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Warhammer 40,000/8th Edition Tactics/Eldar
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===Tactics=== *'''Overview:''' The thing about Craftworld Eldar is that most of their infantry units are elite and highly specialized; in concept each different unit is suited to one particular job that they do exceptionally well, and struggle to do anything outside their designated roles effectively. While they reflect this in practice as well, certain units don't perform those jobs well enough to justify fielding them without having to build entire lists around them. When building a detachment, you'll need to keep your opponent's army in mind when choosing your units; find their strengths and weaknesses and exploit them with surgical precision. CW Eldar lack the tactical flexibility of Space Marines, are far too costly to field disposable blobs of infantry, and cannot afford to field units that have limited use against their opponent's forces. Battles of attrition can be particularly one-sided against Eldar due to their minimal model count, fragile durability with subpar armor and shorter-than-average range on their guns. However, with the exception of Wraith units, all your infantry units are faster than most other armies, are reliably accurate, and possess powerful guns and psychic powers that make up for their less than adequate defenses. *'''Aeldari, not just Asuryani:''' Something that you'll want to consider, is that you can and should take units from your Dark Eldar, Harlequin, and Corsair cousins. While Craftworld Eldar have access to durable, hard-hitting units (like Wraithguard, War Walkers and Wave Serpents), as well as solid psykers (Farseers and Warlocks), most of your units come with a point price tag that makes most losses you suffer hurt more than they should. Dark Eldar on the other hand have access to surprisingly cheap and hard hitting units, Harlequins themselves are pricier, but their infantry's mobility and close combat game is unrivaled and lastly, Corsairs are modestly priced, highly flexible troops that can help fill any niche your army may be lacking. Take units that'll complement your strategy. **'''28/09/2018 FAQ Note''' Now that the Battle Brothers beta rule added in the 16/04/2018 FAQ has been decreed a fully fledged rule, Matched Players ''must'' ensure each faction of Aeldari is keeping to their own strictly pure-strain detachments. Even Corsairs must abide by this rule, though they now enjoy a special rule allowing them to be brought without an HQ in their detachment (since they'd otherwise be unplayable), but they are limited to Patrol, Battalion and Outrider Detachments. Taking them in said detachments also negates the bonus CP they would otherwise confer. Plan accordingly if you want to take more than one flavor of eldar. *'''Mind your Detachments:''' As far as pure Craftworld detachments go, going with the standard Patrol, Battalion or Brigade formations is often not the most economical way to field an army (With the codex out however, it's far more feasible due to Dire Avenger and Ranger point reductions). Going with a Vanguard, Outrider or Spearhead detachment will allow you to field the specialized army that the Craftworld Eldar are known for without a Troop tax limiting your options. Given the large number of new stratagems that were released with the new Codex, make sure you plan out which ones you will use and how often you think you'll need to use them before committing to a lower CP cap. *'''Melee Combat:''' It sounds obvious at first, but it really does need to be said for the Eldar: you really don't want to wipe a unit in close combat in your own turn as the Craftworlds Eldar; even for the Ynnari, it's less than ideal. You want to be wiping a unit on your opponent's turn to be protected from return fire, or abuse the hell out of the Yncarne's ability to teleport next to something that just died on anyone's turn (potentially giving them the ability to teleport across the table, then charge on your turn). Given that everything but your Wraith units are T3, you definitely don't want them standing there in the open for your opponent to shoot to bits. Wraithblades, Incubi, Grotesques and Harlequins are all units easily able to wipe a unit off the board in one charge, so make sure to plan an escape for them if/when they do. Everyone else has a cheap Troop they can literally throw at your melee units (yes, even the Dark Eldar) to tie them up for a round then proceed to shoot the hell out of them next turn. <div class="toccolours mw-collapsible mw-collapsed" style="10>
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