Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(8E)
Like all Eldar, the raiders of Commorragh are exceedingly fragile with a specific specialization. In their case, this specialization is a brutal swift assault that wipes enemies before they come to rally a counter-attack. The smaller scale of HoR will limit just how much fire you get, and the fact that your army's in a three-way split between three different factions of playstyles.
Your common keywords are Xenos, Aeldari, Drukhari, with the wildcards being <Kabal>, <Coven>, <Wych Cult>
Rules
- Power From Pain: Mostly unchanged, except for turn 4. Now your models with this rule auto-pass morale tests if you outnumber the enemy and auto-pass rout checks regardless.
- Combat Drugs: You roll for drugs for all models of a certain type, so all wyches take one drug, hellions take another, etc. Fortunately, your bosses are separate from the rest.
- Phantasm Grenade Launcher: They affect Rout checks. Neat.
- Obsessions: While you get your first one free, you can buy spare obsessions for the other parts of your army for +2 points per model of that faction. Costly, but they do offer convenience for your other units. You also get new ones as well:
- Kabals
- Kabal of the Dying Sun: The One Step Ahead TA actually interferes with your chances of going first, but that's okay. By going second for the turn 1, you actually rob 6" from all enemy gun ranges (To a minimum of 6"), which is evil while you take your ideal hiding spots or gun down some early prey without reprisal.
- Kabal of the Last Hatred: Snobs to the end, you get to re-roll 1s to hit any other Eldar.
- Kabal of the Broken Sigil: Your boys have a 6" aura that deals -1 Ld to enemies, which can be particularly nasty if you also find ways to tamper with IP.
- Cults
- Lords of the Iron Thorn: Pretty much useless - We have no clue what this does, only that it makes your Hellions and Reavers more expensive if you don't take it first.
- Cult of the Blade Denied: Wyches with the base blades reduce their Strength and Attacks by 1, but this also allows them to get an insane 3++ in combat - pretty great for walling.
- Cult of the Seventh Woe: Models that roll a 6 to hit in combat or with a pistol at point-blank get to roll another attack.
- Cult of the Wrath Unbound: Gain +1 to WS, but -1 to Ld. While having your Cult units hitting on a 2+ sounds very tempting, this also means that they're now super-vulnerable to breaking at the first sign of things going south.
- Cult of the Pain Eternal: Your models can re-roll 1s to hit and wound all pious models (Meaning Black Templars, Adeptus Ministorum, Adeptus Custodes, Word Bearers, Adepta Sororitas, Genestealer Cults models). Because le edgy atheism lulz.
- Covens
- The Hex Coven: Your enemies must re-roll Invuln checks.
- The Black Descent Coven: You have a 1/3 chance of making any charges count as just walking up and slapping them. While this is meaningless to forces like the Emperor's Children, this is a small deterrent for everyone else.
- Kabals
Wargear
- Adept-Slave Forged Weapon: Standard MC weapon. Grab for a special weapon that needs to make its mark on someone.
- Gloom Grenade: A basic harmless grenade with blind. At least it's a bit better than Phantasm Grenades by virtue of not caring about Fearless.
- Gruesome Trophies: Anyone in combat with a model using one of these takes -1 Ld. Sad thing is that it doesn't stack with other trophies or with the Trophy Rack. Sad thing to hear, but still worth something if you make a big assault.
- Soulseeker Ammunition: This old trinket returns slightly tweaked from before: Now a model with a splinter weapon can re-roll 1s to-hit. Pretty cheap buy.
- Modified Biology: Cheap 6+ FNP. Pretty cool if you're impatient to wait a turn for the PFP to work.
Leaders Only
- Hell Mask: Drag out those old Archons with flayed faces, because they're back! This forces enemies in combat with the leader to take -1 Leadership as well as Fear. Dope, but pretty overcosted.
- Gloom Field: Grants all models (friend AND foe) within 3" Stealth and Shrouded. The issue with this is that while it helps protect you from overwatch, anyone that charges you will get that exact same protection from your overwatch. Better utilized on a pure assault build, where that doesn't come up as often.
- Terrorfex: Another old relic, these have the rare distinction of being infinite grenade launchers. Granted, those grenades are harmless and force anyone hit to test pinning at -2Ld, but that's still an incredible help when you need to kill a key target.
- Xenospasm: An offensive grenade for once, these are S3 AP3. Pretty good at chunking something in the way, but the Terrorfex has more uses.
- Vile Reputation: A fun little tool to mess with people, this forces any enemies in the Leader's IP range become unable to use their own IP. Teamed with the Gloom Field and some backup, this can help you in screwing a backfield commander over.
- Trophy Rack: A fierce weapon in a choppy leader's hands, the thing only activates when you kill an enemy Leader in a challenge. In that event, you gain +1 Ld (Cool), and any models in base contact take -1 Ld.
Hekatrix Only
- Goblet of Spite: In a strange inversion to the Blood Grails the Blood Angels are infamous for, this makes all Wyches and Bloodbrides within 6" gain Rage and Hatred, which work well for making a big charge.
Sybarite Only
- Axe of Agony: Since Dark Eldar lack access to power axes, this comes in to fit the bill...slightly. S+1 AP2 and Unwieldy, but its big bonus is what happens when he wounds. If he inflicts at least one unsaved wound, roll a d6: on a 4+, he gains back a lost wound, on a 1, he gets too distracted and can't attack. Play it like a combined Parasite's Kiss and Axe and Power Axe and you'll find a similar match. Just be very prepared to die in the process because unwieldy KILLS your normally high Initiative.
- Serpent Blades: Now a weapon that makes us miss the Duke too, HoR? Yeah, these replace your weapons with two 2+ poisoned CCW. If they roll a 5+ to-wound, they'll even turn into AP2. Yeah, grab themm to make things die extremely quickly, but make sure you kill first or you'll feel the pain of a lost overwatch.
Nightfiend Only
- Shadestalker: If the Nightfiend ever arrives from reserves, he gets to drop in up to 1" from an enemy model in a style reminiscent of Kheradruakh. Yeah, he's barred from charging, but then again nothing can. Only really worth it on a bait Leader.
- Head Hunter: Decapitator bonus 2. The Nightfiend gains Preferred Enemy (Leaders) and a bonus rule making to-wound rolls of 6 ID, making him much more worthy of going to assault. Cheaper and more effective to use.
Helliarch Only
- Custom Hellglaive: Essentially a fancier Hellglaive, but if he charges he gets +2S. Pretty neat way to remind us of the Baron...
- Master of the Skies: Grants the Helliarch re-rolls on Dangerous Terrain and Hit & Run tests. Take it. It goes an extremely long way in making you a bigger nuisance.
Acothyst Only
- Spirit Probe: Yeah, it's the same as if you ripped it out of a Cronos. Models within 6" get +1 on their FNP to a max of 4+. A pretty solid take for a Wrack-heavy force.
- Seeker of Torment: Makes your Acothyst more of a mini-Haemonculus. You get to count everyone within 6+ as having an extra turn for PFP and the option to use the PFP bonuses from the Haemonculus Covens supplement instead. The former is priceless, but the latter should only be considered when you have tons of Wracks and Grotesques in the army that can benefit from it.
- Talismans of Petrification: A mini-Vexator Mask, this forces one model in combat with the Acothyst to test Initiative or be bumped to I1 for the turn. It's only used at the start of the fight, so make sure you have enough attacks to capitalize on the weakened opponent and any allies he might have.
Klaivex Only
- Bloodstone: A relic lost from the transition to 7E, this gives the Klaivex an S3 AP3 flamer. Enjoy your cooking.
- Murderous Assault: In an attempt to make a mini-Drazhar, the Klaivex get his "bonus attacks on to-wounds of 6" rule, which is in itself taken from the Haruspex. Pretty nifty, though some weapons are better.
- Chosen Foe: Gains Preferred Enemy (Leader). Cheap and quite effective.
Incubi Only
- Punisher: The old weapons of the Incubi, these are Two-Handed S+2 AP3 halberds that can instead deal an attack to every model in base contact. Pretty fierce, but the Klaives are better up-close.
- Tormentor Helm: MORE old relics! You slap a TL Splinter Pistol to an Incubi's helm and gain a cheap combat weapon.
- Obsidian Stone: The only anti-psyker tool you can grab, these let Incubi Deny on a 3+. For 5 points, this is a fucking steal!
Philosophies
- Pain in all its Forms: +1 TP for having a model from each of the three factions. Easy enough to select.
- Soultaker: You only gain +2 TP for the first kill you make, scoring an extra one if your leader did the deed.
Tactical Actions
- Wave of Horror (1 TP): Your leader exposes ALL hiding models within 12", including your own.
- Maddening Hallucinotoxin (1 TP): One model becomes a target so irresistible that the closest enemy within 12" must charge them. Good thing you got plenty of ablative units.
- Draught of Despair (1 TP): You can only use this during one enemy's Nerve check. If they lose, you gain TP equal to how badly they lost. If they pass, you lose another TP for taking the risk. Ideally, use this on a model near your Incubi.
- Backup Bodies (2 TP): You have a chance of foil any hero-slaying tactics on a 4+. Sure, your leader stays dead, but they no longer gain any VP for it. That said, any Tactical Actions that require the kill are still in effect, so beware.
- Carrion Keepers (1 TP): If your models are within 3" of an objective, they can overwatch on a 5+ against one charge.
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:
Building a haremTying 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 <Kabal> or <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.