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===Xenos=== *'''Craftworld Eldar''' - By now, you should have a solid idea on how they play, seeing as how that's what this entire page discusses. Try to focus on outmaneuvering your opponent and focus on taking down their psychic support whenever possible. Pay attention to whatever Exarch Powers they elect to give their exarchs where applicable and put their aspect warriors in generally unfavorable matchups when you can. Ironically, craftworlders are among the best in the game to deal with to-hit modifier spam should your opponent try to cheese you with them. Dark Reapers don't give a shit about these modifiers and between the flamers available to your Storm Guardians, Fire Dragons, Wraithguard, Shadow Spectres, Wraithlords, and Hemlock Wraithfighters you're not terribly short of potent auto-hitting weapons perfectly suited to bypassing these defenses completely. If nothing else, mortal wound spam through your plentiful psykers or aspect warriors (like Striking Scorpions or Swooping Hawks) also effectively neuter these tactics. *'''Dark Eldar''' - Your edgy kin are just as fast and deadly as you, though they're a bit frailer. They lack any native psychic support, which gives you a slight advantage if you choose to go that route, but they make up for it by their units being a bit more flexible and deadly, especially in melee. Their poisoned weaponry doesn't give a damn about your Wraith units' high toughness, so caution should be taken when facing large numbers of splinter rifle wielding kabalites. *'''Harlequins''' - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves make it difficult to successfully wound them on the approach, especially since they can simply move through terrain and models to get to your dudes. Wraithblades and Wraithlords can match or even overpower them in a straight up fistfight, but beware any Fusion Pistol wielding Troupes; they'll ruin your day. Where applicable, flamers from Storm Guardians, Fire Dragons, Wraithguard (D-Scythes) Wraithlords and Shadow Spectres are ideal for both overwhelming their invulnerable saves and heavily discouraging close range charges. Dire Avengers, with their 5+ overwatches and plasma grenades are also reasonably decent charge screens and the Exarch (if geared for melee combat) can perform almost as well as any one of their troupe models in a fight. Otherwise, just focus on overloading their invulnerable saves with sheer volume of fire. Guardian Defenders, Swooping Hawks, Windriders and Dark Reapers can do well in this matchup ''if'' they can get the first shots in. Alternatively, mortal wound spam courtesy of Rangers, Striking Scorpions, Swooping Hawks and the ever obvious Smite/Executioner powers to circumvent their invulnerable saves. In the case of your standard units, this is somewhat unreliable however. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam is a very reliable option that can and will dispose of entire troupe squads at a time. *'''Ynnari''' - Ultimately, the Ynnari will play just like any of the prior eldar armies mentioned, only with an obvious predilection towards melee combat. They'll honestly probably be easier to deal with than if the player had just run those factions in their vanilla incarnations, since Ynnari lists sacrifice a lot of the original synergistic psychic and stratagem options for more generic, overpriced, situational and arguably useless equivalents. *'''Orks''' - A tough horde of [[Boyz]] who'll do their damnedest to close the distance and beat you to death in an ideal world. Don't waste your time going overboard with to-hit modifiers; tempting as it may be with their basic BS 5+, their Dakka Dakka Dakka! rule lets all Ork units auto-hit on 6's regardless of modifiers. Due to this, you should also not underestimate ranged lists in the slightest as they can and will wipe units through sheer volume of fire alone. Your Wraith units can safely tango in melee with Orks, though you'll want to keep an eye out for Power Klaws. For the rest of your infantry, use your superior speed to kite their units while dashing into cover wherever possible and pick away at them from range. Their relatively low armor saves makes them easy prey from these kinds of hit and run tactics. *'''T'au''' - One of the shootiest armies in the game, and honestly one of the most vulnerable to your numerous to-hit modifier debuffs. An average BS of a 4+ makes it tremendously easy for units like your Warp Spiders, Shadow Spectres, Hornets and any Flier you field virtually impossible to shoot (especially if you're running Alaitoc as your Craftworld) while you can engage them in relative safety. They also have virtually no defense against your psychic powers and have next to no dedicated melee units outside of any Kroot they may have fielded. To this end, Howling Banshees in particular are an anathema to the T'au due to their ability to completely shut down overwatch. *'''Necrons''' - Extremely tough metal skeletons that will. Not. Die. You'll need to focus down entire squads at a time or they'll slowly start replenishing lost models thanks to their reanimation protocols. Characters and any Vehicles with Living Metal also need to be focused down quickly, as their automatic healing makes attempting to chip them away an exercise in futility. They are particularly vulnerable to your vast array of psychic powers as the only way they can deny the witch is to upgrade their canoptek vehicles with Gloom Prisms. Take down any such vehicles and drown their units with psychic mortal wounds to make quick work of the rank and file they fielded. *'''Tyranids''' - These space bugs are well renowned for two things; hordes and monsters. Both are particularly adept at melee combat and many of their units can either match your speed or even surpass it. Try to keep your distance and focus down any Synapse Tyranids that you can. Take a care with their innate Shadow in the Warp, as it can particularly interfere with your Warlock's casting. Warlock Conclaves can overcome this by using their ''Concordance of Power'' stratagem to cast safely outside the range of SitW if needed. **Keep tabs on any units like the Venomthrope or Malanthrope, who can buff nearby tyranids with to-hit modifiers and take them down as soon as possible. Fire Prisms excel at killing single-model units like these, the Linked Fire stratagem in particular deserving a mention. Dark Reapers, as ever, serve as a handy counter to hit-modifiers and can even be used as snipers with the appropriate exarch power. *'''Genestealer Cultists''' - Unlike Imperial Guard (whom they may take as "allies" btw), many of the Genestealer units in this faction are ''not'' ideal targets to engage in melee. Between their Aberrants, Acolytes and Purestrain Genestealers, these guys will tear through your infantry (and even Wraith units, in the case of Aberrants) like tissue paper. Be extra cautious of squads deep-striking into your back lines and keep a Farseer paired with a squad of Dark Reapers to heavily discourage this tactic. [[Category:Warhammer 40000 Tactics(8E)]] [[Category:Eldar]] {{Warhammer_40k_Tactics}}
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