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Warhammer 40,000/10th Edition Tactics/Eldar
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====Tactics==== An example list at 2000 points: *Autarch Wayleaper (Reaper Launcher, Star Glaive, Banshee Mask): 80 **Warlord **Phoenix Gem: 25 *Farseer (Singing Spear): 65 *Wave Serpent (Twin Starcannon, Shuriken Cannon): 120 **Death Jester: 70 ***Fate's Messenger: 15 **Maugan Ra: 130 **Fire Dragons x5 (Firepike) x2: 170 *War Walkers (Bright Lance x2) x1 x3: 285 *Fire Prism (Shuriken Cannon) x3: 375 *Support Weapons (D-Cannon) x3: 255 *Warp Spiders x5 (Death Spinners x6, Power Blades) x3: 300 **Alternate if you aren't worried about contesting enemy objectives: drop all 3 Spider units and the Phoenix Gem from the Autarch (since he won't be nearly as tempted to get over-exposed) and take either: ***2 MSU units of Wraithcannon Wraithguard with the Weeping Stones on the Farseer in case you get lucky with the Bright Lance, or more likely... ***Drop the Farseer entirely for a Weeping Stones Shadowseer. ****In either case, you now have a ''very'' slow but ''very'' hard to stop marching unit of death. How each piece works: *The Wave Serpent won't consume significant Fate Dice while shooting the enemy reasonably well and then dumping its payload. **Said payload has 2 MSU Fire Dragons, which both gets you an additional Firepike over a 10-man unit and maximizes your Detachment re-rolling. The loss of Fuegan is meaningless because he's so badly overcosted. **There's a Fate's Messenger Death Jester in there too, which can dump an astonishing number of mortal wounds on an enemy. **Maugan Ra is even better than the Jester ''but only when attacking a unit below half-strength'', so make sure to have him fire after you've softened a target up. *The War Walkers, Fire Prisms, and Support Weapons should behave fairly intuitively. *The Farseer hangs out with the Guardian Defenders on your home objective (likely along with your Support Weapons), farming Fate Dice. *The Autarch can go wherever he's needed - his ''main'' job is CP generation, and pegging away with his rocket launcher. That said, he can Deep Strike or Advance into position if you need the Spiders supported in Battleshock. The Phoenix Gem has a good chance of keeping him alive if he gets over-exposed. *The Spiders can be anywhere you need them to be on the table, right now, ready to dump mortal wounds on the enemy (an average of 3.64 per unit, after your single re-roll to wound). They're more about mobility and hence taking control of or at least contesting an objective (or similar, e.g. if you are attempting Emergency Evacuation or Orbital Strike Coordinates) than they are killing, though. **If you want more killing or tanking, swap the Spiders out for Wraithguard. As has become fairly obvious, going full Infantry this edition is not a very good idea unless these units can reliably get access to some strength 10+ weapons in the mix - otherwise, you are going to be facing an uphill struggle if your opponent has gone a bit tank(walker) heavy. Infantry is going to be very ineffective against anything that is toughness 9 and up, so you are going to need to make sure to bring enough big guns to counter what your opponent is likely to bring to the table. If you are still running an Infantry-heavy list, like you could in 9th, then donβt be surprised when you lose to a mechanized heavy army list that you might have been able to deal with in the past.
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