Warhammer 40K: Xenos Detachments – Best of the Best

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Goatboy here going over the top 40K Xenos mini detachments. From Aeldari to Votann, here’s the best the Xenos are bringing your way!

Goatboy here with a peek into my brain and my favorite Xenos Detachments for 11th Edition.  There are a lot of neat things in here with a few that might actually show up in some armies.  Overall I give it a pretty good score and I expect to see these for a while as I bet we might only get two new Xenos Codexes before the end of the year.  One of them is Orks for sure.

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Aeldari – Armoured Warhost – 1DP

Vehicle Detachment for Aeldari giving their weapons Assault and some Tech marine vibes for Psykers

Why is it good?  You are already taking some vehicles and letting them get better seems like a bonus win for this detachment.  Plus fallback/shoot is always good and some reroll action are always good rules to have in a Stratagem suite.  What really helps with this one is that it helps what you already take in your book – some Fire Prisms and a Farseer – and powers them up.

The real question is do you take the default 3DP one or go with a Seer Council to power up some nonsense on the table top?

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Tyranids – Talons of the Norn Queen – 1DP

You get to repick the objective for your singular purpose.

Why is it good for Tyranids?  Norns are cool and the ultimate objective grabbers and having them be able to swap things on the fly seems good.  There is also an enhancement to give Norn Assimilators a 4+ invulnerable save which is pretty fire.  Basically it makes the other Norn better so now you got two good jerk units that can run around and be a pain in the rear.

The Norn model is pretty fantastic and letting you build them up more is cool as heck.

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Orks – More Dakka!– 1DP

Assault and Sustained Hits 1 for Ork Infantry during waagh.

Why is it good you get a cool enhancement to make their guns RF1 or if they have it already RF+1 and you can make your Shokk Attack gun get Dev Wounds and Hazardous. They have a Stratagem to ignore cover, a +1 AP within 9″, and a shoot back with Snap shooting if Shot at.

This detachment lets you have a lot more options to shoot and as Orks are already decent in combat they can help shore up some of the issues Cover is going to give them in the new edition.

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Leagues of Votann – Armoured Trailblazers – 1DP

Gives you Sagitaur Scout 6″ and some other fun rules like Mobile and protection buffs.

I just like these little tanks and having them go thru walls seems like a powerful option.  The ability to rapid ingress 2 seems great too and gives your army a lot more flexibility to reposition and get to places you need to get to score.

This is just a nice little upgrade for units you will use to help you win the game and is easy to combine into some of the 2 DP  costing detachments.

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Drukhari – Exhibition of Slaughter – 1DP

Hey your wyches get lethal hits versus non vehicle/monster units in melee.  This includes Helions.

The army rule seems well set up to be just good with your cheap units that have Wych Cult. You can’t take it alongside another Wych Cult Detachment.  Wyches are pretty amazing and Helions are Wyches too.

This is just an amazing add on to what is already a decent unit in the Drukhari range.

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T’au Empire – Experimental Prototype Cadre – 1DP

Friendly battlesuits get +6″ range on their weapons.  This seems good.

You get to shoot farther which seems great for an army that likes to shoot.  It also means your Sunforge Suits get to be in Melta Range when they deep strike. All your enhancements give one of the guns on their suits a better set of stats.  It boosts strength, AP, and Damage with the Plasma one seeming the best and the Flamers also look interesting.

I like the ideas here as just a simple solution to making T’au shooting better.

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Necrons – Hand of the Dynasty – 1DP

Warrior and Immortal get Assault on their weapons and Advance/Action ability.

This is great because it means your wave of metallic jerks can flood the field in Necron nonsense. Your unit enhancements are Scout 6″ and RF1 for your Immortals.  You also get an Objective Secured Stratagem and a Snap Shoot back if an Immortal/Warrior unit is shot at.

I think this is one of the scarier detachments as it just powers up a wave of jerks and you still have C’tans to back you up and some amazing vehicles.

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GSC – Xenocult Masses – 1DP

Friendly Neophyte Hybrids that are within a Terrain Area heal 3 wounds.

With the other add-ons you can get this to heal D3+6 wounds to the unit.  This just means you can get back your Icon, more dudes, and just be a pain in the butt.  Good strats with a Reroll to hit for a Hybrid units which will be used heavily.

I think just abusing the rules of regaining models all the time will be a huge pain in the butt as the GSC army can just cover the objectives and be hard to root out.

Which xenos detachments are your favorites?

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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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  • Source: Bell of Lost Souls