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===Xenos=== ====Eldar==== *'''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 putting their aspect warriors in generally unfavorable matchups and focus on taking down their psychic support whenever possible. Rangers are especially good for picking off the odd warlock or possibly a spiritseer. Farseers will be more difficult, though. Do note that you should have no trouble at all dealing with the armour your own statline provides, or any of the other factions below. *'''Dark Eldar''' - Your edgy kin are just as fast and deadly as you, though they're a bit frailer and cheaper too. 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. Wyches are equally deadly and surprisingly versatile, with the drugs they can take to enhance various aspects of them. A lot of their mobility comes from their transports, which can easily be popped by anything with a weapon that can remotely pull anti-tank duty. Once you do so, mopping up the infantry taking cover within should be no challenge in the slightest. Lastly be aware that your dark kin are well suited to exploiting any openings in your formation as you close around them, a misplaced unit of aspect warriors, or badly parked wave serpent can be enough dor them to snowball an advantage. *'''Harlequins''' - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves, along with the inability to reroll against them 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 overpower them in a straight up fistfight, but beware any Fusion Pistol, or even Neuro Disruptor wielding Troupes; they'll ruin your day. However, that massed bolter-equivalent fire that shreds your guardians? Those'll work just as well on the clowns too. Sure, AP might not mean anything at all to them but even five shuriken catapult shots against their coin-flip saves will typically drop a squad, if everything goes right. Swooping Hawks, literally anything with a flamer or scatter laser and Dire Avengers in particular have a good volume of fire and are reasonably prices and make for decent threats against them, along with any other source of massed attacks to overwhelm their saves. If you choose to engage them in melee though, for god's sake make sure you strike first. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam, alongside executioner is a very reliable option that can 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. ====Tyranids==== *'''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 with the ''Forewarned'' stratagem. Lastly, you'll want to focus down any of their Patriarchs or other Psykers before they can cause havoc by disrupting your units. *'''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. ====Miscellaneous==== *'''Necrons''' - Extremely tough metal skeletons that will. Not. Die. You'll need to focus down entire units at a time or they'll slowly start replenishing lost models and wounds thanks to their reanimation protocols and living metal respectively. 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, and get a bit of defence through a specific dynasty. Drowning their units with mortal wounds does deny them their reanimation, combine that with limited psychic defence and smite spam will do work versus them. *'''Orks''' - A tough horde of [[Boyz]] who'll do their damnedest to close the distance and beat you to death in an ideal world. Though you can avoid a significant amount their ranged game due to your abundance of -1 to hit options and their abysmal ballistic skills, 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, and particularly vulnerable to scatter lasers. *'''Tau''' - Howling Banshees. These fine ladies can completely counter the typical Tau gameplan simply by charging them; Overwatch becomes meaningless and Banshees utterly hose any Tau unit they can engage in melee (granted, pretty much fucking anything will beat Tau in melee). With the ability to advance and charge on top of a base 8" movement, that's a very easy feat to achieve. Storm Guardians also have a natural affinity against the Tau, and they can dispel their Serpent Shield platform to shut down overwatch on a target they're ready to charge, but keep in mind they're not remotely as lethal as their Banshee sisters at the same job. They can, at least, pack a few Fusion Guns to deal with Tau vehicles and battlesuits. Lastly, Shining Spears. If you're concerned about Tau Battlesuits potentially leaping out of range or behind intervening cover to get away from your Banshees, Shining Spears will excel at hunting them down. Another solid strategy would be to focus on your psykers. Like the Necrons, Tau are virtually defenseless against the onslaught of powers you can churn out a turn. Do take as much a chance to deploy everything you can in deepstrike/reserves, Tau have some disgustingly good shooting that can ignore line of sight requirements. *'''Leagues of Votann''' - Space dwarfs! While not exactly xenos, they aren't imperium aligned though are still technically human. They're a close-range shooting faction with some okay melee support. Slow, decent armour (Ignores a point of AP and also prevents rerolls for both wounds and damage. Don't bring doom on your Farseers.) and they've got a mechanic that lets their to hit rolls auto-wound, which can go up to a 4+. On the bright side, you don't really care much about that last one, thanks to having a nigh-universal T3. Abuse your high mobility to weave in and out of cover, try and tie them up in melee and you should have a pretty good time actually. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Xenos]] [[Category: Eldar]] [[Category: Craftworld Eldar]] {{Warhammer_40k_Tactics}}
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