As I mentioned a few weeks ago, Games Workshop is bringing back its Warhammer 40,000 skirmish game, Kill Team. They’ve borrowed (lightly) from one of my other favorite GW games, Warhammer Underworlds: Shadespire, pulled in some rules from the main 40K game, packaged it all in black and orange, and made something that looks glorious.
For the complete lowdown of what’s in the box, check out my unboxing video, below.
Here are a few of the salient points from opening up the box.
- 20 Citadel Miniatures. Two teams of 10. Adeptus Mechanicus and Genestealer Cults. (Awesome robot engineers vs Giegeresque alien worshippers.)
- A sturdy double-sided board. This will form the playing surface. A neat and compact 22″ by 30″ (which is compact for a GW game).
- Fabulous sculpted scenery. This stuff is incredible to behold.
- 208 Page Rule Book.
- In addition to this core set, extra Kill Team branded packs will be subsequently released one for each of the factions covered in the rulebook.
- Additional terrain packs will be available too.
What’s in the rulebook?
Here are a few of my initial impressions.
As you’d expect, the game is a much sleeker version of its larger counterpart. Forces consist of only a few soldiers. A Kill Team may cost up to 100pts, with models ranging from 5 to 25 points each. Weapon options can sometimes cost extra.
There are 16 factions in the game. (Which you can find here.)The rules for the 16 factions take up roughly half the rulebook. The lists are, by necessity, cut down versions of the lists in the main game. There has been some complaint that the lists are too constricted, but when trying to make a tight, balanced, quick to play game, curtailing the options is definitely the way forward.
The game’s campaign mode will enable individual members of your Kill Team to take different paths. The rules offer differing specialisms, such as demolitions or medic, and within those, there are further branches (e.g. Sapper or Seigemaster, Triage or Trauma expert). There are 10 specialisms in all.
GW’s “Three Ways to Play” is supported with missions for Narrative, Open, and Matched play. Missions give suggested board layouts, deployment rules, and victory conditions.
Players will each take turns to move all of their figures, but for shooting and combat, they will each activate an individual model. This will make Kill Team battles more dynamic than its full tabletop counterpart.
Why get involved?
I love the look of the Warhammer 40,000, especially the more modern sculpts. The problem I always have with GWs big games is fitting them into family life. There’s the space to play them, the length of time they take to play, and the time to paint a full army—all of which are in short supply.
Warhammer 40,000: Kill Team looks like it will solve all my issues. Small board, short play time (45 mins), and with each team consisting of only 5-10 models, even I should finish painting at least one or two teams. I also love the campaign element of the game too. The core manual is filled with ideas for adding color and flavor to your Kill Team, making each faction uniquely yours. As I learn the game, there seems to be lots more things to discover.
Look out for a full review of the game and a video playthrough in the coming weeks.
Kill Team will be available for pre-order on the 21st July and in the shops a week later.
Disclaimer: Games Workshop sent me a copy of Kill Team in order to make this preview.