I won’t lie being a death guard fan I’m really happy to see us represented so well but I am quite scared we are too strong and when we inevitably get nerfed our lack of different weapon and operative options will start to show.
The vice versa is because there are situations where you can't see the menu but they can see you. For example some Hearthkyn Salvager models aren't tall enough for their heads to get visibility through the first floor windows on Volkus, but their backpacks can be seen for enemies to target them. I guess they're covering themselves for if an enemy can see the icon bearer or plague caster's equipment over a wall, it counts for the ability.
not being able to add the options from the normal plague marines box is REALLY disappointing. Now if you split this team with a friend one person gets to add a box of intercessors and make diverse and interesting lists, while the plague marine player is just stuck with what they have. I guess there's less brain load and it's more balanced but... ehhhhh. I was kinda excited for this before and now I'm out. I'd rather the team be overall worse but have more options tbh.
The same here. Was absolute happy when they announced the team. But when reading the rules.... No walkers, no options, nothing... just the models from the box 😢
I'm not surprised that this team lacks balance out of the gates, but I do love the attempts to be true to the lore. The chaotic nature of the heal spell is hysterical! Gong forward, I hope for better balance across all lists and that the Deathguard get access to a more options for Operative Selection. Oh and do not give into FOMO! The starter set will be available again.
This is fine. GW has said that the next year will be the year of chaos, thats why Warpcoven and Legionary are so good and now, amazingly, Death Guard join that illustrious group. All we need now are the World Eaters and Emperor's Children kill teams to round out the year. Mind as well declassify the rest of the teams then. Before anyone dares come at me, all of this is sarcasam.
I believe balancing process in GW looks something like this: Horde teams: "But why?! Did we not serve you well Fathers?" GW Balance Team: "We have created you and we can also banish you back to the shadows! To the Tier 2 and beyond with you!" Horde teams: "Arghgrgghgrr" GW Balance Team: "Now come little ones! Meek shall inherit S Tier rankings!"
If an enemy is affected by contagion, and you use curse of rot too, you make it impossible for them to actually have a hit stat of 2+, since it essentially just becomes 4+. Rough
Regardless of how strong they may or may not be, it’s frustrating that there is another Killteam that looks to have a phenomenal match up against non elite teams.
Grandfather's blessing does define when you gain the wound, it'd be at the activation of an enemy op with a poison token as they lose a wound. Curse of rot is also only rolls of 3, kind of made it sound like it was 1-3 as you were reading. Unsure if that was the intent. Great review though! Kind of bummed that my existing DG team has essentially no valid gear choices. Simultaneously bummed the rules seem a smidgen pushed.
This rule definitely needs an faq because that seems like the intentional rule, but it doesn’t say “loses a wound at the beginning of its activation” just “loses a wound.
@@Blore07 The poison rule says at the beginning of the activation, yeah, but I was talking about grandfathers blessing on the champion. The ability doesn’t specify when the wound is lost, just that it’s lost on a model with a poison token, so, technically, they just need to have a poison token and can be shot or lose a wound from a fight, but the champion will still heal. That’s why it needs an faq because there’s no way it’s supposed to work like that.
@TenBillionAnts it's definitely supposed to work like that. It's only a maximum of 3 wounds back per turning point so the intent is that he heals a little when poisoned stuff is damaged around him
i love that all the elites are lore forward above balance so far, it gives me hope that the horde teams will get updated to be stronger AND more lore accurate themselves
I think the experience that marine teams are hellishly tough and do a ton of damage is great. But non-marine teams need something to help them play the mission better. Honestly, many hordey teams could just take one extra regular dude and be fine.
Rules have a lot of flavour imo, but it doesn't look balanced. Hoping the first balance pass for Kill Team addresses some of the elite teams, including this one.
What key things would you change to balance them without over correcting? I'd love to be able to play these consistently as my elite team of choice, but if it's unfun for my opponent, that's not fun
I'm getting my new Kill Team Starter set soon and I look forward to te Plague marines! Got it for the Space marines but these are getting me hyped for some awesome "bad guys" and spreading pappa nurle's gift
I was able to really easily represent the whole team using just the plague marine squad box. Only dodgy one is the plague caster, he looks more like a very possessed guy with a knife and a little wand thing but visually you can easily tell who is who
Why are Chaos Elite teams so nuts right now? Every single one of their elite teams is borderline broken? Granted, I did just beat Warp Coven with Void Dancers...so maybe its just how they look on paper.
im glad they ended up with there own rules compared to what you showed from the starter set. because at first from the starter that seemed so basic that the plague marines seemed so uninteresting
Miss my poxwalkers in this team, but I'm happy my green gross boyos got more dangerous and thematic. Fighting the Deathguard sounds like you have to absolutely nuke stuff off the board fast or else.
Do have one question: Anyone selling a plaguecaster wizard figure? Because that’s the one I didn’t manage to get in the limited edition boxes originally
A neat way to nerf/adjust the Disgustingly Resilient ability might be to base it on the damage number. You roll, and if it's under the damage you reduce it by 1 (minimum 2). That means it triggers against Damage 3 on a 1-2 (33%), Damage 4 on a 1-3 (50%), and Damage 5 on a 1-4 (66%). The more extreme the damage, the more reliable it is. This makes it more predictable against the big stuff (where it's arguably less useful) and less prevalent against the D3 bread-and-butter (where it shines most).
@@CanYouRollaCrit Looks awfully like "let's port the old stun rule to v3", I'm pretty sure the ruleset is actually not a "final" one and they didn't have enough time to fix it.
Does "Curse of Rot" (FF Ploy) played before or after weapon rules such as balanced. So if you roll a 3 with balacend and you know they can use that ploy, can you balance reroll before it? Command re-roll not I think because thats a ploy aswell but balanced should work right?
One simple way to balance this team would be to give them less wounds. They should be hard to damage, but when you do they should go down. Having the same wounds and save as Intercessors but also able to ignore damage is mad.
I didnt get it on effect of "Poison". What does that mean? when u hit enemy with poison weapon, U place token on it. And Then take that token out of operative to deal another 1 damage on it. Or that enemy take 1 damage instance after get token and cant be effect by Poision anymore because already have 1 token?
I suspect the 4+ damage negation rather than 5+ is to compensate for the fact they don't have access to reducing piercing. visible to (and vice versa) - I take this to mean if the plague marine can see the enemy or if the enemy can see the plague marine as the two aren't always applicable at the same time
i have a doubt about how many granades the bombardier has, does he begins the game with some? has unlimited? you need to choose the equipment to have them?
There are several other teams with a grenadier operative with the same/similar rule: AoD Assault Grenadier, Blooded Grenadier, Fellgor Toxhorn, Hearthkyn and Breacher Grenadiers, even Kommando Boyz off the top of my head. They start the game with them, they are unlimited and you don't need to choose them as equipment in order for that operative to use them.
Genuine question. Was there ever a time, when GW didn't have issues with balance in any of their major game (AoS, 40k, Kill Team, etc.)? It seems to be a regular thing for balance to be almost non-existent. Also - where Poxwalkers? 😁
I'm thinking of a thematic and fluffy slow advance with the warrior gunning down people left and right. Getting healed by that plaguecaster. I wanna see them fight legionaries and Warpcoven .@@CanYouRollaCrit
Poisonous Miasma... So, anyone wihtin 7" as long as their visible, which means this ignore orders, cover and obscuring. Or... "any valid target", which doesn't get around the other shooting rules. To quote... I'm sure it's fine
I am confused on disgustingly resilient rule. What i believe if you recieve damage on 1 dice of 3 or more wounds (lets say 3) roll a dice and on 4+ you now only take 2 wounds. Is this correct as ive seen some games were people roll a 4+ roll per each wound they recieve. So in this case they would roll 3 dice and potentially take no damage at all. Which scenario is the correct one
I dont understand how obscured works with cloud of flies, so can a plague marine stand inside the cloud, shoot out of it but because hes obscured you cant shoot him back ?
Still, is a shame to hear about the balance being crap considering in general they did a good job on balance last edition after launch. You'd think that would carry over. Is it really that bad? Worse than Custodes at launch of last edition?
Maybe not the right video to ask, but I thought if any community can answer the question is this one: "Do you measure the vertical distance when measuring if something is in range for shooting e.g. on a vantage point?"
If you measure something on the board, like tokens or terrain you measure only vertical. But you measure operatives its base to base in a straight line, so sometimes diagonaly looking from rhe side.(page 50 core book)
Depends on when can you play the ploy. It says after rolling. But does weapon rules such as ceaseless and balanced still count as the rolling of your attack dice? Or is that after aswell. I think of it as part of the initial roll, not as an FF Ploy to re do it.
@@CanYouRollaCrit Presumably because any friendly unit you save from death with a medic will be at 1hp, and will then die immediately when activated due to the Poison rule
@@RoninMakaronin Medics often aren't allow to heal a model that they revived in the same turn, so that's not an option. If both models have already activated it's an option for the next turning point though.
Do you have to play curse of rots before or after the dice have been rolled? In the second case its fucking overpowered. In the other case it would be a bite more gambling and kind of okayish?
Rules question. What are your thoughts on the plague champion ability below. Does it heal 3 wounds immediately upon resolving an attack dice that does at least 3 damage or does it heal 1 per instance of damage(per resolved dice)? " Grandfather’s Blessing: Whenever an enemy operative that has one of your Poison tokens loses a wound within 7" of this operative, this operative regains 1 lost wound to a maximum of 3"
@CanYouRollaCrit I agree! But people on reddit and the goonhammer article released today suggest otherwise... Hopefully it gets FAQ so I don't have to argue with people
@ a self stun, just as an extra cost. For Lumbering Death, Nurglings, the plague marine selected gives up an APL for the ploy. The more I read over the rules, the stupider the idea sounds, but it would be a minor balance to a few very ploys and abilities. The ploys and abilities aren’t written very uniformly, which makes it hard to apply a simple balance.
As for weakness, I think this team's weakness is shooting. They have no access to a plasma/melta gunner, and their heavy gunner can only take a flamer. Their only ranged firepower is bolters, which aren't great against anything that has a decent save. This team is very reliant on getting close to turn on their debuffs, so any team that can work around that (either via movement, or by having sacrificial lambs to get close and play the mission) I think have some decent play into plague marines. I do think plague marines lose the elite matchup - they have no ranged shooting to significantly chip elites, and other elite teams' melee is better than marines' for the most part.
So... it's clear that all the Elite teams are very strong. They have a ton of strong rules. Not only is it a lot of work to nerf everything; it would also be a shame. At this point, wouldn't it be easier to have all the Elite teams use 5 operatives instead of 6? That way they can keep all their strong and cool abilities and be more balanced (I hope) what do you think?
The team has a few problems, I really do hope we get an update of some sort for them. Hopefully this is just a quick release so that people who bought the starter set can use them as is. And I hope they add pox walkers for the same role as ztaangors in warp coven.
When they tone down plague marines they need to bring back old revoltingly resilient especially for gellerpox ik they have high wounds and good melee but I feel like the thing that made them a dread especially for elite teams was watching a space marine double shoot bullet storm turn into a light breeze
You can't use Curse of Rot after you've seen dice. You have to commit to it before hand. Still strong, but not as strong as you're saying (would be cracked to see someone roll three 3's to save and then pop it)
@@CanYouRollaCrit actually, I was wrong (they buried the 'after your opponent rolls their attack or defense dice' clause under the 'within 7" if poison token' spiel) I agree that this is cracked as all hell. Being able to just change your opponents three 3's from saves to fails +1dmg each is crippling. You wont be able to change after rerolls though. You'll have missed your opportunity to trigger this (opponent has rolled attack or defense dice, reroll is a different phase of the shoot/fight sequence)
It was on starter set rules a 5 up and that was so terrible for how tough they are supposed to be. This edition here they are a little tougher than they have been in 10th. Miss my tanky boys
They still going to be very hard to kill. 14 wounds is already a lot, 3+ saves are also very good and on top of that getting to reduce every single damage that inflicts 3 or more on a 50% chance is gonna make them so tanky against anything that isn't a heavy weapon. Thats on top of having two defensive Strats which both seem pretty decent and a tac ploy that will guarantee the damage reduction. They also get to ignore injury thanks to the equipment so you actually have to kill them to make them ineffective.
well, I guess this is a really toxic team *puts on sunglasses* Now really, this seems batshit crazy... I guess we will have to wait and see to confirm what is already visible here xD.
@ I think warp coven will honestly just play the mission a lot better and have the shooting to remove those Chonky plague boys. Also I noticed they only have like 1 source of piercing I think it was on the plasma pistol so shooting other elites will be hard for them. But still, extremely bad match ups for anyone with 8 wound teams. Hopefully they address most elites before worlds because legionary are still way too flexible
Cloud of flies is arguably the most busted thing on this team. The fact that there is no 2" exception shuts several teams out of the matchup. The radius is too big for it to be that good of a durability buff. And if anyone charges just hit them with -1 all damage
Im glad to see that they are good! I was worried with the set load out that they would be bad but they are so so so so good!!! I can't wait to see your team conversion!
Jokes on them I already own the kill team through playing 40k! - icon bearer but that’s an easy hey this marine is literally holding an icon and bolt gun
right on cue..... the rules release are disappointing. Simple, Over Strong elites but No variability, no options, weird - I would expect GW to have seized the chance to sell all those extra plague marine boxes.... this team might be too simple/strong/solid.
I like the simplicity. I really struggle with teams that have a lot of options, both playing as and against. These guys don't have many tricks but have a clear goal and the means to achieve them.
After waiting three years for a bespoke Death Guard Kill Team, my first impression of the list was a huge disappointed. I was expecting to be able to choose from any of the weapon options in the regular big 40K Plague Marine box and it honestly sucks that you can't. After listening to your discussion of their ploys and equipment maybe they are not a total fail, but I still thing GW could have done a better job with the Death Guard.
Very very underwhelmed by this team.... no options for the models (plasmagun, powerfist, ....) and no poxwalkers at all (like Tzaangors?).... Only exactly the models from the box
"Nurgle's number is 7 and his sigil shows 3." so you will be picking out your 6 operatives LMAO
Nurgle: got em
@@CanYouRollaCritthe seventh operative is the friends you make along the way! This is basic stuff!
And the third player is a skeleton on a golden throne.
Historically the sigil is a dick & balls
Yeah, you are the 7th member :P
I won’t lie being a death guard fan I’m really happy to see us represented so well but I am quite scared we are too strong and when we inevitably get nerfed our lack of different weapon and operative options will start to show.
Yeah sadly GW made em too OP
That's all elites this edition though. Every elite team is going to see a nerf at some point I think.
The vice versa is because there are situations where you can't see the menu but they can see you. For example some Hearthkyn Salvager models aren't tall enough for their heads to get visibility through the first floor windows on Volkus, but their backpacks can be seen for enemies to target them. I guess they're covering themselves for if an enemy can see the icon bearer or plague caster's equipment over a wall, it counts for the ability.
True but just odd
Sounds like they nailed that Death Guard aesthetic where they show up, and you go “oh…oh no…”
And then they win every game 😂
Shock+stun + severe for the plaguecaster is nuts... D:
Krack granades do not get toxic only the blight granades on the grenadier rule. :) other then that nice explanations thanks for video :)
Ahhhh my bad yes aha
not being able to add the options from the normal plague marines box is REALLY disappointing. Now if you split this team with a friend one person gets to add a box of intercessors and make diverse and interesting lists, while the plague marine player is just stuck with what they have. I guess there's less brain load and it's more balanced but... ehhhhh. I was kinda excited for this before and now I'm out. I'd rather the team be overall worse but have more options tbh.
The same here. Was absolute happy when they announced the team. But when reading the rules....
No walkers, no options, nothing... just the models from the box 😢
Limited choice but in return, broken rules 😅
I mean you could still swap a bilogus for the grenadier for visual flavor. same with plague caster. But outside of that the options were a whiff
I'm not surprised that this team lacks balance out of the gates, but I do love the attempts to be true to the lore. The chaotic nature of the heal spell is hysterical!
Gong forward, I hope for better balance across all lists and that the Deathguard get access to a more options for Operative Selection.
Oh and do not give into FOMO! The starter set will be available again.
It's just a shame they can't do balance right at all
This is fine. GW has said that the next year will be the year of chaos, thats why Warpcoven and Legionary are so good and now, amazingly, Death Guard join that illustrious group. All we need now are the World Eaters and Emperor's Children kill teams to round out the year. Mind as well declassify the rest of the teams then.
Before anyone dares come at me, all of this is sarcasam.
GW: We'll brake elites ourselves
I believe balancing process in GW looks something like this:
Horde teams: "But why?! Did we not serve you well Fathers?"
GW Balance Team: "We have created you and we can also banish you back to the shadows! To the Tier 2 and beyond with you!"
Horde teams: "Arghgrgghgrr"
GW Balance Team: "Now come little ones! Meek shall inherit S Tier rankings!"
If an enemy is affected by contagion, and you use curse of rot too, you make it impossible for them to actually have a hit stat of 2+, since it essentially just becomes 4+. Rough
Yeah 😬
Poisonous miasma has unlimited range if target is a valid target
Omg why 😭😭😭😭
Regardless of how strong they may or may not be, it’s frustrating that there is another Killteam that looks to have a phenomenal match up against non elite teams.
GW just hates hordes outside of Inq 😅
Grandfather's blessing does define when you gain the wound, it'd be at the activation of an enemy op with a poison token as they lose a wound. Curse of rot is also only rolls of 3, kind of made it sound like it was 1-3 as you were reading. Unsure if that was the intent. Great review though! Kind of bummed that my existing DG team has essentially no valid gear choices. Simultaneously bummed the rules seem a smidgen pushed.
This rule definitely needs an faq because that seems like the intentional rule, but it doesn’t say “loses a wound at the beginning of its activation” just “loses a wound.
@TenBillionAnts ahh true!
@@TenBillionAnts Doesn't it say when it's activated it loses a wound, to me that reads the start before any action.
@@Blore07 The poison rule says at the beginning of the activation, yeah, but I was talking about grandfathers blessing on the champion. The ability doesn’t specify when the wound is lost, just that it’s lost on a model with a poison token, so, technically, they just need to have a poison token and can be shot or lose a wound from a fight, but the champion will still heal. That’s why it needs an faq because there’s no way it’s supposed to work like that.
@TenBillionAnts it's definitely supposed to work like that. It's only a maximum of 3 wounds back per turning point so the intent is that he heals a little when poisoned stuff is damaged around him
i love that all the elites are lore forward above balance so far, it gives me hope that the horde teams will get updated to be stronger AND more lore accurate themselves
Nah, just tone em down
I think the experience that marine teams are hellishly tough and do a ton of damage is great.
But non-marine teams need something to help them play the mission better.
Honestly, many hordey teams could just take one extra regular dude and be fine.
The Sorcerer 's short range spell has 7 DMG crit with poison, that insta kills horde and Eldar teams and really hurt even elits
Yeah it's pretty crazy
Rules have a lot of flavour imo, but it doesn't look balanced. Hoping the first balance pass for Kill Team addresses some of the elite teams, including this one.
Yeaaah, way too much focus on flavour over balance
Great review. This team is terrifying, which feels thematically correct
Thanks, too terrifying though 😬
I hope if they ever make a World Eaters kill team it’s this balanced 😉
Everyone 5/6 minimum 😂
@@CanYouRollaCrit as well as all having access to +1 damage on their first attack of course
@@CanYouRollaCrit uhh don’t you mean they should be 5/8?? 8 is Khorne’s integer after all 😂
Krak grenades don’t get the toxic weapon rule
The Grenadier does (:
@CanYouRollaCrit maybe I'm wrong but didn't the datacard say that only his blight grenades get toxic?
Only blight grenades. Krak doesn't gain this
@@CanYouRollaCrit yea nah, not on his Krak though lol.
But the blight nade doing 3/5 is actually crazy haha
Holy emperor this team looks absolutely broken. It’s a bold strategy cotton let’s see how it plays out.
Lore over balance was neverrrr an issue
What key things would you change to balance them without over correcting? I'd love to be able to play these consistently as my elite team of choice, but if it's unfun for my opponent, that's not fun
There's so much wrong with the team, have to see it settle and play out
I'm getting my new Kill Team Starter set soon and I look forward to te Plague marines! Got it for the Space marines but these are getting me hyped for some awesome "bad guys" and spreading pappa nurle's gift
Nice, that's great to hear!
I was able to really easily represent the whole team using just the plague marine squad box. Only dodgy one is the plague caster, he looks more like a very possessed guy with a knife and a little wand thing but visually you can easily tell who is who
Why are Chaos Elite teams so nuts right now? Every single one of their elite teams is borderline broken? Granted, I did just beat Warp Coven with Void Dancers...so maybe its just how they look on paper.
GW wise-ness haha
You can see when John's sanity cracks
hey i was planning on buying this team did you happen to know when the box comes out
Comes in the starter set (:
Man these chaos space marine teams are wild. Wonder if we get some loyal chapters
Yeah would be nice to see some loyalist teams
im glad they ended up with there own rules compared to what you showed from the starter set. because at first from the starter that seemed so basic that the plague marines seemed so uninteresting
Hi friend, where do you would put this roster into the tier list? I would put it in S tier, what do you think?
S to A tier atm
Would you go more security or S&D with them?
Probably security tbh
@CanYouRollaCrit awesome. Thx man. Getting a box today i think
Why their digsgustinglly resilient saves on +4 and Gellerpox saves on +5?
Dunno ):
Because the DS is not yet published :D
we get DG team, that's great! but i hope GW nerf them asap.
One can hope sigh
I’m buying the box with a buddy for this kill team. Papa nurgle go!
Nice!
Loving these rules big time.
I love these rules too as I loveeeeee elites 👀
Miss my poxwalkers in this team, but I'm happy my green gross boyos got more dangerous and thematic.
Fighting the Deathguard sounds like you have to absolutely nuke stuff off the board fast or else.
Yeah but most teams can't nuke em 😬
Do have one question:
Anyone selling a plaguecaster wizard figure? Because that’s the one I didn’t manage to get in the limited edition boxes originally
Maybe Ebay 😅
@ sense I might be better just buying a box and selling what I don’t need economically speaking
A neat way to nerf/adjust the Disgustingly Resilient ability might be to base it on the damage number. You roll, and if it's under the damage you reduce it by 1 (minimum 2). That means it triggers against Damage 3 on a 1-2 (33%), Damage 4 on a 1-3 (50%), and Damage 5 on a 1-4 (66%). The more extreme the damage, the more reliable it is. This makes it more predictable against the big stuff (where it's arguably less useful) and less prevalent against the D3 bread-and-butter (where it shines most).
Or just make it -1 damage vs 4 or more damage attacks
Papa Nurgle has blessed us, again... There is some serious balance issues in the recent KT so I expect some serious nerfs.
Hopefully nerfs soon
@@CanYouRollaCrithopefully Legionaries first
Do you have to choose Grenades in the equipment selection step for your grenadier to have acess to them or do they inheretly have them ?
Inherently has them (:
Lumbering Death doesn’t work during counter-actions/overwatch, right?
Correct (:
why wouldn't it?
@@CanYouRollaCrit thank goodness, haha. Thank you!
Doesn't the fact that their Psyker melee weapon is the only one in the game both shock and stun (and at least a crit) ?
Oh that's true 🤔
@@CanYouRollaCrit Looks awfully like "let's port the old stun rule to v3", I'm pretty sure the ruleset is actually not a "final" one and they didn't have enough time to fix it.
Kinda disappointed they're hard locked to the starter set loadout, was holding out hope it would have some of the choice angels of death does
Yeah was expecting that too
Does "Curse of Rot" (FF Ploy) played before or after weapon rules such as balanced.
So if you roll a 3 with balacend and you know they can use that ploy, can you balance reroll before it?
Command re-roll not I think because thats a ploy aswell but balanced should work right?
No idea, it's very unclear
One simple way to balance this team would be to give them less wounds. They should be hard to damage, but when you do they should go down. Having the same wounds and save as Intercessors but also able to ignore damage is mad.
Kinda but I don't think wounds will change now
15:10 grenadier gives toxic to the blight grenade not to the krack.
Yeah my bad aha
If to choose between WarpCoven or Plague Marine, which one? I recon that Warpcoven is more complex.
WC are more complex and harder to collect, Plague Marines are simpler but more durable
I didnt get it on effect of "Poison". What does that mean?
when u hit enemy with poison weapon, U place token on it. And Then take that token out of operative to deal another 1 damage on it.
Or that enemy take 1 damage instance after get token and cant be effect by Poision anymore because already have 1 token?
Operatives with poison tokens trigger your abilities and take 1 damage when they activate (:
I disappointed you can’t have more than 1 warrior. Feels weird.
Limited to the box it seems
I mean at least I have something good to beat Heirotek with 😂
True 😅😅😅
"It's fine..."
It's fineeeeeeee
I suspect the 4+ damage negation rather than 5+ is to compensate for the fact they don't have access to reducing piercing.
visible to (and vice versa) - I take this to mean if the plague marine can see the enemy or if the enemy can see the plague marine as the two aren't always applicable at the same time
Yeah but its way too good aha
i have a doubt about how many granades the bombardier has, does he begins the game with some? has unlimited? you need to choose the equipment to have them?
He comes with unlimited grenades (:
that's... a thing... jesus
There are several other teams with a grenadier operative with the same/similar rule: AoD Assault Grenadier, Blooded Grenadier, Fellgor Toxhorn, Hearthkyn and Breacher Grenadiers, even Kommando Boyz off the top of my head. They start the game with them, they are unlimited and you don't need to choose them as equipment in order for that operative to use them.
Genuine question.
Was there ever a time, when GW didn't have issues with balance in any of their major game (AoS, 40k, Kill Team, etc.)? It seems to be a regular thing for balance to be almost non-existent.
Also - where Poxwalkers? 😁
Yeah most of last edition was pretty good
40k is currently rezonably balanced
@@altulbluo404 @CanYouRollaCrit Glad to hear it
Why do i have the feeling these nurgly bois would love using that portable barricade.
It reduces them to 3" move tho 😬
I'm thinking of a thematic and fluffy slow advance with the warrior gunning down people left and right. Getting healed by that plaguecaster.
I wanna see them fight legionaries and Warpcoven .@@CanYouRollaCrit
@CanYouRollaCrit Even if the core rules state the Move stat can't go below 4"?
@@CanYouRollaCrit They want to move 3” though, that’s the grandfather’s number
The movement stat itself isn't being modified below 4", Move With Barricade is just taxing your movement. @@Fran6yo
If poisoned enemy operatives counteract , is it gonna take another poisoned damage or not ?
Nah as they're not activated during a counteraction (:
Is retaliating an activation?
@@marcthompson6951 nope. Activation is only something you do once per operative in the firefight phase.
Poisonous Miasma...
So, anyone wihtin 7" as long as their visible, which means this ignore orders, cover and obscuring. Or... "any valid target", which doesn't get around the other shooting rules.
To quote...
I'm sure it's fine
Fineeeee
They look rough to play against, even for elites.
Yeah 😬
TBH, I’ll be using the 😷 when talking about Plague Marines.
Cant find them on the kill team app? Any one help please 😭😭
Gotta manually update the app sadly
I am confused on disgustingly resilient rule. What i believe if you recieve damage on 1 dice of 3 or more wounds (lets say 3) roll a dice and on 4+ you now only take 2 wounds. Is this correct as ive seen some games were people roll a 4+ roll per each wound they recieve. So in this case they would roll 3 dice and potentially take no damage at all. Which scenario is the correct one
No you only for each damage dice
@CanYouRollaCrit ok so you only save 1 wound per dice roll then. That's what I thought
I dont understand how obscured works with cloud of flies, so can a plague marine stand inside the cloud, shoot out of it but because hes obscured you cant shoot him back ?
Plague marines are immune the cloud of flies obscuring effect while standing in it
@CanYouRollaCrit so they can shoot you but you can't shoot back. Seems balanced
@jandrelabuschagne3712 yeah, you gotta get close to them
@@CanYouRollaCrit Somehow that seems like a terrible idea when playing aquilons
What happened to the grey knights Killteam rules?
They were removed
@CanYouRollaCrit I noticed 😭
Is this one of the teams from the new starter set?
Yup (:
Aaaand you meantion this @ 20 minutes in to the video :)
Still, is a shame to hear about the balance being crap considering in general they did a good job on balance last edition after launch. You'd think that would carry over.
Is it really that bad? Worse than Custodes at launch of last edition?
Yeah sadly, worse than Custodes imo
@@CanYouRollaCrit damn... RIP indeed
Maybe not the right video to ask, but I thought if any community can answer the question is this one:
"Do you measure the vertical distance when measuring if something is in range for shooting e.g. on a vantage point?"
Yeah you do (:
If you measure something on the board, like tokens or terrain you measure only vertical.
But you measure operatives its base to base in a straight line, so sometimes diagonaly looking from rhe side.(page 50 core book)
Talking about 3s, #StrikingScorpions
Won't work vs DG 😅😂
@@CanYouRollaCrit 😂😂
I'm helping a friend prepare for worlds and i have to agree. I hope they are not legal. Balance wise worlds is looking like a shit show tbh
Yeah it's a huge mess
Ceaseless doesn’t help curse of rot because they can’t re roll those 3s.
It’s interesting- I’m very curious to give this team a try
Oh trueeee, yeah no counterplay then lol
@ I really there were more operatives, or at least some different weapon options (rest in rip fist plasma champion) but man….its pretty strong LOL
Depends on when can you play the ploy. It says after rolling. But does weapon rules such as ceaseless and balanced still count as the rolling of your attack dice? Or is that after aswell.
I think of it as part of the initial roll, not as an FF Ploy to re do it.
I really dont like the current state of the game where marines are playing their own game.
Yeah it's pretty bad ):
Just realized poison nullifies all medics
Oh? How so?
@@CanYouRollaCrit Presumably because any friendly unit you save from death with a medic will be at 1hp, and will then die immediately when activated due to the Poison rule
Just activate the medic next turn first to heal the poisoned model.
@@RoninMakaronin Medics often aren't allow to heal a model that they revived in the same turn, so that's not an option.
If both models have already activated it's an option for the next turning point though.
Do you have to play curse of rots before or after the dice have been rolled? In the second case its fucking overpowered. In the other case it would be a bite more gambling and kind of okayish?
Depends who has priority
I think you read the Bombadier wrong for the Krak grenades as they don't have the toxic rule only Blight Grenades do.
Yup, that's correct (:
I wonder if GW is having issues with the kill team app because I'm not seeing these rules listed at all.
Have to go update the app, won't just auto pop up.
In my experience you need to manually update their app in whatever app marketplace you use.
Yeah I had to manually update
Nurgle's number is 7 and his sigil shows *free*
Hitting on *freeze*
I think with the rules as they are I might pass on the team. They dont seem fun to play against and I don't want to subject my opponent to them.
Yeah that's fair sadly 😅
Rules question. What are your thoughts on the plague champion ability below. Does it heal 3 wounds immediately upon resolving an attack dice that does at least 3 damage or does it heal 1 per instance of damage(per resolved dice)?
" Grandfather’s Blessing: Whenever an enemy operative that has one of your Poison tokens loses a wound within 7" of this operative, this operative regains 1 lost wound to a maximum of 3"
Nah 1 wound for each success
@CanYouRollaCrit I agree! But people on reddit and the goonhammer article released today suggest otherwise... Hopefully it gets FAQ so I don't have to argue with people
I think they could have done -apl as a cost for some of the abilities and ploys.
You mean like stun?
@ a self stun, just as an extra cost. For Lumbering Death, Nurglings, the plague marine selected gives up an APL for the ploy. The more I read over the rules, the stupider the idea sounds, but it would be a minor balance to a few very ploys and abilities. The ploys and abilities aren’t written very uniformly, which makes it hard to apply a simple balance.
As for weakness, I think this team's weakness is shooting. They have no access to a plasma/melta gunner, and their heavy gunner can only take a flamer. Their only ranged firepower is bolters, which aren't great against anything that has a decent save. This team is very reliant on getting close to turn on their debuffs, so any team that can work around that (either via movement, or by having sacrificial lambs to get close and play the mission) I think have some decent play into plague marines. I do think plague marines lose the elite matchup - they have no ranged shooting to significantly chip elites, and other elite teams' melee is better than marines' for the most part.
They don't need to play the range game. They just sit on the objectives and win. They will beat most elites
So... it's clear that all the Elite teams are very strong. They have a ton of strong rules. Not only is it a lot of work to nerf everything; it would also be a shame. At this point, wouldn't it be easier to have all the Elite teams use 5 operatives instead of 6?
That way they can keep all their strong and cool abilities and be more balanced (I hope)
what do you think?
Nah they wouldn't work at 5 operatives unless you buff them more
Im a bit disappointed we don’t get weapon options if we buy the true kit.
Well it looks like they just want 1:1 with the starter set
@ seems a bit unfair since angels of death legionaries and nemesis claw have so many options.
Same. I was holding out hope for more variation like the angels of death. I'm a bit disappointed, to be honest.
No weapon options is disappointing. I’m probably alone in this, but I was really hoping to get poxalkers again.
The team has a few problems, I really do hope we get an update of some sort for them. Hopefully this is just a quick release so that people who bought the starter set can use them as is. And I hope they add pox walkers for the same role as ztaangors in warp coven.
When they tone down plague marines they need to bring back old revoltingly resilient especially for gellerpox ik they have high wounds and good melee but I feel like the thing that made them a dread especially for elite teams was watching a space marine double shoot bullet storm turn into a light breeze
Nah I'm glad the 5+ FNP are gone
I have a hunch about the first team that will be nerfed into oblivion...
It won't be the first in line though haha
Might be wrong but they look extremely overtuned
Really interesting mid-board control elite team.
Interesting if they weren't so strong 😅
You can't use Curse of Rot after you've seen dice. You have to commit to it before hand. Still strong, but not as strong as you're saying (would be cracked to see someone roll three 3's to save and then pop it)
Hmm it doesn't clarify about re-rolls so you could still change after they reroll imo
@@CanYouRollaCrit actually, I was wrong (they buried the 'after your opponent rolls their attack or defense dice' clause under the 'within 7" if poison token' spiel)
I agree that this is cracked as all hell. Being able to just change your opponents three 3's from saves to fails +1dmg each is crippling.
You wont be able to change after rerolls though. You'll have missed your opportunity to trigger this (opponent has rolled attack or defense dice, reroll is a different phase of the shoot/fight sequence)
It was on starter set rules a 5 up and that was so terrible for how tough they are supposed to be.
This edition here they are a little tougher than they have been in 10th.
Miss my tanky boys
They still going to be very hard to kill. 14 wounds is already a lot, 3+ saves are also very good and on top of that getting to reduce every single damage that inflicts 3 or more on a 50% chance is gonna make them so tanky against anything that isn't a heavy weapon. Thats on top of having two defensive Strats which both seem pretty decent and a tac ploy that will guarantee the damage reduction. They also get to ignore injury thanks to the equipment so you actually have to kill them to make them ineffective.
They're still like crazy tanky 😬
Yeah, by the end of the video seeing it all
They are crazy.
They will get nerfed but I will play them lol
well, I guess this is a really toxic team *puts on sunglasses*
Now really, this seems batshit crazy... I guess we will have to wait and see to confirm what is already visible here xD.
Ayyyyyyyy
It’s very strong but legionaries and warp coven are still so much stronger. RIP my corsairs haha
Ah I think Plague Marines beat WC
@ I think warp coven will honestly just play the mission a lot better and have the shooting to remove those Chonky plague boys. Also I noticed they only have like 1 source of piercing I think it was on the plasma pistol so shooting other elites will be hard for them. But still, extremely bad match ups for anyone with 8 wound teams. Hopefully they address most elites before worlds because legionary are still way too flexible
Cloud of flies is arguably the most busted thing on this team. The fact that there is no 2" exception shuts several teams out of the matchup. The radius is too big for it to be that good of a durability buff.
And if anyone charges just hit them with -1 all damage
Ah the counter play is getting within 3😅
@CanYouRollaCrit getting in 3 doesn't actually do anything though right? You can't unobscure them
Im glad to see that they are good! I was worried with the set load out that they would be bad but they are so so so so good!!! I can't wait to see your team conversion!
They're a bit too good 😅
3 is the theme eh? Then surely all theme based players will only use 3 operatives right?
Using 6 is clearly not a fun theme
Yeah exactly haha
Ah so they did away with the gunner, guess that’s fair with all the other bs they have
Yeah 😅
At least they should be widely available...oh wait.
Probably be restocked soon
Jokes on them I already own the kill team through playing 40k! - icon bearer but that’s an easy hey this marine is literally holding an icon and bolt gun
Nice
Weird, it's not in the app for me bit it's in warhammer community
Gotta manually update the app
@CanYouRollaCrit a thanks bro :)
Looking forward to this team
They are very strong 😬
I disappointed you can’t have more than 1 warrior. Feels weird. They seem really robust as a team but this seems… lumpy. Like it’s missing something
It's missing balance
@ they are pretty Killy. Like, don’t get stabbed by them. Or let them shoot you twice because that won’t be nice.
right on cue.....
the rules release are disappointing. Simple, Over Strong elites but No variability, no options, weird - I would expect GW to have seized the chance to sell all those extra plague marine boxes.... this team might be too simple/strong/solid.
The rules are amazing, like incredibly strong
I like the simplicity. I really struggle with teams that have a lot of options, both playing as and against. These guys don't have many tricks but have a clear goal and the means to achieve them.
After waiting three years for a bespoke Death Guard Kill Team, my first impression of the list was a huge disappointed. I was expecting to be able to choose from any of the weapon options in the regular big 40K Plague Marine box and it honestly sucks that you can't.
After listening to your discussion of their ploys and equipment maybe they are not a total fail, but I still thing GW could have done a better job with the Death Guard.
They're like literally broken, maybe the best team in the game right now 😂
@@CanYouRollaCrit being OP isn't the only criteria in my eyes for a team I want to play. 🤷
The least customizable space marine team.
But maybe the strongest aha
Very very underwhelmed by this team.... no options for the models (plasmagun, powerfist, ....) and no poxwalkers at all (like Tzaangors?)....
Only exactly the models from the box
Yup but still incredibly strong, they were never gonna get pox walkers tho
Nurgle's number is 7 but the kill team can only consist of 6 of them...
Just weird flavour text
Check out the ranges
Have a nurgling token run after your leader with no in game effect, done.
Cuz the original box only came with 7 lmao
@CanYouRollaCrit it's to explain why all the abilities are at 3" & 7"
They are indeed legal for worlds, cant lie, they seem super cool. At least they aren't turning off opponents AP I guess!
It's a dumb decision by GW