Warhammer 40,000/10th Edition Tactics/Eldar: Difference between revisions
Jump to navigation
Jump to search
Line 25: | Line 25: | ||
====Stratagems==== | ====Stratagems==== | ||
*'''Fire and Fade (1 CP):''' One non-{{W40kKeyword|Aircraft}} unit that isn't engaged can immediately 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. | *'''Fire and Fade (1 CP):''' One non-{{W40kKeyword|Aircraft}} unit that isn't engaged can immediately move after shooting (their full movement). 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. | ||
==Equipment== | ==Equipment== |
Revision as of 10:24, 22 May 2023
This article is a stub. You can help 1d4chan by expanding it |
This is the current 10th Edition's Eldar tactics. 9th Edition Tactics are here.
Why Play Craftworld Eldar
Pros
Cons
- Shuriken weapons lost their AP bump on a critical hit. Honestly kinda crippling for a force that relied on it to get an edge over well-armored foes like marines.
Faction Rules
- Strands of Fate: At the start of the game, roll 12d6 and record their results. You can use any of these dice in place of other rolls for advance rolls, charge rolls, battle-shock tests, hit rolls, wound rolls, damage rolls and saves.
- While not nearly an overload as before it does come with the major issue of low rolls being next to useless now. That said, you can re-roll these dice if you rolled too many low, but doing so requires you to roll one less die each time.
- As long as you have one Farseer you can potentially change a low roll into an automatic 6 (per turn, so one in your turn and one in your opponents- a potential of around 10 over the course of a game), so even if roughly half your rolls are low you can keep them and later turn them into an auto success. These Dice count as an unmodified roll, so those 6’s will be providing additional rules depending on the weapon being used.
- Make sure to secure as many objectives as possible with Guardian units, as they generate more Fate Dice.
- There are seemingly no restrictions on how many dice you can use per turn or per unit- each time a dice would be rolled it can be substituted as long as it is one of the rolls listed.
Detachments
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 powerful weapons, such as a Bright Lance or Fire Prism or potentially useful on Exarchs, depending on if they are usable this edition. 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
- Fire and Fade (1 CP): One non-Aircraft unit that isn't engaged can immediately move after shooting (their full movement). 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.
Equipment
Unit Analysis
Characters
- Farseer: In an age where many have lost their array of psychic power, the Farseer is one who hasn't suffered quite as severely. Branching Fates lets you make a Fate die you use on one unit within 12" count as a natural 6, which is incredibly useful if you've got some bad rolls. Fortune lets you give a friendly unit within 12" a bit of protection by letting any attacks against them take -1 to wound.
- While their combat prowess remains limited, Eldritch Storm being a weapon does give them the ability to handle some crowds (and unlike the majority of psychic weapons, it's not Hazardous). The choice between the Singing Spear and Witch Blade is pretty much a choice between the Witch Blade's Anti-Infantry 2+ making it pretty lethal on unprotected foes and the Spear's ability to be thrown as a ranged weapon.
Epic Heroes
Battleline
- Guardian Defenders: Shuriken weapons lost their universal AP bump on a critical hit, which severely limits their effectiveness against more armored foes. Catapults remain reliable Assault weapons, so they can at least still be fired on the move. Their mobility is just as vital too, as they can cap objectives so you can roll 1d6 to add to your Strands of Fate pool.
- This revamp of Strength and Toughness also affects your weapon platform's uses as well. While the Scatter Laser remains a reliable horde weapon, the Shuriken Cannon now gets Sustained Hits 1 so it can more easily handle armored troops. The Starcannon is now relegated to mostly targeting small monsters at S8 AP-3 D2, with the Brightlance going anti-tank for S12 AP-3 D2+d6 and the Missile Launcher giving you the ability to do either at reduced effectiveness.
Infantry
Vehicles
<tabs> <tab name="10th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>