Wargame Tactics

Tactics for Wargames!

Eldar HQ Tactics

In this section we will look at the Eldar HQ choices and their tactics

Autarch

Farseer

Avatar of Khaine

The Avatar of Khaine is an impressive sized Avata of one of the Eldar gods. 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!

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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