not sure if this has been addressed; operatives can only use the charge action when on an engage order. "Use this Tactical Ploy after an enemy operative finishes an action in which it moved. Select one friendly CORSAIR VOIDSCARRED operative that is not within Engagement Range of an enemy operative. That friendly operative can immediately perform a free Charge action," "An operative cannot perform this action if it has the Conceal order or if it is within Engagement Range of enemy operatives. In addition, an operative cannot perform this action in the same activation in which it performed the Normal Move, Dash or Fall Back action."
I love to see yor reports. Pretty sure though that a dash up on a container is not possible rules-wise (Dark Angel Heavy Gunner), since dashes must be done in straight lines in one direction, and the movement up and on the container are two.
What a battle report! Super unlucky first and second turns, was really hoping to see the way seeker in action. My only gripe with the corsairs is the lack of range, if you build the team with to use all the specialists, you have only 2-4 models that can shoot past 6 inches. Those being the gunner/heavy gunner, sniper, way seeker, and leader. But way seeker might be better off using abilities other than the lightning bolt, and im on the fence about disruptor vs rifle for the leader
I'm considering giving my leader the shuriken rifle, and perhaps dropping the kurnathi and/or bird guy for normal guys with rifles just for added range threat.
How did that that heavybolter gunner climb on terrain and shot at the same time? Doesn't heavy bolters have the heavy trait? I heard them say dash but thats usualy 3 inches, and climbing usualy requires 4... please enlighten me 😁
Heavy means you can't perform Charge, Fall Back or Normal Move and then Shoot, but you can still Dash and Shoot. I think the box he climbed up was only 2 inches so Dash is still enough
Not that it would've helped, but Soul Guard and Flawless Raid aren't a good fit. With the lattet you want to score your points up front whilst the former scores at the end of the game. To go flawless you really don't want such secondaries.
Sorry hommies,i'm kind of noob,can some of u explain to me why there its a 4# intercessor here? And how its the fire team balance works? Like u can fight a fireteam of 5 ppl,vs 3 fireteams of 8 ech?
The Heavy Intercessors have a lot more wounds, better saves, and very effective shooting. They balance pretty well. The number of models you can take in a Fire Team and the number of Fire Teams you can take in a Kill Team are outlined in the rules for each team
@@TheGlacialGeek got u hommie. But still, i see thst some factions can have 3 fireteams, how its that fair against a space marine that have only one fireteam? 🤔
In the section speaking about Command Points it says other than the Tactical Reroll, Tactical Ploys cannot be used more than once per Turning Point. So Rerolls can be used as many times as you have Command Points to spend, but all other Tactical Ploys can only be used once per Turning Point.
@@TheGlacialGeek well colour me wrong then. For some reason I thought you could only spend cp on one thing once oer turning point. Thank for the clarification and sorry for the incorrect comment 👍
@@TheGlacialGeek a dash is a 3" straight line. Per the example in the book, you're moving in discreet 2" chunks of movement. You break the horizontal and vertical movement up separately. 2" to move off the edge, and 2-4 inches to drop down. You could do only use a drop to complete one of these straight line movement chunks, per the FAQ. Same goes for going up. What do you think about it?
They state that all movement can be broken down into 1" chunks ... I don't believe that the Dash is any different. Does it specify that the Dash must be taken in one chunk in a straight line?
One might argue they didn't need that one extra guy there... Buuut... There was pretty good rolling involved as well. 4/4 with crits to boot is a bit better than 2/3... Still thinking this should be played with crapton of terrain. XD
Though granted, you need to just get two shots in without a save. Against the range, AP and opposition sporting only 4+/5++... The odds were in your favour for the firefight. Heck, we even made a big number about Corsair felling a Marine in its own melee turn. If Marine would have done the same, we'd be just... "Eh, that happens." The Marines are definitely one of the stronger parties in this ans just adding one more with AP and whatnot is HUGE! :D
I think starting with so many engage orders against such a shooty team was kind of a mistake. I think in this matchup you want to go conceal or broken line of sight (moving out firing and going back in thanks to free dash) during the first turn. Glacial Geek lost very good and important models at the start .
Didn't pay attention to that, had things to do at the beginning. But orders wouldn't have saved all, since there was still elevation to remove that. Still there was legit LoS block areas he could have used (and then the orders to boot), but that would have been helped with the extra terrain. Granted, it would go specifically against more shooty armies, buuuut... Who the heck brings an Emperor-cursed Heavy Bolter equivalent to sneaky stealth op anyway? ^^"
The pained laughter as the eldar are pasted by an endless stream of crits...
Wow, best showing I’ve ever seen from Heavy Intercessors
Nice to see some heavy intercessors in a battle report, they're my go to kill team squad at the moment
Irks me beyond belief that Heavy Intercessors only have 2AP. You only get 4....
love to see some heavy intercessors. just big ol' beefy boys chewing up the board.
This feels exactly how I imagine Space Marine Heavy Ints would be IRL.
Roll up - brace bolters - brutally slaughter everything in sight
GETTEM PIRATE BOIS --
-- tries to avoid making eye contact with his own Heavy Ints that I painted up for KT18 and then the rules changed.
I love the narrative preface.
Two very awesome KT armies, loved the batrep! Thanks Phil!
Why are there only 5 heavy intercessors, the balance data slate from earlier this year would allow and extra Warrior for them wouldn't it?
Heavy Intercessors only had 4 Operatives in their Fire Team in the Compendium, so 5 is one additional.
@@TheGlacialGeek Holy crap I missed that! Thanks for correcting me!
Love these Killteam battlereps!
Love the adventure time reference… absolute gold!
Guess the Marines are not that bad. I'm sure that extra Marine helps.
Damn, and here I thought Heavy Ints weren't good.
not sure if this has been addressed; operatives can only use the charge action when on an engage order. "Use this Tactical Ploy after an enemy operative finishes an action in which it moved. Select one friendly CORSAIR VOIDSCARRED operative that is not within Engagement Range of an enemy operative. That friendly operative can immediately perform a free Charge action," "An operative cannot perform this action if it has the Conceal order or if it is within Engagement Range of enemy operatives. In addition, an operative cannot perform this action in the same activation in which it performed the Normal Move, Dash or Fall Back action."
Much love Phil, just builing my Nachmund terrain. Thanks for your content.
I really like that terrain, big blocky clear elements.
Great bat rep! Also your corsairs look awesome!
I love to see yor reports. Pretty sure though that a dash up on a container is not possible rules-wise (Dark Angel Heavy Gunner), since dashes must be done in straight lines in one direction, and the movement up and on the container are two.
What a battle report! Super unlucky first and second turns, was really hoping to see the way seeker in action. My only gripe with the corsairs is the lack of range, if you build the team with to use all the specialists, you have only 2-4 models that can shoot past 6 inches. Those being the gunner/heavy gunner, sniper, way seeker, and leader. But way seeker might be better off using abilities other than the lightning bolt, and im on the fence about disruptor vs rifle for the leader
Really good rolling by the opponent and poor placement with engage orders was a tough combo 😅
I'm considering giving my leader the shuriken rifle, and perhaps dropping the kurnathi and/or bird guy for normal guys with rifles just for added range threat.
Nice paint on those corsairs!
Why did you play 5 Heavy Int? In a Compendium kill Team only incloud 4 of them (2 warriors, sergant and h.gunner)?
The Kill Team Balance Dataslate updated Space Marines to include an additional Operative in all their Fire Teams (except Tactical and Scout)
How did that that heavybolter gunner climb on terrain and shot at the same time?
Doesn't heavy bolters have the heavy trait?
I heard them say dash but thats usualy 3 inches, and climbing usualy requires 4... please enlighten me 😁
Heavy means you can't perform Charge, Fall Back or Normal Move and then Shoot, but you can still Dash and Shoot. I think the box he climbed up was only 2 inches so Dash is still enough
@@philipteisseyre8694 hmm i guess youre right, if its posible to climb with a dash.. didn’t know 😅
@@andersjensen7338 yup, you can climb/drop with your dash. Great strat for 3APL operatives to move/dash onto vantage/shoot/dash or move off into cover
Or maybe he had the equipment that changes the heavy trait? And in fact moved and they said it wrong?
@@TheBrobbiebam could be 😊
Cmon, why is so unfair, why the green dices loves • • , and the red one is only sixes. Rematch please 🥺
In the dices defense both sets belong to Phil so his own dice betrayed him lol
interesting game. thanks.
Looks like you guys had a really fun game! Thanks for sharing. 🤞
Late comment here but wraithcannons weren't originally heavy? Dash and shoot?
Ngl I was rooting for the pointy ears this time.
Not that it would've helped, but Soul Guard and Flawless Raid aren't a good fit. With the lattet you want to score your points up front whilst the former scores at the end of the game. To go flawless you really don't want such secondaries.
Sorry hommies,i'm kind of noob,can some of u explain to me why there its a 4# intercessor here? And how its the fire team balance works? Like u can fight a fireteam of 5 ppl,vs 3 fireteams of 8 ech?
The Heavy Intercessors have a lot more wounds, better saves, and very effective shooting. They balance pretty well. The number of models you can take in a Fire Team and the number of Fire Teams you can take in a Kill Team are outlined in the rules for each team
@@TheGlacialGeek got u hommie. But still, i see thst some factions can have 3 fireteams, how its that fair against a space marine that have only one fireteam? 🤔
I want his dice!!!
That imitation of laughter will haunt my dreams just the ugliest thing iv heard in my whole life. Jfc
Sorry to make your nightmares worse, but that's just my actual laugh ... You should probably just feel sorry for my wife 😉
You spent 2 cp on rerolls in the first turning point which I don't think is allowed
In the section speaking about Command Points it says other than the Tactical Reroll, Tactical Ploys cannot be used more than once per Turning Point. So Rerolls can be used as many times as you have Command Points to spend, but all other Tactical Ploys can only be used once per Turning Point.
@@TheGlacialGeek well colour me wrong then. For some reason I thought you could only spend cp on one thing once oer turning point. Thank for the clarification and sorry for the incorrect comment 👍
It's all good! We all make mistakes 🙂
@@creon3866 you were thinking of regular 40k which that is a yes you can only spend 1 cp on a reroll per turn
@@missivory_missraine you’re right sometimes I get the tiles confused for the two with having to remember so much lol
I don’t think you can dash upwards 🤷♂️
Why not?
@@TheGlacialGeek a dash is a 3" straight line. Per the example in the book, you're moving in discreet 2" chunks of movement. You break the horizontal and vertical movement up separately. 2" to move off the edge, and 2-4 inches to drop down. You could do only use a drop to complete one of these straight line movement chunks, per the FAQ. Same goes for going up. What do you think about it?
They state that all movement can be broken down into 1" chunks ... I don't believe that the Dash is any different. Does it specify that the Dash must be taken in one chunk in a straight line?
@@TheGlacialGeek Yes, so you could go up 2” with dash and not even that with base bigger then 1”, right? 😅
One might argue they didn't need that one extra guy there...
Buuut... There was pretty good rolling involved as well. 4/4 with crits to boot is a bit better than 2/3...
Still thinking this should be played with crapton of terrain. XD
The dice were on fire, I think if the corsairs had more of a chance to fight back we'd have seen more of a need for the extra body
Though granted, you need to just get two shots in without a save. Against the range, AP and opposition sporting only 4+/5++...
The odds were in your favour for the firefight.
Heck, we even made a big number about Corsair felling a Marine in its own melee turn. If Marine would have done the same, we'd be just... "Eh, that happens."
The Marines are definitely one of the stronger parties in this ans just adding one more with AP and whatnot is HUGE! :D
I think starting with so many engage orders against such a shooty team was kind of a mistake. I think in this matchup you want to go conceal or broken line of sight (moving out firing and going back in thanks to free dash) during the first turn. Glacial Geek lost very good and important models at the start .
Didn't pay attention to that, had things to do at the beginning.
But orders wouldn't have saved all, since there was still elevation to remove that.
Still there was legit LoS block areas he could have used (and then the orders to boot), but that would have been helped with the extra terrain.
Granted, it would go specifically against more shooty armies, buuuut...
Who the heck brings an Emperor-cursed Heavy Bolter equivalent to sneaky stealth op anyway? ^^"