You’re standing in a hobby shop. Or maybe you're doom-scrolling through a webstore at 2:00 AM. You see that box—the kill team starter set—and you wonder if this is the moment you finally fall down the Warhammer hole. It looks cool. The plastic models are undeniably crisp. But let's be real: Games Workshop isn't exactly known for being "budget-friendly," and the sheer volume of rules can feel like trying to learn a new language while someone throws dice at your face.
Honestly? It's a weird time to get into the hobby. We've seen editions shift, rules get streamlined, and then get complicated again. If you're looking for a simple "yes" or "no," the answer is basically "yes, but with caveats." You aren't just buying plastic; you're buying a very specific entry point into a skirmish game that plays fundamentally differently than big-box Warhammer 40,000.
The Reality of the Kill Team Starter Set
Most people assume a starter set is a complete experience. In some ways, it is. You get the models, you get the dice, and you get the basic "Lite" rules. But here is where the marketing meets reality: the current kill team starter set is designed to get you playing a stripped-back version of the game. It’s a taste test. If you want the full-fat, competitive, "I’m going to go to a tournament and crush souls" experience, you’re eventually going to need more than just this box.
The core of the set usually revolves around two specific factions. For a long time, this was the Veteran Guardsmen and the Ork Kommandos. These aren't just generic soldiers. The Guardsmen are gritty, shovel-wielding survivors of Krieg, and the Kommandos are Orks who have discovered the terrifying power of "stealth" (which, for an Ork, mostly means wearing a purple hat and carrying a very large knife).
The value proposition here is mostly in the plastic. If you bought these two teams separately, you'd already be approaching the cost of the entire starter set. Then you factor in the terrain, the combat gauges, and the tokens. It’s a bargain by Games Workshop standards. But "bargain" is a relative term when you’re talking about premium miniature gaming.
Why Skirmish Gaming is Taking Over
Big army games are exhausting. Painting 2,000 points of Space Marines takes months, if not years, for a normal person with a job and a life. Kill Team changed that. You only need about 10 models.
This shift toward small-scale skirmish play isn't just a trend; it's a response to how people actually live. You can fit your entire army in a padded case that fits in a backpack. You can finish a game in 45 minutes. That’s the draw of the kill team starter set. It promises a low barrier to entry in a hobby notorious for its high walls.
What’s Actually Inside the Box?
Let's break down the physical stuff without getting bogged down in corporate fluff.
The models are the stars. You get two full kill teams. These are multi-part plastic kits, meaning you have choices. Do you give your Ork a burna or a big shoota? Do you make your Guardsman a sniper or a medic? This is where the "hobby" part kicks in. You’ll need nippers, glue, and a fair amount of patience.
- Two complete teams (usually 10-12 models each).
- A small selection of scatter terrain. Note: This is not a full board of terrain. It's enough to hide behind, but it won't fill a table.
- The "Recruit Edition" or "Lite" rulebook.
- Tokens and gauges.
- Dice (the standard six-sided variety).
The lack of a "Core Rulebook" in some iterations of the starter set is a common sticking point. The Lite rules are fine for learning how to move and shoot, but they skip the deeper tactical ploys and equipment rules that make Kill Team genuinely strategic. It’s a bit like getting a car but the GPS only works within your neighborhood.
Moving Past the "Newbie" Phase
If you stick with it, you'll notice the kill team starter set leaves you wanting more. That's by design. You'll eventually want "Into the Dark" style close-quarters terrain or the sprawling ruins found in the larger "box sets" like Termination or Hivestorm.
The real depth of Kill Team lies in the "Alternating Activations." Unlike standard 40k, where one person moves their entire army and then waits 20 minutes for their opponent to do the same, Kill Team is back-and-forth. I move a guy, you move a guy. I shoot, you react. It’s kinetic. It feels like an action movie.
This back-and-forth nature means that every single model matters. If your sniper misses a shot in a 2,000-point game, it’s a bummer. If your sniper misses in Kill Team, your entire flank might collapse. The stakes are higher because the scale is lower.
The Learning Curve
Don't let the "Starter" label fool you. Kill Team is actually a more complex game mechanically than its big brother. There are lines of sight to consider, "Obscured" versus "Cover" rules, and the "Conceal" vs. "Engage" orders.
Basically, you have to decide every turn if your soldier is hunkering down to stay safe or popping up to take a shot. If they are concealed, they can't be shot at (usually), but they also can't shoot back. It’s a constant gamble. Beginners often forget to change their orders, leading to their elite operatives getting vaporized in the first turning point. It happens. You'll learn.
The Financial Math
Is it actually a good deal? Let's do some quick mental math. A single Kill Team box usually retails for around $60 USD. Two of those would be $120. The kill team starter set usually hovers around the $100 mark, sometimes less if you find it at a local game store with a 15% discount.
You’re essentially getting the rules, the dice, the gauges, and the terrain for free.
However, if you don't like the two teams in the box, the "value" evaporates. If you want to play as Space Marines or Tyranids, buying this set just to get the rules is a mistake. Just buy the models you actually like and find the rules online or in the standalone Core Book. The "Rule of Cool" should always trump "The Rule of Value."
Common Misconceptions About the Starter Set
A lot of people think they can just open the box and play. You can't.
These aren't action figures. They come on plastic frames (sprues). You have to cut them out and glue them together. If you've never done this before, factor in another $20-$30 for a basic tool kit. And then there's the painting. You don't have to paint them to play, but playing with "grey plastic" is a rite of passage that most people want to move past quickly.
Another big misconception? That the starter set is the "current" version of the rules forever. Games Workshop updates their games. We recently moved into a new "edition" of Kill Team (often referred to by the community as KT24 or the 2024 update). Some older starter sets might still be on shelves. They are still great for the models, but the printed rules inside might be slightly out of date. Always check the box for the most recent branding or just be prepared to download the free PDF updates from the Warhammer Community website.
Where to go after the first few games?
Once you've mastered the basics in the kill team starter set, the world opens up. You’ll want to look into "Tac Ops"—these are secondary objectives that you keep secret from your opponent. They turn the game from a simple shootout into a game of bluffing and positioning.
You might also look into the "Annual" books or the specific "Kill Zone" expansions. But honestly? The best next step is just finding a local group. Skirmish gamers are usually a welcoming bunch because we’re all desperate for someone else to play with.
Technical Nuances: Line of Sight
This is the part that breaks people’s brains. Kill Team uses a very specific "Cover" system.
- Visibility: Can you see any part of the model?
- Targeting: Is the model in cover?
- Obscured: Is there a piece of terrain between you and the target that is more than 2 inches away from the target?
It sounds like geometry class, and honestly, it kind of is. But after three games, it becomes second nature. You’ll find yourself squinting across the table, trying to see if an Ork's choppa is poking out from behind a rusted pipe. That's the magic of the game. It's tactile.
Actionable Steps for Your First Week
If you've decided to pull the trigger on the kill team starter set, don't just dump the box on the floor and get overwhelmed.
First, build one team. Just one. Don't try to do all 20+ models in one sitting. You'll burn out. Start with the "Leader" and the "Basic Warriors."
Second, don't worry about the full rules yet. Use the "Lite" rules included in the box. Play a "test game" where you only use three models per side. Ignore the special abilities. Just practice moving, shooting, and charging into melee.
Third, get a dedicated carrying case. Even a cheap plastic bin with some bubble wrap works. These models are fragile. There is nothing more heartbreaking than spending six hours painting a Krieger only for his bayonet to snap off because you threw him in a cardboard box.
Fourth, check for local Discord servers or Facebook groups. Games Workshop stores often have "Intro Days" where a staff member will literally walk you through the first three turns of a game. It's free, and it saves you about four hours of scratching your head over a rulebook.
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Finally, remember that the hobby is supposed to be fun. If a rule is confusing, just agree with your opponent on a "house rule" for that game and look it up later. The goal isn't to be a rules lawyer; the goal is to see some cool sci-fi soldiers do cool stuff on a tabletop.
The kill team starter set is a gateway. Where you go after that—whether it's into deep narrative campaigns or high-stakes competitive play—is entirely up to you. But as a starting point, it's hard to beat the value of that big, heavy box. Just make sure you have some superglue handy. You’re going to need it.