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===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>
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