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==Secondary Objectives== For the love of Isha make sure you're doing what you can to score objectives, rather than just trying to murder all of your opponent's stuff. Keep in mind you can only take one from each category. Also keep in mind that these are only the generic ones, there are a few mission-specific ones too. GW updates these every few months, the ones below are accurate as of the Nephelim rules. <tabs> <tab name="Purge the Enemy"> These ones focus on killing specific things. Put some thought into these when you actually see your opponent's army. *''Assassinate'': 3 VP for each {{W40kKeyword|Character}} you kill, +1 for their warlord. Theoretically pretty easy against armies that rely on 'em, like Guard or even other Craftworlds, rangers knocking out commissars or warlocks, which are low toughness, low wound units can score this pretty easily. Against tougher stuff, you could send a plane in to unload on a somewhat out of place character too. *''Bring it Down'': 1 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 9 or less wounds, 2 VP for 10-14, 3 VP for 15-19, and 4 VP for 20+ wounds. Probably pretty good with tank-heavy lists being sorta common with the start of 9th, though make sure you actually have enough stuff that can kill tanks. Ironically, your own tanks are good for scoring this typically. Auto-take vs either flavour of Knights. </tab> <tab name="No Mercy, No Respite"> Loss based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective. *''No Prisoners'': Essentially 1 VP for every 10 wounds worth of stuff you kill. An extra VP at the end of the game for 50-99 wounds destroyed, and 2 VP for 100+ wounds killed. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. Blast weapons are your friend here. *''Grind Them Down'': At the end of each turn, you win 3 VP if you have killed more enemy units then the enemy killed your units. Heavily dependent on your list as well as theirs. With this, play for keeps. Focus on destroying one unit first before moving onto the next. *''Wrath of Khaine (Codex):'' Score 1 VP for any units killed by {{W40kKeyword|Aspect Warriors}} units, up to 1 per turn for ranged and 1 per turn for melee. Score another 2 VP (4 total) if you did both ranged and melee in the same turn. Usually not worth it. Shining Spears are very helpful for this, as they are good both at range and melee, and have the speed to get to whatever target you want. </tab> <tab name="Battlefield Supremacy"> Movement based stuff, here we go! You should probably auto-take one of these given just how fast your army is overall. *''Engage on All Fronts'': Score 2 VP if you have units totally within 3 table quarters and more than 6" away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6" away from the center of the table. Should be relatively easy to score, unless you're essentially playing gunline Eldar and have a billion tanks hiding on your side of the board. Units that shine include jetbikes, things with deepstrike, Hornets, some aspect warriors... a lot of stuff, really. Planes are not eligible for these points unfortunately. *''The Hidden Path (Codex):'' If you have a Webway Gate, you can set it up within 6" of your DZ, but if you lack that you can mark an objective in your DZ. If you have that gate, you gain a number of VP equal to the round number if you have a unit within 3" of the gate while the enemy doesn't. You gain a number of VP equal to the round number if you control the indicated objective with an {{W40kKeyword|Asuryani}} unit (meaning no Harlies or Commorite allies). A pretty safe take in any case, especially if you secure the gate/objective with some artillery or rangers. Since units can get short charges out of webway gates, you can keep a deadly but slow melee threat in reserve and shred anything that tries to move in, like Wraithblades with swords or the Avatar. *''Linebreaker'': 2 VP for one unit in the enemy deployment zone, or 4 VP at the turn's end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}). Axe and shield Wraithblades that are getting buffed up with your plentiful sources of those are a good candidate. Protect, Fortune and their shields make them nigh impossible to shift. Once more, other fast things that do work up close also are ideal for this. Shining Spears, Banshees, even a Wave Serpent can score this for a bit. Turn 1 Falcon deep strikes and unloading its contents help you get this first turn, after that focus on cheap, fast units like Vypers, Banshees, or War Walkers suicidally entering their side of the board. </tab> <tab name="Shadow Operations"> A lot of these are action based. They each have their own rules but all universally share some traits. You can't perform them if you've advanced or fell back with the unit you want to do it with or are within engagement range of an enemy unit. Character auras don't work while they are doing this, and the action fails if your unit does basically anything. Moves, advances, charges, falls back, shoots, casts a psyker power, or heroically intervenes. Two things to note: Warp Spiders can use their Flickerjump and still do these for you, and Dire Avengers can do these and still shoot. *''Retrieve Nephelim Data'': Your {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} units gain a new action each turn. For each separate table quarter (excluding a 6" bubble around the centre of the board) you complete this action in, add 1 to your Retrived Data tally. Fails if you roll over the number of models in the unit (troop units get a bonus of 1), so you want to do this with large squads to guarantee success. Get 4 VP for doing this in 2 quarters, 8 VP for 3, or 12 VP for all 4 quarters. A very reliable way to gain 8 or 12 points, consider this a staple. *''Raise the Banners High'': Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective they can choose to plant a flag which completes at the end of your turn. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. *''Scout the Enemy (Codex):'' Your {{W40kKeyword|Infantry}} gain a new action, sacrificing their shooting in order to perform this once they're over 6" away from your DZ. You gain 2 VP if this action was performed outside the enemy DZ, but 4 VP if you do it while within the enemy DZ. This is notably better on Rangers, who complete this at the end of the turn; any other units complete it at the start of the next or when the game ends, giving your opponent a chance to stop them. You're not likely to max this one, as only one unit can attempt it per turn, and you'd need four turns in your enemy's DZ (or 2 outside and 3 inside). </tab> <tab name="Warpcraft"> One more thing that we shine at, given our abundance of psykers. These give you a new power that functions similar to an action. You can perils off of these and they can be denied, though if you try and use these you cannot use any of the psyker's other powers. Keep in mind that using a psychic action consumes all your psychic powers for the turn, so you want to do this with your Spiritseers or Warlocks, not Farseers if you can help it. *''Abhor the Witch'': You can't take any {{W40kKeyword|Psyker}} units for this. Good fucking luck with that but if you're an absolute madman and take this, you gain 3 VP for any {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and 2 VP for any other {{W40kKeyword|Psyker}} units killed. Autotake vs Grey Knights or Thousand Sons if you're eligible, but you should never leave home without your psykers. *''Psychic Interrogation'': Your {{W40kKeyword|Psyker Character}} units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy {{W40kKeyword|Character}} within 24" and gain 3 VP. If you equal or beat their leadership on your psychic test, gain 1 CP (!!). Outranges most psychic powers and denies, so smart positioning means this is almost guaranteed to go off. Farseers and Warlocks on bikes are pretty damn fast and can get into position for this easily. Something to consider is having one psyker on a bike roll up, and cast this, and have another that's not too far off cast Quicken on the first to pull him back into safety. Usually a pretty good choice, just make sure you keep their characters alive long enough to farm some points. *''Warp Ritual'': Your {{W40kKeyword|Psyker Character}} units gain a new power. Score 3 VP if you get a {{W40kKeyword|Psyker}} unit within 6" of the table center and cast this special power on a 3+, 4 VP the second time you do it, and 5 VP for a third time (12 VP total). Hard to do without cover or a beefy unit giving your squishy psykers protection, never mind you're giving up a psyker's potential and will be leaving them exposed otherwise. Nevertheless a reasonably consistent secondary, just not as good as Psychic Interrogation. *''Scry Futures (Codex):'' Your {{W40kKeyword|Psyker}} units gain a new power. Psykers can cast this power on a 4+ at each objective, scoring 3 VP for this action. Obviously better the more objectives there are, as you can get some flexibility on which of the opponent's objectives you want to do this to. Critically this does not require a Character to cast, so your Hemlocks and Wraithseers can actually help out here. </tab> </tabs>
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