
Your flamer equipped miniature can make an Advance Move and then fire an assault weapon at -1 to hit. Here are some thoughts on Astra Militarum special weapon choices:įlamer: A great weapon in Kill Team. This is no doubt because imperial guard heavy weapons are currently mounted on giant 60mm bases which would not work in Kill Team.

Also, Astra Militarum in Kill Team presently cannot get heavy weapons. Thematically, I prefer having either a complete guardsmen kill team or a complete scion kill team. You can mix and match regular guardsmen and scions in your kill team. So, if you wanted to spend your points on nothing but plasma guns, then you could get upto 8 plasma guns (or an assortment of whatever special weapons you want). In general, AM can take upto 4 gunners (1 from the regular infantry squad and 3 from the special weapons squad), as well as upto 4 Scion gunners. Well, the tournament community see Astra Militarum in Kill Team as basically a way to overwhelm your opponent with plasma guns (referred to as "Plasma Spam"). I think that the Valhallan sub-faction, which makes them much more resistant to moral effects, is a good sub-faction to approximate the Death Korps. Hopefully, you won't mind using the standard rules to represent DKOK in Kill Team. The Death Korps has many unique units and rules, they are much different than your run of the mill Guard regiment. I'm not sure what your experience might be with DKOK in Kill Team. I should note that Death Korps of Krieg don't yet have their own sub-faction rules in Kill Team. These rules are very minor and tend to give each regiment one or two extra abilities or bonuses.

The KT: Elites book adds in sub-faction rules which for Guard mean unique regiment rules. They are rather generic in the Core Manual.
