Mountainside Tabletop is a channel that strives to provide all of the tabletop gaming content you can handle, in an easy to enjoy and immersive format. Brad and Vic aim to help you get further into this amazing hobby, whether you’re an eager newcomer or seasoned veteran.
You guys are really an inspiration. I'll cure Kill Team with some Narrative contents from 2025 on my Italian channel, and since I live near Dolomites well... I'm at Mountainside as well! 😂🍻 Keep up the great work, also your community is great and you deserve it 😉
Hey there! At 25:20, I don't understand how the banshee got the benefit of cover after being shot by the assault intercessor? It does loom to me at the banshee is in the open and the obstructing cover line is less than an inche from the assault intercessor? Or maybee I got it all wrong. Thank you!
Nice video - very clear and hits nearly all the things that could come up in your first games of Kill Team! Wondering about the initiative roll at 20:15 - whoever wins the role gets to decide who has initiative, correct? The video seems to imply the dice roll winner automatically has initiative. Keep making the awesome content!
Question: At minute 27:40 , why didn’t the intercessor fight a second time? He used a charge and a fight ap and should have one more ap left for another fight, right? Am I missing something here?
Im not actually seeing the core rules on their site, they have the lite rules, but not the core rule book for download. Unless that has changed since last night
Hell yeah, just picked up a scout squad and I was looking to join the kill team league in my lgs. Glad I got a packaged view like this before I went. 😅
I’m torn on accurate, it can’t always be the right choice to use? Like hitting on 3s I kinda feel like rolling 4 and fishing for crits is better than retaining 2 and rolling just 2? Have you guys played enough to comment?
Autohits/ autosaves are almost always better as is anything that removes a random chance of failing. I'd roll only in situations when a normal hit doesn't get me out of a situation I'm in - for example I initiate combat and need a crit for an autokill or I'll die or I need critical saves to survive.
I look forward to watching your videos, but I don't see the point in learning to play this edition. Mt fave team wont get support in a year, so why learn the new rules with a new team I dont enjoy as much, rather than just keep playing 2nd?
So at the beginning of a turning point, do the engage/conceal tokens stay as they are until the unit is activated again? Then the player can decide to change order?
I tought on the Kill Team app there are only the lite rules. For the core rules I have to buy the book that will be inside the Hivestorm/future boxes ?
Thanks for the vid! Hmm, seems like a weird rule that you can't dash and charge if you can reposition and dash...seems like allowing dash+charge would open up a lot of fun moments where you can tie up opponents in control range even if you don't have the APL to fight, as well as fewer feels bad moments of having to pass. I might allow dash+charge as a House rule unless someone can give me an example where it would be really broken.
Charge and dash would make the threat range way too big on such a small board. Remember that you get a 2" movement bonus when charging. For example; Aeldari has a base movement of 7", so all the sudden they'd be able to dash 3" and then charge for 9", and with the control range being 1", that makes their threat range 13". All this combined with possible pre-game repositions - way too strong :)
@@Pontusjoh fair point, especially on high move units like Eldar, but I don't see how it's any stronger (or makes any more sense) than 3 APL units being able to dash, move and shoot. 8 inch move + attack at infinite range or 11 inch move and attack at melee range doesnt seem like a big difference. Plus there are a bunch of 2 APL units that sometimes get free dash actions on their activations, but if they are a melee unit, either move and pass, or don't use your free dash to be able to charge, feels bad either way... I appreciate the input though! I am still pretty new to the game.
@@VersusMadrid It's worth remembering that melee is far more lethal than shooting in Kill Team. With shooting you have to take cover and obscuring into consideration. Melee is usually just straight up dealing direct damage with your dice. Melee teams have notoriously been some of the strongest in the meta (Fellgor, Gellerpox and pre-nerf Chaos Cult). Especially on the Gallowdark Kill Zone.
In cover means hugging cover (being 1" of it). Obscured means heavy terrain somewhere inbetween you and the attacker but not 1" of any of you). So you can sometimes be both obscured and in cover at the same time.
Ok confused by 17 mins. Are there three types of movement? Move, reposition and dash?? The shooting explanation was very good but as usual Warhammer use of none English grammar causes confusion I wonder if these rules make more or less sense in other languages. Great video guys probably one of the best I’ve seen as a how to play video. It’s the rules that are the issue as usual. Great minis and I have been very impressed with the kill team app. Perhaps it will be easier to keep track of the rules on the app rather than flick through a book.
Well technically there are 4 types of moves. Reposition, Dash, Charge and Fall Back.. But they are prob just used to saying "Move" instead of Reposition :)
Might want to clarify that using two ladders in a row, you only get the 1” advantage on the first one. Hard to tell if the amount of movement you used, but your voice over comment sounded like you might have used the 1” twice.
Thanks for the video, #1 kill team channel, and the reason I stuck with it and learned to play. Chill and not hyper competitive in your approach to playing.
I want you guys to know that you're the best. My roommates and I watch your stuff and we super appreciate the specific style in which you detail your moves and stuff like that.
To be fair, it's relatively hard to create an autonomous incursion force for the hiveminded Tyranids that fits both narratively and into the Kill Team framework. I could only really think of a combination of Genestealers and Lictors, which doesn't really sound that interesting or characterful.