@@CanYouRollaCrit I've played a few game, been playing warpcoven as my main for two year. Very powerful. You can heal with counteract, fluxblast twice with counteract, do all sort of shenanigans. Warriors have ceaceless for counteracts + normal shooting. Very deadly
@@georgekingstone6364 I'm not looking forward to the nerf coming in dataslate or faq #1. I really wish they had been released at a more middle of the road power level, because now there's gonna be a bunch of meta hugging losers giving the rest of the warp coven players a bad name
I'm really delighted with just how much less book-keeping there is running the team now. Having to remember who had what powers, boons and loadoat of equipement was a total nightmare. I do feel like they had the most outdated rules in terms of design philosophy in the old edition (remember when you had to keep your rubrics within 3" of a sorcerer?) whereas now they're all about being tough, planning and foresight in terms of using your CP budget. They must LOVE not taking initiative now which is quite funny. They've gone from a team I never chose to play and was considering getting rid of to quite a exciting prospect.
As soon as the WC rules dropped I picked up a Rubric marine box. I was going to main Legionary, but I've changed. I managed to build the team out of 1 Rubric marine box and some leftover bits from a sorcerer box I traded from a mate. I built the 2nd Khopesh out of a Corsair powersword that was left over. At some point I'll pick up some tzaangors, but I was mostly keen to run a 6 man elite team with insane durability.
My Warp coven team consist of 1 Sorcerer of destiny, 1 Sorcerer of Tempyrion, 1 Rubric marine gunner with Soulreaper and 3 Rubric marine warriors. Works well and is fun to play.
Words you never thought to hear in the same sentence: Warpcoven and busted. 😅 I loved playing the Egyptian Space Wizards in the previous edition! Yes they weren't very good, but man they were fun. For anyone looking to build this team, buying models second-hand is the way. There's always Thousand Sons lots on eBay to be had.
Warpcoven is looking great, generally all of the white dwarf teams are looking really good. They have that edge of being complicated for selection but the rules and the stats make them pop. Those warpflamers look as good as they did at the start of SM2 :D Nice tzaangor buff to wounds, not to mention the infinite range autopistols, some Tzeentch shenanigans right there :D Thanks for the video and don't forget, sleep is for the weak!
Kind of thinking of making a warp coven but with death guard models. I have 2 sorcerers already (and could kit bash another perhaps) and a bunch of poxwalkers and marines so could work 🤔
After reading the rules and rewatching the video I noticed something interesting to note about temporal flux (this might get changed with an faq but hopefully not) is that there is not a restriction on the "fluxed" operative being in control range of an enemy. Meaning you could potentially use it to charge an enemy with a sorcerer and have them fall back up to 7" for free after their activation. Probably a super niche use but it's something worth noting. You might also be able to use Capricious Plan to dash after to make a 10" fall back, but I'm not sure of the order in which they need to be resolved. I think I've heard the player with initiative decides, if so probably don't pair those if your opponent has initiative.
@@CanYouRollaCrit the boon Master of the Immaterium says it "adds 3" to the distance requirement of psychic actions," that wouldn't effect the second distance requirement on warp flux would it? I'm sure it's only for the initial requirement for picking an operative within 6", but it's would be pretty sick if it does effect the second distance as well
@XDfunnyguy any updates kn this cause it would be busted if it were possible. Temporal flux would really open some disgusting plays If its 9" move dash flame round a corner and then zip back into safety
Thank you for the great analysis! I love this team but feel too braindead to play them lol. Could you maybe give a little further explanation on team selection of rubrics vs tzangors? Like it's obvious if you go 3 rubrics that you'd take 2 warpflamers into hordes and 3 bolt guns or a cannon against elites... but what circumstances would make you go "I want to take tzangors instead of rubrics this game" instead?
Warpciven is actually quite strong. The Fate is my Weapon Ploy is amazing, my opponent rolled a 1 and used it to negate my plasmagun, which has been obliterated by a sorcerer, who used fly to reach a vantage point shoot a doombolt with double crit, used Capricious plan do dash back and change to Conceal. As Vantage point is Light Terrain, a conceal operative is neve a valid target unless you are on same level or have seek light. That combo is very toxic.
Question about the arcane robes equipement: When being shot by a devastating wound weapon, do the mortal wounds go through even if the dice is changed to a normal?
+1 yeah the icon does not need a buff, Warpcoven as a whole have been given a huge step up in this edition. I’m either just pulling the icon off to make him a regular rubric or going non-wysiwyg 🤷♂️
It is weird that the Icon Bearer is not just a Warrior but with the Icon Bearer ability. It is missing the Slow but Purposeful trait of Warriors. I guess the Icon is meant to just run to an objective and hope to hold it forever but not shoot back just as well as the Warriors.
I'm not sure about the warpflame pistol. Is it still reasonable after the nerf? Now that psy powers can be used for reactions, it might not be necessary to have a pistol (but use 3 Kopeshs).
So my question for this new edition is can I take two gunners and three sorcerers because in last edition you could only take the second gunner if you had 1 sorcerer and 4 other rubric marines
I've been maining wc since 2019 kt1.0 As a loyalist to the team this ruleset both pleases me and upsets me.... purely because I liked being a minority haha always loved them
Way to early hot take.... but this is the best elite team and maybe best team in the new edition. Amazing into other elites, so flexible in unit selection, can go up to 9 activations etc etc... are we really at a place where I'm saying warpcoven needs a nerf?!
I was an avid Warp Coven players before this edition but this update has put me off as I think they're just completely busted. Much like how inquisition has head scratching I feel the same with Warp Coven, they could drop a bunch of their defensive ploys and still be great.
As a warpcoven enjoyer, this is so good. I love them even more now
Sorceror bros unite
right? I went ahead and ordered brand new tzaangors to celebrate. I loved this team before but they were so hard to play for such little reward.
Too good! Imho they will be nerfed at first faq, at least that 2+ and/or the 14 wounds will be removed.
You are the absolute #1 KT youtuber, thanks for the massive output. Looking forward to the Phobos deepdive
Aha thank you (:
Yes, my brother in Tzeentch, thank you for covering my favorite team
Tzeentch bros stick together
@@CanYouRollaCrit I've played a few game, been playing warpcoven as my main for two year. Very powerful. You can heal with counteract, fluxblast twice with counteract, do all sort of shenanigans. Warriors have ceaceless for counteracts + normal shooting. Very deadly
@@georgekingstone6364 I'm not looking forward to the nerf coming in dataslate or faq #1.
I really wish they had been released at a more middle of the road power level, because now there's gonna be a bunch of meta hugging losers giving the rest of the warp coven players a bad name
I'm really delighted with just how much less book-keeping there is running the team now. Having to remember who had what powers, boons and loadoat of equipement was a total nightmare. I do feel like they had the most outdated rules in terms of design philosophy in the old edition (remember when you had to keep your rubrics within 3" of a sorcerer?) whereas now they're all about being tough, planning and foresight in terms of using your CP budget. They must LOVE not taking initiative now which is quite funny.
They've gone from a team I never chose to play and was considering getting rid of to quite a exciting prospect.
Yeah they're a lot friendlier to play now
Wow, what a glow up for the Warpcoven. I mostly played them for fun before, but they seem very very strong now...
Play them for fun...in destroying your opponents 👀
As soon as the WC rules dropped I picked up a Rubric marine box. I was going to main Legionary, but I've changed.
I managed to build the team out of 1 Rubric marine box and some leftover bits from a sorcerer box I traded from a mate. I built the 2nd Khopesh out of a Corsair powersword that was left over.
At some point I'll pick up some tzaangors, but I was mostly keen to run a 6 man elite team with insane durability.
Ooooh good plan!
Thank you for this vid, havnt played kill team since 10th edition launched and aant to bust out warpcoven for the new edition
On nice that's awesome!
My Warp coven team consist of 1 Sorcerer of destiny, 1 Sorcerer of Tempyrion, 1 Rubric marine gunner with Soulreaper and 3 Rubric marine warriors. Works well and is fun to play.
Oh nice!
2 sorcs has been working great for me too, but I take warpfire sorc.
Words you never thought to hear in the same sentence: Warpcoven and busted. 😅
I loved playing the Egyptian Space Wizards in the previous edition! Yes they weren't very good, but man they were fun. For anyone looking to build this team, buying models second-hand is the way. There's always Thousand Sons lots on eBay to be had.
Yeah they're so good now haha
Warpcoven is looking great, generally all of the white dwarf teams are looking really good. They have that edge of being complicated for selection but the rules and the stats make them pop. Those warpflamers look as good as they did at the start of SM2 :D
Nice tzaangor buff to wounds, not to mention the infinite range autopistols, some Tzeentch shenanigans right there :D
Thanks for the video and don't forget, sleep is for the weak!
Haha no worries, yeah I'm liking how they're easier to play overall
Swapping my beloved 2-Flamer Traitor Marines for 2-Flamer Warpcoven here we go
Not a bad plan 👀
Kind of thinking of making a warp coven but with death guard models. I have 2 sorcerers already (and could kit bash another perhaps) and a bunch of poxwalkers and marines so could work 🤔
Nice but would be confusing with the Death Guard kill team coming out
This would look really good. I like it.
This is great. So much fun, but way less complicated. I can't wait to use these against my friend as I teach him how to play.
Yeah! That's great to hear (:
The only heretic astartes team i own, and im looking forward to playing this team alot.
You're in for a good time
All Is Dust is basically "Just a Flesh Wound" instead of just a scratch
Pretty much haha
After reading the rules and rewatching the video I noticed something interesting to note about temporal flux (this might get changed with an faq but hopefully not) is that there is not a restriction on the "fluxed" operative being in control range of an enemy. Meaning you could potentially use it to charge an enemy with a sorcerer and have them fall back up to 7" for free after their activation. Probably a super niche use but it's something worth noting. You might also be able to use Capricious Plan to dash after to make a 10" fall back, but I'm not sure of the order in which they need to be resolved. I think I've heard the player with initiative decides, if so probably don't pair those if your opponent has initiative.
Oh that's a good point, I think that all works?
@@CanYouRollaCrit the boon Master of the Immaterium says it "adds 3" to the distance requirement of psychic actions," that wouldn't effect the second distance requirement on warp flux would it? I'm sure it's only for the initial requirement for picking an operative within 6", but it's would be pretty sick if it does effect the second distance as well
@XDfunnyguy any updates kn this cause it would be busted if it were possible. Temporal flux would really open some disgusting plays If its 9" move dash flame round a corner and then zip back into safety
@@peterdavis-garbutt8691 no clue, I'm hoping they say something in the faq coming out (hopefully) soon
@@XDfunnyguy fingers crossed
Clearly a typo but currently tzaangor autopistols do not have a range restriction.
Oh no 😂
Thank you for the great analysis! I love this team but feel too braindead to play them lol. Could you maybe give a little further explanation on team selection of rubrics vs tzangors? Like it's obvious if you go 3 rubrics that you'd take 2 warpflamers into hordes and 3 bolt guns or a cannon against elites... but what circumstances would make you go "I want to take tzangors instead of rubrics this game" instead?
Probably into certain elite teams or based on the mission
Hi, just wanted to say I love the videos! Question would this be a good kill team to get for a beginner?
Thanks! Probably not for a beginner imo
Warpciven is actually quite strong.
The Fate is my Weapon Ploy is amazing, my opponent rolled a 1 and used it to negate my plasmagun, which has been obliterated by a sorcerer, who used fly to reach a vantage point shoot a doombolt with double crit, used Capricious plan do dash back and change to Conceal.
As Vantage point is Light Terrain, a conceal operative is neve a valid target unless you are on same level or have seek light.
That combo is very toxic.
Oooh nice combo
I wonder how much they will get reigned in. Win % is off the charts right now.
Question about the arcane robes equipement: When being shot by a devastating wound weapon, do the mortal wounds go through even if the dice is changed to a normal?
Yeah as those trigger when the crit is retained, before it is downgraded to a normal
The Icon Bearer was my coolest Rubric Marine and now I might never use it again... I hope for buff in a balance data sheet.
I don't think this team needs any more buffs 😅
Just run him as a regular rubric! There's no law that says that your model having cool swag on his back REQUIRES him to be an icon bearer by rule.
@@krelekari You can take as many WARRIOR operatives as you want within the 6 point budget? So you can run 10 Tzaangor Warriors if you want.
+1 yeah the icon does not need a buff, Warpcoven as a whole have been given a huge step up in this edition. I’m either just pulling the icon off to make him a regular rubric or going non-wysiwyg 🤷♂️
It is weird that the Icon Bearer is not just a Warrior but with the Icon Bearer ability. It is missing the Slow but Purposeful trait of Warriors. I guess the Icon is meant to just run to an objective and hope to hold it forever but not shoot back just as well as the Warriors.
I'm not sure about the warpflame pistol. Is it still reasonable after the nerf? Now that psy powers can be used for reactions, it might not be necessary to have a pistol (but use 3 Kopeshs).
I think it's really good for killing stuff at ranged
@@CanYouRollaCrit Wait, you guys are shooting from that thing? I am using as a hammer. So far everybody was caught by surprise.
@@CanYouRollaCrit wouldn't it be better to pick bolter then? similar profile (worse hit but onyly by 1, better crit dmg) and dev 1 from EQ
So my question for this new edition is can I take two gunners and three sorcerers because in last edition you could only take the second gunner if you had 1 sorcerer and 4 other rubric marines
You can take 2 gunners and 3 sorcs (:
@@CanYouRollaCritare we also limited to one psychic power per activation
I've been maining wc since 2019 kt1.0
As a loyalist to the team this ruleset both pleases me and upsets me.... purely because I liked being a minority haha always loved them
Haha that's fair
Can you do multiple psychic actions in one activation?
As long as they are not the same and you have the APL for it, yes
@@CanYouRollaCrit great video and thank you! Excited to test out the new edition.
Tzeentch wills it.
With unlimited power
@@CanYouRollaCrit knowledge is power and you supply knowledge, makes you powerful.
Way to early hot take.... but this is the best elite team and maybe best team in the new edition. Amazing into other elites, so flexible in unit selection, can go up to 9 activations etc etc... are we really at a place where I'm saying warpcoven needs a nerf?!
They're just being legionary for me
If they get nerfed I WILL cry
Nerfs are just another Tzeentch challenge
@@CanYouRollaCrit 😭
I was an avid Warp Coven players before this edition but this update has put me off as I think they're just completely busted. Much like how inquisition has head scratching I feel the same with Warp Coven, they could drop a bunch of their defensive ploys and still be great.
I think they still have flaws but are just very good overall