Video summary
I Played The New Exodites Kill Team - they BREAK the game!
Main summary
Key takeaways
Storyline / Narrative framing
- The video is not a narrative story so much as a review/battle experience of a new Kill Team roster called Exodites / Dragon Riders (mounted models) in the Warhammer Kill Team setting.
- The speaker frames the discussion around how the team plays in the context of Kill Team’s core systems—orders, activations, line of sight, terrain, facing/angles, and related mechanics.
Gameplay highlights (what the team adds that works)
Mounted, low-model-count play
- The speaker praises that the team supports mounted models and makes it easier to use proxies (e.g., converting/representing other factions on mounts).
More flexibility vs typical Kill Team rosters
- Because the team uses mounted models and fewer overall models, it opens “new avenues” for bringing in models you couldn’t normally field in Kill Team.
Model/theme and customization
- The Dragon Rider/Exodite models are described as cool, with customizability that can reflect different loadouts.
- The team is presented as designed to still “feel like a Kill Team theme”—though the speaker’s main complaint is that gameplay doesn’t fully deliver on that theme in practice.
Not judging balance hard after one game
- After a single match, the speaker avoids declaring the team strictly “broken” or “trash.”
- They expect results to be matchup-dependent (strong into some, weaker into others).
Mounted elite-team identity
- The speaker notes that high-stat elite teams can be strong.
- They also point out the community sometimes overreacts until data clarifies, citing Death Watch as an example of shifting perceptions over time.
Strategies / key mechanics the video emphasizes (and why they matter)
The core of the “how to play” portion is really about tracking and execution, because the speaker finds the team’s rules unusually demanding.
Token tracking and “what you must remember”
The speaker calls out a very heavy tracking burden, listing the essentials Exodites require you to track continuously:
- APL (Action Points) per activation, including what remains for future turns
- Movement used/remaining (movement caps like “you can only move X per turn”)
- Wounds (the team doesn’t usually die in one hit, so wound tracking is frequent)
- AP modifiers, including being reduced by the enemy
- Poison status
- Order (the active command state/tokens)
- Speed, which depends on how far you moved in the activation (and resets later)
- Specialisms, since each model has two and you must remember which one you selected
- Angle/facing movement tools, including a protractor-style cardboard piece used for specific positioning
Specialisms (strategy implication)
- Since each model has two specialisms, you must remember:
- which specialism you chose this game
- that you can change it game-to-game
- Practical note: he mentions using tokens on the table/near models to prevent forgetting.
Speed (strategy implication)
- Speed is tied to how far you moved:
- different speed states occur at different movement thresholds
- speed affects buffs
- if you go “too fast,” you can’t shoot
- This creates tactical tradeoffs between movement and combat effectiveness.
Major complaints / “why it breaks the experience”
The speaker repeatedly argues that Exodites add complexity without enjoyment, turning Kill Team into an awkward measurement/timing problem.
1) Angle turning / facing is described as unworkable
- Exodites require turning up to 45° using a specific template/tool, but the speaker frequently wanted to turn more than 45° during movement.
- When needing >45° turns:
- you’re forced into awkward sequential movement (e.g., 45° now, finish later in another activation/turn)
- positioning and tempo feel punitive
- The speaker claims small angle errors matter a lot:
- a “1°” discrepancy is framed as enough to shift a miniature by several millimeters compared to tournament expectations and terrain-edge tolerance.
2) Layout constraints make the templates harder to use
- The protractor/angle piece must be placed very precisely.
- On terrain-heavy boards (especially strongholds), the speaker claims you may be unable to place the template correctly, making the mechanic harder to apply.
3) Tow-in / tow-out interaction worsens the turning issue
- The speaker notes that towing in is already part of the movement rules and is difficult enough.
- They argue Exodites magnify facing/turning friction—and should fit better in Warcry, where game flow is less sensitive to facing/angle constraints.
4) “Cheating” via rules mistakes becomes likely
- They define “cheating” as getting rules wrong unintentionally.
- Because measurement is so fiddly, opponents can accidentally desync on correct angle/facing interpretation, increasing disputes.
5) Overall conclusion: team mechanics undermine Kill Team’s strengths
- Kill Team is already described as sweaty and precision-heavy (line of sight, conceal orders, thin barricade measurement).
- But Exodites demand an extra layer (angle mechanics) that the current Kill Team rules/expectations can’t handle smoothly.
- The conclusion:
- the team doesn’t “ruin Kill Team,” but it’s poorly thought through for this rules environment
- the experience is “terrible” mainly due to the turning mechanic, not matchup balance
Key tips the speaker implies (practical takeaways)
- Use dedicated tracking aids (he strongly discourages casual methods like relying on D20s).
- Track APL, movement, wounds, speed, specialisms constantly to reduce errors.
- Plan for facing/angle requirements—he suggests trying again, but avoiding repeated situations where measurement becomes problematic.
- On platforms like TTS, he believes the team would likely run more smoothly because angles can be measured more precisely.
Gamers / sources featured
- Andy (host; “Andy here from Gossoft Dead”) — primary source of commentary
- Teams / example factions mentioned (not presented as featured creators):
- Death Watch, Mandrekes, War Cry, Warhammer 40k, War Game Portal (affiliate mentioned as a source/channel), Element (affiliate mention), Crossfire Games, GG Easy, U3D, Broken So (name appears as “Broken So”), Tempest Terrain, Ed Workshop, Turtle Beach
- No other named gamers are shown or interviewed in the subtitles beyond the host.