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===Universal=== Standard strategems that can be used by any and all Craftworlds, though Ynnari detachments are now exempt from using these. <div class="mw-collapsible-content"> *'''The Avatar Resurgent (3 CP)''': If the Avatar of Khaine is slain in the Fight Phase, do not remove it as a casualty. Instead, roll a d6 after the unit that killed it has resolved all its attacks; the Avatar then comes back to life with that many wounds remaining. Needless to say, this ''greatly'' increases the danger an Avatar poses in close combat. *'''Celestial Shield (1CP)''': During the enemy shooting phase, if a friendly {{W40Kkeyword|Guardian}} unit is chosen as a target of an attack, it will have a 4+ invulnerable save for the rest of that shooting phase. Stack with Fortune and Protect to become freakishly hard to budge. Use Ulthwe and an Autarch, and the enemy will either try hard to kill them (and make this stratagem earn its cost) or not try hard enough (and get completely shredded by 2+ rerolling Black Guardians). *'''Cloud Strike (1 CP):''' As Webway Strike below, but with an Eldar Vehicle that can Fly instead & only one unit. NOTE: You cannot use both Cloud Strike and Webway Strike in the same game, you have to choose one or the other. [[Creed |Absolutely hilarious for Deep Striking in a bunch of Hemlocks right where you need them]]. Only works once though. **Remember that you drop down during the Movement Phase so the vehicle has to sit still for a turn. using this for transports is a bad idea. Not bad for protecting Fire Prisms, Crimson Hunters or Super-Heavies from a round of shooting against [[Militarum_Tempestus |certain Alpha-Strike]] lists. *'''Concordance of Power (1 CP):''' Use this stratagem whenever a Warlock Conclave successfully casts a Runes of Battle psychic power. The range of the power is doubled. **36" range on your Runes of battle powers is extremely useful as it keeps your out of deny range while still able to to support units on your opponents side of the table. It can't be stated how useful a 36" Range Jinx and Restrain can be, especially with Primarchs or Flyrants on the table. *'''Feigned Retreat (2 CP)''': Pick an {{W40Kkeyword|Asuryani}} unit that has fallen back this turn; it can now shoot and charge despite having fallen back. Not ''as'' useful on Swooping Hawks or your tanks, since they could already shoot after falling back (due to the {{W40Kkeyword|FLY}} keyword), but everyone else benefits from it, given the short range of most of your guns. **Incredible for your Shining Spears as they benefit greatly from being able to fall back while abusing {{W40Kkeyword|FLY}}, shoot and charge again. *'''Fire and Fade (1 CP)''': After a friendly Asuryani unit shoots, it can move 7" as if it was the movement phase; however, it may not advance as part of this extra move and will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back. It gives a great mobility boost as well as Advance-Shoot-Move is possible. Finally it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase. **[[Troll|FAQ confirms that Swooping Hawks can still drop grenades on any unit it flies over with this.]]. The same FAQ also notes that if it is used on a Crimson Hunter or a Hemlock they will be removed as casualty. *'''Forewarned (2 CP):''' Used whenever an enemy unit arrives from the battlefield within eyesight of a friendly unit that is within 6" of a friendly farseer. That friendly unit may make an out-of-sequence shooting attack. Unlike other similar stratagems, this one doesn't force a -1 to-hit penalty, and can be outside of 12"! You DO have to bubble-wrap/conga line next to a Farseer for this to really pay off. This is actually really broken. Your opponent's gotta be REALLY careful not to get his deep striking unit shot to shit from Dark Reapers who could see them, or even humble guardians taking down a Lictor before it could do shit to them. **A note on Drop Pods: The RAW specifically states you target the unit that arrives, in this case the Drop Pod itself, and not whatever comes charging out. *'''The Great Enemy (1 CP):''' Used whenever a friendly Asuryani unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the {{W40kKeyword|Slaanesh}} keyword. Make Ancient Doom work in your favor, and fuck Slaanesh Daemons and Emperor's Children. *'''Lightning Fast Reactions (2 CP):''' Used when a friendly {{W40kKeyword|<CRAFTWORLD>}} Infantry unit or a friendly {{W40kKeyword|<ASURYANI>}} unit that has {{W40kKeyword|<FLY>}} keyword is targeted by a ranged or melee weapon. All attacks against that unit are resolved at -1 to hit for the rest of the phase. One fun but costly idea is to combine this with the Celestial Shield Stratagem on Guardians to ''really'' infuriate your opponent. Bonus points for doing it with Alaitoc in the shooting phase to stack it with the Craftworld Attribute, though you will probably lose friends for it. *'''Linked Fire (1 CP)''': When a target is selected for a Fire Prism's Prism Cannon, do not resolve the hit until the end of the phase. Any {{W40Kkeyword|<Craftworld> Fire Prism}} within 60" of the first one that is visible to it may link fire, targeting the first Fire Prism's target with its Prism Cannon and re-rolling failed hit and wound rolls when doing so, as well as ignoring range and visibility. Once all other shooting is completed, the first Fire Prism may resolve its shots against the target selected. If at least one other Fire Prism linked fire with it, it gets to re-roll its hit and wound rolls as well. **Combined with Pulse Laser Discharge, this stratagem can wreak absolute havoc on almost everything in the game. Having Fire Prisms shooting S12 AP-5 lances twice each irrespective of line of sight or range re-rolling hits ''and'' wounds can absolutely devastate any vehicle from Rhinos to Imperial Knights. Conversely, rapid Dispersed Blasts can all but evaporate any individual blob you want off the board with a barrage of D6 S6 shots (assuming you have only two Fire Prisms fielded, that's still 4D6 shots, assuming they haven't moved much). **Hilariously you can also use '''Linked Fire''' to nuke your opponent's special snowflake character, as long as the character is the closest model to the first Fire Prism the others can also target it. Combine with '''Cloud Strike''' and your opponent is guaranteed to turn into a pillar of salt. *'''Matchless Agility (1 CP):''' Used whenever a friendly unit advances. Instead of rolling a die, you automatically advance 6" with the unit. Makes Footdar lists hilariously broken outside of Matched Play. Still damn useful in Matched Play as well. *'''Overload Energy Field Projectors (1 CP):''' During the shooting phase, pick a Wave Serpent that discharged its shield on an earlier turn. It can now discharge the shield a second time. Because apparently the Wave Serpent really needed the extra boost. *'''Phantasm (2 CP):''' Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly units and re-deploy them. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement. Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Alternatively, if you have the CP to spare, you can attempt to influence or bait your opponent's deployment by setting up a few key units (like a Fire Prism, Wraithlord/seer or Wave Serpent) in a position that ''heavily'' encourages him/her to focus on either setting up in a manner to exclusively ''avoid'' or ''target'' those units. Once the deployment is finished, you can [[Just as planned | place that Fire Prism he could've sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them]]. **Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn't base your core strategy around it. Try to save it for tournaments or games against irregular opponents and if you're confident you can afford the CP or potential risk to your important units. *'''Runes of Witnessing (2 CP):''' Used at the start of any phase. Pick a friendly Farseer. All {{W40kKeyword|<CRAFTWORLD>}} units within 6" of the Farseer re-roll 1s to wound. Given you want that [[Eldrad| dick]] up front spamming Smite and Executioner, this is awesome for supporting the unit he's with. Also pretty nice on that Farseer in the Dark Reaper blob that they just guided. *'''Seer Council (1 CP):''' In the Psychic Phase, if a Farseer is within 6" of a friendly Warlock unit, both the Farseer and the Warlocks gain +1 to psychic tests. Use it on that [[Eldrad | dick]] with '''Unparalleled Mastery''' to cast 3 powers with +2 to cast and one extra with +1 to cast. This strategem combined with Runes of Farseer should give you up to ~95% success rate on powers you really need also making them much much harder to deny. *'''Starhawk Missile (1 CP):''' When an Infantry unit model shoots an Aeldari missile launcher at a unit with Fly, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Awesome for putting some Mortal Wounds onto [[Chapter_Master_Slamguinius|Slamguinius]], or evaporating 1-3 Vanguard Veterans on a 2+. Guardians and Dark Reapers are viable as they can carry the AML, but keep in mind that the +1 to hit will not apply to the Dark Reapers. *'''Supreme Disdain (1 CP):''' Used whenever a friendly unit is chosen to fight in the fight phase. The unit gains exploding attacks on 6+ that do not proc themselves. This does stack with Striking Scorpion Exarchs or Scorpions buffed by Karandras, and can definitely make that unit of Banshees or Wraith Blades even more horrifying. Also fun on a Firesabre Autarch or Diresword Exarch to try and fish for more Mortal Wounds. Even more fun, if you stack it with Enhance or/and Striking Scorpions' Shadow Strike. Try this on a unit of 10 wraithblades with Enhance affected by Psytronome of Iyaden and Ambush of Blades WT for undiluted devastation. Even regular Wraithguard are no slouch in close combat and every exploding attack hurts all the more. *'''Tears of Isha (2 CP):''' Used at the start of your turn. Select a Wraith Construct model, and it regains 1d3 wounds lost earlier. Your Wraithlords will appreciate this as they walk up the battlefield with a degrading stat line and no form of invulnerable save. Note that for 70 points, you can field a Bonesinger to do the same job, but that has its own downsides, like the need for the Bonesinger to keep up with what it's healing. *'''Treasures of the Craftworld (1/3 CP):''' Take extra relics, Eldar style. Pay 1 CP for an extra Remnant of Glory in your army, or pay 3 for two extra Remnants of Glory in your army. *'''Unparalleled Mastery (1 CP):''' Used whenever an {{W40kKeyword|ASURYANI FARSEER}} successfully casts their last allowed power in the Psychic phase. They can attempt to cast one additional power. Oh hell yes. Slap this on Eldrad and one-up those Tzeentch Chaos Sorcerers. *'''Vaul's Might (1 CP):''' If a Support Weapon is within 6" of another Support Weapon, they can both reroll 1's to wound. Pretty useless given the low volume of fire: Two D-cannons will give 3 hits on average and therefore 0.5 1's on wounding. I.e. every second time this stratagem will be completely wasted. Use Doom or the standard CP reroll instead. **If you're fielding three or more Shadow Weaver Support Weapons, this stratagem is worth considering. Due to how cheap they are, they are great for filling up detachment slots and this will help make the most of their shots should the need arise. Definitely consider this as an ''option'' though, not a core part of your strategy. *'''Webway Strike (1/3 CP):''' This lets you deep strike a single {{W40kKeyword|Infantry}}or {{W40kKeyword|Biker}}unit of your choice! Pay for the 3 CP instead to deep strike a second unit. NOTE: You cannot use both Cloud Strike and Webway strike in the same game, you have to choose one or the other. Aside from the obvious Fire Dragons or D-Cannon Wraithguard just about every eligible unit can benefit from being able to be placed where you want, when you want. **Remember that Guardian Platforms are Infantry and Vypers are Bikers. Ulthwe and Saim-Hann respectively can use this to dump a Guardian Squad with Heavy Weapons or Vypers full of Heavy weapons right behind something important then fire without penalty (Discipline of the Black Guardians Strat and Saim-Hann Craftworld trait respectively) **Special note on guardians, although they can use this to deep strike into shuriken catapult range, just bear this will also put you're brittle unbuffed guardians at risk of auspex scan and other stratagems. '''Aspect Warrior Stratagems''' Each of these nine stratagems are dedicated to one of the nine standard Aspect Warrior Shrines. Each can only be used once per battle and only on a single squad of their respective aspect, so choose and invest wisely. Functionally, each of these are the same; the aspect warrior Exarch in the chosen squad may keep their original Exarch power and take one of the six other powers in addition to it as opposed to replacing it with one. *'''Exemplar of the Avenger Shrine (1 CP):''' A Dire Avenger Exarch gets to keep their ''Battle Fortune'' ability and take another power. *'''Exemplar of the Banshee Shrine (1 CP):''' A Howling Banshee Exarch keeps their ''War Shout'' ability in addition to another power. *'''Exemplar of the Dragon Shrine (1 CP):''' A Fire Dragon Exarch gets to keep their ''Crack Shot'' ability in addition to a single other power. *'''Exemplar of the Hawk Shrine (1 CP):''' A Swooping Hawk Exarch keeps their ''Herald of Victory'' ability in addition to a single other power. *'''Exemplar of the Hunter Shrine (1 CP):''' A Crimson Hunter Exarch keeps their ''Marksman's Eye'' ability in addition to a single other power. *'''Exemplar of the Reaper Shrine (1 CP):''' A Dark Reaper Exarch retains ''Crack Shot'' as well as one of their other powers. *'''Exemplar of the Scorpion Shrine (1 CP):''' A Striking Scorpion Exarch keeps their ''Sustained Attack'' ability in addition to one of their other powers. *'''Exemplar of the Spear Shrine (1 CP):''' A Shining Spear Exarch retains ''Expert Hunter'' as well as one of their other powers. *'''Exemplar of the Spider Shrine (1 CP):''' A Warp Spider Exarch gets to keep ''Iron Resolve'' in addition to another power. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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