Kill Team: Battleclade Faction Guide — Transcript
Full transcript
- 0:02Hello and welcome back to Great Lakes
- 0:05Kill Team where today I'm just going to
- 0:09talk a bunch of crap about Battleclades.
- 0:12So, um I don't really have like a
- 0:15planned format or anything for this
- 0:16video. I'm going to treat it sort of as
- 0:19a primer, just walking through my
- 0:21thoughts on the team. I'll walk through
- 0:23the plays, the operatives, just some
- 0:24play patterns that I found helpful. Um,
- 0:28and by no means is this the only way to
- 0:30play the team. Um, it's just my
- 0:33experience with the team. So, don't take
- 0:34it as gospel or anything like that. Just
- 0:36take it as one dumb dude's perspective
- 0:39on how to play the team.
- 0:42Um, but yeah, I recently took these to
- 0:45the Edmonton Open in Canada and I did
- 0:48okay with them. Um, but yeah, I figured
- 0:51I'd just talk through them a bit. Um, so
- 0:54yeah, just talking through the team. Uh,
- 0:57they have access to recon and
- 0:59infiltration, which I think is a pretty
- 1:01good combo. Um, it is a tennop team.
- 1:05There are a few choices in here. Um, and
- 1:09yeah, I think we'll just sort of jump
- 1:11into the operatives. Um,
- 1:15the first one is obviously the
- 1:16technoarchchaeologist. He is probably
- 1:19the most important piece on the team, I
- 1:20would say.
- 1:22um and where the majority of your power
- 1:24comes and where you can set up a lot of
- 1:26just asymmetric [ __ ]
- 1:30Um so he has two abilities. Uh one is
- 1:33omniscanner where you basically just
- 1:35pick someone visible or within eight.
- 1:38You give them a token. That token stays
- 1:40for the whole game. The token stays if
- 1:42you die. Um and anytime you are shooting
- 1:45or fighting against that operative or
- 1:46retaliating, uh you get ceaseless. So
- 1:50very very good.
- 1:52Uh the other ability that he has, which
- 1:53is where a lot of the nonsense comes
- 1:55from, is seeker of the divine arcana. Uh
- 1:58as a strat gambit, you can perform
- 2:00omniscanner, which is the other ability.
- 2:02Fall back, place marker, pickup marker,
- 2:05reposition, or a mission action.
- 2:07Importantly, if it's fall back or
- 2:10reposition, it has a few clauses on it.
- 2:13Um, one, you either have to end on one
- 2:16of your mission markers or you have to
- 2:18end on an objective marker or you have
- 2:21to end within your drop zone. Um, one of
- 2:25the important pieces about that is it's
- 2:27not wholly within your drop zone. So
- 2:30there are a few like little funky things
- 2:32that you can set up. Whereas like if you
- 2:34are
- 2:36let's say something like this where
- 2:38you're just towing just outside of that
- 2:406 in line and you need to repo back in
- 2:42the strat phase, you go five and then
- 2:46one. You're not wholly within your drop
- 2:48zone and you can still get a cover line
- 2:49like this. Um there is a few maps where
- 2:52that does come up and you can just
- 2:54always get yourself back to safety. So
- 2:56that does come up a bit. Um, and one of
- 2:59the I it's not like a special combo or
- 3:02anything, but I'm sure that everyone's
- 3:03noticed this by now is if you're playing
- 3:05retrieval and you go and retrieve with
- 3:08him and give him a retrieval marker
- 3:10because he controls one of your mission
- 3:12markers, he now has full movement in the
- 3:15strat phase. You don't have to end on an
- 3:17objective marker and you don't have to
- 3:18end on your DZ anymore because you're
- 3:21always controlling that marker. And this
- 3:23is where a lot of his flexibility comes
- 3:25from is once you sort of have one of
- 3:26these retrieval markers, he can both
- 3:30threaten a lot of stuff and almost
- 3:32always reposition himself back to safety
- 3:34if you need to. So the combination
- 3:37between giving out ceaseless having this
- 3:39freedom of movement
- 3:41um is very very powerful. Something else
- 3:43that is a deterrent for people is a lot
- 3:46of times people want to charge hug so
- 3:48that they can have like a good staging
- 3:49point for next turn. Um, he can fall
- 3:52back in the strat phase, so it's not
- 3:54safe to ever charge hug him. Um, he can
- 3:58also do a pickup marker, mission action,
- 4:00or place marker. Um, that does come up
- 4:04sometimes where you'll already be on an
- 4:05objective. Let's say you win initiative.
- 4:07You can strap phase, pick up, retrieve
- 4:09the token, or you could do the mission
- 4:11action. Let's say it's loot or
- 4:12something, and then you still have three
- 4:14APL for your whole activation.
- 4:17So, he's an incredibly strong piece. I
- 4:19would say the strongest piece on the
- 4:20team and really what I think gives the
- 4:22team some of its sauce. Um, his melee is
- 4:26fine. It's four on four, three, four,
- 4:27severe shock. Uh, his gun is incredibly
- 4:30good. Uh, it's very scary if you high
- 4:33roll even a little bit. Uh, it's four on
- 4:36threes, 42 range, 1 in devastating
- 4:39three, and lethal five. Once you start
- 4:41comboing that with some of the PS in
- 4:42ceaseless, um you'll end up with two
- 4:46crits a lot of the times and you'll just
- 4:47do a crapload of damage to people.
- 4:49Nobody wants to get shot by this gun
- 4:50once you tell them the profile. Um I
- 4:54don't actually end up shooting that much
- 4:55with him just because of some of the
- 4:57play patterns I'll talk about later, but
- 4:59yeah, he is a incredibly strong piece.
- 5:03Uh the second one is sort of like the
- 5:05co-leader is um the underser. Um, you
- 5:08could argue that he's actually the one
- 5:10that enables a lot of the
- 5:13um, big plays with this team. Um, it's
- 5:15sort of him and the leader that sort of
- 5:18facilitate a lot of this stuff. Uh, he's
- 5:20completely ass melee, so don't even look
- 5:22at that. His pistol is actually pretty
- 5:23good. It's four on three, two, four,
- 5:25range eight, balanced, and rending. Um,
- 5:28you can stack this with uh, the
- 5:31ceaseless token and you can stack it
- 5:32with one of their firefight plays. So
- 5:35you can functionally have double balance
- 5:36because the other one isn't the balance
- 5:37keyword. It can be double balance
- 5:39ceaseless and rending which hitting on
- 5:41threes is effectively relentless at that
- 5:43point. Um
- 5:47this ability I'm not even going to try
- 5:49and say it is basically a way to farm
- 5:51CP. I end up using this a lot just
- 5:53because of the way that I play this guy.
- 5:55I will end up leaving him mostly in my
- 5:57backline for the entire game and he is
- 5:59sort of just like the one telling people
- 6:01what to do and I'll get through that
- 6:02with his other ability. Uh, the way that
- 6:05this one works is within six of him or
- 6:08within six of the auto proxy,
- 6:12um, anyone that is on a contesting a
- 6:15point,
- 6:17uh, you roll a D3 and then for each one
- 6:20that's contesting a point, you have
- 6:22better odds of getting a CP. So, if you
- 6:24have one guy contesting a point, you
- 6:26need a a one on the D3, so one or two on
- 6:28a D6. If you have two guys contesting a
- 6:30point, uh, you would have on a d6 one,
- 6:34two, three, or four. And if you somehow
- 6:35contest all three, which I've never
- 6:37done, you will automatically pass it and
- 6:39get a CP. So,
- 6:42for how CP hungry this team is, I think
- 6:44it's a great addition to the team. It
- 6:46came a few data slates ago. Um, and a
- 6:48lot of the times he'll just stay put for
- 6:50two, three, sometimes the whole game and
- 6:52try and farm CP and then use his other
- 6:54ability.
- 6:56Uh, his other ability, which is why you
- 6:59could argue he's maybe the best piece on
- 7:00the team, is a network override. I you
- 7:04can see the sort of red text at the
- 7:06bottom. This operative can perform this
- 7:07action twice during its activation, but
- 7:09cannot perform this action while within
- 7:10control range. So, you can do this
- 7:11ability twice, which is where a lot of
- 7:13the [ __ ] comes from. Uh, what he can
- 7:15do is he can either within six of him or
- 7:18the auto proxy make somebody network
- 7:20counteract or perform a free dash. Um
- 7:23the free dash one is sort of the
- 7:24important piece because it lets you just
- 7:28threaten so much of the board. You can
- 7:30imagine on TP1 you go like out one then
- 7:33up five with a double dash. This guy
- 7:35still hasn't activated and then he could
- 7:38you know move five potentially shoot
- 7:41someone over here. Obviously easier said
- 7:43than done because you have to not be get
- 7:44shot in return when you do this stuff.
- 7:47But on a lot of the maps, you can sort
- 7:48of set this up where you can threaten
- 7:50well past the midline. Even with 5- in
- 7:52move operatives, a lot of the time on
- 7:54TP1, I'm using him to at least let my
- 7:57opponents know that I can threaten these
- 7:59areas and just make sure they're well
- 8:00aware of that. Um, or you can make him
- 8:04network counteract two people during his
- 8:06activation, which is also very strong.
- 8:09Um,
- 8:11the the dash is a full 3-in dash, which
- 8:14is very important. So you just end up
- 8:17getting a lot of free movement out of
- 8:20your guys with this. The other thing
- 8:21that I ended up doing in Edmonton a lot
- 8:24with him was I would sort of use him to
- 8:28either fix my own mistakes if I made a
- 8:29staging mistake and I've given someone a
- 8:31charge for next turn or I just want to
- 8:34make sure one of my operatives is
- 8:35outside of someone's threat range after
- 8:37they've staged. Maybe they staged up
- 8:38further than like I was hoping they
- 8:40would. Um, let's say I stage someone
- 8:42here within six, you know, someone's ran
- 8:45up to here or something. I can then make
- 8:49him dash back a bunch. So, it's pretty
- 8:52flexible because if someone's like just
- 8:54inside a charge range, you can just sort
- 8:55of use the dash, just fix your
- 8:57positioning mistakes a bit, and just
- 8:59keep up this sort of like relatively KY
- 9:02game. At least that's how I was playing
- 9:03it. Um, I think he's a really flexible
- 9:06piece because he both lets you have some
- 9:09offense and setup threats, but he also
- 9:11gives you sort of a get a jail free card
- 9:14where it's like if you [ __ ] up a
- 9:16staging and you're doing him as a late
- 9:17activation and a turning point, you can
- 9:19use him to fix those mistakes, which I
- 9:21found really, really powerful and
- 9:23something that I leveraged a lot.
- 9:26Um, after those two, those are the sort
- 9:29of the two big power pieces on the team
- 9:31as far as I would call them. Uh, next we
- 9:34will go through sort of the gun
- 9:36servtors. Not a ton to talk about with
- 9:38these two, but worth talking about. Um,
- 9:42they have some pretty good guns. They
- 9:43both hit on fours, but with access to
- 9:46both ceaseless and balanced, um, they
- 9:48can do quite a bit of damage.
- 9:50Uh, one of them is a heavy bolter,
- 9:52piercing crits, all that jazz. And the
- 9:53other one is a stun gun with, um,
- 9:58piercing one. Uh, they have three
- 10:00attacks on force, four, five, and
- 10:01brutal. So, they're actually pretty good
- 10:03in melee. Um, and I would say like the
- 10:06biggest benefit to these two is they
- 10:08just have a crapload of wounds. They
- 10:09both have 11 wounds. They are great at
- 10:12soaking up your opponent's aggression.
- 10:14They're sort of the pieces that I will
- 10:15typically put the most forward as if I
- 10:18want someone to hit something, it's
- 10:19usually these guys. Um, and the other
- 10:22combo that you can do with these is you
- 10:24can sort of set up the medic bubble
- 10:26where you know need to be within three
- 10:28of a medic. You stage one of these guys
- 10:31outside of blast but still within three
- 10:33of a medic. And then let's say you're
- 10:35playing with your techno. The techno can
- 10:38then be within three inches of this guy
- 10:40for a get down Mr. President. So you're
- 10:43redirecting fire or a fight into these
- 10:45big gun servtors. If it's a fight, you
- 10:48will get combat support, which is really
- 10:49nice. So that's going to be three on
- 10:51threes, four five brutal, and
- 10:53potentially rerolls. Um, so they're
- 10:55pretty good at just parrying out a
- 10:57fight. uh or if the opponent low rolls,
- 11:00they have a strong enough weapon where
- 11:01they can just outright kill some people.
- 11:03So, they are pretty scary. And if
- 11:06there's anyone that I'm going to want
- 11:07the opponent to hit, it's going to be
- 11:08these guys.
- 11:11Uh that's really all there is to say
- 11:13about these guys. Um they're pretty good
- 11:16to network counteract with as they have
- 11:18pretty good guns and if they network
- 11:20counteract and go on to engage, you're
- 11:23mostly fine with them getting shot
- 11:24before other operatives.
- 11:27Uh after them we have the combat
- 11:29servtors. Uh there is three different
- 11:32gun profiles that you can take with the
- 11:34gun servtors. Uh you can take a flamer.
- 11:37Uh you can take a melta and then you can
- 11:39take a phosphor blaster. I never took a
- 11:42phosphor blaster or shot a phosphor
- 11:44blaster as long as I've played this
- 11:45team. Um, the only dude that I know that
- 11:48does this is a guy named Bold Eagle in
- 11:51Command Point, and I think he's figured
- 11:53out some
- 11:55successful play patterns with them. So,
- 11:57I haven't explored them yet. It's
- 11:59definitely something that I need to try.
- 12:01I don't think they're bad. I just think
- 12:02it hasn't worked out for me yet, which
- 12:04is why I haven't um leaned into them too
- 12:07much. Um, I think the flamers are just
- 12:11like sort of like the heart and soul of
- 12:13the team. They're very good flamers.
- 12:15They hit on twos. They have saturate,
- 12:16they have torrent one, you're going to
- 12:18get ceaseless or balance with them. So,
- 12:21they just do a ton of damage on into the
- 12:23dark or in the strongholds, you're going
- 12:25to get lethal five, a very consistent
- 12:27gun. Um, into elf bodies, into anything
- 12:31that isn't space marines. They just
- 12:32wreck them. And even space marines, if
- 12:34they fail one of their saves, they're
- 12:36taking eight damage from one of
- 12:38potentially three flamers that you have.
- 12:39So, very, very consistent guns. They hit
- 12:42hard. Um, the only real downside is the
- 12:446 ines, but because you can sort of play
- 12:47with so much movement with the team,
- 12:48it's pretty easy to get them into range.
- 12:51Uh, normal melta gun, 6 in range,
- 12:54really, really strong, but it hits on
- 12:56fours, so you likely need some rerolls
- 12:58um just to get a good value out of the
- 13:01melta. Uh, three on fours, three four is
- 13:03their melee. Um, you can buff that up a
- 13:06bit obviously with the ceaseless and the
- 13:08the balance that you could get. Um, and
- 13:10then the four up feel no pain. They
- 13:12actually become quite chunky and quite
- 13:13hard to kill even in melee.
- 13:17Uh, next we have the medic.
- 13:22Uh, I think this is one of the best
- 13:23medics in the game. Maybe the best medic
- 13:25in the game, but don't quote me on that.
- 13:27Um, he was a pretty good melee profile.
- 13:29Four on fours, three four and rending.
- 13:31Uh, he has a normal medic ability that
- 13:34functions basically like all the other
- 13:36ones, but he doesn't suffer the minus
- 13:38one APL penalty. neither does the target
- 13:41that dies. Um, which is different than
- 13:43some medics. I think there's a few other
- 13:44ones that operate like this, but that's
- 13:45very very important for a team that
- 13:47doesn't want to get stunned. Um, and
- 13:49then he has a a heal D3 plus three, so a
- 13:52pretty good heal. Um, you basically
- 13:55bring him into shooty teams.
- 13:58uh when I end up bringing him because
- 14:00the auto proxy's a auto take as far as
- 14:03I'm concerned. Um I usually end up
- 14:06taking cracks just so he does have a
- 14:08shooting threat because he does not have
- 14:09a gun.
- 14:11Um, not a lot else to say with him. Like
- 14:14I sort of talked about with that uh like
- 14:17daisy chain of stuff that you can set up
- 14:20where it's you want to set up, you know,
- 14:22just outside of two so you're not
- 14:24blasting and it doesn't invalidate the
- 14:26medic rule still within three of one of
- 14:28your big boys and then you put a piece
- 14:29that you really don't want to die but
- 14:30you need to be able to play a bit more
- 14:32forward within three of the sort of
- 14:34middleman. So the combo again here is
- 14:38let's say someone targets your techno.
- 14:41You then get down Mr. President. That
- 14:44redirects the shot into someone within
- 14:46three invisible which would be this gun
- 14:48servtor. That gun servtor is then within
- 14:51range of the medic. So if they shoot
- 14:52this guy you redirect it to here. He
- 14:54takes the shot and even if he dies he
- 14:55gets resed by the medic. It does cost
- 14:57you a CP because it's a firefight ploy
- 14:59but incredibly strong to set up. It lets
- 15:02you play your techno a bit aggressively
- 15:04and at the start of the game you do sort
- 15:07of need to get him out there a bit
- 15:08especially if you don't outactivate your
- 15:10opponent and even if they want to come
- 15:12melee you you can redirect here and so
- 15:15on and so forth. So great medic. Uh
- 15:19basically comes into shooty teams. Uh I
- 15:22wouldn't take him into melee teams
- 15:23obviously and yeah not a lot I'll say
- 15:27about him. Uh, I'll talk about the auto
- 15:29proxy last.
- 15:32Uh, the other one that we have here is
- 15:34the breacher. I don't know where I put
- 15:37the model.
- 15:42There he is.
- 15:44Uh, the breacher is probably my like
- 15:48maybe this like piece that I get into
- 15:51the mix with the most like early in the
- 15:53game just because he's so strong. Um, he
- 15:56has a crazy good gun. Both of his guns
- 15:59hit on threes or both versions of it.
- 16:01One's a 6-in profile that's lethal five
- 16:04four five hitting on threes and he
- 16:06basically has a 2-in piercing two lethal
- 16:09five gun. So, this gun is crazy. It can
- 16:12it can [ __ ] up anybody. Um, nobody wants
- 16:15to get shot by it. And then he also has
- 16:16a a power sword that hits on fours. So,
- 16:20incredibly strong piece. um if you can
- 16:23get like an last activation kill with
- 16:25him into a first activation kill, like
- 16:26you're in a really really good spot with
- 16:28him. And then his breach token, you can
- 16:31just set up so much asymmetry with this
- 16:33and especially with network counteracts.
- 16:35Um I I'll sort of walk through this a
- 16:38bit later, but because you can basically
- 16:40put this breach token along a wall,
- 16:41treats it as accessible and allows you
- 16:44to move through the wall with a 1 in
- 16:45tax. There is just so much crazy stuff
- 16:48that you can do with this in conjunction
- 16:49with like the underser network
- 16:51counteracts, the stratphase movement
- 16:52from the techno. Um, this is how I've
- 16:55seen a lot of success or I've had a lot
- 16:57of success with the team so far. So, I
- 16:59I'll walk through that a bit in a in a
- 17:01few.
- 17:03Auto proxy is the last one. Uh, I've
- 17:06taken him every game. I've never dropped
- 17:08him. I don't even know if you can drop
- 17:09him. Uh, he's got a few rules. Again, he
- 17:11doesn't have a gun. He's got a pretty
- 17:12good melee profile. lethal vi and
- 17:14shocks. Three, four, hitting on fours.
- 17:17Um, no gun. So, when I, like I said,
- 17:19when I do take him and I take the medic,
- 17:21I do end up bringing cracks most of the
- 17:23time, I found, just so that they have a
- 17:25shooting presence on the board. Uh, his
- 17:29first sort of like innate ability here
- 17:31gives uh your team saturate if he can
- 17:34see the target. So, a lot of the times
- 17:36you're going to want to set him up where
- 17:37he has a pretty good view of the
- 17:39battlefield. um just so that when you
- 17:41are shooting you're going to negate any
- 17:42cover that teams have. So uh it's quite
- 17:45strong. Uh and then his other ability is
- 17:47gaze of the omnisiah. You pick someone
- 17:49that you can see. You get seek light and
- 17:51ignore obscuring against that target
- 17:53until the end of the turning point. Um
- 17:55this is another one of those abilities
- 17:57that just really keeps opponents honest.
- 17:59Doesn't let them stage in places that
- 18:01you don't want them to. And then in
- 18:02conjunction with saturate
- 18:04um yeah it just makes your shots really
- 18:07really good even if you are shooting
- 18:08someone in light cover with him.
- 18:11Uh he also is like the
- 18:14operative that the underser relays
- 18:16orders through. So something that I do
- 18:18with the team a lot is you're going to
- 18:20play these two operatives on sort of
- 18:21either side of the map just so that you
- 18:23can get benefit out of the auras. So
- 18:26it's like two six-inch bubbles that you
- 18:28have that you need to play through. Um,
- 18:30and you more or less want your team
- 18:32within those bubbles so that you can get
- 18:34value out of the auto proxy and the
- 18:36underser ability.
- 18:40That is all of the operatives. Like I
- 18:42said, it's a 10 operative team. As far
- 18:44as like the loadouts that I'm typically
- 18:45going, like I said, don't really take a
- 18:46phosphor blaster. Shooty teams, I'll
- 18:48take the medic. If I don't take the
- 18:50medic, I will take three flamers in the
- 18:53melta.
- 18:54Um, and then yeah, sometimes there's
- 18:57teams where you don't the medic or the
- 18:59uh melta is a little overkill and then
- 19:01if you're taking the medic, you'll just
- 19:03take the three flamers, but that is
- 19:05pretty rare from my experience so far.
- 19:09Uh, we will go and talk about the
- 19:12faction rule a bit. I sort of just like
- 19:14glazed over this and assumed people
- 19:15knew. Um, they sort of have two pieces
- 19:17to this. One of them is called transfer
- 19:18power.
- 19:20once during your activation of a
- 19:22servtor. Um, so the gun servtors, all
- 19:26the little guys, it's basically everyone
- 19:27except the underser and the techno is
- 19:29the easiest way to think about it.
- 19:31Uh, I can transfer power. What that
- 19:34means is I basically siphon an APL out
- 19:37of the active model and then after this
- 19:39activation, I can trigger a counter
- 19:41action with one of my other servtors and
- 19:43use that APL to perform the counter
- 19:44action.
- 19:46So, let's say I had a flamer up here and
- 19:51then I could like repo this big guy to
- 19:53here. That's one APL. For my second APL,
- 19:57I transfer power. His activation ends
- 20:00and then I counteract with the the
- 20:02flamer and I could tell him to order
- 20:04swap and uh shoot or something like
- 20:06that.
- 20:08This is like a normal counteract where
- 20:10you can't do it once more than once per
- 20:11turning point. So once someone's network
- 20:13counteracted, you can't make them do it
- 20:14again, which is important to know. Uh
- 20:17the other piece that I talked about a
- 20:19little bit there was network counteract
- 20:21where you can just tell someone to
- 20:22counteract. You can do an order swap as
- 20:24part of that which is incredibly strong
- 20:26and then tell them to perform a 1 AP
- 20:28action. Uh if they do a movement, they
- 20:31can only move 2 in for that. So normal
- 20:34counteract rules do apply here.
- 20:37Um, important piece of this is if either
- 20:40the active operative is stunned or the
- 20:43operative that you would want to network
- 20:44counteract is stunned, you cannot. So
- 20:47basically someone stunning your
- 20:49operatives after they've activated
- 20:51removes them as a threat for both
- 20:53network counteracts and for transferring
- 20:55power during their own activation. So
- 20:56important to remember.
- 21:00After this, I guess we'll go through
- 21:01strategy deploys. Uh, they have pretty
- 21:04good strategy deploys. Definitely the
- 21:05one that I play the most and I would say
- 21:07is the strongest on the team is
- 21:09incantation of the iron soul. Um if
- 21:11anyone knows plague marines is basically
- 21:12a plague marine feel no pain. So damage
- 21:14of three or more on you roll a d6 on on
- 21:18a4 up you subtract one from that. So it
- 21:21really makes your guys a lot tankier
- 21:23than they seem at sort of first glance.
- 21:25And there's a ton of times where someone
- 21:28will fight you and you'll end up on one
- 21:30even for your eight wound guys. So,
- 21:32incredibly strong ploy. Uh, anytime that
- 21:35you think you're going to get hit, I
- 21:38basically play this. It is usually the
- 21:40first one that I'll play.
- 21:42Uh, after that,
- 21:44uh, you have speric possession. Uh, I
- 21:49use this one a bit. Sort of depends on
- 21:51how much CP I have, and I'll get into
- 21:53like why I don't lean on this one as
- 21:55much. Uh, within six of the underser,
- 21:57within six of the auto proxy, you get
- 21:59accurate one. There's a clause in here
- 22:01for the comm's device. I never take a
- 22:02comms device. So, basically adds three
- 22:04inches from the guy who's standing on
- 22:06the comm's device.
- 22:08Um, but because your team hits on fours,
- 22:10it is a very strong ploy. I just don't
- 22:13end up using it as much. Uh, the other
- 22:17one here, duty of reclamation. Uh, once
- 22:20per action, you can use the command
- 22:21rroll firefight ploy for zero CP if the
- 22:24attacker defense dice was rolled for a
- 22:26friendly battle clay operative that
- 22:27contests an objective marker or one of
- 22:28your mission markers.
- 22:30So really what that means is anytime you
- 22:32have a dude that's standing on a point
- 22:34or one of your mission markers, you will
- 22:36get a free CP reroll. That works in
- 22:38shooting, that works in fighting, and
- 22:40focus in retaliating, and it works when
- 22:43you're getting shot. So like one
- 22:45operative can just get so much value out
- 22:47of this ploy. Um, it's incredibly
- 22:49strong. Uh, probably the ploy that I end
- 22:52up spending the second most on depending
- 22:55on sort of how the flow of the game is
- 22:56going.
- 22:58The last one, and situationally, this is
- 23:01what I would say the best ploy and where
- 23:03a lot of like some of my success that I
- 23:05found with the team coming from is
- 23:06prioritize acquisition.
- 23:08Um, you pick an objective marker or one
- 23:11of your mission markers.
- 23:13Uh, anyone within three of that marker,
- 23:15you add one to the attacks out of up to
- 23:17a maximum of four.
- 23:20Excuse me. So, your big gun servers can
- 23:23be four attacks on fours, four, five
- 23:24brutal.
- 23:26Obviously, very good.
- 23:30Um, and then the other part which I
- 23:32think is the most important piece of it.
- 23:37When determining control of a marker,
- 23:39treat the total APL stat of friendly
- 23:42battleclade operatives contested as one
- 23:43higher if at least one friendly
- 23:45battleclade operative contests that
- 23:46marker. So
- 23:49why I think this is so important and
- 23:51where a lot of the play comes from it is
- 23:53you have two three APL operatives on the
- 23:55team. um which means you can treat them
- 23:58as plus one higher for control of an
- 24:01objective.
- 24:02Importantly, this lets you out OC
- 24:05marines and any other three APL
- 24:07operative. And if you out activate those
- 24:09teams, you can just set up some
- 24:12incredibly toxic play patterns that it's
- 24:14sort of the onus is on them to sort of
- 24:16break that lock that you have on them
- 24:17because
- 24:19you can play your safe home and
- 24:20hopefully you know anyone that's been
- 24:22trying to contest it, you can kill
- 24:24easily with your guns and then you can
- 24:26play this uninteractive piece where you
- 24:29can like last activation go put your
- 24:31techno on it OC them for the mission if
- 24:33it's something like transmission or
- 24:34something like that and then start the
- 24:38uh firefight phase or in the next strat
- 24:40phase, you can repo him back to safety
- 24:42where you can't get hit again. Uh I'll
- 24:45talk through a bit more of that and sort
- 24:47of like how to set that up. But this
- 24:50ploy got a ton of mileage in my most
- 24:53recent tournament. So if you haven't
- 24:54been using this, I'd definitely suggest
- 24:57you start looking into it and seeing if
- 24:58there's opportunities where this comes
- 25:00up.
- 25:01against other two APL teams doesn't come
- 25:04up as much, but I think you're you're
- 25:05doing pretty well into those teams.
- 25:06Anyways,
- 25:09uh after that, uh the firefight play PS.
- 25:11This team has incredible firefight PS.
- 25:14Um the first one that I'll get into is
- 25:16you can ignore piercing on one of the
- 25:18tech priest. So, the underser of the
- 25:19techno
- 25:20just really good. If someone wants to
- 25:22come shoot you with a melta, you can
- 25:24ignore that, which is great.
- 25:27Uh, the other one here is survile sacy.
- 25:31I'm not going to read through it. It's
- 25:32basically a get down, Mr. President, for
- 25:33your two tech priests. Again, you have
- 25:36two PS here that will keep your tech
- 25:38priests alive.
- 25:40They're your two best operatives on the
- 25:42team. So, being able to have access to
- 25:43these and just get more mileage out of
- 25:45those operatives is really, really
- 25:46important.
- 25:50Uh, system exorcism is incredibly
- 25:52versatile. It comes up a ton and it sort
- 25:54of again lets you if you get stunned it
- 25:57lets you get out of being stunned during
- 25:59that activation if you have a poison
- 26:00token on you. You can wipe the poison
- 26:02before you take the damage. This also
- 26:05gets around things like denounce vox
- 26:08scream all of those type of things that
- 26:10would delay an activation. You can go to
- 26:13activate that operative and then wipe
- 26:14that effect. So it also works on stuff
- 26:18like uh scout enemy movement. if if
- 26:20someone's scouting you, you can wipe the
- 26:21scouting. Um any sort of like rules
- 26:24change and stuff like that. Incredibly
- 26:26versatile.
- 26:28Keep a lookout for when you can use it,
- 26:29but just that play alone can like win
- 26:32you games and make sure that you get
- 26:34full value out of your operatives.
- 26:38Uh the last one is remote access. Uh in
- 26:42into the dark, uh one of your tech
- 26:44priests can uh operate a hatch from 4 in
- 26:47away. that you don't have to be in his
- 26:49control range, which is incredibly
- 26:50strong. If someone's on guard, you can
- 26:53open it from 4 in away, not proc it, so
- 26:55they don't get to fight you, and then
- 26:57you could potentially shoot them after
- 26:58that with like a network counteract or
- 27:00something like that. Um, and the other
- 27:02one is you can perform a mission action
- 27:05from 4 in away. And the way that this is
- 27:08worded,
- 27:09you don't require visibility of that
- 27:11marker. You just have to be within 4 in
- 27:14of it. Um, and you can't have any enemy
- 27:16operatives on it. And if there is enemy
- 27:18operatives, uh, you obviously can't use
- 27:20it unless you they're in, uh, engagement
- 27:23range with another one of your
- 27:25operatives, which is another way to get
- 27:27around it. So, just sort of showing what
- 27:29that would look like. Like, let's say
- 27:31we're playing loot and this is the
- 27:32objective here.
- 27:35I could loot the objective from our the
- 27:37other side of this wall. I don't even
- 27:39have to put my operative at risk. I can
- 27:40spend a CP, loot it, and sort of leave
- 27:43my operative back here. So
- 27:45incredibly valuable just to have this in
- 27:49your toolbox. Um depending on the
- 27:51mission, it comes up a ton. And sort of
- 27:53the two ways that I've had um success is
- 27:57like for missions that you need to
- 27:58control, you're going to be leaning on
- 28:00prioritize acquisition to out OC people.
- 28:03And then for missions where you don't
- 28:05actually need to be on the point, um,
- 28:07you can start leaning on remote access
- 28:10to just do things like loot and stuff
- 28:13without putting any of your operatives
- 28:14at risk. And really what that means is
- 28:17it starts forcing people to run at you,
- 28:19which is you're pretty good at dealing
- 28:21with to begin with. So, uh, again, I'll
- 28:24get more into that later, but great set
- 28:26of firefight PS play PS, super
- 28:28versatile, and it gives you play into
- 28:31more or less any team because of the
- 28:32combination of Ps that you have here.
- 28:34So, really, really good, and I budget a
- 28:37lot of CP to lean into these because I
- 28:38think they're so strong.
- 28:42Uh, we have, uh, some equipment to go
- 28:45through. Covert guises is when you
- 28:47choose it, you roll a D3. uh any of your
- 28:50battleclaid operatives. So that does
- 28:52include your underser and your techno.
- 28:54Uh depending on what you get with the
- 28:56D3, that many guys in the strat phase of
- 28:58the first turn get to do a full
- 29:00reposition, but they have to end within
- 29:02three. Uh I take this very rarely
- 29:05actually. Um it does let you threaten an
- 29:09insane amount of the board. So just to
- 29:12illustrate what you can do with this. Um
- 29:15let's say that and this is again just
- 29:18for illustrations purposes but let's say
- 29:21I have a servtor deployed here. I give
- 29:23him the dash. I can then end fully
- 29:26within three of my drop zone. And then
- 29:28let's say my under seer was staged here.
- 29:32I can then dash three in
- 29:35or the first thing of my under. I can
- 29:37then he's still within six. Tell him to
- 29:39dash again.
- 29:42Then this guy still hasn't activated. I
- 29:44could then move dash him. So he's a 5
- 29:46inch move.
- 29:48Then he has a dash.
- 29:51I could get him all the way back to here
- 29:53on TP1.
- 29:55And then I could network counteract him
- 29:58and be like this guy transfers power,
- 30:00tells him to switch to engage and then
- 30:01shoot.
- 30:02So,
- 30:04it's insane. Incredibly crazy that you
- 30:07can do this stuff, but it requires a lot
- 30:10of setup. It requires a lot of
- 30:11investment. It requires a whole
- 30:14equipment to do this [cough] to get a
- 30:16shot on TP1.
- 30:19I will typically only take this into
- 30:21Marines, and it is sort of map dependent
- 30:24because obviously you can't just run up
- 30:25the side here. You're going to get your
- 30:26ship blown off. Um, you sort of need a
- 30:29way to do this where you can safely go
- 30:3133 without getting shot and without
- 30:34giving them any sort of interaction with
- 30:35you.
- 30:37I use it against marines because if they
- 30:40do want to run at you, it makes it very
- 30:42easy to go get a shot on them on TP1.
- 30:45Um, but more what happens is people will
- 30:47respect it so much that you can control
- 30:50where they get to stage. I will say
- 30:53because I don't take I think I only took
- 30:54it one game and it wasn't that
- 30:56impactful. I can probably have done
- 30:58without it is
- 31:01you can just get to the places you need
- 31:03anyways just with the underser, right?
- 31:04Like I can go out one up five and then
- 31:08move dash.
- 31:13Like it's still more than enough to do
- 31:17what you need. You you don't really need
- 31:18the equipment to threaten all this stuff
- 31:20to begin with. So once you get more used
- 31:23to how you're going to play your
- 31:25undersseer and keeping him in range of
- 31:26the operatives that you're doing this um
- 31:29it sort of just becomes redundant in my
- 31:31opinion. So I don't actually think you
- 31:33need it and it's the equipment that I
- 31:35take the least on the team.
- 31:38Uh the next one is concealed apparatus.
- 31:40Once per battle one combat server or gun
- 31:42server can use another weapon on its
- 31:44data card didn't select for the battle.
- 31:47So what that means is one of your
- 31:49flamers can shoot to melta. That's
- 31:51basically what it means. That's the only
- 31:52thing I've used it for. I will take it
- 31:54into marines. That's basically the only
- 31:57time I've ever taken this. It gives you
- 31:59a second melta shot. You can play one of
- 32:01your flamers like a melta and then
- 32:03you're fine with him dying and then you
- 32:05still have your other melta to counter
- 32:06punch anything that they push into you
- 32:08with. So you can play the freebie pretty
- 32:10aggressively and then you can use your
- 32:12actual melta a bit more cautious to
- 32:14hopefully get more than one shot out of.
- 32:16Probably won't happen, but that's the
- 32:18dream. Uh, again, only really take that
- 32:20into marines. That's the only time I've
- 32:21taken it. Uh, electro electromantic
- 32:26capacitors is I take this against melee
- 32:28teams. This is about the only time I
- 32:29take it. Your whole team gets shocked in
- 32:32melee, which is great. And whenever
- 32:34you're retaliating, you get severe. So,
- 32:37cute little just combo just within the
- 32:39card there into melee teams. They don't
- 32:41like it. Um, then you can combo that
- 32:44with prioritize acquisition to give
- 32:46yourself an extra dice for the the three
- 32:48attack operatives. Um, it gives you a
- 32:52lot more staying power than you should
- 32:53and allows you to get in chip with your
- 32:55your crits and um, chalk out a dice. So
- 32:59instead of just parrying, you can
- 33:00actually get a little bit more damage on
- 33:01operatives as a result of this. Um,
- 33:05yeah, it's good. Basically, just take it
- 33:06into melee teams. It's the only time I
- 33:08take it. But great equipment. Uh, and
- 33:10the one that I take every single game
- 33:12and I I don't think I would play the
- 33:14team without is neurosyclic reserve
- 33:16cells. Once per turning point when you
- 33:18transfer power, you can use this rule if
- 33:19you do transfer power for zero AP.
- 33:22What that means is normally, like I
- 33:24said, you have to siphon an APL out of
- 33:26someone to transfer power. I could, for
- 33:29example,
- 33:30dash this guy, take a shot, and then use
- 33:34my equipment for the turn and then tell
- 33:36this other flamer or whatever to network
- 33:38counteract shoot. So, this is one of the
- 33:40ways that you can set up double kills um
- 33:43is through this equipment. You win
- 33:46initiative and you have guys in the
- 33:47right position, you can move someone,
- 33:49shoot, and then tell another guy to
- 33:50shoot. Um, and it's incredibly powerful
- 33:53because it gives you the the movement or
- 33:55you could like mixion action shoot,
- 33:58network counteract shoot, and stuff like
- 34:00that. There's just a ton of flexibility
- 34:01with the equipment. Um, and yeah, I'm
- 34:04never dropping this equipment. I think
- 34:06it's busted. I think uh it really gives
- 34:09the team a lot more legs. And because
- 34:11you don't have a comms, most of you guys
- 34:14are 2 APL. It lets you sort of be a
- 34:17three APL like operative once at turning
- 34:20point, which is great.
- 34:24Um, other than that, equipment wise,
- 34:26what I end up taking a lot, if I'm
- 34:27taking the medic and the uh auto proxy,
- 34:30I'll take two cracks or frags, depending
- 34:32on if it's like a melee horde or
- 34:34something like that.
- 34:36Uh, I don't really take stuns and smokes
- 34:39that much. I will sometimes, but it was
- 34:43I think I did it once in the tournament.
- 34:46Never screwed around with vines. I don't
- 34:48think you need the coms device. I've
- 34:50never screwed around with the ammo cap.
- 34:51Excuse me. Uh ladders, depending on the
- 34:54map, can be really, really helpful.
- 34:55There's a few games that I took ladders.
- 34:57uh heavy barricade. Depending on the map
- 34:59that you're playing, if you need to be
- 35:00able to sit on your home point without
- 35:02getting shot off, something like this
- 35:03where I don't actually want to push up
- 35:05to like here to be on my home point,
- 35:08I'll take a heavy a lot of times just to
- 35:09fix some of the like issues with the
- 35:12staging on the map. Um yeah, this more
- 35:16or less what I'm using the heavy for is
- 35:18either sitting on my home point or just
- 35:19giving me a place to like sit where I
- 35:22can set up that like medic bubble pretty
- 35:24easily.
- 35:26um where you could set up like something
- 35:27like this. I don't know even more like
- 35:29this, but you get the idea. Put your
- 35:31medic here. Put this dude here. He can
- 35:33still see stuff. It gives you a better
- 35:34staging point here rather than this like
- 35:36diagonal line. I I don't actually think
- 35:38I did it on this map, but again, just
- 35:40for illustration purposes.
- 35:43Uh and then razor wire and light
- 35:45barricades depending on how you expect
- 35:47your enemy to play. A lot of the times
- 35:49what I'm doing here is just using it to
- 35:51create oneways. So you can use it
- 35:52against marines to slow them down, which
- 35:54is very very important. Um, give
- 35:57yourself more staging points, prevent
- 35:59your opponent from placing equipment
- 36:00where you know they they want to place
- 36:02equipment. Um, I end up taking some
- 36:04combination of these usually every game.
- 36:07So it's usually like one, two, sometimes
- 36:10three pieces of the faction equipment.
- 36:12Then usually lights, razor wire, or
- 36:14heavy. And that's usually where I sit.
- 36:16And then I usually make room for the I
- 36:17do make room for the cracks when I'm
- 36:19taking the medic and the uh auto proxy.
- 36:24That is a quick just overview on the
- 36:27operatives, equipment, employees, and
- 36:28all that type of stuff. And now maybe I
- 36:30can get into some of the play patterns
- 36:31that I found success with. Um I loaded
- 36:35up this map because I think there's some
- 36:36egregious stuff that you can do with
- 36:38this team. Uh actually, sorry, I'll go
- 36:40into tac ops first. At the tournament, I
- 36:43played retrieval every single game. I
- 36:45think because of the way that the techno
- 36:47works, because of the way some of this
- 36:48equipment works, um, and because of how
- 36:52safe retrieval is, I think it's a great
- 36:54tackup for the team. I think they play
- 36:56it incredibly well. Um, I've played some
- 36:59steel intelligence in the past. I think
- 37:01that has a lot of merit as well. I would
- 37:04never play flank. You can do some cute
- 37:06stuff with scout enemy movement where
- 37:08you can like scout four operatives
- 37:09before the like in your first
- 37:12activation, by your first activation.
- 37:14Uh, you can do this by Techno does it in
- 37:17the strat phase. Your undersseer then
- 37:19activates. He scouts and then he goes
- 37:21network counteract network counteract.
- 37:22Tell you you're just a scout. You've
- 37:24scouted four operatives.
- 37:26It can work pretty well, don't get me
- 37:28wrong. And I've played it a few times
- 37:29and had like middling success with it.
- 37:32My main issue with these type of play
- 37:33patterns is like
- 37:36one, you're activating your under seer
- 37:38incredibly early and usually he's my
- 37:40last or near last activation. So, it
- 37:43sort of flips that on its head, which I
- 37:45don't didn't like. Um, because again,
- 37:48you can use him to fix your positioning
- 37:50mistakes. You can use him to threaten so
- 37:52much of the board that once he has
- 37:53activated,
- 37:55you're pretty static as far as what your
- 37:58threat ranges are. Until he's activated
- 38:00though, even your activated guys can
- 38:03dash dash and still be a threat
- 38:04somewhere. So, he gives you a lot more
- 38:07versatility in what you're able to
- 38:09threaten and what your opponent needs to
- 38:10respect until he's gone.
- 38:13Um, but yeah, Scout definitely has play.
- 38:16I've played it a few times. It's not
- 38:17terrible. Um, I would say you're either
- 38:21playing retrieval, you're playing scout,
- 38:22you're playing steel intelligence. I
- 38:23haven't tried plant devices on this
- 38:25team. Maybe with that prioritize
- 38:27acquisition play and your leader, you
- 38:29could like do some cheeky plant device
- 38:31stuff. I also haven't tried track enemy.
- 38:35I am interested in trying track enemy
- 38:37because you can network counteract
- 38:38change your order that you can probably
- 38:41set up some funky stuff with this where
- 38:43you're able to track people pretty
- 38:44easily. Uh I played track a ton on cults
- 38:46and I really really like the tack op. Um
- 38:50I just haven't had the time to actually
- 38:51explore it yet with this team. So
- 38:52something that's definitely on my radar.
- 38:54I just haven't had the time to try it.
- 38:58Um a lot of the times I'm just taking as
- 39:00primary. When I am going into the game
- 39:03with retrieve, I am really just focusing
- 39:06on getting four points on retrieval and
- 39:07then two points on my primary. Um, some
- 39:11people might hate that. I I'm not trying
- 39:13to like get a huge score out of my game,
- 39:15but because of the way that I've played
- 39:17this team, it's incredibly consistent to
- 39:20get those six points. And I'm just happy
- 39:24every single game that I'm able to score
- 39:26a consistent six. I don't really need to
- 39:28think too hard about how I'm going to
- 39:29score these points. And it lets me focus
- 39:32on either killing my operatives enemy
- 39:34efficiently or playing the crit up
- 39:35efficiently because I don't need to
- 39:38dedicate a ton of brain power and
- 39:39thinking to how I'm going to play
- 39:40retrieve. It's just very easy for this
- 39:43team to do it in combination with like
- 39:45the leader stuff and network counteracts
- 39:47and just how you can position that you
- 39:49you borderline just get it for free.
- 39:53Um now to sort of some of the play
- 39:55patterns and stuff like that. So, um,
- 39:59again, some of the stuff like if I'm
- 40:00looking at this map and I'm trying to
- 40:02set up, I'm probably going to place my
- 40:04auto proxy in the middle somewhere
- 40:05because I want him away from my
- 40:07underser. I'm probably going to place my
- 40:09underser on the other side here near my
- 40:10home so he can do stuff here. I would
- 40:13likely have a heavy barricade here
- 40:16somewhere. I didn't measure this out.
- 40:17Don't crucify me if this is the actual
- 40:19spot.
- 40:21Uh, and then I would have, let's say,
- 40:23some combination of some flamers
- 40:24somewhere here.
- 40:27Uh, I would probably have some big guys
- 40:29in here.
- 40:32Uh, let's say we're not taking the
- 40:33medic.
- 40:36Uh, I would definitely have my breacher
- 40:37here, which I'll get to why I'm doing
- 40:39that.
- 40:41Uh, I also want my techno playing mid if
- 40:43I'm playing this map.
- 40:48Again, this isn't like there might be an
- 40:51angle someone could get a dirty little
- 40:54shot on me from here, but again, this is
- 40:56just for illustration purposes.
- 41:11Whatever. Uh, two, four, six, seven,
- 41:14eight, nine. And then we have one more
- 41:17uh which would be what is this? Malta.
- 41:19Melta. Sure. Melta can melt probably
- 41:22comes to the middle instead of one of
- 41:23these. Or you can put a over here. I
- 41:26don't know. You get the idea.
- 41:30Something like this.
- 41:33Something like this. Let's say this is
- 41:36like a setup that I've done. And I'll
- 41:38I'll sort of walk through why I've
- 41:40loosely placed these operatives where I
- 41:42have. Um, again, we want the unders and
- 41:44the auto proxy not near each other so
- 41:46that we can get as much value out of
- 41:49their two six-inch auras
- 41:52six.
- 41:54Um, more or less what I'm committing to
- 41:56is I'd either have my big tag come and
- 41:57sit on this point, which is maybe what I
- 41:59would do. He's going to be within range
- 42:02of my underser. This gives me a way to
- 42:06farm some CP, which is something I'm
- 42:09thinking about. I always want to try and
- 42:10farm that, especially early on in the
- 42:11game. As long as he's safe, he's good to
- 42:14sort of stay put. Uh, I could get
- 42:16another flamer up to here, which can
- 42:17maybe be aggressive depending on how my
- 42:19opponent is staged.
- 42:22Um, and then maybe another one that can
- 42:24just move up and try and or counter
- 42:25punch anyone who does come into here.
- 42:29Not a lot of thinking's going on here.
- 42:31This guy can easily retrieve on either a
- 42:33network counteract or as activation. If
- 42:35this is like transmission, he can tap
- 42:36retrieve. Doesn't really need to do
- 42:38much. Maybe you have this barricade
- 42:40facing the other way. if I'm thinking
- 42:42about it, just so that he can actually
- 42:44see the midpoint and potentially get
- 42:47some shots off there depending on how
- 42:48people stage.
- 42:52Um, and yeah, he's sitting here. He's
- 42:54doing mission actions. He can network
- 42:55counteract and shoot or just shoot if he
- 42:57needs to depending on how the game
- 42:58unfolds. The other ones are really just
- 43:00looking to shoot people.
- 43:03Uh, these big boys, you probably want to
- 43:06do something where you like dash them up
- 43:08just so they can climb. They climb up
- 43:09for three and then they go or three I
- 43:12don't and then they go two inches after
- 43:16the climb.
- 43:19They're mostly safe depending on how
- 43:20you've actually set this up. Um
- 43:25maybe they dash to like here, they climb
- 43:28up and they go too something like that.
- 43:31They're pretty safe. You can then
- 43:33network counteract them two inches to
- 43:34sort of get them in the exact position
- 43:36that you want. really just gives him a
- 43:38good spot to look over the whole map. If
- 43:40people get funky around mid, he can
- 43:41network counteract shoot them. He's
- 43:43mostly just going to be planted sitting
- 43:44up there the whole game just as a
- 43:46deterrent. [snorts]
- 43:48Uh the other ones that you have here,
- 43:50the auto proxy, you definitely want in a
- 43:52good spot where he can see the whole
- 43:54map. So again, he's going to do a dash.
- 43:57He's going to climb up three and then go
- 43:59two and just come somewhere where you
- 44:00can poke his head out and just see most
- 44:03of the map. You can threaten seek light.
- 44:04You can threaten ignore obscuring. And
- 44:07you get this sort of three-inch bubble
- 44:08here, which when you look at it in 3D,
- 44:11you cover a ton of space. You cover the
- 44:13majority of the midpoint here where you
- 44:15can still tell operatives to network
- 44:17counteract through your underser, farm
- 44:19the CP, so on and so forth. You really
- 44:23want him in a a good spot where he can
- 44:25see the majority of the battlefield. You
- 44:27can get value out of his stuff. And then
- 44:29also, if I had the Metak here, he would
- 44:32have a crack grenade. He can still
- 44:33threaten some of this [ __ ] So that's
- 44:34what I'm doing with him.
- 44:37the breacher on this map and where I
- 44:39think it enables some like borderline
- 44:41toxic play patterns out of the team. You
- 44:43could move him up five,
- 44:46bunker him into the corner here and then
- 44:49you could breach
- 44:51with a breach marker as close as you can
- 44:52in the corner. That shit's now treated
- 44:55as accessible and you can now move
- 44:58through that wall. And why is this so
- 45:00toxic and why is it so important for the
- 45:02team? Well, a few reasons.
- 45:05within six of the auto proxy you can use
- 45:08the undererser's ability. I could save
- 45:11his spot right now. I could make him
- 45:13dash through too. And on this map in
- 45:16particular, I can get to the center
- 45:17point. So I could dash him through. Then
- 45:20I could dash him again. Still within a
- 45:22six of the underser hopefully. Yep. And
- 45:26then I could have him network counteract
- 45:27somewhere after this which is sick.
- 45:31Um, it lets you threaten charges from
- 45:34that corner. Um, he has a seven inch
- 45:38charge, so six inches through this. You
- 45:39cover the whole center point, which is
- 45:41sick. Um, and where I think a lot of the
- 45:43toxic [ __ ] comes from, especiate
- 45:58a marine team, right? They have a marine
- 46:00on here. Um, I could use that prioritize
- 46:04acquisition ploy to get plus one control
- 46:07for this point. I can out OC that
- 46:10marine. So, I can move on to here. I
- 46:12could potentially shoot him
- 46:15or if I have to tap the point, I can
- 46:16move tap and then I can retrieve.
- 46:20Once I have retrieved him, if I am doing
- 46:22this as my last activation at the start
- 46:24of the next turning point, I can then
- 46:28graph repo him. So I can then repo him
- 46:31through this
- 46:33hole that I made and put him back to
- 46:35complete safety. If I win initiative, I
- 46:37don't necessarily have to do that. I
- 46:39could potentially shoot, do something
- 46:42else, and then repo back through. And
- 46:45just sort of looking at this map, it's
- 46:48pretty hard for your opponent to break
- 46:49this because if using marines as an
- 46:52example, they don't want to run up too
- 46:54far because of what you can threaten in
- 46:56the ranges that you can threaten with
- 46:57your underser. And you have effectively
- 46:59two meltas and another P2 gun. You have
- 47:02two P1 guns. Uh, and then you have
- 47:04flamers. Your team hits incredibly hard
- 47:06and you have your techno ability. Team
- 47:08hits incredibly hard. No one really
- 47:10wants to [ __ ] with that [ __ ] on TP1. You
- 47:12can keep people pretty honest. They
- 47:14probably won't leave the stronghold.
- 47:15Maybe they'll run up to here, but then
- 47:17you're probably getting shots off and
- 47:18then they probably just play safe home.
- 47:20So,
- 47:22because you can threaten this very like
- 47:24asymmetric stuff with strat phase
- 47:25movement and these holes,
- 47:29it's so hard for your opponent to sort
- 47:31of break this like cage or lock that you
- 47:34have on them. And because you're playing
- 47:35retrieval
- 47:37again, once I sort of have these two
- 47:38points,
- 47:41I'm probably not even going to [ __ ] with
- 47:42this. I'll probably just ignore this the
- 47:44whole game. I'll sit on my six points
- 47:45that I have, and then they have to focus
- 47:48on playing crit, and they somehow have
- 47:50to score their attack. So, I will just
- 47:52focus on denying that, killing their
- 47:54operatives, playing the crit better than
- 47:56them, and gaining a a VP advantage that
- 47:58way. And more or less, in some fashion,
- 48:02this is this is how I played the team.
- 48:04the entire weekend. Um, now let's say
- 48:06this wasn't transmission. I'd probably
- 48:09still put this marker here just to
- 48:11threaten stuff. But again, what that
- 48:14lets me do is I can just tap this
- 48:17objective within four of him and I don't
- 48:18need visibility.
- 48:21I can just do this through the wall. So
- 48:23again, I can play incredibly safe. I can
- 48:26do that last activation, go get my
- 48:27retrieval token, and then come back. And
- 48:30then I can just continually play first
- 48:33activation. I'm going to tap it and do
- 48:35stuff like that. Even if I need to go
- 48:37onto the point because let's say they
- 48:38left a marine there and I can't tap it
- 48:40through the wall. Um I can stage it in
- 48:43such a way where I can
- 48:46get to here with a repo, tap it, and
- 48:48then dash back through the wall or vice
- 48:50versa. Right? Maybe I have to to
- 48:52actually make that doable. I can't have
- 48:53my breacher in the corner, but you would
- 48:55set that up if you needed to.
- 49:00So you can do stuff like that. Dash
- 49:03through, tap, repo back through. And
- 49:06again, it's pretty unengaging gameplay,
- 49:09I will say. And people don't love it
- 49:11when you do it to them, but it makes the
- 49:13team incredibly strong. And I don't
- 49:16think this team
- 49:19does that well if you just start trading
- 49:22operatives around too much because you
- 49:23hit on fours a lot of the time that you
- 49:27really want to control the shots that
- 49:28you are getting. You want to control
- 49:29where your opponent's able to position
- 49:31and you want to force your opponent to
- 49:33have to take risk. And that's what I've
- 49:36done a lot where once you sort of get
- 49:38this lock and once your opponent starts
- 49:39to realize it, you force them to make
- 49:42bad decisions and you force them into
- 49:45uncomfortable spots where they're like,
- 49:46"Shit, I have to run at you now. I'm
- 49:48going to lose if nothing else changes
- 49:50for this game. They're forced to start
- 49:52running at you. They're forced to start
- 49:53trying to come up to your stronghold.
- 49:56And once they start doing that, because
- 49:57of network counteracts, you have a ton
- 50:00of flexibility on how you can punish
- 50:02them, on how you can make your important
- 50:04pieces live and how you can sort of out
- 50:07position and maneuver them with like
- 50:09seek light, network counteracts, the
- 50:11hidden melta, the movement from these
- 50:13guys, so on and so forth. So that's a
- 50:17lot of what I've ended up doing on the
- 50:19team is sort of general play patterns
- 50:21like that.
- 50:22>> [snorts]
- 50:23>> Um, some other funky stuff that you can
- 50:25do, especially on Tomb World and guard,
- 50:28is if someone's guarding,
- 50:31uh, the way that the interaction works
- 50:32is that if I network counteract, the
- 50:35network counteract occurs after my act
- 50:38activation.
- 50:40And because of that, I don't actually
- 50:42switch his order to engage or take the
- 50:44shot during my activation. And the way
- 50:46that guard is worded is you can only do
- 50:49it before or after an action during an
- 50:51activation. So nobody can proc their
- 50:54guard off of a network counteract shot.
- 50:57And depending on how they've set up, if
- 51:00they go on guard, you then activate
- 51:02someone, network counteract, let's say
- 51:05this big gun server to engage and shoot
- 51:06them. They don't get to take their guard
- 51:08shot off that. They then have to, and
- 51:11let's say this guy hadn't activated yet,
- 51:13so he's just network counteracted.
- 51:17They basically have to go try and kill
- 51:18this guy right now because if they
- 51:20don't, what then happens is during my
- 51:23actual activation, I'm going to activate
- 51:25this guy. I'm going to rip another shot
- 51:27into that guy that's on guard probably
- 51:30with two shots and like ceaseless and
- 51:32potentially balanced and stuff like
- 51:33that. Even hitting on fours, you're
- 51:36probably going to kill something because
- 51:37if you're rolling so many dice, you're
- 51:39rolling 10 dice across those two shots.
- 51:40You potentially have ceaseless and
- 51:42balance, which is even more rerolls
- 51:43going on there. and piercing one four
- 51:46six let's say on this gun between two
- 51:48shots you're going to kill probably
- 51:50whatever you're shooting. So it's a it's
- 51:52a cheeky little interaction that you can
- 51:54use to um punish people going on guard
- 51:57against this team.
- 52:00Um what else is there that I found
- 52:03interesting as far as like play patterns
- 52:05go?
- 52:07Um you can network counteract tell guys
- 52:09to fight. So, if someone's trying to
- 52:10charge hug you and they don't want to
- 52:12die, um you can just network counteract
- 52:14fight them. And then if they kill your
- 52:16guy, then you can start ripping shots
- 52:17into them. And if they don't, then
- 52:19potentially on how you roll, you're just
- 52:20doing some free damage, right? And
- 52:21that's across potentially two fights. Um
- 52:24or even three if they charge fought a
- 52:26ready guy, didn't want to kill you, you
- 52:28can then activate that guy, fight, and
- 52:29then you can network counteract fight
- 52:30again. So, it's like pretty difficult to
- 52:32charge hug these guys without them
- 52:34actually killing the operative that um
- 52:37they're charge hugging.
- 52:40Um, with the way this CP ability works,
- 52:44I think there was one game at the
- 52:45tournament where I ended up going up to
- 52:469 CP just by going second and like
- 52:49hitting this uh CP ability every time
- 52:52that I uh rolled it.
- 52:55The free CP is great. Like I said, these
- 52:58firefight play PS are really, really
- 52:59strong. They have great strategy plays.
- 53:03Um, you'll end up using all the CP. I
- 53:05think before this change, you always
- 53:07felt like you were very CP starved, and
- 53:10this lets you get around that a bit.
- 53:13Um,
- 53:16what else is interesting with the team?
- 53:18Some of the other stuff you can do with
- 53:19the breacher is, uh, where did I put
- 53:21him? Here he is. [snorts]
- 53:25Uh, you can actually play him passively
- 53:27for a bit. So, I could do like something
- 53:28as like go up here, then repo, go to
- 53:35punch a hole in this corner up here and
- 53:38then activate my underser.
- 53:40Uh, tell him to
- 53:44dash two off and then one for the drop
- 53:47and then dash forward again and then I
- 53:49could tell him to network counteract.
- 53:50So, you could get like two breach tokens
- 53:52on TP1. You could also do stuff like
- 53:54this where you punch one in this corner,
- 53:56let's say something like this, and then
- 53:57you dash dash M6,
- 54:00punch one in the other corner. Um, it
- 54:03just really gives you a lot of like
- 54:04staging options. It lets you stay pretty
- 54:06safe. Like if you're right up in these
- 54:08corners, I can be outside of hatchway
- 54:10fight range. I think there's a position.
- 54:12Yeah, you can do something like this.
- 54:14So, lets you play pretty safe. Lets you
- 54:17be outside of hatchway fight range and
- 54:18gives you a lot of staging asymmetry,
- 54:21right? Where it's pretty hard for them
- 54:23to get in here and then you could still
- 54:25threaten all this type of stuff. So, I
- 54:28think that's great. Um,
- 54:31a lot of like generally how my turn one
- 54:33would look is let's say I'm playing this
- 54:35map. I would stage pretty heavily in
- 54:37this stronghold. I would probably stay
- 54:40pretty far back here. Just put one guy
- 54:42onto the point if I needed to. And then
- 54:46I am using my undererser's ability to
- 54:49really just threaten my opponent from
- 54:52staging up along this wall. Threaten
- 54:55them off of staging here. And then
- 54:57again, I don't really give a [ __ ] what
- 54:58they do here. So, I am using the crazy
- 55:03long threat ranges that I have and my
- 55:06network counteract ability to
- 55:07potentially shoot here to threaten
- 55:09people out of typical staging positions.
- 55:12And because my guns are so good, they
- 55:14typically don't want to take that risk.
- 55:16Um, that's what I'm doing. If people
- 55:18call my bluff, I will then just find a
- 55:20way to get a guy up here as safely as I
- 55:22can to go get a shot.
- 55:25Um, and then I'll go take the shot. And
- 55:26if I can, that means I can move, shoot,
- 55:29network counteract, shoot. And if I'm
- 55:30shooting a melta twice into someone,
- 55:31they are very likely dead, even if it's
- 55:33on fours. Same thing with the flamer.
- 55:36The flamer is going to do a crapload of
- 55:37damage to someone.
- 55:39Um, the spot that I've struggled
- 55:42against, and I think I got lucky in my
- 55:45run at the tournament where I think I
- 55:48only got out activated twice, and I
- 55:51don't think this team loves being
- 55:53outactivated.
- 55:54Um, it's the the play pattern is pretty
- 55:58obvious when you outactivate your
- 55:59opponents into elves into elites.
- 56:04I feel really confident in sort of how
- 56:06I'm staging and how I'm positioning and
- 56:08how I'm thinking about how the the flow
- 56:09of the game is going to go there. Uh, if
- 56:12you're playing something like or brood
- 56:14brothers, it becomes a bit harder
- 56:16because
- 56:18they have the last activation. They
- 56:21always have the say you need to put a
- 56:22piece at risk if you want to go play the
- 56:24crit. if you want to go do this stuff.
- 56:25So, a lot of the times, well, I haven't
- 56:29played it that much, I will say. So,
- 56:31this is just sort of how I've thought
- 56:32about this game. If I'm getting out
- 56:33activated,
- 56:35the onus is on me to make the first move
- 56:37and to get the action going. Um, and one
- 56:40of the ways that you can do that is
- 56:42through the techno.
- 56:45Um what that especially with these
- 56:47breach markers if I was to let's say win
- 56:50initiative and I had this breach breach
- 56:52marker I could repo him five through and
- 56:55then I potentially have move dash to
- 56:58start threatening stuff right and if
- 57:00because he has one in devastating if I'm
- 57:02playing into a horde team they're
- 57:04probably seven or eight wound models if
- 57:06he has even staged back near his DZ
- 57:12anyone within on.
- 57:15It's one of the options that you have to
- 57:17potentially go and sort of break the
- 57:19activation lock that they have on you,
- 57:21right? Like if I have a if I'm getting
- 57:24out activated and someone gives me this
- 57:27torrent shot or not torrent shot, the
- 57:29oneinch devastating shot,
- 57:32it's if it's a seven wound, five up save
- 57:34model, I might be happy to just go do
- 57:37that just to start killing some
- 57:38activations. He's got a three up save.
- 57:40He's pretty tanky on his own. So if they
- 57:42want to start wasting shots on him
- 57:43there,
- 57:45you can ignore the piercing and so on.
- 57:48So he's a good p piece to start breaking
- 57:51that like activation hold um and start
- 57:53moving it more into your advantage. Um
- 57:57the other options that you have to do
- 57:58that is depending on how they staged
- 58:01because like let's say they wanted to
- 58:03play the KG game and wait for you to go
- 58:04to the center point. If I have first
- 58:06activation and something like loot
- 58:09again, I can just start playing an
- 58:10interactive game. I'll just tap this
- 58:12point through the wall and just [ __ ]
- 58:14off. Or I can if I win initiative on
- 58:17loot, just repo him through. I'll tap
- 58:20the point, I'll retrieve, and then I'll
- 58:21repo back through. And it's like I don't
- 58:24even actually have to play the
- 58:25activation stuff as much as I do because
- 58:28I can do stuff like that. So, and then
- 58:33you can just start getting in the mix
- 58:34with some of the big boys. Um, you could
- 58:36even charge these guys into like seven
- 58:38moon operatives.
- 58:40um if they want to try and fall back
- 58:42from you, you can then network
- 58:44counteract after that activation and
- 58:45then you know fall back dash fall back
- 58:50and then uh switch them to conceal
- 58:53um
- 58:54via the network counteract and stuff
- 58:56like that. I've never actually done that
- 58:58yet, so I'm just talking out of my ass
- 58:59right now.
- 59:01Um
- 59:03yeah, I think that's a lot of what I've
- 59:06done with the team. I think that's sort
- 59:08of how I've thought about the team. I
- 59:09don't know if any of this is helpful.
- 59:10Again, this was unscripted and just me
- 59:12rambling for 40 minutes or whatever this
- 59:14has been so far. So, let me know your
- 59:18thoughts. Let me know if this was
- 59:19helpful. Um, again, this is just my
- 59:22perspective on how I found success with
- 59:24the team. Um, a lot of this I sort of
- 59:26figured out on the go. I think before
- 59:28Edmonton, I only had like four or five
- 59:29games on the team recently. So, sort of
- 59:32realized some of the stuff as I was
- 59:33playing and just sort of leaned into
- 59:35what was working.
- 59:37Um, but yeah, there's a ton of different
- 59:38ways to play the team. There's other
- 59:40guns that like I haven't even screwed
- 59:41around with yet, like the phosphor
- 59:42blasters. There is stuff like track
- 59:44enemy, which I'm excited to try. Plant
- 59:46devices. Um, and all of these things
- 59:48might have like niche play into other
- 59:50matchups to start pushing it more into
- 59:51your favor depending on how the matchup
- 59:53goes. So, super fun team. There's a ton
- 59:56of play to the team. I think they are
- 1:00:00hard to pick up. it's hard to sort of
- 1:00:03get a hold on like how these play
- 1:00:05patterns work and there's always a ton
- 1:00:08of options at your disposal because
- 1:00:12actually sorry I will talk about this as
- 1:00:14well where it's like I I'll tell my
- 1:00:15opponents this but let's say I move up
- 1:00:17flamer someone first activation now he's
- 1:00:19expended
- 1:00:21he's still a threat let's say he kills
- 1:00:24one guy and there's another guy still in
- 1:00:25his range your opponent basically has to
- 1:00:28go kill this guy next or risk of me just
- 1:00:32I network counter actually shoot another
- 1:00:33guy. So, it also sort of flips the
- 1:00:36script on like how normal kill team
- 1:00:38works where it's like, okay, that guy's
- 1:00:39expended. I don't need to worry about
- 1:00:40him. I'm going to try and get value
- 1:00:41somewhere else on the map. It flips that
- 1:00:44a bit where it's like maybe they could
- 1:00:46charge over here and kill this guy. But
- 1:00:49if this guy isn't threatening anything,
- 1:00:50this guy, the expended guy is now
- 1:00:52threatening more stuff. So, it's
- 1:00:53actually like a really weird like mind
- 1:00:55[ __ ] you can put your opponents into.
- 1:00:57And if you can set it up right,
- 1:01:01either decision is almost bad, right? So
- 1:01:02if they go kill the expended guy, you're
- 1:01:04like, "Fine, I already got value out of
- 1:01:05that guy. Now I can go do something
- 1:01:06aggressive with the guy that you didn't
- 1:01:07hit." If they go to try and steal an
- 1:01:09activation while I'm still getting value
- 1:01:10out of the guy that I've already
- 1:01:11activated. So it's almost like a
- 1:01:13lose-lose depending on how the board is
- 1:01:15set up. And then when you can set up
- 1:01:18like I've won initiative, this guy's
- 1:01:20here within two of someone and I can
- 1:01:22like move shoot uh free network
- 1:01:25counteract shoot with that guy. You open
- 1:01:27up these double kills and this guy that
- 1:01:30you network counteracted through hasn't
- 1:01:32activated yet. This guy's now on engage
- 1:01:33shot and is activated. And if he's
- 1:01:35within two of someone still and this
- 1:01:36guy's still within two of someone,
- 1:01:37you've fragmented it even more, right?
- 1:01:39And you've you've forked the board state
- 1:01:41even more where now they have to worry
- 1:01:42about these two guys that are still
- 1:01:44threatening more pieces and like this
- 1:01:46guy can activate and go shoot and this
- 1:01:47guy can network counteract. How do I
- 1:01:50kill both these guys without taking more
- 1:01:51losses? So once you sort of get into
- 1:01:54these like crazy gunfight states where
- 1:01:55there's just a ton of different options
- 1:01:57on the board, you have a ton of play in
- 1:02:01those situations because of your network
- 1:02:02counteract ability and how you can start
- 1:02:04positioning your pieces around the
- 1:02:05board. So keep that in mind. Like once
- 1:02:08it turns into a [ __ ] show, you you do
- 1:02:10pretty well in those type of scenarios
- 1:02:12as long as like a shooting fight. The
- 1:02:14melee fight mad not as much and you'll
- 1:02:16probably start getting run over. But um
- 1:02:19yeah, just something worth noting.
- 1:02:21Anyways, that's the end of the rant.
- 1:02:22Thank you for listening. Bye.
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