I'm ridiculously addicted to Phobos marines. It makes me very happy that this team is interesting, and I'm *inevitably* going to build far, far too many options as I have far, far too many Vanguard marines from KT18 roster-building. 😎
12:37 Phobos Smoke Grenades may yet be errata'd, but currently they do not Obscure, they remove Visibility: not even Tau can shoot at something that's not Visible. Note that this also prohibits Grenades or other Indirect weapons from targeting a Phobos Marine in a Smoke cloud.
Just finished my first game with them yesterday. Only played 3 other KT-Games before (Guardsmen, Tactical Marines), so I did the exactly wrong, err... challenging thing, but I won in a very casual and friendly game against a good (and casual and friendly) Warpcoven player. Loadout was Infiltrator Sarge, Marksman, Veteran, Helix Adept, Comsman, Minelayer. Takeaways were: -The poor damage output on paper can really be pushed in many unexpected ways... custom Bolter on vet, stealth assault, bolter drill... expecially with lethal 5+... -If you want, they are really fast, traversing the board (Recon, Triangulate, Interloper, etc.) -Mines can block a chokepoint or "poison" objectives -Fantastic for narrative SpecOps Games It seems that playing them is always challenging, complexity-wise, but you really are versatile and you will almost always make the enemy (tougher ones too) work for their wins. Great review and thanks! P.s.: Kitbashed the whole team from a incursor/infiltrator box and 1 Eliminator. pardon my english and greetings from germany
Won a game today with Infiltrators against Khorne Legionaries. It was pretty epic, my Helix guy and my Veteran with throwing knife really stole the show.
Great break down. I think Comms is auto take. The key word for me is immediately. So many unexpected things you can do to get in their head. For example smoke bomb, or specialist abilities like terror, detonate, helix gauntlet, auspex scan
Cool stuff - was just looking for something like this as I am moving from Intercession Team to Phobos for some more advanced gameplay. Thanks for putting the work into it folks, keep up the good job!
true, tho I think with all the terrain, concealement etc and only 6 models, your leader probably can't really afford to just stand back and generate cps anyway. Probably it's one of those abilities that traps you into thinking you should use it 4 times in a game, when realistically it might be just 1-2 (plus whatever commsman helps you to do potentially).
I think you might be mistaken about the stun rule for the incursor minelayer. The rule for stun says that you subtract 1 from the targets apl, not that it's treated as 1 less. A good use I used it for was an Anti-Charge measure against a 2apl team, because if they charged the minelayer and get stunned from the attack, they wouldn't be able to attack in melee that turn
I think that's incorrect. The Action Points are generated when they activate. Action Point Limit (APL): The number of action points an operative generates when it is activated, which are used to perform actions The Stun rule affects the APL not the models current action points.
Is the medic revive ability likean interupt? like as soon as the friendly goes down the medic activates or you leave the incapacitated friendly on the table until the medic is activate later? Great video BTW this has helped a lot.
Thanks for the vid, reiver sergeant does seem like a good take but it’s worth keeping in mind the ability to create cps has a bubble of red did you say? So if he is too close to the enemy he won’t be able to generate a cp
Weird place to put this sorry! Thought I would have most luck on the most recent video! Locust attacks a shrivetalon! What happens in terms of duelist and reflexes??
the medic ability combat restoratives are the same as the others they all can revive operatives that were incapacitated either with shooting or meele attacks
Unless they can kill in melee without being in the engagement range, medics cant save them. Neither killed model nor the medic can be in engagement range, rule clearly says so.
I don't think the helix adept can revive someone who was incapacitated from melee as it says the model who was incapacitated can't be in engagement range with another model.
Vanguard is the best Ploy that the Phobos Strike Team has; I have no idea why you are sleeping on it??? Not only is the extra inch awesome on its own, the ability to ignore the movement penalty when Traversing or Climbing is huge: it's practically a pseudo-Fly. Combined with, say, a Reiver Grappling Hook or Grav-Chute, it allows crazy amounts of board coverage and threat range. Just ask Harlequins players how nice it is to ignore vertical movement.
As I'm reading the Marksman, it states that it performs an overwatch action, but that the action is treated as a SHOOT action, suggesting that it's done without normal Overwatch penalties, because while it's performed "As an Overwatch action," the action is treated "as a Shoot Action." Could you clarify why this would be treated as an "Overwatch, with a negative modifier to hit?" (Not that a 3+ is a terrible chance to hit... )
The Track Target action is treated as a Shoot action only for restriction purposes, as the unique action description clearly states. Track Target does not allow you to roll dice, move, or Shoot. It only allows you to do what it says, which is take a (special) Overwatch action. The ability allows you to take an Overwatch action during your opponent's Activation, which is normally not permitted.
Incursors firing through their own smoke is very, very funny and annoying.
I'm ridiculously addicted to Phobos marines. It makes me very happy that this team is interesting, and I'm *inevitably* going to build far, far too many options as I have far, far too many Vanguard marines from KT18 roster-building. 😎
12:37
Phobos Smoke Grenades may yet be errata'd, but currently they do not Obscure, they remove Visibility: not even Tau can shoot at something that's not Visible. Note that this also prohibits Grenades or other Indirect weapons from targeting a Phobos Marine in a Smoke cloud.
Just finished my first game with them yesterday. Only played 3 other KT-Games before (Guardsmen, Tactical Marines), so I did the exactly wrong, err... challenging thing, but I won in a very casual and friendly game against a good (and casual and friendly) Warpcoven player. Loadout was Infiltrator Sarge, Marksman, Veteran, Helix Adept, Comsman, Minelayer.
Takeaways were:
-The poor damage output on paper can really be pushed in many unexpected ways... custom Bolter on vet, stealth assault, bolter drill... expecially with lethal 5+...
-If you want, they are really fast, traversing the board (Recon, Triangulate, Interloper, etc.)
-Mines can block a chokepoint or "poison" objectives
-Fantastic for narrative SpecOps Games
It seems that playing them is always challenging, complexity-wise, but you really are versatile and you will almost always make the enemy (tougher ones too) work for their wins.
Great review and thanks!
P.s.: Kitbashed the whole team from a incursor/infiltrator box and 1 Eliminator.
pardon my english and greetings from germany
Won a game today with Infiltrators against Khorne Legionaries. It was pretty epic, my Helix guy and my Veteran with throwing knife really stole the show.
Great break down. I think Comms is auto take. The key word for me is immediately. So many unexpected things you can do to get in their head.
For example smoke bomb, or specialist abilities like terror, detonate, helix gauntlet, auspex scan
Cool stuff - was just looking for something like this as I am moving from Intercession Team to Phobos for some more advanced gameplay. Thanks for putting the work into it folks, keep up the good job!
Thanks!
Reiveir SGt should have lethal 5+ on that knife. Why did he lose that?
Too strong with Stealth assaut to kill 9 wounds caracters maybe ?
@@bauguilhugo9037 maybe 🤔
Look at the rare equipment list at artificer blade. Looks like they moved that rule there instead as a balance fix.
@@SolDarkside oh so it's useless now
The only things that sucks about the Reiver Sgt is that you can't generate CP if you are within 6'' of an enemy which is the range of your pistol
true, tho I think with all the terrain, concealement etc and only 6 models, your leader probably can't really afford to just stand back and generate cps anyway. Probably it's one of those abilities that traps you into thinking you should use it 4 times in a game, when realistically it might be just 1-2 (plus whatever commsman helps you to do potentially).
Stealth Assault, Fight, Strategise does not seem to niche
I think you might be mistaken about the stun rule for the incursor minelayer. The rule for stun says that you subtract 1 from the targets apl, not that it's treated as 1 less. A good use I used it for was an Anti-Charge measure against a 2apl team, because if they charged the minelayer and get stunned from the attack, they wouldn't be able to attack in melee that turn
I think that's incorrect. The Action Points are generated when they activate.
Action Point Limit (APL): The number of action points an operative generates when it is activated, which are used to perform actions
The Stun rule affects the APL not the models current action points.
@@brianlawler7640 true, stun is not a great rule generally but in this instance it's garbage with rules as written.
Is the medic revive ability likean interupt? like as soon as the friendly goes down the medic activates or you leave the incapacitated friendly on the table until the medic is activate later? Great video BTW this has helped a lot.
Oh nice. I got some 40k reivers just collecting dust. Better try them in Kill Team
It's not seriously competitive, but Pistol Reivers are dangerous with the extra movement.
Thanks for the vid, reiver sergeant does seem like a good take but it’s worth keeping in mind the ability to create cps has a bubble of red did you say? So if he is too close to the enemy he won’t be able to generate a cp
Weird place to put this sorry! Thought I would have most luck on the most recent video! Locust attacks a shrivetalon! What happens in terms of duelist and reflexes??
tbh i think conpendum space marines need a buff, maybe another save dice or a free stratigic poly a turn
Like a lot of people, I was very unimpressed by the Phobos team when I first saw it. Now, after this video I'm really tempted to give them a try.
the medic ability combat restoratives are the same as the others they all can revive operatives that were incapacitated either with shooting or meele attacks
Unless they can kill in melee without being in the engagement range, medics cant save them.
Neither killed model nor the medic can be in engagement range, rule clearly says so.
@@eisscorp3175 that's affirmative. Dunno why they think you can rez your friend in melee.
I really enjoy the phobos. They’re tricksy.
Comms and Helix seem auto-include to me, after which the rest give you some great versatility in your options.
Well dang, I was hoping to be able to successfully run Reivers
I don't think the helix adept can revive someone who was incapacitated from melee as it says the model who was incapacitated can't be in engagement range with another model.
Vanguard is the best Ploy that the Phobos Strike Team has; I have no idea why you are sleeping on it??? Not only is the extra inch awesome on its own, the ability to ignore the movement penalty when Traversing or Climbing is huge: it's practically a pseudo-Fly. Combined with, say, a Reiver Grappling Hook or Grav-Chute, it allows crazy amounts of board coverage and threat range. Just ask Harlequins players how nice it is to ignore vertical movement.
I wish shock grenades weren't a 4+. If it was even 3+ it would be attractive
As I'm reading the Marksman, it states that it performs an overwatch action, but that the action is treated as a SHOOT action, suggesting that it's done without normal Overwatch penalties, because while it's performed "As an Overwatch action," the action is treated "as a Shoot Action."
Could you clarify why this would be treated as an "Overwatch, with a negative modifier to hit?" (Not that a 3+ is a terrible chance to hit... )
The Track Target action is treated as a Shoot action only for restriction purposes, as the unique action description clearly states. Track Target does not allow you to roll dice, move, or Shoot. It only allows you to do what it says, which is take a (special) Overwatch action.
The ability allows you to take an Overwatch action during your opponent's Activation, which is normally not permitted.
Good review. Still don't think I'll play them. Still irritated at the lack of an Eliminator on the team.
proxy marskaman as eliminator :D I know I did
@@MarcinObuchowski This