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===Fortifications=== 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 [[Blood Ravens|stole it]], build your own or buy some 3th party fortifications really there is no reason not to use them. Here are general tactics for fortifications [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications] '''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. Alternately have the exarch fire his EML twice (as it has skyfire missiles now) and have another reaper fire the quadgun. This gives you 6 S7 skyfire shots that ignore jink, hitting on a 2+ with rerolls if they're part of an aspect host (BS5 twinlinked/BS6). Good options for gunnery units include but are not limited to: Dark reapers and exarch, guardians and warlocks from Vaul’s wrath squads, Farseers with nothing better for their shooting phase, Autarchs in general or whatever other models you have available to fire these weapons. '''Skyshield Landing Pad:''' The 4+ invulnerable save vs. shooting for everyone sitting on top of the thing can be especially good considering the Eldar don't usually have great resiliency, combo with a lurking fortune seer and you can get a very durable static fire base. 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). Also a very good idea to have a Vampire start the game on a Skyshield, so you don't risk a 750+point model being stuck in reserve for most of the game... '''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. Make note of the limited fire points for units within, you don’t want to hide a massive sqaud of reapers within only to sacrifices several of their attacks. '''[[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 220points 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 290points, 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)
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