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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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What we do

Offerings

01

Tournaments

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

02

Videos

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

03

Event Data

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

Light and heavy terrain rules players often miss

Scenery can decide a Kill Team match before a shot is fired. A plastic crate can deny an objective, a low wall can absorb a sniper’s only clear shot, and a tall ruin can make an entire firing lane disappear. Understanding light versus heavy terrain is therefore a study of concealment, line of sight, range and movement, not just how a battlefield looks in a tournament photo.

The useful habit is to read the board through the rulebook: what is the terrain category, what can a model see from its base, and which actions does that position enable? The same board plays differently in a community hall in Adelaide, a convention hall in Melbourne and a Sydney game store, where table sizes and sight angles can change. A legal reading of the packet beats a guess based on scale-model scenery.

Terrain labels are rules, not scenery guesses

In Kill Team, light and heavy are rules categories rather than reliable descriptions of an object’s real-world mass. Depending on the edition and packet, light scenery may grant a cover benefit while leaving a sight line open, while heavy scenery may block that line or create hard cover. Area terrain has a footprint of its own, with extra rules for entering it, standing in it or seeing through it.

Those labels come from the official terrain layout or the packet’s diagrams. A piece may look like a shipping container to one player and like heavy cover to another; the printed classification decides. Rulebooks also change between editions, so an image copied from an older event cannot override the rulebook and event packet in use at the table.

Before deployment, mark every light, heavy and area-terrain element, then note any difficult or impassable sections. Do this while both players are checking the same board. It prevents a model being treated as fully hidden when it only receives a cover effect, or as harmless open ground when the rules make it an obstacle.

Line of sight and cover are separate checks

Line of sight answers one question: can the shooting model see the target well enough to engage it? Cover answers another: how much protection does the target receive from that shot? A model can have a clear sight line and still gain cover from a low obstacle. Conversely, a visual gap through scenery does not guarantee line of sight if the rules treat the intervening material as blocking.

Hard cover is stricter than a simple hit-roll penalty. In relevant terrain combinations, an ordinary shot may be prohibited unless the weapon or another rule allows it. Markerlight can matter because it may let a model target something protected by hard cover; a plasma pistol does not gain that permission merely because it has a high damage output.

When players disagree, use the method in the current rules, including any eye rule, rather than simply leaning over the table from one chair. Height, model position and the terrain marker all matter. A camera angle from a recorded match is only evidence of what the players probably saw; it is not a substitute for checking the board from both positions.

Range starts at the bases

Kill Team shooting range is normally measured between bases, using the closest points unless a weapon states otherwise. It is not measured from barrel tip to shoulder, from centre of base to centre of base by default, or from the edge of a model. A target that appears just within range on the tabletop may be outside the number when its base is accounted for.

Cover does not extend a weapon’s maximum range. A heavy wall can make a target difficult to hit, but it does not turn a short-range weapon into a long-range one. Check minimum and maximum range, then line of sight, then cover modifiers; keeping those tests distinct makes a disputed shot much easier to resolve.

This is a particularly common source of confusion in Australia, where many rulers and tape measures are metric while Kill Team ranges are printed in inches. A 6-inch range is 15.24 centimetres, and 12 inches is 30.48 centimetres. Keep an inch ruler beside the metric one or convert the packet values before play, then place the model while measuring the bases.

Elevation changes the problem

Elevation can open a firing lane, deny one or change the hit roll under the shooting procedure. A model on a raised position may see over light cover that blocks a target elsewhere, so the board often contains two valid heights with very different shooting options. It is not automatically better to climb: exposure, difficult-terrain costs and a longer path can cancel the advantage.

The model’s base still defines its position for range and many movement checks; a dramatic pose does not move the firing point. Faction traits can change which lanes are useful, and an Aspect Warrior overview shows how a kill team’s weapons and mobility may reward particular firing positions. Even so, a trait cannot override terrain placement or visibility requirements.

Elevation also changes after casualties, breaches and movement. Removing a player from a firing point can reveal a lane to several opponents. Before each activation, glance along the relevant sight lines from the new positions rather than preserving assumptions from deployment. That simple check prevents a shot that looked available several turns earlier.

Movement and difficult terrain punish shortcuts

Terrain can slow movement without blocking it completely. Difficult terrain may require a test, impose a movement limit or charge an additional cost; impassable areas simply cannot be crossed. Area-terrain rules can also restrict where a model may stand or move. Read the icon or packet text before assuming a model can squeeze between a wall and a container, step onto a crate or pass through a marked footprint.

The tactical cost is often larger than the check itself. Going around heavy terrain may consume more movement, expose the model to a different firing angle or prevent an objective action this turn. Going through difficult terrain may be cheap in distance but expensive in risk or dice. Both routes can be correct, but neither is free movement disguised by scenery.

Record the movement cost before selecting a route. A player who assumed difficult terrain was merely decorative can plan an objective rush that fails on the first dice roll. Equally, a player who treats every obstacle as solid may abandon the shortest approach when a permitted route around it would preserve both the action and the model’s cover.

Deployment and objectives make terrain strategic

Deployment is where terrain starts shaping the whole game. Placement zones, minimum distances, area-terrain occupancy and the first models’ possible sight lines can determine which objectives are naturally contested. A central piece that blocks one approach but opens two may be valuable to both sides, while scenery near your deployment limit can trap a unit behind it before the first activation.

Check objectives against the terrain rules, not against the painted floor. Some objectives sit within area terrain, some become easier to reach from one direction, and others allow a model to interact while protected by cover. The packet may define scoring, removal or control differently around those pieces, so seek the relevant ruling before assuming every objective behaves like an open marker.

Australian tournaments often bring players considerable distances: an Adelaide player travelling to Melbourne or a Perth player heading to a major interstate event may cross thousands of kilometres. That makes deployment choices costly when a game runs late and creates a strong incentive to pre-build a routine rather than redesign the army during every match. A stable terrain process benefits newcomers and veterans alike.

Tournament preparation prevents expensive arguments

A clean tournament process begins with the organiser identifying the edition, rulebook, packet, terrain diagrams and any errata in use. Players can then prepare an inch ruler, a longer measuring tool for range bands, dice, a pen and a spare terrain marker. Checking the same resources is faster than conducting a debate from memory on the third activation.

Venue conditions deserve attention too. On a Brisbane summer arvo, a community hall can be warm and draughty, while convention rooms in Sydney and Melbourne often depend on strong air-conditioning. Doors opening near a table, a marker shifting or players bending to inspect line of sight can all create accidental changes. A quick “no worries, let’s check the packet” keeps disagreements in the spirit of the Australian fair go.

Kill Team Stream’s Twitch and YouTube recordings occupy a familiar at-home entertainment slot, much like stream new films when viewers want a new release at their convenience. Tournament recordings offer more useful layers, though: timestamps, opponent lists and repeated board positions. Pause before a disputed shot, identify the models and reproduce the base-to-base measurement. Used that way, footage teaches the hidden geometry that a dramatic table camera can make seem obvious.

A clean flat-lay of printed tournament packets and data sheets on a light grey surface, with subtle olive green accents
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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