Eldar Heavy Support Tactics for WH40k 7th Ed

Warhammer 40k Eldar Wraith Lord

In this section we will be looking at the Eldar Heavy Support choices and their tactics.

General Eldar Heavy Support Tactics

The light and fast Eldar troops are all well and good, but there is a need for some hitting force support too. This is where the heavy support choices come in.

Support Weapon Battery

Warhammer 40k Eldar Shadow Weaver

Warhammer 40k Eldar Shadow Weaver

Support weapon batteries are move or fire weapons. This means that you will want to set them up and not move them unless you have to.

There are three weapon options, D-Cannon, Vibro Cannon and Shadow Weaver.

D-Cannon

The Eldar D-Cannon is possibly the most potent of the three weapon platforms, but it is limited by it’s 24″ range. You may have to sacrifice a turn or two of firing to get the battery in to position. If you have a free heavy support slot think about having two small batteries instead of one large one. This way you could move one and have the other firing in the same turn.

Vibro Cannon

The Eldar Vibro Cannon is a potent weapon. The more you have in a squad, the more likely you are to hit, ( 50% with one, 75% with two, 87.5% with three ).

Once you have hit then you need to draw a line from the weapon (choose any of the three ) through as many squads as possible. This will be easier if the support weapons are to the side of the opponents advance.

The Vibro Cannon is AP-, so it works better against lightly armoured troops ( Guard, Orks, Tyranids etc), but don’t be afraid to use it against tougher troops if you have a battery of three. D6 (average 3.5) S6 hits will do damage to any troop type and most light vehicles.

Shadow Weaver

The Shadow Weaver is the cheapest and longest range of the three Support Weapons, and it has the longest range. Their relative low strength means that you will want to target troops.

The Shadow Weavers lower strength is made up for by the fact that it is a template weapon. This means that is is great for thinning out massed swarm armies like the Tyranids.

Dark Reaper Tactics

Warhammer 40k Eldar Dark Reapers

Warhammer 40k Eldar Dark Reapers

Eldar Dark Reapers as possibly the best Space Marine killers in the Eldar army. They are armed with the Reaper Cannon which is a move or fire weapon. Because of this you will want to place your Dark Reapers where they can see most of the board ( in a building, high up) and not move then if possible.

Reaper Cannon

The Eldar Dark Reapers Reaper Cannon is S5, H2 and AP3, this means that a squad of 5 should kill ( 10 x 2/3 x 2/3 = 40/9 ) 4.4 Space Marines per round at 48″,with no armour saves! Highly recommended if you will be facing power armour opponents.

Note that the kill rate drops off dramatically if you are facing Space Marines in Terminator Armour. A squad of 5 should kill ( 10 x 2/3 x 2/3 x 1/6 = 40/54 ) 0.7 Space Marine Terminators per round!

Wraithlord Tactics

The Eldar Wraithlord has a dual role of walking gun platform, and as a close assault creature. In this sense it compares with the Space Marine Dreadnought.

Wraithsight

The Eldar Wraithlord has the wraithsight special rule. Because of this it is best to keep the Wraithlord within 12 of a psyker (Farseer or Warlock). A Warlock that is in another squad ( eg. Wraith
Guard squad) is fine.

If psykers become scarce then the Wraithlord may become unpredictable.

Monstrous Creature

The Wraithlord is a Monstrous Creature and get all the monstrous creature special rules.

Move Through Cover

The Wraithlord is not bothered by difficult terrain. This will speed up your movement around the table.

Fire Two Weapons

Monstrous Creatures can fire two weapons in the same turn. This is useful for the Wraithlord as you have a selection of weapons to choose from.

Note This rule does not let the Wraithlord 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. This is useful as the Eldar Wraithlord can move about the table and still fire.

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. Bear this in mind as the Wraithlord does not get an invulnerable save. Some players model their Wraithlord in a crouching pose to reduce its size. Plot a course between larger terrain pieces if possible, otherwise you will have to rely on the Wraithlord’s toughness 8 to keep him alive!

Ignores Armour Saves

Being a monstrous creature the Wraithlord can hit with a big thump and ignore regular armour saves in close combat. This means that heavily armoured troops make better targets, so ignore the scouts and attack the Space Marine Tactical Squads!

2D6+S Armour Penetration

The Wraith Lord gets the Monstrous creature’s extra D6 when rolling for armour penetration. This means the average roll will be 17! Remember that this is worked out against the vehicle’s rear armour value and that he has 2 attacks, 3 attacks if he charged that turn and can re-roll misses if he has a Wraithsword! (Land Raiders = mincemeat).

Weapon Options

Warhammer 40k Eldar Wraith Lord

Warhammer 40k Eldar Wraithlord

The Eldar Waithlord has a number of weapon options. Choosing the right weapon for the battle will give you an advantage.

  • Shuriken Catapults: These are exactly like the Shuriken Catapults that the Eldar Guardian Defenders use. This means that the Waithlord can fire of a moderate number od shorts at close range. However the heavy weapons that the
  • Flamers
  • Star Cannon
  • Bright Lance
  • Scatter Laser
  • Shuriken Cannon
  • Missile Launcher
  • Wraithsword

War Walker Squadron Tactics

The War Walker is the Eldar walking gun platform. It’s light weight, but can take a selection of
weapons options. Keep an eye the upgrade options to add a bit of toughness and survivability.

Falcon Tactics

Warhammer 40k Eldar Falcon Troop carrying tank

Warhammer 40k Eldar Falcon

The Falcon is the Eldar general purpose tank. It’s fast, it has a selection of main weapons, and it can carry troops too.

Main Weapons

The Eldar Falcon has two main weapons. One main weapon has to be a Pulse Laser, but now you get a choice of 2nd weapon.

Pulse Laser

The Eldar Pulse Laser is a bit weaker than the Space Marine Lascannon, but you get to shots per turn, this means that on average you should get hit per turn. Being a laser weapon you will want to target large
targets.

Scatter Laser

The Scatter Laser is the traditional 2nd main weapon for the Eldar Falcon, it does compliment the Pulse laser quit well, it is not so powerful, but has four shots per turn. This makes it very useful against tougher troops and light verchiels like skimmers.

Shuriken Cannon

The Falcon Shuriken Cannon is the cheapest 2nd weapon option available. If you are looking to save some points, then it is an option, otherwise I would recommend looking at the other weapon options.

Fire Prism

Warhammer 40k Eldar Fire Prism

Warhammer 40k Eldar Fire Prism

The Fire Prism is a Falcon that has swapped its troop carrying ability to take a larger weapon. The Fire Prism can fire either a focused tank busting beam, or a wider dispersed troop swatting beam. There is also a neat ‘joint forces’ options.

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Eldar Fast Attack Tactics for WH40k 7th Ed

General Eldar Fast Attack Tactics

Warhammer Eldar ViperIn this section we will be looking at the Eldar Fast Attack options and their tactics.

The fast attack options give the Eldar army the speed and flexibility to back up the specialist Elite units.

Shining Spears

These jet bike riders can flank the enemy army to spear weaker rear units like heavy weapon squads.

Warp Spiders

Swooping Hawks

Viper Squadron

The Eldar Vipers are like the Space Marine Land Speeder. The Eldar Viper can carry a selection of support weapons.

The best use of a Viper is close support for your foot troops, specially the Guardians that may be attacking or needing to defend a strategic location. It is also very good at running hit and run sorties if an enemy taget becomes exposed.

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Eldar Troop Tactics for WH40k 7th Ed

Warhammer 40k Eldar Wraithguard

Fire power on the wing and good for fast troop transportation too. In this section we will be looking at the Eldar troop choices and their tactics.

General Eldar Troop Tactics

Even though the 40k Eldar are usually an Elite heavy army, you will still need 2 units of Troops. With this being the case, you are advised to know how best to use them.

Eldar Guardian Tactics

Warhammer 40k Eldar Guardians Defender SquadThe Eldar Guardians are the units that keep the coherency of the Eldar army together. As such they are often over looked, but a critical section of the army.

Guardians as Assault Support Units

Guardians can be used in two main formations. Without a heavy weapon platform, the Eldar Guardians are Fleet of Foot troops with short range assault ballistic weapons. This means that they can move around the table providing close ranges fire support to an assaulting unit just before the Striking Scorpions, Howling Banshees, Warp Spiders dive in and finish off the remains of the squad.

To echo what I have written in the General Eldar Tactics section, this tactic works best when they pick off isolated units, and finish them off before the enemy units has a change to counter assault. Also this form of Eldar Guardian units is best kept to a number that can be transported in a Wave Serpent to give the Eldar Guardians a method of quickly dashing to an area where the enemy have become exposed.

Eldar Storm Guardians

One way to enhance your Eldar Guardians for close Assault is to upgrade one of he Eldar Guardian units to be a Eldar Storm Guardian unit. This upgrade has no points cost, and arms the Guardians with a Shrunken Pistol and a second close combat weapon. This means that they become a moderately good assault units.

If you know what opponent you are facing, you may want to take a Fusion Gun or Flamer or two. Taking these options will add a points cost, and reduces the number of attacks you have in the assault phase, but used correctly, they can be used to thin out the enemy ranks, or in the case of the fusion guns, add some tank busting ability to the squad.

Eldar Guardians with Heavy Weapons

With a Heavy Weapons platform the Eldar Guardians make a good battle line when you have an objective that you need to defend. Defending Support Weapon Batteries spring to mind.

One feature of the Eldar Guardians that is often over looked is that you can have sizeable squads of Guardians. With a squad of 20 Eldar Guardians, you can take a fair number of casualties before you need to think about break tests. Added to this is the fact that the Eldar Guardians have a high leadership score and the presence of a Warlock can enhance this ability, and you have a unit that is going to be sticking around.

Please be aware that even though the Eldar Guardians have a heavy weapon they do not have to be rooted to the spot. As the Heavy weapon is mounted on a weapons platform they can be used as assault weapons. This means that the Guardians still have fleet of foot even though they have a heavy weapon with them. Strategically this is brilliant as it allows you to form and reform your battle lines in a fluid formless fashion that can adapt to the battle as in commences.

Eldar Warlocks and Guardian Units

Regardless of the formation of your Eldar Guardian units you can take a Eldar Warlock too. You would do this if you have enough points as the Eldar Warlock’s psychic powers do enhance the Guardian units considerably. you will want to pick and choose which psychic power you give to your Warlock, and this will depend on the way that you aim to use the Guardian unit is the battle. Just about all of the psychic powers enhance an assault or close support Guardian Unit, but the best one to choose for defensive units is the Conceal power. This is because it will give the unit better protection from incoming fire.

Eldar Dire Avenger Tactics

The Eldar Dire Avengers are an elite version of the Eldar Guardians. They do not have a heavy weapon choice, you can not have as many in a squad, and they cost half as many points again as a Eldar Guardian. So why bother?

The reason you may want to consider adding a unit or two of guardians is that they have better Weapon Skill, Ballistic Skill, Initiative, and Leadership scores, and the Avenger Shuriken Catapult they carry is a medium ranges weapon rater than the short ranged Shuriken Catapult that the Eldar Guardians carry. All this added together means that the Eldar Dire Avengers are much better at the close support role that I suggested than the Eldar Guardians.

Again speed will be a deciding factor on how useful the Eldar Dire Avengers are to you. So if points allow, load them in to a Wave Serpent.

Eldar Ranger Tactics

The Eldar Ranges are the scouts of the Eldar army, designed to get forward with their Eldar Long Rifle sniper rifles. The Eldar Long Rifles are heavy weapons which means that the Eldar Rangers will not be able to move and fire. This will mean that the Eldar Rangers will be rooted to one spot to be most effective. To compensate for his you will want to place the Eldar Rangers in a place where they have a good field of view and use the 36″ range of the Eldar Long Rifles.

Guardian Jetbike Squadron Tactics

At first look the Eldar Jetbike is a difficult option to see how they can work in a Warhammer 40k game. This is because they are quite expensive (you only get two for the same points cost as 3 Space Marines ) , they have short 12″ range weapon, and they are not equipped for close combat.

Exchanging a Shuriken Catapult for a medium 24″ ranged Shuriken Cannon goes go someway to fix this on smaller units. And this upgrade is recommended, but this still leaves a small 3 man unit with no special skills.

Jetbikes as support units

What this thinking misses is that maybe more than any other army, the Eldar army needs to work as a team. To this effect the Jetbikes exist to support the other units in the army. So for example before you Aspect Warriors launch an assault, the enemy units will need whittling down to size. Earlier I wrote about how the Eldar Guardians can do this with their fleet of foot. Well the Jetbikes can do the same, with extra speed.

Bate and run

The Eldar army works best when you ignore most of the enemies forces and concentrate your assault on a section that has become detached from the main force. So how to you draw out the enemy so that openings like this appear? Well you offer a prize that your opponent will not be able to resist, and will chase after. The Eldar Jetbikes fir this role as they are a high pointed unit that have the ability to get in to, and hopefully out of trouble.

Capture the Flag

Another Eldar Jetbike tactic comes at the end of the game when you are claiming objectives. The speed of the Jetbike and the fact that Eldar Jetbike units are troop choices make them perfect candidates for swooping in and capturing the prize at the last moment.

Wraithguard Troop Tactics

Warhammer 40k Eldar WraithguardIf you have 10 Eldar Wraithguard in a squad, then they can be counted as Troop choices. More about the Wraithguard in the Eldar Elite Tactics section.

As troops you may find that the Eldar Wraithguard as a troop choice provides you with a force with good short to medium ranged weapons, and some hand to hand close assault skills, but as the Wraithguard are relatively expensive, you will be fewer in numbers on comparison to most opponents. This is a similar situation to having a Space Marine all Terminator army, like the Dark Angel Deathwing, or a terminator heavy Space Marine army.

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Eldar Elite Tactics for WH40k 7th Ed

Warhammer 40k Eldar Wraithguard

In this section we will look the Warhammer Eldar Elite choices and their tactics.

It is said that the Eldar army rely on is elite choices. Expect to max out your elite options in every game.

Eldar Striking Scorpion Tactics

The Eldar Striking Scorpions not not have the ‘fleet’ special rule. This makes them slightly slower than the other Eldar troop choices. However what they loose in speed they make up for in toughness.

Eldar Striking Scorpions trade off speed against better armour saves and +1S in close combat. To this effect the Eldar Striking Scorpion do not have the fleet of foot special rule.

The extra strength and toughness means that the Striking Scorpions are better equipped to tackle larger creatures that have relatively thin armour. The Tyranid monstrous creatures spring to mind.

Striking Scorpions Exarch

Of all the Eldar Aspect Warriors, none rely on the skills of the Exarch as much as the Striking Scorpions do. You need to think of the Exarch the hub of the unit. The Striking Scorpions Exarch has a number of wargear items and a couple of Exarch powers too.

Strength and Weapons

The Striking Scorpions Exarch can keep with the shuriken pistol and chainsword that the other Striking Scorpions get, but upgrading to one of the Exarch special weapons options makes sense.

Scorpion Claw and Biting Blade

This is the more expensive option points wise. The Striking Scorpions Exarch Scorpions Claw gives the Exarch a power fist. This does mean that the Exarch will be striking last, but the power fists do give the squad the ability to tack on larger targets. The Biting Blade give the Exarch increased strength for each successful hit. This means that the more attacks the Exarch has, the more useful it becomes. So it follows that if you can arrange

Eldar Fire Dragon Tactics

The Eldar Fire Dragons are armed with Firepikes. These are S8 AP1 Melta weapons. These are short ranged, but very useful against Tanks and extra tough opponents.

Eldar Wraithguard Tactics

Warhammer 40k Eldar WraithguardSpace Marines have Terminators, Orks have ‘evy armour, the Imperial Guard have Orgyns, and the Eldar have the Wraithguard. So what we are looking at are slower tougher Eldar, with heavy hitting short ranged weapons.

Because of the Wraithguard‘s slower spead, and shorter range weapons, they are well suited to be loaded in to the back of a Waveserpant troop transporter.

The Wraithcannon

The Wraithguard are equipped with the Wraithcannon. This is a short ranged warp weapon. If you get close enough it can instant kill the largest Tyranids (Tyrannofex & etc) in one shot!

Howling Banshees Tactics

Warhammer 40k Eldar Howling BansheeThe Eldar Howling Banshees are close assault specialists. This means that you want them fighting hand to hand as much as possible. It also means that if they get caught in the open in front of big guns , they will be pulverized.

Power Swords

The Eldar Howling Banshees are armed with power swords. These ignore armour saves so they work best against opponents with tough normal armour, eg. Space Marines and Sisters of Battle in power armour. Terminators will be forced to do 5+ invulnerable saves instead of their 2+ saves.

The Eldar Howling Banshees can do well against some Monstrous Creatures because they don’t often get invulnerable saves. What the Monstrous Creatures to get is extra toughness. So against a T6 Carnifex they need a 6 to wound, but ignore the 3+ or 2+ saves. Be aware that they can not wound a T7 or higher creature like a T8 Eldar Wraithlord.

Banshee Masks

The Eldar Howling Banshees ware the Banshee Masks. This allows them to strike firs almost all the time. You will need this advantage because the Banshees do not cope with counter attacks well. Their T3 and 4+Sv will not even stand up to a squad of Imperial Guard let alone tougher opponents like Space Marines or Orks!

Fleet of Foot

The Eldar Howling Banshees get the ‘Fleet of Foot’ special rule. This will allow to run and assault in the same turn. You will need to decide if you want to run or fire your Shrunken pistols when entering an assault. Running will allow more Banshees to get in to assault, where as the Shrunken pistols may whittle down your opponents, leaving less to kill.

Harlequin Troupe

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Eldar HQ Tactics for WH40k 7th Ed

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

The Farseer is the psychic leader of the Eldar army. He is not much good in a fight, but he has a number of psychic powers that help your army.

The best way to play a Farseer is to have towards the rear of the army. In this position he will be able to use his powers to increase the efficiency of any heavy support units you have. If the enemy do approach then he has a couple of medium ranged psychic powers that will act as a good defense.

The Farseers Strengths and weapons

The Farseer is no match in a fight against specialist close assault troops. Also it is easy to find him out numbered. For this reason you may want to add the Farseer to a unit of Eldar Guardians, or if you have the points, add a body guard of Warlocks.

Witchblade

The Farseer comes armed with a close combat weapon called a Witchblade. This is a psychic weapon, but not a
power weapon.

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).

Eldar Phoenix Lord Tactics

The Phoenix Lords are the heads of the different aspect warriors sects. There are no generic Phoenix Lords, there are only named characters. If you are looking a generic version of the Phoenix Lords then you can now have a Autarch.

Asurmen

Head of the Dire Avengers. Armed with medium ranged shooting weapons and fairly decent close combat weapon, and a 4+ invulnerable save, Asurmen is the best all rounder of the Phoenix Lords. What you need to remember here is that the less you know about your opponent the more that you need to be prepared for all eventualities.

Jain Zar

The head of the Eldar Howling Banshees is Jain Zar. As the head of the Howling Banshees Jain Zar get all the wargear that a Howling Banshee can have, and gets the Eldar Phoenix Lord stats bonus on top. This makes Jain Zar a formidable close combat specialist, specially against any heavily armoured troops. Space Marine tactical units and Terminators come to mind.

Strength and Weapons

The sword, or triskele that Jain Zar carries doubles up as a short ranged shooting weapon too. And with the
upgraded stats that her weapon has been given, this is no mean weapon either.

Toughness and Special Rules

As usual Jian Zar’s weakness is the lack of an invulnerable save. Her 2+ regular save will be a great boost against regular weapons, but as soon as you come across a power weapon this save is useless. Also at T4 and weapon of S8 and above will instant kill. Lascannons and Space Marine Power Fists spring to mind. The aim then is to hit hard and fast, and kill any enemy with power weapons as soon as possible. As this is a theme that runs through many of the Eldar assault units, you should not have too much difficulty is finding units that will complement this strategy.

Baharroth

Baharroth is the Phoenix Lord for the Eldar Swooping Hawk aspect warriors.

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Eldar Tactics for WH40k 7th Ed

Warhammer 40k Eldar Wraith Lord

In this section we will look at the Warhammer 40k Eldar Army and their tactics. As usual, you will need a copy of the Eldar Codex to play the army successfully. I hight recommend getting a copy of the codex and reading it along side this guide.

 

Warhammer 40k Eldar General Tactics

The Warhammer Eldar army has a good selection of specialist troops, and fairly poor basic troops. With the Eldar army it is much more important to know as much about your opponents army list ahead of time than with other more general army’s. If you know your enemy before you make your army list, then you will be able to have their light specialist troops available. For example, if you know that you will be facing a tank heavy army, then you add more Fire Dragons to the list; if you are facing lots of power armour, then you add more Screaming Banishes that ignore armour saves and Dark Reapers with AP3 weapons. If you do not know the army that you will be facing, or you will have to face several different armies with the same list, then you will have to have several different specialist squads and use in game tactics to get the right squads facing the right target.

Hit Hard – Hit Once

Warhammer 40k Eldar troops do not survive counter attacks well. When planning your attacks, plan to wipe out the opponent with the first strike. This will require you to split up the opponents force to to groups and focus on each group in turn. Use you speed to dart around the table picking off any vulnerable parts of his force.

Eldar Unit Specific Tactics

I split the unit specific tactics in to sections for easier reading. Please look for the sub-pages for more details.

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