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==Unit Analysis== Your FOC is as follows *1 Leader *1-20 Core *0-5 Special ===Leaders=== *'''Warlock''': With Farseers out of the Picture, the Warlock becomes the chief combat psyker of the entire list. In terms of armaments, he can only grab a Singing Spear to replace his Witchblade and the armoury. Without a council, they're quite vulnerable and thus are best suited to supporting with their powers. Fortunately, they can either pick one battle from Runes of Battle and Smite or pick two powers from Battle. **'''Warlock Skyrunner''': 25 points for a bike? Shit, this is pretty extreme. Yes, this is the great deterrent from spamming jetseers. *'''Spiriseer''': 10 points over the Warlock makes you someone better-geared to working with Wraith-units. In particular, you can now grab a Wraithguard or Wraithblade as a Core model (Two if Iyanden), which slightly alleviates your slot choices. *'''Ranger Farstrider''': Ranger equivalent of exarch. These guys have all the fun sneaking and sniping properties. While you can keep the pistol to ensure that you're shooting on the move, you could also buy a chainsword, blade, or power sword so you can hold up in melee. *'''Exarch''': The real combat HQ. As opposed to last edition, each Exarch is their own choice with little else in common aside from base stats. However, they all make their aspect shrines core, which is always important. **'''[[Dire Avengers]]''': One of the cheapest exarchs, these guys are pretty much as they are in the codex. Their versatility makes them a very useful unit if you don't intend on spamming psykers, especially considering their loadouts. In addition, Shimmershield allows your exarch to protect anyone within 3", which is a good benefit. **'''[[Howling Banshees]]''': Still on the cheap side, these are meant for heavy assault, so make use of the Core Banshees. They remain the frighteningly-fast glass cannons and with the limitations of anti-infantry, you're bound to fare at least better. Remember that your War Shout is now limited to any enemies within 3" of the exarch. You have all the options you normally do in the codex, though you also get the Index-only Triskele for additional shooty. **'''[[Striking Scorpions]]''': Expensive as hell, but you are a heavily-armored scout with a chainsword. Take a damn fine weapon to kill the enemy with. Just be sure to make the most out of your cover, because that is where you operate best from. **'''[[Fire Dragons]]''': As cheap as the Dire Avengers exarch. The mother of all tank-killers, they still remain a potent force in the frontlines. You definitely want to keep the Fire Pikes in most cases, as Assured destruction is dead weight. Flamers thus are only useful to deter any charges, and that's better serviced by some overwatching guardians with their own flamers. **'''[[Swooping Hawks]]''': You get to jump around and spew doom where you see fit, though you do need to keep an eye on your grenades since they're limited. You can buy the Hawk's Talon if you really want to hate on an enemy directly, or take the Sunrifle from the Index, now inflicting its penalty to hit until the ''end of the round'', thus giving you protection from any return fire or any charges. **'''[[Warp Spiders]]''': You know how they run, you know why you love them. Remember to beware Flickerjump because you have no protection for a lost leader and your Iron Resolve gives an army-wide re-roll on rout tests, which is king. **'''[[Shining Spears]]''': Still a threat to all they rush, though they're the most expensive of the exarchs. Paragon Saber remains as useless as ever, so only grab the Star Lance if you plan on more shooty. **'''[[Dark Reapers]]''': Now modestly expensive, these guys are the centerpoint for a team made for shooting and only shooting. They get their fancy variety of guns, so focus on which enemy you want to die fastest. ===Core=== *'''Guardian Defender''': Cheap and efficient. These guys have to keep running if they want to survive. Guns are too short to make ranged warfare a major option, but they're too flimsy in combat. Think about them as eldar version of conscripts. Conscripts with shotguns. You should only take them when you want... **'''Heavy Weapons Platform''': You can select one platform per ten Defenders/Storm Guardians. While it's your cheaper heavy weapons on a non-Exarch list, these things require Defenders (and defenders only) to crew it. You can't expect the enemy to ignore it either, as it won't overwatch and while it can't take nerve tests, breaking it will account as normal for routing purposes. *'''Storm Guardian''': Two points cheaper than a Defender, but only a bit better in close range. Each 1 per 5 can grab a Power Sword and another can grab flamers or Fusion Guns. In most cases, the flamer is a nicer idea for some cheap overwatch. *'''Ranger''': Rangers remain your fast snipers, given only pistols if they advance or are caught in combat. Never keep them in the open for that to happen. Ever. *'''Dire Avenger''': The balanced infantry choice, they benefit here from having a respectable armor save as well has having weapons to hold their own in any battle they find themselves in. Always worth considering regardless of how you kit the team. *'''0-3 Windrider''': Your average Guardian with a bike. Each 1 per 2 can grab Shuriken Cannons or Scatter Lasers for their bikes, though {{W40kKeyword|Saim-Hann}} drops that restriction. *'''0-5 Swooping Hawk''': These guys have the ability to jump wherever they want. Make use of it. As a lone unit, he won't do much, but with some backup (Especially when you have the Exarch), they become more threatening. ===Special=== *'''0-5 Howling Banshee''': The ability to ignore overwatch on the charge makes these ladies a truly incredible purchase. Even if you don't grab their exarch, you can select one or two to make a beeline and slash up a particularly annoying gunner. *'''0-5 Striking Scorpion''': In a small scale, these guys have to rely more on sneaking around to help whittle down numbers. With all their neato weapons, they won't struggle much with taking most troops down. *'''0-5 Shining Spear''': Like Windriders, these guys are great for quick attacks but they get better in combat thanks to their Laser Lances. Keep them firing when possible, because these make short work of terminators. *'''0-5 Warp Spider''': You know them. You love them. Short range, but their spinners turn heavy armor into tissue paper. Jump in, tear them up, jump out before they splat you. *'''0-5 Fire Dragon''': Their guns are meant to ruin all tanks and other heavy troops. Take them only when you know this, because you only have 5 choices. *'''0-5 Dark Reaper''': These guys have some deadly firepower, but it is lacking by itself. Make sure to support it with other models, because there is no defense here. *'''0-3 Wraithguard''': These boys become almost godlike in HoR due to their S10 AP-4 guns. That also means that they'll be even more of a target. Protect them at all costs, as these are really expensive. *'''0-3 Wraithblade''': The option for either swords or axe and shield makes this already formidable force of terror even worse, as they have much less to oppose them. They are still a drain upon your points (actually, even worse on that!), so do not rely on these as your only choice for melee. *'''Bonesinger''': Wait, why in the flying fuck is this guy EVEN STRONGER than in bighammer? Stack that with all of his statline rules and one has to wonder why the hell you didn't take one the moment you picked a wratih list...and then you see the 70 point statline and remember that's fucking insane if you plan on doing anything more. *'''0-1 Vyper''': These are no longer bikers, but they remain the most mobile weapons platform available to the craftworlds. Since you lack the option for multiple vypers (unless taking Iybraesil), you get a smaller but incremental movement boost for any nearby bikers or other Vypers. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Eldar]]
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