Kill Team Faction Deep Dive Veteran Guard
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- Опубликовано: 10 сен 2024
- Better Late then never?
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I think the deep dives/faction guides are much better when the teams have been out a while, where people have played as or against the team. Great video great job.
Thank you so much, glad you enjoyed the video.
Don't feel too bad about making videos for 'solved' teams. My friends and I are just getting into the hobby. A refresher for one is a first introduction for someone else! Great stuff here, will definitely be taking notes as my buddy plays vet guard
Really glad you found the video useful.
As a newbie I cannot agree more!
Can I just say thank you I'm a really new player and entered a friend shop league, your videos have helped me prepare for each match so far keep up the good work ❤️
Glad to hear it Lillith. Thanks for the words of support.
I love deep dives like this
Happy to oblige!
Great refresher haven’t looked at Vet Guard since launch. Video idea; how to fix tactical marine squad. Add 1 wound to whole team or add another warrior making the team 7 models ?
Glad you enjoyed the video. I'll have a think about your tactical marines idea, but I am not really a house rules kind of person. If I wanted to make firstborn marines work, I'd probably proxy them with Chaos Legionaries rules.
Taking notes as I’ve gone along:
- confidant directive shenanigan example is running him up, shooting to get combined arms, then activating Melta to run up and blast them
- agree re zealot, just can’t fit him in
- I keep leader back TP1/2 as a counter charge guy along with comms, realistically by TP3 I’ve lost enough models that I don’t need to relay orders anymore
- bruiser I swap in for spotter in ITD, never used him open board
- hardened I swap in instead of medic in ITD, these last two are there for surviving just a little bit longer in combat
- spotter and sniper are camped together when I play open board
Strat ploys
- I always wish I’d played take cover, but rarely do as I’m saving CP for tactical ploys
- into the breach is used every single game, it’s really powerful in ITD
Tactical ploys
- in death, atonement is actually really annoying for opponents, as you charge threats up the board at the end of TP1, then don’t activate them for ages TP2
- combined arms is really really useful for the example you said!
Stand Fast is actually really good as you need to control the objective I.e. actually have models on the point
Some really good points yeah, glad you find the video useful and you have given me some thoughts too.
Just now found your vids and really enjoyed them. REALLY helpful. Thanks for keeping us well informed. I appreciate it greatly
Thank you, happy to help!
My first box I bought was vetguard for me and orcs for my buddy. I don't use them as often as in the past so it will be fun to see someone's thoughts on them!
Glad you found the video fun, Cap.
It’s always worthwhile to hear someone else’s thoughts on a team. Even if it’s not a new team. Well, usually maybe not always. 😊
hehe well I'm glad you found the video worthwhile!
Bruiser and Zealot could make an interesting team in ITD, might be hard to set up though.
The lethal 5+ would help the bruiser's stun going off, which means he could effectively cancel 2 hit w/o loosing dice. I think for that to really work, the bruiser needs 4 dice in melee and the primer should chain activations though.
mmhm there might be something there, I assume others have already tried though.
I could be wrong but i think they are the only faction with THREE! AP2 Weapons(if you take the Melter, the Plasma Guy with Overcharge and the Plasma Pistol with Overcharge) which makes them perfekt for killing Elite, if you come that close and hit the target^^
off the top of my head I think only Bloodied can do the same thing, possibly some of the compendium teams also.
@@TabletopImpulse Yeah you are right... Blooded, Kasrkin and Kompedium Guardsman, Scions... I was overhyped by your great Video ;-)
A really good video :) I'm in the progress in making a veteran guardsmen kill team based around the Catachan's so it was very interesting hearing your takes on the team.
Sounds great, do consider posting your finished models in the discord. Glad you found the video useful :)
Been playing Vet Guard for more than a year and I enjoy them a great deal. My favorite tactic is to equip my Sergeant with the Rosary, makes him extra tough in melee (especially with the power sword). Also, the Zealot can be pretty handy with the Uplifting Primer to boost others and, if he's shot at, the Emperor Protects combined with the Take Cover strategic ploy is very nice. Finally, In Death, Atonement is a good way to frustrate an opponent if you get yourself in trouble.
I can see that Randal, and in a lot of teams the Zealot would be a great model, I just feel it's hard to find a space for him in vet guard.
Doesn't the zealot 5+ crit rule only apply to one shot? If it buffed all the attack dice rolled to be 5+ crit i would consider it but affecting 1 single die idk
Security. Definitely still a top four tacop archetype.
;)
Ehi good video, im about to convert some guardsmen into tanith first to play as vet guard with my gaunt's ghost box.
just one thing tho you cannot give +1apl to the spotter to both use his action and fire the mortar because the mortar has got unwieldy so its 2ap to spot and 2 ap to shoot.
Yep, good catch! Thanks.
Really nice with a library of all the bespoke teams😁👍 keep up the great work, and reminders on the liking of the videos is nice, i always forget if i dont get reminded and i like the content so:)
Glad you are enjoying the content!
Thanks for the video. Searched for some guard content and this is a nice video. I'm new to kill team so this is super helpful. And I had no idea about the rules change.
One question, how does the In death Atonement work? If they kill my active operative, For 1 CP I can keep it on the board and until I use him in the turning point just like he was alive? Or they have to kill it again?
If they kill a ready operative you can pay 1CP, if you do, he does not die, you have to activate him next, and then at the end of that activation he dies.
Strafing Runs a little complicated but it’s really good. If you get that line on 3 or 4 dudes it’s juicy!
Also the Rules for the Sniper doesn’t list Dash so technically they are able to move and shoot it’s just they can only go Square.
I can see that, yes.
I see spotter used much more for the Mortar than the ability.
Really? I find that hard to fathom.
@@TabletopImpulse, caviat that with I've yet to see Vet Guard on an ItD board as our local VG payer has switched to Breachers, but on open boards you've usually got the sniper up on top of something turn 1, so it doesn't need the help switching off engage. Putting the sniper on one thing and the Spotter on something else usually means that there are no real safe areas for the oposing team to be (unless they can, say, always count as concealed if more than 6" away and in cover). Sure, it's not the highest damage in the game, but Barrage is suprisingly handy as dice can screw you on even a 2+ save, and with T'au, my Wyrmblade & Camorites (soon to be replaced by Kasrkin, hi Dan 😇) being regularly played locally you don't need to be dropping 6 damage hits to wreck someone's day.
Having been on the receiving end of that mortar I agree. My first game and I was playing compendium guard, 3 guys wiped off the board...
Yes people care. Please do Kommandos! New players like me do find it very usefull plus its the in the starter 'wink wink :)
Glad you enjoyed the video Edmorxx. I will definitely get around to Kommandos.
This makes me think if they could've gone a different way regarding weapon options for leaders. The typo on the plasma pistol is something they could've done as a rule imho, giving special pistols (those that aren't las, bolt, auto, stub or whatever the team's standard is) the base BF of the team, rather than the +1. Not sure if it would be enough to counteract the advantages of plasma though.
Yes, it did at first look like a balancing mechanic of some kind.
ovaltine ftw!
Well I think so!