Tac Ops Deep Dive! Command Point Podcast Ep. 58

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command point now has merch Link in the description hello everybody and welcome back once again to command point I am your host Shane and I'm here with my co-host Ryan Ryan how's it going hi good it's uh it's a good day it's a good day how's it going for you I mean anything anything interesting uh what's interesting what's interesting um I mean we've been playing in a kill team League here that I've been running locally that's pretty interesting you and I we played our game this week it was a heater it was a heater it was a close one it was uh I played the uh vard and you played Fel Gore ravagers on into the dark uh we played Loot and it was a close game score final score ended up being 17 to 14 uh not including like the you know painted cuz we're not counting that for uh for this league but yeah a really close game yeah it was a good one um I mean we can talk more about it uh in a bit um the league has been pretty cool though it's you know getting the local League started as always a good time yeah um especially because this is the first thing we've really done for a long time and we've got like 15 people yeah 15 people in the league right now so I mean that's great turnout yeah we're missing people that we know play as well so there's there's actually a bit of a crowd in in Rochester which is really cool always I mean I find that pretty exciting yeah um but uh yeah I know we we got a few things on the docket today uh we're going to be talking a little bit about uh I mean I guess the core meat of the video today we're going to be doing a a great big uh wonderful tech op deep di which I think is a something that is just not out there I've I've like looked around to like other than when crit Ops came out and people talked about like stuff as it was new there hasn't really been content made about you know what are good tack Ops and what are bad tack Ops so I think that's a really interesting topic that I've uh you know been thinking a lot about as I you know explore different teams and so on um and today at the end of the episode we're going to be doing our first weird boy and SL knob Pat Pon Q&A um where we take questions from our some of our patreon followers um excited for them yeah while we're at it uh shout out to everybody on patreon the grats knobs and weird boys who are supporting us uh we are going to have some content up for the weird boys soon um of uh some of my games in the cpts uh which is going through week two right now that's our uh tabletop simulator tournament that we run the command Point Discord um so my games of that will be going up very soon hopefully in the next day or two and uh yeah so I feel like there was something else I wanted to bring Ryan do you know what episode of the podcast this is because I always try to say that as we start episode 60 I think we're in the 60s right we have to be we're somewhere around there let me double check here I can we can find this out we have the technology yeah surely I can never remember uh last one we did was the legionary Deep done we're at 58 okay this is episode 58 so almost at 60 yeah it feels like we've done more than that so if I'm being honest uh so if you look up on uh I'm looking at our Spotify for podcasters page that's how we um distribute our podcast and it says we have 67 episodes but uh that information is uh incorrect because a lot of those were the um the Cris the crisis Point podcast yes H take me back the good old days of like last year yeah literally but uh yeah no uh so episode 58 of the command Point podcast how far we have come yeah and you know actually I do want to make a quick shout out before before we get into the main stuff but I found out recently I don't think I talked to you about this Ryan actually um glass half dead is uh apparently he he put out a video on his patreon saying that he is like kind of stepping away from Kill team pretty soon like kill team content creation like glass half dead the dis the YouTube channel um and it had me thinking about like the when we started it was like glass half dead and berid and that was like pretty much it that was it yeah and um yeah and now I mean beid stepped away a while ago and glass is stepping away now and it's like it just feels weird I feel like they were like the big brother channels you know they definitely were they helped us out a lot especially with I guess like boosting our signal and then there was a lot of took a lot of time to talk with me especially about ways that we could that we could grow the channel even stuff like how to make like a good like YouTube thumbnail yeah like good titles for videos stuff like that um so yeah that that is a shame to hear that yeah Andy was uh he was always really willing to collaborate that's a class he was always really willing to collaborate with us when we were like 500 subscribers yes yeah um so shout out to those guys hope he's doing okay um kill team is definit I mean we're fortunate in this day time like this this time period there's a lot more content creators out there it's not just us three and you know um so the the scene will be okay but you know really what's important is uh I just wanted to acknowledge that yeah um anyway let's get into uh news and notes really quick we got some uh new stuff that was it's not that new at at this point we're just slow um yeah but uh games work shop at I don't know what it was where they was it lvo it must have been Al that it was L yeah uh they revealed that the other half of the kill team nightmare box uh on the other side from the night Lords or I guess it's nightmare is the box and it has night Lords in it nightmare nightmare nightmare the other team is mandres Ryan yes how do you feel about that yeah well I mean it's pretty cool that is a that is an old model kit that definitely could have done with a plastic kit so I'm happy uh that we're seeing them uh come out and I know that Jakari players even in like big 40K have got to be excited for this new kit to come out um I have no idea how they're going to interact with like for those of you who don't know who don't play 40K uh Jakari are playable now they were bottom of the barrel Shadow Realm tier uh in terms of like the power rankings but um uh with their new like Skys Splinter Detachment they're actually playable now and they did win a tournament uh sometime in the last two weeks so you know Jakari fans are they are feasting right now and I know they are feing for these new mandres to come out so when I saw that team you know the first thing I thought about Ryan what's that do you remember last Edition when I played Jakari for a little bit and like my thing with Jakari was I just spammed mandre literally mandre yeah there's mandr and now I can do that again you literally don't have a choice it is just mandres uh which is great because I was doing that anyway um and it's exciting to to see that I mean honestly like I don't like speculating um but like I will say the models I think they're going to be hard to if they're Specialists and it's not like Blades of game they're going to be hard to tell apart from each other because they all look the same to me they are yeah uh but the models look cool and that's really all that matters so you can always like paint your Specialists a little different if that's the case but like who knows yeah um the team looks cool I know you're excited about the night Lords I'll happily take the mandre CF perfect perfect I want nothing to do with those H I don't understand the lore behind those models honestly they're spooky they're just really spooky yeah I mean I get that but it's like they are they're dark lar but they're also like half demon or whatever I don't I feel like I just haven't dug too deep into that part of the lore but I have no idea what's up with them if you guys know uh put it down in the comments section below so I don't have to go searching for that information greatly appreciate that I I will crowdsource the 40K lore right now they're just a bunch of emo boys um yeah and it's not well that's the entire faction oh yeah but especially the mandres they've got the long flowing hair like the yeah goes over their their eye it's it's very em uh but anyway that's pretty much all that's new um uh we Ryan are going to a Dept account though yes which is less than a month away I'm excited super excited yeah I'm thrilled um we are going to be there pretty much from for the whole like week basically like from Wednesday until Sunday yeah we're going to be there Wednesday night through at least until Sunday yeah yeah I will be playing in the pods and the g G and maybe doubles I don't know yet yeah I might just take Friday and walk around but um uh and Ryan you're playing in the GT I'm playing in the GT yep yeah so guys if you're going to adepticon come say hi uh we're GNA be we're gonna be there sweating it out having a good time yeah um really excited it's one of the ones that uh I've wanted to hit for a few years now last year that was Nova and I knocked that off the off the list and this year it's adepticon so I've heard great things about it as a convention yeah um yeah so I mean I mentioned earlier the command Point tournament series is ongoing I wanted to touch on that a little bit before we move down to like the meat of this of this episode cpts we I I don't know how much I I don't know what I said about it last time but we actually hit5 players total for command Point tournament series that's huge crazy numbers it's the most we've ever had for a TTS tournament the the most we had before was around 60 I think we were in the 60s like low 60s but we didn't dream of hitting like 80 even that was way Beyond yeah uh even back in the the pandemic Heyday yeah think we hit like 64 we hit like 64 and at the time that was the biggest kill team tournament to ever happen period in real life or digitally um yeah and to hit 115 out of nowhere with like I didn't expect it at all yeah I think that just like reflects how much growth kill team has had uh over this past year I think more than any other point um I think right now we are I want to say like in the Golden Age of kill team and we just might not even know it uh the balance with a few outliers you know for a lot of the teams is so so good um that a lot of teams are very viable um so and it's it's just a you know it's a really well-designed game I think that a lot of people are enjoying and discovering yeah I mean we're seeing it on the local level as we mentioned earlier um just the amount of players that are like just cropping up it's so exciting um and there's I because when the game when the addition came out it was like well you can play compendium and then there's like these teams that are way better and there's like four of them yeah and that's like the whole thing but here we are now like three years in and um it's exciting like there's 25 24 there about to be 26 I think bespoke teams 27 if you count jusan which I don't the tier list they just keep getting longer yeah it's but it's cool because now it's the for a new player coming in on one hand you could look at it as kind of daun um but I think it's if anything it's felt easier to get players into it when I show them like these are all the teams you could take and there's they're all like very unique they all have an identity um it's exciting you know the whole idea of like a bespoke team is a cool thing because it's it's this like kit that's like made just for our game yeah and last Edition we basically didn't have that um no actually you know the original bespoke teams really were gellerpox and ELO cityian star Riders yeah that's true and I wonder now Weir to think about yeah how much of like a test drive for second edition that was I think I I think um if we want to get technical about it I think the heavy intercessors were also a bespoke team because originally you could only get those models through the Pariah Nexus box they weren't their own individual kit until much later and now you can still play Heavy intercessors yeah they're garbage don't do it but is a shame because I love those chunky boys yeah they're cool um but yeah anyway the command Point tournament series is going on we are in the second round and I have been playing hotch in it and I just wanted to give a quick brief on um on my games on the first week I played against a lovely fella from uh who's actually from Buffalo which is cool really close to us um and he was running like all zch chaos demons he he had 12 pink hores which was just a crazy thing um and I got the win there and on week two so last night I played my second game into I believe it was it was Blades of cane um which was one of my first it was basically my first time playing against like a full Blades of cane team like Ryan you and I messed around with when you just had the Striking scorpions yeah um let me tell you they are much more of a complete team when you have dire Avengers and uh banshees mixed in there too for sure yeah it's uh very interesting um I ended up winning that game but it's it's it was on into the dark loot which I think is probably the last thing high tech wants to see into that team um but I'm having a lot of fun with the with the higher attack Circle um there's one thing I just one play I wanted to highlight in this game so on turn one I in deployment I had on the right side on the into the dark flank I had my cryptech and the despot um s sitting on the right side and they're both engaged and I Recon dashed the the cryp tech and I told my opponent about the maximum length that he could run and shoot uh his team on the deployment line and so he took initiative because he wanted to to prevent the the the alpha strike with the cryptech right and he's an eight model team and I'm I'm an eight model team so when he takes initiative I know I have last Activation so the real threat that I was actually setting up was the despot who was right behind him because that cryptech could move and open the door and you could chronometer on the desper attack and give him three APL and from the deployment line he can move- 12 in and shoot anybody on my opponent's back objective just from like where he was standing mhm um and and such a strong model because he rolls up he's got five shots hitting on twos with lethal five 33 damage mortal a splash one and he gets a roll because of his demand and it's like you just walk up and get five hits and just kill whatever you shoot love that um yeah and it was a really tight game though um came down to the the very end with the tack Ops you run all the tack Ops that score at the end of the game and you just get six points and win um if the board state looks okay and yeah no I'm really enjoying the cbts right now we got a few more rounds left so before it gets to Top Cut so I guess we'll we'll try to get some streams in once we hit to the like the finals semi-finals area yeah for sure I I definitely mentioned to you when you told me how many people had signed up for it I'm like I kind of want to throw it back to uh to the pandemic days yeah and do and do some commentary at the very least for the finals yeah for sure for the finals um it's a it's a lot of fun getting those streams together yeah um but yeah Ryan we we're doing our local League too we just played a game Fel Gore into Fel Gore versus vard on into the dark that was a a really good game I it was definitely a lot there yeah definitely even though I lost you know I felt like that was one of the best games that I've played in a I I think that was the best game I played in at least a while I don't know in terms of like how I played my opponent's skill uh and then just how the game itself played out it was a very enjoyable experience yeah and I think that's definitely the best game I've played since worlds um it was like because we're it also was nice playing a game where we're both playing like the tippy top high tier teams other than Commandos yeah um and I think like we like to rag on the top tier teams a lot but truthfully I think like when when you're seeing two of the best teams play into each other um it can be really interesting it makes for like really like Dynamic gameplay where it's very back and forth yeah um so yeah but uh my so far basically the way we're doing our league is you can you can switch your team up every week it's five rounds and I've been trying to play a different team each week so the first week I played hand of the archon and Chaos Cults um and the second week I played uh higher attack and aoid dancers and then it was Fel Gore this week into your vard but Ryan you've been going vard from from week one right yeah yeah I really wanted to been oh go ahead I was just gonna say I've I really wanted to like buckle down and uh just like get like really good with a team because with the exception of intercession I my confidence with kill teams uh has not been very high I mean I guess like har har quins were kind of like I don't know I like messing around with Harley quins I liked messing around with Hannah the archon um intercession was the only team that I felt like I had a firm grasp on and that wasn't until after I had played them at um at the kill team open last year last year or two years ago I can't remember last year yeah doesn't feel like last year it feels like no it feels like so long ago yeah um but yeah no so I've been basically just like Ming vet guard for a while now and I'm enjoying running them yeah I mean they're they're like the OG team and uh it's been it's been cool watching you play them yeah I finally got them fully painted too so oh there you go only took me almost nope he's not done yet sorry we'll have to get him done yeah but um no I mean I've been really playing a a lot of teams since uh the past like month or so MH I've kind of been really intrigued by like high tech obviously I'm playing in cpts um there's uh you know uh hand of the archon i' I'm really tempted to play them at adepticon they are just so cool I love them and I said on I was on Squad games last week and I said I I think I said it on there but I said it to somebody I feel like hand of the archon is like the elf version of legionaries and I it just speaks to me for some reason like they're they're just so killy and like they're deceptively hard to kill themselves and they have like a really cool toolbox yeah I can see it they're spiky too they got lots of spikes very spiky yeah um yeah so I've really been enjoying hand of the archon Fel Gore is just so cool I was really excited for Fel Gore when the team came out and then I just didn't play them at all um so yeah because it was like did they I'm trying to remember did they like get nerfed right off the bat yeah they got nerfed right away and then they got buffed and then and then they got nerfed again I think and now they're buffed again something like that they've they've at least been buffed and nerfed um multiple times and they're so fun they really are so fun I think they're in a cool spot right now after after playing against them they probably need a little Nerf but um definitely a fun team to play as in my opinion uh and then beyond that I mean I don't know there's so many teams like I even want to play legionaries again not seriously but just like I kind of miss playing them yeah um and these new teams coming out just look cool like I just want to have them on the table you said you put the legionaries down Shane you can't can't go back on your word I know they're so fun they're so fun though yeah they are you know I actually Dakota was showing me stats of legionaries in the past three months 42% win rate come on guys what are we doing it's a shame it's an absolute shame look at how they massacred our boys but uh yeah no hopefully night Lords can take up the the chaos mantle and somebody's got it somebody's there has to be a good elite team out there right I guess yeah I mean I think legionaries are still pretty good it's just I don't know what people are doing out there but um all right let's get into the main meat of the video here the great big wonderful tack op Deep dive so I kind of just wanted to go over the all the tack op cards that we have since um you know uh crit Ops 2022 came out and just kind of go over them because uh I guess give them a grade not like an official grade but like yeah because some of these there are Tech Ops in this thing that I think are pretty much never takes yes 100% agree and I think just knowing the things that you shouldn't take is really helpful in and of itself yeah it takes out a lot of the decision points um especially if you're a newer player using this using the 2022 uh crit Ops pack um so for context or I guess before we get into this we are just going to be discussing the four Arch types right we're not going to be delving into every single collection of faction tack Ops I I think we can do that in a later episode although I do think you could go over it quickly just by saying which is the one oh yeah no that that is very true most teams are like there there's only one that you should take and usually it is an auto take but I think I think we should save those for potentially some uh faction deep Dives yeah I'm fine with that uh what archetype do you want to start off with well let's start at Seek and Destroy because I feel like that's the one that I'm the most familiar with that everybody's the most familiar with good one it is the good one so let's let's get the easy stuff out of the way so honestly I think that um let me actually pull it up cuz I just realized I'm looking at the old ones here we go oh no um I just saw challenge do you remember challenge oh my goodness no I don't challenge was the worst tack op ever that's why I don't remember it it was like you'd have to say your guy and then say the enemy guy and then that guy had to kill that guy and everybody knew right at the start of the game it was like the worst thing ever yeah and your opponent was under like no obligation to actually come out and fight your chosen model right right correct so it's like what is the point yeah anyways let's talk about let's talk about the the current stuff yeah so honestly I think that um seek destroy is probably the best overall deck like and obviously this is all team dependent but I think there's not a truly bad Seek and Destroy tack op there's like all six of these have a place um so first up we have executioner um basically you you reveal it at the Target reveal step of any turn and you pick one of your guys to be your executioner for the game yep um and then at the end of each Target reveal step going forward including this one you pick an enemy for your executioner to kill and if he kills them you get a point and then if you kill another guy that you nominate later you get another point so this one is I think it's there's some teams that will just never take this yeah but I think that there are some teams that also really like it um so this is like a really good one for um I found that teams that have like really asymmetrical like shooting choices and like one really good Gunner can really like abuse this a little bit like um I've used this with Phobos against like horde teams and having like the Marksman oh yeah pick a guy and then you could have like another Phobos guy Omni scramble them so they can't move them and then you kill them before they can run away with your executioner and then hide and then next turn you do it again so situations like that I think it's good and you could also nominate like a total melee monster to just you know Munch a guy and then next first thing that popped into my head was um the uh gosh the possessed the anointed yes the anointed the legionary anointed yeah he probably could do it a lot like pretty easily I personally never take it but I'm sure if I did against certain teams I would be able to Max it but um you just have to keep in mind the one thing with this tack op is like a lot of players I see they'll reveal their executioner they'll get that one kill but then they don't have like any game plann for getting the second point they just get that one kill and then their executioner got a huge Target on his back and it before the next turn yeah so you have to be really cognizant of that I think it's a team that really rewards having a plan uh or it's a tack op that really rewards having a plan when you pick it like how do you plan on scoring this how do you plan on not just getting the one point on it but getting that second point on it as well so uh solid worth taking sometimes but uh there's other ones in here so Ryan Head Hunter yes go over that one so head hunter you must reveal this tack up when when an enemy leader operative is incapacitated you score one Victory point and if it's the first or second Turning Point you score another Victory point so that's kind of interesting you know those last two turns of the game um you know you're you got to kill you got to kill the enemy leader turns one or two uh so realistically you're probably going to be able to get your shot turn two um there are some teams that you want to take this against almost automatically um for example pretty much any elite team um because Elite teams they cannot really uh afford to just have their leader uh model just sit in their back field and just hide um they have to get in and they have to scrap and they have to trade so um taking a head hunter against teams like that is uh always a good choice yeah and you get to see like what your opponent's team is before you see before you pick tack Ops so like say you're playing void dancers and they gave the fusion pistol to their leader you know that guy's moving up on the second turn to try and kill something so head hunter is really good there as a legionary player Head Hunter is very good against legionaries because my aspiring Champion gets in the mix on turn two um like you said I think intercession is another good one sometimes the leader for intercession is a shooty guy so maybe it's not as free same for fobos like if Phobos if their leader is a Reaver Sergeant there you go it's probably a good take um but against teams like chaos cult where the leader just sits in the back don't ever take head on you'll probably get the one point on it if you win the game but it's not going to like make a difference and you're not going to get two points on it unless they're like very very greedy with their leader and misplay it's ultimately out of your control at that point so definitely against teams with really aggressive leaders especially Elite teams maybe against something like ELO City and star Striders the elucia vain is pretty aggressive but um you know I typically I'd stick to the uh uh to the elite teams when taking this one yeah uh next up we've got assassinate Target this is another good anti- Elite Choice uh you reveal it in the first turn your opponent selects one of their guys and then you have to kill them so again it's an elite Choice really and this one I don't even think I would take against like void dancers I would only take this against a team with six models or less yeah um where you don't expect them to like you expect all Hands-On deck right when you're playing an elite team you need everybody involved so and unlike Head Hunter this one you don't have to get in the first two turns you just have to get it period yeah so um if you're taking Seek and Destroy you probably already are running a team that's decently Killy um and you have the capability to kill something that you really really want to kill if you allocate resources to it so against an elite team I think assassinate Target is a really good choice yeah uh eliminate guards Ryan yeah so you can reveal this tack op in the Target reveal step of any Turning Point once you do so at the end of each Target reveal step select an objective marker on the center line or within your opponent's territory then select one enemy operative within two circle of it to be the guard for the Turning Point uh if the enemy operative you selected to be the guard for the turning point is incapacitated during the same Turning Point you score one VP and if you achieve the first condition in any subsequent turning points you score another VP yeah so this one is very good um it's one I took every game at Worlds with my legionaries and I never didn't max it um it's worth noting I think that it's taken maybe more than it should though I think a lot of people just Auto take eliminate guards because there's six objectives and your opponent's going to stand on them um but you could hypothetically for instance if you're playing against a threea team and you're on like loot or secure then your opponent has some control over that um especially if you reveal it and then you get your kill a good player will know maybe to keep their operatives off of objectives if possible and they could you could be in a situation turn three or four where there's literally nobody for you to choose as your guard or if there's one guy it's maybe not a good choice because they're so far away they're on like a back Point um so be careful with eliminate guards because you can get punished for it um on capture it's really good because they have to stand on it right to to control it um against two APL teams a lot of the time they don't have the ability to do the mission action and get off the point they're going to have to move onto the point and do it so if they want to score primaries and you know getting advantage on primary then you can punish them for that with eliminate guards so um it's very good just give it some thought before I take it all right Robin ransac I think this is my favorite one uh well I think I think this one in my opinion is like the best one from this entire deck if you're playing a melee team a team with melee yeah of course so basically you reveal it when you incapacitate an enemy operative in engagement range it has to be in melee and the guy that you killed or the guy that got the kill is more than three inches from other enemy operatives so there's a lot of first of all it's hidden until you reveal it which is great yeah um you get a kill anywhere on any guy and you need to make sure your guy is more than three in from any other enemies so you have so much agency in this there's nothing your opponent can deliberately do to stop you unless they have snuffed out that you're running Robin rans sack and even then it's hard for your opponent to make it impossible for you to like not score this because you ultimately have the choice to position your model outside of 3 in from another guy when you get that kill um and basically you get a point right when you score it and then you get the second point if that guy lives till the end of the game um if you're running a team with really good melee into your opponent this is a almost Auto take with Seek and Destroy I would say yeah um it's obviously can you know with horde teams like blooded where the models die really easy there's a little bit of danger but you can just you can reveal this like turn four like last act you know and then they don't have the chance to kill him potentially just like hypothetic um really good really really good tack op would recommend so and then route R yeah so with route you can reveal this tack op in the Target reveal step of any turning point if an enemy operative is incapacitated by a friendly operative and that friendly operative is within six of your opponent's Drop Zone when it does so you score one if you achieve the first condition in any subsequent turning points you score another uh so get up the board get within six of your opponent's drop zone and then get a kill yeah pretty achievable again yeah like Robin ransac you have a lot of agency here because it just needs to be your guy within six like it the guy that you're killing doesn't even need to be within six of their Drop Zone it's just as long as you get over like you can tiptoe into their into within six inches of their drop zone and shoot a guy with a plasma like across the map and you'll get that point for Route um and it also is nice with with melee teams in particular that getting into that part of the board and killing things is your game plan anyway so this is like the most passive to score I think in the whole deck even Robin ransac you have to think about it a little bit when you reveal it but route I think you could just slam this down and just play and not even think about it and you'll score it so uh very very very good so Ryan that was seeking a that's the easiest one to do because you can basically say they're all good yeah in certain situations um we're going to start moving into some of the tougher ones now uh let's go to security because you've been playing vard a lot I've been playing a lot so we've both been running security um I want to start with CES ground because this is a very common one all right uh so basically you just reveal it in the first turn uh you pick a heavy terrain feature that is more than three inches from your drop sun and at the end of the game if you have any guys that control it so are standing within one inch of it you get a victory Point um they have to control it though so you have to have more APL than the enemy within one inch of that objective and to get the second point you need to have no enemy operators within one inch of it and you need to have at least four V uh four APL controlling it so I have come to find I I typically I'll end up taking C's uh se's ground often when I play security mhm but lately as I play it more I'm moving away from it a little bit not taking it out of my options entirely but basically um not taking it as often and not making it like an auto take because I found that that second point is really easy to deny for your opponent like they just need one guy alive to just book it towards that objective or towards that terrain feature and then they're robbing you of your second point um so I think the way to do this the best if you are taking it and for a while I would put it on a central piece of terrain because then my guys from both sides could flood to it at the end but that also goes for the other team so I've actually I would advise not doing that I would put it I would pick a Terrain feature on a flank yeah that you're intending to like win like where you have your power pieces on that flank you're gonna crush the team on that side just like overload that yeah almost I think that's the best way to do it um be very cognizant of it throughout the game because if things start going bad on that side of the board you might need to move more resources over there to like preemptively get ready to control it and like basically you need to wipe out the enemy on that side of the board or else they're going to stop you from getting two points on it so be careful with C ground it's not as easy I think as uh as some people think yeah uh Ryan do you want to go over central control uh sure sure yeah so um I also want to bring up before we uh move past seiz ground and central control this one as well um these tack Ops are not allowed on well excuse me uh seiz ground is not allowed in close quarters that one is replaced with I think it's secure access point right yes which is it's basically the same thing except it needs to be either on the the doorway needs to be on the center line or it has to be in your opponent's territory um which is achievable on some maps yeah I actually think it's slightly easier if you can get a decent door because that thing I'm talking about where you just try to win a flank it's easier to do on into the dark yeah you have an access point on the center line on into the dark it's like just overload that overload that flank and win that and you're you're good that's that's an almost an auto take if you have a a board like that um in our game Shane uh none of the doors on that board were on the center line they were all in your territory and I knew that I was probably not going to be able to move past your tide of Fel Gore ravagers uh and surviv so I opted to not take that one um and that was the right choice I think yes yeah um so uh central control this one is not allowed in hazardous areas so if you're playing on beta DEA uh you cannot take this one this is replaced with I think it's secure secure the top of the feriton Furnace I think that's the one um yeah it's something like that and then another thing about C ground I keep going back to this um Seas ground you can still take that on uh on hazardous areas on beta DEA and uh if you don't know literally every single terrain feature every single Gantry and the feriton furnace on that board all have a part of them that have the heavy trait so that one's like like to me that's an auto take if you're playing on beta DEA but there's a lot of weird things going on with beta DEA I'm not necessarily convinced that it is a good choice for competitive play so let's move on uh so central control you can reveal this tack op in the Target reveal step of any turning point after the first at the end of any turning point if the total APL of friendly operative within uh square of the center of the Kill Zone or yeah within square of the center of the Kill Zone and not an advantage point is greater than that of enemy operatives you score one VP uh if you achieve the first condition at the end of any subsequent turning points you score another VP so this is one that I actually did take in our game and I think it worked out pretty well I wound up maxing it yeah I think this one in secure Center Line which we're going to talk about soon are they fall into a similar um pattern as far as when you want to take it I think that these are tack Ops that are very good if you have more bodies than the other team because you're going to have last activation and you can like run a guy in and guarantee it after everything else has happened um and I think in general if you're a team with a lot of APL I think these are are good any of these control ones are good um I personally hate taking both of those uh this one in Center Line with like higher attack for instance because higher attack only has like 17 APL on the whole board yeah compare that to beckard who has like 28 29 with comms something like that yeah it's not even close so it's like these hord teams that can take security I think are the teams that are going to gravitate to central control and Center Line um and then I want to talk now about hold them back uh so hold them back is uh this is the first one that we're hitting that I'm going to say candidly don't take hold them back yeah it is not good you will never score it usually if your opponent's paying a little bit attention even so basically you reveal it in any turn after the first if you could reveal it on the first turn maybe getting one point would be possible sometimes even then it be tough uh but you reveal after the first turn and then you just there has to be no enemy operatives wholly within your territory if even one enemy operative squeaks into your territory I guess they have to be holy within but if they get in you don't get a point um so obviously if you're out activated don't take this in my opinion even if you aren't out activated don't take this it's way too easy to deny on the other side so this is our first F uh if we are grading them hold them back gets an F back when it was hold the line and you just had to keep them amount of six in of your DZ yes that was that was doable that was solid I liked that one this version with the territory stuff forget about it yeah and did you want to talk about secure center line now yeah we can talk about that one um so you can reveal this tack op and the target reveal step of any turning point after the first at the end of any turning point if the total APL of friendly operatives on the center line and not on advantage point point is greater than that of enemy operative you score one VP and if you achieve the first condition at the end of any subsequent turning points you score another VP so uh I guess kind of to Echo what you were saying earlier you know if you're a horde team um you know and you know you're going to have last act you can just run a guy up right onto the center line of the board and uh probably score that for you um and also if yeah go ahead I was just going to say this one in in a way I think is better than central control as well because it has this hidden little buff where even experienced players forget that this is on the board all the time it's so hard to remember to play against Center Line it literally happened in our game yeah it's it's so easy to forget I forget it all the time when I play against it and you're going to have games where you get points off this just because you remembered your tack op and you're opponent didn't yep um central control is a little easier because first of all it's been around longer and I think it's like a a more centralized area to like like your opponent's going to notice that you're setting up for central control yeah but they might not notice that you slipped a guy into the center line um while you were doing something else so I think this is a really good one yeah in my opinion I think if you're playing on into the dark there are some boards where it's a lot harder to score um but yeah I think it's still very good and I I also think that it's better than uh central control for the most part just because you have a wider area that your opponent has to be cognizant of if they want to deny you scoring this one whereas with central control they can just put bodies you can put two legionnaires in the center of the board I mean not that you usually would want to in order to deny I like I would have to throw three veteran Guardsmen there just to contest it so it's like well there's some there is some truth to it though because like if if you're clustering up your models into the middle I can like reach them all with like one guy you know what I mean whereas right I can't have somebody on Center Line Duty it's got to be like I have to be paying attention to it with every operative um because one guy on one side of the board can't deny you on the other side of the board if I've already activated all my guys on one side and you haven't you could like almost guarantee like with those guys that are left just run them onto the center line and I can't stop you unless I OverWatch yeah so uh I'm going to talk about protect assets next okay this is a really interesting one as far as it is good but you need to know when to take it um if I'm playing a team that has decent killing ability which I mean most teams of security have decent killing ability the time to take protect sets is if they have 12 models take it if they don't have 12 models don't take it it's as simple as that it's harder to get this against non hordes but against hordes they have so many bodies they're flooding the board you can get protect assets very easily basically you just have to kill two guys on an objective marker during a turn and then do it again um anything less than 12 bodies I feel like you're not going to ever get this reliably but against like that guard with 14 bodies you can do that y um cruit with 12 bodies you can do that Inquisition with 12 bodies you can do that um blooded for sure so those are the teams you take this against stuff like that uh chaos cult no-brainer gellerpox although actually gellerpox some of those guys you can't get attack Ops for so be careful with that like the gribblies yeah but yeah no that one's simple um it's really straightforward it's kind of like how I talked about route how you can do it almost passively if you're into the right team so there you go uh and I think all we have left Ryan is escort operative yeah so you can reveal this tack op in the Target reveal step of the first or second Turning Point uh you select one friendly operative at the end of the battle if that friendly operative is wholly within your opponent's territory you score one VP if that friendly operative is within six of your opponent's Kill Zone Edge you score one VP so I mean this one I would argue can be weak for most teams um that's a tough one for some teams I I think in my experience this is the one that I am that I find the most difficult to score out of everything here except for uh hold them back of course that one's literally challenge level impossible yeah so I have been playing this the interesting thing here is I with high tech I almost I pretty much Auto take this tack Op with high attack if I'm running security um they're really good with it because you can pick your escort in the second turn and he can literally get killed and come back and score it for you oh true yeah uh so teams like that it's I think it's really good um in general I know that um Dan from the UK when he played Navas breachers he would run not scored operative a lot with his leader uh because his leader would for the most part be kind of just chilling in the back um not doing anything and then on turn four he could like or on turn three he could start to move him up the board on turn four you know keeping him concealed run him and score that tack op at the end um so I think if you have like a really passive guy that like just sits back and doesn't do a lot you could hypothetically run it um it's not not usually going to be your best choice unless you're playing H Tech in which case it's amazing um but yeah so I'd rank that one below central control and protect assets and secure Center Line yeah um but again it's you know again it's it's probably better for a wider team that can afford to like have a guy hide all game and then creep forward at the end yeah uh all right so let's go to yeah that that does it for security Ryan which one do you want to talk about next um let's talk about Recon uh just because I think I have more experience with Recon than I do infiltration infiltration I think that's that's normal I think that's what most people think yeah yeah we'll start we'll do a we'll do Recon now um so let me go ahead and and start with everybody's favorite recover item oh yeah so recover yeah recover item you must reveal this tack up in the Target reveal step of your first Turning Point Place one of your item tokens within your opponent's territory please note that it does not State wholly within the pickup action can be performed by friendly operatives but not enemy operatives upon your item token at the end of any turning point if a friendly operative controls your item token you score 1 VP note that it says controls and not has picked up or is carrying and if you achieve the first condition at the end of any subsequent turning points you score one VP yeah so obviously some teams are better at this than others but generally speaking any team can score this yeah pretty easily um like you said it only needs to be basically effectively like by millimeters it's effectively just sitting right on the center line in the middle of the board um and you can control it from two inches away so you can be well in your territory controlling this um for starters so it's really easy to get on it and if you can pick it up then you guarantee control it as long as the guy doesn't die um there are some teams with dogs like crout or Star Striders or exact Squad can the Cyber Master do it well I think exaction does do they even have Recon yeah yeah but like crout and star riders in particular their dog can like just run and pick it up and run away and it's just like the easiest two victory points you're going to get yeah and generally speaking a lot of the time it's going to be the easiest two victory points you'll ever get um if you're playing against a team that can't do like some dog stuff or like run and pick it up really easily you can deny recover item you just need to think about it you need to like plan for it um it takes effort from your opponent to do so but they can if you're not like really making sure you get the pick up on it because they just gota they also just got to run within two of it they're going to be like a tiny bit closer technically um but yeah I mean it's it's probably the best Tack op in the game right uh yeah I don't think anything's better I think some of the can destroy stuff is really good but this probably Takes the Cake yeah uh all right so uh let's do I'm going to talk about outflank uh you can reveal this tack op in the Target reveals stop of any turning point so I hate outflank honestly this is the next one I'm going to say just don't ever take I see people take this sometimes and they never score it and then they hate it so basically uh you need to control both neutral Kill Zone edges um and you get a victory Point controlling both neutral Kill Zone edges though is difficult because the total APL of friendly operatives within three inches of the neutral Kill Zone Edge has to be greater than your opponent so that's both Kill Zone edges and you don't even count for controlling it unless you're more than six inches from your drop zone so you have to almost get up to the center line to even get get APL on the Kill Zone Edge and then you need it on both sides and then you need to have more than your opponent to get one point and then you have to do it again so I don't think I need to explain why this is horrible right yeah challenge level impossible I think I'd rather take hold them back honestly this just sucks don't take this NOP uh go ahead Ryan yeah sure so uh let's go ahead and talk about surge forward you can reveal this tack op in the Target reveal step of any Turning Point at the end of any turning point if the total APL of friendly operatives within six of your opponent's drop zone is four or more you score one VP if you achieve the first condition at the end of any subsequent turning points you score one VP so I mean this one's this one's all right yeah it's not too bad I mean if you're playing a really aggressive team with a decent amount of APL you don't even it's not even the APL really it's just if you're playing a really aggressive team yeah that's going to be pushing into your opponent side of the board if the game's going well you will just score this naturally I think yeah so um what teams uh in your opinion kind of fit that archetype that want to be playing search forward I think void dancers are really good at it yeah um what other team I'm trying to think of the other Recon teams I think that star Striders can do it pretty well um uh I'm like totally blanking on the Recon teams uh hand of the archon can any of the elf teams can take this yeah and do well I think um it's not necessarily always going to be the best choice especially depending on the team you're playing against like if you're playing against a really like a Fel Gore cast Cult Don't Bother yeah you know um but against like gunline teams where you're closing the distance on them go for it do you think that Pathfinders can take this actually yes Pathfinders they are themselves a gun line and they're not like closing the gap between them them and their opponents but what they are doing is like basically just wiping their opponent off the board in the first two turns and then just moving up and taking the points so it actually unironically is a good play to to try and table your opponent and score search forward all right uh next up we're going to do Courier so you reveal this and the target reveals type of any turning point and select one guy to be your Courier for the game uh basically at the end of any turn if you're within six inches of your opponent's Drop Zone you get a point and then do it again so you don't really I would advise revealing this turn three oh 100% um because you know by then that's two less turns your opponent has had to kill the Courier you get to pick it on the spot seeing the board State and then you just got to keep that guy within six of the Drop Zone I mean it's pretty self-explanatory I think it's a good tack op yeah I love it with high tech as well for the same reason I like escort operative because your Courier can die come back and score it again so uh go ahead with the next one around yeah I think we do have two left let's talk about secure Vantage secure Vantage notably uh is not allowed in close quarters this one is replaced by I believe it's secure unexplored rooms which depending on the map you get on your into the dark board uh can be very very good really so secure Vantage you can reveal this tack up in the Target reveal step of any turning point after the first at the end of any turning point if you control a vantage point that is more than uh Square from your Drop Zone you score one VP and if you achieve the first condition with a different vantage point at the end at the end of any subsequent turning points you score one VP friendly operatives control advantage point if the total APL of friendly operatives on it is greater than that of enemy operatives so uh I think in a vacuum this is a very it's good it is achievable but it is very map and team dependent I think void dancers uh love this one just because everybody has flying that team natively um uh Pathfinders I think like this one a lot too um however if you find yourself to be playing on a map like uh chth where there are literally only two Vantage points uh this one can actually depending on where those Vantage points are set up it might be uh unachievable for you so uh yeah just you got to pay attention to how many Vantage points points you have on your board and how many you think you can reasonably get to by the end of the game yeah that one is very tur dependent I find a lot of boards don't make this easy but uh as we mentioned earlier secure unexplored rooms check and see if it's possible first and if it is just take it it's an auto take if it's possible yeah uh all right um next up we have I think this is the last one here is plant transponder um basically reveal it in any turning point after the first and you have to do the plant transponder Mission action to get a point and then you have to do it in another turning point after and you get a second point so the plant transponder action basically you have to be wholly within their territory your opponent's territory more than circle from any terrain features including barricades um basically anything unless it is insignificant then you can ignore it um and then you pay an APL and plant a token underneath the operative as close as possible and you also I believe when you do the action you can't place it within six of the other transponder token and you can't do with an engagement range right so this one I mean this is another one where a lot of boards lately are pretty dense with terrain there's like a lot of terrain this can just be like impossible I mean it's is asking so much like you have to be out in the open you have to pay an APL there needs to even be a spot out in the open that's more than three inches from any terrain and then you need to be there so like unless you're a 3 APL guy that's moving out doing it and like dashing back you're going to be out in the open after you do it so I really don't like play transponder some teams that can do free Mission actions like Phobos can get away with this MH um I don't even know if that's always their best choice though so it's like it's not nearly as bad as outflank or you know hold them back but this is another one where it's like avoid yeah I would generally avoid this um but yeah uh we can move up into infiltrate now Ryan the one that is least taken by by players um and I think for decent reason I think it's definitely the worst of the archetypes um and some of these are just awkward uh but let's start with gather surveillance because I think gather surveillance is one of the few that's decent here okay basically you reveal it in the first turn you can do it any turn but normally you'll do it on the first turn and then at the end of each Target reveal step you select one friendly operative to gather surveillance so it's a different guy you select each uh each turn so it doesn't have to be like you pick one guy and that's your guy for the whole game um and basically I the end of the turn the guy that you picked has to have a conceal order and be wholly within your territory and More Than 3 Ines from enemy operatives um on teams with a lot of activations this is pretty good because you can have him go last uh the best I've seen with this is the Commando grat um just ziplining across the board and just like hiding in a corner he can be really hard to deny that from um you just have to be careful because again the second Point can be tough if you're not safe with the guy yeah um but yeah not a terrible one you got a little agency there uh you want to go next yeah so uh we'll do implant you can reveal this tank up when a friendly operative would strike an enemy operative in combat instead of inflicting damage on an enemy operative from that strike you can implant that operative that operative does not lose any wounds from that strike and you score one VP and if two other enemy operatives are implanted as above you score another VP so uh sometimes I'll see factions like crout take this one uh into let's say they're playing against like an elite team uh you know chances are you're not going to be able to kill something in combat but at least this way you're getting something out of it that being victory points yeah um some teams will take implant and they'll Max it but they'll like lose so much attrition that it wasn't maybe worth it right um but some teams like CR where they're not killing anything anyway I like this a lot it's probably the best tech op in the archetype I would argue yeah I think so it's very achievable yeah against a melee team especially where they're going to charge you and stuff um really good or you know with some teams you can like you'll have guys with just a million attacks and like you'll be able to to kill what you're fighting and implant against teams with bad melee because you just Parry them out y um so yeah I I implant's good um we're going to do stock Target next all right uh reveal it in the Target reveal step of any turning point and then at the end of each Target reveal step you select one enemy operative to be stocked for the Turning Point um basically then at the end of any Turning Point if a friendly operative that is concealed um is within three in but not engagement range of the operative you selected to be stocked you get a point and then you have to do it again so this is good for teams for situations where you have a lot more activations than your opponent um it's good against an elite team with like a horde um because you can very easily get the stock set up just by like moving a like a dork up at the end of the turn and just just like standing there a little bit nearby and like it's like a neofight hybrid you don't care if he dies next turn he got you a victory point so stock Target is definitely doable um it does ask you to do like pretty awkward things time so I don't love it but it's absolutely doable in certain matchups like I said basically against teams that you out activate by a lot yeah all right so let's take a look at C's defenses uh you can reveal this tack up in the Target reveal step of any Turning Point at the end of any turning point if you control an opponent's barricade score one VP if you achieve the first condition at the end of any subsequent turning points you score one VP and friendly operatives control a barricade if the total APL of friendly operatives within one of it is greater than that of enemy operatives um I don't hate this but like I I don't like it I'm I don't like it enough to take it yeah I think it's it's so dependent on where your opponent is setting up the barricades yeah what's tough is you have to pick the tack op before you even know where the barricades are yeah yeah um I have played games before where I know my opponent might take infiltration and I just deployed my barricades in my deployment Zone like in the back Corners because on the off chance that they took that tack op now they just can't score it yeah um so that could always happen so if this is like a core party or game plan people are going to catch on at a tournament and they'll start hiding their barricades um but you know against uh if you're like a melee team and your opponent is probably going to want to use those barricades to like block you off that can advert inadvertently kind of work into your favor if you take this so it's not terrible but yeah again not a lot of agency here uh I'm going to do subversive control next uh basically you have to reveal it in the third or fourth turn and at the end of the third turn if you control an objective marker in your opponent's territory and not on the center line so the middle of it can't be on the center line some of these they'll like the 2-in bubble crosses into the center line but that you can scor some vers control on that as long as the center of the objective isn't on the center line uh you'll get a victory point and then you need to do it again in the fourth turn so like this is like honestly not too bad because you I believe you can you could do it on the same objective yeah so you just it's like very natural like if you're playing to take over the board um which a lot of the time you are ideally uh then you'll just get this if you're winning the game so yeah it pairs extremely well with just priority Mission SC boring so why not and some yeah just be careful on some boards like on into the dark for instance one of the you talking about the one where it's four objective markers just directly across the center line yeah so don't take it there real board yeah don't take that hate that board yeah uh but then we just got one more left Ryan and that is oh God so here's talking about I think this is the worst tack up in the game I think this is worse than holding back wow out flank and like this one is the more you read it the worse it is all right I'm excited it's so hard so basically you reveal it when you perform the action um and I'll go over the action it's 1 AP this this is installed device yeah sorry yeah install device it's the last one we got uh so you once you perform the install device Mission action it's basically you have to do it it's 1 AP while you control an objective marker in your opponent's territory or on the center line you place the device token on the objective if at any point an enemy operative controls that objective you remove the token and if the token's already down you can't do the action so you have to commit to one objective once you plant the token um at the end of any turning point if it's been in the Kill Zone for the whole turn you get a victory point and then if you do that on subsequent turns you score a victory point so let's say you installed the you do the action on turn one you can't even score it until turn two and that's assuming you planted it held the objective for all of turn one held it for all of turn two then you get one point then to get the other point you need to hold it for all of turn three if at any point your opponent takes it if they take it on turn one now you can't even score this until turn three because you planted it you didn't control it for all of turn one uh or rather you have to plant it again turn two and then you don't control it for a whole turn until turn three and then you can score it uh it's awful it is so awful I mean the only benefit over subversive here is that you can plant you can do it on an objective that's on the center line yeah but honestly if it's on the center line it's close to your opponent too and it it doesn't even things only need to go a little bit wrong for like one activation yeah and then you have like a dead tack op all right so so hear me out though so that so that board that we were talking about with into the dark where it's the four objective markers going across yeah if you just each one of those is a separate room so if you just overload one of those rooms I think you can score this you'll probably score it will you win the game probably not probably not because you're abandoning three objectives but yeah uh yeah no I think it's probably the worst um just like really bad asks a lot of you it's slow but like it's slow in a way it's not like slow like you know Courier you reveal it turn three and then you can start scoring it this like you reveal it ideally you're G to reveal it turn one and then you're not even going to score it until the end of two this is the the only one I think in the entire game where it's like well I mean like except for like the end game scoring tack Ops where it's like you reveal it but you can't score it right now yeah so yeah and the other ones that are like that it's like you usually only need to do like one thing yes like assassinate Target it gets revealed right away but once you kill that guy bam two points Yep this it's like you need to reveal it when you do the action you need to hold the objective for the rest of that turn you need to hold the objective for all of next turn you can never lose it at any point even for one activation and then you can score it after all that and then you need to hold it for a whole another turn to get the second point so yeah I would advise don't take this yeah ever personally if people are out there playing this Tech op and getting points comment I want to hear yeah um but yeah that that pretty much concludes the tack op Deep dive here Ryan I hope we illuminated some stuff um all we've got left today is the mailbag we've got a couple questions the mailbag that we're going to take um and I can pull that up right now actually so these questions came from uh knobs and weird boys over at patreon.com commmand Point um shout out to the patreon everybody on the patreon you guys rock um thank you for your questions we appreciate it yeah uh so we've only got two here that we're going to take today uh the first one is uh Ryan do you want to read this first one I don't know if you have it pulled up I do not have it pulled up let me or I guess you can just read it and then I'll answer it and then you can answer it so uh this is from Ab over at patreon uh today marks one year one week and one day since incoming was posted to the HTH sacred tier list channel on our Discord and then silence there have been tier list since but none of them have been sacred um what's wrong with tier list today is the game balanced enough that it's more of a don't play these teams if you want to win list or is it so unbalanced that it's more of a play one of these few teams if you want to win what dimensions are tier list missing today um so I will say I just am lazy and I haven't been posting oural list onto the Discord um because I want people to watch the videos but I think there's a good question in here um so I mean I would say that to to answer the question of like is the game balanced enough that it's more of a don't play these teams if you want to win list um I think it's the the tiers right now are you mentioned earlier Ryan most of it aside from a few teams at the top and like a couple teams at the very bottom is pretty balanced right now um and I would advise my big takeaway I think that I've come to grips with lately is don't pick a team because it counter something else unless you're playing Commandos you're not going to pick a team that doesn't have a bad matchup now I do think that there is some level of if you're playing a team that's not an a tier or higher you're probably probably not super duper serious about winning honestly at the end of it or or maybe like you are serious about winning but it's like you're not as serious as you could be you know what I mean um I think the most important thing is to pick one of those good teams if you're trying to win a tournament those teams in a tier or S tier and get good at them um rather than jumping to whatever you think is like counter meta or something or whatever the best team is right now because you're you're going to have bad matchups no matter what what's going to matter the most is your skill on that team paired with how good that team actually is um luckily I think there's a lot of teams that fit into the category of good right now like a and S tier I think our last tier list had like 10 teams in that range right very topheavy it feels like yeah so I mean I I hope that Ryan did you want to add anything to this um I mean yeah you know uh the the team or kill team itself has a lot more teams in it that are very good than um I would say are mid or bad um so I think it's more like I'm trying to remember like the phrasing of the original question but um yeah that's that's how I feel about it there's a lot of good teams out there and there's so many teams that are very well Bal balanced um it's not a don't play these factions if you don't want to win or a take these factions if you want to win because you have a lot of choice in the amount of factions in in the pool of winning factions there's a lot in there right now for you to pick yep yeah I would agree uh and then the second question last question we're going to take here today uh from Bob Fleck uh what parts of the game would you adjust in a new addition of kill team um I have one off rip oh buddy go for it yeah so um the uh rolling off for initiative every single turn I think is uh stupid and dumb and it should just be you roll off for initiative turn one uh whoever wins the rolloff has initiative and then it just alternates for the rest of the game it allows both players to formulate game plans from uh you know turn to turn and um that way it takes out a uh an uh an element of Randomness that is uh basically uncontrollable for the most part unless you get lucky or if you're like playing vard and you have a chronometer and I think there's like one other team that can castri krien for one CP they can reol their initiative die I'm pretty sure um yeah yeah I think that mechanic is silly and we can evolve past it I agree with that completely I think there's too many games at the high level that are one and determined by who gets initiative on turn two and three yep um it's the most common thing I see when I when I talk to players about really close games about what swung it uh so yeah get rid of that um and the only thing I would change off the top of my head and I say this as an elite player I've played a legionaries for a long time I would like to see OverWatch made better I don't know how you would do it um for starters I mean like let let me fight like if a Guardsman charges my guy I can't do anything now like when it's my turn to OverWatch you know I think OverWatch struggling is like a uh is a big reason why Elites aren't like are kind of capped into in terms of how good they can be I think there's like a lot of ways you can make that mechanic better um and I would start there personally if if I'm trying to fix Elites so uh yeah those are those are our main two um good questions yeah thank you guys obviously we're we're going to start doing the patreon mailbag segment every podcast so if you're a knob or a weird boy tier on the patreon you can go and ask questions once we make those posts so keep an eye out for those and uh Ryan do you want to do our outro here yeah sure so uh thank you guys all for tuning in to another episode of the command Point podcast episode 58 thank you guys for all tuning in and watching on YouTube if you are watching on YouTube and you're not already subscribed please do make sure to like the video and uh leave a comment down in the comment section below if you have any questions or anything you want to talk about that you uh saw on today's episode um if you are listening to us on any sort of like podcasting app Spotify or apple music stuff like that go ahead and subscribe to us there so you can keep up to date with all of our latest podcast episodes uh if you want to support us further like Shane said uh you can go ahead and check out our patreon um we have tiers at4 and6 us um so for I mean like every little bit helps uh in terms of us being able to produce this quality kill team content for you guys uh last thing is uh our Discord our Discord server which uh recently got a huge boost uh actually um there's a ton of people in there talking about kill team there's over 3,000 people in there all talking about kill Team all playing games of kill team um it's where we run the CPS uh tournaments uh and all sorts of stuff like that so make sure to check that out and I've got links to all those in the description down below but yeah thank you guys for watching and listening in and we'll see you all again in the next one see you later a h
Info
Channel: Command Point
Views: 2,837
Rating: undefined out of 5
Keywords: warhammer 40k, kill team
Id: Pz8Fw87y_N8
Channel Id: undefined
Length: 83min 32sec (5012 seconds)
Published: Fri Feb 23 2024
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