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Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(8E)
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===Core=== *'''Guardian Defender''': Cheap and efficient. These guys have to keep running if they want to survive. Guns are too short to make ranged warfare a major option, but they're too flimsy in combat. Think about them as eldar version of conscripts. Conscripts with shotguns. You should only take them when you want... **'''Heavy Weapons Platform''': You can select one platform per ten Defenders/Storm Guardians. While it's your cheaper heavy weapons on a non-Exarch list, these things require Defenders (and defenders only) to crew it. You can't expect the enemy to ignore it either, as it won't overwatch and while it can't take nerve tests, breaking it will account as normal for routing purposes. *'''Storm Guardian''': Two points cheaper than a Defender, but only a bit better in close range. Each 1 per 5 can grab a Power Sword and another can grab flamers or Fusion Guns. In most cases, the flamer is a nicer idea for some cheap overwatch. *'''Ranger''': Rangers remain your fast snipers, given only pistols if they advance or are caught in combat. Never keep them in the open for that to happen. Ever. *'''Dire Avenger''': The balanced infantry choice, they benefit here from having a respectable armor save as well has having weapons to hold their own in any battle they find themselves in. Always worth considering regardless of how you kit the team. *'''0-3 Windrider''': Your average Guardian with a bike. Each 1 per 2 can grab Shuriken Cannons or Scatter Lasers for their bikes, though {{W40kKeyword|Saim-Hann}} drops that restriction. *'''0-5 Swooping Hawk''': These guys have the ability to jump wherever they want. Make use of it. As a lone unit, he won't do much, but with some backup (Especially when you have the Exarch), they become more threatening.
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