Feels great to see that you guys are getting more confident with the rules as you keep playing, in this game aside from the extra wound given to the intercessors (they have 14 normaly, not 15, that's just the sergeant) everything was pretty much in order ! Keep it up !
@@creon3866 yes and it's the tactic steve was using in this battle report, but in this game all intercessor warriors had 16 wounds instead of the normal 15 as steve probably got confused (maybe he thought the sergeant and the warriors had the same ammount of wounds or something). Didn't change much tho, so just a minor mistake
Kill Team might lack the cinematic scale of the standart 40k games, but the chess-like turn system adds a lot of fun and dynamic to watch. Pls continue doing both.
So, criticals from Bolt Rifles are AP1. Which means a lot of those times James would have saved on that 3rd dice would not have happened, probably ending with a lot more dead Orks.
More KillTeam! I love it. This is the series that got me into this channel. I really hope you run more KillTeam, there's so much more content, depth, and it's faster to play.
This is a really hard mission for the one moving across due to kill teams System. Since it's essentially 40k chess and operatives don't have a lot of defenses especially against charging melee finishes, it really becomes a case of hit and run. And with space marines the one thing you have to do is really capitalize on their 3 APL to dash out shoot and then take full Cover preventing counterattacks.
Space Marine Steve is very brave indeed. But no matter how brave you are, you cant compensate for a good strategy. Great game to both of you. Cant wait to see the next matchup ! :)
Not that it made a difference for the dakka boy, in terms of when he shot, but I think James put the wounded token on prematurely. The boys all have 10W each and should only be wounded on 4W- (less than 50% health rule). Maybe I'm wrong.
You wouldn't alternate deployment normally, it's defender first and then attacker, not deploy all at once. EDIT: What a great match! I need to try this mission as well, really thematic but simple.
i gotta say, at least from the first (two) turning points it really does not seem very fair for the marines, they still take tons of damage but cant really kill much because of the ridiculous cover
@@jinofthesheep well even with "playing the mission" you usually still have to fight (especially in kill team where even tanky operatives can easily die) and there was also so much distance they had to cover to escape, i have time to watch more now so ill see what has happened tho
@@mangost2008 just meant that getting used to the rules and tempo of the game takes a few games, and this mission requires a level of familiarity. The defender needs to cover circa 24” to get off the board (with obstacles 30”) and an inexperienced players might not know how to accomplish this mission successfully
@@mangost2008 it’s a narrative mission too, it’s not meant to be balanced. But there’s a way of winning this map where it’s all about move, dash, shoot (therefore typical shooting output reduced by 50% for the intercessor) and flooding one side
Great batrep guys! Rules mistakes are getting less and less common and you guys seem a lot more comfortable. The only really important note I have is that shots from a vantage point treat the enemy as engaged, so you effectively never get the auto retain from both cover and Skulk About at the same time. Skulk About just makes it so you are always getting that auto-retain as long as you're concealed. It's kind of not well explained though, I made the same mistake in the first couple matches I played with Kommandos.
@@nraketh Unfortunately not. Page 72 of the Core Rulebook, under vantage point: "Each time an operative on a vantage point makes a shooting attack, each enemy operative that has a Conceal order that is in Cover provided by Light terrain or another operative, and is at least (2inches) lower than them, is treated as having an Engage order for that attack instead." This contrasts descriptions like indirect, which specifies it is during the "Select Valid Target Step" IT is in effect for the whole shoot action, which means the enemy is not in conceal and does not get Skulk About. Another note is that if it works the way you said, then they would get an auto-retain from Skulk About, but not from Cover, as Cover only auto-retains a defense dice if you are engaged, as per the rules on Page 70 under Cover. The reason you still get it when shot from a vantage point is because you are treated as engaged for that whole shooting attack. I hope this is comprehensive and understandable enough. I just want to help more people understand how some of the weirder rulings work. I don't mean to sound pretentious in any capacity with page numbers and such, just want to let others know where I get the information. This is how it's run in tournaments.
@@Dracodomin "skulk about" was errata'd and specifies that it happens regardless of other rules which treat it as if it had an engage order (such as vantage points). Therefore, it could autoretain two successful defence dice
@@SuperComedybob Oh awesome. Thanks for the correction. I really wish Kill Team's books were pdf-based so the errata were applied to the original text. I stand corrected. :)
Love Kill Team and love having James on the channel! Just a heads up Steve, both rifles have the P1 rule which means if you get a crit in shooting, The defender loses one of their defense dice. In turning point two, that first intercessor that fired twice should have been way more effective.
@@PlayOnTabletop if you want to give nick a chance I'd say pathies, intercession is STRONK. New kroot is more like middle of the pack ish, which is fine but it would be quite an uphill battle for him
@@vvman524 nah pathies are less strong as long as you have enough line of sight breaking cover and no climb able stuff in drop zones. Plus you need to play pathies extremely sharp to be thst good, otherwise they are just regular. Nick tends to play fun, not uber leet Pro strats
Aside from the dice (which at the end of the day has the biggest impact on who is the winner) I would actually just try to make a total run for it on space marine side and try to avoid melee as much as i can. Kommandos are quite strong in krumpin' range and charging any is risking a whole game in a stat that they are best at IMO :v
Also I think this mode is kinda unbalanced since attacker has far easier task than defender. Especially when they can put up normal sized squad. Yes the overwatches could make it even harder for the defender but I would rather try to do something here to even the odds - maybe make them have like 1 less barricade to place or 1 entire terrain piece less or make it smaller
Poor Steve, you looked so beaten down right from the beginning I couldn't help rooting for the SM while I'm more of a Dakka boy. Anyway, I hope you'll get your peps back and will despatch death to the xenos next time :D Love your KT content!
STEVE!!! always great seeing you and the other ork named james, yes I am James as well, and I play orks, but mine is shooty lol. Great series steve you have opened up killteam for me and ever since the first match I have been obsessed for the game! Kommandos all the way! Keep up the food work and on a real note brother, watch the diet and such :). We love ya steve and don't want you getting lazy, we want ya around for a long time bro!
Man, a mix of very good cover positioning by James, and Steve just not playing the mission whatsoever turned this into an absolute blowout! I was rooting for Orkz as one of my fav factions but damn. I could tell pretty early that Steve was focusing too much fire on the Orkz when his mission was to break through. He clearly had so much better of a Melee punch and failed to use it until the Leader who took out TWO boyz on his own before finally being overwhelmed! That's impressive! I was surprised that James didn't sac the Burna turn 1 to basically nuke Steve's clustered units, he looked close enough, but maybe the measurements didn't quite work. I recall the Burna doing GREAT against grouped units and that was practically begging for it. The small scale of Kill Team is really cool, but I can't help but be a little disappointed that I can't take some units that I find really cool. Would love to have a Weirdboy, or a Shokk Attack Gun.
Very much felt Steve wasn't playing the objective and just wanted to get vengeance on killing the orkz (which I felt he did) unfortunate it ended up crippling him in points
@@miimiichao6686 honestly he didn't really kill THAT many Orkz. Yeah he got more than his Intercessors died, but I should sure hope given the number differences! Not to say it wasn't enjoyable to watch. The worst of Play On's still blows the best of MANY other big batrep channels out of the water
Still trying to learn the rules, in particular cover rules. At 19:15, I would have guessed the Ork couldn't be shot because it looks like they're at least two inches apart and the cover lines go through terrain and the Ork is concealed. Or does the fact that the Space Marine is within 1 inch of cover mean it ignores the cover lines? I feel like this scenario isn't really covered in the rule book.
started getting into this part of 40k because of you guys im actually starting my first army very soon im really hype for it. first army will be death guard because of tycho love his energy and vibe and the way he plays he is my favorite play on member but i do love all of the play on members cant wait for more i still have a lot to binge from you guys keep up the great work
Im still not clear on if you HAVE to use two normal saves against a crit or you have a choice to use against normal hits? The way the rule is written suggests it's not a choice
Dammit, it bites that the Deathwatch lost. I was so rooting for them. But on the bright side, these small squad battles are just as fun as the full-scale pitched battles.
*The 3:1 rule of combat states that in order that for the attacker to win the battle, his forces should be at least three times the force of the defender* What i saw here pretty much proves that statement correct. This mode def needs some adjustments.
I am an absolute beginner on kt but how did James get his orks to fire with conceal tokens and still benefit from those rules. I thought with the conceal up he couldn't shoot..
Really love the videos. New to KT but played a lot of 40k solo. Was wondering about the Strategic ploys and Tactical ploys. Are they played out during each models turn or the strategic ploy must be declared before starting your units actions? For example : If a unit attacks and I don't like the outcome, can I then decide to use the strategic ploy or I had to call it before starting ? thanks in advance for anyone who responds.
Another great victory for da orks in kill team... What? You said is the 1st one? Wrong, orks neva loose, die fighting is THE victory! Great matches from this Kill team series guys, I don't know the rules of KT but you are doing a lot of entertaining videos about it and in this game I think fun comes before the rules, this is not a KT tournament! Keep doing the great stuff and krump the 'umiez!
Love this. Well done. Do we have another option for SpaceMarines? I love them, but is underwhelming seen them loosing so often. Could you add another player who loves SpaceMarines? One with better luck maybe? Love u Steve. Just try getting some Ws to the emperor
I don’t think the boss Nob has to give one of his own APL to another Kommando, in the same way the comms boy does. I think if they’re within 6” and line of sight, he can just give another Kommando an additional APL while maintaining 2 APL for himself.
@Jim Jones Heya, I hope you have a good holidays, and I am glad that I still have some degree of perception that works in the grimdark days of the 2nd millennium! 😏
Ad Mech in kill team, or Ad Mech in general? They're still learning the rules, so they've chosen sides that are relatively easy to play. If Tak is to play KT, he'd surely bring his ad mech
@@GundamReviver it’s only relatively recently that the changes came into effect taking them from worst bespoke team to best, so many probably didn’t play them before as they were so bad. As for these guys, they’re still learning, so picked easier teams. New year they have a new kill team series planned, so expect more variety in teams
Absolutely love the kill team content, Please don’t stop making it!
at 16:23 I felt that "Wild stuff, okay great." in my soul as a tabletop player
SIX Marine Steve!!! Glad you were able to come back to the series so Steve had a fair shake at it with the extra intercessor in the squad
And he knows he's got THREE APL!!
Feels great to see that you guys are getting more confident with the rules as you keep playing, in this game aside from the extra wound given to the intercessors (they have 14 normaly, not 15, that's just the sergeant) everything was pretty much in order ! Keep it up !
They can have 15 with the right chapter tactic
@@creon3866 yes and it's the tactic steve was using in this battle report, but in this game all intercessor warriors had 16 wounds instead of the normal 15 as steve probably got confused (maybe he thought the sergeant and the warriors had the same ammount of wounds or something). Didn't change much tho, so just a minor mistake
@@TopODaMernin with "the normal 15", i meant the normal 15 wounds they have IF YOU ARE USING THE CHAPTER TACTIC that gives you +1 wound.
Kill Team might lack the cinematic scale of the standart 40k games, but the chess-like turn system adds a lot of fun and dynamic to watch. Pls continue doing both.
So, criticals from Bolt Rifles are AP1. Which means a lot of those times James would have saved on that 3rd dice would not have happened, probably ending with a lot more dead Orks.
So what you're saying is, Steve yet again got screwed because the team didnt fully understand the rules?
These were auto bolt rifles, so no AP1 crits just reroll 1s.
@@tiberiumnp8030 Then they forgot the Ceaseless rule.
@@ChaosIsaacZero Ceaseless = reroll 1s. He did that all the time.
@@tiberiumnp8030 I only saw it when he did Tactical Doctrine. Then there was a moment where he had more than one and only rerolled one, haha.
Absolutely sick battle report. You guys are artists. Thanks so much!
Steve, it is time to build a squad of Lamenters.
Do it. Embrace it.
Just ordered Kill Team starter set for my son and I to start! You guys are the best, thank you so much for all you do!
How’s the games?
More KillTeam! I love it. This is the series that got me into this channel. I really hope you run more KillTeam, there's so much more content, depth, and it's faster to play.
I love the mission! One team making a run through the gauntlet while being fired upon 💥
It's one of my favourites too, so thematic
Love Kill Team so much. Glad you're catching up with the rules as your videos are the very best this plataform has to offer. Play On!
This is a really hard mission for the one moving across due to kill teams System. Since it's essentially 40k chess and operatives don't have a lot of defenses especially against charging melee finishes, it really becomes a case of hit and run. And with space marines the one thing you have to do is really capitalize on their 3 APL to dash out shoot and then take full Cover preventing counterattacks.
Space Marine Steve is very brave indeed. But no matter how brave you are, you cant compensate for a good strategy.
Great game to both of you. Cant wait to see the next matchup ! :)
Can I say this series is great but the intro music is absolute 🔥love it so much!
I'm liking this new Killteam stuff. This was an interesting mission, hope y'all try it again, or whatever other new variations there are to killteam.
As always; great job everyone at PlayOn! I'm a full convert from 40k to Kill Team in large part to the fun we see you guys having here.
This intro -- ABSOLUTELY HYPE!!! Nice job y'all, super fun video :D
im so glad you guys are feeling comfortable enough to branch out into kill teams cool new rules!! Keep it up!!
KILL TEAM BABY!! It’s so good because it’s perfect for entry level players and those who want a quicker game
I still can’t get my head around kill team 😢
Good stuff. Would still love to see Warcry or Bloodbowl though. Both would be great with Play on Tabletops editing style
Not that it made a difference for the dakka boy, in terms of when he shot, but I think James put the wounded token on prematurely. The boys all have 10W each and should only be wounded on 4W- (less than 50% health rule). Maybe I'm wrong.
I put it down but I didn't play him as wounded
You wouldn't alternate deployment normally, it's defender first and then attacker, not deploy all at once. EDIT: What a great match! I need to try this mission as well, really thematic but simple.
So fun to watch, love these Killteam Videos! Keep it up!
i gotta say, at least from the first (two) turning points it really does not seem very fair for the marines, they still take tons of damage but cant really kill much because of the ridiculous cover
That's cause Steve is still trying to get used to KT. Target priority, play the mission. You don't need to table an opponent to win
@@jinofthesheep well even with "playing the mission" you usually still have to fight (especially in kill team where even tanky operatives can easily die) and there was also so much distance they had to cover to escape, i have time to watch more now so ill see what has happened tho
@@jinofthesheep and besides what does "getting used to kill team" have to do with the mission being unbalanced?
@@mangost2008 just meant that getting used to the rules and tempo of the game takes a few games, and this mission requires a level of familiarity. The defender needs to cover circa 24” to get off the board (with obstacles 30”) and an inexperienced players might not know how to accomplish this mission successfully
@@mangost2008 it’s a narrative mission too, it’s not meant to be balanced. But there’s a way of winning this map where it’s all about move, dash, shoot (therefore typical shooting output reduced by 50% for the intercessor) and flooding one side
Absolutely loving the killteam matches. Here's to hoping we see the team drop into those new space-hulk maps and missions!
Wow, this might be the best series of battle reports I’ve ever seen! Can’t wait to see what happens next
Love seeing the Kill Team board, and the teams themselves.
Dont feel bad steve, the exact same thing happened to me too when I played this mission with a pal of mine
That was so much fun. Steve is looking great too.
Great batrep guys! Rules mistakes are getting less and less common and you guys seem a lot more comfortable. The only really important note I have is that shots from a vantage point treat the enemy as engaged, so you effectively never get the auto retain from both cover and Skulk About at the same time. Skulk About just makes it so you are always getting that auto-retain as long as you're concealed. It's kind of not well explained though, I made the same mistake in the first couple matches I played with Kommandos.
You still get the skull about, as vantage only makes them an eligible target for selecting targets and doesn’t interact with skull about.
@@nraketh Unfortunately not. Page 72 of the Core Rulebook, under vantage point: "Each time an operative on a vantage point makes a shooting attack, each enemy operative that has a Conceal order that is in Cover provided by Light terrain or another operative, and is at least (2inches) lower than them, is treated as having an Engage order for that attack instead."
This contrasts descriptions like indirect, which specifies it is during the "Select Valid Target Step" IT is in effect for the whole shoot action, which means the enemy is not in conceal and does not get Skulk About.
Another note is that if it works the way you said, then they would get an auto-retain from Skulk About, but not from Cover, as Cover only auto-retains a defense dice if you are engaged, as per the rules on Page 70 under Cover. The reason you still get it when shot from a vantage point is because you are treated as engaged for that whole shooting attack.
I hope this is comprehensive and understandable enough. I just want to help more people understand how some of the weirder rulings work. I don't mean to sound pretentious in any capacity with page numbers and such, just want to let others know where I get the information. This is how it's run in tournaments.
@@Dracodomin "skulk about" was errata'd and specifies that it happens regardless of other rules which treat it as if it had an engage order (such as vantage points). Therefore, it could autoretain two successful defence dice
@@SuperComedybob Oh awesome. Thanks for the correction. I really wish Kill Team's books were pdf-based so the errata were applied to the original text. I stand corrected. :)
Love Kill Team and love having James on the channel! Just a heads up Steve, both rifles have the P1 rule which means if you get a crit in shooting, The defender loses one of their defense dice. In turning point two, that first intercessor that fired twice should have been way more effective.
Thanks
Tau nick Pathfinders and Intercession Squad Steve for next season
oh yeah! Or the new Kroot!
@@PlayOnTabletop if you want to give nick a chance I'd say pathies, intercession is STRONK. New kroot is more like middle of the pack ish, which is fine but it would be quite an uphill battle for him
@@vvman524 nah pathies are less strong as long as you have enough line of sight breaking cover and no climb able stuff in drop zones. Plus you need to play pathies extremely sharp to be thst good, otherwise they are just regular. Nick tends to play fun, not uber leet Pro strats
@@PlayOnTabletop do 6 stealth suits lol
Great game. More kill team please!
Aside from the dice (which at the end of the day has the biggest impact on who is the winner) I would actually just try to make a total run for it on space marine side and try to avoid melee as much as i can. Kommandos are quite strong in krumpin' range and charging any is risking a whole game in a stat that they are best at IMO :v
Also I think this mode is kinda unbalanced since attacker has far easier task than defender. Especially when they can put up normal sized squad.
Yes the overwatches could make it even harder for the defender but I would rather try to do something here to even the odds - maybe make them have like 1 less barricade to place or 1 entire terrain piece less or make it smaller
You guys and Gals made me wanna try 40k, and killteam. All about da Orks!
Whaaaaaagh
Love this series
Love kill team!!!!
Keep it up boys!!! Glad to see Ork Krumping
Whaaaaaagh
@@JimJones-ur3el Kommandos are awesome
Poor Steve, you looked so beaten down right from the beginning I couldn't help rooting for the SM while I'm more of a Dakka boy. Anyway, I hope you'll get your peps back and will despatch death to the xenos next time :D Love your KT content!
STEVE!!! always great seeing you and the other ork named james, yes I am James as well, and I play orks, but mine is shooty lol. Great series steve you have opened up killteam for me and ever since the first match I have been obsessed for the game! Kommandos all the way! Keep up the food work and on a real note brother, watch the diet and such :). We love ya steve and don't want you getting lazy, we want ya around for a long time bro!
Man, a mix of very good cover positioning by James, and Steve just not playing the mission whatsoever turned this into an absolute blowout! I was rooting for Orkz as one of my fav factions but damn. I could tell pretty early that Steve was focusing too much fire on the Orkz when his mission was to break through. He clearly had so much better of a Melee punch and failed to use it until the Leader who took out TWO boyz on his own before finally being overwhelmed! That's impressive!
I was surprised that James didn't sac the Burna turn 1 to basically nuke Steve's clustered units, he looked close enough, but maybe the measurements didn't quite work. I recall the Burna doing GREAT against grouped units and that was practically begging for it.
The small scale of Kill Team is really cool, but I can't help but be a little disappointed that I can't take some units that I find really cool. Would love to have a Weirdboy, or a Shokk Attack Gun.
Very much felt Steve wasn't playing the objective and just wanted to get vengeance on killing the orkz (which I felt he did) unfortunate it ended up crippling him in points
@@miimiichao6686 honestly he didn't really kill THAT many Orkz. Yeah he got more than his Intercessors died, but I should sure hope given the number differences!
Not to say it wasn't enjoyable to watch. The worst of Play On's still blows the best of MANY other big batrep channels out of the water
Always good to see the boyz deliver a krumpin
James and da Boyz! Orks iz best!!
Love how Steve did his own intro.
27:30 I believe the Ultramarine who charged and then fought had another AP, which he could have used to shoot the concealed Boy?
Why would he have been able to shoot the concealed boy
@@vmarshall2799 He could've shot the ork on top of the vantage point because it had no Cover.
Still trying to learn the rules, in particular cover rules. At 19:15, I would have guessed the Ork couldn't be shot because it looks like they're at least two inches apart and the cover lines go through terrain and the Ork is concealed. Or does the fact that the Space Marine is within 1 inch of cover mean it ignores the cover lines? I feel like this scenario isn't really covered in the rule book.
started getting into this part of 40k because of you guys im actually starting my first army very soon im really hype for it. first army will be death guard because of tycho love his energy and vibe and the way he plays he is my favorite play on member but i do love all of the play on members cant wait for more i still have a lot to binge from you guys keep up the great work
Would like to see Steve play Custodes in Kill Team. I think it could be entertaining to watch Steve play with an the 18w guards
Spacemarine Steve is my hero!!!!!!
Im still not clear on if you HAVE to use two normal saves against a crit or you have a choice to use against normal hits? The way the rule is written suggests it's not a choice
Dammit, it bites that the Deathwatch lost. I was so rooting for them. But on the bright side, these small squad battles are just as fun as the full-scale pitched battles.
He was just playing intercessors with black paint.
At 20:35 he retains 2 saves. Can I ask why not only one for cover? Im new player and still dont know much :D
Found the warhammer nerds orphage.
Or heavenly palace... it is really hard to tell.
We want more Kill Team! please.
What speed paints do you use for the Krieg and orks? And is there a box containing them
4 dmg at 21:45 is wrong. Two critical Defensive rolls block the crit and the two regular hits.
*The 3:1 rule of combat states that in order that for the attacker to win the battle, his forces should be at least three times the force of the defender*
What i saw here pretty much proves that statement correct. This mode def needs some adjustments.
It's like Steve wanted to lose!
It was a great Game, but I'm confused, what happened with the special ammunition of The Deatwatch? It does not exists in kill team games?
Steve did you get married!!! Congrats!!! Winter of Steve!!!!!
Quite late comment, but does anyone knows where I can find the t shirt Jame wears?
Did not know that Space Marine Steve is an Elton John fan, huh, ya learn somethin new every day
I am an absolute beginner on kt but how did James get his orks to fire with conceal tokens and still benefit from those rules. I thought with the conceal up he couldn't shoot..
His sniper has a special rule to be able to do it but use extra actions to do so.
@Play On Tabletop great thanks for the info was confusing for a noob
Really love the videos. New to KT but played a lot of 40k solo. Was wondering about the Strategic ploys and Tactical ploys. Are they played out during each models turn or the strategic ploy must be declared before starting your units actions? For example : If a unit attacks and I don't like the outcome, can I then decide to use the strategic ploy or I had to call it before starting ? thanks in advance for anyone who responds.
Size of Killteam boards, I wonder about Melee Intercessors over Ranged Intercessors. Then again I am biased towards Blood Angels.
Another great victory for da orks in kill team... What? You said is the 1st one? Wrong, orks neva loose, die fighting is THE victory! Great matches from this Kill team series guys, I don't know the rules of KT but you are doing a lot of entertaining videos about it and in this game I think fun comes before the rules, this is not a KT tournament! Keep doing the great stuff and krump the 'umiez!
Whaaaaaagh
Great to see the Orks stomp!!!
Whaaaaaagh
Steve seems sad in this :( hugs dude
I hope you run another Kill Team tourney once you've played through Octarius. Really enjoying these.
Army Painter, Offer to sponsor another please? 😃
Those are some crazy barricade rules lol
Would love to paint some marines with those paints
This just seems wildly favoured to the Ork & James’ rolls are insanr
I looked it up online and I could have sworn space marine death watch kill teams only get five models?
What’s the song name at 28:56
We really need a match where it's Space Marine Steven vs Chaos Space marine Steve, narrated by Steve!
Love this. Well done. Do we have another option for SpaceMarines? I love them, but is underwhelming seen them loosing so often. Could you add another player who loves SpaceMarines? One with better luck maybe? Love u Steve. Just try getting some Ws to the emperor
Nice episode!
Please may i ask for some christmas Necrons? :D
Steve sporting a Elton John Hoodie, did you see the show in Van? :P
How can we order T-shirt from this company?
James! What is the name for your squig beard?
Wispy
Steve seems to be struggling even with the new rules.
"You can't wait to see the nob." Lolololol
Ap1 doesn't remove a defence die does it?
Yes.
I don’t think the boss Nob has to give one of his own APL to another Kommando, in the same way the comms boy does. I think if they’re within 6” and line of sight, he can just give another Kommando an additional APL while maintaining 2 APL for himself.
Lil Jimmy No Bones Jones
vs
Space Marines Don't Cry, Steve
BOLTER DISCIPLINE 😁😁😁
More Kill Team!
did i see a kingdom death dice being used?
Orcs have a lot of wounds and are beasts in melee.
If Mr. Initiative doesn't work as a mechanic at least part time, something strange is going on with the world.
I work at a warehouse. we do sell EGR kits,race exhaust, and rims and tires. However I do maintain my own vehicle and can mount and balance tires😜
@Jim Jones Heya, I hope you have a good holidays, and I am glad that I still have some degree of perception that works in the grimdark days of the 2nd millennium! 😏
@@williamfawkes8379 same to you!
Yay orks!
Killteam is amazing
Yes moooooore!
Don’t know why your using terrain as a barricade. It’s very clear what a barricade is and it’s measurements.
regular intercession warriors have 14 wounds, not 15 :)
Edit. Nevermind steve had the starting wounds incorrect. You can get to 15 buts its not the starting point
Kill Team Rules!!
2023 year of Steve coming soon???
As much as I love to see Space Marines get stomped, this mission seems super one sided
Does no one play Ad Mech on the team?
Surprisingly I age tn seen admech OUTSIDE of this channel in kill team either, not quite sure why they seem rare ish
Ad Mech in kill team, or Ad Mech in general? They're still learning the rules, so they've chosen sides that are relatively easy to play. If Tak is to play KT, he'd surely bring his ad mech
@@jinofthesheep I meant in kill team specifically.
@@GundamReviver it’s only relatively recently that the changes came into effect taking them from worst bespoke team to best, so many probably didn’t play them before as they were so bad. As for these guys, they’re still learning, so picked easier teams. New year they have a new kill team series planned, so expect more variety in teams
Can you do more death korps of krieg
You guys should use the new imp guard models for a game
There was a game played against Chaos not long ago. It was a bit of a bloodbath. As is the right and proper fate of a Guardsman.
Orks orks orks! Wwaaaaggghhh