ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-itp_OJuDhJA.htmlsi=kECvUnOVAhOFNHBA We just got nerfed, so go check the balance data slate! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-L-Uc0RtS0GY.htmlsi=v0Hp6SvMJb2s1q1Y
brilliant, loved the addition of the slideshow so you didnt just have slides on screen all the time, also, liked the setup explinations, very clear! great work, keep em coming if you can.
Really loved your video and how practical and in-depth it was. I just got destroyed yesterday evening vs. Intercession KT so definitely needed some coaching. Thanks and looking forward to putting this in practice in my next game.
Thank you for this, but I'm confused because I'm new and haven't played yet: 14 models? I thought the Octarius set only came with 11 Guardsmen, and 12 Orkz. I'm waiting on one to come in the mail... are the included figures not enough for a proper game?
The team comes with 10 Guardsmen and 1 medkit model (which has no gameplay use). If you choose to run with the tactical assets (the artillery), you only run 10 Guardsmen, so can run it out of box. If you go for the 14 option, then you have to acquire 4 extra Guardsmen, unfortunately.
I thought the video was a bit too slow paced at first but as I listened more, I found myself impressed by the detail and the information provided! The biggest thing I found interesting was the strategy of keeping demo-coms together and the walkthrough of turning points where you after initial damage alpha, you steadily fall back back towards the VPs. Personally, I think the tactical assets are great value in into the dark (5+ criticals due the condensed environment rule provides bonus damage which is harder to block) but even without into the dark, it provides damage that typically negates the enemy's cover save due to barrage. Taking the additional 4 guardsman while adding pressure on VPs also adds overwatch shots to the enemy
Thanks for the feedback! The biggest asset that Troopers add to ItD is door opening. Having 8 APL of two guys who can move-open and then have a second man run through and score is pretty nice. Or open-walk through and then have the second guy close it behind his buddy :)
First of all, your video is great! I watched it three times and I spotted some mistakes in my gameplay. Unfortunately I lost 4 out of my last 5 games against Farstalkers, Death Guard and Pathfinders. Could you maybe show some gameplay examples on a board for setup/movement/combos and tricks for Veteran Guardsmen? Or an in-depth battle report? Would be much appreciated and I think very helpful as a next step after this video for beginners :) Thanks so much!
@@VentrueMinis Still I got a question for you if you have a minute. Do you usually rely orders with the comms? Because I did find some trouble getting to know where to place the comms so I can have him signal the demo and be safe, so I ended up actually moving the coms and then signaling rather than repeating the order
Great guide! I always thought Demolitions was kinda bad because the mine doesn't trigger by proximity, but 3 APL works wonders. Also, I think you can see in the rules that Vet guard is one of the oldest teams around because some of the things are just straight up bad compared to more recent teams where most things have some use (like melee buffs in a weak melee team, useless operatives that are an auto-notinclude, etc.). They are still an amazing team, nonetheless.
Great Video! Really liking the content. Would be nice if you could do more teams, but Vetguard is already amazing (pssst underpowered Phobos Player here 😋) Anyways for the Emporer!
Thank you! Kasrkin is in the works. I had a ton of fun with Phobos when I tried them, haven't given them enough of an effort to give many thoughts on. Perhaps in the future :)
Great video, it helped a lot! I just have one question. When talking about the topographical charts you mention a free flying dash to put a sniper on top of a terrain piece by using recon. Could you tell me where it says flying please? The books I own have that as a regular dash action and I'd like to try this out.
This was just updated with the new Critical Ops cards that just came out - they're essentially the next season of Matched Play rules and they change what the scouting options do!
Hmm im wondering, even after buying 2 sets to get the maximum outcome of Unit types, the dreaded single a73 piece is still used for 3 different weapons “melta, plasma and the confidants boltgun”. How did you manage to fit all 3 in the team? And if I had to choose, which one should I skip?
I use one of the spare arms and forced it with some glue, worked just fine for the boltgun! If there's one to skip, it's the boltgun. Bolt pistol+chainsword is totally fine.
Wow! Solid information and great insights to running this kill team. I have already assembled mine and am eager to start playing. Time for some more critical feedback: Your tone, inflection and rate actually put me to sleep during your video (it wasn’t watched before expecting to go to bed for the night). I did wake up and deliberately replayed the video though. If you can improve on vocal delivery and make a little more dynamic, you will be slaying it on RU-vid with your community content. Looking forward to more videos.
this guide really helpful me but i have wonder if demo having 4apl and with move order then move - dash plant - boom with enemy is this possible situation at turning point2 ?
@@VentrueMinis i thought give 1apl to demo wich already end active at 1st tuning point and 2st turning point give another 1apl so i thought its total 4 is it a weird plan?
I have tired to use the demolition man before lol, he needs 3ap to stand a chance and the blast does not go through walls in the fallow dark. ITD I always sun him out for a flamer
@@VentrueMinis according to the rules of the detonation, the blast is not Indirect and cover lines are treated as if the mine token was the shooter so operatives drawing cover lines from the mine are In Cover, again not saying it’s not good, just saying everything has to go perfectly right after adding 1 to this operatives apl for things to go right, flamer is much more straight forward and way way more reliable, if you are not against a 10+ wound elite team In ITD then flamer is auto take
@@MiBasse yes I agree they would be treated as targets but gain benefit from cover is what I ment, they would not be treated as no cover but would be valid yes. I still select the flamer, for me I find it’s more of a reliable outcome vs the detonation. Even when your playing maps with small access routes etc. Unless you move 1ap max 6 inch meaning for that to not fail it needed to be set up on turn 2 and you needed initiative also so your opponent does just kill him, then he needs plus 1 apl from the turn before so he can then toss the mine and do a free dash, then he can blow it up. Way to much can go wrong
@@Will-zc8cq Usually the Demo man is set up on TP1 - he moves, then is given +1 APL. Some teams can perhaps offer a counter-move, not necessarily reliably, and Vet Guard can out-activate them, which means that the Demo can essentially block off a 6+3+3 inch area of objectives and otherwise. Also worth noting that it's not "a flamer or a demo". It's a flamer or a Gunner, and a demo and something non-gunner, that's the choice
Great video. That said, I think you overrate glory in death. It looks good, but it's actually the worst faction tacop and you should never take it. The reason it's the worst is that it only helps in the very narrow situation where you have more primary objective points and lost more troops. I'd call it win more in the bad sense except that it's easy to win too hard to score it. If you play aggressively and kill more of your opponent's models, you're reduced to hoping that your demo expert survived and that you can blow up your own guys at the end ot TP4 in order to score it. Since winning too hard is a very real possibility against a lot of teams, that makes it bad to take in tournaments that do tiebreakers off of margin of victory, total points, or (worst of all) tac ops scored. But the real killer is the next two scenarios. You're tied on primary points and are counting on scoring more tacops than your opponent for the win. Because you're not ahead on primaries, you can't score glory in death. Or, you're 1-2 points behind on primaries but still able to win or tie if you score more tacops than your opponent. Glory in Death can't be scored in this scenario either. Literally any other tacop would be more helpful. At least for boots on the ground (which is bad, but not this bad), you could run a trooper veteran into the opponents drop zone and reveal it at the end of TP 4 to score 1 point and maybe get a tie.
With Vet Guard, you're often winning on primary by trading. If you're already winning so hard that you're both winning on primary and losing less models, then yes, Glory in Death isn'y going to do anything. But if you're trading 2:1 and winning primaries, you'll pretty much always have more dead models except against other hordes. Boots on the Ground is worse than pretty much any of the security options you could take (if you're going into their dropzone, just take Plant Banner). And if you're playing Pick 3, then it's probably Stand Fast/GiD, Central Control, Seize Ground - at that point, Boots isn't in consideration anyhow since you can only take 1 Faction Tac Op. Not sure I agree that it's the worst of the 3, but Stand Fast is more consistent for sure.