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==Building your Army== *'''The Biel-tan Route:''' Commonly known as "One thousand frozen leaves falling to cut". More commonly known as Swordwind. This means getting Aspect warriors; Dire Avengers, Dark Reapers, Fire Dragons, etc. Who are very good at a particular task. This is the potentially most lethal of the three. **The advantage is the raw lethality of a specialist at its trade. Dire Avengers hold the line while Dark Reapers suppress the enemy. Warp spiders pop in and out of nowhere to tear apart enemies before ducking behind terrain. Fire Dragons close with the enemy to engage with Meltaguns. Scorpions creep into close combat as Howling Banshees pour out of a transport to tear apart heavy infantry. **The disadvantage is the reliance on cover and getting everyone in the right spot at the right time. Get knocked off your game and the army evaporates. **This method got majorly buffed in the Craftworlds codex, as now you can field "Aspect Hosts" that get +1 BS OR +1 WS for the formation. Want an entire squad of heavy elf ninjas with the combat prowess of Space Marine Commanders for a fraction of the cost? Just choose WS for your Scorpions and Banshees. Want to make IG Tank Companies run in terror of your fusion guns? Choose BS for your Fire Dragons and Dark Reapers and never miss a shot ever again. With Crimson Hunters being technically Aspect Warriors and have their own formation to boot, you can figuratively dominate the skies over your enemy's head and own the dirt on which they stand. *'''The Saim-Hann Path:''' This means putting virtually everybody on jetbikes and disdaining everything without an engine. You run jetbiking seer councils, Farseers, and Autarchs. Your troops are Windriders. Your Fast Attack choices are Shining Spears and Vypers, or Hornets if you have the points and cash to burn on them. Your Heavy Supports are Falcons, Warp Hunters, and Fire Prisms. If your overall formation is even remotely comparable from one turn to the next, then you're doing it wrong. **Surprisingly, this is the most defensive path. Jetbikes confer a 3+ armor save on top of +1 toughness. The jetbikes of the army roll with a 4+ cover save from Jink (while Shining Spears get a 4+ just for moving and a 3+ if they Jink), while the vehicles also get a 5++ from Holo-fields. It is also very tactically flexible, seeing as the entire army can move more than 12" per turn and can be in and out of a given section of the board in seconds while your enemy swings at thin air. **Unfortunately, you need a fortune to field this kind of army. The vehicles alone are going to be 200+ apiece with upgrades and jetbikes aren't free. Expect to be outnumbered on a regular basis. **Don't forget Allies - Dark Eldar and Harlequin allies fit quite well with this overall strategy. Move like greased lightning, hit hard then fade out before the retribution can come. Be an unbelievable pain in the ass. **This has become one of the more versatile methods as the new Craftworld Host Detachment very easily allows you to field this with impunity. Obviously, Windrider Host will form the core of your army, but with it you gain a permanent 6" to your run move on top of the command benefits from the Windrider host itself. You also have access to a pure Jetseer formation (the Seer Council can be fielded on jetbikes) and a whopping 12 "Engines of Vaul" and "Aspect Hosts" choices, letting you deal death like no other (points provided of course). *'''The Way of Alaitoc:''' This means Pathfinders saturating the good infiltration spots, War Walkers blowing the holy and unholy fuck out of shit, and more psykers than you can shake a bolter at. Long range firepower and lots of it. **This is the least powerful of the three set ups. Rangers got nerfed in terms of rules, but got a points reduction. Illic Nightspear is a must for this build, seeing as the Alaitoc players would want Pathfinders (shrouded and precision shots). Psykers, such as Farseers and Spiritseers, tie the entire thing together. **The bad thing about this is how static everything is. Pathfinders can't snipe and move and Wraith anythings don't Fleet. War Walkers have Battle Focus and a 5++ save and can outflank, their rules have improved, yet your starting positions tend to be your ending positions. **If you're using Allies with this kind of army setup, look at Tau, especially Kroot and Stealth Suits, possibly with Hazard suits to back up the War Walkers. *'''The Way of Iyanden:''' AKA, the "Wraithwall" - this is a very slow moving setup that involves at least one Spiritseer and a metric tonne of Wraithguard that may or may not have Wraithlord or Wraithknight support. Whether they be in squads of five or ten, this set up can shrug off tremendous volleys of fire, keep on moving, and then unleash a barrage of Strength D shots that will table anything and everything, even Titans. Wave Serpents optional (and definitely something to be considered should you decide to field Wraithblades or D-Scythe Wraithguard). **If you want Allies, Dark Eldar are the obvious choice. Wraithblades' mobility is aided greatly by Raiders, since they can assault out of them, and a squad of Talos is a good compliment for the slow but tough Wraith units. As of the official FAQ you cannot have Battle Brothers start in each others' transports. ***As of the release of Fracture of Biel-Tan, the Reborn Warhost is an objectively better way to run Iyanden-themed armies. Not only do you get ways to maximize your signature units' strengths, via Strength from Death, and minimize your main weakness, again through Soulburst actions and also through access to Raiders, Venoms, and Starweavers, but also through gaining access to the Whispering Ghost Hall Formation which, while having some lackluster rules (Fear, and extra support therefore), better chances to Hit and extra Psyker support make for a useful addition. **'''WORD OF WARNING''': If you ever plan on running this method, do not, and I can't stress this enough, do '''NOT''' go overboard with D-scythes and Wraithknights if you ever want to play with friends again. If you plan to use the Warhost detachment, then you should only field one Wraith Host, and allocate the rest of your points on your troops. **'''Alternate Take:''' Your friends will hate you anyway. In a tournament standard 1850 points, take a Wraith Host, close combat style Wraithknight, one squad of Wriathguard in a Wave Serpent with D-Scythes, with a CAD consisting of two Farseers and two Bike Squads, all with Heavy Weapons and Warlocks. Take Runes of Fate on Both Farseers, and Telepathy on the Spiritseer. If you get Fortune, Invisibility, or both, and put them on the Wraithknight, you will be an unstoppable force. With both on it, a Wraithknight can take on 80+ Gauss shots and emerge without taking a single wound. You as a player, on the other hand, may not be so lucky when facing your opponent's wrath. *'''The Yme-Loc mech:''' Remember the good old times when our Falcon-chassis didn't get glanced to death or Grav-gunned instantly due to bad wording? Yes, you do. You take up lots and lots of Serpents with basic Scatter lasers (or, now that scatter lasers lack Laser Lock, brightlances or starcannons), support it with a couple of Dragon-serpents or Wraith-serpents. **What's good is that you basically have up to 8 AV12 serpents with two of them being Dragon-pents to kill those things that can't be gunned down with SHITTONS of S6 shots (though admittedly not as many as before, at least not more than once). And yeah, you have 6 scoring units. It is perfectly normal to blend these setups together. Just know how each part was built to be made and balance out the pros and cons. [[Category:Warhammer 40000 Tactics(7E)]] [[Category: Eldar]] {{Warhammer_40k_Tactics}}
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