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| So how do all the different flavors of Dark Eldar look in Kill Team? | |
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HokutoAndy Kabalite Warrior
Posts : 169 Join date : 2013-05-30
| Subject: So how do all the different flavors of Dark Eldar look in Kill Team? Thu Aug 02 2018, 07:19 | |
| Just found out that Kill Team is a reworked Shadow War Armageddon with one big rulebook with all the factions. Haven't taken a look at it though.
How different is it from Shadow War, and how do the Dark Eldar look in it? | |
| | | Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: So how do all the different flavors of Dark Eldar look in Kill Team? Thu Aug 02 2018, 08:35 | |
| Well, there is one flavor right now - thats basic troops. Shooty troops and choppy troops with almost the same statline.
They are what you expect from Dark Eldar, fragile and pack a punch.
Fire and Fade stratagem is what defines them on the table. With this stratagem you can fire heavy weapon and hide behind wall.
Also Power from Patience works here even better then on regular 40k. Each turn you get +2 CP that are saved for next turns. It is more beneficial to hide a bit and then unleash Dark Eldar with all the bonuses from statagems and PfP.
They dont have a whole lot of Synergy, like i had with my Skitarii kill team, where i have fire team of Sniper and Comm specialist, letting sniper hit on rerollable 2+ with ignore cover.
I'd say Drukhari in Kill Team are better with Wyches and some Kabalaite support. Pure Kabalites will simply lose shooting game, compared to opposition they dont have anything special and are fragile. | |
| | | wormfromhell Sybarite
Posts : 327 Join date : 2017-01-03 Location : Australia, the land of the $85 Ravager.
| Subject: Re: So how do all the different flavors of Dark Eldar look in Kill Team? Thu Aug 02 2018, 08:38 | |
| Basically, we have wyches AND kabalites, and can have three special weapons wyches, one special and one heavy kabalite, and one leader(sybarite/hekatrix) for each, although only one can be your technical leader. Not incredible variety, but its good enough for me, but mandrakes would be nice. | |
| | | HokutoAndy Kabalite Warrior
Posts : 169 Join date : 2013-05-30
| Subject: Re: So how do all the different flavors of Dark Eldar look in Kill Team? Fri Aug 03 2018, 04:53 | |
| Ok, read through what units were available for all. Might start with the pointy ears in green first then.
Reading on some other discussions I hear the Hekatrix can take a grenade launcher that isn't possible in army scale 40k, which is cool as in other places options were taken away.
Hopefully there'll be expansions to the game for all the other flying footsloggers Dark Eldar have available to them.
More of a general question... so Kill Team uses 8th edition rules as a base with strength, toughness, armor mods. Are there certain S, T values that are 'optimal' then? Is there a certain range of armor that's just no good (say 5+ 6+) due to prolific modifiers? | |
| | | Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: So how do all the different flavors of Dark Eldar look in Kill Team? Fri Aug 03 2018, 06:34 | |
| - Quote :
- More of a general question... so Kill Team uses 8th edition rules as a base with strength, toughness, armor mods. Are there certain S, T values that are 'optimal' then? Is there a certain range of armor that's just no good (say 5+ 6+) due to prolific modifiers?
Fully half of all kill teams are Toughness 3, and another almost half toughness 4. Only Death Guard have toughness 5. That should tell you about effectiveness of poison. Its bolter half the time and lasgun another half. Pistols are good. You basically get free shot from pistol if you made the charge and dont have to wait one turn like in 8th, because of turn sequence. Its move&charge, i shoot&you shoot, i fight&you fight. Blast pistol is really good with this, take it always on combat model. There is enough good armor out there. Only thousand sons boasts semi 2+, many marines with 3+. Lots and lots negative modifiers to hit. Flamers are good in this game. Drukhari dont have them. Armor only modified by the same things as in 8th, except for some specialists traits, that arent recomended for matched play and are campaign only. There are enough -AP weapons though. Plasma guns, frag cannons, rocket launchers, power swords, mauls, etc. No shortage of those. But equipment is limited compared to 8th. Drukhari can take all their options on units, many other kill teams cant do that. | |
| | | HokutoAndy Kabalite Warrior
Posts : 169 Join date : 2013-05-30
| Subject: Re: So how do all the different flavors of Dark Eldar look in Kill Team? Mon Aug 06 2018, 05:20 | |
| Got some games of Kill team in with other folks generous enough to lend a few dudes out, though haven't seen DE on the tabletop yet.
Odd that the anatomy masters with all kinds of elixers don't get the medic specialist, one of the advanced abilities even lets you make poison! Hopefully an expansion fixes that.
Blast pistols are going to be great on the two that can take them, especially with how the rules make precise long range shooting difficult. So
I figure Sybarite is useful as a leader who hides to generate CP, while the Hekatrix is a close combat specialist. Any combinations of weapon+specialty stand out above the rest? | |
| | | DingK Sybarite
Posts : 303 Join date : 2013-03-31
| Subject: Re: So how do all the different flavors of Dark Eldar look in Kill Team? Mon Aug 06 2018, 07:59 | |
| I tried a Comms Kabalite with Dark Lance (+1 to hit with all the modifiers seemed better than rerolling 1s from a Sniper). Unfortunately, my AM opponent knew what he was doing and focused on him to quickly get him to 2 Flesh Wounds.
Other than that, can't say my single play helped me understand Drukhari in Kill Team any better. We played a 6 player game - had to stop after 3 turns but agreed it didn't really work. I was at a height disadvantage and couldn't get to my AM opponent quick enough with my Wyches, no LOS blockers on that part of the board either. Adding in that I forgot about drugs, and any PfP bonuses beyond turn 1, and you can imagine how uneventful it played... | |
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