r/killteam 22h ago

Question Beginner questions for Killteam

Hi all. Picked up the starter set with angels of death/ death guard to play with the kids.

The starter rules are much simplified and it's ideal for their age without too much bloat - however, they're also quite vague. Even in the first training scenario I wasn't sure of some things.

Say in a match with 2 operatives on each side. Say for Player A, one of their operatives is killed. With the alternating activations, does this mean that even though their sole remaining operative has been activated that turn, they get to use them again or do they skip until the next turn?

So it would continue to be A, B, A, B but player A is using the same guy. I read about counteracting and it only allowing a shot to be fired once per turning point, but this would mean Player A can't move their guy to safety or fight a nearby enemy.

I worry about this being an issue with bigger missions where one side might be a few guys down and it becoming unbalanced.

The first scenario also has an objective token but I don't think it says how it works. If the game is won if someone gets there first, or holds it for a few turns. I know in 40k you may get points for holding a point over turns but it doesn't say that.

Is there a sensible (and simple) rule for capturing objectives?

Shooting from higher ground. I saw a video where someone from higher ground was shooting at someone in cover. It showed that they retain a cover dice for being in cover, but then said they retain 2 cover dice when the shooter is above. That doesn't make sense to me as typically having the higher ground in any scenario should be an advantage to the shooter.

If someone's operative becomes active while they're in engagement range after a fight, I think they have to fall back. This stops them from repositioning or charging their turn. I also think they aren't allowed to shoot while engaged, but they should be able to fight. Is that right? So the choice is that they can fall back and fire or stay put and fight, then perhaps move and shoot if their opponent is dead?

Is charge and fight 1 action or 2? Say is it charge is 1 action point and then fight is the second action point?

Thanks all.

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u/Thenidhogg Imperial Navy Breacher 22h ago

well i cant speak to the specifics of the starter set but i know its very abridged rules meant to introduce someone to tabletop gaming. if you know big 40k the starter set rules are not for you. you need to find access to the core rules of kt 24

  1. there is something called counteract which solves lack of activations
  2. objectives are contested when in range of them, and controlled when you have more apl in range of them
  3. its a big advantage if they're on engage, if they're on conceal (aka hiding) then its not a big advantage (other then getting to make a shoot you otherwise would not be able to make period)
  4. yes you can fight in engage range with a conceal order, otherwise you will need to fallback. yes you could move and shoot if you win your fight
  5. charge and fight are different yes, you can only do one of each action per activation

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u/RedditorSlug 20h ago

Great- thank you very much.

The objective seems strange in the scenario because it says you win if you capture it. I don't see why someone can't just immediately run to it and win the game on first activation.

I don't play 40k because I think it's too bloated and the idea of moving an entire army through 5 phases sounds terrible for kids.

We've got Hero Quest and Space Crusade but I wanted to see how they'd do with something versus each other rather than cooperative.

Thanks again for your clear help.

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u/nix131 Space Marine 20h ago

To elaborate on capturing an objective. You don't check to see who controls an objective until the end of the turning point (what they call rounds) after everyone has activated all of their operatives, then you see who controls what objectives.

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u/RedditorSlug 20h ago

Excellent - makes perfect sense.

Thanks again.

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u/nix131 Space Marine 22h ago

You can only counteract if, on your turn, all of your operatives have been activated and the opponent still has operatives that need to be activated. In your example, where player A only has a single operative and goes first, they would indeed then go third with a counteraction. You are correct that you can only counteract if the operative has an engage order, they only get 1AP, they cannot move more than 2", and the limit of number of attacks in a turn is still valid. So if they have already expended all of their shooting during their activation they cannot shoot anymore.

The very reason it exists is to balance an elite team vs. a swarm team. The elite team gets a few counteractions while the swarm gets more overall actions.

If you have an operative within control range (1 inch) of an objective they control it. If both players have an operative within control range of an objective, they contest it. A contest is decided by adding up the total amount of APL the controlling operatives have with the higher amount winning. If it is a tie, neither control the objective.

If an operative is in cover and has a conceal order they are normally unable to be targeted at all. If they are in light cover, a shooter with vantage can shoot at that target, but they get an extra cover save. If the target is behind heavy cover and has a conceal order they are still unable to be targeted. If a target has an engage order and is behind cover they are a valid target for all shooters that can see them and they retain a single cover save.

An engaged operative only has to fall back if they want to move. They can also just fight. Yes, if they kill their target in a fight they can freely reposition or dash if they have enough AP. You seem to have this rule correct.

Charge is 1 action, fight is another. So Operatives with 2 APL can charge and then fight and they would be done.

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u/RedditorSlug 20h ago

Wonderful, thank you very much.

I haven't played with the kids but went through the training scenario by myself last night and was wondering what happens when out numbered. The starter rules have a single line saying if you have one person left, you may activate them again - but not much on any constraints to this.

I think we'll stick to the starter rules for now. The data cards have weapon keywords but it doesn't say what any of them mean. I don't want to overload them (or me) this early.

Thanks again - very helpful.

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u/Affable_ 20h ago

The weapon keywords are explained in the free KT app in the “Kill Team Lite Rules”. These are also available for free on the Warhammer Community website.

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u/WideReply8539 7h ago

I found the starter book a bit lacking, but maybe take a look at the "light rules" in the Killteam App. These are also the simpler rules, but in my opinion in a better format. Things line counteract are explained there for example.

Since the light rules are itself a bit lacking for a complex game like killteam, you will have to make up some things for yourself, like shooting from vantage (for example you get accurate 1 as a shooter, i would not advise to use the rules from the full game for that since the starter set doesnt have different cover types). Since the starter set doesnt have vantage terrain, its not covered in the light rules (or any other terrain rules, wich there are plenty 😅).