Posts

Latest Post

Kill Team Guide: Using your Medic and Heavy Specialists

Image
The Heavy is exactly what you’d expect; the juggernaut with the biggest gun they can find laying down a hail of bullet hell. The medic… well, less of a doctor and more of a Painboy.


Here are some of the ground rules before we go into discussing the Specialists.

I’ll only be talking about them in terms of Matched Play, which means the following:

Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)
Heavy Specialist I’m sure the designers had the Heavy from Team Fortress 2 in mind when they planned this! A straight up buff for any Heavy Weapon user, with some rather interesting uses for Special Weapons carriers with multi-shot Assault weapons.

Relentless: This model does not suffer the -1 penalty for shooting with a Heavy Weapon after moving in the proceeding movement phase, or for Shooting in an Assault weapon after advancing.
A no-brainer take if…

Space Wolf Chapter Tactic revealed, and my prediction confirmed!

Image
The Space Wolf “chapter tactic” has been revealed over at Warhammer Community, and it looks like I was right in my prediction!


Well, sort of.

Back in March I predicted the Space Wolf trait to be the same as the recently revealed Necron one for the Novokh dynasty.



Everything I say there about how why this would be good for the Space Wolves is still true, so if you want to read a discussion about how this would work with the Vylka Frenryka have a quick look there first.

Games Workshop were a little more careful with their buff on the Space Wolves in comparison to the Necrons, perhaps because of the Sons of Russ are more universally close combat themed. Whereas a Necron Warrior or Immortal is defensive and ranged first, an average Grey Hunter is likely to have two attacks thanks to the chainsword with some power weapons thrown into the squad.

As such, adding 1 to Hit rolls makes them a lot better than base on the charge or receiving one, without making them too strong.

Here’s a quick ta…

Kill Team Guide: What you need to know about Comms and Demolitions Specialists

Image
The Comms and Demolition Specialists are two of my favourite in the rule book, and form a very strong backbone to a shooting based Kill Team. The Comm Spec I think will be an auto-include for many, and the Demolition Spec can potentially out-sniper the Sniper!

Here are some of the ground rules before we go into discussing the Specialists. I’ll only be talking about them in terms of Matched Play, which means the following:

Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)
Comms Specialist Whether this be your Scion with the radio or Marine with the auspex, these specialists provide extremely useful buffs to your team’s shooting. For Orks you have the choice of the forgotten Shouta-boy or the lad armed with the Orky-Talky gubbins.

Scanner: Once per shooting phase, when you pick  model from your Kill-team to shoot, and it is within 6-inches of t…

Kill Team Guide: How to use your Leader and Combat Specialists

Image
The Leader and Combat specialists are the first you encounter in the book, and both offer some nifty tricks for assault themed Kill Teams. Obviously, the Leader has more squad utility, but the Combat specialist is not to be underestimated for their own devious strategies!



Here are some of the ground rules before we go into discussing the Specialists. I’ll only be talking about them in terms of Matched Play, which means the following:

Tier 1 only, so only the first ability and level 1 TacticOnly 4 Specialists per teamOne must be a LeaderEach specialist must be unique in the Kill Team (i.e. you can’t field 2 Combat specialists)
The Leader At the first level this Specialist balances the pinnacle of squad support alongside some close combat utility. Classic for 40K, where every Space Marine Sergeant (at least thematically) brings the chainsword!

Resourceful: Generate 1 Command Point (CP) at the beginning of the Round as long as the model is on the battlefield and is not Shaken
This probabl…

Kill Team Guide: Tips on getting the most from Tactics

Image
The basic Tactics for Kill Team are generically useful and contain the single most important Tactic of the game. They all have uses for any Kill Team, but their value will depend on the set up of your Force and what their focus is. I’ll also give some advice on how to incorporate useful Tactics into building your Kill Team.

Decisive Move
Use at the start of the Movement PhaseCan make a move before any of the modelIf used by another player roll off: winner goes firstCost: 1 Command Point CP)
It’s not starting off great with this one, as it really only has a few niche uses. Strictly speaking, as I mentioned in the Movement page, moving first is not really the advantage it might seem like and spending a CP for the opportunity to isn’t the most cost-effective.

However, there are a few situations where it could be useful:

Grabbing an objectiveBody blocking a choke pointGetting in a charge on a key unit if you’ve lost initiative
Really I would prefer to think of this as Decisive Charge, whic…

Kill Team Guide: Command Points Tips and tricks

Image
The departure from 40K for Kill Team is that Command Points (CP) are generated every round rather than having a big stockpile of them at the beginning of the game. It's much more dynamic and makes using special abilities feel more involving, and doesn't punish experimentation so much within the game itself.



I much prefer this system. Tactics have revitalised a lot of 40K, and in Kill Team you’ll be able to use more per turn. It also means those situational Tactics will actually get used! Quite often there will be a specific Tactic (or Stratagem in 40K parlance) which is cool, fluffy, and only ever useful once in 5 games. You’re likely to forget it when it could be its most useful, and even if the opportunity arises, you’ll be saving your CP for your pre-planned strategy.

This is far more dynamic as a system, and you can experiment from turn-to-turn, as opposed to messing up a whole battle!

The ways of generating CP are below with the two in brackets being dependant on your Fo…