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Kill Team Guide: The surprising uses of the Scout and Sniper

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Happy Monday everyone! Here we look at the Scout and Sniper, both of who evoke images of sneaky ninjas, spelling death from the shadows. However, one is better at being a big meaty wall and tackler, and the other is better as a machine gunner!

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) Scout Not a great specialisation at first glance but has its uses when you’re better at the game. This really comes into its own in campaign and higher tiers, so if you’re a new player and only sticking with Matched play it might be a good idea to skip. Swift: You can re-roll Advance rolls for this model
Woo?
Okay, not the best ability, but I’m hoping this had synergies with factions when we…

Kill Team Guide: Using your Medic and Heavy Specialists

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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!

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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

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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

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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

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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

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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…

Kill Team Guide: What you need to know about building a Kill Team

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There are 3 formats for playing Kill Team; Open Play, Matched Play and Narrative Play. Each mode has roughly the same Force (note the capital F… it’s a technical term!), but there are some distinct differences when building into them.


Open Play Technically you can bring whatever you want to an Open Play game, but I wouldn’t expect anyone to agree to take on your Imperial Knight with their Fire Warrior squads (although that might be possible in the context of Kill Team… loads of negative modifiers etc.). This is for the most casual of players, and as such, a single squad should suffice.

This is a recommendation rather than a rule, but for Open Play:

Bring one of your regular Troops units from 40KSpecialists: Leader, Comms, Demolitions and Heavy (for a shooty unit), or Combat and Zealot (for a choppy unit)
That should work for most scenarios, and the specialists should work well for any normally armed Troops choice. I’m sure you could all think of better load-outs for your Factions, but…

Kill Team Guide: Tips and Tricks for Injury and Morale

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The injury mechanics and morale phase are one of the key differences between the skirmish format of Kill Team and the larger battle game of 40K. There’s more clarification here than tips and tricks, but hopefully it will help you speed up your games.


Injury Rolls I quite like the injury mechanic, as it means a model can still battle on after a first turn alpha strike goes a little too well. The element of chance adds to the whole nail biting experience of a kill team match, and a model that was not hit hard enough to be put down can still affect the outcome of a game if it were to get lucky.

But I’m not going to pretend this is a revolutionary idea that needs huge in-depth analysis. It’s a cool mechanic to keep the game running for a decent length of time if you have just a few models, just what you’d like from a skirmish game.

Here are some insights and things you may get wrong:

Take an injury roll when your model gets taken down to 0 woundsYou can only get one injury roll from an at…

Kill Team Guide: Tips for the Psychic, Shooting and Melee Phases

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The core mechanics of actual combat of Kill Team are very similar to 40K. There are some key differences that change how the game plays, and what choices you’ll need to make in designing your roster.



To be honest I could lump these all together as “The Fighting Phase”, since they’re all very similar. The mechanics are roughly the same, with players taking it in turn to activate models. As such, there are some general tips to follow:

Use your heavy hitters firstTarget your opponent’s heavy hitters first if possible
Fairly self-explanatory. If you leave your big guns until the end of the turn you will either reduce their targets or risk losing them before they can fire. A heavy weapon that doesn’t get used is wasted points.
Psychic Phase The psychic phase in Kill Team is probably more like what people want from something labelled as a sorcerer or all-powerful psyker.

In 40K direct damage spells tend to be a little on the underwhelming side for the point investment. The ability to knock …

Kill Team Guide: Initiative and Movement Tips and Tricks

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Winning initiative doesn’t necessarily give you all the advantages in a turn of Kill Team, and in fact can hamper your efforts in the movement phase. Looking at these two phases together reveals some nifty tips and tricks.



The Kill Team rule set is almost identical to normal 40K, and in fact some of you might recognise it as the ad hoc rule set you came up with yourself when you first started. You know, the one where your battlefield was the kitchen table with mugs and napkins for scenery, and you and your buddy had just finished building maybe three models each. You didn’t play full units and each mode was a hero, and you certainly didn’t understand Leadership checks.

There are differences which translate 40K into a skirmish rule set, and I prefer this to standard 40K (at least for now).
Initiative Phase This is a significant change and affects the whole of the turn. Traditionally Games Worksop systems have followed an “I go, You go” format. This has always led to whoever getting fi…

Kill Team and the UK School League

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Some good news from Games Workshop, in that the Kill Team rule set is going to be used for the School League tournament. This neatly solves several problems that the larger 40K game has for school clubs, and new players in particular.


I like Kill Team. A lot. 
Making a variety of small armies is pretty much my forte in 40K, and I very rarely build a force beyond 1,000 points. There are a few reasons for this, attention span of a cat being one of them, but I'm also professionally obligated to do so. Since I run a school club crafting easy to achieve starter armies is pretty much all I do (apart from scenery, setting up tournaments and mediating disputes. And undercoating batches, painting tutorials for newbies and running started games... and more.)
And now the School's League has gone for Kill Team as the rule set for this year. 
This is nothing but good.
Outlining the pros now:
30-minute games5 model armiesNo codex needed to get startedSmall battlefieldsSo much less to keep tr…