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Games Workshop Kill Team: Phobos Strike Team

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All that being said, the Phobos Strike Team kill team is a very cool elite team with some terrifying specialists (the activation-interrupting Marksman being a particular highlight), and it’s a fun, different way to play Space Marines. This is the standard area damage frag grenade, like those available to many other kill teams. Good for hitting multiple low wound enemy operatives. Krak Grenade In the course of explaining that Psychic Power Weapons can’t be upgraded with Rare Equipment it was revealed that Psychic Power Weapons don’t suffer the penalties from being injured. This is a minor buff to WarpCoven that seems almost unintentional based on where it was placed in the Commentary.

The Sergeant is basically just the same as your standard Infiltrator Warrior with +1 to hit in melee and +1 wound, but with the Strategise command ability, which lets you buy a CP for 1AP. That’s a useful add-on but it’s an ability you can get from any of your Sergeant options. This is standard wording that we’ve seen added to every medic operative, now added to Helix Adepts. I wonder why they keep printing them without the “another’ rider. Errata: The Infiltrator Voxbreakers’ Unique Action is now an Ability (and is free) For the purposes of rules that let you interrupt an action with another (such as Guard), the Normal Move action an operative can make after fighting with Perpetual Aggression counts as a separate action and so can be interrupted either before or after making the post-fight move. Warpcoven: A Gunner can shoot, then Guard with Exalted Astartes Each blind box will contain one randomly selected operative from Strike Force Justian, with a datacard covering their stats, weapons, keywords, unique actions, and abilities. However you are unlikely to have this model in your kill team, as you have the option of more than five specialists, and Infiltrator specialists start with these stats as a baseline, and add additional abilities on top. Infiltrator SergeantThis is the standard single target damage armour-piercing krak grenade available to many other kill teams. Throwing Knife Highlight the gold details with Liberator Gold. Concentrate on edges and raised areas to make them stand out. Enemies incapacitated by Inferno tokens do not count towards the Purge with Flame Tac Op. It is unclear how people have been playing this up until now, and thus hard to comment on whether this is a nerf or not. This is just the beginning of a new season of Kill Team – there’s loads more to come in the short and medium term. Elucidian Starstriders

The Reiver Warrior is the standard Reiver operative, and like the Sergeant version, it can choose between the inferior Bolt Carbine and Fists or the good Special Issue Bolt Pistol and Combat Knife, and it has the Terror Unique Action. Updated designer’s commentary was also released, clearing up a number of problem spots. Characteristic Modifiers Q: If an operative’s characteristics are modified during an action, does that impact the action it’s currently performing? For example, if an operative’s Movement characteristic is modified during a Normal Move action as a result of being injured. A: No. Unless otherwise specified, apply the modifiers once the action it’s performing is complete Q: Some rules clarify that a modifier should only be applied if an enemy operative is activated within X of the relevant operative, e.g. Rust Emanations Strategic Ploy, GELLERPOX INFECTED : ‘Only subtract from their Movement characteristic as a result of being injured if they are activated within Engagement Range of that friendly operative.’ What does this mean? A: Do not apply that specific modifier unless the operative is activated within X of the relevant operative. In the example, Movement would be the specific modifier. And They Shall Know No Fear lets you ignore negatives to APL and friendly operatives are not treated as injured. This is great against teams that have a lot of debuffs to drop on you, or if you’ve got a lot of injured models on the table.Elite Reconnaissance lets you redeploy two operatives and resolve an additional scouting choice (you can’t duplicate these). This lets you refuse flanks, and see your opponents deployment and change yours. You can sometimes flex the Mine-layer for the infiltrator Saboteur, but other than that you probably won’t make many other substitutions. Comms was a must-take pre-Vanguard dataslate but now he’s just not that good so you’ll often find you end up cutting him. The grim lens of the 41st Millennium pans away from Vigilus to elsewhere in the Nachmund Gauntlet – Moroch. This frontier world is hastily preparing a desperate defence in the face of onrushing Chaos forces, who want to eject the hated Imperials and claim the only safe passage through the Great Rift. The Incursor warrior with +1 wound, +1 to hit in combat, and Strategise. Due to Multi-Spectrum Array he’s a good choice to get more models that can see through Smoke on the table. Reiver Warrior

This is exclusive to Reivers, and vastly improves the way it climbs and drops from terrain features. Grav-Chute If you prefer to field your Legion in power armour, these two upgrade sets are for you. While they were originally designed for Mark II and Mark IV armours, they can also be easily used with Mark V and Mark III kits. Death Guard Mark III Torsos Incursors have this ability that changes how their Line of Sight is determined when choosing enemy targets. Enemy targets have to be 2 Circle/2 inches from an Obscuring terrain feature rather than 1, and smoke has no effect, when determining whether they’re within Line of Sight for an Incursor. TL;DR: The Incursors can see through walls! Saboteurs There are two specific Reiver pieces of equipment that help Reivers get around and ideally to within 6″ of enemies where they can shoot them with AP1 pistols or stab them with big knives. This is another highly recommended operative. Combat Blade gives you 3/5 in melee, which is as good as it gets in the Phobos Strike Team, and Custom lets you choose two of the following for your bolter – No Cover, Lethal 5+, MW1, Balanced, P1, Rending. Being able to customize your weapon to the enemy you are facing (so not P1 against Harlequins for example) is great, and there are some good combos to use (Lethal 5+ and Rending, Lethal 5+ and P1, Lethal 5+ and MW1, as examples). If you are basing your strike team around Infiltrators, the Veteran is a great model to include. Most of the time you’ll be taking lethal 5+ and Balanced, since you can get P1 via Deadly Shots. Rending should be considered against something like harlequins Infiltrator VoxbreakerThey aren’t as interesting or varied as the Blooded, but they’re a new type of elite team based around the Primaris special forces archetypes and it’ll be interesting to see that style of play. The short answer is no,” Elliot says. “We design our teams so that each one has its own playstyle and feel. This keeps our design space open, as we look at each team as a unique addition to the range.” Thundercloud: We’ve finally got marines. Maybe not the marines we wanted, but are they the marines we deserved? While the damage itself is all fine and dandy – and the bolt carbine can put out some impressive numbers – the psychological effect of letting your Marksman wait like a hawk for vulnerable targets is worth its weight in Equipment Points. The mere presence of this Phobos-clad fearmonger renders entire sectors of the killzone hazardous to your enemies’ health – he forces your opponent to think twice before risky moves, and helps quell the numerical disadvantage Space Marine kill teams often face. Highlight the blue armor with a lighter blue paint, like Altdorf Guard Blue. Focus on edges and raised surfaces for a vibrant look.

Vanguard is a very interesting ploy, where all Phobos operatives gain an inch of movement, automatically pass Jump tests and ignore the first 2 inches for climbs, drops and traverses. This is incredibly useful for getting models around, onto objectives and Vantage Points, and controlling the table. How this interacts with the Reiver equipment of Grav Chutes and Grapnel Launchers will need careful reading, as RAW it means Reivers will 1950s Superman their way around the board pushing Tau off things.There is a Saboteur (which unfortunately got into a minor varnishing accident), a Reiver Sergeant, a Helix Adept, a Saboteur, and Infiltrator Veteran, and a Marksman to cover the minimum number of operatives. I might add a few more models over time to add more variety to my roster. Painting Raven Guard Medics are incredibly useful. Being able to ‘save’ a model or heal 2d3 wounds is so useful on a low model count team that this is basically a compulsory choice for the team, and these abilities are in addition to the standard Infiltrator equipment, so there is no trade off to get them. With no Only in Death Does Duty End, you want to be able to save your guys if you can. Probably one of the best medics out there, specially since you’d have And They Shall Know No Fear ploy, so your revived marine will be at full capacity and being able to do a lot of stuff even at 3W. Infiltrator Saboteur

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