
Alright everybody, welcome back to the second half of my Tactica for Mechanized Eldar. Here we are going to focus on some general tactics to hopefully help make you successful on the battlefield.
Fire Focus
An old maxim, but no less true with time, "Shoot it til' it's dead!". This is true for all armies but especially M.Eldar. If an enemy squad is reduced to just the heavy and special weapon, then you might aswell not have shot at them, because they pose just as much threat to your army as they did before you fired. If this means using half your army to kill a single unit, then so be it (hopefully it won't come to that). This makes choosing your targets especially important. Go for units with the most heavy weaponry/ units worth the most VPs. Picking off independent characters is one of my favorite things. Your opponent may not have made him your closest target, but that doesn't mean your movement cannot achieve this.
Use your speed to focus your fire. Remember, theres not a single thing on the board that is beyond your grasp. Realize this, and you have already won.
Isolation
Don't allow the brunt of an enemy army to come down on you, use your speed to pick it apart piece by piece. The key here is to do maximum damage with minimal repercussions (i.e. return fire). Optimally, if I am shooting at a unit, I don't want return fire on that tank from more than three units, not counting the one I am shooting at [because it will be dead :) ] Achieving this can be difficult. Utilizing area terrain can help, aswell as the range of the enemies weapons. I figure under isolation I would also throw out one of my favorite tricks. Essentially it is Fish of Fury except with a Wave Serpent and bladestorming Avengers. For those not familiar with the tactic it invloves dismounting out of the back of a skimmer transport, shooting, and using the body of the vehicle itself to prevent a counter-charge. The Avengers are better at this than Tau for two reasons: the Avengers have longer ranged guns on the dismount and the hull of the Serpent is longer than that of a Devilfish. Hence, Serpents of Shuriken was born.
Objective Handling
This is the armies greatest strength I believe. They really will suffer in non-objective based missions such as Seek and Destroy. The speed and invulnerability of Falcons means that you should be able to claim or contest any objective in any scenario. When that fifth turn comes around remember that twenty four inches and put your Falcons in position for the sixth turn steal. Also, choosing first or second turn can be a double-edged sword for M.Eldar. If you choose to go first your tanks will be glancing only all game, but you will have to endure the sixth turn shooting to hold your objective. If you go second then a tank may be shot down, but you will have an uncontested objective grab. Considering all of this, I usually take first turn, but it really is up to personal preference.
Hope you enjoyed!
-Aventine
6 comments:
I like your blog, but do we really need a tactica for mech eldar? Whats next, nids godzilla tactica and an explanation of how to play 9 oblit + 4 heavy support iron warriors?
I'm not trying to sound harsh because I read this blog regularly and I look to it for tactical advice, but I'd rather hear tacticas on how to run difficult armies, not one of the easiest in the game.
As I said at the beginning of the first article, it may seem simple to an outside observer, but have you actually used the army?
It isn't as straight forward as it may seem and I certainly don't think its one of the easiest in the game (and definately doesn't rank with the armies you mentioned).
The main point of the Tactica is, as one of the internets current "power armies" (I use the term loosely) many new players are going to be trying to build it. But if they think they going to just take some list off the net and be successful, they're wrong. This might actually help them use said list.
That said, I'm sorry you didn't find it helpful or informative.
I don't play mech Eldar and probably never will but I am almost cetain to fight against it. Therefore I think it is worth reading this tactica to find out how my opponent will play against me - then I can counter it!
I found these tactica very useful and interessiting. But i would like to read more details for example what weapons to use on the Falcon. And what vehicle upgrade is useful or to expensive. And is the idea of playing a Mech Eldar Army only good for games 2000+ or does it also work on 1500 Point games? What's your experiences folks? Please post a thread. Greetings to all Eldar out there ;-)
Geat Blog! I run a full mech Saim-Hann list- all Jetbikes, Vypers, and 'Prisms and it is easier said then done. When I play I try to do the art of war thing of appearing to be far away yet really be close.
I found these tactica very useful and interessiting. But i would like to read more details for example what weapons to use on the Falcon. And what vehicle upgrade is useful or to expensive. And is the idea of playing a Mech Eldar Army only good for games 2000+ or does it also work on 1500 Point games? What's your experiences folks? Please post a thread. Greetings to all Eldar out there ;-)
-Anon
Well, i have a very nice 1500 pts mech eldar army, themed on an exodite world that has a high use of grav vehicles due to the nature of their homeworlds' terrain.
My HQ is an autarch on a jetbike (for my theme, the autarch was a better choice than a seer in 1500 pts). He has a power weapon, mandiblasters and a fusion gun (ties him in with my aspect warriors).
My elites choices are a squad of 6 fire dragons and a squad of 6 striking scorpions, with no upgrades on either squad. They ride in the falcons.
For troops, i have 4 squads of 6 Jetbikes with 2 shuriken cannon in each unit.
Fast attack has 2 squads of 2 vypers, all have spirit stones.
One is a tank hunter squad that has brightlances and underside shuriken catapults, the other is an infantry hunting squad which has 2 shuriken cannons on each vyper.
Lastly, the Heavy support section is 2 Falcons, each with a pulse laser, shuriken cannon, underside shuriken catapults and spirit stones.
My experience with the army has been great. The army overall performs really well. The jetbikes turbo boosters really come in handy throughout the game, especially for that last turn objective grab. The scorpions are used as a counter assault unit, while the dragons will be deployed against particularly tough armoured units that the rest of my army is having trouble with.
The army itself actually won best composition at a recent tournament at my local gaming club out of 40 participants. Despite having 14 shuriken cannons, there are virtually no other upgrades in the army. Also, aside from two brightlances on the vypers and the 2 pulse lasers on the falcons, there are no other heavy weapon types in my army.
The army itself got second in the tourney. A lot of the people playing against the army thought it was a challanging army to face, and many people were quite surprised to find my tanks peformed quite well without having holo fields, vectored engines or star engines upgrades.
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