Tyranids in Kill Team! Hive Fleet Faction Deep Dive Part 2
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- Опубликовано: 10 сен 2024
- We discuss the Hive Fleet's Ploys and Equipment, Sean's favorite Kill Team, and the Hive Fleet's weaknesses! Make sure you watch Part 1 where we talk about the Hive Fleet’s models and fireteams in Kill Team!
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the interesting thing here, is that theres an ability called synapse, and a keyword called synapse. so if you have swarm and genestealer and there are no warriors none of your models would benefit from the synapse ability, since it needs the synapse keyword to trigger. this would also make sense and tie in with the 40k ruleset.
Heh, my son (4.5) also enjoys playing with genestealers. He’s playing them as random monsters who always suffer from his lego policemen
Arbites doing ther jobs well I see!
What a young hero, saving lego city from exterminautus
The Emperor's Justice never sleeps 🤣❤👏
That's adorable. I used to use my Primal Rage dinos to terrorize my lego people.
I really liked this video and the first one!!!
I look forward to you get around to the other factions.
the way i interpret the blast/ aggressive biostrain is that each blast attack is a separate shooting attack, therefore if it made 3 blast shooting attacks against 3 models, you would need 1 CP for each one you wanted to reshoot, but since the rules only let you play each ploy once per turning point, you could only reshoot one attack
Regarding Feed: Warriors and Genestealers both have critical damage 6 melee weapons. That means that you can one hit Guardsmen and similar models when charging, taking no damage in return. Especially on Boneswords with lethal 5+ that's good but it also makes scything talons on Genestealers a genuine option, despite double rending claws appear to be better at first glance. In the end it allows you to hit a guardsmen with one hit or a Space marine in two.
My reading of the blast weapon / aggressive biostrain combo was that since a shooting attack is made separately for each operative within blast range of the first selected target, aggressive biostrain would allow re-rolls on all targets that suffered no wounds on the first set of attacks, while targets wounded by the first set of attacks wouldn't suffer an additional attack. No doubling up, just more likely to wound, which is what biostrain is designed for anyway.
Blast just means you're making multiple shooting attacks for that declared attack action, one attack against each operative, as the shooting attack action.
Aggressive Biostrain means when a shooting attack fails to wound, re-do it.
Therefore Biostrain isn't making you redo the entire shooting attack action, it's repeating each specific attack that didn't wound.
The key difficulty of interpretation here is what consitutes the shooting attack action and a/each specific shooting attack as part of that action, for which the wording maybe isn't as clearly defined as it could be. This is relevant in particular for Blast, which is (to my understanding) a modifier for the shooting action (turning one shooting attack into multiple), rather than a modifier to each specific attack roll made.
I certainly hope I've got this right!
One thing you guys didn't talk about that I think definitely deserves mentioning is that Adrenal Glands does more than just add 1" to the movement characteristic: it adds a 1" segment. I've already had a bunch of games where using the 1" to get to a dropoff point gives me more than an inch on the lower level, or using a 1" segment to jump a thin barricade and still retaining the 2" that would have been mostly wasted, or using a 1"+2" to scramble over some terrain piece that's 2.1" long instead of wasting a 2" on that 0.1 extra I need.
You can break normal segments of move down tho, to a minimum of 1 inch segments. Second sentence under "normal move"
With those flesh hooks, given you are almost guaranteed to do 9-12 damage, you could pair up genestealers and almost guarantee a bloodless kill by dashing out of cover, letting the genestealer with flesh hooks hit, then the second stealer or one of the swarm finish up in melee.
I hate flesh hooks. Haven't played 2.0 yet but my kids nids have dropped many of my plague marines because I forgot about them damn flesh hooks.
Great video. Valid point about the length of pregame setup. This past weekend a tourney a little north of me reported an average of 20-30 minutes of setup with up to 45 minutes in a few cases.
Good stuff comrades! If yall do a death guard one of these i want in!
I am happy to hear you know of the Great Grand Father's loving embrace. Your loyalty shall be rewarded when you walk in the gardens.
In Sean's Hive Fleet Kill Team and roster, what is the leader equipped with? Assuming Deathspitter but what about melee?
Deathspitter and boneswords
Enjoyed these videos, although I think toxin sacs are overrated and feeder tendrils are underrated. If you're putting toxin sacs on genestealers, it's definitely overkill in my opinion. You only need about 2 hits to kill most chaff units and 3 to kill most space marines which is super easy to do with stealers. Getting extra dice to parry with isn't usually that useful since even if you parry, the other guy is mostly likely going to hit you back at least once and having an extra attack dice isn't going to stop that.
On the other hand feeder tendrils can easily mitigate the 2/3 damage from gunbutts, and can keep your dudes alive just long enough to waste another attack from the other side.
Hey boys. Super interesting what you are doing with the deep dives. Is there any way you can reveal which factions you plan to have next? I play quite a few of them, and have had quite a bid of practice with the new system already. :)
One trick with the acid maws is to put them on your 2 Weaponbeasts and park them behind some screening GS or gaunts, let them get charged and probably die then acid maw, charge and fight after spending the cp. acid maw > spinefists
I mean, at that point you don’t even need to sacrifice the screen. Just put Maw on a weaponbeast, activate will of the hive, charge, kill, shoot something within 6.
@@villainvoice5143 No you don’t have to, but that would be assuming your screen actually survives the charge from the more elite team you don’t want charging straight away into your weaponbeasts.
Hey Sean, new to KT . Would you say for your heavy gunners, is it better to run boneswords or sword+whip in addition to the big guns?
Where can I find how many Equipment Points each team gets?
Core Book. It's 10.
Page 92. Step 9.
@@boutinpowered8373 Thanks I knew I saw 10 somewhere
I disagree that the Stalk strategic ploy is a pre-turn move, both the craftworld "hidden paths" and Tau Cadre "recon sweep" state "can immediately perform a free Dash action", it is questionable that Stalk doesn't start the wording of "Until the end of the turning point" i.e giving you the whole turn to decide when to use the Normal Move as a free 0AP action
Rules for Strategic ploys “resolve its effects immediately”. It would have to say it happens inside a operatives activation, like bolter discipline
I’m still not sure. I know that “resolve immediately” phrase is there, but wouldn’t it be explicit here ? Given most effects happen during activations ? I think this one is still ambiguous
@@minimusminor3848 i don’t know how more explicit you need a rule to be then “immediately” also just for the sake of argument, why would I ever want to spend one CP for a free move inside a activation?
Snippy !
death gaurd, death gaurd!
Thumps up if 🦀
First! For the hive mind!