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Games Workshop Kill Team: Phobos Strike Team

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As a consequence to the updated Exalted Astartes Strategic Ploy, Gunners can now shoot twice if they don’t fight, though they pay an extra AP to do their second shoot action. This then begs the question as to whether they can give up their second shoot action to go on Guard in Close Quarters missions, and the answer is “Yes,” provided they give up an additional action when doing so (basically, you can’t move). Veteran Guardsmen: Using a Tactical Asset with no targets Meanwhile, the rules for the Blooded Kill Team reward aggressiveness — which is ironically not the case with all factions. Players will be able to field larger (compared to standard Imperial Guard) sets of units without making any concessions to durability. The faction also includes a new mechanic that rewards consistently killing the opposition with guaranteed hits and other goodies in later rounds. Once they get going, Blooded Kill Teams can be very hard to stop, making them more than a match for the Space Marines in this box. The Rubric Affinity Battle Honour now increases the range to infinity, only requiring the operative you’re buffing be visible. This makes sense, but also won’t matter in competitive play. Playing the Phobos Strike Team Kill Team Abilities of the Phobos Strike Team Kill Team Guerilla Warfare

The Phobos Strike Team gets a small buff in the form of a new Strategic Ploy that can buff their weapons in certain circumstances: Farstalker Kinband Errata: Piercing Shot and Toxin Shot Equipment have Range 6” if not on a Kroot rifle Elite Reconnaissance (1 CP) lets you redeploy two operatives and resolve an additional scouting choice (you can’t duplicate these). This lets you refuse flanks, and see your opponent’s deployment before changing how you want to set up. Not a really good option and you’ll need CP to spend elsewhere.

Requisitions

You can sometimes flex the Mine-layer for the infiltrator Saboteur, but other than that you probably won’t make many other substitutions. Comms was a must-take pre-Vanguard dataslate but now he’s just not that good so you’ll often find you end up cutting him. All that being said, the Phobos Strike Team kill team is a very cool elite team with some terrifying specialists (the activation-interrupting Marksman being a particular highlight), and it’s a fun, different way to play Space Marines. The Minelayer can lay a Haywire mine once during the game, which will then go off using the Proximity rule the first time an enemy model moves within 3″. This means the best thing to do is to drop it next to enemy models (ideally several) which either traps them in place or blows them up if they move. Incursor Warrior Phobos Strike Teams are Astartes kill teams that consist of 6 Operatives, all chosen from the three main Phobos units – Infiltrators, Incursors, and Reivers. Specifically, Phobos Strike Team Kill Teams Consist of:

The Incursor warrior with +1 wound, +1 to hit in combat, and Strategise. Due to Multi-Spectrum Array he’s a good choice to get more models that can see through Smoke on the table. Reiver Warrior The latest big-box expansion to Kill Team pits the villainous forces of the Traitoris Militarum against the noble Adeptus Astartes in a shadow war that could decide the fate of half the galaxy. A friendly NOVITIATE operative with the Scout specialism was activated and finished that activation within of the enemy drop zone.During that activation, a friendly NOVITIATE operative with the Staunch specialism performed a mission action. Elite Reconnaissance lets you redeploy two operatives and resolve an additional scouting choice (you can’t duplicate these). This lets you refuse flanks, and see your opponents deployment and change yours.

Lets you treat all friendly operatives as if they’re not injured, as well as ignoring modifiers to their Action Point Limit for one Turning Point. Tactical Ploys Stealth Assault Here we get a number of clarifications on how to interact with Kill Zone: Gallowdark, especially when it comes to Walls. First off, operatives may never move through walls, period. Wyrnblade and Kommandos players will not be especially happy with this decision because it once again utterly invalidates certain ploys and abilities. Without any sort of replacement this is a blow to Wyrmblade, Kommandos, and Navy Breachers. After having played many Into The Dark missions I am unsure if these abilities would be as game breaking as people fear if you put the same scoring restrictions on them that I mentioned for ploys that allow operatives to be set up outside your Drop Zone. These are slightly different from the rules found in White Dwarf 476 , but those are still perfectly usable! Medics are incredibly useful. Being able to ‘save’ a model or heal 2d3 wounds is so useful on a low model count team that this is basically a compulsory choice for the team, and these abilities are in addition to the standard Infiltrator equipment, so there is no trade off to get them. With no Only in Death Does Duty End, you want to be able to save your guys if you can. Probably one of the best medics out there, specially since you’d have And They Shall Know No Fear ploy, so your revived marine will be at full capacity and being able to do a lot of stuff even at 3W. Infiltrator SaboteurDespite how frightening he sounds all on his own, the Incursor Marksman is one of a group of thoroughly deadly specialists. The Phobos Strike Team can include a range of Infiltrators, Incursors, and even throw in some Reivers – bringing medical gauntlets, remote explosives, and other gadgets to deal with any kind of enemy. For those of a more Loyalist bent, there are these Space Wolves upgrades, following hot on the heels of everyone’s favourite helmets . Covered in runes, wolf teeth, and other symbols of the Legion, they can be used with the Mark III , Mark IV , or Mark V kits. Sergeant, who will either be an Infiltrator Sergeant, Incursor Sergeant, or Reiver Sergeant (who can take either a pistol and knife or bolt carbine)

Jazz up your ash wastes showdowns with this incredibly modular Thatos Pattern Hab Module. You can build an entire outlands settlement by combining these with the platforms and walkways kit below, and it’s also compatible with the Sector Mechanicus kits. It’s perfect protection from the many nasty weather conditions out there in the wastes. Thatos Pattern Extended Hab ModuleAnd They Shall Know No Fear (1 CP) lets you ignore negatives to APL and friendly operatives are not treated as injured until the end of the Turning Point. This is great against teams that have a lot of debuffs to drop on you, or if you’ve got a lot of injured models on the table. That said, you should try to aim to not to use it on TP2 as this faction is really CP hungry. This is the standard single target damage armour-piercing krak grenade available to many other kill teams. Throwing Knife This is in line with the previous commentary concerning protecting operatives being hit by Blast and Torrent weapons. Void-Dancers and Wyrmblade – Previous Rules Errata and Commentary have been annotated to show they apply to both the White Dwarf and Kill Team Annual entries.

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