Editing
Warhammer 40,000/10th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Battle Host=== ====Special Rules==== *'''Unprecedented Foresight:''' Your units can re-roll one hit and one wound roll each time it is selected to fight or shoot. Most useful on single-shot weapons, such as a Bright Lance or Fire Prism, or potentially useful on Exarchs, depending on if they are usable this edition; also a strong incentive to go MSU. This is a nice rule that means you are less inclined to use your Fate Dice on smaller actions, and allows you to be more confident in keeping them aside for when you really need them. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Matchless Agility (1 CP):''' When one unit advances, they move a full additional 6" rather than rolling. *'''Lightning Fast Reactions (1 CP):''' In your opponent's Shooting phase you can provide a unit with a -1 to be hit buff. </tab> <tab name="Strategic Ploy"> *'''Bladestorm (1 CP):''' Sadly gone from standard Shuriken weapons. When a unit shoots, on a critical wound roll the AP for those weapons improves by 2. Fortunately, this is not locked to Shuriken weapons, and can be used by any Ranged weapon in the army. **Potentially very nasty on warp spiders, given they've basically got flamers now and pump out a decent volume of shots at AP0, which can benefit from -2AP the most. *'''Fire and Fade (2 CP):''' One non-{{W40kKeyword|Aircraft}} unit that isn't engaged can immediately make a normal move after shooting. While they can't run into a transport or charge after moving, it's still great for keeping your forces out of an open lane of fire. *'''Feigned Retreat (1 CP):''' One unit can shoot and charge after falling back. Expect to use it a lot, because these guys need every shot they can make. *'''Phantasm (1 CP):''' At the end of the enemy's movement phase, one unit can immediately move 7", though this can't be used to enter a transport and can't throw them into melee. It also blocks the unit from performing Heroic Interventions later on. So what is this for? Getting a squad away from incoming charges or shuffling Rangers into position to snipe away; mostly useful for keeping scary melee units out of charge range, so you can get at least another round of shooting into them before they can get to you. </tab> </tabs> ====Enhancements==== *'''Fate's Messenger:''' Once per turn, after making a hit roll, wound roll, or saving throw, a model in the bearer's unit can treat the result as an unmodified 6. Nice way to make those Fate dice go further. *'''The Phoenix Gem:''' The first time the bearer is destroyed, roll a D6; on a 2+ it is a success, and at the end of the phase the model returns with full wounds remaining. Pity Epic Heroes can't take enhancements. *'''Reader of the Runes:''' {{W40Kkeyword|Psyker}} only. In your command phase you can re-roll one of the Fate Dice in your pool for free. This is actually really quite good, as it allows you to fish for those higher numbers, and makes re-rolling all your initial dice (sacrificing one each time) at the beginning of the game, in order to get a better Fate Pool a lot less necessary. *'''The Weeping Stone:''' Every time the bearer's unit destroys an enemy unit, roll a D6 and add it to your Fate pool. ====Tactics==== An example list at 2000 points: *Autarch Wayleaper (Reaper Launcher, Star Glaive, Banshee Mask): 80 **Warlord **Phoenix Gem: 25 *Farseer (Singing Spear): 65 *Wave Serpent (Twin Starcannon, Shuriken Cannon): 120 **Death Jester: 70 ***Fate's Messenger: 15 **Maugan Ra: 130 **Fire Dragons x5 (Firepike) x2: 170 *War Walkers (Bright Lance x2) x1 x3: 285 *Fire Prism (Shuriken Cannon) x3: 375 *Support Weapons (D-Cannon) x3: 255 *Warp Spiders x5 (Death Spinners x6, Power Blades) x3: 300 **Alternate if you aren't worried about contesting enemy objectives: drop all 3 Spider units and the Phoenix Gem from the Autarch (since he won't be nearly as tempted to get over-exposed) and take either: ***2 MSU units of Wraithcannon Wraithguard with the Weeping Stones on the Farseer in case you get lucky with the Bright Lance, or more likely... ***Drop the Farseer entirely for a Weeping Stones Shadowseer. ****In either case, you now have a ''very'' slow but ''very'' hard to stop marching unit of death. How each piece works: *The Wave Serpent won't consume significant Fate Dice while shooting the enemy reasonably well and then dumping its payload. **Said payload has 2 MSU Fire Dragons, which both gets you an additional Firepike over a 10-man unit and maximizes your Detachment re-rolling. The loss of Fuegan is meaningless because he's so badly overcosted. **There's a Fate's Messenger Death Jester in there too, which can dump an astonishing number of mortal wounds on an enemy. **Maugan Ra is even better than the Jester ''but only when attacking a unit below half-strength'', so make sure to have him fire after you've softened a target up. *The War Walkers, Fire Prisms, and Support Weapons should behave fairly intuitively. *The Farseer hangs out with the Guardian Defenders on your home objective (likely along with your Support Weapons), farming Fate Dice. *The Autarch can go wherever he's needed - his ''main'' job is CP generation, and pegging away with his rocket launcher. That said, he can Deep Strike or Advance into position if you need the Spiders supported in Battleshock. The Phoenix Gem has a good chance of keeping him alive if he gets over-exposed. *The Spiders can be anywhere you need them to be on the table, right now, ready to dump mortal wounds on the enemy (an average of 3.64 per unit, after your single re-roll to wound). They're more about mobility and hence taking control of or at least contesting an objective (or similar, e.g. if you are attempting Emergency Evacuation or Orbital Strike Coordinates) than they are killing, though. **If you want more killing or tanking, swap the Spiders out for Wraithguard. As has become fairly obvious, going full Infantry this edition is not a very good idea unless these units can reliably get access to some strength 10+ weapons in the mix - otherwise, you are going to be facing an uphill struggle if your opponent has gone a bit tank(walker) heavy. Infantry is going to be very ineffective against anything that is toughness 9 and up, so you are going to need to make sure to bring enough big guns to counter what your opponent is likely to bring to the table. If you are still running an Infantry-heavy list, like you could in 9th, then donβt be surprised when you lose to a mechanized heavy army list that you might have been able to deal with in the past.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information