Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(7E): Difference between revisions
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Latest revision as of 22:27, 23 June 2023
Within Heralds of Ruin, the Eldar manage to retain the majority of their prime tools (speed, special guns, combat), but with the shrinking of the scale, many of the insta-win strategies the Eldar had (Jetseer Councils and Wave Serpent Spam) have been cut off, forcing players to play a lot smarter than before. However, the small scale also helps them because you can bring Aspect Warriors as troops (provided you bring the proper Exarch).
The vital tool for victory is to play a suitable intermediate between your good dakka and your combat weapons, as your room for models is very limited, especially compared to large-scale Warhams. Each model you get is absolutely vital for their job, and thus, you need to keep them protected because of their crap armor.
FOC[edit]
- 1 Leader
- 1-25 Core
- 0-5 Special
Rules[edit]
- Heralds of Victory: Swooping Hawks (and similar Exarchs) get to Deep Strike. This is really critical since their entire strategy centers on this.
- Battle Focus: In an attempt to curtail the excessive hax made by the Eldar, Battle Focus is now an ability you must call before using it. It still allows you to move d6" and shoot in any way, but you can't charge afterwards. Fleet allows a re-roll, but not using Battle Focus gives you a bonus +d3" on your Run
- You can't use this if you have a Heavy Weapon (without Relentless) or are normally unable to run.
Wargear[edit]
- Runes of Deception: A tool from Last Stand, this grants a model within 6" (and anyone within 3" of this target) Shrouded. Portable cover is always a plus.
- Runes of Sight: Night Vision isn't such a hoot. What is, though, is the ability to reveal anyone within 12" of you.
- Runes of Vigour: A very assault-based tool, this gives a model immunity to Blind, Concussive, and Strikedown. For models like the Banshees, this is a godsend.
- Runes of the Spider: Meant for models that have to move around a lot, this gives a model re-rolls when climbing or jumping.
- Runes of Accuracy: Like a slightly better Gitfinda, models that don't move while using this re-roll to-hit when shooting.
- Skyburst Grenade: This grenade is a mighty 24" S4 AP4 Cover-Ignoring Blast. Only use when you need to pressure someone.
Leaders Only[edit]
- Runes of War: A good tool for ranged and support Leaders, this allows models within 6" re-roll morale. Nice use for gunlines.
- Runes of Wrath: More focused for melee, this grants all models within 6" Hatred. This is not so great for your forces unless you have something along the lines of Banshees and Scorpions.
Warlocks Only[edit]
- Spirit Stones of Windfall: A potentially lethal tool. Each Assault Phase, you roll d6, the result becomes your AP value for your melee weapon. When you have luck on your side, this can become the godkiller.
- Runes of Witnessing: Same as before, these allow a Warlock to re-roll a failed Psychic Test.
- Runes of Warding: Similar to before, this lets a Warlock gain a 2+ bonus on their Deny test once. Useful against units with a clutch unit like Prescience on Centurions or Hammerhand.
- Spirit Stones of Dampening: A tool that should have been in the basic codex, these give your Warlock an analog to the Psychic Hoods the Imperium has, letting them deny for their allies.
- Spirit Stones of the Warp: These are your basic teleporter; move 2d6" in any direction, can't assault afterward.
Exarchs Only[edit]
- Force Buckler: A modest shield, this allows all Exarchs to grab a 5++. If you have a Dire Avenger with a Shimmershield, don't bother, you have the exact same bonus.
- Armour of Vaul: A re-rollable 3+. Fukken sweet.
- Armour of Isha: Grants FNP. Always welcome.
- Armour of Eldanesh: Grants Preferred Enemy. Pretty good, especially if you don't plan to strike from the front.
Leaders[edit]
- Warlock: With Farseers and Spiritseers out of the Picture and Harlequins becoming their own list, the Warlock becomes the sole psyker of the entire list. In terms of armaments, he can only grab a Singing Spear to replace his Witchblade (An advisable idea if you have luck on your side, especially with the Windfall Stones), Plasma and Melta Grenades, and a Bike. The loss of his Deathstar makes him extremely vulnerable, but with a good force of bikers or Shining Spears, you can do just as well. If you shell 10 points, you can become a counts-as Spiritseer with Spiritmark, +1 Ld, and the option to take Wraithguard and Wraithblades as Core units.
- In terms of powers, the Warlock is barred only to one power in the Runes of Battle, and in the smaller scale, it shows how painful this gets. Renewer is now useless unless you cast it on yourself or on a Weapons Platform, Drain is now less effective with the limited area of effect, and Reveal does nothing about hidden units. However, Conceal gains more use thanks to how Terrain works, Horrify can now help you fuck with Rout Tests, and Restrain will make maneuvering much more difficult while you dance around and shoot. Pick with care.
- Exarch: The customizable combat HQ to replace the Phoenix Lords. As stock, they have heavy armor and the options for more grenades. Also, the shrine they get dedicated to becomes Core choices, so that means you can spam with whatever unit you feel most comfortable with.
- Dire Avengers: The cheapest of dedications, these guys are pretty much as they are in the codex. Battle Fortune and Disarming Strike are nice pluses, Shield of Grace works better with a worthwhile melee weapon. The armors are worth a look too.
- Swooping Hawks: Just as cheap as the Avengers, you get to jump around and spew doom where you see fit, though you do need to keep an eye on your grenades since they're limited. Grab whatever rule you want (Mostly Hit & Run so you're never tied down), grab a weapon. With less heavy armor on the field, the Talon isn't as bad a choice, but blinding is always a plus.
- Howling Banshees: Still on the cheap side, these are meant for heavy assault, so make use of the Core Banshees. With the loss of the extreme anti-MEQ and S FUCK and AP YOU, these girls now have more use. You have all the options you normally do in the codex, so make sure you use what fits best.
- Striking Scorpions: You get all the kickass goodies, so take your Crushing Blow. Take a damn fine weapon to kill the enemy with. Just be sure to make the most out of your cover, because that is where you operate best from.
- Warp Spiders: You know how they run, you know why you love them. Grab a fitting weapon, grab Fast Shot, Marksman's Eye, or Stalker depending on how you're going to be fighting with them.
- Fire Dragons: The mother of all tank-killers, they still remain a potent force in the frontlines. Flamers are a little better with the special rules given, but it's probably best to keep with the main gun or the Firepike. For rules, Iron Resolve is absolutely perfect if you need to run a small list and worry about Routing, Fast Shot is prime when you need to lay down fire.
- Shining Spears: Still a threat to tank and troop alike, they're going to be best used when you have a high-mobility army. Power Weapons are still unnecessary, Star Lances still kick ass. Monster Hunter is now useless with the lack of Monstrous Creatures, so stick to Disarming Strike and Hit & Run (Buy the latter AT ALL COSTS if you plan on being cheap).
- Dark Reapers: Psychotically expensive, these guys are the centerpoint for a team made for shooting and only shooting. They get a fancy variety of guns, a Rangefinder to shut down bikers, and S&P to make sure you get the most out of their guns. Night Vision can easily be replaced by the Runes of Sight for double that rule's price, so you can rely on Fast Shot and Marksman's Eye for super armies. Also, he can get missile launcher for the cheapest.
- Wanderer: Ranger equivalent of exarch. except HE ISN'T CONSIDERED ONE so he can't take all these cool armors. has a fuckton of special rules and is the cheapest hq choice. not bad at all. Can get upgrade that once per battle gives him and every ranger shredding on all their weapons, when shooting around wanderers target.
Core[edit]
- Dire Avenger: The balanced infantry choice, they benefit here from having a respectable armor save as well has having weapons to hold their own in any battle they find themselves in. Always worth considering regardless of how you kit the team.
- Guardian: Cheap and efficient. These guys have to keep running if they want to survive. Guns are too short to make ranged warfare a major option, but they're too flimsy in combat. Think about them as eldar version of conscripts. Conscripts with shotguns. You should only take them when you want...
- Heavy Weapons Platform: Available for every 5 guardians you take, this is the same weapons platform as seen in the Codex. It gives models behind it a 5+ cover and if any crew's within 2" it'll move like infantry. This makes the weapon a far lot more maneuverable as it's no longer forcing its team to keep walking beside it. You should consider that 5 elf squad with platform costs as much as war walker with the same weapon and additionally walker also has its stock shuriken cannon.
- Storm Guardian: Same as the abovementioned Guardians, only a bit better in close range. Each 1 per 5 can grab a Power Sword and another can grab Flamers or Fusion Guns. In most cases, the new flamer rule is a nicer idea.
- Ranger: As in the big games, Rangers have difficulty being able to act as mobile members, as their rifles are Heavy and thus unable to be fired if they move. If you infiltrate them, get them near objectives or near cover. Never keep them in the open without proper backup.
- Windrider Guardian: Your average Guardian with a bike. Each 1 per 3 can grab Shuriken Cannons for their bikes to give quality over quantity in terms of shots. They're a bit pricy, but their mobility's a good plus.
- Vaul's Wrath Support Weapon: A Shadow Weaver (which can be replaced by the Vibro-cannon or D-cannon) gets flanked by 2 Guardians. This Platform is meant purely for super-heavy support as it's hardcapped at 0-2 and unlike the Guardians, cannot buy extra crew on the outset.
Special[edit]
- Striking Scorpion: In a small scale, these guys have to rely more on sneaking around to help whittle down numbers. With all their neato weapons, they won't struggle much with taking most troops down.
- Fire Dragon: Their guns are meant to ruin all tanks and other heavy troops. Take them only when you know this, because you only have 5 choices. With an Exarch, take more just to fuck with people.
- Howling Banshee: In the small-scale game of HoR, the Banshee finds greater use as an assault unit, though Overwatch becomes a bigger threat thanks to how it universally works like the Tau. Even if you take the Banshee Exarch, never send them without some fire support if you want their numbers to stay strong.
- Shining Spear: Like Windriders, these guys are great for quick attacks, but these guys get better in combat thanks to their Laser Lances. Keep them firing when possible, because these make short work of tanks and walkers.
- Warp Spider: You know them. You love them. Short range, but Monofilament on their Deathspinners makes them a horrific threat against low I units. Jump in, tear them up, jump out before they splat you.
- Swooping Hawk: These guys have the ability to jump out of the field whenever they want and then jump back in. Make use of it. As a lone unit, he won't do much, but with some backup (Especially when you have an Exarch), they become more threatening.
- Dark Reaper: The most costly of the Aspect Warriors, these guys have some deadly firepower, but it is lacking by itself. Make sure to support it with other models, because he can easily be singled out by his S&P.
- Wraithguard: These boys become almost godlike in HoR due to the severe lack of heavy armor. That also means that they'll be even more of a target. In a Deathspeaker List, this isn't so bad, but that will drain from your points in a flash. Also, beware taking this list in a Campaign, because they are Non-Learning.
- Wraithblade: The option for either swords or axe and shield makes this already formidable force of terror even worse, as they have much less to oppose them. They are still a drain upon your points, so do not rely on these as your only choice, even with a Deathspeaker.
- War Walker: These goofy things are hardcapped at 0-2. They come with some serious firepower options, but with AV10 all around and no other protection aside from a purchased 5++, you're bound to lose them easily if you don't use them wisely. For their price, you can usually find other alternatives though, and using the Exarch, it's definitely the case.