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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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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.

Why the Gellerpox Infected Kill Team Is Hard to Master

Most Kill Team rosters present a familiar contest of shooting, cover and positional control. The Gellerpox Infected replace that clarity with corrosion, close-quarters violence and an infectious theme built around threatening the whole enemy army. Their weapons and bodies occupy ground in unusual ways, forcing players to look beyond the nearest target and consider how several future turns might be affected.

The Gellerpox Infected Kill Team offers something different because one force can be divided into several kill teams. List construction therefore becomes battlefield allocation: which operatives should operate together, which need independent access to objectives, and where redundancy will matter more than another expensive weapon. A roster can look crowded on paper yet still feel fragile if its detachments lack clear roles.

Poison provides the pressure, while Gellerpox melee attacks turn that pressure into casualties. This combination rewards patience, but not the passive kind. A player must create attacks, protect the delivery system for each offensive, and recognise when an enemy’s presence matters more because of what it can do next than because of its wounds.

Mastery comes from treating the faction as a connected system rather than a collection of strong individual models. Scoring opportunities, firing lanes, casualty selection and deployment all matter. The challenge is substantial because every aggressive move can improve one part of the board while damaging another.

Splitting the roster without losing purpose

Dividing a force into separate kill teams gives Gellerpox Infected players flexibility, although it can obscure the purpose of the roster. Each detachment needs an immediate threat, a way to influence the middle of the map and enough staying power to survive enemy pressure. Sending every operative towards the same scoring line merely creates several small armies competing for the same space.

Build the detachments around complementary strengths. A poison-armed group can restrict access from range, while a melee-heavy group forces enemies to reconsider open ground. The second group does not need to imitate the first; it should punish the positions that the first group creates. Operatives left without a clear contribution should be replaced rather than kept as general-purpose bodies.

Opposition and deployment are equally important. Separate kill teams may take more casualties without suffering the same decisive collapse, yet they cannot rely on nearby models for scoring pressure in the same way. Flexible players reserve options for different opponents, whereas a narrow roster must win its preferred matchup and hope the dice cooperate. The strongest Gellerpox lists contain plans without needing a completely separate army for each scenario.

Turning poison into board control

Poison is valuable because it degrades an enemy’s usefulness even when it does not remove that operative immediately. A wounding attack can make a dangerous firing model less threatening, reduce the value of repeated shots or discourage an advance. The raw damage may appear modest beside a conventional heavy weapon, so the player should judge success by the action denied afterwards.

That makes target selection more varied than simply finding the biggest threat. An enemy specialist carrying a powerful weapon might be a better objective than a basic trooper, while a wounded operative with clear access to objective markers can remain more dangerous than a healthier model facing the wrong direction. Poison also complements movement denial: enemies can be left alive but unable to contest the most valuable ground.

The balance between advancing and preserving safe firing positions is covered in choosing aggression or safety. That balance changes every round for Gellerpox because an exposed operative can lose both the protection of cover and the concentration needed to finish a fight. Poison should open a route, not replace the need to support the units following through it.

Making every melee decision count

Gellerpox melee attacks feel powerful because they multiply the consequences of a successful charge. Several operatives can attack the same enemy, strip weapons from otherwise resilient models and convert temporary survival into a major casualty. The approach creates dramatic scoring swings, but arriving early with unsupported attackers can produce just as dramatic a reversal.

A charge is an attack roll, not an automatic scoring action. Extra melee attackers increase the number of rolls and possible casualties, though they do not automatically improve the odds of reaching the enemy. Players should look for supporting fire, clear charges, useful casualty selection and attacks against models whose armour makes conventional shooting inefficient. A target surrounded by Gellerpox often becomes the correct choice only after those conditions align.

Timing also matters between shooting and melee. Poison can weaken a target just before the charge, while threatening an exposed melee unit may force an enemy to prioritise it. Support fire should protect the attackers without wasting valuable shots on an enemy that melee can finish efficiently. The best sequence uses every phase to limit choices, then gives the opponent too little room to recover before the scoring impact lands.

Treating attrition as a scoring system

Gellerpox games frequently develop into contests of accumulated pressure rather than isolated kills. A denied movement, lost weapon or reduced shooting skill may matter more than the casualty it prevents. Keeping track of these effects prevents the battlefield from appearing emptier as the board becomes increasingly dangerous.

Each casualty should produce a decision. Will removing an enemy create space, remove a heavy attack or merely waste time that could be spent scoring? Models holding valuable ground can remain useful even after their weapons become unreliable. Conversely, an isolated operative with no influence on the objective area may not deserve the same attention as a specialist capable of reversing the next round.

This approach discourages both excessive caution and constant forward movement. The player can advance when supporting fire and deployment make the risk manageable, then stop once the attacking group has done enough to secure its position. Attrition becomes valuable when it leads somewhere: fewer enemy actions, clearer lanes and better access to markers at the end of the turn.

Converting complexity into tournament consistency

A complex roster succeeds at events when its parts have been rehearsed. Players should practise each detachment independently, then test combinations against fast scoring lists, strong melee opponents and defensive teams holding central positions. Tournament packets, recent standings and recorded matches can reveal which configurations other players are using, although the chosen list should still have answers beyond its expected opponents.

Local conditions deserve attention as well. At a winter event in Melbourne or Hobart, the walk from a car park to an indoor hall can be cold enough to distract from early arrivals. Warm casual boots such as warm indoor boots provide one less source of discomfort during a long day, particularly when rounds continue through consecutive gaming sessions.

Australian hobby habits often revolve around local stores and quick collection. A player in Sydney or Brisbane may inspect miniatures during a lunch break, order replacements after work and use click-and-collect to avoid waiting for delivery. Local independent retailers and Games Workshop outlets may hold different stock, while most advertised consumer prices are shown in Australian dollars with GST included. Comparing those shops can be as valuable as comparing online warehouses.

The Australian Consumer Law also gives faulty purchases a clear framework. Consumer goods supplied by Australian businesses must be of acceptable quality, so a broken or defective miniature should be raised with the seller promptly and supported with photographs, the receipt and any packaging. A trader may need to replace or refund it rather than treating the damage as an inevitable part of collecting painted resin and plastic.

Consistency comes from simplifying the choices at the table. Each detachment should have a primary task, a supporting task and a fallback when enemy fire closes the approach. Rehearsing those roles after every event turns the Gellerpox Infected swarm from a threatening spectacle into a disciplined and repeatable competitive system.

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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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