Video summary
The 2 Best Kill Teams
Main summary
Key takeaways
Storyline
- None: This video is a strategy discussion about Warhammer 40,000: Kill Team team choice for a tournament—not a narrative/story mode.
Gameplay highlights & key points
- The creator is preparing for the Kill Team Open (Newport, August) and wants a team that helps them “have fun, not suck.”
- They argue that while Kill Team doesn’t have list building (like 40K), it should still let players express themselves through playstyle choices rather than roster construction.
- They dismiss “power level” as the main reason to pick a team, emphasizing instead how the team enables different approaches.
The “2 Best Kill Teams” (and why)
1) Raveners (Ravenous / “tunnel” play)
- Core idea: Raveners offer the most surprising and personality-driven gameplay, because their tunnel/underground approach supports radically different plans.
- Two major viable play patterns:
- Stealth / sneaky: use silent play to hide and control engagement.
- Aggro: use the team’s mechanics to rush in aggressively.
- Why it’s “more expressive”:
- Against opponents, your plan is hard to predict—your opponent must guess whether you’ll commit to tunneling pressure or go all-in.
- The team supports multiple “profiles” (e.g., different degrees of tunnel commitment) while staying effective.
2) Murderwing (Space Marine jump-infiltration play)
- Core idea: Murderwing (noted as recently nerfed) remains a top pick because it provides multiple viable ways to win without relying on overpowered/broken play.
- Balance viewpoint:
- The creator dislikes “OP broken” teams, but also believes teams must be strong enough that you can still win if you play them correctly.
- Different viable play patterns:
- Aggression: Marines push hard with durability and jump pack movement for decisive charges.
- Recon / infiltration (low-interaction win):
- The creator describes using tac-ops to score while staying safe.
- This forces your opponent to respect threat ranges and “measure” you.
- The plan can involve avoiding direct engagement, then flipping objectives once timing/conditions become favorable.
- What makes it expressive:
- Like Raveners, Murderwing can switch between styles—direct assault or tactical recon—while remaining effective.
Strategies / key tips mentioned
- Pick teams that enable multiple viable approaches, not just one “best” plan.
- Avoid choosing “OP broken” teams, but also avoid teams so weak that a small mistake makes victory impossible.
- For Raveners: leverage the uncertainty your opponent faces (sneak vs rush).
- For Murderwing: choose between charging and recon/objective pressure based on game state and opponent positioning.
- General “expression without list building” concept:
- Since Kill Team lacks roster/list construction, the creator treats team mechanics and viable tactical modes as the main way to “build a list” through playstyle.
Gamer / source(s) featured
- Andy (Glasshammer Dead) – main speaker/channel.
- Art of War – referenced for tournament reports/play examples (e.g., “I took Angron… to a tournament”).