Wiatry Magii

A chronicle of our Warhammer journey - painting, battles, and hobby adventures.


A Proper Kill Team Lesson: 1:17 and a Lot to Learn

Some games are victories. Some are lessons.

This one was very much a lesson.

When End3r sat down for this Kill Team game, he already knew he was up against a strong opponent. That feeling only got stronger once the other player mentioned that he would soon be heading off to a championship event. You know that moment when you suddenly realize this probably won’t be a relaxed casual game anymore? Yeah, that one.

And then the result happened.

1:17.

Not just a loss, but apparently the worst result in End3r’s Kill Team history — and not by a small margin either. Honestly, that’s almost impressive in its own way.

Kill Team table during the game

From the sound of it, the opponent played a brutally clean game. End3r lost 4 operatives, while the other side didn’t lose a single model. On top of that, there was a lot of tactical repositioning and fallback play, and End3r never managed to land even one charge.

That kind of game can feel rough in the moment, especially when your plan just never gets to happen. No heroic melee swing, no comeback turn, no “okay, now we’re in it” moment — just watching someone systematically deny your options while quietly stacking points.

Another moment from the match

But honestly? These are often the games we remember the most.

As Stas put it afterwards: an awesome lesson. And that’s probably the best way to look at it. Getting dismantled by a really good player is painful, but it’s also one of the fastest ways to see what better play actually looks like on the table. Positioning, threat management, movement discipline, mission play — all the stuff that can be easy to underestimate until someone demonstrates it mercilessly.

So while the scoreline was ugly, this feels like one of those matches that pays off later. Now End3r knows a bit better what the next Deathwatch games need: how to avoid getting kited, how to create real charge pressure, and how important it is to stop the opponent from dictating the pace from turn one.

We’ve all had games like this in one system or another. The kind where you pack up your minis and think: “well, that was horrible” — and then a day later realize you actually learned a ton.

A 1:17 isn’t pretty.

But as battle reports go, it’s a memorable one.

And if it helps win the next few Deathwatch games, then maybe this beating was worth it after all.