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Kill Team: Battleclade Faction Guide — Transcript

by Great Lakes Kill Team · 11,839 words · 1,668 segments · language en · Watch on YouTube

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  1. 0:02Hello and welcome back to Great Lakes
  2. 0:05Kill Team where today I'm just going to
  3. 0:09talk a bunch of crap about Battleclades.
  4. 0:12So, um I don't really have like a
  5. 0:15planned format or anything for this
  6. 0:16video. I'm going to treat it sort of as
  7. 0:19a primer, just walking through my
  8. 0:21thoughts on the team. I'll walk through
  9. 0:23the plays, the operatives, just some
  10. 0:24play patterns that I found helpful. Um,
  11. 0:28and by no means is this the only way to
  12. 0:30play the team. Um, it's just my
  13. 0:33experience with the team. So, don't take
  14. 0:34it as gospel or anything like that. Just
  15. 0:36take it as one dumb dude's perspective
  16. 0:39on how to play the team.
  17. 0:42Um, but yeah, I recently took these to
  18. 0:45the Edmonton Open in Canada and I did
  19. 0:48okay with them. Um, but yeah, I figured
  20. 0:51I'd just talk through them a bit. Um, so
  21. 0:54yeah, just talking through the team. Uh,
  22. 0:57they have access to recon and
  23. 0:59infiltration, which I think is a pretty
  24. 1:01good combo. Um, it is a tennop team.
  25. 1:05There are a few choices in here. Um, and
  26. 1:09yeah, I think we'll just sort of jump
  27. 1:11into the operatives. Um,
  28. 1:15the first one is obviously the
  29. 1:16technoarchchaeologist. He is probably
  30. 1:19the most important piece on the team, I
  31. 1:20would say.
  32. 1:22um and where the majority of your power
  33. 1:24comes and where you can set up a lot of
  34. 1:26just asymmetric [ __ ]
  35. 1:30Um so he has two abilities. Uh one is
  36. 1:33omniscanner where you basically just
  37. 1:35pick someone visible or within eight.
  38. 1:38You give them a token. That token stays
  39. 1:40for the whole game. The token stays if
  40. 1:42you die. Um and anytime you are shooting
  41. 1:45or fighting against that operative or
  42. 1:46retaliating, uh you get ceaseless. So
  43. 1:50very very good.
  44. 1:52Uh the other ability that he has, which
  45. 1:53is where a lot of the nonsense comes
  46. 1:55from, is seeker of the divine arcana. Uh
  47. 1:58as a strat gambit, you can perform
  48. 2:00omniscanner, which is the other ability.
  49. 2:02Fall back, place marker, pickup marker,
  50. 2:05reposition, or a mission action.
  51. 2:07Importantly, if it's fall back or
  52. 2:10reposition, it has a few clauses on it.
  53. 2:13Um, one, you either have to end on one
  54. 2:16of your mission markers or you have to
  55. 2:18end on an objective marker or you have
  56. 2:21to end within your drop zone. Um, one of
  57. 2:25the important pieces about that is it's
  58. 2:27not wholly within your drop zone. So
  59. 2:30there are a few like little funky things
  60. 2:32that you can set up. Whereas like if you
  61. 2:34are
  62. 2:36let's say something like this where
  63. 2:38you're just towing just outside of that
  64. 2:406 in line and you need to repo back in
  65. 2:42the strat phase, you go five and then
  66. 2:46one. You're not wholly within your drop
  67. 2:48zone and you can still get a cover line
  68. 2:49like this. Um there is a few maps where
  69. 2:52that does come up and you can just
  70. 2:54always get yourself back to safety. So
  71. 2:56that does come up a bit. Um, and one of
  72. 2:59the I it's not like a special combo or
  73. 3:02anything, but I'm sure that everyone's
  74. 3:03noticed this by now is if you're playing
  75. 3:05retrieval and you go and retrieve with
  76. 3:08him and give him a retrieval marker
  77. 3:10because he controls one of your mission
  78. 3:12markers, he now has full movement in the
  79. 3:15strat phase. You don't have to end on an
  80. 3:17objective marker and you don't have to
  81. 3:18end on your DZ anymore because you're
  82. 3:21always controlling that marker. And this
  83. 3:23is where a lot of his flexibility comes
  84. 3:25from is once you sort of have one of
  85. 3:26these retrieval markers, he can both
  86. 3:30threaten a lot of stuff and almost
  87. 3:32always reposition himself back to safety
  88. 3:34if you need to. So the combination
  89. 3:37between giving out ceaseless having this
  90. 3:39freedom of movement
  91. 3:41um is very very powerful. Something else
  92. 3:43that is a deterrent for people is a lot
  93. 3:46of times people want to charge hug so
  94. 3:48that they can have like a good staging
  95. 3:49point for next turn. Um, he can fall
  96. 3:52back in the strat phase, so it's not
  97. 3:54safe to ever charge hug him. Um, he can
  98. 3:58also do a pickup marker, mission action,
  99. 4:00or place marker. Um, that does come up
  100. 4:04sometimes where you'll already be on an
  101. 4:05objective. Let's say you win initiative.
  102. 4:07You can strap phase, pick up, retrieve
  103. 4:09the token, or you could do the mission
  104. 4:11action. Let's say it's loot or
  105. 4:12something, and then you still have three
  106. 4:14APL for your whole activation.
  107. 4:17So, he's an incredibly strong piece. I
  108. 4:19would say the strongest piece on the
  109. 4:20team and really what I think gives the
  110. 4:22team some of its sauce. Um, his melee is
  111. 4:26fine. It's four on four, three, four,
  112. 4:27severe shock. Uh, his gun is incredibly
  113. 4:30good. Uh, it's very scary if you high
  114. 4:33roll even a little bit. Uh, it's four on
  115. 4:36threes, 42 range, 1 in devastating
  116. 4:39three, and lethal five. Once you start
  117. 4:41comboing that with some of the PS in
  118. 4:42ceaseless, um you'll end up with two
  119. 4:46crits a lot of the times and you'll just
  120. 4:47do a crapload of damage to people.
  121. 4:49Nobody wants to get shot by this gun
  122. 4:50once you tell them the profile. Um I
  123. 4:54don't actually end up shooting that much
  124. 4:55with him just because of some of the
  125. 4:57play patterns I'll talk about later, but
  126. 4:59yeah, he is a incredibly strong piece.
  127. 5:03Uh the second one is sort of like the
  128. 5:05co-leader is um the underser. Um, you
  129. 5:08could argue that he's actually the one
  130. 5:10that enables a lot of the
  131. 5:13um, big plays with this team. Um, it's
  132. 5:15sort of him and the leader that sort of
  133. 5:18facilitate a lot of this stuff. Uh, he's
  134. 5:20completely ass melee, so don't even look
  135. 5:22at that. His pistol is actually pretty
  136. 5:23good. It's four on three, two, four,
  137. 5:25range eight, balanced, and rending. Um,
  138. 5:28you can stack this with uh, the
  139. 5:31ceaseless token and you can stack it
  140. 5:32with one of their firefight plays. So
  141. 5:35you can functionally have double balance
  142. 5:36because the other one isn't the balance
  143. 5:37keyword. It can be double balance
  144. 5:39ceaseless and rending which hitting on
  145. 5:41threes is effectively relentless at that
  146. 5:43point. Um
  147. 5:47this ability I'm not even going to try
  148. 5:49and say it is basically a way to farm
  149. 5:51CP. I end up using this a lot just
  150. 5:53because of the way that I play this guy.
  151. 5:55I will end up leaving him mostly in my
  152. 5:57backline for the entire game and he is
  153. 5:59sort of just like the one telling people
  154. 6:01what to do and I'll get through that
  155. 6:02with his other ability. Uh, the way that
  156. 6:05this one works is within six of him or
  157. 6:08within six of the auto proxy,
  158. 6:12um, anyone that is on a contesting a
  159. 6:15point,
  160. 6:17uh, you roll a D3 and then for each one
  161. 6:20that's contesting a point, you have
  162. 6:22better odds of getting a CP. So, if you
  163. 6:24have one guy contesting a point, you
  164. 6:26need a a one on the D3, so one or two on
  165. 6:28a D6. If you have two guys contesting a
  166. 6:30point, uh, you would have on a d6 one,
  167. 6:34two, three, or four. And if you somehow
  168. 6:35contest all three, which I've never
  169. 6:37done, you will automatically pass it and
  170. 6:39get a CP. So,
  171. 6:42for how CP hungry this team is, I think
  172. 6:44it's a great addition to the team. It
  173. 6:46came a few data slates ago. Um, and a
  174. 6:48lot of the times he'll just stay put for
  175. 6:50two, three, sometimes the whole game and
  176. 6:52try and farm CP and then use his other
  177. 6:54ability.
  178. 6:56Uh, his other ability, which is why you
  179. 6:59could argue he's maybe the best piece on
  180. 7:00the team, is a network override. I you
  181. 7:04can see the sort of red text at the
  182. 7:06bottom. This operative can perform this
  183. 7:07action twice during its activation, but
  184. 7:09cannot perform this action while within
  185. 7:10control range. So, you can do this
  186. 7:11ability twice, which is where a lot of
  187. 7:13the [ __ ] comes from. Uh, what he can
  188. 7:15do is he can either within six of him or
  189. 7:18the auto proxy make somebody network
  190. 7:20counteract or perform a free dash. Um
  191. 7:23the free dash one is sort of the
  192. 7:24important piece because it lets you just
  193. 7:28threaten so much of the board. You can
  194. 7:30imagine on TP1 you go like out one then
  195. 7:33up five with a double dash. This guy
  196. 7:35still hasn't activated and then he could
  197. 7:38you know move five potentially shoot
  198. 7:41someone over here. Obviously easier said
  199. 7:43than done because you have to not be get
  200. 7:44shot in return when you do this stuff.
  201. 7:47But on a lot of the maps, you can sort
  202. 7:48of set this up where you can threaten
  203. 7:50well past the midline. Even with 5- in
  204. 7:52move operatives, a lot of the time on
  205. 7:54TP1, I'm using him to at least let my
  206. 7:57opponents know that I can threaten these
  207. 7:59areas and just make sure they're well
  208. 8:00aware of that. Um, or you can make him
  209. 8:04network counteract two people during his
  210. 8:06activation, which is also very strong.
  211. 8:09Um,
  212. 8:11the the dash is a full 3-in dash, which
  213. 8:14is very important. So you just end up
  214. 8:17getting a lot of free movement out of
  215. 8:20your guys with this. The other thing
  216. 8:21that I ended up doing in Edmonton a lot
  217. 8:24with him was I would sort of use him to
  218. 8:28either fix my own mistakes if I made a
  219. 8:29staging mistake and I've given someone a
  220. 8:31charge for next turn or I just want to
  221. 8:34make sure one of my operatives is
  222. 8:35outside of someone's threat range after
  223. 8:37they've staged. Maybe they staged up
  224. 8:38further than like I was hoping they
  225. 8:40would. Um, let's say I stage someone
  226. 8:42here within six, you know, someone's ran
  227. 8:45up to here or something. I can then make
  228. 8:49him dash back a bunch. So, it's pretty
  229. 8:52flexible because if someone's like just
  230. 8:54inside a charge range, you can just sort
  231. 8:55of use the dash, just fix your
  232. 8:57positioning mistakes a bit, and just
  233. 8:59keep up this sort of like relatively KY
  234. 9:02game. At least that's how I was playing
  235. 9:03it. Um, I think he's a really flexible
  236. 9:06piece because he both lets you have some
  237. 9:09offense and setup threats, but he also
  238. 9:11gives you sort of a get a jail free card
  239. 9:14where it's like if you [ __ ] up a
  240. 9:16staging and you're doing him as a late
  241. 9:17activation and a turning point, you can
  242. 9:19use him to fix those mistakes, which I
  243. 9:21found really, really powerful and
  244. 9:23something that I leveraged a lot.
  245. 9:26Um, after those two, those are the sort
  246. 9:29of the two big power pieces on the team
  247. 9:31as far as I would call them. Uh, next we
  248. 9:34will go through sort of the gun
  249. 9:36servtors. Not a ton to talk about with
  250. 9:38these two, but worth talking about. Um,
  251. 9:42they have some pretty good guns. They
  252. 9:43both hit on fours, but with access to
  253. 9:46both ceaseless and balanced, um, they
  254. 9:48can do quite a bit of damage.
  255. 9:50Uh, one of them is a heavy bolter,
  256. 9:52piercing crits, all that jazz. And the
  257. 9:53other one is a stun gun with, um,
  258. 9:58piercing one. Uh, they have three
  259. 10:00attacks on force, four, five, and
  260. 10:01brutal. So, they're actually pretty good
  261. 10:03in melee. Um, and I would say like the
  262. 10:06biggest benefit to these two is they
  263. 10:08just have a crapload of wounds. They
  264. 10:09both have 11 wounds. They are great at
  265. 10:12soaking up your opponent's aggression.
  266. 10:14They're sort of the pieces that I will
  267. 10:15typically put the most forward as if I
  268. 10:18want someone to hit something, it's
  269. 10:19usually these guys. Um, and the other
  270. 10:22combo that you can do with these is you
  271. 10:24can sort of set up the medic bubble
  272. 10:26where you know need to be within three
  273. 10:28of a medic. You stage one of these guys
  274. 10:31outside of blast but still within three
  275. 10:33of a medic. And then let's say you're
  276. 10:35playing with your techno. The techno can
  277. 10:38then be within three inches of this guy
  278. 10:40for a get down Mr. President. So you're
  279. 10:43redirecting fire or a fight into these
  280. 10:45big gun servtors. If it's a fight, you
  281. 10:48will get combat support, which is really
  282. 10:49nice. So that's going to be three on
  283. 10:51threes, four five brutal, and
  284. 10:53potentially rerolls. Um, so they're
  285. 10:55pretty good at just parrying out a
  286. 10:57fight. uh or if the opponent low rolls,
  287. 11:00they have a strong enough weapon where
  288. 11:01they can just outright kill some people.
  289. 11:03So, they are pretty scary. And if
  290. 11:06there's anyone that I'm going to want
  291. 11:07the opponent to hit, it's going to be
  292. 11:08these guys.
  293. 11:11Uh that's really all there is to say
  294. 11:13about these guys. Um they're pretty good
  295. 11:16to network counteract with as they have
  296. 11:18pretty good guns and if they network
  297. 11:20counteract and go on to engage, you're
  298. 11:23mostly fine with them getting shot
  299. 11:24before other operatives.
  300. 11:27Uh after them we have the combat
  301. 11:29servtors. Uh there is three different
  302. 11:32gun profiles that you can take with the
  303. 11:34gun servtors. Uh you can take a flamer.
  304. 11:37Uh you can take a melta and then you can
  305. 11:39take a phosphor blaster. I never took a
  306. 11:42phosphor blaster or shot a phosphor
  307. 11:44blaster as long as I've played this
  308. 11:45team. Um, the only dude that I know that
  309. 11:48does this is a guy named Bold Eagle in
  310. 11:51Command Point, and I think he's figured
  311. 11:53out some
  312. 11:55successful play patterns with them. So,
  313. 11:57I haven't explored them yet. It's
  314. 11:59definitely something that I need to try.
  315. 12:01I don't think they're bad. I just think
  316. 12:02it hasn't worked out for me yet, which
  317. 12:04is why I haven't um leaned into them too
  318. 12:07much. Um, I think the flamers are just
  319. 12:11like sort of like the heart and soul of
  320. 12:13the team. They're very good flamers.
  321. 12:15They hit on twos. They have saturate,
  322. 12:16they have torrent one, you're going to
  323. 12:18get ceaseless or balance with them. So,
  324. 12:21they just do a ton of damage on into the
  325. 12:23dark or in the strongholds, you're going
  326. 12:25to get lethal five, a very consistent
  327. 12:27gun. Um, into elf bodies, into anything
  328. 12:31that isn't space marines. They just
  329. 12:32wreck them. And even space marines, if
  330. 12:34they fail one of their saves, they're
  331. 12:36taking eight damage from one of
  332. 12:38potentially three flamers that you have.
  333. 12:39So, very, very consistent guns. They hit
  334. 12:42hard. Um, the only real downside is the
  335. 12:446 ines, but because you can sort of play
  336. 12:47with so much movement with the team,
  337. 12:48it's pretty easy to get them into range.
  338. 12:51Uh, normal melta gun, 6 in range,
  339. 12:54really, really strong, but it hits on
  340. 12:56fours, so you likely need some rerolls
  341. 12:58um just to get a good value out of the
  342. 13:01melta. Uh, three on fours, three four is
  343. 13:03their melee. Um, you can buff that up a
  344. 13:06bit obviously with the ceaseless and the
  345. 13:08the balance that you could get. Um, and
  346. 13:10then the four up feel no pain. They
  347. 13:12actually become quite chunky and quite
  348. 13:13hard to kill even in melee.
  349. 13:17Uh, next we have the medic.
  350. 13:22Uh, I think this is one of the best
  351. 13:23medics in the game. Maybe the best medic
  352. 13:25in the game, but don't quote me on that.
  353. 13:27Um, he was a pretty good melee profile.
  354. 13:29Four on fours, three four and rending.
  355. 13:31Uh, he has a normal medic ability that
  356. 13:34functions basically like all the other
  357. 13:36ones, but he doesn't suffer the minus
  358. 13:38one APL penalty. neither does the target
  359. 13:41that dies. Um, which is different than
  360. 13:43some medics. I think there's a few other
  361. 13:44ones that operate like this, but that's
  362. 13:45very very important for a team that
  363. 13:47doesn't want to get stunned. Um, and
  364. 13:49then he has a a heal D3 plus three, so a
  365. 13:52pretty good heal. Um, you basically
  366. 13:55bring him into shooty teams.
  367. 13:58uh when I end up bringing him because
  368. 14:00the auto proxy's a auto take as far as
  369. 14:03I'm concerned. Um I usually end up
  370. 14:06taking cracks just so he does have a
  371. 14:08shooting threat because he does not have
  372. 14:09a gun.
  373. 14:11Um, not a lot else to say with him. Like
  374. 14:14I sort of talked about with that uh like
  375. 14:17daisy chain of stuff that you can set up
  376. 14:20where it's you want to set up, you know,
  377. 14:22just outside of two so you're not
  378. 14:24blasting and it doesn't invalidate the
  379. 14:26medic rule still within three of one of
  380. 14:28your big boys and then you put a piece
  381. 14:29that you really don't want to die but
  382. 14:30you need to be able to play a bit more
  383. 14:32forward within three of the sort of
  384. 14:34middleman. So the combo again here is
  385. 14:38let's say someone targets your techno.
  386. 14:41You then get down Mr. President. That
  387. 14:44redirects the shot into someone within
  388. 14:46three invisible which would be this gun
  389. 14:48servtor. That gun servtor is then within
  390. 14:51range of the medic. So if they shoot
  391. 14:52this guy you redirect it to here. He
  392. 14:54takes the shot and even if he dies he
  393. 14:55gets resed by the medic. It does cost
  394. 14:57you a CP because it's a firefight ploy
  395. 14:59but incredibly strong to set up. It lets
  396. 15:02you play your techno a bit aggressively
  397. 15:04and at the start of the game you do sort
  398. 15:07of need to get him out there a bit
  399. 15:08especially if you don't outactivate your
  400. 15:10opponent and even if they want to come
  401. 15:12melee you you can redirect here and so
  402. 15:15on and so forth. So great medic. Uh
  403. 15:19basically comes into shooty teams. Uh I
  404. 15:22wouldn't take him into melee teams
  405. 15:23obviously and yeah not a lot I'll say
  406. 15:27about him. Uh, I'll talk about the auto
  407. 15:29proxy last.
  408. 15:32Uh, the other one that we have here is
  409. 15:34the breacher. I don't know where I put
  410. 15:37the model.
  411. 15:42There he is.
  412. 15:44Uh, the breacher is probably my like
  413. 15:48maybe this like piece that I get into
  414. 15:51the mix with the most like early in the
  415. 15:53game just because he's so strong. Um, he
  416. 15:56has a crazy good gun. Both of his guns
  417. 15:59hit on threes or both versions of it.
  418. 16:01One's a 6-in profile that's lethal five
  419. 16:04four five hitting on threes and he
  420. 16:06basically has a 2-in piercing two lethal
  421. 16:09five gun. So, this gun is crazy. It can
  422. 16:12it can [ __ ] up anybody. Um, nobody wants
  423. 16:15to get shot by it. And then he also has
  424. 16:16a a power sword that hits on fours. So,
  425. 16:20incredibly strong piece. um if you can
  426. 16:23get like an last activation kill with
  427. 16:25him into a first activation kill, like
  428. 16:26you're in a really really good spot with
  429. 16:28him. And then his breach token, you can
  430. 16:31just set up so much asymmetry with this
  431. 16:33and especially with network counteracts.
  432. 16:35Um I I'll sort of walk through this a
  433. 16:38bit later, but because you can basically
  434. 16:40put this breach token along a wall,
  435. 16:41treats it as accessible and allows you
  436. 16:44to move through the wall with a 1 in
  437. 16:45tax. There is just so much crazy stuff
  438. 16:48that you can do with this in conjunction
  439. 16:49with like the underser network
  440. 16:51counteracts, the stratphase movement
  441. 16:52from the techno. Um, this is how I've
  442. 16:55seen a lot of success or I've had a lot
  443. 16:57of success with the team so far. So, I
  444. 16:59I'll walk through that a bit in a in a
  445. 17:01few.
  446. 17:03Auto proxy is the last one. Uh, I've
  447. 17:06taken him every game. I've never dropped
  448. 17:08him. I don't even know if you can drop
  449. 17:09him. Uh, he's got a few rules. Again, he
  450. 17:11doesn't have a gun. He's got a pretty
  451. 17:12good melee profile. lethal vi and
  452. 17:14shocks. Three, four, hitting on fours.
  453. 17:17Um, no gun. So, when I, like I said,
  454. 17:19when I do take him and I take the medic,
  455. 17:21I do end up bringing cracks most of the
  456. 17:23time, I found, just so that they have a
  457. 17:25shooting presence on the board. Uh, his
  458. 17:29first sort of like innate ability here
  459. 17:31gives uh your team saturate if he can
  460. 17:34see the target. So, a lot of the times
  461. 17:36you're going to want to set him up where
  462. 17:37he has a pretty good view of the
  463. 17:39battlefield. um just so that when you
  464. 17:41are shooting you're going to negate any
  465. 17:42cover that teams have. So uh it's quite
  466. 17:45strong. Uh and then his other ability is
  467. 17:47gaze of the omnisiah. You pick someone
  468. 17:49that you can see. You get seek light and
  469. 17:51ignore obscuring against that target
  470. 17:53until the end of the turning point. Um
  471. 17:55this is another one of those abilities
  472. 17:57that just really keeps opponents honest.
  473. 17:59Doesn't let them stage in places that
  474. 18:01you don't want them to. And then in
  475. 18:02conjunction with saturate
  476. 18:04um yeah it just makes your shots really
  477. 18:07really good even if you are shooting
  478. 18:08someone in light cover with him.
  479. 18:11Uh he also is like the
  480. 18:14operative that the underser relays
  481. 18:16orders through. So something that I do
  482. 18:18with the team a lot is you're going to
  483. 18:20play these two operatives on sort of
  484. 18:21either side of the map just so that you
  485. 18:23can get benefit out of the auras. So
  486. 18:26it's like two six-inch bubbles that you
  487. 18:28have that you need to play through. Um,
  488. 18:30and you more or less want your team
  489. 18:32within those bubbles so that you can get
  490. 18:34value out of the auto proxy and the
  491. 18:36underser ability.
  492. 18:40That is all of the operatives. Like I
  493. 18:42said, it's a 10 operative team. As far
  494. 18:44as like the loadouts that I'm typically
  495. 18:45going, like I said, don't really take a
  496. 18:46phosphor blaster. Shooty teams, I'll
  497. 18:48take the medic. If I don't take the
  498. 18:50medic, I will take three flamers in the
  499. 18:53melta.
  500. 18:54Um, and then yeah, sometimes there's
  501. 18:57teams where you don't the medic or the
  502. 18:59uh melta is a little overkill and then
  503. 19:01if you're taking the medic, you'll just
  504. 19:03take the three flamers, but that is
  505. 19:05pretty rare from my experience so far.
  506. 19:09Uh, we will go and talk about the
  507. 19:12faction rule a bit. I sort of just like
  508. 19:14glazed over this and assumed people
  509. 19:15knew. Um, they sort of have two pieces
  510. 19:17to this. One of them is called transfer
  511. 19:18power.
  512. 19:20once during your activation of a
  513. 19:22servtor. Um, so the gun servtors, all
  514. 19:26the little guys, it's basically everyone
  515. 19:27except the underser and the techno is
  516. 19:29the easiest way to think about it.
  517. 19:31Uh, I can transfer power. What that
  518. 19:34means is I basically siphon an APL out
  519. 19:37of the active model and then after this
  520. 19:39activation, I can trigger a counter
  521. 19:41action with one of my other servtors and
  522. 19:43use that APL to perform the counter
  523. 19:44action.
  524. 19:46So, let's say I had a flamer up here and
  525. 19:51then I could like repo this big guy to
  526. 19:53here. That's one APL. For my second APL,
  527. 19:57I transfer power. His activation ends
  528. 20:00and then I counteract with the the
  529. 20:02flamer and I could tell him to order
  530. 20:04swap and uh shoot or something like
  531. 20:06that.
  532. 20:08This is like a normal counteract where
  533. 20:10you can't do it once more than once per
  534. 20:11turning point. So once someone's network
  535. 20:13counteracted, you can't make them do it
  536. 20:14again, which is important to know. Uh
  537. 20:17the other piece that I talked about a
  538. 20:19little bit there was network counteract
  539. 20:21where you can just tell someone to
  540. 20:22counteract. You can do an order swap as
  541. 20:24part of that which is incredibly strong
  542. 20:26and then tell them to perform a 1 AP
  543. 20:28action. Uh if they do a movement, they
  544. 20:31can only move 2 in for that. So normal
  545. 20:34counteract rules do apply here.
  546. 20:37Um, important piece of this is if either
  547. 20:40the active operative is stunned or the
  548. 20:43operative that you would want to network
  549. 20:44counteract is stunned, you cannot. So
  550. 20:47basically someone stunning your
  551. 20:49operatives after they've activated
  552. 20:51removes them as a threat for both
  553. 20:53network counteracts and for transferring
  554. 20:55power during their own activation. So
  555. 20:56important to remember.
  556. 21:00After this, I guess we'll go through
  557. 21:01strategy deploys. Uh, they have pretty
  558. 21:04good strategy deploys. Definitely the
  559. 21:05one that I play the most and I would say
  560. 21:07is the strongest on the team is
  561. 21:09incantation of the iron soul. Um if
  562. 21:11anyone knows plague marines is basically
  563. 21:12a plague marine feel no pain. So damage
  564. 21:14of three or more on you roll a d6 on on
  565. 21:18a4 up you subtract one from that. So it
  566. 21:21really makes your guys a lot tankier
  567. 21:23than they seem at sort of first glance.
  568. 21:25And there's a ton of times where someone
  569. 21:28will fight you and you'll end up on one
  570. 21:30even for your eight wound guys. So,
  571. 21:32incredibly strong ploy. Uh, anytime that
  572. 21:35you think you're going to get hit, I
  573. 21:38basically play this. It is usually the
  574. 21:40first one that I'll play.
  575. 21:42Uh, after that,
  576. 21:44uh, you have speric possession. Uh, I
  577. 21:49use this one a bit. Sort of depends on
  578. 21:51how much CP I have, and I'll get into
  579. 21:53like why I don't lean on this one as
  580. 21:55much. Uh, within six of the underser,
  581. 21:57within six of the auto proxy, you get
  582. 21:59accurate one. There's a clause in here
  583. 22:01for the comm's device. I never take a
  584. 22:02comms device. So, basically adds three
  585. 22:04inches from the guy who's standing on
  586. 22:06the comm's device.
  587. 22:08Um, but because your team hits on fours,
  588. 22:10it is a very strong ploy. I just don't
  589. 22:13end up using it as much. Uh, the other
  590. 22:17one here, duty of reclamation. Uh, once
  591. 22:20per action, you can use the command
  592. 22:21rroll firefight ploy for zero CP if the
  593. 22:24attacker defense dice was rolled for a
  594. 22:26friendly battle clay operative that
  595. 22:27contests an objective marker or one of
  596. 22:28your mission markers.
  597. 22:30So really what that means is anytime you
  598. 22:32have a dude that's standing on a point
  599. 22:34or one of your mission markers, you will
  600. 22:36get a free CP reroll. That works in
  601. 22:38shooting, that works in fighting, and
  602. 22:40focus in retaliating, and it works when
  603. 22:43you're getting shot. So like one
  604. 22:45operative can just get so much value out
  605. 22:47of this ploy. Um, it's incredibly
  606. 22:49strong. Uh, probably the ploy that I end
  607. 22:52up spending the second most on depending
  608. 22:55on sort of how the flow of the game is
  609. 22:56going.
  610. 22:58The last one, and situationally, this is
  611. 23:01what I would say the best ploy and where
  612. 23:03a lot of like some of my success that I
  613. 23:05found with the team coming from is
  614. 23:06prioritize acquisition.
  615. 23:08Um, you pick an objective marker or one
  616. 23:11of your mission markers.
  617. 23:13Uh, anyone within three of that marker,
  618. 23:15you add one to the attacks out of up to
  619. 23:17a maximum of four.
  620. 23:20Excuse me. So, your big gun servers can
  621. 23:23be four attacks on fours, four, five
  622. 23:24brutal.
  623. 23:26Obviously, very good.
  624. 23:30Um, and then the other part which I
  625. 23:32think is the most important piece of it.
  626. 23:37When determining control of a marker,
  627. 23:39treat the total APL stat of friendly
  628. 23:42battleclade operatives contested as one
  629. 23:43higher if at least one friendly
  630. 23:45battleclade operative contests that
  631. 23:46marker. So
  632. 23:49why I think this is so important and
  633. 23:51where a lot of the play comes from it is
  634. 23:53you have two three APL operatives on the
  635. 23:55team. um which means you can treat them
  636. 23:58as plus one higher for control of an
  637. 24:01objective.
  638. 24:02Importantly, this lets you out OC
  639. 24:05marines and any other three APL
  640. 24:07operative. And if you out activate those
  641. 24:09teams, you can just set up some
  642. 24:12incredibly toxic play patterns that it's
  643. 24:14sort of the onus is on them to sort of
  644. 24:16break that lock that you have on them
  645. 24:17because
  646. 24:19you can play your safe home and
  647. 24:20hopefully you know anyone that's been
  648. 24:22trying to contest it, you can kill
  649. 24:24easily with your guns and then you can
  650. 24:26play this uninteractive piece where you
  651. 24:29can like last activation go put your
  652. 24:31techno on it OC them for the mission if
  653. 24:33it's something like transmission or
  654. 24:34something like that and then start the
  655. 24:38uh firefight phase or in the next strat
  656. 24:40phase, you can repo him back to safety
  657. 24:42where you can't get hit again. Uh I'll
  658. 24:45talk through a bit more of that and sort
  659. 24:47of like how to set that up. But this
  660. 24:50ploy got a ton of mileage in my most
  661. 24:53recent tournament. So if you haven't
  662. 24:54been using this, I'd definitely suggest
  663. 24:57you start looking into it and seeing if
  664. 24:58there's opportunities where this comes
  665. 25:00up.
  666. 25:01against other two APL teams doesn't come
  667. 25:04up as much, but I think you're you're
  668. 25:05doing pretty well into those teams.
  669. 25:06Anyways,
  670. 25:09uh after that, uh the firefight play PS.
  671. 25:11This team has incredible firefight PS.
  672. 25:14Um the first one that I'll get into is
  673. 25:16you can ignore piercing on one of the
  674. 25:18tech priest. So, the underser of the
  675. 25:19techno
  676. 25:20just really good. If someone wants to
  677. 25:22come shoot you with a melta, you can
  678. 25:24ignore that, which is great.
  679. 25:27Uh, the other one here is survile sacy.
  680. 25:31I'm not going to read through it. It's
  681. 25:32basically a get down, Mr. President, for
  682. 25:33your two tech priests. Again, you have
  683. 25:36two PS here that will keep your tech
  684. 25:38priests alive.
  685. 25:40They're your two best operatives on the
  686. 25:42team. So, being able to have access to
  687. 25:43these and just get more mileage out of
  688. 25:45those operatives is really, really
  689. 25:46important.
  690. 25:50Uh, system exorcism is incredibly
  691. 25:52versatile. It comes up a ton and it sort
  692. 25:54of again lets you if you get stunned it
  693. 25:57lets you get out of being stunned during
  694. 25:59that activation if you have a poison
  695. 26:00token on you. You can wipe the poison
  696. 26:02before you take the damage. This also
  697. 26:05gets around things like denounce vox
  698. 26:08scream all of those type of things that
  699. 26:10would delay an activation. You can go to
  700. 26:13activate that operative and then wipe
  701. 26:14that effect. So it also works on stuff
  702. 26:18like uh scout enemy movement. if if
  703. 26:20someone's scouting you, you can wipe the
  704. 26:21scouting. Um any sort of like rules
  705. 26:24change and stuff like that. Incredibly
  706. 26:26versatile.
  707. 26:28Keep a lookout for when you can use it,
  708. 26:29but just that play alone can like win
  709. 26:32you games and make sure that you get
  710. 26:34full value out of your operatives.
  711. 26:38Uh the last one is remote access. Uh in
  712. 26:42into the dark, uh one of your tech
  713. 26:44priests can uh operate a hatch from 4 in
  714. 26:47away. that you don't have to be in his
  715. 26:49control range, which is incredibly
  716. 26:50strong. If someone's on guard, you can
  717. 26:53open it from 4 in away, not proc it, so
  718. 26:55they don't get to fight you, and then
  719. 26:57you could potentially shoot them after
  720. 26:58that with like a network counteract or
  721. 27:00something like that. Um, and the other
  722. 27:02one is you can perform a mission action
  723. 27:05from 4 in away. And the way that this is
  724. 27:08worded,
  725. 27:09you don't require visibility of that
  726. 27:11marker. You just have to be within 4 in
  727. 27:14of it. Um, and you can't have any enemy
  728. 27:16operatives on it. And if there is enemy
  729. 27:18operatives, uh, you obviously can't use
  730. 27:20it unless you they're in, uh, engagement
  731. 27:23range with another one of your
  732. 27:25operatives, which is another way to get
  733. 27:27around it. So, just sort of showing what
  734. 27:29that would look like. Like, let's say
  735. 27:31we're playing loot and this is the
  736. 27:32objective here.
  737. 27:35I could loot the objective from our the
  738. 27:37other side of this wall. I don't even
  739. 27:39have to put my operative at risk. I can
  740. 27:40spend a CP, loot it, and sort of leave
  741. 27:43my operative back here. So
  742. 27:45incredibly valuable just to have this in
  743. 27:49your toolbox. Um depending on the
  744. 27:51mission, it comes up a ton. And sort of
  745. 27:53the two ways that I've had um success is
  746. 27:57like for missions that you need to
  747. 27:58control, you're going to be leaning on
  748. 28:00prioritize acquisition to out OC people.
  749. 28:03And then for missions where you don't
  750. 28:05actually need to be on the point, um,
  751. 28:07you can start leaning on remote access
  752. 28:10to just do things like loot and stuff
  753. 28:13without putting any of your operatives
  754. 28:14at risk. And really what that means is
  755. 28:17it starts forcing people to run at you,
  756. 28:19which is you're pretty good at dealing
  757. 28:21with to begin with. So, uh, again, I'll
  758. 28:24get more into that later, but great set
  759. 28:26of firefight PS play PS, super
  760. 28:28versatile, and it gives you play into
  761. 28:31more or less any team because of the
  762. 28:32combination of Ps that you have here.
  763. 28:34So, really, really good, and I budget a
  764. 28:37lot of CP to lean into these because I
  765. 28:38think they're so strong.
  766. 28:42Uh, we have, uh, some equipment to go
  767. 28:45through. Covert guises is when you
  768. 28:47choose it, you roll a D3. uh any of your
  769. 28:50battleclaid operatives. So that does
  770. 28:52include your underser and your techno.
  771. 28:54Uh depending on what you get with the
  772. 28:56D3, that many guys in the strat phase of
  773. 28:58the first turn get to do a full
  774. 29:00reposition, but they have to end within
  775. 29:02three. Uh I take this very rarely
  776. 29:05actually. Um it does let you threaten an
  777. 29:09insane amount of the board. So just to
  778. 29:12illustrate what you can do with this. Um
  779. 29:15let's say that and this is again just
  780. 29:18for illustrations purposes but let's say
  781. 29:21I have a servtor deployed here. I give
  782. 29:23him the dash. I can then end fully
  783. 29:26within three of my drop zone. And then
  784. 29:28let's say my under seer was staged here.
  785. 29:32I can then dash three in
  786. 29:35or the first thing of my under. I can
  787. 29:37then he's still within six. Tell him to
  788. 29:39dash again.
  789. 29:42Then this guy still hasn't activated. I
  790. 29:44could then move dash him. So he's a 5
  791. 29:46inch move.
  792. 29:48Then he has a dash.
  793. 29:51I could get him all the way back to here
  794. 29:53on TP1.
  795. 29:55And then I could network counteract him
  796. 29:58and be like this guy transfers power,
  797. 30:00tells him to switch to engage and then
  798. 30:01shoot.
  799. 30:02So,
  800. 30:04it's insane. Incredibly crazy that you
  801. 30:07can do this stuff, but it requires a lot
  802. 30:10of setup. It requires a lot of
  803. 30:11investment. It requires a whole
  804. 30:14equipment to do this [cough] to get a
  805. 30:16shot on TP1.
  806. 30:19I will typically only take this into
  807. 30:21Marines, and it is sort of map dependent
  808. 30:24because obviously you can't just run up
  809. 30:25the side here. You're going to get your
  810. 30:26ship blown off. Um, you sort of need a
  811. 30:29way to do this where you can safely go
  812. 30:3133 without getting shot and without
  813. 30:34giving them any sort of interaction with
  814. 30:35you.
  815. 30:37I use it against marines because if they
  816. 30:40do want to run at you, it makes it very
  817. 30:42easy to go get a shot on them on TP1.
  818. 30:45Um, but more what happens is people will
  819. 30:47respect it so much that you can control
  820. 30:50where they get to stage. I will say
  821. 30:53because I don't take I think I only took
  822. 30:54it one game and it wasn't that
  823. 30:56impactful. I can probably have done
  824. 30:58without it is
  825. 31:01you can just get to the places you need
  826. 31:03anyways just with the underser, right?
  827. 31:04Like I can go out one up five and then
  828. 31:08move dash.
  829. 31:13Like it's still more than enough to do
  830. 31:17what you need. You you don't really need
  831. 31:18the equipment to threaten all this stuff
  832. 31:20to begin with. So once you get more used
  833. 31:23to how you're going to play your
  834. 31:25undersseer and keeping him in range of
  835. 31:26the operatives that you're doing this um
  836. 31:29it sort of just becomes redundant in my
  837. 31:31opinion. So I don't actually think you
  838. 31:33need it and it's the equipment that I
  839. 31:35take the least on the team.
  840. 31:38Uh the next one is concealed apparatus.
  841. 31:40Once per battle one combat server or gun
  842. 31:42server can use another weapon on its
  843. 31:44data card didn't select for the battle.
  844. 31:47So what that means is one of your
  845. 31:49flamers can shoot to melta. That's
  846. 31:51basically what it means. That's the only
  847. 31:52thing I've used it for. I will take it
  848. 31:54into marines. That's basically the only
  849. 31:57time I've ever taken this. It gives you
  850. 31:59a second melta shot. You can play one of
  851. 32:01your flamers like a melta and then
  852. 32:03you're fine with him dying and then you
  853. 32:05still have your other melta to counter
  854. 32:06punch anything that they push into you
  855. 32:08with. So you can play the freebie pretty
  856. 32:10aggressively and then you can use your
  857. 32:12actual melta a bit more cautious to
  858. 32:14hopefully get more than one shot out of.
  859. 32:16Probably won't happen, but that's the
  860. 32:18dream. Uh, again, only really take that
  861. 32:20into marines. That's the only time I've
  862. 32:21taken it. Uh, electro electromantic
  863. 32:26capacitors is I take this against melee
  864. 32:28teams. This is about the only time I
  865. 32:29take it. Your whole team gets shocked in
  866. 32:32melee, which is great. And whenever
  867. 32:34you're retaliating, you get severe. So,
  868. 32:37cute little just combo just within the
  869. 32:39card there into melee teams. They don't
  870. 32:41like it. Um, then you can combo that
  871. 32:44with prioritize acquisition to give
  872. 32:46yourself an extra dice for the the three
  873. 32:48attack operatives. Um, it gives you a
  874. 32:52lot more staying power than you should
  875. 32:53and allows you to get in chip with your
  876. 32:55your crits and um, chalk out a dice. So
  877. 32:59instead of just parrying, you can
  878. 33:00actually get a little bit more damage on
  879. 33:01operatives as a result of this. Um,
  880. 33:05yeah, it's good. Basically, just take it
  881. 33:06into melee teams. It's the only time I
  882. 33:08take it. But great equipment. Uh, and
  883. 33:10the one that I take every single game
  884. 33:12and I I don't think I would play the
  885. 33:14team without is neurosyclic reserve
  886. 33:16cells. Once per turning point when you
  887. 33:18transfer power, you can use this rule if
  888. 33:19you do transfer power for zero AP.
  889. 33:22What that means is normally, like I
  890. 33:24said, you have to siphon an APL out of
  891. 33:26someone to transfer power. I could, for
  892. 33:29example,
  893. 33:30dash this guy, take a shot, and then use
  894. 33:34my equipment for the turn and then tell
  895. 33:36this other flamer or whatever to network
  896. 33:38counteract shoot. So, this is one of the
  897. 33:40ways that you can set up double kills um
  898. 33:43is through this equipment. You win
  899. 33:46initiative and you have guys in the
  900. 33:47right position, you can move someone,
  901. 33:49shoot, and then tell another guy to
  902. 33:50shoot. Um, and it's incredibly powerful
  903. 33:53because it gives you the the movement or
  904. 33:55you could like mixion action shoot,
  905. 33:58network counteract shoot, and stuff like
  906. 34:00that. There's just a ton of flexibility
  907. 34:01with the equipment. Um, and yeah, I'm
  908. 34:04never dropping this equipment. I think
  909. 34:06it's busted. I think uh it really gives
  910. 34:09the team a lot more legs. And because
  911. 34:11you don't have a comms, most of you guys
  912. 34:14are 2 APL. It lets you sort of be a
  913. 34:17three APL like operative once at turning
  914. 34:20point, which is great.
  915. 34:24Um, other than that, equipment wise,
  916. 34:26what I end up taking a lot, if I'm
  917. 34:27taking the medic and the uh auto proxy,
  918. 34:30I'll take two cracks or frags, depending
  919. 34:32on if it's like a melee horde or
  920. 34:34something like that.
  921. 34:36Uh, I don't really take stuns and smokes
  922. 34:39that much. I will sometimes, but it was
  923. 34:43I think I did it once in the tournament.
  924. 34:46Never screwed around with vines. I don't
  925. 34:48think you need the coms device. I've
  926. 34:50never screwed around with the ammo cap.
  927. 34:51Excuse me. Uh ladders, depending on the
  928. 34:54map, can be really, really helpful.
  929. 34:55There's a few games that I took ladders.
  930. 34:57uh heavy barricade. Depending on the map
  931. 34:59that you're playing, if you need to be
  932. 35:00able to sit on your home point without
  933. 35:02getting shot off, something like this
  934. 35:03where I don't actually want to push up
  935. 35:05to like here to be on my home point,
  936. 35:08I'll take a heavy a lot of times just to
  937. 35:09fix some of the like issues with the
  938. 35:12staging on the map. Um yeah, this more
  939. 35:16or less what I'm using the heavy for is
  940. 35:18either sitting on my home point or just
  941. 35:19giving me a place to like sit where I
  942. 35:22can set up that like medic bubble pretty
  943. 35:24easily.
  944. 35:26um where you could set up like something
  945. 35:27like this. I don't know even more like
  946. 35:29this, but you get the idea. Put your
  947. 35:31medic here. Put this dude here. He can
  948. 35:33still see stuff. It gives you a better
  949. 35:34staging point here rather than this like
  950. 35:36diagonal line. I I don't actually think
  951. 35:38I did it on this map, but again, just
  952. 35:40for illustration purposes.
  953. 35:43Uh and then razor wire and light
  954. 35:45barricades depending on how you expect
  955. 35:47your enemy to play. A lot of the times
  956. 35:49what I'm doing here is just using it to
  957. 35:51create oneways. So you can use it
  958. 35:52against marines to slow them down, which
  959. 35:54is very very important. Um, give
  960. 35:57yourself more staging points, prevent
  961. 35:59your opponent from placing equipment
  962. 36:00where you know they they want to place
  963. 36:02equipment. Um, I end up taking some
  964. 36:04combination of these usually every game.
  965. 36:07So it's usually like one, two, sometimes
  966. 36:10three pieces of the faction equipment.
  967. 36:12Then usually lights, razor wire, or
  968. 36:14heavy. And that's usually where I sit.
  969. 36:16And then I usually make room for the I
  970. 36:17do make room for the cracks when I'm
  971. 36:19taking the medic and the uh auto proxy.
  972. 36:24That is a quick just overview on the
  973. 36:27operatives, equipment, employees, and
  974. 36:28all that type of stuff. And now maybe I
  975. 36:30can get into some of the play patterns
  976. 36:31that I found success with. Um I loaded
  977. 36:35up this map because I think there's some
  978. 36:36egregious stuff that you can do with
  979. 36:38this team. Uh actually, sorry, I'll go
  980. 36:40into tac ops first. At the tournament, I
  981. 36:43played retrieval every single game. I
  982. 36:45think because of the way that the techno
  983. 36:47works, because of the way some of this
  984. 36:48equipment works, um, and because of how
  985. 36:52safe retrieval is, I think it's a great
  986. 36:54tackup for the team. I think they play
  987. 36:56it incredibly well. Um, I've played some
  988. 36:59steel intelligence in the past. I think
  989. 37:01that has a lot of merit as well. I would
  990. 37:04never play flank. You can do some cute
  991. 37:06stuff with scout enemy movement where
  992. 37:08you can like scout four operatives
  993. 37:09before the like in your first
  994. 37:12activation, by your first activation.
  995. 37:14Uh, you can do this by Techno does it in
  996. 37:17the strat phase. Your undersseer then
  997. 37:19activates. He scouts and then he goes
  998. 37:21network counteract network counteract.
  999. 37:22Tell you you're just a scout. You've
  1000. 37:24scouted four operatives.
  1001. 37:26It can work pretty well, don't get me
  1002. 37:28wrong. And I've played it a few times
  1003. 37:29and had like middling success with it.
  1004. 37:32My main issue with these type of play
  1005. 37:33patterns is like
  1006. 37:36one, you're activating your under seer
  1007. 37:38incredibly early and usually he's my
  1008. 37:40last or near last activation. So, it
  1009. 37:43sort of flips that on its head, which I
  1010. 37:45don't didn't like. Um, because again,
  1011. 37:48you can use him to fix your positioning
  1012. 37:50mistakes. You can use him to threaten so
  1013. 37:52much of the board that once he has
  1014. 37:53activated,
  1015. 37:55you're pretty static as far as what your
  1016. 37:58threat ranges are. Until he's activated
  1017. 38:00though, even your activated guys can
  1018. 38:03dash dash and still be a threat
  1019. 38:04somewhere. So, he gives you a lot more
  1020. 38:07versatility in what you're able to
  1021. 38:09threaten and what your opponent needs to
  1022. 38:10respect until he's gone.
  1023. 38:13Um, but yeah, Scout definitely has play.
  1024. 38:16I've played it a few times. It's not
  1025. 38:17terrible. Um, I would say you're either
  1026. 38:21playing retrieval, you're playing scout,
  1027. 38:22you're playing steel intelligence. I
  1028. 38:23haven't tried plant devices on this
  1029. 38:25team. Maybe with that prioritize
  1030. 38:27acquisition play and your leader, you
  1031. 38:29could like do some cheeky plant device
  1032. 38:31stuff. I also haven't tried track enemy.
  1033. 38:35I am interested in trying track enemy
  1034. 38:37because you can network counteract
  1035. 38:38change your order that you can probably
  1036. 38:41set up some funky stuff with this where
  1037. 38:43you're able to track people pretty
  1038. 38:44easily. Uh I played track a ton on cults
  1039. 38:46and I really really like the tack op. Um
  1040. 38:50I just haven't had the time to actually
  1041. 38:51explore it yet with this team. So
  1042. 38:52something that's definitely on my radar.
  1043. 38:54I just haven't had the time to try it.
  1044. 38:58Um a lot of the times I'm just taking as
  1045. 39:00primary. When I am going into the game
  1046. 39:03with retrieve, I am really just focusing
  1047. 39:06on getting four points on retrieval and
  1048. 39:07then two points on my primary. Um, some
  1049. 39:11people might hate that. I I'm not trying
  1050. 39:13to like get a huge score out of my game,
  1051. 39:15but because of the way that I've played
  1052. 39:17this team, it's incredibly consistent to
  1053. 39:20get those six points. And I'm just happy
  1054. 39:24every single game that I'm able to score
  1055. 39:26a consistent six. I don't really need to
  1056. 39:28think too hard about how I'm going to
  1057. 39:29score these points. And it lets me focus
  1058. 39:32on either killing my operatives enemy
  1059. 39:34efficiently or playing the crit up
  1060. 39:35efficiently because I don't need to
  1061. 39:38dedicate a ton of brain power and
  1062. 39:39thinking to how I'm going to play
  1063. 39:40retrieve. It's just very easy for this
  1064. 39:43team to do it in combination with like
  1065. 39:45the leader stuff and network counteracts
  1066. 39:47and just how you can position that you
  1067. 39:49you borderline just get it for free.
  1068. 39:53Um now to sort of some of the play
  1069. 39:55patterns and stuff like that. So, um,
  1070. 39:59again, some of the stuff like if I'm
  1071. 40:00looking at this map and I'm trying to
  1072. 40:02set up, I'm probably going to place my
  1073. 40:04auto proxy in the middle somewhere
  1074. 40:05because I want him away from my
  1075. 40:07underser. I'm probably going to place my
  1076. 40:09underser on the other side here near my
  1077. 40:10home so he can do stuff here. I would
  1078. 40:13likely have a heavy barricade here
  1079. 40:16somewhere. I didn't measure this out.
  1080. 40:17Don't crucify me if this is the actual
  1081. 40:19spot.
  1082. 40:21Uh, and then I would have, let's say,
  1083. 40:23some combination of some flamers
  1084. 40:24somewhere here.
  1085. 40:27Uh, I would probably have some big guys
  1086. 40:29in here.
  1087. 40:32Uh, let's say we're not taking the
  1088. 40:33medic.
  1089. 40:36Uh, I would definitely have my breacher
  1090. 40:37here, which I'll get to why I'm doing
  1091. 40:39that.
  1092. 40:41Uh, I also want my techno playing mid if
  1093. 40:43I'm playing this map.
  1094. 40:48Again, this isn't like there might be an
  1095. 40:51angle someone could get a dirty little
  1096. 40:54shot on me from here, but again, this is
  1097. 40:56just for illustration purposes.
  1098. 41:11Whatever. Uh, two, four, six, seven,
  1099. 41:14eight, nine. And then we have one more
  1100. 41:17uh which would be what is this? Malta.
  1101. 41:19Melta. Sure. Melta can melt probably
  1102. 41:22comes to the middle instead of one of
  1103. 41:23these. Or you can put a over here. I
  1104. 41:26don't know. You get the idea.
  1105. 41:30Something like this.
  1106. 41:33Something like this. Let's say this is
  1107. 41:36like a setup that I've done. And I'll
  1108. 41:38I'll sort of walk through why I've
  1109. 41:40loosely placed these operatives where I
  1110. 41:42have. Um, again, we want the unders and
  1111. 41:44the auto proxy not near each other so
  1112. 41:46that we can get as much value out of
  1113. 41:49their two six-inch auras
  1114. 41:52six.
  1115. 41:54Um, more or less what I'm committing to
  1116. 41:56is I'd either have my big tag come and
  1117. 41:57sit on this point, which is maybe what I
  1118. 41:59would do. He's going to be within range
  1119. 42:02of my underser. This gives me a way to
  1120. 42:06farm some CP, which is something I'm
  1121. 42:09thinking about. I always want to try and
  1122. 42:10farm that, especially early on in the
  1123. 42:11game. As long as he's safe, he's good to
  1124. 42:14sort of stay put. Uh, I could get
  1125. 42:16another flamer up to here, which can
  1126. 42:17maybe be aggressive depending on how my
  1127. 42:19opponent is staged.
  1128. 42:22Um, and then maybe another one that can
  1129. 42:24just move up and try and or counter
  1130. 42:25punch anyone who does come into here.
  1131. 42:29Not a lot of thinking's going on here.
  1132. 42:31This guy can easily retrieve on either a
  1133. 42:33network counteract or as activation. If
  1134. 42:35this is like transmission, he can tap
  1135. 42:36retrieve. Doesn't really need to do
  1136. 42:38much. Maybe you have this barricade
  1137. 42:40facing the other way. if I'm thinking
  1138. 42:42about it, just so that he can actually
  1139. 42:44see the midpoint and potentially get
  1140. 42:47some shots off there depending on how
  1141. 42:48people stage.
  1142. 42:52Um, and yeah, he's sitting here. He's
  1143. 42:54doing mission actions. He can network
  1144. 42:55counteract and shoot or just shoot if he
  1145. 42:57needs to depending on how the game
  1146. 42:58unfolds. The other ones are really just
  1147. 43:00looking to shoot people.
  1148. 43:03Uh, these big boys, you probably want to
  1149. 43:06do something where you like dash them up
  1150. 43:08just so they can climb. They climb up
  1151. 43:09for three and then they go or three I
  1152. 43:12don't and then they go two inches after
  1153. 43:16the climb.
  1154. 43:19They're mostly safe depending on how
  1155. 43:20you've actually set this up. Um
  1156. 43:25maybe they dash to like here, they climb
  1157. 43:28up and they go too something like that.
  1158. 43:31They're pretty safe. You can then
  1159. 43:33network counteract them two inches to
  1160. 43:34sort of get them in the exact position
  1161. 43:36that you want. really just gives him a
  1162. 43:38good spot to look over the whole map. If
  1163. 43:40people get funky around mid, he can
  1164. 43:41network counteract shoot them. He's
  1165. 43:43mostly just going to be planted sitting
  1166. 43:44up there the whole game just as a
  1167. 43:46deterrent. [snorts]
  1168. 43:48Uh the other ones that you have here,
  1169. 43:50the auto proxy, you definitely want in a
  1170. 43:52good spot where he can see the whole
  1171. 43:54map. So again, he's going to do a dash.
  1172. 43:57He's going to climb up three and then go
  1173. 43:59two and just come somewhere where you
  1174. 44:00can poke his head out and just see most
  1175. 44:03of the map. You can threaten seek light.
  1176. 44:04You can threaten ignore obscuring. And
  1177. 44:07you get this sort of three-inch bubble
  1178. 44:08here, which when you look at it in 3D,
  1179. 44:11you cover a ton of space. You cover the
  1180. 44:13majority of the midpoint here where you
  1181. 44:15can still tell operatives to network
  1182. 44:17counteract through your underser, farm
  1183. 44:19the CP, so on and so forth. You really
  1184. 44:23want him in a a good spot where he can
  1185. 44:25see the majority of the battlefield. You
  1186. 44:27can get value out of his stuff. And then
  1187. 44:29also, if I had the Metak here, he would
  1188. 44:32have a crack grenade. He can still
  1189. 44:33threaten some of this [ __ ] So that's
  1190. 44:34what I'm doing with him.
  1191. 44:37the breacher on this map and where I
  1192. 44:39think it enables some like borderline
  1193. 44:41toxic play patterns out of the team. You
  1194. 44:43could move him up five,
  1195. 44:46bunker him into the corner here and then
  1196. 44:49you could breach
  1197. 44:51with a breach marker as close as you can
  1198. 44:52in the corner. That shit's now treated
  1199. 44:55as accessible and you can now move
  1200. 44:58through that wall. And why is this so
  1201. 45:00toxic and why is it so important for the
  1202. 45:02team? Well, a few reasons.
  1203. 45:05within six of the auto proxy you can use
  1204. 45:08the undererser's ability. I could save
  1205. 45:11his spot right now. I could make him
  1206. 45:13dash through too. And on this map in
  1207. 45:16particular, I can get to the center
  1208. 45:17point. So I could dash him through. Then
  1209. 45:20I could dash him again. Still within a
  1210. 45:22six of the underser hopefully. Yep. And
  1211. 45:26then I could have him network counteract
  1212. 45:27somewhere after this which is sick.
  1213. 45:31Um, it lets you threaten charges from
  1214. 45:34that corner. Um, he has a seven inch
  1215. 45:38charge, so six inches through this. You
  1216. 45:39cover the whole center point, which is
  1217. 45:41sick. Um, and where I think a lot of the
  1218. 45:43toxic [ __ ] comes from, especiate
  1219. 45:58a marine team, right? They have a marine
  1220. 46:00on here. Um, I could use that prioritize
  1221. 46:04acquisition ploy to get plus one control
  1222. 46:07for this point. I can out OC that
  1223. 46:10marine. So, I can move on to here. I
  1224. 46:12could potentially shoot him
  1225. 46:15or if I have to tap the point, I can
  1226. 46:16move tap and then I can retrieve.
  1227. 46:20Once I have retrieved him, if I am doing
  1228. 46:22this as my last activation at the start
  1229. 46:24of the next turning point, I can then
  1230. 46:28graph repo him. So I can then repo him
  1231. 46:31through this
  1232. 46:33hole that I made and put him back to
  1233. 46:35complete safety. If I win initiative, I
  1234. 46:37don't necessarily have to do that. I
  1235. 46:39could potentially shoot, do something
  1236. 46:42else, and then repo back through. And
  1237. 46:45just sort of looking at this map, it's
  1238. 46:48pretty hard for your opponent to break
  1239. 46:49this because if using marines as an
  1240. 46:52example, they don't want to run up too
  1241. 46:54far because of what you can threaten in
  1242. 46:56the ranges that you can threaten with
  1243. 46:57your underser. And you have effectively
  1244. 46:59two meltas and another P2 gun. You have
  1245. 47:02two P1 guns. Uh, and then you have
  1246. 47:04flamers. Your team hits incredibly hard
  1247. 47:06and you have your techno ability. Team
  1248. 47:08hits incredibly hard. No one really
  1249. 47:10wants to [ __ ] with that [ __ ] on TP1. You
  1250. 47:12can keep people pretty honest. They
  1251. 47:14probably won't leave the stronghold.
  1252. 47:15Maybe they'll run up to here, but then
  1253. 47:17you're probably getting shots off and
  1254. 47:18then they probably just play safe home.
  1255. 47:20So,
  1256. 47:22because you can threaten this very like
  1257. 47:24asymmetric stuff with strat phase
  1258. 47:25movement and these holes,
  1259. 47:29it's so hard for your opponent to sort
  1260. 47:31of break this like cage or lock that you
  1261. 47:34have on them. And because you're playing
  1262. 47:35retrieval
  1263. 47:37again, once I sort of have these two
  1264. 47:38points,
  1265. 47:41I'm probably not even going to [ __ ] with
  1266. 47:42this. I'll probably just ignore this the
  1267. 47:44whole game. I'll sit on my six points
  1268. 47:45that I have, and then they have to focus
  1269. 47:48on playing crit, and they somehow have
  1270. 47:50to score their attack. So, I will just
  1271. 47:52focus on denying that, killing their
  1272. 47:54operatives, playing the crit better than
  1273. 47:56them, and gaining a a VP advantage that
  1274. 47:58way. And more or less, in some fashion,
  1275. 48:02this is this is how I played the team.
  1276. 48:04the entire weekend. Um, now let's say
  1277. 48:06this wasn't transmission. I'd probably
  1278. 48:09still put this marker here just to
  1279. 48:11threaten stuff. But again, what that
  1280. 48:14lets me do is I can just tap this
  1281. 48:17objective within four of him and I don't
  1282. 48:18need visibility.
  1283. 48:21I can just do this through the wall. So
  1284. 48:23again, I can play incredibly safe. I can
  1285. 48:26do that last activation, go get my
  1286. 48:27retrieval token, and then come back. And
  1287. 48:30then I can just continually play first
  1288. 48:33activation. I'm going to tap it and do
  1289. 48:35stuff like that. Even if I need to go
  1290. 48:37onto the point because let's say they
  1291. 48:38left a marine there and I can't tap it
  1292. 48:40through the wall. Um I can stage it in
  1293. 48:43such a way where I can
  1294. 48:46get to here with a repo, tap it, and
  1295. 48:48then dash back through the wall or vice
  1296. 48:50versa. Right? Maybe I have to to
  1297. 48:52actually make that doable. I can't have
  1298. 48:53my breacher in the corner, but you would
  1299. 48:55set that up if you needed to.
  1300. 49:00So you can do stuff like that. Dash
  1301. 49:03through, tap, repo back through. And
  1302. 49:06again, it's pretty unengaging gameplay,
  1303. 49:09I will say. And people don't love it
  1304. 49:11when you do it to them, but it makes the
  1305. 49:13team incredibly strong. And I don't
  1306. 49:16think this team
  1307. 49:19does that well if you just start trading
  1308. 49:22operatives around too much because you
  1309. 49:23hit on fours a lot of the time that you
  1310. 49:27really want to control the shots that
  1311. 49:28you are getting. You want to control
  1312. 49:29where your opponent's able to position
  1313. 49:31and you want to force your opponent to
  1314. 49:33have to take risk. And that's what I've
  1315. 49:36done a lot where once you sort of get
  1316. 49:38this lock and once your opponent starts
  1317. 49:39to realize it, you force them to make
  1318. 49:42bad decisions and you force them into
  1319. 49:45uncomfortable spots where they're like,
  1320. 49:46"Shit, I have to run at you now. I'm
  1321. 49:48going to lose if nothing else changes
  1322. 49:50for this game. They're forced to start
  1323. 49:52running at you. They're forced to start
  1324. 49:53trying to come up to your stronghold.
  1325. 49:56And once they start doing that, because
  1326. 49:57of network counteracts, you have a ton
  1327. 50:00of flexibility on how you can punish
  1328. 50:02them, on how you can make your important
  1329. 50:04pieces live and how you can sort of out
  1330. 50:07position and maneuver them with like
  1331. 50:09seek light, network counteracts, the
  1332. 50:11hidden melta, the movement from these
  1333. 50:13guys, so on and so forth. So that's a
  1334. 50:17lot of what I've ended up doing on the
  1335. 50:19team is sort of general play patterns
  1336. 50:21like that.
  1337. 50:22>> [snorts]
  1338. 50:23>> Um, some other funky stuff that you can
  1339. 50:25do, especially on Tomb World and guard,
  1340. 50:28is if someone's guarding,
  1341. 50:31uh, the way that the interaction works
  1342. 50:32is that if I network counteract, the
  1343. 50:35network counteract occurs after my act
  1344. 50:38activation.
  1345. 50:40And because of that, I don't actually
  1346. 50:42switch his order to engage or take the
  1347. 50:44shot during my activation. And the way
  1348. 50:46that guard is worded is you can only do
  1349. 50:49it before or after an action during an
  1350. 50:51activation. So nobody can proc their
  1351. 50:54guard off of a network counteract shot.
  1352. 50:57And depending on how they've set up, if
  1353. 51:00they go on guard, you then activate
  1354. 51:02someone, network counteract, let's say
  1355. 51:05this big gun server to engage and shoot
  1356. 51:06them. They don't get to take their guard
  1357. 51:08shot off that. They then have to, and
  1358. 51:11let's say this guy hadn't activated yet,
  1359. 51:13so he's just network counteracted.
  1360. 51:17They basically have to go try and kill
  1361. 51:18this guy right now because if they
  1362. 51:20don't, what then happens is during my
  1363. 51:23actual activation, I'm going to activate
  1364. 51:25this guy. I'm going to rip another shot
  1365. 51:27into that guy that's on guard probably
  1366. 51:30with two shots and like ceaseless and
  1367. 51:32potentially balanced and stuff like
  1368. 51:33that. Even hitting on fours, you're
  1369. 51:36probably going to kill something because
  1370. 51:37if you're rolling so many dice, you're
  1371. 51:39rolling 10 dice across those two shots.
  1372. 51:40You potentially have ceaseless and
  1373. 51:42balance, which is even more rerolls
  1374. 51:43going on there. and piercing one four
  1375. 51:46six let's say on this gun between two
  1376. 51:48shots you're going to kill probably
  1377. 51:50whatever you're shooting. So it's a it's
  1378. 51:52a cheeky little interaction that you can
  1379. 51:54use to um punish people going on guard
  1380. 51:57against this team.
  1381. 52:00Um what else is there that I found
  1382. 52:03interesting as far as like play patterns
  1383. 52:05go?
  1384. 52:07Um you can network counteract tell guys
  1385. 52:09to fight. So, if someone's trying to
  1386. 52:10charge hug you and they don't want to
  1387. 52:12die, um you can just network counteract
  1388. 52:14fight them. And then if they kill your
  1389. 52:16guy, then you can start ripping shots
  1390. 52:17into them. And if they don't, then
  1391. 52:19potentially on how you roll, you're just
  1392. 52:20doing some free damage, right? And
  1393. 52:21that's across potentially two fights. Um
  1394. 52:24or even three if they charge fought a
  1395. 52:26ready guy, didn't want to kill you, you
  1396. 52:28can then activate that guy, fight, and
  1397. 52:29then you can network counteract fight
  1398. 52:30again. So, it's like pretty difficult to
  1399. 52:32charge hug these guys without them
  1400. 52:34actually killing the operative that um
  1401. 52:37they're charge hugging.
  1402. 52:40Um, with the way this CP ability works,
  1403. 52:44I think there was one game at the
  1404. 52:45tournament where I ended up going up to
  1405. 52:469 CP just by going second and like
  1406. 52:49hitting this uh CP ability every time
  1407. 52:52that I uh rolled it.
  1408. 52:55The free CP is great. Like I said, these
  1409. 52:58firefight play PS are really, really
  1410. 52:59strong. They have great strategy plays.
  1411. 53:03Um, you'll end up using all the CP. I
  1412. 53:05think before this change, you always
  1413. 53:07felt like you were very CP starved, and
  1414. 53:10this lets you get around that a bit.
  1415. 53:13Um,
  1416. 53:16what else is interesting with the team?
  1417. 53:18Some of the other stuff you can do with
  1418. 53:19the breacher is, uh, where did I put
  1419. 53:21him? Here he is. [snorts]
  1420. 53:25Uh, you can actually play him passively
  1421. 53:27for a bit. So, I could do like something
  1422. 53:28as like go up here, then repo, go to
  1423. 53:35punch a hole in this corner up here and
  1424. 53:38then activate my underser.
  1425. 53:40Uh, tell him to
  1426. 53:44dash two off and then one for the drop
  1427. 53:47and then dash forward again and then I
  1428. 53:49could tell him to network counteract.
  1429. 53:50So, you could get like two breach tokens
  1430. 53:52on TP1. You could also do stuff like
  1431. 53:54this where you punch one in this corner,
  1432. 53:56let's say something like this, and then
  1433. 53:57you dash dash M6,
  1434. 54:00punch one in the other corner. Um, it
  1435. 54:03just really gives you a lot of like
  1436. 54:04staging options. It lets you stay pretty
  1437. 54:06safe. Like if you're right up in these
  1438. 54:08corners, I can be outside of hatchway
  1439. 54:10fight range. I think there's a position.
  1440. 54:12Yeah, you can do something like this.
  1441. 54:14So, lets you play pretty safe. Lets you
  1442. 54:17be outside of hatchway fight range and
  1443. 54:18gives you a lot of staging asymmetry,
  1444. 54:21right? Where it's pretty hard for them
  1445. 54:23to get in here and then you could still
  1446. 54:25threaten all this type of stuff. So, I
  1447. 54:28think that's great. Um,
  1448. 54:31a lot of like generally how my turn one
  1449. 54:33would look is let's say I'm playing this
  1450. 54:35map. I would stage pretty heavily in
  1451. 54:37this stronghold. I would probably stay
  1452. 54:40pretty far back here. Just put one guy
  1453. 54:42onto the point if I needed to. And then
  1454. 54:46I am using my undererser's ability to
  1455. 54:49really just threaten my opponent from
  1456. 54:52staging up along this wall. Threaten
  1457. 54:55them off of staging here. And then
  1458. 54:57again, I don't really give a [ __ ] what
  1459. 54:58they do here. So, I am using the crazy
  1460. 55:03long threat ranges that I have and my
  1461. 55:06network counteract ability to
  1462. 55:07potentially shoot here to threaten
  1463. 55:09people out of typical staging positions.
  1464. 55:12And because my guns are so good, they
  1465. 55:14typically don't want to take that risk.
  1466. 55:16Um, that's what I'm doing. If people
  1467. 55:18call my bluff, I will then just find a
  1468. 55:20way to get a guy up here as safely as I
  1469. 55:22can to go get a shot.
  1470. 55:25Um, and then I'll go take the shot. And
  1471. 55:26if I can, that means I can move, shoot,
  1472. 55:29network counteract, shoot. And if I'm
  1473. 55:30shooting a melta twice into someone,
  1474. 55:31they are very likely dead, even if it's
  1475. 55:33on fours. Same thing with the flamer.
  1476. 55:36The flamer is going to do a crapload of
  1477. 55:37damage to someone.
  1478. 55:39Um, the spot that I've struggled
  1479. 55:42against, and I think I got lucky in my
  1480. 55:45run at the tournament where I think I
  1481. 55:48only got out activated twice, and I
  1482. 55:51don't think this team loves being
  1483. 55:53outactivated.
  1484. 55:54Um, it's the the play pattern is pretty
  1485. 55:58obvious when you outactivate your
  1486. 55:59opponents into elves into elites.
  1487. 56:04I feel really confident in sort of how
  1488. 56:06I'm staging and how I'm positioning and
  1489. 56:08how I'm thinking about how the the flow
  1490. 56:09of the game is going to go there. Uh, if
  1491. 56:12you're playing something like or brood
  1492. 56:14brothers, it becomes a bit harder
  1493. 56:16because
  1494. 56:18they have the last activation. They
  1495. 56:21always have the say you need to put a
  1496. 56:22piece at risk if you want to go play the
  1497. 56:24crit. if you want to go do this stuff.
  1498. 56:25So, a lot of the times, well, I haven't
  1499. 56:29played it that much, I will say. So,
  1500. 56:31this is just sort of how I've thought
  1501. 56:32about this game. If I'm getting out
  1502. 56:33activated,
  1503. 56:35the onus is on me to make the first move
  1504. 56:37and to get the action going. Um, and one
  1505. 56:40of the ways that you can do that is
  1506. 56:42through the techno.
  1507. 56:45Um what that especially with these
  1508. 56:47breach markers if I was to let's say win
  1509. 56:50initiative and I had this breach breach
  1510. 56:52marker I could repo him five through and
  1511. 56:55then I potentially have move dash to
  1512. 56:58start threatening stuff right and if
  1513. 57:00because he has one in devastating if I'm
  1514. 57:02playing into a horde team they're
  1515. 57:04probably seven or eight wound models if
  1516. 57:06he has even staged back near his DZ
  1517. 57:12anyone within on.
  1518. 57:15It's one of the options that you have to
  1519. 57:17potentially go and sort of break the
  1520. 57:19activation lock that they have on you,
  1521. 57:21right? Like if I have a if I'm getting
  1522. 57:24out activated and someone gives me this
  1523. 57:27torrent shot or not torrent shot, the
  1524. 57:29oneinch devastating shot,
  1525. 57:32it's if it's a seven wound, five up save
  1526. 57:34model, I might be happy to just go do
  1527. 57:37that just to start killing some
  1528. 57:38activations. He's got a three up save.
  1529. 57:40He's pretty tanky on his own. So if they
  1530. 57:42want to start wasting shots on him
  1531. 57:43there,
  1532. 57:45you can ignore the piercing and so on.
  1533. 57:48So he's a good p piece to start breaking
  1534. 57:51that like activation hold um and start
  1535. 57:53moving it more into your advantage. Um
  1536. 57:57the other options that you have to do
  1537. 57:58that is depending on how they staged
  1538. 58:01because like let's say they wanted to
  1539. 58:03play the KG game and wait for you to go
  1540. 58:04to the center point. If I have first
  1541. 58:06activation and something like loot
  1542. 58:09again, I can just start playing an
  1543. 58:10interactive game. I'll just tap this
  1544. 58:12point through the wall and just [ __ ]
  1545. 58:14off. Or I can if I win initiative on
  1546. 58:17loot, just repo him through. I'll tap
  1547. 58:20the point, I'll retrieve, and then I'll
  1548. 58:21repo back through. And it's like I don't
  1549. 58:24even actually have to play the
  1550. 58:25activation stuff as much as I do because
  1551. 58:28I can do stuff like that. So, and then
  1552. 58:33you can just start getting in the mix
  1553. 58:34with some of the big boys. Um, you could
  1554. 58:36even charge these guys into like seven
  1555. 58:38moon operatives.
  1556. 58:40um if they want to try and fall back
  1557. 58:42from you, you can then network
  1558. 58:44counteract after that activation and
  1559. 58:45then you know fall back dash fall back
  1560. 58:50and then uh switch them to conceal
  1561. 58:53um
  1562. 58:54via the network counteract and stuff
  1563. 58:56like that. I've never actually done that
  1564. 58:58yet, so I'm just talking out of my ass
  1565. 58:59right now.
  1566. 59:01Um
  1567. 59:03yeah, I think that's a lot of what I've
  1568. 59:06done with the team. I think that's sort
  1569. 59:08of how I've thought about the team. I
  1570. 59:09don't know if any of this is helpful.
  1571. 59:10Again, this was unscripted and just me
  1572. 59:12rambling for 40 minutes or whatever this
  1573. 59:14has been so far. So, let me know your
  1574. 59:18thoughts. Let me know if this was
  1575. 59:19helpful. Um, again, this is just my
  1576. 59:22perspective on how I found success with
  1577. 59:24the team. Um, a lot of this I sort of
  1578. 59:26figured out on the go. I think before
  1579. 59:28Edmonton, I only had like four or five
  1580. 59:29games on the team recently. So, sort of
  1581. 59:32realized some of the stuff as I was
  1582. 59:33playing and just sort of leaned into
  1583. 59:35what was working.
  1584. 59:37Um, but yeah, there's a ton of different
  1585. 59:38ways to play the team. There's other
  1586. 59:40guns that like I haven't even screwed
  1587. 59:41around with yet, like the phosphor
  1588. 59:42blasters. There is stuff like track
  1589. 59:44enemy, which I'm excited to try. Plant
  1590. 59:46devices. Um, and all of these things
  1591. 59:48might have like niche play into other
  1592. 59:50matchups to start pushing it more into
  1593. 59:51your favor depending on how the matchup
  1594. 59:53goes. So, super fun team. There's a ton
  1595. 59:56of play to the team. I think they are
  1596. 1:00:00hard to pick up. it's hard to sort of
  1597. 1:00:03get a hold on like how these play
  1598. 1:00:05patterns work and there's always a ton
  1599. 1:00:08of options at your disposal because
  1600. 1:00:12actually sorry I will talk about this as
  1601. 1:00:14well where it's like I I'll tell my
  1602. 1:00:15opponents this but let's say I move up
  1603. 1:00:17flamer someone first activation now he's
  1604. 1:00:19expended
  1605. 1:00:21he's still a threat let's say he kills
  1606. 1:00:24one guy and there's another guy still in
  1607. 1:00:25his range your opponent basically has to
  1608. 1:00:28go kill this guy next or risk of me just
  1609. 1:00:32I network counter actually shoot another
  1610. 1:00:33guy. So, it also sort of flips the
  1611. 1:00:36script on like how normal kill team
  1612. 1:00:38works where it's like, okay, that guy's
  1613. 1:00:39expended. I don't need to worry about
  1614. 1:00:40him. I'm going to try and get value
  1615. 1:00:41somewhere else on the map. It flips that
  1616. 1:00:44a bit where it's like maybe they could
  1617. 1:00:46charge over here and kill this guy. But
  1618. 1:00:49if this guy isn't threatening anything,
  1619. 1:00:50this guy, the expended guy is now
  1620. 1:00:52threatening more stuff. So, it's
  1621. 1:00:53actually like a really weird like mind
  1622. 1:00:55[ __ ] you can put your opponents into.
  1623. 1:00:57And if you can set it up right,
  1624. 1:01:01either decision is almost bad, right? So
  1625. 1:01:02if they go kill the expended guy, you're
  1626. 1:01:04like, "Fine, I already got value out of
  1627. 1:01:05that guy. Now I can go do something
  1628. 1:01:06aggressive with the guy that you didn't
  1629. 1:01:07hit." If they go to try and steal an
  1630. 1:01:09activation while I'm still getting value
  1631. 1:01:10out of the guy that I've already
  1632. 1:01:11activated. So it's almost like a
  1633. 1:01:13lose-lose depending on how the board is
  1634. 1:01:15set up. And then when you can set up
  1635. 1:01:18like I've won initiative, this guy's
  1636. 1:01:20here within two of someone and I can
  1637. 1:01:22like move shoot uh free network
  1638. 1:01:25counteract shoot with that guy. You open
  1639. 1:01:27up these double kills and this guy that
  1640. 1:01:30you network counteracted through hasn't
  1641. 1:01:32activated yet. This guy's now on engage
  1642. 1:01:33shot and is activated. And if he's
  1643. 1:01:35within two of someone still and this
  1644. 1:01:36guy's still within two of someone,
  1645. 1:01:37you've fragmented it even more, right?
  1646. 1:01:39And you've you've forked the board state
  1647. 1:01:41even more where now they have to worry
  1648. 1:01:42about these two guys that are still
  1649. 1:01:44threatening more pieces and like this
  1650. 1:01:46guy can activate and go shoot and this
  1651. 1:01:47guy can network counteract. How do I
  1652. 1:01:50kill both these guys without taking more
  1653. 1:01:51losses? So once you sort of get into
  1654. 1:01:54these like crazy gunfight states where
  1655. 1:01:55there's just a ton of different options
  1656. 1:01:57on the board, you have a ton of play in
  1657. 1:02:01those situations because of your network
  1658. 1:02:02counteract ability and how you can start
  1659. 1:02:04positioning your pieces around the
  1660. 1:02:05board. So keep that in mind. Like once
  1661. 1:02:08it turns into a [ __ ] show, you you do
  1662. 1:02:10pretty well in those type of scenarios
  1663. 1:02:12as long as like a shooting fight. The
  1664. 1:02:14melee fight mad not as much and you'll
  1665. 1:02:16probably start getting run over. But um
  1666. 1:02:19yeah, just something worth noting.
  1667. 1:02:21Anyways, that's the end of the rant.
  1668. 1:02:22Thank you for listening. Bye.

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