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    For 30 years I avoided GW products, my last purchase being Ravening Hordes for Warhammer Fantasy Battles.

    I wasn’t a fan of spikes and they got a bit obsessed with them… not to mention the price.

    Last November I bought Necromunda as late birthday present for myself. Also picked up Bloodbowl, Hobbit Strategy Battle Game and Forgebane.

    And then Soul Wars with lots of extra bits…

    Next on my list might be Kill Team. £80 from GW, or £64 from the place I normally buy GW. Terrain looks great, played on small board and small battles. Could be tricky to resist.

    And next month it’s Battle of Pelennor Fields…


    I too was very keen on this game. I haven’t bought a GW game for about 14 years… Then I saw the Australian price for the core box of $220 (I want to use an expletive right about now). Probably have to slap atleast another $20 to that for New Zealand?

    I was under the impression this was going to be a more reasonably priced gateway into GW? My mistake…


    You guys down under get hosed on price. I have a GW store 10 minutes from my house and it’s $130 for me.

    I made friendly with the manager at the store, and ran demos yesterday.

    The game is fine. It’s more fun than standard 40k, and plays much quicker. I think Campaign play, where you lvl up your dudes, is going to be the go-to.

    All that said, the whole thing feels like GW trying to make their game feel like Corvus Belli’s Infinity, and I’d still rather play Infinity. But I’ve got a few friends with whom this will be the game we play at least for the meantime.

    Universal Head

    NZ$210 (AU$192) here (cheaper than Australia? That’s a shock). I notice the Kill Zone box (basically just a board and some terrain) is NZ$140, and the teams themselves NZ$105. Ouch. This is all a very ingenious way of repurposing existing product, basically.

    I just ordered it – bugger it, I’ve realised there’s nothing I can do about the damn prices and I try not to think about it – but I do have a sneaking suspicion I’m just buying Necromunda (as for Shadow War: Armageddon, thank goodness I just got the book, whose covers I haven’t even opened) all over again.

    What are the differences WS?

    At least I’ll be able to use a few old bits and bobs of W40K figures I’ve collected over the years, like some old orks and some Tau. Though I suspect that’s false economy as I’ll be forced to buy entire sets just to get the rules for said figures.

    Got to give GW marketing credit, they’re really clever in the way they’re breaking up new games into so many separate pieces these days.


    The difference? New box art??? LOL I don’t know.

    I haven’t sat down to watch your Necromunda video all the way through yet, but I intend to and I’ll do my best to parse out what’s new and what’s not.

    I’ve actually heard some players say they prefer the older Necromunda and Kill Team rules, so we’ll see how that sentiment goes in the long run. Following my short time with it, the part I’m most excited about is the campaign stuff, where your guys can level up, gaining perks and bonuses along the way. There’s different specialist classes, such as Scouts, Snipers, etc. so I’d imagine you’ll have a bit of creative freedom in that arena to customize and distinguish your 10 guys from everyone else’s 10 guys. That to me is cool. Whether or not that’s new to this rule set, or if it’s been around a long time, I can’t tell ya. As you know, I’m new to the GW world.

    There’s also little changes to the moment-to-moment mechanics, such as:

    1.) All charges are declared during the movement phase, and the charge targets can react to fire Overwatch (roll 6 to hit as always), or Retreat, moving backward up to 3 inches, and give up their ability to shoot in favor of widening the distance and potentially avoiding melee combat. It feels remarkably similar to my game of choice, Infinity.

    2.) Each figure can be “Readied” in the movement phase instead of moving normally. “Readied” units get to fire first in the shoot phase, similar to how in 40k / Sigmar troops who charged get to fight first in the fight phase. “Ready” makes holding your ground feasible, and gives you something nice to do with guys who’d otherwise just sit in one place the whole game.

    3.) Alternating activations during the shoot phase and fight phase. You go, I go. All the “readied” guys take turns shooting, then all the non-readied guys take turns after they’re done.

    4.) Flesh Wounds. When a trooper’s HP drops to zero, the attacking player rolls a d6 as an “Injury Roll.” On a 4,5,6 the target dies as normal. On a 1,2,3 he receives 1 flesh wound. This has a couple effects. That trooper has to subtract 1 from his To Hit rolls, and future Injury Rolls against him add 1 for each flesh wound on him. Each trooper can have up to three flesh wounds (They auto die if they’ve got three and they get wounded again), so if you’re getting shot a lot and getting lucky on the Injury Rolls, a guy who’d normally die after a single wound can keep pushing forward and being useful. It’s kinda neat.

    Overall, I’d describe the ruleset as keeping the players more engaged in the game moment to moment, which is definitely something 40k needs.

    I have it on good authority that GW plans to support this product for 18 months minimum, so we should see lots of new (probably re-purposed) army boxes, terrain sets, etc for the next year and a half.

    Many/most players, including myself, are already building Kill Teams with models we already own, and I think that’s a neat way to extend the life of your plastic. In terms of what you “need” from the new releases… Currently, every army has a list of standard Tactics in the Core rule book. Additionally, there is a list of Universal Tactics, usable by any army.

    The individual army boxes will contain a ready-to-play Kill Team, most are likely to be already-existing models, but some may be new at some point. Each box so far comes tokens, a lore book, and some pretty cool looking terrain items, smaller things such as cranes an the like. But additionally, each of those boxes comes with Army specific Tactic cards that are in addition to those found in the Core rules. So…yeah. If you want all of the Tactics available for your Kill Team, you might be forced to buy the box of models you don’t need to get the new cards you do need, a very similar “addon” approach as they’ve taken with Shadespire. They’re not so much expansions as they are “the rest of the game.”

    Universal Head

    Damn, WordPress kicked me out of my login just after I’d written a long reply…

    Thanks for all that info. Glad to see there are some small changes that might shake up the formula a bit!


    I am a bit excited that GW is finally dropping I-go-you-go in favor of the alt turn activation…at least for a good part of the game! Progress…yay!!! 🙂

    Universal Head

    Yep, that only took 40 years! 🙂

    Universal Head

    Just saw an unboxing and not only is it a proper box, but the rulebook seems to have all the team stats. And the board is double-sided. So that’s all very good.


    Very dull how to play video here…

    Universal Head

    I can’t believe anyone still thinks those ‘another camera angle with presenter looking off camera’ shots are still a good idea. Truly horrible and lifeless video complete with stick-up-the-arse narration and meaningless constant hand movement. They must have gone to a specialised company to create this kind of tick-all-the-boxes crap.

    I could go on to deride the guy’s perfect hair helmet, but that would be getting unnecessarily personal …


    They should have of used Becca Scott as they did for Soul Wars.

    Easier on the eye and certainly more animated.

    Scroll down and watch video 3. More videos follow as she explains each phase of a turn.

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