Big thanks to GW for sending Kill Team Moroch to me for review. They do not get to see my video before it's released and do not have any editorial say. I want to quickly clarify Track Target. I got it wrong, you can NOT Overwatch after performing it! If you're thirsty, I have a Patreon: www.patreon.com/GlassHalfDead And Wearable merch: glass-half-merch.creator-spring.com/ And Kill Team objective markers: www.etsy.com/shop/GlassHalfDead
My thoughts; There's tons of interesting stuff here. I think people will sleep on the Phobos a bit as they don't have any overly shocking damage dealers, but the versatility of the Incursers in Melee and Shooting and the spewing of crits from Lethal on all the Infiltrators makes it really hard to block chip damage. They've got a lot of enemy model control as well through the use of Scramblers and being able to block routes with the Minelayer or dash in and det-pack a whole mob with the Saboteur is a lot. Their specialists don't lose any of the core warrior gear either so your team tends to just be pick a leader and five of the specilists with no net value drop from taking warriors. Finally, Guerrilla Tactics might feel like it makes you a 2AP team in the beginning but being able to double tap out of conceal on turn 2 and then drop back out of Engage is SUPER frustrating for high model count teams with activation advantage where you can cover objectives but force their squishier shooters to close with you or just burn all that AP value. And they're still space marines, meaning they tend to pop those 7-8 wound models up close without breaking a sweat. I've not played the Blooded yet, but they feel like a momentum team which can be a bit of a weakness if you disrupt their Blood Token gain at the right time. They also feel like they may lose out a bit on the enforcer and that taking the Ogryn and 2 extra bodies is probably going to be the better play.
GW at release of KT 2ed: We do not want your leader to sit back and just generate CP GW 8 months later: So here is a leader that can generate additional CP as long as he lives...
I think people are confused by Track Target. It is an action you take in your Activation that counts as a Shoot Action. Its effect is that LATER you can use your once-per-turning-point Overwatch Action out-of-turn to interrupt an enemy Activation.
Some say it with derision, but man, when you are just excited about the game, there's nothing better. I even prefer it to a concise summary. In the old edition, when Elites and Commanders dropped o had your videos opened for the entire pre order week reading it. Much love to you and your content, I look forward to more of it!
Fairly bummed about reivers not getting grav chutes and grapnels on their data sheet. I thought for sure that would happen, given how many other teams get fistfuls of operatives that mostly ignore terrain. They're the only phobos marines with even halfway decent melee and there's no real sense in taking them. So you're left with, ultimately, a pretty boring shooting team using recycled rules from more engaging killteams.
I thought we might get reiver specialist and not just what you could already be playing with a couple of key words slapped on them. Like don't get me wrong I love infiltrators and thought they got a solid upgrade, but at the same time of they were only just going to add a couple of key words and call it a day then that's just kinda disappointing since they will most likely be a for fun option only really. I was looking forward to seeing what all crazy and cool specialist the reivers we're going to get so that it would make it worth owning them/playing them. Like was it really to much to ask for even just one specialist like a melee specialist even that gets a second combat knife and can throw them like the slasha boy or the anointed chaos marine from nachmand
Reiver sergeant with bolt carbine, grav chute and/or grapnel launcher seems useful - harvest CP, climb to vantage points to act as secondary sniper, use guerrilla tactic to stay hidden
If your plan is to just shoot with him, then you've picked the worst sergeant. There is NO benefit to the carbine over taking the infiltrator or incursor, they would do the same job and better for your idea there. Reiver looks cooler though!
@@johnnnysilverhand9819 Been messing around with Reivers since before this came out. Can't speak on Grapnel, but having a couple Grav Chutes can let you get to where you need to be to max Sabotage first turn, and push very fast into the enemy's zone. I tend to use Reivers with Grav-chutes as a sort of distraction Carnifex after completing the Tac Op while I prep the rest of my team. So far it has worked really well.
Yeah, in the Compendium I kind of liked having a Reiver team with mixed weapons specifically to give them the reiver equipment and really jam them forward. It's definitely a missed opportunity to have not given all Reivers this equipment, or perhaps give both them grav and grapple for a single EP
The Marksman could have easily been a phobos eliminator model and I really would have liked to see the librarian to mirror the psyker chaos got. Ah well, at least it's a solid step up from my infiltrators.
I feel like the Infiltrator Veteran Custom weapon is cool, but there's some that feel like I'd never take over others. Like, imo, Lethal 5+ is a much better version of Rending and nets more chances for hitting crits. Personally I'd usually give him Lethal 5+ and P1 so you have a second, pseudo-Marksman. I think my typical team would be Infiltrator Sergeant, Infiltrator Veteran, Infiltrator Helix Adept, Infiltrator Sabateur, and Incursor Marksman, with the 6th honestly being a toss up. It would likely depend on the opponent and what I'd need to hinder them/boost myself. I don't know how useful Comms is going to be though. Sure another marine gets a 4th action, but then he only gets 2.
Had a ton of success with Lethal + MW1. Bolters tend to leave a lot of 7 wound models at 1-2 wounds and the increased crit rate getting those extra damage points in regardless of blocks was pretty key to finishing off larger model count teams with low health bars.
You sir, get a like at the beginning of the video, just to thank you to give us your conclusion right at the beginning… and then I watch until the last second :)
I try my best to do this in general when I'm actually "reviewing" something! So, blunt upfront conclusion, and then hopefully somewhere in the rest of the video I get to the reason why I think that... I don't always though :P
@@GlassHalfDead it just feels respectful of your viewers time. If someone just want the raw information. He can just get it and move on. It might not be the best for the algorithm, but again, many people, like me, just enjoy your tone and content, and watch the video until the end anyway. :) It changes our perception of you, to someone who cares more about the community than his RUclips ranking. Thank you :)
@@grafair3587 So placing it on an objective is the way to go. That works well with the tac op that has you focusing on enemy held objective. With an aggressive playstyle and few operatives you want to babysit as little as possible.
With the explosive pack, if you're playing against a terrible player, you could hit more than one operatives, if he stacks his men on it. Or around it. I think is a powerful tool
I would like to see the Bolter Carbine get the Balanced rule. This would at least represent the 40k stat of Assault 2 Vs Rapid Fire that the infiltrators and Incursors have. it's a small thing but an assault weapon must be better balanced than a rapid fire weapon.
You are wrong about the track target. The way it works is, you perform the TRACK TARGET action during your activation for 1 AP, it counts as a SHOOT action for the purposes of action restrictions (so no shooting a second time during that activation), after the activation ends once during this turning point, during your opponent's activation, you can interrupt it and perform an OVERWATCH action (so no regular overwatching for the second time). So, for the purposes of action restrictions you perform both "shoot" action during your activation to "aim" and then "overwatch" action during your opponent activation.
You forgot about Reivers (truth be told, most people forget about them). They're mental - if you give them grapple hooks and Vanguard StratOp, they can essentially move 10" with FLY (assuming no terrain is bigger than 3", like Octarius box). Or charge 9" with FLY. Yeah. And 5 attack with 4/5, AND Stealth assault lets you just delete smaller models, like Corsairs or VGuardsmen. AP1 pistol is also a great addon. Also - drop a smoke grenade on your feet and enjoy an unshootable model, unless enemy has incursors.
Thanks for the overview. It's a bit sad that there's nothing here that really seems to cause an "ooh!" but Space Marines seem to be about uniformity at the moment so it was sadly unlikely than some unexpectedly cool weapons or abilities were going to be present I suppose.
Eh, looks likely that people will bring the Reiver Sergeant at least pretty often into this team. He is the only decent melee model and I dont buy the idea of your leader just sitting in the rear grinding CP and maybe plinking a bit with a measely bolter. In a 6 model team you cant afford that. The reiver sergeant can turn 1 generate an extra cp while you move him forwards and his combat effectiveness far outweighs losing like 1-2cp over the course of the game.
8:38 Actually, OIDDDE ends after the player's next activation, not operative's. So if an enemy uses it and that operative can't be activated right away, it just dies without doing anything.
It sounds like this could be a nice easy to play team. Not the best in close combat or at range or the most mobile. But not hopeless at anything and a bit survivable. Personally I love the idea of the minelayer guy. Just 6 guys and all are ok, no trash no real linchpins?
I think this is a team that's going to reward players that really know what they're doing but will also let noobs rely on the generally decently survivable nature of marines. But it could go either way, it's difficult to see how teams will play in KT!
Honestly no idea how that happened. I agree it's a very important part! They're on screen so can be read but yeah just a total mental blank on what happened there :/
Haha, Clade are fine. They're above the majority of compendium teams, they just happen to be bottom of the pack for spec teams. In fairness, the spec teams are all relatively well balanced so it's not saying they're trash tier. They just can't compete against the top tier. But in a tournament, a good Clade player will do just fine. But they won't win.
I usually really enjoy your content, but in this one you had too much of a „whatever, I don’t care“ attitude for my taste. :/ Hope you bring the hyped and informative vibes back ❤️
@@turtlehead8386 i eliminated it. My suppressors are on the ground 😁 I think that they aren't birds, they just jump, so why keep them in air? Stay down
Big thanks to GW for sending Kill Team Moroch to me for review. They do not get to see my video before it's released and do not have any editorial say.
I want to quickly clarify Track Target. I got it wrong, you can NOT Overwatch after performing it!
If you're thirsty, I have a Patreon: www.patreon.com/GlassHalfDead
And Wearable merch: glass-half-merch.creator-spring.com/
And Kill Team objective markers: www.etsy.com/shop/GlassHalfDead
My thoughts; There's tons of interesting stuff here. I think people will sleep on the Phobos a bit as they don't have any overly shocking damage dealers, but the versatility of the Incursers in Melee and Shooting and the spewing of crits from Lethal on all the Infiltrators makes it really hard to block chip damage. They've got a lot of enemy model control as well through the use of Scramblers and being able to block routes with the Minelayer or dash in and det-pack a whole mob with the Saboteur is a lot. Their specialists don't lose any of the core warrior gear either so your team tends to just be pick a leader and five of the specilists with no net value drop from taking warriors. Finally, Guerrilla Tactics might feel like it makes you a 2AP team in the beginning but being able to double tap out of conceal on turn 2 and then drop back out of Engage is SUPER frustrating for high model count teams with activation advantage where you can cover objectives but force their squishier shooters to close with you or just burn all that AP value. And they're still space marines, meaning they tend to pop those 7-8 wound models up close without breaking a sweat.
I've not played the Blooded yet, but they feel like a momentum team which can be a bit of a weakness if you disrupt their Blood Token gain at the right time. They also feel like they may lose out a bit on the enforcer and that taking the Ogryn and 2 extra bodies is probably going to be the better play.
GW at release of KT 2ed: We do not want your leader to sit back and just generate CP
GW 8 months later: So here is a leader that can generate additional CP as long as he lives...
Have a friend who plays marines and is really excited for these, gonna watch this and report back to him. Thanks!
Hoping the reiver gets his equipment baked in
Sad now
Lol
I think people are confused by Track Target. It is an action you take in your Activation that counts as a Shoot Action.
Its effect is that LATER you can use your once-per-turning-point Overwatch Action out-of-turn to interrupt an enemy Activation.
Yep, agreed.
For sure, I think that reframing the concept of Track Target is th ebest way to get its mechanics across!
25:38
No, it'll only hit the one that activated it. It says "make a shooting attack against that operative".
Well I played that wrong and now don't see a point in the minelayer.
@@GlassHalfDead it's a proximity mine after all
HAHAHA Full On MWRB. Well done fella. :)
Some say it with derision, but man, when you are just excited about the game, there's nothing better. I even prefer it to a concise summary. In the old edition, when Elites and Commanders dropped o had your videos opened for the entire pre order week reading it.
Much love to you and your content, I look forward to more of it!
@@GlassHalfDead No brakes on this bus. :) Well done to you as well it's cool to see a dedicated KT channel!
I find the Throwing Knife hilarious tbh
Fairly bummed about reivers not getting grav chutes and grapnels on their data sheet. I thought for sure that would happen, given how many other teams get fistfuls of operatives that mostly ignore terrain. They're the only phobos marines with even halfway decent melee and there's no real sense in taking them. So you're left with, ultimately, a pretty boring shooting team using recycled rules from more engaging killteams.
The grav chute and grapnel is present! 31:20
I thought we might get reiver specialist and not just what you could already be playing with a couple of key words slapped on them. Like don't get me wrong I love infiltrators and thought they got a solid upgrade, but at the same time of they were only just going to add a couple of key words and call it a day then that's just kinda disappointing since they will most likely be a for fun option only really. I was looking forward to seeing what all crazy and cool specialist the reivers we're going to get so that it would make it worth owning them/playing them. Like was it really to much to ask for even just one specialist like a melee specialist even that gets a second combat knife and can throw them like the slasha boy or the anointed chaos marine from nachmand
Reiver sergeant with bolt carbine, grav chute and/or grapnel launcher seems useful - harvest CP, climb to vantage points to act as secondary sniper, use guerrilla tactic to stay hidden
If your plan is to just shoot with him, then you've picked the worst sergeant. There is NO benefit to the carbine over taking the infiltrator or incursor, they would do the same job and better for your idea there. Reiver looks cooler though!
How much advantage does grav chute and grapnel really provide in actual game? Is that something that combos better with melee?
@@johnnnysilverhand9819 Been messing around with Reivers since before this came out. Can't speak on Grapnel, but having a couple Grav Chutes can let you get to where you need to be to max Sabotage first turn, and push very fast into the enemy's zone. I tend to use Reivers with Grav-chutes as a sort of distraction Carnifex after completing the Tac Op while I prep the rest of my team. So far it has worked really well.
Yeah, in the Compendium I kind of liked having a Reiver team with mixed weapons specifically to give them the reiver equipment and really jam them forward. It's definitely a missed opportunity to have not given all Reivers this equipment, or perhaps give both them grav and grapple for a single EP
Well, there goes my dreams of making a new cool Reiver team
The Marksman could have easily been a phobos eliminator model and I really would have liked to see the librarian to mirror the psyker chaos got. Ah well, at least it's a solid step up from my infiltrators.
I feel like the Infiltrator Veteran Custom weapon is cool, but there's some that feel like I'd never take over others. Like, imo, Lethal 5+ is a much better version of Rending and nets more chances for hitting crits. Personally I'd usually give him Lethal 5+ and P1 so you have a second, pseudo-Marksman.
I think my typical team would be Infiltrator Sergeant, Infiltrator Veteran, Infiltrator Helix Adept, Infiltrator Sabateur, and Incursor Marksman, with the 6th honestly being a toss up. It would likely depend on the opponent and what I'd need to hinder them/boost myself. I don't know how useful Comms is going to be though. Sure another marine gets a 4th action, but then he only gets 2.
Had a ton of success with Lethal + MW1. Bolters tend to leave a lot of 7 wound models at 1-2 wounds and the increased crit rate getting those extra damage points in regardless of blocks was pretty key to finishing off larger model count teams with low health bars.
@@GuerrillaMiniatureGames for sure, Lethal 5+/MW1 would be great against lower wound/save teams.
You sir, get a like at the beginning of the video, just to thank you to give us your conclusion right at the beginning… and then I watch until the last second :)
I try my best to do this in general when I'm actually "reviewing" something! So, blunt upfront conclusion, and then hopefully somewhere in the rest of the video I get to the reason why I think that... I don't always though :P
@@GlassHalfDead it just feels respectful of your viewers time. If someone just want the raw information. He can just get it and move on.
It might not be the best for the algorithm, but again, many people, like me, just enjoy your tone and content, and watch the video until the end anyway. :)
It changes our perception of you, to someone who cares more about the community than his RUclips ranking. Thank you :)
Are we sure the haywire mine hits multiple people within its blast radius? To me it sounds like it'll only hit the model which triggered it.
Yup, there isn't a part about "all operatives" or "all enemy", it's single target mine.
@@grafair3587 So placing it on an objective is the way to go. That works well with the tac op that has you focusing on enemy held objective. With an aggressive playstyle and few operatives you want to babysit as little as possible.
Yeah, I got that wrong. Seems very counter intuitive!
@@GlassHalfDead yea, mine without Blast. Madness.
With the explosive pack, if you're playing against a terrible player, you could hit more than one operatives, if he stacks his men on it. Or around it. I think is a powerful tool
I would like to see the Bolter Carbine get the Balanced rule. This would at least represent the 40k stat of Assault 2 Vs Rapid Fire that the infiltrators and Incursors have. it's a small thing but an assault weapon must be better balanced than a rapid fire weapon.
@glass Haywire mine doesn't hit multiple enemies even if you drop it on them and someone moves. It targets the first to move, shoots, then is removed.
You are wrong about the track target. The way it works is, you perform the TRACK TARGET action during your activation for 1 AP, it counts as a SHOOT action for the purposes of action restrictions (so no shooting a second time during that activation), after the activation ends once during this turning point, during your opponent's activation, you can interrupt it and perform an OVERWATCH action (so no regular overwatching for the second time).
So, for the purposes of action restrictions you perform both "shoot" action during your activation to "aim" and then "overwatch" action during your opponent activation.
I corrected music in the pinned comment. This was all recorded before the warcom article :)
I'm hoping they come out with an intercessor team that lets us bring assault intercessors and a hellblaster along
You forgot about Reivers (truth be told, most people forget about them). They're mental - if you give them grapple hooks and Vanguard StratOp, they can essentially move 10" with FLY (assuming no terrain is bigger than 3", like Octarius box). Or charge 9" with FLY. Yeah.
And 5 attack with 4/5, AND Stealth assault lets you just delete smaller models, like Corsairs or VGuardsmen. AP1 pistol is also a great addon.
Also - drop a smoke grenade on your feet and enjoy an unshootable model, unless enemy has incursors.
I did a jump test once, it was pretty epic
Thanks for the overview. It's a bit sad that there's nothing here that really seems to cause an "ooh!" but Space Marines seem to be about uniformity at the moment so it was sadly unlikely than some unexpectedly cool weapons or abilities were going to be present I suppose.
thank you so much for showing the narrative stuff too!
Poor reivers, why does GW hate them so much
Eh, looks likely that people will bring the Reiver Sergeant at least pretty often into this team. He is the only decent melee model and I dont buy the idea of your leader just sitting in the rear grinding CP and maybe plinking a bit with a measely bolter. In a 6 model team you cant afford that.
The reiver sergeant can turn 1 generate an extra cp while you move him forwards and his combat effectiveness far outweighs losing like 1-2cp over the course of the game.
8:38
Actually, OIDDDE ends after the player's next activation, not operative's. So if an enemy uses it and that operative can't be activated right away, it just dies without doing anything.
That is how it works, yes :)
I’m not sure that 3/4 is good at killing stuff, even with AP 1 & Lethal 5+. The Stalker rifle sure as hell isn’t a Plasma Gun.
So this team has been my main for a minute... that gun is consistent enough with lethal 5 and p1 that it out performs plasma sometimes
Can these legally be deathwatch like the other compendium guys?
I guess so
Their faction must be "Phobos".
@@ElOvnen there is a kill team of Phobos only in DW
Better or worse than Deathwatch and/or Grey Knights?
More flexible that them, but still don't have as much firepower as smite volleyballers or Rambos after visit to gun store
Best KT channel on YT
Best (and most accurate) comment on YT!
I really want GW to do something about krak and melta grenades
I think we all do!
Anyone gonna use an eliminator as marksman?
I would assume everyone, yes.
Prob better to use a standing pose, but in a tournament setting would it be allowed?
@@Wraith1uk yes of course!
I dont own any phobos marines so this would work for kill team and for 40k
Then you may just be in the golden position of wanting everything in this box, in which case, as it always goes for GW, it's a great purchase!
Waiting to know how I will convert my 6 generic phobos bodies!
Imma take the reiver sergant anyways but thanks for the tip
Haha we jump all the time for lolz :)
I really want to make a Floor is lava board now...
Bruh wtf that simple guy is a Sergeant. And I have to babysit him out of combat again?? Come on
I could agsolutely see more than a single Reaver if you need to be extremely mobile.
I think there's an argument to be made for more than one reiver, I agree! Maybe even 3!
It sounds like this could be a nice easy to play team. Not the best in close combat or at range or the most mobile.
But not hopeless at anything and a bit survivable. Personally I love the idea of the minelayer guy. Just 6 guys and all are ok, no trash no real linchpins?
I think this is a team that's going to reward players that really know what they're doing but will also let noobs rely on the generally decently survivable nature of marines. But it could go either way, it's difficult to see how teams will play in KT!
Looking forward to this one 👍
Kill Team ISN'T dead, NOT DEAD GAME!
I’m disappointed you skipped tactical ploys.
Honestly no idea how that happened. I agree it's a very important part! They're on screen so can be read but yeah just a total mental blank on what happened there :/
...still no eliminators
"not going to be absolute bottom of the pack, youre not goign to be hunter clade"
jeez... admech are that bad?
Haha, Clade are fine. They're above the majority of compendium teams, they just happen to be bottom of the pack for spec teams. In fairness, the spec teams are all relatively well balanced so it's not saying they're trash tier. They just can't compete against the top tier. But in a tournament, a good Clade player will do just fine. But they won't win.
I usually really enjoy your content, but in this one you had too much of a „whatever, I don’t care“ attitude for my taste. :/
Hope you bring the hyped and informative vibes back ❤️
No Eliminators, no Librarian; IMhO not entirely Phobos.
No Lieutenant and Captain as well and no Suppressors
@@turtlehead8386 indeed, will we get any supa-elite choices in future? I hope.
@@turtlehead8386 the problem with suppressors is the flying stand
@@Raptorschapter that will not stop us from making custom flying stands
@@turtlehead8386 i eliminated it. My suppressors are on the ground 😁 I think that they aren't birds, they just jump, so why keep them in air? Stay down