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===Elites=== *'''Bonesinger Conclave:''' 1-3 Bonesingers can be taken as a single Elites choice. They are basically a combination of a a Techmarine and an Apothecary. Giving 5+ FNP to Guardian squads or Vaul's Wrath Support Batteries to which they must be attached. Instead of shooting, it can heal a vehicle, building or Wraith unit for one HP/wound, but at the cost of FNP for the duration of that turn. *'''0-1 Seer Council:''' 1-10 Seers that get up in Mastery Level the more there are, thanks to the Communion of Minds special rule. 1-3 is ML1, 4-6 is ML2 and 7 or more will get a whopping ML3. Though once the casualties rack up, the ML can drop. They can generate powers from the Daemonology (Sanctic) and Runes of Battle disciplines and swap their Witchblades for Singing Spears for +5pts. **'''Seer Skyrunners:''' For a +15pts per model upgrade, they gain Jetbikes. *'''Fire Dragons:''' Now you see the tank - '''FOOOOM!''' - now you don't - Fire dragons in a nutshell both past and present. A unit dedicated to making sure the most heavily armoured units of your enemy's army go away quickly once they're in range by adding +1 to all vehicle damage rolls. With their fusion guns (melta-guns) and melta-bombs, tanks and fortifications stand little chance. They also demolish Monstrous Creatures, though not quite as well as Wraithguard. With a surprisingly good volume of fire for AP1, they're also one of the go-to units for terminating, err, Terminators. Their main drawback is they're expensive like lawyers, so be prepared to pay through the nose for them. A Falcon, Wave Serpent, Venom, or Raider transport is near-obligatory for them, so that will inflate the price further. The often asked question of Fire Dragons vs Wraithguard is a matter of what you normally play against. Wraithguard are better at handling Monstrous Creatures and Terminators while Fire Dragons destroy Vehicles and Fortification as described above. Both units are equally good at taking out Superheavies. However, Fire Dragons are usually cheaper, can fit in Falcons/Venoms period, have Battle-Focus by default (good for closing Melta gaps or ducking back in cover). *'''Striking Scorpions:''' Brutal green Aeldari Ninja with the Stealth special rule at the start of the game. Sneaky and sinister they constitute a strong force for assault units and strength 4 beatings. They sport a ludicrous amount of abilities and rules - 3+ armour, S+1 chainswords, plasma grenades and Mandiblasters (50% chance of a savable auto-wound at Init 10 that hits automatically) complement, Infiltrate, Move Through Cover, Fleet and Battle Focus right off the bat, giving the flexible commander a ton of options. They're every bit as good at straight combat (they'll maul hordes and even take down Tactical squads through weight of attacks on the charge - 2 normally, 3 on the charge + Mandiblaster hits) as they are at wreaking havoc in your opponent's deployment zone when used correctly. Fleet ensures that their mobility problems compared to Banshees are a thing of the past (mostly). Their only real problem now is their inability to get through 2+ saves, so keep them focused on lightly armoured foes. If you must face TEQ's try to face smaller squads if possible and ensure your Exarch is still alive, use your weight of attacks and the Exarch's Scorpion Claw to take them down before they strike back. Or if you rolled it use the Jinx psychic power to reduce their armour save to more reasonable levels. Remember though only do this if necessary, there are far more efficient anti-TEQ units in your army and Scorpions would be better served focusing elsewhere but just remember they are not useless at it either. *'''Howling Banshees:''' These sword-wielding ladies are the fast, lightweight, hand-to-hand Aspect of the Asuryani warhost, designed to blend MEQ armour across a large swath of the battlefield. And boy, is there lots of MEQ in 30k! With AP3 power swords and their trademark Banshee masks (which now mean the Banshees can't be overwatched when charging) and they cause Fear. With their lighter armour they always need to grab the charge to get in as many attacks as possible, and now grab Acrobatic, giving them a bonus 3" on their Run moves and charge moves. MEQs will be mowed down, but hordes will overwhelm them and TEQs will eat them for breakfast, so choose your battles wisely. A good idea is to to use Banshees as more defensive CC units to protect your gun-line units from potential enemy charges. Striking Scorpions are better suited as backfield enemy harassers with their better armour and strength (arguably making them the better option to use against TEQ'S and Monstrous Creatures). Banshees overwatch defenses and longer charges make them great deterrents against outflankers and infiltrating squads that might try to sneak around to take out your HQ's or long-range weaponry. Transports are optional - they'll get there faster, but Aeldari have no assault transports. *'''War Walker Squadron''': Shifted over to the Elite Slot, not the wisest move. It suits the Eldar playstyle perfectly - fast, armed to the teeth and absurdly fragile. With BS4 now, they're even more reliable at putting huge amounts of firepower into whatever foe is unlucky enough to be in range. As to that firepower, they get the usual range of Eldar weapons. Bright Lances for tank-hunting, Starcannons for heavy infantry, Shuriken Cannons and Scatter Laser for light infantry. Finally the big option, the Eldar missile launcher - a gun as versatile as the EML clocks in at several times the price of alternate options. But there's a good reason: it can either be anti-armor or anti-infantry and now gets Skyfire for free. And with Battle Focus and Relentless, their firepower is unimpeded by their mobility. With AV10, Open-Topped and only two Hull points they're brutally fragile. Power Fields give you a 5++, but that's not the most reliable save out there - stick near sources of cover for those all-important saves. These are the one unit that might actually want Star Engines to get even better Battle Focus shenanigans. *'''[[Wraithguard]]:''' Resilient and terrible in their destructive power Wraithguard are the otherworldly goliaths of Eldar infantry, and their vigil is eternal. Acting as vanguards for durable front line advances Wraithguard are a unit difficult avoid for enemies and foolish to ignore. With a toughness of 6 and heavily armored wraithbone granting them a 3+ armor save wraithguard are as durable as terminator equivalents of other armies and wield terrific weapons. The Wraithcannon is short range and utterly lethal against all targets, the S10 AP2 gun shreds all targets with equal fury and distort rule gives it the ability to instant death, as though anything would survive it normally. You want to use the Wraithguard as the anvil of your army, moving up fearlessly each turn while other more mobile Eldar think away at your opponent’s forces. Once in range of a target wraithguard will kill it, they just will, and they will stick around a lot longer than your enemies will be comfortable with. Six can fit into a wave serpent and emerge to deliver unfair levels of wrath upon their hapless targets. *'''Wraithblades:''' Like Wraithguard, Wraithblades are Asuryani wraithbone constructs, only with a focus on melee combat as opposed to close ranged weaponry. Wraithblades come with two kit options which can alter their dynamic pretty significantly. Base loadout is two Ghostswords, giving you +1S and AP3, which works well against MEQ squads, which can be very, very handy when you plan to march them into 20-man tac blobs or other power armoured Tactical Support/Heavy Support squads. Though watch out for FotL-levels of bolter fire; Str 4 can and will wound T6 and these boney dudes have only 1 wound and none to spare. Ghostaxes, on the other hand, give you +2S and AP2, and the accompanying Forceshield gives you a 4++ on top of your already significant protection, and will never see you wrong when up against TEQs. Equip this if you want to go toe-to-toe with killy HQ's and choppy terminators. Your T6 won't help you much against a power fist or thunder hammer, but survive a round due to your 4++ and you will strike back with a power fist of your own! Either way, they're very impressive in combat, as with their natural toughness they're hard work for even AP3-equipped assault units, and will trash most equivalently-priced units when given the latter loadout. One idea is to stick a bunch of Forceshield-equipped Blades in front of your key unit and watch your opponent weep with frustration as nearly everything bounces off them. As a bonus, they now cost 10 points less than a squad of Wraithguard. They can take a Wave Serpent, but probably don't want to in most cases since you want them to charge.
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