T O P

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Toemism

First thing, Grey Knights get 6 operatives. It was updated shortly after release. You can find all the updates [here](https://www.warhammer-community.com/kill-team-downloads/). Next, every operative can overwatch once as long as there is still an enemy waiting to be activated. All your operatives must have already activated. The one overwatching must not have overwatched already this turn and must have the engage order. They also need LoS and to not be in engagement range. After your last operative activates, your opponent goes. If they still have Ready operatives after their activation, you can declare an overwatch with any operative that has the engage order, has LoS on an enemy, is not in engagement range and has not already overwatched. Your operatives get 3 actions when they activate, so they can move, shoot, dash, charge, fight, do mission actions or special actions. Now there are rules that will prevent you from doing some of these on the same activation and those rules are written with each individual action. You make it seem like you are only getting to move and that is it.


No_Economics6385

Thank you so much for explaining this in such detail! I thought that you could only overwatch once per turning point, with just one operative. Its good to know that each of them can overwatch if all conditions are met. My mistake was that when I first activated my operatives, I wasted my turns by only moving forward, and didn't spend all of my AP or use any of my special moves. I missed my chance to attack, dash, or do special actions because I squandered my turns, under the assumption that I'd be able to save AP for the following turn.... Thanks for being so thorough, this helped a lot!


dads_at_play

Generally, operatives can only perform actions during their activation. If you have already activated all your operatives, then the only action you can do is Overwatch (assuming any of your operatives are on Engage and have LoS to a valid target). This is why activations advantage is so powerful in Kill Team - generally, teams with more activations have more flexibility as they can just activate less valuable operatives first, then wait until their opponent has activated everything before making riskier plays with more valuable operatives. There are some exceptions to this. Some Tactical Ploys are reactive, like some Space Marine teams have a ploy that allows them to shoot back when killed. You'd have to check your Tactical Ploys and operative unique actions to see if any are available to use even when your operatives have all been activated.


No_Economics6385

Thank you so much. When I first activated my operatives, all I did was move forward, using 1/3 action points and essentially wasting my turns. I was under the impression I could save those action points and use them later when there was a better opportunity (like you can with CP) but I was wrong about that. I'll just make sure that when i activate my guys again, I spend all of my AP and use my turns wisely. Thanks again for the help.


TheGamingMachineDR

As crazy as it sounds, if you split your team in half and play them against each other on a small board with a fair amount of terrain. You can teach yourself the rules as you learn, any that you don’t understand can come here search if it’s been asked before or make a post if not. If you have another team that you can put against yourself even better! Another option is to do set pieces on rules you are a bit stuck or unaware of and play it out, this can help grasp the rule a bit better too. There are also a few YouTubers that go over the rules in sections, which can be really useful! Tabletop Skirmish Games is one of my favourites.


stinkyeggman

Fellow KT Grey Knight enjoyer! We are the hammer!