There are sick combos you can do with Necrons. Deathmarks move + Dash. Then you activate cryptek, order the deathmark to shoot with support skill, use magnification Conduit to shoot through the deathmark with the leader and then, if you are still in range, cast teleport or chronometron to bring back the deathmark. All of this for 1 CP (maybe even not) and just 2 activations
Or use multidimentional vision to remove obscuring instead of dash. Or move, guard action followed by multidimensional vision as command next activation
I will miss the big cryptek turns where you basically had 4 apl and could make another unit shoot or make a mission action, but spreading the power out across the team is honestly better for the team. Would love that you could use command to shoot twice per turning point.
Don't forget the extended support range from the Cortical Control ploy would also apply to the other Cryptek actions, like being able to teleport someone from accross the board using Timesplinter, or giving your in place deathmark Rending and Saturate from accross the board. Very very versatile and powerful ploy
Correct me if I'm wrong but, The Psychomancer's Vision of Madness says that if the result is equal to the Op's APL you can't activate it. So a 2 APL Op can only be activated if you roll a 1
Great Review! Very Thorough and easy to understand and really helped me to understand the updated Hierotek Circle. Loving the new edition so far! Though I do agree that the Psychomancer is probably the weakest choice out of the three. I would like to present a case where I might pick the Psychomancer over the others. A match up where the Crit ops requires you to do a pick up action or a mission action against horde team and maybe a more melee focused 2APL team. The Lance with 5 shots, hitting on 3s, P2, Blast + 2"Dev1 going into a clumped up group of enemy with Magnify will, on average, take out at least 2 guys since it's easier to get the rerolls from maginify now with the Maginification conducts being an auto take and most horde teams have between 9-7 wounds guys with 4+ or 5+ saves. The Madness can be used next on anyone who surrvived or on a key enemy operative that survived your cryptek's or appentek's shooting so they are unlikely to be able to activate next, run and hide to safety, or shoot you back since you only need a 2+ on a 2APL operative or 3+ on a 3APL leader. You can also use the maddness to give the token to an enemy who charged one of your already activated guy for safety or to fight but didnt manage to kill. Or give to an enemy who is already expended. Charge the same enemy into safety. In the next TP, use the ploy that gives you accurate on melee. since the enemy are unlikely to be able to swing first with 2+ the maddness token roll, and you are hitting first and retaliating, if you didn't take them out with with first fight, with accurate 2(because you in combat and didnt move more than your move stat). Your guy is a lot more likely to survive and maybe kill the enemy if you roll hot on the remaining dice. I'm sure there are other uses but these are the ones I can think of on the top of my head. The Harbinger is easier to set now and can basicly turn off the mid or the enemy side objective for the opponent unless they realocate resorces like giving +1apl to in order to do the action instead of giving it to someone else. and if the opponent wants to try to kill whoever set the token to get rid of it. your enemy's next few moves will be a bit easier to predict and counter act. The Shroud is easier to proc now since it's a 8" aura. and you can't go wrong with turning off crits But That's just my opinion. In most other cases, you are probably better off with the other two.
Psychomancer feels absurd vs the various eldar teams, tzeentch legionares, or custodes. No rerolls and no confirming crits is a great denial tool. Plus the blast and devistating rule would be extra good vs horde teams because of the chaining area it provides if you crit
Eldar teams sure but you wouldn't see many Tzeentch legio vs them and...custodes are gone 🤔 He's good but Techno and chrono are still just way more useful
Hello, I'm new to kill team, but have a necron army, what advice would you give for a beginner trying to pilot this team? Any basic combos and like, what is their relative playstyle?
I’d practice with the Technomancer before trying the other Crypteks. He’s the most general purpose and doesn’t require more advanced tactics to understand how best to use him like the Psychomancer or Chronomancer
Hi, I'm still fairly new to playing Warhammer. I'm confused to the explanation about living metal regarding rolling a D3 + 1. I understand that we roll a D6 then divide by 2. Then round up if its an odd number resuljt. So isnt the worse roll be a 2 then the best heal a 4?
if you are talking about the number of healing you get after reanimated he said worst result is 4 because when you reanimate you get 1D3 + 1 and after that you heal again for 1D3 + 1 like every operatives you have so you end up with 2D3 + 2 wounds (4 - 8)
23:52 @canyourollacrit I don't think you can shoot again when you are reanimated. I read it as the necron is reanimated but can not beeing used again, because he is "expended". Am I wrong?
So, the wording on the Aprentek is now that they have access to the same unique actions the Cryptek does. Is a "unique action" unique to your whole team, or just the operative performing it? That is, can the Cryptek and Aprentek both cast the same spell in the same turning point? Like to move your nanomine, or shift a buff to another operative?
@@jonasutoft2977 I would assume it's now a unique action the Aprentek can use as well. In the previous edition the Cryptek spells were specifically listed AS "Cryptek Actions", but now they're just actions on the Cryptek's datacard, just like Command. Real shame it's no longer free.
All the actions have their restrictions spelled out, but generally you can do the same one with the apprentek and cryptek. For example if you use the nanomine twice the old one gets removed. There are still good cases to double up though, such as using the technomancer's augment weapon - you can have the cryptek augment its own weapon and shoot it, and then have the apprentek augment its own weapon and shoot it on the same turning point because activating it only removes the previous ones buff (but we already shot it this turn so who cares)
This is one of my first teams and one of my favorite teams. I think theyll be good into this meta until some changes are made. Theyve got great flexibility based on map and opponents kill team. They have really messed up fly. The Tau drones and these plasmacytes and Crypteks.
Do you think the paragraph in Reanimation Protocols "You can only select each of your Reanimation..." can prevent the Plasmacyte reanimator from performing its action reanimate if you rolled a 3+ during the Strategy phase? I hope not but I'm not sure
@@CanYouRollaCrit valid target and obscuring are determined at different times. Do you think it's intended that obscuring is still determined from the original operative?
Yip, seems weirdly that the death marks seem to get the best of what immortals offer and do it just as good if not better. I’ve got to be missing something.
@@tedcincoski2497 I was going by various guys saying running 5 deathmarks is fun and very successful, not had chance for a game yet to run a couple. No further info given for which cryptek they were taken in, definitely going to mix things up with who they ran against as well. I’ve tried to watch a couple other brake-downs but they glossed over almost every change making it pointless. Who do you normally run them with, what set up?
Technomancer isnt the best for abilities, bit shouldnt be slept on in closecombat. 5+ crits and full rerolls if using magnify on blast and dev. You can bounce wounds between groups like crazy. Damage the first and proc dev. On the blast on the second. Dev procs back the first as well. Killed 3 votann with one shooting action in a game. Also if you nightmare shroud the otherside of a hatch and close it. Could be done with command for free. 2 actions to open. Can slow a team more than nanomine
The nanomine has actually been nerfed and 6" is needed in this form. It now only reduces the reposition move, where it reduced both reposition AND dash before. If it was only 3" now, you could just dash out of it and then move normally. sooooo
You weren't keeping up with the balance changes in the last 4 months of kill team Nanomine was changed to a 3inch radius bubble that had no effect on dashes (:
Yea, I can't agree on Deathmark. Heavy on DM makes him to use very weird. Taken without chronomancer is unplayable, with chronomancer is usable but requires to activation for setup which is quite bad. Taking two is definately not in my playbook. Also I am not a fan of equipment that randomly might not work (tesseract cube) would pick probably smoke grenades or ladders
Deathmark is so great even without the Chronomancer you're always taking, extra CP is always great and you're not always gonna need the ladders and smoke
@CanYouRollaCrit that is a random extra CP that can fizzle on turn 1 without being able to use it again or simply never give you CP. Instead it's better to pick something that you get to choose whether you use it or not. Deathmark has heavy weapon without any reason. It is immobile sniper that you need either setup for two turns or use two activations to throw him on vantage. It is much better to simply take another guard whose weapon profile is not that different and can actually move across the kill zone
You also need to remember they hit on 2+, has guaranteed crit if you hit, piercing, and can ignore obscuring. It doesn't really need to move. Just put behind cover with visibility to a decently open area and anything that is visible not on conceal behind cover can be easily 1 or 2 shot.
@CanYouRollaCrit 3 inches is immobile. Unless of course you don't want to do anything else, or hope that your opponent will not play around your guard which on open terrain is much easier than in close quarters. 1-2 CP short? Excellent, don't pick deathmark, don't waste cp on guard and you can skip random equipment that might not give you anything now, or anything ever and not through your own choice but luck of the draw
There are sick combos you can do with Necrons.
Deathmarks move + Dash. Then you activate cryptek, order the deathmark to shoot with support skill, use magnification Conduit to shoot through the deathmark with the leader and then, if you are still in range, cast teleport or chronometron to bring back the deathmark.
All of this for 1 CP (maybe even not) and just 2 activations
Or use multidimentional vision to remove obscuring instead of dash. Or move, guard action followed by multidimensional vision as command next activation
Yeah very crazy good combos!
I will miss the big cryptek turns where you basically had 4 apl and could make another unit shoot or make a mission action, but spreading the power out across the team is honestly better for the team. Would love that you could use command to shoot twice per turning point.
Yeh it's much more better being spread out now
Me with my Warpcoven wizards
@@parkerberke4064jelly
These reviews are really good 👍
Thanks, glad you're liking them (:
Don't forget the extended support range from the Cortical Control ploy would also apply to the other Cryptek actions, like being able to teleport someone from accross the board using Timesplinter, or giving your in place deathmark Rending and Saturate from accross the board. Very very versatile and powerful ploy
Yeah its great!
Thank you pointing that out good sir.❤
HE SAID IT! XENOS ELITE KILL TEAM! I HEARD IT! ...if you cannot tell, this has made my day. Haha
Copyrightttt
Correct me if I'm wrong but, The Psychomancer's Vision of Madness says that if the result is equal to the Op's APL you can't activate it. So a 2 APL Op can only be activated if you roll a 1
No correction needed, you are right
Oh yeah my bad
Great Review! Very Thorough and easy to understand and really helped me to understand the updated Hierotek Circle. Loving the new edition so far!
Though I do agree that the Psychomancer is probably the weakest choice out of the three. I would like to present a case where I might pick the Psychomancer over the others. A match up where the Crit ops requires you to do a pick up action or a mission action against horde team and maybe a more melee focused 2APL team.
The Lance with 5 shots, hitting on 3s, P2, Blast + 2"Dev1 going into a clumped up group of enemy with Magnify will, on average, take out at least 2 guys since it's easier to get the rerolls from maginify now with the Maginification conducts being an auto take and most horde teams have between 9-7 wounds guys with 4+ or 5+ saves.
The Madness can be used next on anyone who surrvived or on a key enemy operative that survived your cryptek's or appentek's shooting so they are unlikely to be able to activate next, run and hide to safety, or shoot you back since you only need a 2+ on a 2APL operative or 3+ on a 3APL leader.
You can also use the maddness to give the token to an enemy who charged one of your already activated guy for safety or to fight but didnt manage to kill. Or give to an enemy who is already expended. Charge the same enemy into safety. In the next TP, use the ploy that gives you accurate on melee. since the enemy are unlikely to be able to swing first with 2+ the maddness token roll, and you are hitting first and retaliating, if you didn't take them out with with first fight, with accurate 2(because you in combat and didnt move more than your move stat). Your guy is a lot more likely to survive and maybe kill the enemy if you roll hot on the remaining dice.
I'm sure there are other uses but these are the ones I can think of on the top of my head.
The Harbinger is easier to set now and can basicly turn off the mid or the enemy side objective for the opponent unless they realocate resorces like giving +1apl to in order to do the action instead of giving it to someone else. and if the opponent wants to try to kill whoever set the token to get rid of it. your enemy's next few moves will be a bit easier to predict and counter act.
The Shroud is easier to proc now since it's a 8" aura. and you can't go wrong with turning off crits
But That's just my opinion. In most other cases, you are probably better off with the other two.
Nice! Glad to hear things look good. I am finishing painting my box + a chronomancer.
Yup! Ooooh nice!
Im so happy equipment was changed with this edition. Tesla weave sounds AWESOME now!
Yeah it's very good now
Psychomancer feels absurd vs the various eldar teams, tzeentch legionares, or custodes. No rerolls and no confirming crits is a great denial tool. Plus the blast and devistating rule would be extra good vs horde teams because of the chaining area it provides if you crit
Eldar teams sure but you wouldn't see many Tzeentch legio vs them and...custodes are gone 🤔
He's good but Techno and chrono are still just way more useful
First!
I was waiting for this, I will watch it with my full atention 🤓
Thank you so much for your work lately, means a lot and helps a lot!!
Ah no worries, thanks for watching (:
Thanks, I'm just getting into killteam with Necrons
Hope this helps!
Just a heads-up, the Despotek's Steadfast ability specifically does NOT stack with APL modifiers
Great review! Thanks!
No worries, thanks for watching (:
Hello, I'm new to kill team, but have a necron army, what advice would you give for a beginner trying to pilot this team? Any basic combos and like, what is their relative playstyle?
They're quite a defensive team so try to play for the mid and your own objectives, while slowly whittling down the opponent
I’d practice with the Technomancer before trying the other Crypteks. He’s the most general purpose and doesn’t require more advanced tactics to understand how best to use him like the Psychomancer or Chronomancer
Hi, I'm still fairly new to playing Warhammer. I'm confused to the explanation about living metal regarding rolling a D3 + 1.
I understand that we roll a D6 then divide by 2. Then round up if its an odd number resuljt. So isnt the worse roll be a 2 then the best heal a 4?
The worst result is a 1 or 2 which is 1+1
if you are talking about the number of healing you get after reanimated he said worst result is 4 because when you reanimate you get 1D3 + 1 and after that you heal again for 1D3 + 1 like every operatives you have so you end up with 2D3 + 2 wounds (4 - 8)
As for deatmark, can i reposition then spend a cp to put it in guard? Or can i only dash the guard because of the heavy rule on it gun?
You can reposition and go on guard (:
23:52 @canyourollacrit
I don't think you can shoot again when you are reanimated. I read it as the necron is reanimated but can not beeing used again, because he is "expended".
Am I wrong?
Yes, it reads "an operative reanimated from this action is set up expended IF it was already expended".
Only expended if they were expended that TP already (:
So, the wording on the Aprentek is now that they have access to the same unique actions the Cryptek does. Is a "unique action" unique to your whole team, or just the operative performing it? That is, can the Cryptek and Aprentek both cast the same spell in the same turning point? Like to move your nanomine, or shift a buff to another operative?
Just for the Apprentek
Speaking of, is command a unique action and if so can the aprentek use it instead of the other cryptek actions?
@@jonasutoft2977 I would assume it's now a unique action the Aprentek can use as well. In the previous edition the Cryptek spells were specifically listed AS "Cryptek Actions", but now they're just actions on the Cryptek's datacard, just like Command.
Real shame it's no longer free.
@@patrickdunham9490yeah agreed or even if not free, just being able to make an operative shoot twice with i would be cool.
All the actions have their restrictions spelled out, but generally you can do the same one with the apprentek and cryptek. For example if you use the nanomine twice the old one gets removed. There are still good cases to double up though, such as using the technomancer's augment weapon - you can have the cryptek augment its own weapon and shoot it, and then have the apprentek augment its own weapon and shoot it on the same turning point because activating it only removes the previous ones buff (but we already shot it this turn so who cares)
Maaaannnn this team looks so fun in 3rd Ed!!
Yup they really are!
Question, does the technomancer augment weapon apply to both the ranged and melee profile or just one of them?
Just one, you select a weapon to buff
@@CanYouRollaCritah okay, so even though the melee and ranged weapon profiles share a name they are considered different weapons?
Yeah
This is one of my first teams and one of my favorite teams. I think theyll be good into this meta until some changes are made. Theyve got great flexibility based on map and opponents kill team. They have really messed up fly. The Tau drones and these plasmacytes and Crypteks.
Yeah not sure why fly was removed as a core rule
Anyone modifying this team to include Orikan and Trazyn then making all their games wind up like a grimdark Laurel and Hardy?
You could, would deffo be funny haha
I'd love to use Illuminator Szeras for my cryptek model ... but it'll take some work fitting him on a 40mm base. : p
@@patrickdunham9490 where there’s a will there’s a way.
Deffo a cool team, having grenades is new. Is there any play for universal equipment?
Yeah Ladders usually
I know it's not easily available, but it would have been nice of them to add the Plasmancer as a new option for this team.
Kinda, don't think they need it tbh
Do you think the paragraph in Reanimation Protocols "You can only select each of your Reanimation..." can prevent the Plasmacyte reanimator from performing its action reanimate if you rolled a 3+ during the Strategy phase? I hope not but I'm not sure
No it doesn't as its wording is different (:
What is your take on how magnify interacts with onscuring?
What's the issue?
@@CanYouRollaCrit valid target and obscuring are determined at different times. Do you think it's intended that obscuring is still determined from the original operative?
I was wondering what they were going to do with the bugs since fly is a semi teleport now. Can't have teleporting invisible bugs stealing objectives 😂
Yeah a fun shame gone
Immortals are the only model on the team that basically didn't change except for the new Steadfast rule 😂
Yeah it's rough lol
Yip, seems weirdly that the death marks seem to get the best of what immortals offer and do it just as good if not better. I’ve got to be missing something.
Immortals are much better mobile objective play pieces, Deathmarks are ranged killers, and very good at it, but not much more.
@@tedcincoski2497 I was going by various guys saying running 5 deathmarks is fun and very successful, not had chance for a game yet to run a couple.
No further info given for which cryptek they were taken in, definitely going to mix things up with who they ran against as well. I’ve tried to watch a couple other brake-downs but they glossed over almost every change making it pointless.
Who do you normally run them with, what set up?
@Docktavion I haven't tried multi-Deathmark yet, still on the 2 Immortals 1 DMark until Inget more assembled. Probably best with Technomancer though.
Nice one, how do you think they compare to angels and legionaries? Is it a 50/50?
I think they have a decent chance imo
Hey, dumb question: are immortal guardians just...immortals? Because i have regular immortals built for my army i could use for the kill team if so.
Yeah they're the same (:
Man… Hierotek is such a pain, I’m an Elite player, playing against them is torture and a half because I just don’t get to roll saves most times 🤷
Unless you play Legio and Warp Coven 😅
Any idea when the blades of khaine review may drop ?
Later this week (:
Am I reading it well, you can only do one support action per turn with the criptek?
No you can use all 3 apl on them, only the aprentek is limited to 1
Nah, you just do each once per TP
Thanks, I was wondering since they all caller "support" actions I thought they were affected by doing each action once.
Where can i get these cards to print off?
From GW?
Good. Good. Keep underestimating my psycho boy 😆
Okay 🤔
Well I sold this team..l :D
Set it free
Technomancer isnt the best for abilities, bit shouldnt be slept on in closecombat. 5+ crits and full rerolls if using magnify on blast and dev. You can bounce wounds between groups like crazy. Damage the first and proc dev. On the blast on the second. Dev procs back the first as well. Killed 3 votann with one shooting action in a game. Also if you nightmare shroud the otherside of a hatch and close it. Could be done with command for free. 2 actions to open. Can slow a team more than nanomine
Yeah but Technomancer still has some of the best abilities tho
The nanomine has actually been nerfed and 6" is needed in this form.
It now only reduces the reposition move, where it reduced both reposition AND dash before.
If it was only 3" now, you could just dash out of it and then move normally. sooooo
You weren't keeping up with the balance changes in the last 4 months of kill team
Nanomine was changed to a 3inch radius bubble that had no effect on dashes (:
@@CanYouRollaCrit ah ok, i thought the last nerf was only to the size, not also including the restriction to only reposition/move.
Yea, I can't agree on Deathmark. Heavy on DM makes him to use very weird. Taken without chronomancer is unplayable, with chronomancer is usable but requires to activation for setup which is quite bad. Taking two is definately not in my playbook.
Also I am not a fan of equipment that randomly might not work (tesseract cube) would pick probably smoke grenades or ladders
Deathmark is so great even without the Chronomancer you're always taking, extra CP is always great and you're not always gonna need the ladders and smoke
@CanYouRollaCrit that is a random extra CP that can fizzle on turn 1 without being able to use it again or simply never give you CP. Instead it's better to pick something that you get to choose whether you use it or not.
Deathmark has heavy weapon without any reason. It is immobile sniper that you need either setup for two turns or use two activations to throw him on vantage. It is much better to simply take another guard whose weapon profile is not that different and can actually move across the kill zone
1 to 2 CP in this current CP starved meta is very much worth the risk. The Deathmark is Heavy Dash so isn't immobile (:
You also need to remember they hit on 2+, has guaranteed crit if you hit, piercing, and can ignore obscuring. It doesn't really need to move. Just put behind cover with visibility to a decently open area and anything that is visible not on conceal behind cover can be easily 1 or 2 shot.
@CanYouRollaCrit 3 inches is immobile. Unless of course you don't want to do anything else, or hope that your opponent will not play around your guard which on open terrain is much easier than in close quarters.
1-2 CP short? Excellent, don't pick deathmark, don't waste cp on guard and you can skip random equipment that might not give you anything now, or anything ever and not through your own choice but luck of the draw