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===Troops=== All Units in this section have the Objective Secured. Though your choice is between two flavors of Guardians and Rangers, they have all received not inconsequential buffs that makes them substantially more viable than they used to be. Make no mistake, they are still brittle little snowflakes who will die to a stiff breeze, but at least they may accomplish something before then. *[[File:Guardians2022.jpeg|200px|right]]'''[[Guardian|Guardian Defenders]]<sup>{{W40kKeywords|Core|Infantry|Guardians}}</sup>''': In a slightly unexpected twist, Guardian Defenders received more than just a visual upgrade this edition. A new look brought in a few new toys as well as a slightly buffed up stat-line that finally makes Guardians respectably flexible on their own merits. The first, and biggest upgrade to their kit is their 18" range Shuriken Catapults, which now have a consistent AP-1 active at all times. Not only does this mean that Guardians can safely engage targets outside of immediate charge range, but they're now somewhat less reliant on the Shuriken rule to chip through enemy armor. Conversely, the bump up to a 4+ save means that when facing such weapons, your Defenders might actually stand a reasonable chance at surviving standard arms fire directed their way. Still, at T3 and 1W a model, keep them in cover whenever possible. **To encourage your Guardian Defenders to, well, ''Defend'' objectives, they've received the aptly named '''Defenders''' rule, which grants them re-rolling of hit rolls of 1 while within range of an objective. Not the most glamorous of abilities, but assuredly a useful one as it allows you to prioritize your Autarch/Farseer support on more premier units once you've secured your objectives. **'''Heavy Weapon Platform Options''': As ever, every 10 Guardians in a squad can take one of these guns to supplement their Shuriken Catapults. Everything on here is now a heavy weapon, so if you plan on keeping your Guardians fast and light on their feet (Battle Focus moves), you may want to skip bringing one. However, these will all pair quite nice with the Swift Strikes custom trait, allowing your elves to move and shoot the platform guns freely. **:<tabs><tab name="Aeldari Missile Launcher">Your flexible, swingy option. Take your pick of either a blast d6 S4 AP-1 shot or a single S8 AP-2 d6 shot. Having the best range of any of your other weapons does mean that even a backfield baby-sitter squad can contribute the odd shot here or there, but it does maximize the price tag on your Guardian squad. The lack of consistency can also lead to some rather disappointing moments as well, so if you do take it, don't expect miracles.</tab><!-- --><tab name="Bright Lance">Your {{W40Kkeyword|Monster/Vehicle}} killer, and the option you take if you want your Guardians to ''potentially'' contribute against targets typically outside their weightclass. The d3+3 damage this thing got finally gives it a more reliable niche over the AML, though keep in mind that this weapon in general doesn't synergize well with the role Guardian Defenders are typically stuck with. Unfortunately, if your Guardians are baby-sitting an objective, they do not get to re-roll its 1's to hit, as they only get to re-roll 1's from Shuriken Weapons. </tab><!-- --><tab name="Scatter Laser">A solid anti-horde choice, the Scatter Laser hits a very nice balance between high strength and volume of fire that lets it reliably chew through low-armor, one-wound models at a respectable clip. Should probably be the default choice against infantry heavy armies.</tab><!-- --><tab name="Shuriken Cannon">The bigger version of your standard arms received a slight tweaking, one your Guardians honestly don't much appreciate. Turning into a true Heavy weapon means that moving and shooting this puppy now incurs hit penalties and you can no longer advance and shoot this at all. Combined with the 24" range, this is honestly ''not'' the best pick for Guardians trying to be ''Defenders'' of a position, yet at the same time is less efficient for Guardians you intend on moving frequently. The bump up to a flat 2 Damage is more than welcome, however, as this guarantees a successful wound will kill virtually any standard non-{{W40Kkeyword|Character}} infantry model not covered in gold armor.</tab><!-- --><tab name="Starcannon">In a slightly awkward position, Starcannons are your premier MEQ killers due to their reliable AP, but now that the Shuriken Cannon ''also'' deals a flat 2 damage a shot, it faces a bit of unfriendly competition with it. At only 2 shots a round, the Starcannon is simply incapable of matching the potential body count the Shuricannon can wrack up, especially against targets with lower armor values. Fortunately, a longer range and more consistent AP does give this weapon a lot more potential when it comes to participating in objective holding squads.</tab><!-- --></tabs> *[[File:StormGuardians2022.jpeg|200px|right]]'''[[Storm Guardians]]<sup>{{W40kKeywords|Core|Infantry|Guardians}}</sup>''': In a ''very'' welcome update, Storm Guardians finally emerge not only in full plastic kits, but with a few notable upgrades over their predecessors to make them legitimately viable. First, the combination of Serpent Shields and an up-armored 4+ save makes these guys more durable than ever before. Granted, this doesn't really mean much with their paper thin T3 and 1W keeping them on their feet. These guys can actually outfight other similar GEQ units and when combined with their Flamers or Fusion Guns, make for reasonably cost-effective objective assaulters. This is complemented/enforced by their new '''Stormblades''' rule, granting them re-rolls of 1s to hit against any enemy units within range of an objective marker. To help with this, and to give some utility to the otherwise useless weapon platform that comes with the new Guardian kit, Storm Guardians can take a Serpent Shield to protect themselves on the approach. Functioning like a mini-Wave Serpent, the SS grants the squad a 5++ and ensures all ranged attacks fail to wound your Storm Guardians on 2s. This latter perk... does nothing against a vast majority of the S3-5 standard arms of the opponents you're ideally rushing these guys at, but it does ensure the odd multi-laser or enemy Scatter Laser doesn't ''completely'' wreck the squad. **'''Wargear Options''': Each Guardian is equipped with a Shuriken Pistol and a Guardian Combat Weapon. Two per ten Guardians in a squad may take a Flamer or Fusion Gun instead of the standard loadout. Two per ten Guardians may take an Aeldari Power Sword in lieu of the Guardian Combat Weapons they could otherwise take. Every 10 Guardians per squad may take a Serpent's Scale Platform.</li> **:<tabs><tab name="Guardian Combat Weapon"> No more choice between Aeldari Blades and Chainswords. These grant AP-1 to all two attacks each Storm Guardian gets and seeing as how the general strategy with S3 attacks is to simply bury your opponent in them... this is what allows them to do that.</tab><!-- --><tab name="Aeldari Power Sword">Still suffering with the limit of two per squad of ten...sucks. Power Swords can threaten tougher, harder targets, but unfortunately, if any such targets are Marine flavored, it'd take both Power Sword wielders combined to drop a single one in combat given their singular base attack per model. This isn't exactly a cost effective use of your points or Storm Guardians, so you should probably save the points you'd waste on these to put towards a squad of Howling Banshees or something that ''actually'' poses a threat to them.</tab><!-- --><tab name="Shuriken Pistol">The same pistol your other elves get, at the very least they'll have something to shoot with while closing in for the charge on your guys without special weapons, plus you can advance and still shoot them. On the downside, you can't advance and charge in the same turn with new battle focus. All the same, shuriken procs will let you have a semi-reasonable chance at doing a bit of damage shooting these en-masse </tab><!-- --><tab name="Aeldari Flamer"> Your best supplemental option for fighting infantry. Not much to say, 12" of d6 autohitting fire at S4 can soften up or crisp infantry for the inevitable charge. Pairs well with the blades your guardians have, given their shared nature of drowning your enemy in saves.</tab><!-- --><tab name="Guardian Fusion Gun">If you want your Storm Guardians to have a bit of bite against bigger targets, but ultimately couldn't/didn't spring for Fire Dragons. The buffed D6+2 at half range still does wonders for this gun, even in the hands of your weakest soldiers. These are good guns, but remember; one of the big appeals of Storm Guardians is their cheaper price point. Don't take these at the detriment of your workhorse units.</tab><!-- --></tabs> *[[File:2022 Eldar Rangers.png|200px|right]]'''[[Eldar Ranger|Rangers]]<sup>{{W40kKeywords|Core|Infantry|Outcasts}}</sup>''': Finally, shedding their resin cloaks for some rather dapper plastic ones, Eldar Rangers return to the field as your "stealthy" sniping unit with a slightly tuned up kit. They spent their downtime between editions practicing their marksmanship, and a buffed up BS 2+ now reflects their deadly accuracy as {{W40Kkeyword|Character}} snipers, as does their retained ability to ignore Look Out, Sir rules to target them. However, despite their Snipers still causing a MW on a natural 6 to-wound and the extra AP-1 their Ranger Long Rifles received for good measure, they still are Heavy 1 S4 weapons, meaning your Rangers will struggle to snipe heavily armored, tougher targets without some rather lucky (or unlucky on your opponent's side) rolls. They'll also falter when firing at particularly numerous squads of infantry and ''cannot'' defend themselves in a fist fight. Fortunately, Rangers have received a couple of tools to supplement their defenses (of which, you can only take one for every five models in the unit). **Rangers are your current troop choice MVPs. As the cheapest squad choice MSU, they're great for filling out mandatory slots for Battalion/Brigade armies. Additionally, the ''Strands of Fate'' special rule can potentially net you easy mortal wounds on targets of interests, such as characters or harder elite targets. **'''Wargear Options''': Each Ranger is equipped with a Ranger Long Rifle. One per Five Rangers in a squad may take a Gloom Field or Wireweave Net. **:<tabs><tab name="Gloom Field"> Though not quite as good as their former defensive rules, the Gloom Field does come damn close. A unit equipped with one of these forces enemy units targeting them from 18" away or further to treat the Rangers as though they are in dense cover, meaning they do get that -1 to hit when an enemy tries to shoot them.</tab><!-- --><tab name="Wireweave Net"> If you're worried about a unit diving onto your Rangers, this little trick just might save their lives. Once per game, if your Rangers holding this get charged, you can force the enemy to subtract 2 from their charge rolls and deal d3 MW to them on a roll of a 2+. The -2 to the enemy charge just might spare your elves from a grisly end and give them a chance to escape, or for you to mop up the interlopers with a countercharge of your own... ideally with Banshees or something, not the Rangers.</tab><!-- --></tabs> *'''Corsair Voidreavers<sup>{{W40kKeywords|Core|Infantry|Anhrathe}}</sup>''': So remember how that new Kill-Team box came with Eldar Corsairs, which are now squatted by Forge World? And remember how the last Kill-Team box had a unit of Sisters that got rules for use in the main game? You now get that in the main codex '''AND''' they're also usable for your Commorite brethren. While they won't harm anything due to lacking the necessary subfaction keywords, they do get a bit of an offensive edge as any natural 6s to hit automatically wound and count as having rolled a nat 6 to wound, triggering the AP boost of Shuriken weapons on top of the rilfes bonus -1 to AP. They're also very flexible in loadout, being able to go either ranged or melee, giving you a means to cover any range, though special weapons will limit you to 18" at the most rather than letting you enjoy the full range of the shuriken rifles, and the rifles being Rapid-Fire limits your range if you want the full firepower. **That said, they come with some serious caveats. The most glaring is that these cannot take up compulsory troop slots (without having a full {{W40kKeyword|Anhrathe}} detachment, but you'll need Yriel for that), so you'll still need to buy boxes of Guardians and Rangers. The second is that they don't benefit from Battle Focus or Strands of Fate, meaning that they're going to be exposed if they do fire without nearby cover. Being essentially spiky guardians, they'll absolutely need the protection, even if it means blowing CP to let them fall back. **'''Wargear Options''': Each Corsair comes with a Shuriken Pistol and Power Sword. While all models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield or replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon. **:<tabs><tab name="Corsair Blaster">A Blaster lent by/stolen from the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily, albeit far less reliably than fire dragons or bright lances.</tab><!-- --><tab name="Corsair Shredder"> A Shredder, the same one the Dark Eldar get, much like the blaster. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.</tab><!-- --><tab name="Mistshield"> Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.</tab><!-- --><tab name="Neurodisruptor">A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers.</tab><!-- --><tab name="Shuriken Cannon">A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two on occasion before factoring in the Shuriken bonus.</tab><!-- --><tab name="Shuriken Rifle">While effectively a <s>Bolter</s> shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. The strike through is not a joke, there profile is the same as a bolt gun except with -1 AP. . . so just like a bolter versus armor of contempt except shuriken sixes do -2 rather then -1, though flatly better VS anything not a space marine. There not a terrible idea for a unit hanging back though and may let them land some support to the mid table. </tab><!-- --><tab name="Wraithcannon"> Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models. </tab> </tabs>
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