YouTube2Text

Battleclade Kill Team Review! — Transcript

by Command Point · 8,737 words · 1,277 segments · language en · Watch on YouTube

Full transcript

  1. 0:00Command Point is running a Killteam
  2. 0:02Grand tournament July 12th and 13th at
  3. 0:06Millennium Games in Rochester, New York.
  4. 0:08This will be a 32player fiveround kill
  5. 0:11team event. You can find out more
  6. 0:13information and buy tickets at the link
  7. 0:15below. Command Point is sponsored by
  8. 0:17Crossfire Games. Use code commandoint 25
  9. 0:20at checkout to get 5% off your next
  10. 0:23purchase. Link in the description.
  11. 0:30Hello everybody and welcome back to
  12. 0:32Command Point. My name's Ryan and today
  13. 0:34Shane, we're going to be taking a look
  14. 0:37at the uh the new Typhen Kill Team box.
  15. 0:41Very exciting. It's coming out in well,
  16. 0:43it should be two weeks from today. Yeah,
  17. 0:45Shane, how excited are you for this box?
  18. 0:49I'm pretty excited, honestly. It's like
  19. 0:51a uh it's a very cool couple of teams. I
  20. 0:55mean, obviously the Raveners are just
  21. 0:56going to, you know, take the the whole
  22. 0:59like game by storm in terms of just
  23. 1:02sheer popularity. Yeah. I expect to see
  24. 1:04this team
  25. 1:06all over the place for the next, I don't
  26. 1:09know, just foreseeable future. Mhm. Um,
  27. 1:12and then the other team that, you know,
  28. 1:13the Battleclaid, I think they're cool.
  29. 1:15They they seem interesting. I think I
  30. 1:17had a similar response to a lot of
  31. 1:19people when I first saw them, like, h
  32. 1:21whatever. Tyrannids look really cool. I
  33. 1:24don't know about these guys, but after
  34. 1:26going through the rules and looking at
  35. 1:27it, you know, honestly
  36. 1:30looks pretty fun. I'm not going to lie.
  37. 1:32Yeah, both of the teams look very
  38. 1:34different from I mean most other teams
  39. 1:37that have like been in Kill Team in this
  40. 1:39edition up until this point. So, that's
  41. 1:42always exciting to see uh new like
  42. 1:44themes and mechanics show up in the
  43. 1:46game. So,
  44. 1:49uh, I've got up here pulled up the
  45. 1:52battleclaid, uh, data sheet cards. So,
  46. 1:55we're going to start off with that team
  47. 1:57and then, uh, in the next video, guys,
  48. 2:00uh, is when we're going to be taking a
  49. 2:02look at the, uh, at the Raveners kill
  50. 2:06team. So, after you finish this one, go
  51. 2:09head over and watch that one. Uh, so
  52. 2:12Shane, I'm just going to get right into
  53. 2:14it with their um, okay,
  54. 2:19Yep. We're starting with the
  55. 2:20battleclaid. Looking at the uh,
  56. 2:22operatives list here. So uh, for the
  57. 2:25team you need to take a
  58. 2:27technoarchchaeologist
  59. 2:29operative, a servtor undersseer, and
  60. 2:32then eight uh, selected from the
  61. 2:35following list. the autoroxy servtor,
  62. 2:38the breacher servtor, combat servtor
  63. 2:41with one of the following options.
  64. 2:44Uh each one of these options can take a
  65. 2:46servo claw. So really your decision
  66. 2:47point is incendine igniter, a meltag gun
  67. 2:52or a phosphor blaster, a gun servtor
  68. 2:56with heavy arc rifle and claw, a gun
  69. 2:59servtor with heavy bolter and claw, and
  70. 3:02then the technomedic servtor. uh
  71. 3:05archetypes for this team are
  72. 3:06infiltration and recon. And I
  73. 3:10Infiltration is so weird. It It is. It
  74. 3:12is weird. Why do these guys have I for I
  75. 3:15would assume, you know, it would have
  76. 3:17been recon security. You know, they're
  77. 3:19just robots sitting around. Um
  78. 3:22infiltration. Uh interesting choice to
  79. 3:25me. Yeah, I don't know. Yeah, for sure.
  80. 3:28So, uh, on the reverse of the card, it
  81. 3:30says, "Other than combat servtor
  82. 3:32operatives, your kill team can only
  83. 3:33include each operative above once. You
  84. 3:35cannot select a combat servtor with
  85. 3:37meltagun more than once, and you cannot
  86. 3:39select one with incendiine igniter more
  87. 3:42than three times." It seems like most of
  88. 3:45the time you've got the one list with uh
  89. 3:47I mean, how many cuz it's one, two,
  90. 3:50three, four, five, and then three combat
  91. 3:53servtors. And I can imagine against
  92. 3:54teams where you don't want the medic,
  93. 3:56you end up taking four combat servtors,
  94. 3:58right? Um, you probably auto take the
  95. 4:01melta and then other than that, I mean,
  96. 4:03we'll look at the other weapons, but
  97. 4:06it's going to be a static loadout most
  98. 4:08of the time, I believe.
  99. 4:11All right, so let's go ahead and move on
  100. 4:13now to their faction rule. Shane, do you
  101. 4:16want to read this?
  102. 4:18Uh, yeah. So, the new spheric network.
  103. 4:21Um, there's a lot of like keywords in
  104. 4:24here that are just like a lot of ways to
  105. 4:27say the same thing. So, whenever a one
  106. 4:29of the servtor guys, so not the tech
  107. 4:31priests or the technoarchchaeologists,
  108. 4:34um, whenever a servtor uh is activated,
  109. 4:37you can transfer power. If you do,
  110. 4:40subtract one from its APL until the end
  111. 4:41of that activation. Uh, and after that
  112. 4:44activation, you can network counteract
  113. 4:46with one other friendly uh, battleclade
  114. 4:49servtor operative before your opponent
  115. 4:51activates.
  116. 4:52Um, whenever you network counteract with
  117. 4:54a friendly operative, you first select
  118. 4:56its order, which is huge. So, you can
  119. 4:58flip a guide to engage and then you
  120. 5:00perform a 1 AP action for free. Uh, and
  121. 5:03then but but they can't move. So then
  122. 5:07the opponent goes, uh, you can't
  123. 5:10transfer power or network counteract if
  124. 5:12you have less than 2 APL. So like if
  125. 5:14you're stunned, you won't be able to do
  126. 5:15it and like go down to zero AP. Um, it
  127. 5:19does count as a counter action, but it
  128. 5:21doesn't need to be expended with an
  129. 5:23engage order, notably. Uh, that means if
  130. 5:26they're ready, they can still be
  131. 5:28activated as normal later. And uh if you
  132. 5:31network counteract, you can't do it
  133. 5:33again that turn and you can't regular
  134. 5:35counteract during the same turn. So
  135. 5:39there's a lot there, but there's
  136. 5:40actually not very many like I guess
  137. 5:43restrictions when you read it again.
  138. 5:46Like they it doesn't matter if they're
  139. 5:49ready. It doesn't matter if they've
  140. 5:50already gone. If you have them do an
  141. 5:52action, they can do that action again
  142. 5:53later. If they've already done that
  143. 5:56action, you can still have them do that
  144. 5:57action again.
  145. 5:59Um,
  146. 6:00and you don't need visibility. They
  147. 6:03don't need to be like on any particular
  148. 6:05order because you can switch their
  149. 6:06order. Uh,
  150. 6:09it's kind of just like throughout. The
  151. 6:10only restriction really is that you
  152. 6:13can't network counteract the same guy
  153. 6:15twice in one turn. So, it's almost like
  154. 6:19every model on the board is a threat all
  155. 6:22the time when you're playing against
  156. 6:24this team. And it's very interesting
  157. 6:26because we've not had a team like this
  158. 6:28before. So I mean you can your your
  159. 6:30melta gun can shoot twice in one turn.
  160. 6:32And your your any of your guns can shoot
  161. 6:36like you can get two shooting attacks
  162. 6:38off in one activation. You can have two
  163. 6:40guys plant two beacons in one
  164. 6:43activation. Then you're done planting
  165. 6:44beacons for the turn. Um so very
  166. 6:47interesting. I I really like the uh the
  167. 6:51ability. I think it's a very strong
  168. 6:52faction ability. Yeah. Yeah, it's super
  169. 6:55interesting. I'm I'm almost worried
  170. 6:58about like how do you counterplay
  171. 6:59against that?
  172. 7:02Can you It's, you know, it's a little
  173. 7:03tricky. I think especially in the second
  174. 7:05half of the game, you're going to have
  175. 7:06those moments where like turn three
  176. 7:08happens and the the servtor player wins
  177. 7:11initiative and then they just shoot you
  178. 7:13twice like off the top because there's
  179. 7:15probably like engaged models hanging
  180. 7:17out. Mhm. Um,
  181. 7:20yeah, it's very very powerful. And like
  182. 7:22also just uh, you know, even if you
  183. 7:25don't really want to do anything, you
  184. 7:27can count, you can network counteract
  185. 7:28just to have a guy that's unengaged flip
  186. 7:30their order to conceal. Yeah. And then
  187. 7:32they can't get shot. So there's a lot of
  188. 7:35a great use case. Yeah, there's a lot of
  189. 7:38usage with this ability. So very cool.
  190. 7:43All right. Um, we'll go ahead now and
  191. 7:46get into the strategic PS here. I'm
  192. 7:49going to start us off with new spheric
  193. 7:52possession, Shane.
  194. 7:54Uh, so support. Whenever a friendly
  195. 7:57battleclade servtor operative is within
  196. 7:596 in of a friendly autoroxy or servtor
  197. 8:03undersea operative, that friendly
  198. 8:05operatives uh, that friendly servtor
  199. 8:07operative's weapons have the accurate
  200. 8:10one weapon rule. Uh for the purposes of
  201. 8:12this support rule and the comm's device
  202. 8:14equipment, the auto proxy or servtor
  203. 8:17underser operative must control your
  204. 8:18comm's device marker to add 3 in to its
  205. 8:21distance requirement for this rule.
  206. 8:24Uh so accurate one on this team uh we'll
  207. 8:28get into it a little bit later when we
  208. 8:30take a look at the data sheets, but I
  209. 8:32believe most of these operatives are
  210. 8:34hitting on fours. They are. Yeah.
  211. 8:37And there's not a lot of like crit
  212. 8:38rules, so you're not you're not going to
  213. 8:42feel the pain so much by taking like an
  214. 8:44accurate um
  215. 8:46uh normal success. Yeah. Uh it's it's
  216. 8:49just going to be nice to have the
  217. 8:50success.
  218. 8:53Uh Shane, do you want to read uh Duty of
  219. 8:57Reclamation?
  220. 8:58Yeah, I like this one. It's once per
  221. 9:00action. You can use the command reroll
  222. 9:03firefight ploy for zero CP if the attack
  223. 9:05or defense roll dice roll was rolled for
  224. 9:09a friendly battleclaid operative that
  225. 9:11contests an objective marker or one of
  226. 9:13your mission markers. Uh so pretty
  227. 9:15straightforward. You get a attack or
  228. 9:18defense reroll for free if you're on a
  229. 9:22uh objective or mission marker. And I
  230. 9:24mean, notably mission marker, you can be
  231. 9:26on a confirmed kill marker because they
  232. 9:28have recon or a plant beacon marker,
  233. 9:30right? Yeah. Um or
  234. 9:33uh a recover item marker if you're
  235. 9:35feeling that. Um but yeah, it's uh it's
  236. 9:39interesting. I I do feel like there's
  237. 9:41we'll get into it more, but I think
  238. 9:42there's a lot of rules where these guys
  239. 9:43kind of just want to be like chilling
  240. 9:45out on objectives. So, okay. Kind of
  241. 9:48cool. Yeah. I mean, naturally, you want
  242. 9:51to be doing that anyways. um for most
  243. 9:54teams, I would say, but yeah. Yeah. No,
  244. 9:57it's a cool ability. Uh next up for the
  245. 10:00strap plays, we have Incantation of the
  246. 10:02Iron Soul. Uh whenever an attack dice
  247. 10:06inflicts damage of three or more on a
  248. 10:08friendly battleclade operative, roll
  249. 10:101d6. On a five up, subtract one from
  250. 10:13that inflicted damage.
  251. 10:16Uh yeah, Shane, how do uh how effective
  252. 10:20do you think this is going to be in in
  253. 10:22practice?
  254. 10:24Not that effective. I mean, it's you
  255. 10:26know, there they're mostly eight wounds.
  256. 10:28There's a couple guys with 11 wounds,
  257. 10:30couple guys with nine wounds. Um I I
  258. 10:33think it's like intriguing to have
  259. 10:36damage reduction. Um but again, it's on
  260. 10:40a five up, so maybe it's good. and and
  261. 10:43it is if I'm not uh it's you know there
  262. 10:46isn't it's it's three or more so most
  263. 10:50weapons you are going to be getting the
  264. 10:52role um I don't know I I mean I can't
  265. 10:56help but feel like I'm going to want to
  266. 10:57be using newpheric possession and duty
  267. 10:59of reclamation a lot so I don't know how
  268. 11:00often I'm going to be using incantation
  269. 11:03of the iron soul but maybe just the like
  270. 11:06the way that it throws doubt into your
  271. 11:09opponent's math just a little bit
  272. 11:12could be good I I don't know. Yeah, it
  273. 11:14it is a it is a strategy ploy. So, I
  274. 11:17mean, if I'm expecting like a big go
  275. 11:19turn to happen where like the majority
  276. 11:22of my kill team is going to be either
  277. 11:24getting shot at or engaged in melee
  278. 11:26combat, I think I would pop this. Um,
  279. 11:29but other than that,
  280. 11:31uh, I I think like once per game you
  281. 11:34plan to use this on like turns three or
  282. 11:36four. Yeah, I think I think that's
  283. 11:38probably right. I I don't imagine you're
  284. 11:40using this like every turn for one.
  285. 11:42Definitely not.
  286. 11:45Yeah. So, prioritized acquisition is
  287. 11:48next. This is kind of like that alkalon
  288. 11:50one. Uh you pick an objective marker or
  289. 11:53one of your mission markers. So, again,
  290. 11:54you could you could do like a a plant
  291. 11:57beacon or something. But, um basically
  292. 12:00whenever controlling that determining
  293. 12:01control of that marker, you treat the
  294. 12:03APL stat of battleclaid operatives that
  295. 12:06can test it as one higher.
  296. 12:08So, that's nice. I really like that. Uh,
  297. 12:10and then the other part is if you're
  298. 12:12within 3 in of that marker, uh, add one
  299. 12:15to the attack stat of melee weapons to a
  300. 12:16max of four. So, a lot of your melee is
  301. 12:18like kind of mediocre, but like your,
  302. 12:24uh, the damage is maybe okay, but you
  303. 12:26only have three attacks and you're
  304. 12:27hitting on fours. So, I mean, if if
  305. 12:31you're like fighting over a middle
  306. 12:32objective or something or I don't know,
  307. 12:34uh, and and you think there's going to
  308. 12:35be a lot of action on one like little
  309. 12:37area near that objective, I can see
  310. 12:40bumping that to maybe make your melee
  311. 12:43better and then like pairing it with,
  312. 12:45you know, duty of reclamation to get
  313. 12:47like a roll in melee. Um, and also, I
  314. 12:51mean, it's note noteworthy that the new
  315. 12:54spheric possession accurate one. Uh, I
  316. 12:58believe that works for all weapons,
  317. 13:00including melee.
  318. 13:01Um, I believe it just says their weapons
  319. 13:03get accurate one. Um, so that's kind of
  320. 13:06cool.
  321. 13:08Yep. I guess there's like Yeah, you can
  322. 13:10kind of tech in a melee if if you need
  323. 13:13to. There's like other stuff that works
  324. 13:15with melee a little bit. Like they have
  325. 13:18an equipment piece that that synergizes
  326. 13:20with melee. This definitely is not a
  327. 13:21melee team, but I think it's interesting
  328. 13:23that they have like a little bit of
  329. 13:24punch if they need to trigger into that.
  330. 13:27Mhm. Yeah. And we saw that with uh the
  331. 13:30most recent balance data slate with a
  332. 13:32couple teams. They now have the ability
  333. 13:33to tech into melee if they have to, even
  334. 13:36if it's not uh what you would call a
  335. 13:39strength. Mhm. All right, so let's go
  336. 13:42ahead now and dive into the firefight
  337. 13:44ps. I'm going to start us off here with
  338. 13:47system exorcism. Uh, use this firefight
  339. 13:50play when you would activate a friendly
  340. 13:52operative. Uh, remove one rules effect
  341. 13:55or stat change your opponent has applied
  342. 13:57to it. For example, poison token minus
  343. 14:01one APL cannot be activated or perform
  344. 14:03actions, etc. Then activate it. Uh, this
  345. 14:07ploy cannot allow it to regain lost
  346. 14:09wounds, ignore the effects of being
  347. 14:10injured or remove minus one APL that you
  348. 14:13have applied to it. For example, from
  349. 14:16transfer power.
  350. 14:19Um,
  351. 14:21yeah. I mean, like, I like this. Like,
  352. 14:23how many times, you know, have you
  353. 14:26played against Phobos?
  354. 14:29Um, I forget what the ability is, but
  355. 14:31it's like they choose a model on your
  356. 14:33team and you just can't activate it for
  357. 14:35like D3 or D6, however many like
  358. 14:38activations after. Yeah, that would work
  359. 14:40against that. That's a good point. Yeah,
  360. 14:42Omni Scramble. it would um
  361. 14:45uh another really interesting one. I
  362. 14:48think the more you
  363. 14:51um like play with this team. I think the
  364. 14:54more crazy instances of this ability
  365. 14:57you're going to find. Yeah. Like one
  366. 14:59that I was thinking of was Mandrekes
  367. 15:01with the Durgem where he focuses on a
  368. 15:03guy and says when you activate him, you
  369. 15:05can't. Right. Yeah. Uh you could just
  370. 15:08pay a CP and say no, you don't get to do
  371. 15:10that to me. Mhm. Um or you know I mean
  372. 15:13would this work on uh vox cream?
  373. 15:17I don't think so because voxere I think
  374. 15:19the timing is because this is when you
  375. 15:23would activate a model so you haven't
  376. 15:25done it yet and voxeream happens when
  377. 15:27you do choose to activate the model so I
  378. 15:29don't think it works against voxeream.
  379. 15:31Yeah. But um it says uh
  380. 15:36cannot be activated or perform actions.
  381. 15:40Yeah. Yeah. Because Yeah. Because the
  382. 15:43voxreen happens after the activation.
  383. 15:44Okay. Right. And it's also noteworthy
  384. 15:47that this team doesn't have a comms once
  385. 15:49we get into the the specialists. So we
  386. 15:51don't really have a comms. Um, so if you
  387. 15:56get stunned or hit with a stun grenade
  388. 15:57or, you know, just any form of minus
  389. 15:59APL, this is like the only way you have
  390. 16:02to like really get around that. Um,
  391. 16:06uh, you know, in addition to all the
  392. 16:07other weird ways and like poison tokens,
  393. 16:09that's a huge one because this if so,
  394. 16:11let's say you have one wound left and
  395. 16:12you're poison from a plague, uh, you get
  396. 16:16to remove the poison before you
  397. 16:17activate. So the poison doesn't get to
  398. 16:19kill you when you're left on one wound.
  399. 16:20Yeah. To my knowledge, there's nothing
  400. 16:22in the game uh that can do something
  401. 16:26like that. Can take off a poison token.
  402. 16:28Uh this can also I mean I think it can
  403. 16:31also take off a uh burn, not a burn
  404. 16:35token, whatever the the sanctifier
  405. 16:37uh token is. Flame token.
  406. 16:40Uh yes. Yes, it could. Yeah. So that can
  407. 16:42knock that off. Yeah. So I mean you get
  408. 16:45hit with that flame weapon, you know,
  409. 16:47you get that token put on you. Uh, this
  410. 16:50is a firefight ploy, so you just use
  411. 16:52this to knock it off and then when you
  412. 16:54go to activate that model, you don't
  413. 16:55take that automatic D3.
  414. 16:58Yeah, it's it's pretty nice. Honestly, I
  415. 17:00think like you're going to have moments
  416. 17:03playing against this team where you're
  417. 17:04like, crap, you can just get rid of this
  418. 17:08like rule that nobody else can get rid
  419. 17:09of. Like, you don't even think about it
  420. 17:10because it never happens. So, pretty
  421. 17:13cool ability. Uh, next up, we got remote
  422. 17:16access. So you use it during a tech
  423. 17:19priest's activation. So that's either
  424. 17:21the techniologist or the underser.
  425. 17:24Once during that activation, you can use
  426. 17:25one of the following rules. So either
  427. 17:29that operative doesn't require a marker
  428. 17:31to be within its control range to
  429. 17:32perform a mission action that usually
  430. 17:34requires this. You just need to be
  431. 17:35within 4 in of it. And there can be no
  432. 17:38enemy operatives contesting the marker.
  433. 17:40Um, however, you can ignore enemy
  434. 17:43operives within control range of other
  435. 17:44friendly battleclade operatives
  436. 17:46determining this. So,
  437. 17:48this is really interesting. I'm gonna go
  438. 17:50by one by one and like explain my
  439. 17:51thoughts. Yeah, this bullet's really
  440. 17:54interesting because it's like if you're
  441. 17:56on some missions like if your opponent
  442. 17:57leaves their back objective even for
  443. 18:00like a a second like you can have one of
  444. 18:01your guys like move dash up and because
  445. 18:03the the guys the tech priests are 3 AP
  446. 18:05so they can move dash up pay CP and like
  447. 18:08steal your point away. Um that's really
  448. 18:11powerful from like 4 in away. Uh and
  449. 18:14then also the other bullet is uh that
  450. 18:16operative doesn't require a hatchway
  451. 18:18access point to be within its control
  452. 18:20range to perform an operate hatch
  453. 18:21action. Instead, that access point must
  454. 18:24be within 4 in of it. So my first
  455. 18:26thought with this is having a tech
  456. 18:29priest like 4 in
  457. 18:35away. Um, and like kind of set up this
  458. 18:40like scary zone of like, you know, I
  459. 18:44don't know. I guess you can't count
  460. 18:46network counteract from a tech priest to
  461. 18:47a servtor. It has to be servtor to
  462. 18:49servtor, I'm pretty sure. So, I guess
  463. 18:51you couldn't do it that way. But, you
  464. 18:54know, either way, like opening up like a
  465. 18:56lot of the time you'll see like a marine
  466. 18:58go on guard against a door. So, like if
  467. 19:00you open the door, you're within two
  468. 19:02inches of it and they can guard like
  469. 19:04fight you or something, right? Uh, but
  470. 19:06this way you can open up the door from
  471. 19:08like behind a barricade 4 in away and
  472. 19:10they can't guard at all and you're going
  473. 19:13to have like ways theoretically to
  474. 19:17um
  475. 19:19like like network counteract and shoot
  476. 19:22while they're sitting there on guard on
  477. 19:24the door with other guys afterwards. So,
  478. 19:27there's definitely some cool stuff to be
  479. 19:29done with this, I think.
  480. 19:31Sweet. Yeah.
  481. 19:34Uh, moving on here, we have autofaric
  482. 19:38supplication.
  483. 19:40Uh, use this firefight ploy when an
  484. 19:42operative is shooting a friendly tech
  485. 19:44priest operative at the start of the
  486. 19:47roll attack dice step. Uh, until the end
  487. 19:50of the sequence, ignore the piercing
  488. 19:51weapon rule. So,
  489. 19:54ignore piercing alakart on your tech
  490. 19:56priest operatives, which are
  491. 20:00uh we'll we'll look into it when we go
  492. 20:02into the um the data sheets by the most
  493. 20:05important. I think it's the the underser
  494. 20:08and the um the technoarchchaeologist.
  495. 20:11Yeah, if I'm not mistaken. Yep. One
  496. 20:14bummer about this ploy is that you have
  497. 20:16to use it before you see the opponent's
  498. 20:19roll. So like they could you could spend
  499. 20:21the CPU to ignore it and then they just
  500. 20:22get one hit and you're like didn't need
  501. 20:25that. Yeah. It's always bad when a ploy
  502. 20:28I mean like if they have like a like
  503. 20:30some kind of like lethal five up weapon
  504. 20:32with piercing then it's like yeah use
  505. 20:34it.
  506. 20:35I don't know how many of those there are
  507. 20:37floating around uh off hand, but if
  508. 20:40there's some way for them to generate
  509. 20:42that then there's a there's your use
  510. 20:44case.
  511. 20:46Yeah. Yeah. All right. Uh all right. So,
  512. 20:50next up, surviile surrogacy.
  513. 20:52This is pretty straightforward. I'm not
  514. 20:54going to like read it, but the basically
  515. 20:56it's the tech priests have like a uh get
  516. 21:00down Mr. President where the servtor can
  517. 21:02take a hit for them. Um whether it's
  518. 21:05fight or shoot, as long as the servtor
  519. 21:07is within three inches, they become the
  520. 21:08target. Uh it just doesn't work if it's
  521. 21:10blast or torrent weapons. So,
  522. 21:14uh not a lot to say about that. It's
  523. 21:16pretty straightforward. Um, yeah, you
  524. 21:19got to be visible to and within 3 in.
  525. 21:22Mhm.
  526. 21:23Neat. Um, you want to do uh faction
  527. 21:28equipment or the data sheets next? Let's
  528. 21:31do the data sheets. Let's talk about the
  529. 21:32guys. All right. Let me So, uh, yeah.
  530. 21:44All right. So, start us off here with
  531. 21:47the battleclaid technoarchchaeologist.
  532. 21:51Uh, 38. Oh, yeah. Go ahead. Yeah, I love
  533. 21:53this guy's name, by the way. I just want
  534. 21:54to interrupt you for one second. Just
  535. 21:56say cool. Like, this guy's like Indiana
  536. 21:58Jones Admeck.
  537. 22:00Yeah, that's all I can think about.
  538. 22:02Yeah. Uh, this model is not a new model.
  539. 22:06He's been floating around in the admeck
  540. 22:0740k range for a while, but it's cool to
  541. 22:10see him here. uh three APL move 6 in
  542. 22:14three up save nine wounds. Uh he's armed
  543. 22:18with a eradication pistol which is four
  544. 22:20attacks on three damage 42 range eight
  545. 22:24and then it says 1 in devastating three
  546. 22:27and lethal five up.
  547. 22:30Uh for melee he has a servo arc claw
  548. 22:33four attacks on fours damage three four
  549. 22:36severe and shock.
  550. 22:38Um
  551. 22:40Shane, can you help me understand what
  552. 22:43the one inch devastating three means?
  553. 22:48Uh yeah, it's fantastic. So if you get a
  554. 22:50crit, the target and everybody within
  555. 22:52one inch of him takes three damage. Oh,
  556. 22:55okay. Yeah, that's basically the weapon
  557. 22:58is 45. Uhhuh. Like it's 42. It's
  558. 23:01basically four or five for all practical
  559. 23:03purposes. Uhhuh.
  560. 23:04um but slightly better because it
  561. 23:07guarantees the damage on the retain and
  562. 23:09then on top of that you if there's
  563. 23:11somebody next to the person you're
  564. 23:13shooting they're going to take chip
  565. 23:14damage as well. Sick.
  566. 23:16All right so uh next up we have Seeker
  567. 23:20of Divine Arcana for a strategic gambit.
  568. 23:23Uh, you can immediately change this
  569. 23:25operative's order and or it can
  570. 23:27immediately perform a free omni scanner,
  571. 23:29fall back, place marker, pickup marker,
  572. 23:32reposition, or mission action. If it's
  573. 23:35the fall back or reposition action and
  574. 23:37this operative isn't carrying a marker,
  575. 23:39it must end that action either within
  576. 23:41your drop zone. If this isn't possible,
  577. 23:44then as close as possible to it or with
  578. 23:48an objective marker or one of your
  579. 23:50mission markers within its control
  580. 23:52range.
  581. 23:54Uh for 1 AP, it can perform the
  582. 23:56omniscanner
  583. 23:58action. Uh select one enemy operative
  584. 24:00visible to or within 8 in of this
  585. 24:02operative to gain one of your
  586. 24:04omniscanner op omniscanner tokens.
  587. 24:09Uh whenever a friendly operative is
  588. 24:11shooting against, fighting against, or
  589. 24:13retaliating against an enemy operative
  590. 24:15that has one of your uh tokens, that
  591. 24:17friendly operative's weapons have the
  592. 24:19ceil
  593. 24:22within range of an enemy operative. So
  594. 24:26what do you think of the Seeker of
  595. 24:28Divine Arcana gambit?
  596. 24:31Yeah, I mean I think that a lot of the
  597. 24:33time in in my eyes this is just going to
  598. 24:37be used to hand out more omniscanner
  599. 24:39tokens because notably
  600. 24:42uh omniscanner tokens don't go away. Uh
  601. 24:46you give a guy an omniscanner token and
  602. 24:48it's on him forever and you can give
  603. 24:50other guys omniscanner tokens. And I
  604. 24:52think a lot of what the leader is going
  605. 24:53to be doing in like the first couple
  606. 24:56turns at least um is trying to get out
  607. 24:59as many omniscanner tokens as he can.
  608. 25:01Mhm. So
  609. 25:03uh you give one out on turn one to a guy
  610. 25:06that you can see in the gambit phase and
  611. 25:09then on turn one during his activation
  612. 25:11you try to give another omniscanner
  613. 25:13token to a different guy. And then on
  614. 25:15turn two same thing. Uh, and then every
  615. 25:18strategy phase that he's alive
  616. 25:20thereafter. Um, I think if you're doing
  617. 25:23anything other than omniscanner with
  618. 25:26that gambit, like you're probably not
  619. 25:29you're probably like forced to and you
  620. 25:30don't want to, but you just have no
  621. 25:32other choice. Um, but like when you
  622. 25:35think about it, like this is a really
  623. 25:36strong ability because against elites,
  624. 25:40there's a good chance that by turn two,
  625. 25:42like early turn two, four out of the six
  626. 25:45enemy operatives you're just getting
  627. 25:47ceaseless against with your whole team.
  628. 25:48Yeah, like all of your guns get
  629. 25:50ceaseless, all of your weapons. Yeah,
  630. 25:51that's nice. And it Yeah, it's it's very
  631. 25:55easy to get those tokens out. You just
  632. 25:56have to enemy operative has to be
  633. 25:58visible to you or they have to be within
  634. 26:008 in. So I mean yeah visible is just
  635. 26:05like that's easy on on it maybe not but
  636. 26:09um on on open board yeah you can just
  637. 26:12deploy him last chances are there is
  638. 26:15somebody that you can just like see just
  639. 26:17with with the head of your guy uh give
  640. 26:20him a token and then you know it's just
  641. 26:22one more dude
  642. 26:27that you can hit with rerolls. Nice.
  643. 26:31All right. Uh Shane, let's go ahead and
  644. 26:34you want to read off the uh battleclaid
  645. 26:37autoroxy servtor for us? Yeah. So the
  646. 26:40first servtor here, uh this guy, he has
  647. 26:43no shooting. Uh you'll notice the
  648. 26:45servtor profile. It's 2 AP, 5 in
  649. 26:47movement, four up save, eight wounds. So
  650. 26:49it's elf durability
  651. 26:52but dwarf movement, which sounds pretty
  652. 26:55gross. Um,
  653. 26:58and uh, so I mean they definitely kind
  654. 27:00of die to a stiff breeze for sure. Um,
  655. 27:03but yeah, so this guy, the auto proxy,
  656. 27:05does not have a shooting attack. He just
  657. 27:07has a taser code. Four on four is three
  658. 27:09four lethal five shock. So pretty good
  659. 27:12at getting charged um, and I guess can
  660. 27:14mop up a guy in in a pinch in melee. U,
  661. 27:19but that's not really why you take them.
  662. 27:20You take them because of the the two
  663. 27:21abilities here. So, the Achilani, first
  664. 27:23of all, whenever a friendly battleclade
  665. 27:25operative is shooting an enemy that this
  666. 27:27guy can see, uh, they get saturate,
  667. 27:30uh, unless you're in control range with
  668. 27:32the auto proxy of an enemy. Um, so, you
  669. 27:35know, saturate, I mean, you're going to
  670. 27:36like be stacking up different weapon
  671. 27:38rules when you shoot people a lot of the
  672. 27:40time, I think. So, saturate is not
  673. 27:42always important, but, you know, it's a
  674. 27:44nice little bonus. Um, and then on top
  675. 27:47of that, uh, he has a 1 AP action, Gaze
  676. 27:50of the Omnisiah. You select an enemy
  677. 27:52operative visible to him until the end
  678. 27:54of the turning point. Whenever a
  679. 27:55friendly uh battleclid operative is
  680. 27:57shooting that enemy, you basically you
  681. 27:59have seek light and you ignore
  682. 28:00obscurity. Um so he's like a spotter and
  683. 28:07pretty interesting is you can like cool
  684. 28:09combo. You can activate this guy uh
  685. 28:12network counteract spot an enemy and
  686. 28:15then immediately have one of your other
  687. 28:17servtors shoot that guy with seek light
  688. 28:18or ignore obscurity. So, that's a really
  689. 28:22good combo. Um, and on top of that, also
  690. 28:26this guy is, you might remember, tied to
  691. 28:30um your new spheric possession, right
  692. 28:33strategy play. So, you want him in a
  693. 28:36spot where you're going to be setting
  694. 28:37this model up kind of in the backline,
  695. 28:41but within six inches of like some of
  696. 28:43your more forwardstaged shooty guys to
  697. 28:46give them accurate one. um and and he
  698. 28:49just wants to be in a spot where he's
  699. 28:51there but also
  700. 28:53you know um getting a good like
  701. 28:56visibility line to the board. So he
  702. 28:59wants to see as many enemies as possible
  703. 29:01so that way he can hand out his like
  704. 29:03saturate and hand out his you know his
  705. 29:06spotting ability and he wants to also be
  706. 29:09like within a certain distance. So
  707. 29:11honestly he's I can see this dude just
  708. 29:13standing still a lot. So this might this
  709. 29:15might be a good team to take comm's
  710. 29:16device with. and just stage the comm's
  711. 29:18device up wherever you're going to put
  712. 29:20this guy and like have them just get a 9
  713. 29:22in bubble. Um,
  714. 29:25yeah. So, I I like that.
  715. 29:29All right. Next up here, we have the
  716. 29:32breacher servtor. Uh, two APL, 5-in
  717. 29:35move, four up save, eight wounds. Uh,
  718. 29:37he's armed with a laz cutter. Uh, it has
  719. 29:41two profiles. The close range profile is
  720. 29:44four attacks on threes, damage four,
  721. 29:46five, range two,
  722. 29:49uh, lethal five up, and piercing two.
  723. 29:57Uh, the close-range profile is not to be
  724. 30:00confused with the short range profile,
  725. 30:04which is four, four attacks on threes,
  726. 30:07four, five, range, 6 in, lethal, five
  727. 30:10up. Just have it be long and short
  728. 30:12range. Yeah. I hate that. Don't Yeah.
  729. 30:15Um the short and the close range. Yeah.
  730. 30:19It's like just one is longer than the
  731. 30:21other. So just call that one the long
  732. 30:23range.
  733. 30:25Yeah. I don't think there's anything
  734. 30:26else in this game that has a close range
  735. 30:28profile. Um the
  736. 30:33for melee, he has a hydraulic pinser and
  737. 30:35laz cutter. Four attacks on four is 4
  738. 30:38six lethal, five up. Uh, and he has the
  739. 30:41breach ability. So, place one of your
  740. 30:43breach markers within this operative's
  741. 30:45control range as close as possible to a
  742. 30:47terrain feature within control range of
  743. 30:49it. Whenever an operative is within one
  744. 30:52inches of that marker, it treats parts
  745. 30:54of that terrain feature that are no more
  746. 30:56than one inch thick as accessible
  747. 30:58terrain. Um, this operative cannot
  748. 31:01perform this action while within a range
  749. 31:03of an enemy operative or if a terrain
  750. 31:05feature isn't within its control range.
  751. 31:08That's a one AP action. So,
  752. 31:14yeah, pretty useful guy. Yeah, he's like
  753. 31:17your best melee dude. Um, and his gun is
  754. 31:20I mean the the close range, the 2-in
  755. 31:23range that is like kind of a delete
  756. 31:26button. Um, I the problem though
  757. 31:30Yeah. The problem with using this guy is
  758. 31:32like you kind of have to use him as a
  759. 31:33counter punch with 5 in movement and no
  760. 31:36way to get three AP in one activation.
  761. 31:38Yeah, he's he's not really going to be
  762. 31:40like running up to the enemy and getting
  763. 31:42this shot off. You're more like putting
  764. 31:44him behind a dude on an objective and
  765. 31:47when they go and try to kill that dude,
  766. 31:49this guy can pop out and get his shot
  767. 31:51off. Yep. Um but yeah, I mean he's a
  768. 31:54really good melee operative for this
  769. 31:56team. I mean he's got a power weapon
  770. 31:57basically. Um, and you know the if he
  771. 32:02does get the shooting attack off with
  772. 32:04the close-range las cutter, that's
  773. 32:06really strong. And I love that breach
  774. 32:08ability. I mean, I've been playing a lot
  775. 32:09of uh ruckus and the breakaway boys. You
  776. 32:12can get really creative with the uh with
  777. 32:14the breaches that you can set up in in
  778. 32:16walls and it like really helps your
  779. 32:17staging. Mhm. And maybe that's kind of
  780. 32:19how this guy gets to like work because,
  781. 32:23you know, you can put him in like behind
  782. 32:24a inside of a Vulca stronghold and
  783. 32:29burn a hole in the wall and they can't
  784. 32:31hit him, but he's in like actually he's
  785. 32:33actually like staged up kind of far
  786. 32:34relatively. Yeah. So maybe that's how
  787. 32:36you make this guy work. I don't know.
  788. 32:38It's pretty cool though.
  789. 32:41Uh um yeah. You want to look at the
  790. 32:43combat servtor? Yeah. Yeah. So, these
  791. 32:45are basically the warriors, the basic
  792. 32:47dudes. Um, no special abilities, same
  793. 32:50profile. This, uh, one of them can take
  794. 32:52a melt gun, which you'll do that. Uh,
  795. 32:56you know, same melt gun profile, hits on
  796. 32:58fours, and then it's got the incending
  797. 33:00igniter, which is a flamer. Four and
  798. 33:02twos, 44, 6 in range, saturate torrent
  799. 33:04one. Um, that's a that's a good flamer.
  800. 33:07Any flamer that hits on or rather that
  801. 33:09has four four damage is is good in my
  802. 33:10eyes. Oh, yeah. And then if you want a
  803. 33:13long range profile,
  804. 33:15uh, you have the option to instead take
  805. 33:17a phosphor blaster, which is literally
  806. 33:19just like a bolt gun with severe that
  807. 33:21hits on force. Not very good, but this
  808. 33:24team doesn't have a ton of long range
  809. 33:26stuff outside of like the the gun
  810. 33:28servtors, so maybe that's worth it. And
  811. 33:30then they got the servo claw, so three
  812. 33:32on four is 34. Mhm.
  813. 33:39All right. So, speaking of those gun
  814. 33:42servtors,
  815. 33:44uh these guys are beefy. They got four
  816. 33:47up save and 11 wounds. Uh they are armed
  817. 33:50with uh either a heavy arc rifle or a
  818. 33:53heavy bolter. Uh the arc rifle is five
  819. 33:56attacks on fours, damage four, six,
  820. 33:58heavy dash only uh piercing one and
  821. 34:02stun. Uh the heavy bolter has two
  822. 34:04profiles. The focus profile is five
  823. 34:07attacks on fours, four, five heavy dash
  824. 34:09only, piercing crits one. And the
  825. 34:11sweeping profile is four attacks on
  826. 34:14fours, four, five, heavy dash only,
  827. 34:17piercing crits, one torrent one. Uh, for
  828. 34:20melee, it's armed with a
  829. 34:23uh, augmentatic claw. Three attacks on
  830. 34:26fours, damage, four, five, brutal,
  831. 34:30and uh, 11 wounds is is nice. Yeah. Um I
  832. 34:35I mean they're a little chunkier than
  833. 34:37the other guys. They've got pretty sweet
  834. 34:38long-range guns. Um a lot of the time
  835. 34:42you're going to be trying to shoot more
  836. 34:43than once with these guns in a turn. Uh
  837. 34:46each I guess. Um yeah, they're you're
  838. 34:50these are auto takes for sure, I would
  839. 34:52assume. Uh you can only take
  840. 34:57if you take both. One has to be a heavy
  841. 35:00bolter and the other has to be an arc
  842. 35:01rifle, right? You can't double up on
  843. 35:02these weapons.
  844. 35:04Yeah. Yeah. What do you think of the
  845. 35:06melee?
  846. 35:07Hey, it's not bad. You know, three on
  847. 35:09fours, four five brutal. You have to
  848. 35:11consider that a lot of the time, not a
  849. 35:12lot of the time, but a good chunk of the
  850. 35:14time you're going to have some form of
  851. 35:16either accurate or ceaseless or
  852. 35:18balanced, maybe multiple of those rules
  853. 35:22rules at once. And then, you know, maybe
  854. 35:25you've used um
  855. 35:28uh what is it called? Prioritized
  856. 35:29acquisition. And then they have four
  857. 35:31tax, right? And then they're like, you
  858. 35:33know, you get four attacks on fours,
  859. 35:35four, five brutal with ceaseless, and
  860. 35:38that's like a that's a good
  861. 35:42melee operative. Yeah, I think the four
  862. 35:44attacks, bumping these guys up to four
  863. 35:46attacks over three is huge. Um, yeah,
  864. 35:49just there's a lot of stuff in the game
  865. 35:50that is just like, oh, I can parry this
  866. 35:54early
  867. 35:56or I can parry this before you get to
  868. 35:58like attack or something and then you
  869. 35:59only have like a success and a miss or
  870. 36:02whatever and then you're like, great,
  871. 36:03I'm only getting one four damage attack
  872. 36:05through. Why did I even do this? So,
  873. 36:09um, moving on. Uh, let's take a look at
  874. 36:13the technomedic servtor, Shane. Yeah.
  875. 36:16So, this is your medic. Uh, no shooting
  876. 36:19attack again. He does have the servo
  877. 36:22chyurgic claw. Uh, four attacks on
  878. 36:25forest, three four rending.
  879. 36:28Uh, hey, I mean that's kind of decent, I
  880. 36:30guess. Um,
  881. 36:32if you get a crit.
  882. 36:35Uh, yeah. So, they probably have
  883. 36:37ceaseless. So, I mean, yeah. Yeah, you
  884. 36:39might have ceaseless. Uh, and then it's
  885. 36:41just got a medic revive three-inch
  886. 36:43range. They come back with one wound
  887. 36:45remaining. They can dash. They lose an
  888. 36:47AP. He loses an AP. Uh, it's basic.
  889. 36:52Actually, do you know what?
  890. 36:57Actually, they I don't believe they do
  891. 36:59lose an AP.
  892. 37:02Um,
  893. 37:04I'm reading it now. Every other medic
  894. 37:07ability I can think of, both the medic
  895. 37:09and the guy the medic revives lose an AP
  896. 37:13when the medic ability happens, but I
  897. 37:15don't think it happens here.
  898. 37:18I missed that on my first read through.
  899. 37:20Yeah, it does not.
  900. 37:22Yeah, I'm not seeing anything about
  901. 37:23either operative losing an AP. That's
  902. 37:26really nice. So, that's kind of
  903. 37:28fantastic. Uh and then uh in addition to
  904. 37:30that, it has expedient repair. Uh, it's
  905. 37:33control range, heal a guy, D3 plus
  906. 37:36three. That's actually fantastic. That's
  907. 37:38a lot. That's a lot of health back. It's
  908. 37:41better than 2d3. Um,
  909. 37:44so yeah, I I like that. And you can't do
  910. 37:48it on a guy that you uh revived this
  911. 37:50turn. So, I mean, the medic is probably
  912. 37:52getting taken in matchups like any
  913. 37:55matchups where the opponent is shooting,
  914. 37:56which is like most matchups. Yeah. But,
  915. 37:58you know, there's there's probably a
  916. 38:00world where it's like you're playing
  917. 38:01against like Felgore or something. I was
  918. 38:04just thinking that yeah, you leave the
  919. 38:05guy at home if you're playing against
  920. 38:06like gore mongers or
  921. 38:10and then you take another flamer. So, I
  922. 38:12don't know. But, you know, decent model.
  923. 38:14You can only take three flamers, but I
  924. 38:16think take a phosphor blaster, I guess.
  925. 38:19Well, the way the way it breaks down,
  926. 38:21Shane, is um because it's eight because
  927. 38:25it's Yeah, because you're taking the the
  928. 38:27guy with the melta. Yeah. So, you would
  929. 38:29take more. I really wish they just had a
  930. 38:31melta gunner.
  931. 38:33Yeah. Honestly, there's never ever ever
  932. 38:37going to be a case where you don't want
  933. 38:39to use a melta gun on the team. Yeah.
  934. 38:44Yeah, that's that's a fair observation.
  935. 38:47I mean, maybe maybe there's like a a
  936. 38:49case where against like a team with
  937. 38:51invol than maybe the flamer is better if
  938. 38:54they have like eight or less wounds,
  939. 38:55maybe. I don't know. Uh anyway, Ryan, we
  940. 38:58got one more guy left. Yes, the servtor
  941. 39:01underser. So, this guy has a three up
  942. 39:04save and nine wounds. Uh he's armed with
  943. 39:07a mastercrafted radium pistol. Uh four
  944. 39:10attacks on threes damage two four range
  945. 39:13eight balanced rending. Uh for melee
  946. 39:18he's got data spikes uh three attacks on
  947. 39:20fives 2 three.
  948. 39:23Uh he's got two uh actions here that he
  949. 39:26can perform. He's got new spheric spur.
  950. 39:29So support select one friendly servtor
  951. 39:32operative within six of either this
  952. 39:33operative or a friendly autoroxy
  953. 39:36operative to immediately perform a free
  954. 39:38dash action.
  955. 39:40Uh you cannot select each friendly
  956. 39:42server operative for this role more than
  957. 39:44once per turning point. Uh he also has
  958. 39:48network override. So support select one
  959. 39:51friendly server operative within six of
  960. 39:53either him or the autoproxy operative to
  961. 39:56immediately network counteract. You
  962. 39:59don't have to transfer power to do so.
  963. 40:01Uh continue this operative's activation
  964. 40:03after doing so.
  965. 40:08Continue this operative's activation
  966. 40:10after doing so. Yeah. So he basically
  967. 40:13has like a command.
  968. 40:15It's just like higher techch commands
  969. 40:17with the network override. So you pick a
  970. 40:20guy within six of him or a guy within
  971. 40:21six of the uh what's his name? The auto
  972. 40:24proxy and just do an action um
  973. 40:27immediately and the new spheric spur the
  974. 40:30dash is kind of like their only way to
  975. 40:32like move a little faster. Like I I see
  976. 40:34this team being good into elites
  977. 40:36actually because you just wait them out
  978. 40:38and then this guy
  979. 40:40dashes forward like a melta and then the
  980. 40:42melta activates. Yeah. moves, shoots the
  981. 40:44marine, and then a different guy
  982. 40:45activates, and then network counteracts
  983. 40:47to make the melt to shoot the marine
  984. 40:48again. Yeah, you've got the the the
  985. 40:51breacher just kind of like waiting
  986. 40:53behind a wall where they can't get shot.
  987. 40:55Just waiting in the wings. And yeah,
  988. 40:57that is the last operative. So, let's
  989. 41:01now take a look at their faction
  990. 41:04equipment.
  991. 41:07Yeah, I can start with uh with covert
  992. 41:09guises.
  993. 41:14Yeah, for sure. Covert guises is you
  994. 41:16know them, you love them. Yeah, they're
  995. 41:18like Is there anything different about
  996. 41:20this one? I I don't
  997. 41:23think so. So, I mean, I guess if you you
  998. 41:26pick three guys
  999. 41:28or D3 guys after you reveal um and then
  1000. 41:33the you know that amount can do a free
  1001. 41:35basically scout reposition in the
  1002. 41:37strategy phase during the first turn.
  1003. 41:39Uh, and the only noteworthy thing is if
  1004. 41:41you pick your technoarchchaeologist,
  1005. 41:43he can't reposition twice from that and
  1006. 41:47from his uh his his own gambit. So, I
  1007. 41:51mean, I'm not sure why if you'd ever
  1008. 41:53want to do that from with seeker, divine
  1009. 41:55kenna, but no. Um, yeah, we cover guises
  1010. 41:59are good. And this team's kind of slow
  1011. 42:01and plotting, so it might be nice to get
  1012. 42:02like up the board a little bit. Yeah,
  1013. 42:04for sure. Yeah. I mean, honestly, yeah,
  1014. 42:07with a five inch move like almost across
  1015. 42:10the team. Um, I think everybody moves
  1016. 42:13five and not the tech, but the ser the
  1017. 42:16servtors all move five. Mhm. Yeah, just
  1018. 42:19having like your melta, your breacher,
  1019. 42:21and then one other operative. Probably
  1020. 42:22one of the or a couple of the gun
  1021. 42:25servtors move up.
  1022. 42:27That's that I think this is almost an
  1023. 42:29autotake, actually.
  1024. 42:32It's pretty nice. Yeah. Uh, we have the
  1025. 42:35electromantic capacitors. So, friendly
  1026. 42:38battleclade operatives melee weapons
  1027. 42:40have the shock weapon rule. Whoa.
  1028. 42:44Just armywide. They get that. Whenever a
  1029. 42:46ready friendly battleclade operative is
  1030. 42:48retaliating, its melee weapons also have
  1031. 42:51the severe weapon rule. Okay. Pretty
  1032. 42:54it's pretty nice honestly because if you
  1033. 42:57if you lean into the melee during a
  1034. 43:00turn, some of your operatives like like
  1035. 43:03think of the medic guy, he gets four
  1036. 43:05attacks on fours with maybe like some
  1037. 43:08rerolls, but like shock severe rending
  1038. 43:11like he's guaranteed to get two crits
  1039. 43:13almost. Um, and then like the the beefy
  1040. 43:17guys, four on you like getting
  1041. 43:18potentially even without the four
  1042. 43:20attacks, three on four, four, five,
  1043. 43:21brutal, severe shock is a good scary
  1044. 43:26profile. So, you definitely take this if
  1045. 43:29you're up against like those melee
  1046. 43:31hordes that we were talking about,
  1047. 43:32right? Yeah. I mean, it's for sure
  1048. 43:35definitely as like a it's it's good
  1049. 43:37defensively. Um, and it's it's maybe
  1050. 43:42I don't know. I'm not sure if you're
  1051. 43:46going to take this all the time, but
  1052. 43:47like just in anything you can kill in
  1053. 43:49melee, but um it's still pretty
  1054. 43:51unreliable. But I mean, yeah, I would I
  1055. 43:53would say like probably don't take it
  1056. 43:56into elites.
  1057. 43:58Yeah. I don't know. I mean, like also
  1058. 44:00like shooting teams like don't take it
  1059. 44:02into I see this more as like a a
  1060. 44:04defensive thing.
  1061. 44:06Yeah.
  1062. 44:09Uh next up, concealed apparatus. This
  1063. 44:12one's crazy. This one's so funny. Uh, so
  1064. 44:15in the it's a strategic gambit on the
  1065. 44:18second turning point only. You can swap
  1066. 44:20the locations of any number of friendly
  1067. 44:23servtor operatives with each other,
  1068. 44:25excluding gun servtor. And you can swap
  1069. 44:28the locations of friendly gun servtors
  1070. 44:30with each other. Uh, remove them from
  1071. 44:32the kill zone and set them back up
  1072. 44:34again. And you can't do it if they've,
  1073. 44:37you know, used any of their weapons or
  1074. 44:40done any of their like unique actions on
  1075. 44:41their data card or like done the medic
  1076. 44:43ability. So, um I like
  1077. 44:49dude, what is this? What is the lore
  1078. 44:52here? Yeah, like they're just taking a
  1079. 44:54I'm going to read it right now because
  1080. 44:55this is an insane ability. Uh yeah,
  1081. 44:59seemingly lightly equipped servtors can
  1082. 45:02at an imperative from their master,
  1083. 45:04swiftly assemble far more deadly
  1084. 45:06apparatus, the components of which were
  1085. 45:08hidden in body cavities or as entirely
  1086. 45:11different mechanisms. Okay, so the lore
  1087. 45:14is these guys aren't like all of a
  1088. 45:15sudden teleporting across the table.
  1089. 45:19They're just transformers.
  1090. 45:21Yeah, which I'll be honest, that's so
  1091. 45:24goofy, dude. That's so goofy. It falls
  1092. 45:28apart for me knowing that that at any
  1093. 45:30time there's nothing stopping my guys in
  1094. 45:33the lore from just all having melta
  1095. 45:36guns. You know what I mean? Like why
  1096. 45:39don't they all hit the button on their
  1097. 45:41wrist that lets them have a melta gun?
  1098. 45:43What are they? They are not
  1099. 45:47not all of these dudes have a goddamn
  1100. 45:49heavy bolter just like in their chest
  1101. 45:52plate. Bro,
  1102. 45:53stop playing with me. Games workshop.
  1103. 45:55Come on. This is goofy. This is a silly
  1104. 45:59ability. Technically only the
  1105. 46:01gunservatories the other. They can only
  1106. 46:04switch with each other. So I I guess
  1107. 46:06they got me there. They got me there.
  1108. 46:08It's just funny to me. But at least
  1109. 46:11they're consistent. Yeah. Like the medic
  1110. 46:13for instance, he's when like if he like
  1111. 46:18swaps and gets like a Melta, he doesn't
  1112. 46:22keep his other claw. He puts that away
  1113. 46:24for the worst claw. It's very
  1114. 46:26sportsmanlike of him. He's he's a real
  1115. 46:28gentleman for that. Yeah. Yeah. Yeah. Um
  1116. 46:30Yeah, it was super weird. But from a
  1117. 46:33gameplay perspective, this is a pretty
  1118. 46:35interesting ability. Um I the fact that
  1119. 46:40it happens in the second turning point,
  1120. 46:42I I genuinely don't
  1121. 46:46I could see this being an autotake. I
  1122. 46:47could also see it being mostly useless
  1123. 46:50because nothing has happened on turn
  1124. 46:51two. Like I suppose it's it can be a
  1125. 46:54tool where like you set up really
  1126. 46:56aggressively and
  1127. 47:00if you win initiative,
  1128. 47:02you keep your guys where they are and if
  1129. 47:05you lose initiative, you like put the
  1130. 47:07less useful guy in the dangerous
  1131. 47:08position and pull back your useful guy.
  1132. 47:11Um, I mean like my thought my thought
  1133. 47:14with this would be like,
  1134. 47:16you know, if you,
  1135. 47:20you know, send down just like your basic
  1136. 47:22warrior down like one lane or whatever,
  1137. 47:26just the ability to
  1138. 47:29like you you can you can like faint with
  1139. 47:31this, right? You can deploy your models.
  1140. 47:34you can um like project threats with
  1141. 47:37like your melta gunner
  1142. 47:39um or like your breacher on like one
  1143. 47:41side of the board and then turning point
  1144. 47:44two you can say actually he's over here
  1145. 47:47now and that can I mean I feel like
  1146. 47:50that's that's a very powerful ability.
  1147. 47:54Yeah. And I mean maybe this maybe like
  1148. 47:56this is a pretty good turn one team as
  1149. 47:58well with like the way that network
  1150. 48:00counteract works. So like
  1151. 48:04this team might be in some matchups
  1152. 48:06really aggressive on turn one to try and
  1153. 48:07get shots off. Mhm. And
  1154. 48:11and then like after turn one if you if
  1155. 48:14you you know you might want to swap some
  1156. 48:16guys around. So I don't know. This might
  1157. 48:18be pretty good. It it's so weird. Um
  1158. 48:22I'm I don't really know what to think
  1159. 48:24about it.
  1160. 48:25All right.
  1161. 48:29Uh, and then there's the neuro cyclic
  1162. 48:33reserve cells. Ryan, do you want to go
  1163. 48:36that one? Sure.
  1164. 48:38Uh, after revealing this equipment
  1165. 48:40option, roll 1d3.
  1166. 48:43Uh, a number of times during the battle
  1167. 48:45equal to the result, whenever you
  1168. 48:47transfer power, you can use this rule.
  1169. 48:49If you do, don't subtract one from the
  1170. 48:51operative's APL stat, but it cannot
  1171. 48:53perform fight or shoot actions during
  1172. 48:55that activation. This takes precedence
  1173. 48:58over the normal newspheric network
  1174. 49:00rules.
  1175. 49:02Um I think that's probably an autotake.
  1176. 49:06Yeah. Yeah. Like I think there's just
  1177. 49:09going to be moments where this is going
  1178. 49:10to help you big time on Kurt up where or
  1179. 49:13not even with Kurt Oop, but like with
  1180. 49:15tack oper where like you want to
  1181. 49:19move, you want to shoot a guy really
  1182. 49:21bad, but you also really want to grab an
  1183. 49:22objective really bad. And so you can use
  1184. 49:25this to have the active guy walk pick up
  1185. 49:29and like, you know, do a mission action
  1186. 49:31to pick up an objective or whatever. And
  1187. 49:33then you can still take that shot with
  1188. 49:35the other guy. Um, or you could do that
  1189. 49:38thing I was talking about earlier where
  1190. 49:40you take plant beacons and you have both
  1191. 49:41of these guys plant beacons in one turn,
  1192. 49:43like move plant beacon and then the
  1193. 49:44other guy counteracts to plant a beacon.
  1194. 49:47Um, and it's just that level of action
  1195. 49:49economy just doesn't exist without this
  1196. 49:51equipment. Even if it is D3 times per
  1197. 49:53game, I can see it being useful. Like if
  1198. 49:57it's it only needs to like be
  1199. 50:03comes up once, you're going to be happy
  1200. 50:05you have it. So yeah, I I like that.
  1201. 50:13All right. And then that's it for we've
  1202. 50:16gone through everything for this team,
  1203. 50:18Shane.
  1204. 50:21Yeah, I think they're pretty good,
  1205. 50:22honestly. Uh I can see them
  1206. 50:25theoretically, you know, maybe kind of
  1207. 50:28falling apart in melee.
  1208. 50:31Like we see servtors and it's like, oh
  1209. 50:33yeah, they're like they're a little
  1210. 50:35chunky, but like you read the stat line
  1211. 50:37and it's like it's an elf. Yeah.
  1212. 50:40Durability wise. And elves die very
  1213. 50:42easily. We all know. Yeah. The team is
  1214. 50:45slow and they die. Um, yeah, they're a
  1215. 50:50big synergy team as well. And I think
  1216. 50:52that they're they're doing weird stuff
  1217. 50:54that you don't expect. They kind of
  1218. 50:55remind me of Hierrok in that way where
  1219. 50:58Yes. Yeah. You know, they're they've got
  1220. 51:00their their centerpiece models that are
  1221. 51:02pretty important and it's kind of a
  1222. 51:05bunch of goons and
  1223. 51:08they just synergize with each other and
  1224. 51:10and do weird stuff that you don't expect
  1225. 51:12or see coming. And you just have to be
  1226. 51:14like hyper cognizant of all of the
  1227. 51:17enemies models all turn. Normally when
  1228. 51:20you're playing a game of kill team, your
  1229. 51:22opponent activates a model. Don't got to
  1230. 51:24worry about that guy doing anything this
  1231. 51:26turn. Yeah. But against servtors hunter
  1232. 51:29battleclaid, it's just like a non-stop
  1233. 51:32thing. Oh, this guy came and shot me. I
  1234. 51:35still have to deal with him like he or
  1235. 51:37he'll shoot me again. Yeah. Um, so yeah,
  1236. 51:40I think it's I think it that faction
  1237. 51:42role is really good and I think it's
  1238. 51:44good enough to like make this team good.
  1239. 51:46Um, the the question is just going to be
  1240. 51:49is it like how truly
  1241. 51:53um intuitive is this? Is it like very
  1242. 51:56awkward to play? I don't know. We'll
  1243. 51:58have to get some games in with it. Yeah,
  1244. 52:00I mean I feel like, you know, taking a a
  1245. 52:04first look at this team here, uh, pretty
  1246. 52:08pretty complex team, pretty high skill
  1247. 52:11ceiling. Um, so yeah, we'll see how they
  1248. 52:14do there. There's no way this team is
  1249. 52:16going to be as popular as the Ravener
  1250. 52:18team. Um, but that's not necessarily me
  1251. 52:21saying, you know, one team is better
  1252. 52:23than the other. It's just the way it is.
  1253. 52:25You know, the Raveners are so cool.
  1254. 52:27They're an elite team. Um, it's a lot
  1255. 52:30less models to to build and paint. So,
  1256. 52:33yeah. Yeah. But yeah, I I I think both
  1257. 52:35these teams are sick for sure. Yeah,
  1258. 52:38these guys are cool. They're they're
  1259. 52:40definitely certified cool team.
  1260. 52:42Certified cool team. Yeah, I want to
  1261. 52:44play them. They look weird. Yeah, they
  1262. 52:46are definitely weird and different and
  1263. 52:48cool. All right, guys. So, like I said
  1264. 52:51earlier in the episode, head on over and
  1265. 52:53check out our Ravener Kill Team review
  1266. 52:56that's coming up next. Uh, we'll see you
  1267. 52:58over there. Thank you so much for
  1268. 52:59watching. Shouts out to all of our
  1269. 53:01Patreon supporters and to all of our
  1270. 53:04subscribers. All right,
  1271. 53:08peace.
  1272. 53:10[Music]
  1273. 53:13[Applause]
  1274. 53:15[Music]
  1275. 53:18[Applause]
  1276. 53:30[Music]
  1277. 53:32[Applause]

About this transcript

This page contains the full transcript of Battleclade Kill Team Review! by Command Point, generated from the public captions YouTube serves with the video. The transcript has 8,737 words across 1,277 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.

What you can do with it

Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.

Free YouTube transcript tool

YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, caption language selection, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.