Warpcoven is my main faction. They have become incredible strong. You've missed one very important point, the Arcane Robe is not the talisman for MW, but the Robe that allow to reduce crit to normal hit. It was the most auto included equipment for warpcoven. The Balance Dataslate just gave sorcerer on average 2 hit point more. Incredibly strong. Powerful combo : You have a spell that allow you to reroll every defence dice. You also have a boon which give you 2+save or 4+invul save. Now it last till your next activation. Make for pretty tanky sorcerers!
@@revandb3438 When they made Warpcoven, they gave it so much flexibility that I always found that making them weak was a pretty good idea. You can't give them Intercession stats with everything they can do. The many thing they can do compound together and give them alot of potentiel. Just consider Arcane Astarte. The Sorcerer can fight twice, but also shoot twice now, anytime. Just that give them alot of potential and it gave them like 2-3 CP, that you can use on other ploys. Add that with the durability, long lasting spells, buff to tzaangor (9 is very important against other melee fighters), I think they'll be pretty strong. I've played them quite alot and Im afraid that I'll just destroy the people I play with now
Holy heck the manic excitment at the start of this video is infectious. I dont even play any of these teams but im PUMPED for these changes. Thanks for explaining the changes so clearly and so passionately.
Man I get that they were strong but it still kinda sucks to have a third nerf for my cult before I got done painting it probably a good change for the game as a whole though
Oh Hierotek is going to be oppressive now imo. technomancer enables 3 resurrections per turn that come back on 2s, that's absolutely wild, and the extra living metal healing and Apprentek being able to eat the apl loss for rites? So so sos so good
So the Demo Vet sounds a whole lot less useful now? It gets 1 mine then its just a normal Trooper basically without GA? Or am I misunderstanding something?
Yep, we're fucked. Tau got 12 operatives all super powerull, and we got 10 specialists, 2-3 ultra usless, no meele, and only 2 ap weapons. Goodbye, veterans.
The Heirotek Circle changes are awesome. Reanimating on a 2+ now might let me reanimate my units as I would always roll 2's on my reanimations. Buffing the Psychomancy like that might make him viable, thinking of making him a leader bully. Honstly I don't like the Technomancer change and I can't explain it.
This seems like a super broad balance reset and almost all in the right direction (the ever green teams in with some nudges down, And some pretty big boosts to a handful of loser teams (looking at you warpcoven and HuntersClade) and some mid teams. Looking forward to more Hearthkyn.
I'm happy that they didn't nerf Kommando completely. They're still great, but the Squig nerf may change my choice of operatives. I also played on BD with Phobos and I need to say that they were completely OP on this map, I won with Novitiates in 2 turning points just because of multi-spectrum array
I'd say I agree with pretty much everything except for the Choppa going down to 3 attacks. Like, why completely ruin the equipment instead of increasing the cost?
The GA1 Kroot Hound change seems weird. It was nice to have the situational options to activate either the hounds together or a hound and a warrior. So now there's 1 warrior with GA2, all byyyyyyy himsellllllffff.... which seems strange? Glad they fixed that broken Warp Coven movement debuff and the Necron one as well.
I think it was my only Kill Team with GA2 operatives, so I'm a little bummed about that. But I suppose now I am incentivized to take 2 warriors 1 hound on occasion if I want some GA2 plays. Except that I only have 1 warrior model haha. @@CanYouRollaCrit
3 seconds in and you seem like you're going explode with joy, I know this is gonna be a good balance slate Edit: just finished it. WOOOOOOOO FUCK CLOWNS, FUCK COWS, FUCK CULTS, WARPCOVEN FOR LIFE
@@CanYouRollaCrit the way its written it reads like they only fly over, around or across operatives now. which is harsh on them. admit its grey as it also only states it costs O to climb or drop
The change to jump tests feels like an indirect nerf to Kroot's Bound strategic ploy as now everyone passes jump tests anyway. I feel like that was a lazy change by GW and one they didn't really spend more than 2 seconds considering the impact of.
0:22 ok, so having read through the dataslate & then seeing John’s irrepressible glee, I can only assume he’s bursting at the seams about the Void Dancer change.
Hi and thank you for this video 🙂 Did they have the Pathfinder balance sheet released when you covered this version (pdf page 3)? I'm looking at it online today (3/31), but I'm new to this and kind of need some help, if that's possible Either way, thank you again. I enjoyed this video a lot 🙂
Any team with climbing gear is now more mobile than the Harlequins, including the dwarfs. Having no free traverse absolutely destroys the team, basically impossible to score TacOps now. Ignoring the first 2" of movement penalty would have been reasonable, this just removed the team from competitive and fun play.
@@CanYouRollaCrit We slow now... Joking a little, but barricades slow down the team hard now. Vastly fewer charge opportunities, and the pistols are both weak against many teams and leave you very vulnerable. The team is now less killy and even more fragile, and the last part hurts real bad. They always lost against pressure, now even more so...
I’m not sure I understand how something can be 0AP or CP, wouldn’t that just mean you should constantly be doing it? Wouldn’t it be simpler to make these inherent features of a faction instead of abilities & strategic ploys? Also I don’t really understand how jump tests work if they’re all auto success, is that applicable to every terrain or just bheta decima?
I think some actions should be always on, reivers Terror is 0cp but if you loose initiative it’s not on for the new TP, it needs to be until the operatives next activation or make it an always on ability
The Nanomine nerf does technically affect dashes, but only if you're activating a model already within its radius. Since any amount of movement must be spent in increments of 1", you'd naturally only have 2" left when dashing into/through the mine's area of effect, and since it can no longer reduce speed to less than 2" it won't be affected further. Attempting to start a dash while inside the area of effect would make it 2" instead of 3" *Edit* Disregard, I noticed it's a minimum of 2⚪, so 4". Dash is completely unaffected. My bad.
@@CanYouRollaCrit you sure? breacher useless, squig useless normal boy useless, 75% of mele now useless, coms good at taking points but not fighting, really theres only a few units that have a chance. they get floored by turn 2 by interessors
@MrBomas100 yeah, Kommandos are a shooting team primarily with added combat elements. Kommando players have still been doing well, just struggling vs Aeldari teams due to all the power weapons/crits
Weirdly RaW the void dancers would need to always spend 2 to drop, even from lower distances. For example to climb the octarius fort and rampart, you spend 2 to climb it. But then would need to spend another 2 to drop from the top of the rampart to the vantage point floor?
@@CanYouRollaCrit don't think its intended but as per the wording it would I think: "However, each time this operative is climbing or dropping, treat the total vertical distance as 2"
I dont mind void dancers being nerfed, but it should be just on bheta decima, and a huge thing is they now need a wall to actually climb instead of moving up onto terrain like climbing equipment
Sorry if this is a stupid question, I'm a novice 😂 What's the significance of changing from being obscured to not visible? It still blocks long range shooting if I'm understanding correctly?
A few teams have access to rules that ignore obscuring. For example all Phobos Incurssors. I don’t think there’s any rules that let you shoot without visibility.
Lots of non shooting related attacks require visibility(my model can physically see anypart your model) Things like Tau Pathfinders Markerlights only require visibility. Lots of debuffing physic powers as well only require visibility.
I don't think Dozr can double charge, he just gets a free charge, since despite being free, you can only perform one action of a type unless stated, per TP.
The rule on knuck smash specifically allows a charge after even if a previous move wouldn't allow it. The once per turn restriction wouldn't apply, as Dos overrides Donts
@@plantice actually in the main game in find them very strong!😅 Anyways, yes they are slower and struggle a bit more to reach objectives tp1…they have strong shooting and decent survivability due to the 3+ saves, and the judgement tokens mechanic makes them deadly as the game progresses. The Lokatr changes are gonna help a lot, maybe rn its one of the most balanced teams around but you have to learn how to value their board controls abilities and all the mobility trinkets they have
@@CanYouRollaCritseriously though, what team is doing worse than them? the only guy i know who can do work with them has played over 100 games with them on tts and he thinks they needed help.
You know, it speaks wonders about Kill Team balance that Veteran Guardsmen, one of the very first bespoke Kill Teams to get introduces, went through without any changes for so long while staying good - in fact, so good that when they finally got a change it was to _nerf_ them.
They can, it explicitly says so, FLY for all intents and purposes except going up and down vantage points "This operative has the FLY keyword for the purposes of moving around, across and over other operatives."
Very bad changes for kroot, the stalker doesn't need the extra dice he needs to have the range to use his skill, it's nice to have an extra dice for the broker but he is not intended to die early using that buf and they loose the hound double charge, meanwhile the pistoleer remains useless and the cutskin and the stalker can't use their skills effectively.
@@CanYouRollaCrit why, the stalker needs to strike with those two dice, it's his thing and now he struggles hard to do so. The extra dice is nice but usually you can't resolve that many dice with kroot without dying first. He needs to be able to use his skill, the same for the pistoleer. The cutskin should probably be able to attack two different operatives, as mentioned he will often die before using his skill.
I was worried about the Vet Guard nerfs. But I only get one mine off in a game anyway before my opponent overkills him. As long as they dont touch the damage.
As a vet guard player, I'm super surprised they didn't touch the team for such a long time.
It was a big mystery in Kill Team, so many wild theories haha
It's a popular team, that always dragged down the win rates enough for the strong parts to get overlooked/downplayed
Pay respect by pressing F for our Space Elf Clown pilots who would need learn terrain rules. Life is hardship.
What is climbing? 🤣
I dont like this photo because i am in it
Wow that was fast! Almost as if the play tester KNEW 😂
I think the Fellgor nerfs are good
Just lucky with the day off 👀
Fellgor still top imo
@@CanYouRollaCrit I for sure agree, but these were definitely good changes!
Warpcoven is my main faction. They have become incredible strong. You've missed one very important point, the Arcane Robe is not the talisman for MW, but the Robe that allow to reduce crit to normal hit. It was the most auto included equipment for warpcoven. The Balance Dataslate just gave sorcerer on average 2 hit point more. Incredibly strong.
Powerful combo : You have a spell that allow you to reroll every defence dice. You also have a boon which give you 2+save or 4+invul save. Now it last till your next activation. Make for pretty tanky sorcerers!
Oh nice with the robes, great combo!
I'm sorry bro, I still think they'll kinda suck. Small quality of life changes are great, but they also nerfed ephemeral instability.
@@revandb3438 When they made Warpcoven, they gave it so much flexibility that I always found that making them weak was a pretty good idea. You can't give them Intercession stats with everything they can do. The many thing they can do compound together and give them alot of potentiel. Just consider Arcane Astarte. The Sorcerer can fight twice, but also shoot twice now, anytime. Just that give them alot of potential and it gave them like 2-3 CP, that you can use on other ploys. Add that with the durability, long lasting spells, buff to tzaangor (9 is very important against other melee fighters), I think they'll be pretty strong. I've played them quite alot and Im afraid that I'll just destroy the people I play with now
@@revandb3438 Im happy if you're ''right'' i hope not too many people play them, but they'll be strong, I assure you
@@georgekingstone6364 they'll be playable. Strong... not so much.
A ton of your suggested changes happened haha. Def not a play tester 😉
Not a playtester 🥲🫠🫠🫠
So happy that it’s almost scary…
Scary happy 😏
ScrHappy then?
Damm that was fast! Do you ever sleep? We need a new teirlist after this mashup 😅
Sleep is for the weak 👀
Did Hierotek reanimation need buffing at all? Thank God for the nanomine nerf though. That thing on ITD was horrific.
Imo they did yeah, nice nanomine nerf tho
I’m so excited by 3APL for the put-upon Soulless Dogsbody
Holy heck the manic excitment at the start of this video is infectious. I dont even play any of these teams but im PUMPED for these changes.
Thanks for explaining the changes so clearly and so passionately.
No worries, glad you liked it (:
Man I get that they were strong but it still kinda sucks to have a third nerf for my cult before I got done painting it probably a good change for the game as a whole though
Oh Hierotek is going to be oppressive now imo. technomancer enables 3 resurrections per turn that come back on 2s, that's absolutely wild, and the extra living metal healing and Apprentek being able to eat the apl loss for rites? So so sos so good
Yeah ultimate grind team
As a Farstalker fan, Kroot Hound change is really weird and i don't like it.
Yeah I'm not a fan too
I have friends that play pathfinders and kommandos. Think I may have to pick up hearthkyn so I can stop getting railed by forward deploy! 😂
As a new vet guard player I didn’t realize how good they were until they received this nerf :(
Yeah sadly too late 😅
When Orks come down, Kroot come up
Hopefully 🥲
So the Demo Vet sounds a whole lot less useful now? It gets 1 mine then its just a normal Trooper basically without GA? Or am I misunderstanding something?
Yep, we're fucked. Tau got 12 operatives all super powerull, and we got 10 specialists, 2-3 ultra usless, no meele, and only 2 ap weapons. Goodbye, veterans.
Yeah but still great for pressure
they ignored the scouts :(
Yup ):
And Blades of Khaine. They were both released pretty recently.
The Heirotek Circle changes are awesome. Reanimating on a 2+ now might let me reanimate my units as I would always roll 2's on my reanimations. Buffing the Psychomancy like that might make him viable, thinking of making him a leader bully. Honstly I don't like the Technomancer change and I can't explain it.
This seems like a super broad balance reset and almost all in the right direction (the ever green teams in with some nudges down, And some pretty big boosts to a handful of loser teams (looking at you warpcoven and HuntersClade) and some mid teams. Looking forward to more Hearthkyn.
Yeah, just a shame they didn't hit Fellgor more
You can’t hit them too much of they frenzy
I'm happy that they didn't nerf Kommando completely. They're still great, but the Squig nerf may change my choice of operatives.
I also played on BD with Phobos and I need to say that they were completely OP on this map, I won with Novitiates in 2 turning points just because of multi-spectrum array
As a warp coven player from day one I'm excited
fellgor with 20 potential activations was the main issue... but im still happy with the nerfs, i can now play them casually again 😅
The Warp Coven and Hierotek changes look awesome. I can't wait to get some games in with them.
Yup, great changes all around!
@@CanYouRollaCritSo now Hierotek Circle is fun to play? Sweet!
I'd say I agree with pretty much everything except for the Choppa going down to 3 attacks. Like, why completely ruin the equipment instead of increasing the cost?
True, the choppa change is odd
The GA1 Kroot Hound change seems weird. It was nice to have the situational options to activate either the hounds together or a hound and a warrior. So now there's 1 warrior with GA2, all byyyyyyy himsellllllffff.... which seems strange? Glad they fixed that broken Warp Coven movement debuff and the Necron one as well.
Yeah just really weird on the Kroot changes
I think it was my only Kill Team with GA2 operatives, so I'm a little bummed about that. But I suppose now I am incentivized to take 2 warriors 1 hound on occasion if I want some GA2 plays. Except that I only have 1 warrior model haha. @@CanYouRollaCrit
Worth noting, you can only activate ga2 operatives together if they're the same type of operative. Can't mix & match.
3 seconds in and you seem like you're going explode with joy, I know this is gonna be a good balance slate
Edit: just finished it.
WOOOOOOOO FUCK CLOWNS, FUCK COWS, FUCK CULTS, WARPCOVEN FOR LIFE
SO GOOOOD
@@CanYouRollaCriti just watched it, rip to ephemeral instability but I'm a big fan of all the other warpcoven changes
By the sounds of things I think you might need a new pair of trousers... Lol but seriously its a sweet update!
I think he's losing it.
Or I'm gaining it 🤔
@@CanYouRollaCrit Or you are floating good sir.
so void dancer need to traverse now with -2" move?
No only if climbing or dropping
Not true, they only ignore miniatures, so traverse is now -2" effectively, RIP clowns
@@CanYouRollaCrit the way its written it reads like they only fly over, around or across operatives now. which is harsh on them. admit its grey as it also only states it costs O to climb or drop
It seems a little weird, thought they would have just ignored the first ⚪️ while traversing, climbing etc. similar to Phobos vanguard
@@samjsnz A highly trained acrobats can't even traverse for free or a least ignore the first 2" hahhaa this is weird ang makes no sense
The change to jump tests feels like an indirect nerf to Kroot's Bound strategic ploy as now everyone passes jump tests anyway. I feel like that was a lazy change by GW and one they didn't really spend more than 2 seconds considering the impact of.
Yeah not great
0:22 ok, so having read through the dataslate & then seeing John’s irrepressible glee, I can only assume he’s bursting at the seams about the Void Dancer change.
Perhaps 🧐
Hi and thank you for this video 🙂 Did they have the Pathfinder balance sheet released when you covered this version (pdf page 3)? I'm looking at it online today (3/31), but I'm new to this and kind of need some help, if that's possible
Either way, thank you again. I enjoyed this video a lot 🙂
Oh that was done in the last balance dataslate (:
Love this dataslate! Now we just need KT Nightmare... please GW, I want my edgelord teams...
Soon?
Glad they cleared up the GSC reroll business. That ability is disgusting with the kellermorph.
Yeah it's very powerful
I'll always have fond memories of pre-nerf Cultists lol, but I understand the changes. Definitely might give warpcoven another try now though
Yeah, WC in a great spot now
Did just the game get fixed right before new edition? Feels like Diablo 3 before first dlc.
Maybe?
As a vet gaurd main like i only ever mine once a game anyways and I always thought heavy turned off the spotter anyways.
It was a general mechanic change for revealing conceals haha
With his gleeful energy in the intro, I knee this one would be either really good or just awful.
Hopefully good 👀🤣
happy in Dwarf.
Dorfs eatin tonight
wow that is a lot of changes! Thanks for going over all of them.
Yeah there were tons! No worries, thanks for watching (:
I just bought Hearthkyn, made a medic instead of a lokatr and now i may be regretting that 😅
Bitz sites? 😅
Would've liked cleaner wording on Cult Ambush, but I'll take what I can get
I think this is the best we'll get atm 😅
Super excited, great changes overall. Surprised not to see any Scouts buffs.
I think Hierotek was the only team ever to get changes in the Dataslate following release
Yeah same, not good sight ):
WOOOOOOO YEEAAAAA BIIIIIIG WARPCOVEN W WOOOOOOO YEEEAAAAAAAAAAAAA
GW starting to see how popular kill team is !!!
I think they've noticed that for a while haha
thanks for the quick breakdown!
No problem! Thanks for watching (:
Any team with climbing gear is now more mobile than the Harlequins, including the dwarfs. Having no free traverse absolutely destroys the team, basically impossible to score TacOps now.
Ignoring the first 2" of movement penalty would have been reasonable, this just removed the team from competitive and fun play.
How is it impossible to score tac ops?
@@CanYouRollaCrit We slow now... Joking a little, but barricades slow down the team hard now. Vastly fewer charge opportunities, and the pistols are both weak against many teams and leave you very vulnerable. The team is now less killy and even more fragile, and the last part hurts real bad. They always lost against pressure, now even more so...
Yeah, the team now moves like most other teams. Scoring tac ops is still fine for them
@@CanYouRollaCrit Have you played them? The change is ok-ish on paper but really rough in practice...
I am a bit salty clowns don't traverse for free. Or at least once per activation. Cmon, you jump over buildings but a barricade stops you?
They jump over buildings?
@@CanYouRollaCritnot anymore! 😂
They can traverse just they did before, just cannot ignore vertical distance on vantage anymore
They could traverse because of the fly keyword, without it they just ignore miniatures, so they can't traverse barricades
Man, the Kroot just can't catch a break these days :((
No break for the Kroot ):
@@CanYouRollaCritAt least they can ignore jump tests... Oh wait.
@@DJDadJoke yeah I'm shocked that wasn't updated at the same time.
I’m not sure I understand how something can be 0AP or CP, wouldn’t that just mean you should constantly be doing it? Wouldn’t it be simpler to make these inherent features of a faction instead of abilities & strategic ploys? Also I don’t really understand how jump tests work if they’re all auto success, is that applicable to every terrain or just bheta decima?
Nah cause you can only do the same action once per activation unless otherwise stated
Jump tests is for everything
I think some actions should be always on, reivers Terror is 0cp but if you loose initiative it’s not on for the new TP, it needs to be until the operatives next activation or make it an always on ability
The Nanomine nerf does technically affect dashes, but only if you're activating a model already within its radius. Since any amount of movement must be spent in increments of 1", you'd naturally only have 2" left when dashing into/through the mine's area of effect, and since it can no longer reduce speed to less than 2" it won't be affected further. Attempting to start a dash while inside the area of effect would make it 2" instead of 3"
*Edit* Disregard, I noticed it's a minimum of 2⚪, so 4". Dash is completely unaffected. My bad.
No worries, it's an easy miss haha
What do you think about the new leak information for kill team nightmare for both teams(mandrake and nightlord) from battle report in warhammer+.
Looks nice
Any idea why they didn't touch Kroots? They really feel underpowered.
They did touch Kroot
Komandos suck now WTF
They're fine
@@CanYouRollaCrit you sure? breacher useless, squig useless normal boy useless, 75% of mele now useless, coms good at taking points but not fighting, really theres only a few units that have a chance. they get floored by turn 2 by interessors
@MrBomas100 yeah, Kommandos are a shooting team primarily with added combat elements. Kommando players have still been doing well, just struggling vs Aeldari teams due to all the power weapons/crits
Do death guard now get an extra operative? Am i reading that correctly?
They have 6 operatives total
Weirdly RaW the void dancers would need to always spend 2 to drop, even from lower distances. For example to climb the octarius fort and rampart, you spend 2 to climb it. But then would need to spend another 2 to drop from the top of the rampart to the vantage point floor?
Ah I'm not sure on that?
@@CanYouRollaCrit don't think its intended but as per the wording it would I think:
"However, each time this operative is climbing or dropping, treat the total vertical distance as 2"
I dont mind void dancers being nerfed, but it should be just on bheta decima, and a huge thing is they now need a wall to actually climb instead of moving up onto terrain like climbing equipment
Yeah agree it’s a warranted nerf on BD but on open will cripple their play style. Plus now needing to traverse seems like such a big change.
Nah, they needed fly removed
Good summary and thoughts on the update. But don´t get hyped to much, we´ll get a new version very soon...
How so? 🤔
Because you only play with those new rules 4-6 months and the rulesystem is gone, execpt you wanna play "old" KT 2 instead of KT 3
Be aware of the 1st. of April ;-) and the take it all back on Monday 🙂
Perhaps 🤔
I wonder how balanced this game would be if you played it as written in the books. Probably not very.
Probably not great?
@@CanYouRollaCrit Yes. That.
Sorry if this is a stupid question, I'm a novice 😂 What's the significance of changing from being obscured to not visible? It still blocks long range shooting if I'm understanding correctly?
A few teams have access to rules that ignore obscuring. For example all Phobos Incurssors. I don’t think there’s any rules that let you shoot without visibility.
Lots of non shooting related attacks require visibility(my model can physically see anypart your model)
Things like Tau Pathfinders Markerlights only require visibility. Lots of debuffing physic powers as well only require visibility.
Not being visible blocks lots of abilities and stops teams getting around ignoring obscuring
I don't think Dozr can double charge, he just gets a free charge, since despite being free, you can only perform one action of a type unless stated, per TP.
The rule on knuck smash specifically allows a charge after even if a previous move wouldn't allow it. The once per turn restriction wouldn't apply, as Dos overrides Donts
Yeah what Fianna said
@@FiannaBat I guess the rule is written different from Fellgor Tactical Ploy to favor ITD open hatch shenanigans?
No love for Exaction Squad :(
They're doing okay
My breachers avoid the dataslate yet again
Breachers too sneaky
Wait, does this mean you can take 7 plague marines?
Nope, from 5 Marines to 6.
Nah what Matt said
When they gonna let Cronies take flayed ones!?
I think Crons don't need anything else more haha
You’re probably right. I just want a decent melee option.
I have been wanting to get into kill team with my votann models. Does the hearthkyn changes make them decent now?
They’re decent but really hard to play, you really have to get into it and struggle to not lose on primaries in the first 2 turning points!
@@SmallStormsIs that because they are slow? What causes the struggle? In the main game they are a bit weak due to low hp, and speed.
@@plantice actually in the main game in find them very strong!😅
Anyways, yes they are slower and struggle a bit more to reach objectives tp1…they have strong shooting and decent survivability due to the 3+ saves, and the judgement tokens mechanic makes them deadly as the game progresses.
The Lokatr changes are gonna help a lot, maybe rn its one of the most balanced teams around but you have to learn how to value their board controls abilities and all the mobility trinkets they have
@@SmallStorms Thanks for the info
Yeah they're solid
No nerf for tau?
Apparently not doing well enough I guess?
Gong should flat out not affect other frenzied operatives either.
Yeah crazy
exaction squad???
They're doing fine atm
certainly not the case in my area
@@CanYouRollaCritseriously though, what team is doing worse than them? the only guy i know who can do work with them has played over 100 games with them on tts and he thinks they needed help.
You know, it speaks wonders about Kill Team balance that Veteran Guardsmen, one of the very first bespoke Kill Teams to get introduces, went through without any changes for so long while staying good - in fact, so good that when they finally got a change it was to _nerf_ them.
Nooo not the demo veteran x(
He only got space for 1 bomb
Oof the squig is nerfed to oblivion..... Kind of warranted but boy the grot is going to be the main obj steal unit
Vet guard? Finally a change LOL
Squig just exists for an extra activation
Vet Guard finally nerfed lol
they never seem to mention custodes.
Compendium team
Amazing video. Small clarification, I think VD can't go over models.
I may jump back onto warpcoven now...
Oh if so even better, RIP Quins 🤣
They can, it explicitly says so, FLY for all intents and purposes except going up and down vantage points "This operative has the FLY keyword for the purposes of moving around, across and over other operatives."
@@AlexNes i think it also stops them traversing for free which i think is pretty harsh.
I think they took it a bit too far with VD
@@VicenteAraque-oi5zz yeah i guess its a wait and see how they do after this but my gut feel is that losing traverse may be a step too far
Very bad changes for kroot, the stalker doesn't need the extra dice he needs to have the range to use his skill, it's nice to have an extra dice for the broker but he is not intended to die early using that buf and they loose the hound double charge, meanwhile the pistoleer remains useless and the cutskin and the stalker can't use their skills effectively.
Extra range would have been nice but it needed the extra attack. Pistolier lack of buff is weird too
@@CanYouRollaCrit why, the stalker needs to strike with those two dice, it's his thing and now he struggles hard to do so. The extra dice is nice but usually you can't resolve that many dice with kroot without dying first. He needs to be able to use his skill, the same for the pistoleer. The cutskin should probably be able to attack two different operatives, as mentioned he will often die before using his skill.
I was worried about the Vet Guard nerfs. But I only get one mine off in a game anyway before my opponent overkills him. As long as they dont touch the damage.
Yeah damage output still good
Wow focusing on old teams when there are felgor/gallerpox.
Gellerpox are fine atm