Well a Tactica Mech Eldar may sound unneeded. With the groans of cheese I am faced with in these parts, you would think the army just played itself. However, the army is pretty helpless if not played with a caring touch. Here I will address the primary tools a Mech Eldar player must use to succeed.Deployment
Deployment is incredibly key, as with any army, but one mistep here can literally lose you the game on the first turn. Always concetrate your forces, ideally behind area terrain, and preferably on one flank. If any of your vehicles have to be exposed, make sure they are ones with holo-fields, thus making the chances of them being destroyed first turn smaller.
The Ghost Flank
This is a tactic I use quite often. Essentially you deploy your entire army on one flank, and the opponent deploys in reaction. You then use your speed to completely redeploy your army to the other side of the battlefield. The aim here is to catch your opponent off-guard, and hopefully befuddle any ideas he had planned going into the first turn. This is especially effective against any sort of combat oriented army or any slow armies. I use this tactic the most against Nidzilla armies.
Army list
So the army has alot of tanks, but what else do you stick in there? Not all the units in the Eldar book compliment this sort of list, so I'll go through what I consider the best.
Jetbikes/ Jetbike Farseer- The speed of Jetbikes matches the army and if you are not interested in Wave Serpent mounted Avengers, then they are a perfect fit. They are also very cheap troop choices. Jetbike Farseers are really a boon to the list. The fact that transport mounted Farseers cannot cast their beginning of turn psychic powers is what really make this build effective. Also their IC status will protect them in most cases. Always use their 6" jetbike assault move to make sure they are not charged.
Rangers- Rangers are, in my opinion, the one effective foot troop unit that can be used in conjunction with a Mech Eldar list. They provide the army with good counter-infiltration and are quite resilient when placed in good cover. Their one downside is they give the oppponent a 'focus' in your army. That is, something static which they can sink their teeth into.
Vypers- Some people use them, some don't. Personally I don't. But I do see some uses in them. Personally if I were to use them it would be with minimal weapons hiding behind area terrain until the last turn in order to grab an objective (more on that later).
Aspect Warriors- Well you have to fill your Falcons with something. Really just do to taste, although Fire Dragons are always a favorite. Also Swooping Hawks/Warp Spiders can provide some nice quick infantry support.
And lastly, no matter what anyone tells you, three Falcons is not abusive! It is what makes your army what it is. Without three Falcons you are not playing Mech Eldar, so be proud!
Alright, thats it for now, next time I'll come back at you with general tactics including fire focus, isolation, and objective handling...
5 comments:
brandon g wrote:
"cant wait til you finish the mech eldar article...i just bought about $700 worth of mech eldar to start an army with...just need to add a titan or 2 :P"
Once you work out deployment to protect your tanks first turn in non-escalation missions and remember to move your tanks move than 6" and face their fronts towards the shooty things there isn't really much more you need to learn.
After that there isn't much risk involved. Even if all your aspect warriors die chances are that 2-3 of your skimmers will still be out and able to contest/hold/tankshock people off of objectives.
Eldar skimmer tanks with all the gubbinz are just near invincible. Even if all your aspect warriors die horribly through terrible luck and planning they win the game through sheer annoyance. Having had an infantry guard force of about 1000 points of heavy weapon toting humies remaining after killing everything in an Eldar army fire everything at the circle of spinning falcons and prisms on the objevtive for 3 turns to cause the loss of one pulse laser and then lose the game because they wouldn't die.
I mean certainly, tell us the tactics and strategies that go with using the mech eldar list but let's not delude ourselves for a second that it's a difficult army to use or requires any exceptional planning and foresight or that they should even be proud of having chosen the no-brainer choice from the heavy support list.
I'll just be happy if there's a rules revision for heavy skimmer vehicles in general that makes them as easy to kill as regular armor or gives them some kind of weakness that can be expoited other than shooting at them first turn.
I think mech eldar rock, I have a cheesey army consisting of 3 falcons, dragons in one and harlies in the other 2, 2 squads of pathfinders and Eldrad.
Eldrad is very cool as he allows me to redeploy d3 + 1 units at the start of the game meaning I can deploy on one flank, eney does same then before game starts redeploy onto opposite side of the board - very cool :D
21 s6 shots and 6 s8 shots from the 3 tanks is also very good for blending both lightly armoured and heavily armoured units of the opposition, but the best part is how infuriating the falcons are to kill, I think I have had 1 immobilised and have to land out of the past 5 games.
Very well put together and some great ideas, thanks for writing and posting.
i tried the ghost flank idea once. unfortunately it was a team battle so the guy had his flank covered.
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