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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.

Why You Should Consider Running a Double-Leader Kill Team

A double-leader Kill Team can change the way your force controls the board, scores points and responds to pressure. Rather than relying on one central operative to direct every important play, you gain two high-value pieces that can divide responsibilities, threaten different fire lanes or keep the team functioning after the first major exchange.

That extra command presence comes with a price. Leader-class operatives are often expensive, vulnerable or limited by specialist rules, so adding a second one is not automatically stronger than taking another efficient fighter. The best results come from treating the choice as a complete tactical system rather than a novelty build, with the mission, terrain and current team rules all influencing whether it belongs in your roster.

More Threats Create More Difficult Decisions

The clearest advantage is pressure. A single leader can usually threaten only one part of the table at a time, especially when it has to move, shoot, fight or perform a mission action. Two leaders can create separate problems, forcing an opponent to decide which threat deserves attention and which objective can safely be left exposed.

This is particularly useful on missions with several scattered objectives. One leader might contest the central kill zone while the other works along a flank, supports a secondary objective or hunts a vulnerable specialist. Even when neither operative makes an immediate attack, their presence can restrict enemy movement. An opponent who knows that two powerful activations remain available may avoid a lane, delay a push or spend a valuable resource defensively.

The effect is stronger when the leaders perform different jobs. A melee-oriented leader can threaten charges and punish overextension, while a shooting leader provides overwatch, supporting fire or long-range objective control. Two versions of the same role may still be effective, but complementary profiles usually give the roster more ways to answer changing conditions.

Build Around Activation Economy

Running two leaders does not mean you should activate them first every turning point. In many games, the value of a leader comes from waiting until the opponent has committed key operatives. A second leader can then exploit a gap, finish a damaged target or secure an objective after the danger has passed.

The difficulty is activation economy. If both leaders need several actions to become effective, the rest of the team may be left with too few bodies to trade, screen or score. A double-leader force can feel impressive during the opening exchanges and then collapse because ordinary operatives have been removed too quickly.

A useful roster asks what each leader enables for the team. Does one improve nearby attacks? Does another provide a reliable mission action? Can either one operate independently without consuming support from two or three other models? When the answer is yes, the army is less likely to become trapped in a pattern where both leaders demand attention while the remaining operatives do very little.

Make the Leaders Cover Different Jobs

A strong pairing often combines a controller with a finisher. The controller may improve positioning, provide aura effects or protect a section of the board. The finisher waits for an opening and uses superior combat power to remove a key enemy operative. This division makes both models useful even when the opponent refuses to offer a direct fight.

Another effective pairing is a safe leader and an aggressive leader. The safe model can remain near a home objective, preserve scoring potential and influence the centre with ranged attacks. The aggressive model takes calculated risks on a flank. If the attack fails, the team still has a functioning command piece; if it succeeds, the opponent may lose the operative needed to contest the following turning point.

Think about equipment as part of this separation. Giving both leaders defensive upgrades may keep them alive, but it can leave the team short on tools for opening doors, controlling distance or improving ordinary fighters. In the same way, arming both for close combat can create a spectacular threat while making the roster predictable. Distinct equipment packages help each leader solve a different tactical problem.

Protect Your Model Count

The main objection to a second leader is usually model count. Every elite operative takes up space that could have been filled by a cheaper body. In a game where actions and objective presence matter, losing one or two extra models can be more damaging than gaining another powerful profile.

This matters greatly on open layouts and missions that reward widespread control. A double-leader team may win a fight in the middle and still lose the scoring race because it cannot stand on enough objectives. It may also struggle to screen a leader from enemy charges or prevent a fast opponent from reaching a lightly defended backfield.

Terrain can reduce that weakness. Dense boards with short sightlines allow elite leaders to move between safe positions, while narrow corridors can make a smaller team easier to protect. On a sparse board, however, every missing operative becomes more noticeable. Tournament players should test the concept on the terrain they are likely to face, not only on a comfortable home setup.

Australian events make this practical concern especially important. A local club night in Melbourne or Brisbane may use a compact table with familiar terrain, while a larger event in Sydney, Adelaide or Perth can feature a different layout and a broader range of mission packs. Travel between Australian scenes can also be expensive, so testing several board styles before committing to a major weekend is worthwhile.

Use Mission Selection To Your Advantage

The double-leader approach is at its best when the mission rewards decisive control, elite threats or multiple simultaneous engagements. Objectives that require a dangerous central push can give both leaders a chance to apply pressure. Missions with valuable secondary scoring may also reward a force that can send one leader on a specialist task without abandoning the main fight.

It is less comfortable when every point depends on having bodies in several places at once. In those games, the second leader must contribute more than combat. A leader that can score, secure, support or manipulate the mission has a better chance of justifying its place than one whose only purpose is dealing damage.

Before a tournament, review the event packet and identify which missions punish low model count. Competitive players often spend time practising target priority but not enough time practising the scoring sequence. Play a few games where the leaders deliberately avoid combat and focus on objectives. If the team cannot score without exposing both elite models, the list probably needs a different balance.

Event coverage can help with this kind of preparation. Recorded matches and tournament photos from the scene can reveal how tables are arranged, where players place objectives and how much cover is commonly available. That information is useful when preparing for a new venue or studying the habits of strong local competitors.

Prepare For Common Counters

Opponents will usually recognise the danger of two leaders quickly. They may focus fire on one before it activates, use a cheap operative to block a charge or refuse to engage until the leaders are forced to move. A double-leader list needs answers to those delaying tactics rather than assuming its premium profiles will always dictate the pace.

Screening is one of the most important skills. Ordinary operatives can protect a leader from an unexpected charge, deny landing zones and make it harder for an enemy sniper to find a clean shot. Positioning should also prevent both leaders from being exposed to the same blast, counterattack or area-control effect. Keeping them close enough to support one another is useful, but placing them in one cluster can create a single disastrous target.

Resource management becomes just as important. Save defensive abilities for the leader that is carrying the current mission plan, and avoid spending every command resource on improving attacks. Sometimes the correct play is to preserve a leader, concede a minor objective and counterattack next turning point. Elite teams often win through selective patience rather than constant aggression.

For Australian players, this preparation should include the realities of community play. A regular evening at a local game store may feature the same popular teams repeatedly, while a regional event can bring opponents from Canberra, the Gold Coast, Hobart or rural areas with very different habits. The friendly phrase “no worries” does not mean the list will be forgiven for having an obvious weakness; tournament opponents will test it efficiently, even when the atmosphere remains relaxed.

Decide Whether The Risk Fits Your Team

A second leader is worth considering when both models remain useful across several mission types, operate independently and improve the team’s ability to create threats. The concept is especially attractive for players who enjoy active decision-making, layered positioning and making an opponent choose between two dangerous lines of play.

It is a poorer choice when the second leader is included simply because its profile is impressive. If the roster loses too much board control, depends on perfect dice or has no plan for ranged pressure, the extra leader may become an expensive passenger. Competitive strength comes from how the whole team functions after the first leader is wounded, isolated or forced away from the preferred target.

Test the list through a small run of games and record more than wins and losses. Note when each leader first contributed, how many actions were spent protecting them, which objectives went uncontested and whether the ordinary operatives had enough influence to support the plan. Those observations will show whether the double-leader concept is producing genuine flexibility or only memorable moments.

For players watching Kill Team tournaments through streams and recorded games, this is also a useful way to study decision-making. Look beyond spectacular eliminations and track why a leader moved, when it held back and how the player preserved scoring options. A well-designed double-leader team is rarely about having two stars dominate every turning point. It is about giving the roster two credible centres of influence and using the right one at the right time.

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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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