Credit: Robert "TheChirurgeon" JonesWhat was the highlight of this year’s releases for you?
Thundercloud: Casting our minds back to January, we had the release of Kill Team: Pariah Nexus, which I was one of the few people to be positive about, because it gave a slight evolution of Arena, and fixed the close confines rules where they were unbalanced or aggressively unfun to play (looking at you doors).
In retrospect I’m a bit more salty, having painted up all the terrain just in time to get no games due to a global pandemic and work requirements, and then a new edition of Kill Team to come out.
The new Kill Team Octarius hit, and it was an absolutely brilliant box with everything inside it a brand new model (with the exception of the scatter terrain sprue). This was followed up by two White Dwarf teams and another Kill Team box with two more teams, one brand new models and one an expansion sprue on an existing kit along with the same terrain as the original KT18 box.
Octarius and the new Kill Team has been a massive shot in the arm for Kill Team, solving pretty much every problem I had with KT18. Since then we’ve also had Chalnath, which has shaken the meta up but got everyone complaining about how high off the ground the floors are in it.
My favorite individual release part is probably the terrain in the core box. The Ork ruins are just excellent, and mesh nicely with everything that's been done for Orks so far. It gives them a full terrain kit to build with, and while it could stand to be a bit more modular vertically, the ability to put multiple pieces together to make massive forts is amazing. I love the kit so much.
T'au Empire Pathfinder Kill Team. Credit: Greg ChiassonWhat do you think of KT21?
Thundercloud: I think it’s massively better in mechanical terms. Just a much better game than KT18 or current 40k. I think there’s a lot of potential for expansion, and I like what I’ve seen so far from White Dwarf and supplements is a significant improvement from the Compendium.
The Compendium is controversial because in about two years time it will have been replaced by new supplements and White Dwarf teams, but gives you 19 factions (some better than others) to allow you to use all the book factions from 40k (except Knights before someone moans about that) plus Kroot. Some of these have been supplemented by White Dwarf teams (Admech and Thousand Sons). The Compendium Admech team can be taken still by people who want four special weapons and to have multiples of each weapon, but the Thousand Sons has been completely replaced by much better options.
I think the potential for Narrative games has not been developed, and the Warhammer + battle reports are showing some of the potential for narrative to be fun and to give you a different game experience. Certainly I’d like to see multiplayer rules, and I can immediately think of half size teams as something to use in 3-4 player games on the same sized board (Leader plus 4 slots for the specialist teams and single fireteams for the Compendium teams).
Overall I’m happy with where Kill Team is and where it is going. I know some people get very impatient about releases, but if Kill Team had released with 6 specialist kill teams in boxes with the Octarius set and 3 killzone packs (like the KT18 release which was two faction packs and a killzone per month after the initial release, and sales nosedived hard on the faction packs that weren’t Space Marines) and then a year of nothing, there’d have been much complaining.
The campaign system is also very much improved and I’m no longer afraid to incorporate the occasional game of Kill Team into a larger 40k campaign. I definitely want to play more of it next year.
Photo Credit: MusterkruxWhat’s your current favourite Kill Team faction?
Thundercloud: This is the tricky one. I came in from KT18 with Custodes, Death Guard, Genestealer Cult, Orks and Space Marines as the factions I played, and I’d taken Death Guard and Orks to big tournaments. I’m currently putting together more Space Marine Kill Teams (Scouts and Tacticals) but all the White Dwarf Teams (Admech, Thousand Sons and Genestealer Cults) have a little pile of miniatures waiting to be built or for a few more models to be added.
I’ve got a ticket to the Kill Team Team Kill (or whatever they’re calling it) event at Warhammer World next year so I’ll be painting up a couple of competitive rosters to take. Eldar may be out by then and Corsairs scratch a nostalgia itch (and I’ve got the Rogue Trader metals in a box upstairs that I can get out and repaint).
Photo Credit: MusterkruxWhat do you think of the Warhammer TV narrative games?
Thundercloud: I think Warhammer plus gives us a window into how GW actually play their games. We all sit out here in the community on our little plastic hordes, one lizard onesie away from being discount Smaug, and think about competitive metas or whatever and talk about optimising and competitive play while the people who make the game do with whatever they think is cool. Taking Genestealer Cult Acolytes without any power tools, painting Christmas Grots, writing your own Christmas pun rules, etc. Having fun with other game nerds basically. For those of us without a regular game hook up due to either living with our opponent (hence the rise of the dad gamer) we end up veering towards matched play, because it requires much less preparation and is a ‘fairer’ experience. No one is painting Christmas Grots to head down the local gaming store for a pick up.
I think narrative has the most potential for fun game experiences in the future, but it’s about how the community respond and develop it. This is all predicated on community and building a decent group of players, which runs up against the issue that we’ve had some barriers placed in the way of developing local communities in the last year and a half.
But before we move on, we need to talk about the fact that the hosts of the battle report refer to distances not by shape or inches, but by color. What in the actual hell? The measurement tool you get in the box doesn’t come painted or anything. I cannot wrap my head around how this ended up being how GW think about distances in the game internally. I did like how they do a number of dice in hand for their scout orders instead of a die face, though - harder to cheat/mess up.
Photo Credit: MusterkruxWhat would you like to see in Kill Team?
Thundercloud: I’d like to see more of the same, specialist Kill Teams. I think narrative could be developed somewhat, though given the two teams + terrain + campaign model for releases, I don’t know how that would fit in. Perhaps included in a 2022 Kill Team annual?
I think we’re very likely to see an Eldar Corsairs vs somebody box in Jan or Feb (hopefully in plenty of time for Kill Team Team Kill event which has a 20th February cut off for submitting lists).
I think the supplement boxes will be a bit hit and miss, depending on the contents, but it’s likely we’ll see some terrain we’ve already got that inflates a box with two new Kill Teams in. However that’s not a bad thing for people getting into Kill Team as it’ll give them different terrain layouts that they already have, while building up their terrain pile for 40k.
From a selfish stats point, I’d like to see some better game tracking for Kill Team at events - right now most rosters look exactly the same, so it’s really hard to tell what players are doing in-game when they play. What equipment is being chosen? Which fire teams is someone bringing? Not having this information makes it really difficult to understand the play decisions of players without a stream and as a result, diminishes the competitive play footprint of the game. Which is sad to me because I really like KT21 as a competitive game.
As far as Commanders go, I'm not even sure how they'd look in current Kill Team - leaders generally have improved WS and BS on their attacks and an extra wound or two. I guess you'd give a commander a couple more +1 APL for the cost of an extra model? Seems like the payoff is not great there.
Credit: Robert "TheChirurgeon" JonesWhat do you think of the Community Reaction?
Thundercloud: Initially there was a very vocal and negative reaction to a new edition of Kill Team, often on facebook from people with strangely no history of posting painted miniatures or talking about Kill Team games they’ve played, or some youtubers participating in the negativity economy.
Strangely this reaction finished after the release, and those people moved on to being negative about the next new release. Since then we’ve seen positive reactions to the rules (though not necessarily to the layout of the rulebook) and a lot of chatter about the relative meta between the different factions.
There’s also been a lot of great modelling done and shown on Facebook, Twitter and Instagram, as people go nuts with the modelling opportunities of only doing a small number of models.
Otherwise, I’m hoping to see the community do more with the game - Kill Team was always huge in Spain and they’ve picked up right where they left off, running large events that allow for five rounds to be played in a single day, which is really cool. Whenever we do our meta analyses on Kill Team, they're always at the forefront.
Kommandos. Credit: RockfishWhat is your current competitive top team?
Thundercloud: I think the current top competitive teams are Kommandos and Tau Pathfinders, Kommandos because of their flexibility and Pathfinders because of the intrinsic strength of 4 / 5 guns and markerlights.
I think the Specialist Fireteams are starting to pull away from the pack of Compendium teams, with the exception of teams like Harlequins, Dark Eldar and Talons of the Emperor (which are still pretty good after their nerf).
I think the very high performance of Tau Pathfinders will lead to a limit on sequential activations in an FAQ, but that will only slightly nerf the team as the strength is in their guns and markerlight mechanics.

Are the White Dwarf Kill Team updates good or bad?
Thundercloud: I think they’re a good thing, providing Kill Team with a stream of new content and updating factions that aren’t getting a new box or an upgrade sprue to keep them competitive with the specialist Kill Teams.
Continual support is a good thing, and we’ve got another year of boxes and White Dwarf teams, so it’s going to be a real interesting year coming up.
More to Come
That wraps up our look back at 2021 but we'll be back next year with more great Kill Team coverage, looking at new articles on each team, plus regular coverage of new releases and the new teams in each month's White Dwarf. Have a happy new year, and we'll see you again soon!
Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com.
The Kill Team 2021 End-of-Year Review



