This was definitely an interesting Combat Patrol to play. If you ever have the chance to play this one, give it a try, it's unusual but fun to play! Thanks for watching!
Needing a second box of that RT crew for only four of the models included is quite a scummy move. Definitely proxy this list, don't fall for GWs mischief.
Or just field a unit of six instead of ten. This patrol is so underpowered in comparison to the others out there that it would barely make a difference. 🤷 Then again... The rest of that set are quite cool 40k weirdos with lots of conversion potential. I doubt you would have trouble shifting the individual models on ebay or barter sites.
As someone in another video mentioned, for the default secondary objective, if you roll 2 - 4 you get D3 + 1 VPs, which has a range of... 2 - 4 :D Why the redundant second roll? Other than that, if GW releases the Voidsmen as a separate box, maybe. Otherwise they're crazy if they think we'll buy a second Starstriders box just for this.
For the imperial navy breachers only the sergeant gets the bolt pistol. And the breacher with the chainfist get an autopistol but they did not include stats for the autopistol. How do you treat the void war veterans, it says that critical hits are on a 5+ does that apply to the overwatch? Meaning that you get lethal hits and sustained hits on 5+ on the overwatch?
Just ordered the last agents BP box I could find online, to go with the striders KT that I picked up when I took an early gamble on 'redacted' meaning an Agents Codex. Not cheap, but buying it cost less than wanting it, thinking about it for ages but being annoyed about double traders, then wishing I'd just bought it, when they're gone.
Since your channel is focused on Combat Patrol, do you know when you are supposed to make your choice of secondary objective? Preferably with a page reference in the rules? I, for the life of me, cannot find specifically when this choice is supposed to be made!
I wish I could give you a page reference, but the combat patrol rules document does not specify an exact time to select secondary objectives. I and many others just select secondary objectives between steps 5 and 6. I hope this helps.
If you are already buying 2 boxes of navy breachers you have already 4 spare robots and skulls so it might be a little easier. To be honest I consider this combat patrol a great failure on GW side. I see it as a chance to allow Kill Team players to easly try combat patrol format, but the list fails at it spectacularly. So if I would design this combat patrol I would make few changes. Firstly The 4 additional voidsman, straight to the bin, make the others stronger, there are personal guard of rouge trader, surely it is possible that they are full of implants of questionable legality. Secondly: Probably many kill team players have 2 already 2 boxes of breachers - there are 10 "special" soldiers in kill team, but 3 of them are different variants of gunner and you can only use 2 in one game, and as far as I remember making all gunners from one box requires some conversion work which does not suit everyone. Anyways to have fool Kill Team roster you need 12 breachers (2 sergants - one with sword and pistol and second with shotgun). I would use this roster for this combat patrol, to allow killteam players easier entrance to "small big 40k" mode as probably none of them have 2 versions of few specialists (proxing exists but using your miniatures is always better). Firdly: THE ROBOT AND SKULL. Those minis come with the breachers box and it feels bad not to use them, the KT style does not suit Combat Patrol so in my version they would be used as tokens for their specific operators abilities. so the combat patrol of my design, accomodating Kill Team players would look like: entourage 4 models - no changes from white dwarf one voidsmen at arms 6 models - make them little tankier and stronger to offset the 4 lost guys (loosing rotor cannon probably hurts) and now to the biggest changes, I dont like idea of 2 mirror squads and I will try using the kill team roster to create 2 very different squads: Imperial navy breachers team alpha (10 miniatures): -seargant with powerweapon and bolt pistol (so far so good) -navis armsman with autopistol and chainfist (also from whitedwarf team, but can you spot the theme?) -navis armsman with autopistol and power weapon (the glorius power axe comes from kill team to bring death and destruction to the enemies of Imperium - I love the idea of taking fireaxe and making it into power weapon) -navis armsman with demolition charges, shotgun and close weapons (the rest wants to get close and personal with the enemy so this guy will be more useful now) - five standard navis armsmen with shotguns and close combat weapons -I am not sure about last slot i would see either surveyor (the C.A.T. robot operator) or endurant (shield guy), endurant makes surviving before charging easier but i feel his potential might be beter utilized in the team with all the gunners, and spliting token operators just looks neat with two 10+1 squads, so i will choose surveyor with default shotgun and close combat weapon. The robot role is reconnaissance so it would allow the operator to either mark the enemy for squad beta to make shooting easier (similar to use in kill team) or mark the enemy unit so this unit gains some bonuses on charging this unit. Imperial navy breachers team beta (10 miniatures) this team is more about using ranged weapons maybe even give them slugs for shotguns allowing for longer range with some drawback: -seargand with fancy named shotgun and close combat weapon (utilizing miniature assembled to complete Kill team list) the 3 gunners: -navis armsman with las-volley and CCW -navis armsman with meltagun and CCW -navis armsman with plasmagun and CCW 2 new guys give team a punch with some AP weapons -navis armsman with shotgun CCW and Gheistskull detonator - the skull would have larger range than demolition but much lower power, however I would like to see its EMP power adapted (the skull explosion effect gets stronger the better is the enemy save -navis endurant with his shield heavy shotgun and CCW -four standard armsmen with shotguns and CCW. I feel that including full KT roster will make playing with this combat patrol even more fun and be an easier way to complete this patrol for many people who already have built their navis armsmen, but I'm a little afraid that this might be to many weapons in one squad and rolling dices might become to tedious for many.
This was definitely an interesting Combat Patrol to play. If you ever have the chance to play this one, give it a try, it's unusual but fun to play!
Thanks for watching!
Been waiting eagerly for you to post this review. In my opinion you've got the best combat patrol content out there, keep up the great work.
Much appreciated!
Needing a second box of that RT crew for only four of the models included is quite a scummy move. Definitely proxy this list, don't fall for GWs mischief.
Or just field a unit of six instead of ten. This patrol is so underpowered in comparison to the others out there that it would barely make a difference. 🤷
Then again... The rest of that set are quite cool 40k weirdos with lots of conversion potential. I doubt you would have trouble shifting the individual models on ebay or barter sites.
They could have easily added the assassin from the boarding action, very scummy move indeed
@@WeOnlyEatSoupyeah honestly I actually have the boarding patrol, and was like.. wtf guys? Just put the damn assassin in there!
Great video! I picked this issue up cannot wait to play it
Don’t you need a full 5 voidsmen since the 6th model is the canine?
Sergeant, dog, 3 voidsmen, 1 voidsman gunner are what you get in the box, you need 3 more voidsmen, and 1 more voidsman gunner to finish the squad.
As someone in another video mentioned, for the default secondary objective, if you roll 2 - 4 you get D3 + 1 VPs, which has a range of... 2 - 4 :D Why the redundant second roll?
Other than that, if GW releases the Voidsmen as a separate box, maybe. Otherwise they're crazy if they think we'll buy a second Starstriders box just for this.
I bet they couldn't decide whether 2-4 should be 2 or 3 VP flat and they just went "Fuck it, make them roll 1D3+1"
For the imperial navy breachers only the sergeant gets the bolt pistol. And the breacher with the chainfist get an autopistol but they did not include stats for the autopistol.
How do you treat the void war veterans, it says that critical hits are on a 5+ does that apply to the overwatch? Meaning that you get lethal hits and sustained hits on 5+ on the overwatch?
Doesn't apply to Overwatch. Critical hits only matter if you actually hit, which is only on 6s for Overwatch unless you have an ability otherwise.
Just ordered the last agents BP box I could find online, to go with the striders KT that I picked up when I took an early gamble on 'redacted' meaning an Agents Codex.
Not cheap, but buying it cost less than wanting it, thinking about it for ages but being annoyed about double traders, then wishing I'd just bought it, when they're gone.
Since your channel is focused on Combat Patrol, do you know when you are supposed to make your choice of secondary objective? Preferably with a page reference in the rules? I, for the life of me, cannot find specifically when this choice is supposed to be made!
I wish I could give you a page reference, but the combat patrol rules document does not specify an exact time to select secondary objectives.
I and many others just select secondary objectives between steps 5 and 6. I hope this helps.
Would this be a fair matchup against the new T'au combat patrol?
I have not tried that specific matchup, but I think it would be a fun and somewhat balanced one!
At least they didn’t put the Arbites here, it’s imposible to get them from GW
If you are already buying 2 boxes of navy breachers you have already 4 spare robots and skulls so it might be a little easier.
To be honest I consider this combat patrol a great failure on GW side. I see it as a chance to allow Kill Team players to easly try combat patrol format, but the list fails at it spectacularly.
So if I would design this combat patrol I would make few changes.
Firstly The 4 additional voidsman, straight to the bin, make the others stronger, there are personal guard of rouge trader, surely it is possible that they are full of implants of questionable legality.
Secondly: Probably many kill team players have 2 already 2 boxes of breachers - there are 10 "special" soldiers in kill team, but 3 of them are different variants of gunner and you can only use 2 in one game, and as far as I remember making all gunners from one box requires some conversion work which does not suit everyone. Anyways to have fool Kill Team roster you need 12 breachers (2 sergants - one with sword and pistol and second with shotgun).
I would use this roster for this combat patrol, to allow killteam players easier entrance to "small big 40k" mode as probably none of them have 2 versions of few specialists (proxing exists but using your miniatures is always better).
Firdly: THE ROBOT AND SKULL. Those minis come with the breachers box and it feels bad not to use them, the KT style does not suit Combat Patrol so in my version they would be used as tokens for their specific operators abilities.
so the combat patrol of my design, accomodating Kill Team players would look like:
entourage 4 models - no changes from white dwarf one
voidsmen at arms 6 models - make them little tankier and stronger to offset the 4 lost guys (loosing rotor cannon probably hurts)
and now to the biggest changes, I dont like idea of 2 mirror squads and I will try using the kill team roster to create 2 very different squads:
Imperial navy breachers team alpha (10 miniatures):
-seargant with powerweapon and bolt pistol (so far so good)
-navis armsman with autopistol and chainfist (also from whitedwarf team, but can you spot the theme?)
-navis armsman with autopistol and power weapon (the glorius power axe comes from kill team to bring death and destruction to the enemies of Imperium - I love the idea of taking fireaxe and making it into power weapon)
-navis armsman with demolition charges, shotgun and close weapons (the rest wants to get close and personal with the enemy so this guy will be more useful now)
- five standard navis armsmen with shotguns and close combat weapons
-I am not sure about last slot i would see either surveyor (the C.A.T. robot operator) or endurant (shield guy), endurant makes surviving before charging easier but i feel his potential might be beter utilized in the team with all the gunners, and spliting token operators just looks neat with two 10+1 squads, so i will choose surveyor with default shotgun and close combat weapon. The robot role is reconnaissance so it would allow the operator to either mark the enemy for squad beta to make shooting easier (similar to use in kill team) or mark the enemy unit so this unit gains some bonuses on charging this unit.
Imperial navy breachers team beta (10 miniatures) this team is more about using ranged weapons maybe even give them slugs for shotguns allowing for longer range with some drawback:
-seargand with fancy named shotgun and close combat weapon (utilizing miniature assembled to complete Kill team list)
the 3 gunners:
-navis armsman with las-volley and CCW
-navis armsman with meltagun and CCW
-navis armsman with plasmagun and CCW
2 new guys give team a punch with some AP weapons
-navis armsman with shotgun CCW and Gheistskull detonator - the skull would have larger range than demolition but much lower power, however I would like to see its EMP power adapted (the skull explosion effect gets stronger the better is the enemy save
-navis endurant with his shield heavy shotgun and CCW
-four standard armsmen with shotguns and CCW.
I feel that including full KT roster will make playing with this combat patrol even more fun and be an easier way to complete this patrol for many people who already have built their navis armsmen, but I'm a little afraid that this might be to many weapons in one squad and rolling dices might become to tedious for many.
Great idea using the cat and servitor as proxies.