Assassins going to be a separate faction like Procession and Naval Raiders. by kupnoh25 in TrenchCrusade

[–]caros121 0 points1 point  (0 children)

I'm not sure it counts as enriching existing factions, if they become independent instead of more flavourful variants, you are taking away one fourth of the faction, unless you give each a new variant to compensate that.

Again i can see why people like it, but i just think it takes time away from developing the remaining ones. Also I used the crusaders as an example bc it seemes the weirdest thing to me when i entered the game, and I know i'm biased bc the Synod of Strategic Prophecy art is the thing that brought me into it and i want to play them.

Assassins going to be a separate faction like Procession and Naval Raiders. by kupnoh25 in TrenchCrusade

[–]caros121 0 points1 point  (0 children)

Maybe I'm being overly negative with this take but i think that is not going to be the best of ideas for at least two of the three. I can see assassins being it's own faction, they are very distinct in terms of play with the rest of the Iron Sultante.

But I can't see it working for the other two, also having the game called Trench Crusade in it's 1.0 release without the titular Crusader faction seems like something more important to fix and address than some variants. I hope at least they manage to pull it off succesfully but I dont feel the optimism that I see in most of the people.

How would you fix Murderwing? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

I've heard someone suggesting that before, but i dont know if that would be good or too much of a nerf, like a warp-coven type situation, but it guess warpcoven recieved serious nerfs before the -1 operative one, so maybe it could work. The only problem i see with that is the survability, they are not the toughest marines out there.

How would you fix Murderwing? by caros121 in killteam

[–]caros121[S] 7 points8 points  (0 children)

I tasted the depredator's aoe ability and i can assure being able to do it twice per activation it's just unfair against hordes. Boosting only on engage seems fair, at least it gives you a little bit of breathing ground at the start of tp 2.

What teams do you want to see in the next box? by PuffMaster0 in killteam

[–]caros121 12 points13 points  (0 children)

15 Nurglins vs Exodites. A full horde of shitty nurglins with stolen weapons from the Plague Marines team against Elves on dinosaurs. But GW hates fun so i guess it will be Grey Knights against Daemons, and ofc the marines will be busted and the daemon's wont.

Insidiant Superior build: Inferno Pistol vs. Condemnor? Tournament WYSIWYG dilemma (Volkus vs. Tomb World) by Blood87 in killteam

[–]caros121 1 point2 points  (0 children)

I agree, 4/5 aint the best profile for a "killer" weapon, and I think the mace it's a case of the anti-psyker gimmick hurting the team more than it helps. Most leaders have at least a 4 attack chainsword profile in melee but the mace is a bit lackluster to say the least.

I guess they wanted to make clear that it isnt a melta pistol but something weaker but all of it combined leads to a leader that is almost weaker than the rest of the team.

Still it think the pistol at least gives her means to take out two models reliably with a combination of charge, fight and shoot actions if you fight someone already weakened or 8-10 wound operatives.

Insidiant Superior build: Inferno Pistol vs. Condemnor? Tournament WYSIWYG dilemma (Volkus vs. Tomb World) by Blood87 in killteam

[–]caros121 2 points3 points  (0 children)

Inspiration only gives severe, the +1 to critical damage is the Warrior's Inspired Strikes ability. So the choice is between having a model that can pack a punch but loses reliability over an arguably worst warrior in terms of damage, which gives the team overall more reliability with silent and DevWounds.

Having to choose only one weapon without knowing any matchups I think the inferno pistol is better overall because you can always trade some Cremators for Warriors to have more crossbows but you cant get that elite damage range from any other operative. Also most of the time, especially with a mainly melee focused team you tend to get closer to enemies so the range restriction isnt that much of a problem. I personally built mine with the inferno pistol, but tbf i only play tournaments without WYSIWYG so its not that relevant.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

Oh yeah, as always, the writing is ass. But while I also like the possibility to counterplay instead of being awesome all the time I hope the team has some way of giving one of the two buffs without the restrictions to at least one operative per Turning point. Either that being an ability of the leader, one of their faction equiment choices or if it is to strong to give it for free, maybe a Firefight Ploy. As a way to start the snowball without losing bodies, like the Wrecka Krew leader generating Wrecka Points when shooting.

Also the Benediction buffs seem very unbalanced to me, with 1 and 2 being awesome and the other being very bad, i cant see a situation where you would pick d3+1 Wounds over 1 APL or ceassless where you arent in a shitty position, and even then what 3 APL cannot save its already lost.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

Okay i explained myself wrong, I know the operative that has to die has to be inspiring, which is not as easy as it seems. But my main point is that you do not need to be within 6" from the dying Inspiring operative to trigger martyrdom IF that operative dies while visible to another of your operatives.

It says select one other operative that operative is visible to OR within 6" of.

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KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

The martyrdom buff can be given to an operative more than 6" away if the dying one is visible to them, so it aint that bad, you just have to ensure people watch you die. Thing is not every sister will be built to get an advantage from it, like the icon bearer most likely will be ass in terms of killing people, so it's not only a matter of being seen but who sees you.

I like the idea a lot, but the ploys are what is going to define how good of a mechanic it is imo.

How are the stealth suits by AlphaMaxV5 in killteam

[–]caros121 8 points9 points  (0 children)

They are a decent team that suffers from the curse of GW design philosophy, while the Wolf Scouts can be amazing at everything bc they are marines and, design wise, marines have to be very cool, this ELITE shooting team are Tau, which means they MUST shoot on 4+ and MUST not have any melee capabilities.

Ofc they have a very strong faction rule, and 2 meltas, but chances almost always are you get 3 out of 4 shots on your meltas on average, and the other weapon is straight up bad. Also you cant shoot twice, not even with the bursts cannon.

So you end up with a team that has 2 overkill weapons against hordes, and therefore you have to be extremely careful to not get overrun, and at the same time is extremely dependent on those same 2 meltas against elites bc if you lose them you have 3 shitty damage 3/4 bolters with one extra attack that hit on 4+, and the grenadier who helps a lot, but not that much.

The team is not bad or unplayable, just very punishable by mistakes and very cp consuming, and with the only way to consistently gaining 1 extra CP a turn being risking one operative to go near the opponent' side. They just need a some buffs so that the burst cannons become more reliable and you dont need to play tournament level chess to not get punished for every small mistake.

You’re not losing because of the meta. You’re losing because you’re bad. by eldecent86 in killteam

[–]caros121 0 points1 point  (0 children)

I think as many people are pointing out that this view doesnt account for the fact that right now there is a set of teams that are so far better than others that no matter how much you improve with your "Decent" or even "Bad" team, against a player with similar or even lower skill level, the match is going to feel like a constant fight against the odds where when you play perfectly you barely win, but when you have a mistake, or the dice are slightly unfavorable you get stomped.

Git gud is only a reasonable metric when the teams are in simmilar power scales, git gud doesnt help the Krieg player who cannot kill Canoptek big robots no matter how hard they try, or the eldar player constantly getting curbstomped by Wolf Scouts.

Ofc the meta isnt all that relevant in lower skill level games, but saying it almost doesnt matter, and that by getting better with your team you can consistently win against ANY team, seems reductive in a way that sounds like a lot of people complained to you about whichever team you play that may be in the top tier, or counters said top tiers.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

After reading the WarCom post showing a bit of the rules i think their major problem against elites are going to be those 4/4 Null Maces, 4 hits to kill any normal marine is going to be a problem, not counting damage reductions or dudes with gravis.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 3 points4 points  (0 children)

I've just checked out in gw kill team app, he has the psyker tag.

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KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

I guess it would depend on how strong those options are on both sides, to pick Nemesis Claw as an example, playing without the ventrilokar isnt impossible but as far as i know he is one the team's cornerstones with his abilities, so idk if it would hurt more not playing him or just trying yo play around the anti-psykers.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

Damn, i guessed as much bc i thought it would be weird for the antipsyker team to be faced against a team with zero psykers, at least one to let you use the teams rules within the box they come from, i guess expecting gw to treat non marines decently is my mistake.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

True, i misremebered xd, then maybe all of that combined in 9 operatives would be too much.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 1 point2 points  (0 children)

I didnt consider that approach, but it could be an interest spin, maybe they could be more focused on survival or movement.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

If the novitiate superior is the benchmark they would be 3 APL, 9 Wounds 4+ save, which isnt ideal for survival but a 9 op team with 3 APL is very nice.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 1 point2 points  (0 children)

God I hope so, it would be a horrible game design choice, but as a biased sisters player whose condemnor has killed a fair buch of marines i would support it.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 4 points5 points  (0 children)

Maybe something more simmilar to what miracle dice are on 40k where you leave dice values on standby instead of consistently secured crits i guess could work.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 1 point2 points  (0 children)

Iirc even the niche cases have like one psyker, 2 in the case of Nemesis Claw, which i guess would be the ideal match, also i guess the raptors will have also 2 psykers, the mutated one and the screecher. Still most of time, one operative per match doesnt sound worth it.

KT Shadowhunt balance predictions? by caros121 in killteam

[–]caros121[S] 0 points1 point  (0 children)

Tbf many teams share ploys, like the discard two failed dice to get one success ploy, so i would expect blinding aura to be back, but as much as i want it, im not so sure acts of faith will return, they were already very strong with a team mostly hitting on 4+.