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Live-streamed games, recorded matches, and event data gathered in one place.

Kill Team Stream hosts quality live streaming of Kill Team content — tournaments throughout the year on Twitch, regular games streamed to the channel, and tournament data gathered so players can see what's happening in the scene. Powered by WARHAMMER.

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Multiple Kill Team tournaments hosted throughout the year, all live-streamed on our Twitch channel.

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Tournament packets from past events plus resources for upcoming Kill Team tournaments.

Building A Kill Team That Punishes Aggressive Charges

Aggressive charges are one of the clearest ways to seize tempo in Kill Team. A combat specialist crosses the board, reaches an exposed operative and threatens to remove it before the opponent can respond. The answer is not simply to deploy tougher models. A well-built team makes an enemy charge awkward, expensive or strategically pointless, then uses the failed attack to control the next turning point.

That style of play begins during roster construction and continues through deployment, scouting and objective selection. You want overlapping fields of fire, reliable counter-charges, expendable screens and rules that make movement dangerous. For Australian players travelling between Sydney, Melbourne, Brisbane and smaller regional events, this approach is especially useful because compact boards and varied terrain collections can produce very different combat environments.

Start With A Counter-Charge Plan

A team designed to punish charges needs a clear answer to three questions: what happens when an enemy reaches your front line, which operative responds, and what objective or resource is gained afterward? If the answer depends on one specific fighter surviving, the plan is fragile. A stronger roster has several layers, allowing a cheap operative to absorb the first hit while a specialist or leader threatens the follow-up.

Counter-charge does not always mean charging straight back. Sometimes the best response is to shoot the attacker from a second angle, fall back from an objective, or use a nearby operative to block the enemy’s route to safety. The important point is that the opponent should not receive a free combat victory. If their aggressive operative kills one model and then remains safe, the exchange probably favoured them.

Choose operatives with complementary jobs. A durable melee fighter can hold a central lane, while a short-range shooter waits behind cover for an enemy that commits. A leader with strong accuracy or high damage may be less useful as an opening attacker than as a threat that prevents the opponent from charging at all. Threat projection is valuable: an operative can control space simply by making a particular move dangerous.

Make The First Charge Uncomfortable

The easiest charge to punish is one that lands in an exposed position. During deployment, avoid presenting a single model as an obvious target unless that model is deliberately acting as bait. Place operatives so that an attacker moving into combat can be seen by at least one other friendly model, while keeping those supporting models outside the enemy’s immediate threat range.

Terrain should create overlapping zones rather than isolated hiding places. A barricade may protect a forward operative, but it should also leave a firing lane for the model behind it. Vantage points can help, although they should not become the only source of protection. On dense boards, a combat team may be able to approach without being shot, so build fallback routes and counter-charge positions into your deployment rather than relying on open sightlines.

Screens are particularly effective when they deny a clean charge distance. A cheap operative placed just far enough forward can force an enemy to fight a low-value target while stopping them from reaching a more important specialist. The screen should not stand alone. Keep a second model close enough to threaten the attacker, but far enough away that one enemy charge cannot trap both models in the same engagement.

Build Around Damage And Position

Different teams punish aggression in different ways. Some rely on lethal shooting after an enemy commits, while others use resilient operatives, fight-order tricks or melee specialists that win the second combat. The right choice depends on whether your faction prefers to trade models, preserve them or control the board through movement.

Team feature How it punishes an aggressive charge What to watch for
Overlapping firearms Removes or weakens the charging operative after it fights Obscuring terrain and concealed targets
Durable front-line model Absorbs the first attack and holds an objective High-damage weapons and critical hits
Counter-charge specialist Turns a successful enemy charge into a losing trade Being baited into an isolated position
Cheap screening operative Denies access to valuable models and locations Screens that give away too many points
Movement or fall-back tools Escapes unfavourable combat and preserves tempo Rules that cost actions or resources
Fight-control abilities Reduces the enemy’s ability to convert a charge into a kill Timing, limited uses and range restrictions

When selecting equipment, prioritise tools that improve consistency. Extra accuracy, reliable damage and defensive rerolls often matter more than a spectacular effect that works only under narrow conditions. The goal is to make the opponent pay for entering your threat range every time, rather than hoping for an exceptional dice result.

This is also where roster flexibility matters. A tournament roster should include options for open boards, dense boards and missions where early objective control is more important than elimination. A melee-heavy team may dominate an opponent that overextends, but struggle against a cautious force that refuses to provide targets. A shooting team may punish charges effectively yet lose if it cannot contest the centre. Review competitive match footage and event packets to understand which missions reward your preferred style.

Turn Enemy Momentum Into Your Advantage

Aggressive players often depend on momentum. They want an early charge to remove a key operative, claim a central objective and force you to react for the rest of the turning point. Your plan should interrupt that sequence. If the first charge lands on a screen, spend only what is needed to contain it, then use the remaining activations to score, reposition and threaten the enemy’s next move.

Activation order becomes critical. Do not automatically reveal your best counter-punch first. An enemy operative may still be waiting to charge your response, or another opposing model may be able to shoot it after the combat. Sometimes a low-value activation can force the opponent to commit before your important models act. At other times, holding a specialist until late in the turning point preserves a threat that the opponent cannot safely ignore.

Dice management supports this style of play. Save command points and once-per-turn abilities for moments that change the exchange: converting a hit into a critical, surviving a key strike, or ensuring that a counter-charge reaches its target. Avoid spending resources simply because an operative has been attacked. A failed defence roll is frustrating, but a measured response can still leave the attacker trapped or unable to score.

Good decisions also reduce the effect of variance. The luck and decisions guide is useful when assessing whether a plan depends on a single dice roll or creates several paths to a favourable result. Reliable positioning, multiple firing angles and sensible resource timing will not remove randomness, but they make one unlucky combat less likely to decide the game.

Score While The Fight Develops

A counter-charge build can become too focused on killing enemy operatives. That is a common mistake. The opponent may happily send a combat specialist into your screen if the exchange allows them to score primary objectives, deny your movement or set up a stronger second wave. Punishing aggression means winning the wider trade, not simply removing the model that charged.

Before the turning point begins, identify which objectives can be abandoned safely and which must be contested. If an enemy fighter charges a model on a side objective, consider whether the correct response is a counter-attack or a retreat that preserves scoring elsewhere. If the attacker has moved away from the centre, their charge may have opened a route for another of your operatives to claim ground.

Australian tournaments often use event packets with specific terrain layouts, mission selections and scoring details, so practice against the conditions you are likely to face. A Melbourne event in a dense club venue may produce a very different game from an open-board tournament in Perth or Adelaide. Check the packet early, mark likely charge lanes on practice boards and rehearse deployments rather than testing only your ideal matchup.

Streaming can help here because filmed games reveal the small positional errors that are easy to miss at the table. Watch how experienced players stage a screen, when they spend a command point and whether they counter-charge immediately. The lesson is frequently about distance and activation timing rather than a dramatic special rule.

Practise The Punishment Sequence

A useful training drill begins with a deliberately exposed operative and a mock enemy combat specialist. Play the position several times, changing the attacker’s route and the order in which both sides activate. Record whether the charge produces a kill, what your counterplay costs, and which objectives change hands. Repeat the drill with the screen one or two inches farther forward or back; small distances often determine whether the attacker can escape.

Test the same roster against different forms of aggression. A high-volume melee team may overwhelm a single durable defender, while an elite team may rely on one decisive charge. Fast teams can bypass your screen, and teleporting or scouting rules may create angles that ordinary deployment does not cover. Your list should have at least one answer to each problem, even if that answer is simply denying the relevant area.

Roster choices also need to reflect the Australian local market. Some specialist kits and upgrade sprues can be harder or more expensive to find locally, while imported products may involve shipping delays or exchange-rate costs. Build a core plan around models you can actually field, and check event legality before relying on third-party prints or heavily converted equipment. A practical roster that is assembled and rehearsed is stronger than an idealised list that arrives after the tournament.

Finally, judge success by the opponent’s choices. If an enemy refuses to charge because every route leads to a bad trade, your construction is working. If they charge only after several activations, you have already gained tempo. The strongest defensive posture does not wait passively for combat; it makes aggressive movement predictable, limits the attacker’s exits and converts every overextension into board control.

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Event Data

Tournament Packets

Packets from previous Kill Team events are kept here alongside new packets for upcoming tournaments, so organizers and players have what they need in one place.

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