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Capricious, perfidious, elegant and deadly, the Asuryani might be more merciful than their dark brethren, but only just. Well-accustomed to fighting lightning raids on the orders of their Farseers, the craftworlders could well be the kill team for you – read on for more information on how the fight, the units they can use, and some Tactics you’ll be able to try.

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Asuryani kill teams are fast and capable of advancing and firing their weapons, thus being nigh impossible for the enemy to pin down.

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In the close-quarters of Kill Team, the Asuryani are lethal, using short-ranged shuriken weapons to cut down foes, or keeping their distance with rangers and heavy weapons platforms.

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With a rich range of interchangeable kits to choose from, building and converting Asuryani kill teams is easy and rewarding. A single box of Dire Avengers, for example, is packed with spares you can use across your collection.

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These guys provide short ranged support for your kill team with their shuriken catapults, as well as having the option to bring a Heavy Weapon Platform to the battle.

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Like Defenders, but choppier – if you’re looking to carve up your foes in melee, Storm Guardians do a pretty great job – alternatively, use them to get a flamer or fusion gun in your team.

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Incredibly hard to hit when in cover, Rangers (and their eponymous long rifles) can snipe foes at a distance and are great for holding objectives in your territory.

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Superb all-rounders, Dire Avengers are like Guardians but with better armour, leadership and weaponry – if you’re looking for a more elite force, these are your go-to choice. Dire Avengers Exarchs are a particularly cool option for your Leader.

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Deployment is crucial in Kill Team – use this Tactic to lure your foes into deadly traps.

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In Kill Team, shooting your foes is a lot less reliable than in Warhammer 40,000 – ensure you hit with this nifty Tactic.

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If you’re starting an Asuryani kill team, we’d recommend some Dire Avengers. The Dire Avengers Exarch is a cracking Leader for a kill team, while the set is packed with accessories you’ll be able to use to personalise your Guardian Defenders and Storm Guardians when you pick them up later.

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There are still a few more Kill Team Focuses to go – come back tomorrow, when we’ll be taking a closer look at the Death Guard.

The post Kill Team Focus: Asuryani appeared first on Warhammer Community.

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I kind of went all in on Kill Team. Preordered the box set, Fangs of Ulfrich, Krogskull's Boyz, Sector Mechanicus Killzone and Datacards...  Will be preordering the Sector Munitorium next week most likely.  I'm not sure on the two new Kill Teams. The Genestealer box doesn't seem like much of a savings, as it's like 2/3 of the Munitorium containers (about $33.50) plus $30 worth of Genestealers for (I'm guessing) $60, only saving about $3.50.  The AM box would be a bit better deal at about $8.50 savings. 

Unless they make more new terrain ranges, beyond Killzone: Xenoscape, do we think they will make any other Killzones?  I don't think  STC Ryza-Pattern ruins or Wall of Martyrs will end up as a Killzone, and certainly not any of the Tau fortifications.

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I’ve preordered the box set - looking forward to playing s skirmish level game. 

Not sure about getting to WoW for game nights though.  I’ve joined a 40k escalation league at the GW store in Hillsboro... as it’s only 10 minutes from work lol. 

 

-d

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Posted 22/07/2018

Kill Team: Forging Your Team

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Kill Team is nearly here – and we’ve got another exciting rules preview to whet your appetite before your copy arrives next weekend (you have pre-ordered, haven’t you?).

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Today, we’re looking at just how you ready your kill team for battle, and how you can advance your squad in campaigns. Kill Team features some new mechanics where your units aren’t fixed, but instead drawn from a pool of units that you can adjust for each of your games. In campaigns, meanwhile, you’ll be able to transform every model in your team into a storied veteran, hardened by countless battles…

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Team selection is one of the most interesting parts of Kill Team, and a key tactical consideration to make when you’re playing.

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Rather than having a set roster you bring to all your games, your Kill Team can have up to 20 members ready to go at all times, with any number of specialists or leaders.

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Where things get interesting is pre-game – once you know who you’re playing against, you’ll get to secretly pick which members of your team will be participating in the battle. You might want to keep a flamer-wielding demolitions specialist on your roster for dealing with lightly armoured kill teams, or a Zealot for those vulnerable to close combat.

Of course, there are restrictions – you can only have 3 specialists and one leader in each battle, and your total points can’t exceed 100.

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This adds a really interesting dynamic to your games where you’ll be trying to outwit your foe with your picks, while in a matched play event, you’ll theoretically be able to prepare for a wide range of foes rather than having any “bad” matchups.  

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When playing a campaign, choosing your kill team is crucial. Like in matched play, you’ll be choosing 100 points worth of models from your roster – in this case, representing all the troops you’ve used in the campaign so far.  

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With every game you play, your specialists will advance in skills, allowing you to transform each into a storied hero in their own right with a unique set of skills. Let’s take a look at the heavy specialism for an example:

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One heavy could be a careful trooper who excels at demolishing enemies at range – while another could be a rampaging, assault-weapon wielding juggernaut who’s equally comfortable battering people to death as he is shooting them. How you progress your specialists will shape your campaigns and give you a distinctive (and powerful) cast of characters to draw on for the next.

Specialists gain experience by participating in the battle and by using their unique Tactics, meaning even if they don’t participate directly in combat they’ll get more powerful. Similarly, when you’re playing a campaign, you’ll be rewarded for using a diverse range of tactics in your games – leading to a more exciting experience for both players.

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There’s one downside – specialists cost more points as they level up, meaning you’ll have to weigh up using a higher number of greener troops against sacrificing numbers for the more advanced skills of your veterans.

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All non-specialists in your kill team are sorted into Fire Teams – groups of battle-hardened veterans who’ve forged bonds of comradeship over your campaign. While these guys might not be specialists, they have their own set of advancements and gain experience like the rest of your kill team. In fact, as long as at least two members of a Fire Team take part in a mission, they all benefit! Even if Fire Teams lose members, new recruits can be brought into the squad but must fight a battle with a more experienced member of the Fire Team before they can benefit from the team’s experience.

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Tactically, this adds a really interesting consideration to how you build your kill team. While it might be tempting to stock up on multiple models from multiple datasheets, you’ll be rewarded for focus by being able to advance your non-specialists more easily.

In campaign play, you can add new members to your roster at any time – on the condition that you MUST use them in your next mission. This way, you can add new Leaders, specialists or models that wouldn’t fit into an existing fire team on your roster – the trick to winning a campaign will be maintaining a strong stable of experienced troops while consistently recruiting in order to provide more tactical choice. At the same time, if you lose your entire team to some heinous rolls, you’ll not have to worry about refreshing your ranks.

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There’s a twist to all this, however, after the game, all models that were taken out of action must roll to see if they’ve survived their injuries, need extra time to recover, or are dead for good!

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However, in a campaign, you can add new troops to your kill team at any time. No loss will be so crippling that it takes you out of the campaign for good or puts your roster at a permanent disadvantage against your opponents. Similarly, you can choose to automatically fail a mission and bug out on the third battle round. If things are looking rough and you don’t want to lose any beloved specialists, it could well be the right choice…

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You won’t have to wait long at all until your building and advancing kill teams of your own – the game is available to pre-order right now and will be landing next weekend in a store near you! If you’re looking to get started, make sure to pre-order the Kill Team boxed set.

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I really like the Fire Teams system for the grunts. And moving to a d10 for the casualty results rolls is nice, too. Compared to the d6 roll from previous systems, the odds of dead or seriously wounded troopers is down significantly, and there's a slight boost to the odds of gaining experience.

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Posted 25/07/2018

Preview: The Writhing Shadow

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Kill Team Starter Sets improve your game in every way, giving you a little bit of everything you need to play Kill Team. Inside each, you’ll find lore, models and terrain, plus accessories to match your kill team – and it all costs less than getting the contents separately!

Yesterday, we previewed Drop Force Imperator – an Astra Militarum-themed set – while today, we’re checking out the Writhing Shadow – a must-have for all Tyranids Kill Team players.

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The Writhing Shadow

Perhaps unsurprisingly, the Writhing Shadow Starter Set contains the titular kill team – a ravenous pack of Genestealers on the hunt at the bidding of the Hive Mind. You’ll be able to use these to reinforce any Tyranids kill team of your own, while pre-filled fighter cards and an enclosed booklet looking at just who the Writhing Shadow are gives you loads of lore for your kill team straight out of the box.

Terrain

Munitorum Armoured Containers – can you ever get enough of them? These ever-handy line-of-sight blockers are great Kill Team terrain – stack them up to make towering, scalable blocks for your snipers to perch on or scatter them around to quickly generate a labyrinth of improvised corridors. The Writhing Shadow set contains a couple of containers to add to your collection – combined with the Sector Munitorum Killzone, you’ll have a considerable collection with minimal effort.

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The Writhing Shadow set features cards for the six core Tyranids Tactics in the Kill Team Core Manual, as well as seven brand-new Tactics for you to try. Take Predatory Leap, for example – in the cover-dense battlefields of Kill Team, you’ll be able to use this Tactic to quite literally get the jump on your foe:

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Implant Attack, meanwhile, all but guarantees you’ll take a key enemy fighter out of action. Nasty!

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There’s even a unique Tactic that lets you turn the battlefield itself to your advantage – Dragged Into the Darkness:

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You won’t find these tactics anywhere else – if you’re looking to try them out, make sure to get the set!

Tokens

Finally, the Writhing Shadow set features some Tyranids-themed tokens. Tokens are an invaluable part of Kill Team, allowing you to track at a glance what kind of state your Kill Team is in – whether you’re readied, shaken, have just charged or any more of a number of in-game effects. If you didn’t get the main Kill Team starter set, the token sheet in this box is invaluable, while if you did, you’ll find the Tyranid stylings match your kill team much better than say, the Adeptus Mechanicus tokens.

 

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The Writhing Shadow will be available to pre-order this weekend, while the first wave of Kill Team – including the Core Manual, where you’ll find all the rules for your Tyranids kill team – are available to pre-order right now.

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5 hours ago, DisruptiveConduct said:

i dont understand the Dragged into Darkness card.

Genestealers have no guns....

Even taking into consideration that it can be used by any Nid KT, it really seems like something that would be more applicable in CC, fluff-wise. That said, it's also pretty terrible mechanically, so it's probably never getting used regardless.

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