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Things went wrong for me in Kill Team: Terror on Devlan as soon as boots hit the dirt. Our crack Kill Team of Spectre Squad operatives fanned out across the Imperial ruins, ready to seal tunnels that xenos scum kept scuttling out of. Yes, the fabled ‘Red Terror’ – a monster famed for eviscerating platoons with ease – was still out there. But we had time before it arrived. The key was speed and focus. Right? Wrong. This wasn’t our ambush; it was theirs.
Lesser Tyranid bioforms darted in and out of cover to pin us down, firing from all sides. Others hurtled forward in a swarm, ripping into my sniper as if he were a sack of jello. Flanking maneuvers made us pay for every inch gained, and while we killed plenty of them in return, they kept coming. Then the Red Terror (the undisputed star of Kill Team: Terror on Devlan) showed up. And yep, shit really hit the fan.
A note on availability
As per usual, Kill Team: Terror on Devlan is selling out fast. It’s already out of stock at the official Warhammer store, so check out indie retailers like Miniature Market in the US and Wayland Games or Element Games in the UK. They may be gone too, but it’s your best bet at this point.
All this is to say that Kill Team: Terror on Devlan is hard. Bloody hard, in every sense of the word. As the first box set to focus exclusively on co-op and single-player gameplay, it’s also an anomaly. Whether that’s a good or bad thing will depend on what you want from Kill Team, but I came away impressed.
Kill Team: Terror on Devlan features & design
- Features solo/co-op missions
- Astra Militarum commandos vs. Tyranids
- The iconic Red Terror returns with an all-new model
Unlike most large box sets for Kill Team (Warhammer 40K’s smaller, faster sibling), Terror on Devlan doesn’t kick off a new competitive season with fresh terrain. It doesn’t pit two new squads against each other like usual, either. Rather, it’s all about you (and maybe a friend) taking down alien hordes. These can be controlled by another person, but they don’t have to be; deigned ‘non-player operatives,’ their behaviours are dictated by a clever mix of if/when scenarios.
No matter who does what, it’s all based on an old piece of 40K lore from previous editions: the loss of the planet Devlan to a hideous Tyranid offshoot, nicknamed ‘the Red Terror.’ However, this set expands and enriches that idea with horrifying context. Half the rulebook is dedicated to backstory, and it’s a chilling read. The mounting tension is palpable as reports trickle in of unexplained murders and missing bodies, making Tyranids feel like inscrutable monsters that can’t be defeated – only outrun.
Then you get to take it on yourself in a series of missions that can be run as one-offs or as part of a larger campaign. If you string everything together, your wins or losses dictate which scenario gets played next.
Of course, you’ll have to build everything first… and despite the impressive Red Terror scything through scenery in a gravity-defying pose, it’s a pleasantly straightforward process. I didn’t struggle with the Red Terror, its push-fit Tyranid underlings (making a reappearance from the Warhammer 40K starter sets) or the Astra Militarum Spectre Squad. The only thing I’d say to do is paint your Red Terror before attaching it to the base. It’ll be so much easier.
Speaking of easier, one quick thing to note: Terror on Devlan is designed to work with the Volkus Kill Zone terrain pack, sold separately. You can adjust things to make other scenery work, of course, but scenery is needed even so. You don’t get any in the box, so bear that in mind before charging in.
Gameplay
- Missions are a real challenge
- Spectre Squad are finicky, but hugely effective
- Will likely be too tricky and complex for beginners
Terror on Devlan has a very different feel compared to previous Kill Team sets; while the likes of Kill Team: Tomb World were tense, tactical head-to-heads, this has more in common with the best board games. Even if you’re going into battle with a friend at your side, your goal is to overcome an automated foe powered by cards and an easy-to-follow set of behaviours.
Don’t think it’ll be straightforward if no-one’s on the other side of the table, though. It’s an exercise of cat and mouse, but I’m not sure we’re the cat. Enemy behaviours are meticulously detailed, and there’s an emphasis on them doing whatever will make your life harder each turn. No, really, that’s what it says in the rulebook – it urges you to take whatever action will benefit the Tyranids and jeopardize your mission most. In addition, they… well, they just keep coming. Trying to wipe them all out is an exercise in futility as a result. More can, and probably will, emerge in their next activation. As such, getting around them to your real objective is challenging enough… and that’s before the Red Terror gets involved.
The trick is working out how to use those set (and therefore predictable) behaviours against the foe, luring them into traps or distracting them so you can sweep in and complete your mission. This is immensely satisfying when done right, and a worthy challenge for those already familiar with Kill Team.
Keeping us on our toes
We’re coming to the end of a Kill Team season, and that’s my favorite time for the game – it’s when things start to get experimental, pushing us into new territory. The set before this one flipped the script enough to keep me locked in, for example.
It’s even more gratifying if you can avoid being mauled by the Red Terror in the process. This monster lives up to its name – if you aren’t afraid, you should be. The first time I faced it, it eviscerated one of my strongest fighters in a single attack. It then re-emerged a short while later and swallowed my heavy gunner whole, at which point it vanished back underground in the biggest “up yours” I could imagine. Just like that, my meticulously-laid plan was in tatters. When combined with the smaller Tyranids that are still likely to be sprinting around the battlefield, you’ll really feel up against it. Difficult decisions will need to be made.
That’s what Spectre Squads excel at, though. This Astra Militarum Kill Team thrives on finesse, clever planning, and a willingness to pivot. While few of the individual troops will stand out much, the group’s special abilities help it punch far harder than you might expect. Its Elite Fieldcraft power lets you act before a foe uses an action, for instance, potentially giving you a (devastating) bonus shot or allowing you to regroup to a more advantageous position. It takes some getting used to, and there’s a fair amount to juggle where ploys are concerned, but the team will sing in the right hands.
With that in mind though, the one thing I’ll say is that this won’t suit beginners – or at the very least, it’ll be one hell of a trial by fire. For one thing, Spectre Squad is tricky to get the most out of. Secondly, the missions are difficult as is. Indeed, they’ll strain even the most experienced commanders.
Should you buy Kill Team: Terror on Devlan?
Whether you buy Terror on Devlan depends on a couple of things. If you’re an experienced player, you’ll find so much to dig your teeth into. If you want a way to play Warhammer solo, it’s also ideal. Oh, and if you already have Kill Zone: Volkus, were gonna buy that terrain, or are happy to DIY a solution using scenery you already have? Great.
If you’re new to all this, though, I’d steer clear. There are better entry-points to the hobby, even playing solo (I’d recommend Hivestorm), and it’s punishingly hard. You need an established setup with terrain as well, none of which is included in the box. Beginner can obviously have a blast here, but it’s an uphill battle.
Hoping to test your mettle as a seasoned veteran, on the other hand? I’d definitely recommend trying this set. I’ve had a lot of fun so far, and am desperate to even the score with the Red Terror. I doubt it’ll go well.
Buy it if…
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