I had this with Reivers in the Phobos list. People thought i had lost it when i said i give my reivers carbines or god forbid i made a pure reiver list. It was so much fun to use and i won the games.
@@TheMuffinMan328forward deployment the reivers with gravshoots om to vantage points n use the extra barricade for a nasty sniper use deadly shots n bolter ploy to shoot twice n get ap1 on critical n the guerrilla warfare to hide in conceal I just did this to this weekend at my localtoyrney
I love Tyranids (hive fleet). They're known for having some pretty lackluster shooting options, especially compared to double shoot elite teams. Most people correctly assume them to be primarily a melee threat. I tried a sneaky little adaptation of my own. 3 warriors, 4 gaunts, 4 gants. One of the warriors was a weapon beast. Most people see that list and say, "The leader, gunner, and gants are the player's shooting options and will hang back, I'll range them down." My weaponbeast and all gaunts have acid maw. The sheer disbelief at certain combos, like GA2 belching what is ostensibly a bolt gun at people as i push to cover on GAUNTS always makes me smile, and it's usually good to catch a person off guard if they've never faced it.
I remember when I first started playing I went with Corsair Voidscarred and my buddy told me to take the gunner with the blaster and not make the kurnite hunter. Sucks that I couldn’t just make all of them in one box but I do wish that I made like an extra generic warrior or the heavy gunner instead of the bird man cuz it really does suck.
Never underestimate stacking reroll rules to get pseudo relentless wyrmblade Leader with Chainsword has ceaseless with cult ambush re rolls will often lead to an almost full reroll on any missed hits
Needing to buy second box and painting a bunch of extra models to cover the lower frequency use but marginally better load outs is a bit annoying. Covering the extra options for the gunner, heavy gunner and the leader would be nice but frustrating from what GW provides. So i guess trying to build the "best all round" from a limited set leads to using plasma pistol and not building flamer and missile launcher
5:02 id say u do mission, charge, melee and then play the khorne ploy to engage the other guardsmen, if u go for the double melta can still reach u with a move action, if it cant oponent can give it +1 apl with his comms so he just move dash shoot, with the chosen hitting on 3+ the bolt pistol prob wont even get the double since one guy is in cover
@@KimerexProjekt think we should get deep when we wanna teach ppl, like i agree with taking bolter over a plasma pistol into the guard, but the example u have given is eh, i mean it does its job of showing things to the new player and getting the point across, but as someone with a bit more experience i can see some flaws with it not working in practice, but ig its just a nitpick, also found another way: with tzeentch u can pop the ploy that gives u +1 apl u can do mission, charge, melee, shoot, and when the melta strikes not only will u have decent chance of surviving (cover and 4+ inv save) and also it will leave melta, one of their strongest weapons out in the open.
Hi there, I just subscribed nice video I am learning kill team and wondering how mortal wounds work as normal damage does more the mortal wounds. Can I choose if this does does mortal wounds or just normal damage?
Dice are retained and used as what they are. Crits are crits. Normal is normal. I'm trying to think of an example of where normal damage hits harder than crit damage + mortals. Sometimes they hit for the same value. But in the instance of a melta gun, the 6/3 damage is treated more like 6/7 after mortals are tacked on. It makes it so that teams that are good counters to the MW rule might make you think of using different weapons if capable. If you have a specific thing in mind, let me know. If you have discord we have a full on rules channel to go over this stuff in.
@@KimerexProjekt thanks so much for taking time to get back to me you have answered what I was after. So the break down is Melta gun hits a crit I retain that as a crit and defender takes 4 mortal wounds now the defender can roll to save the remaining 3 damage if he rolls a 6 if he gets a six he takes 4MW and the remaining 3 is saved If he don't roll a six the 3 and the MW4 is added together to make 7 damage total
@@carlooshosey9865 ohhhhhh i think i see. The mortals would trigger and then the regular damage would be applied on a failed save. You can't declare it to be a normal hit to get the mortals and a bigger damage line. If the enemy fails the crit save the 3 damage goes through as 3, but the MW4 that is already applied makes the crit still better than trying to retain it as a normal. It won't be 4 mortals followed by 7 damage. Still 4 mortals followed by 3 dmg.
Idk, getting tabled turn 2 by a full plasma squad of Nightlords kinda tells me that my fun and cool weapons aren’t very good. I havent played KT in months after that embarrassment, and Im only gonna try again after how i saw cool the Yaegirs look
@@SumsieBun full plasma? KT 1.0? And like I said, weapons are situational. In close quarters I used the DG heavy flamer and killed 3 Harlequins in one activation. Just matching operatives to situations.
@@KimerexProjekt idr but it was like, the night lords had permanent obscure so I can’t shoot back, he shoots plasma, legionary dies, no saves. He shoots plasma, legionary dies, night lords with plasma pistol moves forward, shoots plasma, legionary warlord dies, shoots plasma, legionary heavy gunner dies. Something like that. Start of round two I think I had my banner guy and the shrivetalon left and he called it, apologized and said he was practicing for a tournament and then I played a game with the other new player that was there. I don’t remember the specifics because honestly I was just trying to understand what is heavy cover and what’s light cover
@@SumsieBun Normally I can't. That sucks. Hopefully you come across people more willing to take part in learning games. There is a lot you can do to prevent the plasma dmg.
Do people really lean into a Chosen instead of a Champion ? It's hard to believe, tbh. The poor Chosen has nothing coming even close to 2+ to hit plasma and the extra action on a kill. Maybe, just maybe, if only the Chosen had "Favoured of the Dark Gods" the choice would be difficult.
Chosen doesnt have "favoured of the dark gods"?! Well looks like i cheated a little bit, but man chosen is such a melee bruiser, if u playing casually he can be very fun
HE DOES HAVE FAVOURED OF THE DARK GODS WHAT ARE U ON ABOUT, but ye i think it all depends on the local meta, everyone in my store says that tzeentch is the best overall mark and that the aspiring champion is the best
@@hydra1plprivate942 First of all, lose the caps lock and the tone. Is this how you address people normally? If so, I don't envy those who have you around. Secondly - read and re-read what I wrote until you understand. Got it now?
You mean the outdated design with a brick-thick rulebook full of clunky rules that after all the effort of learning all those ambiguities and corner cases, buying and painting a huge army still gives you a shallow game where hardly any decisions are not obvious, most time is spent on boring, non-interactive upkeep (like up to 5 steps of dice rolling to see how much dice to roll for attack resolution) and the result is mostly decided by RNG, faction imbalance and weaponizing rules mistakes and abuses? I loved 6th edition WFB in my time, even won aGT and travelled internationally to play it, but it's been a quarter of a century of a boom in TT game design since then. So, no, let nostalgia be nostalgia and the game to play is a sleek (for GW ;)) modern design full of player agency and difficult decisions with lightning fast resolution.
I had this with Reivers in the Phobos list. People thought i had lost it when i said i give my reivers carbines or god forbid i made a pure reiver list. It was so much fun to use and i won the games.
How did you take advantage of the Bolter reivers?
Gravshoots
@@TheMuffinMan328forward deployment the reivers with gravshoots om to vantage points n use the extra barricade for a nasty sniper use deadly shots n bolter ploy to shoot twice n get ap1 on critical n the guerrilla warfare to hide in conceal I just did this to this weekend at my localtoyrney
Cleans up hoardes lol
Grappling launcher also let's ur reivers with bolt carbines get to vantage points ;)
I love Tyranids (hive fleet). They're known for having some pretty lackluster shooting options, especially compared to double shoot elite teams. Most people correctly assume them to be primarily a melee threat.
I tried a sneaky little adaptation of my own.
3 warriors, 4 gaunts, 4 gants. One of the warriors was a weapon beast. Most people see that list and say, "The leader, gunner, and gants are the player's shooting options and will hang back, I'll range them down."
My weaponbeast and all gaunts have acid maw.
The sheer disbelief at certain combos, like GA2 belching what is ostensibly a bolt gun at people as i push to cover on GAUNTS always makes me smile, and it's usually good to catch a person off guard if they've never faced it.
Acid Maws are evil incarnate!
I remember when I first started playing I went with Corsair Voidscarred and my buddy told me to take the gunner with the blaster and not make the kurnite hunter. Sucks that I couldn’t just make all of them in one box but I do wish that I made like an extra generic warrior or the heavy gunner instead of the bird man cuz it really does suck.
Another great and informative video! TY🎉
Another great video, wonderful work!
Never underestimate stacking reroll rules to get pseudo relentless wyrmblade Leader with Chainsword has ceaseless with cult ambush re rolls will often lead to an almost full reroll on any missed hits
I was able to take out a technomancer from full health with that setup
Thank you. Good video. Very helpful.
Needing to buy second box and painting a bunch of extra models to cover the lower frequency use but marginally better load outs is a bit annoying. Covering the extra options for the gunner, heavy gunner and the leader would be nice but frustrating from what GW provides.
So i guess trying to build the "best all round" from a limited set leads to using plasma pistol and not building flamer and missile launcher
Great video as always
Love the topic
5:02 id say u do mission, charge, melee and then play the khorne ploy to engage the other guardsmen, if u go for the double melta can still reach u with a move action, if it cant oponent can give it +1 apl with his comms so he just move dash shoot, with the chosen hitting on 3+ the bolt pistol prob wont even get the double since one guy is in cover
but ye, against vet u just take the bolt pistol since u dont need the dmg that much
I was trying to keep it simple. Didn't want to get too in depth.
@@KimerexProjekt think we should get deep when we wanna teach ppl, like i agree with taking bolter over a plasma pistol into the guard, but the example u have given is eh, i mean it does its job of showing things to the new player and getting the point across, but as someone with a bit more experience i can see some flaws with it not working in practice, but ig its just a nitpick, also found another way: with tzeentch u can pop the ploy that gives u +1 apl u can do mission, charge, melee, shoot, and when the melta strikes not only will u have decent chance of surviving (cover and 4+ inv save) and also it will leave melta, one of their strongest weapons out in the open.
Hi there, I just subscribed nice video I am learning kill team and wondering how mortal wounds work as normal damage does more the mortal wounds. Can I choose if this does does mortal wounds or just normal damage?
Dice are retained and used as what they are. Crits are crits. Normal is normal. I'm trying to think of an example of where normal damage hits harder than crit damage + mortals. Sometimes they hit for the same value. But in the instance of a melta gun, the 6/3 damage is treated more like 6/7 after mortals are tacked on. It makes it so that teams that are good counters to the MW rule might make you think of using different weapons if capable.
If you have a specific thing in mind, let me know. If you have discord we have a full on rules channel to go over this stuff in.
@@KimerexProjekt thanks so much for taking time to get back to me you have answered what I was after.
So the break down is
Melta gun hits a crit I retain that as a crit and defender takes 4 mortal wounds now the defender can roll to save the remaining 3 damage if he rolls a 6 if he gets a six he takes 4MW and the remaining 3 is saved
If he don't roll a six the 3 and the MW4 is added together to make 7 damage total
@@carlooshosey9865 ohhhhhh i think i see. The mortals would trigger and then the regular damage would be applied on a failed save. You can't declare it to be a normal hit to get the mortals and a bigger damage line. If the enemy fails the crit save the 3 damage goes through as 3, but the MW4 that is already applied makes the crit still better than trying to retain it as a normal.
It won't be 4 mortals followed by 7 damage. Still 4 mortals followed by 3 dmg.
I use kommando burna boy when I fight high save low health armys
Idk, getting tabled turn 2 by a full plasma squad of Nightlords kinda tells me that my fun and cool weapons aren’t very good. I havent played KT in months after that embarrassment, and Im only gonna try again after how i saw cool the Yaegirs look
@@SumsieBun full plasma? KT 1.0? And like I said, weapons are situational. In close quarters I used the DG heavy flamer and killed 3 Harlequins in one activation. Just matching operatives to situations.
@@KimerexProjekt idr but it was like, the night lords had permanent obscure so I can’t shoot back, he shoots plasma, legionary dies, no saves. He shoots plasma, legionary dies, night lords with plasma pistol moves forward, shoots plasma, legionary warlord dies, shoots plasma, legionary heavy gunner dies. Something like that. Start of round two I think I had my banner guy and the shrivetalon left and he called it, apologized and said he was practicing for a tournament and then I played a game with the other new player that was there. I don’t remember the specifics because honestly I was just trying to understand what is heavy cover and what’s light cover
@@SumsieBun oof. No conceal orders on your peeps? Sounds rough.
@@KimerexProjekt it was my first game ever 🤷♀️ I hadn’t even played 40K yet, it’s not like I had any idea the game could end in a single turn
@@SumsieBun Normally I can't. That sucks. Hopefully you come across people more willing to take part in learning games. There is a lot you can do to prevent the plasma dmg.
Do people really lean into a Chosen instead of a Champion ? It's hard to believe, tbh. The poor Chosen has nothing coming even close to 2+ to hit plasma and the extra action on a kill.
Maybe, just maybe, if only the Chosen had "Favoured of the Dark Gods" the choice would be difficult.
Chosen doesnt have "favoured of the dark gods"?! Well looks like i cheated a little bit, but man chosen is such a melee bruiser, if u playing casually he can be very fun
HE DOES HAVE FAVOURED OF THE DARK GODS WHAT ARE U ON ABOUT, but ye i think it all depends on the local meta, everyone in my store says that tzeentch is the best overall mark and that the aspiring champion is the best
@@hydra1plprivate942 Read again. Slowly. Without Caps Lock.
...
There you are! :)
@@hydra1plprivate942 Read again. Slowly. No Caps Lock.
...
There you go :) Understood now?
@@hydra1plprivate942 First of all, lose the caps lock and the tone. Is this how you address people normally? If so, I don't envy those who have you around.
Secondly - read and re-read what I wrote until you understand. Got it now?
i like it
Since when does KT have actual choices
How to Kill Team.
Step 1 - Dont. The game is trash.
Step 2 - Play Old World instead.
I believe you mean "The Old Mold"
Interesting choice! Respectfully, I don't agree.
You mean the outdated design with a brick-thick rulebook full of clunky rules that after all the effort of learning all those ambiguities and corner cases, buying and painting a huge army still gives you a shallow game where hardly any decisions are not obvious, most time is spent on boring, non-interactive upkeep (like up to 5 steps of dice rolling to see how much dice to roll for attack resolution) and the result is mostly decided by RNG, faction imbalance and weaponizing rules mistakes and abuses?
I loved 6th edition WFB in my time, even won aGT and travelled internationally to play it, but it's been a quarter of a century of a boom in TT game design since then. So, no, let nostalgia be nostalgia and the game to play is a sleek (for GW ;)) modern design full of player agency and difficult decisions with lightning fast resolution.