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===NID Units=== *'''Termagants (Scout, Veteran):''' The shooty tide. In high numbers they can quite overwhelm a light armored enemy force, but they need a Warrior around to keep them accurate. The most valuable thing about these pests is that the enemy ''has'' to commit an effort to kill them; have someone in your team who can take advantage of the annoying barbed meatshield gaunts are. ''They are disposable models, as such they should never be made specialists.'' *'''Hormagaunts (Combat, Scout, Veteran):''' The slashy tide. Same goes for them as for the Termagants but in melee. The are also quite useful to tie up shooty armies with their staggering 8" movement and 6" consolidation. Keep them in cover and even outside of line of sight to further annoy your enemy, as they screen their Warrior babysitter. Buy the Adrenal Glands, they'll still be cheap enough for you to bring a dozen or so. *'''Warriors (Leader, Heavy [Gunner only], Combat, Comms, Veteran):''' Now we are talking big. Like, really fucking big. The only things bigger than them are Lictors and (arguably) Aberrants, and they are not even half as versatile as them. Though they have a lot of options, Bone Swords + Deathspitter + Flesh hooks is the best loadout hands down, allowing them to be good at everything. You'll only make them keep their Devourer if you can't afford the Deathspitter, which is the only thing from that loadout that actually costs, and 2pts at that. Unless you're going Lictor or Genestealer heavy, this is where you get your specialists from. A ''Combat'' specialist could make use of a Lash whip alongside the bone swords, but giving up a gun for an effect on death isn't all that good. A must-take if you want to get an actual use out of gaunts, as they are the only source of the much needed Synapse. **'''Warrior Gunner (1):''' Venom Cannon + Flesh Hooks + Bone Swords bearer. *'''Genestealers (Leader, Combat, Scout, Veteran):''' Fast. Lots of attacks. Half the cost of a warrior (after wargear). These guys are glass cannons, a way of delivering Warrior-like melee sacrificing resiliency for numbers and speed - '''Metabolic boost''' works wonders on a model that moves 8" and re-rolls charges, even better than for Lictors (?!). While they can get a 4+ save, that comes at the expense of losing the charge re-roll, and a 5++ is a nice way to disregard AP. One of them can take an Acid Maw and another one the Flesh Hooks, consider putting them on specialists. Toxin sacs are great, giving extra damage synergising with your rending claws - which you should always use unless you're fighting models that depend on invulns/lack an armour save. *'''Lictors (Leader, Combat, Comms, Scout, Veteran):''' This guy is possibly the scariest thing in the game. In Kill Team the Lictor is every bit the stalking movie monster it was always meant to be. While it's got poor armour, thanks to its 9" movement it can reliably keep in cover, and gets an additional -1 to be hit when it does so. Good luck shooting it down with its 4 wounds. But watch out for demo specialists with flamers, which heavily counter it. In close combat it is downright terrifying, being the only model in Kill Team with a natural WS2+, and with a base Str6 also wounding most of the models on a 2+ as well, benefitting its Flesh Hooks. Against astartes, a single flesh wound is less important, and you should aim for "out of action" results, not just wounds. Because of this, you should always use the Grasping Talons against them, or against other models where you'd rather increase out of action chance than wound chance. Against other single wound models, or against astartes who already have a flesh wound, just use rending claws (unless the extra ap isn't useful against the target). **Being your most expensive model you'll only be able to bring up to 4, but that's the same number of specialists you can have, so your ''"Aliens"'' movie cast can each have a personality: Leader, Combat, Scout and Veteran. Comms lvl2 and lvl3 advancements are useful as well, but they won't be available in matched play or when you used up all your points on 4 Lictors. *'''Tyrant Guard (Combat, Veteran, Zealot):''' A cqc monster but attracts firepower likes flies to rotten fruit. Makes a great distraction for your smaller units to get into combat. Watch out for supercharged plasma though, as one of these on a sniper specialist will melt your EXPENSIVE monster into mush in round 1. Don't waste it with Scything talons, be sure to take whip and sword, or them powerful snipping clawz! *'''Hive Guard (Heavy, Sniper, Veteran):''' A tough gun beast, T5 3W and 4+ Sv. If using the Impaler Cannon, Sniper is the way to go. It can shoot models it can not see, but hits on 6's no matter modifiers, with sniper the Hive Guard can move with the heavy weapon and still hit on 6's and re-roll 1's to hit. *'''Ravener (Combat, Scout, Veteran):''' Almost as good as a Lictor - one less wound and no chameleonic skin -1 debuff but this dude only cost 15(!) points. Ranged weapons add some points, but could be very viable when paired with their 1CP reserves strat. S5 1 1 for 5 extra points gets your opponent a nasty surprise when you can drop out of nowhere at the end of the movement phase. Chuck some rending claws on if you're going up against armored targets. This thing has a 12 (yep) inch move stat though, and you can make it a veteran specialist too for the before game tactic OR you can use the tactic to drop up to 3 of them anywhere on the map in cover later in the game. With the Predatory Leap tactic too, nothing can hide from these things. You MUST bring a warrior babysitter on this team, or your leadership 5 Raveners will shake quickly! ====NID Commanders==== *'''Tyranid Prime (Commander) (Ferocity, Fortitude, Leadership, Melee, Strategist, Strength):''' A Swool warrior good for the point cost and cheap. *'''Broodlord (Commander) (Ferocity, Fortitude, Leadership, Melee, Psyker, Stealth, Strategist, Strength):''' BOI this dude is strong: S5 T5 6W 6A mean you have a quite strong and resiliant melee fighter. Add a 2+ WS and a melee weapon S5 AP'''-3''' Dd3 (which became a really useless AP-6 and a not-so-useless D3 with a 6+ wound roll) that re-roll failed saves and you have a killing machine. BUT, THERE'S MORE, IT'S A PSYKER! You could problably using it alone and, with a not too much numerous enemy team and some clever positioning, still have some possibility to win. Pay attention to enemy fire, though. **If you are going to pick a Level 1 Broodlord, problably your best choice are Melee (against everything) or Strength (against GEQ if you '''really''' want to kill them or against Plague Marines or Custodes to have a rerollable 3+) **If you are going to play like a hero and pick a level 4 Broolord (and that's it, because it cost 196 points), consider to choose Psyker, especially the ability that permits you to choose your target for Smite: in this way you could stay in melee with the enemy (preventing it from shooting you) and still be able to deliver some damage in the Psychic Phase **Ferocity and Stealth are evergreen choices: ***Ferocity makes you always fight as you have charged (a Bloodlord may kill every enemies that dare to stay on its way, preventing them to attack you first is a nice option) and high lever option are still good ***Stealth gives you a Veteran-like tactic to move before round-one (helping you to reach melee) and, at higher lever, bonus that makes you harder to shoot (or negates to your enemy the possibility to Overwatch, which is awesome). ***Melee is your go-to choice for facing the Custodes - at level 3 you get 7 WS 2+ S5 attacks rerolling hit and wound rolls of 1 and (this is the clincher) do 3 mortal wounds on a wound roll of 6+, allowing you to bypass their invulns and ''instakill Custodes''. **'''Nemesis 9 Tyrantis:''' named Commander for the Tyranids. Funny choice if you pick it at level 3 against elitè army or Elucidian Starstriders, otherwise, meh: ***'''(Level 1, 131):''' Add one to Attack characteristic, already built in the statline (a Melee specialist does the same at the same level) ***'''(Level 2: 151):''' You can add or subtract 1 from any roll (yours or of the other players) to determine wether or not the mission ends. Circumstantial, but useful if you have a slightly advantage at the first roll of this type. ***'''(Level 3, 171):''' Gain 1 CP every time this model puts Out of Action an enemy specialist IN THE FIGHT PHASE (no Psychic, just punching). Fluffy ability similar to '''Feeder Tendrils''', but for this point cost it will be hard to have more than 3 models (unless you're taking only Gaunts and the Bloodlord, but it sounds stupid, doesn't it?) ***'''(Level 4, 196):''' If this model is in your kill team and it's not Out of Action, roll a D6 for each enemy player that participate in this mission. With a 5+ that enemy lose 1 Morale. Useful ability, because if you use this skill tree you'll never tempted to choose it as a Level 4 Commander, saving points for useful things. *'''Deathleaper (Elites) (Legendary Hunter Level 4):''' **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book.
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