Working behind enemy lines and from the shadows isn’t new for the Aeldari – when your race is a dying one, you’ve got to do what you must to survive. Take a look at what dirty tricks the Asuryani are going to pull in Kill Team!
When you live as long as an Aeldari you pick-up a few things along the way. When it comes to quickly executing missions with pinpoint accuracy and then falling back before the enemy knows you’re there few are as accomplished as the Asuryani Forces you’ll have in Kill Team.
While they have a reputation that proceeds them, what practical ways are the Aeldari going to impact the tabletop? Let’s dig in to find out more.
“Asuryani kill teams are fast and capable of advancing and firing their weapons, thus being nigh impossible for the enemy to pin down.”
First and foremost, they are going to be able to advance and fire their weapons which is kind of a big deal. With a smaller sized play area it’s going to be vital for a faction like the Asuryani to out maneuver their opponent. Their ability to dance around the table while unleashing deadly volleys is going to be tough for slower opponents to deal with.
Guardian Defenders, Storm Guardians, Rangers and Dire Avengers make-up the unit options you’ll be able to pull from for your Asuryani Kill Team. Defenders will have access to their weapon platforms. Storm Guardians will have access to Flamers and Fusion guns for special occasions. Rangers are going to be a pain to shoot back at thanks to the obscured rules. And Dire Avengers are basically the Elite version of Guardian Defenders. They will bring better armor, weapons, and some much needed leadership to the tabletop.
Asurmen’s Blessing is going to aid your Dire Avengers in the shooting phase with a 1 Command Point tactic that will allow them to re-roll failed hits. That’s going to be important as shooting in Kill Team has more modifiers than in the full scale 40k. Assuming they have the same Dire Avenger Shuriken Catapults, having some extra insurance that those will hit is going to be appreciated.
Phantasm is a 2 Command Point Tactic that allows you to redeploy a model in your deployment zone. This is a little steep for my tastes but, if you can bait your opponent into a poor deployment decision with it, more power to you.
It’s going to be very interesting to see how the Craftworld Aeldari are going to fare on the Kill Team tabletop. Without their Psychic Shenanigans are they still going to perform as well? I have a feeling it might take some time for them to find their footing but, once they do, they are going to bring the might of Vaul down on their opponent’s head.
Kill Team Pre-Orders arrive July 21st – are you ready?