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Games Workshop - Kill Team: Octarius (2021 Starter Set)

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In the Set Up Operatives step, you can use this Ploy to place one friendly Kommando operative (not the Bomb Squig) anywhere on the battlefield next to Heavy Terrain and more than pentagon/6 inch range away from your opponent’s drop zone. Equipment of the Ork Kommandos Kill Team Choppa As you place terrain, put some heavy elements in the center of the table. You want to break up lines of sight so it’s difficult or impossible to see from one end of the table to the other. Important in any wargame with shooting, and important here. Make the terrain dangerous as you advance on the table Terrain has new rules, more rules, and can be used in ways you never previously thought possible. Terrain features have been given their own unique statistics and abilities to make the battlefield really feel like a battlefield – not just some miniatures getting a +1 to a save because they’re standing behind something. Instead, pieces of terrain now have strategic importance, and can tip the battle in the favour of those who used them correctly. Now, the Octarius box has a Core Rules in it, as well as the Octarius War Manual which has all the information you need to play with your Death Korps of Krieg and your Orks. This is fine. If you’re only planning on playing either DkoK or Orks. And if you’ve only bought this box.

As you build your table, remember that there are Tac Ops like Seize Ground or Vantage that players may take. It should be possible to maximize both of these on your table, but it shouldn’t necessarily be easy – if you can, set up terrain so it’s easy to get one point but difficult to maximize without effort and expertise from the player, with the new Tac-Op changes bare in mind that there are other tac-ops (Like plant transponder) that needs to be doable so don’t overcharge certain places of the table. Scatter terrain is really fun: And it can lead to some amazing interactions. I love to have it on my tables.

But that may well all be set to change in the new edition of Kill Team, as we’ll see below. Warhammer 40,000 Kill Team: Octarius Review – What’s New As you may suspect, APL dictates how many actions (or things you can do) a unit can perform with each activation.

Although not necessarily positioned as such up to this point in GW’s marketing materials, the Octarius book is very much written as a full campaign expansion to the base Kill Team rules, with new factions, missions, and requisitions. Never did I find it a particular annoyance or hindrance to play. It’s just not that big a deal, you guys. Battle Honours are just like they are in Crusade play for Warhammer 40k. Want your Guardsman to be a Siege Specialist? You can do that, and one of their ranged weapons gains the No Cover special rule. Kommandos can do similar, and my favorite of these is Thievin’ Git, which gives your operative a free piece of Equipment before the battle from your stash. Each faction has 6 Battle Honours to choose from or roll for. Rare EquipmentOf course, once you’ve got a Compendium and have a better grasp of what’s expected of your Fire Team combos for your favourite faction’s Kill Team, GW’s catalogue becomes your oyster. Have a look at the various figures available and decide which you’d fancy building your Kill Team out of.

Instead, you’ll choose the members of your Kill Team from a pre-set menu of operator types, with different loadouts, depending on what faction you’re playing –with strict quotas limitingcertain operator types for each faction, tokeep games balanced. This new combat gauge is just a tiny part of the revolutionary redesign of Kill Team. We’ve been exploring every aspect of the Kill Team ruleset in detail over the past few weeks – learning how everything works in the new edition of the game . Your Kill Team will include 10 operatives: one Kommando Nob and 9 more from the list of options. The Nob is mandatory, which seems redundant as you’re going to want him anyway. In addition to be harder to kill thanks to his 3 additional wounds and 4+ save, he can choose between a pair of nasty close combat weapons in the big choppa or the power klaw and gets to add 1 to the APL of a single Kommando operative within 6” every time he activates. This isn’t an action: he just does it for free .Upgrades for your Kill Team’s base, Assets give you benefits but add them as bonuses for your whole team. The Kommandos’ Loot Hoard lets grenade-equipped operatives lob two grenades per game rather than one, and the Veteran Guardsmen’s Preliminary Bombardment lets you call in a preliminary bombardment before the teams are set up, damaging a terrain feature and preventing enemy’s from setting up within 1” of it. Spec Ops The idea is to add a level of persistence across the game, alongside more narrative flavour. Games Workshop has said you won’t have to opt-in or out, though, with Spec Ops players able to progress through their campaigns even when battling one-off, matched play opponents. There is an awful lot of terrain in this box. The last time someone gave me a box full of terrain, it didn’t go down well. Things only get worse when you turn to the datasheets in the Compendium. Swathes upon swathes of the units listed in the compendium have absolutely nothing listed under Abilities or Unique Actions. You’ll be shunting your Heavy Intercessors around the board and rolling to hit and to wound, and that’s about it.

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