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Warhammer 40,000/6th Edition Tactics/Eldar
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==Building your Army== *'''The Biel-tan Route:''' Commonly known as "One thousand frozen leaves falling to cut". More commonly known as Swordwind. This means getting Aspect warriors; Dire Avengers, Dark Reapers, Fire Dragons, etc. Who are very good at a particular task. This is the potentially most lethal of the three. **The advantage is the raw lethality of a specialist at it's trade. Dire Avengers holding the line while Dark Reapers suppress the enemy. Warp spiders pop in out of nowhere to tear apart enemies before ducking behind terrain. Fire Dragons close with the enemy to engage with Meltaguns. Scorpions creep into close combat as Howling Banshees pour out of a transport to tear apart heavy infantry. **The disadvantage is the reliance on cover and getting everyone in the right spot at the right time. Get knocked off your game and the army evaporates. *'''The Saim-Hann Path:''' This means putting virtually everybody on jetbikes and disdaining everything without an engine. You run jetbiking seer councils, Farseers and Autarchs. Your troops are guardian jetbikes. Your Fast Attack choices are Shining Spears and Vypers. Your Heavy Supports are Falcons and Fire Prisms. If your overall formation is even remotely comparable from one turn to the next, then you're doing it wrong. **Surprisingly, this is the most defensive path. Jetbikes confer a 3+ armor save on top of +1 toughness. The jetbikes of the army rolls with a 5+ cover save while moving, turbo-boosting turns this into a 4+, while the vehicles (with holofields) increase that to 4+ and 3+, respectively. It is also very tactically flexible, seeing as they entire army can move more than 12" per turn and can be in an out of a given section of the board in seconds while your enemy swings at thin air. **Unfortunately, you need a fortune to field this kind of army. The vehicles alone are going to be 200+ apiece with upgrades and jetbikes aren't free. Expect to be outnumbered on a regular basis. *'''The Way of Alaitoc:''' This means Pathfinders saturating the good infiltration spots, War Walkers blowing the holy and unholy fuck out of shit, and more psykers than you can shake a bolter at. Long range firepower and lots of it. **This is the least powerful of the three set ups. Rangers got nerfed in terms of rules, but got a points reduction. Illic Nightspear is a must for this build, seeing as the Alaitoc players would want Pathfinders (shrouded and precision shots), but they are terrible point for point at 25/model. Psykers, such as Farseers and warlocks (Spiritseers), tie the entire thing together. **The bad thing about this is how static everything is. Pathfinders can't snipe and move, Wraith anythings don't Fleet and <s> war walkers aren't skimmers </s> War Walkers have Battle Focus and a 5++ save and can outflank, their rules have improved, yet your starting positions tend to be your ending positions. *'''The Way of Iyanden:''' AKA, the "Wraithwall" - this is a very slow moving setup that involves at least one Spiritseer and a metric tonne of Wraithguard that may or may not have Wraithlord or Wraithknight support. Whether they be in squads of five or ten, this set up can shrug off tremendous volleys of fire and keep on moving. Wave Serpents optional (and definately something to be considered should you decide to field Wraithblades instead of Wraithguard). *'''The Yme-Loc mech:''' Remember the good old times when our Falcon-chassis didn't get glanced to death or Grav-gunned instantly due to bad wording? Yes, you do. You take up lots and lots of Serpents with basic Scatter lasers, support it with a couple of Dragon-serpents or Wraith-serpents. **What's good is that you basically have up to 8 AV12 serpents with two of them being Dragon-pents to kill those things that can't be gunned down with SHITTONS of S7 shots. And yeah, you have 6 scoring units. *'''Ulthwe Shock and Awe:''' A big, kitted out, wave serpent riding Seer Council, with Eldrad if possible, is pretty much your entire army. Get some Fire Prisms to nuke whatever they can't fry with their brains or stab with singing spears, and some Guardian Jetbikes to grab objectives. This build swings a heavy psychic beatstick that can still work in assault because of fleshbane and 4+ invul, but if the enemy isn't crippled after two or three turns you probably will be. It is perfectly normal to blend these setups together. Just know how each part was built to be made and balance out the pros and cons.
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