The new edition of Kill Team rebuilds the game from the ground up. We've seen a lot of previews about minis and how attacks work and such, but what about the fights themselves? Will you just be throwing your minis at your opponent's and seeing what happens? Not so much. In this preview, we get a look at Missions and how they'll work in the game.
From the article:
We recently looked at how to put together a kill team using the finely balanced, points-free system and examined the forces you can choose from in the upcoming Kill Team: Compendium. Now you’ve got your team of specialists at the ready, it’s time to dig into the missions they’ll be embarking on in matched play games in the new edition of Kill Team.
Matched play is a game mode that focuses on providing the most mechanically balanced games possible, ensuring that you and your opponent have a level playing field to test your strategic nous against each other. The strategic decisions begin before your models even hit the tabletop, so you’ll need to bring your A game to emerge victorious on the battlefields of Kill Team.
The core of the matched play experience is the mission you’ll be undertaking. There are nine to choose from in the Kill Team Core Book’s Critical Operations mission pack, and each one provides special actions and mission objectives that can dramatically alter your plan of action. For example, in Consecrated Ground missions, you can power up operatives that place themselves in harm’s way by controlling objectives at the end of each turn, or Turning Point.
You know how they fight, but how do you get them together? That's what we get a look at in this preview for the new edition of Kill Team. There's no point totals, so how do you know what you can take?
From the preview:
Unless you’ve been in really deep cover over the last few weeks, you’ll be aware that there’s a new Kill Team coming – and that the rules are all changing in some really exciting ways. So far we’ve seen how your operatives’ stats now work, as well as how you shoot and fight in close combat. Today, however, is a big one: here’s how you actually assemble your kill team.
Points are officially a thing of the past in Kill Team. Balance, on the other hand, most certainly is not. Because while you’re no longer using raw numbers to buy operatives into your list, the designers have effectively baked your operatives’ points values into the way you pick your rosters.*
It’s an elegant system that makes list-building quicker and easier while still giving you loads of ways to customise your kill teams. It’s a bit of a departure from Warhammer roster-building you might be familiar with, so like a veteran Kriegsman with a lifetime supply of trench shovels, let’s dig in a little deeper.
The two teams that you get in Kill Team: Octarius box are complete game-ready forces, and you can build both with a range of specialists. In fact, you can field up to nine distinct specialists and a leader on either team, giving you access to a whole array of very cool loadouts and special actions. Importantly, the two sides are designed to be evenly matched no matter which options you pick.
Kill Team, Games Workshop's sci-fi minis skirmish game, is getting a new edition. This new version was basically recreated entirely from its previous iteration. In this preview, we get a look at the new activations system and how it works in the game.
From the article:
We weren’t joking when we said that the all-new version of Kill Team has been redesigned from the ground up. As we’ve seen over the last couple of weeks, the revamped unit stats, fresh rules for shooting, and a cut-and-thrust close combat system make for intense encounters, but there’s more to discover.
Today we’re talking about actions. Even the way your operatives are activated is completely new and, as we’re sure you’ll agree, this overhaul is pretty rad.
Kill Team has always been a game of alternating activations, but they were previously tied to the conventional structure of Warhammer 40,000. Even though players took turns to activate one model at a time, movements still had to happen during the movement phase, shooting in the shooting phase, and so on.
The new Kill Team rules are far more flexible. Operatives now have a stat called Action Point Limit (APL for short) – and you can spend these points (AP) on any action that’s available to them. Actions include dashing for cover, charging into combat, taking a shot, or using an ability that’s unique to a particular combatant. Here’s a choice selection of a few actions available to your operatives.
While there's plenty of high-tech ranged weaponry in the 41st millennium, sometimes you gotta just drive your tank up closer so you can whack your enemy with your sword. Kill Team is getting a new edition soon and that means revamped melee rules. Get a look at them in this preview.
From the article:
When opposing kill teams clash in the close confines of your typical mission area – or killzone – melee combat is almost an inevitability. Accordingly, we’re continuing our series of Kill Team articles by looking at how your operatives are going to cope when the chainswords and choppas start swinging.
While melee weapons have many of the same characteristics as the ranged weaponry we took a look at yesterday, the quick and violent nature of close combat means survival is more a matter of split-second decisions and honed instinct than carefully aimed attacks. Rather than the attacker taking their shots and trying to slip past their target’s armour, both fighters roll their melee attacks simultaneously.
Starting with the attacker, the combatants then alternate, choosing whether they want to use a successful hit to inflict damage or parry one of their opponent’s hits, cancelling it out. This means that every fight is a strategic dance of death where powerful attacks are turned aside at the last minute, and heroic soldiers throw themselves on enemy blades to land a desperate last-ditch blow.
"About as deadly as a flashlight" is the joke often told about lasguns, the main armament carried by Guardsmen in the 41st millennium. And while they're not exactly lascannons, they can do some damage. We get a look at how they're getting an update in Kill Team's new edition in this article. They have unlimited range!
From the article:
Welcome back to our series of articles covering some of the major changes coming to the new edition of Kill Team. The game has been revolutionised from the ground up to deliver the most nail-biting, skirmish-scale warfare around, which means new systems for movement, shooting, and melee combat. Today we’re finding out how ranged combat works.
You may have caught a glimpse of some weapon rules when we looked at the revamped datacards yesterday and noticed that they’re rather different from what you’re used to. Ranged combat has been reworked to better suit the chaotic, close-range battles your kill teams will be fighting in the new edition. Whether your operatives are firing careful shots with a lasgun or unleashing torrents of burning promethium from a flamer (there’s a lot of both in Kill Team’s brutal cinematic trailer), these updated rules are here to switch up your games.
A new edition of Kill Team is just about ready to hit your tabletops. The whole system is getting an overhaul. In this preview, we get a look at the Datacards that units will have. Wonder what those different abbreviations and symbols mean? Check out the rest of the article to find out.
From the article:
One of many huge changes coming to the newly reimagined Kill Team (you didn’t miss the reveal, did you?) is a complete rework of operatives’ characteristics. Instead of directly adapting Warhammer 40,000 rules, datacards present a new collection of stats that capture each combatant’s aptitudes and special skills in greater detail. Oh, and there’s a new movement system too! Let’s take a look at this Hardened Veteran of the Death Korps of Krieg to see what it all means.
The next game after Age of Sigmar that's getting an overhaul in the Games Workshop line is Kill Team. The sci-fi skirmish game has a new version on the way and in this preview, we get a look at a broad overview of what some of the changes will be.
From the article:
Among the many explosive reveals in Saturday’s Warhammer Preview Online, we announced a brand new version of Kill Team. As well as introducing some incredible miniatures for the Death Korps of Krieg and Ork Kommandos to the game, the rules have been reimagined from the ground up to completely revolutionise the tabletop skirmish combat experience.
This week's pre-orders from Games Workshop focus around the new big-box release for Kill Team. It's the Pariah Nexus set. But that's not all. There's new 40k sets for the Space Marines and Necrons as well. Plus, new terrain kits. Head over and check them out.
From the release:
Elite operatives of the 41st Millennium are arriving in force this week with a brand new expansion for Kill Team, newly updated rules for deadly themed terrain, as well as the return of characters and units previously found only in the Indomitus boxed set. Read on to find out who’ll be joining you in the dark depths of the Pariah Nexus.
Killing machines of ancient origin, the Necrons have had a lot of time to create the perfect weapons. In Kill Team: Pariah Nexus, the new box set coming soon, they'll have some new rules and upgraded wargear. Have yourselves a look at some of it in this preview.
From the post:
The Necrons certainly aren’t planning to take the intrusion of the Space Marines into their tomb complexes lying down in Kill Team: Pariah Nexus. In fact, they’re unleashing some of their most powerful wargear and the super-advanced technology of the Crypteks upon any who dare to trespass. Anyone who’s read our Necron Kill Team focus will be familiar with how they play, but let’s take a look at some of their new and upgraded rules.
Games Workshop has a new crop of releases available to pre-order most Saturdays. So, what's coming this Saturday? Well, plenty if you're into Kill Team, 40k, and Necromunda. Have yourselves a look-see. Yes, of course there's new Space Marines.
From the article:
If you love the idea of taking the fight underground into the beating heart of a Necron tomb world, you’re in luck – that’s very much the theme of the new Warhammer 40,000: Kill Team boxed set. Check it out, along with a peek at next weekend’s pre-order releases in our handy look-ahead video.
Primaris Workshop... I mean, Games Workshop has a preview of some new Primaris Marines coming in the Pariah Nexus set for Kill Team. Have yourselves a look at the Heavy Intercessors.
From the article:
Marching to war in bulky Mk X Gravis armour, the Heavy Intercessors of the Adeptus Astartes are a recent addition to the ranks of the Indomitus Crusade, but they’ve already proven their worth in countless engagements. With their increased durability and powerful weapons, they’re the perfect choice to brave the deadly confines of the Pariah Nexus’ Necron tombs. After all, even the terrain is trying to kill you down there.
Regular Intercessors have some serious competition from their chunkier brothers, who get an extra Wound and point of Toughness, alongside stronger guns at the cost of only 2 additional points and an inch of Movement. This means that, as the first Gravis-armoured Space Marines available in Kill Team, Heavy Intercessors are the toughest troops in the Astartes roster.*
Their shiny new heavy bolt rifles are no slouches either – with Strength 5 and a range of ammunition types, giving anything from more shots to an extra point of Damage, they’re perfectly suited for tackling their rival elite operatives. Best of all, as you select models individually in Kill Team, you can mix and match their ammunition choices to your heart’s content.
40k, but skirmish sized, Kill Team will be getting some long-anticipated expansions this year. In this first preview of the series, GW takes a look at Space Marines and Necrons and what some of their units will look like in the game.
From the article:
Something new is coming to Kill Team. While we haven’t said much so far about the game’s next expansion, we can now reveal that many of the best-loved and best-equipped Warhammer 40,000 units released in 2020 will soon be coming to a skirmish-sized tabletop near you.
With that in mind, Mission Report is back to shine a light on two of the most important units of the Indomitus Crusade, the Assault Intercessors and Necron Warriors. They may be the rank-and-file but their impact on the field of Kill Team is anything but ordinary.
Games Workshop has a trio of new books related to 40k for you to order in their webshop. Well, not just books, but a whole bunch of stuff, but the main focous is on the books. Starting off, there's the Psychic Awakening: Blood of Baal book which expands options for Blood Angels and Tyranids armies. There's the Kill Team Annual 2019 and Chapter Approved 2019 books as well, full of updated items for your forces.
The dark new era of warfare heralded by the Psychic Awakening continues apace, with the action now taking us to the Baal System – home of the mighty Blood Angels Chapter. Hive Fleet Leviathan is on its way, but can the full might of the legendary Sons of Sanguinius and their successor Chapters halt the swarm? Part rules manual, part thrilling narrative, this is your guide to the greatest threat that the Blood Angels have faced since they stood beside their Primarch in defence of Holy Terra more than 10 millennia ago.
Through thrilling lore, you'll read how the Blood Angles prepared to defend Baal against the full might of a Tyranid hive fleet, and what happened once battle was finally joined. Meanwhile, a vast set of rules expansions enhance your Blood Angels, Flesh Tearers and Tyranids armies with name generators, updated datasheets and much more besides.
Inside this 80-page book, you'll find:
- Riveting background that brings the terror of impending invasion by Hive Fleet Leviathan to thrilling life
- Missions that allow you to recreate some of the most pivotal battles that took place when angel met extragalactic horror
- Expanded army rules for the Blood Angels – including the Primaris version of Mephiston, Lord of Death – as well as their most storied successors, the Flesh Tearers
- Expanded army rules for the Tyranids, including new Stratagems, name generation tables, and a system that lets you build your own Hive Fleet Adaptations!
Kill Team Annual 2019 is your one-stop-shop for all the latest Warhammer 40,000: Kill Team and content. Whether you're looking to compile all of the rules that have featured in White Dwarf magazine throughout the year, or are looking for something new to expand your gaming experience, this is the perfect gaming supplement for you! Inside this year’s copy, you'll find:
- The latest points updates, painstakingly balanced and tuned in conjunction with major tournament organisers and our playtesters
- Rules for using Adepta Sororitas, Kroot Mercenary and Chaos Daemons kill teams, as well as those using the explorers and adversaries from Warhammer Quest: Blackstone Fortress
- Guidelines for creating your own specialisms, offering you the freedom to give your kill team even more of a narrative edge.
- And much, much more…
Experiment with new rules, build your own kill teams, try new missions – however you play, the Kill Team Annual is packed with everything you'll need to take your favourite skirmish combat game to the next level!
Chapter Approved 2019 is the essential gaming toolbox for all Warhammer 40,000 fans. Whether you're looking to compile all of the rules that have featured in White Dwarf magazine throughout the year, or are looking for something new to expand your gaming experience, this is the perfect gaming supplement for you! Inside this 112-page softback book, you'll find:
- Rules for Spearhead – an expansion centred around tanks and vehicular combat
- Guidelines for linking your games of Warhammer 40,000: Kill Team, Warhammer 40,000 and Warhammer 40000: Apocalypse
- Loads of new Missions as well as updates to terrain rules and datasheets for certain Chaos Daemons units
- And much, much more…
In addition, you'll also find a separate 56-page book containing all the latest matched play points updates, painstakingly balanced and tuned in conjunction with major tournament organisers and our playtesters.
The Warlord's Edition also includes a variety of exclusive gaming accessories:
- 1 pad of 50 tear out army roster sheets
- 2 game trackers designed for keeping track of both Command and Victory Points in your games
- 3 packs of cards featuring content taken directly from the Chapter Approved book, available as handy references (18 Mission cards, 35 Stratagem cards and 36 Generator cards)
Whether you like to experiment with new rules, missions and expansions, or combine your campaigns like never before – however you play, Chapter Approved has something for you and is a fitting guide to another incredible year of Warhammer 40,000.
Some new box sets are availble to pre-order from Games Workshop over in their store for some of the spin-off games from 40k. There's a new Kill Team starter that pits the Space Marines against the Tau. Then, you have a new Blackstone Fortress expansion called Escalation. It, as one would expect, continues on the story of the game as you try and take back the weapon systems in the fortress.
A fast paced tabletop miniatures game, Warhammer 40,000: Kill Team pits teams of elite specialists, ragtag zealots and hard-bitten veterans against each other in vicious skirmish battles to the bitter end. A single squad of well-trained and well-equipped warriors can tip the balance of a wider conflict – with Kill Team, you'll play through countless stories of your own devising that could alter the fate of the galaxy itself.
Games of Kill Team are based around small but powerful squads of warriors rather than huge armies. Every single model commanded is vitally important to your strategy, and will develop its own personality, history and abilities with each game you play. In this box set, you'll find everything you need to play games of Kill Team – from the comprehensive rulebook that covers open, narrative and matched play games (and campaigns!), 2 complete kill teams from the Adeptus Astartes and T'au Empire factions, a huge set of Sector Mechanicus terrain and a gameboard to play on. Included:
Obsidius Mallex lives! The Chaos Lord has risen from his defeat, and has created a corrupted citadel inside the Blackstone Fortress. Through heretical rituals, his followers have activated ever more of the fortress' apocalyptic weapon systems, and now Precipice itself is faced with annihilation. In order to survive, the explorers must venture back inside the Blackstone Fortress and destroy the Citadel of Mallex.
The next part in the ongoing Blackstone Fortress story arc is a race against time as the Chaos forces gain control over more of the structure's weapons. With new explorers, can you destabilise a corrupted region of the Fortress and save Precipice? A new quest will take you deeper than ever before into the mysterious structure – can you defeat the four black shrines and overcome Obsidius Mallex in his Inner Sanctum?
Games Workshop is expanding Kill Team, their skirmish version of 40k. The new Kill Team: Elites book is available to order now. There's also a trio of new crews that you can get your hands on, including a pair of Chaos ones and an Ork one, for those that might be interested.
From the website:
Though kill teams may number only a handful of individuals, they are sent to achieve victory where entire armies cannot. Assassination, sabotage, couriering vital messages through active war zones – these and hundreds of similar missions fall to the kill teams. However, when the stakes are highest and the objectives are most crucial, those teams will comprise the most elite specialists that the warlords of the Warhammer 40,000 galaxy can deploy.
Highly trained stealth agents drive deep into enemy territory, veiled by technology or sorcery. Massively armoured Terminators or Ork Meganobz blast their way down foe-packed tunnels to tear the heart from the enemy’s defences. Towering Custodian Guard form a gilded shield before Imperial commanders and allow none to harm their wards. Asuryani Aspect Warriors launch preemptive raids that will save or damn worlds. Kill Team: Elites allows you to include such paragons of war in your games of Kill Team.
The Kill Team: Elites expansion is a 144-page softback book that includes the following contents:
- 67 new datasheet introducing a host of new Commanders and special operatives, ranging from Space Marines clad in Terminator armour to the deadly Aspect Warriors of the Asuryani – there are even datasheets for a number of unique Commanders such as Illic Nightspear, Boss Snikrot and the legendary Sly Marbo!
- A new faction in the form of the mighty Adeptus Custodes, featuring Custodian Guard, Allarus Custodians and even a Shield-Captain as a Commander
- Sub-faction rules such as Legion Traits, Regimental Doctrines and Drukhari Obsessions as well as thematic Tactics immerse your kill teams ever deeper into the narrative
- Introduces a new Commander Specialism – Legendary Hunter – complete with skill tree and Tactics
- 11 new missions (3 open play, 4 narrative play and 4 matched play)
Getting along and playing for a common goal is all well and good, but sometimes you just wanna smash heads and take out your opponent's forces with extreme prejudice. Well, that's where Kill Team: Arena comes in. It's the new expansion available to order from Games Workshop. Players can play in head-to-head games and it even has rules for tournaments and team play.
From the website:
Kill Team: Arena is an expansion for Warhammer 40,000: Kill Team that introduces rules for competitive play, using evenly balanced terrain set-ups and mission objectives to offer each player an even playing field. Also included are missions and rules for running competitive Kill Team tournaments, either for single players or teams of two allies (known as Battle Brothers).
A 64-page softback book, Kill Team: Arena explains everything you need to know about playing competitive games of Kill Team, from one-off games to various formats of tournament play:
Killzones: This sections describes rules for Ultra-close Confines combat and introduces four new Killzone Environments (Generatorium, Catacombs, Armorium Stockpile, and Garrison Vault), each with their own environmental rules.
Competitive Play: This section includes competitive rules, terrain maps and missions intended for use in games where balance is paramount, such as those played in tournaments.
Battle Brothers: Introduces a cooperative format for playing team-based competitive play games of Kill Team, where each Battle Brothers team consists of two players whose kill teams are pitted against their opponents' to see who can complete the most objectives. Includes 4 Battle Brothers missions and 28 Battle Brothers Tactics.
Ultima Missions: This section describes how to create custom competitive missions using the Killzones found in Kill Team: Arena by utilising randomly generated killzones, deployment maps and Arena Objectives. This ensures no two competitive play games are exactly alike!
Kill Team Tournaments: Guidelines for running and participating in competitive play Kill Team tournaments, including how to register players and command rosters, determining player pairings in each round of a tournament, as well as how to score and rank players.
Using Competitive Play Missions in Campaigns: Guidance on how to use the missions from this set in your campaign games.
Along with the comprehensive book of rules, there is included a set of cards, tokens, scenery and gameboards for use with Arena:
- 28 Battle Brothers Tactics cards
- 12 mission cards, including Battle Brothers missions and 8 Competitive Play missions
- 2 sets of 12 Arena Objective cards (one for each player). Each deck is also supplied with a storage sleeve to ensure they are not mixed up.
- 2 x 22x30” double-sided, folding card gameboards
- 2 plastic frames of scenery, each containing the following: 5 doors, 4 barrels, 10 crates, 1 pipe, and 1 cylindrical container.
Troops on the field will only be so good without a commander. You need someone who is able to read the battlefield, know where to go, what to do, and how to engage the enemy. Games Workshop is bringing commanders to Kill Team with their approriately titled Commanders expansion set, available to pre-order now. Along with that, they have quite a few commander packs you can order along with it.
From the website:
Some warriors are destined to bear the mantle of command. Whether hardened veterans, inspirational orators or blood-hungry champions, these leaders are worth many times their number, possessing the might and sheer force of will to change the course of battle in an instant. These legendary commanders instil dread in their enemies just as they inspire fierce loyalty in their comrades, tipping the balance of entire war zones and turning impending routs into triumphant victories. No matter their chosen expertise, all are exemplars of their kind, the embodiment of their Faction’s martial strengths.
Kill Team: Commanders is an expansion for Warhammer 40,000: Kill Team, introducing elite war leaders and experts in the art of battle – Commanders. It contains all the rules required to add these powerful hero characters to your Kill Team battles and campaigns at a variety of balanced skill levels and provides missions designed to showcase these miniatures in open, narrative and matched play. Included in the box:
A 120-page softback book, Kill Team: Commanders explains everything you need to know about Commanders, their role at the head of a kill team and how to leverage their abilities in your games:
- A Galaxy at War: an introduction to the setting of Kill Team in the 41st Millennium, a time of endless conflict, a nightmare in which all hope is forsaken and Humanity stands upon the brink of total damnation – this section explains the role and function of Commanders, the abilities and talents they add to the kill teams under their leadership and the nature of the shadow wars they fight, from all-out firefights on worlds torn apart to surgical strikes on specific targets
- Commander Tactics and Traits: these are specific Tactics and Traits for use in games, only applicable to Commanders
- Psychic Powers: 6 devastating psychic powers which any Commander psyker can choose from
- Rules for fielding Commanders as part of a Kill Team campaign, with a table determining the events that occur should your Commander fall victim to your opponent
- Aura Tactics: Commanders are inherently charismatic leaders, and Aura Tactics reflect this – passive abilities which affect models within a certain distance
- Specialists: rules for 10 different types of Commander specialisms – Ferocity, Fortitude, Leadership, Logistics, Melee, Psyker, Shooting, Stealth, Strategist and Strength – each featuring its own specific Tactics and skill tree, allowing you to field your Commander according to the play style you prefer; whether that be a psychotic berserker, a studious tactician, or anything in between
- A comprehensive list of Commanders available to the 16 Warhammer 40,000 factions covered in Kill Team – Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids, and Genestealer Cults – featuring background information, datasheets, Tactics and psychic disciplines along with the relevant points values and wargear available to each
- Additional rules covering deployment and battle length
- Heroic Regalia: this section presents a collection of beautifully-painted Citadel miniatures, demonstrating the formidable sight of Kill Team Commanders in full flow on the battlefield
- Missions: 6 narrative play missions, 6 matched play missions and 3 open play missions for Kill Team with Commanders, along with a host of inspirational ideas for your own open play games. Each of these missions includes guidance on battlefield setup, the scouting phase, deployment, battle length and victory conditions, with the matched play missions featuring alternate deployment maps allowing up to 4 kill teams to duke it out;
- A Campaign Record sheet for you to photocopy and use to keep track of the missions you play and their results.
Along with the comprehensive book of rules, there is included a set of cards and tokens for use with Commanders:
- 33 Universal Commander Tactics cards, acting as a handy reference for the Specialist Tactics from the book
- 7 cards covering the psychic powers from the book, along with Psybolt from the Kill Team Core Manual
- 20 blank Commander datacards, featuring space in which to record the name, characteristics, weapons, abilities, specialisms, demeanours, levels and injuries of your Commanders
- A double-sided Commander token sheet, containing a move/charge token, a fall back/advance token, a ready/shoot token, 6 Aura Tactic/Psychic Power tokens, 3 wound tokens, and 3 objective tokens.
Games Workshop is filling up their pre-order page over on their website. They've got some new 40k, some new Kill Team, some new Warhammer Underworlds, and even more up for order. Arguably the biggest things include the new 40k 2-player starter set, Wake the Dead, and the new Kill Team crews which include Tau and Necrons.
From the website:
The proud Aeldari of Saim-Hann once sought to assist Humanity in the defence of Vigilus – a world beset on all sides by unceasing, brutal conflict – but an act of xenophobic slaughter by soldiers of the Imperium has turned ally to foe, and the warriors of the Wild Host have sworn a blood oath to exact vengeance. No-one can prevent them – no-one except, perhaps, the Ultramarines. These superhuman, gene-forged warriors are Humanity’s greatest champions, peerless masters of strategy who have defended the Imperium for millennia. With bolt and blade they assert the sovereignty of Vigilus.
Wake the Dead is a great-value boxed set containing 2 armies split across the forces of the Ultramarines – the iconic Space Marines Chapter who have defended Humanity for thousands of years – and the Wild Host of Saim-Hann, hot-blooded, daredevil warriors whose skill cannot be understated. You can use these miniatures to act out the scenarios described in the Wake the Dead book – 4 connected missions that recreate the violence on Vigilus – and use them to expand your games of Warhammer 40,000, with rules included for the Primaris Lieutenant and Craftworlds Spiritseer exclusive to this set! Included in the box:
Wake the Dead
A 40-page softback book containing:
- War Zone Vigilus: a brief history of this embattled world – a vital supplier of materiel for the Imperium – and the events leading to the bitter clashes that dominate the surface;
- Space Marines: an introduction to the greatest warriors of the Imperium of Mankind, and the Ultramarines Chapter which embodies their ideals more than any other;
- Craftworlds: a primer on the Asuryani of the Craftworlds, a race desperately fighting to preserve its culture and punish its foes;
- Blood Vendetta: an overview of the intentions and purpose behind the Asuryani of Saim-Hann’s focus on Vigilus, the lengths to which they will go to carry out their mission and the manner in which the defenders of this world will deal with this incursion;
- Detailed background information on each unit included in the box;
- A miniatures showcase featuring a beautifully painted examples of the miniatures in Wake the Dead.
- 8 datasheets providing rules for each of the included miniatures;
- 4 Echoes of War missions, which can be linked together to form a small campaign echoing the narrative of Wake the Dead;
- Runes of Battle: 6 psychic powers for use by the Spiritseer;
- Points values for every included miniature, for use in Matched Play.
- 5 Intercessors: these can be armed with 3 different variant bolt rifles, with options for a Sergeant, 1 Intercessor holding a combat knife and 1 holding a bolt pistol. 18 heads, 6 pistol holsters, 5 ammunition and grenade pouches, 3 combat knife scabbards, 2 single grenade pouches and 2 bolt pistol ammunition pouches are included, meaning a huge variety of customisation and spares;
- 5 Reivers: these include a host of weapon options, with 5 heavy bolt pistols, 6 bolt carbines and 7 combat knives are included, with the loadout options being carbine, pistol and carbine or pistol and combat knife.Each model can also feature grav-chutes – 10 fins are included, 5 for each side of the Reivers’ backpacks. They have plenty of helmet options, too – 10 helmets featuring their unique skull design, 10 with the top removed and the lower half remaining and 4 Sergeant-specific bare heads;
- 3 Inceptors: armed with either 2 plasma exterminators each or 2 assault bolters each, these models include 5 different helmets and 4 purity seals – 1 of these is doubled, to denote a Sergeant;
- A Primaris Lieutenant: armed with a power sword and bolt pistol, he clutches a rosary, has a helm featuring a laurel wreath and iron halo emblems on his chest and forearms.
Rogue Trader. That name takes us old grognards back. I personally never played that edition of 40k, but I've certainly heard a lot about it. And the name has lived on through Games Workshop's life. Now, it's a new set for Kill Team, and you can order it from their webshop. There's also some new sets of dice. #NoSuchThingAsTooManyDice
From the website:
Rogue Trader Elucia Vhane and her Starstriders seek to colonise new worlds at the behest of the Imperium’s mightiest leader. Their quest aims to travel far beyond the Chaos contamination that threatens to engulf Mankind. Yet nowhere is safe, for the twisted tendrils of corruption have followed them even beyond the borders of the Imperium. Can the Rogue Trader and the deadly specialists she has forged into a team defeat the hulking Vulgar Thrice-Cursed and his virulent band of mutated followers? Can the cutting edge of human skill match the loathsome gifts granted by the Dark Gods?
Kill Team: Rogue Trader is an expansion for Warhammer 40,000: Kill Team, the fast-paced tabletop miniatures game pitting small bands of elite specialists against each other in vicious skirmish combat. This set adds 2 new factions, new environments, new missions and a host of new rules, allowing you to recreate desperate battles beyond the borders of known space. Inside the packed box:
Kill Team: Rogue Trader
A 56-page book filled with background and rules for the Elucidian Starstriders and Gellerpox Infected – as well as new advanced rules for all Kill Team factions – the Rogue Trader book contains:
- To Roam the Void: an introduction to the Rogue Traders – warriors, explorers, leaders and merchants who bear a sacred Warrant of Trade, allowing them to engage in both commerce and war beyond the boundaries of the Imperium;
- A Growing Sickness: the insidious threat of Chaos grows stronger with every passing moment – this section explains the dangers of mutation, and the fear it instills in the Imperium;
- To Reach For Paradise: a description of the summons sent by Roboute Guilliman himself to hundreds of Rogue Traders, asking for their help as equals in discovering new, untainted worlds on which to dwell. This focuses on Elucia Vhane and her crew aboard the New Dawn, their discovery of uncorrupted worlds for the Imperium to settle, and their unwitting introduction of the Gellerpox Virus to these worlds;
- An annotated map of the Truehawk – Elucia Vhane’s shuttle – and the Ministorum Shrine, site of the terrible final battle against Vulgar Thrice-Cursed; these maps cover the included gameboard.
When it comes to Games Workshop, everyone wants to know what they're working on. What's the next focus for 40k and Age of Sigmar? What sort of secondary games are they fiddling with? When can we get more Orks? We get an answer to those questions in this preview.
From the website:
300 lucky fans have just had a chance to peer into the future at the Warhammer Community and Studio preview at the NOVA Open – and now it’s your turn.
We’ve got new models, boxed sets and awesome stuff you didn’t even know you were excited about until right now – so we’ll get stuck in immediately…
This Year of New Editions is coming in all forms. In this case, a beloved book and film series is getting a reboot. Games Workshop is taking pre-orders for the new rulebook for their Middle-earth Strategy Battle Game, as well as Armies book. Plus, there's seemingly a hundred miniatures bundles to go with it. Also dice, because you can't have too many dice. For those that want something more sci-fi, there's a trio of Kill Team sets you can pick up as well.
From the webiste:
The Middle-earth Strategy Battle Game is the tabletop game for 2 or more players that allows you to play through the events from The Lord of the Rings™ and The Hobbit™ with your collection of Citadel and Forge World models. Take control of your favourite heroes, villains and armies, recreate scenes from the movies and books, and gather your forces together to do battle with your opponent in a test of wits and prowess. This 208-page hardback rules manual is a comprehensive guide to the hobby of building, painting and playing games with your Middle-earth models, whether you choose the forces of Good or Evil.
This section features an overview of the wider hobby of collecting, painting and playing with Middle-earth miniatures, from the very basics of choosing your army, the items you need in order to run games, setting up your battlefield and understanding the rules and profiles you’ll use in-game.
Here, you’ll be taken through the meat of the Middle-earth Strategy Battle Game – the actual rules that you’ll use to play:
- Basic Principles: a primer on the fundamental concepts and terms used in the book, this section briefly explains a few things that the newcomer may find daunting;
- Turn Sequence: each turn is divided into 5 phases – Priority, which determines who acts first, Movement, which covers moving your models on the tabletop, interacting with terrain and using control zones, Shoot, which covers ranged attacks, Fight, which covers close combat, and Courage, in which your models are tested to see if they stand their ground or flee in terror;
- Monsters: while their basic rules are typically the same as those for other models in the game, Monster models are particularly powerful – this section covers their special rules. This includes War Beasts, huge creatures ridden into battle, crushing the foe as they march on;
- Weapons & Wargear: split into 4 subsections – close combat, missile, equipment and armour – this section explains the variety of weapons and wargear available to your models, and the impact your choices will have on your tactical decisions;
- Magical Powers: certain models have the ability to cast magical powers, and this section explains targeting, casting and resisting those powers during the Move phase, with a list of every Magical Power available to cast;
- Special Rules: this section collects together all the passive and active Special Rules which can appear on model profiles, compiled for easy reference;
- Advanced Rules: found in certain Scenarios, these rules – covering water features, sentries, passengers and carrying objects – come in handy when recreating scenes from the history of Middle-earth;
- Siege Engines: rules for fielding these immense and obvious threats, covering their movement, firing, upgrades and crew (and their ability to launch severed heads as ammunition…);
- Sieges: throughout the history of Middle-earth, many sieges have taken place – here are the basic rules for creating your own sieges with your models.
Narrative Play games allow you to recreate your favourite battles and scenes from both the books and the films, using your collection of Citadel and Forge World models. Each Scenario – found in The Armies of The Lord of the Rings™ and The Armies of The Hobbit™ – has a selection of special rules that balance them, providing an experience closely matching the scenes from the books and films.
With no restrictions whatsoever, Open Play games have unlimited creative potential, and are perfect for beginners and veterans alike. Simply get your collections together and dream up your own scenarios – any combination of army fighting any other combination of army, on a playing field of your own devising with objectives unique to your game – the possibilities are literally endless.
In Matched Play games, you and your opponent gather your forces of heroes and warriors from your collection, up to an agreed points limit, before unleashing your armies for the fate of Middle-earth. This section includes advice on building an army to a points limit, determining the size of the games you want to play, Alliances, wargear limits, initial priority, objectives, and Heroic Tiers – the respect and loyalty that Heroes command.
This section includes 12 Matched Play Scenarios, each providing a different tactical challenge.
The Armies of Middle-earth
This section is an inspiring showcase of beautifully painted miniatures from across the Citadel and Forge World ranges, showing you just what is possible when painting your own.
4 example armies – Minas Tirith, Isengard, Defenders of Erebor, Azog’s Hunters – showing you how the army was built, the points values they represent and the rules they can leverage.
From the website:
The Black Coaches are funerary carriages from the underworlds. Within these arcane carriages any tangible remains are gathered in a casket that offers a safe haven in which the banished entity can reform. The dormant occupant can feed upon the energies of death, drinking in agony and grief in order to grow strong. On first tasting death, the Black Coach speeds forward before shimmering jets of balefire extend from the wheels, acting like scythes to cut down enemies. When the coach is immersed in sufficient energies it flickers, allowing it to disappear and reappear in more advantageous positions. Onwards it rolls, growing ever more powerful until it becomes a nigh-unstoppable force of death.
From the website:
A fast paced tabletop miniatures game, Warhammer 40,000: Kill Team pits teams of elite specialists, ragtag zealots and hard-bitten veterans against each other in vicious skirmish battles to the bitter end. A single squad of well-trained and well-equipped warriors can tip the balance of a wider conflict – with Kill Team, you’ll play through countless stories of your own devising that could alter the fate of the galaxy itself.
The Core Manual is a 208-page softback book which contains complete rules for choosing and constructing a kill team from 16 factions in the Warhammer 40,000 range (Adeptus Astartes, Deathwatch, Grey Knights, Astra Militarum, Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani, Drukhari, Harlequins, Necrons, Orks, T’au Empire, Tyranids and Genestealer Cults), along with background explaining the importance of kill teams to the wider battle for supremacy:
My favorite day of the week, as I can just sit back, relax, and do some gaming.
Nevermind that this week I'm vacuuming, dusting, and cleaning countertops in the den. That's important, too.
So, while I try and figure out just how much dust a single lamp can acquire, let's get you those reviews you so desperately desire.
Today we have: Atlantis: Island of the Gods, Build It with Bryan, Sea of Plunder, Buffy the Vampire Slayer, Tiny Epic Quest, Way of the Panda, Dogmight Games Sentinel Board Game Box, Anatomy Fluxx, Head of Mousehold, Robinson Crusoe 2nd Edition, Who Should We Eat?, Among the Stars iOS, Thunderstone Quest, Ticket to Ride: New York, Die Quacksalber von Quedlinburg, Junk Orbit, Nine Worlds, Nimble, For King & Parliament, and Warhammer 40k: Kill Team.
Atlantis: Island of the Gods Review
Build It with Bryan Review
Sea of Plunder Review
Learn to Play:
Buffy the Vampire Slayer
In this video I will teach you how to play including: Components, Setup, players turns, monsters activation, boss effects, and end game conditions. I will also give you my thoughts and opinions on the game, and would love to hear yours.
Tiny Epic Quest
In this video I will teach you how to play Tiny Epic Quest including: Components, setup, the four phases of a round, and scoring. I will also give you my thoughts and opinions on the game, and would love to hear yours.
Way of the Panda Review
theMCGuiRE review takes a look at Way of The Panda - a new board game from Pendragon and CMON. In this title you are fighting off ninjas and empire building! this game offers flavors of worker placement and area control - with a very nice balance of both working together. If you are into those gaming styles and Panda's - you have found your game!
Dogmight Games Sentinel Board Gaming Chest Review
theMCGuiRE review takes a look at Dogmight Games brand new SENTINEL - a board gamer's chest delight! Team, this is an awesome product and I highly recommend it. It's built to last and comes in a variety of options, woods and customization's! You can change the top, bottom, wood, and even have an engraving put on top. Both the quality and functionality is there with this product and every gamer deserves to have one of these!
Board Game Quest:
Anatomy Fluxx Review
Head, Shoulders knees, and toes… Anatomy Fluxx gets a LEG up on other editions by adding a few new rules, making the game a little less cutTHROAT by putting a priority on BRAIN power! Fast paced and every changing, gameschoolers, budding biologists, and Fluxx fans will enjoy this new twist on the classic game.
Anatomy Fluxx is a hand management and set collection game for 2-6 players. Games can last from 10-30 minutes. Anatomy Fluxx is best at 4-5 players.
Head of Mousehold Review
In Head of Mousehold, players will play cards to the mouse traps laid out in the center of the table. Each trap has one or more cheese tokens worth anywhere from 2-4 points.
At the beginning of each round, the relative speed of each mouse is determined randomly. A column will be created next to the traps showing how the various colored mice stack up speed-wise. Each player receives a deck of cards depicting 5 different colored mice and selects three cards to play each round.
Robinson Crusoe 2nd Edition Review
This second edition of Robinson Crusoe’s rulebook was overhauled by Gaming Rule’s Paul Grogan. He went through years of rules questions to compile a 40 page rulebook that should guide players through the gameplay. I’ll be giving you a brief overview of how the game is played here, but I’d recommend downloading a PDF of the rules should you want the full details.
Who Should We Eat? Review
The concept in Who Should We Eat? revolves around the players acting as the remaining people on a deserted island after some catastrophe. The group has decided to build a raft and the pressure is on because there’s not enough food. The players need to finish the raft to escape the island before enough players die, become ghosts, and spoil the plans of the survivors.
Among the Stars iOS Review
The gameplay in Among the Stars is fairly easy to learn. Each player is building out their own space station over the course of 4 rounds. Each turn, players will choose a card from their hand to either play (costing you credits), discard for 3 credits, or turn into a reactor (some cards require energy as a second form of currency). The cards come in 5 different categories and each have a special ability. Cards will also earn you victory points, either scoring immediately or at the end of the game.
Thunderstone Quest Review
Thunderstone Quest is a deck-building game of fantasy adventure published by Alderac Entertainment Group (AEG). This is the latest in the line of Thunderstone deck-building games originally created by Mike Elliott in 2009. Whereas older Thunderstone games served as standalone sets with a loose story, Thunderstone Quest adds a campaign mode. Stalwart adventurers progressively unlock new cards, dungeon setups, items, spells, and heroes as they unravel the story of the Stormlands.
In this review, I’ll be delving into the the “Champion” edition of the game, which comes with a premium box, and two more quests than the regular edition.
Ticket to Ride: New York Review
Days of Wonder have ripped out the lengthy routes and longest train bonuses. They’ve trimmed down the footprint by providing fewer taxis, removing the scoring track from around the edge of the board, and reducing the board size dramatically. They’ve even excised an entire player (lowering the max player count from 5 to 4). All of this results in a game which fits in a box smaller than a sheet of paper.
Die Quacksalber von Quedlinburg Review
The quacks are getting ready for the local festival, which means they are brewing their best potions. But the people of Quedlinburg aren’t the most discerning, and they care more about quantity than quality–as long as a potion fills the bottle, there’s less concern about whether it works. They like the appearance of a bargain, and you like the relief of not having to worry about effectiveness.
Put on your apothecary’s cap, drag out your best ingredients (and even some rat’s tails, if you need them), and strive to be the wealthiest quack in all of Quedlinburg.
Junk Orbit Review
Junk Orbit is a pick up and deliver game with a thematic twist: Every time you fling junk in one direction, your spaceship moves an equal amount in the opposite direction. If you remember your physics from school, Newton’s Third Law of Motion states that for every action there is an equal and opposite reaction. So if your spaceship exerts energy to fling junk in one direction, energy is also exerted to fling your spaceship an equal distance in the opposite direction. This turns pick up and deliver into a bigger challenge as you have to plan your movements both “forward” and “backward.”
Nine Worlds Review
In Nine Worlds you will be battling against the other denizens of Norse mythology's multiverse, sending your troops between worlds in an attempt to control as many of the realms as possible. You will achieve this by spending a number of action points to move your troops, and your avatar, around the board. It's all very abstract, as in reality you are shuffling coloured beads around a board.
Nimble is a game that will present you with neither interesting nor agonising choices. It will not test your resolve, or your ability to read a bluff in a friend's face. It will—as the name may hint at—test your reactions, your nimbleness if you will.
The rules and gameplay are very simple; all you have to do is draw a card from the top of your player deck, briefly place it on your discard pile and then place it on one of the central piles, where you will match the frame of your card to the circle of one of the central cards.
Meeples & Miniatures:
For King & Parliament Review
Being a British wargamer, I have often thought that I should take more interest in the wars that have shaped the island on which I live – let’s face it, there are numerous ones to choose from.
The English Civil War has always seemed a challenging period of warfare – tactics were evolving with the introduction of large numbers of troops armed with firearms. However, it’s not a period of history I really studied very deeply, so in gaming terms I am really after a set of rules that captures the essence of warfare in the period, without becoming bogged down in the detail.
For King And Parliament seem to be that set of rules.
Warhammer 40k: Kill Team Review
Intro (00:00); component overview (02:09); building a Kill Team and campaign overview (09:47); gameplay overview (25:21); final thoughts and review (36:37);