i might be a super long beard here but can't help it every time i hear "astra militarum" i wanna correct them and say you mean imperial guard? any you guys feel the same way?
Yup. The fact that gw want to own the names of their stuff means they are creating a bunch of silly new names and expect us to swallow the bullshit. To this old soldier, they will always be the Guard.
@@notknightbean Yet, sadly, marine bolt rifles hit back harder. Marines would wound on a 3+, Get through armor on a 5+, so ~45% of hits get through. The Karskins wound on a 4+, and get through armor on a 6+ (due to AoC), for ~42%. Sure, they win on points (essentially going up to 83% since they're doubling the number of shots), but they also get a unique character, their HQ buff, and a a strat. Also the marines could do this from 30 inches to the Karsk's 12. Marines are crying for a LOT of reasons, but this combo ain't it.
@@GradeAMolvanian I think he might be more worried about the lore reason than the actual tabletop comparison, but it is good to remind people that you have to pay for a space marines toughness. It would be funny if GW made the bolter stronger and marines became 30 pt's per model, while terminators with storm bolters clocked in at 50. But then they would suck at melee, and we would have to ask ourselves if marines who are bad at melee fit the lore.
-Take Born Soldiers -SGT with Hotshot Pistol, 2 Hotshot volley guns, and either 2 Plasma or 2 Melta -Put them in a Chimera with a Castellan -jump them out, then the Castellan -Castellan gives Take Aim order -1CP Overcharge Lascells, 1CP Ingrained Precision You now on average max out the 6MW from Overcharge Lascells on the HIT roll. I'll need to see if that's better than 2 Plasma 2 Melta and Sniper teleporting with the Barbicants Key.
The overcharged lascells strat also says that you can only do 6 mortals to A unit. Nothing about splitting fire and doing more to others. Give them re rolls to hit with leontus and take the hot shot volley guns and you can by splitting fire average a lot more than 6, spread out across a few targets. Give em orders plus hit re roll then barbican's key them into the enemy lines and let rip
@@niceboldt7295 start them near lord solar, he gives them full rerolls and FRFSRF in the command phase, then you teleport at the end of your movement phase
The Hotshot lasgun is probably the single most changed weapon in 40k, it's been identical to a bolter, a high AP standard las, a high AP close in assault weapon... it changes every single edition, even it's names not been consistent swapping from Hellgun to Hotshot las and back again
Yeah unit seems very very solid for only being like what 100pts? You are going to be hearing A LOT of complaining from Space Marines players when this unit when buffed and synergized correctly just starts deleting squad after squad of any Primaris unit regardless of toughness or armor like a hot knife thru butter.
@@slair417 absolutely you are more in the hands of the dice gods. In a pure statistical vacuum i feel elite points are better as it will allow you to hit really hard with certain weapons. Melta guns and sniper rifles to get mortal wounds, troopers getting a free elite point to slap a cheeky critical hit that will be harder to defend as well, plasma gunners being saved from random 1s. With how kill team rolls are worded that it doesn't need to be unmodified hit rolls for hot weapons and critical hits I feel Kasrkin will be able to hit harder when they do over being able to hit more with a 3+ BS.
The cunning plan: > Take all my old veterans (who already have some carapace armour modelled) > Paint their las cells red and white in a hazard stripe > Say ‘they’re overcharged power cells that make the rifles act like low-capacity hotshots’ > Run them as Kasrkin > Profit
Currently looking at a guard list with both examples in it, with plenty of support (running both Creed and Leontus). Looking very spicy for 540ish points.
First time I ever seen these guys was not too long ago when a buddy of mine pulled some out for a session. I immediately started giggling and cracking up in hysterics, despite having just lost a few Kasrkin in an instant. So my buddy pulls these up from his side of the table and sets them up, intermingled with my remaining Kasrkin in the crater of a blown out pillbox reinforced with concertina wire and barricades. I kept asking him why he set their miniatures up like that, only to burst out in more laughter when he said that’s how they come off the sprues. “They’re all doing jazz hands! Oh god, and picture them doing jazz hands while flying around! It looks like they’re trying to flap their wings!” Needless to say he hates his squad of “Jazz Flappers” and they haven’t been deployed against me since
I remember seeing the instructions to build them and seeing there was the option to build the SGT with a HS lasgun instead of a pistol. Is that a relic of originally being a Kill Team release or does the codex allow a real gun on the SGT? Or am I misremembering?
So are these Kasrkins going to get released later as a box, or will they simply disappear as the highest in demand item found only in an OOP Shadowvault box?
I think born soldiers is technically considered a doctrine replacement. If you use it, you forgo the normal doctrine system. Therefore, I'd think that you can't choose born soldiers in this way
Am I not getting something but everybody seems to be planning to give orders to them via an embark officer who would also have to have the mechanised infantry doctrine (therefore they cannot take it as an extra one , or you're forced to take mechanised infantry as an army-wide one)
Kasrkin is the best unit in the codex when combined with Lord Solar. At least until gw faq overcharged las cells to be max 6 mw total per phase which looking from their past faqs with salamanders and grey knights are quite likely.
I think the kasrkin are going to be a decent unit for us I am thinking of running two one with the teleport key for a nice alpha strike the other in a chimera with a kitted out command squad following them to the center of the board. With rough riders waiting to charge afterwards. Lots of infantry running around backed up by LR tanks. Haven't decided what troops yet but probably the cadia ones 😢 . . . . . my poor catachans!
You can't order mech kasrkin, or at least it takes rwo transports. You need to disembarl thr officer AFTER the kasrkin disembark, which means you can't make use of move and disembarking. Officer's order procs on disembark, and THEY won't have mechanized so need to come out BEFORE tbe move
does the special rule mean that *each* kasrkin squad can take a different doctrine from all other kasrkin squads, or that all kasrkin squads must take the same doctrine, or you can choose whether some or all squads have the same one or different ones? i'm planning to take 3 squads, and i would prefer them all to have heirloom weapons but the wording on this rule isn't exactly clear
Wording, if it's the same in the book as the video, is extremely clear. It says one doctrine that no other unit has. So each Kasrkin squad has to be different from each other and they can't pick a trait the entire army has either. So no running 3 with heirloom weapons because once you've given it to a single unit then the next time you pick an ability another unit in the army has it. So it ceases to be an eligable pick.
So I feel like there must be an obvious answer....but are the breachers noy in 40k then? They're not in the codex that I saw and it doesn't seem to be acknowledged.
If you're talking about the Navy Breachers, they've got their own datasheet on the warhammer community site. They're Agents of the Imperium, not Astra Militarum, which is why they're not in the codex.
The barbicans key honestly seems like a meme. Like honestly how much would a single guard squad do anyways lol. Especially 1st turn seems like a bad idea.
If I end up running it I'll probably use it in tirn 3 or 4, after reserves have come in, to just drop a squad off in the backline to tear into a unit on a backline objective. Could also help with Boots on the Ground.
Feels like th earmy has better options for objective camping. 110 points is kind of a lot for that job in Guard, and the flamers won't contribute much if anything from the backfield. They also won't do all that much even on OW - the kinds of things that will jump an objective camp aren't really afraid of ~7 S4 no-AP D1 hits.
In my mind using the Vicious Traps is a better Stratagem unless your in Defensive Ground, guranteed Mortals is hard to pass up, and if you build it right you can get a 3+ roll for 2d3 for 1CP, dirt cheap compared to the potential.
Better to just stick plasma on as many models as possible. And then the volley guns for rapid firing lots of decent shots instead of the grenade launcher. That being said I do think the grenade launcher has some potential on infantry squads who are going to be getting buffed by Creed. Her +1 strength to units she orders ability means the frags go up to strength 4 d6 blast although that's more likely to be something for the Cadian shock troops rather than Kasrkin. Who'd be better off taking the volley guns and pushing them to strength 5 with the same buff.
@@CMTechnica Technically they have Lasguns... but that's like saying Space Marines are melee specalized because they have bolt pistols. Technicalities that don't mean squat. I think they're only terribly imbalanced when the Lord Solar gives Orders/reroll auras. Which seems to be a slight trend. Full rerolls are REALLY STRONG
Conversely, as an ork player watching them stack AP buffs on top of their -2 and Creed bumping them all the way to S4 just makes me giggle like a grot. Nice to see something that doesn't murder tee-shirt boyz with casual ease for a change.
As it should be, Kasrkin are genetically enhanced elite troops selected from the very best of an entire society who are trained from birth to be soldiers. Fire warriors are equivalent to ordinary Cadians in terms of training and physical ability.
The Tau are one of the least impressive races in the galaxy from a physical perspective. Orks and Space Marines can physically overpower them, while the Aeldari and Drukhari are much faster in reflexes and speed. Even your average normal human is stronger than your typical Tau Fire Warrior. They make it all up with their advanced weaponry and battle suits, which helps them to over come their physical limitations.
i might be a super long beard here but can't help it every time i hear "astra militarum" i wanna correct them and say you mean imperial guard? any you guys feel the same way?
Yup. The fact that gw want to own the names of their stuff means they are creating a bunch of silly new names and expect us to swallow the bullshit.
To this old soldier, they will always be the Guard.
Been playing since 4th, and I still call it the Guard. Really tweaks the new kids.
Damn straight. Call them Imperial Army if you want.
Aye started playing em in 4th will always be Guard to me, an those stormtroopers are armed with Hellguns not hot shot lasguns! Am i right?!
@@tomblanchett6334 Damn straight.
With Ursula Creed, take aim, and Experienced Eye for 1CP we should be able to get S4 AP4 Hot Shot lasguns? That sounds like a lot of fun!
Space marines bolter weeping in the corner.
@@notknightbean Virgin rocklobbers vs Chad energy beams
@@notknightbean tau pulse weapons joining them
@@notknightbean Yet, sadly, marine bolt rifles hit back harder. Marines would wound on a 3+, Get through armor on a 5+, so ~45% of hits get through. The Karskins wound on a 4+, and get through armor on a 6+ (due to AoC), for ~42%. Sure, they win on points (essentially going up to 83% since they're doubling the number of shots), but they also get a unique character, their HQ buff, and a a strat. Also the marines could do this from 30 inches to the Karsk's 12. Marines are crying for a LOT of reasons, but this combo ain't it.
@@GradeAMolvanian I think he might be more worried about the lore reason than the actual tabletop comparison, but it is good to remind people that you have to pay for a space marines toughness. It would be funny if GW made the bolter stronger and marines became 30 pt's per model, while terminators with storm bolters clocked in at 50. But then they would suck at melee, and we would have to ask ourselves if marines who are bad at melee fit the lore.
They look cool. I plan to run at least one squad, as they provide a nice infantry fireline
-Take Born Soldiers
-SGT with Hotshot Pistol, 2 Hotshot volley guns, and either 2 Plasma or 2 Melta
-Put them in a Chimera with a Castellan
-jump them out, then the Castellan
-Castellan gives Take Aim order
-1CP Overcharge Lascells, 1CP Ingrained Precision
You now on average max out the 6MW from Overcharge Lascells on the HIT roll.
I'll need to see if that's better than 2 Plasma 2 Melta and Sniper teleporting with the Barbicants Key.
The overcharged lascells strat also says that you can only do 6 mortals to A unit. Nothing about splitting fire and doing more to others.
Give them re rolls to hit with leontus and take the hot shot volley guns and you can by splitting fire average a lot more than 6, spread out across a few targets.
Give em orders plus hit re roll then barbican's key them into the enemy lines and let rip
Barbicants Key let’s you put solar leontus full rerolls to hit and wound first then teleport out fully buffed
But the jump out is after the command phase? How to put oders on them?:0
@@niceboldt7295 start them near lord solar, he gives them full rerolls and FRFSRF in the command phase, then you teleport at the end of your movement phase
@@niceboldt7295 An officer can issue a single order that cannot chain if it disembarks from a transport.
I may just settle for a Kasrkin Kill-Team. Besides,they feel perfect for a game like Kill-Team. Small,tightly knit,elite special forces teams.
They are only BS4+ in Kill Team, it doesn't make them quite elite as they should be imo even with the "elite" rule to modify shots be +1
I'm just glad they're back
The Hotshot lasgun is probably the single most changed weapon in 40k, it's been identical to a bolter, a high AP standard las, a high AP close in assault weapon... it changes every single edition, even it's names not been consistent swapping from Hellgun to Hotshot las and back again
Might just have to run my scions as Kasrkin for the time being lol
Yeah unit seems very very solid for only being like what 100pts? You are going to be hearing A LOT of complaining from Space Marines players when this unit when buffed and synergized correctly just starts deleting squad after squad of any Primaris unit regardless of toughness or armor like a hot knife thru butter.
A lot of complaints from votan, csm, sisters, grey knights, t-sons, tau, orks, gsc, nids; as usual the new codex turns up to 12/10.
@@jimmysmith2249 csm, daemons, necrons, gsc says hello
Big feels bad. They get a 3+ shooting in big 40k, but only get a 4+ in kill team.
True but their elite points system helps balance this. I'd rather have 4+ with being able to mod the rolls.
@@brockreynolds2405 Roll* only works on one die. Dice gods bless the other 3.
@@slair417 absolutely you are more in the hands of the dice gods. In a pure statistical vacuum i feel elite points are better as it will allow you to hit really hard with certain weapons. Melta guns and sniper rifles to get mortal wounds, troopers getting a free elite point to slap a cheeky critical hit that will be harder to defend as well, plasma gunners being saved from random 1s. With how kill team rolls are worded that it doesn't need to be unmodified hit rolls for hot weapons and critical hits I feel Kasrkin will be able to hit harder when they do over being able to hit more with a 3+ BS.
Dice gods have left us
Veterans where the exact same way
In the kill team box set the sergeant can take a hot shot lasgun. I hope that's the case in the codex!
Rifle sergeant is best sergeant.
It is a nice Idea.
Wich is why we dont get it, no Logic for us in the Guard
The cunning plan:
> Take all my old veterans (who already have some carapace armour modelled)
> Paint their las cells red and white in a hazard stripe
> Say ‘they’re overcharged power cells that make the rifles act like low-capacity hotshots’
> Run them as Kasrkin
> Profit
Currently looking at a guard list with both examples in it, with plenty of support (running both Creed and Leontus). Looking very spicy for 540ish points.
First time I ever seen these guys was not too long ago when a buddy of mine pulled some out for a session. I immediately started giggling and cracking up in hysterics, despite having just lost a few Kasrkin in an instant. So my buddy pulls these up from his side of the table and sets them up, intermingled with my remaining Kasrkin in the crater of a blown out pillbox reinforced with concertina wire and barricades. I kept asking him why he set their miniatures up like that, only to burst out in more laughter when he said that’s how they come off the sprues. “They’re all doing jazz hands! Oh god, and picture them doing jazz hands while flying around! It looks like they’re trying to flap their wings!”
Needless to say he hates his squad of “Jazz Flappers” and they haven’t been deployed against me since
I remember seeing the instructions to build them and seeing there was the option to build the SGT with a HS lasgun instead of a pistol. Is that a relic of originally being a Kill Team release or does the codex allow a real gun on the SGT? Or am I misremembering?
The lack of a rifle option on Sargents has annoyed me since the excuse of a 5th edition codex dropped
So are these Kasrkins going to get released later as a box, or will they simply disappear as the highest in demand item found only in an OOP Shadowvault box?
Every kill team so far has had the troops release separately, exception being ITD because it’s so new, Breachers and Kroot aren’t out yet
So the Humble IG Hotshot sniper rifle beats Eldar Rangers, SM Eliminators, Necron Deathmarks :D nice...
As a third squad option, maybe load them in a hellhammer and have them deal mortals from the protection of the firing deck?
Hellhammer doesn't have carrying capacity AFAIK
Can the extra doctrine be born soldiers if it wasnt taken as your army wide doctrine???🤔
I think born soldiers is technically considered a doctrine replacement. If you use it, you forgo the normal doctrine system. Therefore, I'd think that you can't choose born soldiers in this way
unfortunately not. The kasrnkin ability tells you the page numbers you can choose their extra doctrine from, and born soldiers isn't on those pages.
If you take Born Soldiers can they take the Mechanised Doctrine?
@@Svejir yep!
No. The precise phrasing is "one of the doctrines on pages 60-61". Born Soldiers is on page 59.
Am I not getting something but everybody seems to be planning to give orders to them via an embark officer who would also have to have the mechanised infantry doctrine (therefore they cannot take it as an extra one , or you're forced to take mechanised infantry as an army-wide one)
thanks for the nice ideas to play my kasrkin
Hallo,
Question: how do I get them a order, when they are in a transport?
So if your army is using Mechanized Infantry, your Kasrkins can’t? Or they get that PLUS something else you haven’t used yet?
Plus. They get whatever your army has, then one extra doctrine that has to be unique to that unit.
Set lasers for fun!
Kasrkin is the best unit in the codex when combined with Lord Solar. At least until gw faq overcharged las cells to be max 6 mw total per phase which looking from their past faqs with salamanders and grey knights are quite likely.
Can they go in chimeras? They better be able to.
So these guys are basically Krieg grenadiers, but for 10pts more. But you get 2 extra special weapons than the grenadiers did for the price.
KRIEG ALL THE WAY BABY!!!
@@rhaivaentell me you’re cringe without telling me you’re cringe
@@CMTechnica WtF?
@@CMTechnica Could’ve chosen any words and you decided on the most cringe ones you could. L.
Yes.
Saved everyone 22 minutes of watching :P ;)
The Imperial Guard.
I think the kasrkin are going to be a decent unit for us I am thinking of running two one with the teleport key for a nice alpha strike the other in a chimera with a kitted out command squad following them to the center of the board. With rough riders waiting to charge afterwards. Lots of infantry running around backed up by LR tanks. Haven't decided what troops yet but probably the cadia ones 😢 . . . . . my poor catachans!
Kasrkin Squad ready for war.
You can't order mech kasrkin, or at least it takes rwo transports. You need to disembarl thr officer AFTER the kasrkin disembark, which means you can't make use of move and disembarking. Officer's order procs on disembark, and THEY won't have mechanized so need to come out BEFORE tbe move
I just need one squad of Kasrkin to complete my 2K list
does the special rule mean that *each* kasrkin squad can take a different doctrine from all other kasrkin squads, or that all kasrkin squads must take the same doctrine, or you can choose whether some or all squads have the same one or different ones? i'm planning to take 3 squads, and i would prefer them all to have heirloom weapons but the wording on this rule isn't exactly clear
Wording, if it's the same in the book as the video, is extremely clear. It says one doctrine that no other unit has. So each Kasrkin squad has to be different from each other and they can't pick a trait the entire army has either. So no running 3 with heirloom weapons because once you've given it to a single unit then the next time you pick an ability another unit in the army has it. So it ceases to be an eligable pick.
Set Playback Speed to 0.25x
You've never lived til you've heard Auspex say 'HOOOOOOOOOTTTT SHOOOOOTTTT LAAAAAAAAAASSSSSSSGGGGUUUUUN'
Given how good these are in 40K, it really sucks how mediocre they are in Kill Team, an environment where they would shine
So I feel like there must be an obvious answer....but are the breachers noy in 40k then? They're not in the codex that I saw and it doesn't seem to be acknowledged.
If you're talking about the Navy Breachers, they've got their own datasheet on the warhammer community site. They're Agents of the Imperium, not Astra Militarum, which is why they're not in the codex.
Can you select trophy hunters as the bonus trait?
Yes.
Would it be legal to proxy Krieg grenadier as Kasrkin? (with the right weapon)
I think you cant do It in tournaments, but in Essence grenadiers aré Kriegs versión of this guys
There is literally no reason you can't even in tournaments. GW tournaments only require that it be a GW product.
What kit are the Kasrkin in? Or we're just waiting for new models?
They are only in the kill team box right now
Bit sad they not got their DoW lasguns, wiith the rapid, rapid fire.
The barbicans key honestly seems like a meme. Like honestly how much would a single guard squad do anyways lol. Especially 1st turn seems like a bad idea.
Spitting six MWs at anything turn 1 is strong as hell
If I end up running it I'll probably use it in tirn 3 or 4, after reserves have come in, to just drop a squad off in the backline to tear into a unit on a backline objective. Could also help with Boots on the Ground.
My dyslexic ass was calling them Karskins the whole time 😂
If I played guard I would...but I don't, so I won't.
Sniper las, flame thrower, and grenade launcher decent for objective camping and overwatch?
Feels like th earmy has better options for objective camping. 110 points is kind of a lot for that job in Guard, and the flamers won't contribute much if anything from the backfield. They also won't do all that much even on OW - the kinds of things that will jump an objective camp aren't really afraid of ~7 S4 no-AP D1 hits.
@@richmcgee434 just spitballing. Main army is Blood Angels, have a low familiarity with other armies.
In my mind using the Vicious Traps is a better Stratagem unless your in Defensive Ground, guranteed Mortals is hard to pass up, and if you build it right you can get a 3+ roll for 2d3 for 1CP, dirt cheap compared to the potential.
Better to just stick plasma on as many models as possible. And then the volley guns for rapid firing lots of decent shots instead of the grenade launcher. That being said I do think the grenade launcher has some potential on infantry squads who are going to be getting buffed by Creed. Her +1 strength to units she orders ability means the frags go up to strength 4 d6 blast although that's more likely to be something for the Cadian shock troops rather than Kasrkin. Who'd be better off taking the volley guns and pushing them to strength 5 with the same buff.
Love the new models, and don't mind palying against the new Guard, but honestly can't wait to rip them like a rock through wet paper.
It's probably the only way to be able to field my Krieg Grenadiers!!!!! 🤔 😔
I just death korp grenadiers
Sucks they killed off Catachan Jungle Fighters
i can only imagine HOW gw would buff SM. And sounds of CRYING, when people would see them. heheheh
Like this is a good thing.
They literally scream for a nerf in points in January....
Rough riders too. Punching too far above their weight even without all the buff synergies.
@@richmcgee434there’s this thing called screening, not to mention riders are melee only. If someone brings em don’t run up the board, plain and simple
@@CMTechnica Great plan, idiot. Leaving the central objectives uncontested wins loads of games. Muted.
@@richmcgee434 and Rough Riders will lose Core an the problem is solved. The Kasrkin may be too strong even if you cut their buffs in half
@@CMTechnica Technically they have Lasguns... but that's like saying Space Marines are melee specalized because they have bolt pistols. Technicalities that don't mean squat.
I think they're only terribly imbalanced when the Lord Solar gives Orders/reroll auras. Which seems to be a slight trend. Full rerolls are REALLY STRONG
Can’t wait to have 100 points do nothing after being killed turn one by a stiff breeze.
Christ.... as a Custodes guy... this sucks to see. Like wow... I'm glad I haven't played these guys as I'm not sure I'd be around for turn 4 lol
Conversely, as an ork player watching them stack AP buffs on top of their -2 and Creed bumping them all the way to S4 just makes me giggle like a grot. Nice to see something that doesn't murder tee-shirt boyz with casual ease for a change.
@@richmcgee434 they wouldnt buff to strength 4, against orks theyd just pay to autowound on 5+ and delete you with no save.
3+ to hit, T'au still gets 4+
As it should be, Kasrkin are genetically enhanced elite troops selected from the very best of an entire society who are trained from birth to be soldiers. Fire warriors are equivalent to ordinary Cadians in terms of training and physical ability.
You suprised? They have strong guns, not superhuman reflexes
The Tau are one of the least impressive races in the galaxy from a physical perspective. Orks and Space Marines can physically overpower them, while the Aeldari and Drukhari are much faster in reflexes and speed. Even your average normal human is stronger than your typical Tau Fire Warrior.
They make it all up with their advanced weaponry and battle suits, which helps them to over come their physical limitations.
Yes because it fits the lore of warhammer 40k.
@@bryanmcloud4121 I've beaten Fire Warriors in combat with Guard infantry. Love the look on my opponents face when I declare charges.
So GW just wanted to sell primaris scions ? Lol this is getting super annoying. I'm glad I 3D print now . Thanks GW
Kasrkin predates scions.
Not even close. Kasrkin haven’t been seen in plastic before
@@skorathereckless6449 doesn't matter ,they stopped producing them and selling them just to bring them back . To make the cadian fan Boyz jump on it
@@Waagghhboy As a Cadian fanboy.. I already have 40 lmao. They sold them for many years.