Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(7E): Difference between revisions

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===Aspect Warrior Wargear===
===Aspect Warrior Wargear===
These are tools available to any Aspect Warriors regardless of their options.  While mainly for the Shrines, Leaders feeling like they need a particular tool can also opt for these.
These are tools available to any Aspect Warriors regardless of their options.  While mainly for the Shrines, Leaders feeling like they need a particular tool can also opt for these.
*'''Runes of Deception''': A tool from [[Last Stand]], this grants a model within 6" (and anyone within 3" of this target) Shrouded.  Portable cover is always a plus.
*'''Runes of Deception''': A tool from [[Last Stand]], this grants a model within 6" (and anyone within 3" of this target) Shrouded.  Portable cover is always a plus.
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*'''Armour of Isha''': Grants FNP.  Always welcome.
*'''Armour of Isha''': Grants FNP.  Always welcome.
*'''Armour of Eldanesh''': Grants Preferred Enemy.  Pretty good, especially if you don't plan to strike from the front.
*'''Armour of Eldanesh''': Grants Preferred Enemy.  Pretty good, especially if you don't plan to strike from the front.
==Leaders==
*'''Warlock''': With Farseers and Spiritseers out of the Picture and Harlequins becoming their own list, the Warlock becomes the sole psyker of the entire list.  In terms of armaments, he can only grab a Singing Spear to replace his Witchblade (An advisable idea if you have luck on your side, especially with the Windfall Stones), Plasma and Melta Grenades, and a Bike.  The loss of his [[Death Star]] makes him extremely vulnerable, but with a good force of bikers or Shining Spears, you can do just as well.  If you shell 10 points, you can become a counts-as Spiritseer with Spiritmark, +1 Ld, and the option to take Wraithguard and Wraithblades as Core units.
**In terms of powers, the Warlock is barred only to one power in the Runes of Battle, and in the smaller scale, it shows how painful this gets.  Renewer is now useless unless you cast it on yourself or on a Weapons Platform, Drain is now less effective with the limited area of effect, and Reveal does nothing about hidden units. However, Conceal gains more use thanks to how Terrain works, Horrify can now help you fuck with Rout Tests, and Restrain will make maneuvering much more difficult while you dance around and shoot.  Pick with care.
*'''Exarch''': The customizable combat HQ to replace the [[Phoenix Lord]]s.  As stock, they have heavy armor and the options for more grenades.  Also, the shrine they get dedicated to becomes Core choices, so that means you can spam with whatever unit you feel most comfortable with.
**'''Dire Avengers''': The cheapest of dedications, these guys are pretty much as they are in the codex.  Battle Fortune and Disarming Strike are nice pluses, Shield of Grace works better with a worthwhile melee weapon.  The armors are worth a look too.
*'''Swooping Hawks''': Just as cheap as the Avengers, you get to jump around and spew doom where you see fit, though you do need to keep an eye on your grenades since they're limited.  Grab whatever rule you want (Mostly Hit & Run so you're never tied down), grab a weapon.  With less heavy armor on the field, the Talon isn't as bad a choice, but blinding is always a plus.
**'''Howling Banshees''': Still on the cheap side, these are meant for heavy assault, so make use of the Core Banshees.  With the loss of the extreme anti-MEQ and S FUCK and AP YOU, these girls now have more use.  You have all the options you normally do in the codex, so make sure you use what fits best.
**'''Striking Scorpions''': You get all the kickass goodies, so take your Crushing Blow.  Take a damn fine weapon to kill the enemy with.  Just be sure to make the most out of your cover, because that is where you operate best from.
**'''Warp Spiders''': You know how they run, you know why you love them.  Grab a fitting weapon, grab Fast Shot, Marksman's Eye, or Stalker depending on how you're going to be fighting with them.
**'''Fire Dragons''': The mother of all tank-killers, they still remain a potent force in the frontlines.  Flamers are a little better with the special rules given, but it's probably best to keep with the main gun or the Firepike.  For rules, Iron Resolve is absolutely perfect if you need to run a small list and worry about Routing, Fast Shot is prime when you need to lay down fire.
**'''Shining Spears''': Still a threat to tank and troop alike, they're going to be best used when you have a high-mobility army.  Power Weapons are still unnecessary, Star Lances still kick ass.  Monster Hunter is now useless with the lack of Monstrous Creatures, so stick to Disarming Strike and Hit & Run (Buy the latter AT ALL COSTS if you plan on being cheap).
**'''Dark Reapers''': Psychotically expensive, these guys are the centerpoint for a team made for shooting and only shooting.  They get a fancy variety of guns, a Rangefinder to shut down bikers, and S&P to make sure you get the most out of their guns.  Night Vision can easily be replaced by the Runes of Sight for double that rule's price, so you can rely on Fast Shot and Marksman's Eye for super armies.
[[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]]

Revision as of 20:29, 14 September 2014

Within Heralds of Ruin, the Eldar manage to remain the majority of their prime tools (speed, special guns, combat), but with the shrinking of the scale, many of the insta-win strategies the Eldar had (Jetseer Councils and Wave Serpent Spam) have been cut off, forcing players to play a lot smarter than before. However, the small scale also helps them because you can bring Aspect Warriors as troops (provided you bring the proper Exarch).

The vital tool for victory is to play a suitable intermediate between your good dakka and your combat weapons, as your room for models is very limited, especially compared to large-scale Warhams. Each model you get is absolutely vital for their job, and thus, you need to keep them protected because of their crap armor.

FOC

  • 1 Leader
  • 1-25 Core
  • 0-5 Special

Rules

  • Heralds of Victory: Swooping Hawks (and similar Exarchs) get to Deep Strike.
  • Battle Focus: In an attempt to curtail the excessive hax made by the Eldar, Battle Focus is now an ability you must call before using it. It still allows you to move d6" and shoot in any way, but you can't charge afterwards.
    • You can't use this if you have a Heavy Weapon (without Relentless) or are normally unable to run. Fleet just gives a re-roll on running.

Wargear

Leaders Only

  • Runes of War: A good tool for ranged and support Leaders, this allows models within 6" re-roll morale. Nice use for gunlines.
  • Runes of Wrath: More focused for melee, this grants all models within 6" Hatred. This is not so great for your forces unless you have something along the lines of Banshees and Scorpions.

Aspect Warrior Wargear

These are tools available to any Aspect Warriors regardless of their options. While mainly for the Shrines, Leaders feeling like they need a particular tool can also opt for these.

  • Runes of Deception: A tool from Last Stand, this grants a model within 6" (and anyone within 3" of this target) Shrouded. Portable cover is always a plus.
  • Runes of Sight: Night Vision isn't such a hoot. What is, though, is the ability to reveal anyone within 12" of you.
  • Runes of Vigour: A very assault-based tool, this gives a model immunity to Blind, Concussive, and Strikedown. For models like the Banshees, this is a godsend.
  • Runes of the Spider: Meant for models that have to move around a lot, this gives a model re-rolls when climbing or jumping.
  • Runes of Accuracy: Like a slightly better Gitfinda, models that don't move while using this re-roll to-hit when shooting.
  • Skyburst Grenade: A tool meant for Swooping Hawks, this grenade is a mighty 24" S4 AP4 Cover-Ignoring Blast. Only use when you need to pressure someone.

Warlocks Only

  • Spirit Stones of Windfall: A potentially lethal tool. Each Assault Phase, you roll d6, the result becomes your AP value for your melee weapon. When you have luck on your side, this can become the godkiller.
  • Runes of Witnessing: Same as before, these allow a Warlock to re-roll a failed Psychic Test.
  • Runes of Warding: Similar to before, this lets a Warlock gain a 2+ bonus on their Deny test once. Useful against units with a clutch unit like Prescience on Centurions or Hammerhand.
  • Spirit Stones of Dampening: A tool that should have been in the basic codex, these give your Warlock an analog to the Psychic Hoods the Imperium has, letting them deny for their allies.
  • Spirit Stones of the Warp: These are your basic teleporter; move 2d6" in any direction, can't assault afterward.

Exarchs Only

  • Force Buckler: A modest shield, this allows all Exarchs to grab a 5++. If you have a Dire Avenger with a Shimmershield, don't bother, you have the exact same bonus.
  • Armour of Vaul: A re-rollable 3+. Fukken sweet.
  • Armour of Isha: Grants FNP. Always welcome.
  • Armour of Eldanesh: Grants Preferred Enemy. Pretty good, especially if you don't plan to strike from the front.

Leaders

  • Warlock: With Farseers and Spiritseers out of the Picture and Harlequins becoming their own list, the Warlock becomes the sole psyker of the entire list. In terms of armaments, he can only grab a Singing Spear to replace his Witchblade (An advisable idea if you have luck on your side, especially with the Windfall Stones), Plasma and Melta Grenades, and a Bike. The loss of his Death Star makes him extremely vulnerable, but with a good force of bikers or Shining Spears, you can do just as well. If you shell 10 points, you can become a counts-as Spiritseer with Spiritmark, +1 Ld, and the option to take Wraithguard and Wraithblades as Core units.
    • In terms of powers, the Warlock is barred only to one power in the Runes of Battle, and in the smaller scale, it shows how painful this gets. Renewer is now useless unless you cast it on yourself or on a Weapons Platform, Drain is now less effective with the limited area of effect, and Reveal does nothing about hidden units. However, Conceal gains more use thanks to how Terrain works, Horrify can now help you fuck with Rout Tests, and Restrain will make maneuvering much more difficult while you dance around and shoot. Pick with care.
  • Exarch: The customizable combat HQ to replace the Phoenix Lords. As stock, they have heavy armor and the options for more grenades. Also, the shrine they get dedicated to becomes Core choices, so that means you can spam with whatever unit you feel most comfortable with.
    • Dire Avengers: The cheapest of dedications, these guys are pretty much as they are in the codex. Battle Fortune and Disarming Strike are nice pluses, Shield of Grace works better with a worthwhile melee weapon. The armors are worth a look too.
  • Swooping Hawks: Just as cheap as the Avengers, you get to jump around and spew doom where you see fit, though you do need to keep an eye on your grenades since they're limited. Grab whatever rule you want (Mostly Hit & Run so you're never tied down), grab a weapon. With less heavy armor on the field, the Talon isn't as bad a choice, but blinding is always a plus.
    • Howling Banshees: Still on the cheap side, these are meant for heavy assault, so make use of the Core Banshees. With the loss of the extreme anti-MEQ and S FUCK and AP YOU, these girls now have more use. You have all the options you normally do in the codex, so make sure you use what fits best.
    • Striking Scorpions: You get all the kickass goodies, so take your Crushing Blow. Take a damn fine weapon to kill the enemy with. Just be sure to make the most out of your cover, because that is where you operate best from.
    • Warp Spiders: You know how they run, you know why you love them. Grab a fitting weapon, grab Fast Shot, Marksman's Eye, or Stalker depending on how you're going to be fighting with them.
    • Fire Dragons: The mother of all tank-killers, they still remain a potent force in the frontlines. Flamers are a little better with the special rules given, but it's probably best to keep with the main gun or the Firepike. For rules, Iron Resolve is absolutely perfect if you need to run a small list and worry about Routing, Fast Shot is prime when you need to lay down fire.
    • Shining Spears: Still a threat to tank and troop alike, they're going to be best used when you have a high-mobility army. Power Weapons are still unnecessary, Star Lances still kick ass. Monster Hunter is now useless with the lack of Monstrous Creatures, so stick to Disarming Strike and Hit & Run (Buy the latter AT ALL COSTS if you plan on being cheap).
    • Dark Reapers: Psychotically expensive, these guys are the centerpoint for a team made for shooting and only shooting. They get a fancy variety of guns, a Rangefinder to shut down bikers, and S&P to make sure you get the most out of their guns. Night Vision can easily be replaced by the Runes of Sight for double that rule's price, so you can rely on Fast Shot and Marksman's Eye for super armies.