Tired of starting the game, your opponent takes his first shot, and bam. You are already losing as he just took first blood.

Lets take a look at Eldar, as secondary objectives are extremely important in 6th edition. Lets not give them away.


Windrider Jetbikes.
Going second with Windriders allows you extreme protection, and allows for small 3 man bike squads to be very effective. If I go second and the game ends at 5, I have just removed 40% of your game to kill my scoring units. Not to mention with the speed of these units, and the flexibility of coming in late where ever you need them, these units are a no brainer. Last minute objective grabbers, and linebreaker, these guys are king.

Harlequins. 
I am only going to mention these in passing, as I am using them in my current lists for an upcoming tournament. What I will mention is that if you really want to hide your Warlord to deny "slay the warlord", harlequins make an excellent spot. From here they can sit back and use their psychic powers without interruption. Leadership 9 on the Shadowseer is also decent enough to rely upon.

Wave Serpents.
Figured out yet how a 2+ cover save is possible without nightfighting up? Hide a little behind some ruins, with holofields, and a warlord like Eldrad that comes with the Warlord trait "An eye on Distant Storms". This gives stealth (one time only) during your opponents shooting phase to any friendly unit within 12". Of course most of the time you will only be getting a 3+, but that is very cool.

These transports just scream of denying first blood. Since you have not used your shields to shoot yet at the top of the first round, any penetrating hit that gets through your cover save, is downgraded to a glance on a 2+.

Of course if night fighting is up, and your opponent has no spotlights, the cover of darkness will make these things nearly indestructible until first light..



15 Comments:

  1. Lets not forget about Rangers sniping Warlords from squads.

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  2. Swooping Hawks automatically coming out of Ongoing Reserve at the bottom of the last turn using a repeatable Non Scatter Deepstrike to score Linebreaker is very nice too. If used during the game with this in mind, they can almost garrantee a Victory Point.

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  3. I really don't know about reserves, does anybody have a link to a good tutorial/ set of lessons/ anything.

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    1. The basics: you can hold up to 50% of your force in reserve. Flyers don't count toward this %. At the beging of your 2nd turn, roll a d6 for each unit in reserve, on a 3+ they enter play along your table edge. 3rd turn is again a 3+; 4th turn is a 2+ and 5th the enter play without roll. Certain units can choose to leave play and enter reserve even after the game has started, they enter what is called On-going Reserve, if they do this they get to come back onto the table at the begining of your next turn without a roll. Some use table edges some use deepstrike.

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    2. I missed saying that some units enter play from reserve using Deepstrike, not just the ongoing reserve units. Hope that helps. The rules in the BRB are pretty clear on what can and can't be done.

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    3. Slight correction; turn 2 3+, turn 3 3+, turn 4 AUTOMATIC not 2+

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  4. Holo-fields do not help with first turn defense. They require that you have moved in your previous turn. with stealth from Eldrad, you are looking at a 4+ with normal cover or a 3+ with ruins.

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  5. Holo-fields give you a +1 to your cover save. Not +1 to your jink save. So you can hide behind ruins for a 3+ cover. Or turbo for a 3+

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    Replies
    1. This true but as Jeremy stated you have to have moved in the previous turn to take advantage of that. The rule states "provided the model moved in the prior turn." Pg 67 of the Eldar codex

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    2. Jink save is a cover save and benefits from holofields.

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  6. Off-topic: a combo that is starting to take shape in my mind involves 2 Seer, 6 Warlocks, Battle Focus, Runes of Battle power called Horrify and lots of PINNING weapons. Hopefully with 8 psychers rolling to get Horrify... It may end up being gimicky, but a fun switch from time to time.

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    Replies
    1. Theory: engage 3rd unit from the end of a flank, use Horrify/Pinning on the 2 units at the end of the their line (same flank). Quickly assault Pinned unit on the end of their line with the Infiltrated Striking Scorpions (turn; timing permited)...this combo would be a distracting/secondary; left or right hook. Also requires 3 guardian squads. Primary attack is 3 Wraithlord and Avatar performing a frontal assault on their center. Any Consolidation moves gained from breaking through their center are used to pincer the hooked flank. The primary attack also has supporting elements not mentioned. With enough Warlocks it may be possible to also horrify/pin units in their center. It is really to bad Farseers didn't get a power that helps warlocks cast in some way.

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  7. Hey guys, here's a nasty combo of mine. Should make eldar UMBEATABLE !!!
    simply , take a techmarine or Lysander, bolster defence of some ruins, then take Holofield.
    Park all your heavy support tanks on those ruins. You should manage to balance a couple every store. Addo some shadowspinners.
    also keep a serpent and a warseer
    This way
    1) 2+ cover save for vehicles. Keep serpents on the topo so they take ordenance barrage hits on their shield.

    2) you can fire indirectly to any other point in the board. Warseer makes all your blast weapons twinlinked.
    3) you can fire prism everything in sight. twin linking, if need be.

    4) you might fear weapons that ignore cover. You will not see many of them fielded off course; they are kind of specialist weapons. So , just destroy them first. Besides, most of those weapons have low S. Anyway, you should be able to wipe them out BEFORE they wipe YOU out.

    5) You are twin linked aganist fliers, hey still have to roll the 2+ cover save.

    After 3-4 turns of wild shooting, you rush for objectuiives.



    keep a decent counter charge unit nearby and you should be fine.

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