Kill Team Commanders is getting more of the spotlight as new rules have been previewed for the next release into the Skirmish game.
Games Workshop dropped a new preview on what those Commanders for Kill Team are bringing to the table. Will they earn their keep among the team?
This set of previews features the Commanders from some signature Imperial Kill Teams. Let’s check out the latest!
Imperial Commanders
The first set of previews for Kill Team Commanders is all for Space Marines and Ad Mech. Moving right along into the Chaplains, they’ll be screaming litanies of hate and swinging their Crozius Arcanum around as they should!
The power scaling for Kill Team has already gone WAY up. 1 CP to have your entire Kill Team reroll ALL failed hits? Just take some Primaris Reivers, a Chaplain, and call it a day.
Might of Heroes is basically the same as it is on the tabletop of 40k games. The only thing is that it’s a way bigger deal in Kill Team. Having +1 to anything in a low model skirmish-type game is huge. You’ll be able to turn one of your models into a beat stick for a turn.
Deathwatch Exclusive
This stratagem is a lot like the Chaplain melee stratagem. The only difference is that it costs 2CP, but for a good reason. You’ll get to reroll all failed hits for everything in the shooting phase.
Keep in mind that Deathwatch have some nasty firepower and will be even more devastating if they bubble up next to their Watch Master. They’ll be a hard shell to crack, but the bright side is they won’t have as much board control.
Grey Knights Exclusive
A Brotherhood Champion is the latest model that Grey Knights are getting to Kill Team. It’s not anybody with Terminator armor but it’s better than nothing!
Grey Knights are getting even more of a psychic presence in Kill Team Commanders. They can now cast Hammerhand on one of their buddies. It goes off on a five, which means you’re probably always getting it off. Hammerhand will give a model +1 to wound in melee until the next Psychic phase.
That’s a pretty big deal when you take Halberds on your boys already making them S5 and no penalty to hit. You could get two or three attacks hitting on threes and wounding on twos with a high AP weapon.
Astra Militarum Exclusive
Whether you choose a (Lord) Commissar, a Platoon/Company Commanderor a Tempestor Prime, the Astra Militarum Commanders not only add some solid resilience and close-combat hitting power to your kill team, but their Aura Tactics are a gift from the Emperor Himself!
This stratagem is expensive at 2CP but it’s absolutely devastating. Imperial Guard are cheap as dirt in Kill Team (big shocker) and can field double the models most other Kill Teams can. When you orbit the commander at 6″ with your entire team, the 2CP stratagem is EASILY worth the points. Melee armies will have a horrible time trying to get in close with Imperial Guard now.
Adeptus Mechanicus Exclusive
Unsurprisingly, the Commanders of the Adeptus Mechanicus are Tech-Priests. The Enginseer offers a useful and cost-effective Commander with the nifty Repair Artisan Aura Tactic, whilst the Tech-Priest Dominus is a nigh-unkillable powerhouse who can self-repair and augment the firepower of his allies.
This stratagem is cheap and has its uses. It’s only a three-inch bubble but can essentially be a 6+ FNP rerolling ones. Any kind of effect that ignores wounds is powerful in Kill Team as any wounds you manage to get through are a big deal.
This has been the first in-depth look at the Commanders on the way for Kill Team, Xenos and Chaos are next in line later this week so check back for even more previews on what’s coming to our favorite skirmish game. What stratagem seems the most powerful to you?
What Kill Team do you play? Let us know in the comments of our Facebook Hobby Group.