are ready for the star storm drill list turning point two to maybe even turning point one to walk into your face kill someone with a melt and then kill someone with a shriek pistol if you're an aldari team or or or or team or if you're an elite team you're just going to lose a marine oddly they really worry about injuries or death because of tilting shields but as that weird dichotomy you just shoot them instead you still have the amazing shade runner who can teleport through galo dark walls and in galo dark you can be hyper defensive setting up this reactionary webs if your opponent moves up too close and you can still do it on open as well so course air voids guard on a great spot everyone can do a free dash your hyper mobile team lots of tricks lots of shooting lots of melee what's not to like then closing out s tier we have felgor ravager now while the elite change didn't really do much for them it made the other teams more popular so the thing about felgor look you love fighting aldari teams aldari just can't beat you like unless you like find or then as they find a way to reliably hem you in with the great wall of equipment but otherwise felgor on amazing team they get keep so much of the meta because of frenzy you don't really care about the nerf they give to your ciker for the super conceal bubble because it just requires visibility but it's only a fringe bubble anyway that's not like you weren't visible anyway so until frenzy gets changed you're amazing the thing you actually have to watch out for our elites because elites are still going to be everywhere they're not gone and the issue is elites will just counteract and kill your frenzy goats so you're going to have to play more carefully and especially when you're playing into wider teams while you're you're probably going confirm kill all the time you're going to have to diversify your tack op selection a bit but felgor and a really good spot as I said we're kind of in a rock paper scissors meta so while like aldari teams will hunt the elites you hunt the aldari teams within the elite teams hunt to you but generally as more elite teams should be repressed it's a great time to be a goat so there is for the kill team tier list as I said we've had a lot of changes once again you know hunter clades it's kind of still in detail high-ratex circle go down from ester all the way down to deter they've just lost so much despite being severely toxic they've just kind of been hit too hard void answer troop have gone up you know they're now an ester walk cover and still an ester but are a lot weaker Legion area still in atyr if it's go down to c tier and inquisitor agents are in atyr but now we also have blades of canine atyr it's an effectively an aldari meta although elites aren't gone we still have elites they're just going to still be quite popular they're just not going to be dominating so I don't think elites are gone elites are still there right there like as I said Legion area occupied this really terrifying space of being a crazy short-range shooty team like with relentless cracks and stuff very very crazy but we're kind of like rock paper scissors as I said aldari teams will be very good hunting elite teams as well as a lot of other teams but then you have felgoor who will be hunting the aldari and then elite teams kind of keeping felgoor in check so you have this weird dichotomy of a meta but the other cool thing is that the tiers are super close last last the last three months like the ester was basically untouchable if you weren't in the atyr even in the atyr you didn't really have a chance but the tiers are so close like as I said Nemesis claw almost almost an ester and what kind of adjusting ester like the tiers are so so close the only downs I did when it comes to det here because it's so difficult to play those kill teams but if you look at it with A to C tier most teams are evenly spread with only four teams in ester and three teams in deter so in my opinion we have a really close and fun meta that is going to represent player skill more than how powerful your kill team is which is really really nice and that's how I enjoy kill team being played and designed obviously there's still some stuff I'd like being fixed I think void dancer troop and felgoor are a big design problem but we'll see what happens in three months they they may just naturally come into being checked or when it comes to the next balance data slate it'll be fixed then but I'm really hyped and looking forward to the next meta it's really fun I've already played a lot of games and it's been really really good I've had a lot of fun with the new team I've been playing and most people are playing on new teams as well so I can't wait to see how it shapes up I've already seen a lot of tournaments of which have been very interesting and I can't wait to see what everyone else does at home but remember that's pretty much it for me today please remember to like and subscribe as well as comment I'll have an article version of this in the episode description below and remember I've got a discord you can check out in the episode description below in a filling cat omen games and crossfire games and a discount code at crossfire games and a patron if you want to give me some more support I'm just going to quickly shout out my patrons so for my edits of the crew I have Tom supercal sam Nick mercenary cubist and me wad lucas jaram i gram fangzoo dragon daid meets world darsi dan dadagodans chris amorphium and then for my veterans of the crew samger and mark the thank you so much for all your support it really means a lot to me and help support the channel but yeah that's my new tier list out of the way as I said I do them quarterly after balance data slate been talking to lots of players playing games and seeing how tournaments have been going it's a little bit early but I think this is a very solid look at the meta some things might change by very confident with how it is but I'm also interested to see how you think the meta is you think it's better or worse and what you're looking forward to as well but remember you stay away from tier 15 and no matter what happens with the tears you always have a chance to win as long as you can roll a crit
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Greetings and welcome to our Warhammer 40,000 Kill Team video where today I'm going over my scoring guide for Kill Team where I go through the most optimal way for you to score and win your games. But before we get into things, please remember to like and subscribe as well as comment. Let me know what you thought today's video if you found it useful and helpful. I remember I've got a discord you can check out in the episode description below and a fill in character on the games and then a fill in the discord code at crossfire games as well as a patron if you want to give me some more support. But yeah, this is one of my, you know, going back to guides because currently, you know, we're waiting for the balance data slate. The one thing that can't change for now is the core rules. So I'm going over my scoring guide which is basically what I'm going to do in this video is they give you the guide for the most optimal way to score and win your games by effectively with the primary, well, effectively with the crit hop, the tack ops, kind of mentioning the kill op and then basically what to pick as your primary because that's a lot of confusion I get and even when I see in games people not making sub optimal but we're not making incorrect just making sub optimal decisions when it comes to how you score because scoring is more diverse now when we get into the new edition of Kill Team. But let's get on with the video. So starting off, you know, as I said, we've got a free new ways to score in kill team with this new edition. So you've got the crit hop, which is the main mission, the tac op, which is your secondary and then the kill op, which is killing. And then you've got the primary which you select during turning point one in the strategy phase where you get a number of extra points based on which one you focus on. So let's start off with the kill op because this is the most easy to talk about. The kill op is how do you describe it completely out of your control. If you're ever thinking of something to focus on, the kill op is something I highly recommend you don't now when it comes to the kill op, you have the kill grade tally and you can score a maximum of five points from the tally. But then you get one more point if at the end of the game, your kill grade is higher than your opponents kill grade. And the only way to get the full five points is if you wiped out your opponent and then you get an extra point if your kill op is higher. So if you've wiped out your opponent and you have like, they haven't done the same to you, you will get six points. But on the other hand, if you've somehow both wiped yourselves out, then you both get five points. And I've actually seen it happen once. So it's not impossible and it happened in the tournament. So the main problem is you can't really control how you do the kill op because you're either going to predict your opponent's going to come to you. They're going to be in situations where you can kill them and also you're relying your dice going the way your way all the time because the dice are still a random and fickle thing just ask knuffle, but it's generally outside of your control, even if you can ensure and guarantee all those dices with either severe dice fixing punishing all that kind of stuff. The main issue is if your opponent doesn't engage too much and doesn't run towards you or starts running away when they're realizing they're behind or tied on the kill op, you're not really going to max it. And the kill op is basically the most disruptible form of option you can choose for scoring. The way I approach the kill op is just whatever happens happens, right? I've experimented picking the kill op as my primary once or twice and I just realized I should have just focused on something else instead. As I said, you know, when you roll badly, your kill op messes up, even if you want in the right position, and then I've also had opponents, you know, when I'm ahead on the kill op or we're tied and then they just realized, oh, he's going to try and wipe me for the kill op. I'll just run away. And the problem is everyone I've talked to about the kill op who select it regularly if they're primary go like, oh, yes, some of the time it doesn't work out, but it would have been really great here or worked really well here. And even, you know, I've chatted with friends and other players where they go like, oh, I should have picked the kill op as my primary because I was going to wipe you out. And I was like, no, the kill op is like the most if I did that, it would have worked because when you're looking back, you see where all these dice rolls and all that killing would have happened. So that's why you think it is so good. And I'm not saying it's bad. And I'm not saying never focus on the kill op. It is a really good tool to like surprise your opponent because a lot of people won't expect it. But when you're trying to be consistent in events and in your games, the kill op is the least reliable scoring method you could pick. And my best advice is always try to play the kill op so that you're just at least one kill grade higher than your opponent. Don't focus on trying to wipe out your opponent because then you can lead into situations where you run away on the kill op, but then sacrifice your tac op and Chris up. But the kill op is still very important. And what I use it to do is that time breaking method because remember, as long as your kill op is, well, your kill grade is one higher than your opponent, that's a two point swing to yourself. And when you're trying to maintain the kill op, what I like to do is if it's a very close game, I'll try and make sure I go one ahead of the kill op. But also if I'm already one ahead of the kill op, there'll be situations where I can go, all right, I can push through it and maybe go like another kill grade higher, which will give me a free VP swing. Or I can just play it safe, hang back, you know, focus on the crit op because if I put do this push and then my dice rolls fail, then my opponent can like catch me up on the crit op, tac op, and maybe even even out on the kill op with my overextension. So don't not focus on the kill op. I use as a stepping stone to try and either stay neck and neck or slightly ahead of my opponent and use that to get a very advantageous lead because the kill op is still really important. It's just the problem is a lot of people focus too much on maxing it, which is very unreliable. Going ahead on it, that's great. But I would never really recommend picking it as your primary or your main way to score. Now we come onto the crit op. The crit op is the mission. So currently we have nine different missions. We have a lot of missions and I'll quickly go through them. So we have secure, you know, number one, which is basically sticky points. You secure them, run away. You don't have to control them after that, but then your opponent can flip them back. Loot where you have to like loot them each turning point transmission, which is like secure ish, but you have to turn on the objectives you want to score every turning point. Then you've got upload, which is kind of a gambling mission of loot. And you've got intel, which is like loot, but then you can kind of run away with what you've scored. Then you've got extraction, which is just not fun, but it is basically who can either pick the objectives up the earliest or the latest. Then you've got sabotage, which is also not a great mission, which is just about running and you can your opponent's objective power surge, which is one of the more balanced missions in terms of trying to find the hot objective, but not necessarily focusing on the surge objective. And then you've got coordinates, which is weird version of loot, but the main thing is you have nine different critops and the critops should be something you focus on a lot. And it's actually oddly something I've noticed, even like last edition. So last edition people wouldn't focus too much on the primary. You could go up to 16 on the main mission victory points and people wouldn't generally focus on that. They'd still focus primarily on their tac ops. And I'm kind of seeing the same thing in the new edition. People aren't really focusing on the mission as much. Well, the critop, I've played several games where my opponent has kind of railroaded onto their tac ops because they can reliably score their tac ops, but generally miss that they're quite heavily behind on the critop to the point where they score one or no victory points on it, at least every turning point. And if you think about it, that's at least a free victory point swing to your opponent. So the important thing to remember with the critop, you can only ever score a maximum of six victory points from it, but only some missions cap you at scoring two victory points a turn. Some missions allow you to score all your victory points in one single turning point. For example, extraction, you could theoretically score all six victory points from it in turning point five, not I mean turning point three. So it's not like you can just cap that to and I think that's what throws people off. Now that is a minority, most objectives for the critop are score two VP a turn. You're well, you can score up to three VPS turn, but maximum two VP. So it's usually opponent scoring two and then you scoring one or vice versa, but you can have situations where you score two victory points and your opponent score zero. For example, you have secure is the most simple one to use as an example. If you secure your point and secure the middle point and your opponent doesn't secure an objective, you just get two flat victory points. And as I said, I've played several missions where my opponent tries to either run forward with the tac op and critop, but then they kind of forget about the, well, the tac op and kill op and then forget about the critop, which leads them go quite severely behind. And even for example, in my games and LVO, where my opponent went ahead on the tac op, they actually severely compromised the critop while I was able to still score okay on the tac op and tie or slightly go ahead on the critop. I mean, on the kill op, the kill op. So what should you do with your critop? You should really focus on it. I know it seems counterintuitive, but I think because people look at the critop tac op and kill op and see that there's six victory points for each, people generally ignore the critop or not prioritize it as much. And there's a lot of missions which can catch you out, for example, with secure, if you run and flip your opponents one, suddenly they go down to one or even no victory points, or you have interesting ones like transmission, well, you have to turn on an objective each turning point to score it. But if you're, if only one objective is active and you're controlling it, you get two victory points because you control a search power while a transmitting objective and you control the most objectives. So it does depend on the mission and some teams can't play all the missions. My advice is always play the critop and the critop is actually a really solid pick for the primary. A lot of teams can't pick the best tac ops, which again to a moment, but if you don't have an archetype or match up, that's great for the tac op. I actually highly recommend the critop. So these are mainly factions with security and seek and destroy because those, those critops are those tac op archetypes are quite difficult to max where with the critop, remember when you're trying to max the primary, you only need to score minimum of five points to get three points on the primary because the primary is half of your total victory points from that chosen critop tac op or kill op halved rounding up. So personally, if I'm in a situation where I know my opponent can either deny my tac op or I can't reliably school my tac op, I pick the critop because the critop is something very easy for you to control in most scenarios, especially if you're playing elite space marine teams or even teams with good board control because the critop is very reliable. All you have to do is usually sit on objective or do a mission action or both and that doesn't involve any dice in just involves you positioning well, which is very doable and quite reliable, especially if you out activate your opponent. So for example on let's use secure again, my opponent has popped their point and then I've got the middle point and then I've got my own objective. Last activation, I can actually if I've got a way to get more APL onto their own point, either via like they haven't left enough people there, I'm super mobile or I've murdered everyone on that objective, I can then last activation run onto that flip it. So then I score three victory points going down to two by my opponent in pointy scores zero. Now on the flip side you have loot. So let's say I win initiative and I take it as loot, I am already contesting the middle, but I quickly run and like overwhelm their left side objective and loot it. So then I loot their middle I loot their own objective, they try and fight to contest the second and then second activation I move. So I am sacrificing potentially the kill op advantage, but not only am I going two points up on the crit hop, my opponent is likely scoring no points and the crit hop is generally the archetype where you can actually force your opponent into scoring zero victory points. So if you do that for one turn, that's a two VP swing and if you do it for two turns, that's a four VP swing. Now if you can do it for three turning points, so turning point two, three and four, you've probably already won, but I've had a lot of games where my opponent has been like either a head or slightly head on the kill op, doing well on the tac op, but on the crit hop, they've only scored like one or two and I'm on my way to score six. So this is where becomes really important and it's something I only learn really last edition when I was talking to you, my friend Bart from London, who basically his main game plan quickly devolved, not devolved, but evolved into focusing on the crit hop because you would get maximum 16 victory points where you tac op, but only give six. And the key thing about this new edition of kill team is objective scoring and denial, which you can do pretty well with a lot of the crops. Now once again, I will come with the caveat some, some crit ops are just horrible like sabotage. Some teams will absolutely destroy you because they can quickly have abilities that can override controlling objectives, run onto your objective, turn that off and then just sit on the mid and get two victory points, a turning point. But in most general scheme of things, you can control the crit hop very well, which is why I think it's a great choice for the primary as well as always focusing on people will always talk about the kill op and the tac op, but the crit hop is something I see ignored not all the time, but quite heavily. And for me, it's one of the biggest scoring avenues because as I said, while with the kill op, you can generally get a two point swing over your opponent with the crit hop, you can also get a two point swing and sometimes even a three point swing because that key turn, you go two victory points and the opponent goes zero. If they then score one victory point, the next turning point and then one victory point again, you're already head by four victory points, which is incredibly huge with the smaller metrics of scoring we have in kill team, which is why I think the crop is great. And obviously you need to focus on the mission to win, but seems a lot of people don't. So I highly recommend the crit hop. Now we go into the tac ops. This is where I will kind of go through every archetype and talk through them. tac ops are generally, unfortunately, the most reliable way to score and select your primary. If you haven't like basically most people just select tac op as their primary, which is there. You don't have to care about the mission, well, what crit hop we're playing or killing, you can just go like, I'm going to consistently score that. And there are some teams that score these tac ops incredibly reliably, which isn't a bad thing at all, but I'll get through that as I go through them archetype by archetype. So starting off with Seacon destroy, you've got overrun storm objectives and champion. And personally, my favorite two out of these are overrun and champion. The problem with Seacon destroy however, it's heavily geared towards elite kill teams, as well as generally fighting into horde kill teams, which means a lot of horde teams or mid range teams, so teams that basically are in between elite and horde teams don't really get much out of Seacon destroy. So if you do have it as an archetype, one of those teams, it can feel a bit useless. So let's go on with my favor, which is overrun. So you have to remember when it comes to tac ops, they have a reveal and some is in the strategy phase, some is when you score them. So overrun reveal when you first score from this attac op and the victory point is once put only point after the first, if an enemy optimist incapacitated by a friendly optimist and you're holy within their territory when it does so you score a victory point. And then at the end of the turning point, if the total APL stats are friendly optimists that fulfilled the above condition and are still holy within your opponents, victory, territory are free APL or more, you score one VP. So obviously elite kill teams scored this very easily because they are free APL. But if you have two or more optimists are two APL that contribute to trigger this and both survive, you get another tac op point. Now generally this is great into a Horde teams or even mid range teams if you're an elite player because you just go like you can reliably get one Marine in, get a single or double kill in, trigger that, especially if you've controlled that sector of the board and then you max overrun, especially if you do it as your last activation. Horde teams can do it. The issue is you need people to survive even if you've got a loan like Harlequin, it's only eight wounds and if that gets wiped out, it kind of rough. So great for elites, not great for everyone else and even then it can be good into the elite mirror, but once again you have to survive, which is really dicey. Then you've got storm objectives. So at the end of each friendly operatives activation, if it controls an objective marker that enemy control that the start of the activation or is holy within your opponents territory, that objective marker is not contested by enemy operatives, that objective marker is stormed by friendly operatives turning point and then once per turning point after the first, if an objective marker is stormed by friendly operatives this turn, you get a victory point and at the end of each turning point after the first, if you control an objective marker that was stormed by friendly operatives, this turning point, you get another victory point. So the only problem with storm objectives is if you're upon, it's not on the central objective, you can only really squirt if you're going after their home objective, which that, that isn't great and it's just not a really good tac op to pick. So maybe there's some galodark maps where this is quite useful and maybe even on beta decimal, but this is a tac op I would just holy avoid. Then we've got champion, which is you reveal when you select your champion and you select as a strategic gambit and then in each of your turning points after the first, whenever your champion incapacitates an enemy operative, you score one VP or two VP if that had a windstab, 12 or more to maximum of two VP per turning point. So this is once again amazing for elites, but also amazing for elites into elites. So if you're running elite kill team, this is really good into other elite kill teams because generally an elite can one V one each other and I like taking it now in the elite match up because most of the time you will find people in turning point two giving initiative to yourself. But I found when I'm running champion, they give me initiative and I go, okay, last activation of the strategy phase I'll be on my champion and then they go, oh, and my champion just charges and kills your point. And so you get plus one command point, I get plus two victory points. Now champion is quite dicey and obviously you can run it as an elite into hordes because if you can charge and get double kills, that's great, but it's more dicey and the other issue is it is a strategic gambit so you have to remember to trigger it. And if your opponent starts, you know, deciding to take the initiative, it becomes really a big gamble because then you have to hope your champion is within range and also survives. And I would never take champion into Nemesis School because Nemesis Claw with their Vox cream basically stop you from scoring champion. But however, if you are Nemesis Claw, you can reliably score champion thanks to Vox cream. So champion, great into elites as elites and over on his greatest and lead into any team you outnumber. Still objectives just never take. Seek and destroy overall is a very dicey tac op archetype and I find if you are playing Seek and destroy a lot of the time it can be covered by the kill op. But as I said, elite space marine teams like consistently score Seek and destroy well, but in general, if you've got another archetype, I would recommend that because you can kind of get a similar feel from Seek and destroy with the kill op going into security. This is quite dependable depending on the board and the team, generally better for hard teams. So you've got contain, reveal this when you first score victory points from this at the end of each turning point after the first. If there are no enemy objectives, holy within your territory, score 1vp and if there are no enemy options within 6 inches of your drop zone score 1vp. So security used to be the best at the start of the game, then it's the worst. Now it flips around because if you're a good player, you kind of know how to play around it, but it's not the easiest thing to deny. It's great into elite mirrors, especially if you know you're going last because you can protect your contain as well as stop well, deny your opponents because last activation, if you just reposition and dash to end up within 6 inches of their drop zone, your opponent scores zero victory points and that's the biggest thing because they just have to get within 6 of your drop zone. This tac op becomes very easy to deny and it's actually really good for hard teams that are now number the opponent because you have so many activations ahead of the opponent if you have like a 12 operative team versus a 6 operative team, if you're opponent unless they push forward with their whole kill team, if they just send one or two operatives, you have more than enough activations to deny and kill this. So contain oddly becomes better in the elite matchup or when you heavily out activate your opponent. Contain I find it's actually the best on galodark because galodark is where it's much harder to move into your opponent's territory safely generally because they are currently if you're playing the games, works on maps, they're just huge open rooms. So it's not it can be quite risky to deny contain. I still think it's a solid tac op and not the best. Then you've got take ground so you're really when you first score victory points. So at the end of each turning point after the first, if you're in focus, if you control any stronghold terrain features within your opponent's territory, you score two VP and for each ruin large or small terrain features that you control within opponent's territory, you get another victory point. So effectively, you don't have to be holy within. It just has to be slightly within, which is a change from last edition. But then you can kill zone galodark for each access point that's on the center line or within it your opponent's territory that you control, you score one VP and then for any other kill zone and any other kill zone for each terrain feature with heavy terrain in your opponent's territory that for any opposite control, you score another victory point. And you can score maximum of two VP but turning point and an operative can test a stronghold feature there inside and are holy within and contests all other terrain features in the control range all while underneath their advantage. I actually think take ground is probably the best archetype tack off for security. It's really good on most of the focus kills zones, especially when there is an objective overlapping because as I said, it doesn't have to be holy within. It just has to have a little smidge of that terrain within your opponent's territory and it counts as within and you just have to be inside. So you can even be on top of the vantage and focus and score that. It's really good on galodark for maps where you have a lot of doors near the center line because if you're controlling a corner, you can control two doors with one operative and effectively get two victory points. And then and it's actually really good on beta decimal because once again, if gantry is a touching that can't has one big terrain feature and usually you have a lot of gantry on the board. So this can be very easy to score. The main ground is the most consistent tack off for security and I'd highly recommend it if you're running security. And then finally, a secure center, which is the same scoring condition and you can score it if the total APL stat within free of the center is higher than your opponents and the total APL stat of operative on the center line. So secure, well, like secure center is like the middle ground of take ground and contain. It's actually quite good into the game match up, but generally you take it into teams you don't know because firstly you can throw more operatives onto the middle and then also you can out activate and have like one guy run into the open on the center line. Now this depends on the map, but always if you're running secure center, I would generally pick it. You have two frames of mind. You even pick secure center on an open objective in terms of part of the board that's very open. So if your opponent is trying to contest that they have to run into the open, which is effectively sacking you a free point or an objective on the middle. So you can score that objective on the middle and score your tac op. So that comes down to you, but I've had great success within the elite mirror as well as in maps where I couldn't really reliably score take ground and contain was an option. Secure center is a good middle ground and unfortunately with secure center is going to come down to your experience with your kill team and the maps because it can be very difficult and easy, especially if you play brave and run into the open and just go, well, I'm going to win the initiative next turning point. I hope it's going to happen in general. I go take ground secure take down secure center then contain now we come into infiltration. So when you're trying to score infiltration, unfortunately it does dedicate you away from the crit hop and kill op because the problem is if you're looking at security, you can generally score it while you're playing the mission because a lot of the conditions for security overlap with the crit hop. Seek and destroy overlaps heavily with the kill op, which is great. Infiltration doesn't overlap with anyone and the problem with infiltration as a whole, it's very kill team dependent and the best reason why is surveillance. So surveillance is the first time you have done this action. It's revealed. It's one action point and it's when you have gathered surveillance. You cannot perform this action while you have an engaged order and it must you must be holy within your opponent's territory and there must be an enemy up to that's a valid target to it and you can't perform this during the first turning point while within control range. So then once after the first turning point, if you do the surveillance action, you get victory points and then at the end of each turning point after the first, if the front of the performance of that performance, the surveillance action has a kill zone or has a concealed order and still in the kill zone, you can score another victory point. Generally, I would only take surveillance if you heavily outnumber the opponent because you once again, last activation can just reposition and dash on conceal with plus one APL and then gather surveillance with someone. The important thing here is to remember the term valid target. So a valid target is someone with an engaged order or someone with a concealed order that isn't within control range of cover. Oddly, you can use it to check valid targets for people trapped in close combat because there's the level of target and once you just run up within two inches of someone, which also negates them. As I said, if you heavily outnumber the opponent, this is great. This is quite clutch on blooded if you are heavily outnumbering your opponent, but there are specific teams that score this tac op super easily. Now it's two operatives, really. Well, three operatives. The first one is the Commando Grot because he hookshots over to the vocalist highest advantage in your territory and then just picks anyone he likes for the rest of the game and gets six victory points. Then you have the same with Mandrakes who tell up what up to the highest advantage, see you and then get six victory points. Now you can have it with Brakeleens where their hookshot guy gets to the highest point and vocalist and gets two victory points. Now, that is the easiest way to do it. As I said, if you outnumber your opponent or get two sides, they can't reach. The Commando Grot is great for this, for example, on Gallauddark, hookshotting down to your opponent's opposite side of their kill zone, their drop zone, and then seeing everyone lined up behind the doors and going, you, I gather you. So, surveillance is only really good if your kill team can abuse it or if you heavily outnumber your opponent because you're going to have to have someone who doesn't commit to their mission whatsoever or interact and someone you can throw away, which is generally a haughty kind of thing. Then you have Implant, which is the best worst tac-op ever. So whenever an opponent's friendly operative is fighting, when you would resolve an attack die, you can implant the enemy operative instead of striking or blocking them and whenever a friendly operative is shooting an enemy operative within six, you can do the same. Each operative can only be implanted once and cannot be implanted during the first turning point. Once per turning point, if you implant an enemy operative, you score one VP and at the end of each turning point after the first, if any implanted enemy operatives are in the kill zone you score one VP. So the main problem you may see with Implant is your Evo-reline on heavily overkilling your opponent so you can just throw away a victory point. Well, an attack dice or you letting your opponent live, right? The good thing, the good thing I will say about Implant is at the end of each turning point, if you let's say implant someone turning point two and then they live till the end of the game, all you need to do is implant someone different every other turning point because they'll keep giving you a victory point. That's the good part. The main problem I find with Implant is people forget you can't reveal it when you're retaliating, so if someone charges you and then fights you, you can't implant because you can only implant when you're fighting. So that's a key thing to remember. And also I've had people charge me, implant me and then die. So it's not exactly great because especially with the addition of the kill off now, if you run Implant and just run a guy into me to die, you help me go ahead on the kill op, which is not really good, especially if I can match or max my tac op as well. It's just kind of like technically keeping up. Now the shooting option is nice and I have seen it happen. I think the best use of infiltration for shooting is on the tax that do like one or zero damage where you're like, I don't really think it will kill. I've seen it great with like the Commando commsboy because his gun is zero, zero, six dice. All he wants to do is just stun you. But I know it's one one damage now. But basically a zero attack or one attack damage, you just go like, I've got four hits. I'll implant you for one and then chip you away with this. So that's a good pick. And it's a great pick if you think you're just going to lose a lot of people, but it's not the best. And then you've got wiretap. Wiretap is just bad. I won't go through wiretap because it relies your opponent just sitting on objectives, which is very strange. Like it's just bad. It's the worst tac op in the game. You never want run wiretap. So if you're running infiltration or you have it as an archetype, generally it's gather surveillance and you're maxing gather surveillance. You can max implant and implant you will max, but you're going to help your opponent go ahead on the kill op. I've literally had people max implant against me, but they've given all because they've left that operative to live. It then lets me go ahead on the crit op and kill op, which I don't think is worth it. So implant, you know, it's okay, but surveillance is the best. But that's why infiltration isn't the best archetype when it comes to scoring unless your kill team can reliably abuse the game to score it, such as with mandrakes and commandos. Then finally, become to recon. The best archetype again, recon can never not be the best archetype. So for recon, you've got confirmed kill, reveal the first time in enemy operatives and incapacitated whenever an enemy operative incapacitated, you drop a marker and then within their control range. And if you could control at the end of the turn, you get one victory point if they had 11 wounds or less and you get two victory points instead. If they had 12 wounds or more from that single token and you can control more than one token per turning point. So confirm kill is amazing into elites. The biggest problem I found with confirmed kill, this comes more when you go to the higher echelons of tournament play because people will actually be quite dicey turning point two in terms of not always fully committing. You can find yourself into situations, especially on galodark where there are no kills turning point two and then you score nothing for confirmed kill. But on the flip side, if you can somehow get kills turning point one, they will still drop confirmed kill markers. You just won't be able to score them and the good thing about confirmed kill every time you kill someone, they leave markers everywhere. So you don't have to control them immediately. You can now stop planning out where you're going to score. But if you're into like close range or melee teams that are going to get close to you, confirm kill is a really good pick because they die, they drop and then you can choose to score then or what you can do at the end of the turning point. Let's say you're in a risky position where you've got two confirmed kill markers that you're currently controlling and then you've got two ones to save in your own territory. You can score the risky ones first because then you can reliably go, I can swarm and score these ones later. But confirmed kill is great into any kill team with 12 or more wounds. It's just not as reliable into more open and spaced out kill zones such as some focus maps as well as galodark. But if you're into a leak like melee kill teams always take confirmed kill. It's so good. It's a secondustory tack-up that for some reason isn't recon. Then we have recover items which is a solid pick as well. At the start of the setup operative step before equipment is set up you place three different markers. Opponent places one on the center line and one within two inches of your territory and then you place one within six inches of your territory. You can perform the pick up marker on them after the first turning point. At the end of the fourth turning point for each mission marker that you've done the pick up marker and control you get two victory points. You already know where everything goes and it can be quite action point intensive but I really like recover items. A lot of people don't because they're like your opponent knows where it is but remember you control whether the one that has to be within six so you can put it in the open and go I'm going to score this last turning point. A key thing to remember with recover items they can be put on vantage. They can you can put them on the top of the vantage as long as they meet the criteria of where they have to be within of the kill zone of the center line. So if your opponent is canny they can put them on vantages but also you can as well if you're very fast and teleported but I really like recover items because you know where to stage at the end. Now it is difficult because your opponent does pit place where the other two go but I think that's fine because one has to be on the center line and the one other one has to be within two inches of the center line and if you look at all the maps unless it's galodark it's very difficult to make that unreliable for you to get. Sure you may be in the open but especially if you out non-reuponent you can easily do that. So I'm a big fan if you're a good planner recover items is great. It's like really good for teams like Naviche. It's you want to stage up because now you know where you can safely go to trigger damage reduction. I like recover items and then we've got plant beacons which is the best tac op archetype or best tac op so for one action point you place one of your beacons and you to place your mission markers they have to be within your options control range more than four inches from your drop zone more than six inches from other markers and with no part underneath a vantage point you get one victory point for point one in your territory and another for doing it to your opponent. This is so easy especially it is six action points if you think about it it's quite intensive but what's really good is you especially if you have the number opponent or you think your opponent is going to be quite a standoffish you just reliably score this because the trick is from unfortunately the wording when you're placing it in your opponent's kill zone you just have to be within just slightly under an inch of the center line because you just need to drop the marker within control range of yourself so if you're like just near the center line in your own territory you can drop it in your opponent's territory and score plant beacons and easily get two victory points from that especially when you do it your last activation turning point two it means once your opponent now starts pressuring you you can then quickly kill and then score again the other issue is you really need to remember they have to be six inches apart from other beacons because I've had a lot of opponents not realize this and either like check make themselves or unintentionally cheat so it's very easy to mess yourself up with the placement but is the most consistent tac op in the game and if you were going to pick your primary always always pick plant beacons it's so reliable why does this exist but once again going through recon plant beacons is the best then we go confirm kill like depending on your opponent with recover items being a solid pick as well recon is the best archetype and I think recon and either infiltration or security are the best combinations to have because you have the most reliability to pick from and just murder your opponent with from scoring so finally we come to what should you select as your primary well you probably know if you've watched the whole video but once again the key thing about the primary it scored you select your primary at the first turning point during the strategy phase because the thing is you can just automatically pick it but the game state does change your opponent's deployment may change stuff what you may go for but the key thing is it's one of the crit hop kill op or tac op halved round it up so the most you can score for your primary is free minimum is zero and unfortunately as I said tac op so you just generally pick the tac ops but if as I said if you don't have a reliable tac op archetype you can max such as you for example you would security and seek and destroy or secure or seek and destroy an infiltration and you're not really a big hall d team or don't have teleporty movie tricks then I would go with the crit hop the crit hop is a great choice for your primary because the tac op you can generally reliably score and when you're trying to max your primary you're trying to go for minimum five points you don't have to go for six obviously six as ideal but five will still give you the max primary points of free so obviously you can do that with your tac op but you can do that quite reliably with the crit hop even in missions where you can only like pop a point once per turning point if you go two two then one that gives you five on the crit hop which will give you free on the primary so that's still a solid pick and you know that's great and then you've got the kill op only pick the kill op if you like to live dangerously once again the kill op is incredibly random and very easy for your opponent to deny you can have it denied for yourself by your dice by just going nah not feeling it today or your opponent just oh we're tied on the kill op I'm I'm just gonna run away I've had people do that and it can be very successful if you can't catch them up so it can suddenly make your kill op not score that reliably and to get three points from the primary on the kill op you have to be on kill grade four and your opponent has to be on kill grade three or less for you to go to five victory points which would halve up into three primary which is very inconsistent and as I said currently the game for scoring in elisted tournaments is all about consistency and you get the most consistency out of the crit hop and tac op and not so much kill op so primary is still incredibly important and it can actually swing games quite heavily I've had games where I've picked bad tac ops or I picked tac ops and not scored them well enough and then even though they were consistent I picked them as the primary when in reflection and matter of fact I should have gone with the crit hop which would do to give me even though I would have only gone like a max of five that would have given me the full free primary so it's very difficult and it gets more sense the more you play but especially if you're running recon recon is almost a max six six victory points which goes into nine victory points with your primary and then if you're a team that easily maxes surveillance then that's another nine victory points so it's very important what you pick and while the kill op potentially if you've scored six points on the kill op and your opponent scored free and then you get free on the primary that's amazing but if you remove the primary from that from that factor if you're scoring six on the kill op you've probably won the game anyway and that just turns into the kill op just being a win more whereas the crit hop and tac op being your primary or how you actually reliably win games and break usually deadlocks so it's fun I'm not going to deny just going like the boss move of maxing the crit op I mean the kill op and then going primary kill op and just looking your opponent and just like what's happened it's hilarious but remember it's not consistent and unfortunately consistency is the way to success so overall hopefully this video helped it's a bit of a long guide but I wanted to be thorough it's something I've wanted to talk about for a while you know we're still waiting for the battle to stay asleep and this is something I've been improving since I've been playing last edition and it's something that surprisingly gets me very faring games as I said focusing on the crit hop quite heavily wins me games because people miss that if you can control the crit hop it's better than controlling the kill op because if you're just let's say for example your opponent scores six on the tac op and you score four but then you score like five or six on the crit op and then your opponent only scores like two that's a bigger swing than the tac op stuff especially if you pick the crit op as your primary and then the kill op is still an important tool like don't focus on maxing the kill op focus on being ahead or tying on the kill op there are sometimes as I said where if me and my opponent are deadlocked on the crit op and tac op I'll use the kill op as a way to go ahead or keep myself in the game because remember if you'll kill if you're kill graders one higher than your opponent that's a two victory point swing so it can actually matter quite heavily and also if I'm in the lead and my and my kill graders tight or I'm slightly ahead I'll actually pull back to let my opponent maybe score next another point on the crit op to just go like and maybe use another point on the tac op because keeping that lead on the kill op is crucial so I'm not saying the kill op is useless it's just something you can't rely on and then yeah relying on the crit op it's really important to focus and the crit op is actually the easiest way you can deny and control your opponent and then tac ops tac ops come down to your archetype tac ops are what you should generally be picking as your primary option but it does heavily defend heavily depend exactly for example confirm kill confirm kill is great but if your opponent doesn't engage you turning point two or you can't safely engage them turning point two you're actually maybe only getting four points from that and plant pecans is the best but if you don't have access to recon and let's say your security and seek and destroy the crit op is probably a better bet or if you're going to be hyper aggressive you can go the tac op with as your primary would seek and destroy because when I'm running elites and I'm into like teams I outnumber I generally go with overrun and put that as my primary because I can know I can just keep overwhelming my opponent and you know they might time you out on the kill op but eventually I'll win and overrun them I'll also be controlling the killer the crit op because I'm contesting the objectives and it's really about engaging and looking at what your opponent's composition is the key thing when you're looking at your opponent's team do they outnumber you do you out number them or do you have the same amount of activations and then you're looking at the board how open is the board and where is there where they're room free to stage because for example secure center is actually really great if you're outnumber your opponent and it's a very open board because then you can run into the middle last activation and then when your opponent tries to contest in the future they're going to have to run into the open when you outnumber them and another thing is as I said confirm kill it can be really good on paper but if you're playing on like galo dark where your opponent can actually be very cagey and not have to commit until turning point three confirmed kill becomes less useful so it's really important about not just what tac ops you can pick it's about what the kills on your plane on is and what your opponent is actually running which may sound come like basic knowledge to a lot of people but you'd be surprised how many people forget that so hopefully this will help is very long 45 minutes and I do apologize but when my guides I like to be more in depth try and give a proper breakdown so you do understand and get where I'm coming from because you know I use these techniques very consistently I've been using them since I've done been playing the new edition about four five months ago and once again like my biggest takeaway you'd be surprised how reliably you can control the crit op all your opponent throws away the crit op because I've had a lot of people just go like oh yeah I went I scored zero on the crit op turning point two but I thought I could bring it back I didn't realize you would just like force me off the objectives which is huge especially you know when you're running elites it's beneficial because you can kind of have the durability to tackle that but there's a lot of teams that can control the crit op also via killing so if you love smashing people up you could could draw the crit op via the kill off you know it all it's like a or a borough of crits it's amazing but yeah hopefully this helped is a bit long but that's pretty much it for me today please remember to like and subscribe as well as comment let me know what you thought today's video did you find it useful and helpful with my scoring guide is there anything I missed out anything you find useful and remember I've got a discord you can check out for free in the episode description below and a filling card and a games and a filling can discount code at crossfire games and a patreon if you want to give me some more support and I'm just going to quickly share my patrons so for my adidas and the crit out of tom super cow sam nick mercenary q mr meet wad lucas jerem i a graham fang zoo dragon dave meets well darsie dan dad of goldins chris a morphium and then for my veterans of the crit out of sam johan mark so thank you all mock for your support it really means a lot to me help support the channel but yeah I am actually planning to get through a ton of guides I have more time off so i'm going to like fire through these and it gives me time because who knows what's happening with the balance data slate at least if I talk about core mechanics and tactics I can use what I've learned from tournaments and events over the past few months as well as you know in general because i've been playing kill team for over three years now and basically using what I've learned to help you improve because it's a learning process so the more I share with you the better I get because now I have to adapt to that so sorry about the weight from this I had what's the finishing to or LVO now I've got itc out of the way I'm more open to give away all my sequels and tricks to help people improve just because I wanted to hold off just a bit and I've tested it all so it works really well and someone who's now playing a team that has recon oh my gosh recon is amazing I spent like four months playing secundestorian recon I was secundestorian security whoa recon is amazing but remember no matter what happens when it comes to your scoring in kill team there's always a chance for you to win as long as you can roll a crit
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Greetings and welcome to another Warhammer 40,000 Kill Team video where today I'm going over the year in review for Kill Team and myself. But before we get into things, please remember to like and subscribe as well as comment let me know what you thought today's video would you think of the year of 2024 for Kill Team? I remember I've got a discord you can check out for me in the episode description below and a Finland can I am in games and a Finland can discount code at Crossfire Games and a patron if you want to give me some more support as well. And let's get on with the video. So yeah in a bit of a you know, it's the end of the year this video is going on on the 31st of December. Why not just go through the year of Kill Team? Because 2024 has been pretty wild. So I'll be going through each month as well as a little bit of my own stuff at the end. So let's get into it. So starting off in January now while it was previewed at in December of 2023. Starting off we had the release of Kill Team Salvation. This was actually season three for the last edition of Kill Team which gave us striking scorpions and the Scout Squad Kill Team which were really really nice. We also got beta decimal. So beta decimal was a thing and you may be shocked to believe it but it was actually worse than it is now. It was kind of disappointing because everyone was really hyped to like, oh look platforms. Unfortunately we did not get jungle. We did get just got oil rig in a small ocean and unfortunately it wasn't that good. We also got the beta decimal approved ops where they gave us a competitive maps for beta decimal and we quickly realized that wouldn't work. So unfortunately while the teams were pretty fun we finally figured out, oh wow they really can make a team of just like no specialists technically work with the hand or with the blades of cane but the terrain was a bit of a let down. The scouts were kind of just like okay and you know it was still a really nice release because what they did is they sold the team separately like together as a package and they left the whole terrain separately so you had the option of buying whichever and everything still sold out but that was an interesting way to start the new season and also we had LVO. So LVO set the record for having the biggest kill team attendance with 137 players and if you don't know LVO's the last Vegas open happens every year at last Vegas. So it was 137 players I played I think I finished 17 137 and we had I think it was no Adrian Wannett which then helped him win ITC. Finally decrowning Ace who was the two time in a row champion for kill team so we had America effectively beat Spain and LVO was pretty pretty fun it was run by Deco from Squad Games and they streamed it and conveniently they're running LVO in 2025 which is I believe just three weeks away and currently they have 163 players so they've easily smashed their previous record and are still the world's largest kill team event so that was pretty hype for January. Then February was a bit light we had the free salvation rules in terms of the blades of cane and the strike squad the scout squad rules dropping for free on Warhammer community that was pretty nice because we were like oh wow we got free rules for kill team maybe they're going to repeat dropping free rules for all the teams continuing with the third season of kill team unfortunately they did not do that but we were hopeful at the time and also the biggest thing outside of the free rules that happened in February was the return of stats we managed to get the stats back with my new stats man smells like gunfire after you know my brief six month hiatus and we were able to look over all of the stats we were able to start off with worlds when we stopped doing stats and see it was funny because if you remember from the last world championships of Warhammer they buffed Felgore Ravager and the stats shows that Felgore were actually at a nil 70% win rate for three months after they got nerfed and were buffed while over performing but we have the stats returned and since then we've been continuing the stats and more people have started doing the stats after but yeah the main thing in February was free salvation rules as well as the stats returning then in March we had depticon so depticon is one of the other big American conventions that happens every year in March in Chicago area I think they've moved but they're still near Chicago and the cool thing about depticon is they do regular big kill team events I believe this year was won by Orion and I think it was like 96 players but they also do the kill team doubles so they started in 2023 and they've continued in 2024 where two players first against another two players and the doubles event is super popular sold out last year sold out this year and I think when tickets got began for 2025 it's probably going to sell out again so if you want a bigger event and you're new America or able to travel to America depticon's a great place for kill team then we also had the termination preview which had the mandrakes and nemesis claw kill team which was pretty hype and we also got a balance data slate which didn't it mean it shake down the meta a little bit but not in the ways we were hoping but it sets the stage for that we do get balanced data slate effectively every three months and then in March we also had termination previewed which was the third box so we managed to get our sites on the brood brothers and the hankin yegas we had an interesting preview video where the yegas sounded very very strong but then also the brood brothers sounded not balanced so oh but we were like well you know they're just doing previews how accurate would it be and that's for another month to come then in April we got nightmare fully released so we finally had the nemesis claw and mandrakes in our hands mandrakes started to be really popular at first and then people quickly realized how to play around them because the mandrakes were quite unique they were another fixed box team it turns out the operatives with the fancy topnotes were actually specialists because we thought it was just going to be another blades of cane but it wasn't and the mandrakes are still to this day very tricky but we'll way way more powerful in season three of the last edition and nemesis claw were incredibly powerful showing like wow that's how elite teams should have been at least back in last edition and it was really nice having proper night lords well as full models and then released in kill team it was a really fun kit and it was also I managed to get featured on warhammer community with my alpha Legion nemesis claw which was really neat because I've been on warcoming years so that was really cool but that was actually pretty much it for April the only other noticeable thing in April was it was my birthday but that's not really a kill team thing then in May it's technically a kill team release because it was done by the kill team devs and games workshop gave it for me to review but it was a dark side board game which had the blooded in it some pox walkers and then one kazekin and ogrin a ciker and then a flamer lady with a chainsaw and it dark side it was a good board game the only problem is like you needed glues and clippers which didn't come in the box so it wasn't as good but it was effectively all the kill team rules and then as we later found down the year it was basically the prototype for solo and carp mode because you can basically play it by yourself against AI opponents you know like computer controlled by a sub board game so it was actually pretty neat in terms of looking back and then I also ran my first kill team tournament back in May it was in dark sphere I actually ran a lot of tournaments back when I was doing warhammer underwolds but I managed to get I think it was nearly 40 players for two day event which was pretty cool and that was really fun running in London had a lot of prizes and everyone really enjoyed and then we also had the release of the world team championships MDF tournament by by by by bandua so the WTC has been running for a long time it was set up by the 40k players where countries make a team of players and they play to face each against each other and we finally had because kill team was going to be in it we finally had dedicated MDF terrain for WTC for kill team and that was pretty neat because at that point it was basically the best terrain we had it was really competitive and balanced and it added the most important thing to the game windows windows are so incredibly important because like terrorists was getting incredibly stale then in June we had termination released so this was the third box for kill team the third season we were going to think that we thought there was going to be a fourth box but turned out there wasn't it was the last box and as I said we had the brewed brothers and Yagers Yagers turned out to be pretty interesting but quite limiting still good but not amazing just a new way to play leagues of vote and brew brothers um yeah they they they were clearly broken like they were way too strong and you know everyone was like maybe they're just over exaggerating in the previews unfortunately they were under exaggerating in the previews turns out a brew incredibly powerful but more powerful was also running the megas or the primus and brewed brothers kind of it was really funny because we also got a balanced data site that month that finally nerfed vet guard but it felt like oh we've nerfed vet guard and now he has vet guard 2.0 so that was a interesting interesting experience because that balance day state was actually really good it rebalanced most of the game except for the termination stuff so we were kind of just going like a brew brother meta but then I also won my first golden ticket of the year I played in Bristol which was the UKTC for Bristol which was really really nice managed to win a golden ticket there and then I also ran the Goon Hammer Open for Kilti in the UK so this was the first Goon Hammer Open in the UK for Kilti and I'm doing them again in March and May for 2025 but that was super super fun I managed to stream it so that was really really good we got I was joined by Skrivel and we were able to stream and shout cast it and it was a super fun event managed to give away a lot of prizes and everyone had a ton of fun up in Lester then in July nothing much really happened it was kind of a very quiet month well we just had a balanced data slate we just had termination released and we were kind of going into a bit of a lot so nothing really happened in July outside of just general tournaments then in August August was the big month so first off we had the well team championships so as I said this is where the yearly event which is generally 40k but this year was the first year of Kilti so we had generally I think it was like eight countries submitting at least one team each the UK submitted to Poland submit to a lot of countries submitted to and I think France and Spain submitted free which was nice first and second were Spain's first and second team and then third place was Poland well one of the Polish teams but otherwise WTC looked like a lot of fun and everyone had a lot of fun because it was basically the biggest national team turnout because team tournaments are a lot of fun because instead of just a one-on-one tournament where it's like you vs everyone else when you come together as a team it really changes how you play and promotes like you picking the correct combination of teams and picking the right matchups so hopefully I think it is continuing for 2025 so be interesting to see how that progresses and then the most important thing that happened in August we had Nova and the reveal of Heivstorm slash the third edition of Kilti and that was incredibly hype Nova is always a good event and they had the Nova GT which I actually played second in and it was won by Orion in the Galapagos Galapagos for a second try out but it was a really fun event and we had the Kilti and Heivstorm preview where Alexa and Adrian played on the preview stream which I think got tons of views and they showed off the vest bid and the tempesters equivalent it was really really cool and it was really nice to see how games workshop fully launched the new edition of Kilti and they treated it like a big game and were very clear and started the months well the weeks of previews they had for the new edition because well it was hype we got to see a lot of rules very early and it was the best way to start off the new edition then in September as the previews for the new edition continued along with Heivstorm we also had the reveal of classification so you know classification is basically rotation so a team lasts for three years and then they get removed from the classified list and then they remain on sale for three years under Kilti and then they get removed you also have well they also revealed a lot of teams were classified for one year which are yesified teams classified teams for one year yesification but we also had the reveal of the Kilti map and all the free rules so all the faction rules and then it turned out unfortunately not the core rules only the light versions of the rules are free but since it's been released all the factions rules have been free which is kind of what we expected when they released the salvation rules for free for free and that's been great because even when it's come to new releases everyone's got their faction rules are free so now it's actually way more easier to get into the game but yeah September was just a huge months of previews well huge month previews for the new edition which was really really hype then in October we had the full release of Heivstorm along with the first wave of Rebox Kilti teams this was a bit of a downer because while the Kilti teams were re-boxed in new Kilti boxes also having card tokens they also went up in price likely due to the card tokens so that was not as good and then we also had brutal and cunning previewed that month which was everyone was like oh wow it's it's not stopping we went from like kind of a mini drought of content to now drowning in Kilti and stuff which was amazing and we also had the starter set released which was the space marines well the angel's the death Kilti which was the re-launch of intercession and then we also had the play marine Kilti released in the starter set form and to be fair that was a really really good starter set it was it's only 67 pound 50 and is actually still out of stock at the moment it's really really good and a great way to get into Kilti and we were just kind of getting overwhelmed and speaking of overwhelming I also released a faction guide for every faction which made me lack a lot of sleep but it seems a lot of you appreciate it which was really really nice then in November we technically had the full release of the plague marine rules because everyone was like these starter rules these are the four rules and we're like no I'm sure we'll get the four rules and we did get the four rules of the plague marines and they were very good and everyone was happy but we also had the first wave of FAQs which basically just fixed a lot of issues that we didn't have in the last edition but did in the new edition which is great and they just fixed superconceal mostly and we had the world championships of Warhammer so this was the like yearly Warhammer Olympics as game was workshop bikes to put it where people play for their countries and try and do as best as possible so once again I played for Wales because I'm half Welsh and I had my Filipino flag because I'm half Filipino but we had 96 players at Worlds which was really really cool and in the end Dan managed to win it really nicely he won I came first with his warp cover and then we had someone else from Spain who I forget their name who came second but that was really cool that was a really fun tournament it was streamed on squad games so they managed to show to the world what new competitive kill team came at well was like it was a interesting tournament because it had flaws but nonetheless outside of the flaws and the event it was really fun and everyone had a really good time it was just great seeing everyone get together and trying to because you have to remember this is effectively six weeks after the full edition was released and it's still recent so you know you can see all the content pumped out all the content creators about the event then in December we had brutal and cunning release so we finally got to see how the record crew and rallies turned out as a surprise to everyone rattles turned out to be very very good because they can just take free ogrens and that fixes all their problems the only issue is ogrens don't come in the box but in this box we also got some new fortification terrain to allow us to play with bunkers and walls to kind of play new thematic missions because with high storm you got to do air drop missions and then in brutal and cunning cunning you got to do bunker assaults which was really nice we also got the record crew which are effectively the replacements for the commandos and it turns out they really like to blow stuff up as tank busters they get hyped up with record points and they just love explosions they're like Michael Bay incarnate you know it's really really cool the funniest one is definitely tank hammer dude who can blow himself up and everyone in combat if you wanted to and everyone just has rockets they have rockets or hammers and they're just a really fun team they just like rolling lots of dice and the more sixes they roll the better they are whereas the rallying is just very very short and can take free ogrens but regardless it was actually really nice release and now we are currently in limbo we were waiting for the balance data slate but it hasn't come but overall it's been a great year for kill team so overall for the year of 2024 yeah it's been really good for kulti it's the best year ever not only did games workshop step it's kind of presentation when it came to season three of the last edition they kind of made it a bit more custom friendly being able to buy boxes and not being forced to buy the terrain with it which they kind of continued with the new edition and then while we had a bit of a drought over summer they did kind of make up for it by bombarding us with so much of the new edition and from the way they've handled the new edition it looks like we're going to have you know three more boxes so we have the core sound free boxes which is really really good they've already added a ton of kill teams they've treated us like a full 40k game like you know people like me have always been saying they've told us that's how they want to treat kill team and now we can see it we've got a kill team app we've got three rules we're like exploding like in terms of player numbers and like even social media engagement it's really really good events have been stellar this year they've gone better they've had more players as I said you know LVO broke numbers with a hundred and 36 players now they have 163 that's not even final you know adapt to Khan had 96 players Nova had more than last year with nearly 80 players every tournament has effectively improved more month for a well year on year or as the times gone on there's more people playing there's more people painting there's more people gain into kill team which is just great and as I said games workshop has pretty much been on the ball and really really pushing kill team which is great to see you know because at the moment you know a lot of people just like it's mainly kill it's mainly 40k and age of sigma but you know kill team has been treated very very well we're effectively a main game now a mainstay of the world championships of warm hammer as well it's really good to see and they're just pumping out so many events and support for the game the only downside is we're just waiting for balance day is late please give us the balance day is late balance isn't great at the moment please give us the balance day is late now I really need it we all need it just give it but outside of that it's great why is this really going to good we've had so many even like official videos from games workshop for kill team they've pushed it really really hard and to be fair this is the best addition we've had it's so much fun the balance isn't great at the moment but after one or two more balance day is late game will be like really solid because the core fundamentals are great the new way to play is great and yeah it's just been so good for kill team for myself this has been the best year I've made content just from a personal standpoint as well as just with kill team like the faction guides really did make me almost go insane I think I was averaging some nights only three hours sleep to get all these faction guides out I also joined with Goonhammer effectively and Goonhammer working with Goonhammer has been really really cool being able to like bounce ideas off of them and help with their own kill team content they've been really supportive and help boosting me and it's just really nice you know well it like always been able to read Goonhammer but never been never been involved thinking I would and now I am and yeah it's just really nice to see how the channel's grown I'm nearly at 17,000 subs like I hit 10k this year and I was like oh cool I didn't expect kill team would boost me that much but we'll see and now I'm nearly at 20k so it's like yeah you know I appreciate people viewing my content and there's been useful and helpful and I'll just try and continue doing that you know you know I know sometimes people think I'm a bit too negative but I still love the game and if I didn't love it I will make content about it and I try and be helpful and informative so hopefully that continues and you'll keep enjoying why I put out because I like helping people that's my thing but yeah it's been really really great 2024 has been amazing as I said looking to 2025 starting off we've got LVL 2025 which is 163 players we should have the bounce day of slate in January at some time and then we just have to wait I mean I'm sure at LVL they're going to show off the next box which would be really cool that might drop technically February so happy or March one of those months and yeah as I said once we get the balance data slate rolling after one or even two balance data slate I think the game will just be perfect the moment elites were certain the leads I'm very much over performing along with other teams and I'm sure we all win down but yeah I'm very hyped I'm really hyped 2024 was so good so good so I can't wait for 2025 but you know that's pretty much it for me today please remember to like and subscribe as well as well as comment let me know what you thought today's video and let me know what you thought of the year for Kilti do you agree or disagree what were your highlights or low points I remember I've got discord you can check out for me in the episode description below and a filling can I'm in games and a filling can discount code at crossfire games and a patron if you want to give me some more support and I'm just going to quickly shout out my patrons so for my add-its of the crit I've zombie businessmen Tom super cow Sam Nick mercenary cue mr. me ward Lucas john to miss Jeremiah Graham fangsy dragon david me as well d'arcy data goadens chris and then for my veterans of the career of sam jern riot and mark so thank you so much for your support it really means a lot to me and help support the channel but yeah I have a lot of content to work through especially as I have LVO coming up and it's just like you know so I'm behind with a lot of things I have a lot of product reviews I have to do and other things I'm painting a lot of stuff because I need to paint I just be you know just like once I've got LVO out of the way I can relax a bit competitively speaking but no matter what happens in 2025 for kill team remember you always have a chance to stay hopeful and win as long as you can roll a crit
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Greetings and welcome to the Warhammer 40,000 Kill Team video where today I'm going over my Endules of Death Guide for Kill Team. But before getting into things please remember to like and subscribe to us comment let me know what you thought today's video and if you found it useful. Remember I've got a discord you can check out for free in the episode description below and a filling at Enemite Games and then a filling at discount code at Crossfire Games and a Patreon if you want to give me some more support. So yeah today I'm going through my Endules of Death Kill Team Guide where I'm going to show you everything about the Endules of Death. They help you win with them and do better with them overall. So let's get into it. So who are the Endules of Death? They are effectively the starter space marine kill team which you can find in the kill team starter set. There are six operatives of primary space marines which mirrors all of our elite kill teams and they're made up of models from the Justin kill team as well as the intercessors and assault intercessors. But if you want a more in-depth review going through like all their abilities and everything else I check out my review which I've done for this kill team already back when they first came out a few months ago. So for the Endules of Death strengths they're generally everyone has 14 wounds with a free up save which is very durable and you know everyone's also free APL so you have free action points which is very good it's the standard space marine thing then you have the Astartis faction rule. So this lets you fight twice and shoot twice with your bolt weapons so you can fire grenade and then fire a bolt pistol or a bolt weapon which normally you can't do and your sniper and heavy bolter can fire twice but the second time they fire cost two action points. So they would use all the action points for shooting if you wanted to fire twice and the most important thing you can counteract on conceal. Now this doesn't mean you can then charge from conceal you're still limited by your order but being able to counteract while on conceal means you could move up to inches do a mission action very useful you also have lots of access to easy re-rolls as well as with dice fixing abilities from your purity seals which is very very good which means a lot of the time you're going to be very reliable even if you roll badly and they are quite reliable with solid strengths they're quite basic but they are very dependable as I said with the re-rolls and fixing abilities it means most of the time you're going to get free to for hits every time you shoot and you're usually getting one to two saves or godless every time you make a save roll they've also got flexible chapter tactics now you have lost some you have only a belief six but they're still very good depending on how you pick them they have powerful unique operatives so they don't have many unique operatives but those that they have are still quite powerful including having the best sniper in the game and they are quite low mental load because they don't have many abilities or auras you don't have too much to track and it's quite basic which is very very good when either you're a new player or you're playing long format tournaments because it means you don't have to worry about as I said always pre-measuring ranges remembering what triggers from what effects it's a very very good and they have powerful bot weapons like they had generally have the best bot weapons in the game which makes sense for the generic space marine team now for the weaknesses they are only six operatives so six operatives are still quite limiting even though elites in general are very powerful they have basic melee operatives excluding their leaders so their leaders have amazines like melee rules but their generic melee operatives are just dudes they're just dudes with the chainsword and bot pistol that's it no unique special abilities which makes them kind of bland and lose out to other dedicated melee operatives they have no access to piercing to which is a good thing but also makes it quite hard for them to deal with other teams in general and they struggle into some of the other elite teams notably pretty much all the chaos space marine teams because those are a lot more powerful because they have more unique abilities and rules so they can just do more things and a lot of them have access to piercing to which is quite damaging to this team or lots of access to piercing one because you have no way to negate piercing like some other teams and you have fixed chapter tactics and tournaments so if you're playing casually you can always pick two different chapter tactics every time you play but when you're playing in an tournament you're fixed with your chapter tactics which can be very limiting considering they're currently the only kill team in the game with this kind of restriction it helps keep them quite level headed because if they could switch chapter tactics every game they'd be way too strong but it is quite a big downside considering no other team has this at the moment going into more specifics we have which bot are to take now when you are unless you're selecting bot pistols who will have piercing one crits you have three different kind of bot weapons you've got the auto bot rifle the bolt rifle and then the stalker bot rifle now when you're selecting these do if you build them for minstresses you can you know they have all different types generally I would just say tell your opponent what you're taking each game doesn't matter what they look like as long as generally if they're all the same let's say you're just running everyone who can take a different bot gun all runs the same bot gun every game just tell your opponent what it is but if you start going like oh this one's gonna have like auto bot rifles one's gonna have a stalker one's gonna have a bot rifle and they're all differently modeled that's when it comes into confusion but generally if you're running them all the same it doesn't matter what model you take as long as you tell your opponent but if you are planning to play an events and you're planning to take different types of bot rifles each game in terms of like mixing two or more types of bot guns I would recommend modeling those evil fire magnetization or having different types but first we have which I think is the best is the stalker bot rifle so this has the heavy profile which is four taxing on three three five heavy dash only lethal five watt piercing crits one and then you've got a mobile profile which is four taxing on three three four now before you didn't have a mobile profile you just had heavy dash only but I think it's the best because generally if you are firing you are going to be in good positions you set up where you want to be and then your three five now is there just three four lethal five watt piercing crits one depending on what chapter sex you have you're taking severe with your shoot team but that's just really good because it effectively gives your team access to permanent piercing one and even if they ignore piercing you're three five it's very very good and if you have to be on the mode of the move you can just use the normal profile which is three four now if you're playing on galodark or enclosed environment or opponents who ignore piercing I would say take the auto mobile rifle has torrent one so four taxing on three three four torrent one but when you're fighting on galodark or shooting into enclosed environments for strongholds you get lethal five up which is actually pretty good and especially if your opponent bunches up you do have torrent one so you can affect you can effectively hit people within one inch of the primary target if they're valid targets which is nice but as I said it's quite good on galodark as well as if you think you're playing on vocals where most of the action let's say two strong holds are in the middle or there's one strong hold in the middle with an objective and you think that's where all the fighting is going to happen then I'll take more auto bar rifles unfortunately both rifles can be taken if you just want to be a general mobile shooting team but your opponent doesn't ignore piercing but they are now the worst weakest option they're just four taxing on three three four piercing crits one which isn't too bad but as I said generally if you're going for the piercing route the stalker bolt rifle is better because it's just more damaging and yeah you know you can just walk up shoot someone a bolt rifle and if you roll a crit you're piercing one or if you've got severe which is nice but I just think the stalker bolt rifle is the better shooting option and then you can flex between the auto bolt rifle and like galodark I wouldn't really take the bolt rifle next we come to the chapter tactics this is basically kind of the crutch of the team so you can select a primary and secondary and it's really important you remember which one is which because the secondary is one you can switch with adaptive tactics every turning point for a CP the way I go about it is I select one which I'm never going to switch and then the second one which is good for in general and then that I will probably switch depending on what my opponent is taking or why I'm facing so first up I think this is the perfect all-rounder where you take mobile so mobile lets you fall back for one AP less so you get to fall back for a single action point and you can perform the charge action while within control ranges of enemy operative and can leave the opponent's control range to do so so what you can effectively do is if someone's trying to pin you by charge blocking you so charging and passing you can just fall back as a normal move for one action point and then shoot again or shoot twice or if you're a melee operative if someone wants to charge block you or you can like leap frog so you can charge someone who's activated their next turning point if they haven't fallen back or they've just passed you can then charge out of their control range into another enemy operative control range and fight again this is I think the best it's so powerful and really really good because other teams have to pace CP to do this and then as the second error take resolute so you can all any changes to your APL stat this is actually super rare and I believe they're currently the only kill team in the game they ignores APL stat changes kill team wide so this is very good as a lot of people still like to take stun grenades and have abilities that reduce your APL so this is very very good but as it's the secondary one this is one you could switch around depending on your opponent or what you're playing or each specific turning point because what you can also do is run this and then like your opponent doesn't select any stun grenades then from turning point two onwards you're spending a CP but then you can change it to something more useful this is what I think is really good for tournaments because it's just really flexible you don't have any of the other strengths of the other chapter tactics but you don't have any of the weaknesses you're just a good solid all-rounder then if you're going shooty I would take sharp shooter as primary so whenever this operative shooting and during an activation was then a charged fallen back or repositioned your bolt weapons have severe so remember you can then charge fallback and reposition after but this is really good especially on your stalker bow rifles because it effectively gives them an auto crits which makes them you're always pushing for at least one dice of five damage and makes you piercing one so very very good and then for the secondary depending on what you want to play more I would go with stealthy or siege specialist so if a siege specialist you're ranged weapons have saturate so they don't allow your opponent to retain cover saves but stealthy is winning up operative as shooting this operative if you can retain any cover saves you can retain one additional cover save or you can retain one as a crinstead and it isn't cumulative with cover from vantage so basically it makes this is like ideally for shooting personally I prefer stealthy with sharp shooter so you're just turning point one you're setting up into position and then turning point two onwards your shooting and remember after you've shot you could then charge onto a point or shoot once then move and boop a point so very very flexible if you're going for melee I'd recommend taking jeweler as your primary so one of your normal successes can block one on resolve critical success unless the enemy weapon has brutal or one of your critical successes can block two normal successes so this is very very good this is really really useful especially if you're into dedicated melee teams and you just want to out parry them and then you've got aggressive and aggressive gives running to your melee weapons also very good but this is if you're going directly melee and as I said you can change your secondary where the adaptive tactics adaptive tactics every turning point so they are quite limiting but they are very powerful I don't really like hardy crit saves on fives and that great otherwise I think this is the best selection of chapter tactics you can go for for your key operatives you have first off the sergeant so sign off with your soul intercessor sergeant you're either taking them with the plasma pistol and chainsawed or boat pistol and power weapon personally I if they have more than eight wounds I would take the power weapon and boat pistol but if you're into eight wound or less I will take the chainsawed and plasma pistol because your plasma pistol is now weaker but when you overcharge it does make you four five lethal five up which is quite useful piercing one into eight wound or less teams but even then I still prefer the power weapon just for the lethal five up and four six I think it's more useful especially as the plasma pistol isn't as good anymore but yeah generally if you're running into elites or more than eight wounds I'd take the power weapon and boat pistol otherwise the plasma pistol and chainsawed they're great to dedicate melee teams remember he grants the assault and tactical doctrines for free which is really useful in to matchups that you're planning to be in a lot of assaults with especially into inquisitor agents because they then can't counter your they can't stop your doctrines and you get a dedicated chapter tactic so this is in addition to your normal two so what you can do if you've taken like the general rounder I would probably give the jeweler trait to just the sergeant because your sergeant is going to be in a lot of melee that's the general way I would run the sergeant well the assault sergeant for the normal intercessor sergeant I would always take the power weapon and stalker boat rifle but but rifle of your choice but generally stalker the thing is it can take different weapons but it'll be four attacks and generally this guy is really good because the power up in the still four attacks hit on freeze four six lethal five up and you have a crazy bug gun you could go power fist but now you hit on fours it's not as great at four attacks and it's great for when you're running primarily a shooting kill team it makes devastating and tactical doctrines free as well as its own third unique chapter tactic and if you've gone with the all rounder I like giving him sharpshooter because he's just going to be standing shooting people and the great thing about him he actually gels well with melee operatives because he makes tactical doctrines free as well not just devastating you do kind of get with the assault intercessor but then the assault intercessor skews more into melee whereas the assault intercessor sergeant normally can kind of do the job with the assault intercessor it's just got one less attack so you can kind of cover both roles just with the intercessor sergeant then you've got the space marine captain who's generically like the best balanced leader for mixed teams as he has a just doctrine for zero CP every turning point so what makes him really good is once you've done all your melee operatives or your shooting operatives you can activate him and switch it from like devastate or tactical to a assault and then stop offing those operatives he's got the iron halo which makes him very tanky so once per turn it once per game he gets just a scratch so he can ignore one normal damage which is like one normal attack die damage which with the 15 wounds is really really powerful and he is one of the few operatives in the game that hits on freeze with his power fist so he's five attacks hit on freeze five seven brutal which is very very good coupled with his iron halo it makes him a real slug for melee teams to deal with him and he has a plasma pistol which hits on freeze but personally I would generally take the captain most of the time because he synergizes with a balanced kill team loadout then you've got your grenadier you always take this guy because he comes with free crack and frag grenades that hit on freeze and are unlimited his a bulk pistol and chain sword so he's a more unique melee operative but he gives you effectively a free equipment choice which is really good then you've got the eliminator sniper who is the best sniper in the game pretty much but only 12 wounds he can ignore obscuring for an action point which lasts until he next activates and has permanent silent on all his profiles he ignores as I said ignores obscuring and he has seek like profile which is really really powerful it's only three four but having a seek like profile allows you to dominate on board namely gallow dark and beta decima where this guy becomes super toxic and he can potentially fire three times a turning point because you can fire twice for free action points and then you can counter act to spend a CP to give yourself ignore obscuring and then shoot again because you can counter act on conceal and he has a silent profile the other thing he comes with stealthy himself so he automatically has the stealthy chapter tactic which is really really good it doesn't stack but just makes him really difficult to shoot and then you've got your gunner who has an auxiliary grenade launcher he's just something you also take all the time because it has another source of reliable piercing one or blast two due to the auxiliary grenade launcher so he's always gonna fire at least four attacks he on freeze four five piercing one or four attacks he on freeze three five sorry two four blast two which is very very useful for your equipment purity seals or something you always take their once paternity point but when you've got two or more misses you can discard one to make the other hit but it provides so much reliability with your doctrines you're basically gonna have balanced and then the ability to turn a miss into a hit well as long as you roll two or more misses which is really really good you've got chapter of cruilies so it's this is another auto take due to making Raffer Vengeance 0 CP while you have an engaged order it's even worth taking into elite matchups because even if you opponent suddenly gets like the lead via alpharine you and taking out ready operatives before they can activate you've been able to do a two action point counteract is so powerful then tilting shields I would always take if your opponent has lots of melee operatives with Rending lethal five up or other ways to generate crits this is because it makes your own operatives super durable because they only get to retain crits if they've rolled a six which is very powerful and it now works on any friendly operative of your choice you don't have to dictate which operative has it only is once per turning point by means if you haven't triggered it and you get to see it after dice rolls so if your opponent just rolls sixes you can go like oh they don't roll any sixes or no lethal five up or no like abilities to trigger you go I'm not triggering it and it makes the captain and all your other octaves really difficult to charge so very very good the or specks I would only really take if you're going with the shooty route or the opponent has a lot of access to obscuring because you have to be within eight inches of the target to negate their obscuring for your team it's not as good so I wouldn't always take it and then generally you're taking two light barricades usually taken on non-bocus maps the safe staging points on the objectives two smoke grenades probably taking these most of the time so you're taking purity seals chapter of recolories tilting shield and smoke grenades because it's essential into pretty much every team as well as like brave shooting operatives of your own and then if you're going for a fifth equipment choice I'd probably take two ladders but this is generally on focus because usually you need it to stage but this is generally all the equipment you're taking most of the time for tac ops they have access to security plus seek and destroy which is fine security is generally your better option because it doesn't require killing it just relies you staging and staging being alive so for contain it's good it's reliable but easily denial of it's better are against elite matchups as well on galodon because it's harder for your opponent to push up because remember all they have to do is get within your territory to knock it down to one and then get within six of your drop zone to knock it for to zero so it's not amazing and more people have like learned how to play around it but it's a reliable option if you're trying to play it safe then you've got take ground which is generally the best option it's really good on focus on beta decimal because especially if you get inside a stronghold you can just dump marines in there and like secure it on beta decimal even if the platforms or gantries are like partly within your opponents territory because they don't have to be holy within it makes it really easy for you to score this and then it's even useful on some galodark maps because some maps have two or more doors either on the center line or very close to it so I would generally say take ground as the better one then you've got secure center which is another very reliable option but it's better on vocals because vocals usually has places to stage sail for on the center line words in the center then you've got champion from secund destroy this is the best secund secund destroy tac op you take it versus elites in my opinion if you're not going the security route and you have ways to like ensure you kill or seven and eight wound towards because you're usually in a position to either charge fight shoot or charge fight fight you can take over on but I would only take it into hordes and it's great for aggressive players especially if you're like running a lot of assault intercessors and melee operatives and then you've got storm with juctives which you never take because it's so unreliable and your opponent can just like deny it so they can effectively stop you scoring it quite easily by just staying off the points which you know you would go oh it means they're not on the points but then they just shoot you because you're in the open on a point so it's not great hole for the angels of death tactics if you want to play like this this is fine but turning point one you can do devastating doctrine either spending the CP or using the free scouting option to make it free and then from turning point two onwards you could go tactical doctrine you if you think your opponent is being quite defensive and totally turning point one then turning point two you could go devastating then from turning point three onwards you go a devastating tactical doctrine but this is what you would generally do especially if you're using the intercessor sergeant because your intercessor sergeant just does this for free then I would generally do and they shall know no fear from turning point two or free onwards to ignore injury I actually like doing it turning point two especially if I know my I'm quite close to my opponent because it means even if I have killed someone and like no one's wounded it means even later in turning point two when I'm doing counteracts or my opponent is like alpha strike one of my ready operatives but hasn't killed them it means I don't have to worry about that too much I'm still hyper efficient it just costs the CP but if you want to play it safe you can do it from turning point three onwards I prefer doing it from turning point two then also if your opponent is a very shooty team I like doing in domitas from turning point two onwards or turning point three in general because remember if you are going to get shot a lot in domitas allows if you roll two more failures for making saves you can turn one into a success so every make sure you're always gain at least one to two defensive saves when you're being shot at which is just boosting your agility ability so I know it's your ability then you've got a just doctrine for free with the captain when he is activated so for example you activate him to switch from your tactical or devastated doctrine to assault once all your range operatives have activated and you plan on using your remaining melee operatives next starting with the captain you can spend a CP to do this if you're not running the captain but because your captain does it for free it allows you to be way more flexible and you can even like fake out your opponent where you start with all your melee operatives then activate your captain and switch to like tactical or devastating just to get more boost with the shooting because remember tactical is if they're more than six inches away and your leader can still pocket with devastating because pistols are eight inch range so it was something to remember there then you've got shock assault with the power pin or power fist to instant necula seven white wound operative as long as you've rolled a crit but also also useful to win melee exchanges due to added shock this is once again if you've rolled a crit because it means especially if you're on a dead heat with melee being able to strike with a crit and then parry block out another strike is very useful but because you get plus one damage it's also useful to get unique break points let's say you need to do five damage but you've rolled a four and a six but you want to kill your opponent before they strike back you can spend a CP to now make that normal do five damage which is very very good or even if you roll a crit that does five damage and they have six wings left you can spend a CP so very very useful there then as I said you've got a raft of vengeance which is free with engaged operatives because of your equipment but it's great for the sniper because your sniper can fire twice and then when it counteracts it can spend a CP on conceal to do a second action point so it can basically give itself a gnaw obscure and then shoot again or just shoot again normally but it's also really useful engaged operatives you can then counteract charge for two inches and they just have to end up within one of control range that they have like a 2.9 inch charge and then they can fight so very very useful because it catches people off guard and then you've got counteract guard which may not last this is mainly on galodoc so what you can do is like move like you could charge fight go on guard or even move shoot go on guard do your guard shooting and then when you counteract you can counteract to go on guard which is crazy that may not last but it's a very powerful thing elite space Marines can do then you have to remember to use your counteracts on conceal slash engage to get more movement or mission actions now remember as I said when you're counteracting on conceal you can't charge or shoot unless you have silent for shooting but it's very useful because what you can do you can actually plan where like okay I'm only repositioning and dashing nine inches but with my counteract next I can then move an additional two inches that makes me move 11 inches altogether so just remembering to keep track of doing that and who's done it because each operative can only counteract once per turning point and then when you're using your smokes it's charge fight smoke so you charge someone kill someone drop a smoke on your feet or you move shoot kill someone and then drop a smoke at your feet so remember when you're dropping smokes with 32 more base operative if you put two models base to base and you put the smoke token just in the middle it will cover both so you can use a smoke to protect you operatives but this is where you're getting the most out of your smoke grenades you could replace it would stun but generally using smoke grenades to keep you safe because your opponent has to get within two to negate it if they don't have ways to ignore obscuring and it just makes it means if they're within two you can then counteract and shoot them or now another front operative can reposition and dash get within range and shoot them or charge them so very very useful overall for how to collect first is a kill team star set you you have to buy the kill team star to set to get all the justine models because they're very useful and then you want five assault assessors and five normal interceptors so the assault assessors will allow you to build one grenade and then you can use the melee options from your assault assessors to build your sergeants so from the five assault assessors you can build a sergeant with a chained sword and plads with pistol and then a sergeant with a power weapon and bolt pistol and then you can mod another power weapon for the interceptor sergeant or if you're not building the power weapon assault interceptor sergeant you can give it to the interceptor sergeant or given like a scabbaged shield scabbaged sword sorry and then you've got the intercessors you can build everything else because the intercessors will have the grenade the gunner grenade with the auxiliary grenade launcher and that gives you everything so the only problem trying to get the five assault assessors and normal interceptors is either you have to buy two full 10 man boxes of each and she's playing with a friend or ebayum which is not too hard you can also use the black template prior maris crusader squad which is what i did but you are lacking some options namely the great auxiliary grenade launcher because i had to also get a so incessors i mean normal intercessors but you don't have any bolt rifles or stalker bolt rifles you just only have auto bolt rifles so it's something to be aware of you do get a nice mix of chainsawed power with them bolt pistols with the black template set but you can't build everything you basically need the assault assessors and like what you can do if you get enough chainsawed parts you get a guy with a smoke grenade from the starter set if you cut off his bolt pistol a bolt gun armor replace it with a chainsawed that can count as your grenadier but it still requires you like rating bit boxes and stuff so they're a bit awkward to collect when you want to expand but that's how you can do it then for operative selection so you've got three different ways to select operatives for this kill team first you've got the shooty way which is the intercessors sergeant with power pin and a bolt weapon of your choice the grenadier the sniper the gunner with a bolt weapon of your choice and then two intercessors worries about weapons of your choice generally as I said you're going stalker bolt rifles or auto bolt rifles but this is your ideal shooty loadout then for melee you've got the assault intercessors sergeant with a plasma pistol or power weapon then you've got the grenadier the sniper the gunner and then two assault intercessors warriors because you're just running in for melee and then you've got the mix loadout which is the captain the grenadier the sniper the gunner then either two intercessors warriors or the intercessors warrior and assault intercessor warrior you could do two assault intercessors but I don't think it's worth it you're trying to maximize the ability to shoot then do melee because if you've got the captain the grenadier and an assault marine that gives you free melee operatives and free ranged operatives but you can also get away with just having the captain and the grenadier as your melee operatives and have everyone else on ranged because remember when you need to activate your captain and grenadier you can always just switch to like tactical or assault for free so those are things to keep in mind but those are the best free loadouts you know I haven't talked anything about the heavy intercessor with heavy boater because I don't think he's great like he can reposition four inches and then dash three inches and fire as heavy boater or he can fire as heavy boater and fire like static twice or 18 wounds he's okay on some boards but I don't think he's optimal or and you can't take him if you take the sniper and the sniper is just always better even at 12 wounds so for hard slash bad matchups there are a lot and this is before the balance data slate so this may change currently it's Legionary because Legionary are tied for best kill team in the game along with warp cover and nemesis claw so the key thing with Legionary and nemesis claw they have better melee operatives but they also have access to meltagons which you hate Legionary can also ignore pier scenes or get around your main tricks and then warp cover and just do everything whatever they want of course they avoid scard and hand of the arc on are tough because they have access to two AP two weapons well two piercing two weapons which is very devastating as well as with coarsers if they're not a shooting they have power weapons and hand of the arc on a decent melee weapons void dancer troop are quite good at taking apart intercessors because they have a fusion pistol and a piercing gun and lots of tricks as well inquisitor agents because currently they can take two melted two plas and a melt a mine and just shut you down chazakin because they have a meltagon a plasma gun grenade launcher and then usually the hot shot las volle which is piercing one as well tempestus equivalent because they have access to piercing one and then a meltobon melt uh melt a gun so very devastating and you can't really engage them safely until turning point three and then you've got half-can salvages because of all of their access to piercing one as well very terrible shooting teams for you to deal with as well as lots of tough melee teams now it's like some of them are like effectively very bad and it's namely Legionary Nemesis claw warp cover and inquisitor agents but the other all the others are just hard blundered also a notably difficult matchup but it's kind of up in the air how that works then for the angels of death overview so they're really solid starter team they're very good for you gain the basics with but they have like they don't have the highest skill ceiling but they still have some kind of depth i think the best loadout personally is always taking the captain but you still have the niche load ounce depending like if you're playing on beta decima i would go the shoot you route because you'll just dominate everyone and then maybe on galodark you can go the assault way but i think mixed is better on galodark and the captain just allows you to flex more because once again you start off in tactical or devastating and then when you need your melee operatives to start doing work you switch to assault for free so very very useful it's also got an iron halo it's got a power fist very very good you also have the best sniper in the game who just destroys everyone especially on galodark as well as focus they are quite basic and they can be more difficult to play and collect when you try and expand into them just because of how awkward it is because games workshop haven't released a box which is five or so instances and five shooting instances as a single box maybe we'll get that when the space wolf box happens but otherwise they're still very very good you have lots of freedom for how you want to paint and collect like you don't have to paint them as ultramine you can do in both of those chapters i've seen them as death watch which is really really nice as well as blood angels and dark angels but they're also just very reliable and dependable you have your doctrines giving all your attacks effectively balanced and then you also have purity seals you have ways to counteract that to a p l which is very very good and then also you have endometives to make sure you're always getting at least one defense dice or two when you're making saves which is very very good and they're just quite honest and reliable chapter tactics you especially if you're in a plane in a tournament you have to like learn which suits you best but i'm always still a fan of mobile and then ignoring stun but remember you you you have to make sure which one you've taken as your secondary to swap each turning point but they're just very reliable they'd probably be too good if you could pick your champs tactics every game and i think the biggest adjustment people are going to have with angels of death is when they go from playing casually club nights you know pick up games where you're changing your chapter tactics every game to when you go into tournament and you're locked into two you know you do have some freedom when your sergeants can pick a unique third one but that's why you this is where it becomes the most difficult well it's the most difficult part of the team to play because you're currently pin penalized where other teams aren't so hopefully they kind of mirror the choice for this kill team onto other kill teams to make it more you know fair but it is a big hurdle for this team but otherwise I think they're just really solid they're great for learning the game and you can still get a lot of depth out of them the more you specialize into them just because they're dependable and reliable and I think they're actually quite good into long format tournaments just because they don't have much mental load you don't have to worry about as I said or as making sure stuff is within range of each other and that stuff triggers other things like you know oh I need to do this because you trigger this ability so now I need to do this ploy and then this this this they're just very basic and dependable which is good they're still better than they were last edition but currently they're one of the weaker elite teams just due to how powerful the other elite teams are but I still think they're really really fun and really really good and I also think they're quite good into play marines because you have lots of access to piercing one and you can take the all specs grenade at the all specs to just get within eight and turn off all of their obscuring so you can just shoot them up you don't really care about getting into melee you're just running and shooting and then you've got a captain to fist them if needed so yeah I just think they're really really good and fun to play and definitely a good starting point if you're a new player but that's pretty much it for me today please want to like and subscribe as well as come let me know what you thought of this guide let me know if it was helpful and if you think there's anything I missed out remember I've got a discord you can check out the freeing the episode description below in a filling caram and games and a filling can discount code at crossfire games and a patreon if you want to give me some more support and I'm just going to quickly shower my patrons so for my adebs of the crit I have zombie businessmen Tom super cow Sam Nick mercenary cue mr. me wad lucas john to mr. Jeremiah Graham fangzy dragon david me sweldarsie dad of golden's chris and then for my retina's with the cred of Sandra and mark so thank you so much for all your support it really means a lot to me and help support the channel but yeah this is my first of many many how to play guides coming out soon it's it's more in depth than the reviews but still missing out parts I don't think are useful I'll be doing more once we get the balance day which is hopefully next week or at least a lot of time before el viejo let's not have the doom timeline of February or March but this is yeah I'll be doing more it'll be doing more I tried to go with a team that is popular but also is very likely not to change I think the only thing that could change with angels of death is one thing I'd be interested to ziff the warriors so intercessive warriors got ceaseless when in the tactical doctrine and assault intercessive warriors got ceaseless when the debt assault a doctrine is up so you get this really nice makes them more unique as generic what warriors but I don't think that will happen and even if that happens it just makes them even more useful which is great but remember no matter what space marines and chapter tactics you're running there's always a chance to win as long as you can roll a crit
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Greetings and welcome to another Warhammer 40,000 Kill Team video where today I'm going over the 5 best Kill teams for new players. But before we get into things please remember to like and subscribe to the channel and let me know what you thought of today's video if you found it useful and helpful. I remember I've got a discord you can check out free in the episode description below in a filling card element games and in a filling card discount code at Crossfire games as well as a patron if you want to give me some more support. But yeah for today I'm going over the 5 best Kill teams I think which work for new players. So I have some qualifying rules here they have to be competitive from one box because obviously I would like one box teams because you know especially if you're a new player you just want to buy one box and then I'm going to try and predominantly pick teams that are not classified for one year or yes if I'd for year one classified teams which means if you're playing competitively from late 2025 they won't be viable out of a lot of tournaments but that's just a minimal thing because that's not going to really matter too much to new players but just something to keep in mind. But hopefully this is a great tool for new people especially as it's Christmas time people are jumping on to the game and you know we've already had the launch of Hive Storm as well as brutal and cunning so we should have a new influx of players as well as you know new players who have just started with the new edition of Kill team. So starting off at number five we have the Void Scard Corsairs so this is an our dairy team is a season one last edition team so it's only classified for one year and it just made it onto the list so this is an Audari team so the Crafwell D'Alda although they are Corsairs so they work for also the Dracari and the Void Dance of W-Well Harlequins and kind of I believe exodynx as well so what this team is their Audari Pirates they're very fast they're very nimble they're a nine operative Kill team everyone is eight wounds apart from Milita who is nine and everyone has a four up save this team is a little bit more difficult to play but they've become a bit easier to use with the new edition so the key thing with this Kill team is their free ability which allows them to do a free dash during their activation so you can do it before or after you also get a balanced ability what accurate one in your Shereecon rifles and rifles but the main thing here is the ability to do a free dash your leader can do a free one AP action so what this gives you is a lot of action economy and because everyone is seven inches of movement effectively you have ten inches of movement for all your operatives at least and if they're charging they have a nine inch charge so you get more mobility to play around your mobile they have a comms so they can give someone plus one APL and also heal you've got a ciker there you can provide some shielding and teleportation you've also got the pistol here the the star storm jewel list who has a multi pistol and a shereecon pistol so you have some nice strange accuracy there as long as as well as either the gunner which can even have a blast or shredder and then the heavy gunner which is always going to be the rave cannon and you also have a sniper rifle and then everyone who's not have a ranged operative has a power weapon which is really really good so you have strong ranged operatives and then very strong melee operatives so you have a nice balance between both the cool thing about this team is they now get more ways to reroll dice and you know without cast they already reward you running off being independent so you don't have to bunch people together but the key thing is with pyraxical profiteers which now gives you balance to when you're shooting at people on objectives or on mission markers so you now have lots of ways to get rerolls as well as punishing which is really really nice especially if you're a new player so you have wide ways to get more rerolls and more accuracy they've got infiltration and recon and generally you're gonna be picking recon and they do plan because really well as well as confirm kill and even with recover items so you've got some good choices there and they can do infiltration okay with gather surveillance based on where the board is so you've got a lot of flexibility there they are quite hard to play and if you are going to build them out of a single box you always build the fel arc with the neuro pistol and power weapon because it gives you a piercing one weapon you always build the fate dealer I would build the gunner with the blaster and then you can even magnetize it as the shredder as well or just tell your opponents which gun you're using that game then I would always build the heavy gunner with the rave cannon then you build the karnathy the karnight hunter the shade runner the soul weaver the star swarm duelist and the way seeker so that's ten opposite of some a single box and you're only using nine so you can swap around depending on what you're playing again so you already have some introduction to how kill team construction works you've got really cool operatives like the shade runner who can now teleport through gammaldock walls and do slicing attacks the team's super mobile fragile but you've got enough strength weaknesses accuracy and damage as well as looking really really cool so you can even get to explore how you get to deal with your painting so I think they are a great introduction into into kill team as a start team the only issue is they are probably the most difficult team to play on the list and they are only classified for one year if your desire is to play more competitively as you get into the game because as I said this team is only classified so when we get the next season around October time in 2025 it won't be legal at games workshop events and some events around the world as well but number four we have another the zeno skill team and that's the commando so this is the first or kill team once again there are year one classified team but they're also really really fun so I think they've always been a great starter team and remain as a great starter team so this kill team is effectively a ten model kill team although it's always going to be eleven operatives because you're always going to take the bombsquake and the grotto which gives you eleven activations so this is the closest you're going to get to a twelve activation team on this list and I think they play that way the best everyone is ten wounds apart from your bombsquake and grotto which are five wounds and they have a five up save but they have just a scratch and this key ployers once per turning point you can use this ploy to reduce the damage from a normal attempt to zero which actually makes your team quite survivable and the other cool thing is they can charge from conceal so they're the only team that can do it as a kill team wide ability so you don't really have to worry about switching to engage you can generally threaten quite a lot and outside of records they're the second highest kill team with the most attack dice weapons so they have two operatives with six attack dice the rocket boy in the bombsquake and then you've also got the dacaboy with five dice as well as a sniper boy because they move over mid-range team everyone has kind of like really good at shooting but then you've got nice melee operatives with your slasher boy as well as your knob and also your standard boys and the cool thing about your boys is if you run two of them which generally you are one can do a free smoke and one can do a free stun each turning point which gives you two extra equipment point oh well an extra equipment choice to play around with so that's really nice utility and you know giving you more freedom when it comes to selecting equipment they're also seeking destroying infiltration which is really really useful you're mainly going to be playing infiltration with surveillance using the grok because the grok can just hookshot everywhere and the key thing when you're learning this kill team is mastering the use of the grok because it effectively has super concealed it's not really going to get shot and when you're playing on focus the key thing you want to do is try and get the drop zone where your opponent has the tallest focus building on their side so you can hookshot the grok there and just start doing maxing gather surveillance but they are very tough kill team they're quite forgiving why is now a lot better giving you balanced in melee so you get to reroll one attack dice every time you fight and then you've still got dacca dacca dacca so if gives you punishing when you're shooting which is really good considering you pump out a lot of shooting attack dice you've got really nice equipment with hard punes and you know your one weaknesses melee but you've got a lot of mobility and tricks and everyone's a bit unique apart from the boys so you get a lot of utility around there your knob is 14 wounds with free APL and can give someone plus one APL as well as also having a calm so you have two ways to give out plus one APL so you effectively have a two coms team you don't have much healing but as I said you're relying on just a scratch and I think they're really forgiving and fun it is a shame there are a year one classified team so they are only classified for one year but they're really really cool the modules are great you have a lot of fun painting them for example with mine I've painted them all with the gas masks but they're really really good team they're really great to learn the game with you've got 11 activations you don't care if the bomb squig dies because it doesn't count towards the kill op and you just really have a lot of fun running there and then charging even if it dies it doesn't punish you if it does die your opponent has to use resources to kill it if you don't charge and blow up so I think they're really really fun and thematic but a great starting point for new players and when it comes to building the commandos they're very simple you build everything in the box so you build all the specialists the bomb squig and the commando grot and then you have usually two boys left over and that's enough for a full kill team because you're usually dropping a boy or the burner boy for the two grot well for the grot on the bomb squig so they're very easy one box team for number three we have Kazakin so Kazakin are a second edition team from season two so they are classified for a lot longer which is really good and I think they're a great human starting team for new players there are 10 operative kill team once again everyone is eight wounds with a four up save your leader is nine and they're a predominantly shooting team and the reason I think they're really good is just because they're dependable everyone hits on freeze like with course says you're not as fast but you have different options your leader is free APL and generally we'll have the plasma pistol and chain sword and then everyone else is a shooting operative so this is actually really great because you have one operative to mess around with melee and then you have nine other operatives who are very much just running around and shooting stuff which is great they're also seek and destroy and security which are very good archetypes we're learning the game with generally I would recommend security most times but you can also spec into when your plane elites taking champion would seek and destroy so you've got some flexibility there they also are quite fun to paint with really good models and the cool thing is you have a comms which is the best comms in the game because unlike most comms it can do its boost action twice so it can give two different operatives plus one APL and anywhere on the board so all your comms can just sit at the back giving two people plus one APL and because this carries over until they next activate what you can do is give two operatives who have an activated turning point one plus one APL so they're for APL and the next activation in turning point two when you're going first or second you can activate the comms again to give two more operatives plus one APL so you could effectively had for turning point two four operatives would free APL which is really really flexible on top of your leader who is also free APL now the special thing about Kazakin is their skill at arms so generally you're going to be going between strike fast which gives you plus one movement so everyone would move them seven and then light them up which gives you severe when shooting at ready operatives and what severe is is if you don't roll any crits you count as rolling one crits so you can turn one of your normals into a crick if you haven't rolled a crick against ready operatives which is really really useful especially when you're firing stuff like your melt-a-gun so you've got some nice flexibility and board fret there you've also got some nice mobility would reload K which gives you free dashes from turning point two onwards as long as you've taken the recon trooper and then you've got ploys like season initiative which is better for you to try and secure winning initiative turning point two and onwards but you have to spend at the end of the turning point before you use it and then you've got neutralized target which will give you relentless effectively against operatives not in cover and are activated so you've got some counterbalance there they've got decent ways to get rerolls generally by spending CP but you will actually have a lot of CP to use for rerolls because you're not using most of the employees too much although you have got clearance sweep which is a nice way to get balanced from a quite wide area especially for you're trying to stage an area to push up but you know generally they're really really good you can take effectively four gunners so you have a lot of shooting for that and you can take the demo trooper who can really who can place a really good mind so it learns how it treats like it encourages you to experiment more with also placing minds and kind of teaches you to have block off areas of the board or make it more difficult for you opponent to either get where they want to or onto objectives so you can kind of do a nice damaging bubble with that and also once again their warriors are pretty good because your standard chasic and trooper once per turning point can either do a free smoke or stun grenade action and if you've taken two troopers you can have one do a free smoke one do a free stun so once again giving you extra equipment to use so they're quite really interesting team for how to build them once again the chasic in sergeant I would always give the plasma pistol and chainsawed because you're going to get more out of his plasma pistol then I would build the medic the demo trooper the melt-a-gun the plasma gun the grenade launcher the recon trooper the normal trooper and vox trooper and then you have a choice either between the sharpshooter or an operative with a hot shot lads hot shot volley gun personally I prefer the hot shot volley gun because once again if you're using this operative to shoot out ready operatives when you've got lighter mob active it goes from piercing one crits to just piercing one so you have five attacks hitting on freeze three four piercing one which is really really nice or you can take the sniper rifle so the only problem with the sniper rifle is quite static but he gives you the choice to learn how silent weapon works and see how powerful is to fire once per game from conceal but it is quite difficult to use so it's that that's where it comes down to your choices as a new player basically whether you built the operative with the hot shot volley gun or you build the the sharpshooter the sniper it's your choice personally I recommend going with a fourth gunner with the hot shot valley hot shot lads volley gun but you can also build the sniper and still get equal use although this is another team kind of like course there's where if you want to expand more you'll just need to buy one or two more operatives to build another trooper and either the operative you haven't built so you've got the sniper or the hot shot volley gun and then maybe the leader with the chainsaw plasma power sword and lads pistol if you wanted some more melee for it but that's more of an expansion thing which you don't generally need to do and you get a lot of this team as a single box team and as I said the reason I've played some so highly is because they're so easy to play they're quite straightforward you just kind of have to learn about how you stage your operatives how you give out the plus one apl how you cover operatives with your medic to keep people alive from being shot to death and then yeah they're really great and easy to paint so it's not too complicated and they're really solid one box team really useful for learning how to play the game their main weaknesses lack of melee but generally when you're playing this team as a new player you're going to focus on shooting a lot and you do still have your leader who can flex into combat as well as the ability to give all your operatives combat played so they're free for in close combat so they're still not you know great in combat but they're not horrible which is why I think they're so good at number two probably not surprise it's plague marine so the plague ring kill team is found in the kill team starter set and you get seven operatives but you can only ever use six it's a six model space marine kill team now they can take seek and destroy security which is not bad it's fine and they're a fixed model kill team so when you buy them no matter how you buy them you're always going to have whatever you need and you're always going to be choosing which operative you don't take they are five inch move but they are 14 wounds as a standard space marine is with a free up armor save but their special ability is every time they suffer damage so you know when you push through damage either like from a normal or a crit on a four up you minus one damage from that so you actually get a lot of ways to negate damage and you also have abilities from basically being within three inches of enemy operatives giving them pose points and tokens which then like boosts your ability to damage them and interact with them so they're really tough and durable team they are quite difficult to play but they're still very forgiving as a new team you've got your sorcerer who's really good at healing who heals 2d6 and you either pick the highest unless you've rolled a natural seven so you can either roll a three and a four well if you roll two freeze and you heal free damage or you roll a six and a one and he'll seven or a six and a two but he'll six and any combination of seven will fully heal seven so you've got a lot of ways to do that everyone has severe usually on all their melee weapons and some of their shooting attacks or you can upgrade them with equipment to make their shooting attacks severe as well so even if you don't roll a crit you're always going to have at least one crit your opponents kind of get punished for getting too close because especially they're very unlikely to kill you in one hit unless they have a multi gun and you have ways away around punishing them to do so your icon gives you a free ploy but generally your injury ploy so if someone is within control range of enemy operatives their minus one to hit or unless they're within three inches of your icon or someone with a poison token and they're just really fun to play they are quite slow five inches is a lot slower than people realize but the way this team works is you basically control your own objective you can you walk up and control the middle from turning point two and you just sit there and you try and punish your opponent for getting too close to you and just slowly as they bounce off of you you heal up and then kill them they are a bit difficult to paint because they do have a lot of details but once again they do have a lot of flat armor panels to get around that but I think they're very fun kill team they're very very durable have a lot of healing and ways to play around their opponent like with plague of flies so you have a nice way to have obscurity like a French and scurrying bubble that you can shoot out of without being obscured yourself unlike when you're in smoke because if you're inside smoke while you'll be obscured when people are shooting at you you also counters obscured when shooting at enemy operatives so they will counters obscure to you but not with cloud flies so you have a nice way to shoot at people not being obscured while if people shoot at you they're obscured and yeah they're really easy to get because generally you would buy this from the starter set so they're very very affordable because the starter set is like 67 pounds 50 and it's a great way to get started in the game obviously they're a little bit more complex than their starter rules and there's no real team construction because you get everything to build generally I would always run the champion the bombardier the icon bearer the plaguecaster then usually the always the warrior because the warrior can go to a four five bolt gun against someone with poison tokens which is very very reliable and then each game you're usually choosing between the fighter and the heavy gun with their plague spure I'm personally a fan of the plague spure because repositioning and dashing eight inches with the two inch fret range is better than the charge range for the eight inch fret range from your fighter unless you're like reposition dashing and use its flail I just really like the the toxic flamer is very very good but you can flex around an experiment and find out which works for you which is really really nice and the other thing is everyone can either be built with helmets or bare heads so you get that nice modeling opportunity it's just a really great starter team it is one of the more difficult teams to play I would say after course airs plague ruins are quite tough because you're going to be finding while you're quite durable people are going to be outmaneuvering you your tack hops while are good for learning the game with can be quite restrictive because of your movement and you're going to be finding you're just relying on your durability to stay alive but when your new player making mistakes plague ruins would basically cover for that and give you a good time but then finally to no surprise number one is angels of death angels of death is the best starter kill and this is based off of getting them in the starter set and of course in the starter set you get the captain with plasma pistol and power fist you get the sergeant with the bolt rifle the eliminator the heavy gunner you get two warriors with bolt guns and then you've got the warrior with the bolt pistol and chain sword so while this is quite a limited and basic option starting off it's really perfect for a new player because generally you can't you can't take the heavy gunner and eliminator so you're swapping between both as a new player player you're probably going to start off with the heavy gunner because it's 18 wounds three up save five inch movement but with the heavy four inch movement sorry but with the heavy bolter so that's walking around and firing as fun but you're going to start a look like traversing slowly towards the eliminator who while is 12 wounds you'll find you'll get a lot more use out of the sniper rifle which is permanent conceal on all its profiles and one of them has seek light so you can punish people hiding behind light and you know you've got a nice way you've just got a nice way to balance between shooting and melee and obviously the operative throwing the smoke grenade with the bolt gun you could potentially count as the grenadier although it would acquire some converting but regardless even if you go with the starter set loadout you've got one melee operative with the chain sword another melee operative with your captain who is really really good because with the iron halo he can die once per game basically just a scratch reduce the normal hit to zero damage and then you've got a nice range support to support that but also the cool thing about the captain is effectively with heroic leader you can adjust the doctrine so you can start doing the the shooting doctrine so like you can do balance if someone's within six for shooting and then once all your shooting operatives have activated you can use your lead as ability to switch that to the melee so closer so doctrine so when your leader and melee operatives charging so you get a lot of flexibility from that you will serve your chapter tactics so you can pick two each game because you're not playing the tournament so you can change your two chapter tactics every game so you get a lot of flexibility with that your captain is also one of the best wielders with a power fist because one of the only people hitting on frees with the power fist at five seven and five attacks on brutal so very very tough to kill there and you do have options to expand now if you do want to expand this is where it's probably going to be one of the more expensive kill teams because you will need while you basically well you will need five more intcessors warriors and then five assault intcessors so the reason you'll need to do that is because effectively you will need to build the intcessor gunner which comes with the intcessors so this is the one with the grenade launcher and then you will also effectively need to build two sergeants the close combat sergeant and the suit shootee sergeant then you'd also need to build assault grenadier although you could get around with trying to build the grenadier from just five intcessors because if you buy five normal intcessors you can use one to make the heavy gunner you can use one to try and convert into the grenadier because you just need a grenade arm and then you can give the other arm like a chainsaw or bolt pistol then you can build your close combat sergeant your shootee sergeant and then you can build another shootee operative if you want so another intcessor warrior with bolt gun and generally as long as you're telling your opponent what weapons they have you can be quite relaxed with just like even if you've modelled different guns as long as you tell you opponent what they are each game you don't have to be worried too much about what they look like so you could get away with just buying five intcessors but ideally you'd like to buy five intcessors and five assault intcessors that's only if you expand upon the kill team but starting off they're very very good as I said you've got your devastated doctrine tactical doctrine and the assault doctrine so no matter what wherever you're shooting that long range mid range or and close range or fighting you're always going to have one re-roll which is really really good you've got purity seals so once per turning point you can discard a miss from if you grow two or more misses and turn the other into a hit you've got endometres so if you've got two failed save rolls you can discard one to make the other into a success so you have lots of ways to get reliable re-rolls and also fix your dice they're very dependent durable fun they have quite a low skill ceiling but they're very forgiving and rewarding to play and also because their space rings they're very interchangeable and flexible so you can use like chapter customization kits to upgrade them to be your specific chapter specific chapter and paint them however you like to represent your own chapter and then also use the chapter tactics to reflect that chapter better because currently we have no dedicated chapter kill teams like once they imperial fist or blood angels so it's a really really good jumping off point especially if you're coming from 40k but they're really really forgiving to play then you can expand and just see how flexible they can because the space ring captain is going to give you the most flexibility with flexing around with the team but I think they're very fun and easily the best because especially if you're buying the starter set for you and a friend you can take the space marines and they can take the plague marines or vice versa and it's a very easy buy-in because especially if you just play it down the middle you're effective explain like nearly 33 pounds for a full kill team considering most kill teams direct from GW are about nearly 50 pounds out that's a really good saving and yeah they're just really good so overall just quickly summarising my top five kill teams for new players once again you have the course air voids guard because they're fast deadly but are also quite vulnerable they are year one classified team but everyone is either shooting really well or fighting really well with their power weapons then you've got commandos they're also year one classified team but they're an effectively an 11 operative kill team can charge from conceal very very durable with just a scratch and have good shooting and decent melee then you've got chazakin there are two year classified teams although they'll be classified for two more years but they're really easy to learn with you're either flexing between plus one movement or giving severe for your shoot team 10 operatives also an easy one box team you are predominantly a shooting team which is very easy to learn with a melee leader and you have a comms which is the best comms in the game then you've also got plague marines who are found in the starter set are really really tough and durable team with lots of healing damage negation they are slower and they have a limited pull to build from but you'll never need to buy more for them unless you just wanted to do more conversions and they're very very fun to play in a thematic way and then once again number one you have angels the death mainly from the starter set but obviously you can expand for them with five intercessors and five assault intercessors but they're very defend a dependable team flexible really really have a lot of ways to reroll dice and change dice into successes and are just very forgiving to play definitely the easiest person the easiest team for a new player and the great thing all the kill team rules are free to download for factions so if you wanted to then go and like oh I'm interested in more factions now I've got a good solid head on the game then you can look on the warhammer community website or the kill team app and see what other kill teams you'd like to play and expand from there which is really really good I really love how the new addition is way more welcoming for new players and really easy to get into the only downside is the free rules available online from GW are just the light rules so they're not the full kill team rules but they're still enough for you to get going ideally however you find the rules for the core game I'd recommend doing that but the great thing all the rules for every team is free and you can start experimenting once you're comfortable on one team which is really really nice but that's pretty much it for me today please remember to like and subscribe as well as come and let me know what you thought of today's video did you think my five kill teams were useful would you what are the kill teams would you recommend and remember I've got a discord you can check out in the episode description below and a filling Calamon games a patron or an affiliate link and discount code at crossfire games and a patron if you want to give me some more support and I'll quickly share my patrons so for my adips of the crit I have zombie businessmen Tom super cow Sam Nick mercenary cue mr. me ward lucas john to miss Jeremiah Graham fang's you dragon david meets well d'Arcy dad of golden's chris and then for my veteran for the career of sam jure and mark so thank you so much for all your support it really means a lot to me and help support the channel yeah this was actually a quite difficult video because originally was really hard to find the last kill team and then I settled on concerts because I wanted a flexible xenos team because there wasn't many xenos teams and I was thinking about blooded but I think all teams are too difficult to play for new players even if they are blooded so it was actually kind of difficult finding that list of five buildable from one box or one source and also being useful to new players so hopefully it's useful and you know especially with this holiday season coming up you find it useful especially if you're a new player or recommending it to your friends to get into kill team but remember no matter where you start in kill team there's always a chance to win as long as you can roll a crit
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"Greetings and welcome to the Warhammer 40,000 Killteam video where today I'm reviewing the Brutal a(...TRUNCATED)
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"Hello everybody, Andy here from Glass of Dead, the number one Killed Team channel on the internet U(...TRUNCATED)
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"Hello everybody, welcome to Glass Off Dead, I'm Andy. This is the number one channel for Kill Team (...TRUNCATED)
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"Hello everybody, Andy here from Glassheart Dead. The number one kill team channel on the internet, (...TRUNCATED)
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"Hello everybody, Andy here from Glass Off Dead, the number one kill team channel on the internet, u(...TRUNCATED)
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