The heal ploy became a bit better since its not 3 inches but engagement range and can heal 5 if we roll well, also the lectros dmg aura has been buffed to 4 inches it has been 2. And the medic gave the no injury aura also :D
Copy and pasted from wahapedia: Normaliser Helm: While a friendly ELUCIDIAN STARSTRIDER operative is within 6 of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within 6 of this operative). It says it only applies to movement if it starts within 6, it ignores injured otherwise
Team looks like fun. Feel like death cult should have kept 2+ like duelist but otherwise pretty cool changes. Voidmaster looks deadly, lethal 5+ and +1 crit damage, although not upgrading it to 3/4 is a bummer. Thought the voltagheist field was 2” range so it’s buffed in range but nerfed to require visibility?
@@CanYouRollaCrit Well, at the end of the edition, the damage field was just 2”, was probably changed from the original rules. So at least increased from end of edition.
Adaptable terms is very nice for switching out your Primary Op. sometimes you misjudge how you’re going to play the game. Just last night I played a game where I picked the kill op as my primary. I ended up maxing out the crit op instead. It can mean the difference between winning and losing. Very useful
I love the Rogue Trader team. It's fun team with lots of tricks, but the unit quality is a bit skewed because of it. All of the power is packed into Faction Rules and Specialists, but then you are forced into 3 Trooper-type units which can be reduced to 2 if one of them uses the assets. But still it's rough to be forced into 3 Troopers when it's optional for other teams or their standard of a Trooper is higher. Kinda was hoping for more than the Counteract ability like the Utility Grenade buff other teams have or another weapon profile for 1 model to bring down the Trooper count.
I would argue that grenades go a long way with them, because while you still throw them on 4+ and they dont seek anymore, you can get balanced (or up to ceaseless), accurate 1 and even group activate for surprise double krak takedown, so while basic navis are not that useful because of lesser number of objectives, they are are the same layered buffs team as previous ed and you need to squeeze your best from even the basic troops
I think when we will look at tournament stats they will be in the end of the list. All key models got nerfed. -1 activation (huge nerf). This team was also very reliable on using krak grenades, cause there is not much other dmg sources. Now I really don't know how to deal dmg to enemy and my models lost a lot in survivability
There is a person who made a Abelard Miniature on Cults3d, could use him as a proxy, sadly that's all I could find, was really looking for kibellah miniature
The support asset acting as a weapon is interesting, in that you can move into position and the enemy don't have any option to evade. Bribe somewhat offsets the extra activation.
Would love to see how you play these guys now.. just painting them up tonight It would be good if you added a few words about the ideal synergies and activation steps for each of these reviews
I also understood that they specifically worded it "at the start of action" vs "at the start of roll dice step" to explain that they are not working together.
Also after watching the whole video, I got a feeling that they would get even more "deployment-check" team than before, especially against larger teams on tables with not that much terrain in deployment. You could definitely tell opponent to deploy its whole team and fiddle with laser pointer the whole time mumbling about orbital laser. Interested to see how would they perform, I think the fact that with equip you can laser -> plasma -> laser can be seen as buff against elites (however, definitely not as OP as in 2ed)
@@CanYouRollaCrit I would take double krak instead and use either asset or krak when shooting with them. similar profile, and by experience from 2ed, you dont take that many shots/especially long shots with them, since they still suck, and they still suck even more without proximate and/or voidmaster aura, while krak with balanced/ceaseless has potential. However, since scoring changed so drastically, it os possible that they would need to take more a fighting role (and you have medic with anti injured aura, healing ploy and good medic itself, so you can kind of shake off hot wounds)
One question, if i use adaptable terms to switch to whichever security tac op that is scored at the end of the turning point... What goes first? Does that mean that i could score the new tac op in the second turning point anyway?
Am I understanding the new Privsteer Support Asset correctly that it's a shoot action from an operative and not a seperate activation like it used to be? And I don't see any restrictions on using re-rolls this time around. Perhaps becadue it's now a "normal" shooting action. But the new rules still look cool and I love my Starstrider team. Was my first finished Kill Team 🎉
Guided shell was 3/5, now 3/4 Lethal proximity now give balanced instead of reroll (so it can be used with void master aura to gain ceaseless) Also they made a huge nerf to team. It was 10 models with 11 activations (cause +asset) And now it's 10 activations and you should spend apl to use asset
@@CanYouRollaCrit only with using warrant 1 time, and it's huge nerf, cause it's probably the worst option to use warrant Even changing your primary op can be better (just cause you open it in the end of the game, so you don't loose any points from it)
The medic always ignored full injury, the voidmaster does not give himself a balenced, sadly, guided shell is 3/4 down from 3/5 the voltgheist field is now 4" rather than 2" so it is stronger id say, also he hits on 3s instead od 4s.
@CanYouRollaCrit "While a friendly ELUCIDIAN STARSTRIDER operative is within 6" of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within 6" of this operative)." The movement blurb is just specifying that if someone was injured and then moved within range of the medic they wouldn't suddenly get their movement back.
Man, this is and a few other teams look really cool to me, but the whole "only classified for a year" thing bugs me. I wish I had a crystal ball to see what that means practically. Like, I'm not gonna be playing in some GW tournament. Does classified basically mean nothing to me, or will it mean their rules are going to be left in disrepair to an un-fun degree where I won't want to play them (or people won't want to play against me?)
All teams will still receive balance updates even when they're classified, just not tournament legal. Hopefully they bring back Starstriders in a Rouge Trader kill team which is similar to Angels of Death where we could build our own Rouge Trader Entourage.
Some of the nerfs are pretty standard. Not much besides snipers hits on 2s anymore. Warrants of Trade are better and Assets are better (with more options). Theyre going to wreck Elites with double beam and the cannon. Most of the time thats 3 dead elites. More tricks equals more fun.
@@CanYouRollaCrit what gave them the best shot is assets. Now you can beam twice and the 2nd best option (and 3rd best) are much better. What are the odds that the beam kills an Elite? 80+%?
@@jamesreed2475 Obscuring is measured as normal, and smoke can ignore the AP entirely, even with the equip to ignore Obscuring. On top of that Legionary and WC can both reduce Px by 1.
@@CanYouRollaCrit but it's much worse in comparison with what she did in the past. If previous assassin could be used to injure 1 marine and block him for 1 activation. Now she can't do that, cause too low hp to survive for more than 1 combat
“Abelard, crush his skull”
Next dataslate, the rotary cannon will get relentless, not because he needs it, but because this is the way.
So it is spoken
The heal ploy became a bit better since its not 3 inches but engagement range and can heal 5 if we roll well, also the lectros dmg aura has been buffed to 4 inches it has been 2. And the medic gave the no injury aura also :D
The medic's aura only applied to movement last ed
Copy and pasted from wahapedia:
Normaliser Helm: While a friendly ELUCIDIAN STARSTRIDER operative is within 6 of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within 6 of this operative).
It says it only applies to movement if it starts within 6, it ignores injured otherwise
Ah my bad, I've been playing as only ignoring the movement part for the injury aura, didn't realise it also applied to shooting/fighting 😅
Team looks like fun. Feel like death cult should have kept 2+ like duelist but otherwise pretty cool changes. Voidmaster looks deadly, lethal 5+ and +1 crit damage, although not upgrading it to 3/4 is a bummer. Thought the voltagheist field was 2” range so it’s buffed in range but nerfed to require visibility?
Yeah would be great if still 2+ to hit. Nah it was originally 6"
@@CanYouRollaCrit Well, at the end of the edition, the damage field was just 2”, was probably changed from the original rules. So at least increased from end of edition.
Adaptable terms is very nice for switching out your Primary Op. sometimes you misjudge how you’re going to play the game. Just last night I played a game where I picked the kill op as my primary. I ended up maxing out the crit op instead. It can mean the difference between winning and losing. Very useful
Oh true, that's a good time to swap
We all appreciate the time and effort you put into these, but make sure you are taking care of yourself buddy ❤
Thanks, I will aha
I love the Rogue Trader team. It's fun team with lots of tricks, but the unit quality is a bit skewed because of it. All of the power is packed into Faction Rules and Specialists, but then you are forced into 3 Trooper-type units which can be reduced to 2 if one of them uses the assets. But still it's rough to be forced into 3 Troopers when it's optional for other teams or their standard of a Trooper is higher. Kinda was hoping for more than the Counteract ability like the Utility Grenade buff other teams have or another weapon profile for 1 model to bring down the Trooper count.
Yeah overall the team is a bit too fragile now
I would argue that grenades go a long way with them, because while you still throw them on 4+ and they dont seek anymore, you can get balanced (or up to ceaseless), accurate 1 and even group activate for surprise double krak takedown, so while basic navis are not that useful because of lesser number of objectives, they are are the same layered buffs team as previous ed and you need to squeeze your best from even the basic troops
Volthgaist field was 2" now is 4 it's better now. Voidmaster Disciplinarian now say ANOTHER so he is not affected while before it was
it didn't work before either as the ability works on Voidsman and the model itself is Voidmaster not Voidsman
Ah you are right I was convinced he also had voidsman keyword@@dragonofdojima5604
So how fun is your favorite team now and will you play it? :D
Still fun (:
I think when we will look at tournament stats they will be in the end of the list. All key models got nerfed. -1 activation (huge nerf). This team was also very reliable on using krak grenades, cause there is not much other dmg sources. Now I really don't know how to deal dmg to enemy and my models lost a lot in survivability
It would be really cool if they made a kill team with the Rogue Trader video game characters
That'd be nice
There is a person who made a Abelard Miniature on Cults3d, could use him as a proxy, sadly that's all I could find, was really looking for kibellah miniature
The support asset acting as a weapon is interesting, in that you can move into position and the enemy don't have any option to evade. Bribe somewhat offsets the extra activation.
Ah it's slower than before with less range but you can still punish operatives that get too close
i love starstriders but i have a hard time seeing how they could possibly do well against elite teams which will surely be the most popular now
Just gotta slowly grind them down like before
Would love to see how you play these guys now.. just painting them up tonight
It would be good if you added a few words about the ideal synergies and activation steps for each of these reviews
They're a very complicated team with their auras but I'll see what I can do 😅
Digital laser and merciless do not stack, cause laser activates after action and merciles when action started
It still triggers as the damage is done when the action is started
Are you sure crit..? Rereading it I think the guy is right.
I also understood that they specifically worded it "at the start of action" vs "at the start of roll dice step" to explain that they are not working together.
Ah damn, that's so weird. Sigh the timing makes no sense as it makes the digilaser basically pointless 😑
@@CanYouRollaCrit its still mandiblasters to oneslap guardsmen, but yeah, definitely doesnt feel great.
Also after watching the whole video, I got a feeling that they would get even more "deployment-check" team than before, especially against larger teams on tables with not that much terrain in deployment. You could definitely tell opponent to deploy its whole team and fiddle with laser pointer the whole time mumbling about orbital laser. Interested to see how would they perform, I think the fact that with equip you can laser -> plasma -> laser can be seen as buff against elites (however, definitely not as OP as in 2ed)
Also assasin should get grenadier keyword, because we all know she was the grenadier all along! :D
Yeah they got a lot more tricks now haha
Add a comment...
Yup
@@CanYouRollaCrit dam you're quick
Isn't using hot shot capacitors basically suicide with the new hot rules and a 4+ hit?
True but useful when trying to finish stuff off once your ploys are up
@@CanYouRollaCrit I would take double krak instead and use either asset or krak when shooting with them. similar profile, and by experience from 2ed, you dont take that many shots/especially long shots with them, since they still suck, and they still suck even more without proximate and/or voidmaster aura, while krak with balanced/ceaseless has potential. However, since scoring changed so drastically, it os possible that they would need to take more a fighting role (and you have medic with anti injured aura, healing ploy and good medic itself, so you can kind of shake off hot wounds)
They gave us a Canid when we could have had the Gyrinx :o
Space cats forever
@@CanYouRollaCrit
Things GW need to re-release for my custom Kill Team:
1) Neyam Shai Murad
2) Gyrinx
3) ???
I recently got Neyam, from US eBay. Only cost a small fortune, and the same again in postage 😅
One question, if i use adaptable terms to switch to whichever security tac op that is scored at the end of the turning point... What goes first? Does that mean that i could score the new tac op in the second turning point anyway?
Hmmm I'm not sure tbh, wouldn't you lose the VP scored?
Am I understanding the new Privsteer Support Asset correctly that it's a shoot action from an operative and not a seperate activation like it used to be? And I don't see any restrictions on using re-rolls this time around. Perhaps becadue it's now a "normal" shooting action. But the new rules still look cool and I love my Starstrider team. Was my first finished Kill Team 🎉
It's a shoot action now but it doesn't benefit from any shooting ploys sans command reroll like before
@@CanYouRollaCritit actually benefits from Stake Claim and Accurate from Vantage now, which is quite big for some of the profiles.
Voidmaster still dont get buff from his own aura
Guided shell was 3/5, now 3/4
Lethal proximity now give balanced instead of reroll (so it can be used with void master aura to gain ceaseless)
Also they made a huge nerf to team. It was 10 models with 11 activations (cause +asset)
And now it's 10 activations and you should spend apl to use asset
They're still 11 activations more reliably with delay
@@CanYouRollaCrit only with using warrant 1 time, and it's huge nerf, cause it's probably the worst option to use warrant
Even changing your primary op can be better (just cause you open it in the end of the game, so you don't loose any points from it)
The medic always ignored full injury, the voidmaster does not give himself a balenced, sadly, guided shell is 3/4 down from 3/5 the voltgheist field is now 4" rather than 2" so it is stronger id say, also he hits on 3s instead od 4s.
Medic only ever ignored injury for movement as its aura, but yeah
@CanYouRollaCrit "While a friendly ELUCIDIAN STARSTRIDER operative is within 6" of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within 6" of this operative)."
The movement blurb is just specifying that if someone was injured and then moved within range of the medic they wouldn't suddenly get their movement back.
@thelatenightdetective8820 okay dude, sure.
Ah my bad, I've been playing it wrong for ages then 😅
Don't worry, his information is 100% correct as I learned cheating from him
Man, this is and a few other teams look really cool to me, but the whole "only classified for a year" thing bugs me. I wish I had a crystal ball to see what that means practically. Like, I'm not gonna be playing in some GW tournament. Does classified basically mean nothing to me, or will it mean their rules are going to be left in disrepair to an un-fun degree where I won't want to play them (or people won't want to play against me?)
Depends on your local TOs really
All teams will still receive balance updates even when they're classified, just not tournament legal. Hopefully they bring back Starstriders in a Rouge Trader kill team which is similar to Angels of Death where we could build our own Rouge Trader Entourage.
@@kloudknight7511 That is the best possible future - I hope so, too!
Not much love for the WD teams at GW towers...
Unless there's some sort of marine involved of course!
Probably won't see any more full releases for those
Some of the nerfs are pretty standard. Not much besides snipers hits on 2s anymore. Warrants of Trade are better and Assets are better (with more options). Theyre going to wreck Elites with double beam and the cannon. Most of the time thats 3 dead elites. More tricks equals more fun.
Ah they won't wreck elites that much, it was a hard matchup before and got harder
@@CanYouRollaCrit what gave them the best shot is assets. Now you can beam twice and the 2nd best option (and 3rd best) are much better. What are the odds that the beam kills an Elite? 80+%?
@jamesreed2475 you could always beam twice, getting the shots off will now be really hard due to obscuring and Marines not needing to engage till tp3
@@CanYouRollaCrit yes but don't you measure that from above the mini? If they want to not attack and sit under vantage the whole game then great.
@@jamesreed2475 Obscuring is measured as normal, and smoke can ignore the AP entirely, even with the equip to ignore Obscuring. On top of that Legionary and WC can both reduce Px by 1.
Assassin huge nerf. It was bad with 6+fnp and now its just 8 wounds melee, that will die against almost anything
Still procs damage negation and parry first
@@CanYouRollaCrit but it's much worse in comparison with what she did in the past.
If previous assassin could be used to injure 1 marine and block him for 1 activation. Now she can't do that, cause too low hp to survive for more than 1 combat
Assassin should be an absolute weapon. As deadly as... an assassin?
Engagement.
Slightly less interesting comment
I don't wanna sound pessimistic, but 90% of your reviews end with "they kinda suffer against elites"... who doesn't then?
Elites