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Guest Commentary: Legionis Tacticum Tactical articles Legionis Tacticum:
Eldar by
Patrick Eibel
Let’s get one thing clear before we begin: the Eldar are not the easiest army to use. Building an Eldar force is like trying to assemble a bicycle without having the instructions: each part has an important role to play to make it work, but if you don’t assemble it right, the thing will fall apart. Strengths: Psychic powers,
Exarch powers, Fleet of Foot
Tactics: There are four areas of the 40K game that an army can use to get an advantage:
Killing The Enemy
A quick look at the Eldar weapons chart will tell you that there are not a lot of choices when it comes to tank hunting. The only weapon with a Strength greater than 8 is the Fire Prism, which at 115 points is a little pricey for one gun. Still, its mobility, range and the use of spirit stones make it an attractive option, especially if you know you are going to be facing plenty of heavily-armored tanks (Imperial Guard, a Necron Monolith). The options at Strength 8 get a little easier: the brightlance, the pulse laser, the missile launcher, and fusion guns (I am not counting the star lance, as only the Shining Spear Exarch gets one, and it has a ridiculously short range). The brightlance and missile launcher can be used in Guardian squads and attached to vehicles, but since the brightlance is a “lance” weapon and counts all armor as 12, it is far superior. The pulse laser is not a bad option, as it does get two shots, and since it will be on your Falcon, you can take a unit of Fire Dragons and make a little tank-hunting force. Which leads us to the problem with fusion guns: their short range means that they need help to get to their target or spend a portion of the game out of range. Oh, and yes, wraithcannons and vibrocannons have a chance to penetrate any armor, but do you want to pin your army’s fortune on them? For taking out troops, the Eldar have plenty of options. The two best are scatter lasers and reaper launchers. The scatter laser surpasses all of the other Strength 6 weapons the Eldar get to choose from because of its superior rate of fire. Sure, your opponent gets an armor save, which against Marines will get old fast, but the theory is that the more you make your opponent roll dice, the more they will fail. Combine using a scatter laser with the Doom psychic power and you are really getting some synergy. For those pesky 3+ Armor Saves, there is no weapon better than a reaper launcher. Since Dark Reapers have a BS of 4, they will hit more often than not and generally kill whatever they hit.
The other really good troop-shredding thing (quite literally) is Avenger shuriken catapults with the Bladestorm Exarch power. Give the Exarch a catapult, and a squad of ten can unload thirty shots in a round. Booyah! On the following round, when they are reloading, you can always assault the survivors. Shooting Prowess
Assault Prowess
Shining Spears have also gained in popularity as an assault force, but still have drawbacks. While they are great on the charge, you don’t want to get stuck in close combat, since the unit maxes out at five. Always take Withdraw for your Exarch so the unit can fly away to charge again. While the benefits of the Avatar in close combat are obvious, his slowness may mean he never reaches the fight. Another option would be to take an Autarch and a unit of Warlocks (since the Autarch is an independent character, he can attach himself to the Warlocks). Yes, they are expensive, but they all have Fleet of Foot, invulnerable saves, and you can give the Autarch power weapon for maximum killy-ness.. Mobility
Jetbikes, Vypers, and Shining Spears can really provide a quick unit to zip to where needed. Just remember that even though the jetbike increases an Eldar’s Toughness to 4, they still count as 3 for Instant Death. While mobility is a great asset for an Eldar army to exploit, the ability to get to your enemy quickly will mean nothing if you cannot take them out when you arrive. Conclusion
Related Pages
Posted July 2007.
Used with permission.
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