EDIT: I recorded this without having the rules and the box. ALL ARBITES ARE ON A 28MM BASE AND DOG IS ON A 25MM BASE NOT A 32 AS I SAY IN THE VIDEO Thanks to GW for sending me a PDF of the rules to review this kill team soulshackle arbites team. Consider supporting me for more frivolous content: www.patreon.com/GlassHalfDead My Vantage Point Kill Team Podcast is back and releasing regular episodes: anchor.fm/andrew-lynch06 Kill Team Player Locator: padlet.com/DiggaAl/KillTeamPlayerLocator Jump into my Discord for Kill Team chat: discord.gg/2fX26B9HS5 And check out my 40k channel that I SOMETIMES post on, primarily to call people crumpets: ruclips.net/channel/UCVmdZksO_AUKVv1FAkdQF4g
Seems like a strong team that can be fielded as either shooty or melee focused. Honestly that's kind of refreshing being able to do both with one team.
I'm sure the top players will have their best way to play, with a single operative swapped out depending on if you're against horde or elites, but is scrub players will enjoy trying to figure out what to run this team as for months to come!
Makes me wonder if the Navy Breachers are going to be forgotten about, these boys are Breachers+ Seems like they're going to be working well for ITD and outside. Got to love the flashing blue lights, sorry strobing lumens 🤣
Seems like a very fun team to play. Plus it’s nice to have a variety in the ops we can take. Will probs have to get another box when it releases separately.
Repress has interesting wording when paired with: Vicious Reflexes: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you are the Defender, then you start instead of the Attacker when resolving successful hits. That means Shrivetalon is always the defender so always strikes first in that combat. However Butcher is always the defender, so he is screwed: Vicious Blows: Each time this operative fights in combat: If this operative is the Attacker, this weapon gains the Ceaseless special rule for that combat.
If there´s ever a team where magnetising is a viable option it'd be this one. I think that would be much cheaper than two boxes. I´m not sure if mag'd models are allowed in tournaments, but if not then for casual play that'd definately limit the cost at least.
You're totally right! It's only my own lack of interest in magentisation that made me forget to suggest that as an option instead of proxies or extra boxes. But yes, this is a perfect team for magnets. And yes, magnetised models are fully legal in all tournaments!
Apprehend doesn't force the enemy to Pass, you have written it correctly (I know since it was one of the previewed abilities on WarCom). Only Arrest (Which was another of previewed abilities) does. These abilities are actually pretty different mechanically, though serve a similar purpose.
Obviously it's all out there now for everyone to disect, but I had to do my best to consolidate the wording as much as I could, and naturally assumed I missed something!
I stopped playing kt after the v2 dropped but still watch because I like the cut of your jib. Have you considered some boarding patrol action on th 40k channel?
You showed off the datacard at the end of your narrative reading of soulshackle... I was just thinking about how it was weird they didn't have a medic when the "chirurgant" data card popped on screen and I was like wait a minute he didn't talk about that one in his review!!!!
I would be very interested to hear how you would compare this team and the Navy Breachers? My first impressions are they seem to have a very similar basic styles (short-range assault with shotguns). Just looking at the basic Vigilant vs Armsman, the Arbites has better shooting but Navy has better melee. Looking at the specialists, Arbites looks to have more flexible models and defensive melee with the shields, while Navy is more combo-based and actually have better offensive melee specialists. I'm quite new to kill team (read the rules but haven't played yet) so I feel like I'm not in a good position to compare value of ploys and tac ops.
At first glance they seem rather different when you look past the 4+ save and shotgun combo. As you said the breachers specialize in rather aggressive kill-combos and the arbites seem to be more aimed at just shutting down the enemy.
So if I have some Palatine Enforcers and Subjugators laying around to proxy as the base troop options -> I can build all the Specialists and not worry about my build choices? 😅
I'd have to dig into it more, but my assumption it goes to whoever is the attacker as the abilities essentially cancel each other out. Might be stranger than that though!
@@GlassHalfDead Abilities are similar, but they're not the same. The wording of Shrivetalon is "if you're the Defender, you get to strike before the attacker", while Repress says "You're always the Attacker". Meaning that Shrivetalon is always the Defender and gets to strike first. I believe this RAW is pretty clear, though I can see them changing it with a FAQ (it wouldn't be the first time when FAQ goes against RAW).
Circle Hello!! Thanks for the advice. I’ll definitely wait to build the actual models. Entertainingly, I already have palanite enforcers & sisters models for proxy purposes. With 2 boxes and the right mix of models I can see this team doing really well on ItD & open boards. You’re right though, those faction tacops are hot garbage.
Does anyone know if the Malocator is truly meant to have a Combat Shotgun? It is on the datasheet in the book, but it is not on the model... I feel like it's a massive typo, since he is clearly holding some kind of sample gun instead. The WarCom preview mentioned "bio-sample extractors", which currently are not present in the book AFAIK.
Sorry to necro this comment but no one answered you yet so I figured I would help. the entire box has shotguns in holsters that you can place on their backs, so things like the malocator and medic will have the shotgun option.
@@uniwolfacorn Oh I'm aware, I have the box. For all other specialists (where relevant) the build instructions actually tell you to put those holstered shotguns on their back. No such thing for the Malocator, hence my question.
Hey! I'm not sure if the R-VR Doggy has the same arrest as Castigator and Manacles. You mentioned the R-VR while talking about manacles, but the dog just prevents fallback, right?.
Right, these abilities are pretty difficult mechanically, though serve a similar purpose. You can go on the Command Point channel, they do have photos of the book in their video.
Is the loudspeaker removed when the leader dies? Otherwise leaving it on the middle objective might actually be the play to make Also, are those warriors really GA 1? That just sounds terrible
would you be able to build every "viable" option with 2 boxes?:) or would you need a third then? im a glutton for building every option on my teamsxD thanks for the content btw:)
At first glance, you'd need 4 subductors, no vigilants (sadly add absolutely NOTHING) and every one of the 9 specialists (including 3 gunners). Both Leader options could be great too. That's 15 models + a dog (you get 2 in 2 boxes anyway), which can easily be done with 2 boxes. You even get 5 extra vigilants or subductors for good measure (would go for the latter, then you have a full subductor squad for 40k).
Who gives a crap what these teams do when you can’t get your hands on them, or the book. Nice that GW sent you a PDF maybe they can post one up on the Community for the rest of us. They don’t seem to be able to produce a team of Arbites , but I’m pretty sure they could produce a team of lawyers if you were to put that PDF online. Tell your contacts that this is unacceptable nonsense.
You might be misunderstanding my peronsal pull within the GW infrastructure xD I agree that GW logistics are in an insane state. Forget the big box, can't even get cards.
Yeah, my bad. There's a medic, and I even made the datacard for him, and included that datacard randomly in the long form narrative video I did, but somehow missed it here. Long story short: he's a medic.
GW should have done this long ago. Lower the price ( yes I know but a lower than normal) but kind of compel you to really buy two boxes because of the options available to the Kill Team.
EDIT: I recorded this without having the rules and the box. ALL ARBITES ARE ON A 28MM BASE AND DOG IS ON A 25MM BASE NOT A 32 AS I SAY IN THE VIDEO
Thanks to GW for sending me a PDF of the rules to review this kill team soulshackle arbites team.
Consider supporting me for more frivolous content: www.patreon.com/GlassHalfDead
My Vantage Point Kill Team Podcast is back and releasing regular episodes: anchor.fm/andrew-lynch06
Kill Team Player Locator: padlet.com/DiggaAl/KillTeamPlayerLocator
Jump into my Discord for Kill Team chat: discord.gg/2fX26B9HS5
And check out my 40k channel that I SOMETIMES post on, primarily to call people crumpets: ruclips.net/channel/UCVmdZksO_AUKVv1FAkdQF4g
Seems like a strong team that can be fielded as either shooty or melee focused. Honestly that's kind of refreshing being able to do both with one team.
The shooting into melee seems to indicate that you want to do a bit of both
Options and multiple ways to victory is more fun
I'm sure the top players will have their best way to play, with a single operative swapped out depending on if you're against horde or elites, but is scrub players will enjoy trying to figure out what to run this team as for months to come!
@@GlassHalfDead go team scrub #scrublife
Makes me wonder if the Navy Breachers are going to be forgotten about, these boys are Breachers+ Seems like they're going to be working well for ITD and outside. Got to love the flashing blue lights, sorry strobing lumens 🤣
I think you're correct... if anyone can get their hands on them, because everything sold out immediately!
Nah, I'm pretty sure they're going to be pretty different gameplay-wise. The only common things are 4+ save and shotguns.
Long Arm of the Emperors law, they went deep into toxic plays with this one, even more of a dick move than gellerpox.
Seems like a very fun team to play. Plus it’s nice to have a variety in the ops we can take. Will probs have to get another box when it releases separately.
Variety is the spice of lining GW's pockets!
Repress has interesting wording when paired with:
Vicious Reflexes: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you are the Defender, then you start instead of the Attacker when resolving successful hits.
That means Shrivetalon is always the defender so always strikes first in that combat.
However Butcher is always the defender, so he is screwed:
Vicious Blows: Each time this operative fights in combat:
If this operative is the Attacker, this weapon gains the Ceaseless special rule for that combat.
If there´s ever a team where magnetising is a viable option it'd be this one. I think that would be much cheaper than two boxes.
I´m not sure if mag'd models are allowed in tournaments, but if not then for casual play that'd definately limit the cost at least.
You're totally right! It's only my own lack of interest in magentisation that made me forget to suggest that as an option instead of proxies or extra boxes. But yes, this is a perfect team for magnets. And yes, magnetised models are fully legal in all tournaments!
Navy breachers were totally magnetizable. My guess is that team will be the same. One box will means you always take the dog though.
Apprehend doesn't force the enemy to Pass, you have written it correctly (I know since it was one of the previewed abilities on WarCom). Only Arrest (Which was another of previewed abilities) does. These abilities are actually pretty different mechanically, though serve a similar purpose.
Obviously it's all out there now for everyone to disect, but I had to do my best to consolidate the wording as much as I could, and naturally assumed I missed something!
Those guys could arrest and detail a Genestealer!
Manacles on belt, zip ties in pocket. I wonder how I would model a roll of duct tape...
Magnetized em all. My hands hurt but worth it!!!
Looks very strong. It's like the breachers, but deadlier.
I think in that matchup these guys have the edge, but it will be interesting to see how everything shakes out!
Very much thank you.
I don´t know what i´m not seeing, but can´t understand how stoping an opponent from making his scouting step is that good.
I stopped playing kt after the v2 dropped but still watch because I like the cut of your jib. Have you considered some boarding patrol action on th 40k channel?
My gib is cutting!
I do want to get back to my 40k channel more, but I've just not had time these days :(
Plant evidence 👌, perhaps a glove? Boy I’m reaching back for that one. Remember, if it doesn’t fit, you must acquit.
Repression Baton is worse then gun but?
It makes as much sense as anything else in Warhammer!
Do I understand correct, subductor can fight with 2 two different profiles (so we choose offensive or defensive before fight?)
That's right!
Seems like a fun and fluffy team; too bad it’ll require two boxes to have everything, though.
People are talking about magnetising, which is viable! I won't be doing it, of course, but others can!
I think you forgot about the medic character that revives downed operatives or heals their wounds!
You showed off the datacard at the end of your narrative reading of soulshackle... I was just thinking about how it was weird they didn't have a medic when the "chirurgant" data card popped on screen and I was like wait a minute he didn't talk about that one in his review!!!!
Oops! Not sure how I missed that out, my bad. But yes, they have the medic too!
I would be very interested to hear how you would compare this team and the Navy Breachers?
My first impressions are they seem to have a very similar basic styles (short-range assault with shotguns). Just looking at the basic Vigilant vs Armsman, the Arbites has better shooting but Navy has better melee. Looking at the specialists, Arbites looks to have more flexible models and defensive melee with the shields, while Navy is more combo-based and actually have better offensive melee specialists.
I'm quite new to kill team (read the rules but haven't played yet) so I feel like I'm not in a good position to compare value of ploys and tac ops.
At first glance they seem rather different when you look past the 4+ save and shotgun combo. As you said the breachers specialize in rather aggressive kill-combos and the arbites seem to be more aimed at just shutting down the enemy.
Might pick up some Palanites and use the 3D printed Bobbie heads on them to use as my second box for the options
So if I have some Palatine Enforcers and Subjugators laying around to proxy as the base troop options -> I can build all the Specialists and not worry about my build choices? 😅
I wish they had rules for them in Necromunda instead of the Enforcers.
What happens if a Subductor fights a Shrivetalon? Who gets to be the attacker?
I'd have to dig into it more, but my assumption it goes to whoever is the attacker as the abilities essentially cancel each other out. Might be stranger than that though!
@@GlassHalfDead Abilities are similar, but they're not the same. The wording of Shrivetalon is "if you're the Defender, you get to strike before the attacker", while Repress says "You're always the Attacker". Meaning that Shrivetalon is always the Defender and gets to strike first. I believe this RAW is pretty clear, though I can see them changing it with a FAQ (it wouldn't be the first time when FAQ goes against RAW).
@@antongrigoryev6381 ahh, no conflict there at all then!
@@GlassHalfDead That's kind of my assumption? Like you I am wondering if there's another layer to it though.
...And there is, as clarified in a comment that RUclips was helpful enough not to show me right immediately. Excellent! Good to know!
Circle Hello!! Thanks for the advice. I’ll definitely wait to build the actual models. Entertainingly, I already have palanite enforcers & sisters models for proxy purposes.
With 2 boxes and the right mix of models I can see this team doing really well on ItD & open boards. You’re right though, those faction tacops are hot garbage.
Faction tacops have always been questionable, but with the new crit ops pack being so easy to score, no team needs to look at their faction tacops imo
Can't choose which specialists = internal balance
Which is great. 😎
That's probably a good point!
If the enemy can only pass does that mean they can't fight back?
Does anyone know if the Malocator is truly meant to have a Combat Shotgun? It is on the datasheet in the book, but it is not on the model... I feel like it's a massive typo, since he is clearly holding some kind of sample gun instead. The WarCom preview mentioned "bio-sample extractors", which currently are not present in the book AFAIK.
I finally get home and can open the book for myself properly and I'll investigate for you!
Sorry to necro this comment but no one answered you yet so I figured I would help. the entire box has shotguns in holsters that you can place on their backs, so things like the malocator and medic will have the shotgun option.
@@uniwolfacorn Oh I'm aware, I have the box. For all other specialists (where relevant) the build instructions actually tell you to put those holstered shotguns on their back. No such thing for the Malocator, hence my question.
Hey! I'm not sure if the R-VR Doggy has the same arrest as Castigator and Manacles. You mentioned the R-VR while talking about manacles, but the dog just prevents fallback, right?.
Right, these abilities are pretty difficult mechanically, though serve a similar purpose. You can go on the Command Point channel, they do have photos of the book in their video.
@@antongrigoryev6381 I know, I wanted to point out a mistake to correct in the vid ;)
Where, is AP?
Is the loudspeaker removed when the leader dies? Otherwise leaving it on the middle objective might actually be the play to make
Also, are those warriors really GA 1? That just sounds terrible
They are definitely GA1! I think the only typo I might have made was in regards to the arrest thing on the dog
would you be able to build every "viable" option with 2 boxes?:) or would you need a third then? im a glutton for building every option on my teamsxD thanks for the content btw:)
At first glance, you'd need 4 subductors, no vigilants (sadly add absolutely NOTHING) and every one of the 9 specialists (including 3 gunners). Both Leader options could be great too. That's 15 models + a dog (you get 2 in 2 boxes anyway), which can easily be done with 2 boxes. You even get 5 extra vigilants or subductors for good measure (would go for the latter, then you have a full subductor squad for 40k).
Who gives a crap what these teams do when you can’t get your hands on them, or the book. Nice that GW sent you a PDF maybe they can post one up on the Community for the rest of us. They don’t seem to be able to produce a team of Arbites , but I’m pretty sure they could produce a team of lawyers if you were to put that PDF online. Tell your contacts that this is unacceptable nonsense.
You might be misunderstanding my peronsal pull within the GW infrastructure xD
I agree that GW logistics are in an insane state. Forget the big box, can't even get cards.
Everyone knows you’re the real James Workshop. The power behind the throne, as it were.
Who is the medic ?
I ´me so hyyyyped for this team, so many options !
Also wondering this, there was definitely a medic? (probably just standard medic rules, but regardless)
@@Lord_Wateren John from Crit talks about it so he may have forgot it
He did forget to talk about it in this video
Yeah, my bad. There's a medic, and I even made the datacard for him, and included that datacard randomly in the long form narrative video I did, but somehow missed it here. Long story short: he's a medic.
GW should have done this long ago. Lower the price ( yes I know but a lower than normal) but kind of compel you to really buy two boxes because of the options available to the Kill Team.