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

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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.