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===Chaos=== *'''Chaos Space Marines''' - These guys play similarly to regular Space Marines, albeit with a bit more of melee flavour 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. Overall this will be an easy matchup for now, given they've got an old book and still have single wound marine models. Don't go too hard on 'em. **'''Thousand Sons''' - The only other faction in the game that can spam Smite to hell and back and has enough native psychic potential to outclass your own. Multi-wound weapons are a must against these guys, as any 1-wound weapons actually increase their Rubric marine's saving throws by 1 (even the invuln save). Combine that with Armour of Contempt and they can be absurdly hard to shift. 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, even if it means eating a smite or two. **'''Death Guard''' - Slow, thick and pestilent, Death Guard represents the best of what papa Nurgle has to offer; Disgustingly Resilient models that can tank hits left and right as they gradually creep across the table. High strength/AP weapons are a must, though guns that deal multiple wounds (like Starcannons and Reaper Launchers) will be less effective against them than regular marines, as they reduce the damage by 1. Howling Banshees, with the Exarch having an executioner and the power for +1 Damage to her melee weapon will shred them nicely though. You will have absolutely no trouble outrunning Death Guard units and keeping them from getting into combat with your ''much'' squishier infantry models. Their plague marines no longer have their FNP, making smite a decent option to get rid of them. Don't get too close though; with their new rules, your infantry will get wounded on 2's. *'''Chaos Daemons''' A general rule of thumb with Chaos daemons is that they all rely almost entirely on their new Daemon Saves to deflect incoming attacks. Instead of Invulns, Daemons have two values for their Armour saves that cannot be ignored or modified in any way (barring mortal wounds, funnily enough) 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, something you've got an abundance of both of. You'll also want to bring a few psykers to both lay down mortal wounds to get through their Daemon Saves and to run interference against ''their'' psychic powers (particularly against Tzeentch). Be warned, there are now little if any penalties for souping Daemons together with the new Codex. Watch for Monster Mash combos and Tzeentch ranged attacks. **'''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, given they'll go through any armour you've got like paper. **'''Nurgle''' - Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game. With the update, their Plaguebearers are now T5 with two wounds but are insanely pricey for what they do. Their nurglings lack ObSec, but their improved Beasts of Nurgle will automatically heal back to full wounds unless they're outright destroyed. **'''Tzeentch''' - A buff to their Daemon save means most of their standard units benefit from a 3+ in range. 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. 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. Swooping Hawks are a good choice with their ability to pretty much redeploy after shooting and guns that'll drown them in saves. *'''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''' - Effectively Chaos Imperial Guard, only worse due to their lackluster support due to being a Forgeworld faction. Much of what applies against the guard still applies with Renegades, though you'll need to keep aware of any potential allies they take as they'll likely present a greater threat. Especially given this faction's basically dead now too.
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