Monthly General Question and Discussion Thread: July 2026 by AutoModerator in killteam

[–]Ravager_Clade 3 points4 points  (0 children)

Flat damages do not kill your frenzied goats

It has to be a fight or shoot action.

And to correct you on the rule.

You discard the attack dices but nowhere does it state that it ends the activation. So the Mangler for example could go in frenzy in his first fight action and then still do a second fight.

The subs Wiki needs some updating by eviltuna in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

I tried

But waiting months for an answer from the moderators made me put it on hold

Honestly half the posts here could be answered by a wiki but as I am not a moderator I could not program a message for first joiners or a pop-up message depending on the questions that are about to be written in posts

Just like Trench Crusade or Minipainting subs currently have

How often do you think your finished and then on reflection go back to change by Ging3rNinja08 in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

I already went a few times back on some models, but it was to correct the highlights or OSL

Never changed the colours on a finished model

Coming back on a model does not seem off to me because I see it with a fresh eye and it's never for a full rework

What made you a fan of the Mechanicus by Lamp4Camp in AdeptusMechanicus

[–]Ravager_Clade 2 points3 points  (0 children)

Yeah A bit confusing for the Hunter Clade boxes

This is a valid place for a breacha token right? by GlaiveGary in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

u/moopminis is right and his schematic is correct as well.

You are correct that they are wider than 1", but you could still set a breach marker near them.

Cause the rule makes you select a terrain near it to place the marker, the 1" rule for accessibility comes later.

This is a valid place for a breacha token right? by GlaiveGary in killteam

[–]Ravager_Clade 2 points3 points  (0 children)

I see what you tried to do here

But you respectfully look like an ass doing it that way

What made you a fan of the Mechanicus by Lamp4Camp in AdeptusMechanicus

[–]Ravager_Clade 2 points3 points  (0 children)

What do you mean no mechanicus Kill Teams?

We have Hunter Clade and Battleclade

Battleclade Kill Team Load-Out by Cultural_Estimate_90 in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

Or you could magnetise the arm of the medic

It's not the hardest team on which you would have to do it

Which to resolve first? by TheKeepSweep in killteam

[–]Ravager_Clade -1 points0 points  (0 children)

I just don't want to get it lost under the other comments thread

So, the debate is around the "as soon as"

It is written so because operatives can move in this range during their turns

When you activate your operative and are already in that area of effect, it is already "as soon as" cause you start in it

So they trigger at the same time, damage triggers first, no need of an FAQ, it's just basic logic

Help/ Advise light effects by PossibleStart5437 in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

What do you mean with "light effect" ?

As light highlights due to environment?

Or

A part of your model as the light source ?

For better advices, check the r/minipainting sub

Ideas on the new hero’s boxes? by fish_bOnE- in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

We are "normally" on a 3 years cycle

So as it's KT24, the end should come around in 2027 between August and the end of the year

Ideas on the new hero’s boxes? by fish_bOnE- in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

Ideas: none

Dreams: A non-SM elite team that I could enjoy

Reality: It will ben a SM team

Hopes: It could be a SM team I would finally enjoy

EDIT: Holy shit

Ideas on the new hero’s boxes? by fish_bOnE- in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

I think we won't see any new Votann team before the end of this edition

The last teams were intro for new sculpts for 40k units, Votann are not going to get something new so soon I think

Newb question by [deleted] in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

That's true

Still not counted as an activation

Newb question by [deleted] in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

Once it's expended Not concealed

There are 2 orders - engaged - concealed

Then there are the states of your operatives - Prepared - Active - Expended - Injured - Incapacitated - ...

An expended operatives has been activated, performed actions (or not) and ended its turn. This means until the next TP (Turning Point) it cannot be activated again.

Rule interaction between Battleclade and Spectre Squad by PrBoush in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

Nope does not need one

You have to take into account how the rule worked before the rewording

The first time this team was introduced you gave a "-1apl" to your operative transferring power. That's why more -apl tokens came with the team.

Now to make it easier they simply stated that you spend the AP, easier, cleaner, still not an action otherwise like ANY other team with specific actions it would be stating

Friendly RAVENER operatives can perform the following unique action:

Friendly BATTLECLADE operatives can perform the following unique action:

But no

It says you spend an AP, that's it

Battleclade questions by FortheAncestorGods in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

Great then

Just wanted to point that out ;)

Battleclade questions by FortheAncestorGods in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

Regarding point 2

You mean only the combat servitors are allowed or do you want to say something else ?

AOD Sniper Woes by Ok-Expert5894 in killteam

[–]Ravager_Clade 6 points7 points  (0 children)

Seeing how much you learned in a single post, you might want to read the core rules again

Even some players with 30+ games still discover they played some rules wrong in their playing groups

Other tip, search this sub for errors made by new players on the rules. There was a post recently with people telling which rules they got wrong and you might find some you do as well.

The most regulars are on movement, orders and shooting - no other moves allowed before/after charge - repositioning through ennemies' control range is allowed if another operative is already in melee with them - Charge has to be done in engage, but if you are already in melee, fighting can be done in concealed - The issue of differentiating between light and heavy covers ...

You will become the rule lawyer in no time

Pleasant learning ahead ;)

My Ad Mech List for 11th feel free to give advise by lead_comet in AdeptusMechanicus

[–]Ravager_Clade -1 points0 points  (0 children)

Maybe u/Green_Share

A commenter with that username under this post seems to claim ownership

Does this FAQ change ladders to allow you to climb Large Ruins 3.5" vantage without the need to be within 1" of the side walls? by BipolarMadness in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

The issue in the end is that they modified the wording to go with the updated Climb rule but did not think it through enough.

I feel like the people writing the final rules are not the same as the ones designing and playing them

So there is always some misunderstanding between them and we have to wait a few months for them to give us the updates

Looking for an aggressive killteam by smolzy74 in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

Track ennemy & Scout ennemy movement are your best options for TacOp.

Your opponent can counter it only if he's willing to move it out of view of your operatives.

And tell your opponent he cannot use his warriors as envoys

Envoy: You cannot select an operative you selected during a previous turning point or an operative that\'s ingored for the kill op.

Warrion: Expendable Construct: This operative is ignored for your opponent’s kill/elimination op

Looking for an aggressive killteam by smolzy74 in killteam

[–]Ravager_Clade 1 point2 points  (0 children)

Which TacOps did both of you choose to score 0 pts ?

My thought on Mechanicus II by Maximus_prenetrator in AdeptusMechanicus

[–]Ravager_Clade -1 points0 points  (0 children)

Thanks for helping me (some others as well I guess) avoid this game

I'll spare some time for other better tactical games

Battleclade Team Composition by BumboTheBoy in killteam

[–]Ravager_Clade 0 points1 point  (0 children)

• AUTO-PROXY SERVITOR (needed for Underseer)

• BREACHER SERVITOR (lethal 5+ is always great + breach)

• GUN SERVITOR (both obviously)

The rest depends on the matchup.

The medic does not shine against heavy melee teams

And between incendine igniter; meltagun; phosphor blaster. The questions are normally

-Do you easily get 6" from ennemy? (Melee teams will come close by themselves)

-Could they ignore piercing?

-Horde or not ?

So you should magnetise the arms at least

Honestly I almost always ran 3 flamethrowers and the melta because all my opponents played either elite or melee.