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Kill Team – A Review

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So in the spirit of getting back into the swing of things I thought I’d revert to type and do what I’m good at: being very opinionated about other people’s shit.

And what better way to kick off than a game I lost at the night before. What could possibly go wrong?

So, Kill Team – Warhammer 40k’s remedial little brother.

Kill Team is one of a growing number of ‘route to entry’ boxes that Games Workshop is churning out at a fairly prodigious rate.

Whilst those without a bottomless hobby budget may well be struggling to find £100 every couple of months, Kill Team offers a genuinely affordable (by modern standards) route to entry into the Warhammer 40,000 universe.

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In the box you get a Space Marine tactical squad, a Tau Fire Warrior squad, a groovy tactical turret and everything you need to play, including a data sheet for both squads with points values and the mini rule book.

The models are as you would expect from the individual boxes rather than the okay (yet slightly disappointing) push-together’s we’ve seen in the past which really enhances both the value of the box and the gaming experience for those new to the hobby.

Games Workshop has finally remembered that short-changing new gamers is a great way to make them fuck off and never come back.

The truth is, for the money this is really quite good. The only things missing is some form of measure and a few dice but I guess you need some top-up sales somewhere.

But the fact that the rules are in there too means that novices are getting a proper introduction to the game rather than a bullshit stripped down version of the rules that means they’ll have to buy another version 3 months down the road.

Obviously for the seasoned gamers it represents a fairly hefty outlay when the only thing they’ll need to play Kill Team is the Kill Team rules booklet. For those of you who just want the booklet I suggest eBay or the fair trading group on Facebook.

The booklet itself is, for all intents and purposes the main event. Whilst the models are all good and groovy, they can (along with the rules) be purchased by other means.

Whilst far from the majesty of Mordheim or Necromunda, Kill Team does give you the merest taste of those long past glory days allowing you to take 200 points worth of your chosen army against your opponent.

There are certain restrictions of course. Such as no HQ choices, no vehicles with more than 4 hull points, nothing with a 2+ save (so no Terminators) and a smattering of others.

The idea is it encourages you to be incredibly careful with how you choose your force. For a season gamer and an Ultramarine player, I actually found this quite difficult as I’m so used to structuring my armies around the teachings of Guilliman.

Because, you know, nerd.

Whilst 200 points doesn’t seem all that much, depending on the army you can actually be pretty creative.

It’s a tooled up tactical squad, or a basic 5 man squad and a slightly tooled up Dreadnought.

Or 30 Ork boys plus a couple of upgrades.

Never before has the differences in points and unit composition been so starkly demonstrated as it is with Kill Team and it’s easily one of its best-selling points.

It so aptly highlights what an immensely diverse universe in which we game and how desperate even the smallest scale engagement can be.

Had I put my list together in plenty of time, rather than in a Burger King on my way over to Jezza’s I could have taken a small, but tooled up, unit of Sternguard which would have been hilarious. And short-lived.

Unlike Mordheim and Necromunda, beyond models being able to act independently of one another, the rules work more or less the same as standard 40k. Which means stuff dies just as easily as it always did. Or not.

This highlights Kill Team’s one glaring flaw. It is, essentially, 40k without unit coherency. Which means splitting up your models gets them killed. Which rather defeats the point.

You’re almost better off playing a 500 point game and have the freedom to take what you want.

However, what Kill Team does offer is specialists. In a nutshell, three of your models can be made specialists from a number of lists which gives them access to one of a variety of special rules.

Things like Feel No Pain, Armourbane, Infiltrate, Fear, Eternal Warrior and a host of others feature, all designed to give you a tactical edge if used correctly. There is undoubtedly some trial and error in selecting the right skills for your Kill Team.

It was very much more error on my part when I played Jezza but that was because I tried to be too clever and failed to consider how a lone Space Marine, whilst tough is still just a lone Space Marine and he’ll die just as easily when mobbed.

Looking at the skills on offer, the likes of Scouts and similar units can become hilarious broken, especially if you use them as a team. Which sort of defeats the purpose of Kill Team but there we are.

The scenarios in the book are broadly very good. They work well with the limitations of the both the size of army and lend themselves well to beginners.

But beyond the specialists and the scenarios, there’s not much more to Kill Team. There’s no progression to speak which is a real shame. Something that slow expands the engagement size as a way of scaling gamers up to a full game of 40k would have been really cool and a missed opportunity.

As a starter boxes go it’s not bad for the cash. For someone who wants to ease themselves into 40k without a huge outlay, this is pretty much on the nose. It has plenty of replay value for the beginners and lots of nuance for the veterans.

It’s also brilliant if you’re pressed for time or fancy dabbling in a spot of 40k in 40 minutes over a lunch break.

Kill Team suffers from being neither one thing or another which as a long-term investment makes it a bit of a waste but, whether you’re a beginner or a seasoned veteran, Kill Team at its heart bloody good fun.



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