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==Unit Analysis== Your FOC is as follows: * 1 Leader * 1-25 Core * 0-5 Special ===Leaders=== *'''Sybarite''': Your utility leader, this guy can be kitted out to become a mini-Archon. His armory is a bit limited, but he's versatile like other Kabalites. Like the Archon, keep him from unnecessary combat, keep him protected, and keep only the most necessary things on him. As a bonus, he can also take Ghostplate Armor to help his chances of survival. **'''Dracon''': 5 points net you a point in Leadership and another Attack. *'''Hekatrix''': The mini-Succubus, equipped with everything you'll need to start ripping shit up. **'''Syren''': 5 points for an elite Wych. *'''Klaivex''': A bit pricey as a leader, but he has all he needs to kill. His influence lets you screw with enemy Nerve checks. Unlike last edition, now the difference between Klaive and Demiklaives is a matter of points and if you need that flurry of blows. *'''Nightfiend''': A slightly bigger Mandrake. Take him, use him to bait the opposition with his debuffs to hit and sneakiness. Just don't throw him in big combats, he's terribad there. *'''Acothyst''': The Wrack Leader. He can thankfully take everything as he could before, making him a bit flexible. *'''Beastmaster''': The issue with this guy is that he pretty much forces the entire team to revolve around him. Sure, he's a cult unit, but he does nothing to help them and instead focuses on his pets (and the Ur-Ghul), all of whom are now Core and re-roll 1s to hit while within IP of him. *'''Arena Champion''': The Leader to take biking power. He's got an insane degree of utility between his guns (Splinter Rifle not cutting it? Grab a Blaster for overwhelming power or the Heat Lance for melta!) and the options for combat, he'll be able to jump from either being lethal while closing in or being lethal as he turns tailpipe. *'''Helliarch''': This is a more elite Hellion with all his options from the big book and the ability to grant 10 more Hellions to the hardcap. *'''Solarite''': Refrain from the idea of making him melee-based; his hollow bones make him too weak to try that. Since deep-striking is now a meta-thing, you can very much enjoy surprise insertions while they blast away. ===Core=== *'''Kabalite Warrior''': Your basic troop with options for bonus shooty. **'''Kabalite Trueborn''': Did you miss me? Every one per five warriors can pay 3 points for +1 Leadership (slightly better for Nerve) and access to the armory. *'''Wych''': Wyches are good for one thing and only one thing: <s>Building a harem</s> Tying other things up in combat. Each one per three can grab a new Wych weapon, which tend to be only slightly better than nothing by offering more attacks at AP-1. **'''Bloodbride''': Same as the Warriors, +3 points here gives +1 Ld and access to the armory. *'''Wrack''': The Coven troop. These guys can only grab Liquefiers and Ossefactors, so it's pretty clear what the plan should be. The difference revolves wither wanting automatic hits but random AP or a basic gun with sweet poison and the chance to hurt someone else with a kill. *'''Reaver''': Hard-hitting and fast, here are the elites. Their good stats and decent options make sure they can fit whatever role is desired of them, but make sure they don't go to any combat not on their terms. *'''0-10 Hellion''': These guys are your dancy-darting fiends to kite around with. Much more dangerous than the reavers, but lose out in the durability department. *'''Beastmaster Pack''': Hardcapped at 0-2. These guys aren't quite as versatile as in the big book, but manage to remain major annoyances based on how they run, and Non-Learning makes sure that they have no reason to not charge. The master can take up to 4 beasts. Khymerae are the stable walls/cover, Clawed Fiends are for making punishing attacks, and Razorwings are there to make sure you get a maximum amount of attacks. ===Special=== *'''0-1 Ur-Ghul''': A giant wall of meat for your Sybarite or Beastmaster. Yes, as a member of the Archon's Court, he benefits from re-rolling 1s to hit while within a Sybarite's IP, which isn't as powerful, but it works alongside also being made Core. *'''0-1 Sslyth''': Not much tougher, but you have a guaranteed ablative wall for your Sybarite. Similar to the other Court members, he can also re-roll 1s to hit within IP range of a Sybarite. *'''0-1 Lhamean''': A bit of an interesting midway, the Lhaemean isn't just a member of the court (with the re-roll benefit they get), but she also has access to the armory, but only if your boss has the {{W40kKeyword|<Kabal>}} or {{W40kKeyword|<Wych Cult>}} keywords. That said, she benefits best from the Sybarite's boost so her attacks connect. *'''0-1 Medusae''': Not very powerful, but the eyeburst remains a dangerous threat at mid-range against any GEQ or MEQ. *'''Mandrake''': Keep in cover and make sure they're accompanied by something to protect them from overwatch if they charge. Otherwise, make use of their kiting prowess and baleblasts. *'''Incubus''': Your elite melee unit. Though lacking in shooting, you do possess the means to go forth and render things to bits as quickly as possible. *'''Scourge''': You only got two slots for new weapons, meaning Blaster Spam is no-go, even in a Solarite list. Fortunately, your shardcarbines are still impressive enough a weapon if you have a need to buy so many scourges. *'''Grotesque''': They're big, they're bulky, they're killers. Dangerous as they are, they are vulnerable against heavy weapons. That said, melee sees them as being genuinely dangerous against GEQs and their Liquifier has a chance of punching through power armor. *'''Beastmaster''': No, your eyes do not deceive you, there's a Beastmaster here as well! While he too possesses an IP, it's only used for his pets. In addition, he lets you take a certain pet (Clawed Fiend, 2 Razorwings or 2 Khymerae) as core. **'''Clawed Fiend''': Big and beefy with a scary lot of attacks, but his WS is lacking, even considering the Beastmaster's IP. **'''Khymera''': Hyper-fast and relatively tough. Pretty much what you want to harass. **'''Razorwing Flock''': Your premier distraction. Since they're faster than khymerae and wit as many wounds as a Clawed Fiend, their role is essentially to intercept and annoy. They are your sacrificial fodder. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Dark Eldar]]
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