Editing
Warhammer 40,000/Tactics/Craftworld Aeldari(30k)
(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!
===Troops=== *'''Dire Avengers:''' These Aspect Warriors are your elite standard infantry. The whole idea behind the aspect is that they are the perfect balance between offense and defense; in other words, they're useful both for sitting back and shooting ''and'' for getting up close and personal and storming objectives. Ironically, then, they aren't amazing at close combat, although they can survive there, especially with an attached Exarch. Perhaps most importantly, though, they have special shuriken catapults, appropriately called avenger shuriken catapults. Unlike regular shuriken catapults (with their piddly range of 12"), avenger shuriken catapults have a range of 18". Combined with every Eldar's innate Battle Focus ability, the extra range allows the Avengers to play a merry game of keep-away with the opponent. Also, their Aspect Armor comes with a 4+ save, which makes them a fair bit hardier than Guardians. They also have Defense Tactics: Whenever they get charged, the Avengers can choose between Overwatching at BS2 or gaining Counter-Attack (which they used to have stock) and Stubborn without any Overwatch. Overall, they've taken a bit of a shift, but otherwise remain the prime example of Eldar Infantry. *'''Guardian Defenders:''' The Guardians' gear is probably the most underwhelming in the army list - a 5+ armor save you will never want to have to use as well as the trusty shuriken catapult. The catapult is still among the shortest-ranged of any troop weapon found in 30k, but comes with Bladestorm. Bladestorm allows Guardians to wound anything and penetrate any armor save, with the sheer mass of shots they make at BS4 this is a pretty serious threat to most models in the game. Guardian Defenders also host a second feature that needs mentioning, the one that may make you take them over Dire Avengers - a heavy weapon mount for every 10 bodies in the squad, up to 2. These platforms are true models within the squad, moving and shooting under their own power and with a toughness and armor save to take into account. The support platform can be equipped with any of the heavy weapon options at a noticeable cost. The Guardians' downsides are obvious - they are fragile T3 bodies in 5+ armor, enough said. Sit them in one form of cover or another with a conceal psychic power buff, however and we have something to talk about, a good saving unit with a lot of bodies and long range powerful weapons sitting on an objective with a fuckton of dakka for overwatch or sudden shuriken rushes. Dictate your price with them, adding HQs and heavy weapons to suit - most any of them could be good, with the cheap shuriken cannon or the longer-ranged scatter laser cracking open transports, the starcannon for TEQs and MCs, the brightlance for tanks or the missile launcher to handle both hordes and armor adroitly and provide emergency anti-air and the anti air option comes free but it is the most expensive option however with guardian war host you can get it for free in three units eat that flying circuses. Like Dire Avengers, they can take a Wave Serpent - with their numbers they might not be riding in it, but it's mobile cover and yet another set of heavy weapons, so don't overlook it. Weirdly, they do come with plasma grenades - don't forget to chuck one if a horde gets close. *'''Storm Guardians:''' Guardians that trade their Catapults for Pistols, Swords and Plasma Grenades. They also forfeit the option for a Heavy Weapon Platform in exchange for other equipment options. The unit can take two Power Swords, and two Flamers or Meltaguns in a squad of ten. They cost like Fire Warriors, shoot like Assault Marines, and die like Guardsmen. If you want anti-tank, you take Fire Dragons. If you want melee, you take take Banshees/Wraithblades. If you picked the Craftworld Path that bars Aspects, you in trouble and should get tanks and Wraiths. *'''Windrider Jetbike Squadrons:''' Guardian Jetbikes are Aeldari who take their mastery of speed to heart and are a well-known unit to see Aeldari field due to the extraordinary mobility the jetbike offers. The only gear the Windriders feature is the jetbikes but thatβs all the unit really needs. Automatically giving them an enhanced T4 and 4+ armor save windriders possess far greater maneuverability than the Legion equivalent. The jetbike comes with a built in twin-linked shuriken catapult, 90% accuracy for a shuriken weapon and bladestorm still applies here. One in three jetbikes can switch out for a much larger, much meaner shuriken cannon for extra general-purpose dakka or a scatter laser for long-range transport wrecking. Aside from the usual, Windriders also boast the benefits of Aeldari jetbikes that allow them a special 2d6 move during the assault phase and all those delicious cover saves for Jinking and turbo boosting. The only issue the Windrider faces lies in their low numbers and higher cost, not a big issue since they cost just under two guardians normally but these are models you should try not to lose. Like with all Guardians a Seer can join the squad and instantly make it better, conceal boosting their already good cover save, protect to give them terminator armor, even embolden can remove the issue of their lower leadership. Zip around like the Tasmanian devil, chunk units of anything, troll everyone and grab or contest objectives to make enemies weep little black tears. **They also have access to the Scatter Laser now. So for 270 points, a squad puts out 40 S6 shots. Ouch. Or, for the same price, 30 S6 shots with Bladestorm. That's gonna leave a mark. Of course, any return fire will likely leave a mark on your points budget as well at 27pts for a T4, 4+ model that can jink. *'''Rangers:''' When an Aeldari finds no Path that suits them they often turn to the Path of the Ranger, venturing from the Craftworld to see new sights and places. Their pathless existence goes against the grain of Aeldari society but lends them unique viewpoints and skills many Eldar never find themselves possessing. The ranger long rifle is core of the unit and as such has a few aspects that need discussing. As written, the weapon is a Heavy 1 sniper with long range, its AP6 is undesirable but rangers fire it at their BS4. Sniper weapons means they Precision Shot on hits of 6 and get AP2 on wound rolls of 6, and always wound on a 4+. The basic formula of the ranger goes something like this: 66% chance to hit, 50% chance to wound (if not vehicle), 55.56% chance to damage MEQ armor (since a wounded model has a 1/3 chance of having been wounded by an AP2 hit). The special rules of the rangers is their classic infiltrate, fleet, stealth and move through cover. This makes them theoretically maneuverable but realistically immobile. You see, the squad can only do snapshots with their rifles after moving in the move phase (but they at least now have shuriken pistols), and battle focus also specifies it does not work with heavy weapons on non-relentless models. Flamers and various other cover ignoring weapons like barrage blasts ruin your rangers every day. Ultimately the rangers will end the game exactly where they started, moving only to shuffle towards an objective or away from an approaching melee unit. Rangers can infiltrate either to an advantageous position or on top of a cover providing objective, then they will sit there for as long as they can laying down a few suppressing shots into choice targets. ::{{40k-Ranged-Weapon-Profile|name=Ranger Long Rifle|range=48|strength=4|ap=6|type=Heavy|rof=1|rules=Sniper|align=center}} **'''Modeling Tips:''' Hate the hoodless rangers but you don't want them with helmets or applying green stuff because you suck at making anything with green stuff? Fear not, because there is a solution. If you have the money, grab a box of Wood Elf archers, or something with Elf hoods, and smash a new head on them. You might need to fill in some spaces with green stuff though.
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
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information