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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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Tournaments

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

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Videos

Streams are recorded and uploaded to YouTube alongside original video content we produce.

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Event Data

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

How Terrain Placement Changes the Value of Certain Ploys

Kill Team matches are decided by interacting models, not by a single dice roll. A ploy can create a better shot, protect a vulnerable operative or open a route across the board. Terrain decides whether that advantage exists. A firing lane needs open space, a movement bonus needs somewhere useful to go, and a defensive action is strongest when the enemy must pass through a narrow approach. The same card therefore deserves a different priority depending on the table layout.

The tactical map matters before the first turn because deployment zones, sightlines and objective positions shape every later decision. A central ruin might provide cover while blocking the approach to an objective. A low wall might conceal one model but expose it to another firing across the table. Even the height of a platform changes the value of a ploy, since elevation offers little when intervening scenery blocks the shot.

Rather than treating ploys as fixed upgrades, players should ask what condition the board makes possible. Is there room to charge? Can the operative establish line of sight? Is the enemy likely to approach from one direction or several? These questions turn terrain from static scenery into a set of tactical permissions and restrictions.

Sightlines decide which ploys are worth spending

Line of sight is the first filter for every ploy. A shooting bonus has no value if the enemy cannot be seen, while a defensive ploy gains little if the attacking model has several routes into the killzone. Players should trace possible sightlines from their deployment position, especially the diagonals that expose a model standing beside a cover piece rather than directly behind it.

Height helps only when it creates a clear angle. A model on a platform can see over low scenery and provide support to troops that are otherwise screened. If a tall ruin interrupts that view, however, the elevated model may be isolated. A ploy that improves shooting or ballistic skill is then less useful than one that helps the operative cross the board and obtain a new angle.

Ploys should be considered in relation to the threats already on the table. If enemy operatives can reach the objective through a narrow corridor, the defender may gain more from a control or defensive action than from another shot. A post-match review can also be productive, particularly when players focus on handling losses well rather than blaming the dice. Recognising that a lane was blocked before deployment can reveal which ploy would have altered the match.

Movement ploys gain or lose their edge

Movement ploys are usually judged by how much distance they save. That calculation changes dramatically between open ground and close quarters. An operative with extra movement can cross exposed ground, reach a firing position or contest an objective more easily when there is space to use it. In a corridor, the same bonus may produce little benefit because the model reaches a wall, a doorway or another piece of terrain almost immediately.

Aggressive movement ploys also depend on what stands in the charging path. A charge across open ground can threaten several enemy models and force them to reposition, especially if the attacker reaches cover during the same turn. A charge through a narrow passage may deliver the operative into a crowded area where its shooting options are restricted. The ability to reach the enemy matters less if the model cannot shoot once it arrives.

The best route is not always the shortest one. Conveyance pieces can provide concealment for part of an approach, allowing a mobile operative to bypass a strong defensive line. Conversely, scattered terrain can break those routes into short, costly steps. Players gain from understanding where their movement ploy creates a genuine numerical advantage and where the board reduces it to a cosmetic one.

Shooting ploys depend on stable firing lanes

A ploy that improves a shot becomes more valuable when the target has limited cover. It can be wasted against an operative screened by a solid wall, or against a distant enemy for whom the relevant shooting modifier already makes the action unattractive. Before using it, players should identify the intended target, the route its shot must follow and how many enemy models can respond after the attack.

Ploys that permit unusual firing conditions are shaped even more strongly by terrain. One that allows a model to shoot without ordinary line of sight becomes useful over low cover, but it cannot see through a tall building or a solid piece of scenery. A ploy that ignores cover is excellent against models tucked behind barrels or crates, yet does little when the target is standing in the open. The board determines whether the special condition solves a real problem.

Stable lanes also affect the choice between different shooting ploys. A long, unobstructed shot may favour a ploy that increases ballistic skill, while a short exchange at a doorway may make extra damage more valuable. Distance, cover and the presence of another shooter all matter. A firing bonus that appears excellent in isolation may be inferior to a basic shot that can threaten two targets from the same angle.

Objective ploys reward the right kind of control

Objectives turn terrain into scoring territory. A piece of cover beside a marker can be worth more than a strong position far from the scoring area because the team must cross that ground to contest it. Players should compare the cost of holding a position with the value of the objective, including how quickly the defenders can be reinforced or replaced.

Control and defensive ploys thrive where attackers have few approaches. A barricade, doorway or narrow bridge can make an area easier to defend, allowing a ploy that improves protection or discourages movement to produce a large tactical gain. If the enemy can enter from several directions, those same ploys become less dependable. An objective surrounded by open lanes usually rewards mobility and flexible shooting rather than passive protection.

Deployment can change this calculation before anyone takes an action. A high starting position may overlook an objective, while a ground-level deployment behind a large ruin may offer better defensive cover. Reserve models then have to solve the terrain created by the first wave. A ploy suited to a rapid central advance can be valuable if the deployment zone faces a clean route, yet poor when the route crosses multiple exposed lanes.

Reading terrain at Australian events

Large Australian tournaments often take place in expansive convention venues such as the Melbourne Convention and Exhibition Centre or the Brisbane Convention and Exhibition Centre. Wide halls can create long sightlines, but organisers divide them into separate boards with modular ruins. Tables may look similar in a venue photograph and play very differently once deployment zones, objective pieces and cover are placed. Scouting the map or watching event footage can prevent assumptions based on scenery alone.

Local clubs may have a different environment, meeting in game stores, community halls or library meeting rooms with folding tables and mixed terrain collections. Australian table talk tends to remain informal and direct: calling a doorway “a proper death trap” is often enough to make everyone examine the same firing lane. Venue differences matter because a tight club layout may reward close-range control, whereas a major event’s longer lanes can increase the value of shooting ploys.

The Australian hobby market also shapes how players obtain terrain. Many gaming pieces are available through local retailers, while specialist scenery may arrive as a direct import with GST, freight costs and delays. Sharing scenery between tables has therefore become a practical part of event preparation. Kill Team Stream’s recordings and event resources add another layer, allowing players to study how terrain behaves under tournament conditions even when the exact layout differs from their local club.

A ploy is valuable when the terrain allows its condition to matter. A protected firing lane strengthens shooting options, an open approach rewards movement and a confined objective increases the worth of control. Reading those relationships lets players choose ploys for the board in front of them rather than relying on a fixed priority list.

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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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