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Warhammer 40,000/6th Edition Tactics/Eldar
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===Let's Talk About Guns=== The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically. '''Shuriken weapons''' Shurikens as basic ranged weapons for eldar has seen major improvement. With Bladestorm rule any shuriken weapons on roll 6 To Wound auto-wounds with AP2. With this even the lowly guardian can shred anything fleshy: move up, seriously damage their vital organs, run away, rinse repeat, lulz. (shred those termies with your guardians. DO IT) '''Monofilament weapons''' Monofilament weapons now has +1S if shooting at something slower than Initiative 4 or vehicles and instantly wounds with AP1 on a roll of 6 To Wound. Cleaving open transports has never been easier. '''Pinning weapons''' In the new codex Eldar got a plethora of weapons that gained the pinning rule, forcing leadership tests if a unit is wounded by a weapon with the rule. Forcing a squad to go to ground is almost killing the unit outright, leaving the enemy one unit less to attack you on their turn and giving your Eldar more and more breathing room to do what they do best. To date the Eldar possess the following weapons that have this rule: Eldar missile launchers (plasma + starshot) which is available in abundance, Shadow weaver (because of barrage), Doomweaver (not in focused mode), Ranger long rifles, Reaper launchers (starshot mode), Shrieker cannon, Spinneret rifle, Tempest launcher, Vibro cannon, Serpent shield, Uldanorethi long rifle, Eldritch storm. That’s about 12 different things you have that can pin a squad, and the test triggers every time a unit has received one or more wounds from a unit containing a pinning weapon. So remember to test for it often as see if you can’t keep a squad or two locked down and unable to fight you. Do note, however, that most things in the game are either fearless (Ork mobs, Nids under Synapse, most cult/daemonic CSM's), have high leadership to reliably pass the test (SM, CSM, Eldar, Necrons), or just immune to pinning (Daemons, Bikes, Monsters), so do not hope your Pinning would work often. Or at all. '''Eldar heavy weapon''' Some units have option to change into heavier weapons, as add-ons or replacements for existing guns and are commonly seen throughout the entire codex from troops to heavy support. The standard list is follows: *'''Shuriken Cannon''' Now not so cheap, but still reliable, the 24" shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above). *'''Scatter Laser''' With 4 shots at S6 AP6, Scatter Laser also comes with Laser Lock ability that grants TL to the MODEL that fires it, only needs successful To Hit roll. Obviously take it in models with multiple weapons, TL Starcannon or Brightlances can pay back its cost in points quickly. *'''Starcannon''' A good but not great AP2 weapon, the Starcannon doesn't get hot like plasma weapons. Viable alternative but not necessarily better than scatter laser, take your pick. Or pick both if you're facing 2+ aplenty. *'''Eldar Missile Launcher''' You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, both featuring pinning. Then both reapers and warwalkers can take flakk missiles which feature S7 skyfire. However, it all comes to the price when looking at this baby - and the price is damn high. *'''Bright Lance''' Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models.
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