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==Formations== ===Craftworld Warhost=== Like the Necron and Khorne codex before them, the Eldar have a detachment based on formations. For using this, you get to automatically run 6" every time. *You need to take 1-3 of the following Core formation choices: **'''Guardian Battlehost''' - A Farseer takes 3 Guardian Defender squads, a squad of Vypers, War Walkers, and a Vaul’s Wrath support Battery with an optional Warlock Conclave. The Vypers, Warwalkers and Vaul’s Wrath get preferred enemy against an enemy within 12″ of the Defenders. Guardians can also purchase a Platform for free, meaning free missiles! **'''Guardian Storm Host''' - Same as the Guardian Battlehost, but replacing the Guardian Defenders with Storm Guardians. The Storm Guardians can now take their weapons AND power weapons for free (Free Melta? YES PLESE!) and the non-infantry units get their Preferred Enemy. **'''Windrider Host:''' A Farseer and a Warlock Conclave take bikes to join 3 gangs of Windriders and a Vyper Squadron. Once per game all models in this formation get Shred when firing shuriken weapons **'''Pale Courts Battlehost''' (Doom of Mymeara, Warhosts of the Pale Courts): 1 Farseer, 3 Guardian Defender units, 0-1 Warlock councils, then choose up to two of traits: ***'''Crossroads of Eternity:'''The Battlehost may include a Harlequin Troupe and/or a Corsair Raider band, either choice counts as CE Eldar faction ***'''Children of Khaine:''' The 3 units of Guardians must be Storm Guardians who are S4 when they roll a '6' to hit ***'''Disciples of Vaul:''' The Battlehost adds 1-3 Vaul's Wrath batteries and the Guardians may take 1 support weapon per 5 models ***'''Graveyard of Dreams:''' The Battlehost must take 3 Wraithblade units, the Guardians become 0-3. The wraithblades get Crusader. ***'''Tomb-Ship of Fallen Heroes''' Take a Spiritseer or Wraithseer instead of the Farseer, roll 2D6 take the best for Warlord traits. May also take a Wraithlord. ***'''Aspect-Lord Shrine:''' Guardians become 0-3, You must include three Aspect Warrior units from a single aspect. However you cannot take a Dire Avenger Shrine formation, unless your chosen Aspect was Dire Avengers in the first place. ***'''Fortress of Discipline:''' Must take 1-3 War Walkers or 1 unit of Wasps. They get pinning against anything Guardians targeted that turn. ***'''Swift to Anger:''' Pale Court must add 1-3 Vyper units or 1 Hornet unit. They get outflank and can re-roll their reserve rolls. ***'''Halls of Martial Splendor:''' Take an Autarch instead of the Farseer. He re-rolls failed to-hit and to-wounds in a challenge. ***'''The Strong Stand Alone:''' The Pale Court adds a single squadron of Warp Hunters, Night Spinners, or Fire Prisms. However, your army cannot contain ''any'' other detachments except more Pale Courts Warhosts. *You can take 0-3 of the following Command choices per Core choice. **'''Heroes of the Craftworlds''' - Autarch, Yriel, Eldrad, or Illic, right here to grab if you want a spare HQ (as long as it isn't a Farseer). Note that this is not a stand alone formation. **'''Seer Council''' - 2 Farseers (one of which can be Eldrad) permanently join a Warlock Conclave of at least 5 models, and if one model takes bike, then the others must as well (this does not grant them the ability to do so if they lack it, so you can't use this to put Eldrad on a bike). They can all harness Warp Charges on a 3+, and if a Farseer from here is the Warlord, they get to re-roll their WT. It's pretty much the best way to run a Jetseer army. **'''Living Legends''' - An Avatar or a Phoenix Lord of your choice. Join up with an Aspect Host with their Shrine repped. Note that this is not a stand alone formation. **'''Lord of the undying host (Doom of Mymeara)'''- One of the new formations that the eldar can take from the Doom of Mymeara book. This formation is 1 wraithseer with 1-3 units of wraithblades. Special rules for this formation are: ***The wraithseer can re-roll his warlord trait if he is the warlord. ***Wraithblades from this formation re-roll 1s in close combat on the turn they charge if the combat includes the Wraithseer. *You get from 1-12 of the following Auxiliary Choices per Core choice. **'''Outcasts''' - A pack of Rangers. If you needed snipers, y'know. Note that this is not a stand alone formation. **'''Aspect Host''' - 3 Units of Aspect Warriors in any combination, all with Exarchs. They all can re-roll Morale, Pinning, and Fear and they get to add +1 to WS or BS (chosen for the ENTIRE formation, not squad by squad). ***'''NOTE:''' The formation specifically says all units when choosing the BS or WS buff. So, if you take any Transports for units, they gain that benefit. +1WS on a vehicle is useless, but having a Wave Serpent hit on 2+ is glorious. *** '''NOTE:''' This formation is fantastic, even if you're not using the Craftworld warhost. If you're using a CAD and you've got 3 squads of Aspect Warriors who aren't getting Objective Secured, you've literally got no reason not to take this. BS5 Fire Dragons and Dark Reapers will fuck shit up, and even WS5 Banshees or Scorpions have their uses. **'''Dire Avenger Shrine''' - 3 Units of Dire Avengers with one Exarch present grants +1 to the BS of all units and a re-roll for Morale, Pinning, and Fear. Once per game, Shuriken catapults are also upped to Assault 3. **'''Crimson Death''' - 3 Crimson Hunters, one of which must be an Exarch. They all get Preferred enemy (Flyers/FMC), a 4+ cover save, and if they Jink, may re-roll the cover save. Congrats, you now own the air. **'''Engines of Vaul''' - A squad of Falcons, Fire Prisms, or Nightspinners, keyed based on what you exactly need to fire at. Note that this is not a stand alone formation. **'''Wraith Host''' - A Spiritseer joins 3 Units of Wraithguard or Wraithblades in any combination, a Wraithlord, and a Wraithknight. Everyone gets Battle Focus and all Wraith-constructs get to re-roll to-hit an enemy within 18" of the Spiritseer. **'''Wraith-Construct''' - A Hemlock, Wraithlord or Wraithknight to plug in any holes you have that don't need an entire Wraith Host. Note that this is not a stand alone formation. **'''Shadow Spectres Shrine (Doom of Mymeara)'''- A formation of 3 units of shadow spectres only one of which can take an Exarch. Your special rules for taking this formation gives you one extra D6 for your jet-pack moves pick the 2 highest. They can re-roll Morale, Pinning and Fear tests and any enemy models within 12 of the formations Exarch must re-roll successful fear tests. **'''Khaine's Hawks Squadron (Doom of Mymeara)'''- A formation of 2-3 Nightwings a nice way to get some air support come with 2 extra rules the first allows you to add ignores cover to one weapon attack per turn but only against zooming flyers. The second rule allows you to re-roll your reserve roll for the squadron if an enemy flyer came on the turn before. **'''Fires of the Phoenix (Doom of Mymeara)'''- 2 units of Phoenix bombers that must take the same vehicle upgrades (RAW it means the number of flyers too, so the formation will be either 2 or 4 Bombers). All the flyers become one single unit. Comes with a special rule that allows the bombers to re-roll 1's on both hits and wounds if both bombers target the same non-flyer unit. Considering with Strafing run they already hit on 2's, this essentially makes them BS 10 against ground targets. Also helps a little if they jinked to get off more snap fire shots. **'''Fist of Vaul (Doom of Mymeara)'''- An awesome unit of 2-3 Warp Hunters; all of the tanks must take the same upgrades and gain the special rule Warp Breach: more than one Warp Hunter may choose to forfeit their shooting attacks to make a single Warp Breach. 2 Warp hunters gives you a Range 72" Str D AP 2 Large Blast Ordnance Twin-linked, 3 will boost the blast up to a Massive Blast with everything else staying the same. **'''Hornet Swarm (Doom of Mymeara)'''- Take an already awesome unit and make it better. 3-6 Hornets form a single squadron that must take all the same upgrades they gain 2 special rules first allows them to jink and firer all their weapons at full BS on the tern they arrive from reserves. Next special rule lets you bring them in from reserves on a 2+ as long as you score a primary or secondary objective the turn before. **'''Wasp Phalanx (Doom of Mymeara)'''- 3-6 wasp assault walkers with one awesome special rule on the turn they are deployed onto the table from deep strike they re-roll all power field saves and all of their shooting is twin-linked and gains pinning. All of this would be super cool apart from the fact that forgeworld forgot to give them any way to deepstrike onto the table so wait for an FAQ on this formation. (They are not Jetpack infantry they have a rule called wasp jump packs instead and the wasp jump pack does not say they get deepstrike instead they either move 12 or when they charge they get to roll 3d6 and get d6+1 hammer of wrath but NO DEEP STIKE.) *The Doom of Mymeara book also adds a new sub-section to the warhost detachment called Support; you can have 0-1 per Core choice you take. These are your big super heavy units. **'''Hammer of Vaul (Doom of Mymeara)'''- This allows you to take either 1 Scorpion or 1 Cobra Super-heavy. In addition you get a couple of special rules first causes you to give your opponent 1 victory point if they blow up your tank the second rule allows all models in the same army that are within 6 to re-roll failed regroup tests. **'''Skyhunters Squadron (Doom of Mymeara)'''- This is a formation of 1-3 Lynx Grav-tanks and it come with a special rule that gives the formation a 4+ cover save when they arrive from deep strike. **'''Skyraver Raiding Echelon (Doom of Mymeara)'''- A formation of 1 Vampire Raider with 1 Autarch, 1+ Storm guardians or Guardian Defender units and 1 Vaul's Wraith Support Battery. All of the units must start the game inside the Vampire Raider. Your special rules for this formation give the Vampire Raider the assault vehicle special rule which would be awesome with any other units and a rule that allows the artillery to get in the Vampire Raider each gun counts as 3 and each crewman takes up 1. **'''Wraith Titans (Doom of Mymeara)'''- This formation allows you to take 1 Revenant Titan or 1 Phantom Titan in addition you can add 0-2 Wraith Knights to hang out with them. The special rule allows the Wraith Knights to work like bouncers as long as they are within 6" of an Eldar Titan then any enemy unit which charges the Titan must instead target the Wraith Knight. ***'''Note:''' As an avid Eldar player, this formation is the brokenest BS in the entire game, not due to the special rule of the formation, but the ability to take a Titan no string attached and remain battle forged, AND getting to bring a wraithknight if you didnt have enough already. ===Additional Formations=== *'''Eldar Runeweaver Host (Start Collecting!)''' - A Farseer Skyrunner joins a squad of Windriders, with a lone Fire Prism for support. The Fire Prism's weapons gain Twin-Linked on a unit within LOS of the Farseer. Essentially, the Farseer "twin-links" 3 units: The Prism, guide another, prescience another. *'''Eldar Ghost Warriors''' - A Wraithknight goes with two Wraithlords and three squads of either Wraithguard or Wraithblades (You can mix and match). While they can't go in any transportation as a formation, they do give Hatred to all Eldar within 6" and can give a model that is covered by the members a 4+ cover save. Other than that, you can pretty much kit them out as you wish, though the cost for the formation will get pretty hefty. Since it has the covering rule, it seems rather obvious that this is meant to be your big DISTRACTION FORMATION with the Wraithlord drawing in fire while the other guys can wipe out the firing squads. If you use them for the blocking cover save, then the odds of your squishies surviving long enough to fire with Hatred gets a little better. **Alternate take: put them in wave serpents with holo fields and you will get them up close and personal, forget wraith blades, D-scythes kill more and you do not have assault vehicles, get Eldrad as your warlord, outflank some wraith lords with full gear, bright lances, flamers and ghost sword, push your wraith knight on whatever is left, to get Eldrad you should add him in a combined arms with two windrider jetbike units for some trolling and objective sniping with objective secured. *'''Phoenix Court of Khaine (Apocalypse)''' - Want to play lazy apocalypse and take as few models as possible? This is the formation for you! All six phoenix lords and an avatar for 1455 points (I'm not sure where this number cam from but the total cost for avatar of khaine and phoenix lords is actually 1400 points) in a high command unit. ** The avatar's wailing doom range extends to 24" as does his Khaine awakened rule. He has Eternal Warrior, is immune to plasma, melta and flame weapons and he gets extra attacks up to the number of Lords within 6". This formation is a horrific beat stick , but like many deathstars in apoc can be blasted off board with SD weapons. It's also a great candidate for all out attack moves as most are cc oriented. *'''Cloudstrike Squadron (Apocalypse)''' - 3-5 Falcon tanks are needed. ** Every Falcon here can deep strike, get shrouded if they move full-out and get lance on their lasers and brightlances if they forgo a turn of shooting. Falcon tanks have a modest transport capacity and can tote some Fire Dragons around for the hell of it. If taken with the Phoenix Court, you can use Baharroth to ensure a deep strike location next to valuable targets. *'''Farseer Council (Apocalypse)''' - 5-10 Farseers (with one possibly being Eldrad) meld minds. ** An OK formation that gives anyone within 12" of the targeted Farseer a hyper version of Guide and Prescience. It also has a way to disregard perils so long as at least 3 of them are alive. *'''Sunstorm Squadron (Apocalypse)''' - 3-5 Fire Prisms get to combine powers and blow shit up. ** This is used for one thing: Combining fire. One of the Prisms have to fire TL with the others contributing, with each additional contributor adding to the range and stats of the shot, upping it from a Large Blast to an Apocalyptic Mega-Blast. All to ruin everyone's day. *'''Wraithknight Dreamwalker Squad (Apocalypse)''' - 3-5 Wraithknights are made to join. ** There's not many formations that can call themselves such utter cheese, but this is one of them. The Knights each get to add a bonus equal to the members in the squad to their movement, charge range, BS, and WS. Now, HOW WILL THIS BE FAIR?!? *'''Windrider Host (Apocalypse)''' - A biking Autarch, a Vyper, and 2 Windrider squads are needed, with 3+ additional choices between Farseers, Warlocks, Windriders and Vypers. ** This formation has two bonuses. One is Scout. The other allows bikers that fire shuriken catapults/cannons within 18" of the Autarch to re-roll failed to-wound/Pen tests that don't glance or Pen. Both are meant to keep them moving as quickly as possible. ===Warzone Valedor=== *'''The Crimson Death (Apocalypse)''' - 3-5 Crimson Hunters are grouped together, with one of them being an Exarch. ** This formation is meant to be a very precise attack, as all its rules are meant for taking out priority targets. If they kill Superheavies of any sort or a Warlord, they gain an additional VP, while killing the Warmaster gives them d3 VPs. However, losing them all forks over a VP to the enemy, as these guys are rare as all get-out. *'''Crystal Sons of Asuryan (Apocalypse)''' - Asurmen takes the lead of at least 3 Dire Avengers, each with an Exarch. ** This is a risky loadout, as while the Avengers and Exarchs gain a bonus to their S and T equal to the number of turns, they must take an equal number of Toughness tests and for each one that passes, another Avenger of your choosing must be killed. If you can ensure that the other side can die very quickly, you're going to have to lose someone. *'''Gemini Revenant Squad (Apocalypse)''' - 2 Revenant Titans are grouped up because Gemini. ** The two titans are mindlinked in two ways: if one of them hits a target, the other gains TL on that same enemy on that turn. If one of them is hit in the Holofield, the other one gains Forewarned and everyone else can only fire snap shots at him for the rest of the turn. Just remember that just because one of them can be protected doesn't mean the other one can, and be sure to guard them accordingly. *'''Ghost Warrior Warhost (Apocalypse)''' - At least 3 Spiritseers join at least 2 Wraithlords, at least 2 units of Wraithguard and/or Wraithblades, and at least 1 Wraithknight, all on foot. ** This formation is meant to be supportive, as everyone within 12" of the formation gains Fearless and every unit in the formation within 6" of the Spiritseers gain Preferred Enemy against a single codex of your choosing. If you place them in front of the enemy, then rest assured that they will fight it and fight to the last. *'''The Great Troupe (Apocalypse)''' - 3+ Harlequin Troupes (with one of them being a special Troupe Master) can take 3+ Vypers or Venoms. ** This Troupe Master gets Crusader, Deep Strike, Fear, and Preferred Enemy (CSM and Daemons). He also gets WS/BS7, 3 Wounds, I7 and 4 attacks, making him almost a pseudo-Phoenix Lord. He also gives all Harlequins Blind and Concussive on their guns. Also, for every 6 rolled on the Blind test, the target gets confused and their melee weapons now get Unwieldy, giving them a chance to actually kill something. *'''Guardian Battlehost (Apocalypse)''' - an Autarch leads 3+ squads of Guardians with at least 1 Vaul's Wrath battery and at least 1 War Walker to the battle. On foot. ** Anyone within 12" of this formation gets stubborn, while also getting a new tool: the Celestial Shield. Once per game before your turn, you can pick a single point within 1" of this formation. This is where the shield will be and anyone within 12" of this point gets a 3++ save against shooting. However, you must roll d6 on every turn thereafter, where 1-3 means it leaves and a 4+ means it stays. Considering what saves they do have, a 3++ sounds real nice, and the range really can give your little guys some good breaks. *'''High Council of Iyanden (Apocalypse)''' - Yriel, a Farseer, a Spiritseer, and a Wraithlord all become unique characters. ** Yriel gets two orbital strikes to use on any turns (But not both at once) that must be paid for with VPs while he's alive, just so he can shock that Chapter Master. ** The Farseer gives you the ability to take d3 Strategic Assets (Flank March, Precise Coordinates, or Strands of Fate). ** The Wraithlord can make all his attacks Smash and his flamers become AP3. Rockin'. ** The Spiritseer gives all Wraith units within 12" TL and re-rolls to hit in Combat. Niceness. *'''Mindstorm Squadron (Apocalypse)''' - 3-5 Hemlock Wraithfighters blowing shit up. ** More than 2 of the fighters can exchange their shots to make a Mindstorm within 72" and LoS from the members. The Mindstorm is a blast that changes in size depending on how many Hemlocks are within 12" of the leader, and anyone hit by it must test Ld on 3d6+Number of Hemlocks contributing. Failing causes a number of wounds equal to how much they failed, and it can also confer a vehicle damage result without taking hull points. This makes it very appealing to swarms and the like, as well as useful on vehicles if they don't fire back.
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