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Thread: Tactica: Eldar 6th Edition

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    Chaplain Ravariel's Avatar
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    Tactica: Eldar 6th Edition

    This may be a very short-lived Tactica thread as we are rumored to be getting a new book within a year, but with the new edition, there are a host of new strategies, and viable units, though still some strange questions that linger. So let's run down the list of units and see how things have changed. Note: a lot of this will be personal opinion, and theoryhammer as I have not yet gotten a chance to PLAY in 6th ed (which may change my ideas of efficacy) since I've been busy this weekend.

    HQ

    Farseer

    New stuff:
    • RoWard are the best psychic defense in the game hands down. They got a HUGE boost with the nerf-batting of psychic hoods. Expect this to be a common reason for Eldar allies in other armies.
    • Witchblades got shifted, but it's more of a lateral move than anything. The bell curve peaks a bit lower, so it's not quite as good, but the difference is minimal.
    • Singing Spears are still S9, so huzzah! May be FAQ1.1'd out, but we shall see.
    • Ghost Helms are now the only thing that can save against perils. Kinda huge.
    • Some confusion about Spirit Stones and whether thay count as giving Mastery Level 2, but the FAQ for Eldrad makes it fairly clear to me that it does, so they have pretty good Deny The Witch saves.
    • Divination is a better set for Farseers than the codex list... unless you want/need fortune and doom. It becomes a tough choice, and many eldar may start running a cheap-ish fortune/doom seer with Eldrad, or another Farseer that can swap for Divination.
    • New Jetbike rules mean they are no longer instagibbed by S6. Hooray!


    Uses: Obviously the most powerful and efficient of our HQs. Was before, more so now. One of the only psykers that can cast from inside a vehicle. I tend to use them as front-line fighters. Hang them out in a troop-sized Wraithguard squad so they can cover a large part of the table with Divination. Seer council is probably even more powerful now as you don't need to turbo-boost to get your free cover save, so can still shoot and cast powers. With turboboost and their free 2d6 hop during assault, they're still ridiculously fast and now even more durable than before, while being able to retain their versatility.

    Autarch
    • Kinda meh in the last edition, but useful in reserve-shenanigans lists. New restrictions on the amount of reserves pretty much make this choice one for fluffy players. Poor Autarchs
    • Kinda okay on a bike with spears now that S6 won't ID him. But Spears are still meh, so it's situational.


    Give him a Fusion Gun, scorpion chainsword, mandiblasters and Warp Jump Generator, stick him with some Spiders and let him help them kill stuff... probably the best use of him now. You don't need to run 2 anymore to get your reserves on a 2+, so you don't have to sacrifice your ability to take psychers, Phoenix Lords, or the Avatar. Deep strike him and his spiders in to get some good looks at weak armor points. Against troops, directed hits with a melta gun is boss.

    Yriel
    • Same issues as generic Autarchs. No option for wings or Warp Jump Gnerator, so, with the new restrictions on assaulting out of vehicles, the Yriel Bomb is pretty much dead in the water. Poor Autarchs


    Kinda blah now since you can't kit him like a regular Autarch. Maybe run him in a unit of Harlies for some extra punch (though I'm not sure how he would interact with their terrain shenanigans, he should benefit from the Shadowseer if nothing else.

    Eldrad
    • See: farseer, plus all of Eldrad's normal dickery. Go-to for lore-swap because he's base Mastery 3, and gets 4 powers from our available lores.


    Sweet beezus, he's a beast now. Even moreso than before. Just see the Farseer entry and turn it up to 11.

    Phoenix Lords
    • Nerf to power weapons makes their lack of Invulnerable less of an issue.
    • Still overpriced.
    • Karandras and Jain Zar got a bit of a boost due to their AP2 weapons, but their respective aspects got kicked in the junk a bit, so they still suffer.


    Avatar of Khaine
    • Better Daemon save than most, though still vulnerable to regular power weapons.
    • Wailing Doom is a shooting weapon, so probably gives no bonuses to his normal CC attacks, so he just attacks at his base stats, with normal MC rules.


    Warlocks
    • Witchblade nerf hampers their tank-hunting abilities a bit.
    • Will need to be careful with placement for wound allocation. Can no longer try to save a guardian from a gun that breaks his armor (read: all of them) with her inv save, so she's likely to be leading from the middle in most groups.
    • Conceal is still good, even though generic cover is 5+ but easier to get. Enemies can't focus fire to deny cover. If you can get a stealth or shrouded char in the same unit, it becomes pretty crazy.
    • Embolden, Enhance and Destructor (except for overwatch, where this is now kinda awesome) are still the same-ish.
    • Mastery 0, so they will only ever get a +1 to Deny the Witch.



    Troops

    Guardians
    • Rapid fire boost puts their guns so far behind the curve that they're practically useless.
    • Inability to assault out of a vehicle (even when parked) put a pretty hefty few nails in Storm's coffins.
    • Starcannons got a bit of a boost from the cover adjustment, and focus-fire.
    • Worst troop in the game right now. Poor Guardians. Sit over there by the Autarchs. Maybe we'll see you again in a few months.


    Okay, that was the bad... so what can we do with them? The way I see it, there's two possibilities: The first is to run a huge blobsquad with a conceallock and divination/gunline support and camp one or two back objectives, daring people to trudge through your gunline to knock them off objectives. The other way is to run small, barely-dangerous squads as a way to get more Scatter Lasers on the board. Spread them out and try to cover as many angles as possible, and make sure there are some more important things to shoot while they try to shave HP and trim unit sizes.

    Rangers/Pathfinders
    • Holy crap. Choosing targets on a roll of 6 to hit, where we also get AP1!? They are ridiculously good now. Maybe not 24 points apiece good, but certainly our best troop option.


    It is now a tough call as to whether to run Rangers or Pathfinders. Scout is okay, as is ignoring terrain, but their shooting boost is somewhat wasted now as the 6's are where the money be. You may just want to set up in a ruin, save 5 points a model and just go to ground if you really think you need the 2+. These guys are the clear winners of the edition change. Pure gold.

    Dire Avengers
    • Man, our guns just get worse and worse. Shuricats just lag behind every imperial gun out there, and most other xenos' as well.
    • Defend plus snap fire plus Divination help makes them a pretty serious contender for an actual tarpit worth using as a tarpit.
    • Exarch's Power weapon looks like a spear, so options exist if you charge, but AP4 afterwards is pretty crap. Best to convert to a Power Axe of some sort to get S4 AP2. Even at I1, it'll be better. If anyone whines about modelling for advantage, remind them you're using Dire Avengers.
    • Direswords are pretty decent now, as they are a power weapon with special rules, so regardless of appearance, they're AP3... which is enough for this unit. If you're fighting something that can save against a regular power weapon, you're probably dead, and just trying to slow someone down for a turn.


    They lag behind pretty hard now in midfield firepower, where they were originally designed to do well. They will be out-ranged by bolters. If they can shoot a unit, that unit has a reasonable chance to charge them next turn. Bladestorm can only reliably kill 4 marines (for me, that's usually more like 2, but my dice work for the enemy), and they need counterattack help to reasonably expect to take a midfield objective. With Harlequin support, PW/Shimmershield and Defend, they can help soak the tip of the enemy's spear, if you can get them to a place where they can take it. However, they can't take a whole lot of shooting, so you're going to have to use them wisely. Even with the new vehicle rules, it's probably best for them to spend the first two turns or so inside a Serpent so they can survive to where you need to be. Since you can't score from inside a vehicle now, the old DAVU trick is no more. You gotta work HARD to make these guys useful in my opinion.

    Guardian Jetbikes
    • New Jetbike rules make them T4 straight up, and Jink, they're actually quite good at zooming around and staying alive.
    • Can actually use them as an aggressive unit rather than just hiding in the backfield to nab last-minute objectives, though that option is still on the table.
    • Hammer of Wrath rule gives them a decent assault option. I still wouldn't run them into anything harder than a wet paper sack, but they're better than they were at this.
    • 12" in the movement phase and 36" in the shooting? Holy crap that's fast. They can cover the entire board in one turn. Even better than they used to be for stealing late-game objectives. Jump-shoot-jump shenanigans still apply.


    To be quite honest, I've never been able to use Jetbikes very well. It's certainly a personal failing, and not one of the unit, as I know of many people who swear by them. But now, with the limited transport mobility, but greater shooting mobility of vehicles, these guys look like a contender for some really good S6 support. Hop out front of a serpent, shoot, then 2d6 back behind the serpent to keep them out of charge range. Think like a Tau, I guess. You really want to be careful, of course. If you get too close, even with the cannon, you could be in bolter range if you futz the assault jump. Combined with a bunch of Vipers, and a Prism or two for some punch, this could be the core of a crazy-fast army that, with a fortuneseer or two, be far more survivable than people would expect.

    Elites

    Howling Banshees
    • Rough day for my girls. Power weapon nerf means no more termie-hunting for these girls.
    • No assaulting out of transports makes for an unlikely chance for them to assault anything.
    • Still need Doom Support, though Divination helps them a LOT.
    • Converting to axes could make them a lot better, but unsure how that will interact with the Banshee Mask. As both are a set value it would be a roll-off... so a 50% chance to negate going first in order to gain S4 and AP2... not sure it would even be worth it.


    Ouph. They can still hunt marine combat squads, but not much else. Still need either doom or divination support. Have to hoof it for at least one shooting phase, most likely 2. They are rough. Let us hope for an open-topped CWE transport in the next book, or an Assault Vehicle upgrade for the waveserpent. They had it rough in 5th, and they're even worse now, so maybe just hang them out behind that Avenger unit to counterattack whoever might try to assault the Avengers.

    Striking Scorpions
    • Actually, they're pretty much the same as before. This edition didn't change them much at all. Vehicle nerf was harsh, but I never ran them in a transport anyway.


    Can now infiltrate or outflank with their transport: kinda big. Can't assault out of a transport: rough. Can't assault from reserves at all: why would we outflank again? Yeah, infiltrate these guys... outflank is kinda ruined for them. One of our only AP2 cc attacks remaining in this unit with the Exarch. With precision strikes, they could be even more important, but with 3+ armor, other chars with power swords could be a problem.

    Fire Dragons
    • Still the go-to Vehicle killers.
    • Transport nerf hurt them a little, they lose a couple inches of range when disembarking and shooting.
    • Melta Bombs in CC make them pretty decent against walkers and MCs now, as they hit on WS but at I1.
    • Still underpriced, but may see less necessary use as the meta shifts away from Mech.



    Harlies
    • Current FAQ gives them both their spotting rules AND Stealth and shrouding. Do not expect that to last past the 1.1 FAQ.
    • FC losing the +1 Init is rough, but they usually go first anyway, so whatevs.
    • Actually survivable out in the open now, especially with fortune support.
    • New HP rules make them a really good answer to light vehicles (though, honestly we have better answers).
    • The go-to CC unit for taking down TEQs.


    Wraithguard
    • Love me some Wraithguard. 10-man with a fortunseer and divination help make them one of the toughest bricks to move in the game (except for vs DE who can go lick a frog).
    • Guns will still kill god.
    • Snap fire and divination will pretty much guarantee noone wants to deal with them in the normal way (CC).
    • Great centerfield anvil that you can use to manipulate enemies' movement and tactics.



    Fast Attack

    Shining Spears
    • Improved Mobility, Jink save and access to Skilled Rider make them much more survivable than before.
    • Lances still meh, but Hammer of Wrath attacks give them a bit of a boost.
    • Still too expensive and too small a unit for anything beyond running around the periphery and taking out already-torn-up units.
    • Meh all around, especially as they are now unable to break Termie armor on the charge.
    • Unsure whether their lances follow the BRB "Power Lance" rules or their own. It's kind of moot due to the nature of the difference between AP3 and AP4, but may need to be FAQ'd.


    Warp Spiders
    • New HP rules actually make them a really good light-tank hunter.
    • Spinneret Rifle kinda worth taking now due to the bonus on the pen chart. Also good at sniping special weapons in units due to the new character rules.
    • Better, but unsure if good enough to take in general games. Will need to see how things shake out a bit.


    Swooping Hawks
    • Hey, we can toss grenades now... cool?
    • New HP rules make them actually good at what they're supposed to be good at: Killing tanks.
    • Jump infantry AND fleet make it so that they are good at getting where they need to be.
    • Still overpriced and fragile. Better but not great.


    Vyper Squadron
    • HP system made them even more fragile than they already were, which is saying something.
    • Can fire two weapons at full BS while moving 12 means the chin cannon is back.
    • Using flat-out jink saves and "wound" allocation means you can use one vyper to screen two others who can still shoot. Very cool new tactic.
    • All in all, I think they got a boost, but they're still hard to justify at 70+ points apiece.



    Heavy Support

    Support Weapon Battery
    • New Artillery rules actually make these a lot better with T7, 4 Wounds (2 for gun 2 for crew).
    • Vibro-cannons are pretty good at shaving hull points now... can do so from multiple vehicles if they line up nicely.
    • D-cannon got worse due to the new blast rules, unlike most others, since it doesn't have a strength value.
    • Shadow Weaver is still blah.
    • Just what we need: more HS competition.


    Dark Reapers
    • Always one of my favorite aspects, they got quite a bit better with the reduction of cover.
    • Can now be a threat to light vehicles with the HP system.
    • Still cost too much, exarch still needs to be able to spread his powers around, but better than last edition.


    Wraithlord
    • Is a Character. Yeah. Let that sink in.
    • No need for Smash as he's already S10.
    • Hammer of Wra(i)th rule makes them fun, though they're still meh in CC.
    • 3+ armor still sucks against long range AT weps, power fists, thunder hammers and the like.
    • DE still chuckle with pity when you bring one to a game with them.


    War Walkers
    • Still the bomb.
    • Scout is about the same for Walkers.
    • Now threatens light/medium armor like whoa.
    • They are our best anti-flier without taking Forgeworld.
    • Reduced cover may make starcannons somewhat viable again.
    • HP system made them more fragile, but new squadron rules mean that immobilized guys can be left behind and still shoot. Awesome.


    Falcon
    • HP system hurt them a lot.
    • Holofields no longer worth it. Any result is equally bad, now, due to the HP system.
    • Can fire two weapons at full BS while moving 12" is good... means no longer having to take EML for plasma defensive bull.
    • No more DAVU shenanigans due to needing to be disembarked to claim/score.
    • Big Guns Never Tire make them a huge target, and their reduced survivability almost guarantees you're giving up a lot of VP.


    Fire Prism
    • HP system hurt them a lot.
    • Holofields no longer worth it, spirit stones however, are still worth it.
    • Blast rules Make them VERY dangerous... Full blast strength make a pair of them a huge threat to everything.
    • Cover nerf makes them even more dangerous against MEQs and TEQs with the combined shot.


    I think Prisms actually got better (now that I reviewed the blast rules) in this edition. You need to run with more than just them for vehicles or they become a target. I think with a unit of Vypers and/or Warwalkers and maybe some Serpents will make them much more survivable. In what seems to be the theme of the edition, you need to take a lot of vehicles to ensure the survivability of at least some of them to later turns, or none/few.

    Transports

    Waveserpent
    • Probably the largest casualty to the new vehicle rules, waveserpents are now nearly worthless.
    • The energy field no longer really helps, because glances are nearly as dangerous as pens now, and any result is bad.
    • Only being able to disembark after moving 6" is pretty terrible for us. That you can move afterwards might be okay if our only exit wasn't in the rear.
    • Inability to assault out of a parked transport basically guarantees that our transported troops will never meet their target at full strength.
    • Star Engines mean you can move 12" in the movemenet phase and 30" in the shooting phase, so that's a bit of a boost.
    • But being easier to hit in CC means that you can't rely on speed to keep you alive when charging a flank.



    I'm not going to go over Forgeworld stuff, because it's late and y'all can talk about that. These are my first impressions of how the new rules effect the Eldar. Please, if I am wrong about something let me know. I would love to find new and cool ways to make some of our stuff shine again. The biggest thing is that our vehicles, due to their mid-range AV and high price tag, are severely hurt by the new rules, moreso than many other lists. Imperials still have 35-50 point rhinos that will work nearly as well as a waveserpent for 1/3 the price. Necrons get the extra HP on vehicles with similar costs. We just can run enough of them to overcome the ease at which they will be going down. Let us hope for some cheaper transport options in the new book, maybe an open-topped Venom-like one, though seeing the serpent get an assault ramp would make it the bomb again. But enough wishing... what can we do in this edition to compete with the big boys?
    Last edited by Ravariel; 08-07-2012 at 15:24.
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  2. #2
    Chapter Master Frgt/10's Avatar
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    Re: Tactica: Eldar 6th Edition

    You missed a big one with Feugan; his axe means he hits at s5 i7 and ap2 due to counting as an MC in combat. Add to that the fact that he can one shot most tanks in the game it actually makes him pretty decent now, and one of the few high initiative ap2 attackers in the game.

    Edit; I also disagree that conceal is bad. That plus the rule book power that gives shrouding and stealth means 2+ cover for a unit in the open
    Last edited by Frgt/10; 02-07-2012 at 06:12.
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  3. #3

    Re: Tactica: Eldar 6th Edition

    Great work Ravariel, lots to think about. One thing that I immediately noticed, though... as far as I can see there are no changes to the blast/scatter rules. You still roll 2D6 and deduct BS, so there's no new disadvantage for Fire Prism and Tempest blasts. On the other hand, I never understood why the Fire Prism, which has a DIRECTED ENERGY BEAM, GODDAMMIT would scatter anyway....
    Last edited by Stuffah; 02-07-2012 at 08:18.

  4. #4

    Re: Tactica: Eldar 6th Edition

    A few things.

    - Guardian jetbikes no longer get a 3+ save. And they still don't have an assault option because a handful of S3 hits will do nothing.

    - How did Scorpions get kicked in the junk other than through disembarking?

    - You can't just convert CC weapons to power axes/spears/etc willy-nilly.

    - Fire dragons arent beastly against walkers and MCsin CC now. By the time I1 comes around there will be too few left to matter. They have a new option worth mentioning but you're way overstating it IMO.

    - Shining Spears are simply terrible units now. They're TEQ killers who cant kill TEQs anymore and lack enough attacks to be good MEQ killers. And again, a few S3 hits from hammer is insubstantial.

    - Scatter didnt change.

    - Fire Prisms losing holo field usefulness isnt a huge deal since they normally stay far back where they get shot less.

    - I agree that WS are trash. But energy fields are still good.

  5. #5

    Re: Tactica: Eldar 6th Edition

    Some thoughts to add to your nice list

    HQ
    Farseer: Divination Forcing an enemy unit to re-roll saves could be the new Doom for Farseers. It makes mass str6 fire more potent against Terminators and MEQ, and Cover or invulnerable saves don't get a look in. Guide (and twinlinked) could be used to deal with Zoomers 1/6 goes to ~1/3 still need a unit with enough shots to make this work (large Firedragon unit?)

    Autark: Only useful if you have a specific task for them. Warlord traits and Divination powers, give us ample ability to alter reserve rolls so a second farseer may be just as good if you are playing the reserve game.
    Elite
    TO be honest there it little I care about in the Elites

    Striking Scorpion, may be better with the look out sir rule rule protecting the exarch with power fist, though challenge is likely to cancel that out.
    Fire Dragons. There may be another choice for the Landraider suicide squad and with the power weapon nerf, they could shift to a more TEQ hunting.
    Troop
    Guardians still useless, If I want cannon fodder I will nab a guard platoon via allies, let the monkeys dies instead.

    Fast Attack Ah i love this section, but I do fear that the addition of flyers will make my choice even harder
    Shining Spear. I want to use this unit. I could just about justify it under the old rules, but just too pricey and there are better alternatives in this competitive slot.

    Swooping hawks. I think these guys could replace the Dragons as the vehicle suicide squad. Mass haywire grenades will ruin any vehicles day. (Pity the Hawks won't like to see the next turn, but hey the dragons did their part last edition and their shrines need a chance to recover. ) Ok they are more expensive than dragons, but they don't need a wave serpent

    Warp Spiders. With AP- no longer having -1 on the damage table, Hull point, their shear weight of fire, spineret rifle and their mobility. These guys are the people to back stab some tanks. With the reroll armour save Psykic power, these guys could even bring in a world of hurt to TEQ.

    Vypers, as fragile as ever, but 5+ cover save might help, probably not so best keep them at extreeme range

    Heavy
    Fireprism pairs seem too good to pass up now that the blast marker does full strength damage. Keep them moving enough to get their 5+ save and keep their distance and they should survive.

  6. #6
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    Re: Tactica: Eldar 6th Edition

    Quote Originally Posted by Stuffah View Post
    Great work Ravariel, lots to think about. One thing that I immediately noticed, though... as far as I can see there are no changes to the blast/scatter rules. You still roll 2D6 and deduct BS, so there's no new disadvantage for Fire Prism and Tempest blasts. On the other hand, I never understood why the Fire Prism, which has a DIRECTED ENERGY BEAM, GODDAMMIT would scatter anyway....
    Smoke and mirrors...

  7. #7
    Chapter Master Spell_of_Destruction's Avatar
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    Re: Tactica: Eldar 6th Edition

    Might give Maugan Ra a bash in my next game. The only problem is that I can buy a whole Reaper squad for the same cost...his sniping ability has the potential to be pretty cool though.
    WDL record with my Swooping Hawk themed Eldar list:-

    W: 2,836
    D: 2 (I felt sorry for my opponents and started firing at my own units)
    L: 1 (I played against myself using my undefeated footslogging Fire Warrior list and lost)

  8. #8

    Re: Tactica: Eldar 6th Edition

    Quote Originally Posted by BooTMGSG View Post
    Swooping hawks. I think these guys could replace the Dragons as the vehicle suicide squad. Mass haywire grenades will ruin any vehicles day. (Pity the Hawks won't like to see the next turn, but hey the dragons did their part last edition and their shrines need a chance to recover. ) Ok they are more expensive than dragons, but they don't need a wave serpent

    I played an 1850 vs Black Templars yesterday and used a unit of 7 Swooping Hawks w/Talon Exarch and Winged Autarch. I didn't deep strike them but started with them as far forward as possible along the right flank, knowing I could skyleap them at the top of turn 1 if it looked too dangerous. But they were able to hustle forward behind blocking terrain that couldn't be reached after I popped his transports on that side (Scatter Walkers vaporize Rhinos just by looking at them in 6e). At the the top of turn 2 I pounced on his Land Raider, putting FIVE glances on it.

    On his turn he killed all the Hawks except one (who wasn't the Exarch) and the Autarch (who chickened out of a LOLduel). My two models were chased out of combat and later assaulted by a Templar Assault squad (with like 7 chainsword MEQs) as they were falling back - only they WON combat because the Autarch went all Kung Fu Panda with his PW, dropping four of them with insane lucky rolls. The templars were forced to retreat and were wiped out by the Autarch's sweeping advance.

    My thought is that Swooping Hawks can now be very good but only if you can survive the round that they enter play. It depends on the terrain. But I highly reccommend considering not deep striking them and then skyleaping if it's warranted.

  9. #9
    Veteran Sergeant Hoshiyami's Avatar
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    Re: Tactica: Eldar 6th Edition

    I'm toying with exarch manned fortification guns.

    A crack shooting dark reaper exarch with a krakstorm missile (sadly, fast shot specifies its bonus is to 'his' weapon) or a tank hunter fire dragon exarch with a quad-gun or icarus lascannon can be... interesting.

  10. #10
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    Re: Tactica: Eldar 6th Edition

    Noone seems to have mentioned that scorpians in a wave serpent can now infiltrate. I don't remember that being possible before. Still won't do them much good though.

    I will also repeat what I said in the other thread about psychic powers. Divination powers are very situational and you have to randomly generate them. For this reason they look like a dodgy option compared with telepathy powers which will always be useful.
    Last edited by Frimbleglim; 02-07-2012 at 15:16.
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  11. #11
    Chapter Master Irisado's Avatar
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    Re: Tactica: Eldar 6th Edition

    It's somewhat against my better judgement to post in this, but the worst thing that can happen is that you disagree, so here goes....

    If you insist on putting together one of these tacticas, then I really think that you need to structure it properly, otherwise it just becomes a completely useless free for all, and quickly becomes no help to anyone.

    To achieve this, it's much better to have a detailed entry for each unit, in which you explain how to make the most of the unit, and discuss the effectiveness of different wargear combinations and options. The unit by unit discussion should start from the second post though, as the first post is an index, whereby links to the best discussions within the thread are posted, and kep up to date by whoever starts the thread (i.e. the person who starts the thread needs to be a regular contributor who isn't just going to disappear for long periods of time). Taking these steps at least makes a clunky system of discussing tactics vaguely organised, and, crucially, accessible to new members, new players, and returning members who may have been absent for an edition or two.

    The alternative is to have an indexed tactica, and split the unit by unit run down into a separate guide (see my fifth edition Eldar Guide for an example of this format).

    Either way, however, it is strongly recommended that all those involved with writing substantial tactical guidance get some games in before writing anything in detail. This is because theory is all well and good, but as I have discovered in the past, no matter how experienced you are some things which you were convinced of on paper, can turn out very differently in practice.

    If you're serious about making a good quality tactical environment for Eldar players on this forum, which is very difficult with this tactica thread approach, then that's my advice, based on discussions dating back to 2009 on possible reform of tactical discussion on Warseer. Advice is, however, free, so it's up to you how much of this you wish to take into account.

    Enjoy playing the Eldar in sixth edition, as contrary to what some would have you believe, the sky really isn't falling, and the sun will still rise in the morning .
    On hiatus until further notice

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  12. #12
    Chaplain Frimbleglim's Avatar
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    Re: Tactica: Eldar 6th Edition

    Well said that woman. Probably the Tactica should be written by people who not only play but tend to win as well. (which will exclude myself)
    Gods in 3.0 D&D play dice with the universe, sometimes throw the dice behind the DM's screen where they cannot be seen and then count as getting the best possible result.

    "Absolute precision buys the freedom to dream meaningfully." -Donnal O'Shea The Poincare Conjecture.

  13. #13

    Re: Tactica: Eldar 6th Edition

    Quote Originally Posted by Frimbleglim View Post
    Noone seems to have mentioned that scorpians in a wave serpent can now infiltrate. I don't remember that being possible before. Still won't do them much good though.
    I believe they always could so long as they did so in the 'serpent.


    Anyway what I'm afraid of for Eldar is the Necron Scythe spam. They're AV 13 right? So no glancing hits for SLs, SCs and StCs. That's pretty rough.

    EDIT: I actually think that scorpions could only *outflank* so long as they did do in their 'serpent.
    Last edited by Rhana Dandra; 02-07-2012 at 16:28.
    Annihilate The Enemy!

  14. #14

    Re: Tactica: Eldar 6th Edition

    The necron flyers are only AV11. Their skimmers are 13.

    For my part I expect to convert up an eldarish Aegis with quad gun and man it with 10 pathfinders. 2+ cover, skyfire, interceptor, lots of rending and sniping sounds like win to me.

  15. #15
    Chaplain Frimbleglim's Avatar
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    Re: Tactica: Eldar 6th Edition

    Or with 5 dire avengers and an exarch. For 172 you get a 4 shots hitting on 2+ with rerolls at str 7 ap 4. Even so is it really worth it? Maybe if you have already bought every war walker you can. Time will tell.
    Gods in 3.0 D&D play dice with the universe, sometimes throw the dice behind the DM's screen where they cannot be seen and then count as getting the best possible result.

    "Absolute precision buys the freedom to dream meaningfully." -Donnal O'Shea The Poincare Conjecture.

  16. #16
    Commander kaintxu's Avatar
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    Re: Tactica: Eldar 6th Edition

    Ok, I have just read through the psychic powers and OMG

    We may only have 2 loses, but they are the best from what I get. Divination gives you tons of option, you can make an almost immortal wraith guard units, rerolling to hit, having the option to fire when charged on his full BS, and rerolling, 4++, counter attack... way to many things. I have always played with a 10 big core unit of this guys, now what it means is that it need a farseer for it, but it makes the unit hard as nails.

    One question for someone with the book.

    Since our psikers can have from 1 to 4 power from elder spells, How many do they get from the new lores? What about Eldrad that he knows all of them?
    WH40k - 6th edition
    Eldar: W:0 - D:0 - L:0
    Chaos Blood Angels: W:0 - D:0 - L:0
    Grey Knights: W:0 - D:0 - L:0
    WHFB - 8th edition
    Daemons: W: 17 - L:1 - D:1
    Lizarmen: W: 15 - L:3 - D:0

  17. #17

    Re: Tactica: Eldar 6th Edition

    each bought power gives your two book power (so buy the cheepest power) Maximum of four
    Mastery lvl is 1, two with stones, 3 with Eldrad "still not dead" Ulthran who has four powers.

  18. #18
    Commander kaintxu's Avatar
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    Re: Tactica: Eldar 6th Edition

    Nice, so you buy the 2 or 3 cheapest powers and you get to have 4-6 rolls, which means you can probably have any spell you want?

    Eldrad, having 4 powers, gets 8 rolls? does that mean, he can almost have 2 full loses? Eldar my have gotten hit in some stuff, but this is awesome.

    BTW, is everyone going to ally with Us just for the runes of warding as psychic defense? Seems as it
    WH40k - 6th edition
    Eldar: W:0 - D:0 - L:0
    Chaos Blood Angels: W:0 - D:0 - L:0
    Grey Knights: W:0 - D:0 - L:0
    WHFB - 8th edition
    Daemons: W: 17 - L:1 - D:1
    Lizarmen: W: 15 - L:3 - D:0

  19. #19

    Re: Tactica: Eldar 6th Edition

    maximum of four 6E book spells, both eldrad and farseer, you can't convert 4 eldar book spells

  20. #20
    Commander kaintxu's Avatar
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    Re: Tactica: Eldar 6th Edition

    we can't do that anymore, I have just read it, and each purchased power is just 1 roll
    WH40k - 6th edition
    Eldar: W:0 - D:0 - L:0
    Chaos Blood Angels: W:0 - D:0 - L:0
    Grey Knights: W:0 - D:0 - L:0
    WHFB - 8th edition
    Daemons: W: 17 - L:1 - D:1
    Lizarmen: W: 15 - L:3 - D:0

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