With so many rules to remember, some always get missed. In Close Quarters, the Forward Deploy tac ops are limited to models wholly within your deployment zone: Some Tactical Ploys allow one or more operatives to be set up outside of your drop zone, e.g. Sneaky Git, KOMMANDO and Dimensional Translocation, HIEROTEK CIRCLE. In a battle that uses Close Quarters rules, you cannot do so. Instead, you can only use such Tactical Ploys once per battle at the start of the first Firefight phase, and they allow one operative specified by the ploy that is wholly within your drop zone to perform a free Normal Move and/or Operate Hatch action (before any operatives are activated).
Désolé je suis une quiche en anglais .les sous titre m'aide un peu J'aime beaucoup le format que vous faite la qualité es au top . Et le fait de présenter les équipe au début est génial Continuer comme cela
Nice one guys. Great to see Corsairs ^^ Are you planning to play some narrative Into the Dark & Shadowvaults missions too? Would be awesome to see them on the channel :)
The burna boy shouldnt have been able to shoot, cause the kurnite hunter is 1 inch from hatchway which makes engagement range 2 inches on the other side of the hatchway, this is called a hatchway fight.
Thanks for keeping a watchful eye, no violations in this moment however. Engagement range is two models being within 1'' of each other, it has nothing to do with hatchways. a hatchway fight requites a model to touch a hatchway and it is able to fight any enemy within 2'' of the hatch. Note that being in hatchway fight range is explicitly not engagement range. one of the requirements to even hatchway fight is to not be engaged in the first place, meaning models can still shoot in this range. at 30:45 the burna was placed within 1'' of the wall for cover and to stay outside of engagement
I'm sure someone has corrected this on a newer batrep but you start the game with 2 cp and generate one at the start of each strategy phase every turn, basically you start the game with 3.
Pete here, thank you for your comment. In Kill Team: Critical Ops 2022 MATCH PLAY MISSION SEQUENCE step 4. select a kill team "each player add 3 Cps to their pool" -> STRATEGY PHASE 1. generate command points "Each player generates 1 Command Point (CP) and adds it to their CP pool." that is why we started with 4 cps. also at 15:25 I meant to move -> interrupt movement -> open the door and then dash I just didn't saying clearly sorry about that. Thank you again for your engagement and helping to make sure the information is accurate.
@@2CasualYT im not familiar with the critical ops cards and didn'tknow they changed that, I've always just played match play. Regardless, great bat reps btw. Keep it up
great video, but the looping music drove me mad
This battle report format is one of the best I've seen! I hope to see more soon!
Great video, the loop music needs toned back a bit and the smaller dice were hard to see. Looking forward to watching the others
With so many rules to remember, some always get missed. In Close Quarters, the Forward Deploy tac ops are limited to models wholly within your deployment zone:
Some Tactical Ploys allow one or more operatives to be set up outside of your drop zone, e.g. Sneaky Git, KOMMANDO and Dimensional Translocation, HIEROTEK CIRCLE. In a battle that uses Close Quarters rules, you cannot do so. Instead, you can only use such Tactical Ploys once per battle at the start of the first Firefight phase, and they allow one operative specified by the ploy that is wholly within your drop zone to perform a free Normal Move and/or Operate Hatch action (before any operatives are activated).
Nice catch. Always feels silly when you look back and the rule is written clear as day but was somehow different from when you first read it.
Nicely done guys. looking forward to your next video.
Awesome bat rep and so professionally set up. Can’t wait to see what you guys do next🤩🙏🏽
Désolé je suis une quiche en anglais .les sous titre m'aide un peu
J'aime beaucoup le format que vous faite la qualité es au top .
Et le fait de présenter les équipe au début est génial
Continuer comme cela
Well done! You did a fine job, especially for your first time filming!
Overall great battle report. I cant wait to see what's next 👍
Love the batrep! Please continue more, I'm looking forward for more of your videos.
Glad to hear it. We sure will. We're uploading every Monday!
@@2CasualYT looking forward to it! Already got a subscriber!
love the analysis. great work guys. I'm a new subscriber!
Thanks, Glad to hear it!
Just realised 2 things: First I ❤ Tomas shirt. Secondly what happened to your TV? Been missing the space ambience 😅
Yes it was taking a day off that day haha 😂
Nice one guys. Great to see Corsairs ^^ Are you planning to play some narrative Into the Dark & Shadowvaults missions too? Would be awesome to see them on the channel :)
Sadly not at the moment, but hopefully sometime in the future!
11:15 no way an elite kommando ork boy got done in by an eldar's BARE HANDS 😭😭
10 minutes in and i already love this game
Hello. Awesome video just one noobie question. Why at 8:12 you can shoot in conceal order?
A unit is not in cover if you are within 2 inches, it's like you are shooting over their barricade.
@@2CasualYT well this is rly usefull information thank you :D
such high quality, but the loud, looping music destroys it all
The music was indeed a bit too loud, but we lowered it in our other videos.
The burna boy shouldnt have been able to shoot, cause the kurnite hunter is 1 inch from hatchway which makes engagement range 2 inches on the other side of the hatchway, this is called a hatchway fight.
Thanks for keeping a watchful eye, no violations in this moment however.
Engagement range is two models being within 1'' of each other, it has nothing to do with hatchways. a hatchway fight requites a model to touch a hatchway and it is able to fight any enemy within 2'' of the hatch. Note that being in hatchway fight range is explicitly not engagement range. one of the requirements to even hatchway fight is to not be engaged in the first place, meaning models can still shoot in this range.
at 30:45 the burna was placed within 1'' of the wall for cover and to stay outside of engagement
No bomb squig ;_; But nice report ;)
Where did you get the proxy helmets for the corsairs? They look awesome 😎👌
We got it from puppetswar.eu
@@2CasualYT awesome and thanks 😊
No problem!
I'm sure someone has corrected this on a newer batrep but you start the game with 2 cp and generate one at the start of each strategy phase every turn, basically you start the game with 3.
Also at 15:25 opening a door does not interrupt a move action. Unless I'm misunderstanding and he planned to dash to the door then move through it.
Pete here, thank you for your comment.
In Kill Team: Critical Ops 2022 MATCH PLAY MISSION SEQUENCE step 4. select a kill team "each player add 3 Cps to their pool" -> STRATEGY PHASE 1. generate command points "Each player generates 1 Command Point (CP) and adds it to their CP pool." that is why we started with 4 cps.
also at 15:25 I meant to move -> interrupt movement -> open the door and then dash I just didn't saying clearly sorry about that.
Thank you again for your engagement and helping to make sure the information is accurate.
@@2CasualYT im not familiar with the critical ops cards and didn'tknow they changed that, I've always just played match play. Regardless, great bat reps btw. Keep it up