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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Avengers of Asuryan (2 CP):''' One Dire Avengers unit that's below their starting strength can shoot twice. With the improved avenger catapults, this can be incredibly very potent for wiping out a unit before they can even flee. Put 10 in a Wave Serpent and hope 1 dies when the tank explodes, then laugh as you shred anything in your way. *'''Bladestorm (1 CP):''' Any Asuryani or Harlequins unit that rolls a natural 6 to hit with a shuriken weapon scores an additional hit. Nice way to sneak through some extra damage, usually on your Dire Avengers or jetbikes. *'''Fire and Reposition (1 CP):''' When an {{W40kKeyword|Outcasts}} unit moves using Battle Focus, they can move through terrain without any penalty. *'''The Great Enemy (1 CP):''' Used whenever a friendly Asuryani/Harlequins/Ynnari unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the {{W40kKeyword|Slaanesh}} keyword. Can be extremely usefully against Obliterators and Havocs as everybody and their dog gives them mark of Slaanesh to use '''Endless Cacophony'''. *'''Lightning Fast Reactions (1 CP):''' Used when a friendly non-monster unit 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. Expect to use this a fair bit given most of your foot soldiers are pretty squishy. Can also be used on tanks and other things to improve mobility too. *'''Matchless Agility (1 CP):''' <s>Instead of rolling a die, your unit automatically moves 6" when using Battle Focus.</s> Nerfed by GW. Reroll a Battle Focus die. Usually not worth it. *'''Martial Citizenry (1 CP):''' During the shooting or fight phase, a {{W40kKeyword|Guardians}} unit can re-roll 1s to hit without needing to be near an objective. </tab> <tab name="Epic Deed"> *'''The Avatar Resurgent (1 CP):''' When your Avatar of Khaine dies before they can fight, they won't get removed until the end of the phase and, more importantly, they can make their attacks as well as make two extra swings before crumbling. *'''Battle Psykers (2 CP):''' When a unit of warlocks with 4+ models casts one power from the Runes of Battle discipline, they can use BOTH powers. *'''Multifaceted Mind (1 CP):''' Allows a Farseer, Shadowseer or Yvraine to cast after performing a psychic action, such as any of the secondary objectives or boosting the Eldritch Storm. *'''The Phoenix Reborn (1 CP):''' Any time a {{WH40Kkeyword|Phoenix Lord}} dies, you can trigger this to resurrect them on a 4+ with d3 wounds. Can only be used once on each lord. Worth saving a CP for if you think your Phoenix Lords are in trouble, they are usually a huge pain to kill. *'''Unparalleled Mastery (1 CP):''' One Farseer, Shadowseer, Yvraine or the Yncarne can cast an additional power after successfully casting the first. Ohhh, expect to use this a lot to one-up Tzeentch's bitches. </tab> <tab name="Requisition"> *'''Champion of the Aeldari (1 CP):''' The typical "another character gains a WT", though this one is special in that it also allows you to provide a WT to a Harlequins character as well. *'''Relics of the Shrines (1 CP):''' An equivalent to the "sergeant gains relics" stratagem, though this provides 2 Exarchs access to a relic from the Aspect Shrine Relics list. *'''Seer Council (1 CP)''': Before battle, once per game, you can select a {{WH40Kkeyword|Farseer}} and a {{WH40Kkeyword|Warlocks}} unit with at least 2 or more models. As long as the Farseer is within 6" of the Warlocks, they can add 1 to all Psychic tests they make. If they are within 3", enemy units cannot target the Farseer with ranged attacks. **Much better than its prior incarnation simply because you don't have to keep spending CP to keep up the improved casting. Plus, your Farseer becomes ''much'' harder to snipe out. Your Warlocks, unfortunately, don't really get any direct benefit and absolutely ''will'' be targeted with extreme prejudice if your opponent tires of your psychic shenanigans. *'''Treasures of the Aeldari (1 CP):''' The typical "another character gains a relic" stratagem, also allowing you to provide gifts to Harlequins. </tab> <tab name="Strategic Ploy"> *'''Eldritch Storm (3 CP)''': The space elf version of the Orbital Strike, used only once per game. Nerfed by GW, this is almost never worth it anymore. One Farseer marks a location within 24" during the command phase. During your psychic phase, any Farseer within 24" of this point can make a special WC5 psychic action to <s>empower it, making it deal an additional Mortal Wound</s> cast it. During your shooting phase, any units within 6" of this point take d3 MWs on a <s>2+ (4+ for {{WH40Kkeyword|Infantry Characters}})</s> 4+. **The issue with this is that it's requiring a LOT of setup for it to actually work. Considering that you won't often have multiple Farseers on the field, much less want them in range to get shot off the map by either an enemy psyker or conventional gunfire, and the fact that your enemy will have a clear spot to see where the explosion will be, it's best to only consider using this when you're sure it'll hit. After the new nerfs, this is only statistically worth it if you're catching 13+ units in the bubble, which is essentially impossible to do. *'''Feigned Retreat (1/2 CP)''': Pick a unit that has fallen back this turn; it can now shoot or charge despite having fallen back, though spending 2 CP allows you to do both. An extremely useful stratagem for your hit-and-run units like your Shining Spears, especially since the {{W40kKeyword|FLY}} keyword no longer lets units fall back and shoot. *'''Fire and Fade (2 CP)''': After a non-{{W40kKeyword|Aircraft}} unit shoots, it can move 7" as if it was the movement phase; however, it will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back for your Harlequins. 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. Only usable once per game for some fucking reason, even though dark eldar and tau can do it all they'd like (though the latter only can do it with specific units). Thanks GW. **Now that Battle Focus essentially does the same thing, it begs the question on why you'd use this stratagem? The first is the Harlequins, who not only don't get Battle Focus, but can also use this move to jump back into their transports. The second is for consistency. Battle Focus is a very swingy d6" movement with penalties for moving into/over terrain. A flat 7" is not only better than the best possible roll, but doesn't seem to incur a 3" penalty to the unit you used this on. In a Craftworld detachment though, this is basically designed for your vehicles, who don't benefit from Battle Focus (some can but that's wargear, and also less reliable). Combo with your Fire Prisms or War Walker squads to keep them safe from return fire for an extra turn. *'''Forewarned (2 CP):''' Used whenever an enemy unit arrives onto the battlefield within eyesight of a friendly {{W40kKeyword|<Craftworld>}} unit that is within 12" of a friendly {{W40kKeyword|<Craftworld> Farseer}}. That friendly unit may make an out-of-sequence shooting attack as if it were their shooting phase. This is arguably your best defensive stratagem, as you can completely fuck over an opponent by blowing up their reserves before they get a chance to fire their guns even once. Dark Reapers guided by your Farseer are the best candidates to use this stratagem on, since they'll always hit on a 3+ while re-rolling misses. Their ability to switch between single-shot S8 flat 3 damage missiles or 2-shot S5 flat 2 damage missiles makes them exceptionally versatile at dealing with virtually any kind of unit that may be placed in reserves. **A note on Drop Pods and other transports: The RAW specifically states you target the unit that arrives, in this case the Drop Pod or transport itself, and not whatever comes charging out. *'''Linked Fire (2 CP)''': When a target is selected for a Fire Prism's Prism Cannon, you can combine its fire with up to two nearby Fire Prisms within 12", forcing them to sacrifice their shooting. The first tank can only fire using the Focused profile, but it gives that profile two extra shots per additional tank and makes all shots pierce through enemy invulns. Simply put, this is how you destroy anything short of a titan, as S14 AP-5 demolishes most defenses and 3d3 damage per shot can overcome most damage mitigation rules. **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. *'''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 non-Titanic units and re-deploy them or throw them into Strategic Reserves without spending extra CP. 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. *'''Webway Strike (1/3 CP):''' This lets you deep strike a single {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit of your choice! Pay 3 CP instead to deepstrike two such units. This is still an excellent stratagem for any non-{{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} units you want to either protect for the opening turn or to outflank vulnerable positions in your enemy's lines. As they follow standard deepstriking rules, this is the superior choice to Strategic Reserves but can be used in conjunction with it. **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 in mind this will also put your brittle unbuffed guardians at risk of auspex scan and other stratagems. </tab> <tab name="Wargear"> *'''Grenade Pack (1 CP):''' After a Swooping Hawks unit moves or advances, mark one unit that they flew over during their move. Roll a d6 for each model in your unit, the unit will suffer a mortal wound for each 4+ (-1 for non-vehicle or monster {{W40kKeyword|Characters}} to a maximum of 6. *'''Fusion Charges (1 CP):''' Melta bombs for Fire Dragons. Used in the fight phase, one model can roll to hit an enemy {{W40kKeyword|Vehicle}}, dealing 2d3 mortals on a hit. Very handy if you just failed to kill a big scary vehicle in charge range, send your dragons in and sneak in the last few wounds. *'''Resonator Shard (1 CP):''' A unit with a doomweaver, shadow-weaver, or d-cannon can re-roll to hit if they're within 12" of a unit with the {{W40kKeyword|Resonator Shard}} keyword. *'''Shield Discharge (1 CP):''' Any unit with a Serpent Shield (Guardians) or a Wave Serpent shield can sacrifice their shield to force an enemy within 12" to be unable to overwatch and take a -1 to hit in melee for the next turn. Though overwatch isn't as much of a nuisance as it was in previous editions, that melee penalty can help your Storm Guardians or Striking Scorpions get an edge over. *'''Starhawk Missile (1 CP):''' When a model with a missile launcher fires at an {{W40kKeyword|aircraft}} model, they can only make one attack with a +1 to hit, dealing 2d3 mortal wounds on a hit. *'''Wireweave Grenades (1 CP):''' During the movement phase, a Shroud Runner can fire these upon an enemy unit within 12", rolling a d3. This d3 is going to represent how many mortal wounds this unit suffers, the penalty to their movement, and the penalty they take to their charge roll. All of this is incredibly useful, as this can save fragile guardians from a charging mob, whether it's from the charge being just out of reach or because you killed the frontmost model who let them charge at all. </tab> </tabs>
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