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===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).
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