Kill Team Brood Brother Faction Focus ft. @MountainsideTabletop

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hello everyone Andy here and let's talk brood Brothers in this video I am going to break down the tactics of the kill team terminations G Cults based brood Brothers team making the text easy to pass and summarizing huge paragraphs in a single sentence for you whoa whoa whoa whoa whoa whoa whoa whoa whoa and deception for a moment sorry you know kill team is about Community even when you're talking about the rules it's about the people you do it with okay and and the one thing that kind of sucks about getting review copies is that I can't share it with anybody as such sometimes I do share it with people so I would like to say a big hello and welcome to Mountainside tabletop for reacting to my rules video go check them out okay sup glass we're watching your video all with the video I also want to touch briefly upon the law so that you know what's what and when it comes to the Brew Brothers you know and finally at the end I'll touch a little bit on actually like on the board tactics and how to put the abilities I've just summarized to good use and also uh you know make sure to stay around for the big debate about rules which I can't figure out and how to play so we will raise up to our FAQ and aat play tester overlords In This Very video it doesn't bode well that there are rules that he can't figure out for me getting this team also it doesn't bode well that there are rules that a kill team YouTuber can't figure out for the Casual players yikes all right we need we need a so for the next edition of kill team we needed The Grand simplification in my opinion haters going to hate obscuring get out of here okay anyway that's that's completely irrelevant to this team uh you know hey if you like what you see you want to hear more and all that jazz consider checking out an edited battle report over on tactical skew or an unedited battle report is available for my P patrons if you're into that Vibe my patrons by the way also get a full and uncut man reads book a glass I've dead I've done a general review of Kill team termination as a product and of course the other team the hanin Jaggers get a deep dive too okay time stamps below if you aren't cool enough to hang for the law segment sorry final note there's a bonus for subscribers to my channel and that's a big double hello truly the wholesomeness knows no bounds thanks to the Glorious fruit of the double pleasantry subscribers only but also you know thumbs up and leave a comment for the forearmed emperor and all that good jazz oh you know what also if you're a tabletop fan consider checking me out on patreon a glorified tip jar no doubt for my channel but I do give you extra videos like once a week sort of vibe thing law time baby The Brood brothers were a type of data sheet for the gene Ste Cults codex and they've gone through many mechanical iterations through the years but their theme has remained roughly the same they are Imperial Guard units that have been successfully infiltrated and controlled by the hive mind the hive mind being tyranids and in this case brought forth by a Vanguard organism in the form of a gene stealer as the gene stealer infects and grows its cult it transforms into a patriarch an enhanced and psychically capable tyranid organism that acts as a beacon for the PID High fleets to lock on to once the cult has grown to a suitable size G Cults hybrids Nephites Etc are citizens miners Hab workers but brood Brothers specifically are local military planetary Defense Forces or full-blown Imperial Guard regiments who have been infected in this termination book we get to learn a little bit more about how the Brew Brothers see themselves and I think it's actually pretty well presented we're shown a squad of cadians who have been infected and they are fully aware of their infection and what they're becoming they know that they are becoming something other and they know their mutations will have the entire Squad executed if anyone reports anything to the higher ups and it's this exact lack of trust and command that lets the infection spread just because one has been infected doesn't mean the entire Squad is infected but because it's allowed to go unnoticed and un quarantined it eventually does spread to the whole Squad as soon as one Falls they were all destined to die whether at the hands of a firing squad or the infection so anyway the infection sets in and they they are aware of what they are becoming that they are no longer human that their loyalties are shifting they feel it they know it consciously they are still sentient but what choice do they have and there's the crossover point where they know they're right wrong and their actions are becoming a compulsion they don't want to do it but they must and then eventually that becomes they do want to do it and it's no longer an unavoidable compulsion it's simply who they are but they are still who they are they don't lose their personality they don't become mindless hypnotized blanks they still have individual quirks they are still aware that they need to remain hidden but now instead of it being out of self- preser ation it is out of loyalty to the cult and the downfall of the Imperium and the eventual bringing forth of the Angelic beings who shall free them from the Imperial yoke okay what's the name what get a D6 D6 Here We Roll Roll D6 we're going to generate a name for Eve glass this is this is your Leader's name okay this is Canon for our Channel yeah first name 25 second name 34 so you're CR the Crusader that's actually that's all right I might use that CR the Crusader what does yoke mean anyway they are not aware at this point that they are bringing forth tyranids who will consume all and force March them into Citywide digestive acid pools to fuel the high fleets yes that's what happens they've been infected and tricked ultimately they see the patriarch not as a horrifying mutant but as a beautiful Angel but aside from being forced to see their disgusting as beautiful they really are still themselves the last time I read Gene silicol law it had been stated that they were essentially hypnotized or mind wiped practically and completely under the Thro of the hi mind unable to resist until their final March into the digestive Vats where true you know Grim derp kicks in and the hive mind would release their hypnosis allowing the individuals to see all they had done to their friends and family and world and finally feel themselves being dissolved in acid Grim derp right the way it's portrayed here is I get the sense that some of the infected maintain themselves just with different priorities or some even resist the infection and although yes most will give in eventually some might see what they're becoming and end things while they are still more themselves than infection they have the choice although it's obviously a very pressure Choice arguably very cool Gene silic Cults Brew Brothers law that's all I'm saying one of the best things about 4K is the setting itself and the law is super loose and vague and it's nice to see this side of the hive mind being represented allowing those that want to play their Brew Brothers as still being those Plucky individuals who have fallen on Hard Times rather than hypnotized robots I mean we've got the Imperium and ctors if if if that's what we want right let's have some godamn personality in our xenos okay anyway let's stop to this left brain creative thinking and talk about mechanic next let's get right to it if you will you are a 10 model team with three slots to be filled with either brood coven or tactical assets that can take infiltration security or seek and destroy the standard 10 men are honestly exactly what you'd expect leader with range weapon pistol or different pistol comms medic sniper four Gunners etc etc if you look at any 10 model team this is them with a slight note that has to be made in regards to build order though you get 10 bottles in the box there are eight Specialists plus your leader that leaves you with one model and you haven't built any of your four Gunners yet so you build the plasma gun it's the best allrounder option as always okay I hate that yeah like it's not a one box te not a one box team not a onebox team but uh so [ __ ] just like kind of like kerin like kerin yeah so yeah that's a bit of a drag but honestly uh you know I'll I'll see based on more of the rules that uh that we see but I'll probably build more than one Gunner because I'm just going to take Seek and Destroy and Seek and Destroy stuff also this seems like the most kit bash yeah you know totally like just get some guard bodies off eBay yeah true and I'm sure you can figure something about you know I have some extra Jean stealer cult heads yeah if you want them you know like I'm sure you could Ki bash some stuff and I built the leader with the long range gun because you want to keep him alive for his ability so no Mele for him now I actually built a grenade launcher as my one Gunner operative that's because I know that across all of my kill teams I already have four or five 25 mil base human models with a plasma gun uh a melter gun or ref flamer I actually wasn't so sure about the grenade launcher all I'm saying here is the kit doesn't give you enough models to build everything you want unless you're going to magnetize and I ain't if you have any other teams let's say veteran Guardsman or blooded or of course even worm cult you now have enough models to build the full team congrats you've done it out of the box however if you have no other models build all the Specialists and the plasma you then want to find three other Gunners and four regular guys with L guns that I'll see what the Specialists do but you probably want all of them but not having two Gunners feels like you're uh leaving some Seek and Destroy on the table also so they have they give you a option to do like the extra cool guys like the Magus or the Primark whatever or the like nonoperative tactical assets those have got to be very fun to make you not want to take like the mind control guy you know like patriarch counts as three selections so he's it I mean that's I I'm doing that every time that every time right know will then be your full roster only your mere additional seven models we then get to the rude c/ tactical assets we have three slots and eight possible options to use up all three slots in one pick we have the patriarch the megas and Primus are both two slots each The Familiar are one slot for both you can take an additional Trooper three times if you want those are the basic models we can add see but maybe you don't take the big guy cuz you want the little guys you can't take them both yeah I I want the big guy but maybe sometimes you want the little guys you know yeah maybe maybe sometimes you want the little guys we'll see what they do maybe I'll give you the little guys for your worm blade team then however we have three tactical assets interference Lookout and reinforcements tactical assets can be used in place of activating a model during the firefight phase interference is select one enemy operative within 6 in of a Killzone Edge and roll a D6 if the result is equal to or greater than their APL minus one to their APL Lookout is Select an enemy Optive and give them and all opes within Circ two circle circle circle a crossfire token finally reinforcement can only be taken once and it allows you to deploy a trooper within 6 in of your Kill Zone Edge it comes in with the order you want and count as having made a normal move already okay then we have the Faction ability Crossfire which is nice and simple anytime you make an attack action whether melee or shooting against an enemy after that action is complete whether you hit or not give it a crossfire token there is no limit to how many tokens an enemy can have if an enemy has a crossfire token you can spend that token to roll one of your attack do I like rerolls yeah I love that I love that's like nice and simple uh it's going to get out of hand in the best way just like you know if if you're playing against like a uh intercession or something like it's pretty conceivable that uh Space Marine will have like five Crossfire tokens on it just like yeah it's also going to be very good on any guy here that has like a lot of attacks on his weapon you know yeah I don't know if there will be I mean flamer already hits on twos yeah and flamer kind of sucks so you're probably not taking the flamer but I don't know in general like is it when you do damage or just when you do an attack he said whether you do damage or not yeah so it's just an attack yeah so that's pretty good so you could whiff but you're still getting like value that's nice okay list building and Faction ability sorted let's talk faction tack Ops clandestine elimination kill an enemy while within 6 in of it and your operative isn't in line of sight of any other enemy operatives do it twice for the second VP that's something it's hard to score yeah you know like having played mandrix a couple times now like being being able to kill someone while not in line of sight of anyone else is harder than I thought it would be lot of guys on this team potentially yeah that's true like into the dark easy but uh very board dependent militant leadership Your Leader deals 12 damage get a VP then if your leader is still alive at the end of the battle score a second VP minor note for all damage gets discarded if an Optive is incapacitated just because your patriarch rolled a possible 20 damage if the enemy has seven wounds you've done seven damage that seems really good against Elites when you're going destroy that seems good for your smash face strategy which is what I go every time even if it's not the best yeah hard to looks like hard to stay alive though yeah hard to score two well it depends yeah meticulous preparation perform a 1 AP action on an objective marker if over half of the objective markers have had that done score one VP that's going to mean four times cuz it's over half so not three and and then there a totally separate thing not dependent on the first if you control over half of the objective markers at any point you score 1 VP which brings us to strategic ples uh and let the so dry it could be called any woman in my general vicinity rules reading continue isn't this fun and enjoyable for all pervasive ignore the first circle of a climb drop or Traverse very good Uprising when you perform a fight or shoot if you change from concealed to engage that activation you generate the crossfire token before the attack instead of after it that means you can spend it in that attack embedded if your guy is in heavy cover when shot retain an additional normal save or a single crit overcharge L guns L weapons get AP1 and hot no rest for the wicked straight into Gatling gun fire of tack PLO if I have the stamina to read this you have the stamina to listen to it let's go ruthless coordination oh no I wonder what happened to Ruth that's a shame keeping that joking for sure damn I was on a roll when I wrote that one I hate to admit how much that joke landed here at mountains side headquarters determine the line of sight from another friendly model OKAY unquestioning loyalty if a brood guard that's everyone who isn't The Brood C cool models basically is within circle of your leader they can take the combat or shooting action uh attack in place of your leader so it's just you know it's a bodyguard ability idolization After Rolling ATT tack dice if a leader or icon Ward is within red of that chap retainer failed as a normal or a normal as a crit Insidious after your activation but before the next activation perform a free Dash but you must both start and end that action out of enemy line of sight okay that what wasn't too bad uh so I I think the Strategic P seem really strong tactical po feel a bit pedestrian but uh pervasive and Uprising especially I'm going to those seem yeah those are great those are really good that's like a slam it turning point two all the time totally well Uprising Prive turning point one on beta yeah get into position climbing rope basically let's smash out these regular dude dat sheets because honestly they're very basic basic statline is 6 in move apl2 five up save seven wounds we all know this tune let's go go go so we can get to the fun stuff Commander has the coordinate ability in the Strat phase put a crossfire token on one visible enemy model due to this I say give him the drum fed auto gun to keep him alive your main game plan should never be to charge an eight wound model into the enemy if he doesn't have something to keep him alive right agitator ignore the damage from the first hit you take in melee once per turn very nice also if a friend model is within 6 in of him the agitator spend a crossfire token for free in an attack so that shooting or melee also very good a must take model yeah I just want to interrupt here glass put this anywhere you want but I feel like this team is hard hard countered by exaction Squad oh yeah all these low Health models going to get arrested all the time and like the anti- roll Aura is going to shut this team down so hard that's a good point yeah like any team that has anti- roll oras who else has it um there's a lot of teams that have it now and I feel like it's just going to like shut this team down so hard because their their whole thing is rrolling yeah and if you can't if like if you shut down their main mechanic just buy equipment or you know like it's not that hard in a lot of teams that have that ability yeah that's going to hard counter these guys uh that'll be interesting Gunners are Gunners plasma always then melter or grenade launcher icon Ward is standard Banner effect but then also broed mind devotion once per turn when within 6 in of this guy if one of your guys is killed they can perform a free action excluding mind control or a fight that means you can shoot knife fighter can charge from conceal and every time the enemy resolves a normal dice they take a mortal that means normal hit or normal Parry very nice medic is a medic sappa needs to spend one AP to drop his mind within one inch of himself and and then another AP to blow it up every model within circle of the mine takes two D6 Mortals if you planted the mine and this guy dies you have the option of blowing it up as you die you also have frag and crack grenades and you have a demo charge which is actually really good but is unwieldly so good luck throwing that mate sniper is a sniper hits on twos 3 three heavy silent moral wound three Trooper is a trooper their ga2 veterin has a five up F no pain and a four four shotgun that hits on threes that you should never ever fire with a long range profile so I'm not even going to tell you what that is if you don't know why watch my other kill Team videos to understand the value of an activation Vox operator is a coms who can also Jam Jam is a spread that goes quite nicely on Peanut Butter maybe and you would call it jelly I'm I'm jam and jelly are different things but I'm Jelly of your pun I'm not it is also you select an enemy roll the D6 and that's how many activations the enemy needs to wait until they can activate Okay so on to the interesting stuff psychic familiar you get two remember for one defense two needs to be noted three wounds but ga2 I'd have liked to have seen movement 8 in on these guys but whatever they have super conceal and can fall back for one less AP additionally they can perform Mission actions within engagement range of enemies can move through operatives can move within engagement range of enemies kind of and can charge while currently within engagement range of enemies look I'm sure these guys are probably actually the best pick along with two regular Troopers and they are filled with Shenanigans but my gosh bringing in action monkeys sounds dull as dishwater bro this guy has three wounds yeah this is brutal so when I when they announced this team and I saw the picture of this I thought like yes mini Jean Steelers can't wait they're gonna do something awesome is lame as hell uh they also like they're called psychic familiars don't really see a lot of psychic well I'm wondering if there's going to be something that uses them later like but yeah disappointing going to be fun to paint but never have on the table for this guy can't Seek and Destroy with three wounds Jack two defense dice on five ups and three wounds yeah and like there it's not even like they do great melee damage so you charge something you're going to do like three damage and then die no I feel like these guys are like there to score objectives and do Recon yeah you know then give them eight movement yeah like you said they are not brood guards so can't be used for unquestioning loyalty and bodyguard Shenanigans FYI but hey they die to anything even remotely stiff I am of course referring to a breeze when I say that I don't know what you were thinking of the megas is nine wounds and three APL with a four up save as the good Lord intended they give everyone in your team a five up invol and save off the bat sounds cool but in reality actually very minor but not just that cannot be injured and their APL cannot be negatively modified where are you reading this spiritual leader that's like across the whole board that seems that's pretty good like into some teams that's very good like seven Moon models don't get injured they just die it depends what you're playing against though true if you're playing against psychic familiars then you might get injured if you're getting shot by AP weapons you're Seven health so you're probably dead anyway regardless of losing that third dice to be honest still nice to have of course telepathic overload select a visible enemy a minus one APL cool standard then the reason to consider the Mega's mental overload select an enemy in line of sight and deal two mortal wounds if they're within 6 in Deal four mortal wounds instead of two then roll a dice and if that dice is greater than the enemy's APL stat they take another hot load of Mortals two normally four at close range and then you keep on going as long as you manage to roll above the enemy's APL stat that was how I first read this ability and I was like okay I get why I might take this fellow makes sense but then I read the second half of the paragraph and you know how it is when you actually finish reading a rle terrible the number of mortal wounds taken for this action cannot exceed eight so that's the megas so I I just have to say like throughout our kill team Journey we've come here to glass half dead for our rules reviews never have I more related to someone than saying like read the first half of a rule love it finally get around to reading the second half dog [ __ ] yeah that's cool but yeah sad the biod dagger is pretty interesting two attacks on fours but 3 six lethal four yeah probably getting damage like easy finish a guy off yeah it could be like I don't know but it's like four ups and you only have two shots yeah I don't know Crossfire though but does crossfire work on melee I don't remember I think so okay hope so I don't know oh well rip I would have liked to have seen an interaction with the familiars like additional tomb B for each familiar within circle of Target or something like that but okay whatever moving on just won't take him I guess the megas does have okay melee if it comes to it but like not good enough that it's a reason to take him so whatever Primus is the same statline as megus has a silent weapon with close to longrange profiles the close range being twos to hit instead of Threes but it's four shots and going two four damage the melee is five attacks hitting on twos four five lethal five rending that bone saw is nasty great that's freaking crazy that melee weapon it's too bad I'm going to take the patriarch every time cuz this looks great on a nine wound model I mean okay I oppose abilities you can shoot and fight twice every turn it can either add one to your initiative role or roll the role now that's super cool oh I love that I really like that a lot cuz I lose initiative roles by one you you famously have said that you hate things that can affect initiative but I'm getting this te I hate when you have it I'm going to I'm going to like I already think that like who wins initiative is so swinging in this game already and when you're playing against a team that's like oh I'm just going to have a double activation like 90% of the time yeah kind of feels bad but at least if you know it's coming you can kind of play around it more yeah but you won't no you won't you never do you're always like no I'll roll a six it's actually worse cuz you're going to say that you could have played around it when really like no one's going to do that and then the comments will let you know that you should have played around it yeah I like and for one AP you can gain a command point I feel his range needs a buff uh but I can see this guy getting play sometimes then we have the big boy himself the patriarch 21 wounds that's got to be the biggest chunker in the whole game I think that's the biggest chunk so far 21 wound I think the the most is like 18 right yeah 18 or 19 yeah custodes leader yeah 4 a 4 a okay let's just listen to him and then we'll do a full reaction the serial kisser if you will move 6 in APL 4 save four up invulnerable 21 wounds only weapon is claws at five attacks hitting on twoos 56 damage Relentless rending hold fire don't disgust don't fanfi yet there's more Monster same as gpar hulks can't take equipment can't get cover from light terrain or other operatives alpha predator Special Rule APL can't be modified you can activate it twice during this turning point so long as it has the action points cannot move more than 9 in is yes they had to put that Pentagon plus Square to say this in a turning point each activation uses many of its action points as you want and then use the rest in the next activation that's not as cracked you can activate twice but you still get 4 a for the like whole turning point so you don't get eight APL out of this guy um let me see let's hear mind control first yeah actions into Shadow for one AP change his order can't be done in engagement range then we have mind control for 2 AP select an enemy Within 2 in both players roll a dice and add their APL to the number rolled yours is four if you roll higher you get to perform one free action with the Enemy model and you can change its order to do so if you want it to move that can only be a dash action no charge no move just a dash you can only use this once per battle okay that's a lot to take in can you shoot the other person's team I'm sure you can like can I use your melta to shoot your leader I'm sure you can which sounds crazy but actually I think this is pretty easy to play around you either shoot him from far away with many guns or you like you run your melta up and you have no other guys within threat range of your own melta yeah this is awesome I it's very thematic I don't know how good it actually is I don't know I think it seems really good that you can charge fight and psychic action like in a separate activation um yeah I think this is going to be really good I'm I can't wait to play lots of games with this what a like I okay so one thing I really like is that they're still doing crazy stuff you know it's like this is there's some speculation that this is the last box of the Edition and whether or not that's true it's certainly late in the addition yeah I think everyone everyone agrees that um the first box of season 3 pretty basic rules wise yeah the second box like a bit spicier but overall nothing too crazy yeah so far this team looks wild yeah I know I can't wait I like this is this is why this is why people play kill team is like stuff well I mean that's not people play kill team to get angry at Dice and storm out of game stores but this is why I play kill team yeah honestly I'm very interested in the list building for this team because yeah it sucks that it's not a onebox team but even despite that like you do get all the brood coven operatives and like what mix of brood coven guys plus the T iCal assets plus you know whatever else there's a lot like this they don't even seem big brain enough to be called a toolbox team but they're like a toolbox team with less with less brain load and more just like fun smashing yeah you know that's fun our friend Andy has a rule query okay what's your rule query first question and I know it seems like a silly one but action restrictions are only within your activation as we know and so if if you want to do an action the second time in the Turning Point that's fine as long as it's outside of your activation and it's a free action because you don't have AP outside of when you generate them to activate your model there is nothing in the core rules obviously but there is also nothing in the alpha predator rule to tell you if you can perform the same action in your second activation because that's not a thing the core rules have ever had to cover before Fair no issues and with how intricately worded all of kill team is it seems like a real big misstep to not give us a little designer note or stipulation of yes this model can charge twice and fight twice because we have decided that in your activation refers to a single instance of your activation in the Turning Point shame they miss that no big deal I assume that they are counting the separate activations as completely different activations and so no action restrictions follow through but I don't know and if I wanted to get really raw with the rules I'd say the activation restriction is still in effect because it's all about the model not the single instance of an activation yeah I agree I think the I think the restrictions are like because I think I read it as your activation is those four APPL and once those are expended then the restrictions would reset so so you think you can't do it twice I don't think you can charge and fight twice see I think you could but it's obviously unclear this is the reason there's going to be they should eute this as soon as they can yeah they won't but they should I think when we put this in a battle report we're going to have to like flip a coin to see how mean if you if you think that's the way and it's worse for you then that's fine I'll default to you we'll go with yours all right don't make me yell goats again aside for this minor niggle as expected this guy beats any other model oneon-one in the game which is very nice but kill team is a lethal game and and if you get hit with a melter and just don't roll your 50/50 saves you are still onot don't forget on to equipment really quickly before we talk hints and tactics CT Talisman for two EP once per battle change a normal save to a crit save nice covert guys 3 sorry that's covert gu i e not gu covert guys 3E end of The Scouting step free Dash action order can't be changed in first Turning Point last Gun 2 EP it's a last gun I don't know last pistol one EP it's a last pistol again I don't know whatever who cares I guess you can take it if you want hot shot capacitor pack 2 EP add one to normal and crit damage cold knife one EP four attacks hitting on fors two three damage fragon crack grenade is normal but your sapper has them and you're always taking him are you yeah you are the is is boring Bas yeah but I mean you give a 4 a 21 wound patriarch you got to like chill out with the equipment I guess like covert guys take it and uh everything else like whatever who gives a [ __ ] take a crack I don't know move on I guess you're K you'd be taking cult knife to Parry and stay alive you're never taking cult knife to be aggressive no but I guess it gives you three or it gives you four attacks so you have a chance to Parry out more yeah I guess you know I guess this team doesn't have a lot of access to AP1 or to AP three Gunners bro yeah but you can't only you can't take him right you're only taking one why not it say you could take up to four yeah I okay but then you're three Gunners and a sniper bro then you're not building other [ __ ] that's why you buy two boxes that's where they get you all right all right on to the hints and tips you are a seven wound team with a good mix of melee and range any seven wound model you move up the board without sufficient terrain will be immediately killed so I think you're going to want to play tight games focusing on two nests that pushes a counter punch essentially as a defensive team team that's what I think brood Brothers will be your key pieces that make you a better Nest than other teams are your agitator and icon Ward you want to keep your comms with whichever group you decide your sapper will be in for that unwieldly shenanigan throw agitator gives your plasma and grenade launcher rerolls and he himself is a great counter charging unit if an enemy gets into your nest combined with the icon Ward this makes for a super effective trading Nest you should be planning for your Gunners to be left in the open turn two and three as you fully intend for them to move out get a kill then be killed and then icon Ward lets them shoot on death yes they'll be injured but you have agitator for rolls whatever go for it in your other Nest you've got your sapper with coms to threaten if the enemy is really aggressive coms the sapper to get a move Dash plant onto the furthest out objective you can reach you can plant on conceal so you can also forward deploy him to get a very aggressively placed turn one plant making sure to keep him safe before a turn two cheeky demo charge and then move to safety veteran sticks Like Glue to your brood carbon model and you use them as a bully piece an assassin a distraction whatever you need right unquestioning loyalty with the veteran for free when that first attack comes your veteran takes the hit he's got the five up feel no pain but here die whatever who cares make the enemy sink too many activations into taking it off the board that is the point of that little Duo there and a minor note that my term of a defensive team as I just said doesn't mean you aren't moving up the board at all right it means you get a comfortable position on the board that allows you to control your three objectives you don't need to push to the enemy's side you're playing the long game happy to evenly score three primaries a side until your final push on turn four your commander lays down a crossfire token every turn so I'd recommend he gets the auto gun and just hangs at the back on a point preferably but basically he's not moving until a final action in turn three pretty much right overall thoughts on this team yeah looks like fun I can't wait to play it I think uh I I love a wild kill team and this looks exactly like that on the other side of the spectrum like I'm going to be playing against it more probably I think it's going to be fun to shred plebs and then when you finally take down the big guy that'll also be fun so I think you know nothing in this strikes me as terrible like if your opponent takes the primarch uh patriarch if if the if your opponent takes the patriarch you know to play around mind control like I don't think anyone's going to be like oh this humongous guy that you took what does he do I'm not going to re know and I'm just going to like you know like you'll know yeah you'll know that's one one rule you can know about this team and if you okay if you go to your local game store and you're playing against someone that has this team and they whip out that guy and they don't offer like oh just so you know I have a mind control ability and then they don't tell you uh they use it on you to like wipe out half your team with like a grenade or something n you're actually at that point you're legally allowed to go into the store get a can of lead belur and just spray their whole Army don't condone that all right this team looks fun yeah yeah I like obviously you know Andy's a better kill team player than us and that list makes sense cool yeah that's a build a patriarch looks like a win so far yeah build a patriarch and uh build a patriarch all right next thanks glass for having us and that's the Brew brother kill team from Zero to Hero hope you've enjoyed and if You' made it to here in the video consider checking me out on patreon which is a glorified tip jar but with some extra videos at times uh and you know for all those that have made it here I'd like to give you a big triple hello the wholesomeness knows no bounds goodbye
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Channel: Glass Half Dead
Views: 5,437
Rating: undefined out of 5
Keywords: kill team, competitive kill team, warhammer 40k, kill team news, kill team rules, new kill team, kill team beginner, how to play kill team, kill team advanced, kill team tactics, kill team 2021, kill team termination, kill team brood brothers, kill team genestealer, kill team tyranids, kill team genestealer cults, genestealer cults, kill team faction guide, kill team faction focus, faction focus
Id: 41jeIRNV2uw
Channel Id: undefined
Length: 38min 27sec (2307 seconds)
Published: Sat Jun 01 2024
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