It also seems you can use the comms device in conjunction with the zealot to have a 6” radius severe bubble which is a pretty big area if you place him strategically.
Yup, he can be a pretty great anchor piece if you find a safe spot. With the melee ploys up, 2 GA2 Guardsmen with axes within range of the zealot could kill a 14w marine
In the process of building this team out of Cadians, definitely a two box team plus the upgrades, lots of fun though. Good to know i could possibly skip the sapper because I don't have a suitable bit.
I always had fun playing with and against Veteran Guardsman. Yesterday I played against the Death Korps for the first time and also had good fun. Still, I still feel like the Blooded do sort of the same thing in a more colourful way and the Death Korps just lacks that TINY bit extra to really have a strong character.
I really like what they've done with the Vet Guard. Also really like the layout of these vids. Does the spotter's mortar barrage benefit from it's own Spot ability? So you could effectively give the barrage seek light and ignore obscuring for 2AP?
So if I'm reading this right, the Inspirational Leadership ploy can now be used on the confidant even when the Watchmaster is still alive? Previously it required the LEADER keyword which was only passed on when the Sergeant died. If that's true then it's a pretty neat ploy now as you can have a two different order bubbles going on at the same time on opposite sides of the killzone. Also even more reason that the confidant is an auto-take.
Does this cost 2 CP then? I’m a little confused. If you use a guardsman order during the strategic ploys you have to pay 1 CP now? And another for the confidant?
@jays838 no so the inspiring leader ploy is separate from the orders ability, orders are free. The inspiring leader is just allows you to do it again when you activate either the watchmaster or the confidant.
@@Box.wizard oh! You can use an order from your leader during the strategy phase every time for free? The way I read it is that all strategy ploys cost 1 CP. the only way you get to do it for free is if you did it during the leaders activation, motivating the player to activate the leader first during their turn
@@jays838Ye it's abit confusing cause they refer to the same thing but the orders are the teams rule, and the ploy just let's you give another order (they don't stack so any models that already have a rule it simply replaces the old order)
Love that picture of the grenadair. I'm planning on making a kasrkin team using dkok grenadairs. They look sick. Looking forward to this for my dkok guardsmen.
They may still be a two box team, but you can get creative with it. I actually ended up building mine from the vet guards box and the Tempestus Command squad box, running the Sargeant, comms, and three of the gunners on the scions bodies
I think my default list will be sergeant with plasma and power weapon, 4 troopers, confidant with chainsword and relic laspistol, comms, all 4 gunners, sniper, spotter, zealot. If I’m against a shooting heavy, non horde team, like shooting angels of death and maybe Kasrkin or pathfinders, I’ll swap the flamer gunner for a medic.
@@CanYouRollaCritthank you! Follow-up question, is there a limit to how many times a firefight ploy can be used? Is it once per turning point, once per activation, etc? I’ve not been able to find that info and I imagine it’ll be essential here. Cheers!
Their is a big change in guardsmen order. Previously, you could give more than one order with inspirational order but it needed to be different. Now you can only have one order active on your operative.
So, how does the one firefight ploy for 0CP work? Does the one refer to one use or one ploy? As in, does it mean that one firefight ploy costs 0CP whenever you use it - you can use it as many times as you want? Or does it mean that you get one free use of a firefight ploy?
Was waiting for this! I have a question tho, If you drop 1 trooper and choose one firefight ploy, can you just abuse it and always use it for 0CP as many times as you want?
You can only ever use a Ploy once per turning point each. So you could use a Ploy for free only once per turn. Maximum of 4 times per game. Saves you 4cp per game for a ploy you'd like to use every turn.
I haven't tried the sapper yet, but I keep thinking that while the mine sounds cool thematicly, it's mostly an area denial ability, with extra steps to actually use it, right? Keep thinking some kind of timed demo-charge would work better. Like you chuck this big bomb into an ares you want to clear, and it's going to detonate next turning point or something. Idk, just thoughts.
the comment at 20:34 Is it possible to fire pistols in melee in this edition? I can't find any rules that mention that it can or can't. Like, as he said- "charge, fight and shoot"
@CanYouRollaCrit Aaaa, damn. Am later this evening going to play a match w the Krieg squad, thought this was a viable strat. Thanks for the insanely quick reply.
I don't mind the changes. Frustrating the demo man got hit so hard though. Not sure why he can't use grenades when all the other sappers get free grenades. Think I'll end up dropping him a lot. Good review thank you
they are only giving silent to snipers with camo cloaks now, like the bloodied and the angels of death snipers, others get concealed position like the death korps and komandos snipers
@@CanYouRollaCrit played a solo game last night without zealot and the only gunner that did well was the flamer. Easy way to get 4 hits with 3 damage each. Take aim! makes it nearly impossible to miss. Plasma spiked well but I rolled that 3 on the hot roll and that was the end of him. Definitely need the zealot
I am new in Kill Team (jumped in with 3rd edition) and need little bit advice. I bought Hivestorm and also 2nd edition of KT with Veterans/Kommando, and i would like to play with Krieg/Veterans in Hivestorm, but i am so confused ho to build proper team (no tournament, just play with friends or so). How can i assebly them? I mean, how to build team? I play a lot of skirmish/ttwg games but i'm really confused about this one. Appreciate it and many thanks.
@CanYouRollaCrit That used to be a viable option. I could pick away with my sniper spotter combo, leader with Plasma pistol and power weapon could lead from the front, another plasma gun, grenade launcher, melta gun, and 5 guys with 3/4 damage lasguns. Overcharge for that Ap1 across the board, (much better than no cover safe against guys with 3 up saves) I would ALWAYS overcharge since my plasma (and all of my lasguns had AP1 and hot) reroll ones across the board was super helpful avoiding that Hot damage.
Yeah they got NUKED. Losing reroll 1,s can't give 5 dudes 3/4 damage anymore, losing Ap1, Confidant can only chain activate once, sniper is only silent once and losing a Tactical assets hurts. Also the way hot works now absolutely punishes all operatives with bad saves.
Can someone clarify the veteran rule where he reciebes a guardsman order? Do i get to select any or does he recieve the order given by the watchmaster when he activates, regardless of being in range earlier in the turning point?
Can Death Korps bring 3 gunners? I understood the operative selection as only 1 gunner can be selected. However the video seemed to suggest 3 can be taken or did he mean that usually the melta, plasma, or grenade launcher will be selected?
Just watched a video with elite gamers rating vet guard as C tier now with all the nerfs to AP weapons, the mines, the veteran, sniper and loss of the 1cp shoot before death ability. Very disappointing especially with all the buffs to the Space Marines and chaos Space Marines who are all now S or A tier.
@CanYouRollaCrit losing overcharge and the laspack upgrades hurt this team. Their demo mine got worse, their sniper got worse, their spotter got worse. Now they're a mediocre ranged team or a bad melee team depending on how you play them. The medic, zealot, and bruiser got better but that's it really.
If you had overcharged lasguns, every operative would have a 50% chance of severely injuring themselves every time you went hot, demomine is more honest instead of being a crazy delete piece plus you can detonate while in close combat now, spotter got better as it only lost GA2 but now gives the team ignore obscuring with a better mortar, sniper only got more static. They actually have more play with melee due to faction wide hand axes with accurate 1 and balanced, where GA2 troopers could potentially even kill a marine with Zealot aura.
Can you actually blow up the mine while in someone’s control range? I thought the Detonate* rule is considered a shoot action and therefore follows those rules?
Comparing the DKoK Sniper vs the Blooded is asinine. If any player is unhappy with concealed position i will be more than happy to house rule them to not have it and change their gun to Devestating1 and apply a max of 3 to Gunners+Sniper combined. I play both factions and i do not expect the DKoK one to get changed.
It also seems you can use the comms device in conjunction with the zealot to have a 6” radius severe bubble which is a pretty big area if you place him strategically.
Yup, he can be a pretty great anchor piece if you find a safe spot. With the melee ploys up, 2 GA2 Guardsmen with axes within range of the zealot could kill a 14w marine
@@CanYouRollaCrit oh yeah I didn’t even think of the melee application. That’d be pretty funny to see on table
It takes a lot of setup but very doable with security imo
Ay, what are you doing here.
I really like what zealot does now. You can setup a little bubble of murder whilst sending rest of team to contest objectives.
Yeah he's so good now
Add a Comm Equipment and that bubble becomes a party bus
@@FlyWire2 oooooh
@@FlyWire2tell me more. My two boxes are Waiting for me at home
In the process of building this team out of Cadians, definitely a two box team plus the upgrades, lots of fun though. Good to know i could possibly skip the sapper because I don't have a suitable bit.
Yeah lots of fun going the cadian route
*Entire Killteam wears gasmask*
*Gets affected by gas*
"Why is it spicy?"
Plot hole confirmed
@@CanYouRollaCrit RIP
I think that every time I use it lol. It’s just flesh eating gas :)
@sundrophawk8366 Acid Gas?
I always had fun playing with and against Veteran Guardsman. Yesterday I played against the Death Korps for the first time and also had good fun. Still, I still feel like the Blooded do sort of the same thing in a more colourful way and the Death Korps just lacks that TINY bit extra to really have a strong character.
Yeah, I'm surprised no shovels are shooting into engagement
I really like what they've done with the Vet Guard. Also really like the layout of these vids.
Does the spotter's mortar barrage benefit from it's own Spot ability? So you could effectively give the barrage seek light and ignore obscuring for 2AP?
Oooh yeah spotter can spot for himself
Ye I was expecting it to say "other friendly operator" but it just says "a friendly operator" which includes the Spotter nice catch.
So if I'm reading this right, the Inspirational Leadership ploy can now be used on the confidant even when the Watchmaster is still alive? Previously it required the LEADER keyword which was only passed on when the Sergeant died. If that's true then it's a pretty neat ploy now as you can have a two different order bubbles going on at the same time on opposite sides of the killzone.
Also even more reason that the confidant is an auto-take.
Ooooh that's true! Nice way to have multiple zones of attack
Does this cost 2 CP then? I’m a little confused. If you use a guardsman order during the strategic ploys you have to pay 1 CP now? And another for the confidant?
@jays838 no so the inspiring leader ploy is separate from the orders ability, orders are free. The inspiring leader is just allows you to do it again when you activate either the watchmaster or the confidant.
@@Box.wizard oh! You can use an order from your leader during the strategy phase every time for free? The way I read it is that all strategy ploys cost 1 CP. the only way you get to do it for free is if you did it during the leaders activation, motivating the player to activate the leader first during their turn
@@jays838Ye it's abit confusing cause they refer to the same thing but the orders are the teams rule, and the ploy just let's you give another order (they don't stack so any models that already have a rule it simply replaces the old order)
Love that picture of the grenadair. I'm planning on making a kasrkin team using dkok grenadairs.
They look sick.
Looking forward to this for my dkok guardsmen.
Might be a good idea to wait until gw shows off the krieg wave for the codex, could have some grenadiers
Oooh nice plan
I’m planning something similar with Scions
@@ChadistWallace great point
@AuthorSurrogate I couldn't see scion rules
Can you please list out the optimal build for one pack? Im new to Kill Team and Warhammer in general, and im dumb lol
Hmmm, leader with plasma and power sword, medic, confidant, plasma, melta, grenade launcher, spotter, sniper, demo, comms
@CanYouRollaCrit thank you!
Great updates, appreciate you!
No worries (:
They may still be a two box team, but you can get creative with it. I actually ended up building mine from the vet guards box and the Tempestus Command squad box, running the Sargeant, comms, and three of the gunners on the scions bodies
Oh nice yeah that works although a bit visually confusing
I think my default list will be sergeant with plasma and power weapon, 4 troopers, confidant with chainsword and relic laspistol, comms, all 4 gunners, sniper, spotter, zealot.
If I’m against a shooting heavy, non horde team, like shooting angels of death and maybe Kasrkin or pathfinders, I’ll swap the flamer gunner for a medic.
Oooh sounds good
This was super helpful! If taking 3 troopers, which ploy would you choose to make free?
Probably In Death Atonement, unless on a dense board for saturate (:
@@CanYouRollaCritthank you! Follow-up question, is there a limit to how many times a firefight ploy can be used? Is it once per turning point, once per activation, etc? I’ve not been able to find that info and I imagine it’ll be essential here. Cheers!
Their is a big change in guardsmen order. Previously, you could give more than one order with inspirational order but it needed to be different. Now you can only have one order active on your operative.
Yeah but it's the same effect. If you changed their order before, they'd not benefit from both
So, how does the one firefight ploy for 0CP work? Does the one refer to one use or one ploy? As in, does it mean that one firefight ploy costs 0CP whenever you use it - you can use it as many times as you want? Or does it mean that you get one free use of a firefight ploy?
0CP for the game (:
I am patiently waiting for the hunter clade review
It'll come eventually 👀
Ah i miss the Support choice of mortars, airstrikes, missles and such.
Kinda but they were generally never used
Was waiting for this!
I have a question tho, If you drop 1 trooper and choose one firefight ploy, can you just abuse it and always use it for 0CP as many times as you want?
Yes you get it as 0CP for the game
@@CanYouRollaCrit nice, this seems abusive... you can just make your Vet Guard super human and give all orders always, seems too much
You can only ever use a Ploy once per turning point each. So you could use a Ploy for free only once per turn. Maximum of 4 times per game. Saves you 4cp per game for a ploy you'd like to use every turn.
@@tgcacreative Yeah, but firefight ploys you can use as many times as you want no?
@@andreprm95 No, once per tp for them, too.
I haven't tried the sapper yet, but I keep thinking that while the mine sounds cool thematicly, it's mostly an area denial ability, with extra steps to actually use it, right? Keep thinking some kind of timed demo-charge would work better. Like you chuck this big bomb into an ares you want to clear, and it's going to detonate next turning point or something. Idk, just thoughts.
Yup, pretty much!
I have to take them... I am forced to draw, all death korps for my son!
In life, shame!
Fallen ,Unknown trooper of 158th regiment.
I dont like there is no strafing run and other tactical assets anymore.. It was so thematic and badass imo
Assets were fun but never used really
the comment at 20:34
Is it possible to fire pistols in melee in this edition? I can't find any rules that mention that it can or can't. Like, as he said- "charge, fight and shoot"
Ah nah you cannot shoot into melee with pistols
@CanYouRollaCrit Aaaa, damn. Am later this evening going to play a match w the Krieg squad, thought this was a viable strat. Thanks for the insanely quick reply.
I don't mind the changes. Frustrating the demo man got hit so hard though. Not sure why he can't use grenades when all the other sappers get free grenades. Think I'll end up dropping him a lot.
Good review thank you
No worries! Sadly he never had grenades like the Kasrkin demoman
@@CanYouRollaCrit I know, now he's just a sad sapper who can just strap on the bomb vest and go pop
Does Saturate weapon rule basically neutralize Take cover and Dig in?
No only for retaining cover
Axes instead of entrenching tools for the melee upgrade?!
*>TRIGGERED GAS MASK NOISES*
Shovels preserved
they are only giving silent to snipers with camo cloaks now, like the bloodied and the angels of death snipers, others get concealed position like the death korps and komandos snipers
The Yaegir has a camo cloak with no permanent silent
If im not wrong, with only one (old) box you cannot build leader+confidant or sniper+demo. Its a shame, maybe with the repackage that changes
Yeah, you need 2 boxes sadly
They should definitely be immune to gas bombardment.
Those gas masks are just for show
I think you need the zealot to play. Even with all the gunners they don't feel like they have a lot of bite
Yeah he unlocks too much for the team
@@CanYouRollaCrit played a solo game last night without zealot and the only gunner that did well was the flamer. Easy way to get 4 hits with 3 damage each. Take aim! makes it nearly impossible to miss.
Plasma spiked well but I rolled that 3 on the hot roll and that was the end of him.
Definitely need the zealot
I am new in Kill Team (jumped in with 3rd edition) and need little bit advice. I bought Hivestorm and also 2nd edition of KT with Veterans/Kommando, and i would like to play with Krieg/Veterans in Hivestorm, but i am so confused ho to build proper team (no tournament, just play with friends or so). How can i assebly them? I mean, how to build team? I play a lot of skirmish/ttwg games but i'm really confused about this one. Appreciate it and many thanks.
I cover that in my operative selection part of the video (:
@@CanYouRollaCrit oh ok thanks :)
I just don’t know what DK is supposed to do against Legionaries or Rubrik Marines
Punch them?
Good luck with that.... several of the Khorne Legionaires can do 7 damage with guaranteed crits in melee.
Yeah but if they're Khorne then you can shoot them
@CanYouRollaCrit That used to be a viable option. I could pick away with my sniper spotter combo, leader with Plasma pistol and power weapon could lead from the front, another plasma gun, grenade launcher, melta gun, and 5 guys with 3/4 damage lasguns. Overcharge for that Ap1 across the board, (much better than no cover safe against guys with 3 up saves) I would ALWAYS overcharge since my plasma (and all of my lasguns had AP1 and hot) reroll ones across the board was super helpful avoiding that Hot damage.
@@CanYouRollaCrit but won’t they punch me back?
Is it just me or did they hit them really hard? :D
Nah I think they're fair changes
RIP veterans
People say this about every update to every game.
@@Chuck9852 It's not an opinion, it's a fact
Yeah they got NUKED. Losing reroll 1,s can't give 5 dudes 3/4 damage anymore, losing Ap1, Confidant can only chain activate once, sniper is only silent once and losing a Tactical assets hurts. Also the way hot works now absolutely punishes all operatives with bad saves.
Can someone clarify the veteran rule where he reciebes a guardsman order? Do i get to select any or does he recieve the order given by the watchmaster when he activates, regardless of being in range earlier in the turning point?
Gets a new order if you wish
Can Death Korps bring 3 gunners? I understood the operative selection as only 1 gunner can be selected. However the video seemed to suggest 3 can be taken or did he mean that usually the melta, plasma, or grenade launcher will be selected?
Yeah they're all seperate operatives so you can (:
How can you play Dkok with inqustion ? And do operatives loose all of their special rules ? And abilities If so?
It's covered in the Inq rules (:
the bayonet team carrying a better melee weapon like hand axes.
Pocket hand axes
The Leader's Chainsword is a dead option here? Couldn't find any other dead options.
Yeah its odd
Do we still need 2 boxes for that team?
Yup sadly
If you take confidant and 3 troopers don't you go down to 11 activations
No as that still makes you 12. Confidant's group activation is optional
But will me rolling a Crit save me from the Inquisition? Are you saving that one for last? hahaha
Inquisition....
Can you only take one gunner
One of each gunner
@@CanYouRollaCrit
So can I take a flamer and a plasma gunner in the same game.
@juliusoctavian9472 yup!
Oh ok I thought I had to choose between them. Because it said that other than trooper I could field only one of each operative.
They are 4 unique operatives, not 1 operative with 4 loadout options@@juliusoctavian9472
Just watched a video with elite gamers rating vet guard as C tier now with all the nerfs to AP weapons, the mines, the veteran, sniper and loss of the 1cp shoot before death ability. Very disappointing especially with all the buffs to the Space Marines and chaos Space Marines who are all now S or A tier.
I think they're around C tier but it's also due to missions going down to 3 objectives
Soo just don’t take the bruiser?
Yeah
@@CanYouRollaCritand don’t build the veteran and gunner with flamer but build the rest
Maybe i missed something, but in new rule book and lite rules no such thing as "Pass" action. So it looks like you must fight after charge.
You don't have to fight
@@CanYouRollaCrit Why you think so? In current edition its clearly stated it. But in new not.
@@KuristinaMakisethere's no obligation to spend all your APL, just end that operatives activation and flip their order token to expanded.
Look how they've massacred my boys ;(
They're not that bad 🤔
@CanYouRollaCrit losing overcharge and the laspack upgrades hurt this team. Their demo mine got worse, their sniper got worse, their spotter got worse. Now they're a mediocre ranged team or a bad melee team depending on how you play them. The medic, zealot, and bruiser got better but that's it really.
@johnblack5197 Exactly!
If you had overcharged lasguns, every operative would have a 50% chance of severely injuring themselves every time you went hot, demomine is more honest instead of being a crazy delete piece plus you can detonate while in close combat now, spotter got better as it only lost GA2 but now gives the team ignore obscuring with a better mortar, sniper only got more static.
They actually have more play with melee due to faction wide hand axes with accurate 1 and balanced, where GA2 troopers could potentially even kill a marine with Zealot aura.
Can you actually blow up the mine while in someone’s control range? I thought the Detonate* rule is considered a shoot action and therefore follows those rules?
Comparing the DKoK Sniper vs the Blooded is asinine. If any player is unhappy with concealed position i will be more than happy to house rule them to not have it and change their gun to Devestating1 and apply a max of 3 to Gunners+Sniper combined. I play both factions and i do not expect the DKoK one to get changed.
But they're literally the same gun 😂