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==Commorrite== ===Why Play Commorrite=== *'''Pros''' **Some very impressive WS/BS scores, with base troops having a 3+ **Crits tend to be quite the effective tool *'''Cons''' **Your basic weapons are about as potent as a lasgun without crits. **Wyches have limited shooting capability. ===C Wargear=== *'''Plasma Grenade (2 EP):''' Gives you an equivalent with a frag grenade, dealing decent damage with Blast to handle crowds. *'''Haywire Genade (2 EP):''' Another grenade that does poor damage, but gains Lethal 4+ when dealing with any enemies with a save of 3+ or higher. This can make it more effective against space marines of all sorts. *'''Phantasm Grenade Launcher (3 EP):''' {{W40kKeyword|Leader}} operatives only. Provides a short-ranged weapon with poor damage, but Blast lets it cover small crowds while Lethal 5+ lets it use its real secret: Stun. Being ranged, this allows you to rob AP from multiple enemies on a good hit. *'''0-1 Hypex (2 EP):''' {{W40kKeyword|Wych}} operatives only. Adds 1"/triangle to their movement, giving you the ability to close into combat way faster. *'''0-1 Agonite (3 EP):''' {{W40kKeyword|Kabalite}} operative. Pick one splinter rifle, splinter pistol, or splinter cannon the bearer has. That gun gets the Relentless. A bigger boost for the splinter cannon, which guarantees that it hits many enemies thanks to Fusillade. *'''0-1 Adrenalite (2 EP):''' {{W40kKeyword|Wych}} operatives only. Whenever the bearer charges, they get to re-roll one hit die during that activation. *'''0-1 Painbringer (2 EP):''' {{W40kKeyword|Wych}} operatives only. Whenever the bearer takes any hits with 3 damage or less, they can reduce the damage taken by 1, giving you a modicum of tankiness against most small arms fire. *'''0-1 Grave Lotus (2 EP):''' {{W40kKeyword|Wych}} operatives. Whenever the bearer fights in melee, their first hit deals +1 additional damage. *'''Kabalite Banner (3 EP):''' {{W40kKeyword|Sybarite}} operatives only. Friendly {{W40kKeyword|Kabalite}} operatives within 3"/square count as if having +1 APL when capping objectives, though it offers little else when compared to other kill teams with icon bearers. *'''0-1 Deathbloom (3 EP):''' {{W40kKeyword|Kabalite}} operative. Pick one splinter rifle, splinter pistol, or splinter cannon the bearer has. That gun gains Rending, taking full advantage of that Lethal 5+ to make one more hit land when you need it. *'''0-1 Feralex (3 EP):''' {{W40kKeyword|Kabalite}} operative. Pick one splinter rifle, splinter pistol, or splinter cannon the bearer has. That weapon gains Splash 1, allowing crits to deal damage to nearby targets. This is especially handy for the splinter cannon, with Fusillade letting you cover multiple enemies in gunfire. ===C Units=== The kill team is composed of two Fireteams <tabs> <tab name="Kabalite Fireteam"> This Security/Recon fireteam is composed of 5 of the following: *0-1 Sybarite (if there are no other leaders) *1-5 Kabalite Warriors *0-1 Kabalite Gunner *0-1 Kabalite Heavy Gunner *'''Sybarite (Combat, Marksman, Scout):''' Unlike many leader operatives, the Sybarite is not stuck with only pistols to deal with their enemies. Their loadout comes with a few other options. **Indeed, the Sybarite isn't forced to sacrifice everything for a splinter rifle. While the splinter pistol is still there for convenience, it's just easier to pick the bigger gun. Also available is the blast pistol, offering good damage and AP2 at short range. **While you could just stick with the basic weapons afforded to your other kabalites, there's no reason to, even with Rending. The power weapon does more damage and crits more easily with Lethal 5+, while the agonizer compensates for its less-than-extreme damage with Brutal to overcome any parrying. *'''Kabalite Warrior (Marksman, Scout):''' The basic Dark Eldar shares similar traits to their craftworlder cousins, having 8 wounds and a 4+ save. That said, their weapons carry their own wicked tricks. Their splinter rifles, while being only as powerful as lasguns, crit more easily with Lethal 5+. Their melee weapons, while also being rather puny, have Rending to make one crit guarantee more damage. *'''Kabalite Gunner (Marksman):''' The gunner comes with one of two guns with rather divergent purposes. The blaster works as a non-Hot plasmagun with some serious damage and AP2 to rip through armor. The shredder, while weak, has Blast in order to manage crowds. *'''Kabalite Heavy Gunner (Marksman):''' Another gunner, but likely to be stuck in the back lines due to their guns having Heavy. The darklance is your ultimate anti-anything weapon, dealing extreme damage and AP2, only hamstrung by being Heavy and Unwieldy. The splinter cannon isn't as strong, but deals more crits with Lethal 5+ and can cover multiple enemies with Fusillade. </tab> <tab name="Wych Fireteam"> This Seek & Destroy/Recon fireteam is composed of 5 of the following: *0-1 Hekatrix (if there are no other leaders) *1-5 Wych Warriors *0-2 Wych Fighters (0-3 if you have two Wych fireteams, each must take a different weapon) *'''Hekatrix (Combat, Scout):''' A rather basic Wych with +1 to Wounds and WS/BS. **Your pistol options are rather limited. The splinter pistol remains for easy crits at short range. Also available is the blast pistol, offering good damage and AP2 at short range. **Unlike with the Sybarite, the Hekatrix's basic weapon isn't so bad that it'd be a mistake to keep, especially with Rending. The agonizer is only slightly better damage-wise, but has Brutal to break parrying and Lethal 5+ to make easy crits. The power weapon does more damage and also carries Lethal 5+ for crits. *'''Wych Warrior (Combat, Scout):''' While seemingly gimped with only a 6+ save, their 5++ Invuln allows them to take any manner of AP without any worry. Their 3+ WS is especially helpful, allowing them to take advantage against many enemies in melee. Their splinter pistol, while limited in damage and range, deals more crits with 5+. The wych blades come with the stopping power of a bolter and can use Rending to guarantee more damage after a crit. *'''Wych Fighter (Combat, Scout):''' This particular wych sacrifices their shooting ability to focus entirely on fighting with their exclusive weapons. The razorflails aren't any stronger than the basic wych blades, but have Brutal to break parries and Ceaseless to guarantee all the hits and maybe even fish for crits, where Reap can come into play and hit others near the them. The hydra gauntlets give you basic damage, far better than the basic weapons. The shardnet and impaler also deal the same damage as the gauntlets, but they also rob enemies of an attack while in engagement range - perfect for supporting other wyches. </tab> </tabs> ===C Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Fleet (1 CP):''' All of your operatives cam make a free Dash action if they also move or fall back. This is especially handy for your Commorites as the wyches focus exclusively in melee, though this boost doesn't help with charging. *'''Agile Gladiators (1 CP):''' {{W40kKeyword|Wych}} operatives that fight in melee can render any enemy attacks as parries on a 4+, giving some additional protection. In addition, they can move past other operatives, automatically make jump checks, and ignore the first circke/2" increment when climbing, jumping, or traversing any terrain. The mobility part means a lot more for your forces, as this lets them ignore a great many obstacles as they close in with the enemy. The fighting part merely adds to protecting your enemy as a second set of parries. *'''Prey on the Weak (1 CP):''' Whenever your operatives fire upon an enemy with less than half their wounds remaining, your operatives can re-roll up to two of their hit rolls. Useful for when you really want those targets dead immediately. *'''Inured to Suffering (1 CP):''' Your operatives gain a 6+++ FNP save, but this is only usable after at least one operative is downed. Considering the relative frailty of your eldar, it's only necessary to have some extra defenses. </tab> <tab name="Tactical Ploys"> *'''Power from Pain (1 CP):''' A serious power-up. Whenever an enemy operative dies, you can immediately activate a friendly operative within 6"/pentagon of that dead person. The operative gains +1 to their APL and can shoot or fight twice. An excellent way to press the advantage after killing one foe to work on a second, especially if you go to support an ally. *'''No Escape (1 CP):''' Whenever an enemy operative falls back from a {{W40kKeyword|Wych}} operative, that enemy must roll a d6, subtracting 1 if they have more wounds than your operative and adding 1 if they have the injured status. On a 3+ the enemy can't fall back and wastes their AP on an action they can't use. This is something you'll absolutely use since you need your wyches stuck in or else they'll be gunned down. </tab> </tabs> ===C Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''C Strategies:''' <div class="mw-collapsible-content"> Strategies for playing as this faction go here </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> ===C Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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