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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 and Cunning Box for Killteam. But before we go into things, thanks to Games Workshop for providing this to review for free. As always I aim to be honest and impartial and constructively critical and please remember to like and subscribe as well as comment. Let me know what you thought today's video did you find it useful. I remember I've got a discord you can check out for free in the episode description below and a filling card I have and a filling card discount code at Crossfire Games and a patron if you want to give me some more support as well. But let's get on with the video. So yeah this is Brutal and Cunning. It's the second box for season one of third edition of Killteam. So this box is quite big and it's got some more interesting stuff in terms of what came in Hyves Storm of the Box prior. So it's quite a big box inside you get both the all commando well the all Grekkaku and the rallying Killteams and on the back it shows you everything you also get inside which is a lot of stuff because you also get faction cards this time as well as tokens whereas in Hyves Storm you only got faction tokens and you've got some new terrain add-ons. Inside you can see all the sprues you do get a lot. So the Grekkaku are like free sprues whereas the rallying are only two. You also get two sprues for the new terrain. So this works like Morok so it has connections where it allows you to like connect to Vokus terrain but it doesn't really work as its own terrain set where it does is add onto Vokus to make like bonkers and encampments which is pretty nice. You also get bases and transfers inside along with a nice box like was in Hyves Storm which has everything else inside. So inside that you get the Brutal and Cunning Dusseh which everything else inside. You get the instructions for to build stuff as well as the card tokens and then you also get the card packs for each faction as well. Going over the Killteams inside briefly you have the Grekkaku which are six Orcs and two bombsquicks which are more shooting orientated. They all start off as two APL and are effectively 12 wounds except for the bombsquigs. The bombsquigs are throwaway operatives so you're effectively a six operative kill team when it comes to the kill-op. Your special thing is Reckopoints where every time you roll a six in melee or shooting you get a Reckopoint which allows you to modify your attacks. So you have ways to be accurate in shooting as well as melee. You don't have all the shooting tricks of commandos but everyone is usually shooting with six attack dice and you have enough weight of numbers to just push through enemy defenses and you also have ways to flex around in melee as well as wielding explosive tank hammers. They're very fun but they require a more brutal and direct orky approach as well as having a poster rocket which is effectively a nuke which is kind of fun. Unfortunately you do need two boxes if you want to be fully competitive so you'll need two boxes of Reckas but otherwise if you are not aiming to be super competitive like you just have a generally competitive list you can get away with one box then you've got the rattling so you get 11 rattling in this box they're all very short they're actually shorter than most of the Volkas walls and light barricades which is funny but also a bit problematic when you're trying to shoot. The way they work is everyone effectively has a sniper rifle but you have to spend a CP to have silent and also to get re-rolls which is fine and also your special ability is to after an opponent activates you can then dash away so you have ways to kind of like dance around combat but you can't use it to enemy activations in a row you kind of leapfrog so you can use it the first time you opponent activates but then the third time so you can't just keep doing it so you have ways around it. It's nice interesting movement mechanics because everyone is six wounds so they're quite squishy they're movement five so they're quite slow as well but they're very fun and thematic kill team although they also require multiple boxes but at least not of rathlings what you need is another box of ogrens so then you have because you can take free bullgrins or free ogrens and unfortunately you want free of each depending on your opponent and you can just drop free rathlings for them so you always do this because it makes the team very competitive and strong which is a bit of a downside both kill team share where they if you want to be the most competitive you either have to buy another box of walks or you have to buy two boxes of ogrens but outside of that they're very fun and thematic kill team which really does reflect the way they work and especially on maps which are more open your opponent will get shredded by all their sniper rifles but they're pretty fun. For the terrain you have the kill zone upgrade compound siege so you get these six terrain walls so they have a closed breach point open breach point closed breach point open breach point and then also they have doors so the way they work are stockades and a stockade is a terrain feature has a breach point and has two statuses closed and open its terrain type depends upon that status a stickade breach point begins the battle in close and can open up during the battle which whipped point cannot be closed again so mirrors one of the expansions for galodark where you had wall that walls that could be blown up and pushed through so close while a stockade breach point is closed the removable part of the stockade must be attached the whole stockade is heavy terrain and when open the removable part is removed from the kill zone its breach point is accessible in significant and exposed terrain and the rest of the stockade is heavy so basically just allows you to walk through then you get bunkers a bunker is a heavy terrain feature while an octave is on the inside of a bunker that's within its control range it can perform the guard action but you can only interrupt enemy octaves when the enemy octave is out on the outside of this bunker and when you do that friendly octave can only shoot or fight against an enemy octave on the outside so I represent you just shooting outside so it's a nice way to use this terrain and then you've got fire steps which fire step is advantage insignificant and exposed terrain so some of the terrain features use them so you can stand on them you've got fortified position so visibility visibility cannot be drawn over heavy terrain of a bunker or stockade terrain feature unless the operative or what they're trying to see is at least two inches higher than the bottom of that bunker or stockade for an operative remember to measure from its base know that this has no effect on drawing visibility for an open breach point or window so if you're on the ground floor cannot see you have to be higher which represents like these walls like your opponent likes hiding sneaking what up towards you and visibility cannot be drawn through windows of a bunker or stockade terrain feature unless the operative or what they're trying to shoot at is within one inch of that window so you have to be right up close so you have some nice trades off for people trying to advance onto the bunkers and then you've got shooting whenever an effort for shooting a friendly operative that's on the other side of a bunker or stockade terrain feature and in cover from it that our friendly operative ignores the piercing weapon rule for the blast and ton weapon rules secondary targets must be on the same side of the bunker or stockade feature as the primary target so you can't just like hit two people on either side they have to be on the same side x devastating can only affect operatives on the same side of the bunker like blast and these have no effect when visibility intervening for each of the above is for an open breach point so if there's an open breach point your your effect is normal for fighting when another optimism one side of a bunker or stockade terrain feature and is retaliating against an operative on the other side the defender resolves first this has no effect if the either the opposite ability is drawn through an open so kates breach point so you know if the walls open it doesn't benefit but it's kind of marrying how the strongholds work on focus and then you've got climbing when climbing terrain feature of a bunker or stockade terrain feature treat that vertical distances for inches even though the operative moves less note that this has no effect when moving through an open breach point so it means these walls are slightly more difficult to climb kind of like the ones from NAC moroc which is interesting then you've got opening a stockade you can open a stockade for one act where you can open the door for one action point so open the stockade terrain feature that is a door and if it's the inside of its breach point is with an operatives control range an operative cannot perform this action if it's on the outside of the sort of stockade if the stockade is already open or it doesn't have a door so once it's open it's open for good and you can open a stockade when you perform in the shoot action you select a stockade terrain feature as a valid target as long as removal part is visible to you that stockade can be obscured treat as a breach point as its base but it cannot be in cover and then you treat the hit stout of the operatives weapon as 2 plus and then apply other changes after your opponent rolls an additional defense dice for the stockade usually for unless you have piercing but they cannot be re-rolled for the defense dice and it has a safe stout for up damage of three or less that would be inflicted on the stockade is ignored note for each instance of damage not total damage when an operative is performing the fight action you can select the stockade to fight against and the stockade cannot retaliate treat the hit stout of the operatives weapon as 2 plus then apply changes after when normal damage of 5 or less would be inflicted on the staked ignore that damage instead each stockade terrain feature has a wound stat of 8 if its wound is reduced to 0 its status is changed to open so you have multiple ways to damage this once again obviously melt as a best and oddly melee isn't as good like you if you have damage for more guns you're actually quite likely to breach this but i guess they wanted big burly people to break through because technically damage 5 or not in melee can't break this which is an interesting choice but fun nonetheless then you've got the mission map key showing how you can add this terrain to your focus maps and how to use it correctly as you can see one of the pitches where you've got the free walls and one bunker so you can have the balls attached to the bunker to make like these bunker points to defend you also get free missions so here's two of them at the moment the the goal of this is to represent lesser areas of the focus area and it represents you trying to do point defense so you've got defenders trying to keep opponents out and then you've got attackers trying to break through the bunker and get to the middle because all these objectives have one mission marker you also have some more MPOs so you've got ruses to expand on the MPOs depending on when you're doing night night attacks preliminary bombardment booby traps and you've just got some more expanded MPO rules which is nice for those people playing either for the MPO way with co-op mode or like in a narrative take so for the brutal and cunning overview would i recommend it i am very torn i do like the box the terrain you really won't be used i'm afraid unless you're playing will co-op or more narrative games of kill team thankfully it's not forced into competitive playing you can't really use it for competitive play and while i do like the teams i really like the records and if you just wanted to bite from the records i think that'd be a valid valid valid choice the only problem with the rallies is on their own they are fun but almost impossible to win with they do need the ogrins the records can get away without you buying the second box like you only really need the second box if you want to tech into very specific matchups which generally isn't necessary the fact that the rallies need you to buy two boxes of ogrins makes this very annoying the good thing is you do get two full kill teams they're two brand new kill teams which we haven't gotten before you get all the cards and tokens so this time you get all the faction cards for both of these kill teams as well as any tokens so you do have everything to start playing with them you do also get some nice terrain expansions and you get the dossier downside you technically need to buy a second box of records if you want to be completely competitive or you need to buy two boxes of ogrins one for free ogrins one for free boogins four your rallies which is very annoying and then while the thematic missions are nice the terrain feature is kind of useless if you're playing competitively which has been the pound for previous boxes so nothing out of the ordinary there but otherwise i still think it's a good box and generally i would recommend it because the records are still a really good team and the rallies are nice but if you're just like hyper competitively focused you probably don't want this box it's it's just like while the records have a lot of promise rallying's good but then it's like you're going to need to buy more like at least with the records you'll find waiting like two or three months for the extra record well the records to be sold separately because then you can buy some more eventually and like both of them are really fun painting projects but it's just like if you can get over the fact you need to buy two boxes of ogrins then let's find then you'll be good and i'm sure like there's ways to use the narrative terrain more i just haven't figured out yet it probably won't be as competitively but is where it is but if you are playing from a more casual standpoint you will love everything in the box both teams are really fun to play the terrain is actually pretty useful and nice especially if you're expanding it into other kill zones or using it for 40k and the narrative missions are really fun and add an extra dimension which we haven't had before in kill team where you've got proper defender attack emissions with point defense and bunker breaches which is really nice and i think that's really fun so it's kind of like a love hate box but if we keep getting new kill teams for kill team i'm happy in terms of i really like the fact that both of these kill teams are brand new instead of just getting a brand new kill team and a kill team with an upgrade sprue so yeah if we keep having brand new kill teams amazing i'll accept this trend and the kill teams are quite fun and thematic i only get a bit annoyed that the rat leans just kind of become way too good once they have the ogrens and boogrens but we'll see how that plays out but that's pretty much it for me today please want to like and subscribe as well as comment let me know what you thought of the today's review what do you think of brutal and conning i remember i've got a discord you can check out for free in the episode description below and a fill in can disc a fill in cat them in games and an affiliate link and discount code at crossfire games and a patreon if you want to give me some more support and i'll quickly shout out my patrons so for my adres of the crabs on me businessmen tom super cast even sam nick mercenary q mr mead lucas john to miss greyam jeremia fangzyo dragon david meets world darsie dad of golden's chris and then for my veteran the crab sam johan mark so thank you all for your support i really miss a lot to mean help support the channel be a currently on painting both of these teams up i will have a battle report for them eventually i will be playing the rat leans pray for me pray pray for john but it'll be fine i think the box is really fun i'm once again i'm really happy with finally gain two brand new kits in these expansions they're just one kit and an upgrade kit for an old sprue i'm not a fan of having to buy more it kind of i don't mind it so much for the records i get very annoyed for the roundings because it's like clearly they did not work without the old grins which is a shame but but it's nice i like the tutt the direction they're taking with the game and currently all the new addition teams seem to be fairly well balanced around each other some of it weaker than the others namely vest mid but if we keep getting teams on the same level i think we're in a good spot but remember no matter how brutal or conny new are there's always a chance to win as long as you can roll a crits
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Hello everybody, Andy here from Glass of Dead, the number one Killed Team channel on the internet Unless you are aware of literally any other channel. Okay, today we're doing another gotcha guide And I'm gonna tell you what a gotcha guide is and what a gotcha guide isn't going to give you Let's get straight into it. We don't want to dealie dally. I'm doing 36 of these potentially. So let's not let's not dwell So what is a gotcha? Gotchas are things that mess with you not with them if they buff themselves. That is not a gotcha In learning a teams gotchas you are also learning how to play the team. So yes, the type of this video is How to play because that's what people are going to search when they search for these sorts of things However, the thumbnail is gotcha guide in this video Okay, you are going to learn the gotchas of the team and in learning what a team can do against you And the things you need to look out for if you're actually looking to play that team You're going to learn the things that you should be trying to do to other people Quick note on what a gotcha is of course It's not a buff if they are able to give themselves ceaseless or balanced or rending That's not a gotcha. That's just a thing they can do. It's something that you will have to learn To be aware of but it doesn't stop you from doing anything you need to do to enact your devious schemes This is not a basics guide You should understand the basics of playing kill team. I have of course done a how to play video I've also done various other like line of sight videos etc If you're lurking for the basics, this isn't going to be it and not just the basics in the mechanics But also kind of the basics in how to play kill team in general right? You should also know your team. I can't refer to always a whole team and normal team and elite team into every team I'm talking about the team and their gotchas for you if you're playing for example Deathcore you need to know what your profile does to a space marine if I'm talking about a space marine or if you're playing an elite team An elder what does your team and how do they in general deal with a Horde team or an elite marine team Equally, so that's your your profiles You also need to know like the basics of the enemies and how much you care about those If you're playing deathcore of creed You need to be very aware of blast but if you're playing Marines you don't care about blast at all you don't even have to ask the opponent. Hey, do you have any blast? You don't care. There you go. They can hit multiples of you. That's fine And how about the effects of your team? What I'm saying in this guide is we're going to be looking at five different things First we're going to go over pre-game. This is going to affect your operative and your tac-op selection So as you rock up to the table with your opponent your shake hands You look them in the eye you give them a dirty glare and before you pick your team here are the things you need to know To pick the operatives and the tac-ops deployment. This is after you've picked This is going to be things that define where you can move firstly in deployment But also going into your plan of turn one these are we things like seek light Ignore obscuring because that will define where you can stand safely Firefight is everything else Basically a gotcha here. We're just looking at things that define your dice maths There you go finally we have interrupts interrupts. I think that stop your activation These are the true things these are the fight first the hit twice all these crazy things stop you from activating Possibly even stop you from tapping a point etc etc If you do like what I'm doing here on this channel in general in this gotcha guide series in this particular video Whatever I do have a patreon Firstly a shout out to all of my patrons you are genuinely the only reason I am still making videos If you would like to be somebody that makes me still make videos and you know Donate to my hydration fund. Thank you very much check me out on patreon I also do things like every week. I give a rant on some subject or an update of the channel And and if you don't want to do that you want to support in another way I do have a fidget links to element games and whaling games in the UK if we're UK based The way that works by the way is you just click on the links below It costs you nothing extra and I get like a two percent kickback or something tiny in that put it all adds up Okay, but that said let's get straight into when it comes to the angels of death You have to know as with all teams what their basic stat line is the key things here are apl3 which is of course A massive thing a three-up save and 14 wounds with a six move. We also have a few of the The actual weapons here. Let's just quickly cover what 14 wounds means This means for almost everybody like This means you will need to hit them at least three times in melee generally Which is actually wildly different to everybody else This means when you're thinking about what do I need to deal with a single space marine instead of Maybe I need two warriors to kill it you probably need three there you go If that's how you want to view that wounds allocation point Also in general they're going to be running so you have two ways of running Um angels of death you can either run them relatively melee heavy how I like to run them or how literally The rest of the world likes to run them which is ranged heavy if they're running range They're going to be taking the stalker bolt rifle that is currently the best weapon they have You're going to get a lot of piercing crits one lethal five And do know that they will be getting crits because if they're running that they will be using a particular re-roll which allows them to Get balanced which means they're going to be critting a lot And that means they're they're tapping you real good and that lethal five means it's almost always getting the crit Almost always AP one at that point A three-up saves means that in general Shooting them isn't going to be great You're going to be wanting to have piercing on your guns to deal with the three-up save Especially if you've got 14 wounds This generally means that you don't want to be shooting them with regular weapons If all you have is a bolt gun you probably shouldn't be shooting Marines Unless you have some other funky stuff to it and of course APR3 That's part of the basics that you need to understand to play kill team Just beware that three APL again is just it's a different thing to every other team in the game All right, let's get to the pregame and let's hide me because there's so much on this one page that we have to go through it all So There's a bunch of stuff here that I wouldn't normally talk about but because it's kind of the aims of death only thing They are able to start their game with two chapter tactics I picked out a few here three of them that are the ones they were going to really define whether or not you want to take A certain thing into the game So first we're looking at dueler this allows you to them to block two with the single dice or and or block a crit with a norm If they take dueler they will probably also be taking the thing that allows them to get rending Which means if they were one crit they will get two crits This is just Incredibly good. It makes them really really difficult to deal with if they mellow you if you are also a mellow team You have to really watch out for this this makes them very difficult to deal with They then can also take stealthy if we remember that three up armor save Well now they get to retain two if they've got the cover save This is this just makes them so difficult to shift and if that doesn't make them difficult to shift They could also or They can as well as or instead of but they can do both if they want take hardy Which is they get five up crit saves if they know that you are very very good at shooting They can take additional cover save and five up crit saves those don't stack of course They'd have to go one or the other but but the three up save is just It's just outrageously hard to shift them in shooting So you then have to consider well, maybe I if they're going to take that That I would actually rather mellow them but of course they get to pick their chapter tactics at the same time as you pick your Optives so you don't actually get to know if they are going to run heavy mellow or heavy ranged into you. You just have to hope Now I will not be going over the star sees rule on every elite team, but because this is the first Video in the series. I figure it makes sense. So you are aware Star sees it allows you to counteract on conceal and You can attack and shoot twice melee and fight and shoot twice so you can attack twice These are kind of the the big things about a star sees that if you aren't aware that this is a thing If it's your first time playing the game and you have never played Uh as Marines before or against Marines This is a big thing there you go You are of course thinking that if you're on conceal or if you're opponent is on conceal They can't counteract guess what all all a star sees can and they can Attach twice which allows them to get full value out of the ap3 apl3 They then have at scant as I put it there which of course means you know it and they shall know no fit This allows them to ignore injured I will often say when I'm helping new people play That half damage is as good as full damage because it takes the enemy to minus one Uh on the hit roll and minus two to their movement This is very good. It allows them to become such less of a threat However, and they should only fear means that they just for a see people ignore being injured So you have to kill them to really take them off the board as soon as you've got one injured Marine They will probably be playing this every time You think it in domitus again. This is a straploy This allows them to discard two dice to then save one of them if you stack this with stealthy and hardy They they are guaranteed Just amazing save rolls so hard to shift in shooting They then can take as a piece of equipment tilting shields This turns off alt crits what are all crits these are things like rending lethal five other things to probably severe that's the word So you have to roll a natural six nothing else can get a Crit if they play tilting shields in melee with you We then also have just an absolute crazy skew profile to be aware of They can take the heavy intercessor gunner which has 18 wounds and is a heavy bolter This commonly isn't in vogue people are preferring to take the sniper but this is Yeah, this is a crazy profile having to deal with 18 wounds It's just mad he also has a huge heavy bolter that if he stays stationary he can fire twice so Disguise crazy. He's not being used much, but yeah, he's mad Be aware that that exists and it's something that they can pick They can pick an 18 wound model and just sit it on a point and dare you to deal with it We then go to the things you to be aware of in deployment So seek light and ignore obscuring so if they take the sniper keep your mind that they can only take the sniper if they don't take the previously mentioned heavy assault Oh heavy intercessor not heavy assault intercessor So the sniper just will get seek light he gives himself a thing that allows that Sorry, he has an ammunition type that allows him to shoot with seek light He then has an ability Which can give him ignore obscuring additionally there is a piece of equipment called all specs that allows anybody on the team to ignore obscuring We then go to the firefight phase now keeping in mind of course that the end of the death are a very We the pregame was where angels of death really do all the their their things and things you need to be aware of everything else is very much Just their stat line Their basics that line, but they do have Roth of vengeance This is a double counteract. I'll explain that in a moment We're going to go to the table and you're going to see exactly what they do but basically it allows them to perform two actions when they counteract instead of one Which just can be anything there you go There's also a piece of equipment that allows that to be for free if they are engaged Or if they can sealed it cost them a CP And now I would not normally put this as a gotcha However since there's not much else to talk about with the ends of death they do have The captain. I want to call him Justin, but the captain who has a power fist who and he just you know If you're a seven-want team be aware the power fist can one shot you And because he's a space Marine he can fight twice. So you could just lose two models Just like that you're done Nothing you can do about it And then we have interrupts iron halo. This is a once became once per game jaz j as of course that's for just a scratch Which is the name of where it first have popped up in kill team from the kill team commandos Where the orcs of course just a scratch is their ability which means that for a CP For the commandos they can stop all damage from dice Well, they can do this once per game. It's just an ability on the captain's data sheet The reason this counts as an interrupt is because you will often be doing your dice maths You'll be thinking okay. I'm gonna go in if I were to if you were to consider a fight first and interrupt This is basically the same thing It means that you were charging you hit they say okay. I ignore your damage. I hit So they have in essence hit first. That's why just a scratch is such a big thing you need to be aware of Okay, with that said let's go to the table and have a quick look at how The double count the wrath of vengeance ploy works and then we wrap this video up So on a normal counter act you can only ever move two inches The best you could do here is move onto a point to stop the enemy from tapping it However, thanks to wrath of vengeance don't forget this allows you to do two actions during one counts for actions So we could move forwards and then because we on a conceal still tap the point Absolutely stunning give your mind that when you're concealed this is going to cost you a CP Eve however we were engaged Because we have obviously taken our equipment that allows us to do wrath of vengeance when we gauge for free For zero CP we get to move forwards and we are then within two inches of the enemy on the point we could actually make an attack or still tap the point Alternatively, nobody ever sees it coming But don't forget that you can charge as a counter act and then because we can counteract twice And it's going to cost a series of CP because of wrath of vengeance equipment We are able to both charge and fight now. This looks like a pretty long distance You can only ever charge two But if you measure three inches it looks like we are actually just able to touch their base Why would you measure three inches because you move two And then you check your one inch control range So your threat range there is three and then in official terminology that is called an absolutely diabolical play
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Hello everybody, welcome to Glass Off Dead, I'm Andy. This is the number one channel for Kill Team in the entire internet, unless you are aware of the rest of the internet, obviously. Today I want to tell you everything you need to know to stop Kill Team from being a game of gotchas. All the questions you need to ask before the game starts in deployment and then going into the game itself so that you never have to deal with the gotcha again. Although also if you do have to deal with the gotcha again, how to accept the gotcha, move on and still potentially even win the game. Let's stop with an obvious one. Andy, are you really saying that yes, Kill Team is a game of gotchas? Yes I am, however, that doesn't have to be a negative and it doesn't have to mean exactly what you think it means. In Kill Team there are two ways to be either underpowered or overpowered. This can be with a very simple thing, natural durability, just the stats on your data sheet. Yes, Kill Team is a lethal game, but obviously there's a huge difference in lethality to a space marine versus to a regular dude. The second way to be underpowered or overpowered is shenanigans. These are the ploys, these are the natural abilities that you have that you tend to play at a certain time. In general when it comes to gotchas, we would say that these more elite teams, the more naturally durable teams that overpower you or are underpowered themselves via their normal stats. And if you were to add shenanigans on top of that, you get something that is too overpowered. This is why we might look at, say, warp-carbon or legionry who have natural durability and shenanigans. That's generally a bad mix without having to take a hit to your stat line. Much like many of games' workshop games, Kill Team is designed around having a very simple slimline core rule set. It then expands from that core rule set. This means that if you know the core rules intimately inside and out, there will still be things in the game that don't make any sense to you. This is what leads to gotchas in the game of Kill Team. A quick note, there is of course a big difference between a player error and a gotcha. Player errors are brilliant and we should try our absolute best in casual games and in tournament games to force player error. Proving that you are the better general, not the person that knows more rules. A great way to add this into your games is of course time pressure, but that's a video I've talked about in the past, not discussing that here. Player error good, gotchas bad. For example, a player error would basically be defined as a core rule that you temporarily forget because your focus elsewhere. A great example is me in one of my practice games recently. I decided to charge a stronghold door and I wanted to attack because I knew that I would kill them in one hit. However, when you charge a stronghold door, the enemy gets to fight first because they're inside a stronghold, so he killed me. I was like, ah yeah, I knew that was a rule, I forgot. It changed everything and looking back on it, it was a great opportunity to learn and improve my gameplay. An unforce player error is really fun and good. I didn't ask for a take back, I accepted it, it was my mistake, making mistakes is good. Gotchas are kind of the other way round, it could be an exact same scenario. I think I've got the kill, I charge. If you read the core rules, there is nothing there that implies that what they're about to do could ever be done. You just have to know the specific rule your enemy is about to play and that they have access to this rule, you have to know everything about the other team. And they have the ability to fight first, much like when I charged that stronghold, I knew they could fight first. But when I charge a random crude warrior, I am fully unaware that they have a ploy that lets them fight first. Kill team is a game about breaking the core rules. Because the core rules are so slimlined, if we didn't break the core rules, it would be a really boring game. But he's also absolutely insane to expect everybody to know every single team. There are simply too many rules to know in the game. And that's fine, we can get around this, add Hawk, let's discuss. So let's go down our list of questions that you need to ask before a game, during deployment, and then during a game, so that you don't get gotcha'd. Oh, but you know what, very quickly before we do that, a quick little bit of, I don't know, life advice on gotchas in games, kill team specifically, obviously, this is just a little anecdote. I always got really frustrated by gotchas and perceived unfairness in the game. And that's because I feel like, you know, playing a game of war game, a game of kill team is a big investment of my time, my patience, everything, right? I did a lot to get to the table. And having something happen that I don't even know can occur, feels a little bit unfair. And that's because I feel like it's a competitive game, we're all trying to win. That's the point of it. And I have had my wins stolen from me, just because I don't happen to know the 2000 total individual rules within kill team. That sucks. 100% fully agreed, that was how I viewed it. And there's obviously still a pod inside of me that still views it that way. However, going forwards, something that has allowed me to kind of accept gotchas and accept the way that kill team works, is a little bit more, I'm not really there to win. But just because one enemy has an interrupt that lets them fight first, or I've one initiative and taken it, and they can stop my guy from activating first. And I have to do something else on the board. And yes, it's entirely possible that interrupt changes not just the action and the activation, but the entire outcome of the game. Yes, you're there to win, but winning isn't the actual goal, if that makes sense. The more I play, the more I learn, the more I have to accept that actually winning's kind of irrelevant for me personally, at least, I'm not trying to top tournaments. I just want to play the game out, and then the best bit for me is talking about that specific game afterwards. And if that means I'm going to be really salty to my foot, say, yeah, I really, I didn't like that actually, and I wish I'd known that, and then I would've done it, blah, blah, blah. But you know what? That's my enjoyment. I enjoy talking about it, and if that means I'm talking about an interrupt that I didn't know about, or I'm talking about a crazy dice roll, or a brilliant strategy that I or then did, with or without that interrupt, that gotcha, that's okay. So what is a gotcha in case you missed it in that huge ramble so that we know what this list is going to be? A gotcha is a thing that can occur in the game that if you know the core rules you aren't where it can happen. The absolute core of a gotcha in general is going to be something that changes the dice maths in the game. A fight first completely changes how a fight is going to work. It might be a hit twice, it might be a crit and then fall back. It might be the ability to fall back, it might be the ability to do damage when somebody falls back. But it can also extend to, can I shoot you at all? So seek light could be considered a gotcha. If you move on to a vantage point and you don't know your opponent has seek light, suddenly where you think you're completely safe, then you can shoot you. And that is ultimately dice maths. And in fact if we ignore dice for a moment, the ability to shoot where you shouldn't be able to shoot, changes the only thing in the game you actually have true ultimate 100% control over, your movement, which is almost a bigger gotcha than dice maths. Okay, let's get into list selection. This is before deployment, you get to the table, you're going to be selecting your options, your equipment, your tack up, all that stuff. What do you need to ask to be able to select those three things? The thing you're really checking here is can you modify my abilities? So the two big ones to ask are can you stop re-rolls and can you ignore piercing? This is primarily going to change what gunners you're going to bring in guns you might want to take on weapons. Okay, if they ignore piercing, you don't really need your plasma gun, you can take a flanger instead. Or maybe then you don't want your leader to have a plasma pistol because that's now useless and you want the bulk pistol instead. Likewise, can they turn off re-rolls? This is going to affect not only in the game do you need to be spending CP to get re-rolls, but also perhaps you have one type of operative that is good because they get balanced during relentless and ceaseless on their weapons. But if they turn that off, well suddenly it's kind of a bad model, when you want to take something else instead, it is naturally good instead of good because of re-rolls. Also note, just in case there are other gotchas in the game that will affect what you want in all of these stages. However, I deliberately took out all of the gotcha questions to ask if there's only like two teams to do it. There's 36 teams, there's no point asking every single team, hey can you do this one really niche thing? That actually I know only in position and high-rotect can do. That has to become specific knowledge, not general knowledge, it's fine. With the lists and the tac-ops and the equipment selected we go into deployment, what questions do you need to ask now? The general kind of overall concept you're asking here is can you remove my defence? First question is of course do you have any seek and seek light? I already discussed this is going to define where you can move and where is safe to move to in turn one. Because yes, vantage points effectively give you seek light and so you're looking out for vantage points but if they just have a sniper that can just give itself seek light natively that's really bad. You then need to be aware not just of the vantage points but also where that particular octave is. In a very similar vein do you have any ignore obscuring? This generally isn't actually going to come up that much in turn one but turn to an onwards it will still define where you've moved in the turns and what you need to be aware of. And then a really big one but also very very basic do you have any blast slash torrent? Because in general that defines if you are allowed to bunch up or spread out. And then when you do have to bunch up behind certain pieces of terrain you have to know where the enemies blast or torrent weapons are. Losing one model is part of the game. Losing two models is very bad for you. We then get to the overall gotchas and the real question you're asking here is as mentioned before can you change my dice maths? Can you break the core of the game? Let's start with the kind of the most obvious one. And also kind of the broadest do you have any interrupts? This could be do they interrupt your activation? This could be do they interrupt your action? If you move in a certain place is that allow them to interrupt things that you are doing? In a way that from reading the core rules you literally don't know can ever occur. This is very important as long as you ask this and you get answered correctly by your opponent. You're good to go. This is kind of a subsection to interrupts. This is do you have any fights first? Again this is just something that is going to completely change your mental thinking when you're thinking of what you can do. It changes what you do from an offensive action to a defensive action. And if they catch you out on that you're going to be the kind of person that starts making shorts videos saying how everything's broken in the game. Again in a very similar vein do you have an ability to hit twice? A hit twice could be hit hit or it could be when I crit I block or it could be when I hit I can then run away. Any sort of two actions combined into one? Again completely changes the dice maths. Sometimes this can even be combined with fights first which just means they win the fight. And had you known they had that you wouldn't just recalculate the odds you would say oh I literally can't charge you then I have to deal with you in shooting. Fine but if you don't know that you will immediately lose a model. Additionally you need to know do you have just a scratch? Just a scratch is an orc ploy where you get to ignore a normal damage for a CP. Some models even have this natively on their data sheet. If they do have that it would generally be once per game whereas of course a ploy is once per turn. You need to know whether or not the enemy has this ability. It changes melee essentially giving them a hit twice for a CP. It's the same effect as long as you don't have crits. Or it changes your probabilities when shooting as well because suddenly that big crack grenade you've got. Well you need a whole additional hit just to get them down one health. It's a big deal. Any sort of ignore damage is important but most things in the game will be minus one damage. They won't generally be ignore a whole dice. That's why you ask do you have a just a scratch? Okay that's the full list. If you ask all of those and you play correctly with that knowledge you will not get gotchaed. However that's very difficult. To ask those nine questions and then play well with your own team is a huge ask. So what do you do? You ask questions constantly. Yes you ask those questions at the beginning but then you keep asking. Absolute top tier players do this constantly in a game. They will always ask what does that guy do? What does this guy do? Do you have this ability? If I do that is the fight going to work the way I think it's going to work? These are all totally fine things to ask. Kill team is a game of open information. It is assumed that you have full access to every single piece of information in the game. Your opponent is not allowed to not tell you. They will have told you everything at the start of the game that you're supposed to know. You will have asked everything cool. You're going to forget it and that's fine. So the absolute key to how the game should be played. Are you ready? This is the big one. Talk with intent. If I move up to this piece of voltage terrain and I say I have moved up here, I am behind like terrain, I am safe. Having a verbal stream of consciousness as I play the game, that's what I'm thinking. I'm making very sure that I say it. If they then do not say actually, I have seek light, you can validly say, oh, but if you remember, I said I was safe there. You didn't stop me. That is then when you will be allowed to take back. Because that's totally fine because essentially what happened there is they did not communicate their own rules to you, which is not allowed. Which is an unfair advantage. However, if I just silently move my model there, there is no way for my opponent to know that the reason I moved there is because I believed I was safe behind light terrain. Why would they just say every time I move, don't forget I have seek light, don't forget I have seek. No, you need to prompt them with your verbal stream of consciousness. Now, if you're not good at that and you don't want to constantly be talking about every single thing you do, I would recommend that the time you do it is when you charge. And as long as you say, I'm charging with my model, it's a normal fight action, I'm going to fight first. As long as you say that, they have to prompt you if that is not how it works. Again, I would very, very, very strongly recommend that just as part of being a good opponent, you get into that stream of consciousness. You say exactly what you're doing and why you're doing it as you go. You're not revealing your grand plan here, okay? You're just saying, I move here and I am safe because I have light terrain. And also, I'm going to check your threat range, okay? We're good. You're not saying I'm moving here because I'm behind light terrain and I'm checking your threat range. And next turn, I'm going to do this thing so you know, it doesn't matter. Not how the game's played. You don't need to expand on what you're doing. You simply say what you're doing. Check the occasional threat range. Confirm. I'm safe here because your max charge range is this. Correct? They say, yes, I agree. Boom! You know everything you need to know to play your team congrats. You will never be gotured again. Apart from the times where you are gotured again. Actually, sorry about that. And unfortunately, you have to learn that through trial and error. But as I said, just be cool with it. And just keep in mind that the goal of the game, yes, is to win. But the reason you're there is not to win. The reason you're there is to enjoy a social experience across the board from somebody else. Using and kill team to facilitate a social interaction over a cool, nerdy, shared hobby. And then you chat about what happened. That's how I view the game. That's why I'm okay with being gotured. So yeah, I guess if you ask all of those questions, you'll be safe from now on. But yeah, this was really just a hidden message so that you understand that actually the goal of the game is different to the reason you're there. As long as you don't conflate the two, you are going to be having a much happier, more enjoyable life in general, but a gaming experience as well. Thanks for watching. Stay hydrated. Finger guns. Bye.
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Hello everybody, Andy here from Glassheart Dead. The number one kill team channel on the internet, unless you are aware of any other channel on the internet. Not just kill team, it's like any channel. Anyway, today I wanted to help you learn a little bit about tack-offs. And of course I'm gonna do this in the form of a tear list. Hey, do you think I'm right or wrong in this? There is a link down below where you can go and sort of fill this out for yourself, post it to disc or whatever you feel like doing. We can have a chat about it. This is gonna be, look, I'm a casual player, I'm a beginner first player, okay? I'm gonna tell you my view on these tack-offs to help you a beginner player learn kind of what's easiest to run into this. This is not top-tier pro player. These are the best tack-offs, but every single possible matchup, I'm gonna be giving you a nice, easy to follow, summary of what every tack-off is so that we all know what we're talking about. And then tell you, hey, is that actually good, okay? Now, obviously, when we're talking about these sorts of things, tack-offs, et cetera, they go, the purpose of a tack-off is that you get to decide what you and your team is doing to your enemy and your enemy's team. This is where you win the game, okay? You know that you pick your preliminary op, which is what gives you one zero to three more points at the end of the game. So even if you and your opponent both max score, well, in theory, if you picked your tack-off correctly, that can push you over the edge to win. Very roughly, that's not actually true. Let's just not focus on that. Like, this is how you truly decide, I am gonna play the game this way, okay? Tack-offs. This is gonna be a quick tack-off guide focused in the form of a tier list. Let's rink or find myself down to here. Very quickly, over you know what a tier list is, S tier means that everybody wants this. This is a brilliant tack-off. 80% of people are gonna be running this, and if you have the ability to run this, you're probably taking it as a preliminary op as well, okay? And then we go down to D tier, sorry, B tier, in B tier, I'm only gonna have one tack-off in B tier. The reason I'm only having one tack-off in B tier is because I don't particularly like tier lists, where people just play it safe, where they just put everything in the middle, because that's easy. We're gonna have the one defining, this is your average 50-50 tack-off, everything else is going to go above or below it. Cool. Also keep in mind that the whole purpose of the tack-off is you pick it when it is good, and you do not pick it when it is not good. Therefore, if you are a specific team, running into a specific team, it's possible that champion, the Seeker Destroy Champion tack-off is the best possible option. But then if you're another team, running into another team, champion is not the best possible option. So of course I'm going to have, give a little bit of advice on when I think I might pick that tack-off, based on the matches I've already had in this edition, and my view on that tack-off. I will also point out if I've never seen that tack-off played, which will come up often, because let's be clear, not all tack-offs have been made equal. However, we do start with Confirm Kill. This is a Recon tack-off, Confirm Kill. What you're doing here is every time you kill an enemy model, you put down one of your 20-mill markers, that is your Confirm Kill marker. If the enemy that you killed had zero to 11 wounds, it will, if you control the marker at the end of the turn, you can choose to pick it up, and that will give you one VP, if you pick up two, you get two VP, or if the enemy you killed had 12 or more wounds, that's the word, then you can get two VP from a single token. This is popped here. This is our pinnacle. This is the one, okay? This is a Seek and Destroy tack-off. This plays into so many things. This is so good. This is the best Seek and Destroy tack-off, but it's a Recon tack-off, okay? This is amazing. If you don't, if you're a new player, and you don't have access to Seek and Destroy, or even if you do, use Confirm Kill. If you don't know what you're doing, play Confirm Kill. There you go. Basically, what Confirm Kill was going to do for you as a beginner player, is as you move onto and kill stuff, because you're doing that, because of course, it's kill team. You have a kill-off, you've got to kill stuff, you have a crit-off, you have to crit-off stuff, where the enemy also needs to crit-off stuff, you've got to kill them, and you kill the enemy. They drop a thing, you just magically score a point. There you go. Confirm Kill is brilliant, almost every team, almost every team needs to kill stuff. But Confirm Kill was absolutely yesterday, and I will not hear otherwise. We then get to recover items. Allow us to explain what recover items is, because I'm gonna make sure, basically, the enemy gets, there are three of your tokens on the board. The enemy gets to place two of them. One of these will be on the centre line. One of them will be within four inches of your deployment or their deployment. I could read my note, so I could actually know what it is. Sorry. The enemy places two, you place one. Oh yeah, okay. And then to score it, you have to pick up, and then at the end of the game, control. It doesn't have to still have been picked up. Okay? So, the enemy gets to place these. Just because of that, I'm gonna recover items. I'm gonna put it in a detail. We might move it, but basically, as soon as you give your opponent the opportunity to tell you where you have to go, you've lost a point. I can't, in good conscience, recommend giving your opponent the ability to tell you where to go and what to do. Again, this doesn't mean it's always bad. If your whole plan is based around a team that can recover items, pool, that's fine. Or if you're good at movement, shenanigans, if you have APL3, so actually moving isn't that difficult for you, et cetera, et cetera. This is possible, but it wouldn't be my first pick. Oh, we then go to plant beacons. Again, putting it in B-tich, as we see it, plant beacons is, I don't know, a lot of people really like plant beacons. Let me tell you what it is. So, throughout the game, you need to place six beacons, placing a beacon, placing any token, cost you one APL, right? That's a general rule. You will need to place three in your territory and three in the enemy territory. Okay? Note, for your territory, they have to be over four inches from your drop zone. Okay? So you can't just drop them in your drop zone, obviously. That's still very easy, though. And that's it. There you go. You need to drop six of these in the turn. Oh, they have to be overfall from your drop zone and over six inches from each other. And they can't be placed under a vantage point. Okay? But basically, six, three on your half, three on their half, over six from each other. Cool. A lot of people like this. So just because that I'm gonna put it into A, let's have a think. My issue with, so the reason plant beacons is generally considered to be very good, is that in kill team, like the fact is called kill team, and there's a kill-up and a crit-up. You don't always have to be killing. Sometimes it's okay, but not be killing. And when you're not killing, you will often find you'd have too much APL on your models. Okay? And then if you have plant beacons, for a move and an APL, you have suddenly scored a VP. And let's be honest, a victory point is easily worth a single action point. Right? This makes a lot of sense. The beauty of plant beacons is that it's quite half your enemy to deny it, just outright. But this might mean, if you're thinking about resource management, game, all-war games, but kill team, is a game of resource management. In this case, your resource is your operatives life. Okay? You can, it's totally viable to just move forwards, your full six inches, play to an APL, and you know that this guy's about to die, but you've scored a VP. If you think about the maths of it, if you've got 14 models, and you just give up six of them to drop a beacon, that's an amazing trade. You can consider your team and eight model team. Good job, well done. Yeah, plant beacons. Really good for three APL teams, really good for all teams, and I'm assuming that mid teams will also get value out of it somehow. I personally, struggle a bit with it, because I find that I want to do more killing. The own, yeah. If you don't have a way to manipulate your APL, I wouldn't really recommend it. So for example, Vespids, I would struggle to say you should do plant beacons, but I know that, kind of on the flip side, Vespids can actually fly, so it's even easier to place it, but I wouldn't be good for you guys. Cool. Okay, we go to, that's the three recon tack ups. We then go to Seagullsroy, which gives us overrun. Let me tell you what overrun is. So you need to kill an enemy opponent model in their territory, and that will give you one victory point, and then your model needs to stay alive whilst in opponents territory, but you have to have three APL that have done this. Okay, so immediately, as soon as you talk about three APL, that's kind of meaning, this is something only elites are gonna take, okay? Nothing else. There you go. Now you could get funky with it, so you could run in there with the two APL model, get a kill, and then have a comms buff that model, that would be valid, so you can get shenanigans, but then you're not doing other things with that, you have to do the comms after they've action so that they keep it to the next turn, et cetera. Overrun is a good one if you're elites, and if you have that kill ability to you. So I'm gonna place it in A, I quite like this, because all you have to do is B in the enemy side, and then live. Well, that's quite difficult. I'll keep this in B after side. We might move things around. We might move things around. So this is something you want to play correctly. This should not be the first thing you do in your turn. Oh, I mean, if you do, then you're scoring overrun, that's fine, that's great, but it shouldn't be like, right, my first activation, I'm going to score overrun. No, this is something you want to do with your last activation, to give the enemy as few activations as possible to kill your model, okay? Overrun. Again, anything that's like killer guy, I inherently am going to like, because that's how I tend to play. We then go to storm objectives, our second secret destroy. What is storm objectives? Let me tell you. So you need to control the enemy objective after they have controlled it, okay? And then if you have, if you then control the stormed objective at the end of the turn, you score it again. I do not like this. Yeah, this could, this would, I'm going to put it in detail, actually. I don't like storm objectives because there are only so many times in a game where an opponent is actually going to control the objective that you are trying to get onto. And so you are kind of at their mercy to play correctly, to stay alive, to have the options where you need them. It's entirely possible. If you're dominating, you, you, you hold your objective in the middle, they just never take it back. And oddly, because of that and your attack ops election, they could win the game by ignoring the middle objective. That is possible. They would end up denying you a lot of points. And yeah, there you go. Something to consider. So I'm putting that in detail for me. I don't like it. We then get champion. Now, champions are really interesting one. Champion is something that I think is, I would tell you what it is, sorry, before I explain it. So select a friendly model to be your champion. Let's start the turn. And then that champion needs to kill 12 wounds worth of models. This means if you kill a single 14 model elite, you, you score it. Great. Well done. You have your two VP. If you kill a seven moon model, then you have one VP. Once you kill something else and it goes up to 14, because if you kill two seven moon models, that will be your second. So this means, so obviously, this is good to play into elites, because you should need one kill with that model you select. And into elites, I really like champion. There you go. And as elites, I like champion. I think this is going to be eight here. But keeping in mind that it has to involve elites. If you don't have a leap on the table, do not play champion, 100%. If you are against elites, this is where we go. It's a little bit finicky. So if you know you can take down an elite model, a Marine with one specific guy, and you know that the enemy is going to give you that shot, great, 100% play this. However, if you're a 2 APL model, and you've got that one key shot, and let's say you're only a plasmus, you're only AP one, I well, here's the one, sorry. Like, how guaranteed is that? You know, but if you're a Marine with a Meltzer, suddenly, that's a really good role. You know, so keep in mind who you are and who you're fighting against, but I personally really like champion, because let's be honest, in these beginner games, one of you, if not both of you, will statistically be an elite model, okay? You will be a Marine. So this I like champion, there you go. You then go over to security. We have contain, contain, let me tell you what contain is, you have to have no opponents in your territory, and that will get you one VP, and then you have no opponents within six inches of your deployment zone, and that will get you a second VP. I actually really like contain. Definitely not BT, I think this one goes into A as well. I quite like this. One of the things, this is a good learning, Acop, it will teach you a lot about the game. But the beauty of contain, when you're playing kill team, if you're like me, and you just want to charge forwards and smash stuff, this is great. And you might then want to play overrun. That's kind of playing how I naturally play, you're going to naturally score overrun, because you're playing elite models, so you're already 3 APL, and you're charging into the enemy side, awesome. Contain in a way is the opposite way round, and it actually teaches you that you know what? You don't have to overextend, you don't have to push, you can wait for the opponent to come to you, and then you get the kill. And that can be actually a great learning tool, if you focus on the tack up in your game, contain is a brilliant pick. So I like contain, again, when are you picking it, when you're not picking it? I think that with contain, you want to be picking this. When you, I don't know, this is a tough one, when you know you can kill the enemy, right? So oddly, you don't want to pick contain against Marines, because you are not guaranteed to kill a Marine, but there you go. Marines are pretty darn durable and killing, so inevitably if you pop out, take a shot, fluff it, you'll probably lose that model. But if you are a Marine team, a elite team, consider the value of staying back with contain, it's, yeah, I'm telling you, it's a good learner, learner. We then go to take ground the next and second security tackle, which is, you just have more APL around a ruin within enemy territory, or you need to have more APL within a stronghold, and that would get you to, or you just have more APL around access points on Gallauddark, or you just have, it's too many, it's another, sorry. You need to have more APL around heavy terrain in anything else. So let's ignore the other things, let's just talk about focus. So on focus, there are two heavy ruins that have the vantage points on them. If you have more APL around those, you get one VP per both of those, as long as any part of that is within, even if it's an inch, within the enemy territory, that is something you can score, and then you need to be fully, you'll have more APL inside the stronghold on the enemy side, who score that stronghold. That will give you two for the stronghold, one for each ruin, okay? So this is a pickle, I like this one, but, wrong holds can be really, really difficult to break into. There are some maps where take ground will be almost impossible for you to max score, but really quite easy for you to score one on, because on many, many maps, the large ruins overlap the center line. So this is super map dependent, if I'm honest. Ah, ah, man, I said I wanted to put multiples in B. I can't just put them all in A, have I? I'm gonna move things around again at the end after I have, after I've got them all on there. But now, I'm gonna swap these around and keep take ground as my middle, that is bumped overrun down, okay? I probably need to talk about, why am I bumping overrun down? I always not terrible, but I think it's relatively niche, it might be niche in the sense that everybody's currently playing the teams that like, overrun, but it's not something you always want to play, and again, for me, I naturally play like I'm playing overrun, so I do like it, but it's quite difficult to guarantee those kills, and then guarantee staying alive. And as soon as you flagged it up, in turn two, and you score it, then the enemy knows, and suddenly you're a real target. There you go. So we'll keep take ground in the middle, we'll see how we feel. Right, we then get to secure center. The secure center is you need to have more APL than your enemy within three inches of the center, as three inch bubble, and then additionally, you need to have for one VP, and then you also need to have more APL on the center line over three inches from the actual center point. So, I, oh man, does this go up or down? Or do I bump take ground off? I think take ground is better than secure center. Wait, do I? No, I think contain is better than secure center, and it currently is. Okay, wait, what's take ground? Oh right, oh man. I think I prefer secure center to take ground, I'm gonna bump take ground down, if I can go there. All right, yeah. So I like secure center again, because it pushes you, sorry, it doesn't push you. It teaches you that you don't have to overextend. That's very important for new players. It forces you to stay in the center, and or sorry, it forces you to not go over the center. But then also, if you kind of don't know what you're doing, you could just put everybody on the middle, and there's almost always an objective in the middle. And this is the next bit. The secure center, much like take ground, is very map dependent. I would say that contain is not map dependent. That's always good. But take ground and secure center, very map dependent. If there isn't an objective, a crit-op objective, on the map, probably don't pick secure center. There you go. You know, we're all about maximizing our efficiency, about maximizing the number of APL here, and if you have one model that can score you both a crit-op, and one of your secure centers, that's brilliant. But if you have one model, if you have one model that's only securing one of those, that sounds good. There you go. Right, we then go to what's they called? Avalence, lots of valence, infiltration. Now, I've got to be honest, I haven't played much infiltration. So, I'm gonna be a lot more negative about these ones. Let's start with surveillance. The valence is an odd one. I feel it's really difficult. Let me tell you what it is. So, you must perform a 1AP action on a valid target. We all know how line of sight works, of course, because we have watched my line of sight video. You're looking for a valid target. Good. And then, you, the person that did the action, the surveillance action, must be on conceal, and you must be wholly within the opponent's territory. Okay? That is your surveillance action that will get you 1VP. You're in the opponent's territory, you're on conceal, you perform the action. And then, at the end of the turn, if you're still alive, you get a second VP. So, again, this is what I mean by, you need to know your team to know if this is a good tack up. For example, if you are playing mandrakes, you will always pick surveillance. And you will actually want to go on the side of a focus where you, the two story building is. Are you just going to the top of the two story, and place yourself so you can't be charged? Bam. That is 6VP. In the bag with no evidence, with no effort, and grass. And you've had to give up one model, and you're safe, you can't be touched. Good. It's a mandatory pick if you are certain teams, because it's so good. If you're any other team, probably don't want this. The violence is quite difficult. You know how I've been talking about how like you don't, you know, take tack ups like a lot of security tackles or you don't have to overextend. This is the opposite. You have to overextend. You have to hope that the opponent has gone hard, and you have to hope that they're not going to kill you. This is very easy to block once you know it's there. To me, I'm going to put it, I think it's D. I think for most people, the violence is D tier. But there are some teams where it's so good, it's mandatory, but it has to go to C tier. There you go. There you go. That's, that's, those are my thoughts on surveillance. I will say obviously, if you're in the elite team, you're not taking this. You can't be on conceal in the enemy, opponents territory consistently, and you know, for three turns, right? It was not an elite team pick. It is some of the more sneaky stuff. It's kind of moving shenanigans, so you're looking at mandrakes, festbites etc. Cool. That's surveillance. We then go to implant. Oh yeah, what implant is, don't worry. Implant is, so basically, whatever you're performing an attack, whether that's melee or shooting, you have a successful dice retained and instead of hitting or blocking or performing damage, whatever it is, instead of using that retained success, you can say, I deal no damage with this dice. Instead, I implant you. And that gets you a VP. There you go. And then, if any of the models that you have implanted throughout the game are still alive at the end of the turn, you get a second VP. Now, what this could mean is it turn to, you run up, you implant a model, and you then let that model live for the whole game. Okay? And then every turn, you still have to implant other models, but then you can kill them as well. And then you'll be scoring your 6 VP. I don't like implant. If you can't tell, as I said, with I'm a natural overrun player, I... I... I die so good enough that I can throw away hits. Okay? The time you're normally going to see implant being run is I would assume is... People that are incredibly confident and have ways to double block in melee, so they're going to be able to have seek so that they always get shots on you, or it's going to be people that have thrown away trash units. So the reason this could be done with trash units is because you know they're going to die, but very few things in the game actually kill a 7-Wood model in a single hit. Now, you don't need that. You don't need to do damage with a single model. You run in... You implant, you die. That's it. Okay? Um, I don't like playing that way. I really dislike implant. There you go. I'm going to put it in CT for me, it's D-Tib, but I also know that there are many people that think implant is absolutely mandatory, and there are some teams where they're like, no, this is the play. I've also seen, you know, like, on time to warp, cover and take it. Apparently, I don't even know why, but they do. They lost that game that I'm aware of, but I'm really dislike implant, is all I'm saying. Um, the way I play, implants detail. Let's screw everybody else. This is the beginner game, earlist from me. The reason I don't like implant is because I cannot give up that damage. Kill team tends to be such a dice game where all the dice, so lethal. I've no off-grid, can I give up a dice? Almost never. I have to either kill you or... So I cannot give up those attacks, I apologize. Again, I'm sure there are some teams where this is the play, but for me, but most teams for all beginner teams, this is not the pick. This is not your first end game, dozen games, I'm going implant. Everybody would say, what are you doing? Yeah. Oh, finally we have wiretap. Now wiretap is a totally new tack up, there's nothing to do with the last addition, so let me tell you how this works. So you can drop a marker for what, it will cost you 1 AP, you drop a marker, and you will remove that marker at the end of the turn, and keep that in mind, so you will have to drop it. You can drop more than one as well, keep in mind. If an enemy starts or ends an action within two inches of that marker, you gain 1 VP, and at the end of the turn, if your enemy has an engage order and is within two inches of a marker, gain 1 VP. Oh. What you want to do, when sure success, is you've got two options, let me kind of try and explain this tack up to you. You want to drop your wiretap marker on the central objective, that will score you 1 VP by the enemy moving onto that central objective. Okay? Oh. And then you want to do something that forces that model to be on engage. Awesome, that's your two VP. Second, more realistic putt perspective. You have one model that drops your wiretap marker on the central objective, because that's where the enemy is going to go to inevitably right. Cool. They will of course then finish that move, that action, and that will score you your VP. Okay? Nice. Second option to then score that second VP is to wait for an enemy to have moved somewhere, you'll be able to go on engage so has performed an attack of some sort. You then move to within like two and a half inches of them, three inches of them, roughly, and drop your token next to them. So they've already done their thing, they're ready to go. I think wiretap is a little bit like implant, except you don't have to rely on dice maths. You are still giving up your action, and you want to make sure that when you go for that, that second option where I said of waiting for the enemy to attack you so that they're engaged, and then drop a wiretap next to them. You now don't kill that model, but that's always an issue for me. However, I do think that wiretap is better than implant, which I know a lot of people, a lot of the better players are going to be frustrated hearing, then I believe people quite like implant. I can't give up those dice. I think wiretaps the way to go. I think if you are a hard team, I think wiretap is better implant. There you go. That's just how that works for me. Cool. Nice. Is there anything else? Let's go over. Let's have a think and see if I want to reposition anything. Confirm kills at the top. No questions asked. Yes. Plant beacons, I do not think this is good as confirmed kill. Obviously, there are sometimes when it is, but again, a plant beacon, what that means in my head, is I'm an elite team, I've got my 3APL, and I'm using that 3APL every time. And if I'm planting a beacon, as far as you only have to plant two a turn, don't you? Plant beacons probably should be a test, too. Are we going to do that? Yes. Yes. I think confirm kill on plant beacons are both ST. If I could just quickly explain why we plant beacons have just been bumped up to the rest here. But you need to plant two beacons a turn. Cool. No. Yes, you can say no. It's not ST. It's A-tier. This is my tier list. This is the wrong tier list. That's right. But the reason it's not going to ST, but it's still very good, is because every time you perform that action, don't forget where it has to be done. So you are constricting your movement, and you are lessening the amount of attacks you can perform, which is as good as seeing the dice maths. Now, yes, you only have to drop two a turn, but honestly, if you're on some of these long-edged boards, it can get pretty cramped on the other side of the board, and you just might not be able to get to where you need to be, drop it. It's not like I'm performing a random action anywhere. It's R. I've performed an action, now I need to do it over there. And inevitably, if you're, let's say, playing games with death, sometimes you need a specific model to do a specific thing. Make a specific attack, and you need that model to get that kill. Plant Beacons can often get in the way of that. There you go, that's what I'm saying. Don't get me wrong, plant because there's a great one to take, but I've never had huge amounts of luck with it, if I'm on it with you. I think confirmed kill is the better. I've got four beginners. Experience players will be telling me I'm wrong there. That's fine, you're allowed to. Not your tier list. Champion, I like champion. If I'm an elite team, I'm almost always picking champion. If I'm Marines into not Marines, champion isn't auto pick. Not even a, no questions asked. There you go. From turn three onwards, it's guaranteed. Turn two depends how cagey the enemy has been playing, I would say. Oh yeah, I really like champion. Champion could go Estir. Ah, no, no, champion's not Estir, because it's very dependent on the team you're playing as and into, that's why. Contain, I like contain, teaches you something about not overextending, whereas I am a natural overextender if you know what I'm mean. Skull of center. Really nice, really safe thing to take. Don't push up too much. Play at level, play at balanced. The enemy. There is counter play to it, of course. Once the enemy realizes you're standing on the center line, they're like, oh, you're secure center, aren't you? I am. And again, there will be some maps where it's not the pick. Because there isn't actually much center line like on some into dark boards or something. Don't keep that in mind. It is quite hard to block without actively doing it by the enemy, yeah. And often I find that the enemy being, you're standing on the line, it's very easy to forget that you're supposed to be standing on the center line to block your secure center because they need to get a certain angle. By getting that angle, they're not on the center. Overrun. Again, I like overrun, but I'm only good at your Marines. I don't think anybody else is ever taking it. And Marines can still die. So it's quite easy to counter in turn three and four. That's what I'm saying. So yeah, I don't need to consider. However, also keep in mind that obviously you can get kills in counteract very easily with Marines, unless that changes with the latest data slate. It's C-tier, but it's how I naturally play to be honest with you. We then get take ground. So I quite like take ground. Take ground should probably be higher. Maybe it's better than secure center. So the only reason take ground is in C-tier is because sometimes if you opponent knows what's up, they will just block you from getting into their stronghold and that's that, that. There are some maps where it's impossible to stop. Take ground. I'm swapping it. I'm sorry, I'm swapping it though. Yeah, yeah, yeah, yeah. We're swapping that round. Take ground is not higher because there are some maps where it's really quite challenging and strongholds are hard to get into. But there are some maps where this is an also six points. Very good. There you go. So again, like everything, you are waiting. Oh, yeah. Yeah. There you go. Cool. Right, over on secure center, discuss surveillance. Yeah, I don't know, man. Not good. I don't like most of infiltration as discussed. But there are some teams where it's an also six, B-P. At a wire tap. I really like the concept of wire tap. I played it once and it worked well for me. But then I played it a second time and didn't do anything. Again, this is why things like Confirm Kill are so good for me because I want to just do stuff. I don't want to spend my APL doing other stuff. Right, which is why I naturally like Confirm Kill, Seagull Destroy and Security Tag Rops because you don't do a thing. You stand in a place and you kill a thing. That's better for me. Yeah. I don't want to say why it's having to bad. But, um, yeah. We then get recover items, which is again, the enemy gets to place two of your objectives. That's just not good. There you go. That is probably the worst one in the game. Some objectives. I think that some objectives can just be played around. There you go. I don't think some objectives is the one to go. I know that as a beginner, you might be thinking, oh, well, we're always going to be swapping that central objective back of forth. No, not necessarily. If you're having a really good game, as discussed, you might fail because you're winning too well. If you're winning just enough, but not too much, because you pick storm objectives, they might win. Despite it, despite you having locked them down, if they have the right tac-ops and are playing everything else acceptably, but are just not playing the crit-op so that you never go on the centre. Or quit. I don't like Implot, because I've done everything that I have to do. I've spent the cost of moving to a point where I can attack and then performing the attack. I've spent everything I need to spend. I'm looking for that kill and to throw a dice away on not killing is really, really rough for me. I will say Implot's defence, unlike WireTap, you are not performing an action, you are performing an attack instead of an action, so that is good, I agree. But it's almost like a self-gotcher. It's a self-fields bad for me. I know that it's probably not the most common take. I know a lot of people like Implot, I do not at all. There you go. Allow me to embiggen myself. Am I over here? Excellent. Well, if you want to make your own tac-opti-less, please do. I'm posted in my discord. I'll be more than happy to have a look and say, yeah, you're probably right. Good point. I have no notes. I agree. That'll be cool. And if you rate it, although at the end I'd like to just thank you so much for watching my channel. It really means a lot to a small YouTuber, like me. Alright, thanks for watching everybody. Have a good one. Enjoy.
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Hello everybody, Andy here from Glass Off Dead, the number one kill team channel on the internet, unless of course you are aware of any other kill team channels and you know a care about objective facts. Anyway, this is the big line of sight video. In this video I'm going to give you a very simple and easy to follow definition and example of line of sight. We're then going to go through a training exercise with our models, putting them in certain situations to see if you can guess if our targets are valid or not and then I'll explain why or why not to make sure every possible angle scenario situation is covered. The whole line of sight system is easy once you understand it but it's perhaps a little crunchier than you expect but the reason for this is that it is a system that defines kill team as a shooting based game. If we didn't have this interaction of different terrain types with the order system it will be a melee game so yes this is a very important system to the core identity of kill team. I'm going to say a lot of words to describe a very simple interaction. This video is too much. This video should not be used as a basic tutorial for kill team. If you see someone asking for a how to play kill team video don't link them this video. Only link them this video if they specifically ask for line of sight help. This video will come across as far too intimidating and give the wrong impression of the core rules. This video is extreme overkill for a basic concept for those that have already played the game a few times and are still struggling. If you understand line of sight visibility, valid target, drawing targeting lines, retaining cover saves and obscuring then do not let this video confuse you and honestly if you're enjoying the game don't let rules get in the way of that. Play how you think is fun. Who cares how the rules actually work. The app included light rules don't even have half of these rules. The space between two kill team scenario fundamentally changes how the core rules work. It's all made up. Play how you think is fun to play. But for those who want to know and are having some struggles it's all about finding a valid target. This is mainly to answer can we shoot or not but it will come up for certain other rules too and I'll give an example right at the end of the training montage we're about to do. But keep in mind that finding a valid target is not tied in any way to actually performing the shoot action. Let's start with the absolute basics. For those that don't know anything obviously go and check out my how to play video for the actual legitimate best how to play kill team video on the internet linked in the top comment below. Do you have visibility to check this you get down to table height and see if you can draw an imaginary line from your models head to any part of the enemy model including their base. In Wargaming terms we call this true line of sight and it's generally considered the worst way to decide things but here we are that's games work job. A model first company low, low, even. This is a system that punishes cool conversion and creativity from hobbyists. Anyway can you see the enemy model if yes then they are visible. If that visible target has an engage order congratulations you have a valid target and can shoot. If it has a concealed order and not in cover it's a valid target and can shoot. Being on a vantage point makes an enemy with a concealed order behind light terrain a valid target and so could still be shot. That is it. That right there is the entire valid target rule visible within one inch of cover engage or conceal order. Vantage point flips light cover. Simple. Okay let's get specific. How do you get cover? In kill team every octave has a one inch control range bubble around them. This tells you if they're in cover or not. If a piece of terrain is intervening between the shooter and the target and within the target's control range then they have cover. I'm going to say the word intervening a lot so just to be clear intervening just means between the two operatives. The reason I'm not saying between is because the rules you the word intervening. All simple so far. Cool. Valid target is sorted. Yes we discuss how we work out intervening soon don't worry. Except for two things. Vantage point and seek. Seek is a weapon rule that means when selecting a valid target the target cannot use any terrain for intervening cover. Minor note the seek rule is actually very rare. More common is seek light which only stops light terrain for being intervening cover. Very few things in the game are actually seek heavy. Then we have vantage points which are very common in kill team. When you're on a platform that is at least two inches higher than your target they can't use light terrain as intervening cover. Again heavy terrain is not removed by vantage point keep that in mind. Do note that with both seek and vantage point even though they can't use that terrain as intervening cover for purposes of valid target they still get to retain their cover save if they choose. Only the weapon rule saturate can remove that. And if you're shooting a model on conceal with the intervening light cover remember that they can retain two saves instead of the normal one cover save or they can retain one critical save and still roll their normal two additional dice. In general shooting a model on conceal behind light isn't very effective even though you can do it and they are a valid target. Okay that is the core of selecting a valid target. So let's discuss obscurity. Again this is nice and simple. Obscurity can only be gained from heavy terrain so for now forget that light terrain exists. I'm not talking about it. Remember the term intervening terrain. That's any terrain between the shooter and the target. We've also discussed that the one inch control range is very much a defining thing. Well for obscurity we are now discussing terrain outside of that one inch control range. Heavy terrain only not light. If it is intervening then you are still a valid target and so can be shot however there are some very harsh negatives to taking this shot. You can't retain any critical and you have to discard one of your successful hits. Okay that there is the basics of valid target and obscuring. With this information safely secured let's go ahead and run the training course. For ease of understanding I'm using 40 mil based models because I just happen to have a one inch control range marker for objectives which are of course 40 mil. If you want to check out these objective markers or other accrued framework yourself check out the link to crossfire games on Etsy and Uco Glass Off-Dead 24 to get 5% off. I'm going to be using the Reckhuboy's boss knob versus the angel's of death sniper marine because of course marines love knobs. Additionally for ease of understanding we are always going to be having the marine here, the sniper marine as the active operative that is performing the shoot action. Okay for these first dozen or so slides I'm going to be making this super easy for you okay. So with everything that we've just said in mind, marinas shooting the barricade is light cover. So what does that mean? We've got one operative within one inch control range that is on an engage and one operative within one inch control range on a concealed. So allow me to explain the key to you. If the targeting cone, the targeting lines you are drawing comes out blue that little blue that means it's a valid target. If it's red that means it's not a valid target and the yellow highlighted terrain is what is deciding that for us. Okay so as I already discussed valid target if you're on an engage order within one cool. Okay let's check out the next riddle. So this is really kind of the only thing that's going to change here but we do get some interesting points. So our marine is on a vantage point now. Keep that in mind. We have the same set out on the left, the two same operatives one on an engage one or I can see. On the right hand side we then have heavy terrain. Now how does heavy terrain interact with vantage point? I did mention it. We have one on an engage order and then we have one on a concealed order. Give yourself a quick moment because honestly if you can figure this out you basically understand line of sight. Okay let's take a look. Boom. So vantage point has discussed means that anything that is behind light terrain becomes a valid target. If we were to shoot that striking scorpion hex up there which is on the left hand side. Don't forget that it is on a concealed behind light and so it would be able to either retain one of its dice to get a critical save and then roll its two other dice as normal or it could do two normal saves and roll its one other dice as normal. Then moving on to the right side of course we have the heavy terrain. So we're on a vantage point and vantage point doesn't change how heavy terrain works at all. It only changes how light terrain works. So the model on an engage order of course can be shot just as it could be if we were stood on the ground. No difference to being on a vantage point there. However we cannot shoot the model on a concealed order because it's behind heavy terrain and vantage point does not interact with heavy terrain. Honestly you figured it out. However let's talk about drawing targeting lines because this is the fundamental bit. This is the core for almost everything you can do this. You can just look at your models and you say oh yeah well that piece of terrain is clearly in between these two models right. Let's talk about when it's an edge case scenario. Let's discuss targeting lines. So as you can see from these you are drawing from one part of your base to the whole of the enemy base. So if we were to draw it here again we're drawing from the marine it doesn't matter what order this model is on. This is just an example of drawing a targeting line okay. So we can draw a targeting line from one single point on our base. Now for everything else I have drawn to just for ease of your understanding. I have drawn from the closest part the center of my base to the whole of the enemy base. The reason I've done this again purely to not confuse you but that's not actually how we do things. It can be if it works that's great however as you can see here if we were to take this shot we would be granting our opponent obscured because we are drawing our cover line through a piece of heavy terrain. Now I would like to quickly point out we are only discussing covering lines here because technically we could still take this shot as discussed. This is a obscured shot but it's still a valid target. We would simply not be able to retain a crit and we would have to discard one of our successful normals only talking about targeting lines here. So keep in mind to draw a targeting line we pick a single spot on our base. Now you've picked the wrong side. Luckily it can be any single spot on our base. So this would still be an obscuring shot instead we would draw it from here. You can always pick the person making the shot gets to choose where you're drawing the cover line from and so because we are almost always actually in reality drawing it from one side of our base so that we get the best angle we can draw it from this underside of the base goes all to the whole of the enemy base without going through the obscuring. Except we are measuring and playing a game that takes place in a 3D space. This is a vantage point so we're learning two things here. We're learning how to draw a targeting line in 3D space but we're also learning what's uh well simply the fact that um a vantage point is light terrain so drawing it from the marine okay we're shooting up to the guy up there who is on a vantage point and vantage point is light terrain so what does that mean for our targeting lines? It means that we go back to very simply shooting against light terrain. If this model uh up on the vantage point is on a concealed order we cannot shoot it but if it's on an engage order we can shoot it. There you go very simple okay everybody I'm taking the training wheels off we are no longer getting our nice little funky cones we are going straight to the hardcore and I'm going to give you some interesting curve balls in this all right okay you will see that both of these models have their one inch control range shown this is so that we can play around a little bit more specifically with where their terrain is they are both stood in front of light terrain that that light terrain is within their control range and the knob is on a concealed order this is nice and easy we've already talked about this multiple times we do not have a valid target easy okay let's move along oh he's he swaps to an engage order this means he is a valid target you're with me okay valid target not valid target simple all right oh oh what's happened okay so we've moved the light terrain so that our knob is no longer within control range but he is on a concealed what does this mean this means he is a valid target he would be obscured if that was heavy terrain but he would still be a valid target either way but yeah there you go if you're not within control range if any terrain it's very easy to just say yes that's a valid target and the order doesn't matter okay let's go to the next one oh we've got some things going on here haven't we so our orc is now behind heavy terrain and on a concealed what do we think is going on here so we we've talked about this so if what I've told you so far if I've steered you right that means the knob is not a valid target but there's actually I've tricked you the marine is by a piece of heavy terrain as well let's take another angle so the marine actually can't see the orchid it's not shown particularly brilliantly here because of course it looks like you can actually see that huge yellow fist in the background but you can't there you go so that yeah you just don't have visibility all right let's mix it up okay so we now have our knobs stood back not within control range of anything so you might think we can shoot no still don't have visibility so it doesn't matter don't forget you always check visibility for valid target you don't just jump straight to what's the order what's the control range of terrain visibility always comes first and let me tell you this you will find yourself as we all have figuring out oh do I have line of sight on that model I think I've got the angle I it's on the right oh I can't see it so trust me that will happen a lot same thing doesn't matter just quickly going back to this let's imagine that we could see this this knob just so you're aware doesn't matter if you're on a conceal or an engage order you're obscured there you go obscured is obscured doesn't matter the order cool okay let's put ourselves on a vantage point the knob there is on a conceal within one inch of the light terrain what does that mean for us that means we are able to take the shots it is a valid target because it's light terrain not heavy but of course it is within one inch and on a conceal and that means they will be able to retain extra cover save bonuses as already discussed it now goes to an engage that's great we could take a shot and it will not be able to retain extra save bonuses good stuff okay ah heavy terrain our nemesis how does heavy terrain interact with vantage point we want to conceal can we shoot through it like we could with the light no we cannot that means not a valid target boom he flips to engage we can shoot no extra cover saves not obscured because he's within one inch of that heavy cool ah ah no hold on what's happening here so we're on an engage we're not within one inch of the heavy terrain but that means we are now obscured okay so how does this interact let's do it again obscurity doesn't care about your order vantage point does not change obscurity that means that if our marine shoots this knob the only thing we care about is it's a valid target so yes that valid target yes if we shoot all of your crits become normal successes and then additionally you discard one of your normal successes so there you go and this is just a 3d picture to show you that the cover line would be drawn through that piece of heavy terrain because again don't forget that you are drawing your cover lines in 3d space you're not just always doing a top-down view you do draw it diagonally as shown in one of our first trainer wheels pictures ah okay so we've got something a little bit different here we've got our knob on a concealed within one inch of terrain and then we've got our marine did on a vantage point so we know what that means that means that the knob is going to be a valid target cool however I've as I'm sure you're with me on this our marine is not within control range he's not within his one inch of the heavy terrain that he is on if this was on a flat surface that would mean the knob is obscured because we were not within control range to negate basically you can shoot out of your control range as if the terrain isn't there but we're not within one inch of that control range of the heavy so would that mean that the knob is actually obscured it would if we were on the floor but actually what it does mean is that vantage point have a rule where you can never be obscured by heavy terrain that is connected to your vantage point and it goes both ways so if the knob was shooting us likewise we are not obscured and it's not obscured to us so there you go we can shoot lovely job now the knob has joined us up on this vantage point so the battlements for the knob are light terrain the battlements for the marine are heavy terrain the knob is on a conceal do we have valid target as discussed vantage point makes light terrain suitable however the definition of a vantage point requires you to be two inches higher than your opponent for it to have that effect if we look at the levels the knob is actually a little bit higher we don't have a shot not a valid target there you go easy stuff ah now here's a fun one the knob's on a conceal could be on the gauge doesn't change how this works knob's on a conceal do we have a valid target here what do you think well it's a little bit of a tricky one drawing such acute cover lines is a bit odd but almost always in this situation you're gonna have to check visibility and you don't got it let me tell you this very very rarely if you're in this sort of situation will you have any visibility to the to the enemy and this is these are two really big models this is like the best possible line of science you could get and we don't have visibility okay you see that's let me here you go yeah so let's let's let's hammer down on this just drill down let's drill it hard visibility is drawn from the active operatives head the person performing the shoot action draws a line from their head to any part of the enemy body or sorry any part of the enemy model the fact that are the tip of our gun can see any part of the enemy model doesn't so relevant it matters about our model's head cool okay we've changed it up a little bit now so knob back on the vantage point on a conceal behind as discussed battlements which are light terrain marine is now on the second floor behind that heavy cover as discussed in the last one if we were the same level we wouldn't be able to have a valid target but because we are now back on a vantage point that is two inches or more above the enemy that means it's an active vantage point again and we can shoot and have a valid target because we are two inches higher than the enemy this is just a 3d picture to show you because this one looked awfully flat but there you go so we're much higher doesn't matter the fact that the knob is on a vantage point we are on a vantage point to him so it's fine but things have changed now things have changed a little bit so we we still have vantage point to the enemy model enemy model's on a conceal and it's now behind heavy terrain does this change anything no it does not as discussed vantage point never negates heavy the knob is safe again to bring it back here the battlements specifically on these ruins are light the battlements on the strong holds are heavy that's the difference there you go just showing you another angle so you can see what's going on okay now we've got to do a little bit of practice with the marine shooting up onto vantage so we have our knob on a conceal we've kind of already covered this haven't we knobs on a conceal vantage point is light so we don't have a valid target are but he's flipped to engaged do we have a valid target yes we do so we can shoot up to a vantage point when the enemies on an engage let's try it again so we've removed this wall from the equation we're just shooting a ruin does this change anything we're shooting up to a vantage point there's no wall in the way but that doesn't matter because it's all about the actual floor of the vantage point knobs on a conceal not a valid target knobs on an engage valid target there you go the actual wall that can be in front of you on a strong hold or on any ruin is irrelevant there you go cool ah well now now we have some interesting things going on so let's think about this our marine is on the floor he's shooting up to a vantage point with the enemy on a engage is this a valid target the answers yes we know that however we are shooting through the strong hold wall the strong hold wall as we see there is heavy so is the knob obscured normally the answer here would be yes and if that strong hold wall wasn't a strong hold wall and it was just a random piece of ruin then it would be yes a valid target but obscured however because that strong hold wall is connected to the vantage point that the knob is on it's not counting as obscured in either direction doesn't matter who's shooting who if you are shooting through heavy connected to the vantage point you're on not obscured okay let's try this again so we've got our one inch control range radius circles back lovely we're shooting through this heavy terrain what does that do for us we were talking about how if you're on the vantage point of it perhaps that means you're not obscured but neither of these models have anything to do with the strong hold the strong hold is simply there that means this would be an obscured shot again though the fact that we are on a concealed the knob doesn't mean anything because we're not within control range of any terrain this is an obscured shot but still a valid target ah well things have changed for us haven't they the the situation is different so we now have an engage order and we are within one inch drawing our targeting lines to the knob so this is again nice and easy it's heavy terrain the enemy is on the engage that's a valid target but obscured now a little kind of note here we're going to go further into this one because the enemy is both obscured and has a cover save this is the worst possible scenario for us so what this means is the in this scenario the knob would be able to retain a cover save if they wish they get to decide whether or not to do that and it's obscured so not only are they retaining a cover save we cannot get any crits and we have to discard one of our successes ah now I've I've removed the strong hold aspect from this just to make sure we're all clear on it and this is something that's going to come up a lot ignore this corner we can get a cover save and obscured from this piece of terrain here as soon as our targeting line touches heavy terrain any heavy terrain along that targeting line along that targeting cone you then immediately start counting one inch one inch from this barely makes it to that center crease of that board as you can see the knob is well and truly obscured and gaining cover from the same piece of heavy terrain now this is a poorly taken picture but let me tell you what's happening marine shooting the knob no volume engage heavy terrain between them and let me tell you this okay have a think before I give you the answer immediately the heavy terrain is within a one inch control range but as you can see only just and the control range doesn't extend to the other side what does this mean because of focus because of the way the game works because of obscurity and cover lines and targeting lines and cover and in orders and engages this is going to be a thing that happens relatively often for you okay this is part of why I always say my other videos that focus is dominated by melee because this knob right now is getting a cover save and obscurity from this piece of heavy terrain and he's on an engage so he can shoot freely this is an issue as long as you are within control range of a piece of heavy terrain you get a cover save and as long as that control range doesn't extend out the other side of that heavy terrain you get obscurity I'm not saying this is a good thing to do I'm just pointing out that as the rules are written and the fact that you can get both obscured and a cover save from the same piece of terrain this can be done is it possible that in the future it might be FAQed so that you have to elect whether you're getting obscured or a cover save probably but we shall see so this is a little aside note this isn't about valid target this is about control range one of the first things control range requires is visibility okay and I'm pointing this out just because it's going to come up these two models are within one inch control range of each other however there is heavy terrain between them and let's take a look this mandrake and the arbides dude do not have visibility to each other okay however the piece of terrain that they are stood between is between them is a stronghold wall that is under two inches high and there was a special rule on focus where when it comes to control range specifically not valid target not line of sight I'm just talking about control range when it comes to visibility you do not count either the doors or any piece of wall under two inches in height so although these two models do not have visibility and so technically would not be in each other's control range for example two mele because of a stronghold wall you can actually make this fight and they are in each other's control range if you go ahead and look at this piece of heavy terrain between them now again they are not visible but they are within one inch of each other but it doesn't matter because that was only for but it doesn't matter because that was only for the stronghold that ignored that right now they don't have visibility so they are not in each other's control range they're not a valid target anything like that okay we've got one final test we've got our marine sniper about to shoot our our not okay we've got our one inch control ranges out what do you think do we have a valid target yay or nay so for this one's particularly I'm going to show you how you will work this sort of challenge out in a real game and that's using something called a laser line I I have one from army painter if you just search army painter laser line this will come up if you end up drawing this targeting line from the wrong side of the base which of course we would never do but just as an illustration because we are outside of the control range of that piece of heavy terrain we would have a valid target but the knob would be obscured so instead we will draw it from the correct side of the marine's base this is the effect that the targeting laser gives you when you use it good like holding it still but it does work for you don't worry so we draw our targeting line from the correct side of the marine's base and then we have not just a valid target but also an unabskured valid target okay well blind me hey if you made it to the end of the video and you are someone that watched this because you genuinely did not understand valid target and obscurity and all such things that's been a huge overload of information I hope that you know hey if you have to watch this video multiple times you do you there's a lot there I'm lucky because I've internalized it over the last three years but learning this for the first time so many people had struggles with it it's great the curing has improved it's it's verbiage it's language but it still is the same actual line of site system as the last edition so it is a little bit complicated but I promise you it is a really cool part of quilting that really defines the game and if you've just been watching along to have fun trying to figure out if you can guess valid target or not obscured or not before I actually give the answer away I hope you've enjoyed that as well anyway thank you for watching the end of the video everybody stay cool thank you bye
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Hello everybody, Andy here from Glass Off Dead, the number one Killed Team channel on the internet Unless you are aware of literally any other channel. Okay, today we're doing another gotcha guide And I'm gonna tell you what a gotcha guide is and what a gotcha guide isn't going to give you Let's get straight into it. We don't want to dealie dally. I'm doing 36 of these potentially. So let's not let's not dwell So what is a gotcha? Gotchas are things that mess with you not with them if they buff themselves. That is not a gotcha In learning a teams gotchas you are also learning how to play the team. So yes, the type of this video is How to play because that's what people are going to search when they search for these sorts of things However, the thumbnail is gotcha guide in this video Okay, you are going to learn the gotchas of the team and in learning what a team can do against you And the things you need to look out for if you're actually looking to play that team You're going to learn the things that you should be trying to do to other people Quick note on what a gotcha is of course It's not a buff if they are able to give themselves ceaseless or balanced or rending That's not a gotcha. That's just a thing they can do. It's something that you will have to learn To be aware of but it doesn't stop you from doing anything you need to do to enact your devious schemes This is not a basics guide You should understand the basics of playing kill team. I have of course done a how to play video I've also done various other like line of sight videos etc If you're lurking for the basics, this isn't going to be it and not just the basics in the mechanics But also kind of the basics in how to play kill team in general right? You should also know your team. I can't refer to always a whole team and normal team and elite team into every team I'm talking about the team and their gotchas for you if you're playing for example Deathcore you need to know what your profile does to a space marine if I'm talking about a space marine or if you're playing an elite team An elder what does your team and how do they in general deal with A hot team or an elite marine team Equally, so that's your your profiles You also need to know like the basics of the enemies and how much you care about those If you're playing deathcore of creed You need to be very aware of blast but if you're playing Marines you don't care about blast at all you don't even have to ask the opponent. Hey, do you have any blast? You don't care. There you go. They can hit multiples of you. That's fine And how about the facts your team What I'm saying in this guide is we're going to be looking at five different things First we're going to go over pre-game. This is going to affect your operative and your tac-op selection So as you rock up to the table with your opponent your shake hands You look them in the eye you give them a dirty glare and before you pick your team here are the things you need to know To pick the operatives and the tac-ops deployment. This is after you've picked This is going to be things that define where you can move firstly in deployment But also going into your plan of turn one these are we things like seek light Ignore obscuring because that will define where you can stand safely Firefight is everything else Basically a gotcha here. We're just looking at things that define your dice maths There you go finally we have interrupts interrupts. I think that stop your activation These are the true things these are the fight first the hit twice all these crazy things stop you from activating Possibly even stop you from tapping a point etc etc If you do like what I'm doing here on this channel in general in this gotcha guide series in this particular video Whatever I do have a patreon Firstly a shout out to all of my patrons You are genuinely the only reason I am still making videos if you would like to be somebody that makes me still make videos and you know Donate to my hydration fund. Thank you very much check me out on patreon I also do things like every week. I give a rant on some subject or an update of the channel And and if you don't want to do that you want to support in another way I do have a fidget links to element games and whaling games in the UK if we're UK based The way that works by the way is you just click on the links below It costs you nothing extra and I get like a two percent kickback or something tiny in that put it all adds up Okay, but that said let's get straight into Now the fobals basic stat line is actually I you know normally I'd say oh it's a standard elite stat line because they're Marines No, these are actually very very different to every other elite team because they are 12 wounds instead of 14 The seven move doesn't matter as much. That's not as impactful, but 12 wounds is way more killable if you managed to catch these guys in melee You're gonna be doing some good stuff Seven-inch move is good for them of course. It means they're much faster Save three up means that the same as other Marines and that regard APL 3 also huge skew Still on elite teams still very flexible very fast But 12 wounds means that if you catch them with certain teams. I'm thinking of Elv specifically very killable A quick look at the kind of things they can bring into you Firstly, if you have a reaver They are just an assault incessor keep that in mind. They do have some real melee punch power and That melee punch power comes with special shenanigans that allow them to do funky things like Hits wise Which you wouldn't expect from millions of death etc etc So a reaver doing that is you is very potent But then you can also go up against incursors and infiltrators who have lethal five or ignore obscuring Let's see if we talk about those. I don't know Right, so when it comes to deployment indeed we have incursors incursors are one of the types of Overarking rules that they can take faction rules And if they have an incursor octave that means that model just gets to ignore obscuring with their bulk rifle They're bulk rifle sorry with their bulk gun Just it's called an Oculus bulk gun. It ignore obscuring. There you go. They can shoot you So if you're setting up for deployment for term one if you normally use obscuring don't do it against phobos because they will have at least one Most likely to incursors every time they play you They then have box breakers. So this is an infiltrator infiltrators We're talking about what their special abilities in moment But this guy when he's within eight inches of you Everybody ignores obscuring against you which is really quite interesting So it's not just the incursors. It's the box breaker octave as well If they take the box breaker octave And then when he's got you with that eight inch bubble He the incursors who would already have ignore obscuring suddenly get seek light as well keeping in mind that you know You still get to retain your cover save if they have seek light. Don't worry But they will be able to shoot you. So these things are possible And if you if they have taken the box breaker Potentially This isn't so much of an issue on volcus obviously where there's not really that much light But if you're playing on another kill zone and custom kill zone octahres whatever Uh the box breaker they have a real ability if they if they forward deploy So they've got that three inch move and then they're moving seven and then they're dashing again And then an eight inch aura They can get seek light on on the other side of the board. So Keep it that in mind We let go to the fire fight. So we mentioned gorilla warfare first This is for one APL they can change their order This is An interesting ability it on the one hand heavily nerfs the team they can't do any double shooting Well, they can if they don't have to move but why have you given them a shot in general? They're going to move shoot and then gorilla warfare back to a Conceal order which means you then can't shoot them right Uh, it's possible that in turn two if it combined if you've had to push up to seek lights That they're going to use the box breakers and remove the seek light on the incursors Who knows right but keep in mind that they can at the end of an activation Just say oh, I'm in I'm concealed now So you think you're playing a team that is you know, you're going to do your usual trade I've put my bait out you take it we then begin the trade war um Does don't they don't have to do it We then go to tactical advantage. This is apply reroll initiative once There you go. Is that a ploy? We must be applying yeah So reroll initiative once being able to reroll initiative isn't necessarily a gotcha But just be aware they can do it. It means that turn two if they've set themselves up for some plays They can reroll and they will We go back back to the box breaker Same operative he turns off rerolls within six inches that Really quite good into certain teams Perhaps this should have been in fact in the In the pregame bit so that you know that if you're a team that relies on rerolls And you have the ability to do not take reroll heavy operatives Um This might be the time It helps don't worry the box breaks only one model and not many people are running him But it's there you also then have the marksman track target So this is one operative who's an incursor so he would naturally have remove obscuring And he can track target which is just the guard ability which is a corribility that can typically only be used in Gallaudac but he can do it in any kill zone um Yeah, it's it's good I guess Oh, but there is one advantage to it. It can be done on Conceal and then when he shoots he flips to engage this means that he's just a constant threat The typical way the marksman will be used is be put on a vantage point somewhere And then he just sit there for the whole game tracking target There you go So as soon as you say I want to move out and I want to deal I want to stand on that central point Cool my marksman's there You sure you want to do it. Keep your mind also that guard Isn't at the end of an activation. It's not counteract is at the end of an action That means if the enemy can't get all the way there with a single move You've got your shot Interrupt we go to omni scrambler as mentioned the incursors get to move obscuring Revers get to do One AP action free and omni scrambler is the infiltrators can do a block activate So this means the strategic gambit step a Enemy octave that is within visibility of a infiltrator you pick an up thread you say I can see you I've got visibility and you can't activate and you can't activate for the number of infiltrator Optives left on the board. This could be four Three is a more normal pick But three of the enemy activations until you can select that octave. So again If you set yourself up through a really big turn to Attack But you you're within visibility of an infiltrator. Yeah, just gonna stop you Keep that in mind We then have stealth assault. This is a ploy as I mentioned at the beginning with reavers You charge you hit twice there you go That is an almost guaranteed 10 damage pretty much at least nine guaranteed eight so be aware this can happen We then get the proximity mind this comes on the Ah the mind layer Or the saboteur. No, it's the mind layer the mind layer. Yeah, who I believe is an infiltrator So this is a mind If you move within control range of this mind you immediately take two d3 plus three damage We could be looking at nine damage We could be looking at as little as five You stop your activation Done stop pass back to the fobos You are additionally as well as the damage minus one apm But do note that it can hit friendlies the only friend it can't hit is the actual octave that lays it And there's also no placement restrictions so it can go right behind a door So if the fobos is being a little bit canny They can straight up stop you from getting through a door Which they probably should do to be clear they can either stop you from getting on a point stop you from getting through a door etc Right with that said let's take it over to the table top and have a quick look at some things you can do with guard I really said them But it can of course help to see things being done in the flesh the plastic So this is really just me explain to you how track target aka guard can work on an open board using the fobos marksman Firstly remember it's not a counteract you are not only looking for your shot at the end of an activation And also you don't have to only shoot the model that is just activated If this model is here and does something but you have a shot on this guy over here thanks to vox break You can count down the number of activations and make sure that before you run out and start counteracting This guy can take a shot on this guy This guy is concealed and can't be shot but taps the point that's good information You've been a threat to them you've stopped them from being more aggressive They have decided to not give you that shot cool time to take the shot of the model that you can shoot This does of course flip you to engage but the beauty of this is you don't have to do it ever You can just enjoy the threat that you are putting onto the board And that's actually what you should be using the marksman for Not necessarily to be the big hitter the big killer of your team But to put down constant threat and make the enemy have to commit more resources to doing something Than they actually need to do and that as we now know Is the diabolical play for fobos
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Hello everybody, Andy here from Glass Off Dead, the number one Killed Team channel on the internet Unless you are aware of literally any other channel. Okay, today we're doing another gotcha guide And I'm gonna tell you what a gotcha guide is and what a gotcha guide isn't going to give you Let's get straight into it. We don't want to dealie dally. I'm doing 36 of these potentially. So let's not let's not dwell So what is a gotcha? Gotchas are things that mess with you not with them if they buff themselves. That is not a gotcha In learning a teams gotchas you are also learning how to play the team. So yes, the type of this video is How to play because that's what people are going to search when they search for these sorts of things However, the thumbnail is gotcha guide in this video Okay, you are going to learn the gotchas of the team and in learning what a team can do against you And the things you need to look out for if you're actually looking to play that team You're going to learn the things that you should be trying to do to other people Quick note on what a gotcha is of course It's not a buff if they are able to give themselves ceaseless or balanced or rending That's not a gotcha. That's just a thing they can do. It's something that you will have to learn To be aware of but it doesn't stop you from doing anything you need to do to enact your devious schemes This is not a basics guide You should understand the basics of playing kill team. I have of course done a how to play video I've also done various other like line of sight videos etc If you're lurking for the basics, this isn't going to be it and not just the basics in the mechanics But also kind of the basics in how to play kill team in general right? You should also know your team. I can't refer to always a whole team and normal team and elite team into every team I'm talking about the team and their gotchas for you if you're playing for example Deathcore you need to know what your profile does to a space marine if I'm talking about a space marine or if you're playing an elite team An elder what does your team and how do they in general deal with A hot team or an elite marine team Equally, so that's your your profiles You also need to know like the basics of the enemies and how much you care about those If you're playing deathcore of creed You need to be very aware of blast but if you're playing Marines you don't care about blast at all you don't even have to ask the opponent. Hey, do you have any blast? You don't care. There you go. They can hit multiples of you. That's fine And how about the facts your team What I'm saying in this guide is we're going to be looking at five different things First we're going to go over pre-game. This is going to affect your operative and your tac-op selection So as you rock up to the table with your opponent your shake hands You look them in the eye you give them a dirty glare and before you pick your team here are the things you need to know To pick the operatives and the tac-ops deployment. This is after you've picked This is going to be things that define where you can move firstly in deployment But also going into your plan of turn one these are we things like seek light Ignore obscuring because that will define where you can stand safely Firefight is everything else Basically a gotcha here. We're just looking at things that define your dice maths There you go finally we have interrupts interrupts. I think that stop your activation These are the true things these are the fight first the hit twice all these crazy things stop you from activating Possibly even stop you from tapping a point etc etc If you do like what I'm doing here on this channel in general in this gotcha guide series in this particular video Whatever I do have a patreon Firstly a shout out to all of my patrons You are genuinely the only reason I am still making videos if you would like to be somebody that makes me still make videos and you know Donate to my hydration fund. Thank you very much check me out on patreon I also do things like every week. I give a rant on some subject or an update of the channel And and if you don't want to do that you want to support in another way I do have a fidget links to element games and whaling games in the UK if we're UK based The way that works by the way is you just click on the links below It costs you nothing extra and I get like a two percent kickback or something tiny in that put it all adds up Okay, but that said let's get straight into when it comes to the higher tech They are one of the true hybrid teams. They're not an elite team. They're also not a mid-range team They're eight models but that's Two of them are like little scutlers with only five health one of them is Space marine level so it's APL 3 3 upsay 14 wounds One of them is 10 wounds as you see above here, but only three APL But 10 wounds and then you'll have four regular dudes that are well actually sorry three regular dudes That are 10 wounds and another one that is only APL 2 but 11 wounds So this is a true it's all over the place team and so I think that this got your guide is gonna be Required for higher tech circle. They have a lot going on in fairness. So not again I know I've just said it, but keep in mind that they are this is not a Full run down of everything they're going to do to you What I'm telling you here is really the debuffs the things that will stop you from doing what you want to do As we see above here They can take different types of weaponry depending on who they're playing into And this isn't even showing the good guy the death marks who have a severe between they're always critting blah blah blah They're piercing one etc etc so They've got good things right let's get into it. This is the basic sat line You are looking at 10 wounds being kind of Technically the the the most number of models on the team. So how do you play into 10 wounds? Obviously marines You'll be going for those four fives you'll be going for those crits Trying to get that so if you're into death you'll be looking at taking branding blah blah blah blah blah you get it You have to figure out your team. So 10 wounds, but there is a marine And then two scutlers you get it. All right. Okay. Let's move on So for the pregame things you need to be aware of are reanimation protocols So this is when you kill a model they have the chance of coming back to life Uh, there you go be aware And this is why it's a pregame thing to know about Is that it lowers your kill-op when they come back to life They will return with one hit point, but then they will immediately get D3 plus one So they could be coming back with as low as three hit points But they could be coming back with five hit points if they're those 10 model 10 wound guys That means they're coming back at half health, which means they won't be injured. There you go So you've got to ask yourself are you going for kill-op against this team when after you've got that kill They can just return back to life They can potentially return to per turn keep that in mind But it is also a little bit random. So basically you get a kill And then they roll a D6 in the strap phase the next turn And if they come back to life only one can come back to life each turn that way and every model can only come back once per game It's a thing. Okay, but then have phase shift. So once per turn lower the piercing by one Pretty good. So are you a piercing heavy team? Well, maybe you shouldn't be there you go. They can just do this We then have the psycho-mancer with the nightmare shroud If I say psycho-mancer that's one of their particular operatives That means they don't always have access to this depending on the type of cryptic they take However, if they do take the psycho-mancer which by the way Until the laser's balance patch has been the thing everybody took because it was insane Now is slightly different. So if you are within four inches of this cryptic cryptic is the psycho-mancer same thing then Those enemy operatives within four inches cannot re-roll the attack dice And they cannot retain alt-crites all crits means alternate crits. That means things like Rending lethal five etc. You have to roll a natural six to be able to retain a crit This can be very very important if you are a re-roll heavy team if you have lots of lethal five lots of rending And they choose to take the psycho-mancer You really don't want to be taking Her operatives that rely on that alt-crites or re-rolling So if you can avoid it you probably should even if psycho-mancer isn't actually the pick right now but it probably still is When you're then going to deployment be aware That they have an ability, a ploy called living lightning if they've taken the Tesla carbine which we saw on the basic stat line They can choose to lose dev one And get blast instead so they can have blast This isn't something I would normally point out for as a gotcha as I've said Having blast is not a gotcha But because they have conditional blast when they want it It does need to be pointed out if you were looking at their basic stat line and you thought oh I think I'm good actually They can just have blast there you go The death marks they do funky things so these are the models that I didn't show you But they can be a basic model. They can have three of them They can just remove obscuring there you go So if you are trying to remain obscured they can say no thank you And then they have an ability called death marked Which is they get seek that's right one of the very few instances of the game of full Thek they can shoot you behind heavy behind light easy peasy There's a problem So another death mark can have a seek shot for the rest of the game until that operative is dead Um, are really shot by death mark for the first time So you've got three death marks the first guy Takes a shot Doesn't kill you then run away because obviously you don't want to get shot again Uh, because you were behind seek light because you were behind light Let's say well the other death marks now just have seek on you that means they just need visibility and they can shoot We get to the fire folks. There's quite a lot for Um, this is the only team so far that I've done that needs two pages for this so Yeah, so you are aware they have a faction ability called magnify the cryptic All the apprentice Can draw line of sight from each other and they can pay a CP to draw line of sight from any engaged model on their team keep that in mind that is um Yeah Yeah And then when they use this they will gain C-slust this means for example That if they have both their equipped tech at a printek pushing up hard Which they probably won't do but they might who knows um and they just have a clear shot with their Apprentech let's say They might but they also have a clear shot from the cryptic They will still use magnify because that means their shot gets ceaseless There you go Uh, yeah That's a thing they do We don't have command underlings So um if you are within six inches of a cryptic or three inches from the Apprentech you could do a free dash in the strategic phase It's fun And you have dimensional ambush This means death mark can guard which is Really good? Yeah, you just get to guard This is like only one foe boss gets to do this but you get to have three on the higher tech But they get interstitial command It costs one ap so that we come from your um I think it's your cryptics in your Yes, but tech they can do interstitial command one ap As in it costs you it costs them Zero ap and they can make one of your one of their other models perform a one ap action But then if they do that action they cannot do it again or before in the turning point So if you decide if perhaps you've locked up in a mortal in melee They can do his interstitial command on that operative force them to fight Cool, they then can't fight again in that term but they could still move shoot or shoot whatever there you go Um originally I'd written this as counteract for free or counteract twice But it doesn't actually work that way just a little bit of uh Trivia for you there we then have the chronomancer who is another one of the cryptics Who has the time splinter ability six inches selector model and you can teleport at six inches This means that you think they can get a model basically wherever they want This is a huge 12 inch move potentially actually over 12 inches because the smallest Oh the chronomancer is a 48 mil base. So that's like two inches inch and three quarters there So it's actually like in a 12 inch move uh, sorry So actually like a 14 inch move potentially so Keep in mind they can do that Then model the chronomancer can then do uh Select anywhere on the board that is visible to them drop a marker there. That's a 20 mil token as you know a marker And then within four inches of that marker. So that's eight inches plus the 20 mil so you're looking about nine inches really It's minus two to the enemy move When we take it to the table we're going to have a look at the kind of things that can do to trip you are When it comes to interrupts luckily not actually too many they more have the big shenanigans in the firefight phase But they have something called a tesla weave This is when you charge them You can just take d3 plus one damage there you go piece of equipment And then they can for a ploy gain accurate two in melee just keep that in mind you might be thinking oh Lumbering robots they're quite slow not a big deal. They're clearly ranged because they're a really strong range So they're probably not great in melee They are guaranteed two hits in melee if you are a melee team they're going to play this they always have to Actually remarkably strong plus the tesla weave on the charge you're going into them potentially full wound down Then we have the psychomancer again one of the cryptex can use vision of madness Select an enemy and then next time that enemy activates If you roll equal to or higher than that enemy's a pl they cannot activate again unless they're the last model or whatever but If you set up a big play for turn two initiative Your psychomancer could say ah not quite so not quite Of course if it's an initiative you would be able to go before the psychomancer, but you get me they they can block stuff Right okay with that said let's take it to the table and have a little look at just what that nano mine can do if you're trying to be is I'm not just let's have a little think about the nano mine So the way this works is you've got your chronomancer it can be anywhere I've put it here just so you see it's quite far away you then place it's nano mine token within visibility I'll place it there But I can place it all the way at the back here it doesn't matter We're putting it there this then creates a four inch bubble which just about hits this guy Now where this bottle is You would normally have a six inch move. He's now gets a four inch move and that means he is trapped He cannot get out of this with four you think you've got two to there and then you got two to go over this And that leaves you done you cannot do it So what you would have to do is dash forward so that you are based to base You've got a four inch move you lose two you have a two inch move You can just make it to there that losing of two inch move is absolutely massive when you were then also trying to go over to rain Being a four inch move going over to rain means that you only have a two inch move So if you're not based to base with whatever you're going over you can't get over This effectively loses you in APL and heavily restricts your movement Which means now we'd have death mark over here over here Bam guys dead or more realistically the model just wouldn't actually then choose to come out of the stronghold And of course not score the tack ops here was coming out to score Movement and our shenanigans is the absolute Diabolical play of the higher tech circle
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Hello everybody, Andy here from Glass of Dead, the number one Killed Team channel on the internet Unless you are aware of literally any other channel. Okay, today we're doing another gotcha guide And I'm gonna tell you what a gotcha guide is and what a gotcha guide isn't going to give you Let's get straight into it. We don't want to dealie dally. I'm doing 36 of these potentially. So let's not let's not dwell So what is a gotcha? Gotchas are things that mess with you not with them if they buff themselves that is not a gotcha in learning a team's gotchas You are also learning how to play the team. So yes, the type of this video is How to play because that's what people are going to search when they search for these sorts of things However, the thumbnail is gotcha guide in this video Okay, you are going to learn the gotchas of the team and in learning what a team can do against you And the things you need to look out for if you're actually looking to play that team You're going to learn the things that you should be trying to do to other people Quick note on what a gotcha is of course It's not a buff if they are able to give themselves ceaseless or balanced or rending That's not a gotcha. That's just a thing they can do. It's something that you will have to learn To be aware of but it doesn't stop you from doing anything you need to do to enact your devious schemes This is not a basics guide You should understand the basics of playing kill team. I have of course done a how to play video I've also done various other like line of sight videos etc If you're lurking for the basics, this isn't going to be it and not just the basics in the mechanics But also kind of the basics in how to play kill team in general right? You should also know your team. I can't refer to always a whole team and normal team and elite team into every team I'm talking about the team and their gotchas for you if you're playing for example Deathcore you need to know what your profile does to a space marine if I'm talking about a space marine or if you're playing an elite team An elder what does your team and how do they in general deal with a Horde team or an elite marine team Equally, so that's your your profiles You also need to know like the basics of the enemies and how much you care about those If you're playing deathcore of creed You need to be very aware of blast but if you're playing Marines you don't care about blast at all you don't even have to ask the opponent. Hey, do you have any blast? You don't care. There you go. They can hit multiples of you. That's fine And how about the effects of your team? What I'm saying in this guide is we're going to be looking at five different things First we're going to go over pre-game. This is going to affect your operative and your tac-op selection So as you rock up to the table with your opponent your shake hands You look them in the eye you give them a dirty glare and before you pick your team here are the things you need to know To pick the operatives and the tac-ops deployment. This is after you've picked This is going to be things that define where you can move firstly in deployment But also going into your plan of turn one these are we things like seek light Ignore obscuring because that will define where you can stand safely Firefight is everything else Basically a gotcha here. We're just looking at things that define your dice maths There you go finally we have interrupts interrupts. I think that stop your activation These are the true things these are the fight first the hit twice all these crazy things stop you from activating Possibly even stop you from tapping a point etc etc If you do like what I'm doing here on this channel in general in this gotcha guide series in this particular video Whatever I do have a patreon Firstly a shout out to all of my patrons you are genuinely the only reason I am still making videos If you would like to be somebody that makes me still make videos and you know Donate to my hydration fund. Thank you very much check me out on patreon I also do things like every week. I give a rant on some subject or an update of the channel And and if you don't want to do that you want to support in another way I do have a fidget links to element games and whaling games in the UK if we're UK based The way that works by the way is you just click on the links below It costs you nothing extra and I get like a two percent kickback or something tiny in that put it all adds up Okay, but that said let's get straight into so the Legionary have quite a lot of rules Okay, but a lot of them aren't gotchas as discussed They are just things that they get to do to themselves and you have to deal with it when it comes to their actual gotchas We will obviously cover them now, but first the basic stat line Uh if you watch any others of these they are an elite team you need to know how to deal with 14 wounds with a three up save an AP or three We all know that struck don't worry. We're all having the strugs But do know that this is generally a relatively melee heavy team You won't probably be facing too many warriors But when you do understand that they are basically the same as an assault insert with five dice hitting on three four five with the chain sword And you're not really that fast about the warrior in particulars range weapons Cool, we they go to the pregame. What do you need to know when you're selecting your units? They have warded armor This is a piece of equipment every turn they allow one of them on us to get a two up save You should think about this and think They're probably going to put that on who it matters the most at that point you basically might as well not shoot that model In addition, you can be nerg or they can be nerg or with an ability called Apply called implacable in placeable implacable. Yes We're piercing one on all of your weapons becomes piercing crits one that of course means that you need to roll a six or sorry A crit so if you have lever five or severe that works too To get it to become piercing one This just means they're quite durable This is of course a change that just happened in the bounce day so it was a nerfed them And I really like it. I think it allows them to retain kind of that that durability But you should never be able to deny the power of a crit in kill team and I really like that they've included that So that's awesome a crit still gives you that piercing one that you need Nice we then go to Well, there is no You see with deployment There's nothing that they don't have any weird stuff. They don't move if she or you have no seek light. They have no seek There you go. So we just get straight into the fire fight phase You get to deploy as you want because they shouldn't have an issue now to guns should they because They're just really good in the data sheet So we get the Schreiftellen operative and he has an ability called grizzly mark It costs him to APL to do this But he will always always do this. This is a brilliant really tough maneuver to deal with he will move up He will then drop a token And then there's a three inch aura from that token. So that's massive And then if you are within that three inch aura It costs you an extra AP to do a mission action and when you're on an objective you will count as one less APL when contesting This is very good. You should expect the Schreiftellen to move very quickly to the central objective because that's where it's going to mess you up the most They might potentially even set this up quite deliberately so they will Reposition you know the forward deploy the the three inch dash The Schreiftellen to make sure that with only a single Reposition action of six inches. They are able to get they grizzly mark on the central Um, this is very strong. It means that they basically are guaranteed to be able to control the central objective It's really gonna you're really gonna struggle even with the three APL team. You're really gonna struggle to um Take the central objective if they do that to you We then get the bailfire acolyte this is your ciker, but also your healer So they have an ability to call siphon life now. I wouldn't you know on a lot of teams They have medics. I would never put a medic as a gotcha Okay, even though it can be quite surprising when the medic does what medics do which is revive? It's a stop to kill and then heal But for bailfire acolytes um for this really tough durable team It's a bit crazy In fact, that's what I think that's what we're gonna be looking at in it is what we're gonna be looking at when we get to the table in the Diabolical play But the bailfire acolyte has a physical siphon life. This can be done both with um a melee weapon and also with one of their range weapons You select an octave a friendly octave within six inches of the bailfire acolyte And then every normal you resolve will heal one damage and every critical you resolve will heal d3 damage So keep your mind that you have to resolve the dice not just have it there right Although now that I think about it if you're resolving You can block it out because blocking is still resolving. Okay, all right. Well never mind that then they get to heal very easily Basically and both of their attacks both in melee and in range of five dice. So that's really good For them Not for us then we get to the interrupts So the chosen this is one of the leader options and it is the one that currently everybody's going with because it's very very good Uh So the chosen has two abilities that we're going to look at here first at the demonic aura within three Oh, no not within three when you are in control range if you want to fall back You have to roll a three up basically now That's fine. Cool. You won't take any damage. You won't lose an apl for doing it Normally I wouldn't bother considering this an interrupt however much like but the healing not normally being an interrupt With the chosen model specifically this is Tough If you are unable to fall back from the chosen the chosen is one of the models in the game that can one shot eight model eight Moon models And we're talking about that soon And you can just end up basically if you're blocked from falling back You can't possibly attack the chosen and you have to just pass because otherwise you will die and heal him Also he has something called unending bloodshed Sorry, that's I'm specifically putting this under the chosen because this means that if he's corn which he can be He can hit on death. So if you make him corn again a lot of corn abilities are not gotchas It just means they do more damage more consistently And with this guy you can hit on death. Oh well with any corn octave you can hit on death It just means that the chosen requires so many resources to deal with That he himself either gotcha Um, and there's no amount of resources in the terms of CP that you need to put into the chosen to Like he will never not get his points back basically. He does an absolutely amazing job He is insane Um, we haven't even talking about how he heals That's kind of come later. We then have the butcher So he has two abilities we care about here. No, he's got one. Sorry. It's the devastating onslaught That's his he As an operative he just hits you quite hard not a big deal But his devastating onslaught is an actual gotchas and interrupt so when you At the end of every Models activation on your side and which is their enemy at the end of every enemy activation or counteract you can charge two inches And then if you couldn't do that because you're on a concealed you can swap order this makes him an amazing zoning piece Um, because if you ever finish within two inches to shoot him and don't then kill him he will charge you There you go. Don't forget that when you're charging of course You get the two inch charge, but you actually have a three inch threat range. So that's a pretty big little aura He's got of a six inch bubble threat range, you know Um, cool. Well his base is An inch and half so you get it And then we have the Schrive talent Uh, this guy has something called vicious reflexes and it just lets him strike first which is of course very good There you go. All right with that said let's take it over to the table Let's take a look at the diabolical play and we're going to be looking at just how durable the chosen can be when you know what you do Let's just have a quick look at the kind of crazy combo these guys can do So the patriarchy is literally the toughest model in the game potentially uh most killing most durable etc So we're going to shoot five dice sat rate doesn't matter. Cool. That is a crit Four hits saves on fours blocks two. We will block two that's uh three six Nine damage plus a crit that's one two and D3 healed Two so first if we will pick this we will heal the chosen for four health the chosen is they're going to charge and fight Five dice hitting on three is lethal five Potriot has five dice hitting on threes Rending uh relentless Okay, no crits are brilliant. Well, this is going to go great for him then isn't it Natural rolls baby. This is how it goes normally this chosen is four seven But he's corn and we played the ploy so he's actually five eight and the first time we hit he gets plus one damage So his first damage is nine Doesn't matter what this guy does he can block he can't block a crit he messed up is one of his so we hit for nine We hit for sixteen we kill nothing he can do about it And then because we got the kill we heal for D3 plus one points We heal for two biggest stat line in the game Completely irrelevant and that folks focuses on folk eye is the legionary diabolical play
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Greetings and welcome to another one of 40,000 Killed Team video where today I'm back going over the stats globally for Killed Team. But before we get into things we just want to like and subscribe as well as comment. Let me know what you thought today's video did you find it useful and helpful. I've got a discord you can check out in the episode description below and a Fiddling Color element games and a Fiddling Con discount code at Crossfire Games as well as a Patreon if you want to give me some more support. So yeah let's get on with the video. So I'm back with the November stats. We're also going to look a bit at the quarterly stats but things goes to Smiles, Lies, Gunfire who collated all of this from the best Coast pairing app as well as tabletop herald. So we've got two apps we're collating sources from and as well as if you're a Tio who's not using any of those apps if you can submit your data to us we can use it. But that's how we get all the data. So if you're not using any of those two tournament softwares or contacting us then you'd be able to start to click stats on included on this. But yeah we're looking at the global stats as always draws a worth half a point we're not using any league results. So if you're running a BCP league that's not on the stats as well as like stuff like TTS events. So yeah let's see how the November stats are doing now we've got a full month of data to look at the game as well as a little look at the quarterly stats to see where the game is overall. So starting off with the countries we unfortunately still haven't been able to deploy in Australia Australia still delayed when it comes to stats on the map. Otherwise you can see America had the most events again with the most players 501 then Spain with 340 players in the United Kingdom with 180 Poland with 132 and then Canada with 94. So that's your top five. We've also got places for well top five other places from around the world we've got China Tauksica Hong Kong event well as some in France and Japan so pretty cool. So starting off with the win rate data as you can see everything is fine everything is completely okay with this table. So as you can see warp cover have a 63% win rate with 388 games which is fine in position have a 61% win rate with 241 games. Avoid us a troop with 163 games which is quite respectable has a 60% win rate so you know avoid us a troop trying to live up to their old charms and then Legionary with 502 games and 59% win rate which is not good considering look if they're on 502 games and they're averaging 59% that's that's terrifying. Then we have high attack with 270 games on 58% plague marines with 259 games on 57% so doing really really well for their first month then we've got an avisciates with 102 games on 56% then for 55 and below we've got courses at the top of 55% just a little bit over then hand of the arc on Felgore doing pretty well at 53% people said they weren't that good but they're only 91 games man Drake's stone up well at 53% 169 games fobo's holding their own hunter basically a 46% win rate really really well with 300 oh 37 games then Nemesis claw at 46% with 306 games then we go to under 45 so we have angels that they're with 346 games at 44% so just missing out so 1% better than last month worm blade 79 games at 42% brew brothers 84 games down to a 42% honking the acres with 137 games at 41% then below 40% we have the exactions squad equivalents commandos gelepox infected only 9 games chaos code with 12 games par fighters with 38 Kazekin with 63 clearly got they got they didn't get the memo to play in position and then we've got vest bid 128 games with a 30% win rate scouts 77 games 29% win rate deathcore 72% 72 games are 27% win rate and then we have impilnaby breaches 26 games 21% win rates they love what happened to them in the FAQs here is in the chart form so obviously there's not great but I'm sure it won't last forever it won't last too like if there's any consolidation the 55% to 45% range has actually improved so we've got some good data there good points you know angels of death just slightly underperforming now there are still more underperforming teams than healthy teams and overperforming teams which is which is fine and then you know warp cover in position void dancer troop lead scenario high attack they're all fine long as plague greens and nivishates it's all fine don't worry then we've got to podium data so here's all the podium like like information like data and here it is in chart format so as you can see warp cover and have 14 event wins with 27 podiums and they've gone free free losses free wins and one losses one loss or greater with the wins 30 times Legionary of 11 events and podium 30 times and still have the highest rate of free and ones then void dancer troop actually won seven events and they have 12 podiums they're doing very very well fobo also won seven events doing really well with nine podiums higher attack won six events with 18 podiums plague greens also one six events with 13 podiums in position one five events with 14 podiums angels of death despite their win rate one five events with 12 podiums so they're actually doing quite well if you ignored their win rate and even on their win rate they're only slightly underperforming fast talker kim band one five events and podium seven times fast talker kin van like who cares about win rates man drakes one four event handed the arc on one four event nemis is cloned one three events longwood corsets and officiates and then a quill on half conservators brood brothers blades of cane commandos all one two events considering you know we've had more events this month brood brothers and a quill on's and corsets doing very well despite their overall win rates then we had stars trying to splurded felgar and yegas all win one event so we've got a nice spread stars trying to just having the most podiums with two or one or then win so very nice there and you can even see that scouts were blade and pathfinders and death call all pol podiums as well but this is from events with three or more rounds and eight or more players so now we come to the gt plus win rate so this is for events with 16 or more players and four or more rounds so with 119 games we have higher attack at 61% win rate 105 game to go play the rings at 59% win rate at 222 games we have inquisition higher walk over at 58 then 151 games inquisition at 58 Legionary 58 with 259 games corsets going up to 56% with 81 games void dance troop at 56% with 81 games and then felgar just above 55% along with nemis sheates so only a slight change with corsets doing a lot better in well make it in gt plus making them over perform while the other factions do a little bit less but still great then below 45% we actually have wormblade blooded extraction and scout squad or jump up including brood brothers above 45% so this is actually very interesting when you look at more competitive events blooded extraction wormblade and scouts aren't doing that bad along with brood brothers but then we go to angel's death they drop down to a 40% win rate with 113 games hunter clade at 40 vest mid at 39 a quill and set 39 stars drivers at 37 pathfinders at 37 creep down to 36 yagas down to 35 blades of cane down to 32 commanders down to 31 death core down to 24 casaken at 22% and breaches so it's only 9 games but they have as 0% win rate it's fine don't worry don't worry at least now we've got a more even spread between all three different paths it's fine you know and you can see in the chart it's it's fine load i legit thought the breaches stuff was never above fortunately it's true breaches just played nine games at one zero events it's fine don't worry don't worry about it don't look at the other numbers we do have a wider spread of healthier teams this time which is better and as you see there's a weird switch around where teams that were doing better overall now do worse in gt plus but teams that weren't doing that well overall are now doing better in gt plus namely brood brothers scouts, exaction, blooded, worm plate so that's a really interesting flip there then we've got all the podium data as you can see with the numbers before you and this is the podium data in a chart form for gt plus so as you can see what covered one five events they podium date times void answer troop one three events and podium six times legionary one two events podium and six times madrakes one two event podium four times in position playing rings and hand of the arc on which stars drivers all one one event and then no one else won anything else we did get some more podiums which is nice and you've got some three and one finishes which is pretty good but obviously this is more for the competitive data so it's a bit more skewy although there's a lot more gt plus games this month now we go into gt long so gt long is for events with six or more rounds and 30 or more players there was only one gt long event this month the world championships of warhammer so unintentionally here are the stats of the world championships of warhammer so we have higher tech circle with 56 games on 63% win rate warp cover with 115 games on 59% a legionary with 128 games on 58% madrakes with only 20 games on a 58% in position with 98 games on 57 then you've got your normal range oddly angels of death and half kin like just hitting 45 then this is where it becomes very strange so void answer troop drop down to 41% win rate blooded 40% divisiates 40 hunter clade 40 blades of cane 35 fast ochre km van 35 brood brother 35 commandos 32 star tides death caught on equivalent or or 25 25 and 20 then yeah breaches at zero so no change for breaches they're very consistent they're holding that together and here's the chart so you can see it doesn't look good but it's only one event and gt long is a bit more skewier the only shock when it comes to gt long data is the big drop with void answer troop because they are doing way better in gt plus and normal so it's difficult because it is just one event but they they just lost which is weird then for the placement data here's all the podiums for gt long i mean if you if you watch my video on the world championship ships you know who won but we've got warb cover with one of it uh win then warb cover and legionary and high attack or podium in and legionary having the biggest spike of three and ones so the they were only two warb cover players that had one loss and then more than three wins and for legionary there was three so uh five okay it's completely okay but that's just the well championship of warmer so now we have some more fun data so first we've got the average points so the average points for november as you can see we've got over two thousand games if you're winning you're your averaging five points on the crit op on the kill op your averaging five points on the tack op your averaging five with the primary of three if you're losing your averaging two on the crit op two on the kill op three on the tack op and two on the primary so losing is has gone a bit wider in terms of how much people are losing by but it's still close so it's showing scoring is quite consistent people aren't really maxing too much like there's nowhere someone's averaging like five or five and above for the crit op so it's a nice interesting spread compared to last month now we've also done something interesting for this month where we wanted to see how warp cover and legionary are affecting the meta so here you can see the stats for warp cover and legionary win weights with if for warp cover and legionary removed and then legionary warp cover and removed and then non-aletes so as you can see it's better if I bring up the graph so for warp cover with no legionary games there are 61% win rate warp cover with elites with legio removed when there's the elite kill teams are 66% win rate and warp cover and verse non-aletes so this is no elites included whatsoever have a 59% win rate so they're beating everyone really really well legionaries win rate on average it goes up to 62 well 63% with warp cover removed with elites with warp cover removed for gt plus they got to a 70% win rate and then legionary verse non-aletes is 60% because the interesting thing is legionary are just being beaten by warp cover they're beating everyone else and warp cover is beating everybody so this is just funny stats because it's not a good look but if you're chaos player this is great just play chaos and you'll be fine we also have a look at the quarterly data so this is kind of the real stats and also estimated tier list by the stats so this is what the stats does it we've kind of automated and wise not correct but it's weird building off the stats how they predict us a faction will do verse how they actually do so currently based on all the stats data we have you can see that will cover higher technical legionary s tier we go down quite a bit and death core command does and cask in all down to f because they did so badly according to the stats they don't they'll even hear e2 which is which is all fine so here is that in chart format so as you can see doesn't look great warp cover an average of 61% win rate so this is quarterly gt plus data so this is weird 16 or more players would fall more rounds this is where we're trying to get the more competitive data so warp cover 61% higher attack 64% legionary 59 inquisition 59 legionary 61% void answer truth 56% courses 55 played marines 59% and then you've got mostly everyone weird from mandrakes up until just chaos cult but chaos cult and galapox don't have many games you have everyone under 45 is scout star striders yagas vest bid angels of death hunter-grade exaction breed brothers blades of cane pathfinders fast talkers breaches from 0% because they have won any games and death core on 22% command doesn't 31 and casakin on 18 those are some interesting data it's all fine and then here is the event list showing all the events we've used so just clarifying stuff so for the stats overall yeah it's it's not great like it's not looking good we were kind of hoping you know there was this trifecta where warp cover beats inquisition beats legionary legionary beats warp cover and then it turned out uh warp cover beats everyone and legionary only lose to warp cover so this is um things gone bad they're they're worse than we thought and obviously there is some improvement so compared to the october stout which was only about three weeks with the full november stats the the pool of okay till kill team so kill team with 45 to 55% win rate has now widened and we have a lot more games happening and it's it's technically better void dancer trip to the amazing this month they are really really good very very good so maybe they you know it's seen how they do based on another month you know they did kind of make the top eight for the world championship of warhammer but we'll i'm not saying anything uh but it doesn't look great i mean the viciousates were kind of worried about plague marines plague marines had a great month like they just run in at 40 57% just going like yeah we're here uh navisheets apparently it's a horrible matchup for navisheets so we might see navisheets drop off if more plague marines pick up obviously it is not good that legionary have 500 games on average in a 59% win rate that's actually white quite terrifying and then warp cover and just doing consistently well under performing teams it gets really weird when it flipped when we went to gt long which was quite interesting for some of the teams scouts i don't think are bad as people think they're just i think once the meta gets toned down scouts will be a lot better unfortunately breaches are just they're just doing horribly like this is with their minus one operative they are in such a horrible spot but we win this interesting conundrum where teams that aren't doing well are probably being played in inquisition so like namely chazakin chazakin don't have a great win rate but most chazakin players are in inquisition so how much is carrying who and how reflective is that but um yeah crew not doing well angel the death i think they're okay the only problem is literally how are they supposed to be legionary in position of warp cover that's just impossible for them almost and you know they still are very popular faction they're just balanced in a matter that is not favoring teams that are balanced but as you said we can see the helping range of kill teams is starting to expand elves elves are back on the menu elves are doing really well like so all the odori teams are at least 50% win rate or higher and they're doing nice when the podium side for event wins as well as podium in so it's not all doom and gloom unless you're just a whole team that is in inquisition you know crew are just all over the place they don't have a great win rate but they're beating them well for tournament win than podium so it's not all doom and gloom and as I said win rates aren't everything as we've seen with the podium data some teams that have a horrible win rate are doing quite well like even angels of death even though they've got kind of like a middling win rate they're doing quite well on the podium scene with how they perform in event so it's not all horrible but yeah I mean I'm not going to go like oh this is the best matter ever the games in an amazing place that isn't true whatsoever um but we'll see you know maybe things might get better next month who knows and uh please just just drop the balance day of slate just drop it early no one will complain everyone will be happy that would be so nice you know the good thing is we're getting one more games again I think we should have some more GT long events going forward which would be really really nice uh obviously things are going to die down a bit over December but then January we will we will have LVO which should hopefully be the world's largest well largest kilti move in again that'd be really cool and you know yeah hopefully we have a balance data slate by mid December that'd be great look I don't care if I messed up the stats just just get that thing out no one everyone will be so happy uh most people will be happy but it's it's very strange you know chaos co actually did pretty well this month but they have hardly any players and galopox like it looks like someone or two people test out galopox and then they may not test out galopox again so it's this weird conundrum where we have such a wide faction list although yeah it's the stats on greats by at least the podium data averages out so kind of offset how swinging the win rates on it the only problem is going to continue as we add more and more factions because we should if they add three more boxes we'll have six more factions this year and then we'll have to wait to see what happens how like classification effects on those yassified teams so those year one classified teams so it's more interesting to see how it plays out although it looks like the top-est solidified so like the top five kilti moves are effectively warp-covered legionary in-quisition higher-tech circle and then it's a battle between the vissutes void dancer trooping plague marines so we're doing well in that regards but that's pretty much it for me today please remember to like and subscribe as well a comment remember there'll be the stats website in the episode description as it's all thanks to smiles lines and gum five because we're at him wouldn't be possible and his stats website will be updated shortly after this video goes live and yeah remember to like and subscribe as well as comment let me know you thought this video I've got discord you can check out for free in the episode description below in a filling click on them games and a filling click discount code at crossfire games and a patreon if you want to give me some more support and i'm gonna quickly share my patreon's so for my address with the crits i have zombie businessmen tom super cow steven sam nick mercenary q mr meet ward lucas jontamus uh gerummaier greym fang zoo dragon david's world darsie dad of goblins chris and then for my veterans of the career of sam jern mark the thank you so much for your support he really means a lot help support the channel but yeah that's a second video this week because i was on holiday i'm back from america i'm very jet lagged by another special this weekend what am i working on it's gonna be so much fun yes you could almost say i'm recking with miniscule uh exaggeration energy anticipation am i smart or am i thick who knows find out on saturday but remember no matter what the stats say 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 Killed Team video where today I'm going over the new November FAQs and Arrances for Killed Team which should have been released today. But before we get into things please remember to like and subscribe as well as comment let me know your thoughts on today's video to find useful and helpful. I remember I've got a Discord you can check out for free in the episode description below and affiliate link are in the games and affiliate discount code at crossbuygames and a patron if you want to give me some more support. But yeah the FAQs should be out today on Warhammer community and I thought you know why don't I just quickly make up a presentation covering all the changes so I'll put the Warhammer community link down in the episode description below but everything you'll see on the following presentations are the word for word copies of what games workshop has done so let's go and see what exactly changed there's been some nerves and clarifications although I will spoil it not much has been done in my opinion not enough. But let's get on with it so first up for the core rule changes as a narrator the Killzone Volca city fire rules condensed stronghold change the relevant part to read if the target is wholly within a stronghold area terrain feature and on the Killzone floor or on a fire step. So the fire steps are those little things because technically if you were standing on those you were you didn't count as being in there so that's just clarified there and then for Killzone beta decima high hazardous areas equipment change to read equipment can be set up on vantage terrain and within two inches of accessible terrain this takes presence over usual restrictions so remember blue text is new and this will make sense when we get on to the next part so just mine a clarification for the core kills owns continuing with the core rules changes we have questions in the resolve attack by step of the shoot action what order are successes resolved in how does this interact with my rules that reduce or ignore damage from the first attack dice eG core server voice guard warding shield honking you get tough survivalists answer successes resolve simultaneously the defender can select one of the successes being resolved to reduce or ignore as appropriate to their rule so just call for clock how fine that defender chooses which dice they reduce first because before people going to it would person with priority then for the next question how does the guard action interact with rules where the objective must perform the shoot action with a specific weapon eG the phobus strike team a start is commando dacodash answer the objective can perform the guard action as long as the relevant weapon is selected if it performs the shoot action during the interrupt so you for example with the space marine if you've done one shoot with a bolt pistol you will then have to you then can go on guard for example if you're a gunner so use the melted gun you then can't go on guard because the sartis rule requires you to use the bolt pistol but you can dacodash guard so you could reposition then dacodash to dash and then go on guard so just some nice clarifications there then for another question if an operative rules allows you to place a marker eG the honking you get high pecs minds vestibit stingwing neutron bombardment then that operative is removed from the kill zone is that marker also removed no unless otherwise specified this is a change because last addition when operatives you placed markers were removed their markers were gone as well unless otherwise specified now it's the reverse you have to specifically say that you're these markers are also removed from the kill zone so another good clarification there for the approved ops 2024 we have some changes for the confirmed kill tack up if a friendly operative meets the victory point requirements for two different confirm kill mark mission markers can I remove them both to score two victory points yes so this is odd interaction where people were saying an operative could only pick up one confirmed kill marker this has been proven otherwise and now confirm kill is even better I was already playing in this way so it's just like now it's even better in terms of like I was laying my opponents do it so yeah you confirm kill and then for the power search crit op can a player choose to pass and not use the shittick gambit to select one of the market to be searched no so apparently some degenerate people when it will come into power search which using just to pass and not search so you can really play the mission so now they can't fight you can't do that which is good now we come on to universal equipment so magenta are like stat changes or whatever where blue is new wording so for razor wire the second sentence is changed to read before the battle you can set it up wholly within your territory on the kills own floor and more than two inches from other equipment terrain features access points and accessible terrain so you now can't put it within two inches of doors of any kind which is good and then you've got obstructing rule change to read whenever an operative would cross over this terrain feature within one inches of it treat the distance as an additional inch so effectively when you're trying to clear razor wire it's now free inches two inches to go up to climb it and then a one inch your pain also to move over it in addition so effectively five inch movement models can't clear unless they're starting their activation and now you can no longer block off doors which is nice then you've got light barricades change to read like barricades are light terrain except the feet which are insignificant and exposed before the battle you can stop any of them wholly within your territory on the kills own floor and more than two inches from other equipment terrain features access points and accessible terrain so they show this in the FAQ but the diagram so the little knobs sticking out at the back of the barricade don't provide cover some people to an easier but in an interesting change the two central struts at the back of the barricade also don't provide cover now which is a really drastic change but mirrors what they've done with other portable well with the poor barricade really then for the portal barricade it has the same thing so it cannot be set up within access points or accessible terrain so can't be set up within two inches of those and then the final sentence of the portable rule change to read operatives connected to the inside of it can perform the following unique action during the battle and then the first effect of move with barricade has been changed to read the same as the reposition action except the active operative can move no more than its move stat minus two inches and cannot climb drop jump or use any of its kill teams rules that remove it and set it up back again i like the half half can salvage a fly or the mandric shadow passage so you've got some tidying up with the portable barricade it's now a unique action to do it not a move action and then you can't tell a poor fly with it so a bit of a nerf there but makes sense and then for the mind and the heavy barricade they also can't be set up within access points and accessible terrain so no real change there the basically nothing can go within and block access points which is good right just some nice clarification there should make galodark and even open boards a lot more friendly to play on then for faction changes we've got blades of cane so basically the striking scorpion aspect technique one with the gloom has been clarified to basically work as super conceal and what super conceal does so spoilers super conceal beat seek so that sucks to be seek which is a big change so now super conceal blocks everything and then for the question if an operative is able to perform two shoot actions in an activation and uses the slicing hurricane die of engine aspect technique can it perform both shoot actions during the same reposition action yes so effectively can move shoot twice and then move again which is pretty pretty damn good so a nice semi buff to blades of cane there but more of a clarification really than a buff blood it they can now select the corpse man on their roster which is nice blood it no longer play with the handicap because he wasn't on the roster so they have finally having back for brood brothers the psychic familiar now have better wording to reflect what super conceal does and it blocks seek and then they've got the icon water has been changed slightly so the brood mind devotion rule the second sentence has been changed to if you do before the operatives remove from the kill zone it can perform a one AP action for free excluding fight and explosives mine controllers being crossed out and you can change its order to do so so you actually can't fall back now which is well I don't think you can do that anyway but they've just clarified what you can do and unfortunately yeah well you can't really do mind control anyway because it's a two action point mission action so well two action point unique action so some slight tidying up there for brewed brothers chaos cult their blessed blades have been changed from 32 millimeter bases to 28 so a good clarification there for the course air voids guard their star storm dual list the pistol barrage action has been changed to this operative cannot perform this action while it has a conceal order or during an activation in which it performed the shoot action or vice versa because if you weren't aware due to the poor wording throughout this edition you could shoot your meltagon then pistol barrage to shoot the meltagon again while melt a pistol and then shoot your sherry can pistol so any operative that could kind of do this can't do this so basically can't triple shoot which is good it was funny because some people were saying this intention this was intentional like designed for operatives to triple shoot so now they've been proven wrong for the elucidian star striders the void master also has been changed so he can't do he basically can't shoot a shotgun then shoot a shotgun and last pistol so you can only do one like other triple shooting exploits the interesting thing is it now says you basically can do within control range but I'm sure I don't they didn't need to cross out but they crossed out that be so can't do it because you can't shoot I mean I guess you could shoot someone from control range how I don't know it's weird why they've done that and then for the void master and elucidian vein the disciplinarian and merciless rules respectively relevant part has been changed to read if this weapon already has that weapon rule it has the ceaseless weapon rule instead because I didn't realize this but people were giving their friendly operatives balanced and ceaseless so they were getting balanced and ceaseless now they only gain ceaseless instead of you know balance so if you have balanced upgrade I thought it worked that way so clearly it's going off of intention now and the wording has been fixed to reflect that so it was slight nerf to star striders for the exactions squad the repress faction rule has been added as a faction rule I guess it wasn't before and then the leashmaster has gained a shot pistol that was crucial it now has a pistol which will never it will always use over the shotgun so I guess that's a buff for exaction then for felgoor ravager the shaman shaman's mantle of darkness has been clarified to work as super conceal which is really really good and then you've got for their question if one of my dices re-roll or replaced by an opponent's rule i.e. hand of the arc on omen or warp cover and fear itself fate itself is my weapon can I still use the violent temperament strategy point to re-roll my attack dice yes but only the dice that were not re-rolled or replaced so I guess felgoor players were begging for re-rolls on re-rolls or re-rolling dice that cannot be changed so it's being clarified there that was already pretty clear so i'm confused why people are asking that then you've got the gallopox infected the glitch lane super conceal has been clarified to work as proper super conceal and then the curse might has basically gone group activation to because if you weren't aware they forgot to give the curse might group activation to save you took four curse mites rules is ready and you get four extra activations now they've gone back to g a2 so you know not really I technically is enough by it's more like fixing how they should have worked so yay for gallopox for hankin yagas they're in position strategy ploy has been changed to give them proper super conceal they already did but now it's just clarifying seek doesn't work against them and then for the iron break operative the minefield roll the fourth sentence has been changed to read read each operative must be each must be set up reverse side down the specifics aren't revealed more than two inches from other markers access points and accessible terrain and more than six inches from your opponent's drop zone and your other minefield markers so people forget that the doors on open don't have the access point or they have accessible but there's actually a big nerf for gallop dark because not got a gallop dark sorry for beta decimal because remember all the access all the platforms and like furnace are accessible with the floors so you now can't place the mines anywhere so yagas are actually horrible on beta decimal this is a funny indirect nerf I believe hold on let me just check yeah this actually sucks for beta decimal because they've let equipment get around it but the mines aren't equipment so unfortunately hanky and yagor players your mind suck on beta decimal which to be fair was it's good because they were too strong but you now just mind the floor I guess then for higher a tech circle the plasma sites have both been given up to date wording so their super conceal isn't blocked by seek and then for the chrono monster operative for the time splinter action the third sentence has been changed to read remove it from the kill zone and set it back up and within six inches of this operative measuring the horizontal distance only in a location that can be placed so this is technically being buffed my biggest thing is everyone is currently asking fire at exercle how their magnification works are you measuring targeting lines from the target or like from the fire or all the person choosing to like fire through they didn't ask they didn't answer this which is really confusing I assume it didn't make the cut in time for this FAQ which is very weird otherwise it's actually a nice subtle buff to the chrono monster for hunter clayed the princess operative with the canticle of the shroud some has been clarified to have super conceal which as I said just mirrors everything else everything else so just some universal bookkeeping then we have imperial navy breaches I'm so sorry so team selection the second arrow bullet point changed to read 10 imperial navy breach operative selected from the following list because if you didn't realize I think games workshop for guys well but when they said select a leader and 12 other operatives they forgot you only care effectively 11 in the box you know exclude because the scorer the guy school and scorer now counters half an operative so that would actually make you one short of building a legal team so to get around that they've just given the minus one operative so poor imperial navy breaches they just got all the eight and then the cat and the guy school units basically updated super conceal so you know it's just it just sucks for imperial navy breaches it's got dunked on for no reason it's like there's all these problems and then game floor shell is like bang just shoot those breaches dead then for inquisitorial agent so for the interrogator for the inquisitorial tomb rule for the relevant parts for the negotiation or change to read whenever a friendly inquisitorial agent operative is shooting against fighting against our because people were saying via this loophole, like you could debuff someone with minus two attack dice, two attack dice or buff someone to plus two, they don't stack. So that's some solumnest there. The Toam skull has updated to have super conceal, which is a universal change. The pistol is operative, also can't triple shoot. So technically it could also fire the plasma gun, then a plasma pistol, then double fire, it's plasma pistol and auto-pistol. It can't do that anymore. So good clarification is there. And then question, if I requisitioned Exactions Squad operatives, can my inquisitorial agent operatives benefit from the permitted ruflits efficiency faction rule? No, only requisitioned Exactions Squad operatives can use the ruflits efficiency faction rule. Note that this means a requisitioned Exactions Squad operative will not be able to select an enemy operative as the valid target of a shoot action if one of your other inquisitor agent operatives that aren't Exactions Squad are within that enemy operative's control range. Because basically once again, they messed up the wording a bit. So if you took inquisitorial agents with Exactions Squad in quiz-to-agents, could shoot into control range, willingly. So that has been removed. And now they've had to clarify that Exactions Squad operatives taken in inquisitorial agents are the only ones who can shoot into combat. So this is what happens when you just design the team this way. So that's technically enough, but that's good for the health of the game. So Exactions Squad are not that great anymore in quiz-to-agents. So you're probably just going to take Kazakin all the time, but co-tomestownstack and then you've got Superconceal and the pistol that can't fire three times. Then for Commandos, once again, the grot has Superconceal has been clarified to work. The Burner Boy, he's got some wild role. So for the Burner Deluge, it now has torrent zero inches with the weapon rule has been added. With additional text added saying, note that torrent zero inches you cannot select the secondary target, but this weapon still has the tone weapon rule for all other rules purposes. EG, the Condent Stronghold rule, C Killzone Vocus, and the Killteam Core Book. So the only issue with this, right, torrent zero inches, what kind of a mysterious rule, Volgaugh doesn't have this, and he has the same rule, like he has the same issue. So I get it, it's like it's really bizarre. I get the rule, but they forgot to give it one operative. Then for Mandrakes, the Shadow Gliff has been updated for Superconceal, and then for Shadow Passage, the first sentence has been changed to read. Once per turning point, one friendly Mandrake operative within Shadow can use a Shadow Passage when it performs the Reposition action. So that's being clarified, there you have to be within Shadow. So a slight nerf there for Mandrakes. And then question, if a Nightfiend operative is incap... Incapastates an enemy operative, then that enemy operative attempt to inflict damage has always been incapastated, you know, IE from Legionary Unending Bloodshed. And the Nightfiend operative's Ublex rule, can the operative, Nightfiend operative Ublex rule ignore that damage? Does that Ublex become active again when the enemy operative is removed from the kill zone? No, the enemy operative is already incapastated when it attempts to inflict the damage. So the timing for the Ublex to become active has passed. So effectively, your leader has to be quite worried. So like, let's say they change into a core operative. The first strike is absorbed by the Ublex, then they hit you, but they have two hits left. You kill them, and then they spend a CP to strike and kill you. So they've clarified the endless timing issues with Mandrakes, which is nice. For Scout Squad, their firefight, ploy, covert position has been once again, clarified to work against Seek. So super conceal. And then for the faction rule forward, scouting booby trap, the first sentence has changed to be read. Place one of your booby trap markers more than six inches from your opponent's drop zone and more than two inches from other access points, markers and accessible terrain. Once again, this is a nerf on Beta Desma, which actually is quite crazy, but understandable at least, it's not as damaging as it is for the Hanken-Yegas, but still, but the tempestus equivalents, their strategy ploy maintain momentum has been changed to say whenever a friendly tempestus equivalent operative is shooting against, or fighting against a ready enemy operative, that friendly operatives weapons have the severe weapon rule. I think maybe there was an argument they could fight friendly operatives or something, I don't know, but it's just more tight wording, I guess, which is good to see. Then for the Vespid Stingwig, sprays yourself. This is the big one. So for the firefight ploy is a selly. The second sentence has been changed to read. Until the end of that action, it gains all benefits from the first and second main features of Vantage terrain. When determining the height difference between operatives for Vantage terrain rules, treat that friendly operative as being fringes high, then it currently is just not when determining the distance for communion. So you now get buffed before you go Acura 1, now you'd get Acura 2 against engaged operatives, which is really, really good. Then you've got the oversight drone getting super concealed. The Swarm Guard operative, Flamer Skytorch weapon, has been changed to give it and saturate and the mysterious Torrent Zero Inches weapon rule, and then it's basically clarifying how Torrent Zero works. And then for faction rules, the neutron charge, the second sentence has been changed to read. Whenever a friendly Vespid Stingwig operative moves or uses fly, its neutron weapons have the piercing one weapon rule until the end of the turning point. And then for strategy ploys, airborne predator change to read. Whenever a friendly Vespid Stingwig operative moves or uses fly during the sacked evations, its weapons have the balanced weapon rule until the end of the activation. Because annoyingly, technically, if the Vespid's used fly, it didn't trigger their faction ability. Now it's been clarified to work. So nice tying up with the Vespid and a good big buff with Ocele, as well as technically a buff for the Skytorch operative, which is nice for Void-Danta Troop. Their elusive target firefight ploy has been clarified to work as proper super concealed, which is once again nice. And then for warp cover, the Zangle Warrior operative auto pistol is now range 8. I believe it was range 6 or had no range, which whatever, that's okay. And then for the psychic cabal fire fire ploy, does the sorcerer operative also gain any benefits? The other sorcerer operative has from its boons of zing, faction rule, easy twist of fate. No, that's a nice clarification. I know most people won't play in it that way, but some people were. So some nice clarification overall. So for the FAQ Arata and overview, super concealed has been fixed. If you have super concealed, you now have super concealed, which beats Seek, which is actually the biggest thing, but now raises an interesting problem where stuff with super concealed, you now literally can't deal with, unless you get within two inches or charge them, which is fine. Then triple shootena has been removed. So anyone who could triple shoot can't, which is good, equipment terrain has been fixed. You know, you now can't block off doors, so Galadark is a better kill zone. You can't block off access points on a vocal, another open to terrain zone. So that's nice as well. Just more talent-hided up and useful. Mine's placement has been nerfed. So this is not the universal equipment. This is mainly just for Hankin, Yeagers, and the Scout Squad. On Blader Desmer, they basically can't place their mines anywhere useful, which is unfortunate, but more so for the Hankin, Yeagers. Inquisitor agent has had a slight nerf. Their tomes don't stack. Exaction squad don't allow them to shoot into control range against other enemy operatives. And they're pistol-eared, can't triple shoot. Not enough to tone them down, but at least it's a good start. Vespid has actually been buffed. A cellar is great. It now gives you both benefits of being vantished. So you get accurate too against engaged operatives. And you've got the mysterious Torrent Zero, as well as, you know, just, you can now benefit from when you use fly for your faction ability, which is good. And then we've also got this mysterious Torrent Zero inches. You know, for a Vogue Arc didn't get it, will more operatives get Torrent Zero? Is Torrent Zero the future of Kill Team? We will find out. And then, yeah, Rip Breaches, you know, RIP Breaches, like, I was actually talking to some people, like, I think they're viable at 12 operatives, because you just take 12 breaches, and then they're like, nah, I'm done with this team. I will just maybe run them in the quiz or agent. So unfortunate breaches, you kind of got punished for games, workshop forgetting that they couldn't build a legal team from the box that they made changes for. So what do I think of this Arata and FAQ? It's a good start. It's a good start. I am quite upset that it doesn't cloud, like cover the huge issues we still have with the game. Like, for example, magnification hasn't been clarified for HiRatec Circle. There's still a lot of raw timing and clashes that we're very unsure about. Plague Marines also have their own issues with timing and wording, but that would have been before this would have been done, which is fair, but it's just disappointing a lot of the big issues have been skipped or haven't been covered yet. But as I said, if they were trying to rush this FAQ out, this was probably before they realized, hopefully. And maybe they can just update the FAQ later to include it. But at least Gallauddark is now playable, Razor and Wire works. And most of the kill zones are just straightforward. Most of the egregious stuff has been removed, which is good. And will I think balance the game? No, this one balanced the game at all. They still need to do more FAQs and then we need the balance data slate. But I'm happy. It's a good start. We've got some nice clarifications. It's just interesting. It wasn't all picked up during design and development. But that's what these exist for, right? And at least, unless you're breaches, and I guess Han Kenyagas, you have been a good time now. I am quite concerned about how strong Superconceal is now, because at least last edition you had grenades to get around it. This feels like it's a problem where my theory is they designed, Vantage and Seek, and then designed Superconceal, and then went back and changed Vantage, because the main issue with Vantage is it basically has the wording of Seek. And you cannot now change that without severely nerfing Vantage's or Seek. And now we have no real way to deal with Superconceal unless you can get close. So it's interesting to see how this will actually affect the game. But, you know, most of the basic, egregious issues have been covered, which is good. But that's pretty much it for me today. Please, like and subscribe as well as comment. Remember, I've got a discord. You can check out free the episode description below. The rest of the FAQs. The FAQs will be down in the episode description as a link to Warhammer Community. And remember, I've got an affiliate element games, an affiliate and discount code at Crossfire Games, and a patron if you want to give me some more support. And I'll quickly shout out my patrons. So for my ad-ups of the crowd, I've zombie businessmen, Tom, Supercow, Steven, Sam, Provester, Nick, Mercenary, Q, Mr. Meatwood, Lucas, John Thomas Graham, Fangsoo, Draken, Dave Meatswell, Darcy, Dada of Golden's Chris, and then for my Vetsions of the Crit of Sam, Jure and Mark. So thank you so much for all your support. It really means a lot to me and helps support the channel. So yeah, this is a depending on when this, you know, this should be interesting. You know, we've got the world championships of Warhammer coming up soon, but this is where this FAQ will be kind of tested. Although, as I said, we still have a huge amount of questions that need answering. It's a nice first steps. And hopefully we can just get more FAQs to fix the game. So it's actually in a wordable state. Because the main issue is we don't know what the intention is anymore. So in the last edition, it was very clear what was rules as random, what was rules as intended. Now we've got clashing issues where we don't know what the right answer is. So the more answers we get, the barriers. I remember no matter what happens with the mysterious Torrent Zero inches, 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 Killed Team video where today I'm going over the world championships of Warhammer for Killed Team. But before we get into things we just want to like and subscribe as well as comment, let me know what you think of the War Championships. I remember I've got a discord you can check out for free in the episode description below and a filling card I'm at games and a filling card discount card at Crossfire Games and a Patreon if you want to give me some more support. Yeah, today I'm going over the world championships of Warhammer. This is the yearly big event for Games Workshop, run by Games Workshop, which you know has players from around the world compete in effectively kind of like a Warhammer Olympics as Games Workshop likes to save. So this is their third year. I will be playing in third year in a row. The first was in New Mexico, then last year was in Atlanta and we're back in Atlanta again. And the only way you can play in this event, so there's two components. You've got the grand narrative happening, which is also happening at Warhammer this year simultaneously. But you've got the main world championships of Warhammer, which you can only enter if you've won in a golden ticket from a golden ticket qualifying event. So it's more of a refined pool of players, although it's not as competitive an event as you will actually think it would be. But let me go over it all today because the pods were announced around like 4am UK time. So we have the breakdown of all the pods, all the players and all the factions. This was done by Sawyer. So thanks goes to him. He's on the command point, this code and a lot of discord. He ran Chaos demons notably and did the similar thing last year. So all of these are him, his images and without his help. None of this would have been possible. So think it goes to Sawyer. So let's get into it more. So breaking down the pods, there's about 93 players this year. I think where there was like, I think they said something like 40 players might not have turned up. I don't know. But 93 players is still a lot. It's one of the bigger turnouts for Warhammer. More than last year, I think last year were around maybe 40, 50 players, I think something like that. Although the largest kilting event we've had is still LVO of this year, which hands like number 131 players. So that's still the record, but it's still a decent chunk and effectively on the Thursday and Friday next week. Each player will play free games of three hours and then the winner from each pod of eight will go into a top eight event and then after four games, two games on the Saturday, two games on the Sunday, there'll be one winner who will be the world championship of Warhammer for Kill team. They are doing one for 40k, sigma and under worlds, but I'm going over the Kill team part. And I think each pod basically has 12 players pretty much spread out quite evenly. The only main rules are round one at least. You can't play anyone from your own country. There is a little bit of confusion because originally they said you would never play your country nonetheless. You have to, but now they've just said round one. So I'm pretty sure it's only round one. There might be an FAQ who knows what a mystery thing and there's other rules going on. But it's interesting because originally it was going to be four rounds. So two rounds on this Thursday and Friday of four hours each. They're three hours because people complained and games were shoplistened, which is good. Although I would have preferred just not three hour rounds, but three hour rounds are better than four hour rounds because the last year I had to play four hour rounds and even a five hour round, which is not fun. That's not fun at all. We do have some like split time devices in use. So there are chess clock rules at this official Warhammer event, but effectively that's the main format. And if you don't make the top eight on the Saturday and Sunday, you still play and you're basically always earning points for your country. So you will, you can still win the event, but like depending on how well you do from your scoring, your faction score, and like where you actually place overall, you can earn points towards your country. So there's more kind of about team efforts. So even if you don't win, you can play to make your country do better, which is nice. So with the core format rules done pretty much, let's get onto pairing. Because the pairings are pretty fun. So I'll bring them up and starting off with group one. So in group one, we have Adrian Bonavento. He is the ITC champion for last year, the one of the Brooklyn American heroes. He's running in high-rotect circle. Then we've got Devon Menz with an interesting team name. He's running Angels of Death. As you can see, you've got the player name, the ITC ranking faction type and pod number. He's from Canada. Then we've got Felipe Gallardo running Mandrakes from Chile. Then we've got Fernando and Drade with Commandos from Mexico. Then we've got Janice with her Flake Marines from America. Then you've got myself with Legionary from Wales, the Great Wales. I represented Wales last year. It was a lot of fun. I somehow placed Hyland to other countries. It was amazing. So Wales all the way. Next year, I think I'll do Philippines. Then we've got Mikey Hood with his blooded from Argentina. Although he might be from Australia because he's got the Australian tag name. Then you've got Robert Nichols for, we played Dacane from America. Then you've got Sebastian Del Cullis Castillo with half-consalvages from Argentina. Then you've got Shane from Command Point with higher-rotect circle from America. Then you've got Shane Price from the UK with Incustoid Agents. Then you've got Tom from the UK with England from Incustoid Agents. The interesting thing is technically because I've picked Wales, I think there's a good chance I still play English people around one, which we'll find out. But it's an interesting pod. I will say I am very happy I somehow ended up in the only pod as the only Legionary Flare. Which is great for me. Everyone else probably not so happy. We have no warp cover in this pod, which is great. Although it's really tough. I've played Shane twice. He won the first time, I won the second time. This is very, very close. Then Adrian, I've actually never been able to beat. Those are the people I've played the most. But it's interesting pod. We've got a nice mix. We've got two higher-rotect circle, one blade of cane, one half-kin, two Incustoid Agents, one Mandrake, one Commandor, one plague marines. We've got two higher-rotect circle and one angel's a death. Which is really honorable because it's the only angel's a death. That's a really fun pod. I'm kind of glad I'm in this pod. It's nice. It's a nice welcoming pod for number one. And the interesting thing is we're playing six rounds. After round four, you will be undefeated. But if you lose round five or six, you could actually end up not winning the pod. So it's going to be quite weird to see things how things play out. Then in pod two, please look. I'm trying my best with the names. We've got Alejandro Jimenez with his Fobo Strike team for Mexico. Then we've got Ben from Kilting Casuals with his Legionary from America. Then we've got Brandon Bean with Blood It from America. Then we've got Dylan Weitz, a with Legionary from America. Then we've got Emily Gurdsley with Legionary from America. Then we've got Ace for Woodward Coven from Spain. Then we've got Franco Reo with high-rotect circle from Argentina. Then we've got Guy from London, well England with high-rotect circle. Then we've got Sam from Australia with Blood It. Then we've got Sebastian Jamie with Walk Coven from Chile. Then we've got Tom Cacha side from England with Fobo Strike team. Then Vivek Ramesh with Walk Coven from Canada. This is a more elite-dominated pod because you've got a free Legionary and two Walk Coven. Then you've got Fobo Strike team and Fobo Strike team again. I feel for the Blood It players. It's not the worst pod they could be in. Once again, two higher-rotect circle. Guy's really good. I know him. We've played him a lot. Obviously everyone knows who Aces. Sam's also from Australia and really good there. Vivek did really well. He's as in like he, I think, came second at LVO this year with his veteran, Guardsman. Now I'm playing Walk Coven because Death Clawn, I'm not doing that great at the moment, but it's a very murderous pod. It's definitely a category for what we like to call the Death Pod, which is the pod where it's just pure hell. But it's very, very elite. So it's definitely one of the elite pods. Then for pod number three, we have Alberto Lungomas, we're Legionary for Mexico. Then we have Alexandra Salazar with Fast Walker King Band from America. Then we have Bar from the UK. Well, London with Voydanza Troop. Interesting. If you put yourself as UK, does that actually count as a different country? Anyway. Then you've got Carlos with in Christophe agents from Spain. Then you've got Christian Layton with Legionary from Chile. Then you've got Franco Emiliozi Reguera with Walk Coven from Argentina. You've got Kellen with Hyratex Circle from America. Then you've got Coley with Voydanza Troop from Canada. And then you've got Matthew Surridge with Fobos Strike Team from England. Nesta from America with Hand of the Archon Orion, with Fast Walker King Band from America. Then we've got Taz Zwarf from Australia with his Worm blades. This is actually a really tough pod. If anything, this might be the death pod. Bart's very good. He's one of the best players in the UK. Carlos is obviously very, very good. He was at the first World Championships of Warhammer and his currently number rank one in ITC. And then you've got Orion. He's a very, very good UK American player. He won the first World Championships of Warhammer three years ago and won the 2023 LVO. So he's very, very good. That's like, and you go, you've got Kellen as well. There's so many good players in this pod. And it's actually really varied. The interesting thing, you've got two crooks. So people like, you can't put crew in the death pod. And I was like, that's why it's so deadly. It's just interesting. And the craziest thing is both of the crew players are American, which is like, wow, this is really cool. That is, although it's still a horrible pod to play in. It's like, really, really tough, but a nice spread. Then for pod four, you've got Christopher Scott Blower from the UK with plague marines. Then you've got Dakota, you know, from squad games with his death core of Cree, because spoilers, the only death core from America. Then you've got Javier Escu, with his legionary from Spain. Then you've got Kevin Starr with plague marines from America. Then you've got Liam Blackwell with in Christopher Agents from Australia. You've got Lucas Hrabisic with legionary from Argentina. Then you've got Luis Machua with Elucidian Star Strait of Somchile. Then you've got Matt Therian with half-consalverters from Canada. I was wrong again about Canadians, you know me. Then you've got Matt Godlinton with legionary from England. Then you've got Matt Wilhelm with legionary from America. Mike Cortez with Inquisitor Agents from America. And he got Nick Collins from the UK. He's representing New Zealand, he plays in London with plague marines. I was talking to Nick today. He was very happy about his pod. He's got four legionary. It's very... That's the legionary pod. Plague marines, you've got two plague marines. Three plague marines for legionary. And then two Inquisitor Agents. The only thing this pod is missing is a warp coven. That's... I pray for Dakota. I mean Dakota is aware of the meta. And it's like... He's the one I back the most because... He knows what's going to happen with his death core, but he's standing by his team. This is... It's not a great pod to be in, let's say. It's very elite. It's definitely the chaos pods, I would say. But it's fine. It's all fine. Then for pod five, we have Dylan Gil with us half-consalverters from America. We have Eric Coria with football striking from America. Then we have Francois Linoet with his void dancer Troop from France. Then we've got George Armoire with his warp coven from Canada. Then we've got James Cosgrove with Valkyrie Void's guard from Australia. Then we've got Sawyer, Sawavia with his hunter-clade from Peru. He's the one who provided all of this for us. Then you've got Jesu O'Kelly with his legionary from America. Then you've got Zhuang P. Rodriguez with his exactions squad from Argentina. Then you've got... Albert Cortez with his legionary from Spain from the Kielteam battle-out. Then you've got Leander Garant with his warp coven from America. Then you've got Santiago Béiré with his blooded from Colombia. Then you've got Sircán with his warp coven from England. Also, very good London player. So this is... It's not a great pod. It's like, it's tough. These pods are like... Really tough. Jesu is very, very good. I know he's been playing quite a lot. He recently really well in terms of the past few months. He's won a level event. Sircán won in France to get his ticket. Leander's very good as well. Like George also just has just come off of winning New York. The New York Open about two weeks ago. And then Dylan's good with his half-conserved as well. So this is like really, really tight. Like everyone in that pod is effectively very, very good. There's going to be interesting to see how that one plays out. Although it's got an interesting spread, you know. You still have two legionary. But you've got an exaction squad in there. And you've got Void dancer troop. You've got Corsair Void's guard, right? But you've got a nice mix, whether you do have two warp-covern. So it's going to be interesting to see who comes out of that one on top. Then for pod six, we've got Aiden Clinton with warp-covern from Australia. We've got Alejandro Sverano with Imperial Navy breaches from Argentina. I hope we read there. Fakey before slaying his faction. Then you've got Alexander Arthur with his warp-covern from America. You've got Chris Chicken Wing back. He was actually at the first World Championship of the Wimbledon as well. With his inquisitorial agents from America. Then we've got Jason Stanky, weird warp-covern from America. Then we've got Jonathan Solli, weird Navitiates from England. And then we've got Juan Sebastian Quinch, where Void dancer troop from Colombia. Then we've got Mateusz, weird inquisitorial agent from Poland. Then we've got Matt Ophamon with Plague Marine from America. We've got Matthew Richard with Commando's from France. Then we've got Pablo Palace with warp-covern from Spain. This is also a very tough pod. You have a lot of very, very good players. You've got two very good inquisitorial agent players as well. Pray for the breach of player. Just pray. But only the only one in the event. It seems we'll get to that later when I go over factions. We've got Commando's. I think there's no Legionary in this pod. So pod six managed to escape all the Legionary. Although it's going to be quite interesting to see how the inquisitorial agent can make out. This pod, because warp-covern is kind of a good counter into inquisitorial agent. There's two of them. But I don't know. I think Void dancer troop has some play. It's going to be interesting. This is another pod where it's like, it's too difficult to see who's going to come out on top here. Then in pod seven, we've got Alexa with inquisitorial agent from Australia. He's the current World Champion of Warhammer for kill team. Then we've got Asia, Ibrana's, Medsu with Legionary from Spain. We've got Augustine, Baluch with inquisitorial agents from France. Then we've got Brett Bouchard with Corsair Void's guard from America. Then we've got Carlos Burmister with Corsair Void's guard. Also from Ura Gray. And then you've got Dan, we're Dan Barton with warp-covern from the UK. Very good London player. He actually was supposed to make it last year but couldn't. So he's back this year, which is really good. You've got Eric Isaacs with Brut Brothers from America. You've got Jason from just another kill team podcast with his fellow strike team from America. You've got Lucas Lemon with his Corsair Void's guard from Germany. Then you've got Raman from Argentina with his bladded back again. And then you've got Voyen Gyarajarek with his warp-covern from Canada. So this is an interesting pod. For some reason it has free Corsair Void's guard. There's a lot of Eldarri pirates there. But also this is a very tough one. You've got Alexa, you've got Augustine, and you've got Dan. Very, very good as well as Jason, the master of Phobos. So this is really tight. That's a very tough pod. It's interesting how these pods were done. We don't know how they were done, but very interesting. This is going to be quite a bloody one. It's going to be interesting. Then in the final pod, pod eight, we've got Alejandra Netra with Legionary from Spain. You've got Benjamin McMillan with Mandrakes from America. You've got Christine Holtum with warp-covern from Australia. You've got Drew Powell with an Inquisitive Agency from America. You've got Ernesto Puglies with Fastalker Kinban from Italy. I believe this is the legendary Fastalker Kinban player. I think he's been playing them ever since they came out. Then you've got Jimmy Kelly, currently ranked number two in the world with Legionary from America. You've got Michael Burke with Hyratex Circle from Australia, Raphael Ramile with Nemesis Cloth from Uruguay. Then you've got Remi Durand with Tempester's Equilence from France. Then you've got Ryan from Turning Point Tactics with Inquisitive agents from England. So this is also very interesting pod. Like Jimmy and Ryan are the most known from those pods, like doing very well competitively. But Remi's also really good. It's interesting. I thought he was going to go warp-covern, but he's the only Tempester's Equilence, which might work out. Because, you know, competitively, we kind of view like warp-temperester's Equilence, they can't play too well, because you know, you just wait them out for two turns, then you commit Turning Point 3 and 4. But maybe he's going around that, and also a lot of people probably haven't played into them. Then you've just got like, you've got warp-covern, there's a lot of Legionary around, Hyratex Circle, Uruguay Nemesis Cloth. I think the only Nemesis Cloth, I can't remember. And yeah, you've just got a lot of Inquisitive agents as well. And you've got Mandrakes. So this is a very interesting pod. It's going to be, well, they're all interesting, right? But this is, this could be quite the bloody one as well. So now you've seen the pods. Remember, one person from each of those pods will then go into the Saturday and Sunday final, where the Top 8 basically play, and the winner of that Top 8 Brawl be the World Champion. So it's going to be very, very interesting how that plays out. We will be playing on focus and galodark only. So only those two kill zones. I'm sorry, Beta Desima. You did not make it. You did not survive your sank. But now I've covered the pods. Let's go over the factions. So once again done by Sawyer, we've got six Hyratex Circle players. We've got 14 warp-covern players. 15 Legionary players. 5 Fobo Strike team. 1 Imperial Navy. 11 Inquisitive agents. Free Firestalker Kim Band. 4 Void Arter Troop. 2 Mandrakes. 5 Blooded. 4 Corset Void Scard. 5 Plague Marines. 1 Def Corps. 1 Angels of Death. 3 Half-Kin Salvages. 2 Commandos. 100 Clay. 1 Navitiates. 1 Exaction Squad. 1 Elisidine Starswriters. 1 Hand of the Archon. 1 Nemesis Club. 1 Tempester's Equalins. 1 Blades of Kane. And 1 Worm Blade. So it's actually quite the interesting spread. Like, I mean, some people were shocked by how many Inquisitive agent players there are. I wasn't. I thought it might have been even higher than this. Legionary being basically just the most popular. It's not too much of a surprise. Warp-coverned just behind isn't as well. They've been dominating events. Technically, they're the best performing faction at the moment. They've been doing very, very well. And like, technically, with that trifecta, it's a good representation of what people think the three best factions of the game are the moment. Then you've got Hyratex Circle as the fourth most popular faction. Very, very good. As I said, they have a lot of counter meta play, especially in stuff like plate marines. Then we've got five plate marines, which were annoyingly made legal a day after they came out. So it's like, it's just kind of like, I don't think they should have been legal, but whatever. Then you've got five blooded and five fobo strike teams. So fobo's being like the shadow pick for elites. And like, I'm not too surprised why blooded. Blooded technically have a great play into most elites because they have so many threats that they can afford to throw away a bit and kind of a design too. So that's not too surprising there. Then we have four void dancer troop and four Corsair Voidsguard. So Corsair Voidsguard are grace elite hunters in general. So they should play quite well. The main problem they have is into Inquisitor agents who just kind of completely deconstruct them. And then you've got four void dancer trooper. Now, as if you've watched my last video about how to be elites, you shouldn't be too surprised to have void dancer troop. They're kind of a good shadow pick. They get around in Quistar agents because a lot of their key employees are triggered for free by their players once per turning point. So the Inquisitor agent struggle to block all of that. And there's not many key employees they need to block in terms of during the strategy phase. And they're not too bad into elites. Like, they've got the mobility. So I'm not too surprised that a lot of people are switched to void dancer troop. Then we have free half con salvages. They're okay. Once again, the John Pack Warrior Alpha does quite well. So I can see why people would take them into elites. Then we've got two Mondrakes and two Commanders. Both of these teams play quite well into like, Maxing Gather surveillance every game. So you get nine point because you do six as you tack up and then make that your primary. So I was expecting a little bit more Commanders, but not too surprised, especially with all the elites around that they've gone down to two. And then you've got one of everything else. So we've got one in Peel Navy breaches who are just salute. It's not great guys. Def Corps of Krieg, as I said, the legendary Dakota. We've got one angel's a death player. I wasn't expecting maybe a little bit more. One is a complete shock. We've got one hunter-clade, one novice shades. So people may be shocked at why there's less novice shades. And it's basically, I was talking to novice shape players and they were like, they can't beat plague Marines. Plague Marines just wore them. There's like plague Marines because plague Marines pass out so much passive damage. It gets around their healing when they activate. So it's actually not really worth playing them. And considering a lot of the people who would take, would have taken the vishates and it up in pods with plague Marines. Seemed like a good move. Then you've got one exaction squad, one at least in the Star Straitors. One hand at the Archon, which was quite surprising, because especially if you hang around on like the online chats, a lot of people are bigging them up, saying like they're great elite counters. So I kind of would expect it more under the Archon than Corsair Voidsguard. Then we've got one Nemesis claw, also kind of could see why. They're not too great into other elites at the moment, but their main weakness is their tack-up selection isn't great. One 10 Pestus Aquillans, I'm shocked we're even seeing one. One blades of cane, very surprised, and then one worm blade, which I kind of would have expected one or two. Wormblade, I still think, quite good, which people don't really not respect, but underestimate. We have a lot of factions not represented, such as Bespid, but it's no Felgor. So the interesting thing is this is the second world championships in the row where we've had no Felgor ravager. And it's not because they're bad, right? We had the same thing last year that from Chaos Coach, just kind of commanders, just kind of messed them up. This year, like literally, Felgor cannot be the Corsair Rive talent. The Corsair Rive talent, Taelhawk talent, just tens in front of the Felgor team. And his knife just gets bigger with more goat's that run onto it. So it's not like they're weak, because I'll get into balance later, but it's just not all that appears. And then finally, this is the spread of country players. So we've got 29 Americans, 11 people from the UK, although this is kind of confusing, because people have submitted as the UK and England. So it's like, was it? We don't know how that's actually been paired, because technically they're different things. If they said I could have paired as the UK, I probably would have selected UK. So it's very weird, because we've got like three people from the UK and then the rest in England, because it's, remember, the UK isn't just England. So then we've got, so technically, we should have a separate one for England and the UK, but whatever, then you've got eight Canadians, eight Australians, seven Argentinians, seven Spain players. We were everyone was kind of expecting a bit more Spain players, well, Spanish, but they apparently didn't get that many golden tickets, and it is quite costly for them to fly over. We've got four people from Chile. Chile, we've got four French players. We've got three Mexican players, two Colombian, two Euro-Grey players. Then we've got one from Peru, one from New Zealand, one from Poland, one from Germany, one from Italy, and one from Wales. So Wales isn't both the UK anymore. So I don't know what happened. We had a wetsuit, I guess. Wales has left the United Kingdom. We've set sail for the wider ocean. It's great, you know, just riding one compatriot, so like across the ocean as we play Tom Jones. Obviously there's going to be a lot of Americans. Americans had the most tickets. In the UK, we had a lot. Technically, that's 12 UK tickets. So 12 UK, well, I mean, not all of our tickets were won by the UK, but we have 12 UK players. And it's good we're seeing more Canadians this year. I think last year we only had one or two Canadians for Kiel team. Now we've got a lot more. Eight Australians, which was more than last year, because last year I think we only had two. So now we've got eight seven Argentinians. I think last year they were two or three players. And then Spain, actually, I think is a little bit less. I think they were eight or nine Spanish players last year. I can't. It's definitely was more than seven. And then, you know, we've got four French people, which is really cool. And a nice spread from everywhere. So I can't go over everyone like four from Chile and all of that. That's really cool. A nice spread and it's growing every year. So hopefully next year we see more countries. And because there's been a lot of golden tickets. So hopefully more spread out. Obviously, I wouldn't be surprised if other players in the world won their tickets and then couldn't get over here. Because it's quite expensive. Which will make sense. Now here we come to like the controversial part of the video where I personally don't think the world of the world is that competitive event and how it should affect balance. Because famously last year, it was a really dark period of the game. Obviously, Hot Sauce Teddy had stopped doing stats. So we weren't having like publicly recorded stats of the game. And we kind of knew commandos and chaos cult were like more so commandos, which is kind of busted. And then like obviously chaos cult came first and second with commandos coming third. And then what games workshop did was balance the game around worlds which led to a horrible, horrible meta. Because one of the things they ended up doing was balancing and buffing Felgore Averger. And then when we actually did the stats and went back on the period where they buffed them, they were actually the best before we had faction in the game in like 65% nearly 70 and then they got buffed. So hopefully when they see the results, I think the biggest litmus test you can check from this event that the free most popular factions are literally just legionary walk covering in crystal agents, which shows how kind of messed up the gamers. We didn't even have that kind of spread last year. It was way more spread across the get across the selection of players. Like we have way, way, like far fewer number of players are like factions, which isn't really surprising all considering the state of the meta. Because it's really bad. Like I think it's almost, I think it's worse than custodies when custodies launched the last edition. Because at least you could kind of go, oh, there's just one or two costodies players. They're going to win the event. Now you're like, oh, I hope I touched the walk covering legionary and inquisitorial agent players. So that's a good thing to take from this event. But it's not really that competitive because a lot of people who won their tickets didn't actually win the events. So it's not to knock players because it's like it's more of a celebratory event. If you go there, it's more like you're playing for your country than you are playing for yourself. And then the other thing, the World Champions of the Warhammer doesn't reflect normal kill team. I mean, if we didn't complain enough, we were going to be playing four hour rounds. And the most important tournament should be as two hour rounds. The fact we're playing three hour rounds is slightly better but it's still not reflective of a normal game of kill team. I remember I literally played two four hour games last year. I had a friend who played a five hour game of kill team. We also, when there's instances where they can't take draws, games will keep on playing. So we had one game go to turning point seven last year and one game go to turning point 11. So it's not really reflective of standard kill team. And I still think the most competitive events I've been to were stuff like Warhammer Fest, where we had basically all the top European players there. And then also Elvio of this year, 2024, because it was literally the most players over nine rounds with a huge spread of balanced kills with that kind of stuff. Like it's going to be a good litmus test but I wasn't used as the soul balancing guide, which is what I hope. It's still a really fun event because if you go there, they do a really good game structure to do a really good explanation of the event. It's like obviously you're playing for your country, well like you're trying to play to win but you're actually playing and scoring points for your country no matter how well you do. And it's almost like you get team spirit points like if you're wearing turnt, team shirts, like if you're really supportive to everyone in your own teammates. And like so it's all about like competing more than is winning. And it makes sense once you're there. Like it makes complete sense. But from the outside in, you wouldn't think it so much. But that's just my little spiel. So otherwise for the world championships of world, well, world championships of Warhammer overview, I forgot to mention, I only just remembered now. Please forgive me. I just finished work and I'm recovering from being sick. This will all be streamed on squad games on Twitch. So I'll point the episode description. So you can watch that all live. They'll be streaming all four days. Thursday, Friday, Saturday, Sunday, and next week. So you can watch that all live. And it's fun. I think 93 players, way better than last year in terms of player number. Faction spread. Let's talk about the faction spread. If we don't need to talk with, I've already done that. It's, it's not great. Right. Podwise, I'm very grateful as the only legendary player in my pod has already said. Everyone probably hates me in my pod because I am the legendary player. I am the dunk in the pool, ruining the pool water. Shout out to my friend Nick, who is in pod four, which I believe is five Legionary. And like all the leads, he's just like, why? What is life? So it's going to be like, it's interesting. Like what he like is seeing how these pods emerge. Because there's, there's no real way you can go like, the good thing I like is I look at each pod and go, there's no way, oh, that person's one. That person's one. Some pods are definitely easier than others. But that's like the luck. It's the mysteryness. Because they're the nice thing. You've got the ITC ranking, which really don't matter at the end of the day. But it's just nice to see compared to where people actually are. So it should be really fun. Why am I expecting in the top eight? Legionary war, Covenant and Inquisitor agents. I do think we're going to get some dark horses just because like there's lots of good players not playing those free main factions. I wouldn't be surprised to see plague marines make it into the top eight. Plague marines are very, very good. And because they literally come out a week ago, no one has enough proper practice into them. It's going to be interesting. Like we're all playing on focus and gallow darks. So that much shake, might shake things up. We're going to be playing each mission like at least once. So we're going to have a nice spread. And there's like, there's other factors as well. Obviously like there's jet lag in this kind of event. So if you're not really American, well, if you're not living in America or Canada, it's kind of like we're all kind of flying in the day before. So you either have to like be well traveled or just brave and just wing it. Wing it helps. Wing it helps. Is in a lanter. So but it should be fun. There's a there's a nice spread. The Americans are spread out. Actually, pretty evenly. The confactions aren't spread out that evenly. But that's what makes it fun. That's where these stories are happened from. Because last year, one of the biggest stories that came out of the World Championship was a Floridian man, debuting the world number one in pods in the round one. So anything is possible. And I believe in New Mexico, something happened with Coke Zero, which led to an impact like an impossibly legendary situation. But that's the kind of thing like the best thing about the World Championship of the world is actually who wins. Obviously, whoever wins is going to be very happy. But it's more like the stories you make like last year. I played, I was running half-conselvages to honor the person who couldn't make it who gave me their ticket. Because they were going to ring half-conselvages. I ended up being best half-conselvages because I was the only half-conselvager, which was amazing. But that's that kind of cool thing. And there's like, there's all this camaraderie you can make. It's generally about making like friends. Because part of the reason I travel a lot to America, it's not just because I love American food, which it's quite worrying. But it's like because of all the people I meet. And like, I met a lot of cool people. The last World Championship of Walmart can't wait to meet them all again. They do the country roll call at the start. So it's going to be a lot of fun. And I think it should hopefully be quite chill. Like last year was pretty chill as well. Oh, something. But there's always some things. It should be okay. That's really, really nice. Like it is going to be really cool and a lot of fun. There's also other countries streaming. I believe Spain is also streaming the event. And then also a lot of 40,000 age of sigma and underwhelming. And at the same time, I think there's a preview show next week. Obviously, there's going to be a lot of content creators there. Trying to do something when we're there. It's just like, it's going to be fun. It's going to be fun. But it'll be interesting to see how it plays out. Who's going to end up top dog? I don't know. Who? It's going to be so crazy. These pods are so tough. It's like, it literally depends who makes out a top A. And then how they pair top A is going to be wild. I kind of missed that last. Like last year was double elimination. If you, I think it was like, you had to go like, undefeated in your pod. And then when you get to top A, you had to go undefeated twice effectively. But if you lost, you wasn't your only out. You know, to take two losses to dunk out. So it'll be quick. I kind of missed that. But I understand why they did it. So it's going to be cool. I think it's, they're still finding their feet with the right format. But it should be fun. And it's in Atlanta again. Maybe next year will be summer else. Write down to it. It's not a bad place to get to. Just be careful where you stay. I made some interesting choices last year. And I stayed mostly safe. But we'll see what happens. I was back next last year. I know I'll be back again. 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 of today's video. What do you think of the world championships of Warhammer? And give me, tell me who do you think you're going to win? Who's your money on? Who's going to win the world championships of Warhammer? And you can even say what fact you think is going to win. I can make it even easier for that. Remember, I got a discount. You can check out for free in the episode description below. And a feeling link element games. And a feeling can cross, I had a feeling can discount code across five games. And a patron if you want to give me some more support and I'll quickly shout out my patrons. So for my edits of the career, I have zombie businessmen Tom, supercow, Steven, Sam, professor, Nick, mercenary queue, Mr. Mead, ward Lucas, Jonathan, Miss Graham, Fang Zoo, Draken, Dave Meets, or Darcy, Data Goldens, Chris. And then for my veterans of career, Sam, Joe and Mark. So thank you so much for your support. It really means a lot to me and help support the channel. Yeah, so this video has been a bit delayed. I'm still recovering from, I think I'm pretty sure I had COVID. Feeling a bit better now. I'm actually recording this video at just before 11 p.m. It's just about to finish and I'm going to work the next day. So sorry, I didn't come out on Thursday. I'm really looking forward to the world's champions of Warhammer. I was going to do this video next week. But I was like, enough cool information came out today. And it's basically thanks to Sawyer who compiled and everything. He did a really great job and made it clear. And I just wanted to like break it down for you guys. Because obviously my post world's video do some crazy stuff. I'm going to have fun with my Legionary. I've like obviously Legionary are really good. And I would love to win. But my Legionary, I'm just having a lot of fun with. While their time lasts, they are very broken. And I don't expect them to stand in that way. If if worlds was like, I kind of wish we had more time for worlds. Because I probably would have put a higher attack circle. But considering like a lot more people brought higher attack circle than I anticipated, kind of glad I didn't, especially as I'm the only Legionary in the village. But remember, no matter who you're paired to in the world championships of Warhammer, 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 top five teams to beat elites. 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 did you find it useful and helpful and remember I've got a discord you can check out for free in the episode description below and a fillet link to element games and a fillet link and discount code at crossfire games and Patreon if you want to give me some more support but let's get on with today's video. So yeah, today I'm going over I like how to beat elites because if you haven't been keeping track of tournament results the stats like looking online elite teams doing quite well they are actually dominating the game quite heavily specifically warp cover like they are doing the most which is great and I'd go over today's video to say like how you can actually beat them at least from a kill team's perspective because even though elites are very powerful there are ways to beat them. Now I need to remind people that not only are elites very strong but the game is effectively designed around elites now we've gone down from six objectives to free meaning there's only three objectives space marines well elite teams you to focus over and ideally they actually only really need to focus on two their own and the middle because if they control those they can win so they've effectively gone down from like four objectives to control to two which is quite the reduction and obviously don't need to score turning point one everyone can start conceal turning point one change their order so you have more freedom to set up because another problem elites had last edition was you know you actually had to make the decision of going for the objectives or setting up for some of the teams so now you don't have to worry about that as much you kind of have more freedom to play. And you also need to remember that counteracting is very powerful so space marine specifically like both chaos and imperial versions when they can counter act they can counter act on conceal which is different to how the role normally works effectively if you have 12 activations the space marine player will also have 12 activations but being able to do unique actions any one AP actions and then if you're playing angel the deaf if you're on an engage order or you're not you can spend a CP to do two actions so they become very very flexible in ways people don't expect and they're still learning so just from the core game alone elites are already a huge like advantage and then also elites have been buffed overall like they've all basically gone up by two wounds to 14 wounds each apart from fobos but they've gone to seven inches of movement and they've all had their rules tweaked up they've got more effects you know they're doing more damage they're more consistent they can all double fight double shoot for free now most of them had to pay command points to do this so they've just gotten more efficient while the game has also gone better for them overall which kind of give us gives us a good background to go off of so now I'll cover the teams that I think are good enough to beat elites oh I acknowledge this is a signal so for honorable mentions we have navitiates they're the only no honorable mentions I did think about half kin salvages but my problem with half kin salvages is they take too much time to set up like they have the jump hack warrior strat where they just alpha you but the problem is once people learn how to play around that you don't really have much else and you get overwhelmed quite quickly and struggle to play the main mission but navitiates I think have legs so technically they can be elites because they can't die so if if you aren't aware of the combination basically with defenders of the faith if they're on objectives or mission markers they halve the first stamp well they halve one dice damage down to minimum two and then combined with their healing when they spend acts of faith unless you're doing nine damage in a single sequence you can't kill them so what usually happens is if you shoot them with like a bolt pistol or bolt gun you get like four successes through they make two saves then they spend one active faith to turn a failure into a normal thing that spends free so they block free hits they take two damage and then heal three plus D3 wounds even if they only save one they don't die so it's kind of like crazy it's just too much to deal with and like if you've properly staged up most kill teams actually can't kill them you know angels and death and phobos specifically can't reliably put out enough damage to kill another shown one attack sequence either from shooting or melee they have to like hope they roll enough crits but then remember the ships can just fix their dice you know because remember they can once per activation well once per action they can spend one active faith to either turn a miss into a success or a normal into a crit and then if they do it once but once per turning point they can use two acts of faith and then they've got re-rolls you know they've got ways to just reliably fix their dice so they just survive thanks to the damage creation then heal back to full health while you've taken chip damage back or you're now in the open and exposed position and then if you don't set up correctly as the nivitiates you do lose so if you haven't set up enough mission markers or don't get enough onto the objectives like a cany elite player can kill you and you do actually struggle killing the elites reliably you kill them in a weird form of attrition obviously got your pagatus and your jeweler but the problem is if those key elite what if those key damage pieces die especially your leader it kind of comes becomes very hard to push through but at the moment I think they're an honorable mention partly because they just don't die at number five we have void dance its fruit so remember everyone is free a p l four in one so therefore up saves ignore piercing with great mobility because remember everyone seven inches of movement and every time they climb they only spend one inch so you're actually very very mobile you're still dropping at normal height but effectively you're either spending one inch or two inches to drop depending on what kills own your plane because you know vocals actually a lot of the places you're jumping off from are only one inch so you can with that seven inch of movement and even when you're doing a nine inch charge can actually reliably clear buildings in the way which is very very good you also are eight activations compared to an elite teams of six so they're only usually gain one counter action if they're going well if you're going first and two if they're going second you have access to piercing one and piercing two weapons so you get the neuro pistol which is four taxing on freeze four five stun piercing one and then the fusion pistol which is four taxing on freeze five five free devastating free piercing two obviously your pistol is range eight but your fusion pistol is range free but you still have very mobile platforms because remember with the reposition and dash you're moving ten inches and especially with your you know improved ability to climb you're actually getting quite close to fretten most elite teams you will have to watch out for Legion area and warp cover who will downgrade your you know your neuro pistol to just piercing nothing and then your multi pistol piercing one but there's still reliable threat to especially if you're on this out of CP or can't negate your piercing then you've got good melee and fast like literally you're you've got five attacks you know hitting on freeze four five damage with most of your weapons unless you're taking kisses your leader has a power weapon you're just really really good you've got a lot of melee ploys or firefight ploys that can quickly kill elites so you can do murderous entrance and remember your players can do one strategic one firefight for free once per game once per turning point so you can just like charging if you've got four hits you would do eight damage and then it's like if you strike with a crit you've got 13 so if you're charging into like a 12 wound operative you've just killed them and if you don't you still like chip down a space marine from 14 wounds down to like two wounds so you have lots of a way just to blur through people then you can also like strike with a crit and then fall out fall back after charging so you've got really flexible ways to kite space marines without taking damage back you've also got recon and infiltration which both work very well into elites recon because you basically can just take confirm kill with this kind of team you will just like very quickly max confirm kill because confirm kill is very balanced and infiltration is actually pretty good because when you get to the shadow sir and death destor if your shadows here can quickly reach the top level of focus in your opponent side of the bat or side of the table you will just max surveillance because you can do it from the top remember it's only going from the bomb to the top is only going to cost you an inch so you can like dash move up there and then gather surveillance so you just immediately get that and then while you're also doing gather surveillance you can do your psychic powers because for some reason their psychic powers aren't shooting attacks when they should be and you've got mirror of mines to chip down and you've got stun so very very good to just reliably get you like six victory points and then free from the primary and the death justice quite good although he becomes CP intensive now to basically move an inch up onto a building while two inches onto a building shoot and then move back down with your strategy deploy to shoot while during a reposition action and remember if it gets any successful hits through then the elite player counts as being injured for that operative which is really really good then you also your blades all have severe which is totally the wrong where I personally think they should have punishing but remember when you've got five attacks he in on freeze four five would one always going to be a crit you can just like reliably do tons of damage and then your say deaths give you needed free accuracy you're probably going with the shooting say that this time because you want your fusion pistol to run up and shoot and then turning point to you make your death just to get balanced you can go with the melee option but I think you have enough ways to force through enough melee chip damage but I think you go with the shooting one otherwise I think they're very very good and have just been slept on quite a bit next we have hand of the arc on I think the number four personally and hope other people raid them higher but pain tokens are way easier to get you now get pain tokens from injury enemy operatives and when you kill an elite you will get two pain tokens the league can't really share them around too much apart from like your flenser but you can also once per turning point give someone a pain token which then gives a warrior a pain token if you've taken that combat drug so you have more all ways to get free APL which is very very good but also ways to like spend those pain tokens vacuancy and other things you have access to two piercing two weapons you never take the blast pistol you always go with the blaster and the dark lance the dark lance will delete a space for any issues that unless it's been downgraded the piercing one but even then you know you've got ways to force through enough damage and then you've got the blaster which is now four five damage but still piercing two with unlimited range and you just that's great because then you still have other ways to force damage you've got good melee threats with decent range harassment as I said you've got your piercing weapons for your range harassment and then you've got your crimson duelist who effectively should be able to charge and then because it can effectively fight twice and parry twice like when it blocks it blocks two successes so you can like fight to injure someone so space marine so injure in them then you fight again to kill them and get free paint token which is really really good and you've also got your leader who in this situation you're probably giving the power pin and splinter pistol and you even got your flenzer who is now four five damage and you can also spend equipment points to give everyone else who just has knives go to four attacks at three four just really really good you've also got the torment grenade as well as you know the bird so the bird even though it's just one one with seek it's just a way good way to chip damage if like from turning point one onwards and then the torment grenade is really really good because it's like a stun but to the stunning people they take deep free damage and then deep free damage every time they activate which actually makes it better for you to kill and effectively you can do this last activation turning point one especially if you've given them a paint token because you then you can reposition and dash 10 inches and then throw this grenade six inches as well so very very good you've got seek and destroy would recon which is very powerful specifically into elites because you could go seek and destroy right and go champion and go like okay well my I'm going first dark class is just going to delete like this space reign so I get two points on champion but then you can also go recon and go like confirm kill plant beacons you've got very flexible ways to play especially for playing galodark which is good and you can force through lots of crit damage with from darkness death where if you start out of like visibility and like line of sight from an enemy target you can turn a hit into a crit so you when you're like even if your piercing's been downgraded forcing through crits multiple crits because you can like roll two crits and two hits and then turn one of those normal hits into a crit with your added like re rolls is very very good so hand at the arc on a great at killing elites the only thing you still have to be worried about is against tirtally an opponent who will just force you to come for them and then like if they quickly dismantle like your melee threats or your range threats especially when you're running into like legendary who make you minus one to hit or warp cover and who can like reliably chip you regardless of what you're doing with like mind burn it still can be quite difficult and that's why in this regard because you still need some momentum to get going I've raised them a little bit low in this kind of scale then in third we have coarser void scarred so they're fast everyone pseudo free APL because when they activate they can do a free dash your leader can just do a free one AP action you have access to two piercing two weapons so you've got the rave cannon which is a bit immobile but it's for taxing on freeze six free devastating four piercing two it's heavy dash but it's just like it will kill a marine when it's used at and you've got your fusion pistol on your your star storm duelist who can pistol barrage and just like delete an elite which oh look at rhymes but you have really one super mobile piercing two weapon and then one just like deleting piercing two weapon which is very very good because you can just flex around and have them can cover two different parts of the board everyone who doesn't have a gun has a power weapon which is also quite damaging especially into upon a stabbing chip down remember you also nine activation to their six so you should be able to kill a space marine with two courses you know one will die but then the other will kill which is really good if you're doing at the end of the turning point because then if you win initiative the objective can then charge and continue the sequence again you've got in code to infiltration and recon which are great for for facing into elites because infiltration once again you've got surveillance and then recon because you're probably going to go confirm kill confirm kill is just like amazing you've got interruption abilities so your leader on a d6 on a four up can like do a shoot action or fight action before your opponent or you can use the curve the bird man the bird man can pick someone within nine and then if basically opponent moves within range you can then charge them and if you haven't used your bird you can then fight first so you can just cause a lot of disruption which is a pain to a lot of elite players especially if they're just trying to like move to shoot you which is really really good you've got lots of rerolls now so you get rerolls against enemy operatives on objectives and mission markers so especially if you get like enemy operatives where because you can choose where your confirm kill marker goes confirm kill not only gives you VP but also gives you more reroll auras which is just really really good so if your opponent is trying to stop you gain them they're going to be easier to kill you've got teleports because once again you've got the way see because teleport as well as the shade runner and when the shade runner teleports it can do a slighting attack which does free to five damage on someone which when you combine with a shoot can really mess up elites and you've also got a better gesture scratch with the warding shield where it can just ignore any one strike it's really good if you put it on your current jeweler because if you fight you can you can even parry out their crits and if they have one here like if they can't parry out if they can't block you out they're just going to take no damage it allows that operative to really punch about its way but even you can put that on any operative and then also with your rerolls you've got punishing which you can trigger when you're more than five inches from other friendly operatives and consider that most of your stuff is lethal five up at least in melee you're going to be pushing through a lot of damage into elites and now you have added rerolls it's really really good like if your opponent doesn't respect your threat range the star storm jewelists can easily kill a single marine and then start chain reaction where now if you go to engage the operative then you get punished by the rave cannon and you even have ways to negate piercing while downgrade piercing by one with equipment if they're shooting more than three inches away from you so you can really force these close range engagements to then punish marines at long range and because you're so flexible you can play the mission well you already start with your momentum so you don't have the problem hand that the arc on half win in terms of getting going so this is really really good overall then we have higher attack circle in number two they are great at chipping down elites because you have lots of ways to you know force through just like enough hits to not kill a marine but slowly chip them over time while also healing back because remember if a space marine doesn't kill kill you at the star the next turning point you heal D3 plus one wounds so if they're in situations where they're only getting chipshots on you and you're getting chipshots and then you're going to win out the war because you have better healing you also have tesla weaves that does D3 damage for every friendly operative that gets charged so your opponent actually especially if they're in an injured state needs to charge to any operatives they're taking two D3 damage which is crazy you've also got magnify shots so when your cryptic is shooting at well cryptic and apprentice is either shooting for each other or friendly operative they gain sea sleds and then can also gain balance which is makes them really reliable so you could they can actually blast away marines or damage through them quite consistently and then all three cryptics are viable depending on how you want to approach the approach to the matchup so for example you've got the psycho monster who is better for more defensive play where you're aiming to like chip down the opponent because you've got piercing two you can stop their crits delay their activations make them harder to do mission actions then you've got the techno monster who will just kill marines because he his gun is crazy and he can buff his own gun and then he can stop buffing other friendly operatives to just blow through elites and because he can just give him rending severe where you already comes with rending but then give himself lethal five up and severe or satire he can kind of just like blow up marines but you've even got the chrono monster who can like slow down space marines with the with the nano mine make someone minus one attack dice you know for for attacks taken which makes you very durable and has a decent either lance or stun shot it's how you want to approach that matchup depends on which cryptic you pick gorse or tesla are still great into elites for example even if you get if your elites can't ignore piercing you you go gorse because you're just going to usually chip through like at least eight damage whereas tesla is great if they do ignore piercing because then if you get five hits you're actually doing nine damage well six damage still if they save two hits but then you've also got the splash damage well devastating one damage so you've got real real ways to flex into both styles of elite teams at the moment as I said you can win drawn out battles especially with reanimation because if they only kill one operative attorney point you can actually resurrect that operative with your reanimator or roe for reanimation and then heal as well so you can actually you know do lots of chip especially if they like spend too much resource with one marine to kill one necroman warrior because then you go like oh I'm back now you die so it's like better than a one for one trade you can go back on the negative on the Kill Op so your opponent has to kill everyone effectively twice to max the Kill Op and then recon and security are pretty much the best tack up combination because once again you can go like confirm kill maybe you want plant signal beacons but then security if you want to play into other foes you want to play like contain take ground secure center which is very reliable this kill team you basically have good ways to play quite defensively and win a draw now game although you do have to be quite wary of elites doing multi charges and quickly like killing multiple operatives in a single turning point it's damaging for any team but specifically this team because when you have more instance to reanimate you may be in situations where you don't reanimate the key opposite of you want then it passes down to chain and reanimates someone even on the front of the battlefield who's about to die or someone in the backfield who's now useless so that's why it can be a bit dicey but overall I think they're really really good into elites and then finally we have inquisitorial agent you know they're they are probably maybe the best kill team in the game right now they're definitely tied for best Legionnaire and warp cover and if remember they can take two plasma weapons two melt a weapons and a melt a mine so that's with Kazakin you're 11 activations you can go 12 but to be honest you not really taking death core within crystal agents you can pick any tack up archetype so you know literally you can but you're probably picking recon for confirmed kill but you could go see you can destroy you could go security you could go infiltration it's whatever you think is beneficial for you on that kill zone and that mission you're playing into your opponent you've got absolute authority and other ploys to shut down the opponent remember absolute authority is only once one ploy once per game so for example it but you can turn off like walk oven and Legionaries piercing for one crucial turning point which is usually turning point two and then if you go full aggro you're just blowing them away with your two motors and your two plasmas but then you've also got your way to delay them it costs one CP then one CP more every time you use it to delay someone by defre activations you've got your ability to shoot someone within four inches instead of being in a two so you can actually fret fret them from a third of away this is like really crucial into death guard because death card their minus one to hit or a triggers that three inches so you just like ignore that depending on poison tokens and if it's the icon and stuff but you basically get around a lot of minus one to hit oras you have just lots of ways just to shut down people which becomes very oppressive but very useful into elites you've got decent melee threats and mobility if you take Kazakin because once again when you take the Kazakin you take the re-controoper who gives you a fifth strategy ploy for free and it's dash or or not only works on like the Kazakin gunners but works on all your melee threats so when you take the quest keeper could you take the quest keeper because it's effectively a power fist they hit on freeze you also usually take the death world veteran or another melee operative so you have ways to frown from both angles instead of just shooting and that kind of unpredictability and mobility is really really powerful so your opponent can't reliably hide away from you or push up to aggressively because you can just run away so that's like really really good and not only do you have that amazing shooting you also have decent melee as well and then you can create defensive bubbles with tomes because in another addition for this addition for this kill team now you can use your defensive tomes but they don't stack so basically if you're if they're within two inches of the tone barrier minus one attack dice so even if you're shooting them from afar so even if you're trying to out for them you can be in situations if if an elite player's only pumping out four dice they go down to free and even when they're pumping out five going down to four can make these weapons quite weaker so you have ways to sustain the counter attack, ways to punish if they push up to easily and you have ways to get around their defensive, fix them in place, you have 11 activations, you do give them counter actions but once you just start deleting pieces because remember you've got your plasma pistol here, your chazakin plasma gunner, your chazakin melter gunner, your servital with a multi-multi-multi which is a melter gun with unlimited range and then you've got your melter mine for blocking off points, you have lots of ways to just shut down elites, it's kind of like free reign, you do have to stage it all correctly because obviously if you don't space things out do things in the right sequence, elite players will like quickly overwhelm you or if you don't do enough damage on the turn you turn off the piercing, you're going to be in for a rough ride but generally you have all the tools available to you just to shut down, I haven't even mentioned quarry, so quarry gives you ceaseless and every time you kill someone it bounces onto someone else so you can literally go first activation melter gun, kill someone you've got your mystic who is going to turn a mist to a hit, so when you're shooting someone with the mystic buff would ceaseless, that effectively kills a marine, it's like end attorney point one, you give the mystic buff to the melter gun, the melter gun with 9 APL, I went not a free APL because you've taken the chazakin comms, who gives any two of your operatives plus one activation plus one APL, you can reposition dash melter gun someone and then bounce the quarry onto someone else who's going to push up, so you have lots of ways to be super reliable because remember all the chazakin hits on freeze and all your good operatives hit some freeze as well and they now all get ceaseless, so you're just kind of crazy, like the only downside is your back because you're going to have to carry like all these inquisitor agent operative kill teams, which is going to really weigh you down, by the way is like inquisitor agents not only are the best at beating elites but definitely one of the best kill teams and maybe the best kill team in the game, so for my elite beat overview, yeah you know elites are tough, not going to deny that, if you look at the stats obviously warp cover are currently dominating the game, but that's fine, and then after warp cover you actually have inquisitor agents and then like a few other teams than Legionary, so if you're looking at it's basically warp cover and Legionary, with plague marines jumping up there now because plague marines are also balanced, but there are ways to still be elites obviously depends on some missions, endgame missions kind of favor elites which I didn't really touch on, but active missions can also favor them, it's like it's weird, I would actually say active missions are more preferable for elites because then it forces people to engage on the midpoint where you get killed, so like the elite player can like feign going behind on the crittop turning point 2 to maximize kills, then go ahead turning point 3 and push forward, so missions can be kind of quite difficult, tack op selection is key, you need to pick a tack op that complements you as well as the kill zone, I was contemplating bringing up kill zones but kill zones are difficult, some elite kill teams don't like galodark, some love them, everyone is okay on focus and then the front with beta decimal, Legionaries are worse on beta decimal but then you make warp cover almost undefeatable, so be wary if you're running beta decimal unless you are a warp cover player, and then in that case run beta decimal to your heart's content, there are still ways around, obviously like it still comes down to dice and you will notice the list is heavily Eldari focused because Eldari teams have the most tools generally to kill elites, it's kind of kind of the Eldari way which feels good, but like the problem you have with those Eldari teams, they can still be quite dicey, they don't really have ways of ensuring hits, absolute of course says, but even they need to make sure they get a crit, the biggest issue is especially when it comes to co-sairs, you're still running for dice to go your way, and then problem is if you don't get enough dice literally, if you don't get enough successes through, you just don't kill, but then the other problem is you're going to hit into this wall of inquisition who will just destroy you, but it depends on whether you want to care about inquisition or you just want to be elites, but that's why I think all those Eldari teams are so good, like void dancer troopers so good, they're so fast, like if you underestimate them as an elite player, they're going to murder you, and then also like high-ratech are really, really good, the only problem with high-ratech, they can do burst defense, but they're better like being more defensive, which can be quite boring for some people, but like you can make this really, really grindy out game where you'll win by like two or three points, it will just take a lot of energy out of you, and then obviously have inquisitor agents who are just really, really good at the moment, definitely overtuned, but so are the elites, it's like, you know, the game isn't really balanced at the moment, but inquisitor agents are definitely the best way if you want to be elites, the only problem is you're going to have to struggle into beating other teams, and also inquisition kind of don't really like walk-over in that much, it's it walk-over in a bit difficult, and I find inquisition don't do as well when they play on Gallaud Arc, and obviously beta's Esema, but something to keep in mind, they inquisitor like inquisitive agents are just so flexible, you have so many ways, I think the only problem you're going to have is like analysis paralysis, cause you have so many choices, but those are I think are solid five list, and obviously you've got nivitiates, which they just don't die, and then half kin, like I know half kin salvages can do it, but I think they don't really cut it against walk-cover in Legionary, and also, uh, plague marines, I think they have enough play to get around the tricks of half kin salvages and just punish them for it, so yeah, that's my list, hopefully it's helpful, I tried to be more positive, you know, I tried to keep my inquisition salt away, don't worry, uh, but I wanted to give tips of how people can actually approach the elite matchup and beat them, obviously it's still a mission, like you can actually, if you can force your opponent to over commit to the crit hop as the elite, then you can like punish them and go for that, like elite still have to respect your threat ranges, a lot of the time I still see the players kind of like go to like gong ho, run in, and then just get like deleted by a course air player who's like, well, you know, we're in range of my star storm duelist, he was just going to pistol your way and then move away, and then now I'm going to like walk canony and then smoke, and then I'm going to use my teleport to teleport me away. So it's like there's lots of ways to play, it's just the game is still quiet in flux at the moment, and obviously we're all praying for that balanced data slaying December, but until then hopefully this helps, 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, remember I've got a discord you can check out for free in the episode episode description below, and a filling in German games, and a filling can discount code at crossfire games, and a patron if you want to give me some more support, and I'll quickly shower my patrons. So for my ad-eats of the crit, I have zombie businessman, Tom, super cow, Steven, Sam, professor, Nick, mercenary, cue, mr. mewad, Lucas, john to miss, Graham, fangs you, dragon, Dave meets, well, Darcy, dad of golden's and Chris, and then for my veterans of the crit, I have Sam, Jern, Mark. So thank you so much for your support, it really means a lot to me and help support the channel. Still a bit sick, but getting a bit better, managed to survive for this video, I have another video on Thursday need to figure out what I've got to do, and then I've got a tournament on Friday, oh no, tournament on Saturday. So if you're in like bad moon on Saturday, come say hi, I'll be around playing my legio, it's like the big London tournament before World, and the next week, I'm at the World Championships of Warhammer. So yeah, it's going to be fun. So remember, no matter what elite player you're facing against, you always have a chance to beat those space marines, whoever loyalists, or chaos, 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 the updated Galapagos infected roles. But before we get into things, please remember to like and subscribe as well as come in. Let me know what you thought today's video did to find it useful and helpful. Remember I've got Discord, you can check out the episode description below and a Philanquin element games and crossfire games and a Patreon if you want to give me some more support as well. Well, we're going over the last Warband review. I'm almost there. So these are the Galapagos infected which you can find out for free on the games workshop website and Warhammer community as well as the Kill Team app. So let's get on with it. So for your roster, you still have security and security which is alright. And then you've got your fixed operative roster which is your VogueR. Well VogueR, fight, price curse, the bloat spawn, the flesh cream, a lumbar gas glitch lean. Well, four glitch leans, one mutant with axe and two Galapagos infected mutants. So after that, you can then select a mutoid vermin which you can either have the curse might icing a swarm or sludge grub, but you can get those later. Your main core roster is above. So you actually don't take the other bugs in general. Otherwise the Kill Team is unchanged, a very much fixed roster Kill Team. So for your faction roles, you have technical curse or the end of the select operative step. That's one technical curse or friendly operatives to gain for the battle. When an enemy operative is when control range of a friendly operative excluding mutoid vermin or within three inches of a glitch lean, that operative is affected by your technical curse. Each technical curse role is listed below. Barrow warp is minus one attack from ranged weapons. Then you've got screaming rust spikes. Whenever an operative is fighting or attacking against a friendly operative, if you opponent discards any dice dice as a fail, inflict one damage on the enemy operative, then you've got viral Vogue static. Anyone as APL stack cannot be added to remove any positive at your APL stacks it has. These are all nice, but you just go with barrel warp. Unfortunately it has been nerfed because unless they're within three inches of a glitch lean, they're only getting minus one shooting attack if they're in control range. So you're not really getting a lot out of it, but barrel pistol the best. Then you've got revoltingly resilient. Whenever an attack dice inflicts three or more damage on a nightmare holk or mutant, you want to fire up when you roll a D6 minus one damage from that. So that's how your damage negation has changed. Then you've got mutoid vermin. They cannot perform any other actions and charge dash fullback, fire reposition and shoot. And they can fall back for one AP less. Mutoid vermin cannot control a detect or contest markers or areas of the kill zone and ignored for your opponent's kill or elimination op when they're incapacitated and when they determine your starting number of operatives. They also ignored for victory conditions that require opponents to escape and stuff. The opponents can just move through as if they're not there. So they can't actually pin operatives anymore, which is really unfortunate. Then you've got nightmare hoax. Whenever selecting a valid target, friendly nightmare hoax cannot use light cover as cover, but they still can claim it for a cover saves, which is technically above. And then friendly nightmare hoax operatives cannot perform unique actions. You must spend one action point to do so unless you're opening doors. So you can open doors normally. That's technically above. The strategy points you have play grid and determination whenever an optimist shooting a friendly optimist excluding a mutoid vermin, that's an engage order. You can reroll one of your defense dice. This is nice. Then you've got blessings of infection whenever a friendly operative is fighting or retaliating. If you roll three or more fails, you can discard one of them to retain the others normal instead. This is nerf, but it's more balanced. Now if you get three or more failures, you discard two of those failed dice and turn it into a hit. Before it was like if you rolled, if your value of your dice, if you rode a free, that was a mess that would turn into a hit. So it's balanced. The work should have been in the beginning. Then you've got drawn to the hum, select one objective marker. Whenever a friendly operative performs a reposition or charge action during this activation, you can use this rule. If you do so, add one, it's to move sand to the end of that activation, but must end that move within that marker's control range. This sucks. It used to be a free dash, which was too powerful. I think as long as you could end within three or six inches in the objective marker, it would be fine. The fact it's within control range really sucks. I really hate drawn to them and I'm annoyed. I have to spend it because I need to get into position. Then you've got rust emanations. Whenever an enemy optimist in control range of a nightmare Hulk, worse than the hit star of the enemy up to by one, isn't cumulative would be ninja. This is unchanged. Then for firefight employees, you've got revolting technology. Use this firefighter when they're not off to the shooting of a friendly operative. That operative range weapons have the hot weapon rolling to the end of that sequence. If it already has the hot rule, you can worsen or add one to that role from when they roll to go hot. Note that for the latter, you can see the result of your opponent's hot weapon before deciding to use the exploit. If your opponent fires a hot weapon and then they go hot, then you can go like, okay, now I'm going to spend a CP to use revolting technology, which is really punishing and in general, because it works on any shooting attack. Your opponent just goes like, oh, do I hit on four? I match actually my explode, which is really funny, because if they actually do then go to side to go hot, they basically die because if they roll a five, they take 10 wounds. Or if they roll a four, sorry, they will take eight wounds, which would generate killers, eight win model. So very, very nice. Then you've got a barge uses firefighter in a friendly nightmare Hulk's activation or counter action before after it performs an action during the activation or our counter action. It can move through enemy up to zen within control range and it can pull the charge or reposition actions well within control range of an enemy up to and can leave their control range to do so. So buffed technically because you can counteract with it, which is nice. Then you've got putrescent demise uses five fire deploy when a friendly operative exclusive to a mutoid vermin is dies. They inflict one damage or D3 damage instead of their a nightmare Hulk on every operative within two that's visible. So that's on change. Then you've got frightening on store uses when a friendly nightmare Hulk forms a fight action. In capacity, they can meet with a free fight action. You don't have to select the same enemy able to fight against, which is unchanged. So really, really good. Then you've got your leader, vulgar or vulgar who has two APL five inch move, five up save 21 wounds. So he's gone up to wounds, but minus one move. He has the standard profile for all your nightmare Hokes, but he has 21 wounds. Everyone else is 20. His pie got his now six attack five attacks from six. He had on two's still free free damage range six saturate torrent to then it's got the Dell huge profile, which is five attacks in on two's free free range for saturate seek light. So you got seek light profile flesh metal weapons, which are five attacks here on three's four five engineered. So you can when you select this operative, you can select two different special rules with to have so you can add one to normal damage, crit damage, balance, brutal lethal fire pop up or running, which is unchanged. Then you've got spread the glorious gifts. Once per battle as a strategic gambit select one objective marker for this operative controls to gain one of your technical stockings. You cannot be an objective marker within control range of an enemy octave. Whenever this objective marker is in control, any of the officers is affected by one of your technical curses and an additional rule as determined by below. You cannot use the strategic gambit when operative was in control range. So if you put bow or warp, you get no effect screaming rust spikes. You inflict two damage on the enemy, one when they parry or when they discard dice and Vox stack affects the objective instead of just charging. It's not great. I would have liked the effect of barrel warp working on the objective. I don't know why they want to punish people for taking barrel up, but your leader is technically worse. Unfortunately, then you've got the blows for who has mutant tentacles. Five attacks used to be six hitting on fours, three for range free torrent one. Then you've got the mutant claw and tentacles, which is six attacks in on fours, three for and then sweeping, which is four attacks hitting on fours used to be threes free attacks. Sorry. So it's three for swipe. So tentacle or so swipe whenever this option forms a fight action and you select this weapon. If it isn't capacitated, it can immediately perform a free fight action afterwards, but you might select this weapon profile and it can only fight against each enemy octave within its control range once per activation or counter action uses weapon profile. This takes precedence over other action restrictions and you can continue to pull up fight actions until there's optives incapacitated or has fought against every enemy octave in control range. So going up to one attack is very, very nice. So really, really good. And then you've got tentacle grasp. So whenever someone tries to fall back on a four up, you roll a D6 on a four up, they don't fall back and you add one to the result. If they have an wings out of eight or less, they don't fall back and the action points aren't refunded. So unchanged, really good as an anchor objective. Then you've got your flesh screamer who has mutant fist and cleaver one attack hit on freeze eight, nine lethal five up or the slashing profile, which is five taxing on fours five six. It's got the horrifying shriek. So when an octave is within free interest of it, they must spend an initial action to do mission action pick up and then minus one APL for controlling objectives. So unchanged, really good. Then you've got the lumber gas two has four taxing on four six seven brutal and then the spike charge whenever the sub to finishes during the charge action, you can inflict deep free damage on each enemy octave within its control range, rolling separately for each unchanged still very, very good. Then you've got your mutants who are now two APL five inch move five up save seven wounds got frag grenades, which are frag grenades and then heavy heavy axe, which is free at taxing on fours for five brutal, but improvised weapons which have now been buffed, which are four taxing on fours three four from two three ceaseless group activation. So when you activate a mutant, you activate another mutant and you've got galopox masks. So whenever you would inflict critical damage, you can choose to inflict normal damage instead. So actually mutants are a lot better. They've gone up to five inch move and your normal warriors were actually with the ones that improvised weapons can actually kill stuff now, which is very nice. Glitch means are two APL six inch move six up save free wounds, diseased effluent, which is four taxing on fours two two range six and then a mellow profile, which is free at taxing on fours one two is demonic. So you ignore the piercing weapon rule. It's small. So it cannot use weapons that are on on its data card or perform unique actions and it has super conceal and it's group activation. So when you activate glitch, you activate another kitchen really unchanged. I'm just you've gone up to three defense ties by M. Sadie. Cony is a portable barricade. Then you've got curse might which is two APL six inch move six up save two wounds and it's got two attacks here on fours two free, rendering feast in close combat and feast whenever an octave has lost any wounds. If you get plus one attack and leave the five up unchanged, but you have lost fly, then your ice finger swarm has the same profile for its stat line. It's got for shooting five attacks in on six zero zero damage range six done and then in mellow five attacks in on five one two shock with group activation also one change where it's lost fly. Then you've got your sludge grub, which is two APL four inch move six up save two wounds acid spit for hit on fours. What four taxing on fours two two range six one inch devastating one piercing one. So that's gone down down from two inches to one inches and then a fang more which is two attacks in on fours one free is got group activation and the core system is so when it's incapacitated, roll a D6 for each enemy up to within two inches and visible on a four up and picked one damage. So this is unchanged all your mutoid vermin are unchanged apart from losing fly, but going up to three up saves. Then for faction equipment, you've got mutoid vermin. So after revealing the sequimment option, you can add up to two gallopox infected mutoid vermin and you can use this up to twice. So if you want to select mutoid vermin, there you go, then you've got pollute stock piles are after revealing the sequimment option, you roll 2d6 on a seven plus remove one of your opponent's agreement options. If they roll, if you're a less than a seven, they choose which one is gone. So this is actually really powerful and they cannot then select that same equipment in the scouting steps. So if they want to ensure stuff like ladders, they actually have to select as a scouting option, which you can play around a bit. Then you've got mutated symptoms. Once for battle, when you activate a friendly operative, you can select one additional technocursor to have until the end of the turning point and it must be different. No, that's a real confers to any of them to be affected by your selected technocurs. So you can just have two technocursors up, which honestly you never take. Then you've got plague bellows. Whenever an enemy off to them, two inches of a friendly galapox infected nightmare hoax, that technocursor all is affecting them instead. So if you want to get your old technocursor via nightmare hoax, you have to take plague bellows. So most of the time, you're taking two mutoid vermin, plague bellows, and then probably pollute stock pile or an extra equipment choice. So it's fine because if you wanted a fifth option, you could take as a scouting option because you can't use extra equipment point with pollute stock pile. It's a bit of a nerf, but I was needed. I just would have like plague bellows to be built in for the kill team. It feels annoying. You have to pay for that. It just feels not fair. For roster selection, operative selection, your fixed operative roster, everything applies as I said before for star striiders. You can just convert your own kill team like I did. Otherwise, you know, the only main downside is you can't buy this team. Star striiders are for sale as one of four thousand, but Galapag's on. So you have to either find the morning bay or build them yourself, which sucks. For the Galapag's infected overview, they've been nerfed. Let's not be around the bus. They've gone down to ten activations from eleven if you take your full mutoid vermin, which they did need, but they've lost kind of too much. They needed to lose their damage negation. And I think this kill team does all right into hordes that main problem they have is actually into elites and actually moving up the battlefield, especially when people start taking razor wire more and blocking you off because you can't use drawn to the hum to play around your reduced movement. I don't think the teams that good. I think they could have just kept old drawn to the hum and the team probably would have been fine. The way it is now, it's two week. You can play an interesting control play style, but I realized the curse might like your mutoid vermin don't apply to your Kill Op. So for your Kill Op, you're actually 11 for the Kill Op, which is okay. So you could play defensively around that, but because you don't count as 14 for the Kill Op, you can't play an interesting control play style where you just go off like trying to max your Kill Op and actually into elites, I probably wouldn't take the take the mutoid vermin. If you were taking mutoid vermin now because they've lost fly, I would actually generally only recommend the sludge grubs because the sludge grubs are the most useful. Then the curse might kind of, but the sludge grubs, I think I now have the best. So I don't need to take like the sludge grubs, like the mutoid vermin into 10 operative teams and above. I probably wouldn't take them into elite kill teams. I would take them into maybe a operative kill teams, but if I'm running into elites, I'll just go like, cool, I just go down to eight activations fine and then I have equipment onto something else because your curse might just, you're a mutoid just don't do much. If they still had like, if the curse might is an icing this woman age movement, I've got like, that's fine, but they don't, they don't get any extra movement for losing fly. I know this team was really oppressive, but I think they're just too weak now. They have a really niche control grinding out play style, but then you can't really be as offensive as you used to and you're kind of just sitting back playing very defensively. Gallaudakis is also really bad for this kill team because it's effectively just large open rooms, which you can't really play on and obviously beta decim is horrible. So you're great on focus, but not on other kill zones. And yes, just unfortunate. They're still fun. They're more honest to play into, which is good. They're not horrible. They're a nice honest kill team, but I think they're in a situation like Hunter Clayd where they're too honest for their own good. Just a nice little bath. I'm fine with the extra wounds and damage negation, but I think you could probably just get given the old hum and let them have their old techno curse range and they'd be fine. But that's pretty much it for me today. Please want to like and subscribe as well. It's coming. Let me know with all today's video to you to find it useful and helpful. Remember, I've got a discord you can check out in the episode description below in the link at my games and a patreon at what and across a feeling across from a game and a patreon if you want to give me some more support. So quickly shout out my patrons. So for my adult as a career, I've zombie businessmen Tom, supercow, Steven, Sam, Nick, mercenare cube, Mr. mewad, Lucas, John to Miss Graham, Fangs you, Drac and Dave Mieswell, Darcy, Data Golden's Chris and then for my veterans, the career of Sam, Drew and Mark. So thank you so much for all your support. It really means a lot to me and help support the channel. I finally rest and watch the sun rise on a grateful kill team community. I've done all 35 or 33 faction guides. There we can't done. Like yeah, get a box on in a great position, but you know, they needed a tone down just a bit of a too much of a tone down, but now I can rest. I am going to sleep. I'm going to like go away for a bit and just like do non video related stuff. But remember, no matter how much you find the Gallopox infected or make content creation videos, say let's say like 33 faction guides in the space of two weeks. Remember, there's always a chance for you to stay sane and 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 updated Hunter Clayd Rules. But before we get into things we just want to like and subscribe as well as comment let me know what you thought today's video. Remember I've got a discord you can check out in the episode description below and a fill in current urban games and a fill in current crossfire games and a patreon if you want to give me some more support. But yeah this is like White Dwarf annual day so I'm going over the updated Hunter Clayd Rules it's the final day of summer. However you can check out these rules just to find the free and Warhammer community and the kill team app. So let's get on with it. So for operative selection well you're roster sorry you still have recon and seek and destroy which is useful for this kill team and you are now a 10 operative kill team so you've lost the ability to go up to 11 operatives so you can take a leader which can either be an infiltrator princess with either a flesh fleshed blaster or stub carbine and then either a power pin or taser goad then either a rust or caprin steps. Ranger Alpha with a galvanic rifle or mastercrafted pistol or a radiant pistol and power pin or an arch pistol or phosphoblast pistol and an archmol or taser goad then a vanguard alpha with a radiant carbine or mastercrafted radiant pistol and power pin or an arch pistol or phosphoblast pistol or an archmol and taser goad. Then for your nine other operatives you can take a secar and infiltrator warrior with either fleshed blaster or stub carbine and then either a power pin or taser goad a rust or caw warrior with either a cord claw and transonic razor or transonic blades then a Ranger Dictat a Ranger gunner with an arch rifle plasma caliber or transoranic archibus then a Ranger surveyor or Ranger warrior then you can take a vanguard Dictat a vanguard gunner a vanguard surveyor and a vanguard warrior. The only restriction on your kill team other than one operative is you can take up to three gunners but they all have to be armed differently you can take up to five secar and operatives so that's basically your assassin and you can take up to one of everyone else. So other than those changes you're te- well you actually your team's quite changed quite a bit but you're now just a solid ten operative team. For your faction rules you have doctriner imperatives so as the strategic gambit select one doctriner well select a doctriner imperative for friendly hunter clay doctrivers operatives to have until the ready step of the next strategy phase each imperative has both an optimization and an appreciation rule both are an effect while your kill team has the doctriner imperative. So if you've got protector up your optimization is friendly operatives have the range weapon that's ceaseless but then you worsen the hit stat of melee weapons by one this isn't cumulative would be injured for conqueror conqueror friendly operatives melee weapons of the ceaseless weapon rule but then you get minus one to hit for shooting for bowl walk whenever an opt for shooting a friendly hunter clay doctriner operatives you can reroll any of your defense dice of one result but then you subtract one from the movement stat of friendly operatives and then if you take a aggressor you add one to your movement stat but then worsen the safe stat by one or you pick neutral which does nothing so this is unfortunately a nerf because in the prior edition the first time you picked an imperative you ignored it's to press depreciation for that turning point so then if you ran at two turning points in a row it would then kick in i think they need to bring that back because otherwise i'm sorry unless you're just going like constantly shooting this is really rough and i think quite unfair on the team just just bring it back just bring it back not being able to trigger the depreciation the first time you activate an imperative and then i think it'd be fine otherwise these abilities are very very good it's just like if everyone else had a downside when they use something or these buffs were really busted like you know you can reroll you get all your weapons get relentless all your melee weapons get relentless you can reroll all your defense dies you add to your movement stat then i'd go like okay that move that depreciation kind of makes sense but because there's only slight buffs i think they just need that depreciation not active turning with the turning point you activate your imperative for the first time for strategy employees you have debilitating radiation well your radiation whenever a friendly opt for shooting against fighting against our retaliating affronting vanguard operative if that any meoptive is under the effects of right saturation rule subtract one from the normal damage stats of its weapons to minimum free this is interesting then you've got neuro static interference whenever an enemy opt is when six inches of an infiltrator operative and its shooting fight in or retaliating your opponent cannot reroll their attack dice this is unchanged and still very useful then you've got scouting protocol each friendly range octave that has a concealed order and it's more than six inches from any meoptive can you be doing a former free dash action in any order choice you cannot use this ploy during turning point one interesting but quite balanced because you can't use a turning point one then you've got accelerate accelerant agents during each friendly hunter clade rust or cause activation it can perform two fight actions and one of them can be free so this is unchanged you have solid selection of ploys for your firefight ploys you have control edict this used to be your leader's ability uses firefight ploy when it's your turn to activate a friendly optive select one leader operative and one other friendly hunter clade operative visible and within three inches of that leader you activate one of them as normal when that first front of your optic is expended then you can activate the other friendly operative before you're upon an activate when that other operative is expended your opponent well when you use this ploy you cannot select more than one secarant so this is balanced now because before you were just select two secarons and it didn't have to be your leader now one of them has to be your leader and only one can be a secarant so you can't just do the double secarant suicide bomb so it's still good but a lot more balanced then oh I knew you have to spend a command point to use it then you've got scrap code overload uses firefight ploy when a friendly infiltrator operative is activated alternative uses firefight ploy when a friendly infiltrator operative or enemy operative within three inches of that friendly operative would perform the pickup marker or mission action excluding operate hatch until the start of that friendly operative next activation whenever determining control of a marker treat that up total AP staff enemy operatives contestant is one APO lower if at least one of those enemy operatives are within three inches of the enemy friendly operative no this isn't a change to the APO staff and this can change can control a marker before performing the action so as you just do steel and objective or do a mission action which can be quite useful depending on the board you're playing on then you've got command override uses firefight ploy when you activate a friendly hunter-clade operative selected doctrinor imperative for the operative to have instead of its current one until the ready step of the next it's good but you'll probably never use it because the imperatives are quite bad unless you're like switching for a shooting operative then you've got the ominous sires imperative uses firefight ploy when a friendly hunter-clade operative activated while activates inflate to D3 plus one damage operative on the operative until the ready step of the next strategy phase that operative has an additional rule determined by its current imperative so if it had protective it's range well protector it's range weapons now getting severe as well as ceaseless for conqueror whenever you're fighting after resolve your first attack-tie shooting that sequence you can immediately resolve another before you opponent this is useful if you've got like two crits and you want to immediately kill someone then you've got ballwork improve your safe step by one in addition when an octave is shooting this operative you can collect and roll an additional defense dice aggressor you can ignore the first distance of two when it when you move during one climb and neutral is none so you can spend the CP to do nothing and no you can use this ploy after rolling attack dice with defense dice or before or after retaliation or rerolling defense dice there's this actually really really useful because the protector one isn't too good because you don't really care too much about severe but conqueror is really useful for getting that double kill and ballwalk is if you go like hmm you know now I go to a free up save and now like if I'm a rustalk I can retain free dice that this will keep me alive very very useful and even aggressor to get an extra two inch you know the way you can ignore your climb so if you wanted to get a charge for a rustalker you could pretend you have optimized gate so this is actually probably your best your best firefight ploy for your operatives you have your rustalker princess who has two APR 6 inch move for up save in 11 wounds this is the standard profile for all your secarions or secarions but you'll need to have 11 wounds everyone else has 10 so it's got the cord claw and transonic blades which are five attacks in on freeze four six balance rending it's got the cantacles of destruction whenever a friendly operative is with it well rustalker operatives within fringes there's fighting the first time you strike with the crit of success inflict one additional damage which is okay then you've got wasteland stalker whenever an optimist shooting this octave you can retain any if you can retain any cover saves you can retain one additional save or you can retain one as a critical success but doesn't stack with vantage so wasteland stalker is unchanged cantacle as destruction is okay if you wanted to do seven damage to someone which is actually quite useful into seven wound teams then you've got your infiltrator princess who can have a flesh at blaster which is four five attacks in on freeze two to range eight saturate silent so lost relentless by his now silent and it has saturates then you've got the stub carbine who has four taxing on freeze three four ceaseless so this technically been buffed because of her ceaseless works then you've got the power weapon which is four taxing on freeze four six lethal five up and then the taser go which is four taxing on freeze three four lethal five up shock so every time you see a taser go just ignore it and take the power weapon I prefer the stub carbine the flesh at blaster is good for stuff moving up because you've lost all your re-rolls and much prefer the stub carbine then you've got counter cantacle of the shroud some whenever friendly infiltrator operatives within fringe of this octave and has a concealed order and is in cover that fronting up to cannot be selected as a valid target taking presence over all of overalls so you get super concealed so you do have this leader grabs it to itself and they are friendly infiltrator so you can do this thing where you have three or four infiltrators moving up in a bubble on conceal just for a slept blastering stuff at range eight but I still just prefer the shard carbine or though for the leader I would probably give it the flesh at blaster so it can just always move around harassing people for your range alpha it can have the arch pistol which is four taxing on freeze four five range eight person one stun the galvanic rifle which is four taxing on freeze heavy reposition only piercing crits one the radium pistol which is four taxing on freeze two four range eight balance rending the phosphor blast pistol which is four taxing on freeze three four range eight blast one severe then the arc more which is four taxing on four four five shock gun bot which is three attacks in four two three power weapon which is four tax eight on four four six lethal five up and the taser goad which is four tax eight on four's three four lethal five up shock so generally I would always go with the power weapon and probably the radium pistol or well actually the phosphor blast pistol or the arch pistol so it's usually arch pistol or phosphor blast pistol then you've got canticles of elimination when a friendly range optimist within three inches of the operative that's ranged operatives weapons have the punishing weapon rule and then you have targeting protocol whenever the subterf is shooting if it has a mutual activation or its counteraction its ranged weapons have the lethal five up weapon rule note this optimism restricted for moving after shooting so the targeting protocol is a general range of think but a limit well canticle of elimination is really great especially for if you're taking the range of gunners so now before you kind of always went with the vanguard alpha I think the range alpha is probably your go-to leader and in that case I would usually give it the power weapon and personally the arch pistol because you know you can give it self lethal five up one in east to shoot then you've got the vanguard alpha so as two APL six inch move four up save and eight wounds these are the standard profile for your ranges and vanguard although you lead us have eight everyone else has seven wounds so it's the same weapons as before but instead of taking the galvanic rifle it can take the radium carbine which is four taxed on freeze two for rending it's got the canticle of the glow so whenever an enemy operative is within fringes operative and it's under effects of rad saturation subtract one from its taxed out which is actually pretty useful then you've got rad saturation whenever an enemy operative within two inches of a friendly vanguard operative worse than it hits out of the enemy operative by one this is not cumulose it would be injured it used to reduce your movement now it doesn't do that as well so your vanguard alpha is still solid but personally i prefer the range alpha just because it synergizes more with the normal warriors you're taking for your infiltrator warrior can ever flesh fleshed blaster stub carbine power weapon or taser code generally while you're always going with power weapons and then i like a mix of stub carbines or fleshed blasters fleshed blasters if you're planning to like just abuse going up on conceal but i do like the stub carbine generally as long as you're picking the power up in your good then for your rust stalker has the cord claw and transonic razor which is five attacks in on freeze four five balance or the transonic blades which are five attacks in on freeze four six rending you've got wasteland stalker so it's the benefit of cover when you've been shot at there's operative is unchanged but i generally prefer transonic blades into elites because if you get that reroll off with your canticle then if you get like two crates you can spend a CP to push through 12 damage then strike and kill an elite but you can double fight which is very useful into everyone else that is an effectively 12 wounds or more oh well 11 wounds or more i would always go with the cord claw and transonic razor because it's four five balanced it just depends when you need to go to four six which usually elites otherwise they're good spoilers they've lost optimize gate so they're kind of worse then you've got your ranger dipp who has a galvanic rifle and gum baths or gum baths free attacks in on fours two three and the galvanic rifle is heavy reposition only three four four attacks hit on fours three piercing crits one and it's got targeting protocols so as long as it hasn't moved during this activation or counteraction it gains lethal five up but then you can move after so as a whole the ranger is having buffed their targeting protocols are way better and their galvanic rifles now allow them to reposition and shoot where before they could only dash and shoot so i do now think you probably just go with your rangers because they're so good at shooting it's got the signal ability so it just works as a comms so you pick someone with the six inches to get plus one APL so for your ranger i would actually probably go as well your dictat i'd always take as a ranger now just because it's usually going to be standing still so you could give someone plus one APL then shoot someone so it's up to you really then you've got your ranger gunner so it can either have an arc rifle which is four taxing on four four five piercing ones done a plasma calivare which is four taxing on three four six piercing one and then when it supercharges it's five six hot lethal five up piercing one the transoranic aquabus which is mobile four taxing on three is four three devastating two heavy dash only piercing one and then you've got a stationary mode which is four taxing on two four three devastating three heavy piercing one severe and then you've got the gun bar which is free taxing on fours and targeting protocols so you always take your gunners as rangers because they benefit from targeting protocols to gain lethal five up which makes your arc rifle really reliable and actually eliminates your need for overcharging the plasma calivare but your transor you can take that compass now it's good it's just very stationary and it's got a huge 60 by 35 mil base but I still like it especially into elites you spend 20 point one to gain into position on a vantage point and then you just blow away and alie effectively because you've got four taxing on freeze they're free with four three piercing one severe so you're always triggering at least one crit and you'll be having lethal five up so very very useful really good then you've got your surveyor as a ranger who has the spot ability so as a support action for one action point select one any meoptive visible to this octave until the end of the turning point whenever front of the object is within fringes the object and ensuing the enemy octave you can use this rule that friendly range offers have the seek light weapon rule and they cannot be obscured this has actually been buffed because before it just granted ignore obscuring then you picked someone else but now it grants seek light so very very good and once again I'll take this as a ranger because you can usually especially if you switch from engage you go like I'm going to spot you can even spot yourself and then shoot so really really good then you've got your ranger warrior who has a galvanic rifle and gumber and targeting protocols if you aren't taking any warriors I don't think you actually do take a ranger warrior but depends on your opponent generally you can especially if you're just repositioned and shooting but they're a solid pick then you've got your vanguard dictat who has a raiding carbine which is four taxing on freeze two four rending which is unchanged and then your gumber it's got rad saturation so if you're within two inches or if an evangot operative your minus one to hit and then it's got the same support action as the dictat for the ranger so it's your comms as I said I think you now just go full ranger because there's no other point then you've got your vanguard gunners who has the same as your ranger but they don't have the shooting benefit so you always went ranger guzz but there is some tech you could take so you could take the trans anyqa aquabuses of vanguard operative and just have it charging around people because it's such as huge base you can abuse ranger saturation with to charge like four enemy operatives and then affect all of them with ranger saturation because of how big it is so there's a niche use where you take the trans anyqa aquabuses and don't shoot it just giving everyone radiation but generally you never take vanguard gunners and then once again you've got your vanguard surveyor who could take if you wanted to like move and shoot but it's not really that useful and then you've got your vanguard warrior who you potentially could take instead of the ranger warrior but the ranger warrior is just more useful and it benefits more if it was standing still the only benefit is this her operative at free apl it could reposition shoot and cap a point and potentially if you rolled any crits you could proc rending but now I think unfortunately could the ranger saturation was quite good rangers have been overbuffed to compensate for faction equipment you have rad bombardment so once per battle as a strategic gambit in any turning point after the first select one objective marker or your opponent's drop zone roll a d6 for separately for each enemy operative within control range of that selected objective marker or within the drop zone and subtract one if any part of the operatives bases only for vantage point on a four up subtract one from the apl star until it's next to excavation and if you roll a six inflict defreed damage this is just useful because it's just like sending the war crimes so very very useful really messes up your opponent because you don't have to use it turning point two you can actually wait to do it turning point three and four but it does punish your opponent if they turtle too much turning point one so pretty useful then you've got redundancy systems once per turning point when a friendly operative is activated if it's not within control range of any mobters you can use this rule if you do you gain up to d3 plus two lost wounds amazing this is really good healing and a combos with if you hurt yourself for buffing yourself with that firefire ploy so very very good but it's only when you activate it so not after you activated then you've got refractor field once per turning point when a friendly operative is shooting a hunter-clade operative and the side of the road to spend a nice step you can worse in the piercing rule by one really really good works on any operative so even if your assassins are pushing up they can use this then you've got the extremist mind link marvel Tony Stark once about you can use the control edic firefoy for zero cp but instead of activating the selected friendly operatives in succession activates them one airtime complete their activations action by action in any order okay this is very good it does have the it's at the cost of sacrificing your leader sometimes but now you can super chain activate them so if you had like just the current leader and someone else activating they could charge then you could charge then you could fight and then they could shoot so very very powerful so overall I think you actually take everything although there may be some situations where you want to actually finally take grenades but of course hunter-clade are purely cursed because by the time they can actually take grenades they've lost the ability to have in like seek although they do have an operative that give seek for operative selection this kill team is because it's a white wolf team it's incredibly expensive to get so not only do you need well you can theoretically make this work from two boxes right so you could buy one box of scutari and build them all as rangers because personally I now think there's no point with going vanguard unfortunately rangers are going to be sitting back and shooting and being a ranger just is now really really beneficial towards that so personally I would always take rangers so you could build one box of scutari with rangers although if you were just building five although you would build six you could potentially build like another leader if you wanted to have ranger vanguard leader and then maybe like some vanguard warriors but you can build one box of scutari as all rangers and then you can build you can buy one box of sikarians and then personally I would probably this is difficult so I actually like free infiltrators and two rust walkers although I wouldn't be surprised if you prefer four infiltrators or even five infiltrators because you've lost optimized gate rust walkers aren't as good and they can't where they can double fight they actually find a hard gain around the board so if you wanted to go full shoot team you can actually benefit more so that wouldn't how we could work as a two box team but if you wanted to do what I did when this team was at spiek is you buy two boxes of scutari so you can have a full set of rangers and a full set of vanguard and then then you buy two boxes of sikarians and then like ebay two more models so you can have rustalker leader and infiltrator leader then five infiltrators and five rust walkers or you could just build five rust walkers with one as a leader and five infiltrators and one as a leader and when you're not using as a leader just tell your opponent even though it's gold this gate is just a normal warrior that should be okay unfortunately it's very very expensive and that's how this team rolls as is the common trend but that's how you can get around it if you're playing into elites as I said I would go with the arc rifle on and power weapon on your vanguard leader I mean a vanguard um ranger leader because that's why you should take and then you take all the gunners and then everyone else has rangers then I would actually probably go three infiltrators with power weapons and probably stub carbines because flesh up flesh up laces won't do too much to them and then I would take two rust walkers with transonic blades into other teams you could like hoard teams you could keep the same ratio and then drop the transonic blades for cord claws and transonic razors and you'd still have the same effect some teams you want to run more rustalkers like on gallow dark oddly rustalkers are very good because there's more open spaces for them to run around less to less terrain to gain the way by i'm a fan of rustle of infiltrators like being on the point silently shooting or switching to engage firing with their ceaseless boat gun while turning off rerolls within six and then you've got your rangers in the backfield on objectives saying up on turning point one and then like shooting people off the midfield objective in far away if they're trying to like mess up your plans so you have your static gun line of your ranger stuff and then you have your secarian assassins moving up controlling the midfield maybe pushing into your opponent's drop zone if they are the rustalkers but the hunter-claired overview unfortunately they are a little bit weaker but they are fairer they can't do like the 11-optive flex having two assassins activated wants to murder you and rustalkers are leading optimized gate now means they actually have to learn to use their 40-mill more properly like correctly but the main downside is that with your imperatives having their downside always active the first time you use it is quite rough if that wasn't active the first time you use it i think they would be fine they'd be very very good kill team at the moment they're once again too honest but in a more punishing way so i think once that killed once this kill team loses the downside of having its imperatives active for the first turn for the first time they use it then this kill team will be much more usable that's the only real thing holding this kill team back remember you've got assassins that can fight twice you have a big re-roll bubble shut down of six inches and your ranger operatives are really good at shooting now your team has access to not just ignoring obscuring but seek light any range so you're really good at shutting down other enemy shooting everyone has a minimum of a four up save and then you've got operatives with 10 wounds up to five of them you have ways to group activate super group activate you've got a rank bombardment they have all the makings of a very very good kill team they once again suffer from this common trend of being too honest which i'm sure can change in a balance update they are unfortunately very expensive to get and if you want to like spend a lot of money to just get an okay kill team you can but if you are an ad mech player congratulations you don't you've already paid that entrance fee but i think they're still really fun with a lot of tricks and they're still someone you can't underestimate but they will struggle going into like more mobile and competitive teams who can just kind of get around all your tricks doing what you do without all the re-rolls well without all the downsides you have because if you had a way to like what phobos can do do all their shooting stuff then switch to get like their melee buffs or vice versa that would be quite nice but you can't really do that so you kind of feel punished for playing a little bit better and as i said if those buffs were super super strong i could understand the downside but they're not so it's kind of just yeah but otherwise i still think they're really fun and solid just need some minor tweaks 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 or helpful and what do you think of the new hunter clayd rules and remember i've got a discord you can check out the screen in the episode description below in a filling can of games and crossfire games and a patreon if you want to give me some more support and i'll go get you some of my patrons so from my ad-dops of the crab zombie businessman tom super cow steven sam nick mr. mead word mercenary q lucas john tomas greyam fangsy oedrakon david mead swell d'arcy dad of golden's chris and for my veteran the rickiaf sanger and mark so thank you all for your support really means a lot to me and help support the channel but yeah this is the light of last of the white dwarf teams but almost the last of the annual teams underclader in a really interesting spot they're almost there they just need to be off just a little bit by the way they're still really solid and a lot of fun but remember no matter how many of the adeptus mechanics is android cyborg forces your fighting 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 Kill Team video where today I'm going over the Void Dance of Troop, and its updated rules for the new edition. 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 and remember I've got a Discord you can check out for free in the episode description below in a Finland count element games and Crossfire games and a Patreon if you want to give me some more support as well. But yeah I'll be going over the Void Dance of Troop, seeing how they've changed in the new edition covering their new rules from Warhammer Community which you can download for free as well as for free on the Kill Team app. So let's get on with it. For your roster you have infiltration and recon so you've lost you can destroy which is a bit of a shame for this Kill Team. Otherwise you are still at 8 operative Kill Team so you have a leader which is your Void Dance of Troop, the lead player. You can either have a fusion pistol or new or disrupt a Shrekon pistol, then either a blade, caress and brace kiss or power weapon and you've got 7 other operatives and you can select a Death Jester, a Shadow Ser with either Shrekon pistol or a new disruptor, then a player with either a fusion pistol, new or disruptor or Shrekon pistol and then blade, caress and brace or kiss. So then other than your player you can have each operative only once and your Kill Team can only include a maximum of 1 new or disruptor and 1 fusion pistol that you can have your fusion pistol and your leader, new or disruptor and your Shadow Ser or all your players. So it's all up to you really but otherwise that's all unchanged. For your faction rules you have Sai Death. So as a Tweet, Gambit is the first turning point, you must select a allegory, Eppical Meliska Drama and Nilals Holy PT for the battle and one per ogniальный tasker can make your player run from every area to every area, just like presenting roam around helping several of them happen if this happens. Something like Eklaite daily asks Her Highness to be learned as sir, Cordery, YouKai and Kargu are the final members of the Doctain frito world general. So as a Tweet, Gambit, in the first turning point you must select an allegory Epic or melee drama for your Kew rubber team to help for the battle, and one friendly life of Tweet want to it to remain ever a Hadabar général. Easy to survive is hunting for too much. So as a Tweetfight, similarly there's too many of these commits to generally keep the opportunity to encounter. to gain the accolade rule of your allegory for the battle. Don't worry the teams, still as confusing as ever. So you've got epic. As your performance, it's when this operative incapacitates an enemy operative or fighting or retaliating. And then as the accolade, there's optos melee weapons of the balance weapon rule, which is very good. So if you kill someone, you then gain balance. And like if you're your pivotal role, you already have this active. And then when you kill someone, you pick another friendly operative, get that active. And then for mella drama, you incassar incapacitate someone while shooting. And then this optos ranged weapons of the balance weapon rule. So you've lost your seven, you just have seven ways to darn those are five ways to dance, but they've streamlined a down to two. You can only dance in two different ways. And one even gives you balance from shooting or balance from melee. Look, this is technically enough, but this is so much easier to remember. After you've explained that to your opponent, so it's more streamlined. Then you've got the Hanlequins penopoli, which is something I've been asking for for three years. So I'm so happy it exists. So whenever there's an optos, when anyone optos, if you shoot in a friendly void dancer troupe, if you ignore the piercing rule, whenever a friendly void dancer troupe operative is claiming, you always treat the vertical distances one inch regardless of how far you move. And then the friendly friendly void dancer troupe operatives can move within control range of enemy operatives, but you still must stun and following the normal requirements. So you could move, but you can't start end that move in control range, but you can charge. So very, very useful. The only weird thing is Hanlequins are great at jumping, but they're well good at climbing. They don't seem to be good at dropping. So they can jump up. They just can't land. So if you jumped, if you dropped three inches, it would be a one inch drop four inches. It'll be a two inch drop. But considering that you only pay one inch to climb, that's very, very good. So finally, they have why I've always wanted fly. That isn't actually fly in a balanced way. So like, genuinely, I'm really happy about this. And I'm really happy it took games, workshop, effectively, three years to do that. This is really, really good. It's just great. Nice streamlining of rules. For strategy employees, you have darting salvo. Whenever an operative performs a reposition action during this activation, it can perform the shoot action during that action. It must do so in a location that can be placed. And any raining move distance can be used after that reposition action when you shot. So effective, you can shoot mid-move, which is unchanged. But now considering how this team works is actually very, very useful. Then you go rising, crescendo, friendly void dance, troop operatives can perform the dash action during the same activation, which perform the charge action, but not vice versa. So you can't dash and charge, but you can charge and dash, which is very useful if you charge nine inches, kill someone, then dash another free. So effectively, 12 inches of movement. Amazing, really good. Then you've got prismatic blur. Whenever an operative is shooting a friendly operative, that pull action, which are moved, you can reroll one of your defense dice. This is unchanged, very useful. Then you've got segaratches, gest. Whenever a friendly void dance troop operatives fight in a retaliating and opponent strikes with a normal success, you can roll 1d6. If there's less than the opponent's hitstab of the selected weapon, that is a block instead. And you can know the brutal weapon roller for everyone. And you cannot use this rule for the rest of the sequence. So this actually nerfed a bit because before is if you rolled equal to or under their hitstab, now you have to roll under, which is a lot fairer. So it's still very, very good, but no longer effectively broken how it used to be. For fire, fire, employees, you have murderous entrance users, fire, fire, play when a friendly optimist fighting during an activation, which you pull the charge action after you strike, you can immediately resolve any another normal success as the strike or a critter success if there are none. So this has actually changed. It's used to trigger if you struck with a crit. Now it's just any time you strike, but you can only, you could combine a crit with a normal success or if you only rolled two crit, so you struck with a crit, then you could combine with another crit. So it's technically better and worse at the same time. So, but it's still very good. Then you've got the curtain falls, uses 5, 5, when a friendly optimist fighting, after you strike with a critter success and that sequence, any remaining dice are discarded. And immediately perform the free dash or fallback action up to three inches with the operative, then the fight action ends. The operative can do so, even if it's performed in action, that prevents it during the dash or fallback action. So if you already charged, then you can dash out of the way. So very nice. Then you've got a loosive target. If you use this 5, 5, ploy during a friendly optimist activation until the start of the next activation, one has a concealed order and is in cover. It can be selected as a valid target, taking precedence of all of the rules. So this used to be what Domino field does as a strategy ploy. Now it's just a 5, 5, ploy to give someone super conceal, which is more balanced in giving it to the entire team. Then you've got Domino field, uses 5, 5, ploy when not to be shooting a friendly operative. During the result defense die step, you can allocate one of your road road successful dice to block all of your opponents attacked dice with the matching result. If you roll to 5, you block all of your opponents that dice that road to 5. This is really funny and incredibly swingy. It's highly dice dependent, but can be hilarious. Let's see, you're on a road four sixes and then you rolled one crit save. You can then use your crit save to block all the hits. It's funny. I actually really like it. It's going to be useless most of the time, but when it's great, it's going to be amazing. For your operatives, you have your lead player who has free APL, 7-inch move, 4-up save, 9 wounds. This is the standard provo for your lead player, your death jester and your shadow seer. Everyone else has 8 wounds. So you've got up one inch of movement. You can have the fusion pistol, which is 4-taxing on freeze, 5-free, 5-free range, 3-devastating, 3-person, 2. The new order is up to which is 4-taxing on freeze, 4-5 range, 8-person, 1-stun. So that's gone up in range by 2 inches. The shriek and pistol, which is 4-taxing on freeze, 3-4 range, 8-rending. The blade, which is 5-taxing on freeze, 4-5 severe. The crest, which is 5-taxing on freeze, 4-5 rending. The embrace, which is 5-taxing on freeze, 4-5 brutal. And then the kiss, which is 5-taxing on freeze, 3-7. And then the power, which is 5-taxing on freeze, 4-6. Lead for 5 up. You've got lead performance. Once for battle, as a strategic gambit, if this operatives in the kill zone change their allegory selected for the kill team, no, the accolade role operatives have also changed. So if someone already has the accolade, it will change for the allegory you've picked. So it can still swap instead of just changing your pivotal role, which is nice. General lead before you had, because your lead is set on 2, you would give your lead as a fusion pistol. But now personally, I would just give your leader the shriek and pistol on power weapon. That is the best way and minimises the risk on your lead player. So technically your lead player has been slightly buffed overall. Your death jester has the shriek and cannon focus, which is 5-taxing on freeze, 4-5. Rending. Heavy reposition, humbling cruelty. So humbling cruelty is if the target of this weapon isn't incapacitated, but any of your attack types inflict damage against one of your humbling cruelty tokens if it doesn't have one. Whenever an operative has one of your humbling cruelty tokens, worse than the hit stat by one and subtract two from his move stat, this isn't cumulative would be injured and the enemies after the enemies activation remove that cruelty token. So it's better now, it just gives super injury. Then you've got the sweeping profile, which is 4-taxing on freeze, 4-5, Rending. Heavy dash only, torrent to humbling cruelty, and the shriek of lead, which is 4-taxing on freeze, 3-4, Rending. So he's situationally been nerfed. I'll celebrate now. I mean, warn you now, support crypt is gone, but he now can just reposition when he shoots. That's why you're generally using your movement shooting ploy, because then he can climb up onto a barge point for two inches, shoot someone, and then drop back down. So he still has that, but we have to spend a CP to do that now. Your sweeping profile is worse, because it's now heavy dash only, and you've lost an attack dice. But otherwise humbling cruelty is better, and he's actually well done changed in combat. So he's technically a little bit worse, but you're always taking for that range threat. Then you've got your player who can have a fusion pistol, nearer to swap to a shriek and pistol blade, caress, embrace, and kiss, and it's got luck of the laughing god. Once per turning point, you can use this rule. If you do, you can use a friendly, well, you can use a firefight ploy for zero command points. If this is the specified operative, including the command reroll for attacker defense rise, rolled for this operative, you cannot select the same firefight ploy for this rule for more than once per battle. So you can only select one ploy per battle and one operative per turning point. So this is good because you have a lot of warrior, well, players that you take. So you can have turning point one someone move up and have super concealed for free. Then you can do have someone charging and using murder's entrance for free. This is actually really, really key to your team, an amazing worry ability to have. And because your players now, everything one hits on the same, I would always take a fusion pistol warrior and then a neural to swap to warrior blade have been buffed because they have severe now, which is what they used to have balance, but it's tied to your allegory if you take the melee one by having severe in my opinion is better because now you can just unlock balance as an allegory, which is really, really key because at a lot of times you want to roll crits. Cress is okay with rending, but now I think you never take caress because of blade. And then embrace is still good if you want brutal. The kiss is good if you want, if you run into seven wound teams, but because you will lost the ability to ensure crits, I don't really like the kiss anymore. So you just usually take blades or embraces, which is great. Then you've got the shadow sir, who has hallucinating grenades, which are four taxing on freeze, 11 range six blasts, two lethal five upseek, silent stun, which is good because it's now permanent every turning point you can use this. Then you've got the neurodustructorshary compistol and misstave, the misstave is four taxing on freeze, four four shock. Then you've got fog of dreams as a psychic action for one action point, select one ready enemy up to visible to this up to Vennel 1d6. Until the end of the turning point, the enemy up to cannot be activated or perform actions until the last enemy up to all your opponents activate a number of octaves equal to the D6. So this is unchanged, still very, very good. Then you've got mirror of mind as a psychic action for one action point, select an object that's a valid target for the octave. Both of you wrote a five D6. This used to be 66. Then you pair the dice with your opponent. For each matching pair, inflicts D3 damage on damage on the enemy up to a maximum of eight. For example, if you wrote 6, 5, 5, 4, 2, 1 and your opponent rolls 6, 5, 4, 4, 3, 1, you would inflict 43 damage on the enemy up to a maximum of four. You can't do evil while you're in control. You would have already noticed there's an error. It says five dice, but the example gives six. So I think we go with five. The example is just wrong. They probably will tone it down to five because it's too powerful, but they've got to change it, which is a common theme with these roles. But in my opinion, it's better because you do a maximum of six. Now you can do a maximum of eights. So you can actually kill someone if they have a valid target, which is way crazy. Like anyone with eight wounds or less can now die to this potentially. So mirror of mind is amazing. So technically your shadow says being buffed. Then for your faction equipment, you can take the wraithbone talisman. So once per turning point, when a friendly octave is shooting, fighting or attacking, and you roll two or more fails, you can discard one to turn the others in almost success. Really good. You've got shriegatox in round. So once per turning point, when a friendly octave is on their shoot action, and it's like the shrieking pistol or cannon, which is the focused mode. You can use this rule until the end of the action that uproar when there's the devastating one weapon rule, which is actually pretty good. Then you've got death smart death mask, keep a tragedy tally. Whenever a friendly boy dancer troop that has an accolade rule is incapacitated, add one to your tragedy, tragedy tally. When your tragedy tally is reached as free, you gain one CPU and stop that tally. So I kind of like the death mask because you will always have at least one operative that already has the accolade. And then once, especially if you're running the melee one, so you charge in and lock your accolade, spread it to someone else. That would have died. I want to free have died. You get another command point. You're already quite command point efficient and having guaranteed an extra one, I think is really useful. Then you've got the understudies mask. Once about when you actually have friendly operative, if the friendly operative that has the pivotal role has been incapacitated, you can use this rule. If you do that activated operative has the pivotal role for the battle. So effectively if someone dies, they pick up their mask and become your pivotal role. I'm unsure on this. I think it's fine because then if you want to bounce around your pivotal role and you probably take this, but generally I would always take the rave bone talisman. I do like the death mask and probably the understudies mask is quite useful. Then you can flex around between smoke grenades, stun grenades, that kind of stuff because the shrieker toxin because you don't really have ways to make it lethal five up in general. It's not as reliable, but it can go off any operative, which is useful. You have lost your prismatic grenades and your support grip, but you've generally got a good selection of equipment. Volperative selection. This is where once again it becomes difficult. You can be a one box team because you can buy a box of troops, which is six models. Then the death gesture and the void answer troops. That will give you a whole kill team. Generally you can get away with that. So you could build either with a power pin and shriek and pistol. Then you can build the death gesture, the player, then a neural disruption player. Well, neural disruptor player with blade. Then you've got a fusion pistol with blade and then shriek and pistols and blades. To be honest, that's all you need. If you wanted to, you could then buy another box to build or magnetize the rest of your players with caresses because I think you don't really need kisses anymore or embraces that give that give running. So you generally will switch between severe and brutal, depending on who you're playing against. I would generally use brutal into stuff that parries first. So mainly exactions squad, but I really like how these weapons work. The blade is just so good. So you kind of don't really need anything else because it has severe. So you're always striking with at least one crit. In my opinion, that's the most useful. And then your leader still has the power weapon to flex into four six damage. Because that's what all you really need. So you can actually do this as technically a one box team with two characters, which unfortunately is still quite expensive. But you don't need to do what you did last edition where I bought three boxes of players and then as well as a special characters. Because I'm fortunate because you can't upgrade kisses anymore to make them for a damage and you can't upgrade the caresses or the embraces. They're not as useful. And I think blade in general will carry you more. So if you wanted to get the most out of that team, you could in my opinion, honestly get away with one box and then the death jester and shadow say giving everyone blades. So for the void dancer troop overview, I actually think they're really good. They are still for APL. Everyone has a four up and vulnerable save. They're now seven inch movement. They effectively have super mobility again. They don't have they have more balanced fly. Because the other thing you can do with this kill team is charge nine inches. And if someone's on a vantage point, that's an eight inch charge because there's only one entry to get up, which is actually better than if you had the fly rule. You still have to like obey the laws of physics. You can't phase around stuff. But the cool thing is you can charge through doors normally. I think void dancer troop on a really good spot. They are more simplified. But to be fair, just unlocking balanced on your melee or shooting is really, really good. And it's quite quick to spread around giving that to your whole team. You do struggle a bit more into elites. But now that your blades always have severe, you can always charge them with the warrior. And then if you rolled two crits, you can immediately do four free murder sentence to do 10 damage to an elite operative and then strike with another hit if they can't kill you in another hit. So they're actually really good into elites way better than I thought they were. And I think they're very good in general. They're very, very interesting. Recon is a great archetype for this kill team because especially into elites, you go confirm kill and you just max. But you can also play around with infiltration. Like you can go stalk target effectively with the shadows here. You can just easily move around your opponents deployment like your opponents territory, marking stuff and stunning stuff and doing mirror of mines. So this kill team is still very, very good. You know, you're still fragile with your eight wounds. You can't be as aggressive anymore going like my whole team has super conceal. But your kill team is so common point efficient. You can flex into stuff like probably not frag grenades. But using smokes and stun war to move around freely, you can use like heavy barricades if needed, but you've got barricades as well. You can still spend a CP to shoot mid move, which is very useful especially for your death gesture. And your death gesture oddly is quite hilarious with the portable barricade because they would technically have a free up and vulnerable save and it would be moving seven inches while it carries this. So you could get around with that. But the team is great. It's more simplified, but still as deadly as ever. And it still got some of the tricks. So like especially if you get a bad combat and you only get one strike with your your Harlequin blade, then you can strike with a quick, create a spend a CP to immediately dash out of that combat. So you have some ways around it. Your eight activation. So against most elite teams, you're still old. You're out to activate them by the two and you can play around like their counter actions or they still have to be wary of elites. A leads that that you really have to watch out for stuff like Legionary and Nemesis, who can play around you a lot more. What cover you kind of have to watch out for, but I think you actually do really well into Angel's the death. So this is really, really good and fobos you kind of just destroy. So kill teams really good way better than I think everyone was expected. And I'm like happy where they are. They're really solid. 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 of this video. Did you find it useful and what you think of the update blade the the Harlequin troop rules? I remember I've got a discord you can check out for me in the episode description below and a filling out Emma games and crossfire games and a patron if you want to give me some more support as well. And I'll quickly shout my patrons. So for my adips of the crowd of zombie business and businessmen Tom, super cow Stephen, Nick mercenary cue, Mr. Meoward Lucas, John to Miss Graham, Fang Zoo, Dragon, Dave Meetsaw, Darsie, Dad of Golden's Chris and then from my veteran to the crowd of Sam Jure and Mark. So thank you all so much for your support. It really means a lot to me and helps support the channel. But yeah, that's pretty much it for me. It's the end of Eldarieday. I only have three more teams left. But, you know, started quite disappointingly with blades of cane, but void dancer troop ending it on a high as a good Eldarieday player because I still have my four Harlequin roster. So I might bust out the troop again. But remember, no matter how hard the void dancer troop are styling on you with their space clown dance moves, there's always a chance for you to win as long as you can roll a crit.
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3T and Sound welcome to another Warhammer 40,000 kill team video where today I'm going to go over the updated rules for the blades of Cain. But before we get into things please like and subscribe as well as comment. Let me know what you thought today's video did you find it useful. I remember I've got a discord you can check out in the episode description below in a filling element games and crossfire games as well as a patron if you want to give me some more support as well. But yeah we're going over the updated rules for the blades of Cain as this L-Darry day. So I'm going over the rules as you can find out for free on Warhammercommunity.com as well as well as on the kill team app. So let's get on with things. For the roster you have Seacon Destroy as your core archetype and then you can either based on the most popular aspect you have, take either security if it's dire Avengers, recon if it's howling banshee's or infiltration if it's striking scorpions and this is unchanged. I would personally prefer if you have taken at least one of those aspects then you can pick one. I think that would be a fair tradeoff considering how tough this team is but that's unchanged. Then you are still an 8 operative kill team so you have a leader which is one of the three different exox you can take. So you can either take a dire Avenger exoque with Shrieking Cap on fists, twin Shrieking counterparts, a Diosort or Powerweapon and then either a Shrieking Pistol or Shimmer Shield. Then you got the howling banshee exoque you can either have Mirror Swords, Executioner, Powerweapon, Triskelly or Triskelly and Powerweapon. Then you've got a Striking Skorpion exoque you can have a Biting Blade, Scorpions, Cloren Chainsword or Twinshry Compistals and Twin Chainswords. These are all unchanged and then you've got seven different warriors you can take which can be the dire Avenger warriors, howling banshee warriors or Striking Skorpion warriors which is all unchanged. But you do have to remember if you are buying the core kill team box of latercane it just comes with 10 Striking Skorpions so you will need to buy more boxes of other aspects if you want to build a full team which makes this very pricey kill team to invested but all of this is unchanged. For faction rules you have aspect techniques so each aspect technique is in a category dire avengers howling banshee and Striking Skorpion. Each aspect technique can only be used with a friendly octave that has the matching aspect keyword and each will specify when it can be used and what's effects are in addition you cannot use more than one aspect technique per activation or counter action you cannot use each aspect technique more than once per turning point if every friendly octave selected for deployment has the same aspect keyword you cannot use each aspect technique more than twice per turning point instead of one. This is all unchanged completely the same as it was in third edition but second edition. For the dire Avenger aspect techniques you've got the slicing hurricane so uses aspect technique when a friendly dire avengers perform in the reposition action that operative can perform the shoot action during that action it must do so in a location it can be placed and any remaining move distance that has been that reposition action can be used after you must select a Shrieking Catapult pistol or twinsh or you can cut a bolt for that shoot action this is unchanged and potentially useful depending on where you're trying to get that shot from especially if you somehow been reduced to two APL then you've got death of a thousand blades uses aspect technique when a friendly dire avenger opt to perform the shoot action and you select a Shrieking Catapult or twinsh or you can cut a bolt until the end of that action that weapon has the Torrent 2 weapon roll but you cannot select more than one secondary target unchanged there you've got vigilance of the Avenger uses aspect technique when a friendly dire avenger opt to perform the shoot action and he selects a Shrieking Catapult, twinsh or you can cut a bolt until the end of that action that weapon has a lethal five up weapon roll which is nice then you've got unstinging while unstinting immovable uses aspect technique when an opt to be shooting a friendly dire avenger opt to and you've rolled two or more fails you can discard one of them to retain the others and almost success all right then you've got raging heat of the dying flame uses aspect technique during a friendly dire avenger opt to his activation until the startup to his next activation you can ignore any change to its stats when being injured including weapons stats so that's nice as well I still think potentially death of a thousand blades and the slice and hurricane are the most useful but everything else is nice and yeah well especially vigilance of the Avenger to trigger lethal five up for striking scorpion aspect technique so you have patient stalks sudden blow uses aspect technique when a friendly striking scorpion opt to vesic and sea lorda performs the reposition action during the action the opt to move while within control range of any mobsters it can end the move there and you can inflict dv plus dude two damage on one enemy opt to it moved within control range of after it's moved which is fine then you got striking fade uses aspect technique when a friendly are striking scorpion aspect operative incapacities and enemy opt to during the fight action and is no longer within fridges of enemy opt is change the options to conceal and it can meet a more free dash action even if it performed actions that prevent it from the dash action is unchanged so you could charge kill someone flip to conceal and dash away then you've got the scorpions are uses aspect technique when a friendly operative is performing the shoot action and he's stuck to shrink and pistol until at the end of that you have a seek light weapon rule this is unchanged or technically you should have seek but it's just seek light then you've got merciless strikes uses aspect technique when a friendly striking scorpion opt to ves fighting the first time you strike with a critical success during that sequence until the end of that sequence the opt to melee weapons have the shock weapon rule unchanged and then one with the gloom uses aspect technique during the friendly striking scorpions activation until the end of its next activation while the opt tov is a conceal order and is in cover it cannot be selected as a valid target taking presence over all of the rules so that's all unchanged as well but the howling banshee aspect techniques you've got the woe use the suspect technique during a friendly howling banshee operatives move at or activation after it's performed a charge action and incapacitate enemy opt tov during the fight action and is no longer within control range of enemy opt tov that friendly opt tov can be performed with free charge using any remaining movement it had from the first charge the operative can perform two charges during this activation to do so this operative cannot have performed any other actions during this activation but can after resolving this aspect technique so let's say you charge someone for five inches you kill someone then you can charge an additional four inches and then fight again which is very useful if you have the ability to double fight then you've got a range of tears uses aspect technique when a friendly howling banshee operatives fighting after you strike with a critical success and that sequence any remaining dice are discarded and immediately before we're free dash or fall back action fall back action up to three inches within this then the fight action ends that operative can do so even if it's performed an action that prevents it from falling the dash or fall back action so still very useful then you've got the shriek that kills uses this aspect technique when a friendly howling banshee operatives performing the shoot action until the end of the action the operative can use the following ranged weapon the shriek that kills six attacks heinum freeze one two reinitics saturate seek stun well seek light stun torrent one so now you're always guaranteed oh no it's not it's not severe it's saturate so every time you roll a crit you're applying minus one apl to the enemy operative but just still very useful then you've got acrobatic uses aspect technique when a friendly howling banshee operatives action which it moves until the end of the action you can ignore vertical distance when it drops on climbs you can move through enemy operatives and move within control range of them and during that charge action can leave control range but still must end the move following the normal requirements and cannot move more than its move stat if it's the charge action so this is unchanged but now you can charge seven inches is it a before where you could only charge and move six inches but you don't get to charge flying nine inches so it's actually a little bit better then you've got the scream that steals uses aspect technique when a friendly howling banshee operatives fighting or retaliating at the start of the robot attack dive step you can resolve one of your successes before the normal order if you do it must be used to block this unchanged as well so you can either charge and then double parry or like block and then strike or if someone charges you you can then block first which is still really useful first strategy ploys you have four warned whenever an operative is shooting a Freddy friendly blades of cane operative you can reroll any of your defense dice results of one which is nice then you've got ruthless poise whenever a friendly blades of cane operative is fighting a ready enemy operative that friendly operative is belly weapons have the ceaseless weapon rule this is nice same as four warned it used to be one reroll but now it's ceaseless then you've got canes vengeance whenever a friendly operative is shooting an expended enemy operative that for any operatives when you put the ceaseless weapon rule which is nice again then you've got the dance of death select two friendly operatives visible and within six inches of them remove them both from the kill zone and set them back in their other previous locations otherwise swap their positions so I think this was deployed that used to give you plus one movement and moving within well well moving through friendly models but now that's just built in so dance of death is okay is a nice real real location to get extra charges and stuff but overall strategy employees have been buffed then you've got fire fight ploy so you got blade wind uses fire fight ploy during a friendly operatives activation during the activation you can perform two fight actions unchanged staff all is the same but allows you to do two shoot actions so that's unchanged then you've got fading light uses fire fight ploy during a friendly operatives activation during the activation you can perform the full back action for one less ap which is nice and then you've got contempt uses fire fight ploy when a brave blade the cane operative is retaliating when enemy up to a shooting it after your opponent rows their attack dice but before rerolls until the end of that sequence your opponent cannot reroll their attack dice if your opponent declared the use of any fire fight ploy during that sequence that allow them to reroll that ploy is cancelled and the CP spent on the industry funded this is still really really powerful it's kind of like a gotcha so you go like your opponent rolls okay or badly and then they go you go hmm do I want to stop it and then your pawn goes I'm gonna spend the CP to reroll there so you can go nope contempt stop so it's very very powerful it really punishes you upon when they roll badly or when they're trying to fish for a kill so very very useful for operatives you have your dire avenge xrc who has free apl a seven inch move for up saver nine wounds these are the standard profiles for your xrc everyone else has a four up saver and eight wounds so you have the shrieking catapult which is four attacks in on three three four rending the shrieking pistol which the same baloney range eight then you've got the twintery concatapult which is four attacks in on threes three four c-slister rending it's finally gone back to three four it used to be three three so the twintery concatapult has been buffed then you've got the dire sword which has five attacks in on threes four five lethal five up rending fist which are four attacks in on threes two four gum buds which are three attacks in on fours two three and then you've got power weapons which are five attacks in on threes four six lethal five up so you can give it and by the combination as you saw on neo roster but i'm a big fan of twintery concatapult especially have they on how technically buffed it's a very solid option you've got defense tactics so whenever this operative contest an objective marker or one of your mission markers or whenever shooting and then we have to if that does the same this operative has the accurate one weapon rule which is awesome and then as an xrc it can perform two fight actions or two shoot actions during and then if you take the shimmy shield whenever an octave is shooting a fronny octave that's visible within two inches octave ignore the piercing weapon rule this operative only has this rule if you selected the shimmy shield option so this is actually a very neat trick into like defensive teams because it benefits all your other aspects so you could go like power weapon and shimmy shield or like dire sword and shimmy shield until i guess like that was well what covered and stuff like but you are sacrificing your ranged output to protect a basically a four inch bubble of operatives then you've got the dire vendra warrior who has free a pl a seven inch move a four up save and eight wounds which is the standard profile for the rest of your kill team so you've got the shimmy catapult which is unchanged and fist which are four taxing on freeze two four so they've gone up one attack and they've gone up well i think one crit damage because they punch really really hard and then it's got defense tactics so dire vendra is actually buffed basically because they gain accurate one now i would have liked them to get balanced but you know accurate one is technically even better though it's a less chance to roll a crit but still very very good it's nice to see that dire vendra is now really really solid then you got the howling banshee s xx she can take a shry compistol if she takes the striske tri-skilly it's got the throw option which is four taxing on freeze two free range a random torrent two then you got the executioner which is five taxing on freeze three seven lethal five up then you've got mirror swords which are five taxing on freeze four six he's supposed to leave four five up then you've got the power weapon which is five taxing on freeze four six lethal five up and then you've got the shry scally slice which is five tax hitting on freeze four five branding personally i do i'm a big fan of mirror swords but the executioner is pretty good as well you've got the banshee mask so whenever the subject of his fighting worse than the hits that have any raptors by one which isn't cumulative would be injured there's only triggers when you are fighting not when you're retaliating and then you've got the xx rule so otherwise the howling banshee s xx is unchanged and it's still useful depending on like what team you're running into then you've got the howling banshee warrior who has a shry compistol and power weapon so it's power up and there's four taxing on freeze four six lethal five up and it has the banshee mask rule so the howling banshee warrior is okay it's kind of really great into teams that help with fours because they make some him fives in combat but you're usually taking banshee s now if you want to unlock recon because remember most of your kill team would need to be like if you took two dive engines free striking scorpions and free banshee then you could pick recon to get one of those as your attack up archetype so banshee are okay but you're generally taking them to unlock recon then you've got your striking scorpion xx who has a shry compistol twin shry compistol which are four taxing on fours three four ceaseless random range eight then the biting blade which is five taxing on freeze five six random the scorpions clone chainsold which is five taxing on freeze four six brutal lethal five up twin chain tools which are five taxing on freeze four five ceaseless random it's got the mandy blasts ability so whenever this up to forms of fight action at the start of the roll attack dice step you can use this rule if you do so inflict two damage on the enemy octave in that sequence so once again this is effectively unchanged every time you fight you would do two damage at the star of the roll attack dice step and then you've got the x arch ability which is unchanged so usually I'm a big fan of the biting blade but the scorpions claw is good because it got lethal five up and brutal although if you want ceaseless the twin chainsold is nice as well because it all sounds relentless so x arch is still very good then you've got your warrior who has a shry compistol and chainsold the chainsold is four tax hitting on freeze four five random and as the mandy blasts rule striking scorpions off fine I'll get onto what I would like to happen to them later but unfortunately banshee does better than them striking scorpions have knee-shoes like they're better into seven wound teams but because they don't have the free up save that they thematically should and they don't have the attacks that they were the banshee's kind of are a bit better but sometimes you go heavy striking scorpions to get like double of their x archer bit well aspect techniques so they have really good aspect techniques then for faction equipment you've got ruin of prophecy once per battle after rolling to the side initiative you can add defree or subtract defree from your result there's actually been buffed so you can now change it more just really useful then you've got ruin of shielding once per battle when an attack that sticks normal damage on the object if you can ignore that inflicted damage this is just a scratch now which is still useful but a little bit worse then you've got ruin of foresight when this equipment is revealed row one D3 in the strategy phase there's turning point equal to the result you gain one additional CP this is the one I actually like the most for the extra CP equipment because now you know when you're going to get that command point so you're ideally hoping it for turning point one or two and it's unfortunate to get a turn and point three but you're always guaranteed this extra command point so you always take ruin of foresight and then you got the rave bone tazman so once per turning point when a friendly object of a shooting fight in retaliating if you're old two or more fails you can discard one as another one to retain the others and normal success instead so oddly I think you take all of these there's some there may be some situations where you drop the rave bone talisman for like smokes but because of your striking scorpion aspect techniques you can kind of just move up with striking scorpions like one having super conceal but turning point but it's really interesting as their equipment still remains really solid then for a bit of selection unfortunately this kill team is horrible to collect and build you could theoretically play a one box team of just 10 striking scorpions to build from which would give you eight operatives of striking scorpions and I actually situations where you want to go eight striking scorpions to have double of the aspect techniques but unfortunately that is a very horrible build ideally you want to have one of each ex arc so you would need the die of enter ex arc which you can catapults or twin tricking catapults then the howling bandage ex arc all of his weapon profiles actually very useful so one thing I did I have a lot of ex arcs because I'm a crazy elderly player so for one of my free howling bandage ex arcs I've modeled them with the executioner the tricecally so then I can either choose as power weapon and tricecally or just executioner and then she's got a whole staturee compistol that gets around it but depending on what operative you're fighting like the executioner is great into seven wound teams because on a five up you just kill someone immediately then the striking scorpion ex arc you generally like the biting blade and the scorpion's claw but the twin chain sword is good as well although you can only build two ex arcs in one box so if you didn't want to ebay to build a third ex arc I'd probably just build the biting blade and claw and chain sword because if you're going for that relentless stuff you could just go with the howling bandage ex arc and then I actually like one to two die of engines die of engines actually a lot better now and there are situations where you can actually reliably go seven die of engines and have seven die of engines with a die of enter ex arc and have a good time and there are instances where you actually want to go eight howling banshee's and this is where the problem comes because technically that means you need a box of striking scorpions two boxes die of engines and two boxes of howling banshee's which makes this team incredibly expensive and you're just playing okay like die of engines actually really good into elite teams as well like die of engines and howling banshee's because you can just have die of engines like blinking and shipping away marines and then having the the howling banshee's finishing them off so actually if you're going into elites I would probably go maybe one striking scorpion to move up safely up the board to capture objectives and then probably three die like three die of engines and then two howling banshee's but howling banshee ex arc and then into most other teams like if you're going into whole teams you can actually probably go three die two die of engines three howling banshee's and then like two striking scorpions with a striking scorpion ex arc or swapping around the ex arc as you see fit so overtaking like two banshee's and howling banshee ex arc and then like free striking scorpions this is the unfortunate situation the kill team is in it's a very honest kill team now but it's just it's weird they especially into elites like Torebale for this team and striking scorpions effectively do nothing to it unless you're just rolling hotwood crits which isn't really reliable tactic I'm afraid but that's that's how I would advise collecting and building so for the blades of cane overview they they are unfortunately not in a good spot while die of engines have finally been buffed to actually be very useful when they were just useful before the rest of the team sucks I'm afraid because everyone has been buffed around you you don't do enough damage you don't have enough attacks and you want to frail for where the game is it was a problem at the end of last edition and it's been exaggerated now what I would recommend like I hope this is what games workshop does instead of giving the security of an extra operative because everyone is free a pl which is very useful when everyone has a four up save your ex arcs have free you have abilities to like ones pretend double five double shoot and your ex arcs can double five or double shoot and your aspect techniques are pretty useful but personally what I would like to do is have all aspects go up by one wound so your aspect where it's got to nine wounds and your leaders got to 10 to represent the fortitude of aspect armor because under table top aspect armor gives you five up and one will save an ex arcs have two wounds that's a nice way to represent that so because they should be a little bit tougher than the normal elder striking scorpion should be free like an arm say over free up just across the board for all striking scorpions and they should be five attacks on their scorpion chainsawed for the warriors because striking scorpions have more attacks and are more tankier and then for the howling banshee's I would just give them a free two inches where every the first time they climb during their activation so every time they climb their minus two for well they they could ignore the first two inches to represent the more mobile nature of howling banshee's so howling banshee's being four attacks with power weapons is fine because striking scorpions is supposed to be more but then when everyone is nine wounds it means your banshee's are more mobile so they can do like out maneuver the opponent without always having to rely on flying and it'll just make the team off the matically better without giving them extra operatives because I don't think giving them extra operatives would help and then obviously with some elite nerfs then this kill team would be more playable because currently this kill team can't beat elites unless your opponent is really bad or you're into foboce because foboite is like finally finally howling banshee's go so it's really disappointing especially into other whole teams so I think that extra wound would help because then even when you're charged finally if they don't roll any crits they're doing like if there's a sassote in it's interested they're only doing four damage per strike so they take you for four hit you for four and you start on one wound left so if you could potentially kill them back if you're a banshee or parry them out to live which is which would be very very useful and I think there's enough of a buff to not make them too crazy but at the moment this is one of the worst kill teams in the game I it's there's no way around it they're very expensive to get into for very little reward one of your abilities is now just a core gameplay change is nice everyone being movement seven but you can't really maximize that too much I mean oddly I think you just get more success out of going dive engines now just because they can maximize just running up and shooting people and have more tricks but it's just disappointing I'm a big Eldarry fan and I was expecting more for blades of cane like I would also like you can pick an archetype based on if you run that aspect so then you don't have to go like I'm going to run exactly three of this and expect and three of this so I can pick which one I understand why they want to do because then it basically gives the kill team every archetype but they would never do that for a kill team it's just a shame I think there's nice thematic ways they can push up the team to make it reflect how it is in the law and still be really good because the aspect techniques are nice you know it's it's just still not enough for what this kill team is but that's pretty much it for me today please remember to like and subscribe as well as comment let me know what you think of this review do you agree or disagree and what do you think of the updated rules for blades of cane I remember I've got discord you can check out for me in the episode description below in a filling calendar games and a filling across fire games and a patreon if you want to give me some more support and I'll quickly shout out my patrons so for my adebs of the crowd zombie businessman Tom super cow Stephen Sam Nick mercenary cue mr. meward Lucas John Thomas Graeme Fangzoo dragon Dave meets wild Darcy dadagoldens chris and then for my veteran of the crowd I have Samja and Mark Allen to thank you so much for your support it really means a lot to me and help support the channel but yeah that's pretty much it's you know it's Eldari day so I have void answer trip coming on next still quite disappointed with how blades of cane ended up but I was kind of not too surprised season three teams haven't really changed too much from the last edition and you know outside of the great dive ender buffs everything else is just kind of agent really badly but remember no matter how hard you're fighting against the exox and aspect warriors of the craft world or all Dory there's always a chance for you to win as long as you can roll a crit
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3 teams and welcome to another Warhammer 40,000 kill team video where today I'm going over the updated rules of the Felgore Ravager kill team. But before we get into things, please don't forget to like and subscribe as well as comment. Let me know what you thought of today's video, did you find it useful? And remember I've got a discord you can check out in the episode description below in a filling card out on games and crossfire games and a patron if you want to give me some more support as well. But yeah, I'll be going over the update rules of Felgore Ravager, which you can find on the kill team app for free as well as Warhammer community on the download section. So let's get on with the review for your roster. You're still recon on seeking destroy, which is good. That's unchanged. And then you're still a 10 operative kill team. You have your iron horn who can either have the corrupted pistol and chainsawed or platinum pistol and bludgeon. Then you've got the defnell flux spray Narsgar Gauhorn herd goat mangler shame on Toxhorn Vandal and then warriors which can either have bludgeons or cleavers. Everyone can be selected once apart from your warriors. So this is all unchanged. Perfection rules you still have frenzy, which is being unchanged, but whatever. Whenever a friendly Felgore Ravager operative that doesn't have one of your frenzy tokens would be incapacitated during the battle, it's not incapacitated and gains one of your frenzy tokens. All remaining detectives are discarded including yours if the operative is fighting or retaliating if as a conceal order switched to engage. When a friendly Felgore Ravager operative has one of your frenzy tokens, it's only incapacitated as a deal of relief. It cannot have a conceal order, it's injured, it cannot perform the pick up marker or mission actions, excluding operate hatches and it counts as one APL for contesting objectives and markers. So for friendly Felgore Ravager operatives that have one of your frenzy tokens is incapacitated when the following is met. Its activation ends and enemy operative fighting or retaliating it against it and your opponent strikes with the critical success. Or they strike with a normal success for a second time, an enemy operative is shooting and critical damage is inflicted on it, the battle ends, resolve this before any victory conditions that resolved at the end of the battle. Your opponent treats Felgore Ravager operatives as being incapacitated instead when it would be incapacitated normally when it gains one of your frenzy tokens for the purpose of scoring victory points and the faction rules that are required to be incapacitated. So the only thing that has changed here which is technically very helpful is now when the battle ends no matter who has initiative the frenzy operatives die before you do scoring which is very useful that they finally clarified it after two years but still a broken mechanic that gate keeps several factions out of the game. Like the issue Felgore have right now if it wasn't for elite teams punching them in, no of the team would be able to reliably deal with them because they effectively are 20 operative kill team realistically because everyone has to die twice in terms of how much damage you have to play and so if you can't double fight or double shoot you're not in a good spot against Felgore Ravager. It's a badly designed mechanic and is very very confusing that games workshop kept exactly the same. I know some people were like oh see identity of the faction I guess we can just keep its identity as being broken but whatever let's get on with it. So for strategy ploys you have violent temperament whenever a frenzy operative is fighting or retaliating after rolling your attack dice you can use this rule if you do so you must reroll all of your attack dice you cannot reroll a single one so that's very good well it's unchange so if you get a bad roll this is great if you get two hits to misses probably better keeping on us your fishing for crits. Then you've got ambush whenever a frenzy operative is activated if it's all to have turned from concealed to engage it's ambush in the activation whenever a frenzy operative is ambushed in his fighting you can retain one of your fails as a normal success instead of discarding it or you can retain one of your normal successes as a critical success instead. Another an operative has one of your frenzy tokens cannot ambush this this was buffed this this was already very good before because it turned a normal into a crit now it turns a miss into a success. It's fine. It's fine. Don't worry it's fine. Then you've got pelting firepower whenever a frenzy operative is shooting on enemy operative that's been shot by another frenzy operative during the turning point that first frenzy operative range weapons have the ceaseless weapon rule if the enemy operative has been shot by more than one other frenzy operative during this turning point that frenzy range weapons have the relentless special rule. The interesting thing now it's just not locked into any like your auto pistols it works on your plans of pistols as well but it is good if you're running like gangster felgo who just run around just like blasting people with duly's so it's better then you've got reckless determination whenever an enemy operative is shooting an expended operative you can retain one of your defense dices is an almost six or without rolling it in addition to a cover save if any so this is something I'm going to repeat throughout the review. At the end of second edition they had several changes which haven't been reflected in these rules and it's very likely they will come in the first FAQ we have reckless determination originally used to stack with cover then it was erotic so it doesn't so for now it's gone back to its old wording I don't know how long it will last if it keeps us old wording it's great if it keeps us new wording where it can't stack with cover it's just okay for firefight employees who have ruthless ruthless rampage uses firefight employee after a frenzy operative performs the fight action if it's no longer within control range of enemy operatives that frenzy operative can be performed a free charge action even if it's charged already but cannot move more than three inches this is unchanged and very very good forget change charges especially in operatives that can fight more than once really good into hold teams then you've got wild rage uses firefight employee when a frenzy operative is activated until the end of its activation add one to its moves that this is unchanged very useful for getting extra charges then you've got animalistic fury uses firefight employee when a frenzy operative is fighting or targeting any strike strike with the critical success inflict one additional damage with that strike this is also unchanged and very reliable with ambush then you've got blood sense uses firefight employee during a frenzy operative activation when it incapacitates an enemy operative within its control range select one other frenzy operative visible and within three inches of that incapacitated enemy operative when that first frenzy operative is expanded you can activate that other frenzy operative before you're upon it activates when the other operative is expanded your opponent then can activate this has been changed slightly if you now have to be within three inches of the operative you kill to activate but it's still a very good situational group activation two can be very powerful especially if you kill like an operative that's about to die and then charge in like you could do charge kill in the light blood sense so very very good your leader is the felgo ironhorn who has two APL six inch move five ups over 11 wounds this is the standard profile for your kill team you leader has our 11 wounds everyone else has 10 and everyone's on 32 more bases it's got a corrupted pistol which is 42 or four taxing on fours three five range eight rending then a plasma which is four taxing on fours three five piercing one and super charge which is four taxing on fours four five range eight hot leaf or five up piercing one I wouldn't really run these even with pelting firepower I'd probably just go with the corrupted pistol then you've got the bludgeon which is four taxing on fours four four brutal or the corrupted chainsawed which is four taxing on fours four five rending the chainsaw just just better and I think overall the chainsawed and pistol is corrupted pistol is better then you've got call the attack strategic gambit select one friendly operative visible within six inches of this operative that selected operative and each other friendly operative within two inches can immediately form a free dash action in any order your choice this is unchanged from the end of the addition still crazy especially on very open board where you can move up safely or on galodark very very good too good and you can do it every turning point by the way it's great mobility for your kill team then you've got your death now who has an auto pistol which is four taxing on fours two three range eight and then a bludgeon which is four taxing on fours four four brutal it's got an icon bearer so it can't just one APL higher for petroleum objectives and then wargong whenever an attack dice would inflict critical damage on a friendly operative within fringes if this operative doesn't have one of your friendly tokens you can choose to inflict normal damage instead just unchanged and the problem you have against friendly operatives as long as they're within free to this death now they won't die from shooting then you've got the gong nail for one action point uses a saw this operative's next activation until this operative is incapacitated whenever an operative is shooting at you improve its safe stat by one and ignore the piercing weapon rule so it effectively goes up to a free up in vulnerable save because for some reason this piece of metal gives it a four apart missive this this operative is unchanged still very good great like a very frustrating for your opponent but very good for yourself then you've got the flux spray who has triple cleavers which are four taxing on fours four five ceaseless it's got blade well so whenever this operative is fighting or retaliating if it doesn't have one of your friends you tokens you can resolve one of your successes before normal order if you do so you must be using it to block you have lost the ability to double block which is kind of a trade off so it is a bit of a nerf and then you've got cleaver fury for two action points perform a free reposition action with this operative and during that action you can move an additional two you can spend one CP to move an additional inch as well on top of that and you can move within control range of enemy operatives it cannot begin or end their move there inflict D3 plus one damage on each enemy operative you move within control range of rolling it's empty for each and you cannot do it why you have a concealed order so still very very useful at doing chip damage because you're milling you're doing a minimum of two to four damage every time you run through especially if you run through multiple operatives so still useful then you've got your Narskah who has two APL six inch movement five up save and 11 wounds once again this used to be 10 so I don't know how long it would be 11 wounds for it's got an auto pistol and then a bionic fist which is four taxing on freeze for five brutal it's got sigacious so at the end of this operative activation you can change its order and it's got uncompromising attack so perform a free fight action with this operative then perform a free shoot action with this or vice versa this operative can perform a shoot action within control range of enemy operatives but if does so it must time target the enemy operative within its control range even if other enemy for any operatives are within that enemy operatives control range and you must select an auto pistol for that shoot action completely unchanged the tactic before was dying on engaged turning point one moving up the board throwing a grenade then switching back to conceal I don't think that's the play anymore because all your grenades have lost seek so don't really do that anymore bunker compromising the sack is very good because you just go shoot someone and fight or fight someone then shoots so still useful then you've got your go horn who has an auto pistol and a skull cleaver which is four taxing on freeze for five lethal five up hate to head taker it's a champion so can perform two fight actions and head taker whenever this operative incapacitates a normal enemy operative roller D3 this operative regained a number of wounds equal to that result unless as a frenzy token and until the end of the battle you add that critical you add that value to its critical damage stat to a maximum of eight completely unchanged and very threatening when this operative has free APL then you've got the herdgoad who has the auto pistol and then the crack thorn whip so the range profiles four taxing on twos two three range free lethal four up stun and then the melee profiles four taxing on freeze two three lethal four up shock then you've got whip control whenever an enemy operative is visible and within three of this operative if this operative isn't within control range of any other enemy operatives subtract one from the attacks out of their melee weapons to a minimum of one and your opponent must spend one additional action point for that enemy up to four back so no longer affects shooting it's just melee but it's harder for your opponent to fall back then you've got insight fury as an action point for support select one friendly operative excluding the shame in or ironhorn visible and within free they get plus one APL unchanged effectively your calm the ghost just like to be whipped then you've got the mangler who currently has eleven wounds as i said before it used to have ten wounds i don't know how long this will last for it's got vicious claws which are four tax hitting on freeze this used to hit on fours four six ceaseless tactical hunter uh so tactical hunter whenever this operative is fighting with this weapon against an expended operative the first time you strike with a critical success during that sequence you can immediately perform another success as a strike before your opponent spasurka cannot perform shoot actions other than guard but cannot perform a shoot action during that interruption and you must spend one additional AP to form the pick up marker and mission actions excluding operate hatches so that's a bit of a buff there and it's got savage the first time it forms a fight action if it is incapacitated completely from a free fight action afterwards this takes precedence of action restrictions and you cannot use ruthless rampage fire fight play between these two activations so you cannot charge then dash someone dash charging kill someone else it's been buffed obviously this has got plus one wound again but i believe it used to be five six hit on fours so going down to hit on freeze four six wow it's very very good the mangler was already a good operative so i'm not sure why they buffed it but maybe we're just going deep down the bazarro balance hole then you got the felgo shaman here's auto pistol and tech curse tech curse is four taxing on freeze one free psychic rendaing saturate seek and then you've got brace day which is four taxing on freeze free five shock it's got mantle of darkness as a psychic action for one AP until the star of this optives next activation until it's incapacitated friendly optives within free of this optive have super conceal which is completely unchanged then you've got apolectic rejuvenation for an action point select a friendly optive within six that doesn't have one of your frenzy tokens it regains 2d free lost wounds if that optive is incapacitated someone you regain six lost wounds unchanged the only thing new is tech curse because before it just used to give a weapon hot now is just unlimited range seek saturate rending so it's actually pretty nice i actually prefer this profile of just giving stuff hot so yeah this shaman's actually being slightly buffed then you've got the tox honours an auto pistol and cleaver the cleaver's four taxing on freeze four five it's got toxic blessings you can do all changes to this apel status of this optive and it isn't affected by shock or stun whenever an attack dice inflicts normal damage on this optive roll a d6 on a five up minus one damage so it's only on normal damage now because it used to be have a six up for an op and against all damage so a nice change there then you've got pox bomb this optive can use the stun grenade that doesn't count towards your choice in addition an enemy optive when they take the stun test they equally take damage if the result is free or higher equal to that dice roll rounding up halved so if you roll a free or four you're pondent well if you roll a free or four you're pondent takes two damage if you're all five or six you're pondent takes free so it's buffed because before only did the extra damage on a five up now it's always doing a minimum of two damage so they buff the tox hon the tox hon has been buffed to be fair it is a smaller radius but very very annoying then you've got the vandal has a mancrusher which is four taxing on fours five five through two vicious blows whenever this optive is fighting this has the ceasus weapon rule which is unchanged then you've got sweeping blow for an action point inflict defu plus one damage on each other optive visible and within two so this affects friendly optives as well you can't do high over conceal order so if you give this optive free or it can charge do sweeping blow then fight so a nice way to force extra damage through then you've got your warriors which can you have auto pistols and bludgeons or auto pistols and cleavers and it's got warrior frenzy whenever this optive has one of your frenzy tokens it cannot be injured this takes precedence over the normal frenzy rules the nice buff to your warriors because there are instances where you want to take more warriors for your equipment you can take brass adornments once per battle you can use the animalistic fury wild rage fire fire place for zero CP auto take this is kind of the general silly equipment most factions have so i'm not really upset felgo have it i just think it's bad bad design in general by the way it's fine then you've got go marks once per turning point when a frenzy optive is fighting or retaliating you can use this rule if you do inflict one damage on that frenzy optive to re-roll one of your attack dies if the result is a fail inflict one additional damage on that for any optive i think you take it it's still nice for a re-roll especially on your tankier operatives that currently have 11 wounds for now um i think it's fine take it then you've got the chaos schedule once per turning point when an optive shooting a frenzy fail well ravager and it's not the road defense side step you can use this do roll if you do worse than the piercing rule by one until the end of that sequence no know that piercing one would be there for ignored it's good especially to teams that have piercing then you've got war pain ignore any changes to the moves that have frenzy optives from being injured always take this you it doesn't ignore a p on what a fire's now but just ignore in movement is very very strong and now all your optives have it so usually taking bracer tournaments war pain and core go marks and then sig sig sigules now and then so for operative selection the good thing about this kill team it's a one box kill team so you generally only need one box if you're building the leader i do recommend the corrupted uh bolt pistol and change sword because that's generally the best i don't find you get much out of the plasma pistol anymore and the budget just being 4-4 is okay you just get more being four five damage in melee then you take the def now the flux spray the narsk are the norhorn the gohons are the herred gold mangler shame and toxin and vandal if you want to get more options you can buy half a box a ke bay or buy another box which can give you the other and then you can just take extra warriors because there are like they're probably in the mirror and other matchups maybe into other elites where you want to drop some of the optives to just fit in more warriors with cleavers just to push through more damage but that's a very very niche point and generally i don't think it's too useful but it's a nice option to have if you want to expand so for the kill team overview for felugal ravages they're fine they actually got buffed which is really bizarre and that's why i'm very confused about this kill team i'm not too angry at them at the moment because it's for example if they get all the changes they had at the end of season two in terms of their nerfs because this was probably done 12 to 18 months before this was released which means like this balance change was done before then it was a very positive balance change and it would just be reducing the wound pull of some optivs as well as making them less better of being a shooting kill team at close range because their shooting has been buffed i am very perplexed why this kill team was buffed as a whole because another thing is like look other toxic teams that were very annoying to play against were toned down felugal got buffed it's a very confusing thing we've seen with the game like for example elites well respect inquisitor agents as you already know and then felugal ravage or buffed as well it doesn't really make sense it's very confusing and it just makes me question what is the point of past experiences when proven instances are raised but they are still a very solid kill team like uh frustratingly they are a good counter unto teams like inquisitor agents and stuff the main thing keeping felugal in check are elites and our elites are a big threat felugal actually are struggling because they can't really compete with the elite teams but it's like the food chain if you nerf elites then felugal shoot up to the top so we're just like it's just what you'd have to choose your poison but they are very very good melee team now like especially now your mangler now hits on freeze instead of hitting on fours it's very good like your way better again into combat very good at just chipping damage people forget you can do effectively a lot of mortal damage because you have lots of abilities that do damage without doing damage and then call things as if you take two stun grenades you effectively have an extra stun grenade so this kill team while being weak to stun grenades potentially one turning point could pump out free stun grenades and we'll always be pumping out a stun grenade that does damage from your pox pox one which is very very unique I even have one friendly player who's experimenting using the the um what do you call it those the gong with the portable barricade because it just moves up with three up slash two up save ignoring piercing just being incredibly annoying which is great I think that's it's carrying a gong and a portable barricade but at least it shows how flexible this team is it's really weird because this other melee teams like yellow pox were hit quite hard which they definitely needed as well as chaos cult but felugal ravages I guess the design studio really likes goaps like they're all playing goat simulator skis simulator all the kill team people like maybe the game dev has brought a goat as well has a pet goat that they just love um but they are a very terrifying kill team and my other worry is they're still a stat check for not a stat check they're a roadblock they're a gatekeep team for example Ldari teams really struggle into this team any team that's basically 10 wound attend operatives and higher struggles or nine operatives and higher because you have to kill them twice if you can't double fight can't really clear them and because of that how the gong works they can actually even survive shooting will we even while on frenzied and you can do crazy things like you can counteract while frenzied and that won't frenzied you which is very very strange and I don't think that's intentional because it says only during your activation where you die if you fight and frenzied like will fight while frenzied and survive which I don't think was intentional but we'll see like as I said the biggest thing once we get a day well once we get the first FAQ this team could change radically so I don't know where I'm going with how this works but currently they're very very powerful and the only thing they really hate is all their space marines running around just punching them your friends eat them then the counteract and the space marines just punches you again and and and bank and the goat is gone but that's very much it for me today please remember to like and subscribe as well as comment let me know you thought this review what do you think of the updated fell war for the third edition of Qt team and remember I've got a discord you can check out for me in the episode description below in a filling can I'm in games and crossfire games and a patreon if you want to give me some more support and I'll quickly shout out my patrons so for my adips of the crit abs zombie man well some be businessman tom super cow Stephen Sam Nick mercenary cue mr. me what Lucas john to miss Graham thanks you dragon date me as well dorsi dad of godans chris and then for my veterans the crit abs Sandra Ryan and mark the thank you so much for your support it really means a lot to me helps support the channel yeah go to a weird one that's I I love hate them I hate them because of what they do to the game but I love them because they make inquisition cry so it's like what do you do is a very it's like the problem when I'm doing these reviews I do know that the first FAQ could heavily change a lot of the teams I've covered which is why I've kind of tried to leave felgoal as long as possible because they're definitely one of the teams likely to change with this FAQ even if it's just only mindily so it's very difficult to see where things go but if you're a goat enjoyer you're going to be very happy if you're not a goat enjoyer just play elites but remember no matter how many times you're fighting frenzied goats 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 updated rules of the Imperial Navy breaches. 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. And remember I've got a discord you can check out for free in the episode description below and a fill in account at my games and crossfire games and a patron if you want to give me some more support as well. But yeah, I'll be going over the updated rules with Imperial Navy breaches, so which you can find a Warhammer community and the kill team app. So let's get on with it. So for your roster, you're still security and seek and destroy, which is okay. And then you are now once again a 12 operative kill team, I believe used to be 11, although I think it still was 12. No, I think it was 11. Regardless, you are now a 12 operative kill team. You have a leader who is your shot sergeant and arms who can even have the shotgun and hatch it or one of each of the following either the boat piston, the heirloom boat piston or the chainsawed or power weapon. Then you have 11 other breaches who can have the armsman, the axe jack, the catch, the endurance, the guy skull, the grenadier, three different gunners, either with a las volley, melted gun or plasma gun, hatch cutters of a and void jammer. So if you take the guy skull or the cat, they count as half an operative selection each and then other than the armsman and gunner ups and you can have only one each one once but you can have up to two gunners and you can only include the guy skull if you select the void jammer and you can only include the cat if you select the surveyor, which is nice. So that's the only restrictions and changes, otherwise it's pretty much how it was last edition. For your faction rules, you have void armor, so whenever an operative is shooting a friendly operative, if the ranged weapon of that sequence has blast or torrent, excluding weapons at a sweeping profile, you can re-roll one of your defense dice or up to two of your defense dice if that's the grenadier their shooting at. Friendly operatives are not affected by axe, devastating axe weapon rules unless they're the original target. This is unchanged. Then you've got breach and clear. Once per turning point, when a friendly operative that's ready is activated, you can do this rule. If you do select one friendly, ready operative visible and within free, when that first operative is expended, you can activate the other front of the operative before you opponent activates and then when it's expended, your opponent can activate as normal. Both of these are unchanged and still very useful abilities, especially on gallow dark. For strategy employees, you have a tack order, place your attack order marker in the kill zone whenever a friendly operative is within free inches of that marker is shooting, fighting or retaliating. His weapons have the ceaseless weapon rule in the ready step of the next strategy phase. Remove that marker, you cannot use this ploy and the defense order in the same strategy phase. Then you've got defense order where you place a defense order marker in the kill zone, whenever an operative is shooting a friendly operative within free into that marker, you can re-roll any of your defense dice results of one result, e.g. two, in the ready step of the next strategy phase. Remove that marker, remove that marker, you can't use it in the same time as you use the attack order. These are unchanged, the only things that's changed is they used to be balanced. Now they're ceaseless, which is great, really good. Any of close assault whenever a friendly operative is fighting or shooting an operative within free inches of it, that friendly operative's weapons have the punishing weapon rule, this is a nice change because before if you roll two or more successes, you turn a miss into a hit. So at least they now actually have to roll a crit, which is good, more balanced. Then you've got brace for counterattack. Whenever an operative is shooting against fighting against or Italian against a friendly operative that hasn't performed a charge fullback or reposition action during this turning point, normal and critical damage of four or more inflicts one less damage on that friendly operative. This used to be free, it's gone up to four, so I know actually it ignored me, it's fine, it's unchanged, just ignore me, mad rambling. So still really good. For firefight, pleasure of overwhelm target, use this when you use the breach and clear faction rule, select one friendly operative until the end of the operative activation add one to its APL stat, so when you group activate two different operatives of breach and clear, you can give one of them to get plus one APL. Very useful, but remember it only works when you're doing that breach and clear. Then you've got blitz, uses fire, fire, ploy, when a friendly operative performs a shoot or fight, fight action and you select an enemy operative within six inch of it as a valid target to shoot or fight against. If it's the first friendly operative to perform either those actions during the turning point, these weapons have the accurate one weapon rule for the action. If it's the first friendly operative to be activated during this turning point, they also have the severe for the action. So this has been changed, it used to be unlimited range now only within six, otherwise it's exactly the same and still very, very powerful, but only is useful when you're going, well, first during each turning point. Then you've got lock it down, uses fire, fire, ploy, when an operative is activated, select one marker until the end of the battle until users play again, whichever comes first, end of time in control of the objective marker, treat friendly operatives APL stars one higher. There was no change to the AS, APL stats are the changes of cumulative. Really good. If you just want to steal, let's say the central objective, then you've got deck hand, uses fire, fire, ploy, during a friendly operative activation. If as an APL star of one or two, the operative can perform the free operate action during this activation and you can do so during a charge or fall back action, you cannot use this ploy if that access point has been welded shut unless it's a friendly hatch cut operative activation. This is limited to Gallaudet, but it's a very useful ploy, especially for your melee operatives. As that, you can charge an opener door for free. Really, really useful for operatives. You have your sergeant arms, who has two APL, a six inch move, a four up, save, and eight wounds. This is the standard pro for your kill team. Everyone else has seven wounds. Your leader has eight. It's got the bolt pistol, which is four taxing on fours, three, four range eight. There you stay on freeze. The heirloom auto pistol, which is four taxing on freeze, two, four range eight lethal five up. The nav is shut on close range, which is four taxing on freeze, three, three range six. The long range, which is four taxing on five, one, two, then you've got the chain sword, which is four taxing on freeze, four five. The hatch out, which is three taxing, which is four, four, three four. And the power weapon, which is four taxing on freeze, four six, you've got command breach. So once you're in each of the subtergeous activations before after it performs an action, if your attack order or defense order is in the kill zone, you can remove it in place again. So you cannot change to the other ploy. Your leader has been nerfed because before you used to give you attack or defense for free. So thank goodness for everyone that has gone. But the bulk pistols worse. I think now you just always go with the auto pistol and power weapon because that is literally the best option. Otherwise the chain sword doesn't have anything like ceaseless and the bulk pistol just hits on force. I just use the auto pistol. You've got your arm's man who is your standard warrior has a nav is shotgun and a hatchet. It's got group activation. So after activates, you select another arm's man to act rate. So you can activate two operatives in a row. Otherwise unchanged, they're just okay. You've got your axe jack who has an auto pistol which is four taxing on fours to free range eight and then the power weapon which is four taxing on fours for six lethal five up. It's got emboldened. Whenever an attack dice inflicts three or more damage on this up to during the turning point in which you perform the charge action, roll a D6 on a five up subtract one from that inflicted damage. So it's lost weighed in but it's basically become emboldened. It's all right. Still pretty good. A solid melee unit. Then you've got your cat who has two APR now from one and eight inch move a five up seven five wounds. It's got the machine ability. So this octave cannot be activated or perform actions if it's within control range of enemy options or if a friendly surveyor operative has been incapacitated. The turning point can end even if it's up to this still ready. So once your surveyor is dead or this is trapped in combat, it just literally freezes. This octave cannot perform any actions over the charge dash and full back action or reposition and spot. It cannot retaliate assist or find combat or climb or jump whenever determining control of objective markers account as one pair APL while it has a conceal order a super conceal order and when determining what's visible, you measure from any part of the miniature. It's expendable. So it doesn't count towards your Kill Op or any other markers. So your opponent doesn't get anything for killing it. Then this got spot for one action point. Select one enemy operative visible to this octave until the end of the turning point until that enemy of the is no longer visible to this octave or this octave performance action again, whenever a friendly octave is shooting that operative, you can use this effect if you do that for any optis range weapons at the sea light and the enemy can't be obscured. So before it works effectively quite similar, but before it used to turn off their terrain completely so they just counted as being in the open, it's more restrictive but it's still very, very useful because now you can move then spot instead of requiring something else to make you spot. So useful. It has lost its ability to do a free reposition in this after the strategy phase, but spot is very, very powerful considering it just doesn't need range. It just needs to be visible. So it's better picking on targets that aren't but have already activated and are expended otherwise really good. Then you've got the endurance who has a 2 APL of 4 inch move to up save 10 wounds. This is unchanged. It's on a 28 mil base. It's got the heavy shotgun close range which is 4 taxing on freeze, free free range 6 relentless, one of the few profiles to keep relentless, then the long range profile which is 4 taxing on 5's 1 to relentless, shield bash which is 3 taxing on 4's 1 to 2 brutal shield. Breach wall whenever you opponent is selecting a valid target that cannot select another friendly and purely imperial and heavy breach operative whose base is touching this operative is this operative as an engage order and intervening. This wall has no effect if more than 1 friendly operative base is touching this operative. So acts as a shield wall. It's got shield whenever this operative is fighting or attacking with this weapon each of your blocks can be allocated to block 2 unresolved successes instead of 1 and it's got disengage so this operative can form the full back action for 1 APLess. All unchanged. Still a very solid unit and slow. Then you've got a guy skull who has also 2 APL 8 inch move 5 up save 5 wounds. Cannot perform any other unique actions other than boost and everything else. Cannot assist or retaliate in a fight. But it's 1 APL and it whenever has a conceal order it's kind of super conceal. It doesn't have the drawback of the cat way if it's trapped in combat it can't activate or if the person you have to take it with it dies. It's expendable so it doesn't count towards you Kill Op all purposes of dying and then you've got boost until the end of this activation add 6 inches of the options move stat and this can only perform this operative can only perform it once per battle and cannot perform it during the first turning point. So turning point to you boost so you can charge 14 inches. Well actually not even 14 inches you would charge 16 inches into someone then you can like preaching clear blow up which will cover in a moment. You have lost fly so it's not as free to move around as it used to be but now it's not an infinite straight line so still useful. Then you've got the Grenadier who has the demolition charge which is 4 taxing on freeze, 4 6 range freeze to be range 4, blast 2 heavy reposition only limited one piercing one saturate and then it's got a shotgun and hatchet. It's got the Grenadier ability so this optical news frag and crack and stun grenades doing so it doesn't co-op count towards your limit and also it counts as plus one to hit. It's very useful still great although the demolition charge is harder to use because now it's lost being able to reposition and dash which most grenades have so you can reposition 6 inches then throw it but you also come with stuns and frags and cracks which makes it very very useful. Then you've got your gunner who was on a 28mm base and has 8 wounds compared to everyone else who has 7 so it can take a Meltagon which is 4 taxing on 4, 6 free range 6 devastating 4 piercing 2 the VoliGon focus which is 5 attacks from 6 hitting on 4s 4, 5 from 3, 4 heavy dash only rending it's lost relentless then the sweeping profiles 4 taxing on 4s 4, 5 heavy dash rending torrent 1 then you've got the plasma gun which is 4 taxing on 4s 4, 6 piercing one and then when you super charge 4 taxing on 4s 5, 6 hot lethal 5 up piercing one and then a gumball which is free taxing on 4s 2 free. So you always take the Meltagon because the Meltagon is great. I think the last Voli is better than the plasma gun right you have one less crit damage but you have one more attack dice and you have rending so even if you like can pop what you call it blitz you could always just roll a chrysanthemum which I believe is like a 57% chance on 5 dice so you're very likely to do a lot of damage my problem with the plasma at the moment you over charge you have you have a high chance of doing 6 damage to yourself which would leave you on two wounds but you can take the plasma gun if you never went over charge it otherwise still very useful then you've got your hatch cutter as an auto pistol and chain pistol the chain fist is 4 taxing on 4s 5, 6 brutal rending it's got a world shot for one action point select a closed hatch way on galodark within this operatives control range one addition action point must be spent for other operatives to perform the operate hatch action on that to open that hatch way this affects ends when the hatch was open note this operative isn't affected by this effect and you cannot perform this while within control range of an enemy operative or if it isn't within 1 inch of a closed hatch way very useful remember your other operatives can't open it for 1 AP so if you weld it everyone else is stuck there then you've got breach point for one action point place one of your breach markup within this operatives control range close as possible to a terrain feature within control range of it whenever an operative is within 1 inches of that marker treats parts of that terrain feature as no more than 1 inch thick as accessible so you cannot perform this while in control range of any operatives and if you're not within control range of a terrain feature this has been changed so it's it used to be a bigger bubble you still have to it's accessible so you still have to move through the center of it but any operatives can use it as well so you you can't just willy nilly crate wall holes that only you're like the reason they last edition they were breach are only breach points now anyone can use them if you can't hold but they still don't work on galodark walls the hatch guys still very useful especially when you're blitzing because if you go for attacks hit on fours five six brutal rendering with severe so if you get a hit then you proc the crits so that's very good then you've got the surveyor who has a shotgun and hatch it it's got way fine for one action point as a support select one other friendly operative excluding the cowl guy skull visible within six inches of the operative or visible and within six inches of the cat until the end of the operative next activation add plus one APL for the person that comes device equipment the operative distance is deep being determined from who must control the marker so if your cat controls the marker is nine inches if it's your surveyor it's managed from the surveyor unchanged then you've got remote control select one friendly cat unit operative the operative can read it from one for action but it cannot move more than three inches during the action so can like dash away or do its spot action this operative cannot pull them to action welding throw-in of enemy units or if the cat is dead so otherwise unchanged the surveyor is still great then you've got the void jammer who has the guy skull detonator and shotgun and hatch it so the detonator is four tax heat on for ease three four blast one lethal five up limited one silent stun detonate so detonate don't select a valid target instead a friendly imperial navy guy skull operative is always treated as a primary target and you cannot be in cover or obscured if that operative isn't in the kills only cannot select this weapon so you do technically hit the skull so the skull will die and it used to be two three lethal lethal X based on your armor save so there's now a higher base damage but not as good by his silent and stun so you're more likely to proc stuff you still can't stun people through the guy skull which is a bit of a shame but makes sense but it's a useful way to detonate so the way you can use this is breaching clear so you have the skull boost and then charge and then you breaching clear with the void jammer who then use the detonate to hit a bunch of people there are blast ranges lower so you kind of just need to charge people then you've got interference post one action point select one enemy up to visible and with eight inches of friendly operative of a guy skull operative on roll a D6 adding one to the result of the enemy up to the valid target for that friendly guy skull on a free up subtract one from the enemy up to this APL stand till the end of the activation so ignore me because didn't read so what you can do when you do this breaching clear or if your skulls on a vantage point or whatever you have the you have the guy skull charge then when you switch to the void jammer you do an interference post to pick someone and at least on a free up to minus one APL then you detonate so otherwise the void jammer is unchanged it's useful taking it by itself as well including the previous opposite the surveyor because then they just count as normal operatives or just one activation instead of taking normal warriors which are now GA2 so it gives you more activations for your faction equipment you have rebreaters you can all change your APL stats to friendly operatives and they aren't affected by any of the shock weapons this is very good especially onto teams that like to like just spam stuns are you so very good into fel go ravager then you've got slugs up to three times per turning point when a friendly operative is pulling the shoot action and you select a shock on long range you can use this rule till the end of the action you improve the hits down the weapon by one and add one to both its damage stats so you help fours two free damage never takes slugs then you got combat stems you can ignore changes to the move staff for any options from being injured this is okay but I wouldn't take this as well then you've got system overdrive device once per turning point one for any operative can perform the operate action operate hatch action for one less AP this used to basically just open a hatch at the start of every turn on get a start of a turning point one of every game of galo dark it's good for galo dark but not great on open another kill zones so I'd always take the re-breavers then I'd probably invest in just useful universal equipment which is a shame I think the only other kill teams who have had this kind of level of bad equipment are honking yagas but at least system overdrive is really good on galo dark it's just when you're not playing on galo dark you're only really needing re-breavers combat stems aren't that great and slugs are just not great as well so for operative selection this is really funny if you're collecting this kill team you have to buy two boxes because you cannot build a legal team from one box now because because the cat and the guy's skull count is half an operative each if you select them you cannot build a legal team because in the box you get 12 operatives so you can't wait I think it's like 11 operatives or something like that but it's funny it's so funny I only realized it because friends for it are out to me so this is our automatic two box kill team you always take the leader with the bolt well with the auto pistol and power weapon because those are the best weapons for it to have then you kind of flex based on your opponent I'm actually a fan of the cut and the guy's skull but the problem is the cat is better into elites if you take the guy's skull and the cat even though you have 12 operatives your Kill Op goes down to 10 which means it's easier for your opponent to score the Kill Op which is not good it's better on like larger teams but going down to a Kill Op of 10 for such a fragile team isn't great so you have to keep that in mind but generally I like the axe jack the endurance the grenadier two gunners the hatch cat the hatch cutter the surveyor and the void jamer so that leaves you with three other operatives to take which are usually free armsman and then you could also take two armsman and then the cat and the guy's skull but as I said that would leave you with one operative you can't build so that's why you need the other operative you can also it that's how you basically do it the other annoying thing is in the box you can only build effectively either two gunners or the endurance so that's why you actually need an extra box so you can build both gunners and then well all three gunner types as well as the endurance because the endurance really useful you're always taking the motorgun and then you're flexing between the plasma gun and the lance volley which has gone worse but it's kind of the drawback it's very interesting I see why they did it from a raw standpoint to kind of you know because they didn't want those operatives to be full operatives in terms of the guy's skull and cat but now you're locked into point two boxes because of one box ain't legal so crazy so crazy but yeah unfortunately this is a automatic two box team and then into elites I would always take the cat because the cat is very useful useful because you pick someone who's activated if they're behind light then you can punish them with the cat and the guy's skull is just good at dumping minus one APL on stuff so for the Imperial Navy breaches overview they are a lot worse they are still amazing on galodark like really really good on galodark everywhere else they're not great they were living on stims that used to give them plus one wound because remember your gunners are eight wounds by put everyone on eight wounds and your gunners are nine so crazy and they've lost that which they needed to lose their ploys have been toned down a bit you know like now close the salt now needs you to roll a crit to get punishing well you need you get punishing so you need to get crit to get the other hit then as oppressive they've got ceaseless instead of balanced on their attack orders and they can reposition them but they are more honest kill team instead of just kind of being this weird abusive stat check team that were like oh yeah we're a whole team with a four-up armistice and now everyone's minimum eight wounds and you're like this is crazy their shotguns only doing free free damage you know freeze is a bit of a drawback but it's kind of what happened when they introduced better and bigger shotguns there's nice that most of your operatives are on 25 mil bases apart from your gunners and you're enjoying her on 28 mils they are a ridiculous on galodark this team is still very very good you've got brace for counter attacks so you can just abuse all of that which is very very useful the weaknesses you don't have a way to heal anymore i think you never did before and outside of galodark you're just kind of struggling because you don't really have a useful long-range profile before you would take the lads volley and the plasma gun but you could fret in people with your plasma gun by overcharging which you can't do anymore and the lads volley is kind of unreliable now that it just has punishing i thought they could have given it ceaseless instead of rending sorry so it's not as useful it's the team still has a lot of tricks but i struggled to see how they work well on open but this was a problem they had before it was it's only made worse because of how the team is designed like as i said if you're going to a galodark only event run breaches and you'll have a blast any if you're in a mixed tournament pray you just always get paired onto galodark but i still think they're very neat they your opponent does have to be careful into them because when you blitz and you do your counter attack you can do really powerful combos and the problem is at the end of every turning point you need to sell up two different breaching clear points but the opponent problem you have now is very hard for you to penetrate the bubble of your opponent because your grenadier lost indirect on his demo charge and it's got reduced range and you can't reposition and dash you can only reposition and throw it so you have to get around that and the problem is if your opponent survives giving you initiative you blitzing and then breaching clear failing then they can just push for you and win so once they were like enjoy your guy scull and we are the tricks they kind of just push for you and win and i think elite teams are really big struggle for this kill team although you actually do quite well into weak shooty hordes and melee hordes the problem is their stick was having axes which were four attack three attacks eight on four three four with closer so on all of that but now most whole teams have a similar equipment so breaches are kind of lost their edge i said we're not playing on galodark but i guess it's fine to have a kill team locked primarily into one kill zone and hopefully they'll learn from it to try and not do the same again because thank goodness we're still playing with galodark otherwise this team wouldn't be that good but that's pretty much it for me today please mention the link in the description as well as comment let me know what you thought of this video what do you think of the imperial navy breaches and their changes for the new edition i remember i got discord you can check out free in the episode description below and a filling can i'm in games and crossfire games and a patreon if you want to give me some more support and i will quickly share my patrons so for my adips of the crit i have zombie businessman tom supercow sam steven nick mercenary q mr meet wad lucas john to miss gray and thanks you dragon david's world darsie dept of golden's chris sanger and then for my veteran of the career i have sanger rian 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 kind of like where breaches are it's just a weird spot the main problem they have is they've been solely designed to work well in galodark which i'll keep repeating they do very well and look i wait till the end of the review if you want to win with this kill team you run them in quiz toy agents look i left it till the end everyone's really checked off by now yeah you thought i mentioned it during the review oh no i was waiting or edgy now with my inquisitorial agents unfortunately they are better in inquisitorial agents and that's the way you want to run them if you want to win which is bizarre because inquisitorial agents fit all their flaws that's a problem with inquisitorial agents but remember no matter how hard you're beating breaches unless you're playing them in galodark you always have 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 updated rules for the Fubo Strike team. 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 did you find out useful and helpful. I remember I've got a discord you can check out for in the episode description below and a filling hell out game across fire games and a patron if you're going to be some more support as well. Yeah, we're going over the updated Fubo Strike team rules as you can find the free on the Warhammer community website as well as on the kill team app. So let's go for your roster. You still well you have infiltration and recon. Seek and destroyers gone, but infiltration and recon are great. Then you are still a six operative kill team. So you have a leader that can either be an infiltrator sergeant and incurs a sergeant or a reaver sergeant either with a special issue boat pistol and combat knife or boat car binon fists. Then you can select five other operatives making up a infiltrator consman. Helix adept saboteur veteran box breaker and warrior. Then an incurs a marksman, mind layer or warrior and then a reaver warrior that either has a bolt pistol and combat knife or bolt car binon fists and other than warrior operatives each operative can only be taken once. So no change there. So you only down side you have to remember if you buy the Fubo Strike team box you have to buy Revers separately. Perfaction rules you still have a lot. So Omni Scrambler as a strategic gambit if a friendly infiltrator operative is in the kill zone select one enemy up to visible to a friendly infiltrator operative or within six inches of a friendly vox break operative in the following fire fire phase. Animate cannot be activated on all perform actions until the following is true. Your opponent has activated a number of enemy operatives equal to the number of friendly infiltrator operatives in the kill zone when the strategic gambit was used or is the last enemy operative to be activated. Otherwise no change is a really great delay system. You do need to be visible or now you can just be within six inches of the vox breaker. Then you've got terror. So whenever an operative is with in three inches of a friendly reaver operative your opponent must spend one additional action point for that enemy operative to perform the picker marker and mission actions whenever determining control over marker. Treat the total APL status enemy operatives that can test as one lower. If at least one of those operatives is within three inches of a friendly reaver operative. You know this isn't a change to the APL stat so any cumulative of stack that change. So otherwise this is unchange it used to be a zero AP action. So now it's just always active which is useful for everyone both players and people facing off against foboce reavers. Then you've got the Astartis special rule. So during each fobo strike team operative's activation they can perform two fight or two shoot actions. If it's two shoot actions a bolster weapon must be selected for one of them then each friendly foboce can counteract on conceal. Regardless of its order so no change there. Then you've got the multi spectrum array so whenever a friendly and curves operative is shooting enemy operatives cannot be obscured. So none of this apart from the Astartis rules is changed all the same which is still really really solid for this kill team. First strategy employees you have guerrilla warfare friendly operatives can perform the following unique action for one action point you can change your order and you cannot perform this well within control range of enemy operatives. This used to be your free ability but it's a bit annoying you have to pay for it now. By the way it's still good. Then you've got a nation on a fair you can ignore any injury changes to the stats of friendly operatives basically so you're just ignore being injured which is good all oil or space ruins have this. Then you've got deadly shots whenever a friendly fobo strike team is shooting during an activation in which has a perform the charge full back or reposition action or against an operative that isn't in cover that if that friendly range weapons operatives range weapons of the balanced weapon rule know that for the first requirement the up to isn't restrictive and perform in those actions after shooting. So if you stand still you gain balanced or if your opponents knowing cover so if you're within two inches of them or they're in the open you gain balance so this used to be P1 so used to get penetrating Pissing 1 when you're able to create but I think I'd rather have the balance because that's why this team really needs. Then you've got lethal assaults whenever a friendly operative is fighting it's melee weapons have the balanced weapon rule if that friendly operative is doing so during an activation which performed a charge action it's melee weapons also have the lethal 5 up weapon rule this is really good mainly for the rivers but also applies to your normal space marine operatives which is really good. For fire fire employees you have patient ambush uses fire fire when it's your turn to active a friendly operative you can skip the activation really good being able to delay high activations very very good you've got critical shot uses this fire fire fire when it was over in a critical success for a friendly operative that operative shooting with a bot weapon inflict the free additional damage it's okay but do you like you're going to be in situations where you only really want to spend it if you're going to need one more damage to kill someone because you have to factor in you could just roll a one then you've got transhuman physiology uses ploy when an operative when an operative is shooting a friendly operative in the road defense style step you can retain one of your normal successes the critical successes there's unchained to the normal loyal space marine ploy it's okay from time to time then you've got stealth assault use this when a friendly operative that has a concealed order is activated and is given an engage order perform the charge action and then fight action and you're resolving your first attacks ice from this activation after doing so you can immediately resolve another attack ice before you opponent this operative cannot perform any other actions during this activation but can do so after resolving this ploy so as long as you start on good deal switch to engage charge and then fight you can strike with two successes in a row so it could be two crits create a hit or two normals it depends on what you roll still very very good and it's not revalooked anymore so it's useful in case you're doing like random desperate attacks for operatives you have your infiltrator sergeant who has free APL 7-inch move free up 713 wounds this is the standard profile for your kill team although all leaders have 13 wounds everyone else is 12 you are only 12 wounds but as a result you've gone up to 7 movement which to be honest I think if you went up to 13 wounds overall with 7-inch movement that would have been better the other lead teams is better rough but you've got your marksman bolt carbine which is 4-tax in on 3-3-4 lethal 5 up which is the all weapon of infiltrators and then fist which are 4-tax in on 3-3-4 you've got the tactical advantage or you can do each of the following once per battle when rolling off to decide initiative if this operatives in the kill zone you can reroll your dice and you can use a firefight ploy for 0 CP if this is the specified operative including the command reroll for the attacker defense dice was this operative or the patient ambush firefight ploy for 0 CP if this operative is ready and not within control range of any more operatives I think well I mean your leaders have been nerfed all your leaders have this your leaders have lost the ability to generate command points it really sucks and tactical advantage in my opinion shouldn't be once per battle should just be once per turning point like either doing one of those because the problem is you compare to like the brood brother primus who can do all of that and generate command points at no downside doesn't really seem fair your sergeant has been nerfed quite a bit it was much better when he honked to's now some freeze on everything it's a general change but your sergeant is quite bad overall you've got your consman for the infiltrators who has a marksman bulk car by nymphists it's got strategic oversight in the ready step of each strategy phase when you gain command points if this operative is in the kills on and not within control range of any more operatives you can use this rule if you do so roll a d6 on a 4 plus you gain one additional CP if this was on a free up or every time you generate a command point this would be great because if you went second you would have two instances of rolling two 4 ups I don't know why it's just not fixed plus one command point that would have been a lot better it's fine I guess then you've got comms array once per turning point during a friendly fobo strike team operatives activation or counter action before after it performs an action if this operatives in the kills only can change one strategy ploy you've used this turning point it doesn't cost you any CP to do so this is a weird one you need to have spent at least one CP and then you can change it so for example let's say you've activated all your shooting operatives anyone activate your melee operatives next now you can switch to your melee ploy for free so your comms has lost the ability to make people do a 1 AP mission action but you do get flick stability to once per turning point switch your ploy which actually is quite useful if you're running a mixed team then you've got your helix and add up to as a bolt bolt carbine and fist it's got the medic ability so if someone dies within free they are left on one wound both operatives are minus 1 APL and then that operative can do a free dash as long as you end with the control range of the medic and then the medic for 1 AP can heal someone in control range for D3 plus free instead of 2 D3 but it can't be used on someone who used a medic ability this has a nice combination with oh it doesn't work on they shown on off here before you have to be able to ignore APL modifiers and then heal for free your medic is still useful especially in a shooting matchup and even into other elites if you're going for like a grindy play you just have to watch out for really powerful melee teams but from time to time the medic is actually quite useful then you've got the saboteur who has the maximum bolt carbine and remote detonator and fists so the remote detonator is 4x in on 2s 5 6 heavy dash only limited one piercing one silent detonate so you've got plant explosives this operative is carrying your explosives marker it can perform the pickup marker action on that marker and where it performs the place marker action it can immediately perform a free dash action you've got detonate don't select a valid target instead shoot against each operative within 2 inches of your explosive marker and as heavy terrain is wholly intervening between the operative and the marker each of those operatives cannot be in cover obscured roll each sequence separately and any order of your choice this weapon cannot be selected if your explosive marker isn't in the kill zone at the end of the action remove your explosive marker from the kill zone so this is very hard to set up kind of like the death core one because it's only heavy dash you can't reposition dash well you can reposition dash and plant it but then you can't shoot it because you can't use the remote detonation so you can't reposition plant it then dash away unless you are planning not to shoot it so it's very difficult to use you kind of unless you're against a number elite team it's very difficult because you have to either at the end of the turning point activate last reposition seven inches planted dash away then hope you win initiative then hope you stun them like stun at least the one operative you want to hit then dash away and detonate so it's very very difficult to use but it is kind of incredibly powerful and is like just a bit bigger than a four inch bubble it was a three inch bubble before and you could just move dash plant and then you can get a free dash action the saboteur is still good it just takes more setup which is a lot difficult to pull up but it's great into elite teams very very good then you've got the infiltrator veteran as a custom boat carbine which is four taxing on three three four custom and fists so the custom ability at the end of the select operative step if this object is selected for deployment select up to two with the following weapon rules for this weapon to have balanced lethal five up piercing crits one rendering and saturate i'm a big fan of lethal five up and piercing crits one if you're into most opponents but just having permanent balance is really good and because it counts as one of your infiltrators it works towards your omniscramble so you always take the veteran then you've got your Voxbreaker who has a marksman bolt carbine and fists it's got Voxbreak whenever an enemy optimist is within six inches of this operative your opponent cannot reroll attack or defend size for this operative which is unchanged then you've got all spec scan for one action point until the start of this next activation or until it's incapacitated whenever a friendly optimist shooting an enemy up with within eight inches is an optimist then you can not be obscured if that operative is a friendly incursor it's range weapons have the seek light weapon rule you can't perform the swine control range the Voxbreaker is better but the problem it has to be within eight inches of enemy opponents to be useful because then every time an incursor is shooting at someone with an a they also get seek light it's just I wish the Voxbreaker had something else it could do in addition to this otherwise it's a very situational kind of operative like you would definitely take into teams that have lots of access to rerolls only he'd be quite good interblooded but I'm not a fan of the Voxbreaker still then you've got your infiltrator warrior who has a marksman bolt carbine and fists it's got Vanguard so once per turning point one friendly operative with this rule can perform the pickup marker or mission action for one AP less this is a standard rule on all your warriors and actually makes your warriors very tempting to take because Vanguard used to be strategic play for the kill team they're okay then you've got your incursor sergeant who has an Oculus bolt carbine and fists so bolt carbine has four taxidon freeze free four saturate so your opponent can't retain cover and then fists which are four taxidon freeze free four this is actually what your all your incursors are armed with and it's fine he's actually better as the sergeant because we're just constantly ignore obscuring with saturate and he still has the tactical advantage abilities so he's just okay then you've got your incursor marksman who has a stalker bolt carb marksman bolt carbine and fists the bolt carbine is four taxidon twos free four lethal five up piercing one this is unchanged it still hits on twos you've got track target this operative can just perform the guard action see the gallow dark rules it can perform the guard action while it has a conceal order but and but when you perform the free shooter fire action you must switch its order to engage unchanged very very good so now you can shoot someone so for example let's say you start on top of a vantage point where you're safe you can shoot someone switch back to conceal then go on guard which is very useful you know it's still great especially as he ignores obscuring although he has lost saturates then you've got the incursor mind layer who has the oculus bolt carbine and fists it's got the haywire mine so this operative is carrying one of your haywire mine markers it can perform the pickup marker on that action but the cannot place the marker within an emerald to control range if this operative is it incapacitated while place it while carrying the marker the marker cannot and that marker cannot be placed it's removed from the from the kill zone well from this operative so if your mind layer does die it does drop the haywire mine which is interesting then you've got proximity mine the first time your haywire mine marker is within another operative's control range remove that marker subtract one from the operatives APL stand till the end of its neck activation and inflict 2d3 plus free damage if it isn't capacitated it ends its action if any even if its actions aren't fulfilled and it cannot be placed move it the minimum amount to do so note this operative isn't ignored for these note that this operative is ignored for these effects i cannot set off or take damage from that marker so it still targets one enemy operative instead of doing two or four damage per attack dice it just does a maximum of well snide damage which is a lot less less than what I used to be able to but now it's auto minus one APL it is a smaller bubble but this is much better at cat like just gaining the way of galodark doors planting on an objective it it's difficult but still very useful but you do have to remember this time friendly operatives can set it off because before friendly operatives were immune now it's anyone who moves in except this operative then you've got the incursor warrior who has anocular spoke carbine fists and the vanguard rule there's actually okay and there are probably instances where you take more incursor warriors especially on boards like valkus then you've got your reavers sergeant who can either have a bulk carbine and fists so the bulk carbine is four tax hitting on freeze three four accurate one which is really really good just automatically always retaining a hit and fist which are four taxing on freeze three four then you've got the special issue bumpers to which four taxing on freeze three four range APL is in one and then a combat knife which is five attacks hit on freeze four five so the standard reaver lowdown which is really good they're all reavers have the grabs you and grab no launcher whenever this operative is climbing treat the vertical distances two inches regardless of how far the opt actually moves moves whenever this operative is dropping ignore the vertical distance then you've got tactical advantage which is unchanged so my opinion reaver sergeants are just the best sergeant because they're so good like just because they're very mobile and to be fair happy to melee sergeant as your leader isn't a bad choice it's just good then you've got your reaver warrior who has exactly the same but it does have van got so to be honest usually I'm taking at least two reavers if I run fobos because remember they also drop for free they're super mobile you never need to buy ladders and stuff really they're just really really useful so so good moving seven like they can charge under points kill someone then like do a free mission action and then if you're pona is trying to get onto that point then they're also under concealed as well well they're all a minus one AP well plus one to do mission actions and stuff very very useful reaver warriors probably the best warrior you can take the faction equipment so you've got purity seals so once per turn you point when a front of a shooting fighting or retaliating if you're old two or more fails you can discard one of them to retain another is a normal success completely standard for the loyal space Marines very very good then you've got additional utility grenades this equipment allows you to select four utility grenades from the utility grenades equipment you can also select you cannot also select that equipment as normal i to give you six so effectively you're always taking an additional utility grenades to even give you four smoke four stun or a mixture of both which is really good then you've got combat blades so friendly operatives have combat blades which are five attacks hit on freeze free four they used to be free five and four attacks but to be fair going up and attacking going down in a bit of crit damage is fine because you're going all your enemy all your operatives so even if you're taking stuff well like not just reavers now you can flex and to melee a bit more which mirrors what legendary can do which is very very good then you've got special issue ammunition once per turning point when a front of his pulling the shoot action and you select a boat carbine marksman boat carbine orcious boat carbine you can use this rule if you do so until the end of the turning point that weapon has the piercing one weapon roll useful thing this lasts until the end of the turning point so you could trigger a last two shoot shoot then counteract and shoot in general your equipment equipment is very very good i would probably just take all the equipment i mean there's probably some instances where you may want something else and probably drop the special issue ammunition or combat blades but in general you know now that you just picker for utility grenades don't really think you need to you just do all of these which is very very good for operative selection this is difficult because this is a two box kill team you do need to buy the fobo's part the fobo's box itself then you need to buy a box of reavers from warhammer 40,000 ideally ebay in if you could find five but you'll probably have to buy a box of 10 generally i like taking the reavers sergeant although the infiltrator sergeant is what the incursor sergeant is very very good the infiltrator sergeant isn't that great just because lethal five up on a bolt gun isn't that useful and the incursor sergeant just having like ignoring obscuring is nice but i think the reavers just better because reavers are more useful although it doesn't have the vanguard ability then for your other five operatives i would generally take this veteran the marksman usually the mind layer i actually like the saboteur and then a reaver warrior so this is why it can be quite annoying because you've got it's technically a two box and then you could also run from a single box the incursor sergeant the consman the incursor sergeant the helix adapt the saboteur the veteran the the marksman and the mind layer which gives you six that's just all infiltrators and incursors but i do prefer taking the reavers and if you were going for a more reaver mixed build i would in that case take either the incursor sergeant or the reaver sergeant then the consman then the veteran then i would also take the marksman and then i would probably take two reavers so you have three reavers altogether or two reavers depending on what to check your sergeant and if you don't take the saboteur you can take the mind layer instead generally i find the mind layer more useful just because it can dunk you know it's mine and then move away and still do whereas the saboteur takes a lot of setup but i would always recommend at least taking two reavers three reavers is great but usually i think you could probably just get away within curser sergeant it depends on your opponent probably into other elites i'd probably run the reaver sergeant and other melee teams like that need close range clearing but into actually shooting matchups there are situations where i'll probably just go mostly incursors with a veteran because you always generally at least one incursor were infiltrator for that delay but ideally you would like to which is what you try and flex around with so they are very flexible it's just a big buy in which is quite an orian especially for a team that's only classified for one year so for the furbo strike team overview i think they're a really really good kill team they are probably the weakest elite team but are still incredibly strong vanguard being locked onto your warriors is a bit depressing but it does make sense because vanguard was too powerful and your leaders not generating command points feels pretty bad it doesn't feel really fun i think like they could easily make all the leaders abilities once per turning point so you can either picture do a freeze uh you know free ploy or change the initiative like re-roll your initiative dice i think that would be fair doesn't seem too bad to me otherwise they're okay they have amazing equipment they're really good it now just shooting really well and have the ability to flex into melee which is very nice their main problem is they're too balanced because they're 12 wounds but they are movement seven but they don't have ways to like quickly move around the board that's dedicated to your reavers and you have lost the ability to ford deploy with your reavers so is everyone so that's kind of not a net downside it's a general game change they are great in the shooting game especially if you go heavily on curses because ignoring obscuring while also having satire is very powerful and especially until i allow the wider teams into inquisition inquisition can't really do much to foboes you just start peppering them afar slowly whittling them away throwing smoke around and messing them up which is really really good and i think in general the only problem you're gonna struggle into is other elite teams because you're relying on your delays and probably just charging and killing with probably a veteran popping like it's permanent p1 to try and get around that which is more difficult especially as they just have 14 wounds now like if foboes were 13 i think that would probably be okay but probably tip them over just a bit of the edge but they're very very tactical team and the worst thing is that you have to buy reavers by really like how if you run the comms money ever 50 50 percent well 50 percent chance to get a command point but then you can also once you've actually do your shooting operatives then after like when you activate your melee operatives you go okay bam went to them went to the melee melee strategy ploy for free or you do all your combat first then switching to the shooting so i like that flexibility it's very very useful without having to always spend command points so they're very tactical very thematic and finally vanguard is in a balanced state because you know we used to joke they've added a fifth vanguard will they add a sixth so they're still really good the perfect sneaky marine kind of like the improved version of scouts but they are only classified for one year which is a shame but it is what it is 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 what do you think of the updated fobo strike team rules i remember i've got a discord you can check out for me in the episode description below in a philinke m games and a patreon if you want to give me some more supplies as well as a philinke crossfire games and i'll just quickly shower my patrons so for my adevs of the crowd zombie businessmen tom supercars Steven sam nick mercenary q mr me wad lucas john to miss greyam fangsy dragon date meets world darsie datagodon's chris and then for my veterans of crowd of samsia ryan and mark so thank you so much for all your support it really means a lot to me help support the channel yeah burning through these reviews i think i have seven teams left and it's only two forty in the morning i need to finish all these teams i'm really interested by fobos i've made black temples for those i've just never got around to finishing them i am tempted they're just i don't know it's difficult i do need to finish them i have them all they are really fun and sneaky it's just they kind of lost a bit of mobility but they're still very tricky in a fun way although i need to see how they actually play into other marines i hope it's not a whitewash but i think it might be but remember whenever you're fighting the sneakiest marines of the imperium remember you always have a chance to win as long as you
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Greetings and welcome to another Warhammer 40,000 Q-Team video where today I'm going over the updated Half-Kin salvager rules for the new edition of Q-Team. 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 did you find it useful. I remember I've got Discord, you can check out in the episode description below in a filling care and games, a filling care crossfire games, and a patron if you want to be as well as well. But yeah, I'm going over the updated Half-Kin salvager rules, the first release of Votan team for Q-Team, which you can find for free on Warhammer Community or the Q-Team app. So let's get on with it. For your roster, you can still take Recon and Security, which is unchanged and a very, very powerful combination. Then you have 10 operatives, so a leader and nine other operatives. So you can take a Half-Kin salvager Thane with either an Autoq pattern bolt pistol, bolter, bolt revolver, plasma pistol, iron blast or iron pistol, and then either concussion gun or plasma weapons. So your plasma sword and plasma axed don't exist anymore, they're just a plasma weapon, which is fine. Then you've got nine half-Kin salvager operatives, so you've got a dozer, field medic, grenadier, jump pack warrior, kinlink, cognitar, locator, logger warrior, and then a gunner with either plasma, beamer, high-lazz, auto rifle, rotary cannon, missile magna rail, other than your gun and warrior uptests, you can only have one of each and you can have up to three gunners and all the operatives with hash start or hash marks and either have autoq, platinum bolters or iron blasters, which we'll get into later. But otherwise everything's unchanged from that point. For your faction rules, you have Grudge, so whenever an enemy operative incapacates a friendly operative, then your operative gains one of your Grudge tokens for the battle. Whenever a friendly half-Kin salvage operative is shooting against fighting against or retaliating against an enemy operative, for each of your Grudge tokens that enemy operative has, you can retain one of your normal successes as a crit success instead. Know that Grudge tokens aren't removed when you do this, so this is all unchanged. Basically every time someone kills one of your operatives, they gain a Grudge token, and for the number of Grudge tokens you have, you can turn a normal to a crit each time. But strategy employees, you have need keeps, so select one objective marker or one of your mission markers, whenever determining control for it, treat your total APR status one higher, there's no modifier. Then you've got whenever a friendly operative is within fringes that marker, add one to the attack style of their melee weapons to a maximum of four. So this has been buffed before, it was just the APR modifier. Now you can give yourself plus one attack, which is very useful over your tone down power now, you've plasma knives, so these keeps a lot better. Then you've got toy learned, select one objective marker or one of your mission markers, whenever an enemy operative is within fringes that marker, treat as having one additional Grudge token, this is really good, it used to work on only objectives, now works on mission markers as well. Then you've got raw defense, whenever an operative is shooting a friendly operative, in the raw defense style step if you're on two or more fails, you can reroll one of them. I don't think this is great, it's fine, maybe if you're in a shooting matchup, but I don't think it's that great. Then you've got prox and the firepower, whenever a friendly operative is shooting an enemy operative within six inches of it, in previous hit stat of its range weapon by one to a maximum of three plus, which is very very good, although it's weirdly capped at three, which unfortunately affects the leader, I understand why, but prox and my firepower is still really good. Then for firefire employees, you've got the ancestors are watching, uses firefire employees during a friendly operative's activation until the end of that activation, the operative can perform either a free shoot or free fight action, this is unchanged and effectively essential to how the skill team plays, because you can have someone like move, shoot and then or like charge, fight and then at the end of that activation, if you've killed them, do a free shoot action, so you're very flexible, you're still combined, like limited by how far you can move on what weapon you have, by otherwise very flexible. Then you've got worth it, you use this firefire employee when a friendly operative is incapacitated, it can perform a free mission action before it's removed from the kill zone, this is unchanged and situationally useful, I like using on galodart to like close a door on death, which is very funny, but otherwise you get less you should for a now in my opinion, although it's quite good with recon tack ops, then you've got sturdy uses firefire employee when an operative is shooting a friendly operative, when you collect your defense dice change your attackers retain crits to normals, but any weapon rules they've triggered from rolling crits aren't affected, so if they've got piercing crits, there's actually situationally useful again, better on weapons that hold on have crit abilities, but otherwise nice, then you've got engaged to acquire uses firefire employee after rolling a dice for a friendly operative, if it's shooting against or fighting against an enemy up to that controls an objective marker or one of your mission markers, you can reroll any of your tack dice, so this is really good, because it's effective to give you your relentless against one operative, good, really good, they actually didn't have many rerolls access outside of their attack order, but this is very nice, for your operatives you have your thane who has two APO a five inch move, which is unchanged, a free up save and nine wounds, as your standard profile, your lead has nine wounds because everyone else has eight, you can give the bolt pistol, which hits on freeze and is four attacks, free four range a accurate one, then your bolter is four attacks hitting on fours, free four accurate one unlimited range, all these used to be ceaseless, then you've got your bolt revolver, which is four taxiing on freeze free five range eight, then you've got your plasma pistol, which is four taxi on fours, free five range eight piercing one, then you've got your ion blaster, which is four taxiing on fours, free four piercing, crits one, then you've got your ion pistol, which is four taxiing on freeze, free four range eight, piercing, crits one, then the concussion corner is just four taxiing on fours, five seven brutal shock, and then the plasma weapon, which is four taxiing on freeze four six leaf or five up, so from those weapons, you're always taking the plasma weapon, don't take the fist, and the bolt pistol, the pistols are better now, like before, there was no reason to take the blaster, all the pistols, you took the blaster, but now the blaster's held on fours, you have to go with the pistols, and I think you just go with the bolt pistol, because it has Acura one, you know, free four, I do like the ion pistol as well, so the ion pistol hits on is P1, but if you're shooting somewhere to grudge is your permanent piercing one, your plasma pistol just kind of sucks, but it's always piercing one, it just hits on fours, but if you've got proximity firepower, it's always hit on freeze, so technically the plasma pistol would be an alright choice, it's difficult to say which one is best, then you've got eye of the ancestors as a strategic gambit, select one enemy operative, or up to two enemy operatives, if three or more fraying operatives are out of action or incapacitated, each of them gains one of your grudge tokens, this is unchanged, and then you've got the wave field crest, the first time an attack life inflicts four more damage on this operative, ignore the inflicted damage unchanged, so your thane is still very good, it's just choosing which pistol you want with the plasma weapon, then you've got the dozer who has two APL-5 inch move, three up save and eight wounds, which is standard profile, it's everyone's on 20 Emil bases, you've got the bolt pistol which is four taxing on fours, three, four range, eight accurate one, then concussion noxes which are four taxing on freeze, four, four c-sless, lethal five up shock, it actually kept c-sless and now c-sless is a lot better, it's got brawler, so when this operative is fighting or retaliating, enemy operatives cannot assist, and if it's incapacitated, you can strike an enemy up to that sequence with one of your on-result successes before it's been removed, this is unchanged, then you've got nox smash for one action point, select one enemy operative within this operative's control range, you can move that enemy operative to three inches in the location it can be placed, then inflict D3 plus one damage on it, even if you don't move it, so you can just show you can them, if the D3 result is free also subtract one from the APL stand till the end of its next activation, the operative can then immediately perform a free charge action, even if it's already performed a charge action during the activation, but can a move more than three inches during that action, and you cannot perform this action less within control range of an enemy operative, so there's interesting things where you could charge nox smash, then charge someone else at fight, so like if you had free APL or the yeah if you had free APL, so what you could do is charge onto a point, punch someone off the point and then punch someone that you hope you kill, which makes the dose very useful as it's your basically dedicated melee operative, then you've got your medic who has a bow revolver, which is 4taxing on 4s free 5 range and the plasma knife, which is 4taxing on 4s free 5s free 5 up, it's the medic ability, so if someone is taken out of action while within free inches and visible, they're kept on one APL, one wound and minus one APL for that in the medic, and then it can do a free dash, but must end within control range of the medic, then you can use a medicate action for one action point to effectively heal someone for 2D3, but it can't be someone who use the medic ability on, the reason you really take the medic is great for shootouts, but also because it has a plasma knife, so it nearly has 4taxing on 4s free 5 lethal 5 up, a good person I know calls the the medic the the harm assist, and as someone who has used the harm assist quite a lot, I've killed a cryptech with this because you shoot someone and this pistol is free 5, and it's caught up a few people, very very useful, I actually would you would be surprised how much usage you get out of the medic, then you've got the grenadier who has an auto-cparm both pistol, so it's 4taxing on 4s free 4 range accurate, one, then the cxhx charge, which is 4taxing on 4s, 4six range for blast one, heavy reposition only, limited one piercing one saturate and then fists, which are 3taxing on 4s 2 free, it's got grenadier, so they're up to can use frag, crack, smoke and stun grenades, but doing so doesn't count towards your equipment choices, and like using one of them, and you improve the hit stats of weapons by one, so it has lost some of its utility grenades, but now just as packing everything in there, and then you've got the utility grenade, play for one action point, place one of your utility grenade markers within six inches of the octave, it must be visible or an advantage, that's visible to this octave, whenever an octave is within three inches of that utility grenade marker, its controlling player must spend one additional action point for the octave to perform pick up marker or mission actions, in the ready step of the next strategy phase, roll a d3, remove that utility grenade marker after rolling a number of activations equal to that have been completed, or at the end of the turning point, whichever comes first, this octave cannot perform this well on control range of enemy operatives, so the utility grenade did get nerfed, it used to have an ability to even like slow movement, now it's just a plus one mission action bubble, remember it does affect your own operatives, which is really bad, and he has lost some utility because before he used it on 2s with proxima firepower, now he never does, he just always hits on freeze, he's still useful, but you can no longer reposition and dash and grenade, you can only reposition 5 inches, so it's a lot yes less useful, but the fact it comes with free smoke and stun and crack and frag, kind of makes up for that in my opinion, then you've got the half-kin gunner who has a plasma beam which is 4 taxing on 4s, 5, 6 piercing on one beam, so this used to be piercing 2 and 4, 6 damage, it's got the beam ability, so whenever this octave is shooting with this weapon, each retained Quittal success immediately reflects de-free damage on each other and another octave along the line, and only one of each beam line rose separately for each operative, but the target isn't affected, an operative along this beam is targeting the line can be drawn from this octave to its base, and that line crosses the base of the rigid target, but doesn't cross heavy terrain, so as you can see there in the example both octaves be and see a hit, but if any of that part of the line crosses heavy it stops going through, so it's very confusing on stuff like a beta decimal, but otherwise still very good especially with grudge tokens, it's kind of like a Kamei male blast, then you've got the auto rifle which has been buffed, it's now 4 taxing on 4s, 4, 5, ceaseless rending, it used to be 4 taxing on 4s, 3, 4 relentless rending, so I like that it's gone up in damage, it's now very very useful, I already liked it, but now it's even better, then you've got the high-labs rotary cannon which is 5 attacks in on 4s, 4, 5, ceaseless heavy, reposition only saturate, so this used to be 6 dice, 3, 5, now it's still ceaseless and it's got saturate, it's heavy, so you can, it before used to be dash, but it's lost its ability to ignore obscuring which is rough, then you've got the sweeping profile which is 4 taxing on 4s, 4, 5 ceaseless heavy reposition only, 3 position only, saturate time 1, then you've got the missile launcher blast which is 4 taxing on 4s, 3, 5, plus 2, then the, the focused one which is 4 taxing on 4s, 5, 6, piercing 1, then you've got the magna rail rifle which is 4 taxing on 4s, 4, 2, they're ever stating free, heavy dash only, piercing 2, I believe this has actually gone down in damage, I think it used to be 5, 7, now it's 4, 5 and it used to be able to like, it did used to be unwieldy, so if you did the answers as I was watching, you could reposition and dash and then shoot this, now you can only dash and shoot, so the magna rail rifle is a lot worse, very hard to get a lot of usage out of, and then you've got fists which are 3 taxing on 4s, out of these, you've got this have been nerfed, I mean you always take the plasma beamer, I think you always take the missile launcher and into a lead, you still take the magna rail rifle, but the high-lars losing obscuring makes it like ignoring your skin is a lot worse, but to all teams you take the high-lars, so those are the general uses, then you've got the jump pack warrior who has 2 APL, 8 inch move free up save 8 wounds, it's got a bolt pistol which hits on 4s, then you've got a plasma weapon which is 4 taxing on 4s, 4s, 6, 4, 5, 4s impact, so whenever this operative is fighting, if it performed the charge action during this activation, it has brutal, there's actually a buff, it used to be 5, 5, now it's 4, 6, 4, 5 up brutal on the charge, which considering you have more crits and grudge tokens makes it better, then you've got jump pack, whenever this operative performs an action which it moves it can fly, if it does don't move it instead, pick a point within 8 inches of it or 3 inches if it was a dash and place it in that location again, in Killzone Gallaudar, you can't fly over walls and can't fly through access points, and you get no additional movement when you charge, and you can only end engagement with range, well you can only end the control range if you charge, so it has lost its ability to boost, which before allowed it to effectively boost 12 inches in a straight line, so it's now 8 inches, you know, it flies nice, it has inbuilt fly, the fact it can just fly 8 inches anywhere, with and dash fly is very useful, it's still a great operative, it's just not as useful as before when it just used to rock it in a straight line, still very good, then you've got your kinlink, you can even have a putter or a bolt gun, or the ion blaster, which is 4 taxing, and 4 is 3, 4 piercing crits, 1, and then fists, it's got signal, so if you pick someone within 6 from action point, as a support action, give them plus 1 AP onto the end of the end of the next activation, system jam for one action point, select an operative that's a valid target for this operative, and that doesn't have one of your system jam tokens, it gains one, until the end of the battle, whenever an enemy operative has one of your system jam tokens, it cannot be activated until each enemy operative without one is expended, when an enemy operative has one of your system jam tokens is activated, remove that token, this is unchanged, still very, and you can't perform well in control range, so your comms generally runs around giving someone plus 1 AP out, and then if your opponent is somehow a valid target, you ping them and trap them forever, it's very fun, then you've got your cognitile, who can also have a bolt or an ion blaster, and has fists, you've got tactician, so as a strategic gambit, place either your attack or defense marker in the kill zone, wherever a frontier operative is shooting against or fighting against or retaliating against an operative, that's within three inches of your attack marker, you can re-roll one of your attack dice, whenever an enemy operative is shooting a frontier operative, that's within three inches of your defense order marker, you can re-roll one of your defense dice in the ready of the step of the next strategy phase, you remove it, so this is unchanged, works really well, then you've got accelerated appraisal, for one action point, if your attack or defense marker is in the kill zone, remove it, and then place your marker in the kill zone, this operative cannot perform this action well within control range of enemy operatives, completely unchanged, and essential to your kill team, giving you key points to attack over, like if you're going first in the turning point or like on a central objective, and if you're into a shooting team, you can use it to place a defense order defensively to protect you from incoming shooting attack, which is very useful, then you've got your locator who can have a bolter or blaster and has fists, it's got a spot, so for one action point as a support, select one enemy operative visible to this option, until the end of the turning point, whenever a frontier operative is within three inches of this operative, as shooting that enemy operative, you can use this effect if you do so, that frontier operative range weapon have the seek light weapon rule, and that enemy operative cannot be obscured, so you pick someone visible, if someone's within three, they ignore obscuring and they have seek light, which is way better than what I used to do, because I used to just ignore cover and then ground obscurity, it used to be a bubble, but it's really good, really, really good, then you've got pan spectral scan for an action point, place one of your pan structural scan markers in the kill zone, whenever a frontier operative is shooting in enemy operative, with that's within three inches of that marker, the operative range weapon have acure one and saturate, when this operative is next activated on capacitor, perform sections again, remove it, so this is how works before, where he gave a bubble of saturate, but now it also gives acure one, so he has got the trade off where he stops, he's lost the ability to stop people moving before turning point one, so you can reposition all that for deploy that extra movement, but as a trade off, you've got better ignoring obscuring, as well as a better saturate bubble that also gives acure one, so if you're using both teeth kind of stuck there, but it's very, very useful, then you've got the logger who can have a bolter or iron blaster, it's got well supplied, so you can select one additional equipment option, and it's got I've got it for one, once during each of this optimist activations, it can perform mission action for one less action point, unchanged, he used to give you 14 extra equipment points, well for extra equipment points, now just give you an additional equipment option, still useful, thank you all always taking the logger now, well you always work, but now you're always taking him, then you've got your warrior who can ever have a bolter or iron blaster and fists, it's got secure salvage, so whenever you're not able to shoot in against fighting against or retaliating against this operative, if there's an operative contestant marker, or one of your mission markers, in the role of tactileistep you can subtract one from the damage inflicted it from one success, which has basically a new rule from the old edition, so otherwise, you're never really taking warriors, but it's a nice buff to have, for faction equipment you've got plasma knives, so they're friendly operatives have the following weapon, unless they're the field medic, so it's free attack scene on force, free five lethal five up, used to be four attacks, so it's been nerfed, but if you pick an objective or mark the fight over, it goes up to four attacks, so you can still get back to there, then you've got climbing rigs, this is, I believe, the only team in the game that has climbing gear, whenever a friendly operative is climbing, treat the vertical distances one inch less, to a minimum of two, no, there's no effect on using the ladder equipment, which would treat versatile distances one, but would have an effective thought, but then continued climbing another terrain feature. Climbing rigs are essential, but because it only reduces by one, it's not amazing, then you've got excavation tools, friendly half-conserved operatives can perform the pick up marker action for one less action point, and don't have to control markers to do so, taking precedence over actions, they only need to contest the marker, so this is very good for recover items, and also that one mission way you have to pick up markers, so excavation tools are situationally very, then you've got riffs of claim, once per battle after rolling to decide initiative you can use this rule, add one to the end result for each objective marker for an operative's contest, add one to result for each objective marker for any options control, note that it's not cumulative with the above, if they control the marker, they also contest it, so you can kind of choose like, oh, I'm technically contesting two objective markers, so I'm going to roll to get plus one, or if you're controlling two objectives, you know, you get plus two, so you're always taking plasma lives, I think you always take rare of claim, just in case, and then climbing rigs, you maybe take an excavation tool's mission dependent, you're always taking ladders, don't deny the ladders, and you, yes, it's okay, not bad selection of equipment, so for operative selection, you are take, you need two boxes of the skill team, you can't really build a sufficient one box build, you need two boxes, but technically you need half an extra box, so if you can find five extra half kin, Hankein, that will half kin, yeah, you're fine, but general build is I would always really build the leader with the plasma weapon, and just for the sake of it, the plasma pistol, then I would build the plasma beamer, the missile launcher, and the magnarero rifle, that's with gritted teeth, if you don't want to take the plasma rifle, the auto rifle is a very good selection instead, then I would build the jump pack warrior, the grenadier, the kin link, the cognitar, the logger, and then for your last operative, I actually like the medic, but you could build the dozers where I think the medic's just a good all-round ability, you're operative to have, and then expanding into other operatives if you go second box, for like elite specifically for your heavy gunners, I would always take the magnarero, the missile launcher, and the plasma beamer, because the high lacer's lost obscuring, ignoring, it's not that good anymore, it's very difficult to get the most out of, there are some apps where you really want the locator, like the locator is very good onto like vocals, very good there, and you're choosing usually between the field medic and the locator in my opinion, the logger's just always useful now because every mission, every mission your player needs to do mission actions, so it's always useful there, and then the dozer is a really good piece into melee teams, as well as into galodark, because you can just punch, punch people into the open, or punch people into blast range, so when you're shooting you're getting lethal five up, that's very useful there, they are still, it's frustrating, it's not a one box team, it's very difficult to build a one box team, I really love the auto rifle into seven and eight wound teams now, because remember it's got rending, so the moment you get a crit, well the moment you've got a grudge token on them, then that procs into, you should be getting four hits with relentless, well effectively, well, but then that pushes you to 10 damage that could go through, which is really really good and good at just blowing up those little operatives, that's how I'd recommend for you to build your team and to collect them. For the half-kin salvagers overview, they have been toned down a bit, I know half-kin players are upset, but come on, your locator used to stop people moving, used to stop scalding options, you have lost the ability to get extra barricades and make light barricades heavy, but they could just get heavy barricades and they have lost their damage negation on the points and they can only situationally get four attacks with their plasma knives, but I do think the half-kin are a lot fairer to play into and they're still pretty fun. Finally, your leader has a reason for taking pistols instead of always taking the bolt like the proper big guns it has, your auto rifle is a lot better, your plasma is doing more damage but it's lost a pip of piercing, your high-lash rotary cannon is a bit worse and your rail rifle is way more static, but the team still has its abilities and tricks to play the mission quite well. They're not too great until leads at the moment, but I think with some tweaks, once the leads are toned down a bit, they'll still be really good, and because the problem this team has now, it can just get punched up quite quickly, and the other weakness is if your opponent doesn't really engage until turning point three, you don't really have many grudge tokens to play around with, although recon and securities are very powerful set for this kill team, recon's good, but I think you probably play security with this kill team because it forces your opponent to come to you and then you just start killing them even more, which is very, very good. Overall, there's still a great shooting team because you want people in that sweet spot of six-inch range, then effectively your whole kill team is heading on freeze. Personally, I prefer bolt guns and I kind of left out of operative selection, but when it comes to bolt guns and blasters, generally people are very happy as long as you're not running like this one has a bolt gun, this one has this could take a rifle, so it's going to be a blaster, but this one's also a bolt gun. Just be clear with your opponents because I just tell my opponents, look, everyone that can take a blaster has a blaster or everyone that can take a bolt gun has a bolt gun, just be clear about that, everyone's cool with it. Befriend to whole teams, you always take the accurate one, if you're into teams that have like four up saves or better, you always take the piercing one, because when they've got grudge tokens, they you have piercing one flat instead of because they trigger on piercing crits. So you've got that nice flexibility there, still there. Your jump pack worries more damaging, although he's a little slower, but the team still has this nice tricks and the dozer is very, very useful. And you know, it's nice that everyone's five inches, you do now charge seven inches before you so need charge six, so you do charge a little bit faster. The only problem is the other thing that really hurts this team is how the climbing rules work because you can't use a dash as part of your climb. So they actually struggle clearing stuff. So I was really shocked at climbing gear, only gave you one inch off your climbers of like two. So that's very odd there. So you're kind of quite limited in where you could move around, you're really relying on that jump pack warrior, but when you're playing this team, if you play them defensively, benefiting of security or even recon, you know, with your unearth artifices going for labor, cover items towards the end of the game, or even with confirmed killer expecting opponent to run you down, then you can just blow them up. So you've got lots of tricks to play around, especially as now a lot of your abilities work off of mission markers, not just objectives, which is very useful. So they're no longer the offensive, really oppressive force they used to be. They still require, you know, they're very good late game, the more grudge tokens they have as those as long as they don't lose too many opportunities too quickly, but I think they're still a really fun team, especially if you paint them up. I gave them more helmets because helmets are the best. 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 today's video. Did you find it useful or helpful? And what do you think of the new half-can salvager rules? Remember, I've got a discord you can check out for free in the episode description below in a filling can I'm a games and crossfire games and a patron if you want to give me some more support and I'll click the shower my patrons. So for my adips of the crit, I have zombie businessmen Tom, super cow, Steven, Sam, Nick, mercenary key, mr. me word Lucas, john smith, Graham, thanks you, dragon, date meets world, dancing, dad of golden's Chris, and for my veteran, the craft, Samja, Ryan and Mark. So thank you so much for your support. It really means a lot to me and help support the channel. But this is the first of my reviews today. I'll have fobos a little later. I wanted to go with a shoot team theme for today. Kind of like two of the best shooting teams from the last edition to see how they've changed. I would still say half-canal like the best shooting team in general just because of their free-up saves, their tricks around shooting and their way to counter fire back. But they're still a fun, interesting short team. So remember, no matter how many times you're getting stabbed in the knee by little space dwarves, there's always 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 updated rules for the Denimishi. It's Kill Team, but before we get into things we've been able to like and subscribe as well as comment. Let me know what you thought today's video did you find it useful and remember I've got a Discord you can check out for free in the episode description below and a fill in in cat-lamant games and crossfire games and a patreon if you want to give me some more support as well. But let's get on with today's video where I'm using the free rules which you can find on Warhammer community as well as on the Kill Team app. So let's get on with it. For the roster, Nivishi can still selects recon on security which is unchanged and a very excellent combination. You are still a 10 operative Kill Team made up of one leader and nine other operatives. You have a sister superior who can either have a plasma pistol and power weapon, relic bolt gun or bolt pistol and power weapon. Then you can either take a condemner, dialogger, duelist, exacter, hospital, militant even with a novice blade or auto gun, then a penitent, perceptor, pranatus, pergatus or relic queries. And then other than the militant and pergatus operatives, you can have everyone once and you can have up to two pergatus which is unchanged. So everything's pretty much the same here. For faction rules you have acts of faith. In the ready step of each strategy phase you gain a number of faith points equal to half the number of friendly novice operatives that haven't been incapacitated rounding up. Whenever a friendly novice operative is shooting, fighting or retaliating or an operative is shooting it in the in the role attack die step or role defense die step, you can spend your faith points to use one active faith. You can use more than one active faith per sequence and their cost are fixed as follows. This has changed used to be able to use two per turning point, the rerone then whatever, now there's one per two per action. So you have guidance for one which lets you rerone of your dice blessings for two which lets you change one of your normal successes into a crit and then intervention where you can retain one of your normal successes as instead of a fail. So what's happened here? You've had a lot of your acts of faith removed so you only got three guidance is the same blessing actually used to be free on offensive. So it's gone down to two overall. Intervention used to be two now it's gone up to three. So you've already got like at the moment turning point one you'll have five acts of faith so you can spend a combination of these and you will get more per turning point because before you get free and then you would get extra based on stuff. So technically you already get more as long as you have full force. For strategy employees you have ardent vengeance whenever a friendly novice operative is shooting against fighting against or retaliating against an expended enemy operative, that friendly operatives weapons have the punishing weapon rule. This is new I believe I just like it's a new one I replace your infinite range pistols but considering how you can just force a crit for two faith points is very very good. Then you've got defenders of the faith whenever an operative is shooting against fighting against or Italian against a friendly novice operative that contests an objective mark or one of your mission markers in the result of a tactile step of that sequence you can halve the damage inflicted on that operative from one success. So defenders of the faith used to be I believe like a free fight or shoot at the start of the turning point if you're on an objective and it costs two command points. Now so this is kind of in my opinion this should be once per turning point I know why they haven't put the once per turning point restriction but it was a problem with star striders and it will be a problem here because every time someone's fighting or shooting at you as long as you're contesting an objective marker or a mission marker which is new you have to round it down the one attack dice so you get to choose you just halve it rounding up so it triggers if you fight twice it triggers during both of those fight actions if it's during a shoot action it will trigger during multiple shoot actions there's a reason it was restricted so I hope that put they put it back I know why they didn't but it makes this team kind of too swingy then you've got blessed rejuvenation whenever you spend faith points at the end of that action that for any operative you spent them on gains a number of lost wounds eq plus D3 equals the acts of wild faith points you've spent no this play has no effects on acts of faith that don't cost any points i.e. from the auto chastisers equipment so if you spent four faith points you did intervention and then you spent one for guidance that'd be four plus D3 so effectively fully heal the interesting thing as a strategy deployment is always active but you do only have seven wounds left with that damaged negation now you see whether problem is because if you have defenders of the faith up and blessed rejuvenation up you actually do get a lot of acts of faith so if someone gets chipped down like only one success gets through they go down to like five wounds you just proc two faith points like two guidanceers or whatever and then you're fully healed or even one so it's kind of crazy because remember the healing lasts for the entire turning point as long as you spend acts of faith then you've got righteous advance up to one third of the friendly and official options in the kill zone rounding down to a minimum of one can immediately perform a free dash action in the north of your choice but each that does so must end closer to the closest than the octave it's closest objective marker or your opponent's drop zone you can choose separately for each cannot use this to your turning point one so now they get a free crazy dash which is really powerful does make this team quite command point you know draining but that's really good the fact you get like you know you will get if you have 10 operatives you get three operatives that can do this but extra mobility is great especially for a team like this then for fire fight players you have glorious martyrdom uses five five point when a friendly nervous share operatives incapacitated for each enemy operative visible and within two inches of it you gain one faith point and inflict deep free damage on each enemy rolling separately so this is unchanged just you know you blow up but I think it's you can potentially generate more faith points now way before I think it was just defreap so that's nice then you've got blazing and ferno uses five fight ploy when a friendly nervous share operative is shooting with a minister and flamer and you retain any critical successes the target gains one of your blaze tokens if it doesn't have one already whenever an optimist one of your blaze token is activated they take deep free damage and its controlling player can subtract one from the output's APL until the end of the action to remove that token now this must be done before that performs any actions during the action so effectively you flame someone if you've got a crit your opponent now has a blaze token they immediately take deep free damage when they next activate and they can choose to basically minus one APL from themselves to remove it otherwise just stick on that this is actually quite good into elites and even more every kill team especially two APL teams that's really crazy I think it should have the order of things that the D3 should have been second and then the APL thing should have been first so you have the choice to just remove the APL and then not get the effects or take the burn I think the way it orders a bit unfair especially is how torrents work then you've got blinding aura uses fire fight ploy when an enemy operative is forming the shoot action and selects a friendly nervousio octave as a valet target until the end of the activation or counteraction while your friendly operative is more than two inches from that enemy operative your opponent cannot select as a valet target if there are no other valet targets that opponent can select that action it's not council so the operative has still performed it no this ploy has no effect if it's not the selected operative is the second every target from a blast so this used to be an act of faith you could use every time you were shot it is now once per turning point and it is a command point the crazy thing here is before if you couldn't get a shot you were offended now you're not so if you are taking a shot and initiate you have to make sure you have a second valet target just in case the first one fails it is only once per turning point but is more powerful now but it's less spammer well so there's something to keep in mind when you're playing against this team then you've got guided by faith users fire fight ploy when a friendly operative is forming the shoot action and you're selecting a ranged weapon until the end of the action when other operative is shooting an operative in the six inch of it that weapon has to seek a light weapon rule this is fine you know the team is generally max six inches range so this is really good nice in it like just nice seek for operatives you have your novitiate superior who is effectively a battle sister she's 3 APL six inch move three up save and nine wounds so that means if we ever got a future sister team maybe they'd all be 3 APL but otherwise she's got a plasma pistol which is 4 taxing on 3 3 5 range eight piercing one the super charge mode which is 4 4 5 range eight hot lethal 5 up piercing one a relic boat pistol which is 4 taxing on 3 3 5 lethal 5 up range eight and then a relic boat gun which is 3 5 lethal 5 up a gun bump which is 3 taxing on 3 2 3 and then a power pin which is 4 taxing on 3 4 6 4 5 up she's a little bit worse because she's still on twos but I actually think you know what you probably just take the relic boat pistol now you don't have to worry about overcharging piercing one isn't that great anymore and you can kind of just ensure crits with your acts of faith and you always take the power pin she's got inspirational example whenever this octave incapacitates an enemy octave you gain one faith point or two faith points if the enemy octave or wounds stats of 12 or more know this rule has no effect when using the glorious martyzen fire fire deploy so this is also been nerfed because she used to be able to group activate so she would activate then if she killed it in a mission action someone else could activate within three inches this has now been changed to the she gains extra faith on kills which she can still do quite reliably especially as free a p l she's only for a tax but into most teams are on a lead she can charge fight and shoot quite reliably still good she's gone up a wound but she's lost one to hit and she can't really chain activate but still very powerful she does miss infinite range pistols but they didn't really make sense in the first place then you've got your condemnner who has two a p l a six inch move for up save and seven wounds which is the standard profile for your team your sister superior is on a 32 more base everyone else is on 28 mils she has got a condemnner stake for which is four taxing on freeze free free devastating to piercing crits one silent anti-psychic and then it's got the no road which is four taxing on fours free free shock anti-psychic so the no rod psychic range weapons cannot inflict damage on the soptiv for the effects of psychic actions this octave cannot be selected and is never treated as being within those actions required range whenever an optimist within six inches of this octave they cannot perform psychic actions or use psychic additional rules then in fact we cannot use psychic ranged weapons psychic melee weapons have no rain have no weapon rules cannot and cannot have the damage that's higher than free for so effectively the anti-psychic rules that we saw with the system silence then it's got the anti-psychirability whenever this weapon is being used against up there as a psychic keyword and want to both the damage sense of this weapon and it has lethal five up so she's actually been buffed in that regard because against psychic units she'll go to four four on her condemnner stake for only four five up she did used to hit on twos I'm pretty sure but otherwise still very very good a permanent silent operative that can move so you could reposition six inches and shoot or if that plus one APSAP APL reposition dash shoot very very good then you've got your dialogue who has an auto pistol which is four taxing on fours to free range eight so you will notice most of your optos now here on fours so you've got a dialog a stave which is four taxing on fours free free shock so you've got stirring rhetoric as a support for one action point select one front end of a show up to visible to and within six inches of this octave or within six inches of your auto broadcaster marker until the end of the operative next activation add one to its APL stat to a maximum of three after all changes have been totaled so they can't really affect the leader and the soldy is minus one APL then you've got the auto broadcaster for zero action points if your auto broadcaster is in the kill zone place it within eight inches horizontally of the subterve otherwise move your auto broadcaster markup to eight inches horizontally if this is a move from the kill zone to move your auto broadcaster mark from the kill zone whenever any of the options have been in three inches the auto broadcaster marker is shooting or fighting or Italian you opponent cannot re-roll their attack dice or all defense dice there's actually incredibly powerful very good into teams like bloodied who live on re-rolls but even like a lot of elites who generally have built in re-rolls after pay for re-rolls this is quite a huge bubble it's effectively just a bit larger than the six inch bubble very nice your comm is very very useful then you've got your dual list who has an auto pistol and then jolene blaze which are four attacks you know freeze four five ceaseless repost so repost is whenever you block with the critical sense success you can also inflict damage equal to the weapons damage that on that enemy operative in that sequence so your dual list has gone up in damage used to be three four now it's three five and it still does the before that way it still does damage when it parry so effectively if you strike with the create where if you block with the create you're striking at the same time so you initiate dual list is a lot better especially with the damage negation to very very good then you've got your exacta who has neural whips so the range profiles five attacks in on freeze two three range free lethal five up stun and then melee which is five attacks in on freeze two three lethal five up shock it's got whipping to frenzy for one action point selects one other front of active excluding the superior visible and within free interest of there's a currently benefit from the effects of this action until the end of the operative next activation add one to its movement stat and it can perform two five actions during activation and one of them can be free so she used to give plus one a pl now she just whips someone makes them move one inch faster and it's them double fine which is amazing so you have lost that ability to get plus one a pl but there are less missions you know mission markers on the objective like there's only three objectives if you're playing recon you kind of have to be a bit annoyed by this but otherwise this is a really good buff then you've got your hospitaler who has an auto-epist on surgical soul which is four attacks in on four is two three lethal five up branding she's got the medic ability so if someone dies within fringes they don't they're left on one wound above up to the minus one a pl and then after that operative can do a dash action but it must end it's dashed within control range of the medic if it does so then you've got the shurugans tools for one action point you heal someone within control range for two d3 wounds and it can't be the something used the medic ability on still very useful especially in the shooting matchups then for your novice militant this is your normal trooper they can either have an auto gun which is four taxing on fours two three an auto-epist which is four taxing on fours two three range a gun but which is three attacks on fours two three and the vise blade which is four taxing on fours four five then you've got militant faith whenever this operative is shooting fighting or retaliating if you use an active faith during that sequence and an enemy optiph is incapacitated the faith point spend that act of faith for each funded if you use the icon of faith equipment faith points are only funded for one of those acts of faith for your choice so they gain once again faith points on kill they were better when they are on freeze now that they are on for I don't think it's really worth it maybe like the melee blade option into some matchups not really good then you've got your penitent who is four taxing on fours on two three with its pistol and an aviscerator which is four taxing on fours five six brutal zealous rage it's got zealous rage whenever this operative is fighting with this weapon as the ceaseless weapon rule and then absolution through destruction whenever this operative performs the fight action if it isn't capacitated it can mainly perform a free fight action afterwards this takes precedence over action restrictions and you cannot perform more than two fight actions and succession as a result of this if this operative is benefiting from the effects of weapon to frenzy action see the exacter this applies to each of the fight actions from those effects so effectively your penitent can fight four times which really doesn't seem right but unfortunately that's how the wording works so she charges in she hits you and then if she's whipped she'll fight again after that sequence then fight for a second time through absolution through to destruction and then fight again with the whip this this doesn't seem right i don't it looks like it works that way it doesn't seem like that's the intention personally as a to for my events until games works you've actually fixed it i would say you just get the plus one movement benefit you don't get the quadruple fight but i know other places aren't doing that so i would always err on the side of the weakness like you know don't go too crazy because if it gets removed and you're relying on abusing that then it won't really work but technically you can argue the penitent can fight four times but there's no way that's intentional so it's just poor wording which unfortunately it's been quite a common trend throughout all these reviews which is a bit depressing but otherwise your penitent is still very very good then you've got your perceptor who's the mace of righteousness which is 4taxing on 4s 5 5 brutal severe this is still on freeze so you've got unflinching example whenever this octave incapacitates a ready enemy octave within its control range you gain one faith point or two faith points if they're 12 or more wounds you've got glories himnal as a support whenever a friendly nivisha obtives within fringes of this operative that friendly operative weapons have the severe weapon rule so she used given aura of rerolling defense dice which is frustrating that that's kind of gone for the novitiate players but once again she's turned into a faith point machine to be fair with 4tax 5 5 brutal and severe she's really good at hunting down marines that are only three four and damage in close combat and you know when she's killing someone you get one faith point on a seven win model which you will kill and then into a two-win model like a 12-win model or more you probably actually will kill them especially if you're whipped into a frenzy and with brutal and severe you're always going to at least if you're a one here turn that normal into a crit so very very good and she gives the range weapons severe as well so even if you're moving up turning point 1 turning point 2 you can actually have her sit in the backfield buffing her ranged operatives then like countercharging when opponents get too close then you've got your pronator so as an auto-opistol and gun butt it's got relic seeker so once you're in the subterge activations it can form the picker marker place marker mission action for 1 AP less which is unchanged then you've got divine acquisition once per turning point when this operative performs a mission action that requires it to control an objective or mission marker you can gain a number of faith points equal to the turning point number so the only issues you can't score this turning point 1 but turning point 2 when you do this you get two faith points turning point 3 you'd get three faith points and then turning point 4 you get four faith points she is really good for seeing out your backfield objective or doing stuff like scoring your tack ups so if you've got like recover well you've got recover items plant signal beacons probably for plant signal beacons she's actually really good for doing that so you've got a nice use for her there so she doesn't just have to sell an objectives then you've got the perquetus who has the minister and flame which is 4 taxing in twos 4 4 range 8 sanctuary torrent 2 so it's got perjured flame once per turning point you can use the inferno 5 5 deploy for 0 command point if it specifies this operative and remember you can have two of these operatives so they have gone down in dice but up in damage so these to be 5 dice freeze now they're 4 dice 4s which is really powerful they have lost their dacodash ability so before they used to dash and then flame this will probably upset a lot of nivitiate players but you've got that strategy ploy dash so you have ways around it they were too strong with the dash and flame but you always take two pergators is they're very very good then you've got your reliquarius who is an auto pistol and gumbarr icon bearers so they count as plus 1 apf controlling objectives what's normal to fire then you've got raise icon for one action point again one faith point if this operative controls an objective marker you also gain a number of faith points equal to the turning point number and you can only do this once per turning point and cannot perform one control engine if any operatives so I think if you wanted to go for the faith point machine you would have your pronators running around doing mission actions scoring you like extra faith points while your reliquarius sits on your home objective capping the objective as well although you could play more riskily with her and have a defend the midpoint where you know you have both operative security objectives gaining you out to faith it just depends how much you want to play defensively I believe it did used to be seven wounds or that was an error so regardless it is just it just exists to capture points and give you acts of faith so your mileage may vary on depending on who you're facing against but I actually really really quite like the reliquarius then for faction equipment you got icon of faith once per turn you can use up to two acts of faith during the sequence but one must if by each one must be different this takes presence of other normal acts of faith you always take this it basically allows you go change your normal to a crit and a success fail to normal you just always take this it breaks the core rules of your ability I don't know why you would never not take it then you've got sanctified rounds whenever a friendly operative is shooting with an auto gun auto pistol or reliquarius but pistol or reliquarius if you spend a faith point that weapon as the piercing crits one weapon rule until the end of the sequence and this is just always active I don't I guess it's because there's only a range I'm surprised doesn't say like up to twice per turning point very weird that doesn't have this kind of restriction but okay then you've got auto chest sizes once per turning point when a friendly divisier operative is shooting fighting or retaliating in the role attack die step you can inflict one to three damage on that for an active but not enough to incapacitate it if you do you can use one active faith for free during that sequence where faith points cost no more than the damage you inflicted from this rule so you can inflict one damage to get a reroll two damage to take a normal to a crit or three damage to take a fail into a normal which is nice then you've got holy embro occasions you can ignore any changes the moves that are friendly and eviscerious operative from being injured so overall you have amazing equipment like every equipment is a solid piece of choice personally I'd always take icon of faith sanctified rounds and auto chest sizes and then just a universal equipment I don't think holy embro occasions is great that doesn't really suit this team it's really really good in general like you know ignore and move stats oddly this is great into higher attack circle because you get around the nano mine but otherwise well actually you would it well if there's a equipment that would slow down your movement then holy embro occasions will get around it but it's just more of a niche pick I think it's something you would just take specific matchups but otherwise really good equipment overall for operative selection this is a bit difficult because technically you can get away with a one box team for the vichyates so you could go sister superior and then your nine other optives but I think you now need two boxes so you need one box and then half of another box just so you have all the options ability all the options available to you because you have 10 specialists and that's excluding your leader so it's going to have at least one left over and I believe one operative or can also build either one normal person the sniper or the pergatus so it's going to be effectively you will need a second box and this you choose not to build something so if you are going from one box generally I would always build as I said the leader with the bolt pistol and power weapon because especially if you're taking the equipment that gives you piercing crit one when you use an actor fafter in that sequence just always take the bolt pistol and then I'd build a condemner two pergatuses your pranatus your penitent your exacter your duelist your dialogueus your reliquarius which leaves you at 10 operatives and then I would use the second box to build the rest the reason I'm saying that you do lose you don't have the duelist but the duelist is okay it's not as good as it used to be like is more damage but I don't think it's that great depends on the matchup really especially when you're using to parry out and force damage but I really like the reliquarius now because coupled with the pranatus it gives you tons of fafepoint generation that mean you basically every time you shoot and fight you're just like re-rolling dies changing stuff I think it's very very powerful and just having an unlimited supply of fafepoints is just too good to pass up but that's why I'd recommend the second box because then you can build all the other specialists to slot in depending who you're playing against as well as building the odd militant would blade because on some matchups you just need their 4-5 damage and just hope you roll well with your re-rolls and then changing stuff from normal to crits and crystal normals so it's difficult but also quite expensive but it's kind of how novices have always played unfortunately for the novices overview this kill team is very very good like they were always good in the last edition I actually think they might be a bit better now partly because games workshop has continued with their poor wording practices where they um what do you call it like it's just little stuff as like their damage negation is just always active so it just keep completely applies to the same operative no matter the turning point which is like it used usually it's just once per sequit once per turning point but for novices it's just always active then coupled with your healing ploy if you only get like chips most of the time you're just fully healing stuff back which doesn't feel exactly fair or fun to play against a little bit toxic and especially when you kind of realize you can just end up with almost infinite faith points it's kind of crazy because then especially with your equipment you're changing like as well you still can only change one normal to a crit and then one fail to a normal but then you're like spending all the acts of faith for re-rolls you still got very very good ploys you can still shut down shoot team this team is quite deadly close up and like you know there are only pistols but everyone can get P1 like it's very very good this team is still very highly skill based and you know you do have to be on objectives and mission markers for your damage negation but considering how you can just centralize on the objectives you're upon and can't even send one operative to clear you out on the point a space marine could probably do it but then they're just like it sometimes dedicate two fight actions to kill you this team has always been anti-shooting which I think a lot of people have forgotten and they are missing the flexibility of some of their actions acts of faith but they still have that free dash ploy their pergates are still as deadly as ever so this team is really really good and I think they're still they're going to be especially on gallo dark because gallo dark is mostly wide-large rooms now this team is even better on gallo dark so you know it's very very good the other thing was blinding or it doesn't matter about your order if your opponent is more than two inches away they just can't shoot you and it's just wasted so this is really really good so I can definitely see this team doing well especially as your sister superior is now always free apl and then if you whip or you can't whip her I believe but it's just that now she can charge fight shoot all the time instead of having to invest in giving her apl and you know technically you have your penitent fight twice and you can whip someone else to fight twice if you needed so you've got way more flexibility so this team seems really really good just need some tidying up with wordings to make it a little bit more fair to play against maybe maybe even a cap on how many faith wins you can generate but otherwise they're really really good and having recon and security they probably actually want recon because recon gives you more mission actions to do so if you didn't what if you wanted to sit your relic warriors on the backfield objective and then you have your pronators just running around doing mission actions to gain you acts of faith in your kill zone while in your territory that's completely viable as well and they're just really really good it's nice that they're still doing well I'm just a little bit annoyed at some of their wordings but it's good for a season one team to be very very strong in mostly a sense that makes sense because they don't have they don't just believe in having infinite range pistols more anymore and like I really like how the auto chastis that actually does damage where before I didn't and it just gave you ceaseless but that's pretty much it for me today please remember to like and subscribe as well as come let me know what you thought today's video and what do you think of the new navitiates remember I've got discord you can check out the episode description for free below and a filling calaman games and a filling that crossfire games and a patreon if you want to give me some more support and I'll quickly shout out my patrons so for my adeps of the career I have zombie businessmen Tom super cow steven Sam Nick mercenary cue mr. meward Lucas john to miss Graham fang zoo dragon date meets wild d'Arcy dad of golden's chris and if I'm a veteran of the craft samger Ryan and mark so that's pretty much navitiates done they're still really really strong kind of annoyed the more I go through these reviews the more I see the consistent like odd errors that kind of cause these unintentional problems but I guess they did have like they five teams to do at once by more most true today is technically chowneth day say if you're watching this in the day of release I've got pathfinders coming up isn't there great for pathfinders they're gonna I can't wait to review those but remember no matter how many historical nuns you're fighting against 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 updated Hyratex Circle rules for the new edition of Kill Team. But before we get into things, please remember to like and subscribe as well as comment. Let me know what you thought of today's video, did you find it useful and helpful? And remember, I've got a discord you can check out for the episode description below, an affiliate link to Elamma Games, an affiliate crossfire games, and a Patreon if you want to give me some more support as well. So yeah, I'm going over the free Hyratex Circle rules which you can find on Warhammer Community as well as on the Kill Team app. So let's get on with seeing how these new Necrons fare. For your roster, you still have Recon and Security which is, in my opinion, the best combination at the moment, so very, very good there. You can select up to a well-serred A operative Kill Team. So you've got a Hyratex Circle leader which can either be the Chrono Monster, either with the A on Stave and Entropic Lance or Entropic Lance and a Poof. The Psycho Monster or the Techno Monster, then you can have the Plasma Sight Accelerator and the Reanimate. Then you've got five other operatives you can take which are the Apprentice, Despo Tech, Deathmark and the Despo Tech can either have a Ghost Blaster, Tesla Carbine and then Guardians with either Ghost Blaster or Tesla Carbines. I believe the Eldar are going to sue. Then other than Deathmark and Guardian operative, Kill Team encode each operative only once. So it's all unchanged. It's all the same. The three, eight operative Zeno Elite Kill Team. Perfaction rules, you have Reanimation protocols. The first time each friendly operative is incapacitated. Before it's removed from the Kill Zone, place one of your Reanimation markers within this control range. Then remove it as incapacitated. Also removing any tokens and rules affects it had. EG Chrono Monsters, Chrono Metron Action, Poison Tokens, APR Statchangers, being implanted and so on. In the ready step of each strategy phase, select one of your Reanimation markers and Roller D6 on a 1-2. Repeat that Reanimation marker in the Kill Zone and repeat the process with the different one of your Reanimation markers. On a free up that operative is reanimated. You can only select each one of your Reanimation markers once per turning point and once you roll a 3 plus you don't select any more for that turning point. Whenever an operative is reanimated, set up the operative that Reanimation marker was placed for. It must be placed within free inches of that Reanimation marker not within control range of enemy operatives. If you cannot do so, treat the rollers once to instead. It has D3 plus 1 wounds remaining, has an all-divier choice and then you remove that Reanimation marker. As reanimated operatives are no longer in capacity for the purposes of the Kill-Up, that means your opponent, KillGrade, can go down during the battle and they lose VP accordingly. However, it won't retroactively change any other victory points you've scored from tac-ops. This is quite interesting and it still triggers the first time someone's incapacitated, but how has changed now? Every time someone dies, they drop a Reanimation token so it's always active, which is how it should have always worked. But once you roll a Reanimation for someone you stop and then keep on going. So you kind of have to hope you roll free up for the first operative that you want. Then you've got magnify, some Hyratex Circle operatives and Hyratex Circle Cryptech weapons in this team's rules have the magnify weapon rule below. So magnify is whenever this operative is formed in the shoot action with this weapon, if another friendly Apprentech or Cryptech operative has an engage order and is visible to this operative, you can treat the operative as the active operative for determining the valid target. If you do, this weapon has the ceaseless weapon rule till the end of the action. That is unchanged and the neat thing here is you can choose someone in control range of the enemy operative and suddenly fire beams through people hiding in combat. It's very good and you get ceaseless both ways. Then you've got living metal in the ready step of each strategy phase after resolving all of a rules of step, including Reanimation protocols. Each friendly Hyratex Circle operative gains D3 plus 1 rules, a lost wounds, rolling separately. So now you reanimate, then you come back with living metal. So at worst you come back with 4 wounds, at best you come back with 8, which is really good. For strategy employees you have relentless onslaught whenever a friendly operative is shooting an operative within 8 inches of it, that friendly ranged operatives weapons have the balanced weapon rule. No, though when you're using the magnify weapon rule, this operative still must be within 8 inches of the target to use this rule and not the other friendly operative. This is buffed, it used to be 6 inches ranged, now it's 8 inches. Then you've got undying and droids, whenever an operative is shooting a friendly Hyratex Circle operative, if you cannot retain any cover saves, you can retain one of your defence dices normal, as an normal success of that role in it, this is unchanged. Then you've got methodical elimination. Friendly operatives melee weapons have the accurate one weapon rule, when a friendly Hyratex Circle operative is fighting during an activation which it hasn't moved more than its movement star, or whenever it's retaliating, its melee weapons have the accurate two rule instead, which is very good, a much better buff for your melee, then you've got command underlings, select one of the following, support each other friendly Hyratex Circle operative visible and within 6 inches of a friendly Cooperative, can immediately perform a free dash action in an order of your choice, and then another support, each friendly operative excluding the cryptech visible and within 3 inches of a friendly Apprentech operative can immediately perform a free dash action of your choice. So either you pick everyone within 6 inches of your cryptech or 6 inches of your Apprentech, so you can have a nice bubble of dashes around the killsau, which is really, really useful. For Firefightploys you have cortical control, use this Firefightploy when an Apprentech or Scriptech operative performs the support unique action until the end of the action for the purposes of selecting another friendly operative, ignore the distance requirement, so only visible it lets you use requirement, really good, just control someone you can see, then you've got reanimated function, use this Firefightploy when an Attempting Control of a Marker, select one of your reanimation markers until the start of the next turning point, whenever Attempting Control of a Marker treat the reanimation marker as a friendly Hyratex Circle operative that has an APL staff one, so this is actually pretty good for like your tackles, especially like Confirm Kill, which is funny as well as securing objectives all the way across the board, really good. Then you've got living Lightning, use this ploy when a friendly Immortal operative is pulling the shoot action and he select a Tesla Carbine, until the end of the action that weapon doesn't have the 2 inches devastating rule to, but has the blast to weapon rule instead, which is crazy you just suddenly go, I'm a blast today, very very good, then you've got Dimensional Amber, use this Firefightploy during a friendly Death Marks activation, if as a Conceal Order, during that activation that would have performed the Guard action, so you see the close quarters rules in any kill zone and while it has a Conceal Order, so when you perform the free fight or shoot action during that interruption, you must change this order to engage, so you just spend the CP to go on guard, amazing, so good at while on Conceal, that's incredibly powerful. For your leaders you have the Chrono Monster, so all Cryptex have free APL, a 6 inch move, a free up save which used to be a 4 up save I believe, no it did used to be a free up save ignore me, and 14 wounds so they used to be 13, so this one has the Aeon Stave, which has 5 attack xenon freeze, free free blast, 2 lethal 5 up stone magnify, or the Intropic launch which is 4 attack xenon freeze, 5 free Devastate, 3 piercing 1 magnify, then it's got the melee profile of the Aeon Stave which is 4 attack xenon freeze, 3 4 lethal 5 up shock, which has gone up an attack, and then the Intropic launch which is 4 attack xenon freeze, 4 3 6, it's got interstitial command which all Cryptex share, so for one action point it's a support action, select one friendly higher tech circle operative extruding the Apprentice and Cryptex, visible within 6 inches of this operative, or within 6 inches of a friendly desk spell tech operative that's visible to them, that's so extra pop to medium before my free 1 action point action for free, it cannot move more than 2 inches during that action, performing action it's already performing during this turning point, or performing action again during this turning point, so you can effectively have someone shoot out of sequence move out of sequence pop up point, very very useful, then you've got times flinter for one action point, as a support select one friendly higher tech circle operative is one within 6, remove it from the kill zone and set it up within 6 inches of this operative, measuring horizontal distance only in a location it can be placed, each operative can only be selected for this action once per turning point, so just a sling shot you move 6 inches in front of someone with the back of your base, and then teleport them 6 inches from the front, and considering everyone's 40mm for the chronomancer, that's really good mobility, then you've got the Contemporal Nano Mine, for one action point place one of your Nano Mine markers visible to this operative, one advantage point to rain feature that's a visible to this operative, whenever an enemy optimist is within 6 inches of your Nano Mine marker, subtract 2 inches from his move stat, when this operative is next activated or is incapacitated with this action is performing again, you can remove it, why did they buff this, this is back to being a larger than 12 inch bubble, and instead of having a range limitation, you just pick somewhere, pick anywhere, I don't think this will last, because you can just slow drop zones, the interesting thing because now it's a mod if you subtract, I don't think it can lower someone below 4 inches of movement, so like vote-hand and stuff will be 4 inches and of like 3, but my gosh you just pick someone's drop zone, that's visible on just a nuke to their movement, because it's a 12 inch bubble, because there's 6 inch radius, so they just need to reduce it in size, and maybe make a range restriction, otherwise the Nano Mine is crazy, then you've got the Chrono Metron, as a support select one friendly operative that's visible in within 6, until the start of this next activation until it's incapacitated, you subtract one from the attack stat of an operative's weapon, whenever it's shooting at or fighting against or retarded against a friendly operative that's selected for this, so effectively someone shoots it with a 4 attack dice weapon, goes down 3 attack dice, even in melee, they're minus 1 to hit, it's really really good, I think it's a better version of what I used to be before, and outside of the Nano Mine, I like the changes to the Chrono Mart, to make it more useful, which is very very good, these until I more balanced takes apart from the Nano Mine, interestingly all CREPTX lost fly, so now this just moves normally 6 inches, just slinks around hovering, then you've got the Psycho Mart, so who has an Abyssal Lance, which is 5 attacks in on 3, 2 2 2 blasts, 2 inch Davis Stain, 2, Devastain 1, and then you've got piercing to magnify Devastain 1 in melee with it, Abyssal Lance, which is 4 attacks in on 4s, 4 4, I think this is the first instance we've seen Devastain on a melee weapon, then you've got interstitial command which is unchanged, you've got Harbinger of Despair, place one of your Despair markers visible to this Optive 1 of Antitrain feature, when this Optive is next activated or incapacitate or you perform this again, you remove that marker, whenever an enemy optic is within 2 inches of your Despair marker, your opponent must spend one additional action point for that enemy optic to perform the Pickup Marker or Mission Action markers, and determining control of a marker treat the APR staff enemy optic is minus 1, and though this isn't a modifier so it can stack with other changes, this is a lot better, it doesn't have a short range of restriction, just pick someone across the board and then go like no, you plus want to do Mission Action, your minus onto control the point, and it's got crazy range, so really good for like playing the crit op primaries, then you've got Nightmare Shroud for one action point, until the start of this Optive's next activation or until it's incapacitated or until it does this action again, whenever an objective is when an ATINY is of this Optive shooting fighting or retaliating, your opponent cannot re-roll their attack dice and cannot retain attack dice as or change attack dice as two critical successes, so critical must be retained as normal, it used to be a 6 inch bubble, this is very powerful, so no matter what your opponent is rolling, they only roll normal, is an 8 inch bubble, so it's kind of risky but alright, then you've got visions of madness for one action point, selects an enemy optic that's visible and they gain one of your madness tokens as a above actions, whenever your opponent would activate the enemy optic or that has one of your madness tokens, you can roll 1d6, if those are equal to or higher than the enemy optic's APL stat, they cannot activate during this activation, if the objective is successfully activated or there are no other any mortars be activated remove that marker, so effectively against a free APL model was a 50-50% chance to stop it activating, but it's really good against two APL models and especially against like key 2 APL models, they keep rolling until they either roll 1 or 2, otherwise they just keep going which is very good, then you've got the techno monster as a staff of light, which is 6 taxing on freeze free for rending magnified, this actually lost piercing 1 I believe, and then the melee profile which is 4 taxing on 4s free for rending, it's got interstitial command, it's got conoptic repair, it's a support action, select a friendly high taxic circle operative within 6 to regain 3d3 lost wounds, which is amazing, a super heal, then you've got augment weapon as a support, select one of your friendly operatives visible in within 6 until the star of this activated activation on tins and pass tated, select two of the following weapon rules for that weapon to have, so we can either have lethal 5 up rending satuary or severe, so severe in satuary is very good or severe in rending, then you've got reinforced metal as a support, select one for any operative within 6, whenever an attack dice inflicts 3 or more damage just minus 1 damage, really really good, I think the techno monsters had a huge glow up, now only is it a super healer, but it's a really good buff in terms of making operatives actually better in shooting, or generally just more tough, so I think the techno monster is very very viable, except the only downside is on a 50 mil base, then you've got your plasma site accelerator, who has 2 APL 7 inch move, 5 up save and 5 wounds, it has lost fly, it sucks, it's a scutler, so as super conceal it can fall back for 1 AP and it can't use any weapons that aren't on its data card, and it can't do any other unique actions other than accelerate, so it's got spark which is 4 taxing on 4 is 2 free range for piercing 1 and claws which are 3 taxing on 5 is 1 too, it can accelerate, so select a friendly death marker or a more to operative visible in within 6 to get plus 1 APL, this is actually nerfed, it used to be 0 AP, it's now 1 AP, so you've got a lot of less mobility, although it is well motility but faster, but it's lost fly, so it's got some trade-offs, it's still a good flying comms, just remember to come for your prentek or cryptek, then you've got your reanimator who has an atomizer beam which is 4 taxing on 4 is 3, 4 range 6, lethal 5 up, and then claws which are 3 taxing on 5 is 1 too, it's got the same scutler rules as the plasma sire accelerator, then it's got the reanimator action which is either 1 or 2 action points, so select one of your reanimation markers visible in within 6, we're all a dice on a free up, it's reanimated, if you spend an additional action point that friendly what operative is automatically reanimated, an operative that's reanimated and was extended, set up as expanded again, but the interesting thing if someone kills someone who's ready, you can just immediately reanimate them for 2 action points and then they can go and activate, so your plasma site is now, can't use this on itself obviously, but you really want to keep it near just heeding people, like the fact that can bring people back even if you're upon an alpha strike, it's really really good and I like how the reanimator works now, it's amazing, just rolling, there's probably going to be instances when you give the plasma site gives it, oh no, the plasma site can't give it plus one APL, so you have to get into the position really quickly, but you can use it with like your strategy deploy dashes to get into there, so the plasma site reanimator's so good, then you've got your print echo as free APL, a 6 inch mover, free up, 7, 11 wounds, it's got the arcane conduit, which is 4 tax here on freeze, 4, 5, pissing one, magnify, and the arcane conduit, which is free at a taxi on 4, 3, 5, it's got a print echo assistance, this operative has the same unique actions as your print echo, as your cryptech operative, but can only perform one cryptech unique action per turning point, so your print echo is still great, free APL, move 6 inches, great, then you've got your death marker as 2 APL, 5 inch move, free up, 7, 10 wounds, it's got synaptic disintegrator, just 4 taxing on 2s, 4, 3, devastating 2, heavy dash only, pissing one severe, so this used to be 4, 4 devastating 1, it's technically the same, otherwise a little buff, it now just comes with severe, which is so good, so you're always procking at least 1 devastating to with every hit, it's got fists which are free taxing on freeze, 3, 4, it's got death marks, whenever an operative performs a shoot action, that target gains 1 of your death mark tokens, if it wasn't incapacitated, whenever a frontier death mark operative is shooting in and over with 1 of your death mark tokens, they have seek, so if you take more than 1 death mark, you're going to be able to just blast them away, which is really good, then you've got multi-dimensional vision, for one action point until the star is up to the next activation, enemy uppers can't be obscured, very, very good, your death mark is considerably better, it doesn't need silent because it's just so tough, and actually I think you probably take more death marks now, probably 2 to 3 death marks, they are very good, then you've got your death spotek, which is 2 APL, 5 inch move, free up, save, and 11 wounds, he has a gorse blast, which is 4 taxing on 3s, 4, 5 pissing one, tether carbine, which is 5 taxing on 3s, 3 free deaths to 1 inches, devastating 1, bayonet, which is 4 taxing on 3s, 3, 4 steadfast, whenever determining control of a marker, you can treat as optist as APL free, so it's not a modifier, so it can stack with modifiers, then you've got interstitial command for one action point as a support, select one other friendly higher tech, operative, excluding an operative or printable cryptech, visible within 6, that selects the middle of a kind of mid- to perform 1 action point action for free, but cannot move them 2 inches and cannot perform an action, it's already performed during the turning one, or again during this turning point, so he actually got nerfed, he lost his free reroll, but now gets interstitial command, so it just allows you to spread out along the board, so I think that's a fair trade off, he did you stay on freeze, and I believe he did used to have 12 wounds, so he's gone down a wound, but still quite useful, then you've got your multi-gardian who has 2 APL, 5 inch move, free up, save, and 10 wounds, can have a gorse blast or a tether carbine, it has the same steadfast rule, it's kind of a shame, the mortal guardians are fine, like they still move free inches, I really like the gorse blaster, and the tether carbine is great now as a blast profile, especially on gallow dark, but they have lost a bit of their edge, for faction equipment you've got magnification conduits, once per turning point when a friendly higher tech support or operative or cryptech operative is born, the shoot action you can use this rule, if you do select one other friendly operative excluding those plasma sites that has an engage order, and it's visible to that friendly operative, to the end of the action, the other friendly operative can be treated as an active for the magnify weapon rule, this is crazy and you always take it, because all of a sudden you go like, I'm not going to fire through my apprentice, I'm going to fire through this immortal or death mark, very very good, especially for death marks in position, but they have to have an engage order, but really good, then you've got the phase shifter, once per turning point when an operative is shooting a friendly cryptech operative in the star of the road defense tie step, you can use this rule if you do so worse in the piercing x rule by one, until the end of that sequence, not that piercing one with therefore be ignored, this is amazing, so you always take this as long as the opponent has piercing, then you've got the tesseract cube from the avengers, in the ready step of each strategy phase, when you gain a command point, if a friendly cryptech operative is incapacitated and is in control range and hasn't been reanimated, this turning point, you can use this rule, roll a d6 on a one, you cannot use this rule for the rest of the battle, on a four, you gain one CP, once you've gained two CP from this rule, you cannot use it for the rest of the battle, very very good, extra command points are great, then you've got tesseract cube, when an enemy, when an enemy operative earns charge within charge within control range is the sending me operative, they take deep free damage on it for each friendly operative within its control range, so if they somehow charge free higher tech circle operatives, they would take free free damage, this is really really good, like a great selection of equipment, I generally think you always take magnification conduits, probably phase shifter and definitely the tesseract cube, and then the tesseract wave, you probably take one to melee teams and elite teams, otherwise this is really nice, you have lost lethal five up in close combat for your mortals and desperate tech, but they have other ways around that, for the operative selection, this is no longer a one box kill team, I don't think it ever was a one box kill team, unfortunately, this is a weird complicate kill team, if you buy the box, you get the techno monster and then the seven of the operatives, but you really want to buy a chrono monster, I have the psycho monster, one day the psycho monster will be useful, but I don't think it's today, not even in, I even into whole teams to be honest, the chrono monster is just way too good, as well as the techno monster, so you would want the chrono monster and you would want the techno monster, then obviously you build the plasma sign in the reanimator and accelerator, from your five higher tech circle operatives, I'd build in a print tech, a death mark, what an apprentice, the despo tech, so that leaves you three more other operatives to build, so in that case, I would probably build one immortal, probably with a gorse blaster or Tesla and then two, two death marks, right? So what you actually want to do is I would personally buy another box of immortals, so I would use the higher tech circle box to build all the immortals and the despo techs and then use the other box of immortals you'll buy to build death marks, death marks are very good, I think you now want to death mark, death marks minimum, they're just so good, they dash around here and on twos, deleting people, giving everyone like seek, really good on stuff like a vocal, not great on beta, but your death marks are just too good, but on stuff like galodark, you would prefer to go more guardians with a Tesla's, including a despo tech, because then they will get lethal five up because of their devastating to two interval, which is really, really good, they're a very expensive and flexible team, but in my opinion into elites, the techno monster is so good at keeping you alive and in the game and buffing operatives, I think the chrono monster and techno monster are tied, although I still think the chrono monster is still really good, but into a lead I'd probably take the chrono monster because there's a better shooting profile for on a take the endropic lance, then I'll take obviously the two plasma sites, I would take an apprentice, two death marks, a despo tech with the gorse blaster and then guardian with the gorse blaster, but if you're into hordes, I would actually probably take the techno monster, although you can get some usage out of the chrono monster, but I think in that kind of like endurance game, the techno monster will be more useful and then you go like two death marks and a print tech, despo tech with Tesla and then a guardian with Tesla. So that's what you need all these, they are very toolkit team in terms of where you need to design your composition based on your pendant and the map, but they are now very durable and they're not as oppressive as they were before, but they're really good. So for the hybrid tech circle overview, they're really, really good. I like the position they're in. There's some minor confusion like I'm pretty sure the nano mind just need to rein restriction and going back to a six inch bubble with a free and radius. That would be very greatly appreciated, but the team is a lot better. I feel they're way more thematic. Death marks are finally threatening instead of just scooping you in like I exist to forward deploy and usually get charged and die. You get recon and security, which is very good. They play security really well. They play recon really well as well. Very useful kill team. You've kind of lost the ability to drain APL from operatives and do crazy stuff with your cryptex. Cryptex are more honest because they lost fly as well as your plasma science. So they actually are a lot slower, but your kill team is actually a little bit more slower, but more durable and that's the great thing. And I really like actually taking the techno monster flying around, making you better healing buffing operatives, making them harder to kill. Whereas the chrono monster is better at slowing down operatives on really dense boards and like picking stuff apart, especially with stun. Very, very useful and I think death marks are so good. The death protect is okay. It's a little worse and the team's lost its insane durability used to your reanimations much more fairer, but you really need to keep that reanimator safe and usually within six inches of the key operatives. You have lots of tricks like if opponent kills already operative, you can immediately use your reanimator to bring them back and then shoot again, which is good. But remember each operative can only be reanimated once, but they're really, really fun. Even though the psycho monster is pretty not great, I think it's amazing. It's like it's got all these crazy support abilities. It's weapons just aren't that good. And I think it might be in the long run slightly better into elites, but it's better into two APL problematic teams. So oddly, depending on like the tank monster kill team, considering most of them will be two APL, the and chopper the psycho monster should be might be really good into them. But I like how the key team is. Everyone feels really, really good and not in a crazy, oppressive way. They will reanimate, but one at a time, but always someone will reanimate. But that's pretty much it for me today. Please like and subscribe as well as comment. Let me know what you think of HiRatex Circle. What do you think of them in the new edition? I remember I've got a discord you can check out in the description below in the filling calendar games and the filling like crossfire games and a patron if you want to give me some more support. And I'll quickly shout my patrons. So for my addits of the crowd, I have zombie businessman Tom, super cow, Steven, Sam, Nick, mercenary cue, Mr. Me, what Lucas, John, to Miss Graham, Fang, Zude, Draken, Dave Meatsworld, Darcy, Dad of Golden's Chris, and then for my veterans, the creator of Samja, Ryan and Mark. So thank you so much for your support. It really means a lot to me to help support the channel. But yeah, I'm liking HiRatex Circle. I've fully painted the kill team. I just need to finish some of my death marks and another of my gauze, no Tesla warriors, because I like Wizzy Wig. But yeah, they look really interesting. It's just getting like after playing against them with fly all the time. It's really, it's like traumatic to realize they don't have fly. I'm going to be like, oh, yeah, they don't have fly anymore. They can't abuse me like they did. But they feel honest to play against in a good way. And I like the tricks they have, apart from the infinite range and I'm fine. But you can dash, you can't dash out of it. It's depressing. But you know, it's good. I think they just need the minor tweaks there. And I think they're finally in a good spot where they're durable. They are tough, but not an impressive way, which is great. And I wish more of their kill teams were like this. But remember, no matter how many undying that cron's your plan against, 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 Killed Team video where today I'm going over the updated rules for the Kazakin Killed Team for the new edition of Killed Team. But before we get into things, please leave us a like and subscribe as well as comment. Let me know what you thought of the update as rules. I remember I've got a Discord you can check out in the episode description below and a filler link element games and crossfire games as well as a patron if you want to give me some more support. But yeah, I'm covering the new rules of the Kazakin Killed Team which you can find on Warhammer Community for free as well as the Killed Team app. So let's get on with it. So for operatives, uh uh. So for the roster you're still security and seek and destroy which is actually is changed. I believe it actually used to be seeking to destroy and recon. So they've just gone back to security and seek and destroy which is a bit of a nerf because of how powerful recon is. I guess they wanted to tone them down. Your operatives are still one leader and nine operatives. So you've got a Kazakin Sergeant who can even have a bolt pistol and power weapon. Hot shot Luzgun and Gum Bart. Hot shot Luz pistol and power weapon. Plasma pistol and chainsawed. Then you can take either a combat medic, a demo trooper, gunner with flamer, gunner with grenade launcher, gunner with hot shot volley gun, hot gunner with melt gun, gunner with plasma gun, the recon trooper sharps you to trooper and vox trooper. So other than the trooper, you're going to have each operative only once and you cannot include more than four of a mix of gunners and sharpshooters. So you could have a sharpshooter and free gunners or four gunners. So that's the other combination completely unchanged otherwise. But the faction rules you have skill at arms. Elite points are gone. So you as a strategic gambit select a skill at arms for a friendly Kazakin operative to have until the ready step of the next strategy phase. You've got light them up. Whenever a friendly Kazakin operative is shooting at ready enemy operative, that friendly operative range weapons have the severe weapon rules. So if you don't roll any crits, you can turn a normal into a crit. Very very good. Then you've got strike fast like a flowing river. Whenever a friendly Kazakin operative is performing the reposition action, add one inch to its movement stat. Very good. Then you've got ice in your veins. Whenever a friendly Kazakin operative is fighting or retaliating or an operative is shooting at it, the first time an intact ice inflicts a normal damage or form on this operative in that sequence, it's minus one damage. So that's okay. So if you're like, I guess trying to hold out like during the end of the game, then you've got for Kadia, add one to the attack stat for a friendly Kazakin melee weapon operative to a maximum of four. So all very very solid, although you're probably just going to go light them up all the time because severe with shooting is very very good. Like turning point one, you're probably going strike fast and then switching to lie them up. Very good. For ploys, starting with strategy ploys, we have a elimination pattern. Whenever a friendly Kazakin operative is shooting with a hot shot weapon against a target, that's not in cover. That weapon has the piercing crits, one weapon roll or piercing one instead of it's a hot shot volley gun. This is actually pretty good, especially for the volley gun, because now your volley gun is effectively always piercing one. This is really good, especially into whole teams and teams that don't ignore piercing. Then you've got engaged from cover. Whenever an operative is shooting a friendly Kazakin operative, that's in cover. You can re-roll one of your defense dice. That's okay. Then you've got clear and sweep. Place one of your clear and sweep markers in the kill zone. Whenever any Kazakin operative is within 5 inch horizontally of that marker, shooting an operative, that's also within 5 inches about horizontally. That friendly operative's weapons have the balanced weapon roll in the ready of the strategy of the next strategy phase. You remove it. So it doesn't just apply to your ranged weapons, your melee gets balanced and well. So this is very good. Then you've got relocate. Select one friendly Kazakin operative that's more than 3 inches from enemy operatives. That operative and each other friendly operative that's both within 3 inches of it, of this operative and more than 3 inches from enemy operatives. Can immediately put them off a free dash action in any order of your choice. And you cannot use it during turning point 1. So you effectively pick someone and then everyone within 3 that's more than 3 inches from enemy operatives can dash again. Very powerful. Especially if I don't know. Gamesworks are allowed you to take in a completely different kill team. Otherwise, it's still really good. Reallocate. Reallocate's on's changed. Then you've got for 5-5 employees. Seize the initiative. Use this 5-5 player at the end of the 5-5 phase, excluding the final 5-5 phase in the initiative step of the next strategy phase. When rolling off to decide initiative, you can do one of the following. Reallocate defense start. Reallocate dice for initiative. Or force your opponent to reroll their dice. Which is honestly, this was already a good ploy cause it let you reroll your initiative. But if you're opponent, for example, you roll a 6. You have a final roll a 6. You go like, reroll that bro. It's just so good. Like wow. Then you've got cover a treat. Use this 5-5 player when a friendly Kazakin operative performs a full back action. Visible and within 6 inches of another ready friendly Kazakin operative, that's not within control range of any of my operatives. After that friendly operative has finished moving, but before that full back action ends, that other friendly operative can immediately perform a free shoot action. So you effectively fall back and you're your bro shoots. This is really good. Then you've got neutralized target. Use this 5-5 player when a friendly Kazakin operative is shooting. After rolling your attack dice, if the target is expended in 9 cover, you can reroll any of your attack dice. So a CP for relentless event effectively. Then you've got give no ground. Use this 5-5 player when a friendly Kazakin operative is activation or at the end of the 5-5 phase. Select one of your mission markers on an objective marker until the end of the activation until the start of the next turning point respectively. The total APL friendly Kazakin operatives, contesting that marker is 2. The total APN operatives contesting that are the same. Friendly operative Kazakin operatives control that marker. So effectively, if you control an objective where your total APL status is both 2. So for example, if you're on 2 and your opponent has 2, you counter is controlling that marker, but you can't go like, oh, we're both counters till night, both coup, we both control it. So you need one operative on it. It doesn't work against effectively someone with a plus 1 APL or a space marine, although we'll work against a space marine who's stunned. So it's this very situational 5-5 player, but it's OK. Volperatives, you've got the Kazakin sergeant who has 3 APL, 6 inch moving 4-up, 7-9 moons. You can take a bolt pistol which is 4-tax in on 3-3-4 range 8. Horset, landsgun which is 4-tax in on 3-3-4. Horset, landspist, which is 4-tax in on 3-3-4 range 8. Plasma pistol which is 4-tax in on 3-3-5, range 8 piercing 1 and when it's super charged it's 4 over 5, where range 8 hardly for 5-up piercing 1. You've got a chainsaw which is 4-tax in on 3-4-5. It has lost ceaseless. Then you've got a gun butt which is 3-tax in on 3-2-3 and a power 100 is 4-tax in on 3-4-6. So you always, in my opinion, usually go with a Horset, landspistol and the power weapon because the landspistol, even though it's the same as the bolt gun, the Horset, landspots actually prox, more of your ploys and abilities. So you always use that. The chainsaw and plasipist is okay and it's worth taking if you want another plasma. Then you've got tactical command for zero action points. Select one frontly Kazakin operative. Select a skill at arms without operative to have instead of the one it currently has until the ready step of the next strategy phase. Alternative instead of rolling with the above effect, if your clearance sweep marker is in the kill zone you can move it and place it again. This operative can upperform this action model control range of enemy operatives. So your loot is been buffed. Not only are they free opi out, they get a free action where they can either change one frontly operatives skill at arms or move your clearance sweep. So you've got a dual purpose there which actually makes the leader really cool. And if they want to keep the theme of elite humans being free opi as the leaders, I think that makes sense. I would have liked it for Veteran, it would buy you for deathcore and maybe an exactions squad but that probably would have been too powerful. But a nice trend. Then you've got the combat medic who has a shot shot last gun which is 4 taxing on free 3, 4 and a gun bar which is free taxing on 4, 2, 3. It's got the standard profile of your kill team which is 2 APL 6 inch move 4, I'll save 8 wounds. It's got the medic ability so if someone dies within 3, they don't die. You're both minus 1 APL and if they dash they have to end within control range of the medic. And then you've got the medca action for zero action points. So you're here with someone for 2D3 if you didn't use the medic rule on them. This used to be one action point but it's just free. So the medic is really really good. That's amazing. The medic has to be buffed. Then you've got your demo trooper who does still and always will remind me of Fatman from Melgus or lid 2. He's got the hot shot lance pistol which is 4 taxing on free 3, 4 range 8. Then a gun bar. He's got the Meltermine. So this operative is carrying your Meltermine marker. It can perform the pick up marker action on that marker and whenever it performs the place marker action on that marker, it can immediately form a free dash action. That marker cannot be placed within an enemy optis control range. If this operative is in cap in capacitor will carry that marker and that marker cannot be placed. It's removed with this operative. It's got proximity mine. The first time your Meltermine marker is within another optis control range, remove that marker and inflict 2D6 plus free damage on the operative. If it is incapacitated and it's action if any, if that actions aren't effects on fulfilled, it cannot be placed. Move it the minimum amount to do so. Another is that operative is ignored. For these effects, I cannot set off or take damage from that marker because it used to be able to blot herself up so it's good it can't. Then you've got Blast Pining. Whenever an operative is shooting this operative with a weapon that has Blast Autorrent, excelling weapons that have a sweeping profile, you can reroll one of your defense dice in addition to this operative is infected by X Devstain X weapon roll. Unless they are to target during that sequence. He's actually being buffed. You start with the Meltermine marker. It no longer, well, 10 years weaker, it doesn't affect everyone. It only affects a single operative. The interesting thing when the Demotrupper dies and you have not placed your Meltermine, you still place it. You always have to keep in mind if it dies, the marker doesn't disappear. It drops and then it will just trigger it as a proximity mine. It's actually pretty good so it's dual utility. So if you somehow dies before placing, it just drops. I can't drop in someone's control range. On average it will do technically 10 damage to an operative, which is crazy especially for elites. So you can like put in access, poignant and just screw people up. Very good. Then you've got your gunner who can either take a Flamer, a Grenade Launcher with Craggle Crack, a Hoshov Volugone with a focused and sweeping profile, a Meltermine and Plasma Gun and Gun Butt. So in my opinion, you always take the Meltermine gun and you always take the Plasma Gun you may want to take the Hoshov Volugone, but I think the Grenade Launcher is just better because it's more reliable. The Hoshov Volugone requires CP to be used and even when it goes to piercing one, it's only 5 attacks in on 3-3-4. It's like you could argue into Horde teams the Grenade Launcher is better than the Meltermine, but I like the Meltermine as a close range to Lee operative. Maybe into 7-Woon teams you can probably take the Hoshov Volugone over the Grenade Launcher or you may drop the sniper, but we'll get onto the sniper in a bit. Then you've got the Recon Trooper who has a Hoshov Volugone and a Gun Butt. Then you've got the Recon-Tear Killzone, the Relocate Strategy employee cause 0 CP if this is the optive selected for a friendly Cazakine operative, if this operative is in Inquisitorial Agents, you can use this rule, replace the Cazakine on that ploy with Inquisitor Agents, this takes precedence of the restriction of the Inquisitorial Reconvolution Rule and you cannot use this ploy with an Inquisitorial Agents Kill Team on this operative as selected. I've already discussed this in the Inquisition review, this is absolutely bizarre. This is the only instance in the game where an operative has been designed to be better in another Kill Team. This operative is specifically designed to not only let you use the Relocate ploy for free, it allows you to use it inquisition for free. Then it also affects Inquisition operatives. So you would go like, what, no one would ever use it on this operative for free and then also dash, I don't know, like their Meltepist, like their Plasma Pistol and their melee operatives. No one would do that inquisition, that'd be crazy. It's just absolutely bizarre. Even like as I said, the Gunhammer team found that incredibly weird and that was when most of the 4-EK team, we don't really have this unless there's like crazy, crazy modifiers. So it feels like someone was designing Kazakin to specifically only work better in Inquisitor or Agents. So anyway, right about that. It is to kind of compensate that I used to give you a free reposition, but why not just give me the free reposition instead of like already making this really good ploy, zero CPUs incredibly strong and then just making a work in Inquisition is like you didn't care about balance. Then you are all spec'd scanned for one action point until the stilter is up to his next activation until it's incapacitated, whichever comp first, whenever a friendly operative is shooting enemy up to within agents as an operative, they cannot be obscured and they cannot be from this one control range. So the recon trooper is still really, really good. It grants you ignoring obscuring, but you have to be quite close, but the fact that it gives you a free relocate is very powerful. So you're probably going to use this trooper to get quite close, but considering it can give you, if you use it every turn, 4-3-Cp and then additionally can give you situational ignored obscuring, the recon trooper is very good for Kazakin. Then you've got the sharpshooter who has a hotshot marksman rifle. It's got concealed profile which is 4-tax in on twos, free-free devastating free silent concealed position, so you can only use this profile once per game. It's got the mobile profile which is 4-tax in on free-free 4, and then the stationary profile which is 4-tax in on twos, free-free dev free heavy in the gumbah as a camo-clock roll, so ignore satrate weapon rule, and if you retain any cover saves, you can retain additional normal or an additional one as a crit, but it's not cumulative advantage. This is weird, I think you still take it, but once again it should be permanent silent. I don't know, the Kazakin's not as sharpshwe as all right, like it's better on focus but I can't really ignore obscuring. I actually think most of the time you drop it for 4-gun is now, which is not something I expected to say, but it's weird, like it's an energy weapon, shouldn't it be permanent silent? This is my problem with the silence in general, either you make every one one per game, or you just don't give some people when it should make sense. The sharpshwe is all right, the problem was before it was really good because this mobile profile was better than the Blisks' Galup, other Kazakin. Now it's kind of just not great, I hate giving snipers all ignore obscuring, but maybe if it had it, you would probably take it. But the fact you can get more use of the Hosh of Vollygun, probably makes it more useful. Then you've got the troopers of Hosh of Lazgun and Grenade Gun, but it's got adaptive equipment so you can do each of the following ones per turning point, you can use the smoke grenade action or you can use the stun grenade action, doesn't count towards your equipment choices and is free. So effectively you're always taking a minimum of one trooper, so you get one trooper doing either a free smoke or stun, if you can get fit another in your kill team then you get one free smoke and one free stun per turning point, very nice. Then you've got the Vox troopers of Hosh of Lazgun and Grenade Gun, it's got battle comms, select one other fronty Kazakin operative until the end of the operative's act next activation, I'd want to say APL stat to a maximum of free after all APL stats have been totaled, so you can't make the lead up for APL. This operative can perform this action twice during its activation, but not while within control and during the October, so this is unchanged. So what you usually do is have the Vox operator to send her the backfield, giving two different operatives plus one APL and what you should do is at the end of turning point one have two operatives with plus one APL and then if they're in safe enough positions you can give two more operatives plus one APL, so for turning point two you have four operatives with free APL, so very, very powerful. A faction equipment you've got four grips, whenever a fronty Kazakin operative is shooting an operative within free inches of it, it's range weapons on the data card, excluding weapons that include pistol in the name, have the actor of one weapon rule, so this used to ignore ballistic skill modifier, so it's a bit worse, but getting out here at one close range is fine, it just depends what you're playing against. Then you've got long range scope, whenever a fronty Kazakin operative is shooting another operative more than six inches from it, in the roll attack die step, if you obtain any critical good assessors, it's hot shot weapons, excluding the hot shot lance pistol, have the saturated weapon rule. So this is actually pretty good because it prox, if you're taking the special rule that gives everyone severe, because then it stacks with the long range scopes, so I like that gives synergy to your hot shot rifles, very, very nice. Then you've got relics of cadia, once per turning point, when a fronty Kazakin operative is shooting, if you roll two or more fails you can discard one of them to retain the others in normal access, considering your shooting all the time, this is amazing. And then you've got combat daggers, fronty Kazakin operatives, combat daggers which are free attacks in on fours, three four, this is alright, what you heard before. For equipment, I think you're always taking the scope, relics of cadia and probably combat daggers, so you're probably taking like a second piece or like a fourth piece of a comment, it's usually probably going to be maybe more stuns, something like that, something this team can make a lot of use out of, but even taking four grips isn't too bad because you could just move a, you can reposition and dash to get within someone's face and then gain accurate one. So a really nice selection of equipment there. So for the Kazakin kill team, this is still a one box kill team, so the only thing that slightly changes is how you build it. I would always build the Kazakin sergeant with the plasma pistol in chainsawed, then I would also build a combat medic, demo trooper, gunner with grenade launcher, gunner with hot shot volley, gunner with melt-a-gun, plasma gunner, the recon trooper, the trooper and then the vox trooper. So the reason I would do this, you're only capped at four gunners, right? The sharpshoot is a lot worse and in general those four gunners will give you way more usage and then you will have plasma pistol hitting on freeze, very, very nice. If you want to do expand into a bit more, I would try and eBay like one or two free, like extra bodies to build the recon trooper and then maybe another trooper as well as the sergeant. So a sergeant with a hot shot laser pistol and power weapon, you could use a commissar to represent that. The only issue is a commissar would have the bolt pistol and power weapon. In case you wanted to flex into certain teams like Felgore Ravager, but that's only if you wanted to go a little bit further, I think that one box situation of just plasma pistol chain sword, four gunners, recon trooper, trooper, vox trooper, demo trooper, combat medic is more than fine enough. It's a really good lowdown and I think it's just really fun and great to learn the game with considering how much friendly a Kazakinoa and yeah, at least it's a one box kill team. You only really need to get those extras if you want to go the extra mile for maximum flexibility, but I don't think it's absolutely necessary. There's only a few matchups where you're going to want the power weapon and there's only going to be, I think there's only going to be very few instances when you also want the sharpshooter. So for the Kazakinoa overview, I think they're a lot better. They're a lot fun. Look, I'm willing to admit I was always happy with them being ballistic skill free as long as they didn't have a lead points. Games Workshop did the right thing. They governively points instead of like making them do special abilities. I'm going to place it with their skill at arms and the skill at arms are very, very cool. I like how your leader can change on operative skill at arms like if you needed someone to get someone really quick, you can give them the move, move, move, move with their repositioning seven inches, which is really, really nice, really good. The kill team is still incredibly weak to close combat, but at the moment they are still what they were the premier elite hunters. I do look, they are better in inquisition. There's no way around it. You are probably buying Kazakinoa to run them in inquisition at the moment and I can't blame you. But they have designed an operative to work bearing inquisition than in Kazakinoa. It's unfortunate, but I think if you're running pure Kazakinoa, you can get a lot out of it. They're way more skillful and actually more mobile. They really now excel at moving within two inches and shooting people because what you have to remember, indirect, which is seek now, is very hard to get. Most of the shots people will be getting, especially in like focus, is getting within two inches. Now when you're getting within two inches, your opponent is in cover and a lot more of the employees start kicking off now. So especially when you're not playing into teams, I can all piercing. Most of your guns are now hot piercing one, but if you've got the saturate rule up, the severe rule up, all of your hot shot lands guns are piercing one and then you would take everything else that's piercing one as well. So you can really shred a lot of teams. You now are incredibly invulnerable at close combat. You don't have the 4K de-apploy to give you like a five-up feel no pain as well as making your combat attacks plus one damage. So you do really have to play around that and that's maybe times when you take the power weapon leader. I think the chain sword is better because it loses lethal five up but it's four five. It's a shame the chain sword didn't get balanced instead of ceaseless. They are lost, but the kill team is like really cool and it's really mobile. It's a shame they lost recon, but I think you can do security pretty well. They don't like seeking destroyer at the moment. Seekon destroys quite tough, but I really like the way Kazakin are at the moment. They're really fun. They seem quite balanced despite their shooting nature and they just look cool. They feel way more thematic than just going, we have elite points. That makes us more gun. We are the gun team. It is a bit disappointing. They are a lot weaker in melee, but what do you expect? It's not like they're the rallying teams that could just hire ogrens. So I'm really happy with how they've designed Kazakin except for how they interacted in position. But it's a really nice change, a really good update. What we've seen for most kill teams, which is really good. 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. What do you think of the update? Kazakin rules do you agree? And remember I've got a discord you can check out for free in the episode description below in a feeling care element games and a feeling care cross find games and a patron if you want to give me some more support. And I'm going to quickly just shout out my patrons. So for my adips of the crit, I have zombie businessmen Tom, super cow, Steven, Sam, Nick, mercenary, Q, Mr. Meatwad, Lucas, John to Miss Graham, Fangzoo, Draken, Dave meets well, Darcy, Dan of Golden's Chris. And for my veterans, the crowd of Sam, Joe, Ryan and Mark's, I thank you so much for your support. It really means a lot to me and help support the channel. Yeah, I'm almost done with all these reviews. I think I'm over a half way, which is good. Uh, generally really happy with how Kazakin are. It's finally, they're finally in a good spot. It's just the same games workshop as design them to be better in in position, which is very strange. Otherwise, they're a really good team and actually probably a solid beginner team. They're the only problem is they're rubbish and melee apart from the leader, but they offer you like nice points of learning how to be really mobile and maximize gain your shots in a fair way, which is basically just running within two inches of the opponent, which to be fair is very Imperial guard in nature. But no matter how many elite Imperial Kazakin troopers you fight, 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 updated rules for the Inquisitorial Agents Kill Team. But before we get into things, please remember to like and subscribe as well as comment. Let me know what you thought of today's video, did you find it useful? I remember I've got a discord you can check out for free in the episode description below, an affiliate in Kalaman games, and a affiliate in Crossfire games, and a Patreon if you want to give me some more support. But once again, I'm going over the updated Inquisitorial Agents Kill Team review. This is for fun. The second I had to re-record it because I got too excited. But these are the free rules which you can find on Warhammer Community and on the Kill Team app. So let's get on with the review. So for your roster, you still have all archetypes. You can pick whatever you want, which is fine. Most Kill teams are list, well, all Kill teams have two archetypes. Inquisitorial Agents are allowed for. It's fine. So your leader is, well, you still get seven base operatives. So you've got your leader who's a niterrogator, you've got a tome skull, then you've got five other Inquisitorial Agents you can take, which is the autoservant questkeeper, death world veteran and lightener, hexasystemistic, penal engineer, pistol, a gun servitor who can even take a heavy bolt or multi-multi-multi-plasma cannon. Then if you don't take any requisitioned units, you can take five more Inquisitorial Agents units. But if you do that, then you can take a second gun servitor, but it has several different weapons. Otherwise, unchanged there. Then you've got for the faction rules inquisitorial requisition. So requisitioned operatives can be taken from one of the following groups to supplement an Inquisitor agent kill team as specified in the kill team selection rules. So you can either select Def Core, Exaction Squad, Imperial Navy breaches, Cazakintz, the Silas, or Tempest of Science. And then these operatives have their faction keyword replaced in all instances on their data card with the Inquisitorial Agent faction keyword, unless they already have it. You cannot use ploys and equipment associated with requisitioned operatives former faction keyword, and you cannot use a requisitioned operatives form a faction rules and are specified on their kill team selection list. No only applies to those requisitioned operatives. No that with the new faction keyword, requisitioned operatives can interact with other Inquisitorial Agent rules. So for example, if you take a Vox operator from the Def Core, you can use its Comtability to give people plus one APL, but then you can't use the relay orders part because that's just a Def Core faction. So otherwise unchanged. For your requisitioned Imperial Navy breaches, you can now select 5 and so the 6. So you can take the Armsman, Exact Cat, Injure and Geyscale Grenadier, Hatchcutter, Savae of Voidjama Gunner, and the Gunner can either have the Lazvoly, Multigun or Plasma Gun. The Geyscale and Cat also cat as half a selection each. And then other than the Armsman operative, you can only include each operative once, but you can only include the Cat if you take a Savae and the Geyscale if you take a Voidjama. So it's more restrictive and balanced and they still get to use the Void Armor rule that they have as Imperial Navy breaches. You've got the Exactions Squad, you can take a Castigator, Chewrogon, Gunner with Evagronate Launcher Heavy Stubber Webber, Leashmaster, Malocator, Marksman, Rev. Latem, CyberMastiff, Subductor, Vigil and Vox Signifier, and then other than Subductor and Vigil and operatives, you can only select each operative once and you can take up to two subductors. And for Def Corps, you can take the Brusa Confident, Gunner, Gunner Gunner Gunner with Evagronate Launcher, Malocator, Plasma, Medic, Sapper, Sniper, Trooper, Veteran, Vox Operator and Zellat. And then other than your Trooper, you can only have each operative once and then for you, you can have no more than three of a combination of Gunners and Sniper. So you could have two Gunners and a Sniper or three different Gunners. Then you've got the Kazakin, you can take five Kazakin, you can take the Combat Medic, Demo Trooper, four different Gunners, the Recon Trooper, the Shab Shooters Trooper and Vox Trooper, the same restriction as the Def Corps where you can take effectively two Gunners, only two Gunners known to the free by your Shab Shooter Councils. One of them, this is your best selection, by the way, because with this glorious selection, you can go the Plasma Pistol Air, Multimotor Servitor, Plasma Gun, Melted Gun from the Kazakin and also take the Meltermine. And remember all that Kazakin stuff is now heating on freeze, which is fine. This is totally not fine. It is broken, right? It's very dumb. The funny thing is this was a problem that the Kill Team had on launch back in second edition and then they've just ignored it. They've just removed that restriction of having like one Plasma or Melted Gun. So that's fine. I'm sure that won't be a problem, but Kazakin are your best selection also because the Recon Trooper specifically works better in Inquisitor agents than it does in Kazakin, which is just bizarre. It was funny. We were in the Goon Hammer Chat. We were discussing why when we were doing our reviews and we were like, none of this makes sense. Even like the Goon Hammer people who from 4K, they were like, this is really weird rules writing. Why does this Kazakin trooper specifically carry over its rules and a strategy point into quiz toy agents? But regardless, then you can take five tempester sions, which are you can take four different gunners, a medic trooper and Vox operator, and you can only have up to two gunners. These would be normally your pick because they're on 25 mil bases and they're on freeze now. But the Kazakin are just better because they get better operatives. And then you can select five sisters of silence and ending combination of prosecutors, vigilers, and whip, vigilators, and witch seekers. So those are all the same selections. The only thing that has actually changed is breaches have gone down from six to five selections. For strategy employees, you have to now select one enemy operative and row one D3. And the five, five phase of this turning point, that enemy operative cannot be activated or perform actions until it's the last enemy operative to be activated. All your opponent has activated a number of enemy operatives equal to the result of the D3, whichever comes first. This play cost you one additional CP each to previous time you've used it during the battle. EG1 CP the first time then to then free. This has actually been buffed. This used to be once per game because it was so powerful. But as a common trend, you'll see within cost to agents, they've for some reason decided to buff them more than they needed. So now this just works. Then you've got intense scrutiny whenever you're selecting a valid target for a friendly operative where for enemy operatives with influences, they cannot be in cover instead of the usual two. While this makes them targetable, it doesn't negate their cover save unless you're within two inches. This is unchanged and still very good. Then you've got quarry select one enemy operative to be your quarry for the turning point. Whenever a friendly inquisitive agent operative is shooting against fighting or retaliating against your quarry, that enemy operative, that friendly operative's weapons have the ceaseless weapon rule. This whenever your quarry is incapacitated, you can select a new enemy operative, be your quarry and carry on as normal for other turning point. This was buffed. This used to be balanced in terms of it used to give the balance ploy. It wasn't balanced. Now it gives ceaseless. This is very silly. That I don't, it's fine. It's fine. Then you've got irrefutable jurisdiction. Whenever an operative is shooting a friendly inquisitive agent operative, that's within three inches of an objective marker. You can reroll one of your defense dice. If that friendly operative contests that marker, you can reroll any of your defense dice results of one result instead of just one. So you could resolve two twos and stuff. It's okay, but considering how fragile your operatives are, I don't think you're going to use this one too much. Then for five five ploys, you have absolute authority. It's unchanged and completely broken. They use this five five ploy during the battle when they're on ease as a strategy or five five ploy excluding the command reroll or one that causes zero CP. Their ploy isn't used and the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle. So there is some counter play around this now during turning point one. If you really want a strategy ploy to work, you can make it zero CP for turning point one and then absolute authority has no effect on it. But it's such a powerful ploy. I'm really well, not really surprised they kept it, but it's just not good game design. Considering there are factions who need key ploys to go off. Then you have relentless in pursuit. This is five five ploy when an operative within two inches of a friendly operative performs an action which it moves after it moves that friendly operative can either perform a free reposition action, but must end it's move within two inches without target or free charge action by must end within control range of that enemy operative. If needed is possible, that friendly operative cannot perform those actions and the CP on it is funded. This is okay, but I'm not sure who would be running away from increase to agents. They kind of fold like paper in combat. So I'm pretty sure people are going to just be running into you. It's a nice way to get specific combat support with some of your requisition units, but I'm not fan of it. Then you've got the emperor's will uses five five ploy when a friendly equals the agent operative is activated until the act of the act of the activation. You can ignore any changes to its stats, including weapon stats. So for a CP, just ignore being injured and stuff, which is okay. Then you've got intimidating presence uses five five ploy when an enemy operative is visible and within fringe of the friendly equals the agent operative or visible and within six inches of a mystic and performs a pick up marker or mission action, excluding operate hatch. The opponent must spend one additional action point for the enemy to perform that action. If they cannot or choose not to, the action point spend on it is for funded. So effectively, you can kind of go, did you want to loot that point or capture that point? I'm afraid not my good sir. It's once again a very situational fire fight, but it's a nice tool to have for operatives. You have your interrogator agent who has two APL six inch move five up, seven eight wounds. He has an extended stock relic auto pistol, which is four taxing on freeze, two four range 12 lethal five up, fist, which are free to action on fours and two free. It has inquisitorial tome, so strategic gambit and all when this operative is activated. Select one of the following inquisitorial tome rules for this operative to have and for one friendly tome scope operative to have, they can be the same and you ignore the rule. You didn't select for each operative. You've got denunciation whenever a friendly inquisitor agent operative is shooting against fighting against or Italian against an enemy operative within two inches of the operative, add one to its attack stat and then you've got sanctification when an operative is shooting against or fighting against or Italian against a friendly operative within two inches of this operative subtract one from the attack stat of enemy operative weapons. This is, it's good, okay? Like the thing is before you used to choose, so you usually put denunciation on your leader and sanctification on the tome scope. Now you just put sanctification on both. I don't know why they thought it was a good idea to do this, but there's very questionable decisions when it comes to how inquisitor agents were designed for this addition. It's very sus, but as an inquisitor agent player, it's very good because now you make your team even more obnoxious to try and be killed in combat and shooting. Then you've got the tome scoluas 2 APL 6 inch move 5 up 7 5 wounds. It has consecrated tome, so this operative cannot, cannot have an inquisitorial tome rule see the interrogator. No, it keeps that rule even if a friendly interrogate operatives were moved from the battle. The first time this operative is in capacity during the battle, you can set it back up within control range of a friendly interrogator operative and selecting inquisitor tome or what to have. If you do, it cannot itself have an inquisitor tome or for the rest of the battle, although it can continue to change this operative's one as normal. So effectively, your interrogate can just pass it onto the tome scope. I don't know why it can resurrect now, it didn't use to be able to resurrect, but I'm very happy it can. It was as the expendable rule, so it's ignored for your opponent's kill-op. So even if they do try and kill it, it's wasted because all it does is nothing. It's a machine this operative can up for many actions of them charged, dashed for back and reposition. It cannot retaliate or assist in a fight, and whether it's tome control of a marker, you treat as APL stars one, and whenever this operative is a conceal order, it has super conceal. It has group activation, so after you activate this, you activate your interrogator. If you activate your interrogator, you activate the tome scope. This is unchanged. This was already a good operative, and they've made it even better by giving it super conceal and the ability to resurrect. So excellent. Then you've got the autos of our agent. Here's a for-up save. Here's mechanical appendages which are free attacks on 512. It's a scrivener. John scrivenes. Each subsequent time you opponent uses each ploy during the battle, excluding the command re-roll, you gain 1 CP to a maximum of 2 CP per turning point. I feel this was nerfed. People weren't really taking the autos of ant, and the fact you can't, it's capped at 2 CP. It's just a knock-ra-er, wouldn't take it. You've got irrefutable rapport whenever this operative can test an objective marker, whenever you're a mission marker, it always controls this marker. This takes precedence of all of our rules. It's fine, but objective markers are smaller, so it will die a lot quicker. Then you've got lightly armed. This opt of basically can't have equipment. Weapons, it can only use what's on its profile. Then you've got the quest keeper, who has an auto pistol and an aviscerator. The aviscerator's four-tax hit on freeze, 5-6 brutal. It used to hit on 4s. So the aviscerator is effectively a power fist, kind of similar weapon. Does more damage it's supposed to be harder to hit with. Every operative in the game, apart from 2, hit on these weapons on 4s. That even includes space marine sergeants. Do you want to know who hits on 4s with these? It's the space marine captain. The orc knob, but they only have 4 attacks and they're leader. And the striking scorpion ex-arch with a scorpion claw, but an ex-arch who's been alive for hundreds of years. I don't know why the quest keeper gets plus one to hear. I'm hoping it's a print error. And they've just accidentally, you know, it should be on 4s. We've accidentally made it on 4s. So games workshop, please, around to this back table on 4s and I will forgive you. Then you've got irrepressible purpose. If this operative is incapacitated while fighting or retaliating, you can strike an enemy operative and that's one of your on-roost off successes before it's removed from the battle. This is unchanged. Then you've got Zella, whenever an attack, high-sync, flicks, flicks, flicks, flicks, flicks. It's hard to get a damage on this operative on a 5-up, minus one damage. This is just general changes. You always say that the quest keeper, because they've made it even better. Then you've got the Death World veteran who has an auto pistol on knife, which is one attacking on twos, 5-7-leaf or 5-up, a pole arm, which is 4-tax hit on freeze, 4-5. It's hunter so it can charge from conceal and it's got a weather, so once per turning point when you're fighting or retaliating, you can ignore the damage inflicted from one normal success. This is all unchanged and the death old agent is very good. Then you've got the Enlightened Agent who has an auto pistol and then paired blades. The paired blades are 4-tax hit on freeze, 3-5 balance, rending, has no escape, so whenever an enemy wants to perform the full-back action within control range, you can use this rule. Row 1-D6. Substructing one from that rule if the enemy wants to have a higher wound stat than this operative and adding one if the enemy operative is wounded, on a farb they cannot fall back and the action points aren't refunded. Then you have Extract information, whenever an enemy operative is incapacitated within this operative's control range, you gain one command point. So the Enlighteneder has been buffed before, used to just like automatically permanently injure someone for the game. I think the agent is way way better now, probably way too over tuned because it's going to be balanced and ceaseless and rending when fighting, but otherwise it gives you a purpose to take it and personally, I think you always take the agent just because when you kill someone you get another command point. The only problem is built from the same body as your interrogator, so you will need a second box, but I think the Enlighteneder is very good. Then you've got the Gunservator as 1 APL, 5 inch move, 4 up 7 11 wounds, as a heavy bolter, which is 5 attacks in 445 heavy dash only, Pissing Crits 1, a sweeping profile, which is 4 attacks in 445 heavy dash, Pissing Crits 1, Toron 1, then you've got a multi-moto, which is 4 attacks in 4, 6 free, dev 4 heavy dash, piercing 2, then you've got the Plasma Cannon, which is 4 attacks in 4, 4, 6 blast 2 heavy dash only, piercing 1, and Supercharge versus 4 attacks in 4, 5, 6 blast 2 heavy dash only, hot, lethal 5 by piercing 1, and a servo claw, which is 3 attacks in 445, it's lobotomized, or whenever this octave is activated, if it's visible and within 3 inches of another friendly operative, excluding the Gunservator or vice versa, they add 1 to its APL stat till the end of that activation. Gunservator is unchanged, personally for the lobotomized, I would arouse it so the Toam Skull doesn't bit like benefit and buff it. Otherwise it's really good, you just always take the multi-moto because it's not worth using the Plasma Cannon. Then you've got your Hexasis to as a shotgun, which is 4 attacks in on 3, 3, 3 range 6, and 5th which are 3 attacks in on 4, 2, 3, it's got Hexasized, whenever an annual test is visible and within 6 of this octave, you cannot reroll their attack or defense dice, and then you've got Chasen for one action point, select 1 enemy operative that's some valid target for this operative and within 6, then select 1 additional rule, including a unique action that an enemy operative has on its data cloud, excluding a weapon rule, until the end of that enemy operative is active, it's treated as not having that rule, so that's fine, unchanged otherwise, a usual interesting tech piece into stuff like Felgor. Then you've got the Mystic Agent, who has an auto-opistor which is 4 attacks in on 2's, 2, 3, range 8's seek, and then 5ths, it's an icon bearer so it has plus 1 for objectives not being a modifier, lightly armored so it can't use any additional equipment, it's got Skryer's a psychic action for one action point, you select a friendly operative within 6, and this lasts until the star of the operative is next activation or until it's incapacitated until you perform this action again, so you've got guidance, so whenever that friendly operative is shooting or fighting or retaliating, they can turn a miss into a normal or normal into a crit, and then you've got protection as a psychic action, whenever that friendly operative is rolling in a defense dice, they can turn a fail into a normal or normal to into crit success, this is unchanged and usually really good on stuff like your hot weapons and like your servitor, so you're always taking the Mystic Agent and it always has ways to like strip stuff would seek, then you've got the Penal Legionnaire who has a hand flame which is 4 taxing on 2's, 3, 3, range, etc, and 1, and it changed what which is 4 taxing on 4's, 4, 5, it's got the Chem Master, you can ignore any changes to this operative's APL stat and from being injured, and you're on affected by shock and stun, then you've got crawl whenever there's operative is shooting or fighting against or retaliating, it can ever retaliate to get so wounded and the operative gain relentless, so completely unchanged and very very useful, especially with stuff like crack grenades, then you've got your pistol here, who has a scoped plasma pistol which is 4 taxing on 3's, 3, 5, range, 12, and 1, the super charge mode which is 4 taxing on 3's, 4, 5, range, 12, hot, lethal, 5, 5, 5, and 1, then the suppressed auto pistol which is 4 taxing on 3's, 2, 3, range, 8, silent, and then fists, you've got pistol here, you can ignore any modifiers as operatives hit stat, then you've got pistol barrage, perform the free shoot action with this operative, 2 free shoot actions and it takes precedence of all of our restrictions, you must select the pistol profile for both of these weapons and then you can shoot them in any order, and you can't do what you have a conceal order, the weird thing is you can do this in engagement rate, one control range, and of the current wording you can fire the plasma pistol, then do pistol barrage to fire again, but that's not gonna last, so don't be surprised, otherwise the pistol it didn't get bit nerfed, the scope range used to be unlimited now is just 12, otherwise it's fine. Before your sisters of silence they all have 2 APL, 6 inch move, 3 up, 7, 8 wounds, your prosecutors have bolt guns which are 4 taxing on 3's, 3, 4, and then the gun butt which is 4 taxing on 4's, 2, 3, they're psychic knolls, so psychic range weapons can now inflict damage on this operative, for the effects of psychic actions, this operative cannot be selected and there's never treated, it does been within, these actions require distances, whenever an operative is within 6 inches of its operative, they cannot perform psychic actions or use psychic additional rules, they cannot use psychic range weapons, and psychic melee weapons cannot have damage, that's higher than 3, 4, so quite a comprehensive way to be nerfing psychic stuff, then you've got the vigilator who has an execution of great blade which is 4 taxing on 3's, 4, 6, 4, 5 up, these are your best because they're 5 power weapons, well 5 of them with power weapons, only 4 tax, but still great, then you've got the witch seekers who will have flamers, who are 5 4 taxing on 2's, 3, 3, range 8, saturate torrent 2, they're ok, maybe take 1 or 2 on galodark if you're running sisters, but generally you just get a lot more out of just running 5, which 5 sisters with power weapons, for your 10 pesto sion vox operator they all have 2 APL, 6 inch move 4, up save 8 wounds, they have a hosh on lance gun which is 4 taxing on 3's, 3, 4, and gun belt which is 3 taxing on 4's, 2, 3, he's your comms, he can give, he can do this operative action twice, so he can give 2 different operatives plus 1 APL, then you've got the gunner who can take the flamer grenade launcher, hosh on voli gun, melty gun plasma gunner gun bar, it's ok, you can take up to 2 of these, and if you will you will take the melty gunner plasma gun, but you're not, because you're taking Kazakin, then you've got the medic who works exactly like a medic, has a hosh on losh gunner gun bar, so can resurrect someone from dying at minus 1 APL, and then he'll someone else for 2D3, you're standard medic, then you've got your sion trooper, has a hosh on losh gun, and gun bar it has adaptive equipment, so you can do each of the following once per turning point, one friendly trooper can do the smoke grenade action, and one can do the stun grenade action, they don't count towards your usage and are free, which is nice, but once again, taking Kazakin. But faction equipment, you've got the inquisitorial rosette, so once per battle when a friendly inquisitor agent is activated, if you've used the quarry strategy ploy during this turning point you can use this rull and you can select a new target for your quarry, this is ok, but I wouldn't take it, you should be picking the correct target, and I think this is just bad, just play better, then you've got armored body suits, whenever an octave is you know a friendly octave that has the 5 up save stat, you can retain one of your dice results as a 4 up instead, so this is ok, just give someone a singular 4 up save, then you've got combat daggers, friendly inquisitorial agent operatives have the following melee weapon sister silence get plus one attack, so it's free attack scene on 4s, 3 4, and then you've got the servos go, so once per turning point when a friendly octave perform the mission action for 1 AP less, it's very good because it goes on every operative, like you're not just limited to 1, so you can do it on any operative every turning point, so very very good, like you're taking the servos go, probably the combat daggers, maybe the armored body suits but probably just crack grenades as well, so for operative selection you need 2 boxes of inquisitorial agents for all your purposes, because you have to, if you're building them from 1 box you go obviously the interrogator, the servos go, then you take the questkeeper, the pistol ear, the gun servitor with a multi-meltor, and then the mystic, and then usually I kind of like taking the death world veteran, you could probably take maybe another operative, you have to remember to be building from 1 box each one can only be both once, but that's a solid choice, then you're probably taking 5 Kazakin, as I said with 2, well 1 Meltagon, Plasma Gun and Medic, the recon trooper, and then the Meltermine, why not, that's like literally the best choice, you can also, I would also recommend taking Exaction Squad because 2 subductors and then the rest are quite good into like larger Horde teams which you mainly struggle into, and you probably want breaches as well, just in case, and maybe you want some veteran guardsmen which would be, well you deathcore, which would boost you up to 12 activations if you wanted to, so effectively I'm telling you you need to bring a suitcase, because that's what most inquisitor agent players need, is a very expensive team and wide team to play, and the worst thing is if you play one of those factions and you want to win or do better, just play them in quiz or agents unfortunately, so for the inquisitor agents overview, this team is broken, like obviously elites are very strong and are not saying elites are weak, elites are very strong because they have very strong rules, they are all 14 wounds, and the game is mechanically designed around them, there's only free objectives on every mission, and counteract is just better, it doesn't minus one of your ballistic skill, you can do any one action, very, very powerful in the hands of an elites, the problem with inquisitor agents, they used to have a limit, so you could only take one plasma or melt a gun, now that limit is gone, so you can take two plasmas and two melters and a melt a mine, and this was a big problem when the kill team launched, back in second edition, it was so problematic, they had to hit it first because this kill team was just shooting people off the board, then they also buff the quest keepers, so it hits on freeze, the leader now can both take the minus one to hit effect, and remember this works at any range, it just works on for any options within two inches of the leader and the tome skull, the tome skull also has superconceo and now can come back to life, which is fine, and they can still select any archetype, which no other team can do, I understand they wanted to make this kill team flexible, but I think they're pushing out when they make one of the Kazakin operatives, the recon trooper, specifically work better in inquisitor agents than in Kazakin, in my opinion that's very bad game design, and as I said, when I was talking about with a Kazakin, even when we're doing the gun hammer round table discussing our reviews, we all kind of went this is just really strange because you wouldn't even get that in 40k, so when 40k is taking a more balanced take, then you are in kill team, I think that's not a good sign, and my problem is I really wanted to play Courses, I think Courses actually have a good chance into elites, and then I looked at inquisitor agents, and I was like I can't beat them, I might be able to beat them on Gallauddark and maybe beta decima, but on all other kill zones I lose, and even on the kill zones I'm advantageous on, I lose most likely as well, because you've still got absolute authority, quarry is buffed, because it now just gives ceaseless, and now they can stop someone every turning point if they want to, even though it would eat into their CP, so they've really got to destroy elites, they've really got to destroy the entire meta, the only teams they're really weak to are technically warp-covered in Legionary, and those can't push up turning point 2 against this kill team, and then like angels of death, probably can have a good chance if they just run at them, as well as Nemesisclaw, Felgo are probably a bad matchup for this kill team, but if it's a really dense like sparse shooting board, then inquisitor agents will just shoot everyone off the board, and it's not really fun, I think my main problem is just it's really unfun, and they're repeating the errors they made in the last edition. These changes were proven to be incredibly problematic, so it feels like they, like when they were designing this kill team for third edition, they even didn't care, or knew of it, and thought it would just be fine, and that people would adapt, but these are really big problems that we've historically known are a problem, they were a huge problem when this kill team dropped, and it's really weird when you look at chaos cult, who were very toxic kill team, who have been hit quite hard, same with pathfinders, higher attack circle have been toned down, even exactions scored with their anti-vero bubbles have been stopped, even half consalegers, they've lost their ability to stop people making one of their scouting options, like forward deploying and moving before turning point one, so it's very weird, it's very weird, they took an unpopular team in terms of reception, everyone generally has a negative experience with this kill team on connotations, and they just made it better, which is very mixed messaging, we've seen a lot of kill teams who in the similar position last edition have been nerfed and toned down quite heavily, so it's very confusing, and then the other faction is every other faction that makes part of Inquisitor Agents is just better Inquisitor Agents, it feels like games workshop wants you to invest in Inquisitor Agents because then it makes you buy two different factions, if I was being incredibly cynical, because it's like yeah your DEF core a lot worse if you run them in DEF core, but have you thought about running them in Inquisition? You're Kazakin, yeah, they're fun, but have you thought about what running them in Inquisition? Your exactions scored, they're a lot more honest, they're a little bit fairer, but you know, you wanted plasma and meltur, have you thought about running them in Inquisition? So it's very, very weird, it's just bizarre, it's questionable game designer best, it's just really worrying, and you know, because I would go like you have like the elite teams and then Inquisitor Agents, because they beat everyone else, so it's just going to have a really, really weird team, and the problem is if you don't realize the combination is going to go oh, they're not seem that powerful, and then you play someone who knows how to use them, and they will stop you playing the game, it gets then that powerful, it's just questionable from so many levels, but that's pretty much it for me today, I still think Inquisition Agents are one of the best kill teams in the game, like they're still very, very good, they've definitely been way over tuned in this super strong, but please run to the like and subscribe as well as comment, let me know if you if you've agreed my statement, what do you think of Inquisitorial Agents and how great they are for the new edition of Kill Team? I remember I've got a discord you can check out for the episode description below, and a filling card in the games and a patron if you want to give me some more support as well as a filling card via Storm Games, and I'll quickly shower my patrons. So for my ad-ebs of the crit I have Zombie Businessman, Tom, Supercal, Sam, Steven, Nick, mercenary Q, Mr. Meatwad, Lucas, John Thomas, Graham, Fang Zude, Drakken, Dave Meetswell, Darcy, Dad of Golden's Chris, and then for my veteran of the crit I have Sam, Jya, Ryan, and Mark, so thank you so much for all your support, it really means a lot to me, help support the channel. So yeah that's my ashes of faith day done, whoa so much fun, I did genuinely rerecord this video because I recorded the night before and I got so angry and upset, like it was going to be a comedy video and I thought no it's better if I just play it straight and properly because otherwise it just looks ridiculous, it would have been on the same level as my Fellable video, I literally had a 10 minute run at the end and I don't think anyone needs to see that, but remember no matter what happens to Inquisitorial Agents, maybe games workshop will tell them down, but you always have a chance to beat them 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 Chaos Cult kill team and their updated rules for the new edition of Kill Team. But before we get into things we just went to the link in the description below and a filling count and a filling count crossfire games and a patron if you want to give me some more support. But yeah, it's Sunday so you know what was important about Sunday it's a day of faith. So that's why today I'm reviewing the ashes of faith kill teams. So I'm reviewing the free kill team rules as you can find on the Warhammer Community website as well on the kill team app. So let's see what they've done to Chaos Cult. So for the Chaos Cult kill teams they're still infiltration and seek and destroy which is good, you know, unchanged. Then you are fixed operative kill team. So you can have 14 operatives and one has to be your cult demagogue. You get two blessed blade, nine Chaos devotees, one icon arc and one mind which so that's all unchanged there. Note if you do want this kill team I believe it costs you a minimum of 95 pounds because you have to buy the devotees and the accursed cultist and the dark commune box to something to remember. For faction rules you have accursed gifts. So accursed gifts are rules that allow friendly Chaos Cult operatives to gain when they turn into another operative type, the mutation, the first time the friendly devotee mutation well operative turns into a mutant operative during the battle. Select your primary Curse's gift. The first time a friendly mutant operative turns to be an operative during the battle. Select your second area curses gift, all friendly mutant operatives have your primary experience Garcia aand swap to a doneacker. And finally a tool man opt-ins have your primary, and secondary actually took, you cannot like the same усie give more than once for battle. So you've got deformed wings whenever the octave is climbing, treat the vertical distance as two inches, regardless of how far the octave moves and where the octave is dropping, you ignore the vertical distance. Then for fleet, add one inches to this octave's movement stat, Shatinuous, improve the octave save stat by one, horned, whenever the octave ends, it's moved during the charge action. You'll have one damage on the enemy octave when the next control range, or D3 if it's a torment, then you've got Synude. You can ignore any changes to the octave's hit stat of its melee weapons from being injured. This obtives melee weapons have the brutal weapon rule, and then you've got barbed, whenever this octave is fighting or retaliating, enemy operatives cannot assist, and each time you strike in also inflict one damage on each other enemy octave within this obtives control range, or D3 damage instead of that is a torment. So from the accursed gifts, the formed wings is a little bit nerfed, right? Effectively used to be able to climb anything for ignoring the first two inches. Now it's just when you're climbing, you're always count as two inches for climbing, which is fine, and you drop for free, which is okay. But barbed, it's lost brutal, but when you fight, I believe it doesn't work on the target, but from the sounding of it does. So every time you strike, you inflict D3 damage on the target and everyone within your control range. No, it doesn't stack with the target, but inflicting D3 damage is like going to be deadly to horde, especially when you double fight. So I am actually a big fan, probably just fleet and then barbed, but you can change it like, she's in you, as if you're expected to be sure a lot and then change up there. So you just been nerfed a bit before you just ignored all modifiers to hit, now you only ignore if it been injured, but you do get brutal, which is still the same, although barbed is just so good. Then you've got mutation during the battle friendly chaos co-operatives can mutate as follows. As a strategic gambit, you can mutate a number of friendly chaos co-operatives based on the turning point as follows. So for turning point one, you can mutate two operatives. For turning point two, you can update two operatives to turn point three, you can mutate three operatives, and for turning point four, you can mutate four, and it goes up and up. There's this mainly for worlds, because on worlds, we usually go beyond turning point four. Whenever a friendly devotee operative incapacitates an enemy operative within its control range, it can mutate. This is unchanged. Each operative can mutate, cannot mutate more than once per turning point, so this is unchanged as well. Whenever a friendly operative mutate select one of the following, if it's a devotee operative, turn it to a mutant, if it's a mutant, turn it into a torment, max one torment per turning point via mutations, and then you can also choose to regain D3 plus one lost wounds. So what you can do is to heal stuff like your dark commune, which is very nice. You cannot have more than five mutants, and you cannot have more than three torment operatives at once. When an unfriendly operative turns into a new operative, swap miniatures, ensuring the center of the new base is the closest possible to where the center of the old miniatures base was. This can put a within control range of any mobsters, and if the old miniatures was, then new miniatures must be if possible. Then the new operative type loses a number of wounds, equal to the wounds lost on its preceding type. So if you had lost one wound, and then you mutated, you would lose one wound on your next profile, but if you lost six, you then lose six going into the next profile. It's still the same operative any rules that's already been selected for the operative is simply a new operative type, and we'll use that new miniature and data card rules. So what you can do when you turn into a torment, because everyone's on a 25 mil base, when you turn into a torment, you go into a 40 mil base, so you can set up, so at the end of the turning point, when you mutate in the ready for in the strategic with strategy phase, you can now teleport into combat, like mutating to combat, that's a common trick with this kill team. By the way, that's all unchanged apart from being locked into one torment per turning point. For strategy points, you have exhalation and pain, friendly chaos cult operatives cannot be injured, and whenever an operative is shooting, a friendly chaos cult operative that's wounded, can reroll one of your defense dice. It's unchanged. Then you've got fervor and onslaught, friendly chaos cult operatives, melee weapons have the accurate one weapon rule, that's unchanged as well. Then you've got creatures of nightmare, whenever determined control is underjected marker, treat the total APR style of any mobsters, contest as one lower. If at least one of those enemy mobsters within two inches of a friendly chaos cult mutant or torment operatives, note that isn't a change towards APR stats, and so accumulative with this, that's unchanged as well. Then you've got sickening aura, whenever an enemy operative is within two inches of a friendly chaos cult mutant or torment, worse than the hits out of the enemy mobsters by one, isn't accumulative, would be injured. This is unchanged, so usually the turn you commit with one or two torments, you go sickening aura, usually fervor and onslaught, and then that's about it, maybe exhalation and pain, by the way, is very good strategy, ploys. Then you've got fire, fire, ploys, faithful follower, use this when a friendly dark commune operative is set as a valetoget for a shoot action or a fight action, select one other friendly operative excluding dark commune visible and within fringes of it, of that dark hume, commune operative to be the valetoget or to be fought against. If it's a fight action, they can as being within control range and all the other jars. This play has no effect against shoot weapons with the blast torrent special, also this get down, Mr. President, it's unchanged, use the me two inches, it's now three inches, so slightly better. Then you've got a baron mutation, uses when a friendly chaos cult operative, excluding dark commune is activated, select an accursed gift for the operative to gain. This is in addition to any accursed gift it already has. Each friendly operative cannot be selected for this play more than once per battle, and this operative turns into a different one, it still has that accursed gift. So you can end up with a torment with free mutations, you know, so you can do some unique stuff there. Then you've got frenzied demise, uses ploy when a friendly mutinal torment is incapacitated, inflict deep free damage or d6 damage instead if that friendly operative is a torment. On one enemy operative visible and within two inches, so it's a really good big bomb. Then you've got unleashed the demon, uses five fight ploy during a friendly mutinal torment activation. During that fight action, it can perform two fight actions and one of them can be free, so this has unchanged as well. Usually you're using unleashed demon all the time, and if you have enough spare CP, friendly demise can be exceedingly deadly, like deadly, when a torment dies. For the operatives, you have the cult demagogue, who has two APL-6 inch move, five up save and eight wounds, is the same for all of your dark commune. So it's got a diabolic stave which has ranged four taxing on fours, three six range two stun. Then it's got a pistol which is four taxing on fours, two free range eight. Then a diabolic stave in melee which is four taxing on fours, three six, shock stun. So that's all pretty much unchanged. For actions, you've got insights slaughter for one action point as a support action. One other friendly chaos cooperative visible and within nine inches, so it can be performed with free fight action and you cannot do one in control range. And then you've got insight urgency for one action point as a support select one other friendly chaos cooperative visible and within nine inches operative, do a free dash or a charge of free inches and you cannot do this while in control range. You will know your leader has lost the you take someone which is a big nerf. I've really think that this cold demagogue should have gone to free APL if you're losing one of those actions. Losing the ability to mutate is a big thing. I think they could have just kept as are you heal someone as an action. Like maybe you can use demu, like you can mutate but you can't mutate. It's just the healing option. I think for ferriti sake, the leader should be free APL but your leader is a lot worse now just because it can't mutate but it is good for chaining off extra charges and extra fights because for example if someone's within range, you can make them charge and then make them fight because there's a support action if you use the support equipment. It's now 12 inch bubble which is very good. Then you've got your blessed blades. Their arm would come in blades which are four taxing on four six four six four five up. They've cut them down whenever an operator performs the full back action while within control range. You can use this rule if you do inflict D3 plus one damage on the enemy up with four moves. If it's within control range of two, these operatives you've got two D3 plus two damage instead. Then you've got attuned in purpose. Whenever this operatives activate, you can select another friendly blessed blade within six inches and activate at the same time and you'll complete their actions in any order action by action. So that's on change. Blessed blades are still very, very good. They just walk around a power plant that he'll enforce but usually they go charge, charge, fight, tail on freeze and then fight to kill. So very good. So the other thing would bless it blade. So gone up to 32 mil basis. I build them on 32. A lot of people build on 28. 10 clear to go on 32s for now. So basic standards. Then you've got the icon arc who has burning sensor four taxing on two's four four range five saturate torrent two. This used to be I think it was six attacks three three. So it's a bit worse but more damage. Then you've got the pistol four taxing on four two three range eight. Then you've got crude melee weapons which are free of taxing on four two three. It's an icon bearer. So it counts as being plus one APL for controlling and contesting objectives. It's not on modifier. Then you've got ruinous icon for one action point. It's a psychic action and you select one of the following. Invigoration is a psychic action whenever a friendly chaos cooperative is within four inches of active normal and critical damage of four or more inflicts one damage less. Then you've got the duration as a psychic action whenever an enemy of it is within four inches of this objective normal damage and critical damage inflicts one more damage on that operative and you cannot perform this while in control range. So this is actually a bit worse. Those were separate actions. Now there's one. So you could once per turning point you can only even pick invigoration order deterioration depending like if you're playing defensively you probably do invigoration and then if you push in you probably go deterioration he has been nerfed right not being able to do two is rough but it is what it is. Then you've got the mind which was in thermal gaze which is five taxing on three zero zero damage psychic range six devastating two lethal free up. This used to be like increasing damage the more close you go with a max range of eight minimum of two. It's a bit worse but now it's more consistent. Then you've got fists which are free taxing on five is one two. It's got heinous deluge one action point as a psychic action select one enemy off to that some valid target for this operative until the end of the operative next activation minus one APL until to the APL stats unchanged. Then you've got a prolific vortex for one action point as a psychic action remove your prolific vortex mark from the kill zone. If any then place your marker visible to this octave on or on the vantage point visible to this octave inflict one damage on each within two into that marker in addition in the ready stuff of each strategy phase inflict one damage on each mark on each of within two inches of the marker again. So that's all unchanged the only thing that's changed is just in thermal gaze which is now a shooting attack and it's a bit weaker but that's happened to all shooting at like mortal wounds psychic actions they've become shooting attacks so that's fine. For your devotee as two APL six inch move five up save seven wounds as a pistol which is four taxing on four two three range eight and crude melee weapons which are four taxing on fours two three as group activation so when you activate a devotee you activate another devotee so maximum two at a time they're on 25 mil bases they're fine then you've got your cult mutant who has the same profile but with blusher messes appendages four taxing on fours three four ceaseless rending so that's unchanged it used to be well it's been done ready before then you've got a cursing mutant this operative can up perform unique actions you must spend one action point for this option to perform the one additional action point sorry to form the picker marker or mission action excluding operate hatch so this unchanged with or now can open doors for one action point and then unnatural regeneration whenever an attack lighting flick damage are three or more on this operative on a five up you minus one damage that's a mechanical change so they're a bit weaker in terms of durability then you've got the chaos torment who has a two APL a six inch move a five up save and only 13 wounds you've got hideous mutations five attacks in on fours four five ceaseless rending that's unchanged you speak relentless but it's now ceaseless a cursing torment this operative cannot perform the picker marker or mission actions excluding operate hatches and it's a brood when you're selecting this as a valid target if this operative as a concealed audit can I use light terrain to keep itself safe but it can still reuse light cover for cover unnatural regeneration is the same as the devotee so the chaos torment has been nerfed right when they limited the torment because there's a 40 mil base when they limited to once per turning I assume they were going to increase it's wounds like they did with the nightmare hawks they did not do this a chaos torment capped at 13 wounds with a worst damage negation because before they had a five up fill no pain it's very trash right there's no defending that these guys should be 17 wounds 17 wounds one per turning point you can argue 16 wounds I think 16 or 17 wounds one per turning point I think that's fine because then in turning point two you have two of them with like 16 or 17 wounds pointing up like applying a lot of pressure on the opponent now you only have two 13 wound operatives that might reduce damage that's not good at all like your opponent is just going to blaze through them and then turning point three you may have one torment like that's very bad I think it's not good for what they've done with torments and the chaos guys a whole then for faction equipment you've got bateful script once per battle as a strategic gambit change one of your cursed gifts no they're if it's an accursed given operative has from the abarm mutation firepower ploy only that operative benefits from this this is okay but I think you should know what kind of things you're picking going into the game so I really wouldn't take bateful script then you've got covert guys is after revealing this equipment once from row 1 D3 as a result as a strategic gambit in the first turning point a number of chaos cult devotee operatives equal to the result that you rolled holy within your drop zone can perform a free reposition action reposition action but s must end that move holy within three into your drop zone this it's fine like it got nerfed he used to be like you set up to three times now you're dictated by your D3 that's okay then you've got unholy talisman once per turning point when a front of your when an operative is shooting a friendly chaos goal putive in the row defense nice step you can retain one of your normal successes a crit take it into shooting teams for your torments by the way it's not great then you've got vial blessing once per battle when an attack dicing flex normal damage on a friendly chaos goal putive excluding the devotee you can ignore that inflicted damage if that friendly up to is a mutinal torment you cannot roll for their natural generation or for their attack vice then decide to use this for all on the same dice you must use one of the other so i think you're always taking vial blessing just for a torment who's doing stuff any it now only works on normal damage not normal or critical damage so a quimmon wise i personally would take the covert guys is vial blessings and then probably two cracks and two stuns or two smokes so your faction equipment is just okay so when it comes to operative selection you have a fixed operative list to take so there's no much i can guide you here with once again this is a very expensive kill team to buy usually 95 pounds because you need the the dark commune box the chaos occurs a co-occurcid coldest box and the coldest box so three different boxes like i think you could probably have equal amount of fun building kit bashing this team it's very expensive it used to be very good which kind of justified its price now it's expensive and trash currently which is really bad like joking aside but i think personally like technically that's the most efficient way it's buying it all separately although i think you could get away with some fancy conversions if you're willing to spend about the same or a little bit more so for the chaos co-oper you i am not gonna beat around the bush this team got murdered right so games workshop for the new addition has done this thing where key teams that will consider toxic have been toned down quite heavily which is fine except for the next review later today we'll get into that i think they've been overly cruel with chaos co i actually like all the changes the only thing i'm upset with is the mutant and the torments i think you could probably get away with making mutants eight wounds and then making torments 16 wounds and then i would go okay yeah no i actually see the play here because you know then your torments even though you're capped at one turn one one put one torment but turning point you you have some solid play from your torments now i'm like they're still 13 wounds with a worse feel no pain damage negation doesn't make sense it feels overly harsh especially if you look at galapox you win the same boat but then their damage negation negation got nerfed but then they got more wounds our result so i could easily see like the torment going to 16 wounds and the mutant's going to eight wounds and just being like okay they're a little bit more tankier i also really would have liked a blade option for as an equipment choice considering this is the one with all the blades so clearly they should have like three four melee weapons like make it free attacks hitting on fours three four is that the four attacks in on fours two three so then you can have some chance i think that would have been a better equipment choice because it would you're basically spending an equipment point to make your devotees more likely to kill so i think that would have been really helpful for the kill team overall it's just way too too strict i don't think this team is good you now have to commit turning point three or four so which you can do but's a lot harder to as well and i'm not really a fan of that because turning point three before you could have three torments in the field then turning point four you can have four again so their choices to either buff torments or remove the torment restriction of one per turning point it's a very very strange choice which i've done with this kill team you know i i don't think you can actually make it work in its kind of form i think it's just too bad like maybe against other weaker teams but at least it's just going to run through you they're going to go like turning point two you only have one to him and you don't have two oh well look this is a fun day we're going to have right just murder for you all so and you're really susceptible to stuns i know it's not sounding great but you can't really be honest when a team's being gutted like this you know i was always obviously quite harsh on the kill team but i think they were fine where they were the end of last edition so i think as i said if they want to keep the one torment per turning point buff torments to 16 wounds otherwise remove that but i think i would rather have eight wound mutants 16 wound torments and then given equipment choice that gives everyone a free attack weapon that's hit on fours free four so you have more chances to kill especially with the anchor one but yeah this kill team's rough not not good at all but no more positive note that's pretty much it for me today please remember to like and subscribe as well as comment let me know what you think of the new chaos coat do you agree with me or disagree is there hope at the end of the chaos tunnel i remember i've got a disc or you can check up for the episode description below and a feeling kind of in the games and a feeling out crossfire games and a patreon if you want to give me some more spawn i'll go to share my patrons so for my ad adevs of the crowd zombie businessman tom supercow Stephen sam nick mercenary q mr b wild lucas john to miss graham fang zoo dragon david meets world dancey dad of golden's chris samger and then well for my veterans of the crowd of samger ryan and mark so thank you so much for your support it really means a lot to me help support the channel yeah so i was generally shocked that honestly chaos coat survived i thought they were going to get removed from the game so they did survive by a big cost they are not good and you know i don't mind that they've hit a lot of toxic teams but i think they've been too severe in some cases there's some teams where who were toxic who got buffed i wonder what team that will be um so i think they chaos code deserve some help because they're not in a good spot like they they're or borderline on playable it's not really fair on players who have this kind of kill team which is really depressing but we are where we are at so remember no matter how hard you're winning against chaos coat there's always a chance to win even more as long as you can roll a
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3 teams and welcome to another Warhammer 40,000 kill team video where today I'm going over the new brutal and conning box released which was previewed by Games Workshop yesterday. 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, do you find it useful, what do you think of the new box? I remember I've got a discord you can check out for in the episode description below and affiliate and game and affiliate and crossfire games and a patreon if you want to give me some more support as well. But yeah, so this box is I believe the second box you know previewed for the new edition of kill team so yesterday was high storm release day and then Games Workshop previewed the next box which is brutal and conning you know it was trying to top the earlier big announcement of the week of the kill team coin which you got which you can get from Games Workshop stores which was you know a lot of people could barely maintain themselves after that. But I'll be going through the box if you didn't watch the stream as well as what they talked about and kind of figuring out what these rules are going to be like. But first up what do you get in this box and what they've shown off first you get the Rekka crew kill team which is basically or tank busters then you'll also get the Rathlin's kill team which is just called the Rathlin's kill team. But also in this box we get brand new terrain so this is the kill zone focus compound upgrade so you effectively get two well free walls which are like two bunker walls one with a door then a literal pill bunker then two wedges and some random scatter terrain. So during the stream they talked about how this was basically like an expansion like we got more so with the Gallaudarks season kind of like what we go with beta decima but this is representing not fighting in the ruined cities but more the edge of the outskirts where it's like fortresses and bunkers where it usually people like the Imperial forces fortify and fight off invading forces and I don't think this is going to be used competitively because they say there's a lot of narrative thematic missions based around using this terrain in addition to your vocal set which is found in the boxes rules and it's basically designed to make you play attack a defender like proper attack a defender where the defender will sit back behind these fortifications while your opponent aims to like rush through and in some of the images they showed you know obviously the orcs were playing the aggressor role in this and it's like showing breaking down the walls trying to hold down as long as possible to prevent these invading forces overrunning you which is interesting this terrain does look great and we've been kind of asking for a lot of trench warfare it's just a shame it's just an add on instead of a whole separate kill zone because it looks like this would be really interesting if you kind of mixed up with the enclosed environments you get from the Gallaudarks rules I think that would have been really cool the terrain does look great right and it feels like it's fully designed for the vocal skill zone I just don't think we're going to get much use out of it and unfortunately means it's going to probably be tied in this box which is going to increase the price and kind of leave you with this great looking terrain by at least during the preview stream they were quite open and like this would be great for your games of Warhammer 40,000 as well I mean there are a lot of nice and massing missions probably based around it but if you're competitive gamer you're kind of paying for this not to use so for the Rekka crew kill team these aren't literally just all tank busters they are plastic ork tank busters which is what people kind of expected you know no surprise there but they do look really cool especially in time to replace commandos when they face basically drop off the competitive scene next year but they do look really really good because in this kill team you will get a knob then five other tank busters and two bombsquakes which technically would make this kill team a attack deviation kill team but guessing like they did already revealed that they all have a four up save so assume they would all have a four up save the knob is going to have the same stats as the commando knob so have 14 wounds for APL but this time I have a four up save it does have a rocket pistol and then it also has a chopper like a chain chop well a normal chopper on the back and then the big sledgehammer so he's probably going to be quite tough the faction rule is if these operatives shoot with their weapons the next turning point they're plus one APL so I don't know when it comes to like the melee operatives if they strike in combat but that's going to be quite interesting although I expect all the rockets are going to be similar to how the rocket boys rocket works they're going to be like blast one five six damage not sure how many attacks so that's going to be quite interesting to see how that works then you've got this big guy with like two battering ram fists so he's kind of like a souped up breacher and effectively the way he works is he can punch you really hard and also punch you off points so I expect he's going to have ability like the dozer where he can just push you three inches in any direction which would make sense if he doesn't kill you and then I do expect all the other command well the all the other tank busters to be ten of ten wounds for up save and probably immune to splash and like torrent and stuff to represent their armor then the other cool thing is you get two operatives with like effectively rocket hammers tank hammers so they can either use them as normal sledge hammers or once per game when they hit you they detonate the rocket which are obviously always going to do and this is probably going to be like a blast attack even like devastating splash because that would make sense if they were immune to it because then they smash it down they like hit the north first operative normally and then do like devastating wounds to everyone in like a two inch bubble or one inch bubble so that would be really cool but then probably they would lose their tank hammers because they've blown up but that seems really really cool and then obviously you get two boys with rockets because tankbuster rockets so they may be slightly more damaging I think there would probably be five six AP one blast one and you know they would hit on fours as a command well as a tankbuster maybe fives I wonder if they'll get something like plus one to hit against or like maybe rerolling ones against operatives like 12 or more wounds or something or something craves like 16 more wounds to represent them better firing a larger target like ogrens and like galapox infected but then you've got a decent mix of two ranged operatives a range pistol and then two dedicated melee operatives then you have two bomb squicks so I expect these are going to work exactly like the bomb squig they can only be unengage their six attacks heinome fours four five they blow up an engagement range it would be really quite bad if they were GA2 but the interesting thing is they'll probably have the expendable rule so effectively you have a six you have an eight operative kill team but for your Kill Op it would only count as six operatives so they wouldn't they would be kind of this weird pseudo elite team kind of the closest people say they're going to be like space marines I think they're going to be closer more like a more offensive higher attack circle because your leader will be free apl everyone will be two apl and like yours if they make a shooting attack if they fire their rockets and stuff and probably if they hit with their rockets they get plus one apl on the next turning point so your leader could potentially go to four apl and he might have the ability to give people plus one apl so they look really cool and they look really fun I looked out they're painted in gofs but I'm more of a bad moon kind of guy well like the flash kits you know the well yeah they are the bad moons so I might go with the yellow routes but otherwise they do look really really good then you also get literally the ratlings kill team now I think they look great right because you get 10 10 ratlings a dog and then two traps and a crate so they do look really really good especially the dog right I'm a big fan of the dog as you can see right now that dog is giving me eternal motivation to win my games but while these models do look great and full of character they're all like the majority of the must snipers they are very very small they look like they won't be able to see over even normal barricades and I'm kind of worried about this kill team they they don't look like they're going to be that good they look great you know like the way I could compare them to is the halfling halfling team from bloodbow really great but because you got your like your leader with the beret who kind of looks like to me like a playskin from Metal Gear Solid 2 so it's kind of like your solid snake he can give people orders apparently like he points at someone like mark someone for death and then the rest of your kill team gets buffs against them which I'm sure will be fine and then you've got this guy with a huge huge sniper rifle that apparently is called an anti tank sniper rifle and is designed to blow up tanks and then they've also supercharged it with a power pack this thing probably deletes everyone it shoots out and I wouldn't be surprised if they gave it a crazy blast like you've got you've also got the dog look at the dog it's so good that's a dependable operative but you've also got in the group picture like some kind of comms operative a spotter crocodile dundee with a sniper rifle and then like a hookshot dude and then you've also got the trapper who lays two traps which are probably just going to be mind tokens and he can probably place more mind although as you can see in the image his left arm is a bionic arm so he's probably not too great at this job they're probably all going to have super conceal that would make sense and apparently one of their faction roles is like the dog sounds the alarm if you get close to this kill team they move away so I assume it's like at the start or end of an action within which you move they can if you're close enough they can move all like dash away probably even moving two inches or three inches so they don't do well in combat but they just play keep away so I think that could work but I'm not too sold on it like they look great from a modeling perspective but as a functional kill team I'm not too confident so for the brutal and cunning overview we've got tank busters we've got valines and we've got brand new terrain so it's going to look great it might drop soon I didn't expect we'd get previews for the next box now I mean I was expecting they might make this season a free box season the good thing is all the models are brand new this is the first kill team box mid season where all the terrain and the operatives have been brand new which is really really good it means going forward we might just get brand new kits in every kill team box which would be amazing the downside is I do love the terrain I'm a big fan of the terrain but if you're playing this oh so only from a competitive standpoint it's not great and you're kind of forced into buying it and the kill teams look interesting from my current vibes with balance kill teams are either okay or absolutely broken there's no real in between and normally you would go obviously the tank busters would be the best they're going to be the most most powerful list and then the rallies will just be okay but I'm going to go wild here the commanders are just going to be okay because you have six operatives who are two APL I would one be three APL and they need to fight or shoot to get there plus one APL they might be movement five as well if they're more than 10 wounds and then the rallies they're going to super conceal they all run away from you they can set multiple minds the dog bark say you when you lose the game if you kill the dog they've literally got an anti-tank rifle that they say does humane humongous amount of damage so I'm expecting the rallies to be super fast you can't really get near to them and they're just going to be really obnoxious to play against I'm hoping I'm wrong but based on past experiences from what happened with the entirety of season three of the last edition of kill team that's what I expect it'll be a wild ride can you imagine just like me reviewing this box playing the power point is going yeah the tank busters stand no chance against the rallies just impossible it's an impossible match up although I do think the commandos are going to be fun they sound super super fun to play especially as like you know you're not a true commander well you're not a true walk player if you don't detonate your tank hammers and the first combat you have and they actually might be really good at hunting elites especially of all their guns have like piercing one although they probably need piercing too against most of the leagues we're facing but I'm really interested I'm quite hyped for this I was honestly expecting this box to be previewed that world in November we've an LVO but maybe we're going to get this box really soon was this the big announcement they were hoping for I mean it really is it looks really good but it probably confirms that we're going to have a four box season we're going to get new terrain every box terrain add-ons and at least these these terrain they're adding on looks pretty useful Bime pray hyped I can't like they would be revealed like the theme for a hype storm was like aerial drops this time is more like attack a defending rushing down fortifications so I'm interested to see how they expand and tie into the setting but I'm really hyped 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 to find it useful remember and I've got this squad you can check out in the episode description below in a filling car and games and a filling out crossfire games and a patreon if you want to give me some more support and I'm going to shower my patrons so for my ad-eps of the crabs on be businessmen Tom supercal Steven Sam Nick mercenary cue Mr. me world Lucas gentleman's Graham Fang Zoo Draken Dave meets world Darcy dad of golden's Chris and then for my veteran of the crew of Samja Ryan and Mark so thank you so much for all your support it really means a lot to me and help support the channel but yes surprise don't worry there's faction guides coming I I'm not allowed to sleep I'm actually recording this after work before I actually edit more faction guides I'm joined high storm joined the new edition of kill team interested to hear what you think but remember no matter how many times you fight ork tank busters or get all your stuff stolen by ratlings there's always a chance to win as long as you can roll a crits
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Greetings and welcome to another Warhammer 40,000 Kill Team video where today I'm going over the updated rules for warp cover in the new edition. But before getting to things people want to like and subscribe as well as comment, let me know what you thought today's video, what do you think of the new warp cover rules. And remember I've got a discord you can check out for free in the episode description below and a fill in Kalamon games and a patreon if you want to give me some more support as well as well as in a fill in and cross fire games and element games. So let's get into it. I'll be covering the updated warp cover rules which you can find on Warhammer community for free as well as the Kill Team app. So these are all the updated teams in my white dwarf double bill. So for the warp cover and roster you're still recon and security which is a very nice mix to have. Probably the best two archetypes at the moment. Then you can effectively select a six operative warp cover and kill team but this is different. You can take a sorcerer of destiny, a sorcerer of Tim Perion and a sorcerer of warp fire. You can also take a rubric warp marine gunner with either a warp flamer or saw reaper cannon. Then you can take a rubric marine icon bearer, a rubric marine warrior, then a zango champion with either a great axel great blade, then a zango horn bearer, a zango icon bearer, a zango warrior with either a zango blade blades and shield or auto pistol and chainsawed and then you have some restrictions within that. So for your psychers they are armed with force saves which have psychic weapons on their data card and one of the following options so they can either have an inferno bolt pistol, a prospering copesh or a warp flame pistol and your kill team can only include up to one warp flame pistol and up to one per saw reaper cannon. Then when it comes to your zango these operatives count as half a selection each. So instead of selecting basically a rubric marine or a psycho you can select two zangos and then you must select at least one friendly sorcerer operative to be one of your leaders and then gains the leader keyword and plus one to its operatives wound stat for the battle. Other than worrying gun operatives you can only have each operative listed once but you can include up to two gunners. Remember you still can't have two saw reaper cannon so you could have two warp flame or gunners but you're limited to just one saw reaper cannon. So it's a very comprehensive list which I'll get into for operative selection but it does mean if you took free sorcerers and then free selections of zangos that would give you a nine operative kill team which is nine activations so they're this weird fusion team which is very nice. For faction rules you have boons of zingh so whenever you select a sorcerer operative for the battle you must select a boon of zingh below for it to have for the battle. You can then select each boon of zingh more than once per battle. So you have in court preal sight this operatives ranged weapons have the satuary weapon rule whenever this operative is shooting anywhere else can't be obscured this is very good. And you've got time walk add one inches to this operatives move stat echoes from the warp once per battle when you counteract with this operative you can change its order and perform an additional one action point for action for free during that counter action but both actions must be different this is amazing. Then you got warp swell add one to the normal damage of this operatives melee weapons. Then you've got immaterial flight once per turning point when this operative is performing the charge or reposition action during this activation it can fly. If it does don't move it instead remove it from the kill zone and set it back wholly within a distance equal to its move status of its original location measuring the horizontal distance only in a kill zone that is the close quarters rules i.e. galodark this distance cannot be measured over or through water rains and that operative cannot be set up on the other side of an access point in other words it cannot fly through an open hatch way. Note that this it gains no additional distance when it forms a charge action it must be set up in the location that can be placed unless this charge action cannot be stopped within control range. It's okay but because you don't benefit when you dash as well you used to be able to like dash onto a vantage point and then move back down but i actually can't really do that so i don't think immaterial fly is that great. Then you've got twist of fate this operative psychic range weapons have the piercing crystal one weapon rule then you've got mutant appendage having an enemy operative with this if we then this operatives can roll to roll range doesn't prevent it from forming the pickup mark actions or mission actions which is really powerful and then once per activation this operative conform the pickup marker place marker or mission action for one AP less so this is really good especially if you're running on melee operatives like melee sorcerers because that means you can charge the point and cap it while in combat which most teams can't really do anymore. Then you've got astral bombardment select one of this operative psychic's range weapons that weapon has the devastating one weapon rule if you selected a doom bot build bolt has the devastating two two inch weapon rule instead of the devastating two so that's okay then you've got master of the immaterial add frames to the distance requirements of this operative psychic actions that have a distant requirement just fine then you've got the astartis rule during each friendly warp cover heretic astartis operatives activation it can perform either two shoot actions or two fight actions if it's two shoot actions and a sorry per cannon or warp fire flame is selected for both one additional action point must be spent for the second action you cannot select the same psychic range weapon for more than once per activation so what this means is if you're firing the warp flame out all the sorry per cannon it's three action points to fire them twice but it looks like your sorcerer can fire two different psychic weapons if it has so which is very flexible and then each friendly heretic astartis operative can counteract with guardlephs at order which is also a standard space marine rule which is very good for employees for strategy employees you have a theory of warning whenever an operative is shooting a friendly warp cover an operative worst the x of the piercing weapon rule by one if any note that piercing one would therefore be ignored this is amazing very very good i'd like that them in legendary have it you're probably spending this every turn from turning point two onwards fate itself is my weapon row two d6 and reserve them put them to one side in the following fire fight phase whenever an operative is shooting fighting or retaliating after you or your opponent roll their attack dice but before re-rolls you can use one of your reserve dice to replace one of those d6 road for that sequence yours all your opponents you cannot you you can use one of your reserve dice to place one d6 with that sequence that replacement dice cannot be changed all re-rolled and is discarded at the end of that sequence then if the combined result of both reserve dice was less than nine discard the other dice you cannot use more than one reserve dice per sequence discard any remaining at the end of turning point so how this effectively works is your old two d6 if the value was less than nine you discard one but if you get a really good result like a six you probably keep it if you get a one you actually keep that to give it to your opponent very very funny and nice i actually like this quite a lot is a very i mean because you're basically getting one to two dice out of this you may not use every turn but is very zinchi then you've got brotherhood of sorcerers friendly sorcerers operative psychic weapons have the balance weapon rule or ceaseless instead if another friendly sorcerer is within nine inches of this operative this is amazing like this is great you're always spending cp for this then you've got savage herd friendly zangle operative melee weapons of the accurate one weapon rule whenever a friendly zangle operative assisted by a warp cover operative always fighting while within visible and within six inches of a friendly sorcerer operative that friendly zangle operative melee weapons also have the severe weapon rule so this actually has a huge buff to your zangos they get accurate one and then if they're fighting you know with a friendly operative in support that's an erotic a starties well another warp cover operative so another zangle always within six inches of the sorcerer gained severe as well which is very powerful so really really good there for your zangos for firefight employees you have all this dust uses firefight ploy when an attack doesn't flex normal damage on a friendly rubric marine that will put you in flicks that doesn't flex one damage instead so as a almost just this scratch still very very good then you've got capricious plan uses firefight ploy at the end of a sorcerer's operative's activation that friendly operative can immediately perform a free dash action even if performed an action that prevents it from doing the dash action and all it can change its order so you can like move up dash switch to engage shoot than dash and then switch to conceal very very good then you've got psychic a bar uses firefight ploy when a friendly warp cover operative sorcerer is activated select one other friendly sorcerer visible and within nine inches of the operative then select one of that other friendly operative psychic unique actions or psychic ranged weapons that friendly operative has to use until the end of this activation so you kind of just go like oh we use that ability if I'm in a better position so it's fine but it's a lot of CP for that then you've got mutant herd you use this firefight ploy when a friendly warp cover and zangos operative is activated select one other friendly warp cover and zangos operative visible within two inches to activate at the same time complete their action actions in by in any order so this is very powerful and is really powerful to savage herd because you pick two different song zangos they both charge because they're both supporting each other you can do charge charge fight fight so when the first one fights because it's been supported by the other others angle it will get severe on top of ancura1 and then the same can happen again very very good the only issue is all your ploy are very very good so you're going to burn through a lot of your command points very quickly for your operatives you have sorcerer of destiny which is free apl six inch move free up save and 14 wounds this is the standard profile for your sorcerers they're all on 32 more bases remember one of them will be 15 wounds because you have to make one your leader so it has the doom belt wet psychic weapon which is 4 taxing on freeze 4 4 psychic devastating to lethal five up then you have inferno bolt pistol which is 4 taxing on freeze free 4 range 8 piercing one the warp flame pistol which is 4 taxing on twos free free range 6 piercing one torrent and then the 4 stave which is 4 taxing on freeze 4 6 psychic shock and then the prospering copesh which is 5 attacks in on freeze 4 6 lethal 5 up so remember only one of your sorcerers will be able to have the warp flame pistol and then you know only one of them can have the two of them could have copesh is instead and you always want to take the warp flame pistol but personally I think you probably get more benefit out of the warp flame pistol in this operative than you do the melee because you can shoot doom bolt someone and then flame someone both at piercing one then you've got protected by fate for one action point as a psychic action select one friendly operative visible to this operative until the sub this operative's next activation until it's incapacitated until it's action is performed again by a friendly operative whichever comes first whenever an operative is shooting that selected operative you can reroll one of your defense dice so you pick someone and they just get reroll defense dice which is very good and you cannot do this one in control range and you've got ravaged destiny for one action point as a psychic action select one enemy operative visible to and within nine inches of this operative until the start of this operative's next activation until it's incapacitated until it forms action again or by a friendly act operative whichever comes first whenever the enemy operative is shooting fighting or retaliating your opponent must reroll their attack dice results of a six and whenever determining control of an objective marker treat that enemy operative's APL status one lower know it's not a change to their APL status just for controlling any kind of perform the swallowing control range the destiny source was pretty good right do both a great pop and boom like very nice but I do like ravaged destiny picking a key operative your opponent's moving up fought with especially with other elites because it means you now only need one elite to trade with another elite for controlling points and protected by phase it's quite good so the death source for a destiny is on really weird situation what's got the offensive dune ball but then two very defensive powers so you're probably only using dune ball when it's safe to like you're probably using your ploy to switch back to conceal after so like switch to engage do protected by phase ravaged destiny dune bolts switch back to conceal then you've got your sorcerer of tympirion who has flux blast which is four taxing on freeze free four psychic blast to rendine then you've got inferno bolt pistol which is four taxing on freeze free four range eight piercing one the wolf flame pistol the four stave and the prospering copesh it's got temporal flux so for one action point as a psychic action select one friendly operative visible and within six inch of this objective in place your temporal flux marker within the operatives control range at the end of that operatives next activation if it hasn't been incapacitated and is still wholly within six inches of your temporal flux marker remove the operative from the kill zone and say back up within a location it can be placed when it's set back up it must have your temporal flux marker within its control range or as close as possible then remove your temporal flux marker from the kill zone if the operative isn't wholly within six inches of your temporal flux marker including if it's incapacitated remove that marker from the kill zone cannot do this while the control range or if your temporal flux marker is controlling the kill zone so how this works is let's say I pick a gunner who like let's say the so re-pricanan it I give that that and then place it like a head of its base then it can reposition and potentially dash as long as it stays within six then it shoots and then the end of its activation it will teleport back to that spot so effectively think of it as a weird rewrite we rewind teleportation where you can push forward and then immediately come back into hiding this is very powerful then you've got a reconstitution ritual for one action point so psychic action select one visible operative visible and within six inches of the operative and it gains 2D free loss we can't do one control range of enemy operatives amazing a really good heal which is great for elite so the sorcerer temporary on is going to be really good then you've got the sorcerer of warp fire who has firestorm which is five attacks here and four is two free psychic saturate seek light torrent to this is actually been improved used to be well actually used to be blast black so it's torrent to so actually has a bigger blast range which is very nice then you've got inferno bolt pistol which is four attacks then you've got mind burn which is five attacks here and four is one one psychic lethal five up saturate seek and mind burn so mind burn is in the resolve attack I step if you inflict any damage with critical successes the operative this weapon is being used against gained one of your mind burn tokens if it doesn't have one already until the end of that next of its next activation or until it's incapacitated until a friendly objective uses weapon again whenever an operative that has one of your mind burn tokens worse than the hitstown of its weapons by one so it isn't cumulative would be an injured so effectively you tag someone and then a minus one to hit but they're actually on injured but some nice tagging then you can either have a four-stay for prospering copes then it has a light so for one action point as a psychic action select one enemy operative visible to this operative until the start of this operative next activation or until it's incapacitated until this action is performed again that only means that once you're a light tokens if it doesn't already whenever a friendly warp cover up with a shooting against or fighting against or retaliating against and then a me that has one of your light tokens your friendly operatives have the special rule rule and get into this works on zangos this is very very good very powerful so the sorcerer warp fire actually might be someone you maybe give the warp flame pistol and instead it's very dubious I think you definitely want the copeshes on the other two but this is a very good sorcerer effectively as it's just dishing out relentless to people very very nice you just chips people away it can't do it while you know none of them have silent so you're gonna have to be careful with how you shoot with your sorcerers but very very nice they're all very powerful then you've got your rubric mirroring gunner which is free APL a five inch move two up armor save and 14 wounds so obviously they've gone from 12 to 14 wounds but they now have a two up save all the time by going down to a five inch move they have the sorry per cannon focused which is five attacks in on three four five piercing one then the sweeping mode which is four taxing on three four five piercing one torrent one then you've got the warp flame which is four taxing on two four four range eight saturate piercing one torrent two so very very good and then fist which are free attacks in on three three four it has the sorceress of tomato ability whenever this operative is activated subtract one from his APL stat until the end of that activation unless a friendly walk of insults are is within nine inches of it so the key thing to remember here if you're when you're activated and you're within nine inches of your sorcerer you will go down to APL so you have to keep that net alive because it's nine inches that's pretty easy to do then you've got your icon bearer who has an inferno bolt gun which is four taxing on three three four piercing one and then fists has the icon bearer and sorceress of tomato special sorceress of the icon bearer when you determine control of an objective you can as one APL higher it's now modifier this actually has been nerfed because before you used to give buffs to your psychers now it doesn't do anything i don't think it's worth taking then you've got your rubric marine warrior who has the inferno bolt gun and fists and the sorceress of tomato special rule it also says slow and purposeful special rule so whenever the solverative is shooting if it hasn't performed a charge or reposition action during this activation or its counter action its range weapons have the ceaseless weapon rule no it doesn't restrict you from doing these rules after shooting this is very very powerful like if you set up in position you just go shoot once twice with ceaseless and then move out of the way but this rubric marine warrior because it's too uparmous save you can happily move up like on top of a vantage point and just go like i'm just going to stand and shoot there i want a vantage point unless you're on the same level as me i'm returning a hit retaining a hit the two up save and i annoyed piercing so warriors are actually really really good and there's some instances where you're actually taking free warriors all the time in addition to free psychers they're very good then you've got your zango champion has two ap hour six inch move and a five up save along with 10 wounds so this is a buff they used to have eight it gets plus one because it's your zango champion so now all zangos are base nine inch or nine wounds which is very good you have the great axe or the great blade so the great axe is four tax hit on freeze four five brutal lethal five up and then the great blade is four taxing on freeze four five lethal five up branding i personally prefer the great axe because of brutal but the rending one is all right like technically the rending is better if you try to to hit a ten wound up operative but i i think it's fine with the great axe so it's up to you your choice at the end of the day has savage brutality the first time there's opera forms a fight action during each of his activations if it isn't incapacitated it can immediately form another fight action act words you don't have to select the same operative to fight against this takes presence over other operatives it's got bathed it can double fight everyone what the what the hell like what what so it can charge into like let's say two guardsman hit one for five damage kill it and then fight again and it's got ten wounds yeah the champion's amazing wow always take the champion then you've got the horn bearer who has nine wounds got dagger which is four taxing on four it can blow its horn for zero action points i used to be an action point before until the next strategy until the next ready step add one inch to the move start a friendly zango operative so they go up to a seven inch move and you can't do well in control range very nice then you've got the icon bearer so as a dagger as well so it's got herd banner whenever an attack dice inflicts free or more damage on a friendly zango operative that's visible and within free and adoptive minus one the inflicted damage and then it counts as an icon that this is actually really good it used to give us a rerotor environmental saves i believe but now it's just flat minus one damage when everyone is at least nine wounds this is great then you've got the zango warrior it can either have an auto pistol and chainsaw which is four taxing on fours two three and then four taxing on fours four five then the blade and shield which is four taxing on fours three four shield so if you if you use the shield rule this optiva is a four pop savings and a five up save and whether it's fighting or retaliating with this weapon each of your blocks can be allocated to block two unresolved success instead of one then you've got the zango blade which are four taxing on fours four five balanced so it's got a new weapon profile with the blade and shield and then it also has the relic contestability so once per turn in point one friendly warrior can perform the pickup marker place marker or mission action for one less action point if that friendly operative is within your opponent's territory so this is a way to get pseudo free APL but only works on stuff wholly within your opponent's territory if this operative is wholly within your opponent's territory so you can actually do some clutch things where you run onto the middle objective but where you're wholly within your opponent's territory then you can like pop it for free it's very very nice very good I generally like doubles angle blades but I think with Acura one you might get more out of the chainsawden auto pistol but I think double blades is the option and then if you're fine into melee teams or you're like maybe into guardsmen teams you could get away with the blade and shield especially if you're using zangels as just roadblocks to slow down the opponent so personally you're either going blades or blade like dual blades or blades and shields so for faction equipment you have unsourcialed rounds friendly warp-covering operatives and funnel bulk guns in bulk pistols and auto pistols have the devastating one weapon which is all right then you've got demon war weapons and one to the extra attack style friendly rubric marine operatives melee weapons when a friendly rubric marine operative is retaliating its melee weapons have the acura one weapon rule so they go to four attacks and then if someone charges and fights you you can acura one so they're more defensive but it's nice then you've got arcane robes whenever an attack dies with inflict critical damage on a friendly sorcerer up to if you can choose for that attack dies to inflict normal damage instead you cannot use this rule for each friendly warp-covering sorcerer for more than once per so this is actually buffed because now you can do it once per turning point on every sorcerer instead of just one sorcerer once per turning point very nice then you've got sorcerer scrolls so once per battle when a friendly sorcerer operative is activated or counteracts you can use one additional boon of zing for it to have until the end of the turning point but it cannot be the same boon of zing that it or the front operatives have this takes presence over normal boon to zing roll rolls know that you can use this rule when a front operative counteracts and you select echoes from the warp it can be immediately used to change this off to his order and perform a free action during that counteraction hinting at what what what boon you should select which is a very funny uh so equipment is very good you always take sorcerers scrolls arcane robes and then I think if you're going heavy on the rubric then you take the end sorcerer rounds and the demon more weapons but if you're going more zango heavy you're probably taking two cracks you can play around with that but very good faction equipment as a whole so when it comes to operative selection going for collecting purposes first a warp coming to kill team because it was a white dwarf kill team it's not a dedicated kill team box is very expensive to get into because you need a box of rubric marines which will give you nine rubric marines and a sorcerer and then you would also need the other two sorcerer or the sorcerer box that has three different sorcerers so you can have three more sorcerers and then you need the zango box to give you ten zangos to build your selections from which makes a very expensive but you're always going for resource or as right so you always have one with the warp flame pistol and two with co-pêches in my opinion you could run free with co-pêches and to melee teams of the warp flame pistol is very good you're always taking a destiny temperion and warp fire the boons are very complicated even for me I need to do a proper deep dive on those but I would recommend you pick the ones that will think will be best then you've got the only thing to clarify with the boons if they're once per tournament or once per game because if you can change them per game that's very good then if you're going rubric marine wise I would always go with one soul reaper cannon it's very good and then have the option to go to warp flameers especially on galodon because that's very good I would also have three rubric warriors just in case you're running into elites because you could do three sorcerers and three rubric warriors which are very nice or three sorcerers two rubric warriors and a soul reaper cannon and then for my zangles personally I would go with the great axe but you can build one with the great axe and great blade for this zangles champion you want the horn bearer you want the icon bearer and then you probably want two to four warriors with a mixture like I would probably make two to four with dual blades and then maybe make like two with shields because I wanted to take them for like defensive purposes but that's why you buy a box of ten zangles and then like so if I was into elites three sorcerers soul reaper cannon two rubric marines or maybe a third rubric marine instead of the soul reaper cannon I also am a big fan of when into hordes as well going pure rubrics especially on galodark going to warp flameers because two warp flameers will just murder stuff in additional rubric but I am a big fan of going like three sorcerers two rubrics and then the zangles champion and the horn bearer but if you're only going like let's say with three sorcerers the soul reaper cannon then I would take the zangles champion the horn bearer the icon bearer and a normal warrior with dual blades so you've got quite a flexible and extensive list and you can increase it or decrease it depending on what you're pony and you're having I would highly recommend recon but security is really good for this kill team they have great archetypes to select from and no matter what you select your officers can support that which is really good so they're expensive but very flexible and powerful so for the warp cover overview this team is bonkers very good your basic rubric well all your rubric marines are too up save 14 wounds and five inch movement which is very very good you have a waiter accurately heal them you know have fixed sorcerers the teams a little it's still complicated like this it's still a complicated kill team but it's very powerful all your guns effectively have piercing one minimum and because you can ignore piercing one for a command point you can laugh into other enemy teams like it's it's it's crazy how effective having just rubric standing in the open behind cover will just endure so much damage now because they have that to upset with 14 wounds just like shooting people especially triggering ceaseless what your sorcerers ping around and do stuff zangor are a lot better now because they've got nine wounds minimum and like you know there's they've got accurate one built in they're a bit more vulnerable but they can still get their piercing like they're piercing downgrade as well very good such a good kill team still incredibly complex I haven't fully figured out on the boons I would want there's a lot of like I mean in our in there especially like who you give co-pêches to because the interesting thing is if you build warp flame if you if you bite the sorcerers box as well it means you can be build free wood co-pêches I believe or like proxy free wood co-pêches or they only get two in the box but there's ways around it effectively so for like the double co-pêch you know it's very interesting this kill team is really powerful and definitely one of the most strongest teams in the game it's just great you can now you no longer feel forced to go in the zangor you can actually run the rubric marines quite powerful like quite confidently because they will just stick there and survive you've got recarn you've got security the only problem is you're incredibly command point so you're gonna have to make sure the turn you commit you hit hard because while you can grind people down if you're grinding them down and then burning for your CP you're gonna find in yourself in situations where you just can't push up any more because you burn out so you need to remember that because the deploy is really maximized stuff especially like your zangor's because you're probably always spending the command point to negate piercing but they're very powerful kill team very expensive but very very good definitely one of the biggest winners this edition 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 of this review what do you think of the new worm blade well the warp cover and sorry i remember i've got a discord you can check out for free in the episode description below and a fillet link in the game and crossfire games and then a patron if you want to give me some more support and i'll quickly shout out my patrons so for my ad-depth of the crab zombie businessmen tom super cast even sam nick mercenary cubist and be word lucas john to miss gray and fang zoe dragon dig me to wild d'arcy dad of goadins chris and then for my veterans of the crab sam ryan and mark so thank you all for your support i really means a lot to me and help support the channel but yeah i'm actually in the process of building while finishing painting my warp cover and kill team actually have the models i've just never painted them so i'm converting some horoscary bits of time to like my chaos theme like horoscary chaos theme for my chaos kill teams but this team is very very tempting and it's like one i want to learn because i think you know legionaries pretty tough for them but i think this kill team is very very good in general and will catch so many people off guard because they'll underestimate especially when you go free sorcerers and free rubrics but i think they're very very good so no matter what happens when you're playing against the dedicated zeech warriors remember there's always a chance to win as long as you can roll a crit
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Greetings and welcome to another 1M of 40,000 kill team video where today I'm going over the updated rules for wormblade for the new edition of Kill Team. But before we get into things please don't to like and subscribe as well as comment. Let me know what you think of the new wormblade rules and remember I've got a discord you can check out for free in the episode description below and a fillet link at element games and crossfire games and a patreon if you want to give me some more spots as well. But yeah I'm going over the new wormblade rules as you can find on for free warhammer community as well as the kill team app. So let's see my first white dwarf slash kill team annual kill team review so let's get into it. So for your roster you can still take infiltration and seek an destroy so that's unchanged so very good archetypes for this kill team then you have a leader and 14 other operatives which is pretty much unchanged. So your leader can either have an auto gun, a shotgun or either a bolt pistol mastercrafted auto pistol or web pistol and an either a chain sword, power moral power pick then you can take 13 other operatives so you've got a gunner with flamer, gunner with grenade launcher, gunner with webber, heavy gunner with heavy stubber, heavy gunner with mining laser, heavy gunner with seismic cannon, I can bear with even an auto gun or shotgun then you've got a warrior with auto gun or shotgun and then you can take cult agents so you can either take the kelemorph, the locust, the sanctus sniper or the sanctus talent. So the only restrictions when it comes to building your kill team is you can only have two gunners, up to two heavy gunners as well and then up to two cult cult agents and every time you take a cult agent it counts as two selections. So if you took a cult agent you'd then be able to select another 11 operatives instead of 13 and if you took a second cult agent you'd be able to select nine other operatives your list so unchanged there completely the same. For faction rules we've had quite the change so you've got familiar territory when setting up a wormblade kill team before the battle, one third of your kill team can be set up in hiding, place them to one side instead of the kill zone, cult agent operatives cannot be set up in hiding in the fire five phase when operatives set up in hiding are activated as normal. When you do you can either expend that operative or have it emerge if it emerges set up in the kill zone in a location that can be placed as long as it follows the following rules and it's no longer set up in hiding so it can be wholly within six inches of your drop zone more than six inches from enemy operatives with an order of your choice. The operatives treating as performing the reposition action and spend the action points accordingly then continue its activation as normal if the operatives are warrior-ignored group activation rule for any operatives still in hiding at the end of the second turning point are incapacitated. So before you spend a command point to do this and you had two different operatives that would basically weren't cult agents so now you can effectively do a lot more with that because especially if you're running 12 operatives that's four operatives you can have in hiding and they had to drop turning point one now you can drop them turning point two so you have more flexibility having four operatives off the table and especially if you go 14 operatives that's potentially five operatives in hiding as well but usually if it's 12 that's four so that's a bit more choice and some nice flexibility. Then you've got the cult agent rule whenever an operative is shooting a friendly cult agent ignore the piercing and saturate weapon rules and if you can retain any cover saves you can retain one additional cover save or retain one cover save as a critical success instead and it isn't commutable advantage this is pretty much unchanged there then you've got cult ambush whenever a friendly operative is shooting or fighting during this activation if its order was changed from concealed to engage at the start of the activation or it wasn't visible to enemy opposite of the star of the activation that friendly operatives weapons have the ceaseless weapon rule that's all unchanged with us very very good for this kill team for strategy employees you have the day is at hand whenever a friendly operative is activated if its order is changed from concealed to engage until the end of the activation its range weapons have the rundin weapon rule and add one to the a sack stats of its melee weapons to a maximum of five this is very very good and this will apply to your coagents so very good then you've got crossfire whenever a friendly operative is shooting that's an operative that another friendly wormblade operative has already shot out during this turn point that first friendly operatives range weapons have the accurate one weapon rule so if someone shoots at someone when you next shoot at them you know accurate one it's effectively how he used to work by a little bit better although it doesn't persistently sack so it's fine but i don't know if you're always shooting it it's better for your heavy gunners but still nice then you've got one with the shadows whenever an operative is shooting out a friendly operative that has a concealed order if light terrain is intervening that friendly operative is obscured unless the intervening light terrain is within one inches of either operative so that's pretty much unchanged very good there a nice way to get obscuring especially on galodark using light barricades are very good then you've got diverting disappear up to three friendly wormblade operatives can immediately perform a free dash or charge action in any order of your choice choosing separately for each and for the latter you cannot move more than three inches when you charge if a wormblade cold agent operative is selected for this ploy it counts as two operatives and it can perform either a four a free fall back action but it cannot move more than three inches if it does so and then subtract one from the apl stat until the end of the next activation so the interesting thing here is you can dash or charge and then if it's a cold agent they can all so fall back but then they're minus one action point so they have a bit of a trade off for doing that but it's very very powerful it's odd you can do this turning point one especially considering all other ploys that do this don't allow you to do this turning point one but it's fine but it's still very very good and you may use a turning point one because you know that's effectively free free repositions if you're not using a cold agent like it's extra mobility and you can get a lot of usage out of this every turning point so it's a very good ploy but firefight ploy is your slink into darkness use this ploy at the end of a friendly wormblade operatives activation if that operative has an engagement to change it to conceal you cannot use this ploy for each friendly operative more than once per battle so that's unchanged it's very good you just have to remember to not do it on the same operative more than once then you've got coiled serpent uses firefight ploy when a friendly operative is shooting or fighting after rolling your attack dice if that friendly operative was changed from concealed to engage at the start of its activation and it is the first time to form either the fight or shoot action during that activation you can retain one of your normal successes as a critical success instead no there's ploy cannot come into effect more than once per activation so you cannot use it during both the shoot and fight fight action during the same sequence this is unchanged still very very good they've got unquestioning loyalty uses firefight ploy when a friendly leader or coat agent operative is selected as a valetoget for a shoot or fight action select one other friendly neo fight operative excluding leader within free inches that's visible and then that operative becomes the target for the shoot or fight if it's if it's a shoot it's you know they still kind of has been in cover and if it's a fight they count as being in control range and this has no effect on weapons with the blast of torrent so this is get down mr. president it's actually been buffed because now got a free and range set of a two inch range still very very good and you can use it on all your coat agents then you've got a plan generations and the making uses firefight ploy when a friendly octave is incapacitated that's a neo fight it can perform a free mission action before to move from the kill zone so this isn't great this is more like oh I was on the point I lose initiative I die I can do something else it's a nice tech point to have but you're probably not gonna use there that much when it comes to operatives you have the neo fight leader who is actually your leader who has two apl a six inch move a five up saver eight wounds this is the standard profile for your kill team everyone else has seven wounds your leader has eight it can either have an auto gun which is four taxing on freeze two three a bolt pistol which is four taxing on freeze three four range eight a mastercrafted auto pistol which is four taxing on freeze two four range eight lethal five up then you've got a shotgun which is four taxing on two's free free range six a web pistol which is four taxing on freeze three four range six severe stun then you've got a chainsaw which is four taxing on freeze four five a gumbo which is free taxing on force two three a powerful which is four taxing on freeze four six shock and then the power pick which is four taxing on freeze four five rending so all of those weapons I think I still love the webber pistol just because it's now doing a bit more damage and it has severe instead of lethal five up so it's severe stun so it's always a song of hero one here gonna stun someone which is a really good and then you're probably I don't know the chain of the power mall is very tempting the power pick has rending but I think you get more usage out of the mall and then you've got shadow vector once per turning point you can use the slink into darkness or cool to serve a serpent five five for for zero CP if the specified friendly operative is a neo fight visible to this operative so your leader's amazing unchanged remember it's neo fights are not coagents so you can't use it for free on coat agents but otherwise still on change very good then you've got the kelemorph so it has the coat agent profile which is free a pl six inch move for up save and nine wounds they're also on 32 mil bases your normal well-worm blade opposite on 25 so it has liberator auto stubs which are high percent long range and short range for hypersensis five attacks it on freeze three four range six saturates seek light hypersense so hypersensis whenever the suppative is shooting with this weapon profile any operatives cannot be obscured which is very very nice then you've got the long range version which is four attacks hitting on fours three four piercing crits one rending then you've got the short range profile which is five attacks in on freeze three four piercing one rending and then expert gunslinger this operative can perform two shoot actions during its activation and it's got kelemorph knife which is free attack scene on fours three four rending and then you've got heroic inspiration whenever a friendly neo-fire operative is visible and within fringes of this operative and a shooting fighting or retaliating if this enemy if this operative is incapacitated and enemy operative during the turning point that friendly weapons operatives there's that friendly operative range weapons or weapons in general have severe which is nice that's effectively unchanged so your kelemorph has been slightly nerfed because he's still on twos and now hits on three is this long range profile you still freeze I think but now has on fours still very very good like the hypersense is still very nice and you can just fire that twice if you get within six inches of someone very very good especially has just seek light and saturates another don't even get a cover save amazing you're generally always taking the kelemorph then you've got the locusts who has a barbed tail which is four attacks in on freeze three four range free silent then locust blades which have five attacks here on three four six and before five up you stay on twos now hits on threes then you've got expert swordsman this operative can come from two fight actions during this activation whenever this operative ends the fight action if it's no longer with the control ranges of enemy operatives it can immediately perform a free charge action even if it's already performed a charge action during the activation but it cannot move more than three inches during the action doing so it doesn't perform in it for me and dash actions afterwards during the activation so I believe you couldn't do the dash before so this is very very nice then you've got bladed stance whenever this operative is fighting or retaliating you can resolve one your successes before the normal order if you do that success must be used to block so effectively if you are the attacker and you're fighting you can block twice so you can go block once then block again but if you're retaliating you can block before the opponent so still very very good then you've got quick silver strike once per turning point after an interrupted performance in action in which it moves or is set up you can immediately interrupt the activation counter action to use this rule if you do so this operative can immediately perform a free charge action and you can change it to orders to do so but it cannot move more than three inches and it must end that move within control range of the enemy operative if this isn't possible this interruption is cancelled and this rule hasn't been used this used to be an action point to set up and now it doesn't interrupt the middle of an action like mid move it's after your opponents moved so it's good for getting into combat but I know just like it's no longer a sudden roadblock oh I'm gonna charge I suddenly get move within your range in the open you charge and block me you can't really do that anymore the locus is still great because it can double fire and you're probably still taking the locus and kelemorph in general depending on the board but it's still good then you've got the neo fight gunner who can either take a flamer which is four taxing on two's free free range etc torrent 2 the grenade launcher frag which is four taxing on four's two four blasts two inches then you've got the crack four taxing on four's four five pissing one and the webber which is four taxing on freeze three four range 12 inches severe and stun so the web has got more range it's now got severe and stun it's not as good as the exactions squad for weather but it's still very very nice personally I'm a big fan of the weather and grenade launcher but you know you now could basically take the flamer as well because of its consistent damage but I just think the webber is so good along with the grenade launcher then you've got the heavy gunner who has either the heavy stubble which is focused five attacks in on four's four five heavy dash only then sweeping which is four taxing on four's four five heavy dash only torrent one so this has been buffed used to be free for now it's four five then you've got the mining laser which is five attacks hit on four's five six heavy dash only piercing one then you've got the seismic cannon long wage long wave which is six attacks hit on four's two two damage blast one heavy dash only stun and then the short wave which is four taxing on freeze four four range six heavy dash only piercing crits one and stun so I do feel like the seismic cannon has been nerfed slightly I'm a big fan of the mining laser that's very good in general and I could actually see you taking the mining laser and heavy stubble now because they're just more consistent the kit these operatives have been nerfed because they used to be able to have cumbersome so they could move six inches and shoot now because they dashed they can't they can't abuse being in hiding which is great I think it was silly that they could before so now they're a lot more balanced but they also have the heavy weapon bipod rule whenever this operative is shooting with a weapon from its data card if it hasn't moved during the activation or its counter action that weapon has the Cecil's weapon rule if that weapon already has that weapon rule are you from coat ambush faction rule it has the relentless special rule instead know that this operative isn't restricted for moving after this is really powerful so effectively the turn you switch from concealed to engage you have relentless on your guns so now you can no longer reposition six inches and shoot or come from hiding and shoot be spent 20.1 getting into position then you switch to engage and effectively will either heavily maim someone or delete someone and I think that's the fair trade off gain relentless considering how powerful and rare it is now in the game then you've got the icon bearer who is an auto gun which is for taxing on force two three a shotgun or a shotgun which is for taxing on freeze three free range six and then a gun belt which is free taxing on force two three has the icon bearer rule so whenever determining control of an objective mark you can as one APL higher isn't a modifier and then overthrow the oppressors once per turning point when a friendly worm blade neo fight operative is incapacitated while visible to and within six inches of this operative you can use this rule if you do so before the operative is moving the killzone it can even perform one free shoot action or you can use a plant a plan generation in the making ploy for zero CP if it's incapacitated and the operative specified as a neo fight operative it is then removed from the killzone as normal so it's like the worm it's like the brood brother one but more balanced like if this worked on cult agents it would be broken so I tolerated here but it's still very good it's a nice buff to the icon it did lose its aura of more re-rolls which is a shame but I think overthrow the oppressors is better considering it's just a free action and will be always active then you've got the sanctus sniper who has the sniper rifle mobile profile which is 4 tax he non-freeze free for and then the stationary profile which is 4 tax he non-tos free free devastating free heavy dash only silent so permanent silent then it's got a fist which are 4 tax he non-freeze to 4 it's got the target vulnerability action for one action point until the operatives until the end of this operative activation the stationary profile of its sanctus sniper if as the lethal 5 up weapon rule you cannot do well in control range of any meoperatives then you've got soul site for one action point select one enemy operative visible to this operative until the end of the battle until this action is performed again by a friendly operative whichever comes first that only operative gains one of your soul site tokens whether operative is shooting that enemy operative that has one of your soul site tokens all profiles of the sniper rifle have the satirate weapon rule and that enemy operative cannot be obscured so you can't do this while in control range it's effectively similar but it now you know it would last for your action like until you finish your activation so this is nice to just permanent ignore obscuring as well as satirate verse someone because now you just make sure someone dies but you if you could somehow counteract later in the turning point you wouldn't be obscured so the sniper is still very very good especially even again to a good sniper vantage point but that's why it's probably good focus very good on focus as well as maps where it can set up safely without being targeted then you've got the talent who has the sanctus biodego which is 4 taxing on freeze free six lethal for up shock interestingly if you play your melee play goes up to five attacks then you've got creepy shadow can perform a charge action while as a conceal order whenever this operative forms a fight action it can meet the former free dash action or fallback action afterwards for that later it cannot move more than three inches even if it's performed an action that prevent it doing doing those actions so you could charge kill someone and then dash out of the way which is very nice for free then you've got familiar soul site for one action point select one emerald for visible to the objective until the end of the battle until you perform this action again whichever comes first that enemy objective gains one of your soul site tokens when this up to this fighting or telling gets an enemy after that one of your soul site tokens its sanctus biodego has the brutal and balanced weapon rules which is very good there was a weird interesting thing that happened with this if you take the talon and the sniper if because they both have the same action if someone does the soul site it bounces to someone else so you could have the sniper shoot someone then mark someone for then the talon and then vice versa so you've got some nice synergy if you take both of those operatives together but remember if you keep if one of them keeps doing it keeps hopping around the target so it doesn't have two targets active at the same time then for two action points you have assassinate select one enemy objective this octave is invisible to you perform a free charge action with this octave but don't exceed this movement star are you don't add additional two inches and it must end that move within control range of the enemy objective then immediately before my free fight action one of this operative against the enemy objective the first time you strike during the activation you can immediately lose or another your success before you're upon it strike so you can double tap someone and you can't perform a while you have an engage order a while within control range so you basically pick someone that isn't visible to you so you're not it's it's a lot harder because you have to be outside of their visibility and then if you charge them for example if you wrote two crits you could immediately pump 12 damage into someone which is very good the Sanctus is still neat but can't double fight but pretty good on dense board so you can probably get a lot of use it out of it on autos then you've got your warrior who can you have an auto gun a shotgun or the and it comes with a gun but they're the group activation rule so when you activate a neo-fi warrior you can activate another so you can activate maximum two at a time they're unchanged and you know when you drop from hiding they actually increase your activation count because they lose their group activation to ability which is nice so for faction equipment you have blasting charges so once per turning point a friendly objective can perform the following range attack four attacks hit on fours three five range four inches blast one saturate so it used to be six inch range used to obviously have seek but it's it's okay like it's it's fine it's weird they get access to this every turning point but it's okay then you've got cold knives every friendly neo-fi operatives have the following melee weapon cold knife which is free attack scene on fours three four is very good because now goes on everyone then explosive traps this equipment allows you to select two mines see the universal equipment you cannot also select that equipment as a normal to give you free and friendly one blade operatives are ignored ignored for your own minds effects i they can't trigger them themselves this takes precedence over normal mines i think you always take this because you don't trigger them so you can put the mines on your objectives and happily stand there which is pretty crazy i think you know i think you should have only gone one and then you can say like you can spend an additional equipment point to get to i think getting two for one is way too powerful because the normal mines don't do that but it's still very good then you've got spotlights one friendly one blade operatives is shooting the target cannot be obscured if it's visible and within six inches of a front operative that's a neo-fi that isn't within control range of enemy operatives this actually fairly useful especially with all your ranged operatives because as long as a neo-fi is within range it even applies to your cult agents so i think on very dense boards like vocals spotlights are pretty good i mean i think you're always taking spotlights and cold knives and then you're i'm in an arm between blasting charges and explosive traps i think you probably can get away with not buying blasting charges unless you're on galodark and then focus on like maybe two crack grenades because you would get a lot of usage out of that with them being ceaseless when you switch from concealed to engage so for operative selection this is very weird because this kill team is incredibly expensive to get because it's not a dedicated original kill team you have to buy effectively one and a half neo-fi boxes and then you have to buy each individual cult agent i did it was incredibly expensive and it is going to be expensive for your worm blade neo-fi leader i would personally always go with the webber pistol and then power pick but the power wall is a good choice as well then i would always take the gunner with the webber and grenade launcher personally and then the heavy gunner now with the heavy stubber and with the mining laser because the seismic cannon is a bit worse then i would always take the icon bearer with the shotgun and then four warriors with shotguns as well because the auto guns aren't that great and then usually i would take the kelemorph and the locusts but if i'm on a dense board like valkus i may drop the kelemorph for the sniper or take the sniper and the kelemorph but i really like the locusts it just there's some teams where the locust isn't that great on like especially into elites he's not as good anymore and you would in that case usually get more usage out of the kelemorph and the santa sniper the talon used to have a niche when it was really good at killing marines when they were 12 wounds but now even marines is 14 wounds he's not as good and could he can't double fight he's still decent but generally if you were looking to buy this kill team you buy one box in the or fights e-base and more so you can build all gun eruptions and maybe you know give operatives auto guns as well and then i would definitely buy the kelemorph and locusts and then if you wanted to also buy the sniper but you can get a long way with just the kelemorph and the locusts but if you want proper success and flexibility you need the sniper as well and if you can the talon but this team is incredibly expensive to get which is why i was kind of hoping the white wolf teams would get removed because they are very very expensive and not a great way to get into the game like if you are a returning jeans to look whole player you have all of this this is fine but if you're new to the game i'd probably say play brood brothers because they will have at least like three years and the classified list this team money has one year and if you're fine with them being classified for one year and spending a lot of money for that that's fine something you just need to keep in mind it will already very strong before they have been nerfed because now their heavy gunners can go into hiding but then can't really shoot the turn they can't down because they can't just have been repositioned so and they're going to heavy dash so that's a nerf for them but you can put them in hiding to get into position turning point one where they couldn't normally which is pretty good although that you can just reposition and dash into the places you want it to be i don't think it's that great i would always you know because you're you're your roster list is going to have usually full warriors which will now give you four extractivations turning point one which is one potentially two you know you've got a lot of ways to stall out the opponent now your opponent now does have to get close to you and then if they get too close to you then you can punish them but you now longer can't just like drop in their faces and delete them but because of how powerful you know when you star your activation you come from hiding if you come out with cracks your cracks get ceaseless which is very nice so you may always get take like two crack grenades with this kill team they still struggle into elites but not as much as they did like if on vocals if you can get the tallest vantage point and you can put your center sniper there you'll kind of just dominate the game because of how powerful that is and how no one can really deal with it and they will still do very well into Horde and like elite teams as well I think it always going in filtration probably going like surveillance which makes sense but because of your co-agents usually been able to shoot or fight wise you can actually get a lot of champion so like having a champion kelemorph and then falling back to the locus and switching between who can do what you are still very very accurate would ceaseless everywhere and you're heavy gunners do get relentless when they switch from conceal to engage so they're still really powerful they're just a lot very tricky and the biggest thing is you need to remember the terminology like you know you can only switch from conceal from engage to conceal once par operative as a strategic one and then it can be free from your leader but if your leader does it only forks neo fight it doesn't affect your co-agents so you just have to keep in mind how the keywords interact because it's just there's a lot of moving parts and a lot of people unintentionally make a lot of mistakes with wormblade because of how their keyword interactions work so they are very complex team by I think still very very powerful and like against an elite player making mistakes this team will capitalize on it and delete them is very good so I know some people are upset how they are I think they're still incredibly good I would say they're actually better especially as you can come from hiding turning point two very good at doing the missions you did lost the lose the free mission action if you were concealed so they have to play a bit more honestly and you don't have a comms but you have two co agents that are free APLH so I think you get around that pretty fair 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 what do you think of the new updated wormblade rules for third edition I'll be interested here remember I've got discord you can check out for free in the episode description below and affiliate and care element games and crossfire games and a patreon if you want to give me some more support I'll quickly shout out my patrons so for my ad-ebs of the crit I have zombie businessmen Tom super cow Steven Sam Nick mercenary cue mr. me world Lucas jontomus Graham Fangzoo Drakan David meets world Darcy dad of golden's Chris and then for my veterans of the crit I have Samja Ryan who has a tournament on the knife in November and London and mark the thank you all so much for all your support it really helps a lot and help support the channel but yeah you know we're getting through the wormblade well the white dwarf day I would like to call it we've got warp cover and coming up shortly after but yeah wormblade are very very good I have the full kill team they are just very tricky and I think you're gonna see more usage maybe out of brood brothers but brood brothers are also told down a lot I think this kill team will still catch people out I'm very tempted to play more games them and see how actually they struggle into the lead match up because I don't think it's gonna be that bad it's not a great match up but I still think they have a lot of play but remember no matter how many jeans silica are up riding up riding to your fighting against 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 updated rules for the fast, dorked, kin band, Kill Team for the new edition. But before we get into things, please remember to like and subscribe as well as comment. Let me know what you thought of the updated Crude rules. And remember I've got Discord, you can check out for free in the episode description below. An affiliate link at Element Games and Crossfire Games. And then a patron if you want to give me support as well too. But yeah, I'm covering the free rules which you can find on Warhammer Community and the Kill Team app. And I'll be going over all the changes over the fast, dorked, kin band, a Kill Team that has been quite dear to my heart and I've fully painted up and even taken to LVO. So let's get on with it. Before you're roster, you have now 12 full operatives. So you have a leader and 11 operatives. Everyone's effectively lost GA2 so you're now a full 12 activation team. You've got infiltration and recon which is, you know, unchanged. So those are some solid archetypes. You've got your kill broker who can have a Crude rifle and ritual blade or post weapon and ritual blade. So interestingly like the ritual blade to be built in, but used to be able to take either a post rifle or a plasma post carbine. Now it's just a post weapon which is frustrating because I built two of those. But let's see, maybe they're not just one combined profile. Then you can either take the bow hunter, cold blood, cut skin, hound, long sight, pistol, a Least, dorker, tracker, heavy gunner with either the dva guy, skinner or the long daxi tribe last and then or tribalist. And then you've got a warrior that can either have a Crude rifle or scattergun. And then other than hound or warrior operatives, your Kill Team can only include each operative once, but you can up to include up to two hounds. So effectively unchanged on that front. So for faction rules, you have fast stalker. In the ready step of each strategy phase, you can change the order up to free friendly operatives that are not within control range of any merupatives. Whenever it's your turn to counteracts, you can change the order of one friendly operative that's not within control range of any merupters instead. This still counters you counteracting. So activation alternates back to your opponent, but doesn't count as that front of the counter action for the turning point. This is okay. This is actually better if you're going last during the turning point where you switch to engage, shoot and then switch back to conceal with fast stalker. I don't think you're going to get much use from the second point, but we'll see. But strategy ploys, you have cutthroat, so whenever a front of your opponent is fighting and one to the attack status of his melee weapons to a maximum of five, this is unchanged, very, very good. Then you have rogue. So whenever an enemy up to the shooting of a front of your operative, ignore the stat rate weapon rule, and if you can retain any cover saves, you can retain one as an additional cover save, or you can retain one as a crit instead. This isn't cumulative with the improved cover saves advantage. So this used to be your faction ability. I think it is better as a strategy ploy, because you weren't really using it all the time. And now if you want to use it, you can spend a CP to... I think it's fine. I know some fast stalker players will be upset by preferring like this. Then you've got prey. Whenever a friendly operative is shooting during an activation, which has a perform the charge, fallback or reposition action, its range weapons have the balance and severe weapon rules. Note that the operative isn't restricted from performing those actions after shooting. So this is buffed, because before you just counted as heavy and you couldn't do anything apart from a dash. So now not only do you get balanced, but you get severe. So if you don't roll any crits, you can turn a crit into a hit, and then you can move or reposition or charge after. So praise really, really good. Amazing. This is what you should have done last addition. Then you've got bound during each friendly operative's activation. You can ignore the first vertical distance of two inches. They moved during one climb. This has been nerfed. It used to trigger every time you climbed, dropped and traversed. Obviously, traversed has been removed. But now you don't drop for free as well. Like if you were dropping from a 4 inch building, it would only cost, it used to be free for as a drop. Now it isn't. It's still very, very good, but just broad dependent, but you're usually popping it on most boards. Then you've got firefight employees. So for savage ambush, you just firefight employee during the fight action when a friendly operative that has a light or heavy terrain trait within its control range is selected to fight against. In the resolve attack dice type of that sequence, you resolve the first dice instead of the attacker. So effectively, if you're ready within control range of heavy or light and someone charges you and they fight you, you can start the fight first, fight or first block. So that's actually pretty good. A very nice ploy there. Then you've got slip away. Users firefight employee during a friendly operative's activation. During the activation, it can perform the full back action for one less AP. So that's fine unchanged. Then you've got poach, which isn't changed, but hold on. So users firefight employee during a friendly operative's activation until the end of that activation. That operative doesn't have to control a market to perform the pickup, market or mission actions that usually require this, taking precedence over other actions conditions. It only needs to contest the market. So this is very, very good by also considerate quite toxic now, namely for the mission's sabotage and loot. Because especially in sabotage, you can run over to your opponent's home objective, sabotage it. And then as long as you control the middle, you can score two points where's your opponent's score zero every turn. For a command point and especially on loot, it's kind of too strong. So I think it might need some tweaking there. But otherwise that's a solid tactic if you're playing into those missions. Especially end-game missions, turning point four. So missions that score in turning point four. You can now just use poach to just go like, oh, did you have like 20 operatives on one objective? Now it's fine. You know, it's very, very good. And it's going to something your opponent has to keep in the back of their mind. Then you've got vengeance for the kin band. Use this firefighter when a friendly operative is incapacitated by an enemy operative until the end of the battle, whenever another friendly operative is shooting against fighting against or retaliating against the enemy operative, that other friendly operative weapons have the relentless weapon rule. You cannot use this play again during the battle until the enemy operative is incapacitated. This is unchanged and very, very good. You know, you just pick someone who, unfortunately, you have to wait for someone to die. But if he uses bait, you know, especially if it's an opponent's important operative, you can go, cool, you've charged in or shot and kill this guy. Now my entire kill team has relentless against you. Very, very good. But remember, you have to put in a place where you can actually punish someone. There's no point doing on a shooting operative. You're just going to keep hiding behind cover outside of visibility. So keep that in mind. For operatives, you have the kill broker who has two APL, a six inch move, five up, save, and nine wounds. This is the standard profile for your kill team. He has plus one wound. Everyone else has eight. He's also on a 32 mil base. Everyone else is on a 28 mil base. He has a crew rifle, which is four taxing on three. Three, four, then a post weapon, which is four taxing on fours, four, five, then a ritual blade, which is four taxing on three is four, five. This used to be an equipment choice. Now it's just built in very, very nice. I am disheartened that the post weapons are now just combined because what is the point? I have a post rifle leader and a post carbine leader. There was no point. That was a waste of time. Anyway, then you've got to call the kill strategic gambit. Select one enemy operative to be your mark for the turning point. Whenever a friendly operative is shooting against fighting against or retaliating against your mark, that friendly operative weapons have the accurate one weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point and continue to do so. So you effectively go like, we're going to kill that person right there, everybody, and then all the crew gain accurate one. And then when you kill that operative, your leader goes, we're going to kill that person now. So very, very good. I used to give different rules at the end of second edition, but Acura 1 is still very nice. Then you've got a victory streak. Whenever your mark is incapacitated, you can select one friendly operative visible within six inches of this operative. Until the end of the battle, that operative weapons have the accurate one weapon rule. Each friendly operative can only be affected by this raw once per battle. So the interesting thing is, so the more you kill, the more you buff. But if they have Acura 1, then it stacks with that Acura 1, you get from call the kills, and then they'll have Acura 2. So it can really explode this like chain killing. So your leader is still a very support buff piece. And it can now reliably kill people that get too close. You just need to keep at least one or two key operatives near within six inches, so you can always benefit from those buffs. Then you've got the bow hunter who has an accelerator bow with either fused arrow, which is 4-tax here, and on 3-4-5-pacing one, then the glide out, which is 4-tax here, on 3-4-silent, and then the Votek blow bow arrow, which is 4-tax here, on 3-5-pacing one, and then the blade, which is 3-tax here, on 3-4-pacing one, it's got to energise for one action point. Until the end of the turning point, until this operative is shot with its accelerator bow, whichever comes first, all profile of this bow has the lethal 5-up fisher, and you can't perform this while in control range. This is very, very nice, you know, because all of a sudden, especially when you have a lethal 5-up fused arrow, that's very, very deadly, and especially with the blast profile, that's nice as well. But the cool thing is you've got silence, so if you're in a good position already, you can energise and just start shooting people for silence. So a nice operative there, still very solid. Then you've got your cold blood who has 9 wounds. It has a crew rifle, which is 4-tax here, on 3-3-4, and then the blade, and it's hardy. Whenever an attack dies with inflict critical damage on this operative, you can choose to that dice to inflict normal instead, which is unchanged, very, very nice, especially as it's 9 wounds, and then you've got cold blooded. Whenever this operative is shooting against, fighting against, or Italian against, the wounded enemy operative, this operative's weapons have the lethal 5-up special role. If that enemy operative is also injured, this operative's weapons also have the rending weapon role. So he has lost his 3-amionition, but now he's better at targeting operatives that have lost any wounds. So I think the cold blood is slightly better, you know, even without the ammunition. Then you've got the cat skin. Ow! This is thin, you've got the cut skin, who has a cut skin blade, which is 4-tax, he can have 3-4 ceaseless lethal 5-up, vicious duelist. Whenever this operative is fighting or retaliating, for each attack dies, your opponent descends as a fail, inflicts one damage on the enemy operative in that sequence. It's really good against opponents who are injured, or like, minus one to hit, and have lots of attacks. 4-5 attacks, because all of a sudden, you could do like, 3 or 4 damage onto someone, but for the sequence starts. Then you've got savagest soul. The first time this operative forms a fight action during each of his activations, if an eva-it, nor the enemy operative, and that sequence is incapacitated, it can immediately form a free fight action afterwards, but it must be at the same enemy operative it was fighting against before, and it takes precedence over action restrictions. So cut skin's okay. It's just fine, not great. Incidentally, it's your main melee operative. It's very strange, but it's okay. Then you've got your heavy gunner. It can either take the devolkite skinner, which is 5 attacks, hitting on 2's, free-free, range-6, heavy reposition only piercing 2 torrentu. So it used to be 6 attack-dice 2 damage. So 5 attacks on 3's, it's nice. Then you've got the long-daxied tribalist, which is 5 attacks in on 4's, 4-5, heavy reposition only piercing 1, rending. So this has actually been buffed, because it used to be 4 attacks hitting on 4's, I believe. Free-4? It's like, it's way better now that it's 4-5. I actually think you take the tribalist more, because it has piercing 1, just innately. The skinner is good, probably better into hauteeams, but I like the infinite range of the tribalists. I think you now go tribalist all the time, but a nice operative again. Then you have the crew-town, to S2 APL, 8 inch move, 5 up-save and 7 wounds. So less wounds than everyone else, has ripping fangs, which are 4 attacks, hit on 4's, free-4, rending. So it's got beast, this operative cannot perform actions other than charge, dash, full-back fight, gather guard, reposition, pick up, marker and place marker, and it cannot use any weapons that are on in its data card. It's got the bad tempered rule. So whenever an enemy operative performs a fight action, if this operative is a valid operative fight against, you can force them to fight this selected operative instead. Whenever an enemy operative ends this charge action within control range of another friendly fast-doc operative, within fringes of this operative, if this operative isn't within control range of that enemy operative, if any enemy operative, you can perform an immediate perform a free charge, but must end within control range of the enemy operative. This is unchanged, basically, if someone's in combat with the hound and another operative, they have to fight the hound, and then if your hound is on an engage order, and within free inches of someone who has been charged, you then charge them. You've kind of got some nets of reactions with the hound. Then you've got gather for one action point, perform a free dash or reposition action with this operative. During that move, you can perform a free pickup, or place marker action with this operative, and you can determine control during that action to do so, and any remaining move distance had from the dash on or reposition can be used after it does so. So effectively, you could move four inches, pick up a marker, and then move four inches back. Still very, very good, especially now we have more missions that relate to. Pick up markers as well as like tack hops. So the hound is good. It used to be GA2, GA1, since the end of second edition. Then you've got the long sight who has a crude hunting rifle and blade. So the hunting rifle concealed is four taxing on two, free-free, heavy, devastating, free-silent, concealed position. So it means it's once per game silent. The mobile profile is four taxing on three, three, four, and then the stationary profile is four taxing on two, free-free, heavy, free, dev-free. It's good on change there. Then you've got long sight one action point until the end of this operative's next activation. The concealed and stationary profile for the hunting rifle have the lethal five-out weapon rule, and whether it's shooting with this rifle, its enemy operatives cannot be obscured. So on change there, before you just give plus one to hit, but it's now got that baked in. So the long sight is very, very good. He still take it. So shame is only silent once per game, but that's the change most snipers have. Then you've got your pistol ear, who has dual-cruped pistols. So the focused mode is four taxing on fouries, free-four range 8c, so let's see for five-up. Then the salvo mode, which is four taxing on fouries, free-four range 8 salvo. So it's got quick draw. So once per turning point, when an enemy operative is performing the shoot action, this operative selector does a valid target for it, or it will be a secondary target from the blast weapon rule. If this operative is ready, you can immediately interrupt the action to use this rule. If you do so, this operative can immediately be formed a free shoot action with its dual-cruped pistols and the focused mode against the enemy operative, and you can change its order to engage to do so, but that enemy operative must be a valid target. So this has been heavily buffed because before, you had to be unengaged and ready. Now you can switch to engage and pistol someone. They do have to be within your 8-inch range, but this is great on stuff like Galadon, it's more usable now. You can switch to conceal to engage and use it. So a nice buff there. Then you've got salvo, selects up to two valid targets, shoot with this weapon against both of them in any order of your choice, and then roll the sequence separately. I think the only thing that needs to be clarified here is if you can pick the same target twice. I think you can, but then you have the issue of you kill it the first time then you can't fire again. Salvo has been slightly nerfed because you do lose the lethal five or panseiceless mode, but just being able to fire twice is very nice. And if they're especially if one of those is your call, like, you know, call the kill benefit, then you've got built in Acura 1. Or if you benefit from call the kill, the buff, then you have an Acura 1. But the pistol is very, very good. Then you have the Crute Stalker as a scattergun, which is 4-tax-eat-on-3, is 3-3-3-range-6, and then the Stalker's blade, which is 4-tax-eat-on-3, is 3-4-balanced-rending. It's got Stalker, so this operative can perform the charge action while as a conceal order, which is unchanged. Then it's got Stalker attack for two action points, perform a free charge action with this operative, but don't exceed its move stat, i.e. don't add two inches. Then immediate perform a free fight action with this operative. The first time you strike you in that action, you can immediately resolve another one of your successes as a strike before the opponent. And you can't do this while you have an engage order, or I would think control range of enemy operatives, or if it isn't within one inch of light or heavy terrain. My problem with Stalker attack is way more situational than it used to be, especially as now you before you just had to be concealed. Now you have to start within heavy or light terrain, like within one inch of your control range. This is really rough. I think for that cost, you should be able to just perform a normal full eight inch charge. It's very situational, at least it's now 4-tax-basic. Otherwise, I mean, I think you still take the Stalker order. It's still better than your cut skin. It's just weird. Then you've got your crew tracker, who has a crew rifle and blade. You've got marks for the hunt. Remove your per-trial marker from the kill zone, then place your per-trial marker visible to this octave on a vantage point terrain and feature that's visible to this octave. Whenever a friendly operative is shooting an enemy octave that has this marker within its control range, that friendly operative range weapons have the seek light weapon rule. And at the start of this operative's next activation or if it's removed from the kill zone, whichever comes first, remove your per-trial marker from the kill zone, and you can't do this while in control range. So this is a been buffed. You basically pick some ones, and you put the bird next to them, and whoever shoots them has seek light. This is very good for dealing with people on vantage points, but it's also quite funny. It's way better than it was before. Just send the bird in. It's great. Then you've got from the eye above as an action point. Support select one friendly operative visible within six, to get plus one APR until the end of the next activation. Always taking the tracker because it's your comms, and other bird is actually very useful. Really good. Then you've got your crewed warrior who can either have a rifle and blade or scattergun and blade, and the rifle is four taxing on fours, three four, and the scattergun is four taxing on threes, three, three, range six. So ready for anything. Once per turning point during a friendly warrior operative's activation, you can use the meat, piercing shot, or toxin shot rule, see the faction equipment for the operative, doing so doesn't count for it's once per turning point limit. So you get free ammo or free meat. You're usually taking two warriors or two hounds or like a mixture, you know, I think it's fine. It's a shame the cold blood lost this, but it's nice buff for your warriors, and they are group activation one. For your equipment, you have piercing shots. So once per turning point when a friendly operative is pulling a shoot action and you select a rifle, scattergun or pistols, focused mode, you can use this rule if you do so until the end of action. You have the piercing one weapon rule. So very, very nice, especially on your pistol ear. Then you've got toxin shot once per turning point with a friendly operative using the rifle, scattergun or pistols, focused. You can use this rule until the end of the action. You have the lethal five up and stun rules, which is nice before you use to reduce your damage. Now it's just a lethal five up and stun. So very useful, especially if you're taking two stuns as well. Then you've got meat once per turning point when a friendly operative excluding the hound is activated. If it's not within control range of any mobsters, you can use this rule. If you do so, the operative gains D3 plus one lost wounds, which is okay. And then you've got trophy once per battle when a friendly operative excluding the hound is activated. If it's not within control range of any mobsters, you can use this rule. If you do so, I had one to its APL stand until the end of the activation. So you used to be able to take up usually to two or three trophies. Once per battle is rough, if it was once per turning point, I think it might be too strong. But you always take a trophy. Trophy is very, very important. I would always take piercing and toxin shot and then probably utility grenades or crack grenades. I would never take meat. Unfortunately, meat is just not good. You know, it's the crew are just all about the vegan lifestyle. So for operative selection, getting this way out of the way quickly, you will need two boxes of fastalkers if you want to build the optimum kill team. You can make them from one box, but then they're quite limiting because you can only build one heavy gunner. You know, you can only build one leader out because this kill team is very difficult to magnetize. And you just want more warriors to swap in in case. So that's why I recommend getting two boxes. I effectively did. I got a second box of crew buy also used like one of the Blackstone Fortress crew to be my leader with rifle. But generally, now I would recommend the leader with the pulse weapon and rifle. And then I would always take the bow hunter, the cold blood, the cut skin, the long sight, the pistol ear, the stalker, the tracker, the heavy gunner. So that's nine operatives including your leader. So you still have three more to take. And in that regard, I usually go two crew hounds in a warrior. But there are instances where you may want to go free crew warriors or maybe two crew warriors and a hound. Or you know, one how one crew warrior and two hounds. So your main flex pieces is how many warriors you want to run. I, for example, have three warriors built with rifles, three warriors built with scatter guns. And then I have my two hounds to play around with. Because those are where your main flex pieces, you may have instances where you also dropped your cut skin for another warrior. Just because now your warriors can be more situational useful, especially is to stuff like elites. You would probably take, you know, a warrior with rifle or scatter gun, especially now the ammunition works on your scatter gun. That's a very, very cool there. And you know, that's the only downside. So you could probably get away with ebay in there. I mean, you could go with the rifle into seven wound teams. But I think if they're eight wounds are higher, I would always go with the pulse weapon. And that's how this team pretty much rolls. So it's not really a two box team. It's a one and a half box team because you effectively need one box and then half of another box, which is effectively two boxes. But they're a fun team. And I think that the main flexibility is remembering you need to build. If you want a fully optimal list, you need to build at least three different types of war, three of each type of warrior. But you may want a bit more, especially if you want to drop the cut skin and stuff. But hopefully that helps. For the kill team overview for the fast walker, KimBan, they're a lot better. They are finally, I think, in a situation where they should have been through the entirety of the second edition kill team. They're still a bit weak, right? They still struggle into elites. But in general, they're very, very good. I think they're really going to mess up seven and eight wound teams now in general. They've got really like, they're not amazing in melee, but they're just solid in melee. And they're a lot better at shooting. Like your gunners are better, your pistol is better. You can use your ammunition on more times. Your warrior is actually very useful, especially if you go with scatter guns, because you can know like, if you take three warriors with scatter guns, every time they shoot their scatter guns are piercing one, hitting on freeze, and potentially would call the kill accurate one. So you can start shredding stuff very quickly. They're very good at playing the mission, and you know, being able to take infiltration or recon is very, very good. Because especially like this kill team is probably the best at playing like recover items. Because if you take two hounds, you know, two hounds, like you can have one hound quickly take the service to the service marker and run back with it. And then you can easily get the one within two it like four inches, like two inches of your kill zone midline. So they can play recover recon really, really well. They also do infiltration really well. Remember, there are 12 activation kill team. Everyone basically has eight wounds on their hands. They're really, really good now. And I think they have a lot of play. They are very good on loot on sabotage, because especially on sabotage, you can make your opponent only score zero. You could potentially score six points on the primary where your opponents go zero. And then you pick the primary, well, the crit op has your primary. Even on loot, you can effectively just always steal loot and always steal points, especially as you're usually activating last. So I would always keep a seep in the bank for poach. And remember, you've always got trophy to run around to just go like, oh, suddenly I'm free APL. So now I'm going to move in dash and steal your points. Very, very good. They're a nice flexible team. And I think they finally fully represent being crew pirates, which is nice, because that's what effectively games workshop has been telling us for months at this point, how they should play. I do think they still struggle a little bit more into elites, but that's the same for everyone. And you probably are going to be in a situation where you get run down a lot. But with how good the tribalist now is, I don't think that's too much of a problem. And you can orderly outscore elites on the primary, on the crit-op, and then select that as your primary and just run away. So they're a very, really good, weird control pirate team. They literally just go like, you know what? I just want the crew up today. And I'm going to steal some items. I may kill you. I'll kill one or two. I only need the skull of that guy there. Goodbye. So they're very fun. I think they're really, really good. Like reading their rules again in full has given me hope. I might bust out because I have a full fast talker, KimBank Hill team. So I actually might bust them out. They are very tempted to play. And I'm definitely going to show them off on the channel. But that's pretty much it from 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? What do you think of fast talker, KimBank in the new edition? And remember, I've got a discord you can check out within the episode description below. And a filler link to element games as well as cross-firing games. And a patron if you want to give me some more support. And I'll quickly shower my patrons. So for my ad-ebs of the crabs, zombie businessmen, Tom, Supercal, Steven, Sam, Nick, mercenary queue, Mr. Meatwad, Lucas, John to Miss Graham, FangZoo, Draken, Dave Meatsworld, Darcy, Dad of Golden's Chris. And then for my veteran, they grab SamJer, Ryan, who has a rule zero tournament on the 2nd of November. And then Mark. So thank you so much for all your support. It really means a lot to me and helps to support the channel. But yeah, this is my second faction review of the day. I'm slowly working my way through. There'll be two every day until they're all done, at least. And yeah, I'm really optimistic by fast talker, KimBank. Their team might be mentally practicing a lot again. So I remember all their tricks, because I have to remember how to play around them. On poach, well, on sabotage and loot, because they are going to be very, very good. And I wouldn't be surprised if we see a lot of good players focusing on the crit hop, selecting that as their primary and winning most of their games as fast talker, KimBank. The fact they can do that is a very interesting avenue, which I think a lot of players are going to sleep on until they run into it and an event. But remember, no matter what happens when you're facing the crude pirates, 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 updated rules of the Deathcore of Krieg. 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. Did you find it useful? And remember I've got a discord you can check out for in the episodes description below and a failure link to element games and crossfire games and a patron if you want to give me some more support as well. But yeah, I'm going over the updated deathcore of Krieg rules, which you can find on well for free on the Warhammer community website and the kill team app. So I'll be going all of the real of those now. So let's get on with it. So for your roster, you are still a 14 operative kill team. So you get one leader, nine other operatives and then up to four true power operatives. So your leader can have a bolt gun or bayonet or can have a bolt pistol, plasma pistol or relic pistol and then either a chain sword or power weapon. So you can still take plasma pistol and power weapon. Then you can take up to four true power operatives and for each trooper you don't take, you can make a tact or strategic ploy or a firefight ploy zero CP. So what you could do is take zero troopers and get four free firefight ploys and strategic ploys in a mix. And then you've got nine other operatives you can take, which are the cruiser, the confidant, even with a bolt gun or las gun and bayonet, bolt pistol or relic las pistol and chain sword. Then you've got a gunner with flamer, gunner with grenade launcher, gunner with melt a gun, gunner with plasma gun. Then you've got the medic, sapper sniper, spotter, trooper veteran, vox operator and zealot. And you're still seeking to destroy your security, but now you've also gained seeking destroy, which actually is a bit of a buff for the death core. They did use to be the veteran guard and kill team, but now they've become death core. They've learned how to fight a lot better. So overall, that's actually a slight buff. There's another thing you can do. It applies more to like operative selection, but you could take free troopers, get a free ploy and then still be 12 activations. That's very powerful. For your faction rules, you have guardsmen orders. So as a strategic gambler and support, a friendly watch master operative can issue a guardsmen order. However it does so, select one guardsmen order for all friendly death core operatives within six inches of it to receive. Whenever a friendly operative receives a guardsmen order, apply its rules until the end of the turning point. Operatives cannot benefit from more than one guardsmen order at once. They only benefit from the most recent order they received during the turning point. So for guardsmen operatives who have take aim, ranged weapons of operatives that has received this order, excluding the mortar barrage and remote detonator have the balanced weapon rules. So this used to be rerolls ones. So this is technically a buff. Then you've got fixed bayonets, melee weapons of operatives that receive this order have the balanced weapon rule. This also used to be reroll one for fighting. So that's a buff as well. Then you've got dig in whenever an operative is shooting a friendly operative, that's received this order. If you can retain any cover saves, you can reroll one of your defense dice, which is technically being buffed because before it was hold position and you couldn't dash or charge if you did this and that's a buff there. Then you've got move, move, move, whenever an operative that's receiving this order is performing the reposition action add one inches to his move stat. So unchanged there, like, move, move, move is still really good. Digging, gurg buffed and then take aim and fixed bayonets are technically better, but they used to reroll ones. I guess ceaseless would have been too good for them, but balanced is still a nice change. Then for strategy employees who have siege warfare, friendly def call operatives, ranged weapons of the satuary weapon rule. So that's fine. I think this replaces like over over charge las guns. So that's okay. You now all your weapons just don't allow your opponent to retain cover saves, which considering it'll stack with like your plasma guns and other specialists, especially pretty good. Then you've got take cover whenever an operative is shooting a friendly operative. If you retain any cover saves, improve that friendly operative save stat by one. So unchanged there, really good. Then you've got clear the line whenever a friendly or def call operative is fighting within your territory or contesting an objective marker or retaliating. It's melee weapons have that accurate one weapon rule. So this is a nice buff, although it has been slightly changed because it's more situational. You have to be even in your territory or contesting an objective or being fought and now no longer benefits if you just randomly charging into the opponent, which is a bit strange by guess they wanted to do it for like thematic reasons. Then you've got regroup, which is support select one friendly operative that's more than three inches from enemy operatives. Each other friendly operative within five inches of that operative and not within control range of enemy operatives can immediately perform a free dash action in an order of your choice, but each does so must end up move closer to that operative note that comes device from universal equipment only affects the second distance of this rule. You cannot use this ploy and the chronometer chronometer of faction equipment, strategy, gambit in the same turning point. So it's effectively you pick an operative, you know, there's more than three inches of enemy operatives and then every operative within five can do a dash it towards them. If they're next to the comms of our device, it makes an eight inch dash. So it basically replaces like clear into the breach where everyone just did a free dash if they were in the drop zone. So it's better and worse like it's not really usable for just advancing up the board turning point one, but you now can use it to get into more situational work situational places, which is nice, especially if you overextend at the end of the turning point, then use it to pull back into safety in the strategy phase of the next turning point. For firefight ploy, you have inspirational leadership as a support, use this firefight ploy when a friendly watch master or confident operatives activation before after it performs an activation for one action. Sorry, it can issue a guardsman order. So you can suddenly just pick someone and everyone within six will now get that order. Then you've got combined arms, uses firefight ploy after rolling your attacks eyes for a friendly operative. If it's shooting an enemy operative, that's been shot by other friendly operatives during this turning point. You can reroll any of your defense dice. That's really good. A nice way, especially if you're just shooting someone as like you just fire around them, loud gun, then you fire like your Meltzer. Now your Meltzer gets relentless or nice. Then you've got in life shame. Use this five. I play when a friendly operative is activated and given an engage order, it receives every guardsman order. This takes precedence over the normal roll of the afters cannot benefit from more than one guardsman order at once. So once per turning point, you can make a guardsman become the super guardsman, taking all four orders at once. I don't think you will really do this, but it is probably situational good. Like if you need to suddenly, if you've got an operative with free APL, they can now charge fight and push up quite well. You know, it's fine. Then you've got in death at the toad meant uses five fight ploy when a ready friendly operative is incapacitated. If it isn't within control range of any meopsatives, before it's removed from the kill zone, it can immediately perform one reaction unless otherwise specified, the operative would be injured for this. So this has been nerfed in two ways. The first one is you now kind of been injured when you're using the ploy and the other one you now could not even activate it if you're within control range. So what you could do before someone charged you, you could play in death atonement and then stall out that activation. You now also don't get to activate that operative. You just immediately do a free action before it's removed. So you could do like a two APL action, you know, you've got more, more freedom in there. It is worse and there is now counterplay for the opponent, but still a good ability if someone's in the open and ready for operatives. You have the watch master who is two APL six inch move, five up save eight wounds. This is the standard profile for your kill team. Everyone has seven wounds. Your leader has eight because they're plus one wound and everyone is on a 25 mil base. You can have a bolt pistol, which is four taxing on three three four range eight, a bolt gun, which is four taxing on three three four. The plasma pistol standard, which is four taxing on fours three five range eight piercing one and then super charge of four taxing on fours four five range eight hot lethal five up piercing one. And remember, because you know, he on fours from freeze on a one to four, but if you roll a four, you take eight damage. So, well, if you're on a free, sorry, you'll take six and then basically almost die next turning point, then you've got the relic glass pistol, which is four taxing on freeze to four lethal five up range eight. Then you've got a bayonet, which is four taxing on freeze to three, change, which is four taxing on freeze for five. I believe there's used to be three four and then the power weapon, which is four taxing on freeze for six. I think the go to load out is the power weapon and bolt pistol because the power weapon is still great. The bolt pistol is just three four. You could go for the plasma pistol, which is three five and never overcharge it, but the plasma pistol is just really risky now. Then you've got adaptive orders. If this operative doesn't issue a guardsman order as a strategic gambit, you can use the inspiration or leadership fire fight point for zero CP during this operative's activation. If you, I guess, just wanted to delay activate in if you wanted to pass for some reason, then you've got the bruiser. He's got a loud gun, which is four taxing on fours two three and then the trench club, which is four tax used to be three hitting on freeze used to hit on four, I believe, free free shock. It's got the bruiser ability. So once per turning point when this operative is fighting or retaliating in the results attack, I step you can ignore the damage inflicted from one normal success. This is actually really, really nice. Makes the bruiser a really annoying like roadblock for the enemy, especially if you've just charging and pass really good at time stuff up as well as just more lean like seven wound operatives. I would have liked it to be three, four or four, four, four, but that probably would have been too much. Otherwise, the bruises, okay, then you've got your confidant who can take a bolt pistol, a bolt gun, a last gun, a relic glass pistol, bayonet or chain sword. It's got seconding command. If a friendly watch mass operative is incapacitated and removed from the kill zone, you can use this rule. If you do so until the end of the battle, this operative can issue a guardsman order as a strategic gambit, even though it's now watch mass operative, which is unchanged. Then you've got directive. Whenever the operative is activated, if you haven't used a seconding command rule during the battle, you can select one other ready friendly death cooperative visible and within six inches of it. When this operative is in expended, activate the other friendly operative before your opponent activates. If the operative is a trooper, ignore screw activation rule. So this is unchanged allows your confidant to activate and then someone else to activate. So we usually activate the confidant, the nactiva gunner. Still really, really useful and pretty good. I'm actually a big fan of the bolt gun loadout, but the chain sword is now better because it's 4.5. It used to be 3.4 c-slur, but take the 4.5 and then you're probably giving out a bolt pistol as well. So the confidant is really good. Then you've got your gunner. You can take up the four of these. Well, I mean, you can take all of them. So you've got the flame, which is 4 taxing on 2.3.3 range, 8 saturate torrent 2. The grenade launcher frag, which is 4 taxing on 4.2.4 blast 2. The crack, which is 4 taxing on 4.4.5 piercing 1. Then you've got the melt gun, which is 4 taxing on 4.6.3 range, 6 depth 4 piercing 2. The plasma gun, which is 4 taxing on 4.4.6 piercing 1 and super charged, which is 4 taxing on 4.5.6. Hottly for 5 up piercing 1 with a bayonet, which is 3 taxing on 4.2.3. I mean, you're always taking the grenade launcher melt gun and plasma gun. The flame is better. You know, it's gone down a dice, but up in damage. Maybe on galodark, but I'm not really a fan of the flame. But, you know, you're always taking the grenade launcher melt gun and plasma gun. It's kind of the death core standard. Then you've got the medic who has a last gun and bayonet. It's got the medic role. So someone dies and they're within fringes and visible. They don't die. They're left with one wound and both operators are minus 1 APL. And then the operative that died, can do a dash, but if it does do a free dash, it must end within control range of the medic. So before you just had to dash a bit, you didn't have to end within control range. So this is a bit of a nerf. And then you've got the med kit for an action point, which will heal someone for 2D free. And this has been buffed because before you couldn't use this if you use the medic ability. Now you can use the med kit, just not on the operative that was revived by medic. So your medic's still pretty useful. Then you've got your sapper who has changed quite a bit. So it's got a last gun, then a remote detonator, which is 4 taxing on 2s, 5 6 heavy dash only limited one piercing one silent detonate and then the bayonet. So detonate is don't select a valid target instead shoot against each operative within 2 inches of your mind marker. And this heavy terrain is wholly intervening between the operative and the marker. Each of those operatives cannot be in cover or obscured, row each attack sequence separately in an order of your choice. This weapon cannot be selected if your mind marker isn't in the kill zone. And at the end of the action, remove your mind marker from the kill zone. So it's now got, it was originally like a free inch bubble. Now it was back to 2 inch. It's actually a bit bigger because you don't measure from the center of the marker, you measure from the edge. Still very good. Then you've got mind layer. This operative is carrying your mind marker. It can perform the pickup marker action on that marker. And whenever it performs the place mark action on that marker, it can immediately perform a free dash. So what this means is it's always carrying the mind. And when you do the place mind art, well, when you place mark action, you can do a free dash. But now you can also reposition your mind. You still only get one because you only carry one marker. But let's say you place it, your problem moves away. You can now pick it up and reposition it later in the turn in the game, although you're probably never doing that. So otherwise, just with how the demo mind works, it's effectively unchanged and still very, very useful. But you can now longer like you used to be able to like move, play, planted and dash away. Now if you use the remote detonator, you can only dash. So it's basically a very, very defensive rule. Well, defensive piece is a being a big aggressive punishing piece. Then you've got the sniper who's a long laze. The concealed profile is four taxing on two's free free devastating free heavy silent concealed position. So concealed position you can only use this once per game. Then long laze mobile, which is four taxing on freeze free four. This is a nerf because you used to be able to use the sniper profile mobile. And then you've got stationary, which is four taxing on two's free free, three def free heavy and you got a bayonets. So the sniper has been nerfed quite a bit. As I said before, if you wanted to fire silent, you just stood still. You can't dash anymore. It's really weird considering the long laze should be a permanent silent weapon. Maybe concealed position was an error. I feel like the sniper is still good. It's just very, very weird. Like the blood of sniper is silent permanently. So should the death call. Otherwise, it's still a good operative. Then you've got the spotter who has a last gun bayonet and multiple are just a multiple are just four taxing on four's free five blast to heavy dash only silence. So usually be five attacks to four. Now it's gone up to four attacks free five. It has spot as an action. So support select one enemy objective visible to this operative. Once during this turning point, when a friendly operative within fringe of this operative is shooting the enemy operative, you can use this effect. If you do so, that friendly operatives range weapons have the seek light weapon rule and the enemy can't be obscured. It's been buffed and nerfed. So now when it does spot someone that upon and can't be obscured, which is really good. But you now can't group activate because the play was you'd see someone who was vulnerable. You would spot them and then you'd have like the sniper or gunner immediately activate after. But the death call spotter is generally better overall, especially with a more offensive more to barrage that no longer cost two action points to fire. So you can spot from one action point and then blow someone away with more to barrage. So it's very nice there. Then you've got your trooper who has a las gun and bayonets. They can group activate two. So you can group activate two death call troopers instead of one normal operative. They're okay. They're unchanged. You're usually taking three to four of these. Then you've got the veteran who has a las gun and by on a calm and the by on a calm is free attack. He'd on four four five. That is unfortunately unchanged. And then you've got veteran guardsmen. Whenever the soperative is activated, it can receive one guardsman order. So it will receive the most recent one. And then by on X normal damage or three or more inflicts one less damage on this operative. So you know, you'd have a five up fill no pain. This is a bit worse. I would have liked him to go to four attacks, but I guess they were terrified of a death call veteran just running around punching people in the face yelling by on a calm. I think that would have been cool. Being four attacks would have been fine, but you know, it is where is then you've got the box operator who has a las gun and it has relay orders. So once per turning point when this operative receives a guardsman order and it's not within control range of any mob. It can relay that order whenever an order is relayed, all friendly officers and the kills. I'm going to see that order then subtract one from this operatives APL to a stand till the end of its activation. This was unchanged. I got this wrong in the recap. But that was my bad because when I played it, my opponent thought it was removed as well. I should have just read. Then you've got signal for one action point. As a support action, so select a friendly operative within six invisible plus one to that APL stand till the end of the next activation, kind of use a control range. Otherwise your comms is essential. You're always taking your comms very, very good. Then you've got the Zella who has a las gun and bayonet. It's got the emperor protects. So whenever an operative is shooting this enemy or this operative, you can re-roll any of your defense ties. So this is a nice buff. It's got a nice re-roll aura for himself. And then he's got the uplifting primer as a support. Whenever a friendly operative is within three inches of this operative, that friendly operative's weapons have the severe weapon rule. So no longer just gives like one operative lethal five up. Everyone in a free inch bubble has severe. So if they don't roll any crits, they'll turn a normal hit into a crit. Works on itself. It's a free inch bubble. I actually think you take those L.O.T.s a lot now. It's very, very good, especially now you, you know, you really want to overcharge your plasma because you want to force like more damage. But you don't need to overcharge the plasma with the Zella. You just keep the Zella nearby. And you don't have to be visible. You just have to be within free. And then your plasma as long as it gets one here is pushing through one as a crit instead of needing to go. So I really like the Zella a lot of very powerful operative, especially into specific matchups like when you're playing felgo or ravager and stuff. Then for the equipment you've got the chronometer once per battle as a shoulder gambit in the first or second turning point. Each friendly operative, wholly within your territory, can immediately perform a free dash action and an order of your choice. But as those so must end that closer to the opponent's drop zone or kills on edge. You cannot use this to use this to do that. You cannot use this to do to gambit and regroup strategy ploy during the same turning point. Why? Why was this an equipment? This is bizarre. Like I guess because they were like, you know, into the breach was effectively a once per game ability for most people. But fine, whatever they can still do it. It's good. Then you've got con beads whenever a friendly watch master or comfort on operative issues a guard minority. You can use this rule if you do so instead of each friendly operative within six inches of receiving that order, you can select one friendly operative to receive the order. This is better late game, which I think you always take, especially when your leader starts moving up in the battlefield and you can't fully spread out, especially if you've moved your comms away. I think it's all right. You know, it's an end game sort of equipment, but it's good reliability. Then you've got hand axes, friendly operatives have the hand axe weapon rule, which is free attacks in on fours, free four. Amazing. You can't throw them still, but everyone can take a big axe. Then you've got gas bombardment. So once the battle is destroyed again, but place one of your gas markers in the kill zone, it cannot place underneath a vantage train whenever an operative is within French of that marker, subtract one from its APL star in the ready step of the next strategy phase, remove that marker. Know that an operative's APL star is only changed while it's within French of that marker. If it moves more than French is than that marker, his APL star is no longer changed by this rule. So what happens is you can effectively lock off an objective against two APL teams unless your opponent has a comms with they don't. It's pretty good, especially if you want to go like turning point two. Oh, you're not on the objective. I'm going to fire a gas bombardment. Now if you move right within it, your minus one APL downside is it does affect your operatives as well, because it just says whenever unoperative, not enemy operatives. So we don't have to place on objectives, but it's really good if you want to like play keep away, but you can place on your opponent's objective and just punish them. I think you always take gas bombardment. I think you always take hand axes because it just makes you more effective in combat and chronometry and then maybe conbeads. You know, I think personally don't need conbeads. Probably just say that like two cracks that would be pretty good. But otherwise your faction equipment is very good. So when it comes to operative selection, I am a big fan of the leader with the bolt pistol and the power weapon. You could take the plasma pistol is just like, OK, you know, I might just overcharge this when things get serious. You're not down side for firing your plasma pistol, but a lot of the time you make your leader free APL so they can charge fight shoot. And I think that synergizes better with the platter with the bolt pistol, but taking the plasma pistol is fine for troopers. I think you usually take free troopers because if you take free troopers, you're still 12 activations. Your Kill Op goes up to down to 13 from 14, but you get a free ploy either a strategy, a strategy one or five, five, five, five, one. And it also is helpful if you only have one box. I still think this kill team is a two box team, by the way. And then you always want confident. If you got magnetized, I would recommend to I like the confidant with either the bolt gun or the chain sword. The bolt gun is just really good. You'd never really give a las gun. Then you want the gunner with grenade launcher, melt a gun and plasma. You do want the medic in my opinion. The medic is very good, especially into shooting matchups. The sapper, the sniper and then the spotter, but you may want to drop the medic sometimes of like the zealot. Maybe into a Lee matchups. I think the zealot is probably a key operative you want to take and you may start dropping the sapper like there's one operative you may drop. I just really like the buff aura of the zealot. But if you are building from one box, you build the leader, you build the confidant with chainsawed and bolt pistol, you build the melt a gun, you build the plasma gun and you build the grenade launcher. Then you build the sapper, then you build the sniper, the spotter, the vox operator. And then I would probably say in that regard, go for the zealot. If you're building from one box, but you probably need two boxes for this kill team, especially as I believe the melt a gun, and plasma gun share the same arms, which is very annoying. But if you do get two boxes, then you get all the specialist and you get the four troopers as well, which you usually do need. But generally, I would be running that list and then free to four troopers. Actually, I think four troopers is probably better into elites because then it means it's harder for them to maximize their Kill Op against you. And you get two crack grenades as well as a quimunch is really useful. Is a shame they're still a two box team. They can function as a one box team, but I would highly unrecommend that like maybe for a learning. That's fine, but you ideally need two boxes. They're still a good kit and you can kind of effectively build them from cadence, although it's harder to build the confident, but obviously the death call models are fine as well. So for the death call overview, they are very different. They are still pretty good in melee, but you know, they're hold the line is well clear. The line is a bit more situational. They still got their mobility. Their problem is there's only free objectives. They preferred it when there were six. They can now flood the point and gas bombardment is actually pretty useful. Most of the time, but I think the problem you're going to find is the kill team does fold quite quickly. And because your leader doesn't help freeze with the plasma pistol anymore, they can also be quite unreliable like your leader isn't as good as charge fight shoot anymore when it goes to free APL. But I still think the teams quite good. Your sapper is now a very defensive piece, which wears before it could be very aggressive. So you have to get used to that because now you can't reposition and plant and then dash away. You can only dash and then plan, but then you can't dash away and then you will die. The sniper is worse because you know, it's only silent once per game and it can't really move around and fire it full sniper ability. Your spotter is a lot better and I really like the zealot giving that free inch bubble of severe. Very, very good, especially if you keep your gun as nearby like if you keep your sniper and melt, well sniper and plasma with it near the zealot. That's just two shots guaranteed crits and especially if it's the sniper, it's always doing at least free damage to the opponent before defense dice are rolled, which is very, very good. The bruises a little bit better. The veteran isn't that great. Like just make the veteran for attacks. If the bruiser can do it, so can the veteran. I would just love to see a four attack guardsman with a bio and a calm just punching people to death. I think that would be fine. So you have to play them a little bit more defensively. They're no longer as aggressive as they were. Were by think they're very good. They still got this nice defensive play and they chip down opponents very, very well. They're no longer as powerful as they were, but I think they're in a solid spot being able to go into secundustry is nice, but you're probably actually picking security most of the time because this kill team plays security better. And they can't really do much with secundustry. But that's pretty much it for me today. Please don't like and subscribe as well as comment. Let me know what you thought today's review. Did you like why covered and what do you think of the new death core? Do you know how do you feel their function in the new edition? I remember I've got a discord you can check out for free in the episode description below. And a filling out Emma games and a patron if you want to give me some more support as well. So I'll quickly shout out my patrons. So for my ad-ups of the crab zombie businessmen, Tom, Supercal, Stephen, Sam, Nick, mercenary cue, Mr. Meatwad, Lucas, John Thomas, Graham, Fangs, you, Draken, Dave Meetswell, Darcy, Dad of Golden's Chris, and then for my veterans of the crab of Sam, Ryan, who has a tournament on the second of November in London, and then Mark. So thank you so much for your support. It really means a lot to me and help support the channel. Once again, today there will be two guides. So I've got veteran go well, death core today, and then shortly after they'll be the fast Walker kinband. And you know, I'll be doing daily faction guides until I've done them all. So everyone has an idea of like how their faction performs in the new edition of Killteam in an in-depth way. I hope this was useful. I still need to technically finish off my death core. I've done 10 of them. I just need to add the last few, but I'm kind of focusing on my Legionary at the moment. I've been a lot of fun with those. So start core sales again, but then I went back to Legionary. But I want to play more veteran guard below death core. I've been talking to Charles about a lot. He thinks they still have a lot of play and I think they do too. So we're going to try and test those out because yeah, we just want to see, you know, what Charles would love to play a different team. He has been playing veteran guard for like three years. So we'll see how he finds with death core. But remember, no matter how many guardsmen you face in Killteam, you always have a chance to win against the death core of Krieg, as long as you can roll a crit.
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3 teams and welcome to another Warhammer 40,000 Killed Team video. Today I'm going over the updated rules for the hand of the Archon Killed Team in the new edition. 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 did you find it useful and remember I've got a discord you can check out free in the episode description below in affiliate link in care element games and crossfire games and a patron if you want to give me some more support as well. But yeah, I'm back doing faction guides 2 per day so you're probably watching the second one today hopefully and I'm using the official games workshop rules so I can post them all, don't have to worry about my own images so everything's up to date. So let's get on with the review. So for the roster you're still recon and seeking destroy so that's unchanged. You've got 9 operatives which is unchanged and you can take an arch-sarabite which either has a blast pistol and venom blade, splinter pistol and venom blade, splinter pistol and agonizer, splinter pistol and power weapon or splinter rifle and array of blades and then you've got 8 other operatives which can either be the agent crimson, juilless disciple of your lindra, elixir, flayer, gunner with either the blast or shredder, heavy gunner with dark lance or splinter cannon and then the sky splinter assassin and then other than any agent operatives you can kill team and close each operative only once and you can only include up to 2 darkly weapons. The minor change here is now that you can take the venom blade without having to take the blast pistol which is a nice change so you can take that if you wish but otherwise your roster selection has been unchanged. When it comes to faction rules you've got power from pain. After a friendly hand of the arch-sarabite performs an action it gains one of your paid tokens if the enemy operative was injured during that action but wasn't incapacitated or an enemy operative was incapacitated during that action. If the enemy operative of weanest have 12 or more that front of the game is 2 of your paid tokens instead and you can spend front of your pay tokens on the invigorations below when the condition is met. You cannot use more than 1 invigoration per activation or counteraction except stimulated sensors which can be used in addition to other vigorations. So you've got dark animus so during this operative's activation before after it performs an action you can spend a paid token to get plus 1 apl until it's next activation which is very good. Then you've got accelerated rejuvenation so use this during an operative's action or counteraction before after it performs an action. Heal D3 plus 1 loss wounds. This is a new one so some nice spot healing. Then you've got vitalized search whenever an operative incapacitates an enemy operative and the enemy operatives are going to be from the kill zone. You can immediately perform a free dash action even if it was from the action that prevents it from performing that dash action. So if you charge and kill someone you can then spend a paid token to immediately dash away. Then you've got stimulated sensors after rolling your attack or defense dice for this operative you can re-roll any of your attack dice results of 1. So you could re-roll 2-2s or that kind of thing. So the interesting thing with stimulated sensors is you used to be rolling 1. Now you can re-roll any 1 single dice. That's a lot better and now you've got spot healing. Overall, power from pain is a lot better and now you don't have to kill and the greatest thing if you injure, like if you can double fight or double shoot, you can injure a space marine so there to get one pain token or another operative. And then if they have 12 or more wounds when you then kill them again, you get two more pain tokens or one additional. So you have more ways to farm pain tokens which is really, really nice. Then you've got the rifle's ability like Corsairs. Whenever a fronting operative is shooting with a splinter rifle during an action which has a perform the charge fullback or reposition action, that weapon has the accurate one special role. Note that operative isn't restricted from performing those actions after shooting. So you could dash before after this, although you don't get a free dash unless you have a pain token. Otherwise it's a nice situation overall instead of spending an action point to get balanced, although you do lose the lethal 5-operability which is a shame. So for strategy employees you've got blade artists, friendly operatives, melee weapons have the rending weapon rule which is unchanged so still very good. Then you've got merciless sadists whenever a friendly hand of the Arkon operative is shooting against or fighting against a wounded enemy operative, that friendly operative weapons have the balance weapon rule which is really good because remember wounded is just any operative that's lost wounds. Then you've got from darkness death whenever a friendly operative is activated before you determine it's order, you can select one enemy operative that the operative isn't a valid target for until the end of the activation, the first time that friendly operative is shooting against or fighting against the enemy operative, you can retain one of your normal successes as a crit instead. So this is unchanged still very, very good, a nice way to ensure crits. Then you've got dendons of the knight whenever enemy operative is shooting a friendly hand of the Arkon operative that's more than two inches from enemy operatives. If heavy terrain is intervening or any part of that friendly operative is based on the nephar vantage point, you can reroll one of your defense dice. That is okay. It used to grant super conceal if you were in free inches of your drop zone. This is just bad. I wouldn't use dendons of the knight. Then for firefight employees you've got crawl deception, use this firefight employee during a friendly operative's activation. During the activation that operative can form the full back action for one less AP. That's good. You've got devious scheme. Use this firefight employee often an opponent uses a firefight employee excluding one that causes zero CP. The next time they would use that point, it must have been one additional command point to do so at which point this effect ends. You cannot use this employee again during the battle until its effects have ended. Still very, very good, unchanged as well. Really good for powerful employees like absolute authority or employees your opponent is going to use a lot and especially if they don't have command point regeneration. Then you've got heeness arrogance. Use this firefight employee when it's your turn to activate a friendly operative. You can skip that activation, unchanged, very, very good. Then you've got prey on the wounded. Use this firefight employee after rolling your attack dice for a friendly hand of the operative. If it's shooting against or fighting against a wounded enemy operative, you can reroll any of your attack dice. Really really good for spot relentless. I will say the team has lost fleet of foot which is a huge, huge nerf. I would have rather taken fleet of foot over merciless sadists. The team has lost a huge chunk of its mobility unless it has pain tokens which is going to hurt quite a lot. For operatives, you have your arched cyberite who has a 2 APL 7 inch move for up save and 9 wounds. It is a standard profile but your leader has 9 wounds. Everyone else has 8. So Eldarry teams as a whole are now 7 inch move which is great from 6 really, really good. So if you take the blast pistol with 4 tax heen on freeze, 3, 4 range 8 piercing 2. So it used to be piercing 1 but 4, 5 damage. It's gone down in damage but up in piercing so that's okay. You've got the splinter pistol which is 4 tax heen on freeze, 2, 4 range 8 lethal 5 up. The splinter rifle which is 4 tax heen on freeze, 2, 4 lethal 5 up. Then you've got the agonizer which is 4 tax heen on freeze, 3, 5 brutal lethal 5 up shock. So that's unchanged. Then you've got the array of blades which are 3 tax heen on freeze, 3, 4. Power weapon which is 4 tax heen on freeze, 4, 6 lethal 5 up. And then the venom blade which is 4 tax heen on freeze, 4, 5 lethal 4 up. So that's been buffed to used to be 4, 4. Then you've got cunning in the gambit step of each strategy phase. If you pass the first opportunity you gain 1 command point, this is unchanged and really nice and thematic. It basically if you pass and then your opponent passes the strategy phase ends. But then if you pass then they play a play you get more command point as well. So it's a nice gambling mechanic there. The only thing is your arch side bright is a little bit worse because the blast pistol, I mean you always save the blast pistol now but you can only take it with the venom blade but the venom blade is decent. Otherwise kind of a further power weapon which splinter pistol overall. And the other note is everyone's on a 25 more base which is very, very good because 25 more base of the smallest you can use and helps with positioning. Then you've got your agent who has your standard profile has a splinter right for which is 4 tax heen on freeze, 2, 4 lethal 5 up and then an array of blades which is 3 tax heen on freeze, 3, 4. It has a sadistic competition. So one's per turning point when a friendly operative gains one of your pain tokens, one friendly agent operative that doesn't have one of your pain tokens can also gain one. So you're always locked into taking at least one agent. So this is just a nice buff for them. So something gets a pain token they get another pain token very, very useful. Then you've got your crimson dualist. So she has a splinter pistol which is 4 tax heen on freeze, 2, 4 range, a lethal 5 up, a razor flare which is 4 tax still hitting on twos, 4, 5 brutal tangle has brutal display. So once per turning point when this operative incapacitates an enemy operative within its control range, you can select one other enemy operative visible and within six of this operative will then capacity target target until the start of that next turning point that enemy operative cannot perform control markers or perform the pick up marker or the mission actions rule. So this is nerfed used to do every time you killed someone, but now you can do it once per turning point, but for me, for you or the target you're killed. So that's nice. Then you've got the crimson dualist. So the first time this operative form the fight action during each of his activations, if neither it nor the enemy operative in that sequence is incapacitated. This operative can immediately form a free fight action afterwards, but can only fight against the target that the enemy operative it was in control range with. This takes precedence over action restrictions. So before you still be able to fight if someone else was in the control range, now you can only fight against the same target. So what you can naturally do because of tangle whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block to on resolve successes instead of one. You can charge someone block them out and then fight them to the point they're injured. Then fight again and kill them to get two paint tokens, which is nice. And if you do it against like a space marine to the point where you can get free paint tokens from a single operative, that's fine, but it is only two pain to two to three paint tokens for just specifically the dualist. You're still always taking the dualist. The fact he has on twos is great. It's just a little bit worse. It's better at killing one target, but used to be really good at killing two and shutting down two others for controlling objectives. But otherwise the crimson dualist is still great. You've got your disciple of your Lindra, they have a stinger pistol, which is four taxing on freeze free five, range a lethal five up stinger. This is completely changed. So stinger when an enemy operative ink is incapacitated by this weapon, before to move from the kill zone inflict deep free damage on each other of a visible target within two of it. And each operative subsequently incapacitated as a result of this will cause it to happen again. So if you kill someone and they explode, then if that explosion makes them explode, then you have a huge explosive reaction. It's great. It used to be doing mortar wounds based on your safe stat. So this is a little bit better. It can be quite damaging because it's goes to free free five, so especially with densins, or when you're from darkness death, very, very powerful, then you've got a ray of blades. The tournament grenade grenade has changed. So you select one enemy operative visible and within six inches of this operative. That operative in each other operative within one inches of it takes a poison test for an operative to take a poison test. Role one D6 adding one toe though. If that operative has a safe to fall worse on a free up inflict, deep free damage on that operative and it gains one of your poison tokens. If it doesn't already have one, whenever an operative that has one of your pain, poison tokens is activated, they take deep free damage and you cannot do this one within control range. So this is worse. Right. It's it's fine. It used to make you super injured and then do damage. Now just as damage in a blast bubble, but not as much. It's just tidied up. It's less toxic and it just does reliable damage, which procs some of your ploys. You still take the disciple of your Lindra, but oddly now the Stinger pistol is way better than it's tournament grenade. Then you've got your elixirkin who has a splinter rifle, Stimneydler and a ray of blades, and it's Stimneydiller is four attacks hitting on free zero, zero range free lethal free up stun. Then you've got combat drugs at the end of the select operative step. If this operative is selected for deployment, select one following combat drug rules for friendly operatives to have for the battle. If you take painbringer, whenever an attack is inflicts free and more damage on this operative on a D6 on a 6 subtract one from that inflicted damage. So this is a B6 up Fiona pain. It's now worse at adrenaline as a strategic gambit select one friendly operative to have a combat drug to gain one of your pain tokens. This is what you're always taking because every turning point you dish out a pain token and then you give one to your agent for free. If they don't have one and then you've got a high pecs, you can ignore the changes to the operatives move staff from being injured. This is fine. It used to be plus one movement. They're cowards. We could have had eight inch move, Eldari, but fine, whatever. You always take a adrenaline, just always take a adrenaline and they're elixirkin. Then you've got administer drug for one action point. Select one friendly hand of the, hand of the arc on operative visible and within free inches. Then select one of the following for the operative. It regains 2D free lost wounds or you select a different combat drug, real for it to have for the battle. This replaces the previous one. You cannot do one in control range. So you still just walk around healing people with now you heal for better because it used to be I think 1D free plus free or something's 1D free plus one. But now you heal better and you still have a free inch bubble for healing. Very, very good. Always taking the elixirkin just for the free pain tokens. Then you've got the flayer who has pain sculptors which are four taxing on freeze four five c-slas flay. They used to be relentless but they're c-slas and they used to be free five but now they're four five so a nice buff there. They've gotten sensible to pain so no more and critical damage are free or more inflicts one less damage of this operative which is actually unchanged. It used to be if it was two damage or more so this is a little nerf but still very good and then it's got flay. Whenever this operative is using this weapon the first time you strike with a critical success during that sequence you can select one visible operative within six inches and then you've got flay. Whenever this operative is using this weapon the first time you strike with a critical success during that sequence you can select one frontly operative within six to gain one of your pain tokens. Unchained still very, very useful. It doesn't require visibility and when you've got from darkness death where you use lethal five up very, very useful. You just basically charge someone, get a pain token and then if you kill them you get another pain token and you can bounce pain tokens around so always take the flayer. Then you've got the gunner who can either take a blaster or shredder. If you've watched my course air review you already know the blaster and shredder they've both been nerfed. Well the shredder used to be five attacks now four attacks in on three is four five sort of three four rending torrent two used to be blast two so it's a little bit worse and then you've got the blaster which is four attacks in on three is four five piercing two used to be five six is now four five so that's a little bit worse but I think you're generally taking the blaster unless you're facing non elites when the shredder is okay into like four teams. Then you've got the heavy gunner who has the dark launch which is four attacks in on three six seven heavy dash only piercing two this is buffed because he used to be just heavy and it costs two action points to fire is still the same damage so you're probably always taking this. Then you've got the splinter cannon which is focused five attacks in on three is three five heavy dash only lethal five up then the sweeping profile which is four attacks in on three is three five heavy dash only lethal five up torrent one it's okay the splinter cannon is fine but I really like the dark lance now especially as you can dash while shooting always takes the dark lance and luckily I've built a dark lance already. Then you've got your sky splinter assassin it has a razor wing which is five attacks in on fours one two saturate seek silent the shard carbine which is four attacks hitting on two's two two devastating to lethal five up which is unchanged then you've got a ray of blades you've got omen so in the select operative step when you're selecting equipment you can select one enemy operative or one other friendly operative so you reveal the selection when you reveal equipment whenever attack or defense dice are rolled from the operative if it's an enemy operative you upon a must re-road dice results of six and if it's a friendly operative you can re-roll any of your dice results of one so this has actually been buffed it used to be fighting or shooting now it's just any time they roll their dice it's really good for your friendly operatives but also really bad for enemy operatives then you've got merciless hunter if this operative doesn't perform the mark unique action during this activation it can perform two shoot actions during this activation but a razor wing must be selected for one and only one of those actions so you can still double shoot if you don't use mark so mark is one action point select one enemy operative visible to this operative until the end of the turning point whenever this operative is shooting the enemy operative you can use this effect if you do so the enemy operatives range weapons of the seek light weapon rule and the enemy operative cannot be obscured and you cannot perform this while within control range so this is unchanged the only thing is actually been buffed is that you are now ignore security so your sky splitting to assassin is really good at peppering people hiding in cover all like likely wound like seven wound operatives hiding behind light cover especially once your sky splinter assassin can now start with an extra APL your sky splinter assassin can be devastating turning point one and start killing from turning point one which is what used to hold it back from before so very very good for faction equipment you have chain snares so they work exactly like the nemesis claw one so whenever an enemy operative from the full back action wall within control range if no other enemy operatives are your control range you can use this rule if you do so row 2d6 or 1d6 if the operative has a higher wound stat than the friendly operative if any result is a 4 up that no operative cannot fall back and the action points are refunded really really good you actually take most of the time because it really messes up like shooting teams especially when they're trying to fall back from you very very good then you've got wicked blades you add one to the attack attacks that are friendly operatives array of blades really really good you're probably always taking this because most of your operatives have wicked blades it makes everyone 4 attacks free 4 so your space marines you know very good then you've got toxin coating up to twice per turning point whenever friendly operatives are fighting or retaliating and if you select a melee weapon you can use this rule if you do so until the end of that sequence the active melee weapons have the lethal five up completely unchanged it's now limited to twice per turning point but it was always effectively twice so very very good and it can trigger any operative then you've got refined poison up to twice per turning point whenever a friendly operative is performing the shoot action and you select a shard carbine splinter carbine or splinter pistol or stinger rifle or stinger pistol you can use this rule if you do so until the end of the action add one to the normal damage style of that weapon refined poison is okay but I'm probably not taking that you're always taking wicked blades and toxin coating maybe the chain snare as well and then usually I like two smokes just to make it safer for you to stage up the board or two stuns otherwise very good faction equipment as a whole so for the operative selection this kill team if you magnetize is a one box kill team if you don't magnetize you will need like two more operatives so the way I built my hand of the arc on I've used the hand of the arc on box and then because I have a drucari army I've got two different arc on models well archsiberite models and then I've got two gunners and two heavy gunners and the next draw worry if I need to but I don't really take an extra agent generally you're always taking the archsiberite usually now with the blast pistol and venom blade although if you're into elites I would recommend the splinter pistol and power weapon actually most of the time then for your kill team if you're into relates you take the blaster and the dark lance other times you take the shredder and the dark lance because the dark launch is so useful and then you're taking everyone else so you only actually need a little bit and if you want if you can't magnetize you can just ebay a few models or buy some like hand of the arc well the drucari characters to represent your leader choices while I kind did but they're very easy kill team to collect and affordable which is nice especially considering they're on 25 mil bases which is really a boon and they are quite flexible or now you aren't always probably taking the dark lance because the dark lance is just way better than the splinter cannon so for the hand of the arc on overview they are way better they are so good now they're still great into elites because you take the blaster and the dark lance they've got a power weapon leader so they're really good at messing people up and forcing crits paint tokens are way way way more easier to get you get one as a strategic phase gambit with your elixir cunt your agent get one every time it's someone else get one then it doesn't have one and then also you get them from injury not frittives as well as killing them and you get two if they have 12 or more wounds which is you know technically a bit worse because it used to be if they're more than 10 but otherwise you're kind of like swimming in paint tokens and you can get going quite early from turning point one the biggest thing that hits this team is they've lost fleet of foot so why you have more things to spend on with your paint tokens healing and you get better rerolls and now you can dash any time even to say if you charge kill you can dash out the way and remember during counter actions or enemy operatives activation if you kill them you can still burn to dash away which is very very good but because you don't have fleet of foot you really struggle to stage turning point one that mobility to either do a dash action before after a move action was really key on what kept this kill team going you've also lost super conceal which is quite rough so you know this team is better at harassing and you know it doesn't have the consistent movement of like horses it has burst movement which does represent the faction more but it's just strange because it was kind of like an odory thing so the team is a lot slower it bursts into speed but it's not consistently faster which you will find problematic because having nine operatives moving and dashing and then doing actions was very powerful not being able to do that is quite limiting and I think it will hurt the team a lot but they do play really well and as I said especially we're going into an elite meta taking the blaster and dark lance every game is going to be very rewarding and you have no limit on that you're probably not taking the blast pistol anymore which is fine but now you're free to take the venom blade with other weapon loadouts which is really good overall I find this kill team very very fun and thematic and rewarding they were already quite thematic but they're way more they're still very fun to play and they're great at like murderizing seven wound teams as well as not doing too badly into elite they were better last time because blasters were five six but now you know they're still good they won't kill a marine in one shop but they will maim them unless you get a lot of crits were you know from darkness death so they're still a very very good kill team and a lot of fun to play 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 or helpful I remember I've got a discord you can check out in the episode description below in affiliate link element games and crossfire games and I've got a patreon if you want to give me some more support and I'll quickly shout out my patrons so for my adips of the crit I have Tom super cow Stephen Sam Nick Mr. Meatwood mercenary cue Lucas John to Miss Graham Fang Zoo Draken Dave meets well Darcy dad of golden's Chris and then from a veteran to the great of Samja and Ryan so thank you so much for all your support it really means a lot to me help support the channel I was actually happy I did this one early because I love Eldari and I love Drew Carrey handle the Arkane or a dear team to me and there are a lot of fun to play and I would be playing them if I wasn't torn between Corsairs and Legionary but I've gone back to my alpha Legionary but they're really really fun and really really good I like the changes they've made but I do miss fleet of foot that's gonna be a sticking point for me but they're really good thematic fun team and I'm glad I covered them early but don't worry I'll be back with more faction guides if you're watching this as videos come out but remember no matter what happens when you're fighting against the sadistic Drew Carrey warrior you always have 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 Exaction Squad and their updated rules to the new edition of Kill Team. 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 did you find it useful, all that kind of jazz. And remember I've got a discord you can check out for free in the episode description below in affiliate link at lemon games and a patron if you want to give me some more support. So I'll be going over the Exaction Squad. I'll be doing two Kill Team reviews every day until I finish them all reviewing all the up to day rules. And now I can finally use the free rules which you can find on Warhammer community and I can show you them instead of having to make my own ones. So let's get on with the review. So for the roster, Exaction Squad are still security and seek and destroy so that's unchanged. They also remain as an 11 up to kill team. Your leader can either have the combat shotgun and repression pattern or a shot pistol, decominator, mall and a soul shield. So that's unchanged. Although he now has a built in shot pistol, then you can either take a castigator, a chirogant, leach master, cyber master, malocator, marksman, revelatim, subductor, vigilant voxika, gunner with either grenade launcher, heavy stubber or Weber. And then other than your gunner and subductor and vigilant operatives, you can only have each one once, but you can have up to two gunners and up to four subductors. So once again, unchanged when it comes to kill team composition. For the faction rules, you have marks for justice. As a strategic gambit, select one enemy operative to be your mark for the turning point. Whenever a friendly operative is shooting against fighting against or retaliating against your mark, that friendly operatives weapons have the punishing weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point and continue to do so through this turning point. This is okay. You know, you don't actually have many sources for lethal, five up or guaranteed crits, but it is fine. I guess you have repress. So some weapons in this team's roles have the repress weapon rule. So repress whenever an operative is using this weapon, each of your blocks can be allocated to block two unresolved successes instead of one. And if this operative is retaliating, you resolve the first attack dice, i.e. the defender instead of the attacker. So unchanged there, just tied it up, rolling. Then you've got ruthless efficiency. Whenever a friendly operative is shooting, excluding with the frag or crack on it, and you're selecting a valid target, you can use this rule. If you do having other friendly exactions squad operatives with an enemy operatives control range, doesn't prevent that enemy operative from being selected. So that has been changed because in the second edition of kill team, they had an ability. If you were also shooting with a friendly operative within two inches of that target, you would get piercing one. So piercing crits one on that gun. Well, weapon now you don't. So you've lost that. So the game, well, the kill team has now lost one of his biggest sources of armour and armour penetration, which really is not good. So the teams are a lot weaker now from shooting. So we'll see if that gets made up with the future rules for strategy employees. You have guilt reveals itself. So whenever you're selecting a valid target for a friendly operative, enemy operatives within four inches of it cannot be in cover instead of two inches. While this can allow such operatives to be targeted assuming they're visible, it doesn't remove their cover save unless an friendly exactions squad is within two inches of normal. So this has actually been nerfed because while the range remains the same in the prior edition, if you were within four inches, the opponent didn't count as being in cover, now you can just shoot them, but they're still in cover unless you go within two inches. So you know, the good thing is it's still useful. It's just a little bit worse. And then you've got in violate jurisdiction. So whenever an operative is shooting a friendly exactions squad operative, that's within two inches of an objective marker or an enemy operative, you can re-row one of your defence dice. That is a being buffed a bit because now works if you're close to the enemy operative, but you're probably not taking this. It's fine. It's just not great. Then you've got to spend justice whenever a friendly exactions squad operative is fighting or retaliating. If it hasn't moved more than its move start during that activation or its counter action, it's melee weapons of the ceaseless weapon rule. So that's unchanged. It mirrors what happened to add the end of the last addition. So still very good. Then you've got terminal decree whenever a friendly operative is shooting an enemy operative within six inches of it or whenever a friendly exactions squad gunner is shooting that for any operatives, weapons at the balanced weapon rule. So this has also been buffed and ranges to be for inches. Now six inches and the gun is still work unlimited range. So terminal degree is still really good. It's just a shame. Get rid of yourself. It's slightly worse, but otherwise you still got very slow solid strategy ploys. Then for firefight employees who have a long arm of the Emperor's law, use this firefighter when a friendly operative is performing the shoot action and you select a weapon with the range X weapon rule, excluding frag or crack grenades. Until the end of the action add three inches to X. So your shotguns for one CP become nine in range, which is situationally good. I guess you know, a lot of people were really happy to see this. I don't. It's fine. I probably will never use this. Then you've got exact punishment. Use this five fight ploy after an enemy operative shoots against a fight against a friendly operative within six inches of it. And that friendly operative isn't incapacitated as a result. That friendly operative can immediate perform either a free shoot or a free fight action, but other enemy operatives cannot be selected as a valotar get or to fight against during that action. Know that secondary targets from blast weapon rules can still be targeted. So effectively if someone shoots or fights you and you survives, you can either shoot them back or fight them back unchanged. It's still situational. It's kind of fine, but it's more better if like your opponent fluffs an attack, like they completely fail with their shooting or fight and then you just punish them back. Then you've got brutal backup users, firefighter and a friendly operatives activation before after it performs an action select one enemy operative within its control range. One other friendly exaction squad operative can immediately perform a free fight action, but can only fight against that enemy operative. So if you have two friendly operatives in control range of one enemy operative, when you activate, you can have that friendly operative fight. It's fine. It is very situational. I don't think I've ever used it usually because a lot of my operatives die in close combat. And you know, your subductors don't really want to initiate fights. They want to be, you know, taking the fights as they just punish the opponent for wasting their activation situational, but okay, then you've got execution order. Use this firefighter, when an enemy operative performs a mission action, excluding operating hatches, alternatively use it at the end of the firefight phase and select one enemy operative that controls an objective marker. In either case, the next time you opponent activates the enemy operative, you can interrupt the activation and activate a ready friendly exaction squad operative. If you do during the activation, that friendly operative must shoot or fight against that enemy operative and cannot do so against other enemy operatives until it does. If this doesn't, isn't possible with the front of the front of this activation is cancelled. After completing that friendly operative activation, continue the enemy operatives activation if possible. You cannot use this firefighter, apply again until the enemy operatives activated or incapacitated. So effectively, you pick someone and then effectively, if you've got someone ready, you can then interrupt or you can interrupt in the next turning point. It's fine. It's a lot more situational. It doesn't give the relentless it used to. It's more complicated and I'm sure you can get some usage out of it, but so much set up. I'm not sure it's worth it in this like CP starved environment we are. We're in just okay. I'm sure you can build around it, but just going to take a lot of work for operatives. You've got your proctor, exacting who has two APL six inch move and a four up save, has nine wounds. Everyone else has eight wounds as nine wounds because it's your leader and everyone's on the 28 mil base. If you take the combat shotgun and repression pattern, the shotgun is four taxing on two's four four six inch range at close range and long range is four taxing on four's two two. And then the repression ban is free taxing on freeze to free. So finally, battons do the same damage as fists taken free years nearly, but finally, battons match fists and then you can also take the shot pistol and dominate them all. So the shot pistol was four taxing on freeze free free range eight and the dominator mall and assault shield is four taxing on freeze four four lethal five up shock and repress. The assault shield if this operator has a dominator shield and mall, it has a prep save stats. So goes up from four up and then you have deployed Nunkio Aquila for zero action points. If your Nunkio Aquila market isn't in the kill zone, place it within six inches of horizontally of this operative, otherwise move your Nunkio Aquila marker up to six inch horizontally. If this operative will move from the kill zone, remove your Nunkio Aquila marker from the kill zone. And you can up a from this while in control range. So it's actually been changed quite a bit. We were always up in the air, but now it is confirmed. If your leader dies, your Aquila dies, which is a bit disappointing. And then for your Nunkio Aquila, whenever an enemy octopus within three inches of your Nunkio Aquila marker, all this operative, if your marker is in the kill zone, your opponent must spend one additional action point for the enemy up to perform the pickup marker and mission actions. And when determining control of a marker, treat the total APL status for any operatives that contest as one lower. If at least one of those enemy operatives is within three inches of your Nunkio Aquila marker, or this operative, if your marker is in the kill zone, note this isn't a change to the APL status, so any changes are cumulative with this. So your leaders effectively unchanged, still very, very good. The Nunkio Aquila is technically more range because you met up from the edge of the token is other than center. And now it contests other markers instead of just objectives. So your leaders got a nice buff, just passively, mind you, but still good. Then you've got your castigator who is two APL six inch move for up, seven eight wounds. This is the standard profile for your kill team has the combat shotgun, which everyone mostly has. So it's close range and long range close ranges for four tax in and freeze for four range six. And then four tax in on five two two for long range. The excruciator more is four tax in on freeze five five, renting shock. So this has gone up in damage. It used to be four four. It's got engendered focus. You can ignore any changes as operative stats, excluding a safe staff. And then you've got zealous dedication whenever an attack is inflicts three or more damage on this operative, roll a D6 on a five up minus one damage. That's fine. And then you've got castigators arrest whenever an operative is within control range of this operative. If no other enemy up to the wind this operatives control range, that enemy operative can up from the full back action. So your manacles have been buffed. It's harder for people to fall back from you. It's no longer this complicated mind game. It's just they can't fall back. You do more damage. You damage negations a bit worse. And the other interesting thing is is probably your best flex operative because it's the only one that can shoot and fighting close combat really well. You're always taking the castigator. Then you've got the churrogant who has a shotgun and then repression pattern. It has the medic ability. So if someone dies within three inches, they don't die, but they have to, well, they can perform a free dash, but they have to end within the operatives control range. So if they do dash, they can't just dash an inch. They have to dash so they're even control range and then the minus one from both APLs. And then for Medicare, you select one friendly operative within this operatives control range. So again, 2D free lost wounds. It cannot be an operative that the medic was used on just turning point. So now you can heal someone in the turn. You've revived them with medic, but you can't do on the same operative. So still really useful. Then you have the gunner. They can take the grenade launcher, which is 4 taxing on force, 4, 6 piercing one. The heavy stubber focus, which is 5 taxing on force, 4, 5 heavy dash only. So that used to be free for such a pretty good now. The heavy stubber sweeping, which is 4 taxing on force, 4, 5 heavy dash only, torrent one, the Weber, which is 4 tax from 5, he and on freeze, 4, 5 used to be 2, 2 range, 12 severe stun. So if you don't roll any crits, you get to retain a normal as a crit. So you're always stunning people, then repression patterns. So the Weber, I don't know what they did to this Weber, but it's now amazing. And you always take the Weber. It's a better shotgun. I, you know, it's fine. Like we used to take the Weber before to stun people. Now you do it to kill them. And then if you haven't killed them, it will stun them. So the heavy stubbers had a huge glow up with the Weber. Sorry, the heavy stubbers pretty good as well. The grenade launch has unchanged, but my gosh, I am very tempted by the Weber. Then you've got the leash master was a combat shotgun shot pistol and repression pattern and it's got the handler ability. So whenever the top of his activated, you can activate a readily friendly cyber master for the same time, complete their activations action by action in any order. And then attack pattern as a strategic gambit in the first turning point, select one of the following attack pants for a friendly, exaction squad operative type cyber master to have for the battle. So aggressive, it's mellow weapons have relentless swift plus two to its movement stat and defensive improvement, save stat by one. And then our VR command for zero action points, you can change its attack pattern. So this is all unchanged, very, very good. Then you've got the cyber master who has the same profile as your normal operatives. And it's for a taxing on fours, three, five lethal five up. Cannot perform any actions other than apprehend charge dash fullback, find guard reposition pick up marker and place marker. And it cannot use any weapons that are on his data card. So now it can pick up markers. It can finally fetch. It took this dog a while, but now I learned how to fetch. Then you've got apprehend, which used to be one action point now, zero action points, select one enemy operative in this optical control range. Until the epitome is no longer within this, this operatives control range until this operative performance action again, whichever comes first, worse than the hits down this operatives of the enemy operatives weapons by one isn't cumulator. We've been injured in addition. They're enemy operative comp from the fullback action. And you cannot perform this action. The setting of this one is a control range. That plan to actually be buffed. It's now free to do. You now trap someone in combat. You don't do any more to wounds to them. But now they're minus one to hit you. And once again, you can give the dog relentless, which is still a rare ability to have. So the cyber master for slightly better and it was already really good. So very nice there because what you can do when you activate it with the handler, you could like set the cyber master to eight inch moves. So does a ten inch charge. Then your shotgun guy moves up, shotguns someone, then for free, changes him to the relentless profile and your dog fights. So you can get a nice combination there. So really, really good. Then you get the Malakator. He has a combat shotgun and repression back pattern. He has a cute focus. So once during each of this operatives activations, it can perform the pick up marker, place marker or veruskin or a mission action for one AP less, which is the same as a before. And then veruskin for one action point, select one and aim your operative visible to this operative until the start of this operatives next activation or until it's incapacitated or until it performs this action again, whenever a front of a shooter is shooting against fighting against or Italian against the enemy operative, that front of the operatives weapons have the severe weapon rule. If the weapon already had severe, it has a lethal five up weapon rule. And you cannot perform this action well within control range of an enemy operative. So veruskin has been buffed. They used to be like pick someone within line of sight. They just pick someone visible and as unlimited range. So your Malakator gets a lot more use avat special ability, which synergizes with some of the kill team. Then you've got the marksman. He's gone executioner shotgun, which is a silent sniper shotgun. So it's concealed his four taxing on two's four zero devastating for heavy silent concealed position. So it's once per game silent. It used to be one damage free devastating. So now technically just as four damaged automatically as a crit. Then the mobile profile is four taxing on three for four and then station areas four tax hitting on two's four zero devastating for heavy. So that's just without the silent. And then it's got optics for one action point until the start of this opt of next activation. The concealed and stationary profile of the executioner shotgun have the lethal five up weapon rule. And whether this operative is shooting with this executioner shotgun, any of this cannot be obscured. You cannot do well control range of any operatives, especially a little bit buffs slightly. So your marksman is a little bit more useful, especially if you combo with punishing and like the Malakator, he will just effectively delete stuff now by forcing through crits because he if you wrote four crits, he does 16 damage automatically that the target. So your marksman is still very, very useful. Although he now can no longer heavy dash. So when he's trying to shoot, which makes him really static. So you've got that big trade off with him there. Then you've got your river, last him. So he has a scope shot pistol, short range is four taxing on freeze free free range, eight lethal five up and then scope shot pistol long range for taxing on freeze free free and then a repression pattern. So this has actually been nerfed. He used to do one damage as a crit with two damages devastating. Now just this flat free free. So it's technically worse. Then you've got first into the field as a strategic gambit in the first turning point. If this operative is wholly within your drops on it can be made up of more free reposition action. This is also been nerfed. You used to be able to do as if you had fly. Now you just remove up the board. So it's a little bit more limiting. Then you've got spot at one action point as a support action select one any objective visible to this operative until the end of the turning point, whenever a friendly exaction squad operative is within free inches of this operative is shooting that enemy operative. You can use this effect. If you do that, friendly operatives have their seek light weapon rule and the enemy objective cannot be obscured and you cannot perform this while within control range. There's been buffed a bit. You now just select visibility than says someone was in six and you now cannot be obscured if you use that ability. So it's a lot better. Very, very good. If you work in this body system, which can be quite effective depending on the weapon, especially if it's the webber. Then you've got subductors. They have shot pistols, which are four taxing on fours free free range and then shock malls and repression shields, which are four taxing on fours, four four shock repress. So they parry first where they blocked twice and fight first. And you can ignore any changes to the hit stats of this weapons or this operative's melee weapons with stubborn subjugator. So subductors have been buffed. They now ignore minus ones to hit, which is very, very good. There's a lot of teams now pumped out and it does mean they ignore minus one to one being injured. So there are a lot more difficult to shift on the off of the point and key places in melee. There's still one of them to be shot, but that's actually a nice buff to subductors. And once again, they also have a free up save because they have shield instead of a four up save. Then you've got your vigilant who has a combat shotgun and repression baton has the close quarters vigilance rule. So this operative can form the shoot action, excluding guard while within control range of enemy operatives, but only if it hasn't performed a charge action during that activation or if it's a counter action. Note this operative isn't restricted from performing the charge action after the performing the shoot action. So if someone like charges you, doesn't kill you, you can shoot them. You can't charge and then shoot, but you could shoot and then charge. So it's a nice buff to the vigilant. The vigilant is your basic warrior. Still very useful. And it's just a nice thing to have although I think you're not really going to get much usage out of it because people reach you usually die in combat. Then you've got your Vox signifier who has a shotgun and repression baton has signal as for one action point as a support action. Select one other friendly exactions, squad operative visible to this operative until the end of the operative's acts of it next activation. They get plus one APL. The operative cannot perform this action well within control range of any operatives. Your comms are unchanged. Still very useful just because it's pixel invisible. Bam plus one APL very useful. But faction equipment you have manacles. So whenever an enemy perform the fullback action well within control range of a friendly operative, if no other enemy operatives are within that for any operatives control range, you can use this rule. If you do so, row 2d6 or 1d6 of that enemy operative has a higher wound stat than the other for any operative. If any result is a 4 plus, that enemy operative cannot perform that action during that activation or counter action and no action points are spent. So manacles are a lot better. There's no longer like you have to have seven wounds or less. They're very useful, but mainly into a whole team. So anyone with eight wounds or less is not falling back on a 4 up on 2d6. So very, very useful strobing phospholumins. So these have been nerfed whenever an enemy operative is shooting against fighting against or retaliating against the friendly exactions, squad operative within two inches of it. The opponent cannot re-roll their attack dice results of one. So this was a six inch bubble of no re-rolls. Now it's a two inch bubble of no re-rolls of one. It's fine. You still take them, but there are a lot of worse and they probably needed to be worse because they were too strong before, but it does hurt this kill team a lot. Then you get special issue shells. So one spurt earning boy when a friendly operative is performing the shoot action. And you select a combat shotgun execution, a shotgun or scoped shot pistol or shot pistol. You can use this rule. If you do select one of the following weapon rules for that weapon to have until the end of the turning well at the end of that action. So you can have saturate piercing one, but only if the target has a save of free up or better. So if you're fighting someone who has a four up save, your police exactions squad will go like, we're not using this arm. It wouldn't be fair. It wouldn't be fair to use this round and then torrent one, but you cannot select more than one secondary target. So this should be twice per turning point. It's pretty bad. I really wouldn't take this for once per turning point. And I find the save the piercing one restriction very strange. It's just really weird. It's like, so we've got space marine coming. Okay, load the piercing shells. So we've got L diary coming. Oh no, we won't use those piercing shells, but sir, they still have good know. We're saving them for the space marines. So just very weird. Then you've got reinforced mirror visor. You can ignore any changes to the APL stats of front operatives and they aren't affected by enemy operatives shock weapon rules. So this is actually a really key piece of equipment because if you take this and you've got the medic, your medic and any operative now won't be minus one APL when you revive them. This now goes on every operative and this is a very rare piece of equipment. Great. Most teams lost this version of that. Your guys still have really cool sunglasses, right? You like no, my medic wear sunglasses. Healing everyone doesn't care about a thing and you get immune to stun, which is very common in this meta. So really, really good there. So like you always taking reinforced mirror visors in my opinion, manacles, maybe strobing phospholumine, yes, and you're never taking the special issue shells, which is a bit of a shame. So when it comes to operative selection for the exactions squad, you do need two boxes. There's no way you can really run this team as a one box team. There's that great. You always need to have the ability to go up to four subductors with a leader that either has a combat shield or the combat shotgun. Generally, you're running the shield leader, but the combat shotgun leader can be good into other hard teams. And technically elites, although now I'd probably just switch back to the assault shield all the time, you really want to tailor your list based on your opponent. This is unchanged. So the problem with the exactions squad, they need a different operative list for every, every opponent they're playing and every mission they're playing. So it changes based on the kill zone. So if you're playing vocalist, Gallaudac or beta decima, you're going to need a different load out. And then also depending on the opponent. So all I recommend is you do need two boxes, which is a shame. And then you just have to experiment. If you're taking the leash master, always take the cyber mastiff. I'm a big fan of the medic into most shooting teams because effectively even melee teams, because your leader, your medic is a shotgun operator that heals. And if you take a piece of equipment, it heals for free, you know, with no minus one APL. And like you're always now taking the webber in my opinion, and then you're flexing between the grenade launch and the heavy stopper, maybe, but your marksman is pretty good. The kill team still requires a lot of work and is like a control team still, but they are a little bit worse because space Marines in general, like elite teams will run through them. Because now space Marines don't have to worry about your guns being piercing one on a crits, which is really disappointing. You have more ways to get punishing and lethal five up and crits, but they're just crits. They don't do anything else. They're not better damaged. They are technically a little bit harder to save, but it's not as devastating as when you get a crit, making your shotguns piercing one. So unfortunately, you will need a different loadout every game. And you'll just have to find out which works best for you. I had a long list when I played the Xaction Squad and that really hasn't changed. They are a difficult kill team to play, but can be very rewarding on a very thematic now, especially as manacles are always working. So I help synergize with you trapping stuff in very good into all teams. So for the kill team overview, Xaction Squad are better, but also worse. So they have been refined. Most operatives have received a minor buff or stayed exactly the same, which is very, very good considering they had some very good operatives. Subductors now just ignore negative modifiers and close combat. So they're always hitting on force, which is very, very good. You know, you've got really good shotguns like they're still 4-4. You have ways to strip people from cover and you have more ways to get crits and reliably get four hits because of your punishing ability. You've lost your ability to get relentless of everyone, but you still have great board control with the Nukioa Quilla because your lid, your leader can just make areas like make your opponent really difficult to steal the midpoint unless they're a space marine. And even three APL space Marines are going to struggle trying to steal that middle point, especially if you just sit the Nukioa Quilla on and run away. You do while you are a control kill team, you do struggle now because Nukioa Quilla, your, your, your lumens don't have a six inch bubble of no rerolls. It's just a two inch bubble of no rerolling ones. Your manacles are a lot better. They just automatically work now, but losing piercing one crits on all your shotguns, all your shooting really makes it a lot worse. I mean, your gunners are a lot better like your Weber is amazing. It's now a super shotgun and the heavy stubbers are actually 4-5. So it's better than a shotgun. It probably just fires whole slugs. It fires all of the slug at maximum range. So the only thing that's technically gone worse is the grenade launcher because it hasn't changed. So it's a very interesting kill team. Remember one of the biggest things you can still shoot into control range, but your opponent can still get cover unless you're within two inches. So you have to be mindful of that. You also have less command points to play around with, but you're really relying on punishing and proxying like your lethal five up abilities or severe. So you have more synergy to more play around with, but they are very difficult kill team to play. And as I said, you always need two boxes because you need the ability to build some, some games you'll need four subductors, some games you only need one or two. Then you need to go like more ranged. Maybe you'll need the shotgun leader, while the games you'll need the shield leader, you'll need really need to balance their balance and find out what works for you into each opponent. And especially as everyone's relearning the game, it's going to be, it's going to take a while for you to find the right loadout for each operative and each kill team because you're going to have to change through that. As I said, with operative selection, they are really thematic still. And you've got great combinations like with the cyber master and leash master. They're a really good combo. They do feel the fact that they've lost piercing one, but you can kind of get that back with the special ammunition, but I wouldn't recommend it. They're still a very, very good kill team, very fun. And you know, like you can paint them up like I painted up mine like RoboCop because you know, justice never rests. But that's pretty much it for me today. Please remember to like and subscribe as well as comment. Let me know what you think of Exaction Squad. How do you find them? I personally think they've kind of, they're a little bit better, but they're not as good. They're mainly worried about elite space Marines, you know, it's elite kill teams. Let me know what you think I'll be really interested to hear. And remember, I've got a discolored. You can check out for free in the episode description below in affiliate link. Adam and games and crossfire games and a patron. If you want to give me some more support, I'll quickly shout my patrons. So for my adults of the crew, I have Tom, super cow, Steven, Sam, Nick, mercenary, Q, Mr. Meatwad, Lucas, John, Thomas, Gray and Fang Zood, Drakken, Dave Meetsworld, Darcy, Dandalf Goldens, Chris, and then for my veterans of the crew, I have Sam, Joe and Ryan. So thank you so much for your support. It really means a lot to me and help support the channel. But yeah, I'll be having two faction guides every day. After you've seen Exactions squad, I will have handed the Arkon later in the day, a few hours behind and then we'll be going on from there to faction guides the day until they're all done. And you got the rules for free and warhammer community or the Kilti map, which you can check out for free. Well, whatever medium you can, meanwhile, I need to prep because I have so many guides to do and remember no matter what happens when you're facing the long of the Emperor's law, there's always a chance to win and not get arrested as long as you can roll a crit.
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3 teens and welcome to another Warhammer 40,000 Kill Team video where today I'm going over every faction change in Kill Team 3rd Edition. But before we get into things, please remember to like and subscribe as well as comment. Let me know what you thought of today's video. Did you find it useful? What did you think of all the changes? I remember I've got a discord you can check out for free in the episode description below in a filler link at element games and a patron if you want to give me some more support. But let's get on with the video. So in this video, there'll be a summary of every major change for every faction with the new edition. I still recommend checking out my faction guides and reviews as they will give them more far review, whereas I'm just trying to hit the main points in this guide. Like I'm really talking about the new equipment too much. And it, as I said, it covers the most important big changes. This is just a way for me to cover every faction in case you just don't want to watch all the individual faction guides and reviews are due because I will be doing individual reviews of every faction that has been updated. So that's 25 more videos for me. So for general changes, if you had run unless it's now ceaseless, unless otherwise mentioned, grenades lost seek, which was indirect and now all have saturate pistols or eight inch range unless they were free and range, such as with multi pistols, all leader operatives cap at plus free to hit unless they were armed with weapons that normally hit on twos for that faction, i.e. flamers, shotguns for scouts, that kind of stuff. Damage negation as a whole is now changed to minus one damage on a five up versus attacks of three or more damage. A start is now is double fight double shoot for free and they can counteract for conceals. So this is all kinds of space marines and chaos space marines. All the start is are now 14 wounds, sounds phobos and all L diary teams are movement seven instead of six. Those are the general changes, which I won't really touch upon. So if you've skipped around your missile, this and remember everything will be timestamped. So if you want to check out particular faction, that will all be in the episode description. First up, we have commandos, wargrounds, balance now instead of turning a normal into a crit if you're two or more successes and all successes. So in my opinion, it's a buffed other commandos thinks it's a nerf. Steak is gone. So you can't afford deploy anymore. That's just a general thing. Shush is not usable on turning point one. So you still get that free dash for everyone, but you can't use the turning point one. The knob is now 14 wounds from 13 and is free APL and the plus one APL ability is now an APL to use. It's also a five up save instead of four up. So he got plus one wound by minus one arm save, but it's now base free APL. So that's pretty good there. The sniper is down one attack, but one damage has once per game silent, but all its profiles are heavy. So it's gone a lot less mobile, but it has more damage. Boys get one free stun and one free smoke on eight paterney point. The breach again, an attack, but now hits on fours, he's down on freeze, can create breach points. Anyone can use for moving through terrain and it can do it for free while moving and by anyone, I mean, the opponent as well as yourself. The burner point now has a four inch seek light profile. So it still has a normal eight inch flame up, but it has ability to ignore light terrain if shooting within four. The bomb squik is now six dice. It has no piercing and is now four five. It explodes on one D6 or two D6 with a four plus roll, like you can choose which if you want to use one D6 or two D6. Currently, as per current wording, can survive exploding somehow. Don't think that's intentional, but currently the bomb squik doesn't blow up when it blows up. The rocket went up to six dice from five. Seaseless profile is heavy dash, so that used to be just couldn't move. Then you could get relentless. It had now has blast one inch, but lost piercing one and splash one. The slasher inflicts deep free damage if it survives combat automatically, instead of having to roll a four up to do two mortar wounds and now has lethal five up in melee. The dynamite is five attacks. So it used to be four, but it hits on fours, you stay on threes, but a four inch range, heavy reposition, so you can't be positioned in dash and a four five damage with no piercing because it used to be five six piercing one. So it's technically on worse, but has gone up in dice and choppers can go in every operative, but still limited to free attacks unless they are already armed with them. So commandos overall have become a little bit more shooty. It was an interesting set of changes. They still have some melee, but they're definitely more than mixed with a mixed kill team with a more of a focus on shooting. Defcore! So they have a new name. They used to be veteran guardsmen. Now they're Defcore and most of their operatives have been renamed as a result. Instead of taking a trooper or four troopers, each time you can make one, well, a strategic or firefight ploy zero CP. So for example, if you dropped one trooper, you'd go down to 13 activations, but then you could make one of your strategic or five fight ploys free and you can do that to four times. Again, secund destroy, so you're not just security anymore. Or does only affect operatives within six inches of the leader and can't be killed team-wide anymore? So you can't bounce them around the team. Although you do have an interesting firefight ploy that gives one single operative every order. They become a super guardsman. Orders have been tweaked, so there's no more auto-retain. That's just balanced in melee believe and take aim is now balanced at every row once. Here the line is changed, but regroup does the same thing for free dashes, only with bigger restrictions. So basically the entire kill team can't do free dashes anymore, but when you use regroup, you select for any operative and everyone in five inches can do a free dash that has to end closer towards enemy territory. So they can still have some mobility, but no one air is dominating as they used to be. Leaders can, well, the leader can still take a plasma pistol on power weapon, but now hits on fours with their plasma pistol. So you can still take the plasma pistol on power weapon, it's just worse. Bruse and veteran are now four attacks, they used to be free each. The sniper has once per game silent for some reason, and a weaker mobile profile because before I could just use it's normal profile while engaged and move around. But the sniper's taken bit of a nerf. The spotter has buffed Mortimer barrage, so it's now five attacks, but plus one damage. The spot gives seek light and ignores obscurity, but it's no longer GA2. So the opponent has a way to react around it. Zealot has re-roads to defense dice for itself and then gives severe to a friendly operative, I believe within free. So all of a sudden you can make someone quite reliable just automatically. Handaxes go on everyone and have free attacks, hit on fours, free four. Unfortunately, you still can't throw the handaxes and unfortunately they also lost the rosary and chronometron. So they lost their basically just a scratch and their ability to re-roll initiative. So death call definitely have taken hits. There are a lot weaker. They're still solid, but in this meta, especially, they're not that great. So I think they've finally taken justified changes. It's just a shame it took a new addition to rein them in so much. Then we come to par finders. My boys don't so much to my boys. They have 12 operatives again, but the recon drone now costs two operative slots. So if you take the recon drone you're down to 11 operatives, they gained infiltration. So they're no longer just a recon. Marker lights lost the plus one ballistic skill ability and you can only have a maximum of four now, but they are only lost when an operative does a dash charge fallback or reposition, but they can only lose one per turning point. So if your opponent is activated or totally not, they're actually not really going to lose Marker lights, which is a fair trade off, I guess. Recon sweep now only works on one of your kill zone edges of your choice, but they will have to follow the same thing so you could pick the left kills on edge, the right kills on edge, your kills on edge, your opponent kills on edge, but they have to end starting in those dashes wholly within that kills on edge. So you can now use it to any point one. It just only works down one flank, which is OK. And savior protocols are now is now firefight ploy, which is very depressing because that used to be a free ability on drones. A worthy cause changed just one CP for a media free mission action. So it's no longer you just go, I don't care about rolling initiative. Just means if you end the turning point on an objective, you can spend one CP to secure it depending on the mission then die, which is more thematic. The Shazooie lost minus one mission action ability because before when activated you could give someone within three minus one to do a mission action. K on is now free mucolites for conceal so if you're on conceal you can mucolite for free, which is good turning point one. Monk eyes now just plus one move. So never use Monk eye just sucks. The blood and lust is four plus save but has permanent silent and can use the opposite art of war when art of wars active. So for example, if you've activated K on the blood it could then do Montcar and vice versa. So the blood is still good. It's just a shame I lost this for a save. So I just buy an alarm. It's good. The drone controller cannot for deploy a drone anymore which is depressing but it's fine everyone can't do that. The marksman has permanent silent as well but silent profile only does free for damage with no devastating still has piercing one but in general the marksman ignores peace well modifies to its ballistic skill. The Shazelark and now GA2 and can mark a light while in control range which is a choice it's interesting. The transpectral has to spend an arm up an action point to ignore obscuring so no longer just in a needle ignored obscuring and it still has a stability to give someone minus one APL if it's on engage for an action point. So you're kind of now choosing to want to make someone minus one APL or do you want to ignore obscurity. So the transpectral is worse. Myons are capped at 4-5 damage no matter what profile you use and lost piercing when it goes hot. When it goes hot all you gain is lethal 5 up really. The ions got hit hard. Like if they could still go 5-6 or even like 5-5 that'd be great but ions have been smacked around. It should have been piercing one. It's not even piercing one when hot. It's just piercing one crits. It should have been piercing one lethal 5 up when hot. The recon drone can now mark a light somehow. Like it just has a mark a light and it gives everyone within free inches with analyze which also lost re-rolls and GA2. So basically if the recon drone mark a light someone it gives a mark a light token to the target and everyone within free inches. The issue is analyze is gone so you can't GA2 when you don't gain balanced. The burst cannon is minus one attack dice but is heavy reposition. All drones lost fly. That's the biggest thing. They just hover by moving normal speed. The pulse accelerator drone is probably the best buff drone now. It gives severe and lethal 5 up to every pulse weapon within free. It's actually really good. The high intensity mark a light is one sputtering point equipment. It sends the marker drone same for target optics. So this is a big issue. If you could do high intensity mark a light twice per turning point I think it would be okay. But the way par finders have been gutted is I like we'll get more into the later review I see what they wanted to do and it's fine. I think if they just made high intensity mark a light twice per turning point instead of once that would have been fine. It's the same a targeting optic optics. The team is just a lot worse now but way more they even lost the ability to mark a light on guard which may come as an FAQ but our finders really aren't good. Navitiates only have free acts of faith now. They can reroll and dice for one active faith. They can change a normal to a crit. Evers any kind of one for two or can turn a failed into a normal for free. You gain faith points based on half of the operatives alive. So you do tend to get a lot less but you get a lot more if you keep staying alive which is good. There are no more infinite range pistols you've lost your ability to just believe you have no range. Then defenders of the faith is one CP and it no longer is a gives you shoot and fight first on objectives. It just gives you bonus to fighting on objectives. So it's way more thematic and just said like I have free operatives on objectives. Now I'm just going to fire and shoot you before they get for the turn starts. Blinding aura is now a firefight ploy so you still get it. Plets of firefight ploy. So you can use a once per turning point. You can't just use it infinite times. The leader can't g8 you anymore but it's nine wounds and gains faith points upon killing. So she's lost the ability to group activate but is tougher because she's a full sister and as I said, gains one faith point on killing someone with 11 wounds or less and gains two if they kill someone with 12 wounds or more. So it's a nice trade. All Navitiates now generally get on twos with their pistols or combat blades unless they're a specialist. Actually sisters have gone a lot worse in accuracy because they are just nonzin training. So the condemner hit retains permanent silence still hits on freeze with its gun lost ability to limit APL generation. So it's a bit worse but that APL blocking didn't make much sense. It's better against psychers but that's just a very, really situational thing. The dialogue is now hits on freeze or another dialogue essentially hits on falls in combat but gives a re-roll bubble on top of its cons ability. So you can spend an action point to also give a re-roll ability like where it just picks someone within free and everyone gets basically can re-roll an attack dice because she's just like hype, she's the hype woman of the century. The exact her only grants plus one move when whipping but allows the selected output of the double fight. So not only do you give them plus one APL but they can now double fight which is really crazy. Milletons now refund faith points if acts of faith are used when they incapacitate someone. So if you take your normal warriors and use an act of faith for more, you're still limited to the old changes of acts of faith so you can only use like I believe just the re-roll and then another one you can't like just start changing multiple fails or normals. But if you use any when you use a normal warrior and they kill someone you get those faith points refunded, the penitent on its own can double fight but it doesn't double fight if you whip it. So like you can't quadruple fight if you whip it. You just double fights which is good. The perceptor gets faith points on kills and gives a bubble of severe so you get some more bonus from that. Your other mace lady. The pronators now gains faith points based on the turning point when doing a mission action. So if it does a mission action to secure an objective turning point to you gain two acts of faith and so on. Oddly it's really hard to do basically the mission action is turning point one unless you're playing recon so you're generally not gained to a face points from her turning point one. The pagatus lost Dacodash so they can't dash and shoot which is really good for everyone in the game. You can still take two but they're buffed flameers you know they've been changed but they can't Dacodash. The Rekrilya with the Rene Leclarius gives faith points based on the turning point when controlling an objective. So you need to do this mission action well unique action while on an objective and you get faith points equal to the turning point. So you now probably take her sit around the backfield objective just passively generating faith points and auto chastisers actually hurt now but they don't give a ceaseless so that was covered in the warhammer community article auto chastisers actually work as per the name and it shows a very weird they they are less confusing to play and technically as long as you play it right you will never run out of faith points because you know generate so much. So they do hit a lot worse and they are more fragile the interesting thing they do have a damage negation ploy that just always works because they're all seven wounds so they have that trade off there but you know if you overwhelm them enough they will just die as in like their damage negation ploy works every attack action so like it's always active but if you just overwhelm them they explode but they're still quite good and the your leader got better because they've now trade hers a force this is a battle which is appropriate she is. Then you got legionaries these to be legionary now they're legionaries marks can be taken in any combination there's no limitations like if you take corny can't take sonnets which may change I like probably should so corn gives severe in melee no go gives minus one normal damage on a three or more on a five up so that's just plus one move. Zeach is severe on shooting and undivided gives you ceaseless when attacking within six inches they're all a lot better sans no gold because no gold was too good because it turned a normal into a crit save but it's very very powerful and the fact you can just mix and match so strong so they are down from 10 strategy ploys to four and all four give extra bonuses based on a specific chaos mark so now you just have like a lot of the ploy are combined so you have a ploy that gives you minus one to be hit in close combat then if your sonnets and moved to get minus one to hit when they shoot at you you have a ploy that ignores being injured and then if you are a no go you also down great piercing by one to minimum is zero there's a shooting one that gives punishing on your guns and then if you're zinch and ready if you roll a crit save you can turn a normal a success a fail into a normal save and then corn well there's a ploy that gives you plus one damage the first time you strike and if your corny just cut flop plus one damage to build your profiles nothing but undivided which is a bit of a shame and you only have four firefight ploys veterans of the long war is gone so you no longer have the ability to reroller like just completely redo a fight action or shoot action if it fails so you actually are a little bit less accurate but I think the tradeoff considering how this team has been refined makes sense the chosen now heals free plus D free when killing or striking with a lethal hit enemy operatives don't fall back on a free up so it's still 4 7 lethal 5 up but basically the chosen is really really good I like the chosen a lot I've been speaking to some Legionary players who have the rules and like they still prefer the aspiring champion spying champion is unchanged but I really like the chosen that healing basically means he just never dies then you've got I know what I like that you can't fall back on a free up the annoying it is now just fixed minus one damage from any source of 4 more when it's awakened but it can open doors although it still can't do any mission action so it's figured out how to open doors no longer can it be trapped in a room of despair the bail fire can no longer buff others or itself so can't give itself like lethal 5 up and it's lost its mortal wound output so it's lost like all it's splash and stuff but it's basically a walking healer so with it shooting and melee every time you resolve a success you heal one damage to someone within six if it's a career you heal D3 so the bail fire you still take but it's really really good at being a walking healing person and unfortunately can't get corn because it really really well I corn because in melee it has rending free for a rending instead of being freezer or more to or free free mortar wounds too the bail fire is a little less offensive powerful but is a great healer the butcher lost its control range bubble of two inches but can free charge for two inches at the end of every enemy action slash counter action so you have ways around like multi charging but you have to charge so you can't just like move two inches you have to be able to do a legal legal charge there's some interesting play when you're fighting like Horde teams heavy gunners are all heavy reposition which means no more charge fight shoot because a reposition doesn't include a charge the repatchain cannon lost one dice but is punishing but unlike other guns it didn't go up damage so didn't go to four five just stays at three four and the heavy bolt of car double shoots care space means don't know how to double shoot the heavy bolt which would probably be crazy considering zinch but it is what is the icon bearer now just gives plus one CP per turning point if it's alive so you always say can the like com bearer I've actually made a new icon bearer because I really like icon bearers then warriors can change their marks when they activate so they are super powerful like all I like all warriors can go like start the game on Nurgle then turning point to you they can switch to corn or they can switch to zinch they're really really flexible and really really good grizzly mark is gone but now everyone has a prolific blade so everyone is if you take prolific blade as an equipment everyone's five attack scene on for use three five which is really good when when you've got like bolt gone warriors especially stacking with corn or your melee ploy and then watered armor is now a two plus save which you give out once per turning point as strategic gambit so every turning point you pick someone to have a two hour parmer save so Legionaries have lost grizzly trophy they've lost veterans of the long war but they're more refined every operative is really really useful sand really they heavy gunners because they can't charge fight shoots they can only reposition and shoot so they've actually lost a lot of flexibility and can't double fire but oh my gosh the team is so good now especially as everyone's 14 wounds an amazing team of course their voids card can take the gunner and heavy gunner together but not with the blaster and rave cannon so you could take the blaster and shrieking cannon or shredder and rave cannon but you can't take the blaster and rave cannon on the same kill team you lost see can destroy but gained infiltration which actually isn't too bad considering how this game works now rifles now gives accurate one as long as you didn't move before shoot in sands dash so you could dash and then shoot and have accurate run with your shrieking rifles and sniper rifle where you can't do with the sniper rifle but because it's just as heavy but it's some interesting avenue if you are taking rifles plunderers is now D3Ops is to do a free dash but it's unusable turning point one and if you do use that free dash then you can't dash during the turning point just better for stuff like melee operatives are keeping people safe you've got a ploy that gives balance versus enemy operatives contesting objectives slash your markers so the biggest thing this team now has access to kill team wide balance which is all they really needed light fingers has changed to allow mission actions while within control range before it lets you do a mission action for one AP less now you just do them and you can do mission actions in control range which is good because a lot of teams can't do this well no one really can in general the leader lost the ability to group activate but can potentially shoot fight for shoot or fight first as like when someone's activated if you roll higher than the APL you don't change your order but after an action which they moved or whatever you can either do a free shoot or free fight so someone charges you and you roll higher than their APL you fight first and if you're an engage after they activate the while they do an action you can shoot them but then if you do so you're minus one APL and can do a free one AP action instead of dash so instead of doing the free dash like everyone else in the kill team your leader could move mission action dash or like charge mission action shoot or charge fight shoot so you know a very flexible the fate dealer has permanent silent but also has a mobile profile and if you use the permanent silent you just have heavy so you can't dash or reposition and it's lost super conceal so you don't have a way to take that both gunners and our 4-5 damage and 4 dies but Blaster is still AP-2 whereas the shredder is torrent 2 instead of Blaster the Blaster is a lot weaker used to be 5-6 both heavy gunners are heavy dash so they don't have heavy reposition or just heavy the Konathie can dash while with remaining charge move after charge so if it charges 6 inches kill someone it can then now dash another 3 inches because it's movement 7-based but if you dashed 8 inches you could only dash 1 inch so you do get use of that free dash situationally after you charge and kill someone the Konath Hunter has a free interrupt as a strategic gambit and can fight first fire as bird so you pick someone with a 9 inches and then after the operative does an action in which it moves you can change your order and even move to closer towards them or charge them so very powerful and if you haven't used your bird as a shooting attack that turning point you can fight you can fight first before the attacker has the defender so the Konath Hunter is really really good the Shaderonic can teleport through galodark walls which wealth of the matric has is absolutely broken because the Slice and Attack now always does D3 plus 2 damage during a reposition so you can move free inches through a wall hit someone for free to 5 damage and then finish you move back so the Shaderonic is kind of crazy but you can't do the Slice and Attack while charging warriors can do capricious flight and light fingers for 0 CP so they can fall back for 1 AP and do light fingers the division actions within control range for 0 CP so warriors actually pretty useful depending on the mission and opponent the way seekers had its freezing grass change to a shooting attack so it doesn't just slow someone it just stuns someone if it hits them by a can fire silent and lightning strike lost piercing one but is now 2 inch devastating too and so it's a bit better on into the dark and warding shield is currently old just a scratch so you pick someone the first time they take damage you can choose to ignore one damage from any hit so you can summon could eat you for 6 damage 8 damage you can ignore warding shield so warding shield is very powerful and currently the only ability in the game that can ignore a normal aura crit which i don't think will last but we'll see and then they lost core serblades as equipment so no one is free for an melee and they don't have plasma grenades anymore so you don't have free for grenades you're forced into taking silly mongkai frag grenades which is a bit disappointing but considering how strong core sers are overall it's a really good trade philbo strike team they lost recon so you're just infiltration and seeking destroy terror is always active now so you don't have to tell you upon the like it's zero action points but i'm gonna say it's always active it's just always active same ability everyone just move on 7 which is really really good the only downside is your 12 inch your 12 wounds which sucks because sanitially genericers are just laughing at you they just go and look at seven wounds I mean seven move for 12 wounds looking like I'm seven seven move with 14 wounds but you'll accept that you've lost vanguards and piercing one shots for strategy employees so they have something else for that so they've lost their ability to give everyone basically piercing one on a crit leaders lost ability to generate command points but instead reroll the dice for initiative this is this is a nerf i mean while controlling the initiative was great you would have preferred the free command points comms doesn't do one ap free mission actions for someone anymore but can generate another cp on a full plot full plus each turning point and can switch between strategy employees for free so basically if you're comms on the board when you get a command point on a four you get another command point and what the switching means is if you pay the cp for one strategy employee when someone activates you can for that activation switch it to a different strategy employee for free during their activation which is okay but interestingly if you go second you have two chances to generate two command points so the comms is just gambling warriors all have vanguards so no matter what kind of warrior infiltrator incursor riva warriors which lets them do one mission action slash pick up action for one ap less so good if you're taking normal warriors the haywire main the haywire mine has reduced range to control range used to be a three inch bubble and does 2d3 plus free damage instead while still stopping actions so before it used to do four attacks hit on twos two four lethal four up now it's just 2d3 plus free so at most it's doing a lot less damage it's not likely to kill but it's likely to hurt and will still stop actions it's better like controlling access points and doorways on into the dark so it is a lot worse riva's all have grab shoots and grappinals built in for easier climbing and free dropping so before you used to always take like two rivers you're probably taking more rivers the team still really really good like they still have their delay like this is only changes so if I haven't mentioned anything nothing else has changed so their equipment is slightly more interesting but other like for example they can take up to like six grenades because they can take four extra utility grenades so they can take six grenades in total which is really really good although I would have liked their warriors to also get free smoke and stun by because they wanted to limit limited football strike team are still really really good by my opinion they're the weakest elite team which is saying something because they're still amazingly powerful then you've got blooded they gained infiltration finally so they're no longer just seeking destroy they cannot select both the plasma pistol on leader and the plasma gunner on the same team so you may want to either take the plasma pistol or the plasma gunner I'm in the plasma gun camp but some people prefer the plasma pistol leader your strategy employees as a whole are more useful like they give more re-rolls some give ceaseless some give relentless so you actually have a reason to use your strategy employees dark favor has a range of free instead of two inches so just get down mr. president and it works in close combat the primstone grenadier has a more damaging explosive demise and the diabolic bomb is also in addition to its old rules is now for free damage with devastating to empissing one by did lose splash but it is now is free free with splash two it's now for free devastating two so two extra damage on every crit with piercing one so I think it's better really good the comms can well the commsmen can now generate a bladder turpladder token for an action point if it has one itself if you give a blood to token turning point one and it uses action it will generate you another the enforcea ignores all injury modifiers so it just makes everyone in the bubble move and shoot normally and enforce allows fire on full ballistic skill so you can now just fire as much your heart content without minus one and then stacking minus one the ogren can now open doors and is plus one ap to do other mission actions will the pickup action so no longer can't do those the shop shooter can mark an enemy operative for a tevgays of the gods versed them for the entire game and also has permanent silence so for some reason it has a better long last night than the veteran guardman which I don't understand by I accept completely the trench sweepers now is nine wounds but shielding only benefits itself so it's funny because if you give it a shield it will have a shield carrying a shield go up to a three up armor save rerolling free well rerolling the save of free going down to a two inch move hilarious give him give him the poor bush yield sinister trophies now just stops rerolls within two inches of ones if that friendly operative has a blood to token so it's not long gone minus one attacking close combat that's a bit of a nerf but generally as a whole they've gained so much more blooded we're already a good tilt kill team now they're one of the top kill teams in the game really really good for blooded now we get into the white dwarf team so for hunter clay they can now take all three gunners again but you lost the ability to go up to 11 operatives so you can take the plasma the stun gun and the sniper the aquabus the protector and conqueror imperatives now give ceaseless into the balance so instead of having balance you know get ceaseless they lost the ability to for deploy the infiltrator princess now give super concealed bubble of a free inch so actually more useful if you want to take them notes you're still cat dead taking five secarons as a whole so you can't take like extra secarons like more than normal operatives the ranger and vanguard alphas lost the ability to group activate but buff shooting or melee depending on the operative so for example if you take the ranger it buff shooting but given lethal five up to someone if they don't move whereas the vanguard is better in melee because it increases the rad saturation effect by minus one attack on people fighting within free inches control edict is now a firefight ploy that only works on a max of one secarons so if you want to group activate you can it cost you a command point but you can't pick two secarons anymore you could pick a secaron and a gunner which makes it a lot less useful but still you have it the rangers now get lethal five up if they don't move before shooting any weapon but then can move after so the guns are free for piercing one crits so they actually are quite useful now so you may see a switch to more rangers and they're a lot better on the gunners especially your arc rifle now get lethal five up so it's more likely to stun so very very useful for taking your gunners as well as normal troopers as rangers then the ranger galvanic rifles are now heavy reposition so you can heavy move like you can reposition heavy so they're actually way more mobile but they can't dash you finally get grenades when the addition removes seek from them so grenades useless effectively and they have a rad bombardment equipment which is once for either one opponent's objective in their drops in their territory or everyone in their drop zone and on a four up they take minus one PL minus one APL depending on modifiers like if they're underneath a vantish points works on a five up if they're in the open it's on a free up and if you roll a six you also do D3 damage they've lost optimize gate optimize gate is gone so I actually don't know if you will take much like on dense boards this team now sucks because you have five operatives with 40 mil bases so it's going to be you're actually going to have to remember how to pay to climb stuff if you're a secaran like a rustalker so it's better for everyone else but hunter played aren't good I think they're like solid beat here they I was worried they'd be way too good but the moment they're just still completely balanced in a good way which is nice to see next we have warp cover so they can take up to two gunners now with warp flamers so you can't have too sorry big added you can't have two warp flamers though which is very interesting considering that our four four damage boons are redone and each sorcerer can select one unique one each so there are I believe like nine or twelve to take from you can downgrade piercing by one to a minimum of zero for a strategic ploy or a strategy ploy which is amazing you have three different sorcerers to take now you no longer have one fixed one and then you just pick their law they will come with built-in laws so you've got a destiny sorcerer a temporary and sorcerer and a warp fire sorcerer so they all share the same profile and if you make one of them your leader they go from 14 to 15 wounds but it just basically means you can't take like multiple of the same so it's just tidy to thing up then you've got the sory per cannon it lost an attack die so it's gone from six to five but it's now four five with a torrent mode from three five from three four which kind of makes us sory per cannon jealous but I guess it's because warp coven can't take a heavy bolter whereas Legionary can so it's just a bit strange all rubric marines are now five inch move and to up save they still have that nine inch restriction for the apl and remember if you move out of your sorcerer range during your activation you will immediately lose the apl so be careful rubric icon bearer now just works like a normal icon gives no benefits to sorcerers it just literally stands there like an icon which is strange the rubric warriors gain ceaseless if they haven't charged or repositioned before shooting which is really good if you're in position and then just double five then reposition away the zango champion now has ten wounds instead of eight and hits on freezes at a fall all other zangles are now nine wounds base which is crazy and as I get the zango icon bearer provides damage negation for all zangle within three inches and then one zangle warrior can do the mission action or pick up action for one ap less if it's within opponents territory not holy within just has to be within so you can have a thing where you move up to do like you know recon and staff or still an enemy's point especially if they're your banner so very very interesting warp cover now exceedingly good they do have some weaknesses but I think they're just incredibly durable like one of your psychers can heal one of them still is very good at shooting they've lost the ability to like minus movement from the board which is not surprising but warp cover now in my opinion one of the best teams in the game void dance a troop they lost seeking destroy so they have very sad clown noises the gunners are gone they're just baked into player profile so you no longer have like gunner gunner players they're just players they can still take a fusion pistol or a neuro pistol but you're capped at one of each per kill team say defs are simplified and reduced you only have the epic and melodrama available now the void dance troop have forgotten how to dance for other modes but it does make it easier to track and remember and they have been changed slightly as well but they still do the same things they don't have fly but they only climb for a maximum of one inch so they have inbuilt ladders so they can climb anything for one inch that's how good those harlow queens are but it looks like they drop normally because only mentions climbing so they still pay more for dropping which is fine I guess and they can move within control range of enemy operatives but they must end those moves legally so you could charge through control ranges or you could move through control ranges but then you have to not end in control range so they're actually way more mobile and actually have a balance the version of fly which is all I was asking for the entire last edition so I'm very happy to see this domino field is changed it's replaced with a firefight ploy called elusive target that ground super conceal instead domino field itself is a firefight ploy now that gives minor shooting defense so no longer can your entire team have super conceal only one single operative it has so void dancer trooper gonna have to play a little bit more differently the death jester has heavy reposition with a heavy dash profile and torrent mode for it's to recon cannon as humbling cruelty now lasts until the start of the next activation or activation of the operative that is affecting and is effectively super injury so the death just to get buffed in a way the players can do once per turning point a firefight ploy or the command for zero cp once per game so every turning point one player can do one of those for free but then can never do it again for the rest of the game which just effectively gives you three cp the shadow set has permanent seek hallucin grenades and otherwise works the same and your support grip and prismatic grenades are gone so you'll lost your your improves ldari stun frag grenade and you've lost the support grips so now you know the death jester if you want to move in shoots like move up shooting them move away you're going to have to spend a cp for your movement ploy which finally gives that ploy a reason so void dancer trooper a lot better but i think they're a lot fairer which is which is really good for worm blade for mille a territory is a new ability which lets you set up one third of your kill team in hiding except for cult agents and they set up within six inches your drop zone and more than six inches from enemy operatives they all have to be deployed by the end of turning point two or they die so it works kind of like the tempesters is quellen but you know in terms of how they deploy is quite limited if they're on normal warrior they lose their g a two so you have ways to stall out you have a new strategy ploy that lets up to three operatives dash but if a co agent is one of those operatives they count as two selections and it costs an operative one action point to do this so if they do this free dash they are at minus one apl going into the next turning point unquestioning and loyalty is now free inches from two inches let's get down mr. president the locust quicksilver strike works once per turning point and is always active but now it only triggers after an action in which an enemy moved so it can't interrupt the mid move but so just always active still only free and range heavy gunners have ceaseless if they don't move or relentless when switching from conceal all weapons are now heavy dash so the heavy gunners are finally rained in because they've lost cumbersome icon bearer has the same act on death ability as the brood brother icon ward which is great because i love seeing that ability everywhere just for free the fact is not an action point to use really annoys me and then the sanctus sanctus sniper has permanent silent but if it is a stationary and then the sanctus talon can do a free dash or fall back after fighting and maximum of free inch movement and then blasting charges are now free five by range four everyone can take coat knives to go to free four damage and can take up to three mines so if you take this equipment point you get two minefields and then you can also take the normal universal mine say if you want to for two equipment points you could take three minefields which is finally because you only get two but you do apparently use the card tokens for that so you can get around that but wormblade have way more board control and the ability to punish the opponent although you are kind of forced to come towards them which is difficult if an opponent just starts playing defensively versus you so still very very good then we get to a lucidian star strikers support assets are now silent heavy reposition shooting actions and you can use each one once per game with five to choose from so you have two new ones and only you serve the same restrictions as before as who can fire them undaunted explorers now works anywhere now so you don't have to care where you are for your damage negation new frontier is now called quick march and you cannot shoot support assets if an operative use the plus one movement so more balance there veins digital lasers now change to just do one automatic damage when she initiates a fight like scorpions mandy blasters and she gains ceaseless if the weapon already had balanced so if you spend a CP to give yourself balanced with you know proc you know closer and shooting then you get ceaseless instead and she grants plus one CP or an additional warrant and trade on the first kill she does and she's now free APL she's a lot more flexible very very good that although I do miss the digital laser just being like his his some water wounds die now the death a co assassin can strike on death with one of its remaining unresolved successes the electro maesters voltgeist field has reduced from six inch to four inch range the void master with shotgun now hits on freeze for some reason from twos also gives balance different operative had ceaseless las pistol is now cap to two four damage with lethal five up because it's a relic las pistol so technically the void master got worse which is kind of depressing I don't know why it got less accurate with this shotgun voidsman can counter act to do a support asset if you haven't used one this turning point armoured armor suit replaces carapace armor for once per sequence for up save single die save so instead of giving all your five up save operatives a for up save they can now choose to retain one of your attack dies as well they can roll one of your attack dies as a defense dies as a for up save so more confusing and worse hot shots are now twice per turning point but they don't work with the relic las pistol so you can make someone free for on their las pistol all las gone but doesn't work on the void master so you're never really taking this and you can select equipment to fire an asset twice per game but you lost your call space sunglasses so if you wanted to fire your space laser which is still exactly the same you have to if you want to fire twice you have to take an equipment point to do so but you lost your call sunglasses that turned off all stun which is depressing I like those sunglasses so star strikers are still good but they're weaker now they definitely be to at least it's just they're still solid they're just a lot weaker and a lot fairer to play which is to be honest what they needed oh and I forgot to mention the heavy gunner lost ceaseless it just has rendering and it's now five attacks four five so the heavy gunner is a bit worse by the way star strikers are still good only got to gallopox infected I'm using my own necropox because the gallopox models are gone so you now get three different technocurses would one of them still be in minus one attack dies if within two inches although it's only within one inch of nightmare alks which is depressing mutoid vermin lost fly and enemy operators can move through and fall back as if they are not there which is really bad because the mutoid vermin are still the same speed nightmare hoax can open doors for one action point so they're not trapped behind the eternal prism of doors costing two action points to open blessings of infection now change so if instead of like if you're discarded ice for three or more if you have free failed hits you can discard them to change it one of them into a hit so that's a lot worse but still very good drawn to the hymns now plus one movement to a repositional charge action to a single objective of your choice but you must end that action within control range of that objective so you could spend a CP and then if you can't actually end within control range of that objective you can't use it so kind of sucks vulgar's revolting technologies a new firefighter that gives a weapon hot or makes their hot weapon worse after seeing there to hit rolls so you can just wait to see where upon a rolls vulgar's pie a guy is now five dies balls has a seek light profile it didn't go up in damage and it lost the ability to generate a command point but it can set like techno person objective which is okay vulgar is now 21 wounds all of our hoax are 20 wounds and they have lost their five up damage location it is just every time you take damage of a three or more on a five up it's minus one damage so hoax die really quickly mutants now do three four damage instead of two three and are now movement five is in the movement four so mutants are actually really really good the axe one is still four five but I've actually found you do more surprising killing damage with normal mutants glitchlings cannot perform unique actions so you can't have a shield walk literally which is sad times you can't have a glitching walking around with pern as super conceal but I know a free defense dice like mutoid vermin mutoid vermin are one equipment each for two they all share the same group activation so no matter what combination you take you will be a maximum of 10 activations if you take mutoid vermin wait take four of them and you have to take an apiece of equipment to get two winches on your technocurs for nightmare hoax which really feels bad I think I understand why they're raindoned the tilt kill team like the kill team plays control really really well but I would have liked that last piece of equipment just to be a baked in ability your ability destroy an equipment is still an equipment choice and on the seven or more you wrote 2d six you pick one of your opponents equipment pieces to destroy but on six or less they pick one of theirs to destroy so they're really fun with the control why way they actually die really quickly in close combat but just some field bads that they probably did deserve but I think they've been hit just tiny bit too hard they're still good but nowhere near as powerful as they were last edition so finally we have angels of death they were intercession squad but now they've been combined with strike force justian you cannot take the eliminator sniper and the heavy interstitial gunner together so you can take one but not both at the same time you can uniquely double fire the bolt sniper or heavy bolted for free action points in total compared to other teams so the first time across one action point and then two action points to fire a second time just very good chapter tactics of tweaked you've lost rapid and durable but the other chapter tactics are better overall they're a lot more usable you've lost ignore apl changes but now a chapter tactics so it used to be baked into your strategy ploy now it's just an apl tactic which in my opinion you always take and you can switch doctrines as a firefight ploy assault now grants balance every time you're fighting otherwise your doctrines work the same way your captains iron halo lost the in von but now just gives just a scratch so once per game you can ignore one normal attack dice he has 15 wounds and he's the only one to on freeze with the power of this so the captain still solid sergeants allow picking a third chapter tactic each game for just themselves so you have two fixed chapter tactics for like a game slash tournament but every time you take a sergeant they can pick a different chapter tactic for themselves which is actually really good auto bolt rifles lost ceaseless and are now torrent one which everyone kind of expected they weren't going to keep ceaseless with how good ceaseless is now stalker bolt rifles are heavy dash but lethal five up and free five would piss in one crits so they're a lot better all power fist on fours which is sad times even for Legionary and other Marines grenadier gets all grenades and they on freeze so your grenadier comes with crack frag smoke and stun so you can have a situation where you throw a crack and then throw a smoke and then throw a stun so very very good there the eliminate the eliminator is now 12 wounds but moves has movement seven and has the stealthy chapter tactic by itself and oddly if you also take the stealthy chapter tactic it stacks so you could retain two crit saves or retain all the cover saves but that's actually interesting and it can ignore obscuring but now that lasts until its next activation so very very good to just ignore obscuring it also has a seek light profile and has permanent silent so your eliminator is crazy then the heavy intercessor heavy bolter does not have heavy so your heavy intercessor can reposition a dash seven inches and then shoot someone in the face with the heavy bolter which is very very funny and the all specs is a free action when shooting but only eight in range so you still have more ways to ignore obscuring and absolute team with purity seals if you have two or more failed hits you can discard one to turn the other into a hit ages that's ever insane are I think they're actually asked here they're so good they're just really really oppressively powerful because they're tanky they have multiple ways to turn defense and hits for misses two hits to ensure stuff goes through to keep you alive or to kill stuff and they can also spend an action spend a CP well is for free if they're on engage to do two actions to one AP actions while counteracting so age of the death despite their simplicity are really really powerful just showing you how resolute space modes are in general right now we're about 50 minutes 55 minutes saying everybody and we're going on to season two there's gonna be a long video so for Imperial Navy breaches the cat and Geyscale now counters half selections for operatives so you can't just select one you need to select well you can per select two of them for one choice which is technically above close the slow is changed to punishing so before it used to be if you had two or more hits you can turn another miss into a hit now you have to have the you get the punishing rule instead which is a lot fairer braces only minus one damage versus four or more damage attacks as long as you don't move move or reposition or charge blitz has changed to give severe instead of giving the automatic crit so that's effectively the same thing but it's slightly different and then sergeant at arms lost free order but can now change the position each turning point so for example if you pick if you picked the attack order you can now move around the battlefield for a free ability so they are less command point efficient the axe jacks weighed in is now just a free ability the cat grant seek light and ignore obscurity instead of just turning off someone's cover as a bubble both the cat and the Geyscale are two APL the skull can be used once per game to add six inches to its move stat by a lost fly the grenadier demolition charge is now free and range from four inch and has heavy reposition the las volley is now minus one attack but four five damage lost reroll gains rending and has a torrent profile the hatch color breach point ability now works for enemy roptos 2 so if you cut a hole for someone the enemy operative can use that enemy operative can use as well void jammer can blow up the skull but it does free fall damage instead with lethal five up and stun with blast one so it lost its radius it doesn't have lethal based on your armor save and it does do more damage as a result and stems just ignore movement penalties for being injured so they have an action and they have equipment that lets them open doors for one less AP but breaches a lot more balance a lot fairer the only problem when you will see near the end of this review is you just take them in damn imperial agent we're inquisitor we're agents but there are a lot fairer they're still solid it's just going to be tough for them to play around only being seven wounds now minimum instead of having all that extra wound goodness for fast-alker kin band they're now full 12 operative slash activation team the fast-alker is a new faction ability allowing you up to flip free orders in the ready step of each turning point or change orders when counteracting instead of counteracting rogue is now a strategic ploy like a strategy ploy so you have to spend a CPT user bound now only works on the first climb only during your activation it doesn't work on drops as well so bound has been nerfed poach is a fire fight that lets accrue to a mission action on an objective they don't control as a like for free so you just have to contest which under current wording just means standing on the objective so the opponent could for example have 20 APL on the point you walk up with and spend a CPT for poach and you can now control that objective and do a mission action which is very weird and very broken the kill broker is now 4 attack space up for five damage can bounce call the kill after the target is killed and when you do this you can also give a friendly operative within six inches accurate one for the rest of the battle but you can only this once per turn point and that operative is only affected once per game well so you can only affect the operative once per game but you can now just keep giving it giving it as the more you'll call the kill bounced so your leader is a lot a lot better the cut skin can fight again at the same target if it's not incapacitated heavy gunner weapons are heavy reposition the hounds remain GA1 the long set site has a once per game silent profile the pistol it can now move and double shoot per try now is just based on visibility not range so you can go anywhere on the table and grant seek light if it's in an enemy a friendly operatives control range so you can just pick a friendly operative and go like you're going to get sick right now so per tries more useful warriors can once per turning point use meat or special ammunition for free so they can either do the piercing ammunition or the stun which is nice and it can only work with their shotguns and trophy is once per battle instead of two different operatives once per game so you only get one trophy now and considering how crazy poach is that's very very fair because it's just crazy but for silky kimbant are a lot better they're very very solid team and because of poached like they're really abusive on loot and sabotage as well as some other missions they're very crazy like i think they're they're too toxic with poach but they're a lot better so i think if they just tone down poach fast talker are fine but otherwise they're really really good now chazokin alle points and gone finally replaced with skill at arms which work kind of like old guardsman orders but they are guilty wide and they effectively did what alle points wanted i wanted them to do so they just let them do different things like even a bit and a shooty more repositioned mobility very very good season initiative less you re-roll you all your opponents dies for initiatives so they're got buffed the leader is free a p o now and can change an operative skill at arms so you can pick someone operative for the turning point to get a different skill at arms while everyone else has their own everyone hits on freeze now the melt and wind is now just 2d6 plus free damage within control range of a single operative anyone can trigger it so don't don't move within your own and then the recapitus it doesn't it doesn't hit everyone just hits one operative the recon trooper makes the real realok row the relocate ploy free even if it's in inquisitor agents so you've lost the ability to get a free reposition as a scouting option but you get the free dash ploy the relocate but if you're inquisitor agents you also get that as well so i'll get this get on to this inquisitor agents this part shouldn't exist this is you've just made this operative to go and inquisitor agents it's just dumb then you've got the show-up shooter which is once per game silent the trooper can do one smoke and one stun grenade per turning point so basically if you take a trooper they can do either one smoke or one stun grenade per free if you have two troopers one can do a smoke one can do a stun so very very good everyone can take combat daggers to be free for in melee and full grips just give acure one when shooting within frieches except for pistol weapons so kazakina are actually a lot better there are a lot more fun to play and play against but only problem is you take them in quiz tour agents because they've literally been designed to be better in quiz tour agents so whoever designed this or pushed this is just crazy doesn't understand like balance that will in my opinion but outside of that if you ignore the inquisitor agents aspect kazakina are a lot more fun and i think really good it's higher tech circle look how much i have to speak so reanimation protocols are changed to work on every operative so every time someone dies they place a reanimation marker but you can only res one per turning point on a free op which is rough so you roll for one if it fails you move onto the next one you now reanimate with d3 plus one wounds and then it stacks with living metal which also heals d3 plus one wounds so you heal more all cryptex are 14 wounds nano mine is now placed within visibility of the nano like the cryptek and it's a 12 inch bubble again for some reason but it's only my if it minus two inches to the moves that so i believe this is kept a minimum of minus like four what what is this like this probably will hopefully get changed to a six inch bubble in like in the day one FAQ but what is this what what is this madness the corona metron is now just minus one attack dice when an octave attacks that friendly operative so you've lost your shrug and your movement bonus but now someone shooting with a four dice attack weapon they go down to free and if they're fighting you in melee they go from four tax to free so still really really good the corona monster can teleport and expend it operative within six inches with timesplitter so you just pick someone and go like okay instead of you you've expended i'm gonna pull you back so your opponent does have a turning point to put what an activation so your opponent does have an activation to punish you night mesh shroud from the psycho monsters an eight inch bubble now and it stops a re-rolls and changes stops being able to change crits uh normal to crits so you can't re-roll you can't turn um normal since it's successes and you can't turn and crits get downgraded to normals so it's a lot more powerful the psycho monster can delay an operative by de-six activations your your techno monster can repair an operative for healing them deal 3D free wounds which is a lot and you can augment weapons of a friendly operative to have two of evil lethal five up rending satuary or severe so that's pretty good for the techno monster because it has an ability to give someone to reduce damage free of more by one every time an operative takes damage would reinforce would reinforce metal so the techno monster is a lot better as a support piece and while buff buffing your ranged output which is really really nice then the plasma sites and our movement seven by lost fly immortals and death mocks and our movement five from four you re-animate the well the reanimation drone plasma site you re-animate within six inches on a d6 for on a free up for one action point or automatically for two action points which is what you're going to do and you can do it the same turning point a reanimation token is placed but then that operative returns expended so what you can do last activation is bring someone back who died and their next turning point res another two so you're you really need to keep this reanimation drone safe you don't want it dying keep it alive as long as possible death marks are now for free damage with devastating two instead of four four devastating one but now also gets severe on top of old rules they give the target shot the seek if it's not incapacitated so next time you're shooting at you can shoot as long as you can see it and you ignore obscuring for one action point so death marks are a lot better and I wouldn't be surprised if people take more death marks now death spell tech and immortals count as free apl for controlling objectives even though they're still two apl and the tesla weaves inflict deep free damage when charged instead of just rolling dice to maybe inflict damage but you have lost in hearts blade and tesla equipment because they're all gone so you've lost the ability to be lethal five up in close combat and you can't increase the splash range of your tesla's but higher tech are still really good I think they have to limit like the range they have to do something with the nano mind because literally turning point when you just nuke someone's drop zone with the nano mind they can still dash out but it's such a huge bubble it's really really dumb otherwise higher tech circle are good they're not as powerful as they were I think they were better than they were at the end of the edition but they're not as strong as they were at the peak of second edition so higher tech circle are still good for exactions squad they have marked for justice which grants punishing versus target once per turning point and combat if you kill that target they've lost piercing one when shooting at someone within two inches of a friendly operative terminal decree now has a six inch range from four inches to get that re-roll and gunner still worker any range execution order is no longer a free it's a free fight or shoot versus an enemy operative after they do a mission action not open door or control an objective at the end of the turning point so execution order is a lot worse instead of just grounding relentless effectively your proctor exacting combat shotgun still hits on twos at your range i'm not sure if this is a typo doesn't seem intentional because the rest of your shotguns hit on freeze batons are now two free damage they finally match the power of fists the castigator is now five five in melee from four four and a rest means no fallback for enemies if they're the only enemy operative in engagement range well could draw range the heavy stuff is now four five damage the webber is minus one dice but is now four five damage with 12 inch range and severe with stun so the the webber is insane the malocator gives severe with the verisket or lethal five up if the operative already had severe so very very good there the marksman is once per game silent the gun is now four zero damage with devastating four and can ignore obscuring for one action point the revelatim is now free reposition but without fly so just still as that six inch move subductors come with shot pistols as standard vigilance can shoot in control range if they didn't also charge so someone charged you and then passed or charged and didn't kill you you can shoot them at point blank and then manacles work like nemesis claw chain snares so you're all one d6 if your opponent has a higher wound stat than you or 2 d6 if they're the same or less and on a single four up they don't fall back and you stop rerolls within and lumens now only two inch range and stop rerolls of ones instead of stopping all rerolls and once per turning point you can give a shotgun piercing one for specifically three plus save operatives or more so they have to have a three up save or better to use that ammunition or saturate torrent one with a maximum of two targets total so the pier this just not great so exactions got all weird there are a lot better well they're just the same they've they've just moved slightly they're still good but losing that p1 as general makes them quite tough to use and into elites they only get one source of piercing one per turning point so there's still good but they're slightly worse than two elites which isn't great considering elites will likely be the meta now hand of the arc on power from pain now triggers on injury or killing operatives so you can get it if you injure someone not if you just kill someone you can now spain pain tokens to also heal d3 plus wheel one wounds and you can reroll attack defense dice of one result which is very good right for rules like core sares for acura one with splinter rifles dense into the night no longer gives super conceal it just gives a defense dice reroll so you never use it you don't get any more flee of thought which is a huge nerf to this kill team really huge so you've lost your free dash then and blade is now 4-5 lethal 4-up the blast pistol is free for damage by its gained piercing two instead of been piercing one agents gain a pain token whenever someone else gains a pain token once per tain uh turning point so you know they just generate pain tokens as a domino effect crimson duelist can double fight onyverse one operative and brutal display only triggers once the tument grenade now works like a stun on a four up you get plus one to the role versus armise four plus or worse targets and it does de-free damage to each target including everyone within one and then they take de-free more damage every time they activate so it's technically worse the stinger pistol is now changed its four attacks heen on freeze three five range eight lethal five up does de-free damage to everyone within two upon killing someone and that scatter so then if that de-free damage kills someone then you do de-free damage again for so everyone within two highpex just ignores injury penalty for movement adrenaline gives someone a pain token in each strategy phase so it's technically a lot worse give us movement eight inches you coward the flare is now four five in melee is at a free five the blaster and shredder changes are exactly the same as the course of avoid scarred your mark now ignores obscuring for the sky splinter assassins and only do you get sea-clite but you ignore obscuring which is really good chain snares work like nemesis claws so they go in everyone and they're a lot better your coating to get lethal five up in melee is twice per turning point when you choose to fight refined poison is twice per turning point actually pretty good because it works on the splinter cannon as well and the wicked blade gives everyone who has wicked blades for attacks army wide so hand of the arc on are definitely better there a lot lot just better overall but they're not the best like you could still take a dark lance and blaster you're still kept to darkly weapons per turf per team but i think they're pretty good overall they're still good at killing marines they're just a bit weirder in like i think the biggest thing about this kill team is losing fleet of foot makes them a lot slower which hurts them a lot but they have more access to paint tokens but i think without fleet of foot they're going to fall apart a bit because they did rely on that free agility for half-can salvages rampart has been replaced with engage to acquire that gives bonuses versus operatives on objectives or mission markers so you can't generate extra barricades or make any terrain piece heavy all operatives are now movement five so you're faster plasma melee weapons and now just power weapons thane pistols now hit on freeze sound as a plasma pistol which is unchanged all other guns are on force so you now have a reason to take pistols the cxhx charge is heavy reposition and can you can now only do one type of utility gray grenade which is just plus one mission action for enemy operatives within a bubble of free so it's more balanced the slow mine is gone the auto rifle is now four five from three four the plasma base the plasma beam is five six from four six but it's now piercing one the rotary cannon is now five dies but it's four five with heavy reposition the rail rifle is now four two devastating three and heavy dash it's still piercing two but has lost damage because it used to be a lot more powerful i think it was like five five effectively would or five three with just more mortals so it's a lot worse the jump pack warriors eight inch move base it can still fly with the same strictness of fly for the best bid but it losses the ability to boost now just has a power weapon the locator can also give sea light with ignoring obscuring action it's pan tre spectral scan also gives accurate one by lost the ability to block pre gave movement which is good for everyone else horrible for half-gain salvages the longer grass one extra equipment choice in addition to its old abilities the warrior gains minus one damage taken on objective or mission mission markers so that ability is just on warriors only plasma knives are now only free attacks and you can still take climbing gear i believe this is the only kill team that can take climbing gear so half-gain salvages kind of unchanged they're still good into elites but that plasma knife change makes them a lot worse because now you can just they're only free attacks no one is for attacks sounds the medic which is good for everyone else so half-gain salvages just technically took some nerfs but they're still solid. Felgar ravages reckless determination stacks would cover again question flux play lost multiple profiles but can block first if not frenzied the null sky and mangle are eleven wounds again question mark pokes bomb works like a stun but does damage based on the d6 was out halved rounding up so if you wrote a five up someone would be stunned and they'd take three mortal wounds but if you wrote a three up they'd be stunned and take one mortal wound so the pokes bomb is better warriors ignore being injured well frenzied so warriors technically have a reason to be taken will paint just stops movement penalties for being injured but doesn't ignore stun anymore and this team is weird so they're very weak to stun grenades but they are likely to have a day one FAQ i would be very shocked if reckless determination still stacks would cover and i'd be very shocked if the null sky and the mangle are stay at eleven wounds though this team is question mark is likely to get day one FAQ but the moment they're still too good they are completely roadblock team for ten wound teams or less it just they're just too much of a melee check which is very frustrating by the wise fel war made out like bandits but as i said day one FAQ very likely to change inquisitorial agents so just hold on i have to compose myself because i'm very angry okay deep breaths we're all good we're good can still take any archetype whatever fine and they lost their piercing restriction so they're now no longer limited to one sort of piercing gun they can take whatever they like you can already see where this is going where other factions got restrained inquisitorial agents got everything because balance doesn't exist when you're playing in the inquisitorial agents bring a suitcase when playing this kill team by the way because of the roster limit you can now take everything every day you can jol like oh you know what i've brought my entire suitcase you've run a normal kill team sucks to be you now face me in my wallet breaches are now at five operatives instead of six but only if you take kreeg do you get six operatives like they really need to rein this in so i like how novedad it where you can only pick two auxiliary choices for a tournament instead of being able to pick like six or seven anyway quarry now give ceaseless instead of balanced and still bounces why why on this team just keep it a balance and it would have been fine it's like they listen to someone who just wanted to break the team the tome skull can resurrect once per game within control range of the interrogator so you can throw this tome skull away in the open it will die and then resurrect next to the interrogator because why be balanced on this team the autos of savant caps at two cp per turning point which is a bit of a nerf i didn't really like this so if you take the auto savant the second time your opponent uses a firefight or strategy ploy you get a command point so theoretically if they used four ploys turning point one turning point two if they use the four again you get four cp they've captured two i think you could remove the cap on that because of how situationally is and it costs you an operative the quest keeper also hits on freeze for some reason this is the only power fist equivalent that isn't a captain to now hit on freeze while also gain ceaseless this is why i keep reiterating whoever like pushed for these changes did not care about balance because the aviscerator on navisciates now hits on fours you could have argued that should have hit on freeze power fists on space marines which are the same weapon hits on fours doesn't hit on freeze only the captain hits on freeze because it's a captain so for some reason your chain sword your aviscerator hits on freeze whatever the elitiner gives one command point on a kill in melee and it can stop people falling back on a for up this is good because i like the elitiner but people didn't really take it now you get more than incentive to the pistol air lost infinite range on its plasma gun but it can technically shoot three times as per rules has written because when it does its double fight double shoot with its pistols it says you can ignore the normal restrictions for shooting so it basically means you can shoot your plasma pistol then shoot those again which i don't think is intentional but based on how they balanced inquisitor agents they may want that because they don't care about balance when it comes to inquisitor agents sions hits on freeze so if you take sions for some reason they hit on freeze but remember you would take sions because they're 25 mil bases but you take the chazakin because the chazakin gives you a free free dash because they designed chazakin to work with inquisition this is fine everyone can take chazakin combat daggers and armoured body suits so that for everyone with a five up save the first defense dice you can make a four up save so they get a one four up save which is completely fine they are the best most balanced war team so for inquisitor agents they are literally the best non elite team in the game they are incredibly toxic because if you take chazakin you go plasma pistol multi-melter, meltagon and plasma gun so you have four sources which was approved from problem last edition but whatever you now get ceaseless on your quarry and your your your your your quest keep hits on freeze for some reason it's it's it's crazy and they get a free dash because they design the chazakin ploy to also work with inquisitor agents and you hand you can bring whatever you want this kill team is not balanced it's actually i think a danger to the game they still have their you know i stop your cp for i stop your ploy for a command point i i don't understand like my thing is look they've rained in par finders they've rained in novice it's they've rained in all the toxic teams mostly except in chazakin ploy agents they've just gone ham it's like i keep repeating to it it's like they didn't care about balance and listen to someone who just wanted their way right that's the vibes in game from inquisitor agents completely broken team and you know elites are very powerful especially legionary but they are mechanically powerful because of how the game works if you are taking any team that can also be using inquisitor agents use inquisitor agents because at the moment they are the best non elite team in the game and games workshop clearly wants you to play inquisitor agents because they were not good enough and what what happens when i get to the next team chaos cult because even chaos cult got toned down so they weren't toxic so why have they made inquisitor agents so toxic doesn't make any sense that's my run i'm still upset like it's just very dumb as i said if you're playing creek playing quiz or agents if you're playing exactions good playing quiz or agents if you're playing chazakin playing quiz or agents just playing quiz or agents because that's what games workshop wants you to do from these rules i mean hopefully they get a day one FAQ where they're limited to one piercing gun so they can only take like either the plasma pistol the plasma gun all the melt to gun all the multi-mode so they can't take all four that would help like that would help a lot and then restricting them to two choices for their you know what other teams they can sub in but the moment this team is crazy and literally the best non elite team because they deal with elites because they can take two plasmas and two melters which by the way was a problem we realized in the first year of the last edition of kio team however it's fine i'm sure it's gonna be fine it's gonna be fine completely fine all fine all fine chaos cult i actually feel bad for chaos cult by the way so they can reach eight two times per turning point one and two they can mutate three times turning point three and four times turning point four and more torments you can only mutate once per turning point which is a huge huge nerf and you would think it would be because torments are again buffed but if you read the screen anyway the demo god cannot mutate anymore but two remaining abilities have nine at range instead which is nice since it have been four inch range so it has more utility the iconoc actions are psychic actions in case that becomes important the mind witches and fernel gazes five attacks is a shooting attacking on freeze a zero zero damage range six devastating to psychic lethal free up so it's technically a more consistent damage profile but it doesn't have eight inch range anymore blessed blades are on 32 more bases now as per their data cards might be a typo but we'll see i built them on 30 more bases and covert guises is deep reoptus instead of free that's all their changes so mutants and torments did not get buffed chaos cult is in a horrible position like i thought they had limited the torment mutate like how many torments you could make because they had buffed torments to make them like 15 wounds or 16 wounds like they did with nightmare hooks they're just 13 wounds and every time they take damage on a free up it's minus one on a five up it's minus damage minus one so as i said chaos cult a very toxic team before who are arguably okay in the end of season two as second edition are now really bad i think the only way you can really fix this is if you remove the torment restriction for mutation or you buffed torments personally i would prefer buffed torments so i probably make torments 16 or 17 wounds help make them 18 wounds because you can only have one paternity point okay maybe not 18 17 wounds like um because nightmare hooks went from 18 to 20 okay make it 15 wounds 15 wounds with the damage negation maybe 16 wounds i'd be okay with 16 and then it would justify the mutate once paternity point but this is why i said i was really upset in quiz door agents chaos cult who were a toxic team have been over nerf because of their history in quiz door agents who are very toxic team have been rewarded because balance is only a like a dream when it comes to inquisitive agents but i really feel bad for chaos cults they are arguably pathfinder tier which is a tier you don't want to be in so it's a shame for chaos cult we're on the home stretch and we're 19 minutes in guys so scout squad they're now 9 or 9 or persistent stead of 10 for now might change forward scouting has been tweaked it's been quite heavily and i'll leave that for my review you cannot double shoot the heavy bolter with a start he's training firefight ploy which is a nerf the sergeant has the a start he's re baked in and lost balance on his a start he's shotgun the hunter now gets bonuses on jump tests as well so if you want to get your lethal free up you just have to jump because he does a sick back flip combat blades are free five again the sniper has permanent silent and ignore obscuring action that lasts until his next activation instead of during this activation the tracker has reduced range on its abilities but still effectively works the same the warrior gets a each warrior can do one free smoke all one free stun per turning point once each save of two warriors one can do a smoke one can do a stun per turn point for free which is good bipod now work on both heavy weapons so either the rocket and all the heavy which is very well heavy bolter which is good and then you can take combat blades as an equipment which gives everyone free attacks with the combat blade profile and makes operatives with combat blades go to four five damage on the weapons instead of so scout squad I think they're in a very good spot if they do go up to ten operatives I wouldn't be surprised but that would probably make them too good there's still a really good team blades of cane eminent grace has been replaced as it's effectively built in with dance of death that swaps the position of two different operatives ruthless poise and canes vengeance give ceaseless instead of balance the diet avenger x-ark twin streak and counterparts are now free four instead of free free so finally diet avengers are good diet avengers in general gain accurate one went on an objective or mission marker or shooting at an enemy operative on the same so diet avengers in general a lot better ruins of prophecy now modify initiative positively or negative by D3 instead of one which is above ruin of shielding works like just a scratch only a normal hit so it's a nerf ruin of four psych gives one CP on a D3 roll that matches a turning point number and you can keep using it so very good there and rave mode talisman works like purity seals unfortunately so you know you can turn two misses discard one to make a hit a blade again suck because they got no other changes and they just die to elites elite will be everywhere and elites in general destroy this team I would like some changes making aspect for us nine wounds making scorpions five attacks for up save and giving howling banshee's they ignore two inches to their first climb baked in that would be very good for blazer cane at the moment they are very very bad which is a shame nemesis claw lost recon in midnight clad works while on concealed or engaged so a big buff not clade return to darkness replaces for deploy which is actually quite good the visionary can skip an activation once per turning point instead of unlimited times and port and only blocks a normal hit instead of just discarding a crit or a hit so when your opponent strikes if it's a normal you can stop it with port and bone he wants heavy gunners also a heavy reposition and he can't double fire with the heavy boater so they're worse the screech stops re-rows within frieches instead of being a minus one to hit bubble worries gain lethal five up on all weapons verse seven wound or less operatives so that's really good change's nurse on every opposite and work way better as I said on a four up someone can't fall back and you're all 2d 60 if they have the same wounds characteristic of worse crissly trophy only triggers on a kill within two inches and works within two inches as a free inches as reduced range and has to kill to trigger flayed skin stops re-rows of one within two inches instead of all re-rows within frie so despite those nerfs nemesis claw are still one of the best kill teams in the game tied for probably being the best the interest they think about the warriors the way their ability is worded it's even if someone has a wound stat or seven or less or has less than seven wounds so even against like really weak opponents warriors actually quite solid so you may take a normal warrior set up a heavy gunner based on the opponent but nemesis claw are still really really good it's still powerful interruption team and amazing at hunting imperial space marines mandrakes they lost seeking destroy creeping horror cannot be used turning point one choose over the flesh lost reaping melee so a no longer does extra damage on a bubble in melee which makes it worse weve darkness is a permanent new smoke so make smoke but it's only following the new smoke rules so you can still be shot bone darts are rending and are not once per game change nurse work like the nemesis claw one so a lot better they're on every and people can't fall back on a for up shadow glyphs give access to super conceal if starting within shadow so if you're within shadow one operative gets super conceal for the turning point until they next activate mandrakes solid they technically got a bit worse because their leader is minus one to hit they're mindfully worse but still like just like half an inch but still very very good very good kill team with all their interruption ploys for harn kinegas don't us explorers is now just a team white free reposition turning point one but you must end within for it to the drop zone you can't open doors during this so it's technically nerfed in that regard and but you now can do shoots and fights so you're not limited all yegas are movement five it's now yegareen time baby roll up negotiation is a shitty gambit now instead of just happening high pecs mines now stop enemy operatives mid action if they move into live mines the rival kind of silent once per game but has an alright mobile profile that's still piercing one warriors gain plus one a p on till the start of their next activation or he'll four wounds when using resource of points and because you're always taking free warriors at least worries got a lot better plasma knives are now just free attacks but for everyone and for every operative but if you already had a plasma knife it does nothing so same as half cons salvages and they lost climbing gear somehow the team known for climbing lost their ability to climb which is very very strange they also have terrible equipment in general but harn kinegas are really really good in my opinion one of the best teams in the addition then you finally finally have brew brothers they lost sea con destroy they lost all tactical assets they can drop troopers to make a strategy or firefight ploy zero cp so you can drop if you don't take free troopers in terms of like as well as so you only a ten operative kill team you can get free free ploys which you never do unquestioning loyalty is now three inches from two inches is get down mr. president the commanders coordinate now just selects anyone in the kill zone there's a buff the agitator gives re-rolls within six so technically a buff the demolition charges now range free and heavy reposition in addition to all its previous rules but lost you know it's still lost seek so it's not that good anymore the sniper is once per game silent and he probably never take the silent the patriarch can use mind control again if it failed but it now hits on free still has relentless so it's the only operative in the game that kept relentless primus conspire is now just only blocked while the incontroller into enemy operatives so you don't have to worry about being more than three inches away cover guys is just deep three operatives now instead of free and everyone can take coat knives to be free attacks in on four three four so brewed brothers are no longer the best kill team in the game they finally got toned down the only thing i'd probably say is the icon wards abilities should be one ap actions each by the way brewed brothers are still very very good they're just no longer the best kill team in the game so for the overview everything is timestamp so if you jump to the end check check you know every every kill team will be listed so jump around if you wish uh check out my in-depth faction guides and reviews for full breakdowns because as i said i will be doing individual views every day until they're all done for every kill team and in fact today when this video goes live i already have reviews of legionary and angels of death because one of them is my team season three teams had minimal changes mostly generally for the better like yay good's got the most change unfortunately blades of cane apart from die avengers didn't get any changes and are in desperate need of improvements elites inquisition and corsairs are likely top of the meta meta probably would blood it i would say those are the biggest winners losers would definitely be blades of cane pathfinders and chaos cult um while elites are very very strong i would say it's it's it's it's more of the game being too strong mechanically because there's free objectives how counter actors change and all of that inquisition is the most toxic overpower team as i've already covered if you want to see my rant just click the inquisition part of the review because i hate talking about inquisition it generally gets me upset because it looks like it was done by someone who has no idea about what balance is but there was a day one FAQ coming so that made change things like for example i'm pretty sure felgore will will revert to the end of see a second edition changes scouts will probably go up to ten operatives because the last two balanced a slate changes would have been done before this edition was locked in and they may keep some of those changes but not all of them so i'll be very interested to see what happens with the day one FAQ and if it invalidates a lot of stuff i'll be very depressed because i've spent almost an hour and 40 minutes on this video now and look look how energized i am i'm so energized i was going to show my face but my face would get in the way of the words and i wanted to leave the words for the people who just look at images without listening to my voice but in general i am quite happy with all these changes most toxic stuff has been rained in all stuff people found annoying except for teams like inquisition because inquisition are allowed to break the rules so i appreciate what they've done i'm quite upset at the par finder thing by understand why they've done it i think chaos cult they definitely hit too hard chaos cult they can just tweak a bit but overall i'm very happy with the balance as i said elites in general are just too strong because of how the game works with only being free objectives and the change to counteract so even if you made those teams weaker they would just be natively strong because the game is what the edition is effectively designed for them but overall i'm really happy with balance it's just kind of like inquisition is the only danger sign because they just invalidate all the teams that make pop make up them and our courses are likely to be top of the meta but they're very weird they're very dice dependent and still very fragile and i think blooded are very very good as well just because they kind of get too much re-rolls and especially relentless but that's my overview once again if you watch it all you are true champion and i respect you gracely and as you can see my voice is going because i've been recording this straight for so 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 what do you think of all the changes i do you agree as much as me with these changes as well as certain changes and remember i've got discord you can check out for free in the episode description below in a failure link element games and a patreon if you want to give me some more support and i'm going to quickly shout my patrons so for my address of the crowd of tom supercal Steven sam nick mercenary q mr me wad lucus john tomis grayam fangsy dig me sweldad of golden's chris and then for my veteran's the cram samger and ryan who has a london tournament on the second of november but that's pretty much it for me today i my voice is tired i have to do all these faction guides like i'm recording this in advance but i have a lot of reviews to do and you know i'm very tired i'm very tired my voice is about to go so hopefully i have the energy to keep doing this but it was fun i was recommended by my friends so you have to thank i ten and charles for this because they said i should probably do this in case people didn't want to watch all 27 oh no like 35 faction reviews so baby if you did watch all of my faction reviews that have been published and are to come i'll be greatly appreciate so remember no matter what has happened to your kill team in the new edition of 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 another Warhammer 40,000 Kill Team video where today I'm going over the new rules for the Angels of Death Kill Team provided for me by Games Workshop. 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 did you like it, what do you think of the new Angels of Death? I remember I've got Discord, you can check out in the episode description below in a filling and climbing games and a patron if you want to give me some more support. So yeah, today I'm going over the Angels of Death Kill Team and once again I'm going to have on the screen some kind of abridged my own images just for this one as well. But all the audio will be correct because I'm reading off rules I can't show you yet. So I'll go through the full rules but let's get on with the review. So starting off with the roster, the team is still security and a secret destroy that has been unchanged. But now as you've already been aware, if you've watched like Warhammer community, the Kill Team is the intercession squad renamed combined with Strike Force Justine, although all the Strike Force Justine has now just been renamed to generic operatives. So for your leader, you're still a Kill Team of six operatives, you get one leader which can either be an assault intercessor sergeant with either a hand flamer or heavy bolt pistol and then either a chainsawed power fist power up and all thunder hammer or you can give them a plasma pistol and chainsawed. So still the same options there. The intercessor sergeant can have an auto bolt rifle, a bolt rifle or a stalker bolt rifle and then can either have chainsawed fists power fist power weapon or thunder hammer and then you can also take a space marine captain. So you've got a new leader option there. Then you've got five angels of death operatives. So you've got an assault in this intercessor grenadier and assault intercessor warrior and a liminator sniper, a heavy intercessor gunner, an intercessor gunner that can either have an auto bolt rifle, bolt rifle or stalker bolt rifle and then an intercessor warrior that can have an auto bolt rifle, bolt rifle or stalker bolt rifle. The only restriction with this is you can't have an eliminator sniper and the heavy intercessor gunner on the same Kill Team. So it's a bit of a nerf there. You have to run one or the other like you can't run the sniper and heavy bolt together effectively. So that's the only real limitation. So if you've played str- if you were playing strike force just in before, it's a little bit of an earth. If you're, if you're playing intercession before, you can now take something that isn't just normal intercessors. So great win there for the faction rules. We have chapter tactics, which have been tweaked slightly when selecting your Kill Team selector primary and secondary chapter tactic for friendly operatives to gain for the battle. Multiple instances of the same chapter tactic are not cumulative. So you've got one which is aggressive. The operatives melee weapons have the wren-deen weapon rule, which is unchanged. Juleur, so once per sequence, whenever this operative is fighting or retaliating, one of your normal successes can block one unresolved critical success unless the enemy operatives weapons have brutal. And one of your critical successes can block two unresolved normal successes instead of one critical success. So a little bit buff there where now your normal success can block a crit. So Juleur's still pretty good. Then you've got Resolute, so you can ignore any changes to this operatives APL stat. You've got Stealthy. Whenever an operative is shooting this operative, you can retain any cover- if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. But this isn't stackable with Vantage. So that's still really good. Then you've got Mobile. This operative can form the full back action for one less AP. And this operative can form the charge action while within control range of enemy operatives and can leave the operatives control range to do so, but normal requirements of that move reply. So as to ending, if you are like charging now, you have to ending control range, if you're just in reposition, you have to end outside of control range. Then you've got Hardy. Whenever an operative is shooting this operative, defense dies with lots of a five-up or critical success, also unchanged. And then you've got Sharp Shooter. Whenever this operative is shooting during an activation in which it has a perform the charge, full back or reposition action, it's bolt weapons have the severe weapon rule, which is very nice. So allows you to automatically generate a crate if you didn't roll any crets, which is well, change the normal into a crate, which is very, very good. Then you've got Siege Specialist. The operatives ranged weapons have the saturated weapon rule. So you kind of have to note which one is your primary and your secondary. But generally, I'm a big fan of Resolute and Mobile, because Resolute just means you're ignored to be stunned, stung-relayed and APL-Stats are useless to you against you. And Mobile just means you can't be pinned. I do like Sharp Shooter and Siege Specialists if you're going for just a fixed shooting loadout, you're just going to run, you're just going to gun. But I really like the flexibility of Mobile and how useful Resolute is. The other thing here, which is Chaptartactic X, if you're playing a tournament, they last the entire tournament. So you can't pick two different Chaptartactics every game. So you have to lock in to which two Chaptartactics you want for the entire tournament. And then other than that, they have the Astarty Special Rule. So during each friendly operatives activation, it can perform either two shoot actions or two fight actions. If it's two shoot actions, a bolt weapon must be selected for one of them. And if it's a bolt sniper or heavy bolter, one additional action point can be spent for the second action. If both actions are using that weapon, and you can counteract regardless of your orders, you can counteract and conceal. So the main thing here is if you have the bolt sniper or the heavy bolter, you can double fire for free AP. The first shot is one action point and then the second shot is two action points. Notably, other Astarties can't do this. So this is a very angels of death unique thing, which is very good for the kill team as a whole. But strategy employees, you have combat doctrine. Select one combat doctrine from those presented below. Whenever a friendly operative is X, its weapons have the balance, weapon role. X is the combat doctrine you selected. So if you take Devastator, if you're shooting an operative more than six inches from it, you get balanced. Tantigal doctrine gives you balance if you're shooting within six inches of an enemy operative and assault doctrine now has been changed. Every time you're fighting or retaliating, you just gain balance because before only worked on the charge. So it's way more useful now, really, really good. Then you've got a Dacia no no fear. You can ignore any changes to the stats of friendly operatives from being injured, including their weapon stats. So this has been nerfed because before you used to ignore APL stat changes as well. Now if you want that, you have to take that as a dedicated chapter tactic. But I think it's worth taking, especially with how popular stuns are at the moment. Then you've got adaptive tactics. Change your secondary chapter tactic. Note this probably only lasts until the end of the turnian point, or which your original secondary chapter tactic returns. So that's why it doesn't really matter. But try and remember, you know, you can only swap one around. So that's why I like taking the APL stamp, but you could pick mobile as your primary, then ignore an APL as your secondary stack, because then you can just change it around with adaptive tactics, but adaptive tactics is very good. Then you've got endometives. Whenever an operative is shooting a friendly operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead. This is amazing, right? Because now if you have like a junk role, let's say you roll free fails, you can spend a CP to roll one, and then you can use endometives to ensure you get another. It being able to ensure you get a result no matter what is very powerful and very, very good, especially on a kill team with 14 wounds and for up save minimum. So I really like endometives really powerful when you're pushing up. For firefight employees, you have a just doctrine. Use this firefight ploy during a friendly operative activation before after it performs an action. If you've used the combat doctrine strategic ploy during this turning point, change the combat doctrine you selected. And no, if you do change it or last for the turning point, so what you could do if you've taken a mix of like shooting and assault, you can go, okay, I'm going to tactical tactical doctrine because I'm moving up now I'm going to start activating my assault intercessors. So I'm going to spend a CP to now switch to assault doctrine because I'm going to be doing charging. So very, very good there makes your team more flexible, despite its limited roster selection. Then you've got transhuman physiology uses firefight ploy when an operative is shooting a friendly angel or depth operative in the road defense style step. You can retain one of your normal successes as a crit success instead. This is unchanged. Still okay. Then you've got shock assault uses firefight ploy when a friendly operative is performing the fight action during an activation, which will perform the charge action at the start of the roll attack die step until the end of that action. Its melee weapons have the shock special rule and the first time you strike during that sequence inflict one additional damage to a maximum of seven. This is okay. I believe this used to be fight at the end of the firefight phase. So this has been nerfed quite a bit. It's good if you want to push through one more like pitter damage or you want to parry more, but I don't really like shock assault. It's situational, but you're probably not going to use it. Then you've got raffer vengeance uses firefight ploy when a friendly operative is counteracting. It can perform an additional one action point action for free during that counter action, but both actions must be different. So this is really powerful because it's one CP and you get to do two different counter action. Well, you get to effectively do two actions when you counteract. So if you're on engage, you could spend one action point to move two inches and then shoot or like if you're on conceal, you could like move up and cap a point. There's lots of things you can do and being able to do two action points when you counter act is incredibly powerful, especially when you see him practice. Very, very, very good because you could even fight then shoot. If someone has tried to tie you up, amazing. So for operatives, you have the space marine captain who has a free APL a six inch move, a free up save and 15 wounds. So one more wound than normal because all of our operatives are 14 wounds because he's your leader. He has a plasma pistol, which has standard or super charge. So if it's standard, it's four taxing on freeze free five range, eight per scene one. Super charge is four taxing on freeze for five range, eight hotly for five up, piercing one. Then it's got a power fist five attacks in on freeze, five seven brutal. You will know here's the only power fist in the game day on freeze. There's another operative that hits on freeze with their viscerator. They're not a space marine, which is really funny when we get to that faction. You have heroic leader. So once per turning point, you can use a firefight ploy for zero CP. If this is a specified operative, excluding command, re-roll or the adjust doctrine firefight ploy for zero CP, if this operative is in the kill zone and not within control range of enemy operatives. So your leader is actually really flexible and I was you because he's a captain to basically change a doctrine for free, which is really useful if you're running a mix team. And then also you can use specific firefight ploys if they target itself, which is nice. Then you've got the iron halo. So once per battle, when an attack dice inflicts normal damage on it, you can ignore the inflicted damage. This is a bit of a nerf before you step before up in Bonnabal save. So now you just have a weakened tanking effect, but you still have 15 wounds for the free up save. So it is, we'll get you some mileage unless you opponent just rolls hot, crystal to time like myself. But over the space marine captain is quite useful because of, you know, it allows you to be more flexible with adjusting your doctrine for free every turning point. Then you've got the assault intercessor sergeant who has the same stats. It can either have a hand flamer, which is 4 tax heating on 2's, 3, 3 range 6, saturate to run 1. The heavy bolt pistol, which is 4 tax heating on 3's, 3, 4 range 8 piercing crits 1. The plasma pistol, which is exactly the same as the captain, which standard and super charged options, a chainsaw, which is 5 tax heating on 3's, 4, 5, a power fist, which is 5 tax heating on 4's, 5, 7 brutal. The power weapon, which is 5 tax heating on 3's, 4, 6 lethal 5 up, and then the thunder hammer, which is 5 tax heating on 4's, 5, 6 shocks stun. So from those weapons there, you probably will like to take the bolt pistol and the power sword, power weapon most of the time. As a pistol and chainsaw, it's okay, but only if you find in 8 wound opponents and then the thunder hammer and power fist, because they're on 4's, I really don't like them. I would much more recommend taking the captain if you wanted to take a power fist. Then you've got doctrine warfare, whenever you would use the combat doctrine strategic ploy and then select assault or tactical. If this operative in the kill zone, it cost you 0 CP, so very, very useful there. And then you've got chapter veteran. At the end of the select operative step, if this operative is selected for deployment, select one additional chapter tactic for this model to have for the battle. Unlike primary and secondary chapter tactics, you don't have to select the same one for each battle in a campaign or a tournament. So if you take, because you know, sergeants last a long time, they're very experienced, they can have a third chapter tactic that has to be different. So you know, if you've taken ignoring APL stats and then you've also taken, you know, charging out of engagement range and falling back for one, you could take jeweler on your soul is an intercessor sergeant and they'll be very deadly, especially with a power sword, but that sort of flexibility is really good, especially as if you're just planning to be in your opponent's face, you get tactical and assault doctrine for 0 CP, which is really, really useful. So a nice incentive to take one of your sergeants. When you've got your intercessor sergeant, they're probably as an error, they were doctrine warfare. It has the same stats as all leaders, so three APL six inch move for up say 15 wounds. It can take the auto bow rifle, which is four taxi in on three is three four torrent one. So it's lost ceaseless one. I think everyone kind of expected it to because ceaseless one would, well, ceaseless would be too powerful. So it's torrent one. You've got the bow rifle, which is four taxi in on three is three four pissing quits one, which is unchanged. And you've got the stock of bolt rifle, which has a heavy and mobile option. The mobile option is four taxi in on three is three four, but the heavy mobile profile is four taxi in on three is three five heavy dash only lethal five up piercing quits one. So now does more damage and gets lethal five up. So quite useful there. Then you've got the chainsaw, which is four taxi in on three is four five fist, which are four taxi in on three is three four power fist, which is four taxi in on fours five seven brutal. The power, which is four taxi in on three is four six lethal five up. And then the thunder hammer, which is four taxi in on fours five six shocks done. So generally with your intercessor sergeant, you're probably usually taking the bolt rifle, but actually, I'm really a fan of the stalker bow rifle now because especially if you're running an intercessor sergeant, they're quite durable. You know, even in general, just being able to go like, you know what, I've got four taxi in on three is three five lethal five up piercing quits one. So that's actually pretty, pretty useful. So I actually am growing more with the stalker bow rifle with the power weapon, but bolt rifle and power weapon is still very useful. And the bolt rifle, but auto bolt rifle can be situationally good into hordes. Then you've got doctrine warfare, which has changed for this operative. Whenever you would use the combat doctrine strategic play and select devastating or tactical, if this operative isn't the kill zone, it costs you zero CP. So you're so intercessor sergeant gives you tactical and assault, whereas your interceptor sergeant gives you devastating or tactical. So depending on if you want to go shoot, obviously take the intercessor sergeant, if you want to go melee, you take the assault intercessor sergeant, then it also has the chapter veteran role, which stacks as well. So what you can do with your site intercessor sergeant is, as I said, if you've gone with the static chapter tactics, give it the beneficial ones for shooting such as severe or even saturate on its guns, which makes it even better at clearing out hordes and other kind of operatives. So really, really useful. And when it comes to leaders, I do think you get more out of the intercessor sergeants than you do the leader, but the captain is very good into like specific melee teams just because it's a free attack power fit. Well, power fist they hit some freeze with five attacks. So I think you're going to see more mileage out the sergeants, but it depends if you just really like the captain. Then you've got the assault intercessor grenadier who has the standard proverb for all of kill team free APL six inch move free up, say 14 wounds. He has a heavy bolt pistol, which is four taxed on freeze free four range eight pissing crits one and then the change is all, which is five taxed on freeze four five. He has the grenadier rule. So this operative can use frag and crack grenades doing so doesn't count towards the limit you have. If you also select those grades from other equipment and whenever you do so when you're shooting with these weapons, you get plus one to hit. So it's crack and frags him freeze and has an unlimited supply and you always take the assault grenadier because it's free grenades, free equipment points, but also comes with a bolt pistol and chainsawed. Then you've got your assault intercessor warriors who are the same stats. They have a heavy bolt pistol on a chainsawed. They have no other unique rules. So it's kind of a bit of a shame they didn't get any additional rules like other warriors. They're just exactly the same, but this is pretty useful because as I said, if you're into melee opponents or you want to be in melee, usually taking two to three of these. Then you've got the eliminator sniper who has a fobo's profile. So it's got three APL, a seven inch move, a free up save, but 12 wounds. It has a bolt pistol and then it also has the bolt sniper rifle which has three different profiles. It has fists which are four taxing on freeze free four, but the bolt sniper rifle, the execution mode is four taxing on two's free four heavy dash saturate, seek light and silent. So this profile is always silent and you get to dash when you shoot and it has seek light and it ignores cover very, very good, especially on vocals. If you can get to the top vantage point or if you're opponent does, you can just shoot them for free. Then you've got the bolt sniper rifle hyper frag for a taxing on two's two four blast one heavy dash only silent. This is unchanged. Then you've got the bolt sniper rifle mortis for a taxing on two's free free devastating free heavy dash only piercing one silent and that has been unchanged as well. Although now it is effectively AP one, which is very, very good. You've got the camo cloak ability. So on every now and then off to be shooting this operative ignore the saturate weapon rule. This operative has the stealthy chapter tactic and then if you selected the stealthy chapter tactic, you can do both of its options. I retained two cover saves one is a normal or one is a crit or two as crits. So the eliminator is really, really stealthy and then it's got the optics action until the stones of this operative's next activation whenever a shooting enemy operatives cannot be obscured and you can't do this while in control range of enemy operatives. So the only eliminator sniper, especially on focus is amazing and I think most of the time you're taking the eliminator sniper mainly because it has the seek light weapon rule. Having the seek light weapon rule is very powerful and especially when you're activated because you can counteract on conceal as a space marine. This guy can shoot give itself it well give itself a gnaw obscuring and then shoot and then when you counteract it can shoot again. So very, very useful. I really like the eliminator sniper. You can also if it's on engage shoot twice right and then when you counteract well actually you can shoot twice then you can spend a CP to counteract for two actions and give yourself optics and shoot again. So you could get a third shot with the eliminator sniper with the first two not ignoring obscuring. So I really like the sniper. It's very, very good. Then you've got the heavy intercessor gunner the chunky boy. He has free APL a 4 inch move a free up save and 18 wounds. It's heavy bolt has a focus profile which is 5 taxing on freeze 4 5 pissing Chris one and the sweeping profile which is 4 taxing on freeze 4 5 pissing Chris one torrent one and then fist which a 4 taxing on freeze 3 4. He does have no unique special rules but his heavy bolt doesn't have heavy. So this operative can reposition and dash seven inches and then heavy bolt to someone in the face. The funniest thing is like if you give this heavy intercessor a portable barricade has a two up arm a save just walking around with 18 wounds. It's very, very tanky and like even if you invest in smoke grenades and that that's two equipment points but then this heavy intercessor doesn't die from shooting very good into certain like specific shooting matchups really good and stuff like open boards because you can just bully people with this you do only move two inches if you use the shield wall stuff but if you've default deployed the like the portable barricade for up you can just have this operative standing on a point just shooting with a two up save and obviously you can stand still once you're in position double firing that heavy bolt I do think you get more use out of the sniper but the heavy intercessor gunner and heavy intercessor gunner is very useful. Then you've got the gunner who goes back to the normal profile he can take an auto bolt rifle bolt rifle or stalker bolt rifle which I've already covered and fists then it also has the auxiliary grenade launcher frag and crack if it's frag it's 4 taxing on freeze 2 4 blast 2 and if you take the crack it's 4 taxing on freeze 4 5 piercing 1 so unchanged there and you still always take it because the intercessor gunner gives you another source of 4 5 piercing 1 damage so usually I actually now really like as I said the intercessor gunner with the auxiliary grenade launcher and the stalker bolt rifle because if you want to be mobile you just use the normal mobile profile but if you want to stand still and shoot you get a lot of usage of that stalker bolt rifle. Then you've got your normal intercessor warrior who has all the same profiles so it can take 3 different bolt rifles and it's got fists which are 4 taxing on freeze 3 4 no unique rules here which again is a bit disappointing I would have liked something here but otherwise they're dependable and because you've got 3 different really good weapons to select from that kind of makes up for it but generally you're probably not always taking many of these maybe 1 or 2 but you can always run more if you want to go run and gun. Then for faction equipment you've got purity seals once per turning point when a friendly operative is shooting fighting or retaliating if you roll 2 or more fails you can discard one of them and retain another as a normal success instead. This is really good I really really like this it's what makes me think this kill team is really good for example when I play in galapox infected the fact you can just insure dice going I'm always going to get at least one hit is very very powerful and this worked while in close combat so this is amazingly good it is once per turning point but way better than a reroll in my opinion then you've got chapter relic worries you can use the Raffer vengeance fire fight ploy for zero CP if the specified operative has an engage order so you're always taking this because if you play really ballsy like a proper space marine and are on engage you can do 2 action points when you counteract for free once per turning point very very good then you've got tilting shields so once per turning point when a friendly operative is fighting or retaliating after your opponent rolls their attack dice you can use this rule if you do so their opponent cannot retain a deck type attack dice results of less than 6 as a critical success during that sequence eG as a result of the lethal rule rending or severe so this is really really powerful in specific matchups where your opponent has a lot of lethal 5 up or rending and because you get to see after the dice it's really really good it goes on every enemy operative you can only use it once per turning point but you can go like well you're gonna have to charge me and if you roll really really well I'm not going to turn on my tilting shield but if you do roll really really well and you can do fight once I'm gonna turn on my tilting shield and you're gonna die so really really useful then you have the all specs so once per turning point when a friendly operative is performing the shoot action and you're selecting a ball of target you can use this rule if you do so until the end of the activation counteraction enemy operatives within 8 inches of that friendly operative cannot be obscured so there's now a free action when you shoot but range has been reduced to 8 inches it's okay but I think if you were within 8 inches is not that good like it's still situational but I would probably take you know what you call a utility grenade instead but definitely always take purity seals chapter relic worries and tilting shields although if you enter a shoot opponent you don't really need tilting shields but it's really good and to other leads so for operative selection once again the only of six operatives well six operatives you can select by in a very flexible way so I while the as I said the space main captain is good if you're into specific melee teams and other elites because it is a powerful say it's on freeze with five attacks but I really like the sergeants because they're more flexible they themselves get an additional chapter tactic and they give you more useful free chapter well free strategic boys where your captain is more if you're about planning to go taking a mixed team so if you're going mixed all the time like shootin and melee you probably take the captain but if you're going heavily into assault or shootin you take the sergeants baby and then I don't mind going like heavily shootin and then taking like the assault intocess of sergeant because I'm going to like have that as my main melee piece the fact they can take a third chapter tactic every game is very very good so I would probably go like if I was in to like hordes shooty hordes I would take the sergeant with a heavy bolt rifle stalker bolt rifle because it's just so good and give it saturate whereas the assault incession incessant sergeant I'd probably taken to melee like specifically melee teams and give it a jeweler so then it could just double parry because you don't really need rending or anything else then for your other operatives once again it depends on the opponent if you're actually into seven win hordes depending on the type I still prefer like intcessor gunner intcessor warrior and then probably the eliminator sniper and then for the intcessor gunners and warriors probably giving them heavy stalker bolt rifles although you could also do auto bolt rifles with this with their turn one but I just really like how the stalker bolt rifle can be movable if well mobile if you want but we'll just murder hordes and then if you're if you're in like a dense environment like into the dark or even you know like certain focus maps you could take more intcessor warriors well assault intcessor warriors but you always take the assault intcessor grenadier so the only operatives I would always take are the assault intcessor grenadier and the intcessor gunner so that's three other operatives you can flex around with I would always take the eliminator sniper the heavy intcessor gunner is situationally good especially on more open apps where open maps where you can just bully be in 18 wounds with that free up save especially when you can just move and well reposition and dash seven inches into someone's face and then shoot a heavy bolter into them it's very very threatening and then yeah so you're either taking their sniper or the heavy intcessor to give you two more operatives to take and usually it's either two intcessor warriors or two assault intcessor warriors but the cool thing about angel deaf they're really flexible they are now more difficult to collect because unless games workshop release a box of five intcessors and five assault intcessors and strike force justian you need the strike force justian box then you also need the biobox of heavy intcessors well so intcessors and then a box of normal intcessors so when it comes to collecting the kill team I recommend ebayne because you you're usually able to find five or so intcessors and five normal intcessors because they're quite popular and then you would just have to find drug strike force justian models which I'm sure games workshop will make available to buy very soon because angel's the death is going to be a popular faction so for the angel's the death overview I actually really like this team they're very very powerful I actually rate them very very highly I've played them a lot into them and or as them and against they're very tough because they're all 14 wounds they all counteract no matter their order and if they're on engage one of them can do two counter actions the fact this team is way more reliable than they used to be they remember they're always getting rerolls wherever they fight or shoot as long as you pick the right range and with purity seals and indominant indominus they are effectively incredibly tanky because you will always be getting one hit when you fight or shoot and then you're always getting a minimum of one save when you're shot at all the time and you know you have lost rapid and durable that kind of sucks you know you don't get plus one move you don't get plus one wound you don't get minus one damage to crit damage but this kill team doesn't need it it makes up for other ways if I just being so durable with the overall reduced loot that lethal is here the game this kill team is just so reliable and flexible the problem when you're into them you know if you're on focus you have to watch out for angels of death taking the eliminator sniper because then you go okay you know I actually have to stop them taking the high vantage point but then I can't really use it depending on the facing because their sniper has seek light which is very powerful and can ignore I'm skearing so they're just gonna shoot anyone up on my sniper nest then you've got like I really like new stalker bell rifles the fact that they're free five lethal five up piercing one crits they are heavy mobile but then you've got a normal mobile option which is free four so you know if you've been pepper in a way opponent and then they decide to get too close you can just switch to tactical doctrine and just walk up into their face and fire you know a normal three four bulk gun that that's really really good obviously auto bell rifles are a bit worse because they've lost useless and got torrent one but you make up for that in other ways I would have liked some special rules for the assault intercessive warrior and the intercessive warrior especially the assault intercessive warrior but your grenade is still really useful now has unlimited grenades and then like the heavy intercessive still has some use but you can't take that with the sniper the captain is okay but I really like how the sergeants work but the cool thing is just this is a really flexible team but a really good beginner team it's got a good baseline if you're a beginner player you're gonna have a lot of fun but if you are competitive player all learning this kill team they actually have a really high skill ceiling and become very flexible and rewarding to play because especially if your opponent can't quickly take you down or you quickly take out their weapons that can hurt you you will start blowing people up even against other elites and just with this all these rerolls and ensuring saves or hits this kill team is very very good so I expect to see it everywhere more so than it was before and they are just really fun to play you generally do feel like you're playing space marine 2 with these space marines which is really fun like that is probably the best thing they've succeeded at it's just cool I'm really glad this team has also been relaunched so this will count as a third edition first season one team so you know you won't have to worry about rotation well you won't have to write about classification yes classification you don't have to worry about any of that so you've got this kill team you've got another six years of there which is really really good and the fact is confined with strike force justine gives intercession squad and what angels are deaf as a whole the flexibility it really needed to be really fun 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 at today's review do you like the angels of death kill team let me know how much are you hyped for them and I've got a discord you can check out for free in the episode description below an affiliate and kylemon games and crossfire games and then a patron if you want to give me some more support and I'll quickly shut up my patrons so for my adults of the career I've Tom super cow Stephen Sam Nick mercenary cue mr. mewad Lucas jontamous gray and fang Zoo dracon Dave meets world Darcy dad of golden's chris and then for my veterans of the career I have samger and ryan who is a rule zero tournament on the second of november but that's pretty much it I am very hyped for angels of death I am in the process of repainting well finishing painting my angels of death kill team with my black templars they're very very cool as a beginner team and an experienced team and like the interesting they're fun to play just because they're in your face like just being marines they're really really good but i'm interested to see what people come up with and how they feel about the kill team I think they're really really good but remember now what happens when you're facing against the angels of death 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 Killteam video where today I'm going over the Legionaries Killteam review where I'm going over the updated rules for the Killteam. For third edition thanks to Games Workshop. 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 did you find it useful or helpful. I remember I've got a discord you can check out in the description below in a affiliate link at element games and crossfire games and then a patron if you want to give me some more support. And then for this video once again all the audio will be correct. They'll just be like might a bridged wordings and images on the screen but I will be reading all the rules correctly just because I can't show them if there's an error on the screen with the profile just because I've been typing them up all the audio is correct. But with that all out of the way let's get on with the review. So for the Legionaries roster you're still taking security and seeking destroy so that's unchanged there and then for your leader operatives you can sell it's still six operative Killteam but you can either take the Legionary aspiring champion with plasma pistol or tainted boat pistol and then either power fist power weapon power mall or tainted chain sword then you can take the chosen with either plasma pistol or demon blade and then either the tainted boat pistol and demon blade so not really changed there. Then for your five Legionary operatives you have the anointed bail fire acolyte butcher icon bearer with either bolt gun or bolt pistol and chain sword the shrive talent warrior with either bolt gun or bolt pistol and chain sword and then you've got the gunner who all comes with bolt pistols and then they can either take a flame or melt a gun or plasma gun and then you've got the heavy gunner who also has bolt pistols and can either have the heavy bolter missile launcher or Reaper chain cannon so you haven't really changed there which is unsurprising you're still a dedicated best spoke killteam. For faction rules you've been freed up quite a bit your marks of chaos aren't restricted so you can take whatever combination you want every game so whenever you say to Legionary operative a battle you must select one of the following keywords for it to have for the battle. Corn, Nurgle, San eshench are undivided each operatives keyword can be different but a bail fire acolyte operative cannot have the corn keyword friendly Legionary operatives have an additional rule determined by this keyword in addition Legionary ploys have additional benefits operatives with that relevant keyword so if you have the corn keyword you have raffle onslot so this operatives melee weapons have the severe weapon rule if you're Nurgle you have disgusting vigor so whenever normal damage or free or more is inflicted upon this operative while W1d6 on a 5 up subtract 1 from that inflicted damage then you've got San esh unnatural agility so add 1 inch to this operatives movement stat Zeach is Imperial glide guidance this is his range weapons have the severe weapon rule and then you've got undivided which is vicious Revers whenever this operative is shooting against or fighting against and enemy operative within 6 inches of it its weapons have the ceaseless weapon rule so corn has been buffed used to just be plus 1 damage the first time you fight Nurgle has been nerfed used to be a crit save now it's just potentially minus 1 damage from a normal on a free up on a 5 up slen esh is actually unchanged so slen esh is really good Zeach is changed it now just gives you severe when you're shooting it used to give you 1 instance of lethal 5 up so Zeach is actually better and then undivided is better used to give balance now gives ceaseless so the marks already are quite interesting based on that then a start is each friendly operative during each of their activations it can perform two shoots shoot actions or two fight actions free if it's to wear as in like it doesn't cost any CP if it's two shoot actions of bolt pistol or bolt gun or tainted bolt pistol must be selected for at least one of them so you can't double fire plasma gun or melt a gun or flamer only bolt weapons and then you can counteract regardless of your order which is a general starties role so all really good there for your strategy ploy to down to four from ten so implacable you can ignore any changes to the stats of friendly operatives from being injured included their weapon stats however if you'll also have the Nurgle keyword you worsen the x of the piercing weapon role by one if any not that piercing one would therefore be ignored and this is probably why you would take Nurgle into certain kill teams because you just downgrade or ignore piercing and spoilers everyone is fourteen wounds so you become very very tanky but it's really good in general you just ignore being injured and then if you are now go you also ignore piercing then you've got quick silver speed whenever a friendly legionary operative is fighting or retaliating worse in the hit stat of any reoperatives melee weapons by one however if they're slonech in addition to this whenever they're shooting out friendly slash operative that has performed an action in which has moved during the turning point worse in the hit stat of enemy operatives weapons by one in all cases of this ploy it isn't cumulator would be injured so basically if you're in combat normally your opponent's minus one to hit and then if you're slonech if you've moved then minus one to hit and shooting as well so really really good there then you've got fickle fates whenever a friendly operative is shooting already enemy operative that friendly operatives ranged weapons have the punishing weapon rule if the weapon already had that weapon rule i.e. the Reaper chain cannon it has the relentless weapon rule instead and then whenever an operative is shooting already friendly zeech operative in the road defense style step if you retain any critical successes you can retain one of your fails as a normalist at a discarding it so effectively when you're shooting at ready operatives you have punishing which is very good if you're zeech because you have severe so if you're shooting into ready operatives you you automatically turn if you don't roll any crits you turn a normal into a crit and then you trigger punishing so very very good and then fickle fates obviously is really decent as slonech about a zeech if someone gets like the alpha on you but i don't really like the zeech benefit the main zeech benefit is just having severe any of guns with stacks which fickle fates really well but only against ready operatives not expended then you have blood for the blood god whenever a friendly operative excluding corn is fighting the first time you strike in that sequence you inflict one additional damage which is basically somehow to use to work but if you are a corn legionary operative you just get plus one damage to both profiles of your melee weapon so that is very very good if you want to run pure power especially into like other elite teams so you are down from 10 strategic strategy ploys to 4 but effectively each strategy ploy has two different effects so i like how that works implacable is very strong but also so is quick silver speed they all are very strong technically your dog or fickle fates is the weakest because the opponent has to be ready otherwise they have really powerful ploys to have for firefight ploys are down to 4 you have lost veterans of the long war so that's all gone you don't get those free re-rolls you've got unending bloodshed so users firefight ploy when a friendly corn operatives incapacitate while fighting or retaliating you can strike the enemy up to fin that sequence with one of your unresolved successes before it should move from the kill zone this is actually better because before you have to roll now you've just got anything left over you strike again so very very good malignant aura has been nerfed so users firefight ploy when a friendly operative with the nurgle keyword is performing the shoot action when you select a valid target until the end of the action whenever you select a friendly operative and they are shooting an enemy operative within fringes of it including like secondary targets that friendly operatives range weapons have the piercing one weapon weapon rule so this is situationally good on stuff like boat guns and flamers but this used to stack so if you had a p2 you would effectively have a piercing free so they've toned it down a bit so it's not really that good i don't think you're ever really going to use malignant aura the only time i can think goes if if you are having the flamer and then you hit someone like free people within free inches of you all your frag grenade doing the same thing so it has some situation or use but it's no longer as good and to be fair broken as it used to be then you've got sickening captivation users firefight ploy during a friendly sunnesh operatives activation before after it performs in action select an enemy operative visible and within four inches that friendly operative until the end of their operatives next end activation they are minus one apl very good this used to be free and range has been buffed to four so very useful for sunesh then you've got mutability and change uses firefight ploy when a friendly zee chopper tip is activated until the end of the operative activation you add one to the apl stat so that's been unchanged and it's very very powerful because that gives you a four apl space marine which you can do a lot of thingles with so very very good there for your Legion area spiring champion he has three apl six inch move free up saven 15 wounds is the standard probe of your kill team everyone else just has 14 he has 15 causes your leader he has a plasma pistol both standard and supercharged which is four taxing on freeze three five range eight piercing one for the standard profile and then four taxing on freeze four five range eight hot lethal five up piercing one for the supercharged mode has a tainted bulk pistol which is four tax hitting on freeze three five range eight rending so very powerful with you are zee ch then you've got the power fist which is five taxing on four five seven brutal the power more which is five attacks in on freeze four six shock the power which is five attacks in on freeze four six lethal five up and then the tainted chainsaw which is five attacks hang on freeze four five rending it still has in the eyes of the gods once during each of this options activations if it incapacitates an enemy operative you add one to its apl stat till the end of that activation so still really good to get plus one apl and with the way how apl generation works now if you kill someone during your activation you will go up to four api on can immediately use that so that's really really good he did get nerfed because he used to have on twos but that's a general thing your power fist is actually quite bad because he used to have on freeze and now hits on fours so you're probably not really taking the power fist anymore but the sparring champion is still very very good especially into horde teams then you've got the legionary chosen it was a quite the glow up it has the plasma pistol which is unchanged as well as the tainted bolt pistol and then it has the demon blade which is five attacks in on freeze four seven lethal five up this is unchanged but special rules have changed so you have demonic aura whenever an enemy operative forms the full back action while within control range of this operative you can use this rule if you do row one D6 on a free up the enemy operative cannot perform that action during the activation and the action points is refunded this is amazingly powerful this is really good being able to trap someone in combat on a free up is really really good it rewards you for charging into multiple operatives and basically hiding in combat in the open I really like demonic aura very very powerful now then you've got soul gorge after this operative fights or retaliates if this operative is an incapacitated button capacity to an enemy operative or inflicted critical damage during that sequence it regains D3 plus free lost wounds this is too much healing but it's amazing because before he did too little he only healed like two wounds now if he actually kills someone or strikes with a crit he heals four to six wounds I think personally this should just be on a kill because it doesn't really just make sense that stabs you with a crit I would prefer if it killed just to make it a bit fairer but I really like the chosen I do think the aspiring champion is useful but the chosen is like just a really good choice into hard teams that chip you down and other elites because if you make him corn remember he goes to five eight but even if he's in the melee ploy he's either five or eight the first time he strikes but he's just so good and the fact he heals so much once he gets in the combat he becomes almost impossible to deal with especially if you make him nergo then you've got the Legion area nointed who has free APL 6 inch move free up save 14 wounds which is the same stat of everyone else now has a bolt pistol which is 4 taxing on freeze free 4 range 8 then a demonic claw which is 5 taxing on freeze 4 5 rending has unleashed demon once per battle when this operative is activated you can use this rule if you do until the end of the battle this operative cannot perform the pick up marker or mission actions excluding operate hatch so can still open doors if it's carrying a market it must immediately perform the place mark action for zero zero AP taking precedence over all other rules while it's unleashed normal and critical damage of four inflict one less damage on it and it's the monoclor has the ceaseless and lethal five up special rules so it's lost relentless and it's lost its field of pain it's just minus one damage but the interesting thing if you take the anointed as nergle you minus one against normal so if you get hit by a four damage attack it goes to free damage then you roll the nergle effect so if you roll a five up that four damage attack goes down to two damage so you get a lot of mileage out of nergle with the anointed but the anointed is still very very useful and can now open doors so it can't be trapped on galladhawk very very good and interestingly it can perform unique actions and shooting actions so it probably shouldn't do either of those but hilariously you could have the legionary anointed walking around with the portable barricade throwing grenades and shooting people just being a menace to try and kill so that might not last but it's a very interesting thing that the anointed can do then you've got your bailfire acolyte it has a bolt pistol and fell dagger and fire blast and life siphon so fire blast is now four attacks in on three's free four psychic blast two devastating one saturate and the devastating one is one inch so the interesting thing that used to be devastating two two inches but gone down in range so you're actually never really triggering the multiple splash against multiple targets unless they've punched up too much but fire blast is still pretty useful not having saturators nice then you've got the life siphon which is five attacks in on three's free free psychic saturate siphon life and the fell dagger which is five attacks in on three's free four psychic rending siphon life so the fell dagger used to do devastating two and it used to be free free but now it's been nerfed but I know it used to be free four sorry but it's lost the water wounds it does but siphon life has been changed whenever this octave is using this weapon at the start of the roles attack die step you can select one friendly legionary operative visible and within six of this operative for each attack dice you would resolve inflicting that step that does damage that friendly operative against one lost wound or D3 if it was a crit so remember when you're if you usually take the bail fire as each because then you get severe and then it stacks with your punishing shooting ploy but effectively if you're in a position to shoot and charge the bail fire has lost its ability to do lots of mortal wound damage and buff itself but it's now a walking healing piece because you can either heal itself or heal someone else within six so what you can do is shoot someone pick a friendly operative within six and then heal them and then charge someone and then heal someone else within six or itself very very good I actually like how the bail fire works it's no longer as good in terms of offensive output but it really helps your team going especially now everyone is 14 wounds and that healing stuff especially when you roll lots of crits or you proc lots of crits in melee with rending can be devastating to the opponent especially if you've killed the pieces that could do damage to you so like you know you've charged into a melt-a-gun you've taken damage for that but then the bail fire rolls in kills someone else and heals you back up very very powerful then you've got the butcher who has a bolt pistol and a double-handed chain-nax the chain-nax is 5 attacks in on 4s 5s 7 brutal it has devastating onslaught whenever this operative is fighting or retaliating enemy officers cannot assist which is unchanged and then at the end of each enemy operative activation or counter-action you can select an enemy operative within two inches of the operative this operative can perform a free charge action and you can change its order to engage to do so by kind of moving more than two inches and much end that move within control range of the selected operative so it's lost its ability to have a two-inch control range but it's now five attacks on the chain-sword chain-nax it's gained brutal as well it's lost in native re-rolls so you are a bit more dicey with how it fights but this is guys really good and too elites because if you make him corn he goes to 6-8 so he will too hit effectively any space marine and cost combat because you just do too much damage and then the interesting thing what you can also do against whole teams this is harder to do but you could like reposition and dash nine inches against the an expended operative then you can after an opponent's activation you can use devastating onslaught to switch from gauge charge them then fight them as a counter-action and then if they are somewhere else that they activate again you can then use devastating onslaught to charge again so you still have this multi-charge much slower and harder to do especially if your opponent spaces out correctly so the Legionary butchers okay slightly it's it's basically changed it's a little bit better than it was before but not amazing then the Legionary gunner has bolt pistols and fists so fists are four taxing on freeze free four you can either take a flamer which is four taxing on twos free free range eight saturate torrent two or the melt-a-gun which is four taxing on freeze six free range six never saying four piercing two or the plasma gun would standard and then super charge standard as four taxing on freeze four six piercing one super charges four taxing on freeze five six hot lethal five up piercing one you are always either taking the melt-a-gun or the plasma gun and actually I think you take the melt-a-gun most of the time especially into elites which would be everywhere but I would still take the plasma gun into eight wound teams or less because it's still quite useful especially especially for charge fight shoot but you're always taking the gunner most of the time I think then you've got the heavy gunner who can who has a bolt pistol and fists which I've already covered the heavy bolter has a focused and sweeping profile focused is five attacks in on freeze four five heavy reposition only piercing crits one and then it's got the sweeping profile which is four taxing on freeze four five heavy reposition only piercing crits one torrent one the missile launcher with frag and crack so the frag is four taxing on freeze free five blast two heavy reposition only the crack is four taxing on freeze five seven heavy reposition only piercing one then the repachain cannon has been nerfed quite a bit it's five attacks in on freeze three four ceaseless heavy reposition punishing and then sweeping which is four taxing on freeze three four ceaseless heavy reposition only punishing torrent two is slightly better into hordes but the thing is it used to be six dice and then guns that have lost an attack dice go up and damage so you argue it should be four five but then you realize you'd never take the heavy bolter and because of that I don't think you really take the repachanan anymore I've tried using it and haven't had much success the fact it does get relentless when you're using the you know your punishing ploy is nice and it's technically slightly more situational better than the heavy bolter but the zeech heavy bolter is more damaging now it's just better so it's kind of weird I don't really like taking the heavy gunner anymore and the other thing is because you can't double shoot with the heavy bolter the biggest changes because you don't have cumbersome you now can't charge fight and then shoot so all you can do is just really like reposition six inches or seven inches shoots them on with your heavy weapon and then fire a bolt pistol which doesn't really do too much for the heavy gunner they are kind of quite inefficient now then you've got the icon bearer who has had like the biggest glow up it can take a bolt pistol and chain sword which is the chain sword five taxing on freeze four five or a bolt gun and fists and the bolt gun is four taxing on freeze three four fist of four taxing on freeze three four has the icon bearer rule so whenever determining control of the marker treat this options APL status one higher and it no it's not modifier so it can stack with modifiers and then so you know if you spend a CP if it's zeech it goes to five APL on a point and then you've got favored of the dark gods in the ready step of each strategy phase this if this operative isn't incapacitated you gain one CP so I already had an icon I've made a new icon to represent how good the new icon is because you actually do really need it you burn through your command points quite quickly but the icon bearer is so good and really flexible always I always take it because it gives plus one command point per turning point so useful and it does just have a chain sword or a bolt gun but I find use from both it's really really good then you have the shrive tannin who has a bolt pistol and flencing blades of flencing blades of five attacks in on freeze free five lethal five up so on change it's got vicious reflexes whenever this operative is retaliating you resolve the first attack dice instead of the attacker so now it just always it still always resolves first no matter what horrifying dismemberment whenever this operative incapacitates an enemy operative while fighting or retaliating select one enemy operative visible and within three inches of either this operative or the incapacitate enemy operative subtract one from their APL stat until the end of its next activation so it still affects enemy operatives and the cool thing is it used to be from the shrive talent now from whoever the shrive talent kills and it still triggers multiple times so if the shrive talent charges and kills two different enemy operatives it gives two other enemy operatives minus one APL very very good especially if you're charging to a third give one of those minus one APL so they go to one APL now they can't fall back from you very good then you've got grizzly mark for two action points place one of your grizzly marker trope tokens within this operatives control range whenever an enemy operative is within three inches of your grizzly marker your opponent must spend one additional action point for that operative to perform the pickup marker and mission actions and whether determining control of a marker treat the total APL staff enemy operatives that contest it as one lower if at least one of those enemy operatives is within three inches of your grizzly marker note that this isn't a change to APL stats always cumulative with other modifiers and you can only perform this once per battle and you cannot perform it while within control range of enemy operatives so the grizzly marker has been unchanged but the interesting thing is because you have more freedom turning point one you can place it turning point one and it's still a free and range but because you now don't measure from the center you measure from the edge of markers it's actually an even bigger range so the grizzly marker is a lot better and now I really get a lot of usage out of the shrive talent setting this up on like the central objective or my home objective turning point one very very good really really like a good good good operative then you've got your warrior you can either have a bolt pistol and chainsaw or a bolt gun and fists and their special rule is infernal pact so whenever the software is activated you can change its marks of chaos keyword and I think this makes the Legionary warrior the best warrior in the game because you have unlike unlimited flexibility you can start on NERGLE turning point one spend turning point one as NERGLE if you have bolt gun and then if you have bolt guns you switch to Zeech shoot shoot shoot and then when you charge up for turning point for you switch to corn or you know you stay as NERGLE and then switch to corn when you want to charge or you know switch to slanesh to move up turning point one turning point to you switch to NERGLE and then turning point three when you want to kill you switch to corn they are so flexible I'm actually experimenting running with more than one warrior they are really really good and especially into like war teams I find you oddly get more use out of the bolt gun warrior than the gunner sometimes and definitely the heavy gunner so the Legionary warrior very very good for faction equipment you have warded armor so as a strategic gambit select one friendly Legionary operative until the end of the ready step of the next strategy phase change that operative save to a 2 up this is really really good so you always take it before they had a situation or 2 up save until they failed an armor save warded armor is just amazing now then you've got millific blades so friendly operatives have the following melee weapon profile for the battle millific blade which is 5 attacks in on freeze free 4 so it used to be free 5 it's now free 4 but everyone gets this so it actually once again finally makes the butcher really good because the butcher with millific blades is quite deadly but then all your gunners get it so all of a sudden if you're running bolt gun warriors they now have millific blades so they're 5 attacks in on freeze they're not free 5 anymore but free 4 and it goes on everyone so it's very very useful especially like if you take on a plasma power fist aspiring champion then you've got tainted rounds so once per turning point when a friendly operative is formed the shoot action and you select a pit bolt pistol or bolt gun you can use this rule if you do so until the end of that action that weapon has a rending rule I really like this into 7 wound teams, whole teams like you may need wound teams tainted rounds is surprisingly good then you've got chaos talismans strategic gambit select one of your marks of chaos keyword once during each of their activations when a friendly Legionary operative has that keyword a shooting fighting or retaliating if you roll two or more fails you can inflict deep free damage on that friendly operative to discard one of them and retain the others in normal success instead note if that's the shoot action and that damage incapacitates that friendly operative the action doesn't end continue the sequence with your successful attacks so this is quite limiting especially if you're taking multiple marks because you can only pick one mark for this effect then you take deep free damage but it's actually pretty good I still take it because the great thing is that even if you're shooting and you want someone dead and this chaos talisman kills you it still triggers so I like the reliability chaos talisman offers so I'm usually taking free of these equipment always the warded arm and malefic plates then usually the chaos talisman and then usually you've like a support grenade or something else or maybe tainted round that depends on the opponent but all the equipment is really good for operative selection this is quite difficult as what I love about Legionary there are super super flexible team and what you take literally can depend on the opponent if you're into Horde teams I like the aspiring champion but the chosen is equally good generally if you're taking the aspiring champion bolt pistol and power weapon works if you're going zeech because then you proc the rending more but remember if using the punishing rule then you can use the super charged plasma pistol to trigger that as well but then I also like the chosen usually with the team well always with the demon blade but either usually with the plasma pistol if I'm not zeech if I go zeech then I will take the bolt pistol because it's got rending the demon bolt pistol then for operatives you're always taking the anointed I usually lock him into Nurgle and I'm always taking the bail fire acolyte who is locked into zeech and I'm always taking the icon who either has a bolt gun or a chainsawd and I'm flexing around with that mark so that gives you two operatives to flex around with I usually take a gunner and then either like depending on the opponent butcher into some elites the shrivetallin into most teams or an additional warrior or so and then like the gunner you know with the plasma gun or melt a gun but sometimes I take one warrior instead or two warriors it's really flexible and that's the most difficult thing about this kill team which makes them hard to play in an addition with your marks you need to flex it up because if you're into a team that has lots of piercing one and then you switch to Nurgle because you just ignore all of that so it lets you move up safely if you're into a team that does mostly shooting but doesn't have much piercing or none then you probably want to snitch because when you spend a CP2B minus one hit after you move suddenly they're hitting a lot harder on your operatives then also if you're into like elites you may want to spec into corn so you more reliably kill them in one fight action and then you've got zeech if you want to win shoot match shooting matchups or playing on galodark or even beta decimer so the mark situation you really have to use think about I don't find much success with undivided warriors get the most benefit from it but they can just flick through their marks as as they please I don't really find that undivided gets that benefit and it's where they don't have their own unique ploy but it's down to you how you want to build them I have built multiple operatives I already had a 14 operative I think I've gone up to 24 operatives for my Legionaries so they're really fun for me but that's why I enjoy so much outside of all the changes for kill team mechanically Legionary gives you the most freedom and most flexibility of any kill team I've played and I find that super enjoyable which why it makes select operatives really hard and you probably want two boxes now but you can still build them from one box for the Legionary overview I love this team they are very powerful of course the ignoring piercing ploy is probably too strong but when you see the other kill teams it probably makes sense why they did it the fact this kill team can be 14 wounds and like seven inch move so good this kill team is really fun as I covered in the operative selection step this kill team really rewards flexibility and experimentation you can do so many cool and fun things with this kill team and it's just really really good and rewarding which is really strange because before they were heavily limited by their roster now they can just change up marks on the fly I do think they probably might want to reintroduce mark limits when you select your kill team but being able to just freely like take stuff is great and even on the like in the kills kill zone because they're not fighting together it makes sense they're limited by their marks they have been nerfed in some ways so they've lost veterans of the long war so they don't get that rerolling and attack sequence if they don't do damage and they've lost grizzly trophy so they are no longer minus one damage the bail fire is no longer mortal wounds output it's just a healing piece but that's really good for this kill team but the fun is the experimentation and this kill team rakes the most use out of warriors because the warriors are so flexible and that's really cool I do find that the heavy gunners are quite bad because they can no longer fight and shoot and the gunners are also not as great especially into like seven wound teams I'm finding the plasma gun isn't that great and you're getting more usage out of the boat guns weirdly which is really nice because it doesn't mean it means the gunners aren't auto take although you are great into other elite kill teams because you have a very very deadly melt a gun that will likely kill everyone in four hits because it's very likely to roll four hits with severe and punishing this kill team offers a lot of modeling opportunities as you can see I've run mine as Horace Heresy Alpha Legionnaires because they're marks six of the same scale as Chaos Space Marine models and I've been adding more miniatures to them like I've been using so many more models it's so much more fun this kill team is a lot fun to play and they're very rewarding they're also quite forgiving so you still have to be careful with how you deploy and stuff especially into certain teams like Inquisitor agents another punishing teams especially Corsairs but they are very rewarding to play very very fun and like they're great if you're a new player or an experienced player which may have as a danger the death although they do have a higher skill ceiling because they're more flexible and there's more pieces you can take although and that they have now evolved from they're still usable as a one box team but you know probably want two boxes because as I said my operative list is no like 24 operatives but I've gone insane don't need to go as insane as me but I love this kill team they are probably a bit too strong like as I said I'd probably tweak the chosen so it only gets healing from killing and then probably just maybe look tweak the marks a bit in terms of how you mix them but I think that's fine because of how they work as you before you had used to have so many ploys but when you see the rest of the teams you'll understand why Legionnaire are probably like this but I wouldn't be surprised if they get toned down in the future but they're so mechanically strong as in elites in general because of how the game works for them they're just a very good kill team and you're going to have a lot of fun playing them because I'm having a lot of fun playing them because they're my kill team I've been using them they're so good they're so much fun really really good but that's pretty much it from me today please want to like and subscribe as well as comment let me know what you thought of today's video do you like it what do you think of the new Legionaries kill team and remember I've got discord you can check out in the episode description below in a filling can I'm in games and a patron if you want to give me some more support so I'll just show my patrons so for my adders of the crew I have Tom super cow Steven Sam Nick mercenary cue Mr. me ward Lucas John to Miss Graham Fang Zoo Draken Dave meets world Darcy dad of golden's Chris Cole and then for my veterans I have Samja and Ryan who's running a rule zero tournament on the second of November so thank you for all your support it really means a lot to me and help support the channel I am businessly painted up more Legionary I already had a full Legionary roster as that I've added more I've built a new banner because I wanted a bigger icon to show it more because I'm using it more I've made a new anointed unleashed and I've been making some more warriors all using my Horace Heresy army because it's still in scale so that's really been a lot of fun modeling because I love the new mark six using a lot of the Horace Heresy falldrawer range as well for my characters really a lot of fun and I am loving this kill team and I hope you enjoy it too because it's just so much fun to play but remember no matter how you do against the Legionaries of the Dark Gods there's always a chance to win as long as you can roll a crit
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