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===Battleline=== *'''Corsair Voidreavers:''' Your {{W40kkeyword|Anhrathe}} Battleline choice and your most flexible. They have a 7" {{W40kkeyword|Scout}} move and can be equipped with a fairly wide array of equipment. By default, the whole squad can wield either Aeldari Power Swords and Shuriken Pistols for some melee goodness or they can come packing with Shuriken Rifles for a long-ranged firefight. 1 out of every 5 models can also ditch those options and pick up either a Corsair Shredder or Blaster (you will always take the Blaster; thanks to the unit re-rolling 1s to hit, it's the more reliable gun overall) and if there are 10 models total in the unit, another one can drop their Shuriken Rifle for a Wraithcannon or Shuriken Cannon for even greater damage. As a standalone unit, these guys are great; native re-roll 1's to hit (or flat out to hit re-rolls if the enemy is within range of an Objective) combined with their hard-hitting special weapons can really pack a wallop, but as you can expect from a merry band of space pirates, they don't exactly have much synergy with the rest of your army. Take one or two if you want, but if you really want to capitalize on your Strands of Fate, you should stick with Guardian Defenders as much as possible. *'''Guardian Defenders:''' Your premier Battleline tax this edition. Guardian Defenders retain their defensive profile of 4+ T3 1W, which paired with the generally reduced AP across the board this edition, makes this edition the burliest your citizen militia has ever been... minus lost Strategems and Psychic Powers, of course. Sadly, that still doesn't mean much in the grand scheme of things and your Guardians will be hard pressed to shake off even standard arms fire. Fortunately, they are gifted with a few tools that give them a bit of an edge over their pugnacious Guardian competition. First, their Shuriken Catapults grant them reasonable bite at range and allow them to advance and shoot without penalty. Second, their Defense Platform offers a minor but flexible ranged punch that can be tailor made to help deal with a wide array of threats, even if only modestly so. Finally, and the most important aspect, these guys are your Fate Dice farmers. For every Objective you control at the end of your Command Phase with a group of Guardians popping a squat next to it, you roll and add a die to your Fate Dice pool. If paired with a Farseer, this basically just gives you a renewable source of guaranteed 6s for anything you could ever need. **This revamp of Strength and Toughness also affects your weapon platform's uses as well. While the Scatter Laser remains a reliable horde weapon, the Shuriken Cannon now gets ''Sustained Hits 1'' so it can more easily handle armored troops. The Starcannon is now relegated to mostly targeting small monsters at S8 AP-3 D2, with the Bright Lance going anti-tank with A1 BS3+ S12 AP-3 Dd6+2 and the Missile Launcher giving you the ability to do either at reduced effectiveness. Until Eldar get more detachments, always take a Bright Lance, and never spend Fate Dice on its accuracy or wounding, just rely on your detachment re-rolls; if your target fails its save, burn a Fate Die on the damage roll. **Stick some eldar support weapon units or War-walkers in front, and fortify your position. Use these units to babysit your Fate Farms, then when you can move forward to claim another objective, leave the minimum sized unit of Guardian’s behind on the previous objective, and move up the board with another small unit of Guardian’s to set up another Fate Farm. *'''Storm Guardians:''' While they're primarily made for fighting in melee (believe it or not, those butter knives they're waving about ''aren't'' just for decoration), they're not exactly great at it. 2 attacks each at S3 and no AP means that the only things that'll feel even a little threatened by your Storm Guardians are... other Storm Guardians and maybe the Guardsmen they were able to tickle to death. Space Marines or similarly tough foes will probably manage to stifle the odd laugh before backhanding half the squad off the board with an involuntary twitch. ''Fortunately'', a 4+ save and 5++ invuln (with the Serpent Shield) means that small arms fire isn't necessarily an immediate death sentence for your Storm Guardians and their ability to pack in two special guns (flamers or fusion guns) gives them a surprising amount of ranged bite that can soften up a key target for a more specialized unit to deal with. The major selling point for these guys, besides filling the mandatory Battleline tax, is their ability to cap a point and ''keep'' it capped. Yes, you can rush in your Storm Guardians to an uncapped point or one you just secured then, after the start of your following turn, leave it completely undefended and it will still count as a point you control. This will remain in effect until an opponent manages to secure it. If you're able to set up a defensive perimeter and don't need to worry about Deep-strikers or flyers infiltrating your back lines, this can really free up your forces to push forward into enemy territory or focus on other, more pressing matters.
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