"Let's Get Small" by Patrick Eibel
be home, sitting with my friends, and, uh.. we'll be sitting around, and
somebody will say, "Heeeyyy.. let's get small!"
So, you know, we get
small, and uh...the only bad thing is if some tall people come over.”
Recently, a group of us gamers got together for a thing
we called “Winter of Discontent.” Over
that weekend, I got to play several games of 40K and had plenty of fun. Two of
the most fun and interesting games I played, though, were not games of normal
40K but used the Kill Team rules found in the back of the Battle Missions
book. So, rather than present yet
another article vaguely describing the games I played, I decided it would be
more useful to tell you about the advantages to “getting small.”
Is Kill Team?
GW has experimented with skirmish rules on varying
scales throughout the years. There were
separate gaming systems (Necromunda, Gorkamorka) and previous kill team and
experience rules (in the last edition rule book) that offered a way to play a
game with a handful of figures. The
current Kill Team rules are a special scenario listed on page 90 of the Battle
Missions book. The scenario suggests
selecting 200 points of an army following a modified Force Organization Chart
(no HQ or Heavy, buy the book for the rest.)
You play the game on a 4' by 4' board, so selecting and
army and setting up scenery shouldn’t take too long.
Play Kill Team?
if you only have 200 points worth of miniatures (or even 400 points, which is
what we were running over the weekend), the game goes much faster and can be
played in an hour or two. In addition to
being shorter, a game of Kill Team plays entirely different than a game of
40k. First, you may find yourself
bringing some units that you don’t generally use because of the force
restrictions. Second, selected units act
as individuals once the game starts, so unit size and makeup can be very
different than what you would normally choose.
In the final days of 5th Edition, with ubiquitous parking lots of
vehicles, Kill Team missions seem like a breath of fresh air.
course of Winter of Discontent, I played two Kill Team games. In the first
game, I brought 400 points of Blood Angels, including two Assault Squads and a
Sanguinary Priest. In the second game, I
brought a Tervigon, some Termagaunts, and two Hive Guard. Even though I lost both games (in the first
game I got overwhelmed by Orks, in the second I got shot up by Necrons), I
had a blast playing and it was a real challenge wrapping my head around the
individual action thing.
What Should I Bring?
I am no
expert, having only played two games, but there seems to be some obvious
characteristics that would be beneficial.
A good Kill Team unit should either be resilient, have long range
shooting capability, or both. Let’s take
a look at each army to see what units might be good in a team:
Angels. The Sanguinary Priest/Assault Squad combo is a pretty good option,
even if I did not get a win. Also, keep
in mind that a Death Company Dreadnought is a Troop choice, so you could go all
Death Company (scoring units are not important).
Daemons. Three words: Fiends of Slaanesh.
Space Marines. Plague Marines and Noise Marines would seem to fit the resilient
and shooty categories respectively.
Eldar. It’s all about speed, so I might use a Troop slot for a Raider or
Venom. Then, of course, you should fill
said vehicle with Wyches, because as we all know, “it’s the Wyches that'll
- Eldar. You should either focus on torrent of fire (Dire Avengers with
Bladestorm), or resilience (Wraithguard).
Knights. Take Terminators. You know you want to.
Guard. The IG excel a long-range shooty infantry.
- Necrons. I can attest to the effectiveness of Deathmarks and Wraiths.
- Orks. Big, blobby, Fearless mobs of Boyz.
Opening up tanks? There are not going to be many tanks, so fuhgeddabouddit
of Battle. Does anyone use the new rules instead of proxying your Sisters as some other army?
If you insist, take Celestians.
Marines. Just about anything (other than Scouts) will do. Just make sure to take small squads to maximize
your special weapons.
Wolves. There are many good options, but since GW just released Thunderwolf Cavalry
models, I am sure you will want to try them in a Kill Team.
Empire. Fire Warriors have the best ranged weapon for a basicTroop
choice, but Kroot would be good in an assault.
- Tyranids. How about a flying Monstrous Creature with a big gun? Harpies, anyone?
are just some ideas. Because games are
smaller and play faster, you can have fun experimenting with combinations. I would not take games over 500 points, as
individual close combat can start to bog down.
Kenton and I are planning some Kill Team fun over the summer, so check
back here for some more ideas.
Oh, yeah, baby: ooohhh, yeaahhhhh....
Photo copyright GW 2012. Used to represent the awesomeness that can be Kill Team
Posted March 2012