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Warhammer 40K: Kill Team – Obstacles In The ‘Tomb World’ Are Different Than Normal

August 29, 2025

There’s a new Kill Team boxed set coming. Tomb World offers up a different set of challenges that you may not be familiar with.

If you’re a Kill Team veteran then most of these rules might be second nature to you by now. However, if you’ve only ever played standard games and haven’t gone “inside” the close quarters of Gallowdark before, then this new set may offer up some curveballs. We’re going to go over a few of these rules and tactics that have been highlighted by Games Workshop. These might just save your Kill Team from a one-way trip.

via Warhammer Community

“This change in scenery presents all kinds of new challenges. For instance, the low ceilings and cramped corridors do not allow for Vantage Points, so marksmen will need to position themselves carefully to find firing solutions. Intense firefights across open rooms are therefore a key feature of games in this killzone, and frontal attacks become even more difficult than usual.”

Prepare For The Tomb World’s Challenges

The first challenge, as mentioned above, is that there are no Vantage Points when you’re inside. If your plan heavily relied on having a few snipers in crows nests to rain death, well, you’re going to have to rework that idea. It can be done. But you’ve got to plan for that.

How? Well, it’s cramped in there! choke points and learning how to take flanks is going to be key. Managing cover is also going to be super important. There’s lots of new Necron themed terrain in the Tomb World to use, too. Broken walls and taking advantage of those off-angles is going to keep your ranged specialists in the mix. But close combat is almost ensured in the Tomb World.

Hatchways – as the portals in this set are known – become a major obstacle, as operatives must spend an Action Point to open or close them before anyone can move or even see through. Models can’t move through their allies while traversing the portal, so careful planning will be needed to avoid traffic jams for your assault troops while a marksman takes shots through the aperture.”

If you haven’t played with Hatchways (aka doors you can open or close) in Kill Team, they can be an interesting mechanic. In the Tomb World set, these are represented by the Necron Portals. It can take some prep and planning, but learning how to effectively use these to manipulate line of sight or even make an opponent use Action Points on them can be critical to success.


Go On Guard

The final major tip to know about is the Guard ability. This costs 1 AP but is quite literally a game changer and much needed in these tight corridors.

This basically allows you to react to an enemy’s action. It gives you a way to interrupt them with a shoot or fight action of your own. Obviously it’s very handy for those corners you’re operatives are covering or Hatchways they are zoning. There’s always the possibility your enemy will play around your on guard specialists — having them bypass or not move into the line of sight is actually a good counter. But sometimes there’s no other option and that’s why this ability is super important to learn.

There’s going to be a whole new set of tactics to learn and master when Tomb World drops. Are you up to the challenge?

 

I’m looking forward to seeing this story unfold with Tomb World.

Writer, Editor, Texas Native, and now Tex-Pat, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.



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