Feedback for the HoA player: 1) Putting your darklance on the open vantage TP1 was a pretty huge mistake. He's one of your key pieces against intercession, and you don't need to worry much about turning off conceal against intercession, they are going to be engaged most of the time. Better option was to reposition for better LOS, and keep him concealed and in cover. 2) Starting TP 2 off with the Disciple was the incorrect choice, injured means almost nothing to intercession as they will hit on 4s and almost always have a re-roll. Better choice would have been to charge with the duelist and double fight, or to go with the blaster right away to get rid of a marine. The Disciple is just a body to be used for objective control. The grenade should only be used in cases where it doesn't cost you anything because it is so swingy. 3) There's no situation where you should be wasting APL by shooting marines with splinter rifles, they very simply will not do anything. That APL should only be used for positioning or finishing off a marine that is left on 2 wounds. 4) You didn't need to move the skysplinter assassin to shoot the marine in TP2, you could have stayed behind the barricade and used Mark, then shoot. You're looking for crits anyway so the cover doesn't matter much. 5) Always save 1 CP for either a re-roll on the blaster or dark lance, you saw why in the last activation of TP2. You have to get 4 hits to guarantee a kill on a marine. You're either saving it for a re-roll or for Prey on the Weak. I think you used your CP re-roll on your skysplinter, please don't do this, even if you feel like you aren't getting value out of FDD, doing this is a trap. These are just my tips after TP 2, good luck in your future games!
I usually play my turning point 1 with these guys focusing less on getting VP and more about setting up turning point 2 for maximum killing. Also whenever I bring dark lance if he has no obvious vantage cover I’ll go with a fortify. GG guys !
Thank you for providing kill team content! Would definitely like to see a "rematch" against Phobos, since two tricksy teams facing ti off sounds great. For the HotA: Omen is best used against Elites, denying all those juicy sixes on a nasty operative, like seargeants, or snipers.
@@monkeygunner67000worth clarifying that you can THROW a grenade at an operative in conceal+cover, meaning getting within red of the target. Grenade launchers, like the intercessor gunner's, trade indirect for infinite range.
Listen, I was so confident going in, but the dice just said "no". Normally all that isn't too bad, but it worked to Nate's advantage in this game. -Brett
Feedback for the HoA player:
1) Putting your darklance on the open vantage TP1 was a pretty huge mistake. He's one of your key pieces against intercession, and you don't need to worry much about turning off conceal against intercession, they are going to be engaged most of the time. Better option was to reposition for better LOS, and keep him concealed and in cover.
2) Starting TP 2 off with the Disciple was the incorrect choice, injured means almost nothing to intercession as they will hit on 4s and almost always have a re-roll. Better choice would have been to charge with the duelist and double fight, or to go with the blaster right away to get rid of a marine. The Disciple is just a body to be used for objective control. The grenade should only be used in cases where it doesn't cost you anything because it is so swingy.
3) There's no situation where you should be wasting APL by shooting marines with splinter rifles, they very simply will not do anything. That APL should only be used for positioning or finishing off a marine that is left on 2 wounds.
4) You didn't need to move the skysplinter assassin to shoot the marine in TP2, you could have stayed behind the barricade and used Mark, then shoot. You're looking for crits anyway so the cover doesn't matter much.
5) Always save 1 CP for either a re-roll on the blaster or dark lance, you saw why in the last activation of TP2. You have to get 4 hits to guarantee a kill on a marine. You're either saving it for a re-roll or for Prey on the Weak. I think you used your CP re-roll on your skysplinter, please don't do this, even if you feel like you aren't getting value out of FDD, doing this is a trap.
These are just my tips after TP 2, good luck in your future games!
I usually play my turning point 1 with these guys focusing less on getting VP and more about setting up turning point 2 for maximum killing. Also whenever I bring dark lance if he has no obvious vantage cover I’ll go with a fortify. GG guys !
Love the Killteam content, keep it up!
A great defeat. We lost two intercessors. We shall purge worlds of Xenos for this
Thank you for providing kill team content!
Would definitely like to see a "rematch" against Phobos, since two tricksy teams facing ti off sounds great.
For the HotA: Omen is best used against Elites, denying all those juicy sixes on a nasty operative, like seargeants, or snipers.
Those Dice, Man....
Can you shoot à grenade to concealed target in cover?
yeppers, Indirect.
@@akakeri9802 thanks, good to know 😁
@@monkeygunner67000worth clarifying that you can THROW a grenade at an operative in conceal+cover, meaning getting within red of the target. Grenade launchers, like the intercessor gunner's, trade indirect for infinite range.
@@AnonymouslyVoiced thanks for that!
I've seen your videos but I never click on them because of my pc gamer brain seeing BR as Brazil and not Battle Report lol
GG. FYSA - You can't change between engage/conceal on TP1 except if you chose the specific scouting option for it.
We should have clarified in the video, but I did use the scouting option to switch the agent in TP 1. Thanks! -Brett
So this game seems to just heavily favor intercessors. 3apl with double shooting seems insane.
Listen, I was so confident going in, but the dice just said "no". Normally all that isn't too bad, but it worked to Nate's advantage in this game. -Brett
Hand of the archon, next time you play them try taking two agents in place of the heavy gunner.