Nice battle report! One quick rules issue: The Nemesis Claw ploy We Have Come For You only works if the charge is your first action in the turn. So at the start of TP3 he would only get the d3 damage against the leader and not the Elixicant.
Nice! Been waiting for another battle report, you guys legit have the best KT battle reports on youtube. Hierotek circle next?! If you have them. I feel they're such a complex and deep team in terms of skill ceiling.
- Crazy seeing a power armour team battered that hard on TP1, especially in KTv3 - Was waiting for a surprise Mountain GOOOOOOOOOOOOOATs at the end there - Seeing you bump terrain makes me feel less bad considering I do it every match haha
I'd love to see a chaos cult kill team featured on the channel, and some more kitbashed custom teams, maybe some repeated ones but with different loadouts. You guys are the best kill team channel around, love the content
You guys deserve more subscribers, your editing and your commentary is high-quality, you convey the game well and you make it very exciting to watch. Keep up the good work boys!
I recently got into the game and I'm looking forward to playing some KILLTEAM soon. Love your channel! :) Here are some thoughts I've come up with on KILLTEAM tactics: 1) Don't let them go unpunished: Whenever an enemy model exposes itself to attack one of your operatives, it needs to be punished for it. You achieve that by "double covering" enemy models and building traps for the opponent. If the enemy operative kills off your operative A, your operative B must still be in position to shoot back and retaliate. In general, this encourages blobbing your guys together (so they all are in the same "Line of Sight"-zone), but beware of over-concentration (see point 3). It boils down to the classic tactical principle of "local superiority of force". Also, positions that offer good fields of fire are attractive (you can double-cover large parts of the battle field very efficiently). But as it goes both ways, these "overwatch" positions are very exposed. They should be used by operatives designed for this job (silent/snipers). Note: Teams that can activate more than one operative in a single activation are somewhat more dangerous - they can theoretically knock out two models before they can get punished. So triple coverage + would be ideal. /// In the same vein, attack whereever you don't get punished (wherever the opponent has already spent all their models in a "line of sight" zone and won't get any crucial counteract opportunities). 2) Make the opponent whiff: The more ineffective and inefficient the opponent's activations are, the better, because there are only 4 activations per model in the entire game. Obviously using cover is a good way to make the opponent's shooting actions less effective. But you could also try to "outmanoeuvre" your opponent, so he has to spend a whole activation only on moving instead of actually hurting your models. In general, you can outmanoeuvre your opponent if you can make some of their models be placed "off side", where they don't have any good lines of fire on your models. This can be achieved by concentrating your own team in a small space, deploying last (so the opponent cannot react to your "concentration"), and generally speaking by being a faster team. Again, you need to beware of over-concentration (see point 3). 3) Avoid over-concentration: Both point 1 and point 2 strongly encourage the concentration of your operatives in a small space. But there are also two strong deterrents: 1) area of effect weapons (grenades and the like), 2) the need to control objectives that are spread out over the entire battle field (but this aspect has become less important in the new edition, it seems - there are fewer objectives and there are more ways to gain VPs now). 4) Melee is an interesting option: Unlike shooting actions, melee actions between on-par models usually inflict damage both ways UNLESS the attacker can kill off the defender with their first strike. So it seems as if melee is a good way to kill off wounded models. But then again charging into melee usually makes it easier for the opponent to "trap" you (see point 1). By moving forward, you expose your model to more enemies (new angles and new lines of fire open up). Here I think it can be a worthwhile consideration to charge in and then NOT fight. As long as you keep the melee contact, you're not a valid target and you bind an enemy model. (Important: Your charge target should already be spent/exhausted; Also note that enemies cannot Fall Back as a counteract action, as Fall Back requires 2 APs). Only in the next turning point do you fight and - with your remainign action - might be able to charge on into the next melee (so that you're still no valid target for the enemy). 5) Overwhelming the opponent (creating dilemmata): This is somewhat interlinked with point 1. If you decide to do risky, aggressive stuff that might temporarily put you into a disadvantage, make sure it is as coordinated as possible. You don't want to engage piecemeal, but all at once. Even if the opponent gains the initiative in an important turning point, he can only resolve one of the situations you've created, but you will go first in the other one(s). Give your opponent "target overload"! Sometimes I get the feeling that basic principles like these get a bit overlooked and buried by all the flashier, faction-specific "chrome" rules. -------------------- Thoughts on "elite" (outnumbered) teams: Obviously the big disadvantage of elite teams is their low number. The more outnumbered they are, the more they need to rely on "counteract". As counteract does not allow moving AND shooting, elite teams either need to bunch up (making them very prone to area of effect weapons; see how much the Chaos marines were bunched up by @10:02), or accept that their operatives will singled out (opponents position in such a way that only the target model - and no other enemy operative - has a line of fire). Thus when playing against elite teams, I think it is imperative to "draw" all the elite team's regular activations as efficiently as possible (losing as few operatives in the process as possible) while setting up in a way that allows you to single out enemy operatives once they've run out on activations and can only counteract. If you're losing too many models, you're losing your very essential surplus activations. Why some of this might sound "gamey", singling out enemies is rooted in modern real world tactics (google for keyhole firing positions). Enfilading fire - the key of any defensive - is also based on this principle: the enemy is entering your fire zone piecemeal.
Emo screemo throwdown! In all seriousness though I've been thinking of this match up a lot recently as a HotA player and it seems rough. Only 2 1/2 big shooting threats to the Nemisis Claw and they can negate it by their buffed In Midnight Clad ability so you have to close in charge range and hope your one shot is good, or offer up a patsy decoy within charge range.
It might be a rough matchup, but you can still shoot at them when they're obscured. It's less likely to kill them, but with like a Dark Lance, it might be good enough.
For the reference getting skunked would be 121 to 91 or worst. Realistically in kill team you rarely hit max points so 16 to 12 (or 12 to 9 ) might be more in the spirit of getting skunked. Just as the talk of 'Elite Domination' for KT24 goes on it's nice to see at a more practical level that play and counterplay exists.
Been watching your guys forever and finally got round to actually playing my first game of KT recently, loving it so far. Quick, possibly dumb, question about 19:46, how were you able to target him with a krak grenade? i'm assuming it's because you're within 1 inch of terrain, but just want to check incase there's some grenade rules i haven't see yet. Thanks
Shooting and killing in turn 1 when having the conceal order is not legal is it? Or did I miss something, still learning the game myself, since while having a conceal order you cannot shoot or charge and all characters must start with conceal order first turn? Please correct me if I am wrong.
Hey I just wanted to say that I love you guys and your battle reports And I wanted to say that I would love to see you guys play some mordheim, it's basically like Warhammer fantasy kill team
Why do you have 3 CP on that start of TP1? Shouldn't you have 2 CP in the first strategy phase and only after the first TP gain 1 or 2 depending on initiative? Do you get 1 CP every TP, and only gain the additional 1 AFTER first TP?
OK gang, I am beyond inexperienced with the painting aspect here, but might I ask how Brad gets those awesome looking matte paint schemes, his aquilons and salvagers blew my mind when I first saw them, is that just a varnish over a normal coat?
It's funny to me I've heard alot of people say elites are cracked this edition but both times I've seen elites get played they got trounced by hand of the archon
Interestingly, I think the Dark Lance over Splinter Cannon is the way to go If we assume 90% of the time Nemesis Claw is gonna be obscured, the Lethal 5+ Cannon is totally invalidated, and its better to push through SOME damage with the Dark Lance Looking forward to watching the rest of the video and seeing how it plays out!
@@Mandrewlochner it’s not in the core rules, you can find scouting in the same place you’ll find the tac ops, crit ops, and primary ops, in the approved ops
@@Mandrewlochner It's in the Approved Ops mission deck. It's part of what's considered the standard competitive way to play. That's where the Tac Ops come from too. The core book just has Preliminary Ops, and that mission sequence only uses Crit and Kill ops
Brad gently whispering mountain goats instead of proudly yelling (declaring really ) is the biggest L I’ve seen on any RUclips channel. Dislike and unsubscribe 😡
Hey! I sponsored that 1hp gang!
Nice
This member of the 1hp gang is brought to you by KismetRegret
Thanks KismetRegret
Whaddya want? A shout-out or something? ;)
@@floppyori3262 idk why my profile does show Uni or doesnt depending on where you view it lmao
It doesn't matter whether you win or lose, just the skin you harvested along the way
This channel is the closest feeling to a "saturday morning cartoons" vibe I'll ever get in my late 30's. Love it.
Nice battle report! One quick rules issue: The Nemesis Claw ploy We Have Come For You only works if the charge is your first action in the turn. So at the start of TP3 he would only get the d3 damage against the leader and not the Elixicant.
Nice! Been waiting for another battle report, you guys legit have the best KT battle reports on youtube.
Hierotek circle next?! If you have them. I feel they're such a complex and deep team in terms of skill ceiling.
- Crazy seeing a power armour team battered that hard on TP1, especially in KTv3
- Was waiting for a surprise Mountain GOOOOOOOOOOOOOATs at the end there
- Seeing you bump terrain makes me feel less bad considering I do it every match haha
Same, most kill team terrain has a lot of pointy stuff up top so my sleevs often catches it
The greatest RUclips battle reports
I love mountainside tabletop
I'd love to see a chaos cult kill team featured on the channel, and some more kitbashed custom teams, maybe some repeated ones but with different loadouts. You guys are the best kill team channel around, love the content
You guys are legit the best killteam channel
You guys deserve more subscribers, your editing and your commentary is high-quality, you convey the game well and you make it very exciting to watch. Keep up the good work boys!
YOOOO my two favorite teams! Can't wait to see who comes out on top!
You guys CONTINUE to have the coolest looking teams out there
Unironically one of the best contests to win in Kill Team.
Love your work guys, thanks so much!!!
As always, more high quality content from you two. Always love watching your batreps!
I love the games you guys play, always fun but also that little bit of theming you add ties it all in so well.
Great match!
Love the videos. Thank you!
Pretty lore correct interaction between the two factions.
I recently got into the game and I'm looking forward to playing some KILLTEAM soon. Love your channel! :)
Here are some thoughts I've come up with on KILLTEAM tactics:
1) Don't let them go unpunished: Whenever an enemy model exposes itself to attack one of your operatives, it needs to be punished for it. You achieve that by "double covering" enemy models and building traps for the opponent. If the enemy operative kills off your operative A, your operative B must still be in position to shoot back and retaliate. In general, this encourages blobbing your guys together (so they all are in the same "Line of Sight"-zone), but beware of over-concentration (see point 3). It boils down to the classic tactical principle of "local superiority of force". Also, positions that offer good fields of fire are attractive (you can double-cover large parts of the battle field very efficiently). But as it goes both ways, these "overwatch" positions are very exposed. They should be used by operatives designed for this job (silent/snipers). Note: Teams that can activate more than one operative in a single activation are somewhat more dangerous - they can theoretically knock out two models before they can get punished. So triple coverage + would be ideal. /// In the same vein, attack whereever you don't get punished (wherever the opponent has already spent all their models in a "line of sight" zone and won't get any crucial counteract opportunities).
2) Make the opponent whiff: The more ineffective and inefficient the opponent's activations are, the better, because there are only 4 activations per model in the entire game. Obviously using cover is a good way to make the opponent's shooting actions less effective. But you could also try to "outmanoeuvre" your opponent, so he has to spend a whole activation only on moving instead of actually hurting your models. In general, you can outmanoeuvre your opponent if you can make some of their models be placed "off side", where they don't have any good lines of fire on your models. This can be achieved by concentrating your own team in a small space, deploying last (so the opponent cannot react to your "concentration"), and generally speaking by being a faster team. Again, you need to beware of over-concentration (see point 3).
3) Avoid over-concentration: Both point 1 and point 2 strongly encourage the concentration of your operatives in a small space. But there are also two strong deterrents: 1) area of effect weapons (grenades and the like), 2) the need to control objectives that are spread out over the entire battle field (but this aspect has become less important in the new edition, it seems - there are fewer objectives and there are more ways to gain VPs now).
4) Melee is an interesting option: Unlike shooting actions, melee actions between on-par models usually inflict damage both ways UNLESS the attacker can kill off the defender with their first strike. So it seems as if melee is a good way to kill off wounded models. But then again charging into melee usually makes it easier for the opponent to "trap" you (see point 1). By moving forward, you expose your model to more enemies (new angles and new lines of fire open up). Here I think it can be a worthwhile consideration to charge in and then NOT fight. As long as you keep the melee contact, you're not a valid target and you bind an enemy model. (Important: Your charge target should already be spent/exhausted; Also note that enemies cannot Fall Back as a counteract action, as Fall Back requires 2 APs). Only in the next turning point do you fight and - with your remainign action - might be able to charge on into the next melee (so that you're still no valid target for the enemy).
5) Overwhelming the opponent (creating dilemmata): This is somewhat interlinked with point 1. If you decide to do risky, aggressive stuff that might temporarily put you into a disadvantage, make sure it is as coordinated as possible. You don't want to engage piecemeal, but all at once. Even if the opponent gains the initiative in an important turning point, he can only resolve one of the situations you've created, but you will go first in the other one(s). Give your opponent "target overload"!
Sometimes I get the feeling that basic principles like these get a bit overlooked and buried by all the flashier, faction-specific "chrome" rules.
--------------------
Thoughts on "elite" (outnumbered) teams:
Obviously the big disadvantage of elite teams is their low number. The more outnumbered they are, the more they need to rely on "counteract". As counteract does not allow moving AND shooting, elite teams either need to bunch up (making them very prone to area of effect weapons; see how much the Chaos marines were bunched up by @10:02), or accept that their operatives will singled out (opponents position in such a way that only the target model - and no other enemy operative - has a line of fire). Thus when playing against elite teams, I think it is imperative to "draw" all the elite team's regular activations as efficiently as possible (losing as few operatives in the process as possible) while setting up in a way that allows you to single out enemy operatives once they've run out on activations and can only counteract. If you're losing too many models, you're losing your very essential surplus activations.
Why some of this might sound "gamey", singling out enemies is rooted in modern real world tactics (google for keyhole firing positions). Enfilading fire - the key of any defensive - is also based on this principle: the enemy is entering your fire zone piecemeal.
Brads trigger happiness is what did him in the worst
What a wild ride. I was so sure Vic was doomed when that grenade failed.
Surprisingly brutal TP1
Another great video. I thought the night lords looked super cool under the shadows of the buildings.
Watching these the moment they are released and then rewatching before the next episode. Love the vibes, love the edits, love the channel.
Hell yeah another great battle rep!
Best videos on RUclips!
More pointy ears!!! Hell yeah
Love HOTA! Currently painting mine
Thank you guys for the quality content as always.
Emo screemo throwdown!
In all seriousness though I've been thinking of this match up a lot recently as a HotA player and it seems rough.
Only 2 1/2 big shooting threats to the Nemisis Claw and they can negate it by their buffed In Midnight Clad ability so you have to close in charge range and hope your one shot is good, or offer up a patsy decoy within charge range.
It might be a rough matchup, but you can still shoot at them when they're obscured. It's less likely to kill them, but with like a Dark Lance, it might be good enough.
Great editing and story telling.
My mate & I just had our first game of kill team last week and we played this exact matchup! Thanks for showing us all the rules we got wrong 😅
Love you guys!
Best KT on You Tube.
7:10 CLASSIC Oswald. Him and his windows, man.
Wow. That was a devastating defeat for the nemesis claw & hands of the archon looking pretty spicy there
Mountain GOOAAATS!!!
You all should do the blooded vs. the exaction squad. I just played a game with my buddy, and my god, was it fun
We are come for you - is workingo only for first charge action ;)
For the reference getting skunked would be 121 to 91 or worst. Realistically in kill team you rarely hit max points so 16 to 12 (or 12 to 9 ) might be more in the spirit of getting skunked. Just as the talk of 'Elite Domination' for KT24 goes on it's nice to see at a more practical level that play and counterplay exists.
Been watching your guys forever and finally got round to actually playing my first game of KT recently, loving it so far.
Quick, possibly dumb, question about 19:46, how were you able to target him with a krak grenade?
i'm assuming it's because you're within 1 inch of terrain, but just want to check incase there's some grenade rules i haven't see yet. Thanks
such a nice betrep and nice to see that elites can be beaten =D
LETS GOO, SPOOKY BOYS, YUHYUH
I just come here for the sick intros.
Incorporating “Big Fat Money Crit Op™️” into my vocabulary.
you guys have to tell me how you get those mate colours in your minis, they look great 😍
Love the videos. How do you guys decide who to play next for the video?
They get their Patreon supporters to vote :)
Ohhh boy 2 in one month! Crazy!
Awesome!!!
Interesting colour scheme for the Night Lords! What grey did you use?
1 minute gangsters represent
Shooting and killing in turn 1 when having the conceal order is not legal is it? Or did I miss something, still learning the game myself, since while having a conceal order you cannot shoot or charge and all characters must start with conceal order first turn? Please correct me if I am wrong.
Do you plan a Corsair or Troupe battle report any time soon? 🤞🏼
Your reports are the best btw ❤
Who ever said that Turning Point 1 couldn't be brutal as hell?
Hey I just wanted to say that I love you guys and your battle reports
And I wanted to say that I would love to see you guys play some mordheim, it's basically like Warhammer fantasy kill team
Question, doesnt the visionary in the end was obscured??, how the krak kill him with crits???
Is there any door or opening in the wall between them??
Should it be 7 to 17 ? beacouse you winn kill op so you have +1 to max 6 +3 ?
I'd love to see Tau Pathfinders in this edition. I'm team Tau, in Kill Team and 40K. Maybe against another horde team would be interesting.
It's so hard to win with Nemesis Claw!!
GOATS !!! 👻🐐🐐
Pain tokens are so much more plentiful in KT24 - really helps HoTA
Why do you have 3 CP on that start of TP1?
Shouldn't you have 2 CP in the first strategy phase and only after the first TP gain 1 or 2 depending on initiative?
Do you get 1 CP every TP, and only gain the additional 1 AFTER first TP?
Next video, have ear muffs on for the goats lol
GOATS!
I need to try out HotA, I’ll just use my corsairs since it’s practically a 1-1 weapon similarity. Just a different flavor of elf.
YES my favorite bat boys 🦇
Una duda, el jugador de Hand of the archon escogió tu strategic gambit??
OK gang, I am beyond inexperienced with the painting aspect here, but might I ask how Brad gets those awesome looking matte paint schemes, his aquilons and salvagers blew my mind when I first saw them, is that just a varnish over a normal coat?
AK Ultra Matt through an airbrush!
@MountainsideTabletop thank you so much!! I just finished up building my first Killteam and I just love those schemes too much to try anything else
Can you have plazma on leader and plazma gunner?
Lots of shooting in TP1 is great
🗣️ 🔥 MOUNTAINSIDE TABLETOP PLAY EXACTION SQUAD AGAIN AND MY LIFE IS YOURS 🗣️ 🔥
New map!!!
Just had my 2nd surgery on my leg and watching this takes my mind off of it a bit
Good Game
Totally random, but do you guys play cribbage? Brad mentioned getting "skunked" and I have never heard that said by someone who doesn't play.
Disappointed in you guys for the first time .... Just realised you didn't paint the little corkboard with the post-its! Are you guys feeling good?
Just bc he couldnt do it..... XD
GOAT!
19:38 spicy play
Yo Brad why you gotta massacre the Nightlords like that I was hoping for a W this time lol
Guys, can you do some games to learn the new objectives. One for each?
Was the Drukhari player gaining two pain tokens for killing tough guys?
I still want to see Corsairs vs Hearthkyn in this new KT3 edition.
Hearthkyn vs Kommandos too
It's funny to me I've heard alot of people say elites are cracked this edition but both times I've seen elites get played they got trounced by hand of the archon
Interestingly, I think the Dark Lance over Splinter Cannon is the way to go
If we assume 90% of the time Nemesis Claw is gonna be obscured, the Lethal 5+ Cannon is totally invalidated, and its better to push through SOME damage with the Dark Lance
Looking forward to watching the rest of the video and seeing how it plays out!
This team counters you… ::two minutes later::
Yey
can we get a return of the Kasrkin for KT2024?? 🎉
For algorithm!
Landslide
Eldar units are so cool but they never win!
What is this scouting phase you guys do? Its not in 3rd edition rulebook
Wdym? It's reposition, option 3 from scouting, make a reposition action but still wholly within 3" of drop zone
I just found those rules. Theyre in the approved ops. Not in the core rulebook. @alphshift7857
@@alphshift7857where in the rules does it say to put the scouting step in?
@@Mandrewlochner it’s not in the core rules, you can find scouting in the same place you’ll find the tac ops, crit ops, and primary ops, in the approved ops
@@Mandrewlochner It's in the Approved Ops mission deck. It's part of what's considered the standard competitive way to play. That's where the Tac Ops come from too. The core book just has Preliminary Ops, and that mission sequence only uses Crit and Kill ops
I like your shirt. Just don't wear the matching medallion.
Brad gently whispering mountain goats instead of proudly yelling (declaring really ) is the biggest L I’ve seen on any RUclips channel.
Dislike and unsubscribe 😡
Honestly I understand
Élites lost and everyone is happy