Eldar 6th edition tactics


















Also, S8 means they can insta-kill a ton of units in the game, which can seriously come in handy. Plus, these bad boys are AV11 on the front and sides, which is almost unseen in the DE codex. Still not convinced? Their special rule allows them to move a full 12" and STILL fire all of their weapons, meaning ravagers are highly mobile destruction platforms that can keep your enemy on his toes.

Games are won and lost in the movement phase in this edition, and having that added mobility on such a powerful craft is a serious advantage, and you can be certain that the enemy will never see your rear armor. Plus, in "Big Guns Never Tire" these guys are scoring, and being fast skimmers means that after moving flat out they have a 30" range to capture and contest objectives in this game mode, making them one of the better heavy support options in this game type.

However, their relatively low armor value means they often wont last long, and while a 36" range is nice, it is often outclassed by many of the bigger guns in the Imperium. Bottom line: if you're not taking ravagers along for the ride, you're one crazy Archon. Talos Pain Engine: Serums and drugs being pumped into a psuedo-biological haemonculus science project can't bode well for your opponent.

To be honest, I haven't had much experience on the battlefield with these monstrosities my heavy support is usually filled with ravagers but Xinz recently got me the model for my birthday dawwwwwwww.

Base pts, they're pretty well costed, but anything in that position is competing with ravagers for those scarce heavy support slots. I personally feel like they are a little too slow for the way the army plays, and they are at their best when kitted out for close range. A twin-linked heat lance and twin-linked liquifier gun fulfills dual roles, both anti-tank and anti-infantry.

Personally, I feel like the pain engine excels at a close-range anti-vehicle unit that can be very versatile when facing infantry as well.

The liquifier gun has huge potential, but that randomness can't be relied on. They haywire blaster isn't worth it in my opinion, because even with hull points, one glancing hit at BS3 isn't really going to cut it, especially when you can have the heat lance that has a significant chance of blowing up enemy armor. Chain-flails are not worth the points dump, and ichor injectors are worthless now that you can just smash.

These guys definitely need more play testing, and I think that fielding multiples in a slower, coven-style list could be potentially cool, but they will always compete with the awesomeness of ravagers.

Holofields make it pretty durable just keep it away from dedicated anti-armor weapons it cannot save against. Wraithguards controlled instead by the soul of a true Eldar exarch the Wraithlord features great skill at range and up close. Durable like adamantium the wraithlord is a threatening and distracting unit, wink wink. With massive toughness and great armor they are a stark contrast to the regular Eldar's poor durability under fire.

Now the only weapons that hurt a Wraithlord are poison type abilities or big anti-tank shots. With monstrous creature rules lords can easily get some cover and blast out with accurate fire while still presenting themselves as a strong melee deterrent for your back line.

They absorb far more firepower than is reasonable and with the new boosted attacks they can make a bit of a threat in melee again, crushing all foes under S9 AP2 strikes and taking little in return. Wraithlords are now characters for the fluff of it and challenges either make or break the unit in assaults, allowing him to call out special units with power fists and the like or getting caught up in a scrap with a meager sergeant for a turn too long.

Their downsides lie in their cost and slow speed, preventing them from closing for melee quickly or proving the firepower their cost would allow on units such as the warwalkers or fireprisms.

With their toughness, damage, versatility and cool appearance each commander will find the Wraithlord a different part of the battlefield to call its own, be it running to take that Landraider apart with a well-aimed smash, or charging to hold an enemy objective on big guns never tire.

Wraithknights are our new wraithbone colossus, standing high above even the Wraithlord's stature, piloted by a combination of living and dead Eldar twins it manages to pilot with the grace of a true Eldar and the power of its wraithbone comrades.

At nearly the size of the revenant titan the Wraithknight is truly a monstrous force upon the battlefield, and with that armed to the teeth with various weapons at its disposal including the typical heavy shoulder weapons. Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are poor and subpar.

Because of the special load outs of the unit and its newness each weapon kit will get a bigger description as follows:. The Wraithknights grace and nimbleness despite its size makes it a jump monstrous creature, allowing it to sail through the air and get around very quickly. Move up to 12" in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and hammer of wrath with smash ect ect.

Can also deepstrike which for a model of this size is risky unless your warlord got Seer of the shifting vector due to terrain and whatnot. The Wraithknight has better strength, Initiative and attacks than the Wraithlord but barely outclasses it as such, very expensive cost difference. You probably would need a special case for it. Like the wraithlord poison type abilities and weapons ruin your day along with instant death.

A core part of older lists the warwalkers are mobile platforms that really embody the Eldar condition, loaded with firepower, melts under fire. War walkers excel at putting long ranged damage into whatever target they have been equipped to handle, often an anti-armor role but their versatile weapons list allows for many other targets.

They can grab a host of different Eldar vehicle upgrades and come stock with dual shuriken cannons as their default weapon. Shuriken cannons, scatter lasers, star canons and bright lances are all on the menu. Finally the big option, the Eldar missile launcher: a gun as versatile as the wielder the EML clocks in at several times the price of alternate options but here's why: at its base it can either be anti-armor or anti infantry blast weapons.

It is also one of two units that can attach the flakk missile for a skyfire option for a few additional points. Warwalkers have battle focus, however they cannot use it, too bad all vehicles have Relentless according to BRB page Run and gun those walkers all day. Frail as all fuck walkers are AV10 open topped and only two hull points apiece, their power shield granting them a limited but unreliable resistance but doing nothing to make the squad a powerhouse for defenses.

Do not expose them to heavy firepower or you will lose them. These are the artillery of the Eldar army which can be taken in squads of three and are crewed by two guardians per gun model and come in three flavors.

They can also get a warlock optionally with a host of supportive power options. Gunners get a basic shuriken catapult you should hopefully never have to fire. Bear in mind that these support weapon batteries show none of the awesome convenience of Guardian squad support platforms - they are type Artillery and therefore function like a Napoleonic-era field cannon, they can run in 6th edition, and thanks to Battle Focus they can also shoot, as the restriction for artillery not being able to fire is having moved in the movement phase, not the shooting phase.

Rules for Battle Focus says that you can not shoot and run or run and shoot Heavy Weapons unless you are relentless The crew benefit from the gun's awesome T7 against enemy shooting attacks. On the bright side they are dirt cheap. In the ever competitive heavy support slot the Vauls wrath needs to work damn hard to make its place at the table. The suite of artillery weapons are:.

Build upon the same falcon chassis as other Eldar battle tanks the Nightspinner embraces the silent killing power of monofilament weapons over the more direct firepower of its kin.

Acting more as a fire support tank the Nightpsinner can slink away totally out of sight and lay deadly webs all over the battlefield while remaining mostly safe from retaliation.

Like its close cousin the fire prism, nightspinners feature different modes of attack, the dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focussed mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning. Night weavers are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who like guarantees.

The Nightspinner can as a barrage weapon hide completely from view to fire it's shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear.

Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter. Warp Hunter Forgeworld : The update made things interesting. Now it has a D-flail, str 7 ap 3, which can either be fired as the banewolf template from hell or as a three shot barrage weapon.

Small blasts. It keeps distort, but this incarnation seems to be a heavy infantry killer more than anything else. If your fielding regular eldar, it's probably not the best choice, but if your going all wraith, all the time, it might be fun to include since it gives you a ranged template. This make their medium-armored hulls far, FAR more resilient, especially against D-strength weapons.

Suddenly, whose AV12 glass armour become more resilient than Imperial adamantium AV14 covered in void shields. Sadly, at the moment there are only Imperial-themed fortifications.

Meh, just say it is a stand in for the superior Eldar tech or your army stole it or something. Aegis Defense Line: Fortification is decent considering that many of your units would like to have a cover save when the bolts start flying. The guns are nice, both featuring skyfire and interceptor at hefty cost but worthwhile since Eldar only count their true AA in the two flakk users and crimson hunter. A Dark reaper exarch with the right powers is pure murder on it, the Dark reaper Exarch can ignore jink cover saves as well as apply fast shot to the weapon.

Rangers, Vauls wrath teams, dark reapers, war walkers and even the Wraithknight come to mind as powerful long ranged options for a resilient fire base but there are many more units who can make use of it. The deep strike accuracy it provides will be somewhat under-utilized but with the new codex a few options are there for you to deep strike in like spiders and the Wrightknight heh, have the skypad on their side and deep strike a meleeknight :D. Imperial Bastion: Provides a decent if bunker for hiding and gunning in it along with a tough AV14 shell to crack.

The tower comes stock with 1 heavy bolter from each side providing a wide angle of attack along with the units positioned inside it. Becomes more useful with the additional weapon option for either comlink or one of the two Aegis skyfire weapons to seriously menace the skies. Rangers, reapers, maybe even the support weapon batteries can make use of the parking space and menace anything within a huge radius. Fortress of Redemption : On the high HIGH points of the spectrum we come to the deathstar of fortifications, a bastion of unbreakable defense and bristling with enough guns to melt even the most horrific of warpspawn.

Stock the fortress comes with one longer ranged AA gun and an infantry menacing barrage weapon, is divided into three buildings each armored like a landraider and enough floor space to afford a decent smattering of your favorite Eldar bastion buddies. At points base its tight to fit into a budget but start slapping on up to four Heavy bolters around and upgrading the missile launcher to drop S8 AP3 barrage blasts anywhere on the field, it can go up to points, potentially threatening your list for more troops of necessity.

Beware the central building doesn't get ruptured or you will discover the one door to be busted and your units will have to start throwing themselves out the windows to escape. So, here we have an army that is strongly specialized heading into a battle where any sort of enemy From an armor company to a swarm of angry cockroaches could show up and start shooting, or eating faces.

You gotta bring along the right tools or you're screwed. Within that context, putting together an Eldar army isn't so hard - half the troops only do one thing, and most often that's "shred infantry. First, and I hate to repeat myself, the specialist nature of this army means that you could very easily bring points of awesome fun stuff but still lack the ability to melt enemy tanks.

You then end up watching an invincible White Elephant stomp all over your fancy troops. For your own sake, don't go to war without a Falcon or a Fire Prism, or even some Dragons or Wraithguard, or just somebody with some Brightlances.

Take anti-tank stuff, because nothing is more expensive than regret. Your army is likewise incomplete without some hand to hand troops. Against Space Marines and Necrons, Banshees are the suggested elf type, while Scorpions should be used against Orks and probably Tyranids.

Harlequins should be thrown at anyone who doesn't understand how cheesy this army can really get. However, remember to tilt the odds in your favor before the fight. These aren't space marines you're playing, sonny boy - fight dirty. Questions about Troops and capturing objectives are hard to settle, so every Kaladriel is going to have to decide for himself.

Of course a big meaty unit of Guards or Vengers running over to an objective and Going to Ground is a great way to make everyone sad. Two such units always take Warlocks and probably Scatter Lasers will give you great ability to hold turf as long as you aren't point-charged by Vanguard Veterans.

Anyway, piles of raw bullet sponge are rare in the Eldar army wraithguards come to mind, but they cost a lot of points and an insane amount of dollars Lulz they are now physically cheaper than avengers and everyone loves Objectives so think it over. Space Marine and Necron officers might be fine at running around by themselves and doing CS Goto stuff, but your little fairy princes and interior decorators can't do that because they will die.

To practice true Unit Synergy, you are going to team your Farseer or Autarch up with somebody. Between the two, the Autarch is the 'I don't care about my HQ' choice - he is cheap and easy to design once you accept that he is basically just going to lead your favorite team of Aspect Warriors and make sexual advances on the Exarch.

Don't overthink him, and don't feel like he always has to have a spider pack. Remember the reserve roll modifications, since that is probably the real reason you are taking him or her, hard to tell. Farseers are the big HQ choice, who are there to set the tone of your army. The proactive Farseer and his Warlocks will want to jetbike forwards, whang on tanks and zap enemy officers with Mind War. The sneaky, methodical Eldar player will plant him in the middle somewhere and have him cast Guide and Doom into every firefight.

Above all else, play to this army's strengths. You will lose exchanges of fire with the hammer of the Imperium or the weeaboo space communists , you will lose battles of attrition to Orks and 'Nids, and you will lose in close-combat to the specialists of other races. Take full advantage of the other races' weaknesses, and exploit the ever-loving shit out of them. If you fail to do so, the bulk of your army will be turned into brightly-colored confetti in short order.

Special note must be made of enemy artillery units - focusing as heavily as they do on light armor, Basilisks , Manticore Rocket Launchers , and Doomsday Arks are your kryptonite, and must be focused on immediately , as much their analogues amongst other races, such as Whirlwinds or Skyrays.

Make extensive use of your superior mobility against these, deep strike them if possible, and do anything you can to kill them before they can get a shot off - your superior mobility and ability to control distance means little to a unit which can fire from across the map. 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. Does this even need explaining?

Everything carried by wraith units. I like to take at least one raider with shock prows and haywire wyches. Take a talos and a beastmaster squad, along with maybe a couple raiders.

Lead this force to flank the enemy from one side. They will panic and focus on them. Meanwhile, move your gunboats and ravagers to the either side of the map and try to get some shots from good angles at their vehicles. At the last second, move your raiders from the beastmaster squad over to your main fleet. You should have most of the enemy assault troops tied up with the beasts and talos.

Now deepstrike some raiders from the Dukes ability behind their vehicles, move your fleet into position and wipe them out from behind. By the time they kill your beasts and talos, they'll have tons of burning wreckage to keep them trapped so your raiders can flee and prepare to kill the infantry. Don't bitch when only bringing Lances doesn't work. Neither does only bringing melee or only bringing poison. The truth is, Dark Eldar do pretty well. Use Lances to pick out the killiest targets.

Use Splinter Cannons to deal with the killiest troops. Assault their shooty stuff. Wiki Content. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. Cancel Save. Fan Feed. Universal Conquest Wiki. Eldar Dark Eldar Harlequins. Tyranids Genestealer Cults. General Movement Psychic Fortifications Apocalypse. Codex and Rulebook powers :. We still have access to Fortune , Doom , Guide, Mind War and Eldritch Storm and these powers will still function the same way for our armies as they always have.

In light of the available powers from the main rulebook, there are still three Codex powers that stand out as being very useful which are Fortune, Doom and to a lesser extent, Guide. Fortune :. This power targets a friendly unit within 6" of the Farseer and allows them to re-roll all saves, both Armor and Invulnerable.

This is probably one of the best powers in the entire game as the only way to lose a model is to fail a save, re-rolling failed saves helps ensure your models die a lot less duh. Aside from the obvious benefit of being able to re-roll saves, why is Fortune almost essential for Eldar?

I suspect Vehicles will become more fragile and used less frequently which means more anti-infantry weapons will abound. Cast Fortune on it and weather the storm. Doom :. Sober Dwarf July 3, at PM. Yriel July 3, at PM.

Sober Dwarf July 4, at PM. Yriel July 4, at PM.



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