Just Another Kill Team Podcast Tries Spearhead!

Thanks to Marchettus for the questions! The JAKTP crew has a short video chat about their experiences with Skaventide’s Spearhead play. We’ve also extended our written answers below. Overall we’re pleasantly surprised and looking forward to play the format more with the Fire and Jade content!

How did you find playing Spearhead and how would you describe it to somebody experienced in Kill Team?

  • Jason: I actually enjoyed it way more than I was expecting to. The game is surprisingly dynamic, fast paced, and engaging. The action starts on turn 1, and the battle tactics deck makes it very replayable.
  • Travis: I was pleasantly surprised by the amount of variability, interaction, and feel of the Skaven. The size up from 6-14 models, to 25+ models definitely adds the sense of scale that Kill Team often misses. While the rules writing felt clean, a thing I’ve mostly learned to not expect from Games Workshop. If they can keep up this level of clarity for future games there is a bright future ahead for competitive gamers.

I’ve noticed a lot of Kill Team players put a lot of time, thought and effort into the kill teams they assemble. How do you feel about having the roster prebuilt?

  • Jason: There are a few Kill Team factions that are totally fixed, so it’s not too much of a stretch. I do like that it’s a simple guide to just bring a few units and learn the game. It’s a clear path to graduate into larger games with custom armies as well.
  • Travis: Luckily for many Kill Teamers interested in Age of Sigmar, we’re used to many of the teams being 1-box teams. Which means Spearhead should be a pretty basic transfer over. The smaller scale should mean that customization isn’t out of the question.

Do you think that the rules and mechanics for the Vigilant Brotherhood and Gnawfeast Clawpack lined up with how the models looked?

  • Jason: For the most part, yeah. The hammer dudes look like they should hit way harder than they do, but they tank incoming hits and hold objectives as well as they look like they would. The heroes are epic and formidable, and the prosecutors are exactly the flying armored knights that they look like they would be.
  • Travis: I felt like a scheming Vermin lord sending his lessers out to die for profit. After taking the brunt of a turn one charge, the upgrade from 5->8 attacks meant he was quite the menace. The claw beast in particular felt particularly impactful when its D3 damage came into play. Snipping the head off an opposing infantry model.

How do you feel about picking the regiment abilities and enhancements as part of the game outside of list building?

  • Jason: I’m a big fan. It adds a hint of customization without being overwhelming, and it allows you to adapt to your opponent. List building games really don’t let you adapt to an opponent like that normally. Kill Team does let you adapt to an opponent really well by choosing operatives, tac ops, and equipment to cater to your enemy and map. The spearhead arrangement is a nice meeting between the two.
  • Travis: Dynamic choices based on opponents, is something I think is missing from larger scale games. Sideboarding is a lovely piece of Magic the Gathering that I miss from army scale decision trees. While the regimental, and enhancements gave me some choices that felt impactful. That Ward 5+ saved my rat-bacon more times than once.

Are there any mechanics that you want brought from Spearhead to Kill Team? Did you play Spearhead and notice any mechanics were inspired or close to what you have in Kill Team?

  • Jason: Spearhead and Kill Team are very different games. The biggest thing that stands out to me that they have in common is both games are 4 turns, and both games fit on a board that you can easily play at home. I am extremely impressed and amused by the battle tactics doubling as stratagems. Something similar might be interesting for Kill Team, but that would be a pretty big shake up to the core rules.
  • Travis: The original missions released for Kill Team 2021 narratively engaging part of the game. At this point the games for Kill Team feel more narratively stale, and that isn’t an issue more so a note. I want to say that the battle tactics conceptually echo what little I recall of underworlds, and are more fun than the Leviathan mission deck of 40k. The only thing that feels somewhat related is the lower numbers of rolled dice, really changing up the expected value from a move.

Everybody is always trying to get people to play the game they like the most. Would you play Spearhead again? If somebody is a longtime Age of Sigmar player what should they say to a Kill Team player to get them to try Spearhead?

  • Jason: I will 100% play spearhead again. I might even dabble in some larger Age of Sigmar games. I think it would be really easy to invite a friend over and just have a spearhead for them to play that’s already ready to go, and the game will speak for itself.
  • Travis: If all the factions are balanced as nicely as my intro game felt. Then this will be the easiest pick up and play army experience I’ve ever seen GW put out. Combat Patrols always felt like a weird starting spot, as army sizes were small and things felt boring play wise. Spearhead seems far more fun with the adjusted battle tactics, so I’d strongly recommend at least trying it out.

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