This channel is way too well done to be your first project. Your production quality is great. I'll be checking in for any kill team stuff, especially anything relevant to tau teams
Awesome battle report i enjoyed the clear way you communicated everything that was going on and the reasoning behind doin it ... Your kill team content has been top notch lately thank you for the hard work
everytime Kimerex releases a batrep, its such a quality experience. There are only a few really great batrep channels according to me. And Kimerex is absolutely one of the best.
Bit of an issue there, though command is a solid option for him as long as he is in engage. The "Deep strike" requires you to be out of 6 inch range, and the grenade is 6 inch range, which would mean the grenade is unusable.
Hierotek is a team I never gave any attention to. They always seemed to lose and I never got what they were about (could just be me being an idiot). Still don't, but seeing the reanimation stuff I can at least see some cool things. I can relate to the immortal doing 5 crits though. I've done the same with my snipa boy to my friends chosen. Nuffle giveth, Nuffle taketh away.
Kasrkin still feel like one trick pony - outkill opponnet before you're outscored. And THAT only works against elite teams, woe be to ye if you land a match against VetGuard or Pathfinders.
Try to fight experienced ork - you'll have no chance) Charge from conceal, alpha-strike with dynamite etc. As a kasrkin player myself, if i wouldnt like team background - i would switch to something else. After all i think kasrkins should be reworked to be a truly competitable - relying on only good match ups is a bad strategy to participate in tournaments.
On turn two the Kasirkin couldn't have objective 1 be its vital objective as the volley gunner was standing on the point thus being controlled by the Kasirkin. They could have objective 4 as they had no one standing on it so it was no longer under their control.
This is actually an interesting rules sequence. Objective control isn't determined until operatives start to activate. every action they take, when complete, triggers a check for every objective on the field to determine control. The Volley Gunner dashing occurred in the strategic phase, and not during a unit activation. Point 1 was already sticky controlled by the Hierotek (the little plasmacyte was slightly on point) and only after the first unit activates would the control be flipped (the point at the first moment would be 2-2, and as per the mission rule ties don't stop the sticky. only full controls). This is our reading of it. And also, point 4 was under sticky control, which again means the kasrkin were in control of it, even if they weren't standing on it.
@@KimerexProjekt I would argue that while the point is captured by the Kasirkin since there is no Kasirkin standing on it they don't control it as control is determined by the APL on the point.
@@buddyboy7276 and that's fine, but the wording for the mission involves this " While an objective marker is captured by your kill team, it stays under their control, even if no friendly operatives are within 2" of it.
I don't think that deathmark could have been placed that far forward with tac ploy. It has movement characteristic of 4", so during normal move it's unlikely it could have gotten that far up. Perhaps just placing a barricade closer to drop zone would resolve this. Edit: also, Leach Power is a tac ploy for 1CP, so I think there was no way to play it in TP2, since necrons had no CP. Anyway, thanks for the battle rep. Picking up Hierotek after the Breachers, they seem a lot of fun. Having a cryptek on potentially 4 APL (+ Command, which is almost 5 APL) is just ooooof
I noticed the distance thing when editing. Wasn't perturbed by it since he just sat there anyway. I'll have to check the leech. He was tracking with dice. Probably messed up by leaving it out.
This channel is way too well done to be your first project. Your production quality is great. I'll be checking in for any kill team stuff, especially anything relevant to tau teams
Awesome battle report i enjoyed the clear way you communicated everything that was going on and the reasoning behind doin it ... Your kill team content has been top notch lately thank you for the hard work
everytime Kimerex releases a batrep, its such a quality experience. There are only a few really great batrep channels according to me. And Kimerex is absolutely one of the best.
Very well done and clear battle report. Thanks for filming!
Really appreciate the extended conclusion discussion at the end; as a learning player, watching a battle report with explanation helps a lot!
Only finding you folks now. Great report. Subbed. Keep up the great work.
This was great! Hadn’t come across your channel before… instant subscribe. Great quality KT batrep - really like your format!
Just finished assembling a Kasrkin team, feels like a great time to start playing them.
Nice battlerep👍 cant wait for next👍
the metal bone boys be good indeed
Makes me want to finish painting my Necrons
the game was so cool!
in the end the metal rise!
I love giving my deathmark a grenade so after using transdimentional it can throw it and then get comanded to overwatch as a hell of an alpha strike.
Bit of an issue there, though command is a solid option for him as long as he is in engage. The "Deep strike" requires you to be out of 6 inch range, and the grenade is 6 inch range, which would mean the grenade is unusable.
Love this!
Hierotek is a team I never gave any attention to. They always seemed to lose and I never got what they were about (could just be me being an idiot). Still don't, but seeing the reanimation stuff I can at least see some cool things.
I can relate to the immortal doing 5 crits though. I've done the same with my snipa boy to my friends chosen. Nuffle giveth, Nuffle taketh away.
I remember fighting thease guys with vet guardsman I just could not bring enough damage to bear on them to make a kill before losing my troops
Kasrkin still feel like one trick pony - outkill opponnet before you're outscored. And THAT only works against elite teams, woe be to ye if you land a match against VetGuard or Pathfinders.
Try to fight experienced ork - you'll have no chance) Charge from conceal, alpha-strike with dynamite etc. As a kasrkin player myself, if i wouldnt like team background - i would switch to something else. After all i think kasrkins should be reworked to be a truly competitable - relying on only good match ups is a bad strategy to participate in tournaments.
niceee hierotek boisss
« Look how they massacred my boy(s) »
Let's GOOOOOO
On turn two the Kasirkin couldn't have objective 1 be its vital objective as the volley gunner was standing on the point thus being controlled by the Kasirkin. They could have objective 4 as they had no one standing on it so it was no longer under their control.
This is actually an interesting rules sequence. Objective control isn't determined until operatives start to activate. every action they take, when complete, triggers a check for every objective on the field to determine control. The Volley Gunner dashing occurred in the strategic phase, and not during a unit activation.
Point 1 was already sticky controlled by the Hierotek (the little plasmacyte was slightly on point) and only after the first unit activates would the control be flipped (the point at the first moment would be 2-2, and as per the mission rule ties don't stop the sticky. only full controls).
This is our reading of it. And also, point 4 was under sticky control, which again means the kasrkin were in control of it, even if they weren't standing on it.
@@KimerexProjekt I would argue that while the point is captured by the Kasirkin since there is no Kasirkin standing on it they don't control it as control is determined by the APL on the point.
@@buddyboy7276 and that's fine, but the wording for the mission involves this " While an objective marker is captured by your kill team, it stays under their control, even if no friendly operatives are within 2" of it.
@@KimerexProjekt alrighty, and it ultimately your channel you get to interpret the rules.
Didn't the Immortal Despotek roll 4 crits and 1 hit, not 5 crits? There were 4 rolls of 6 and 1 roll of 5 in turn 3.
Close quarters rules gives blast, splash, and torrent lethal 5
ohhhh, right I forgot about that lmao, thanks@@KimerexProjekt
That's some very agressive Kasrkin!
Woulda worked, had the heirotek not gained all their revives. The new rules for that make them so good.
@@KimerexProjekt Oh course! If it had worked it would have come out as a genius plan. Alas, thus are the tragedies of war in the 41st Millennium.
Can you take 4 gunners on kasrkin?
If you don't take the sharpshooter
Ok thank you for the clarification :) great video @@KimerexProjekt
I don't think that deathmark could have been placed that far forward with tac ploy. It has movement characteristic of 4", so during normal move it's unlikely it could have gotten that far up.
Perhaps just placing a barricade closer to drop zone would resolve this.
Edit: also, Leach Power is a tac ploy for 1CP, so I think there was no way to play it in TP2, since necrons had no CP.
Anyway, thanks for the battle rep. Picking up Hierotek after the Breachers, they seem a lot of fun. Having a cryptek on potentially 4 APL (+ Command, which is almost 5 APL) is just ooooof
I noticed the distance thing when editing. Wasn't perturbed by it since he just sat there anyway. I'll have to check the leech. He was tracking with dice. Probably messed up by leaving it out.