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Games Workshop Kill Team: Phobos Strike Team

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This is where things get complicated. The Saboteur has one-shot remote explosives, and these are a plant-and-run explosive where you place a marker within an inch, and when they go off and hit everything within 3 inches. This can be fairly devastating, but you’ve got to get your operative in there, plant the explosives, get them out of there, and then detonate before the enemy moves away. You can’t detonate as an Overwatch action, so this is where you Move, plant, dash and then the Commsman gets you to detonate as the 1AP action using their Comms Array action, or you do plant as the last activation of your turn next to a juicy already-activated target, and then use Omni-Scrambler to prevent the target activating and moving away before you can detonate.

Just when we were talking about the meta, Games Workshop dropped a number of new FAQs, errata, and Designer’s Commentary docs for Kill Team, giving us a new set of updates and clarifications to work with. As always, we’ve done the hard work of poring over them and identifying what changed (not always easy!), and what it means for your games. So strap in and follow along. A friendly NOVITIATE operative with the Scout specialism was activated and finished that activation within of the enemy drop zone. 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

Requisitions

Apart from that, there are generally two ways you can go with the team: Playing all Infiltrators will give you an experience very similar to playing other bespoke kill teams released in expansion sets from year 1 of this edition of Kill Team: you have many different specialists to choose from, there’s a healer, a communications guy, a veteran and so on, and with Omni-Scrambler, you can really mess with your opponent’s ability to choose who they want to move where and when. It’s a generalist’s elite kill team with some good access to critical damage, and you have a tool for most situations. 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 A Phobos Strike Team kill team is made up of one Leader (either an Infiltrator Sergeant, Incursor Sergeant or Reiver Sergeant) and 5 other Phobos operatives. Infiltrator Sergeant (1 per Kill Team)

One of the unique things about the Phobos teams is that their operatives share a nubmer of actions and abilities they can do every turn. Some of these are specific to a squad type, i.e. Terror only shows up on Reivers, while others may show up on multiple operative types.One Step Ahead (1 CP) is used at the end of the Select a Kill Team step of the mission sequence after you reveal your teams. You can remove one of your operatives and swap them out for a different one on your Kill Team. This sounds great, but then think about what the alternative selections you have actually are and you aren’t likely to use it often. If you prefer to field your Legion in power armour, these two upgrade sets are for you. While they were originally designed for Mark II and Mark IV armours, they can also be easily used with Mark V and Mark III kits. Death Guard Mark III Torsos For sale: one incredibly spacious Thatos Pattern Extended Hab Module, perfect for a young Necromundan family looking to upsize out in the fresh air and open skies of the ash wastes. This Extended Hab Module is larger than the ones found in the Necromunda: Ash Wastes set, but it’s fully modular and mixes perfectly with the other kit, giving your gangs more places to hide from inclement weather. Thatos Pattern Hab Module Frag and Krak Grenades [2 / 3 EP] are the same as always, and Krak grenades give you availability of some much needed AP.

This scores you Victory Points when you control an objective that was previously controlled by the opponent. Great for Reiver teams! Saboteurs And if you’ve still got time for more Warhammer Hobby, we have three two-hour editions of Hang Out and Hobby coming to the Warhammer Twitch Channel.The standard Incursor, due to the small team size and pressure to take specialists you are not that likely to see him, but he’s a solid soldier. Combat Blades being 3/5 makes him decent in combat, while a No Cover bolter is great against enemies with low saves who rely on cover to give them successes on defence. Multi-Spectrum Array is a great sub faction ability which makes a good model better. Incursor Sergeant An Infiltrator Warrior with the Comms Array special action, a 1AP action that lets you select another model Visible to this operative, and they can perform a free 1AP action, but it cannot be an action they have already performed, they can’t move, and they can’t perform the action again during the Turning Point. Even with these restrictions in mind it means you can do quite a few things – You can do a mission action, to leave the model free for a normal activation, you could take a model that did a Shoot twice and charged an enemy to pin them in place and avoid being shot (or to contest an objective) and make them Fight, or plenty of other scenarios. If you’re up against a Kill Team that relies heavily on Cover and being Obscured (if, for example, it has bad Save characteristics), the Incursors are really great for effectively removing Cover as a tool from your opponent’s tool box. Incursor Warrior (5 per Kill Team) One of our biggest questions with Gallowdark was how you measure distance through walls to drop zones and the like. This goes a long way to fixing the most egregious examples of bad interaction between walls and ploys/tac ops, but we aren’t sure if it covers all of them. Close Quarters Rules – Additional Rules: Tactical Ploys that let you set up outside your Drop Zone cannot be used in Close Quarters missions. Instead they can only be used once per battle in the first Firefight phase to get a free normal move and/or operate hatch action.

Among the Leader options for the Phobos Strike Team, the Infiltrator is definitely the “lead from the rear” type, with no real melee capability to speak of, but if you want to make the most of Omni-Scrambler for board control, bring this guy and 5 other Infiltrators. Infiltrator Warrior (5 per Kill Team) The second piece here is also a nerf but at the same time, something that’s really just common-sense and needed to be implemented. Modifying dice after a re-roll is just an insane number of chances to get a result you want and it’s not fun for anyone. Killzone: Gallowdark, Terrain Rules – Wall trait – Change the 4th bullet point to read: ‘Distance cannot be measured over or through Wall terrain; you must measure around it using the shortest possible route (as shown in the diagram below). However, measure distances to areas of the killzone through walls (e.g. the centre of the killzone or drop zones, but not objective markers or tokens).’ 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. While the damage itself is all fine and dandy – and the bolt carbine can put out some impressive numbers – the psychological effect of letting your Marksman wait like a hawk for vulnerable targets is worth its weight in Equipment Points. The mere presence of this Phobos-clad fearmonger renders entire sectors of the killzone hazardous to your enemies’ health – he forces your opponent to think twice before risky moves, and helps quell the numerical disadvantage Space Marine kill teams often face.Intense training and combat enhancements ensure that every single Space Marine is an incredible shot – but even they look like fumbling conscripts next to a dedicated Incursor Marksman , who can score kills with such speed and precision that they truly deserve the moniker ‘Angel of Death’. The grim lens of the 41st Millennium pans away from Vigilus to elsewhere in the Nachmund Gauntlet – Moroch. This frontier world is hastily preparing a desperate defence in the face of onrushing Chaos forces, who want to eject the hated Imperials and claim the only safe passage through the Great Rift. However you are unlikely to have this model in your kill team, as you have the option of more than five specialists, and Infiltrator specialists start with these stats as a baseline, and add additional abilities on top. Phobos armour is the go-to choice for Primaris Space Marines when stealth and agility are required for a mission. With its lightweight design and specialised wargear, a squad of Phobos-clad Space Marines is an unstoppable force on the battlefield. I’m a bit so/so about the Primaris range, but I really grew to love Phobos armour, especially Primaris Infiltrators. So when Games Workshop kindly sent me the Kill Team: Moroch set, I knew I wanted to paint an Phobos Strike Team for my growing collection of Kill Teams. I decided to go with a chapter I haven’t painted before, and which chapter would be better suited for stealthy tactics than Raven Guard?

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