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==Allies== ===Battle Brothers=== '''a.k.a. They're all fucked in the head, but hey, kind looks after their own.''' :;[[Warhammer_40,000/Tactics/Dark_Eldar(7E)|Dark Eldar]] ::They may be emo assholes but sometimes you have to trust your family over a bunch of inbred apes. 7E FAQ has put the kibosh on numerous allies loopholes, like how battle brothers can no longer deploy in allied transports; however, their transports look like utter sex and they are still assault transports for your Banshees. Some fat/tg/uys might complain about fluff and brokenness; for fluff, in the novel ''Path of the Archon'', Asdrubael Vect was shown to have enslaved some Wraithguard and kept them as a secret weapon. In this vein, consider a Webway Portal Archon/Haemonculus as a delivery system for your D-Guard. Suck it. Also, if you're looking to take some allied poison dakka and find the Deldar HQ choices underwhelming, a cheap alternative is taking a court with a single Lhamaean satisfying the mandatory HQ and keeping the list battleforged. An Autarch Skyrunner attached to a Reaver Squad is utter rape, and helps mitigate their fragility, vis-a-vis the Banshee Mask. Another unit to consider is Incubii; ap2 at initiative can do wonders if you want to sacrifice dakka for manfighting. :;[[Warhammer_40,000/Tactics/Eldar_Harlequins(7E)|Harlequins]] ::Thanks to the new minidex, you can now take a Harlequin Troupe as troops! <del>(pun intended)</del> (That's not a pun, it's a homophone.) They have far more flexibility! If you were eyeing the Inquisition assassins, try the Solitaire, with crazy [[DISTRACTION CARNIFEX|close-combat goodness]]! The Shadowseer is capable of using Telepathy, Sanctic, and their own unique Discipline called Phantasmancy, which allows them to fire their trademark Veil of Tears AND another potentially trolltastic power to support your ground troops. The Death Jester can join Dark Reapers if you're too cheap to bring Maugan Ra or shack up with some random guardians and provide some bonus firepower. Just be sure you can protect their vehicles because they are way more fragile than yours since they're all open-topped. :;Eldar Corsairs (Forge World) ::Best allies by far but you have to convert most of them yourself. Take a Prince with ''Traveller of Forgotten Paths'' and give the leader of every squad a Warphase Key generator for 25 points. Yes, this piece of wargear is as awesome as it sounds. Create web-way portals anywhere within 3" of the model instead of shooting a weapon which any friendly unit in reserves can use to non-scatter deepstrike within 3" and any unit on the field can use to enter ongoing reserves. :;[[Warhammer_40,000/Tactics/Ynnari|Ynnari]] (Fracture of Biel-Tan) ::99% of the best tricks you had with your allies came back, and all it cost you was a Craftworld getting eaten by the unlikely alliance of the Masque and Skarbrand. These guys give you the all the Craftworld and Harlequin tricks, and anything from the Dark City that isn't of the Covens or from Shaa'dom, in a scrappier, fight like there's no tomorrow faction. Where Craftworlders like to stay back and exploit their natural speed, and Dark Eldar need to wait until mid to late-game to hit on all cylinders, the Reborn like to keep tight, wade in, and turn any losses accrued, on either side, into advantages, either launching an opportunistic/retaliatory charge/salvo, or bugging out if things get too hairy. If you had buyer's remorse for grabbing Wyches/Hellions, take some small satisfaction in knowing that their fragility can serve a purpose in this list, by setting up Soulburst actions and acting as chaff. Wraithguard in a Raider is dirtier than ever in this list, almost guaranteed to get to double-tap their Wraithcannon every time they shoot, if sent against a reasonably small target. - however, it looks as though units in transports can't benefit from Strength from Death, since they are not on the table, so you'll need to disembark to do so. ===Allies of Convenience=== <b> a.k.a. even we need bullet sponges </b> *'''Adepta Sororitas:''' Honestly, this is just a means to grab some more heavy anti-armor weapons, but Fire Dragons do it so much better at a better range. They do however have the option to have cover ignoring melta guns (be sure to have the Dominions give you a suicide squad brofist) and more template weapons than any other army. Plus, if you're footslogging, they provide cheap metal boxes to hide behind that are slightly less squishy than their Space Marine equivalents. Worth a look. *'''Blood Angels:''' All of their finest units (eg: Death Company, Furiosos, Sanguinary Guard etc) will massively augment your Eldar force. They also like playing with high speed dickery and high AV transports really help. Oh yeah, and Stormravens. Obviously. *'''Dark Angels:''' Fire support isn't something you really need between Fire Dragons, support platforms, and the Wave Serpent. Now, Deathwing might make for a decent (if expensive) beatstick force to keep busy for your guns, and Ravenwing gives you a lot more firepower for mobility, which regular bikers kinda struggle with. *'''Grey Knights:''' Runes of Warding are no more so that wouldn't interfere with them, but they are a very expensive allies. What they aren't is squishy - Terminators and Paladins might make decent screens, if not for the fact that your infantry, even footslogging, will outrace them. *'''Imperial Guard:''' Tons of shooting and big guns, tons of bodies, or a bit of both. You can use them as bullet shields, or to bring in more high-strength shooting at decent price. *'''Inquisition:''' Their usefulness is based entirely upon their Battle Brothers, which you aren't. Take only if you're taking other Imperial units. *'''Space Marines:''' Useful to deploy (Ironclad) dreadnoughts via drop pods next to units that can fire across the entire board, e.g. Deathstrike missile launcher. Also, they can deploy a thunderfire for cover boosting (techmarine) and decimating that squad of orks that fell out of the Battle Wagon whose front armour got blown open by a Fire Prism. *'''Space Wolves:''' They provide some decent psyker protection and have impressive melee / counter-attack capabilities to protect your fire support. *'''Tau Empire:''' Taudar, ever heard of it? An army with a lot of more shooting out of different guns then your own, with their own steroided codex they have some good options. Fire warriors for the longer ranged dakka, railguns for railguns sake, the Riptide which is like the Wraithknight but smaller and with better saves, and their fairly awesome commanders. They also have plenty of options for AA fire in case you don't feel like taking EMLs (or any of the units that can use them). **'''A Note:''' Seventh edition kiboshed the cheddarfest that 6e Taudar had been, with Farseer buffs on Riptides, or cover-ignoring, twin-linked Wraithguard, however, the combination is still effective. *'''Imperial Knights''' Your Wraithknights are better. Don't bother. *'''Officio Assassinorum:''' Vindicares? Well, at least they can snipe and they have more options than Illic or our rangers. Eversors? Yeah, they boast a lot of attacks, but out Banshees ignore overwatch and Shining Spears can hold their own at range. Callidus? Their use is strictly meta, and after their effects are used, so are they. Culexus? Get that shit out of here. They'll fuck up all your powers! ===Desperate Allies=== <b> a.k.a. have the enemy kill them now, so we don't have to kill them later </b> *'''Orks:''' Meat shields extraordinaire. Sadly, as desperate allies you may not want to be too close to them - I say sadly, because orks eat overwatch fire like pros if you don't want to stock up on Howling Banshees. A less viable option but still useful as a tarpit if you take large units with a Painboy. Don't bother with their vehicles, yours outclass them by far. ===Come the Apocalypse=== '''Shit's already fucked, just make sure they die asap without getting our hands dirty'''And there is good cheese in here to get it dirty with. *'''Chaos Space Marines''': Obliterators can provide you some weaponry to deal with almost any situation, and of course Heldrakes. Because you may as well cripple your opponent emotionally as well. *'''Chaos Daemons''': *'''Necrons''': If you "allie" with your ancient enemies you could as well bring an Overlord /w Scythe and S/B Lychguard plus some Troops all in Night Scythes, so they don't interfere with your army. You could also bring some Wraiths to eat fire and rend stuff. This should distract your enemy from your fragile troops. *'''Tyranids''': Chances are, these are what bring the apocalypse. If you somehow manage to ally yourself to a swarm of the least picky eaters in the galaxy, then god help whatever faces you. Ramming a blob of nasty looking man-sized bugs up the enemies arse might offer up a tasty distraction while your more damaging units and aspect warriors get to doing the real work.
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