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===Chaos=== *'''Chaos Space Marines''' - These guys play similarly enough to regular Space Marines that many of the same tactics that apply to them apply here as well. Key differences do start with their Daemon Engines, which regenerate automatically each turn if not completely destroyed, as well as the ability to summon in Daemon allies if they so desire. With the new legion supplements there's a wealth of sneaky combo's that CSM can pull of, -7 ld against guardian swarms can be devastating so keep an avatar or a WILL OF ASURYAN farseer close when fighting night lords, with the easy access that chaos space marines have to death star units your going to need to find a way to kill of their charecters of debuff their units without having JINX or DOOM denied, allying in a kabal of the black heart detachment for AGENTS OF VECT can be very useful hear as some CSM stratagems are so pivotal to their playstyle, Vect Concealed or Meat shields when you can as a unit of untargetable slaanesh Obliterators is going to cause you serious problems if it isn't dealt with early on. *'''Thousand Sons''' - The only other faction in the game that can spam Smite to hell and back without penalty and has enough native psychic potential to rival and even outclass your own. Multi-wound weapons are arguably a must against these guys, as any 1-wound weapons actually increase their Rubric marine's saving throws by 1 (even the invuln save). Tzaangors are actually fairly threatening to engage in melee against, so much like the Death Guard, you'll want to keep your distance as you lay fire upon their ranks. You'll want to save your deny the witches for any major psychic powers your opponent attempts to cast *'''Death Guard''' - Slow, thick and pestilent, Death Guard represents the best of what papa Nurgle has to offer; Disgustingly Resilient models that can shake off hits left and right as they gradually creep across the table. High strength/AP weapons are a must and any guns that deal multiple wounds (like Starcannons and Reaper Launchers) are ideal in order to overload any lucky FNP rolls they may get once you punch through their toughness and armor. You will have absolutely no trouble outrunning Death Guard units and keeping them from getting into combat with your ''much'' squishier infantry models. *'''Chaos Daemons''' A general rule of thumb with Chaos daemons is that they all rely almost entirely on their invulnerable saves to deflect incoming attacks. This is exacerbated by their generally lower toughness (T3 infantry on average, Chaos God dependent). To this end, you should prioritize maximizing the number of shots your units put out as opposed to harder hitting firepower. You'll also want to bring a few psykers to both lay down mortal wounds to get through their invuln saves and to run interference against ''their'' psychic powers (particularly against Tzeentch). **'''Khorne''' - Notably the only daemon faction without Psykers (given how Khorne [[RAGE|hates]] them, this is unsurprising), Khorne daemons are particularly vulnerable to your psykers and mortal wound spam in general. As an army entirely focused on melee units, they are also very vulnerable to being picked off at range, something you should have absolutely no trouble accomplishing. Bring down any Skull Cannons they may have brought and stay the hell out of melee with these guys. **'''Nurgle''' - An army wide 5+++ FNP gives all Nurgle daemons some defense against mortal wounds and effectively two chances to shake off any damage that breaks through their 5++ invuln save. Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game. **'''Tzeentch''' - A native buff to their standard invulnerable save means most of their standard units benefit from a 4++. Units to watch out for would be their Flamers and Blue Scribes, the later of which can make your Psykers permanently lose any power they fail at casting within 12" of them. **'''Slaanesh''' - The subjects of She-who-thirsts and effectively the only faction you'll ever face who'll trigger your Ancient Doom ability (not that it really matters). Much like Khorne, Slaanesh daemons are dedicated melee combatants only with a heightened emphasis on speed over power. Suffice to say, pick them apart at range where you can. Dire Avengers are a cheap and decent option to intercept incoming charges due to their better overwatches. *'''Chaos Knights''' - Evil Knights that individually are more flexible in their loadout than their imperial counterparts. As a dedicated Super-Heavy list, they are heavily limited by their minimal model count and being focus fired. Wraith units and D-Weapons in general are excellent Knight-B-Gone tools that can erase or cripple knights after a single volley. Psychic powers, namely Guide, Doom and Jinx are highly recommended to ensure every shot you make counts. Offensive powers like Smite are also great tools to bypass their toughness and armor/invuln saves. Special note, in a Battle-Forged Knight list, you can opt to use leadership buffs/nukes and Mind War against their nominated {{W40kKeyword|Character}} to lay down a large number of mortal wounds a turn. Defensively, hug LoS blocking terrain like your life depends on it; in many cases it does. You may also wish to place your more valuable units (like Wraithguard or Fire Prisms) in reserve so that they can be protected in the event you fail to get first turn. *'''Renegades and Heretics'''
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