Eldar HQ Tactics
In this section we will look at the Eldar HQ choices and their tactics
Autarch
The Eldar Autarch is the warrior leader of the Eldar army. In the 2006 Codex Eldar we
see the Eldar Autarch been upgraded from a squad leader to being a HQ choice. This means that for the
first time you can have your Eldar army lead by a warrior and not a Farseer or
Avatar.
The Eldar Autarch, being a HQ character has access to a wide range of wargear. This because they are
usually heads of the aspect warriors. However the Codex Eldar has been written in a way that allows
potentially cheesy combinations. I for example you could have an Eldar Autarch with Swooping Hawk
wings and Reaper Launcher, giving you a fast, BS6 heavy weapons platform.
Farseer
Avatar of Khaine
The Avatar of Khaine is an impressive sized Avatar of one of the Eldar gods. In gaming terms
he is closely equivalent to the Tyranid Hive Tyrant. Most of his
abilities are close assault biased, so you will want him in to combat as soon as possible. Use the 'Run' special
rule to move quickly across the table.
You can only have one Avatar of Khaine per army. This does mean the for larger games of 2000 points+
where you can field two or more armies, you could field one for each army! Or you may want to lay down some house
rules for unique characters in larger games.
Special Rules
The Avatar of Khaine has quite a few special rules. It is worth spending time to understand them.
Daemon (Demon)
The Avatar is a Daemon so beware of those daemon weapons.
The Avatar has 3+ save and 4+ invulnerable save. Added to his Toughness of 6 and 4 wounds, this makes him very
tough. You should be able to soak up lots of fire, allowing your softer troops to get to their objectives.
Fearless
Inspiring
Molten Body
The Eldar Avatar has a 'Molten Body' special rule. This means that melta, flamer and heavy flamer weapons can
not harm the Avatar. This is very useful in City fight and jungle fight scenarios where flamers & melter
weapons are common. The codex does mention other flamer weapons like the Space Marine 'Flamestorm Cannon' the
Sisters of Battle 'Immolator' and etc. You will have to make house rules as to if these are counted as 'flamer'
weapons or not.
Note Beware of the Guardsman with a bucket of water :-)
The Wailing Doom
The Avatar of Khaine is armed with 'The Wailing Doom'. This looks like a sword, but is effectively a 12" Melta
assault weapon! His means that the Avatar can fire off a shot before jumping into close combat.
Monstrous Creature
The Avatar of Khaine has the Monstrous creature special rule. This in turn gives the Avatar the following
special rules
Move Through Cover
The Avatar can move through difficult terrain unimpeded. This will allow you to move around the table quicker.
It could be used to shake off and chasing enemy, maybe bogging them down long enough for you to hit them with a
counter attack strike from other units.
Fire Two Weapons
Monstrous creatures can fire two weapons in the same turn. This does not effect the Avatar as he only has one
shooting weapon, and that's an assault weapon too!
Note This rule does not let the Avatar fire a weapon and run in the same turn because to run the
unit has to give up the whole of the shooting phase.
Relentless
Monstrous creatures can fire heavy weapons and move and assault. As the Avatar does not have access to any heavy
weapons, this does not matter.
No Hiding
Monstrous creatures can not go to ground for extra cover saves. Also regular cover works in the same way as
tanks get cover. For example, half of his body needs to be obscured by the cove from over half of the squad
shooting. You will just have to cope with your 4+ invulnerable save (what a shame!)
Ignores Armour Saves
Being a monstrous creature the Avatar can hit with a big thump and ignore regular armour saves. This means that
heavyly armoured troops make better targets, so ignore the scouts and attack the Space Marine Tactical Squads!
2D6+S Armour Penetration
The Avatar gets the Monstrous creature's extra D6 when rolling for armour penetration. This means the average
roll will be 14. Remember that this is worked out against the vehicle's rear armour value and that he has 4
attacks, 5 attacks if he charged that turn (Land Raiders = mincemeat).
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