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Kill Team – Blood and Zeal: Sanctifier Kill Team Review

Praise the Emperor – or else! Confessors are leading the procession of Sanctifiers into Kill Team accompanied by bells, smells and the screams of burning heretics. And they are coming much, much faster than you might imagine, thanks to what we think might be the most broken ability we’ve ever seen in Kill Team.

This is a team with a lot of operatives, each with a lot of text on their datasheets full of special rules. Some of us have felt the need to rant at length about one of these rules, as you’ll see. As a result, this review is probably long enough to fill one of the weighty tomes that the Sanctifiers lug about. Sorry about that.

We’d like to thank Games Workshop for providing a preview copy of these rules for Review purposes.

The Video Version

If you’d rather watch than read, or you want some extra commentary, check out the video review of the team below by Can You Roll a Crit:

Overview

When I first saw the Sanctifiers, I thought they seemed a lot like the Inquisitorial team. In a sense that’s true in that you have a lot of average-seeming human operatives who are made more powerful due to unique special abilities. Those abilities are mostly pretty distinct though, so the two teams don’t play the same way at all. The team echoes the 2.0 aura-ball Novitiates instead, with the operatives staying close together to overperform their paper stats.

Sanctifiers Missionaries, Confessor, Cherub, and Miraculist. Credit: SRM

Your team is made up of a Confessor, a Cherub and nine other operatives, so it’s 11 activations but one of those is a largely harmless comms baby. These operatives mostly have the standard human stat line of 2APL, 6″ move, 5+ save and 7 wounds, though a few are slightly different.

You get Security and Seek and Destroy for your Tac Ops and to be honest that’s not great. Seek and Destroy looks tough to score highly when most of your team is pretty soft, though actually the team’s speed could make it more achievable than you’d imagine. The team’s alarmingly long threat range may play reasonably well into Security, as it will not be at all safe for the enemy to approach midfield in the early game. Contain could be very realistic with if you leave nothing but a field of corpses. It’s a shame Sanctifiers can’t plant beacons, though, because they’d have been fantastic at it.

Abilities

Ministorum Sermon

As a Gambit you can (and definitely should) pick an operative to be your Orator. That model remains your Orator until you choose to have someone else take over. If your Confessor is alive they have to be chosen, though if they are dead anyone else can take over. 

Your models within 3″ of the Orator are benefiting from the Sermon. The Confessor has a much better 6″ bubble. Models that start their activation in range and move away benefit till the end of their activation.

Normal and critical damage of 3 or more does 1 less to an operative benefiting from the Sermon. Additionally, lots of Sanctifier abilities from ploys and so on key off the Sermon.

This incentivises you to hug the Orator so that as many models as possible benefit from the Sermon. There are pretty obvious downsides to doing this, especially if the enemy brings blast and torrent weapons – which they will quickly learn to do when playing against this team.

The timing of the Ministorum Sermon as a Gambit means you don’t have it running at the start of the game, during the scouting. Step for example.

CYRAC: While this is fun and thematic, the aura benefit should only function while within range and not till the end of the activation. The flat -1 damage reduction should also have kicked in at 4 or more damage, not 3, or just only work on normal damage. It makes this team a lot tougher than it should be, especially when coupled with the other defensive buffs the team can get.

Blaze special rule
Blaze special rule. Credit: Warhammer Community

Blaze

Nobody burns a heretic, a Xenos or a random passer-by more enthusiastically than a priest of the God Emperor. Accordingly, the Sanctifiers bring all sorts of fire-based weaponry, from the humble (though still holy) hand flamer to the extra-holy fire manifested by the Miraculist. These are mostly guns but Missionaries can bring a Brazier of Holy Fire, which works in melee too. All of them have the Blaze rule. 

If one of these weapons retains a crit against an enemy they catch fire. Whenever that operative is activated they take D3 damage. Then they can choose to act as normal and have the fire go out on a 3+ or they can sacrifice an APL to put it out automatically. Otherwise they keep burning.

Confessor and Bodyguard Credit:HappyRaccoon

The Ploys

Strategy Ploys

These are fairly straightforward and often tied to the Sermon.

The Emperor Protects lets you reroll a defence die when your operatives are shot at, if benefiting from the Sermon. Not amazing, as you mostly only have 5+ saves.

CYRAC: Looks bad at first but is great when stacked with the Salvationist’s Conversion Field ability.

Fervent Brawl gives your operatives Ceaseless in melee when benefiting from the Sermon. Nice, as your operatives mostly only hit on a 4+. Remember you benefit for your whole activation if you start in the Sermon bubble, so your operatives can charge off and still get these rerolls.

Zealous Persecution gives all your operatives Lethal 5+ in melee during activations in which they charged. Sanctifier operatives are often equipped with weapons that have traits like Stun or Blaze in melee, while others just do more damage. Either way, crits are good.

Rally the Flock lets all your operatives that are benefiting from the Sermon dash or fall back 3″, so long as they end up closer to your Orator. There are likely to be situations where this is a great option and it essentially means Sanctifiers can’t be locked in melee, except by things like chain snares. You can’t do this on TP1.

CYRAC: Crazy added mobility on a team that already has the best mobility in the game. Excellent for pulling back with last activation operatives or pulling back operatives that have charged so now you can shoot the same targets instead. 

Firefight Ploys

Some nice little tricks here that will help get your Ratlings out of some tricky situations.

Rosarius is Just a Scratch – you get to ignore the damage from one normal hit, which is excellent.

Ardent Eradication lets you reroll all your attack dice if attacking an enemy within 3″ of your Orator, or 6″ if it’s your Confessor.

CYRAC: JUST FEED THE RELENTLESS MELTA GUN RIGHT INTO MY VEINSSSSS

Redeemed through Fire allows an operative with a Blaze weapon to apply a blaze token to all enemies within 2″ when they die.

CYRAC: Very nice when coupled with the Miraculist. Great at finishing off operatives or applying lots of chip damage to bunched up operatives. 

Unwavering Devotion lets your other operatives take a shot or fight instead of an Orator or Miraculist within 3″. The most obvious use of this is making it incredibly difficult to kill a Confessor but the Miraculist also likes doing damage up close, including in control range, so having someone else step into melee instead of them could be great.

CYRAC: It’s “Get down, Mr. President,” what’s not to love?

The Operatives

Sanctifiers are a fairly bog standard looking human horde. With most of the operatives at 7 wounds, 5+ saves, and 4s to hit. The short ranged hand flamers are all 6″ range hitting on 2s, so your shooting is consistency accurate but you have very little long-ranged threat. The Sanctifiers’ real power is buried in the Sermon, which turns most of these average-looking humans into effectively 9-10 wound operatives with insane mobility. Playing against them is going to feel more like your shooting at Kommandos than Guardsmen.

Before activating, a Confessor carefully revises the rules for Lead the Procession. Credit: SRM

Confessor

The confessor has 2APl, 6″ move, 5+ save and 10 wounds. They have no gun but their Mace of Censure has 4A on 3+, 5/5 Brutal and Shock. That’s good, but going to see a lot of use because he never won’t be on conceal.

CYRAC: This dude is clearly on crazy gains as he’ll be able to out-fight even normal Space Marines. 4/4 damage would have been fine but 5/5 on a 10 wound body with -1 damage up is crazy good. Stage up TP1 then charge in with you and the boys. Unwavering Devotion and the Conversion Field makes you laugh at shooting.

Lead the Procession is the key ability of the Confessor, and really of the whole Sanctifier team. It’s totally outrageous and potentially game-breaking.

When a Confessor repositions, charges or falls back, so does everyone else who is benefiting from the Sermon. You check before the Confessor moves, move them and then charge, fall back or reposition everyone else who benefits. 

The Confessor has a 6” bubble for Sermon so that’s a lot of ground you can put models into after they move. Missionaries and Preachers are even more flexible, thanks to their own special rules. Then there are no restrictions on what these models can do during their own activations, so they can still do full repositions and charges if you like. Your other operatives don’t have to be Ready to follow the procession so you can use it to run away after attacking too. 

It’s hard to overstate how powerful it is to be able to move a substantial part of your team twice per turn. Your procession can swarm across the board and tie up large parts of the enemy team. You have eleven activations so you’ll out-activate most opponents. You can easily have a flamer or melta turn up where your opponent really doesn’t want it, late in the turn, then possibly get first activation in the next turn. Your operatives will typically still be on Conceal orders the first one or two times they process, so they won’t be exposed to enemy fire until they activate and switch to Engage.

Moving operatives a long way when it’s not their activation also bypasses a lot of abilities, which aren’t written to account for this. For example, there are several abilities that let a retaliating operative strike first if the attacker charged during their activation, but the Sanctifiers might have already reached melee during the Confessor’s activation, meaning those abilities won’t work. More unusual abilities like the Kurnite Hunter’s interrupt can also be bypassed by moving or charging outside of your activation. 

Charging outside their own activation would also prevent the Sanctifiers’ Zealous Persecution ploy from working though and it opens them up to attacks from the model(s) they charged, so it’s not something to do all the time. And of course a Sanctifier needs to already be on Engage orders to charge, which is risky.

Your opponent is unlikely to approve of this and may even try to harm your Confessor. Commanding Declamation will make that very difficult. If an enemy tries to do an action within 6” of your Confessor you can roll a dice. If you get over their APL the action doesn’t happen and the AP spent on it is not refunded. The Confessor can only do this successfully once per game, though if they fail (and survive) they can try again with other actions. 

CYRAC: It’s absolutely wild how broken Lead the Procession is, and it’s worrying it got through testing in its current state. You can easily do TP1 charges and melta/flamer shots with comms buff. Warpcoven saw their early TP1 harassment removed which makes the decision here extra baffling. 

Reposition scout the leader for 3″ then activate him to move your bubble 6″ for free, allowing the leader to then stage up for wider bubbles so it’s easier to trigger Ardent Eradication. 

The fact Sermon doesn’t require you remaining within the bubble to keep the buffs makes this even crazier. Especially when you send off operatives like the Preacher to just destroy someone. 

It’s very disappointing and worrying Lead the Procession is in this state. Talons of the Emperor proved how broken stacking free extra repositions or charges is, and it seemed GW had learned of their mistake. Until now. Operatives moving around 12″ to 15″ a TP is just silly.

This ability should have been either: Once per game, not usable TP1, or operatives that use the free action then cannot use the same action during their upcoming activation/are at -1 APL. 

Sanctifiers Cherub. Credit: SRM

Sanctifier Cherub

Just your usual flying cyborg baby with a cattle prod. This is your comms piece, though it has to be within 2″ to buff someone’s APL – presumably with an encouraging jolt of electricity. With a Comms Device, it can chuck the APL out 5″ away, though realistically you’d soon leave that behind if following the procession. It can’t do this on the Confessor, Death Cult Assassin, Miraculist or anyone else who’s the Orator.

The Cherub has a 7″ move and flies, but only 5 wounds. That prod isn’t especially dangerous and it doesn’t have a gun. It can’t do unique actions (other than prod people) and can’t use weapons that aren’t on its datacard. It gets super-conceal though, so it definitely has its uses. 

I look forward to seeing epic battles between Cherubs and Kommando Grots on the top vantage of Volkus. Probably best not to charge it into a Mandrake, however.

Sanctifier Conflagrator

Standard human profile, armed with two hand flamers, gun buts and a Sanctification Rack. 

The hand-flamers can be used either combined to fire with a standard flamer profile, hitting on 2+, or fired at two separate targets – in which case they have Torrent 0”. That means it can get Lethal 5+ on ITD and in Strongholds, but doesn’t hit any secondary targets. Both profiles have Blaze, so if they score crits their targets will take ongoing damage.

The Sanctification Rack lets the Conflagrator do the Sanctification Orb action in addition to the one use of it per turn you get if you bring the Sanctification Orb equipment. I’ll talk about that more later but essentially it gives you a 3+ chance to get Seek (and not just Seek Light).

CYRAC: With Lead the Procession and the comms buff, TP1 you can free reposition 6″, then reposition and dash 9″ to shoot someone within 2″ twice or two different targets (17″ threat range). Great into any team that is +5 save and 10 wounds or less. Punish your opponent for daring to leave their dropzone TP1.

Sanctifier Death Cult Assassin

A bit of a different profile here, notably with AP3 and 8 wounds instead of 7. They have throwing knives, which are Silent and 2/5 with 6” range. In melee they have Ritual Blades, which are a 4/6 weapon with no special rules (not Lethal 5+), with 4 attacks hitting on 2+. 

When fighting or retaliating the Assassin can resolve a success ahead of the normal order, but it has to be used to Parry. For 1AP they can change their order.

If benefiting from Ceaseless through Ferbent Brawl you’re very likely to get four hits with the Assassin, meaning they should be able to fight quite nasty opponents successfully.

CYRAC: Oddly not being 5 attacks or lethal 5+ makes the Death Cult not that great. It’s fine into non-melee teams but the main reason you run it is for the native 3APL. 

HappyRaccoon: The real secret is that the assassin is the best melee bodyguard available to the confessor. With -1 damage, the ability to go first, and 8 wounds the assassin makes melee threats non-existent to the Confessor.

Sanctifier Drill Abbott

The Abbott has a standard profile, no gun and a hammer with 4A, hitting on 4+, 4/4 with Brutal and Stun, making him pretty effective with Zealous Persecution for Lethal 5+.

They bring two very nice aura abilities. Schola Progenium Disciplinarian makes all your operatives within 6″ ignore the penalties from being injured, which might come up quite often thanks to the damage reduction from Sermon

The fantastically-named Null Skull prevents enemies within 6″ from having a boosted APL, removing any bonus they may have, including if they move into the aura during their activation – though it doesn’t halt their movement if they are using their last APL to do it. It’ll be much harder for enemies to do a move-dash-shoot attack on your Confessor if the Abbott is nearby.

Sanctifiers Miraculist. Credit: SRM

Sanctifier Miraculist

The Miraculist has a standard profile except with a 4+ save, presumably afforded by divine protection rather than the model’s outfit. Their Miracle rule means that the first time they die they remain on 1hp, all dice are discarded and they can then dash or fall back 3″.

In terms of offence the Miraculist has their fists (don’t get too excited for these) and three one-off attacks, all of which are very powerful. It’s a shame they can’t get their APL buffed by the Cherub as they’d be able to do some amazing things.

Holy Light has 8″ range, 4 dice on 2+ doing 4/3 with Devastating 3, Piercing 1, Saturate and Blaze, so it’s for when there’s one target you need to kill, perhaps even while they’re on Conceal if you can get a Sanctification Orb off on them.

Wreathe in Fire is a shooting attack that targets the Miraculist, who is not damaged, with a 1″ Blast. It can be “fired” in melee. You get 4 dice on 2+ doing 4/4 with Blaze. Could be an excellent way to delete a couple of pesky elves.

Burning Hands is a 1 dice melee attack on 2+ doing 7/8 with Blaze. It could be particularly nasty if you’ve used Lead the Procession to get a charge off, then do Wreathe in Fire followed by Burning Hands. It also makes this a really tough unit to charge – you probably kill it but you take 7 damage and the Miraculist gets back up again.

HappyRaccoon: As far as bait models, you could do worse than a miraculist behind a conversion field and portable barricade. A 2+ save that can still do some shooting can really force shooting teams into weird spots.

Sanctifiers Missionary. Credit: SRM

Sanctifier Missionary

You get to take two Missionaries. One has a Ministorum Flamer, hitting on 2+ doing 4/4 damage with Blaze. They also bring either a Holy Relic and gun butt or a Brazier of Holy Fire. The other Missionary has either a Meltagun, Chainsword and Holy Relic or a Plasma Gun, Chainsword and Brazier of Holy Fire. The Meltagun and Plasma Gun are pretty standard, hitting on 4+ and don’t have Blaze.

A Brazier of Holy Fire is kind of a bad flamer, with 4″ range, Saturate, Torrent 1″ and Blaze. It’s a good melee weapon, especially for a flamer priest who doesn’t have a chainsword. It gets 4 dice on 4+, 4/4 Shock and Blaze. It makes your plasma gun Missionary quite versatile with lots of good attacking options, including a Blaze weapon to potentially combine with a Sanctification Orb.

Sanctifiers Missionary. Credit: SRM

The Holy Relic is more interesting though as it makes a Missionary always benefit from the Sermon. This means that, perhaps surprisingly, a Missionary can be effective in any position. They don’t have to run around with your Orator like everyone else. You can use Lead the Procession to advance your Missionary, or perhaps to run away after taking a shot, with no restrictions on where you start or finish. They even benefit if the Orator dies and their damage reduction is active, no matter what happens.

This flexibility means that I think you’d usually want to take two Missionaries with Holy Relics. Their ability to act independently will be extremely valuable in a team where everyone else wants to hug the Confessor. 

Having said that, the plasma gun Missionary might be a good pick against things like Mandrakes, where the Melta won’t be much use, or where you really want a long-range threat. I don’t think you’d be likely to use the Flamer and Brazier Missionary much at all though.

CYRAC: As with the Conflagrator, use the same Lead the Procession combo with the melta to delete an elite, especially if you can stage correctly to be within range for Ardent Eradication. Totally fine TP1 threat.

Sanctifier Persecutor

Your standard maniac armed with a massive chainsaw, to which someone has stuck a Hand Flamer. He has the usual human profile, his eviscerator is 4 dice on 4+ doing 5/6 Brutal but his Hand Flamer only hits on 3+, rather than 2+ like everyone else’s, though it still has Blaze.

The Persecutor has two abilities. Merciless Castigation lets them do a free Fight action against their original target if neither of them dies on the first try and Fanatical Retribution lets them strike with an unresolved success if they are killed in melee, before they are removed.

This is a simple point and click damage piece that you want benefiting from Sermon and as many buffs as you can put on them. They can potentially drop a marine with good attack rolls, especially as damage reduction means it’ll usually take at least three hits to kill them. It’s unusual for a model like this to have a decent ranged attack too, so you have the added bonus of a shooting option.

Sanctifier Preacher

These are the nearest thing to a generic model in your team and you can bring up to four of them, though you’ll obviously prefer to bring specialists for most of those slots. They have the standard stat line and are armed with a Hand Flamer and Chainsword (4 dice each, hitting on 2+ and 4+ respectively) giving them respectable but unspectacular damage in shooting and melee.

The interesting thing about Preachers is their Defend the Faith ability. This makes them benefit from the Sermon if they contest an objective, which is really useful. A Preacher can leave the Confessor’s Orator bubble using Lead the Procession to go and sit on an objective, where they will continue to get damage reduction and other benefits.

A Preacher or two would be very useful to have in your team but, awkwardly, there are nine other specialists who would fill all your spots. I think you do probably want to drop a specialist or two in exchange for Preachers, especially if you don’t have two Holy Relic Missionaries, but it’ll be tricky to decide who to leave on the bench.

CYRAC: Preachers are pretty crazy for storming objectives and being 4 / 5 damage in melee. With the buffs up due to Defend the Faith, they can happily deal with anything that isn’t a Marine. They trade up way too effectively for what they are, but this is a common trend with the Sanctifiers as a whole. You’ll likely want 2 a game and deffo 4 for some match-ups, which unfortunately means definitely needing a second box.

Sanctifier Reliquant

With a standard profile, Hand Flamer and Gun Butt, the Reliquant isn’t your most lethal operative. 

Their Holy Icon means that, if the Reliquant is within 6″ of an objective, all other Sanctifiers are treated as having one better APL for determining control of it. It may be possible to position them to affect two objectives with this ability.

Their second ability is Imperial Cult Devotion, which lets one of your Ready operatives perform an action on death – though not Fight. It’s possible that there are some big brain plays available here, in which you put injured operatives in position to fire off their flamers one last time. You can also use this to do mission actions, in which case it’ll be useful to have the buff to the operative’s effective APL.

The Reliquant is pretty useful against shooting teams but less so against melee. If your operatives die in control range they won’t be able to do many actions so Imperial Cult Devotion isn’t so useful. Even then, so much of your shooting is only 6-8″ range so you won’t always get to do anything very useful. I think the Reliquant is one of the top non-picks if you want to bring a Preacher. Unhelpfully though, Preachers will enjoy being near their Holy Icon if they are on objectives.

CYRAC: The first candidate you’ll drop for a Preacher. The Holy Icon is nice but you’re gonna be Zerg-Rushing objectives anyway so the APL boost is moot. It’s a nice operative overall but your other specialists are just way more effective. 

Sanctifier Salvationist
Sanctifier Salvationist. Credit: Warhammer Community

Sanctifier Salvationist

This is your medic, kind of. They don’t actually have the usual medic ability to save an operative who gets shot, though they have an action to use their Medikit to heal an operative by 2D3. They have the standard profile, no gun and their Soulstave is very little use in melee. You might want to bring some grenades for them to chuck about as otherwise they’re harmless.

You take a Salvationist for their Conversion Field. This protects all Sanctifiers within 6″, so long as the firer is not within 6″ of the Salvationist. Protected operatives get +1 to their saves and the attacker’s Piercing gets worse by 1 – so Piercing 1 doesn’t work at all.

As with the Reliquant, this is a must-take against shooting teams but not all that useful against all-out melee.

CYRAC: This operative is super obnoxious for teams that rely on mixed outputs for damage or are shooting-dedicated. This operative messes up Vespid (RIP) but it also buffs the team to either 4+ or 3+ saves. Coupled with the damage reduction, they become very difficult to deal with at range, and it can heal too. If Conversion Field was a 1AP action to use, it’d be much more balanced.

Equipment

Sanctification Orb

Once a turn, an operative (other than Cherub, Death Cult Assassin and Miraculist) can throw one of these at a visible enemy within 6″ for 1AP. When they do, that operative and any others within 1″ of it get a Doused token if you can roll a 3+ for them, individually.

All your Blaze weapons get Seek against Doused enemies. That’s pretty awesome if you get lucky and douse a few operatives before hitting them with a flamer. The Doused token is removed after firing a Blaze weapon at an operative, even if you didn’t need Seek to do so.

Seek is obviously fantastic but there are some caveats around these. Firstly, you do need that 3+ roll. If you fail it your operative will be stood with probably no targets, which is awful. Seek also doesn’t get you past super-conceal, so this won’t help you much against teams like Ratlings. 

Also, it costs an AP. If you’re within 6″ of a target to throw one of these at them then you’re often going to be close enough to reposition or dash to within 2″ of them, where Seek isn’t required. There might be terrain slowing you down, or you could be in a location you don’t want to leave for some reason (cover, objective etc.), so in that case chucking an Orb is a great idea.

Purity Seals

These are an item we’ve seen before, letting you convert two misses into one hit, once per turn. That’s going to come in handy a lot of the time as you’ve got lots of operatives with 4 attacks hitting on 4s in melee. 

Ecclesiarchy Texts

Your CP generating mechanic. Roll 2D6 and if you get under the remaining wounds of your Orator you get a CP. You won’t have an Orator in TP1 yet to do this but, if you can keep your Confessor safe, this is pretty reliable.

Imperial Cult Symbols

Once per turning point, when the enemy shoots one of your operatives benefiting from the Sermon, you get to turn one of their retained Crits into a hit. This comes after they calculate Devastating Wounds, Piercing Crits and so on. This reduces the damage, makes it easier to save and means you can use the Rosarius stratagem to block it altogether.

Missionaries Credit: HappyRaccoon

Conclusion

This is a difficult team to assess based on just looking at the rules. We’re going to have to see what happens when they hit Killzones and players learn to use them. It looks to me like you have an exceptionally mobile team thanks to Lead the Procession, more durable than those 7 wound 5+ save stat lines initially suggest but not amazing damage output.

For Tac Ops you have quite a few interesting options. This team is amazing for pretty much all the Security Tac Ops as it’s built to run around in a big mob. Contain could potentially go wrong if you run up one side and they sneak by the other but otherwise you ought to score heavily.

Seek and Destroy is interesting because it doesn’t seem good at first, but might be ok. Champion is only worth taking into elites as your 2APL models aren’t built to get double-kills. Overrun is very achievable thanks to Lead the Procession, as is Storm Objectives.

There aren’t any Tac Ops that look like an automatic six points but there are plenty of ways to score well with this team, so you have options depending on what you face.

More than just about any other, this team is built around its Leader. Your strategy, and your opponent’s, will significantly depend on keeping them alive or killing them. 

I don’t think any team can easily take you Confessor out if they have a few friends around. There are just too many ploys and other abilities either redirecting or entirely negating their damage. Enemies will have to take out several other operatives before they can get to the Confessor and that delay is just what the Sanctifier player wants. You do need to be a little bit careful about things like bomb squigs, especially as you can’t, “Get down, Mr. President” against blast attacks, but you might well even stop that with Commanding Declamation.

A quick note on building the team, as it’s annoying. 

CYRAC: A puzzling team that looks weak from a glance but then turns out to be quite overpowered with a closer look. The only real downsides are the Tac Op archetypes and the fact that maybe elite kill teams might be a hard counter.

This team pumps out too much damage, has too many defensive tools, and breaks the game on a fundamental level with Lead the Procession. It raises big questions as to what exactly is going on with the Kill Team design process when sequence-breaking with movement was provenly broken with the last edition when you had Custodes YOLOing it up the board TP1. The fact the whole kill team gets all this free extra movement is wild.

There is some counterplay into Sanctifiers (namely not moving out of your dropzone TP1) but it’s not great. It’s likely the team was buffed this way because they “are only 7 wound models” but with the damage negation and output, they are far too good. If Lead the Procession was not usable TP1 or was once per game, and Sermon buffs only lasted while you were within range or the Orator, the team still would have been good. 

I can see lots of players hating playing into Sanctifiers because they get punished for moving out of their dropzone TP1, especially when GW have said repeatedly they have designed the new edition around negating these kind of things. The main counterplay is hoping you play against them on Gallowdark so you can Guard or play on missions that score at the end of the game. Even general elites won’t be doing too well into Sanctifiers except for the Marksman in Phobos Strike Team.

Outside of the worryingly bad design choices, the team is incredibly strong. You’ll need to properly stage your aura buffs, and then once staged, just yolo the opponent to death. Preachers are amazing but it does mean you need two boxes unless converting more bodies. You have no long range shooting but you have enough tools to not worry too much about that. Tac Ops will be difficult but Secure Centre and Storm Objectives (Preachers YOLOOOO) are excellent choices for this team.