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==Dark Eldar== ===Why Play Dark Eldar=== *'''Pros''' **No vehicles in kill team means that poison weapons will '''always''' be wounding on a 4+, making them incredibly reliable. Fast & spooky GEQ that wound Plague Marines on 4+? Yes, please. **Power From Pain and Combat Drugs are still in. **You can shoot and you can melee, unlike other armies who either do one thing or the other. *'''Cons''' **S3 melee is awful for a melee orientated army when you can expect many people to be fielding one or more T4/5 unit that also has a decent save and will obliterate your paper men in return. Even GEQs will only be wounded half the time! **Only TWO Gunners! Oh but what nice guns they are, really. But that still means only two guns in your team can wound GEQ on something better than half the time. ** With T3 and a 5+/6+ save against shooting your models will drop like flies to even autoguns. And a FnP6+ is too low to rely on. **Power From Pain takes time to reach its full potential, so you're vulnerable in early battle rounds. **Few ways to deal with obscured enemies that doesn't involve melee combat (other than Headshot on snipers, which you unlock at tier 2). **Mixed Wych/Kabalite/Haem unit kill teams do not receive subfaction bonus. ===DE Special Rules=== *'''Power from Pain:''' Each Battle Round each Model in your Kill Team gains a bonus depending upon which round it is. Each bonus is cumulative with the previous rounds: **'''1 - Inured to Suffering:''' Roll a D6 each time this model loses a wound; on a 6 that wound is not lost. Decent, but not a lifesaver with how many bullets or blades will be flying your way. **'''2 - Eager to Flay:''' You can re-roll the dice when determining how far this model moves when it Advances or Charges. **'''3 - Flensing Fury:''' Add 1 to Hit rolls for this model in the Fight phase. **'''4 - Emboldened by Bloodshed:''' Re-roll failed Nerve tests for this model. **'''5 - Mantle of Agony:''' Subtract 1 from the Leadership characteristic of enemy modes that are within 6" of any models from your Kill Team with this bonus. *'''Combat Drugs:''' Models with this ability gain a bonus during the battle depending on the drugs they have taken. Before the battle, roll on the table below to see which combat drug your killteam is using. This bonus applies to all models in your kill team with the Combat Drugs ability. **'''1 - Adrenalight:''' +1 to Attacks characteristic **'''2 - Grave Lotus:''' +1 to Strength characteristic **'''3 - Hypex:''' +2 to Move characteristic **'''4 - Painbringer:''' +1 to Toughness characteristic **'''5 - Serpentin:''' +1 to Weapon Skill characteristic (e.g. WS 3+ becomes WS 2+) **'''6 - Splintermind:''' +2 to Leadership characteristic ===DE Faction Attributes=== Drukhari are divided in the following subfactions: Kabals, Wych Cults and Haemonculus Covens. All of the models you use on a Kill team must have the same subfaction keyword for gaining the bonus of a Drukhari Obsession (for example if your kill team has all wyches but a kabalite warrior, you cannot choose a Drukhari obsession. It would have to be only wyches). However, there are models like Incubus or Mandrakes that don't have a subfaction keyword. You can include these models on a kill team without preventing other models from gaining the bonus of a Drukhari Obsession, but they don't benefit from the bonus (for example if your kill team has 8 wyches, an Incubus and/or a Mandrake, you can choose a Drukhari obsession in the same way but will only affect to the wyches). *'''Kabal of the Black Heart - Thirst for Power:''' Models treat Power for Pain table as it were 1 battle round higher. Models that have not the Power from Pain ability, gain Inured to Suffering bonus from Power from Pain table. *'''Kabal of the Flayed Skull - Inescapable Slayers:''' Models don't suffer penalties to hit rolls for the target being obscured or because of intervening terrain. *'''Kabal of the Poisoned Tongue - The Serpent's Kiss:''' Re roll 1s to wound for melee weapons or poisoned weapons. A poisoned weapon is considered any weapon that wounds on a particular roll (such as splinter rifles at 4+) *'''Kabal of the Obsidian Rose - Flawless Workmanship:''' No penalty for To Hit rolls for attacks that target enemy models at long range. *'''Cult of Strife - The Spectacle of Murder:''' +1 attack for any model that charged, was charged or made a pile in move granted by the Heroic Intervention tactic in that battle round. *'''Cult of the Cursed Blade - Only the Strong will Thrive:''' +1 to Strength to all models. In addition, subtract 1 from nerve tests. *'''Cult of the Red Grief - Speed of the Kill:''' You can re roll charge rolls. *'''The Prophets of Flesh - Connoisseurs of Pain:''' Models with Insensible to Pain ability increase their invulnerable save to 4+. *'''The Dark Creed - Distillers of Fear:''' Enemy models must add 1 to their nerve tests for each model of your kill team at 3". *'''Coven of Twelve - Butchers of Flesh:''' Improve the AP of all melee weapons used by a model in your kill team by 1. ===DE Ranged Weapons=== *'''Splinter Rifle:''' 24" Rapid Fire 1. It wounds 50% no matter the toughness of your opponent. Brilliant for usage against high toughness units such as death guard and wraith models as you can theoretically attempt to drown them in saves before they bring the pain to your squishy bois. '''Pistols:''' Bring guns to a knife fight. *'''Splinter Pistol:''' Same as its rifle cousin but 12" range and 1 shot. *'''Blast Pistol:''' S8 AP-4, D6 dmg. With 6" range, melee is pretty much the only time you'll fire it without penalty. *'''Phantasm Grenade Launcher:''' Not Grenade type, you were fooled. 18" Assault D3 to inflict -1Ld to whatever it hits. That's its main use, but it's also Str1. Roll for it, it'll be fun. *'''Plasma Grenade:''' 6" Grenade D6 S4 AP-1. Sometimes your Wyches won't have a gun, but they'll still have this. Better than most other armies' frags. '''Gunner's choices (2):''' (1) Either a Dark Lance or a Splinter Cannon + (1) either Blaster or Shredder. They're all good, choosing one is the real ''torture''. *'''Dark Lance:''' 36" Heavy 1 S8 AP-4 Dd6 will kill anything you hit with it. Kill Team's accuracy rules means you'll need a nearby ''Comms'' or the ''Sniper'' Gunner's own '''Careful Aim''' to use it to its full potential. A bit cumbersome, but rewarding when its D6 dmg manages to delete even a Primaris or Plague marine in a single shot. This will remove a single enemy a turn if it gets any buffs, or a high lvl specialist, but you need to make sure you put yourself in a position where you can either A) see enough of the main objectives or B) reposition to harass enemies, otherwise you can be beaten out by null-deploying opponents. It's also a good idea to make sure any back routes to your hidey hole are guarded by supporting infantry, so you don't suffer from a nasty charge to the back. *'''Splinter Cannon:''' ''36" Rapid Fire 3''. Very useful with 6 splinter shots within 18". Use a ''Veteran's'' '''Adaptive Tactics''' to close the range early. A powerful tool against swarming enemies (like Tyranids), with enough dakka to deal with them all and it outranges them to boot. Even a Harlequin charging from 18" away will be forced to brave 6 shots in overwatch! Good at dealing with most opponents, but keep in mind you only wound on a 4+, so you will need kabalites to support you if your target(s) come out alive. *'''Blaster:''' 18" Dark Lance profile but Assault 1, making it less cumbersome. While the Shredder is more powerful, you could boost its chance to hit the same way as you would with a Dark Lance to avoid having to get your Gunner uncomfortably close to the enemy. This will be more powerful in lists that have problems with engaging bunkered-down marines, while the Shredder is a strong deterrent against melee-oriented forces. Consider what faction you are fighting before picking your weapons. *'''Shredder:''' 12" Assault D6 AP-1. Reroll all failed wounds. Lots of dakka, lots of wounds, useful AP, only held back by it short range. Dark Eldar's speed makes it easy to get within range but your opponents will be shooting at you without penalty when you're just entering your maximum range. Great otherwise. A strong deterrent against chargers, as any hits have a 35/36 or 8/9 chance to wound depending on the target. Even Painkillered marines are still wounded by 75% of shots. Don't expect to rack up kills with this weapon, instead place it in a position during your shooting phase which zones out enemies and forces them to reposition (for fear of a decisive shot or by comboing Adaptive tactics with a Ready in the movement phase). If an opponent does not move when they are in a readied shredder's sights, they deserve what's coming. ===DE Melee Weapons=== *'''Agoniser:''' -2AP and 4+ wounding makes this a reliable choice with the low Str of the Kill Team. *'''Hekatarii blade:''' Wych weapon that grants an additional attack *'''Hydra Gauntlets:''' -1AP granting an extra attack, and re-rolling failed wounds. *'''Power Sword:''' The best option in a fight to pierce armor with -3AP, but needs a Zealot charging, Grave Lotus combat drug, or the Cult of the Cursed Blade to make the most out of it. *'''Razorflails:''' -1AP with a bonus attack, and re-rolling failed to hit rolls. *'''Shardnet and Impaler:''' Keeping the theme of -1AP and attack bonus, this weapon inflicts Damage 2 and if it takes the last wound off a model it will roll 2 Injury rolls taking the higher result. ===DE Units=== *'''Kabalite Warrior (Leader [Sybarite only], Sniper [Gunner only], Comms, Scout, Veteran, Zealot):''' Your basic ranged option, splinter rifles wound even [[Death Guard]] on a 4+ and with 2 shots within 12" they provide good output for their points. They're also tough by Dark Eldar standards having a guard rather than a cultist statline. **'''Kabalite Gunner (2):''' Your option for ranged dakka, you can take one shredder or blaster and one dark lance or splinter cannon. The shredder and splinter cannon win out mathematically against everything but multiwound models in KT so they make the best defaults. Veterans make good Darklance/Blaster wielders since at lvl 2 you get to reroll a single hit or wound per turn, Snipers make good shredders at high lvl surprisingly, since they can give the shredder a 50% expanded range, and use CP to fire twice, hit more accurately, and ignore cover. It’s sad we don’t get demo or heavy specialists, who make up the backbone of most long range killteams. Keep a Comms specialist near Darklight (especially veterans) since the free +1 is invaluable. **'''Sybarite (1):''' Your Kabalite leader, he has the same options as a Hekatrix but one less attack. Not a bad option for your leader. Give him a phantasm launcher and hide him in the back. *'''Wyches (Leader [Hekatrix only], Combat, Scout, Veteran, Zealot):''' Melee warriors for your fire team, with a high volume of attacks but are cultist easy to kill. They have 3 accurate but weak chainsword-equivalent attacks and nice pistol. Their "No Escape" rule prevents enemy infantry from falling back if you win a roll-off - this is an incredibly strong ability against shooting heavy armies with fly or similar effects. Unless you are running an all Wych Cult team to get an obsession, it's better to limit your number of regular Wyches and take only Wych Fighters and/or a Hekatrix. **'''Wych Fighter (3):''' Your melee special weapons drops. Out of the weapons options (gauntlets, flail and shardnet) the Gauntlets are going to be your best option for reliable hitting power given their low Str but high accuracy. If you have a Str buff from Grave Lotus or The Cult of the Cursed Blade then the Shardnet & Impaler are better due to the 2 dmg it inflicts. **'''Hekatrix (1):''' Your Wych leader option. She can take all sorts of goodies. A blast pistol provides much needed high str and armor cracking and an agonizer makes up for her low str by wounding on a 4. You should consider making her your zealot or combat specialist to drown opponents in a volume of high quality attacks. *'''Wrack (Leader [Acothyst only], Heavy [Gunner only], Combat, Demolitions, Medic, Veteran, Zealot):''' due to print mistake now T3 S4 untill Faq,they are the new "basic troop" alternative to kabalites and wyches,and while in common killzone battlefiend they can have an hard life,they are perfect for Arena,in particular a 10 wyches/10 wracks rooster in arena can handle mostly all situation/missions. Standard wrack smash with 2 poisoned 4+ attack so better than any wyches for the same cost,5++ not limited to melee that can be improved to 4+ with coven,or -1 Ap from coven too.''' **'''Wrack Gunner (2):''' Beloved Frankenstein with guns,they can take: ***Ossefactor:assault1,24",poisoned 2+,-3Ap, D1 that make people explode on 5+ dealing mortal wounds on 5+ ***Liquifier: S3 Flamer,-D3Ap,considered great from many and crap from others,strong in Arena. **'''Acothyst (1):''' better to not make this guy leader,there is nightfiend for leader role,becouse he can hit like a truck. The guns he can take are a poisoned 2+ 12" pistol or a liquifier,both decent,but where he shine is in melee with the ELECTROCORROSIVE whip,aka an agonizer on steroids that deal 2 Damage,and with 4 attacks he will be a pain *'''Incubus (Leader [Klaivex only], Combat, Veteran, Zealot):''' Power Armoured Space Ninja Elves with a giant 2 hand sword,not great not bad,they smash 3 S4 -3Ap attacks a turn,every roll to wound of 6 make each attack D1+2,they can incapacitate/shaken low Ld injured models due to -1 malus from incubi mask **'''Klaivex (1):''' The true pearl,is time to remove the dust from your old converted demi klaivex and let it spill some blood. He is a 4A 2W incubus,that a lot for 16pts and this make great psiker killer,he can survive the mindbullet and after wreck the big brain. You wanna make if combat/veteran or zealot for absolute rapefest,keep a specialism for him,too expensive to be leader.''' *'''Mandrake (Leader [Nightfiend only], Combat, Scout, Veteran, Zealot):''' Naked ninja space elves with S4 -1Ap 3 attacks in melee,great against GeQ,but they can also shoot assault 2 18" S4 -1 AP HADOUKEN that deal mortal on 6 to wound,3 can be teleported and rape almost anything with 6 of theese hits,great for killing marine/deathwatch leader and source of CP in army based ones. NIghtfiend is the new leader for excellend,being -1to be hit always and with a 5++ is always better than the useless kabalite leader,and this let hekatrix and Axolist free to go around and wreck faces.''' *'''Grotesque (Combat, Demolitions, Zealot):''' Your minotaur from BB,he will give the same feeling by rolling many dice and wreck almost everything,but without the brain damage of BB. Point wise is not competive,as he is at least 8 pts too expensive for what he can do,but is very fun and a great DISTRACTION CARNIFEX for the enemy,also as the cheaper klaivex,he is good to kill psikers due to being multiwound. ====DE Commanders==== *'''Archon (Commander):'''<span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Succubus (Commander):'''<span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Vysa Kharavyxis:''' Interesting for a campaign (although just go logistics) but shit for matched play, you’re welcome for wasting £15 so you may known the horrible truth. ***'''Succubus Specalism:''' ****'''Level 1: Dancing With Death''' +1 Atk for each flesh wound: okay but by the time you have flesh wounds things are quite rough and won’t take effect for some time given she has 5 W. ****'''Level 2: Back From the Dead''' Re-roll casualty rolls: kinda useful but not in the actual game ****'''Level 3: Gladiatrix''' When you use Duel for Honour tactic on a 2+ (D6) +1 CP: very good, but doesn't make up for lvls 2 and 4 being useless on the actual battlefield. ****'''Level 4: Talent Scout''' If after the game the model is decided to be dead you D6 for every specialist this model took out of action, on a 5+ +1 morale: FUCKING GARBAGE, useless until your dead and then its not even +1 resource of your choice (although that wouldn’t make much sense), what if I have lots of morale. It is quite possible this ability will do nothing for your campaign. *'''Haemonculus (Commander):''' The only thing that makes him worth it is his tactic Master of Pain, an aura that gives +1 to toughness for all friendly models within 6". It would be better if he had the strategist specialism for that CP that the tactic costs. Probably the better choice is giving him Fortitude, if you make him level 3 with +1 toughness, halving damage and 6+++ (rerolling 1s) plus the tactics, he can be a good support commander with Toughness 6(!) -each time you use the tactic- on the front surrounded by wyches (in fact if you get +1 Toughness cause the Combat Drugs you're having hyperdoped Toughness 5 Wyches). However, I don't know if 50pts (55pts with the ichor inyector) for a commander that needs 1CP for turn and with 5+/6+++(rerolling 1s) save is worth it, as he's nothing special on melee and shooting, although you can let him at level 2 for having 15 more pts. Also, instead of sending him to the front you can keep him among your shooters for protecting them (the -1 to injury rolls for a friendly model tactic is tasty). ===DE Tactics=== *'''[Core] Fire and Fade (1CP):''' A unit can immediately move up to 7" after they've fired in the Shooting phase. Positioning is key in Kill Team. You can use it as an equivalent to a consolidation move in the shooting phase after killing an enemy, or to redeploy to safety after having exposed yourself for shooting, like when using the short-ranged Shredder. *'''[Core] Cruel Deception (1CP):''' Use this after one of your models fall back so it can still shoot in this battle round. <div class="toccolours mw-collapsible mw-collapsed"> *You have to take you enemy's actions into consideration. Remember falling back doesn't specify a direction - you can fall back forwards, towards the enemy, and get them in your crosshairs from cover, while the rest of your team handles the guy you fell back from. <div class="mw-collapsible-content"> *If you have the initiative... **...and the enemy lacks a gun, you'll shoot them the next phase, ''unless'' they successfully charge back at you and you don't kill them in overwatch (if you are allowed to overwatch, as models that fell back can't react, but this enables your model to "shoot in the battle round", not necessarily just in the shooting phase - it's not yet a 100% clear). So nothing changed and you lost both CP and the initiative. **...and the enemy has a gun, they might ready themselves, so you better ''also'' have a Readied model that can kill this enemy would-be-shooter before it kills the model you just moved. **...and the enemy moves away from your fall back move, it'll be very easy for it to get out of range of a grenade or blast pistol, so this isn't a good way to use those. *If you go second... **...and the enemy both stays and lacks a gun, then you fall back and shoot it with yours. Preferably fall back in a position where the rest of the enemy team can't easily kill you, because you'll shoot second. **...and the enemy both stays and has a gun, then you better ''also'' have a Readied model that can kill this now-open enemy before it kills the model you just retreated. </div> </div> *'''[Core] Torment Grenade (2CP):''' If a unit hits an enemy with a phantasm grenade launcher, roll a 3D6 in addition to the -1Ld. If the result is higher than their Leadership stat, they suffer 1 mortal wound. *'''[Core] Pray they Don't take you Alive (2CP):''' -1 Ld for the enemy team after you kill their leader. Some Kill Teams depend heavily on their Leader, like IG and Tyranids. Twist the knife! Some teams have ways to lessen Nerve tests, so you'll need to supplement it with Phantasm launchers to shaken as many enemies as possible. *'''[Noose] Bloodied Grace (1 CP):''' Use when a Wych is consolidating in the fight phase. She can consolidate up to 6". *'''[Noose] Architect of Pain (1 CP):''' At the start of the round, a selected unit treats the round count as 1 higher for the purposes of determining Power from Pain bonuses. *'''[Noose] Lightning-Fast Reactions (1 CP):''' Use when an enemy targets one of your models in the Shooting or Fight phase. Until the end of the phase, enemies subtract 1 from hit rolls targeting that model. *'''[Noose] Hyperstimm (1 CP):''' At the start of the round, select a unit with the Combat Drugs rule. The bonus received from Combat Drugs is doubled, but at the end of the round, roll a d6- that model takes a mortal wound on a 1. *'''[Noose] Murderous Rivalry (2 CP):''' At the start of the Fight Phase, choose 2 models from your kill-team that ended their charges within 4" of each other. You may resolve their attacks before any other player selects a model to fight with. Wyches are mean in melee as it is, and being able to activate two at once before anyone else gets to fight is a big deal. *'''[Noose] Hunt From the Shadows (1 CP):''' If a model from your Kill-Team is targeted in the shooting phase and that model is obscured, it adds 1 to its saving throws. *'''[Noose] Profane the Ruins (1 CP, Death World Forest Killzone):''' At the start of the round, choose an Eldrich Ruin. Any model from your Kill-Team within 1" of the ruin treats the round as being 1 higher for the purposes of Power From Pain. *'''[Elites] From Out of the Shadows (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 Mandrake models from reserves anywhere more than 5" from an enemy *'''[Annual] The Taste of Pain (1CP):''' Use thisTactic when a model from your kill team suffers a flesh wound. Until the end of that phase, add 1 to the Attacks characteristic of that model, and ignore the penalty to that model’s hit rolls from any flesh wounds it has suffered ===DE Commander Tactics=== *'''[Commanders] Master of Pain (Aura) (1 CP):''' Use at the start of the round if you have a non-Shaken Haemonculus. Gains an aura that adds 1 to the toughness of all allied models within 6" of this model, which lasts until the start of the next round. *'''[Commanders] Overlord (Aura) (1 CP):''' Use at the start of the Shooting phase if you have an Archon. Until the end of the battle round, as long as the model is not shaken. Friendly models within 6" of this model can reroll hit rolls of 1. *'''[Commanders] Bride of Death (Aura) (1 CP):''' Use at the start of the Fight phase if you have a Succubus. Until the end of the battle round, as long as the model is not shaken. Friendly models within 6" of this model can reroll hit rolls of 1. *'''[Vysa] Acrobatic Leap (1 CP):''' Use the tactic when you choose a Succubus to move in the movement phase. For the duration of the phase, that model can move as if it could Fly. (Included in Drukhari Commander Box) *'''[Vysa] Dark Majesty (Aura) (1 CP):''' Use the tactic at the start of a battle round if you have a commander. Commander gains this aura until the end of the battle round: as long as this model is not shaken, models from your kill team within 6” of this model ignore the penalty to their hit rolls from one flesh wound they have suffered. (Included in Drukhari Commander Box) ===DE Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''DE Strategies:''' <div class="mw-collapsible-content"> *'''Leadership:'''* If you are playing League/campaign games, you'll be getting access to a plethora of leadership-nerfing potential. To start with, between Phantasm Grenades, Pray they dont Take You Alive and Mantle of Agony you will be forcing enemies to a -3 on round 5, which will reduce most enemies to 4Ld. In a League, you also get Vox ghost on your coms, which aplies a flat -1 to all models, as well as tactics on both your Veteran and Leader, allowing you to push this a further -3. putting space marines on 1 leadership means you're guaranteed to break them, which is a win by default in Sweep and Clear as well as Terror Tactics. You're not likely to get this scale of penalties in most games, but keep all of your ressources in mind, because breaking an enemy on turn 2 or 3 usually guarantees a victory. To this end, you'll want to snipe out enemy leaders, and keep your comms alive and hidden, and put your Sybarite/Hekatrix in a position to put Phantasm grenades on enemies every turn. If you have a chance to kill an enemy leader in combat (Especially Guard, Tau, or other Eldar who don't have strong T/Sv) then make sure you save the 2 CP you need to pull this off. In a Wych-centered Kill team this is the one big advantage you need to press if you want to beat strong opponents, since you don't have the high-ap weapons to take out hard targets. *'''Shooting Denial:'''* Your toughest elves have a 5+/6+++ in shooting or a 6+/4++/6++ in melee, so you need to be keenly aware of 2 things at the start of every game: The blindspots of your heavy weapons, and those of your opponent. Against Heavy Bolters, Hotshot Vollyguns, and other rate of fire weapons you are going to be mowed down if you end in their path without having (multiple) solutions to taking them out first. Against High-damage High-AP weapons you should expect to lose model a turn if you stay in their line of sight. There are several solutions to this. **if the opponent is reliant on CPs to keep their heavy weapons fed with tactics, keep your troops out of LOS as much as you can, and try to force them to use other tactics before they use them on their HW (Forcing an opponent to move troops out of position and take Decisive shots, for example). **You can either take a long push around the HW's killzones, and harass or kill them, while the rest of your forces are fully concealed, or keep your forces fully concealed until they would need to push out of cover (right before end of the game, or when you have enough troops left that losing a few troops wouldn't prevent you from holding objectives). **If the enemy HW is in a position too entrenched to flank, and can still see your forces, ignore it entirely and focus on taking out secondary targets I.E. That heavy bolter might be a problem, but the flamer/plasmagun that is trying to flank me is easier prey so, so I'll put everyone in cover and deal with the other threat until the HB is vulnerable or isolated. **The fourth option is to see the Leadership section above, Heavy Weapons and Snipers tend to be the first targets to break, since they like to be isolated in the back far from much support, breaking the forward section of an enemy kill-team will usually result in the heavies running. *'''Area Denial:'''* Darklight Weapons and Shredders are some of the scariest weapons in the game, due either to their high Str+AP combo, or high number of shots with decent AP/Str. Some of the best uses for them are keeping enemies out of regions of the board you need to control, or "flushing" enemies out of entrenched positions. Dark Lances are great for keeping enemy infantry from moving up exposed terrain, and have the impeccable ability to instant-kill most targets that they can hit, which makes veteran players nervous about moving their specialists into windows and streets where they can be hit. Taking Decisive shots first turn to keep enemy special weapons out of windows gives you great control over the rest of the game, especially against killteams that rely on static gunline tactics. The Shredder is excellent tool for forcing enemies to move, especially when the user has the initiative, or uses adaptive tactics or decisive shot. Pushing a shredder into an occupied building forces the opponent to either ready all the models inside, in which case a decisive shot can eliminate an important enemy (or a cluster of lighter enemies) or for the occupiers to leave the building. If you don't have the initiative, Shredders are best used to punish unreadied enemies, since the 12-inch threat range can be expanded quickly due to deldar's faster than average movement. Again, the shredder is a good target for decisive shots, or any of the veteran's tactics in this situation. TL;DR Darklances are terrifying, so use them to keep enemies out of annoying places, and Shredders are excellent at punishing unprepared targets, or forcing enemies to relocate. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div> ===DE Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *Example one:10 models, 100 pts **Sybarite with Splinter Rifle (Leader), 8 pts **Hekatrix with Blast Pistol, Phantasm Grenade Launcher, Power Sword (Zealot), 14 pts **Kabalite Gunner with Dark Lance (Sniper), 12 pts **Kabalite Gunner with Shredder (Comms), 9 pts **3x Wych Fighers, with 1 each of Hydra Gauntlets, Razorflails, Shardnet & Impaler, 33 pts ***NB: Razorflails and Hydra Gauntlets are almost identical mechanically, but the Wych box only gives you one of each, so if you've got more than one box, feel free to swap for whatever's the coolest in your opinion **3x Wych, 24 pts The Sybarite should sit in the back with the two Kabalite Gunners and play a ranged game. Your Hekatrix should use your mob of Wychs as mobile, stabby cover as it advances on your opponent's VIPs (e.g. Rail Rifles or other "delete button" units) *Example two anti-marine list:10 models, 100 pts **Sybarite with Splinter Rifle (Leader), 8 pts **Hekatrix with Blast Pistol, Agonizer, 13 pts **Kabalite Gunner with Dark Lance (Sniper), 12 pts **Kabalite Gunner with Blaster, 11 pts **3x Wych Fighers,each with Hydra Gauntlets, one can be Specialist (Zealot) or (Combat) 33 pts ***NB: Shardnet & Impaler-Zealot-Fighter theoretically is better against Marines,one can be swapped,. **2x Wych, 16 pts **Kabalite with Splinter Rifle (Comms), 7 pts The leader sit in the back taking points and generating CP,Blaster mid Field keeping safe wyches from tactical fall back and trying to harass enemy Specialist/VIPs,Comm should stay in range(7+6=13") of both blaster and dark lance to help when needed. Always remember to charge your targhets with 2-3 wyches to be sure to kill em,personally i usually move em in 2 small groups, first one hekatryx and 2 wych,while second one the 3 Fighter wyches. *Example three anti-GeQ list:10 models, 97 pts **Sybarite with Splinter Rifle (Leader), 8 pts **Hekatrix with Splinter Pistol, Phantasm Grenade Launcher, Power Sword (Zealot), 12 pts **Kabalite Gunner with Splinter Cannon (Sniper), 11 pts **Kabalite Gunner with Shredder, 9 pts **3x Wych Fighers,each with Hydra Gauntlets, one can be (Combat) 33 pts ***NB: Shardnet & Impaler theoretically can be better against Geq,but you dont reroll wound,it is a risk. **3x Wych, 24 pts 3pts left, you can add a nice power sword to your leader,or blast pistol,you choose. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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