Hunter Clade Kill Team Review

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  • Опубликовано: 16 окт 2024

Комментарии • 81

  • @CanYouRollaCrit
    @CanYouRollaCrit  5 дней назад +13

    Made an error as I missed the gunner and assassin restriction at 6 which is utterly bizarre. Has to be removed as its way too restrictive.
    Only way for 5 Assassins and 2 gunners is with an Assassin leader. In that case I would always run the infiltrator leader. Just a bizarre change.

    • @HB2K-h8m
      @HB2K-h8m 5 дней назад +4

      Yeah, hence my nerfed comment, along with some key equipment turning into ploys with downsides, plus the doctrina change. Before you could have 4 assassins plus gunners in an 11 operative team.

    • @CanYouRollaCrit
      @CanYouRollaCrit  5 дней назад +3

      Yeah if they want that limit then the team should be 11 operatives IMO

    • @archangle2988
      @archangle2988 5 дней назад +1

      This also makes 1 Warrior minimum to run, 6 * Surveyor Diktat leave 1 empty spot... this needs to be 7* or 11 model total, I would prefer 11 total with 2 warriors as before...

  • @Sycronos
    @Sycronos 5 дней назад +11

    FYI the alphas can only take the radium pistol if they take the power weapon. Otherwise if they take the arc pistol or phosphor blast pistol they can take either the taser goad or arc maul

  • @GundamReviver
    @GundamReviver 5 дней назад +6

    Important note for the ranger alfa: he is a ranger, he is in range of himself.
    Basically he has punishing.making his weapons rather reliable.

  • @bene9644
    @bene9644 5 дней назад +5

    Love your kill team reviews, keep it up❤

  • @scire105
    @scire105 5 дней назад +3

    Great videos as usual!
    So i have yet to play them, i have been focusing on the salvagers on my games from now, but these are my thoughts for now.
    Unless we get big changes on the rooster (removing the 6 restriction between gunners and sicarians) and we get some changes to doctrines i think the strongest way to play is gonna be full melee team. Go 6 sicarian + sicarian leader, run 3 vanguards, the specialists plus a warrior. Go confirm kill and play the wiping the enemy game.
    This allows for a huge melee threat. A sicarian being backed up with rad saturation in melee is very hard to deal with even for dedicated melee teams
    I would most likely grab all the faction equipment except the mind link, since control edict will probably be vanguard shoot and charge, to apply rad saturation followed by the leader charging and cleaning up. Then you can be open for grenades. Which ones? I think is gonna be dependent, but against anything with a semblance of ranger, probably smoke grenades. In some maps i could see the argument for some flavor of barricades, moving the leader and the barricade with super conceal sounds reasonable, or getting a couple of extra light cover places to facilitate charges t2.
    This allows us to abuse conqueror doctrine, since we wont care much about the downside. We get the maximum amount of wounds possible to play with, the damage is there with either infiltrators or rustalkers, but i'm inclined to go rustalkers for extra attack dice. But grabbing at least a couple of infiltrator for neurostatic interference isn't a bad idea
    The main problem with this idea is that without optimiced gait the only help the team has for getting in melee is grabbing the infiltrator leader for the super conceal bubble and that's it.
    Idk, overall i think the teams feels quite heavily nerfed. I agree that old control edict shenanigans feelt unfair but it was also the pillar that kept the team strong. So seeing that doubled nerfed together with a lot of critical thins like the doctrina nerfs kinda feels bad.
    On a bit of an offtopic i would love to see your take on the new maps. My and my playgroup thoughs for now it seems that the design team forgot key things from the past edition, like placing vantage points in the deploy zone is a bad idea, extra now with the smoke grenades.
    Rant done, great video and thanks!

    • @CanYouRollaCrit
      @CanYouRollaCrit  5 дней назад

      Oooh that's a nice build, I think that can work

    • @rosscunliffe2.082
      @rosscunliffe2.082 4 дня назад +1

      You can only have up to 5 sicarian ops though, so you need at least 5 skitarii even if you take a sicarian leader

    • @scire105
      @scire105 4 дня назад

      @@rosscunliffe2.082 fuck, you are right. So i guess it's back to the drawing board. Probably until dataslate then

  • @BlommaBaumbart
    @BlommaBaumbart 5 дней назад +6

    Fully agree with your assessment on the faction ability. It's a FAR worse Guardsman Orders without much on the team that justifies it.

    • @CanYouRollaCrit
      @CanYouRollaCrit  5 дней назад +1

      Yeah, downsides need to be off first time or way better buffs

    • @wyatttyson7737
      @wyatttyson7737 5 дней назад +3

      To be honest I can’t agree with that.
      For starters, Guardsmen Orders require a specific model to be active: either a Watchmaster or a Confidant. Kill both and its gone. Doctrina Imperatives are still active no matter who you have left in your list.
      Secondly, Guardsman Orders are a 6” bubble, which requires then a 3rd model and an APL reduction to get to everyone. Doctrina have no range requirement, its on for everyone always.
      Thirdly, the Guardsmen Orders are only Balanced, whereas Doctrina are Ceaseless. That includes both respective versions of the defense dice reroll.
      Three and a half: Bulwark gives Defense Die Ceaseless always, Dig In only gives Defense Die Balanced if you are in cover.
      Fourth, Skitarri are way stronger than Guardsmen. Granted, you get 14 Guardsmen vs 10 Skitarri, but even going pure Skitarri the Admech are still stronger. Guardsmen have a 5+ sv, and the Lasgun is a 4+ 2/3 with no buffs. The Skitarri have a 4+ with either a 3+ 3/4 with Piercing 1 (Heavy does almost nothing on a 2apl model anyway) or a 3+ 2/4 Rending.
      Obviously there is a lot more going on, and the two are probably ultimately balanced against each other, but to say that nothing justifies the Depreciations vs Guardsman orders implies you might not be as familiar with the Death Korps’ faction rules.

    • @MrGameSecrets
      @MrGameSecrets 5 дней назад

      And yet there isn't a time in killteam history that admech had been better or easier than VG. Lol. And now theyre worse than they were. ​@wyatttyson7737

    • @BlommaBaumbart
      @BlommaBaumbart 4 дня назад

      @@wyatttyson7737 You're right. It absolutely must be that I don't know the rules of a team I own and play. It certainly can't be that I just evaluate things differently than you and think that trading -1 to hit for 5 Sicarians against Ceasless for 5 gunners is simply a worse deal than getting 14xBalanced for free because the respective troopers are auto-includes anyway

    • @wyatttyson7737
      @wyatttyson7737 4 дня назад

      @@BlommaBaumbart Welp, that confirms it.
      For starters, even if you go Conqueror Imperative for Ceaseless on Melee and -1 in shooting, Skitarri are still better than Guardsmen. Even at 4+ to hit Skitarri still have a better armor save, higher damage, and better Keywords. Even the weapon that is identical is still better in Skitarri hands, as the Plasma gets Lethal 5+ without overcharge so long as you shoot first then move. Then Ceaseless on a model that has Lethal 5+ can be massive; a Sicarian will easily outfight any non-melee unit (even Space Marines) and can go toe-to-toe with Melee Space Marines if they fight first.
      Taking the Protector Imperative for Ceaseless on shooting turns Gunners into model deleting machines, and as Sicarians have Lethal 5+, Lethal 5+ and Shock, Balanced, or Rending baked into their datasheet they will still tear lighter models or wounded models to bits.
      The Guardsman Orders are extremely minor and are reactively easy to turn off. Heck, all you really need to do is get someone in melee range of the Vox Operator. Sure, the Watchmaster still gets his 6” bubble, but that will almost never be the full Kill Team. Then all you need to do is kill 15 wounds with a 5+ save, which is super easy especially if you have Ceaseless on your ranged attacks.
      The Doctrina Imperatives are better buffs on better Operatives with no model, range, apl, or combination restriction. Guardsman Orders are worse buffs on worse operators with model, range, apl, and combination requirements. Simple as that. Its not even like an opinion thing at this point; its just a fact.

  • @jakobw5660
    @jakobw5660 5 дней назад +5

    I have waited… patiently

  • @BTTFF
    @BTTFF 5 дней назад +2

    I've just tried taser gods en masse today. Shock is very satisfying in to elites to stay alive in melee.
    The infiltrator bubble of no reroll is an MVP.
    Power weapons are probably better still, especially into 10 hp stuff.
    And the shooting on rangers is insane!!!!

    • @CanYouRollaCrit
      @CanYouRollaCrit  4 дня назад +1

      Yeah Rangers are great but power weapons all day haha

  • @theredcomet5670
    @theredcomet5670 4 дня назад +2

    It's funny how expensive some of these kill teams are. Getting a 3d printer was defiantly the right call.

    • @CanYouRollaCrit
      @CanYouRollaCrit  4 дня назад +1

      It's only the White Dwarf teams that are the most expensive in general

  • @hee-ho-kun9106
    @hee-ho-kun9106 4 дня назад +1

    Definitely hoping the first balance dataslate reflects the end of 2.0 changes because the Doctrina Imperatives used to be like this, with always getting the buff and nerf, until a dataslate happened that made it not trigger the debuff the first time it was used in a game, like you mentioned. They're certainly not the only team thats missing last dataslate changes, but they will benefit from it quite a bit

  • @DeMause
    @DeMause 4 дня назад +2

    I wonder if there is a serious argument for running 6-10 rangers thanks to the dash gambit?
    I'm going to be building this team using a Malstrain kit for the sicarians and doing some kitbashed Genestealer'd Fire Warriors as the rangers. The malstrains obviously make more sense as rustalkers than infiltrators, but that no rerolls aura seems way too strong to pass up and also makes a lot of sense for Malstrains.
    Luckily in my playgroup I could get away with running them as either type, but doing a mix would get confusing so I'll not be doing that.

    • @CanYouRollaCrit
      @CanYouRollaCrit  4 дня назад

      It could tbh, Rangers are so good. Oooh that sounds great!

    • @DeMause
      @DeMause 3 дня назад

      @@CanYouRollaCrit having mulled it over for a bit I think the most cohesive play style will be to run a mix of rangers and infiltrators with flachettes. Have the Infiltrators try to chip away from stealth and position the Rangers where they can punish enemies for moving up to get the infiltrators. Stay in ranged doctrine and use the switch doctrine + overclock ploys to engage sicko mode for an Infiltrator when the opportunity presents.

  • @HB2K-h8m
    @HB2K-h8m 7 дней назад +3

    Interested to hear your take, mine is that the mech boys have been nerfed and will struggle in the new meta. 😢

  • @dyjbec
    @dyjbec 6 дней назад +2

    I'm actually going into a game tomorrow night with a set of 3 Infiltrators and the Infiltrator Leader all with the SIlent weapons to be ass obnoxious as possible with that Super Conceal. They'll be backed up by the rest of the team as Rangers now that the Galvanic Rifle isn't impossible to use.

    • @CanYouRollaCrit
      @CanYouRollaCrit  6 дней назад

      Oooh sounds good

    • @therealbenravencroft9671
      @therealbenravencroft9671 5 дней назад +2

      how did it go? im curious to be able to run infil princep and not just ranger alpha

    • @dyjbec
      @dyjbec 4 дня назад +3

      ​@@therealbenravencroft9671 Unfortunately I matched against a guy playing the Hunter Clade as well so I swapped to a Grey Knights themed Angels of Death kill team (Hardy and Aggressive). No data on the full Silent team but the 8" range was a bit unwieldy on the Intercessor's bolt pistols so I can imagine that will have some overlap.
      I can confirm the Ranger Platform granting any of the Ad Mech Special guns Lethal 5+ is absolutely bonkers as it turn 1 evaporated my 14 wound Gunner out of his 4" Vantaged light terrain. Even my 18 wound Heavy Gunner with the Portable Cover 2+ save struggled to trade with every single heavy gun pointed at it. If I didn't manage to threaten the Plasma off the H. Gunner he probably would have gone down too.
      Vanguards are 100% are dead units, if they enter 2" of an enemy operative that wants to be there, Rad-Sat isn't keeping them alive.
      The Ranger's gimmick of Scouting Protocol Dash, activate, go loud (swap to Engage Order) shoot lethal 5+ anything, then full move away is such a disgusting strike and fade without loosing tempo that I honestly think the bonus lethality of them across 3 gunners and 2 Ranger Warriors can make up for damage lost from the 8" Silent 2/2. as long as your Ranger Gunners can survive 3 rounds or so, picking off people out of position and not over extending to expose themselves you can absolutely run away with the game. Please please please take the Ammo Cache and put it where your Arquebus will set up so you get that really dirty 0AP re-roll on attack dice)
      As far as the Infil Princeps VS Ranger Alpha, as long as you have them both carry the Comms unit for that 6" Aura of Punishing or Super Conceal I don't think either will out-value the other. Maybe if you really lean into abusing the Severe and Punishing rules interaction from the Arquebus guaranteeing 2 Crits and Devastating 3 into a Marine Operative but that's so niche I doubt it would go off more than twice a game, and definitely not in Gallowdark.

    • @therealbenravencroft9671
      @therealbenravencroft9671 3 дня назад

      @@dyjbec thank you so much for the rundown, i am extremely excited to try both the 5 infil meme build and an entirely shooting build, although a mix will probably be the best.

    • @mrkay4757
      @mrkay4757 3 дня назад

      @@dyjbecunfortunately I don’t think the comms equipment works how you think it does. First, it’s gotta be set up on the board, and then your friendly operative has to be writhing control range of it, but can’t pick it up. Very immobile, which sucks. Next, I don’t think the leader abilities are boosted by comms. I played a game assuming that last week, but looked it up after. It specifically calls out SUPPORT abilities, so only the surveyor and diktat can benefit. I thought the comms was a must take for hunter clade at first with all our auras, but now I hope they remove the restriction because its use is pretty limited.
      If I’m wrong, PLEASE let me know, I want to make that equipment work

  • @jameandl9320
    @jameandl9320 4 дня назад +1

    dont know if anybody mentioned this already, but fletchette could be better just because of the point of your shooty doctrine being a nombo with inbuilt ceaseless, so ceaseless weaps are not really that great on your main shooty turn (usually TP2)

  • @rohan8837
    @rohan8837 5 дней назад +1

    Let's go the admech! Personally after reading through everything about them id say they are still balanced. Interested to hear your thoughts on them

  • @Thorgrimm
    @Thorgrimm 5 дней назад +1

    Played them today into Stingwings and totally fucked up my turn 1 approach which led to lose 6 characters in 2 activations to two grenades when the Vespid dice ran hot and I thought the Grenade Launcher was Blast 1.That told me little but they are an incredibly fair kill team, the game doesn't seem nice to very fair kill teams. I'm not sure I want to buy a second box of Sicarans to see if going all melee is better. I like the idea of a Ranger gun line clustered around the Ranger Alpha, but the format can punish that pretty hard.

  • @desertbomber
    @desertbomber 5 дней назад

    One thing that I have noticed a few times now during these reviews is you saying that two crits from Power Weapons or other weapons with 6 damage kill an Elite but don't most other than Phobos have 14 Wounds now? Does that change things when it comes to weapon selection?

    • @CanYouRollaCrit
      @CanYouRollaCrit  5 дней назад +1

      Nah I'd still take rending blades vs elites

  • @cieloganay1632
    @cieloganay1632 5 дней назад

    Wait, how do i fight twice ? I was reading i couldn't find anything. I do see the resolve 2 attack dice for Omnissahs imperative

  • @Maddphish1
    @Maddphish1 5 дней назад +1

    GW has always gotta make Admech pretty bad for a while before finally fixing them and make us jump through hoops to get things others get with no caveats. Hopefully we get a proper killteam soon and not amalgamate two boxes of guys. Being locked to box contents on the Skitarii squad is bizarre as well. They did it in mainline 40k and it hurt them there as well.

    • @CanYouRollaCrit
      @CanYouRollaCrit  4 дня назад +1

      I'd love a new admech team

    • @Maddphish1
      @Maddphish1 4 дня назад +2

      @@CanYouRollaCrit Hopefully something Cult Mech. Those lads have only gotten two characters since launch and a squad of Explorator Tech Priests would be fun

  • @SulliverVittles
    @SulliverVittles 5 дней назад +1

    This new edition somehow makes my KT2018 team useable again when it wasn't in second edition.
    It still doesn't seem worth it, though.

  • @hechy3782
    @hechy3782 8 дней назад

    really hoping a more melee focused team is viable and not just all shooting, to mix things up. it would still be nice to be able to run vanguard or ruststalkers

  • @andanotherthing6687
    @andanotherthing6687 5 дней назад +2

    Lordy, thats a lot for a little😢

  • @Guajaqlxd
    @Guajaqlxd 5 дней назад

    Edict is only for leader + 1 sicarian? Or is it leader + any friendly operative?

    • @CanYouRollaCrit
      @CanYouRollaCrit  5 дней назад

      Leader and 1 Sicaran but if your leader is a sicaran then you must select a vanguard or ranger operative

    • @hechy3782
      @hechy3782 5 дней назад +2

      it's leader + one friendly operative with the limit of 1 sicarian

  • @Mangix_the_Bear
    @Mangix_the_Bear 5 дней назад +1

    Very interesting comment!

  • @FinestSeven
    @FinestSeven 4 дня назад

    You forgot to change the firefight ploy graphics.

  • @procrastinathan9201
    @procrastinathan9201 8 дней назад +5

    Woo, toaster boys!

  • @Damnedlegion40k
    @Damnedlegion40k 5 дней назад +3

    Add a comment...

  • @credibilityimyawning
    @credibilityimyawning День назад

    I never understand why the devs sometimes try to keep stuff thematic (Squats move 5"), yet Sicarians move 6". These poor guys got nerfed a bunch, toss em a bone why not? I think they're 8" in 40k.

  • @jaredbraun3993
    @jaredbraun3993 День назад

    The Rangers look like sand people