Tabletop Spotlight: Kill Team


The Tabletop Spotlight is on Kill Team – 40K’s return to Skirmish gaming is back with a vengeance!

Games Workshop has been doing an awesome job at launching products aimed at getting new players lately. Kill Team is no exception – it also happens to be a great “new” way to play Warhammer in a Skirmish setting:

I say “new” because Kill Team has been around before. The concept of Kill Team has been implemented many different ways in previous editions so the idea of Skirmish Scale 4ok isn’t new. But what is new about this version of Kill Team is all the great new rules for specialists.

Rules-wise, Kill Team games are smaller scale 200 point battles fought (typically) on a 4×4 board. They can be 1v1 or they can have multiple players (GW mentions up to 6). They have quite a few restrictions on “list building” like no 2+ armor saves or models can’t have more than 3 wounds – things to keep the games quick and brutal. This is also a game where you have to leave your hard-hitting HQ choices at home!


Each model functions like it’s own unit as well. That’s pretty huge when you start to think about things like targeting or Psychic Power effects going off. It’s a pretty fun ruleset and because the game sizes are only 200 points you can get in a bunch of quick games in an evening.

As a boxed product Kill Team is a great deal. Here’s a quick price breakdown:

Even if you take out the rulebook “value” and the Kill Team rules out it’s still $100 worth of miniatures for only $65. If you’re looking to get into the game or if you want to get a friend (or two) into playing 40k this is the perfect box for that! If I were a retailer, I’d immediately start-up a Kill Team league in my store. The entry fee would be that a player had to buy a new “troop” box and use that to construct their Kill Team – or buy this box set. I’d worry about prizes and things later because getting people playing Kill Team will get them excited about playing!

Overall, Kill Team is a great value and a really great way to play 40k. If you’re tired of bigger games and just need a good palate cleanser then try a Game or two of Kill Team – you might just surprise yourself!


Warhammer 40,000: Kill Team $65


Brutal close-quarters combat in the 41st Millennium

The Game
No strength in numbers. No margin for error. Pure, fast-paced combat where tactics matter more than brute strength, and every action matters. A single shot can spell the difference between life and death, and a single decision can decide whether a battle ends in glorious victory or dismal defeat: this is Warhammer 40,000: Kill Team.

A whole new way to play games with your Warhammer 40,000 miniatures, this standalone two-player game puts you in charge of small bands of warriors, and gives you one objective – win, or die.

The Contents
Inside Warhammer 40,000: Kill Team, you’ll find:
– a Space Marines Tactical Squad – this is everything needed to build 10 Space Marines with a huge amount of customisation: boltguns, a grav-gun, a melta gun, a flamer and a missile launcher, with power fist, chainsword, plasma pistol and bolt pistol options for a Sergeant.
– a Tau Empire Strike Team – 10 Tau Empire Fire Warriors, with two drones, a DS8 tactical support turret, a selection of different shoulder pads and back packs and a choice of weapons – pulse pistols, pulse carbines, EMP and photon grenades!
Gaming Content
– a 32-page softback Kill Team book, featuring full rules for playing skirmish missions (six Kill Team missions are included), with an extensive section on additional ideas for your games – making up and linking your own missions as a narrative, playing games with more than two players, introducing vehicles and mobile objectives, co-operating against hordes of enemies; there’s almost limitless scope.
– a small-format softback copy of Warhammer 40,000: The Rules, providing the basic groundwork that Kill Team expands upon.


I can bring my Tyranid Warriors to Kill Team games now!

  • I love Kill Team, it really captures the fun of 40k.

    The only problem with it (apart from the fact a neighbour signed for my copy when I was out and has now vanished) is that if you want anything other than the exact same Kill Teams GW have put in the booklet you have to buy a whole codex. I’d love to run lots of different teams but it’d be too expensive. 🙁

    • LunarSol

      It’s actually sadly worse than that. The Kill Teams provided are 190 points vs 134 so I’d be surprised (disappointed?) if they result in very fun games.

      I’m not a 40k player, but I picked up just the rules to see if it was a good way to play with some cool GW toys. Having to spend almost more on a codex than the models is definitely a major disappointment as far as I’m concerned.

      • Whoa the points difference is a bit naff then.

        I enjoyed the basic Kill Team like the one in the Battle Missions book, though it was easy to exploit it if you got carried away. Still, I don’t get much chance to paint and play now so maybe I will just build the odd team or two just for kicks. Fingers crossed 8th ed will see some sort of free downloads for units like AoS.

        • Necromunda is returning. ’nuff said. No need for Kill Team imho 🙂

          • Ahh but I want to play with 40k races not just the Necromunda gangs.

      • TenDM

        The point difference doesn’t seem to put the Tau at a huge disadvantage. You’ve got to think about your Kill Team in terms of what it’s likely to be up against rather than their ability to do their jobs in full scale 40k.

        A unit that’s 200 points on it’s own might be completely useless in Kill Team because it’s role on the battlefield is anti-air. Upgrading from AP3 to AP2 is justifiably expensive as part of a 1500 point army, but in Kill Team you won’t be facing 2+ saves and vehicles are weak enough that explode results aren’t important. Meanwhile the value of template weapons increases.

        It’s interesting because it requires a Kill Team player to rethink everything. I saw someone mention Eldar Scatterbikes and while I think they’ll do alright I suspect taking the default Shuriken Catapults and spending the points elsewhere is a better choice. Genestealers become much more practical. With Mob rule disabled in Kill Team matches Orks can actually do what they’re meant to.
        I’m not saying the game is super balanced or that it’s better than Heralds of Ruin, but the impact the Kill Team force organisation limitations have on unit synergy throws an very welcome monkey wrench in the works.

        • LunarSol

          So… the Tau side can take on the Space Marines with 2/3rds the points? That would be the… disappointing conclusion I’d take from that match up.

          • EvilCheesypoof

            One thing to note is that those are just examples, they aren’t formations or anything, they’re just lists built using the rules for list building, and you can tweak them. I know that Space Marine list isn’t as good as it could be, so I’m sure the Tau could be tweaked a little too.

          • LunarSol

            Right, but to tweak them you need a Codex (or two) which will cost you more than the models you’re buying the Codex for.

            It just isn’t a very endearing entry point for someone new to the game system is all I’m saying.

          • EvilCheesypoof

            That’s fair, although at first glance it doesn’t seem one sided either way. As a Space Marine player one of my strategies was just Bolt pistol, charge, consolidate, repeat (played against AM veterans and scions) and while it worked well it was still a very close game points wise.

            I imagine the guns of Tau and the Supporting fire make it work fine, but basically I don’t think the Tau can split off too much.

    • Orangecoke

      Yep, agreed.

    • Hazamelistan

      From the first look I haven’t found any significant changes to the 2013-version. Except new layout and some additional “post-game” stuff added.
      We played GW-Killteam twice and then returned to the HotR-Version of Killteam.

  • shiwan

    Meh. Why would people want to play this. Eldar won thanks to scatter bikes. End of story.

  • Admiral Raptor

    Read the rules, they’re not great. The box set is boring and uninspired. Hopefully FW does a better job with Necromunda.

    • EvilCheesypoof

      Have you played it? There’s a lot of flexibility in list building just because of the specialist rules. I think it’s really fun.

  • EvilCheesypoof

    Game is incredibly fun, a nice change of pace vs normal 40k. It seems like more armies get to have fun in this, and some barely seen units can get dusted off and shine in this as well. I haven’t gone against scatter bikes in this format yet but there’s still a lot of variables in list building for this that I don’t imagine Eldar auto-wins.

  • SturmOgre

    So, what size of board/mat would you reccomend for this? 3×3? 4×4?