/r/killteam
A subreddit dedicated to Warhammer 40000 specialist game, Kill Team.
A subreddit centering around Kill Team! The squad level combat game set in the 41st Millennium.
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/r/killteam
I currently own 4 kill teams and I am always wanting to buy more. I see people at my LGS that only own 1-2 teams and have done so for well over 12 months. Am I being greedy owning this many teams and still wanting more??
I wanna make a scion team because they have comfortable rolls for me, I see some people take melta, some take flamer, and some people outright hate both? I know it depends on playstyle but what are the general thoughts of the hot shot volleygun? It seems that fusillade lets you distribute the damage between nearby enemies of the shot so you can spread out damage. Then the flamer just lets you attack in a general area against an enemy with a lower ballistic skill but lower damage as well
Been putting together all the teams in the ol' pile of shame, and the hardest choice isn't the leaders' load out, or which gunner to build, but whether or not they wear a helmet. A while back, I swore by the helmet. Now, I've tried branching out more to mix it up.
For example, my Voidscarred Corsairs all go without a helmet because their heads were all sick, but my Hands of the Archon are all helmeted up to look hard. And my Breachers all wear a helmet, bar the leader who uses the "helmet under the arm" bit.
While I mix it up a lot, more often than not I love leaders having a face while troops wear helmets. It is usually the specialists I have to decide on.
So, how about you guys? I'm sure like me, many are a mix of most options, but I am curious what the community typically leans towards and does more often than not.
Hey guys, I'm looking to kitbash and convert a tallarn desert raider killteam for vet guard, does anyone know any decent conversion bits that could help me with the tallarn desert heads? Shemaghs etc, I wanna keep the majority of the kill team with the new cadian sprue but mostly looking for tallarn heads and possibly weapons
let's say I Manifest Psychic Power for 1 AP, Can I use that again for a different power?
for example, in warpfire discipline, Can I warp portal and THEN Firestorm in the same turning point?
I feel I shouldn't because I'm basically doing the same thing twice (ie Minest Psychic power).
Please advise
Model is from Wargames Exclusive
Hey All. I am new to the game, but not the universe and want to build a Tzeentch themed Legionaries list. If I was building an all comers fluffy Tzeentch list. What are the 6 operatives I need to have. I have access to all operatives for reference. Only want to start with 6… go!
I’ve had the idea to try a themed ITD board (I will never complete it) but that I’m wondering how consistently the different wall-types of ITD are grouped across different layouts. Is it at all feasible to have an “overgrown” room and a “cold” room, or would the four walls inevitably get split apart and scattered across the board when playing a different mission?
I want to make a geonosian killteam, but I have a couple of things I need help with:
Firstly, I don’t know what kill team I should use the rules for. I want something that matches the whole hive and bug thing, but I want to see my options, and also I have been put off by Hive Fleet a little bit by the genestealer part of that. I know I could just not use the Genestealers, but would that then make the Tyranids worse?
Secondly, models for the geonosians. There are the legions ones, but they are pretty pricey and I don’t really want to be spending £80 on two sets of them. Can you find some on Etsy or EBay that would fit?
Thirdly, (this goes into the first thing) would I be able to put Poggle the Lesser or Sun Fac in this killteam and have something that matches how they act/fight?
Please help me make this possible, as I barely see geonosians get any love and they are such cool Star Wars creatures.
EDIT: There is also the question of would it work in warcry?
Hi, I‘m new to kill team (3 games under the belt but pretty firm with the rules).
To push myself to finnish painting my guys, I signed up for an upcoming event. Can you give me some hints how to engagement my encounters and what to look out for, to not get catched off guard. I am not in there for a sweaty win, but I want to know what to prepare for and have fun on eye-level with my opponents.
I play pathfinders (I have a full roster with all weapon experts and drone options ready).
My match ups will be against: blooded Navy breachers Kommandos Chaos Deamons Nurgle (Compendium)
News for the Nemesis Claw team on Warhammer Community. Nothing really new about the team, but we get a look at the sprues. https://www.warhammer-community.com/2024/04/04/flayers-poisoners-and-prophetic-powers-getting-under-the-skin-of-the-nemesis-claw-kill-team/
Hey all, I’ve been wanting to create two Eyes of the Emperor custodians for a kill team but I’m not sure what models to use as a conversion.
I was thinking of buying the Blacktalons from AoS and using the two dudes with black/silver armour with minor green stuff additions, but what do you think?
Anyone have any other ideas for kits that would look really cool for Eyes of the Emperor?
If I go with tallons vs kommandos in new recruit I could take 4 custodes guards and 21 orks (11 specialists 10 boys) That's 2 fireteams each. Does the Custodes even stand a chance? They hav no chance in objectives, and in combat I suppose they are screwed to?
And yes I know I could bring sisters to add some units if I remove 2 guards.
Haven't played much yet, but bringing 2 fireteams = one full Killteam right?
Is there any word on whether the bheta decima terrain will be back in stock around the Nightmare release?
Another question after our first game.
We didn't use any tac ops, to keep it simple. Did look in to them, however.
But I have a question about the discription of the Hnter Clade, calculated eradication tac op:
- At the end of any Turning Point, if an Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
- At the end of any Turning Point, if a different Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
The first half is clear as day, do more damage by the end of turning point, get 1 VP, gotcha.
The second half however... Does this mean you get an extra VP when you switch Imperative mid turning point? (and how would you even do that? asside from Command override tactical ploy, which is still for only 1 unit.)
Or is this just a very convoluted way to say this tac op stays active even when you change Imperative?
And isn't that a bit redundant anyway, as you'd always have an Imperative active (and switch every turning point)?
So we had our first ever game together yesterday. Quite simplified to get a basic feel for it (no ploys, just shoot and capture objectives)
There was some confusion on the Hierotek Circle, reanimation protocols.
It's written as following:
On a 1-2, leave that Reanimation token in the killzone. On a 2+, operatives are successfully reanimated
In all other instances a 2+ means 2 and above, but here it looks like it's only above 2.
(we assumed we got the first part, the and part wrong. But in other instances, BS/WS, this does include the mentioned number)
Like described for the Ballistic Skill:
The attacking player compares the result of each die to the Ballistic skill value of the attack, which ranges from 2+ to 5+. Each roll that is equal to or better than the target number is a success (hit).
Did they try to write, "on a -2 (which is just 1)" or is there something else going on?
What happens when you roll a 2 in this situation? (do you leave the reanimation token and reanimate successfully, that definitely can't be right? Because with our limited knowledge, it feels like it is written like this)
Are we missing something obvious, or are we not the only ones who are having trouble how some things are written?
I played my first games of KT yesterday, with the Intercession Squad.
I like the game, it flows well, very engaging, also very hard on the brain. I liked Intercession, but since we didn't pick secondaries, I lost on points, despite having mowed down most of the opponent's dudes.
So do you guys have a good suggestion on which KT I should be starting to dig my teeth into? My main interests are the following:
Thank you in advance!
EDIT: Thanks for your replies, I will be trying Legionaries, I've seen it recommended in a few videos as well. They seem like a good choice, 6 models, sturdy, aggro, good at killing.
It seems most people building the Scout Squad are running triple shotguns, but I've built my guys to be 2-Bolter 1-Shotgun (mostly because I wanna use them in full 40k, where the bolter is better I think). Have I handicapped myself or is it mostly fine? Edit: when I say numbers I'm referring only to the generic warrior operatives.
I see people referring to a 2022 update that has teams starting with 4 in TP1, but I’m not finding it in Wahapedia.
Can anyone refer me to the text that (apparently) says leaders award 3CP instead of 2?