As a guy who just played my first game with my Squats, I used my grudge tokens to my advantage and built five baseline troopers that weren't specialists and kind of just sent them out in a suicide charge as they started taking down enemy is near the main objective point and started dying off and kept making those objective point defenders more and more vulnerable to my sneaking secondary group
I’ve been playing Hearthkyn since they came out and I LOVE them. Definitely not one of the strongest teams, but they really do reward strategy and placement. I’ve found dedicating 2 of my operatives (usually the Jetpack guy and Dozr) to rush main objectives in the early game and sacrifice themselves worthwhile, especially with the Worth It ploy. The Gunners are the backbone of the team, and if all three ever drop I’m usually done for. Being able to tailor pieces of the board to my strategy with the Rampart ploy is awesome, especially when it helps abuse the Rotary Cannon Gunner
I used four custodies against these guys and was down to one custodian by turn 3. just keep in mind there is no limit on the amount of grudge tokens that an operative can have placed on them as a result if i recall correctly my last custodian had 5 tokens on him before he finally went down.
I'm almost done building my Salvagers team, just waiting for a friend to print some bits for basing them, so this overview came out just in time! ROCK AND STONE! Are you looking to do a guide for every team?
@@KimerexProjekt The Lokatr does serve some use against Wyrmblade though, as it can use its No Cover token to remove the two retained saves for cult agents
I'm really struggling with this team, and I've been playing kill team since Octarius (and in KT2018 as well). I've gone full into Hearthkyn and I'm only playing this team until I get them figured out. So far my only successes with Hearthkyn have been when I've gotten lucky turn 1 or 2 with some good kills and could snowball things. I think I'm finding security to be more achievable than recon. But its still early to tell. Scoring settle grudges is never a problem for me. The other secondaries are more challenging. Primaries are the real problem with this team. Anyone you advance to take the primaries has to be some of your "expendable" guys, because no one is tough enough to go up against a dedicated melee operative. Even the Dozr is just playing for a draw against anyone actually good at melee. Sure, if you spend the TWO EP you can get a knife and they're ok, but you're still not winning most fights against anyone who wants to be in a fight. I find that the gunners have to do just about ALL the heavy lifting. I usualy come close to tabling my opponents, but all my losses have been from primaries. In the sort of maps tournaments are using right now, such as tabletop-tactics, that try not to favor shooting, and offer lots of cover on objectives, we just can't get into positions to stop them from scoring. And if we move up to contest, we get butchered. I'm no expert, but I still think this team is C or D tier. You have to play it PERFECTLY just to be competitive, and your opponent has to royally screw up for you to win. I also feel that, outside special circumstances offering really amazing fire lanes (which most tournament organizers are avoiding right now), fortifying the barricades is a CP trap. Do it if it will help, but its not winning games for you unless you're playing on a really shooty board layout.
Dozr is better for using Knux Smash against an enemy after they activated, particularly if they charge-locked. The team has 3 controllers, which is weird. Dozr Knux, Kinlynk System Jam, and Grenadier utility all used to disrupt the enemy. Very difficult to get value out of.
Could you go more into how the heavy barricade stops return fire? From my understanding you would get cover as base to base is blocked but model to model is still possible
A barricade upgraded to heavy confers obscuring when outside of 2 inches. we go over some of it in the second part of the strategy section. I also talk about cover and obscuring in my Kill Team Combat overview vid.
Last game I had against Hearthkin went badly for the. My VDT was just too difficult to take down. Their invulnerability save laughed in the face of AP weapons. He did good but was tabled turn 3
The VDT do seem like a hard counter of sorts. As a HKS player and playing against them, you don't have a ton of options to counter a super mobile, killy army with invuln saves.
Magna Rail Rifle isn't heavy, just unwieldy. So you CAN fire and fade or push up while shooting with the free Shoot from The Ancestors Are Watching. It's easily the best candidate for that ploy. 🙃
I am waiting mines until next week. However I think they are a solid strategic team coming and with amazing strategic and tactical ploys. One cool trick I advice is giving 1 APL or use ancestor are watching to the Dozar, he can practically knux smash and fight a really surfy opponent and kill it or leave añmost desth, or sacrifice itself to try to stun to operatives
I'm guessing the thought process is jamming an already activated unit might prevent Overwatch. I believe that isn't the case, as the System Jam prevents activation, but Overwatch doesn't require activation. It is actually done outside of activation.
My issue with the hearthkyn is that their faction rule is an absolute afterthought bandaid. When they released, steady advance had already been made a game wide base rule of never going under 4" move. The +1 on normal move only truly benefits the jump pack warrior, and the army is still very susceptible to movement reduction affects, especially things that would reduce dash movement like the warpcoven spell. Slow movement, hitting on 4s, and lack of any decent reroll strat makes the numbers just not in your favor most of the time. Vet guard get by on their 4+ thanks to take aim being an army wide buff that's completely free, but salvagers chew through their CP without a thought. They're a fun team, they just feel like none had a coherent design idea outside of "10 man team, 3+ armor, 4+ BS"
I wish these videos did roster builds and just a hey, here is the main kill team I recommend. The roster does me no good since I only play with friends.
The issue is I feel like adapting the on field team per mission and opponent makes it difficult to just say "always use these units", so I've tried to avoid just doing one off lists. I might think of adding that in going forward, but I don't know. We'll feel it out.
@@KimerexProjekt Maybe just recommend one or two solid team combinations? One for elite teams and one for horde teams? and this would be after recommending a solid overall roster?
If you're talking about the roster bit, rosters are different than on field. Rosters are a consistent list that is pulled from through an entire tournament.
If you are referring to the roster building, that is more for organized long term play. All teams get 20 slots (30 for inquisitors) that can be filled to take to events, that way you can adapt a team over the coarse of many matches.
@@KimerexProjekt ah ok see I'm still doing minor matches with a couple friends and family. Never gone to any gaming cons or stores to play. Thanks for clearing it up
I find that I have to play almost perfectly just to be in the game, and my opponent has to royally screw up if I want to win. I feel like I'm pushing a boulder uphill compared to my Kommandos or Vet Guard.
Kognitaar 15:32 and Lokatr 16:20 descriptions are swapped.
Noooooooooo! Figured there would be something
11:14 DID I HEAR A ROCK AND STONE!!!!
ROCK AND STONE!
Yeeeeeah!
As a guy who just played my first game with my Squats, I used my grudge tokens to my advantage and built five baseline troopers that weren't specialists and kind of just sent them out in a suicide charge as they started taking down enemy is near the main objective point and started dying off and kept making those objective point defenders more and more vulnerable to my sneaking secondary group
I’ve been playing Hearthkyn since they came out and I LOVE them. Definitely not one of the strongest teams, but they really do reward strategy and placement. I’ve found dedicating 2 of my operatives (usually the Jetpack guy and Dozr) to rush main objectives in the early game and sacrifice themselves worthwhile, especially with the Worth It ploy. The Gunners are the backbone of the team, and if all three ever drop I’m usually done for. Being able to tailor pieces of the board to my strategy with the Rampart ploy is awesome, especially when it helps abuse the Rotary Cannon Gunner
That beam weapon's crit behavior is so awesome
I used four custodies against these guys and was down to one custodian by turn 3. just keep in mind there is no limit on the amount of grudge tokens that an operative can have placed on them as a result if i recall correctly my last custodian had 5 tokens on him before he finally went down.
we had a fun game tho
My guy Kimerex literally analyzed the last two teams I bought. Votan painted last week, phobos arrived today!
I'm almost done building my Salvagers team, just waiting for a friend to print some bits for basing them, so this overview came out just in time! ROCK AND STONE!
Are you looking to do a guide for every team?
Most of the ones I have access to. Would prefer to front load a bunch of Bat Reps, but my local group has been inundated with work all year.
Thanks for the enlightening!
Great looking colour scheme for the Votann.
One of the greatest joys of Kill Team. Getting to sample armies you don't normally play for fun paint schemes.
Awesome! Very usefull and well edited video! Good job as always!
The lokatr does not impact wyrmblade or hierotek since they are not set up in the kill zone. It only hits dashes and sneaky git.
crap. misread that. thnx
@@KimerexProjekt The Lokatr does serve some use against Wyrmblade though, as it can use its No Cover token to remove the two retained saves for cult agents
Nice work on this. Very well made
Just found you and this video is really good. I really appreciate the thorough overview!
Not a bad review, liked and subscribed. I have the Hearthkyn team ready to go but I have my favorite and an older team I tend to play.
I'm really struggling with this team, and I've been playing kill team since Octarius (and in KT2018 as well). I've gone full into Hearthkyn and I'm only playing this team until I get them figured out. So far my only successes with Hearthkyn have been when I've gotten lucky turn 1 or 2 with some good kills and could snowball things. I think I'm finding security to be more achievable than recon. But its still early to tell.
Scoring settle grudges is never a problem for me. The other secondaries are more challenging.
Primaries are the real problem with this team. Anyone you advance to take the primaries has to be some of your "expendable" guys, because no one is tough enough to go up against a dedicated melee operative. Even the Dozr is just playing for a draw against anyone actually good at melee. Sure, if you spend the TWO EP you can get a knife and they're ok, but you're still not winning most fights against anyone who wants to be in a fight.
I find that the gunners have to do just about ALL the heavy lifting. I usualy come close to tabling my opponents, but all my losses have been from primaries. In the sort of maps tournaments are using right now, such as tabletop-tactics, that try not to favor shooting, and offer lots of cover on objectives, we just can't get into positions to stop them from scoring. And if we move up to contest, we get butchered.
I'm no expert, but I still think this team is C or D tier. You have to play it PERFECTLY just to be competitive, and your opponent has to royally screw up for you to win.
I also feel that, outside special circumstances offering really amazing fire lanes (which most tournament organizers are avoiding right now), fortifying the barricades is a CP trap. Do it if it will help, but its not winning games for you unless you're playing on a really shooty board layout.
Dozr is better for using Knux Smash against an enemy after they activated, particularly if they charge-locked. The team has 3 controllers, which is weird. Dozr Knux, Kinlynk System Jam, and Grenadier utility all used to disrupt the enemy. Very difficult to get value out of.
Could you go more into how the heavy barricade stops return fire? From my understanding you would get cover as base to base is blocked but model to model is still possible
A barricade upgraded to heavy confers obscuring when outside of 2 inches. we go over some of it in the second part of the strategy section. I also talk about cover and obscuring in my Kill Team Combat overview vid.
Yeah I'm curious if we will see another buff or tweaking for them. I think they are fun but I dont get to play often.
Last game I had against Hearthkin went badly for the. My VDT was just too difficult to take down. Their invulnerability save laughed in the face of AP weapons. He did good but was tabled turn 3
The VDT do seem like a hard counter of sorts. As a HKS player and playing against them, you don't have a ton of options to counter a super mobile, killy army with invuln saves.
Thank you 😊👍🏻🍺
Subscribed!
I play Recon with Rig Site on open boards. Jumper does Secure Vantage and Rig Site at the same time, while the guy at the bottom does Recover Item.
The pregame restriction is to forward deploy and recon scouting options only. Cult and Phobos pre TP movement is not restricted
Magna Rail Rifle isn't heavy, just unwieldy. So you CAN fire and fade or push up while shooting with the free Shoot from The Ancestors Are Watching. It's easily the best candidate for that ploy. 🙃
Not super related, but I love the background music!
hope they get some love, because I really the minis!
I am waiting mines until next week. However I think they are a solid strategic team coming and with amazing strategic and tactical ploys.
One cool trick I advice is giving 1 APL or use ancestor are watching to the Dozar, he can practically knux smash and fight a really surfy opponent and kill it or leave añmost desth, or sacrifice itself to try to stun to operatives
I'm really getting into this team now, it's all beginning to click! Does anyone know if an enemy operative with a system jam token can overwatch?
I'm guessing the thought process is jamming an already activated unit might prevent Overwatch.
I believe that isn't the case, as the System Jam prevents activation, but Overwatch doesn't require activation. It is actually done outside of activation.
@@KimerexProjekt Thanks man, you have a new subscriber. It's fitting that the deeper you dig with this team, the more rewards shall be bestowed!
My issue with the hearthkyn is that their faction rule is an absolute afterthought bandaid. When they released, steady advance had already been made a game wide base rule of never going under 4" move. The +1 on normal move only truly benefits the jump pack warrior, and the army is still very susceptible to movement reduction affects, especially things that would reduce dash movement like the warpcoven spell. Slow movement, hitting on 4s, and lack of any decent reroll strat makes the numbers just not in your favor most of the time. Vet guard get by on their 4+ thanks to take aim being an army wide buff that's completely free, but salvagers chew through their CP without a thought. They're a fun team, they just feel like none had a coherent design idea outside of "10 man team, 3+ armor, 4+ BS"
I wish these videos did roster builds and just a hey, here is the main kill team I recommend. The roster does me no good since I only play with friends.
The issue is I feel like adapting the on field team per mission and opponent makes it difficult to just say "always use these units", so I've tried to avoid just doing one off lists. I might think of adding that in going forward, but I don't know. We'll feel it out.
@@KimerexProjekt Maybe just recommend one or two solid team combinations? One for elite teams and one for horde teams? and this would be after recommending a solid overall roster?
What would a casual team be like?
What would a casual list?
I mean, casual is just what you would take in the moment. The lists i provide is what you may want for a fixed matched play situation.
Rock and stone?
Reference to Deep Rock Galactic.
I thought that the team can only take up to three gunners yet you took five, did I miss something?
If you're talking about the roster bit, rosters are different than on field. Rosters are a consistent list that is pulled from through an entire tournament.
How did you end up with more than 10 guys in a team?
If you are referring to the roster building, that is more for organized long term play. All teams get 20 slots (30 for inquisitors) that can be filled to take to events, that way you can adapt a team over the coarse of many matches.
@@KimerexProjekt ah ok see I'm still doing minor matches with a couple friends and family. Never gone to any gaming cons or stores to play. Thanks for clearing it up
@@treylo1995 no problem. Hopefully your having fun either way. Certainly less stressful taking the casual match among friends. 😀
I tried God knows I tried but the dwarven are lame. I gave up on them now I'm playing other teams.
I find that I have to play almost perfectly just to be in the game, and my opponent has to royally screw up if I want to win. I feel like I'm pushing a boulder uphill compared to my Kommandos or Vet Guard.
@@nrakethagreed 100%. I have to plan every move turns in advance and one misplay or misposition and I am donezo.
They still suks