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====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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