Worst game ever played, multiple times playing rules wrong. First 30 mins of the game theyres like no talking or even explaining positioning or whos being placed. Had to pay attention to order tokens. Please work on quality not quantity of your games/vids going forward.
Shadowportal also cost 2 ap so cant use it and loot.. the guy spamming mandrakes please read the Rules again... 40:11 If you move Dash next to recover Item there is No way an enemy can move throught the Portal Afterwards because they need to be Out of Line of sight. So basicly having a conceal Order and Out of 2 Inches. 2:34:22 actually the stun from the Scream makes you 1 apl after retaining the Hit meaning you are only 1 apl so you can retain from Cover but other than that you need to Roll a 1 Not a 2 for the save. Its also Designers Note. And you Leader wouldnt have died because He survives on 1 HP the First time He dies.
Reading that coment I just save almost 3 hours watching the game. I love to watch Kill Team games, but I deteste to watch bad quiality games. I think that if someone is going to record show their matches, they need to be sure that don't make mistakes with the rules and mecanics of the game and the Kill Teams your are playing. I'm not asking that they play like pros the Kill Teams, only to well know the rules.
Hi! Some mistakes spoted: - From Mandrake FAQ: Does the SHADEWEAVER operative’s Open Shadow Portal action count as a use of Shadow Passage for the purposes of that action’s once per Turning Point limit? A: Yes. - Blinding Aura - see Shooting rules: "If there are no valid targets for the shooting attack, the Shoot action cannot be resolved and you must choose a different action for the operative (the action points subtracted for the Shoot action would be refunded)." - Weave Darkness (smoke) is obscuring. So it doesn't matter if the target is within 2"; it's still obscured and cannot be shot.
The mortal wounds on charge is only against one enemy operative. WE HAVE COME FOR YOU ...you can select one enemy operative within its Engagement Range to suffer 1D3 Mortal Wounds.
Hey thx for the great battlereport! I noticed in turn 1 the mandrakes player used shadow passage twice. To open a shadow portal, you have to do a shadow passage....which is only allowed once per turning point.
@user-sb3uo3yd7f I noticed we're both wrong after playing today! "This does not prevent one operative from perform the Shadow Passage action as normal." In the shadow portal ability
@@leegeorg08 hey! What you mean is something different. The sentence "This does not prevent one operative from perform the Shadow Passage action as normal." means, as long as the portal is open, a few guys can go through, but you still have the opertunity to do the regular one passage per turn somewhere else. One passage side by side to all the portal passages. BUT you cannot do the passage with one guy, and do another passage with your shadowguy to OPEN a portal in one turn, because this would mean you do 2 "regular" shadowpassages in one turn. :) what do you think
The Modells did not look very impressive. But they could not be seen in detail anyway. I really liked your background music and the calm tone of your conversation
@@DodgethisCZ The Heavy Gunner can be a good take in some situations. The rocket launcher adds blast threat. The Heavybolter has access to double shoot. Where the plasma is limited to one shot. Where the Mandrakes have invulnerable saves I opted for the Heavy Bolter.
@@DodgethisCZ absolutely, my edited play through run much quicker and remove the downtime, but the livestreams can be fun for interaction! Thanks for the feedback.
@@TabletopInquisitor it’s always hard to tell on video compared to real life. It did look like you couldn’t draw a line to the entire base of the left hand guy and therefore obscured. Good to clear it up.
Totally agree, generally we try to avoid Alpha Strikes on the channel, but at the same time I think leaving them in occasionally helps newer players to learn better deployment.
@@TabletopInquisitor yeah it just look like on youtube. Everytime when Im watching battle report someone dash and it looks like 5 inch move :D Still nasty double kill :D
TP2 Kasrkin plasma could not have killed the shotgun scout due to Covert Position, since it lasts until the start of the model's NEXT activation. COVERT POSITION1 CP Use this Tactical Ploy during a friendly SCOUT SQUAD operative's activation. Until the start of its next activation, while that operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
TP2 you could have done vital objective on you objective marker in your deploy. Use reposition at the start, dash off of it, then just move back on it and boom! Free VP :D Rinse and repeat until maxing!
Blast can affect units in melee, it just can’t shoot them as the first target. “make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target - each of them is a valid target and cannot be in Cover.”
Mutants only have 4 inch movement. Plasmagrenade only have 3 Inch from indirect on Into the Dark. 59:00 forgot to do save Rolls for the Sniper Shot. Also couldve Just Shot the enemy instead of charging. What a messy Battlereport 😬 but nice production quality.
Meta-wise, they aren’t in a great spot, as are most elite teams, but what they lack in competitiveness I feel they make up in simplicity and an almost non-existent cognitive load. Great for new players, and for tired veterans who don’t want to have to keep track of 50+ points of data. Also you get to play an eliminator, who has a frag round! Wish they had narrative rules, but understand why they don’t.
@TabletopInquisitor thanks im just getting into kill team, will have my first games this saturday, but already assembled (bash kitted) phobos and justian from marines i already have. Its good to hear they are good for new players, might be a gateway drug into other teams. Thanks again for info and the vid
Best of luck on your matches and welcome to the kill team family! Definitely a gateway team! Also 2 CP a turn is great for new players who tend to like command rerolls and with a large CP budget you can afford to do so. On most other teams it is a huge mistake generally to do so.
The sound quality is a lot better, well done! Can you share where you got those sides from or how they are made. With the Tac ops, CP and the rolling tray. Love that idea.
Thanks for these great batreps! Clarification questions. I am pretty new to KT and could be misunderstanding something. At 22:15 and again 22:46, does the marksman have visibility to the targets in order to establish LOS? The camera angle makes it seem like the hatch is in the way and blocks visibility ("While a Hatchway is open...its hatch has the Wall trait."), At 39:10, isn't the target in engagement range of a friendly operatives, which would prevent a shooting attack? Isn't the center of the board open in Duct, which forms a long shooting lane all along the center. Again, it's really great that you do these, the questions are not meant as criticism!
No worries, we love feedback in all forms, best way to improve! About the marksman, it is a limitation of the centralized camera creating the appearance the door is in the way, but the marksmen had visibility. So at 39:10 the models are not in engagement, but within hatchway fighting distance, which is unique to into the dark. Yes in Duct the central line is clear, what you are seeing is an open connector in the form of a beam that appears to shut off the corridor, but it doesn’t. It simply was added to improve stability and character to the setup. For more info see Into the Dark terrain guide.
I'm new to KT and have a question around the recon dashes for both players. Did neither play need to count vertical movement when dashing up on to the vantage points? Both measured 3" horizontally only. It's hard to see the height of the terrain from the top-down view but I assume both pieces of terrain have height. It shouldn't have been possible for either player to have dashed to their final positions, correct? Even with climbing equipment. Edit: OK I just checked and looks like Crit Ops added the words "... as though the operative has FLY" to the recon dash, so the vertical moverment was ignored!
Great game! Something to note for the scout sergeant: he only gives an extra APL to a friendly scout that is VISIBLE to him. It may have been possible, but it doesn’t look like the sergeant could have seen the blade scout on the other side of the map due to all the terrain being in the way to give him the extra APL.
Sorry, trying to understand what you mean. We are trying to add some angles and B-Roll to improve immersion, hopefully you are referring to that, if not let us know!
Per the wording of the booby trap, that 3 actually becomes a 4, and does 4MW. We add 1 to the result on the die before consulting the dot points for resolution.