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
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.
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.
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.
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
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.
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!
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.
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.
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.
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.
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).
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
- Star Cannon
- Bright Lance
- Scatter Laser
- Shuriken Cannon
- Missile Launcher
> Also see: Warhammer 40k Monstrous Creature Tactics
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.
The Falcon is the Eldar general purpose tank. It’s fast, it has a selection of main weapons, and it can carry troops too.
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.
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
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.
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.
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.