NEW KILL TEAM - Deathwatch VS Harlequins
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- čas přidán 4. 11. 2021
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This is a Glacial Geek Warhammer 40,000 Kill Team Battle Report!
The skeins of fate are fickle, unknowable by those unattuned to them. The Harlequins perform their part upon the stage of life as these skeins dictate. So what they were doing exactly on this planet was unknown to the Deathwatch, but quite frankly, they didn't care. The xenos needed to be purged and that was all that mattered.
Will the Shields Who Slay cleanse this planet of the alien presence, or will the Aeldari Players complete their performance? Watch and find out!
#warhammer40k #killteam #battlereport - Hry
During turn 2 when the harlequins played prismatic blur, they never bothered to actually use it. I think they rerolled a save once, and used the parry part of it zero times that I recall, despite taking a bunch of hits to the face.
I remember that and we had a moment off camera at the end of the turn where I said you know what, that's on me let's just keep going
@@harrishoin7950 that's fair. Well played regardless!
nice I love to see DW cause I'm assembling mine as well.
First of the best one handed weapon for seargeant is Xenoblade by far +5 lethal and brutal uff
second when using shield each parry removes two dice instead of one just for you to know
Agreed on the weapon. One lightning claw is always worse than the power weapon, and the power weapon is always worse than the xenophase blade.
Yeah. The only possible ideal way to go otherwise is Powerfist IF you are fighting a 7 wound team. That way you gain the benefit of one-shotting them in combat.
Running _into_ melee with Harlequins seems like a bad initial offense for Astartes. I was expecting Turn 2 to start with Bolter Discipline and the guy in the center moving around cover to shoot those two Players behind the barrels deader than dead with 0 damage in return.
That akward laught XD
Great game gentlemen! Loved it
Great game! I saw it was shorter and thought it was gonna be a blow out... Thank goodness I was wrong.
Why didn't you use the Tac ploy 'Only in death does duty end'? Then you would of won.
If you are talking about the last round, he wouldn't have won, but he would have gotten to activate his gunner, spend 2 APL to Fall Back, and then shoot the Heavy Bolter and kill the last Harlequin before being removed from the board himself. It would've been more dramatic, but he still loses by the same 2 points.
@@martylund8411 thanks. Didn't know he needed to fall back, I thought he could could stay in combat.
Finally seeing the mighty, sexy, awesome Harlequins on action 😁
should have the harlequins on turning point 4 just cresendoed back to the other checkpoint and held since the deathwatch cant move that far. if you are up a vp anyways doesnt that just autowin?
Awesome 👌
You might want to mic both players. It's kind of distracting to hear the other player mumbling in the background, and then you having to repeat everything he says.
Close combat in this game is just not working
I always thought that the attacker should select a hit dice and choose to strike or parry then the defender chooses how to react with one of their successful hits. It would make for more of a duel but it would also mean that lower tier models would never be able to do damage. Maybe the first hit cant be parried but all hits after are reactionary
@@samjsnz it's a poor system and should be total replaced but a short term fix is to roll the dice one at a time .
@@alanrickett2537 yes one at a time (Reactionary) that's how I assumed it worked when they previewed the rules. Would make for a more cinematic duel than rolling pools and already seeing the outcome
@@samjsnz This is actually how it works. They were just kinda doing that part off camera which makes it a bit confusing. The attacker gets first dice. "starting with the attacker, each player alternates resolving one of their successful hits" which does, in fact, mean lower wound models are pretty garbage in melee, esp against power fists and heavy thunder hammers. There's a bit of weirdness where you both roll dice and then kinda huddle over them working out the best attack/parry sequence before resolving but once you've gone a few times, you get the hang of it.
No what I mean is you get to react to the dice the opponent puts forward. So if an attacker strikes you choose to take the damage and strike or parry that dice.
At the moment even a strong melee unit almost always takes damage even if they charge.
so hard to watch battle reports with the shake camera, borderline nauseating. Terrain needs work, makes me sad watching this.