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====ELD Commanders==== *'''Autarch (Ferocity, Leadership, Logistics, Melee, Shooting, Stealth, Strategist):''' Your all-rounder Commander at 55p base, Autarchs can serve as excellent close quarter combat commanders. With their 3+/4++ string of saves, access to a Power Sword, Fusion Pistol, Mandi-Blasters and Swooping Hawk wings, Autarchs can put Harlequins to shame with their frankly disgusting melee potential. Their unique Path of Command stratagem can help support nearby troops with re-roll support on their shots, though clumping up your units to abuse it can make them vulnerable to multi-hitting weapons such as Flamers or Grenades. As far as the Autarch's specializations go, it is the most flexible of your commanders and can fill a variety of roles the rest of your army might be lacking. *'''Farseer (Leadership, Logistics, Psyker, Strategist):''' Arguably the most reliable Psyker in the entirety of Kill Teams, not only are Farseers able to freely re-roll any number of dice used for manifesting powers once per phase, but can avoid Perils of the Warp on an effective 2+ (Regular Mortal Wounds on a 5+). They can also know 2 of the 3 powers available to them and cast both of them in the same turn, making them very effective buff vectors for the rest of your army. While Farseers can indeed participate in melee/shooting to a modest degree (WS/BS of a 2+ with melee weapons that always wound on a 2+ ''is'' pretty damn good after all), they lack the specializations and skills to excel at it like your Autarch can. As such, Farseers should primarily be regulated to supporting your specialists or primary forces. *'''Warlock (Logistics, Melee, Psyker, Shooting):''' The "poor man's" Commander starting at 20p baseline, the Warlock is the cheapest and weakest commander available to you. With only 2 wounds to his name, you'll definitely want to keep this guy out of line of sight at all costs if you want to keep his Psychic buffs/debuffs in play. Additionally, you'll want to keep at least one CP in your pocket for any accidental Perils you may cast with him; it's quite possible for your Warlock to just blow himself up trying to protect your dudes. However, his psychic versatility is unmatched among other commanders, making him ideal for flexible lists. *'''Spiritseer (Elites) (Leadership, Melee, Psyker, Stealth, Strategist):''' Your Spiritseer appropriately makes his entrance onto the kill teams scene alongside your wraith units. It should come as no surprise that he offers his unique brand of exclusive support to them through his Spirit Mark stratagem in addition to the Runes of Battle support he can provide to your army as a whole. With twice the number of wounds as your Warlock, he's not remotely as afraid of being up close and personal as the Warlock is; kind of a necessary aspect if you plan to use him to support Wraith units. A WS/BS of 2+ combined with his Witchstaff makes him shockingly effective in melee, though his T3 and 4++ makes him somewhat easy to retaliate against both in combat and at range. ** At first blush he comes of poorly in comparison to the otherwise comparable Farseer. An almost identical statline, but with worse weapons, fewer wounds, only 1 psychic manifestation per round, only 1 deny the witch, no Ghosthelm and no psychic reroll. All while being 6pts MORE expensive. The question you have to ask is "Are the Stealth or Melee specialisms, trading access to Runes of Fate for Runes of Battle or his Aura tactic really worth all you lose?". *'''Amallyn Shadowguide (Stealth):''' Now available as a Commander! Starting at 30 points base, Amallyn has a reasonable price point for what she offers; a Ballistic Skill of 2+ coupled with her great range means she can pick off enemy models down field while remaining a frustrating target herself due to her innate -1 to hit modifiers and buffed saves while obscured. What's more, is that her ability to ignore terrain and models for her movement means that she can be extremely challenging to pin down, with her power blade making her significantly more dangerous to engage in Melee than any of your Rangers would be. While Amallyn is unfortunately limited strictly to the Stealth specialization, it does actually compliment her skill set rather well, both for defensive and offensive purposes. She does suffer from two major shortcomings worth noting, however. Amallyn only comes stock with 3 base wounds at the same GEQ statline as her kin, making her the second frailest commander available to you. Additionally, Amallyn doesn't really offer any real support for the rest of her team, making her something of a "lone wolf" commander. While this means that your overall team won't really suffer if you lose her, it's not really gaining anything from taking her over a Farseer or Warlock either. *'''Illic Nightspear (Elites) (Level 3 Legendary Hunter):''' Your famous Alaitoc-born ranger is a genuine force to be feared in a gametype as infantry focused as Kill Teams. His unique rifle is absurdly strong; a 48" range weapon that ignores range-based penalties that always wounds on a 2+ is good on its own. But the AP-3 and flat 3 damage? This runs a very real chance of straight up killing many of the standard units most armies can field with a single shot. Even enemy commanders with 4 or more wounds can't afford to be caught downwind of this guy. He also rerolls 1s to hit and to wound against Necrons, which is situational but useful. **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book.
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