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==Specific Enemy Tactics== ===Against Chaos=== <tabs> <tab name = "Chaos Space Marines"> </tab> <tab name = Daemons> </tab> <tab name = "Death Guard"> </tab> <tab name = "Thousand Sons"> </tab> <tab name = "Renegades and Heretics"> </tab> <tab name ="Renegade Knights"> </tab> </tabs> ===Against Imperium=== <tabs> <tab name = "Space Marines"> </tab> <tab name = "Blood Angels"> </tab> <tab name ="Dark Angels"> </tab> <tab name ="Deathwatch"> </tab> <tab name = "Grey Knights"> </tab> <tab name = "Space Wolves"> </tab> <tab name = "Talons of the Emprah"> </tab> <tab name = "Adeptus Ministorum"> </tab> <tab name = "Imperial Knights"> </tab> <tab name = "Imperial Guard"> </tab> <tab name = "Inquisition and Assassins"> </tab> </tabs> ===Against Xenos=== <tabs> <tab name =Orkz> </tab> <tab name =Necron> </tab> <tab name = "Craftworlds"> The vanilla space elves are probably the most varied of the various eldar in their playstyle, but they share a few critical weaknesses with the rest of their kin. First, while they have a select few exceptions in Wraithguard, Wraithblades and Wraithlords, all of their infantry is GEQ standard squishy. Unlike your GEQ troops, many of them don't have a backup invulnerable save to fall back on when you bring out weaponry with any AP of note. To that end, Rangers with Galvanic Rifles can easily scythe down Aspect Warrior squads far before they can ever get into range to use their own weaponry. Which brings us to their next prominent weakness; minimal range. Though generally faster on foot than your dudes, the average range on a majority of their infantry is... pitiful. As in rapid fire/charge range pitiful. Virtually your entire codex will outrange a majority of any non-vehicle they bring to bear against you, so make use of that wiggle room. Craftworlders aren't without teeth though, despite their codex's age. Outside of allied Psyker support, you have virtually no native defense against their rather potent Psychic Phase and the mortal wounds they can casually toss about each turn. Whenever possible, use Transauric Arquebuses to snipe any Farseers, Spiritseers or Warlocks on the field to neuter their supporting/offensive capabilities. Lastly, though you certainly have units that can go toe-to-toe with them in melee, they're a touch more suited to it than you. Howling Banshees excel at slaughtering GEQ targets and can shut down any Overwatch opportunities for units they charge while Wraithblades are disgustingly durable blending machines that can even take down Space Marines with relative ease. </tab> <tab name = "Dark Eldar"> </tab> <tab name = "Harlequins"> This one-trick pony space elf faction has exactly one focus; melee. Among the various eldar factions, Harlequins are the most dangerous to you due to their blistering speeds and ability to ignore any terrain or models as they flit across the field to get into your tender gunlines. Their Troupes can also gravely threaten your vehicles if decked out in Fusion Pistols. Lastly, they can prove surprisingly resilient with their universal 4++ invulnerable saves. Fortunately, they're still T3 elves and you specialize in delivering dizzying quantities of firepower. Though Rangers can more safely engage Troupes long before they dive into your gunlines, Vanguard are ideal for overwhelming their invulnerable saves with the sheer amount of shots they output. Additionally, the guaranteed wound on a hit roll of 6 completely invalidates any given invulnerable save they may have made. You will also greatly outnumber any respectable Harlequins army by a ''considerable'' margin. </tab> <tab name = "T'au"> </tab> <tab name = "Tyranids"> </tab> <tab name = "Genestealers"> </tab> </tabs>
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