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Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(8E)
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===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.
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