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Blooded Kill Team
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- Опубликовано: 16 авг 2024
- Welcome to my review of the Blooded Kill Team for Warhammer 40,000 Kill Team from the Moroch box. I'll be going over the kill team in-depth covering their rules, Tac Ops and dataslates to see how this chaotic band of Traitor Guardsmen perform on the tabletop. Fear the power of overwhelming Chaos aggression!
#Warhammer #Warhammer40k #KillTeam
00:00 - Intro
00:44 - Narrative
02:14 - Roster
04:15 - Abilities
06:43 - Tac Ops
09:12 - Strategic Ploys
10:26 - Tactical Ploys
12:04 - Operatives
22:59 - Overview
26:34 - Outro
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this guy has the most pointed way of saying "It's fine" I've ever heard lmao. Great vid, this format is very useful for planning kitbashes and proxy teams
2:19 "Like vet guard if they were bad--or vet guard if they were good, depending upon your STANDPOINT" The gentle Mr. Rogers delivery 🤣
Got my fiance Nachmund for her birthday and I'm really excited for this box for myself. 😏 the phobos look fun but these models seem really great to paint
Oooh nice. Yup, even from a painting standpoint these are great!
Thanks for reviewing. Theoretically, really theoretically, you can score Worthy Champion Tac Op during 1st Turning point, but it is highly situational and depends on many things. But I managed to achieve to score of 1 VP in 1st TP.
Absolutely love this kill teams look! Can't wait to try them out
They're very fun (:
Nice review as always :) Do you think GW will actually restrict the grenades, or is that not really in the style?
Thanks! They might as old Kill Team limited grenades and they kinda really hurt elite teams
Feels like the the rules n description of the token management is more convoluted than the use of them in practice. We shall see. Two really different teams in this box. Run forward and attack seems good as an intro team.. Phobos seem like swiss army KT that a vet pilot might excel with
Blooded tokens work in practice, just long to understand at first. Yup, very different teams which is nice
Question about the blooded team- do the blooded tokens go at the end of each turn, or do they stay on an operative until they die?
You re-allocated them during each strategic phase but they are lost if an operative is incapcitated with them
Nice review, I do think Tac op 1 and 2 have some merit
Thanks! They kinda do, I just wish it was easier to get more Blooded tokens faster as I like the 2nd one but you have to be playing a mission that has 5 or less objectives for it to be reliable
@@CanYouRollaCrit I´m not sure about that... in T3-4 You should have or your team blooded or almost all.
The tac op opens a lot of question on interactions with missions. How is gonna work with Seize ground? Or with domination where the objectives stay under control? Is only having a model on that point?
Do you think the new grenade restrictions make the brimstone grenadier a possible drop?
No, it's still really good imo. Gives you lots of free EP effectively
...does the box come with tokens to represent blooded? Because that's some annoying shit to track. I would probably magnetize those tokens so I could keep them on the units who get them. If they don't then I'll need to make some myself I guess.
Nah, they expect you to use universal tokens from the card pack or whatever you want. I use glass beads myself
Sorry to ask you so many questions just appreciate the advice. I plan to use Blooded as my main team despite the recent Grenade nerf, I think the blooded tokens give them a good edge and whilst Vet Guard are better all round (I was really surprised that they didnt take a hit to keep them on par with this team) I do think that this team can be really effective. I did plan to run with the leader, flenser, butcher, sniper, plasma gunner, grenade launcher, grenadire, corpseman, commsman, trenchsweeper and then the ogryn and two normal troopers... with the grenade nerf though would you still say that is a staple team? how would you run it?
I would drop the 2 normal guys for an Enforcer now. Blooded have just lost so much of their edge now
Are the chaos signs sculpted onto the breastplates? Or transfers? Or are we gonna have to freehand a bunch of chaos signs? :-)
All sculpted (:
I think the Vet Guard will keep ther opportunity to take all four gunners, beside there mass it's there main advantage. After all there are more of a range Faction while the Blodded seem much more like a meele Faction to me.
Eh kinda but it's more for balance reasons. Although balance kinda sucks for Blooded at the moment 😅🥲
A little worried about the token management but the models just look fantastic. So it might be a rule of cool army pick up for me!
Token management is annoying but makes sense after a while and at least it's not crucial to the kill team imo
Models are amazing tho
After this review, I'll wait to see if they get their own box
They probably will in around 3 months time
Was looking at the Ogryn datasheet on this video, just want to ask where it shows the Ogryn has Feel no Pain and Relentless?
Oh you get it from the effects of your medic's combat drugs
@@CanYouRollaCrit Oohh of course, thats pretty boss.
Still waiting for my set to arrive but was wondering, did you manage to build all of the blooded operatives minus the general troopers from the sprue and topped it up with your black stone fortress units?
Yeah, I didn't build the thug, grenadier and flamer. Arms work on any body so you have a lot of building freedom
“The moment they restrict grenades in any way.. this team will lose a lot of their power.”
As I understand it, they have restricted the grenade equipment to 1 per Killteam. Which would mean this team loses up to half its grenade potential.
More than half as they've gone from 4 kraks to 1. Not sure how they stand now with Vet Guard completely outclassing them
@@CanYouRollaCrit wouldn’t the grenadier technically still be free? So couldn’t you buy 1 for equipment pts and have the grenadier free?
Or at the very least, the grenadier and the gunner with nade launcher?
The grenadies comes with all thr grenades you can take now. You still have a grenade launcher too but Vet Guard do pretty much everything better now
@@CanYouRollaCrit Seems like a pretty strong nerf. I know they wanted to stop the double activation grenade spam but it seem overly harsh imo. I would’ve preferred a once per game kinda rule.
Anyway, you’re right. Vet guard seem better all round at this point. Which is a shame, I was looking forward to using the ogryn & the shield bro. 😔
Yeah. The problem is likely in testing they found Blooded were too good with 4 krak nades and balanced the team around that. Now they've completely changed how grenades work, Blooded got pretty gutted. Gonna be tough to figure out how to run them well
Can you build all the special operatives from one box, or is it like the vet guardsmen, where you need two?
For the Blooded Kill Team you'll need 2 sadly. I used my Blackstone Fortress set to make my full roster
How to understand diabolyk bomb being melee weapon with range?
It's a ranged weapon though?
@@CanYouRollaCrit
It has crossed swords - indicator of melee weapon. It is printed in melee weapons block (usually on data sheets melee weapons are listed below ranged weapons).
Although now I think, that most likely it is just misprint - it would make most sense. I was wondering, if maybe it being melee weapon, by some rules interactions, that I was not fully understanding, would mean, that grenadier has to detonate it with himself in range.
Simplest explanation - it being ranged weapon, as you said - seems most fitting.
Ah. The symbol is just a missprint as it has all the profile and keywords of a ranged weapon
With the grenade nerf are these even functional anymore?
They're still functional but their killing power is hurt. You probably now always take the Enforcer to compensate
Totally going to proxy these guys with lightly kitbashed loyalist models.
Blooded with faith in the emperor 🤣
Yusyusyus i can't wait bD
Only about 11 hours to go 🙃