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===ELD Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''Specialist Recommendations:''' <div class="mw-collapsible-content"> *'''Leader:''' The ''Dire Avenger Exarch'' is tailor made for this position. Even though technically any unit qualifies for the Leader specialization, none of them offer the flexibility or durability that your Exarch can bring to the table. Unless you are explicitly trying to shave points to maximize your body count, or wanting to spec your Exarch under a different specialization, there's really no reason not to stick with the Exarch. The ''Howling Banshee Exarch'' and ''Striking Scorpion Exarch'' are also perfect in this role, though they are considerably more specialized in what they can do than your Dire Avenger Exarch is. Otherwise, a ''Ranger'' camping in the back of your deployment zone can be extremely frustrating to bring down, and is a good way to ensure you generate CP every turn. *'''Combat:''' Your best choice for this specialization is by far your ''Wraithblades''. The extra attack they gain works wonders on them while the ability to interrupt an enemy during the fight phase can prove invaluable against more dangerous melee targets like the Custodes or Grey Knights. ''Howling Banshees'' and ''Striking Scorpions'' are also fantastic for this job and are much cheaper than your wraith units are, for lists that want the extra bodies. For vanilla kill teams, ''Storm Guardians'' technically can be this specialization. They hardly offer anything to really take advantage of it, but it is an option. ''Dire Avengers'' and their ''Exarch'' can also fill this niche, the Exarch in particular being fairly potent in his own right at it. That said, for any kill teams involving elites, he is pretty outclassed by his fellow aspect warriors and wraith units. *'''Comms:''' ''Guardian Defenders'' or ''Dire Avengers'' make ideal Comms specialists; they typically will be in fairly close proximity with other friendly models (particularly if you are bringing a Heavy Weapons Platform into play), and while their range is still relatively crap, they'll still be encouraged to keep a safer distance between themselves and enemies trying to hunt them down. ''Storm Guardian Gunners'' can also use the +1 to-hit buff on themselves, letting them operate more independently and all but ensuring their Fusion Gun hits their target. *'''Demolitions:''' ''Striking Scorpions'' honestly have the most synergy with this specialization of the two units who can take it. It stacks rather well with their innate ability to bully targets attempting to abuse cover, though a fair number of the more advanced perks are useless to them. ''Wraithguard'' technically can be Demolitions specialists, but as they cannot level up, there is literally no reason to take them as one since they wound almost every target in the game on a 2+ with either of their weapons anyways. *'''Heavy:''' Wraithguard exclusive, and arguably the best choice for them. This helps mitigate their mobility issues since they effectively gain Battle Focus with their Wraithcannons and the extra shot provided by their level 1 stratagem can make a massive difference against priority targets. The D-Scythe also somewhat from the increased volume of shots, though the ability to advance without penalty is fairly meaningless since the weapon auto-hits regardless. *'''Medic:''' Honestly, ''Guardian Defenders'' probably benefit the most from being a Medic. Dire Avengers have slightly higher leadership, and are encouraged to stay close to their Exarch (assuming it's a Shimmershield Exarch), so this can be an effective way to keep your slightly more cowardly citizens in check. Alternatively, a ''Dire Avenger'' Medic can improve a Combat Exarch by giving them an additional attack during the fight phase, and will benefit from said Shimmershield due to his proximity. *'''Scout:''' A ''Storm Guardian Gunner'' with a Fusion Gun (for all but guaranteeing the removal of practically any one model) can be particularly devastating. With re-rollable advances, the Scout can spend either a Command Point to boost their standard move by 2", or to trigger the "Fire and Fade" Stratagem to get in close, hit hard, then duck out of any possible retaliation. For someone literally overflowing with CP, one could spend 3 in one turn; Boost the Scout's movement to 9", auto-advance an additional 6", blow something fancy up then retreat 7" behind cover. Expensive and impractical? Maybe. Spectacular and hilarious results? Real likely. *'''Sniper:''' Literally only your ''Ranger'' is eligible for this spec, so whether or not you even want a ranger is the question. That said, it isn't really that hard a question to answer. Given the abysmal range on almost everyone else's weaponry, having at least one Ranger on your kill team is advised to deal with enemy units camping in their deployment zone, or to help take down a particular threat to your team as a whole. Making said Ranger a Sniper helps them do that a little better. *'''Veteran:''' This one is a bit more flexible than the others. Having a ''Storm Guardian Gunner'' or ''Guardian Defender'' HWP Baby-Sitter Veteran can come in handy if they come under fire often, as it'll help shore up their mediocre leadership so that they can keep doing their jobs effectively. Campaigns that let you level up your Veterans can be particularly useful for your SGGs, letting you move up and get the jump on enemy specialists with heavy-hitting weaponry. ''Dire Avengers'', ''Howling Banshees'' and ''Striking Scorpions'' if nothing else, can also make use of the spec decently enough, though they don't really offer anything quite as significant as the prior two. ''Wraithguard'' and ''Wraithblades'' only gain any use from the one-time movement stratagem at the beginning of the game and nothing else. *'''Zealot:''' ''Wraithblades'' in particular are fantastic choices for this specialization. Their Fires of Wrath stacks very nicely with the attack and charge bonus this spec provides and the level 1 stratagem can let them deliver a truly staggering number of high strength attacks on an enemy model. ''Howling Banshees'' and their ''Exarch'' are great discount options for this role as well. They won't offer the sheer brute force your Wraithblades do, but they'll be much more likely to make it into combat on their own and can perform very admirably if provided with enough support. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Faction Strategies:''' <div class="mw-collapsible-content"> *'''Space Marines:''' When fighting a kill team of the Imperium's mascots, it's generally advised to avoid close combat like the plague; only a melee oriented Exarch will perform adequately against them, while even an unspecialized Space Marine can simply flick your average Storm Guardian's head to remove it from existence. Let's not even mention the things Primaris Marines will do to your Guardians if they get close enough. Reliably, one or two Storm Guardian Gunners with Fusion Guns can rush any average MEQ target and incinerate even their Primaris battle-brothers with one all-consuming shot. A Bright Lance fitted HWP can perform much the same role on the field with much less of a ride-or-die attitude compared to your S.G Gunners. In a pinch, you can swarm Marines with basic Guardian Defenders; Shuriken Catapults might have garbage range, but their penchant for AP-3 crits makes them quite effective. *'''Grey Knights:''' A particularly daunting foe, Close Combat is a death sentence for most of your units hapless enough to get caught in with any of these tanks. What's worse, is that with Storm Bolters, you're ''always'' going to be getting pelted by an unholy number of shots at even the maximum range on your Guardian's Shuriken Catapults. They're also one of two factions in the entirety of Kill Teams whose vanilla units have access to the Psyker phase, so there's that to consider as well. Thankfully, you do have a ''few'' advantages. You are guaranteed to outnumber your foe, and where the loss of one or two Guardians might sting a bit, the loss of a single Grey Knight can very likely throw your opponent's plans into disarray. Utilize high AP weaponry such as the Bright Lance and Fusion Gun to your advantage, with the Starcannon striking a nice medium for volume of fire, strength, damage and AP for the cautious player. A few Rangers can also go a long way; the potential mortal wounds they provide isn't something to under-estimate on a faction with as few models as the Grey Knights. With the elites expansion adding Wraithguard and Wraithblades, you do have some options that can potentially handle them in close quarters, but this cuts into your body count quite drastically. *'''Adeptus Custodes:''' The good news is that virtually any list you take will outnumber whatever list the Custodes player is bringing. The bad news is that they are the single most durable models in the game, bar a couple commanders. Melee is a death sentence for virtually all of your units, though your Wraithblades ''can'' potentially hold their own if they're equipped with Scattershields and supported appropriately. Ideally, you'll endeavor to overwhelm them in volume of fire. Custodes are limited to the number of dudes they can kill a turn and if you play your cards right, you can field a good number of bodies. Dance in and out of cover with your superior mobility whenever possible and focus down one model at a time. You can opt to attempt to run a Bright Lance/AML HWP, Fusion Gunner Storm Guardians or wraithcannon Wraithguard to simply annihilate them with one or two all consuming shots from their powerful guns, but such units rather drastically cut into your available points and you have among the fewest field-able carriers for these guns. This is also disregarding how much luck plays a factor in your damage rolls. Games involving commanders can attempt to use Jinx to tip the odds a bit more in your favor, but keep in mind that the Custodes have a pocket Deny the Witch they can use if they have the CP for it (any sane Custodes player will keep it on standby if they see you fielding a psyker). Farseers higher number of casts can let them guarantee at least one power does go off and can potentially exploit the Custodes general weakness to Mortal Wounds by abusing Psybolt. *'''Imperial Guard:''' One of the precious few factions your standard Storm Guardians might perform decently enough against, a CC Exarch will have a field day against the average guardsman. While your units may indeed be more accurate than the Imperial's finest in a firefight, your range is extraordinarily pathetic compared even to their flashlights; weapons that actually pose a significant threat due to your pitiful toughness and armor. Taking advantage of cover and rushing in for melee combat with Storm Guardians against the average Guardsman may ultimately be more reliable than attempting to trade fire. Rangers in your backline would also be advised; their hit modifiers can make them extraordinarily frustrating to hit, while they conversely are reliably accurate and can snipe priority targets that may threaten your Storm Guardians on the approach. The addition of Howling Banshees, Striking Scorpions and Wraithblades lets you truly take advantage of their weakness to melee, with Howling Banshees in particular being ideal due to their cost, speed and ability to shut down reactions on the charge. *'''Adeptus Mechanicus:''' Due to their weird cobble of flexible units, playing against Adeptus Mechanicus can be a bit tricky, depending on what they're bringing. While Storm Guardians can put up a good fight against ''their'' rangers, you generally don't want to be in melee combat with their Vanguard, and you ''really'' don't want to be in combat with their Infiltrators or Ruststalkers. Their guns are also a nasty combination of accurate and shooty with particularly brutal special weapons available to them (their sniper can practically one-shot any of your dudes if the shot lands true). You'll want to out-maneuver their infantry and focus down any specialists/special guns that they've brought to the table; Storm Guardians can reliably tie down anyone with the sniper if you can sneak them close enough. Depending on your formation primarily, you also might be able to secure a slight numerical advantage on them as well. *'''Death Guard:''' These veritable bricks of pus and puke will be particularly daunting to take down due to their toughness and armor, making the only reliable means of taking them down heavy weapons fire. Fusion Guns, Bright Lance/Star Cannon HWP and massed Shuriken Volleys. *'''Thousand Sons:''' The other Psychic faction, and the only one with access to an effective 2+ armor save. Multi-wound weapons will be your friend against Rubric Marines, but beware the hell out of their Inferno Bolters; they'll insta-gib your Guardians and very likely your Dire Avengers as well. *'''Asuryani:''' Aside the obvious "anything you can do, they can do" stchick, it really comes down to outmaneuvering your foe. Don't bog down your points by bringing expensive heavy weapons, even a standard Shuriken shot stands a solid chance at dropping Dire Avengers, much less any Guardian pedestrians holding said Avenger's tailcoats. If you know what kind of build your opponent is going for, try to tailor your list to counter it. Rangers will be borderline untouchable for a fair few turns in a Guardian heavy list, though Ranger Heavy lists can only drop so many targets a turn. If your opponent fields a HWP for some reason, you can easily ensure it turns into dead weight by sniping any Defenders who try to make use of it. Though in all honesty, match-ups like this can often end up boiling down to a literal coin toss. *'''Drukhari:''' Your less than ethical kin have two advantages on you; they have a slightly better average range on their slightly shootier weapons, and they're more proficient at melee combat compared to you. Fortunately, they're also just as, if not more brittle than you are (if you can believe it), and you are slightly more accurate when on the move comparatively. Dire Avengers will match their Shard Carbine range, and are slightly more durable than the rest of your army, making it easier to tank shots on them (though you shouldn't ''attempt'' to ''tank'', if possible). Alternatively, Rangers will be a chore and a half to deal with due to the D. Eldar's own mediocre range, and stand pretty good odds on planting normal wounds on them due to their equally garbage armor. For Dark Eldar lists running kabalites, avoid taking wraith units if possible; poison weaponry takes away a significant portion of their durability and they absolutely will overwhelm them with volume of fire. *'''Harlequins:''' I'll be frank, you're at a significant disadvantage with these guys. Their ability to simply pass through intervening terrain and models and their particularly terrifying melee prowess means there's precious little you can do to slow down their advance, and with your terrible range on your weapons, keeping them at a safe distance simply isn't an option. In the early game, Rangers can attempt to pick one or two of them off before they barrel down on your side of the field. Weapons that rely on volume of fire will prove more useful, so a dual-ASC Exarch, Scatter lasers and a large clump of Guardians will prove modestly effective at picking off Harlequins on the approach. Special mention goes to flamer-wielding Storm Guardian Gunners, who will be significantly less tempting to charge due to their nasty auto-hitting overwatches. Dire Avengers, while more expensive, can out range your Guardians (and the Harlequin's effective pistol range) and between their better overwatches and grenades, will also be more of a challenge to take down. For the suicidal eldar, mobbing a single Harlequin Player with several Storm Guardians can actually stand a decent enough chance to down it; you will have a numbers advantage after all, and Harlequins are still T3 underneath that invuln save. This isn't necessarily advised though, because should that or a nearby Player survive the assault, they will eviscerate your S.Guardians in such laughably short order that you'll wonder what the hell you were thinking would happen. *'''Orks:''' Yet another faction where close combat is to be avoided at all costs, Orks can be reliably kited using your superior movement and accuracy. Their average accuracy is pretty bad, so barring any fielded Burna's, keeping your distance is the best way to avoid taking any losses. *'''Necrons:''' Treat these guys in a manner similar to Space Marines; AP heavy weapons will breach their armor easily enough, though you'll need to watch out for their potential Reanimation Protocols rolls. Thankfully, this is another army you can outnumber if you play your cards right, so don't be afraid to focus fire as needed. Wraithguard (namely D-Scythe variants) and Wraithblades are ideal for carving through their toughness and armor without maximizing their Reanimation Protocols the way your other heavy weapons do. *'''T'au:''' Probably the ''best'' faction to use Storm Guardians against, in an ideal world. Don't even try to one-up the T'au's shooting game, it will result in a pretty quick and painful match. That said, Rangers are certainly a welcome asset against Firewarriors and Pathfinders; making use of a few of them can potentially pin down the enemy while you advance a CQC Exarch and his Storm Guardian buddies downfield. Flamers and Shuriken weaponry should more than suffice against most of their units, though a Fusion Gun would be recommended if the forecast calls for Stealth Battlesuits in the field. Howling Banshees excel against the T'au due to their ability to cross the field and shut down their gunlines with startling speed, though take a care if there are Crisis Battlesuits on the field; use Wraithguard to destroy them whenever possible. *'''Tyranids:''' A likely much swarmier army than yours (unless your opponent is going for the "four-lictor" or warrior heavy lists), their unit selection allows Tyranids a high degree of build flexibility that can be challenging to plan for. Thankfully, no matter their build, volume of fire can prove quite reliable at dealing with most of their units, with multi-wound weapons such as the Fusion Gun, Starcannon and Bright Lance being particularly effective against Warriors and Lictors. Melee combat is arguably the biggest mistake you could make (by electing to participate in it, or allowing it to happen), because be it through numbers of units or attacks, Tyranids and their Genestealer buddies will outperform you in every regard. This is not as much of a problem for games involving your elite units, though even your Wraithblades mustn't charge in recklessly against them. Obviously, focus down any Synapse units you can before turning your attention towards any of the smaller gibblies. *'''Genestealer Cult:''' These guys will behave in a similar manner to Imp. Guard, but just because Storm Guardians work against the Emperor's faithful doesn't mean using them against the Genestealer Cultists is a good idea. Again, close combat is probably the worst approach you can take when combating them, though Guardian Defenders and Dire Avengers will perform quite admirably against them in the ranged game. Rangers are also quite effective early game, though like with many fighty armies, their effectiveness wanes when the distance between them and their target dissipates. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing against this faction go here </div> </div>
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