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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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How to use vertical terrain to your advantage with jump packs

Vertical terrain gives a Kill Team board another layer of tactical possibilities. A raised operative may see over low barricades, threaten a ramp from above, or make opponents waste movement reaching a better firing position. Height alone does not improve accuracy or guarantee a shot, however; its value comes from the sightlines it creates and the routes it controls.

Jump packs make elevation more accessible, but they are not a free pass across the board. The printed relic wording determines how the jump is made and how it interacts with movement, while the destination still has to be a legal position. A dramatic leap into open ground can be worse than walking to a nearby angle.

The strongest approach is to treat elevation as part of a team plan. Before moving, work out who needs height, which approach an opponent expects, and what action remains after the jump. That preparation turns a mobility trick into a repeatable way to gain information and control space.

Read the board in layers

Start with the terrain labels rather than its appearance. Open ground may offer the fastest route, difficult terrain can slow a model, and impassable sections close a lane. Raised tiles, ramps, stairs and catwalks may create different movement options, while solid pieces can block or shape a firing line. Read every marker and the current rules packet because terrain terminology and pack wording can change between editions.

Now mark the board by levels rather than squares. Identify high ground, middle positions and ground level, then note which models could see or reach each one. A balcony that overlooks the centre might be excellent for a long sightline but poor if it has no cover. A lower platform beside a crate may be safer because it offers a short angle while still forcing an opponent to approach. The best position combines useful sightlines, protection and a practical route for the rest of the team.

Turn height into useful sightlines

Height is valuable because it changes what a shooter can see. From an upper level, an operative may be able to look over waist-high cover and observe an objective or doorway that is hidden from ground-level models. Trace the line from the operative's eye or weapon position to the intended target, and check whether intervening terrain grants cover. Remember that being above a target does not itself create an accuracy bonus; the shot still has to satisfy the normal attack requirements.

Use elevation to control approaches, not merely to claim a dramatic perch. A model watching a ramp can make an opponent hesitate before entering the open, while a second model covering the landing area can punish that hesitation. Keep a solid edge or wall between yourself and the main threat where possible, because standing fully exposed above a barricade can also give every opponent in the room a clean angle. Height without concealment may simply make you the first target.

Reconsider the value of a high position after each exchange. The upper floor might dominate the centre at the start, but a single model holding it can draw attention away from a stronger angle elsewhere. If opponents have blocked the route up, moving to ground level can preserve the operative's usefulness while another teammate contests the stairs. Good vertical play often means giving up height for a better position, not defending it at all costs.

Make the jump serve a purpose

Jump packs are useful when they open a route that ordinary movement cannot reach. A pack may let an operative reach an upper platform, cross a gap or move through terrain that would otherwise be difficult, depending on the relic's exact wording. Before committing, confirm whether the jump replaces a normal move or accompanies one, and whether the intended destination can legally hold the model. The pack changes access; it does not remove the need to read the board.

Choose the landing place for its tactical result, not its height alone. A useful destination provides a sight over the objective, covers the doorway your opponent must use, or allows a teammate to shoot into an area from another direction. It should also have some protection and avoid a crowded corner where several enemies can converge. Jumping into the centre of the objective because it is technically reachable often gives the opposing team more angles than it gives you.

Timing matters as much as distance. If the pack uses the operative's movement, moving first can prevent a shot that would otherwise be worthwhile; if a shot is possible afterwards, the relic wording and the action sequence still need to be checked. Compare the pack route with a normal move to a ramp or stairs. The faster option is valuable when it changes the opponent's response, but a familiar climb may be better when it preserves a specific attack or keeps the team together. Do not let novelty replace calculation.

Build elevation into the team plan

Decide which operative needs the upper level and what the others must do while it gets there. One player can hold a high angle while a controller watches the main approach, allowing the team to cover two routes instead of one. Another player may need to remain at ground level to contest an objective. Balance the benefits of height with the number of opponents who can see the same platform, and avoid putting every valuable model into one elevated corner.

Use the pack to create options rather than relying on one fixed landing site. An opponent who knows where a particular operative usually jumps can prepare for that angle, block the approach or look directly at the landing point. A controlled change of route, perhaps using a ramp on one turn and the pack on another, can restore uncertainty. Practice a second destination so the jump remains useful when the first position is occupied, watched or made irrelevant by the objective marker.

Vertical movement should also support the mission, not dominate it. In a scenario centred on reaching an exit, a high position may be poor if the operative cannot leave it safely; in a fixed-objective game, height can be excellent if it overlooks the marker. Judge each board by the scoring condition, deployment zone and terrain rather than applying a universal rule. The operative who controls the route relevant to the mission is often worth more than the one holding the tallest tile.

Turn the idea into a repeatable drill

At home, build a small test area with a ramp, a raised platform, low cover and one gap. Run the same scenario with two different jump destinations and record which one creates the better firing angle after the jump. Repeat with an opponent model placed near the likely landing zone, then try again with that threat removed. This is more useful than simply practising the same spectacular leap because it trains the decision that follows the movement.

Tournament preparation should include reading the event packet and recent results, just as Kill Team Stream does when bringing together match footage, standings and community resources. Players using a particular relic should check the relevant datasheet and rules wording, and organisers should make the terrain layout and deployment information clear before the first round begins. Recorded matches can then reveal whether a team used height consistently or only reached impressive positions after the board had already opened up.

Australian clubs often meet in converted community halls or warehouse spaces in Melbourne, Sydney, Brisbane, Perth and other cities. Those rooms can have uneven floors, low beams and less space than a dedicated studio, so measure the playable area and confirm that raised terrain will not block spectators' views. Local stock at Games Workshop stores and independent hobby shops can also vary, making it sensible to obtain rare relics and matching terrain well before an event.

Terrain feature What it can provide Best use with a jump pack Main risk
Raised platform Sight over low cover and a commanding angle Landing beside solid cover while retaining a view of the objective Becoming a visible target from several directions
Ramp or stairs Predictable, connected access Moving up without using the pack so the pack remains available An opponent can watch or contest the choke point
Gap or difficult ground A shortcut denied to ordinary movement Reaching the opposite side and attacking from a new direction A poor landing position that leaves no useful angle
Narrow catwalk A firing lane with few approach routes Jumping onto an exposed section to threaten the centre The operative can be isolated or easily blocked

Avoid the costly mistakes at local events

The most common error is treating elevation as a permanent advantage. A model on a high tile still consumes actions, and a clear view is not the same as a legal, favourable shot. Check the model's cover, the target's position and the action you want after arriving. If the jump has used the movement that would have enabled that action, take a different route rather than forcing the original plan.

Australian event organisers should also publish clear packet, terrain and ticket information. Under the Australian Consumer Law, advertised inclusions and refund terms must not mislead consumers, so a ticket described as including a specific digital code, terrain bundle or stream access should match what is supplied. That discipline helps when players travel between states for larger tournaments and compare what different events promise.

For streamed or photographed events, organisers should explain how participant names, images and recordings will be handled and obtain appropriate consent, with privacy obligations considered under the Privacy Act 1988 and relevant state or territory rules. Stream times should clearly state the local date and zone because Perth and Adelaide sit behind Sydney and Brisbane. Clear administration lets competitors focus on vertical play: reach the right level, preserve the useful action and make every jump change the opponent's choices.

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