Eldar vs. Blood Angels
Hello, my name is Filip Markovic. I salute all dedicated followers of
frenzied assaults, bloody melee and red power armor. I heard that you are
pondering the capabilities of a humble Farseer to spell doom upon the proud
warriors of the Blood Angels chapter? Well, since most of my battles are
furious engagements against your army, you are welcome to hear about my
experiences in fighting Blood Angels.
What is your constant source of trouble when facing off an Eldar host?
Shooting (guardians with support platforms, Dark Reapers, Fire Prism)?
Or is it hand-to-hand combat (Howling Banshees, Wraithlord, Avatar)? No.
All your problems (and, frankly speaking, the problems of other armies
as well) originate in our mobility and speed. The biggest strength of the
Eldar is the ability to decide where and when the firefights and melees
will be fought. The Fleet of Foot rule, Hawks and Spiders, fast skimmers,
jetbikes ? believe me, you do have the appropriate equipment and troops
to deal sudden and painful death to every unit in the Eldar army ? if you
manage to target it that is. One of my favorite tricks is to deploy two
Wave Serpents, each carrying a full squad of aspect warriors, in a remote
area of the battlefield. Then I watch my opponent deploy his army with
those two primary threat units in mind. Next I gleefully proceed to move
the skimmers to the opposite side of the board ? I might waste a turn of
two of shooting with my Serpents, but the ensuing chaos in my enemy battle
line is well worth it. The wonderful blocking of LoS, slowing down enemy
advance in traffic as they try to maneuver into new firing positions, limiting
shooting targets ?
I won?t list particular tactics or army composition ?combos? ? besides,
I usually do not plan out in advance: against a particular opponent, for
a particular mission, and I do not try to work out a strategy for each
battle. I prefer to put my army together on a whim, depending on my moods
[and his army gains a huge advantage due to its unpredictability ? but
our battles gain an extra edge in return ? bodycount]. However, if someone
really insisted that I make preparations against a Blood Angels army ?there
are a few basic elements that I usually keep in mind.
1) Speed! I need the initiative in my hands. I already wrote about that.
Each unit, vehicle or character pose a serious threat only in a few spots
on the board. Getting the right models into the right place at the right
time is the key to securing victory.
2) Your 3+ armor save. If I?m supposed to decide upon and direct the
flow of engagement I cannot afford to waste time knocking on your armor
with shuriken catapults or close combat weapons. It?s the effectiveness
that counts ? a shot or blow need to kill the marine at once. In game terms
this translates into getting as many power weapons as possible, and equipping
my force with firearms of AP 3 or better.
3) Your BS 4. As much as I hate to say it, but your marines shoot better
than the Eldar. That?s why during the battle I try to keep my valuable
units out of sight of your army. You can practice your marksmanship on
my Guardians or Vipers, but that?s that.
4) Death Company. Usually I face 6 to 8 chaplain?s bodyguards. Usually
I enter the cardiac arrest zone at that sight. It?s near impossible to
kill them off over distance due to the Ignore Injury rule. And that in
turn means that unless an Avatar, Wraithlord or Banshees get in their way
they reach hand-to-hand combat and half of my army bites the dust.
5) Eldar troops are mostly highly specialized. The ones that shoot well
can?t fight in HtH, the ones that fight well ? you get the picture. For
this reason I try to achieve what I call a ?chain of mutual assistance?.
It?s pretty simple really ? I combine my units into pairs or threes, so
that they can support and complement each other ? Defender Guardians and
Avatar, Banshees in Wave Serpent accompanied by a supporting Vyper etc.
None (ok, almost none) of my units can act independently.
Let?s have a brief look-through at the Codex: Eldar and see what you
may come across during your encounters with the Eldar.
> Avatar, Wraithlord: under any circumstances you cannot let them reach
your lines. They will destroy anything in their path, they will even stop
the Death Company. Playing strictly by the rules the Avatar is considered
an independent character, which means you cannot shoot it if within six
inches from a unit, unless it is the closest target [by then it is usually
too late though ; ))) ? bodycount]. Among my friends we have decided to
apply the Shoot the Big Ones rule regarding the Avatar, so the daemon is
not as powerful as it could possibly be, but be warned ? not everyone is
so generous : ))). The Wraithlord is a T8, W3 construct and will not go
down easily either. Still you need to cope with both. Wraithlord cannot
be hurt by S4 hits, 20 Guardians cannot be broken if next to an Avatar.
> Striking Scorpions and Howling Banshees ? the Eldar HtH experts. The
Scorpions have S4, more attacks and armor save 3+, and therefore are perfect
troops for protracted combats and protecting defensive positions. The Banshees
have the whole unit equipped with power weapons ? you are saved by their
S3 [define ?saved? Phil : ))) - bodycount)]. 10 Banshees rocks, 5 Banshees
is only good to support another unit.
> Fire Dragons ? equipped with fusion guns (S6, AP1, range 12?, works
like a melta). Do not make the mistake of treating them as anti-armor units.
There is a Shooting Phase before the Assault Phase. And your squad may
as well evaporate then.
> Warp Spiders, Swooping Hawks ? move 12?. Spiders move an additional
2d6? in the Assault phase, Hawks may always Deep Strike. They are at their
best when used for cross-fire purposes or claiming table quarters. However,
be wary of the Spiders? weapons (S6) ? vehicles with AV 10 are seriously
threatened by the fast moving Spiders. The Hawks? Exarch with a power weapon
and Sustained Assault power can be dangerous in HtH.
> Falcon, Fire Prism, Wave Serpent ? three fast skimmers. The Serpent
can carry up to 10 troops (in practice these are usually Aspect Warriors)
and has a twin-linked weapon. The Falcon carries up to 6 troops but also
has two heavy weapons. The Prism is a powerful artillery system (blast,
S9, AP2). It may well happen you won?t be able to target any of these vehicles
throughout the whole battle, while they will proceed to rip your army to
pieces. The Crystal Targeting Matrix upgrade allows them to fire during
the Movement Phase. Move, shoot and hide ?
> Vypers, jetbikes ? Vyper is effectively another fast skimmer that
provides fire support, while the jetbikes get and an additional move in
the Assault Phase. I use them mostly to fight off enemy land speeders and
claim table quarters.
> Guardians ? Defenders are actually a tank with one heavy weapon and
at least 10 wounds. Storms make pretty decent tank hunters (with two fusion
guns and haywire grenades), but are less effective fighting enemy infantry.
> Farseers, Warlocks ? a slightly different HQ, compared to your characters.
They do not make the main offensive punch [yeah right. ever heard of mind
war : ))) ? bodycount], but are perfect in supporting and enhancing the
abilities of their troops with psychic powers. Subtle yet effective ? an
embodiment of the Eldar way of war.
> Rangers, Dark Reapers ? infantry be afraid. Be very, very afraid.
Ranger sniper rifles easily cause pinning tests, which in turn are failed
surprisingly easily. The Reaper Launcher ? well, you know the deal ? By
the way, the Exarch can shoot twice per turn with a missile launcher, hitting
on 2+ ?
There are several units left, which I use very seldom. Wraithguard ?
tough and slow, great in defense. Dire Avengers ? slightly better Guardians,
can be useful as a supporting unit. Shining Spears ? way too expensive
for what they can do. War Walkers ?carry two heavy weapons, but are too
slow and have too little armor. Support weapons battery ? funny add-ons,
although they can ruin the enemy?s day if they hit well. Shadow Weaver
is 48?, S6, AP -, blast, D-cannon is 24? S10, AP2, blast (if it hits anything
? but it usually gets blown off the table before anything gets within those
24?), V-cannon is 36?, S4 but it automatically causes a glancing hit ?
in my opinion the most useful of all three.
This is what I had to tell about the Eldar army. In my opinion it should
be fast, subtle and well-organized, including the ?mutual assistance? system,
with slow units (usually armed to the teeth with shooty goodness) ? such
as Wraithlord, Guardians or support batteries ? distracting the enemy and
drawing incoming fire, while the fast units win the battle. Tactics usually
depend heavily on the mission type. If I need to claim quarters or reach
the other side of the board or take an objective at the end of the game,
you can expect fast skimmers accomplishing the mission in the last turn
of the game (I already lost track of how many battles were won this way).
In other missions you will most likely encounter a multitude of shooting
units, and HtH specialists entering the fray to mop up the survivors ?
quick and efficient.
Now, what can the Blood Angels do? Well, I don?t want to interfere with
your competence ? I have never put together a Blood Angels army ? but I
can give you the following advice based on my experience with fighting
the Sanguinius chosen.
> You need to eliminate the Eldar advantage in speed. If you allow the
Eldar to retain the initiative you will most likely lose the battle. Jump
Pack troops, transports, land speeders ? that?s your bread and butter.
> Watch out for the compulsory sweeping advance ? try to avoid fire
traps. What good is destroying a little important unit if your squad ends
up in front of the collective gun barrel of the entire Eldar force.
> Forget about terminators and bikes. Don?t fall for invulnerable save
5+ or T5. You only provide us with victory points. These are usually small
units ? star canon shot or two and you are left with some dismal remains
that are pretty useless.
> Scouts are great, but only as the second assault wave.
> Dreadnoughts ? only the regular ones are useful. Furioso rarely ever
makes it to my battle line.
> You want heavy support? Then leave Devastators at home and take up
some vehicles. Maybe apart from the Vindicator (range too short) and the
Land Rider (250 points for AV12 vehicle ? pleeeease ?)
> Remember that most of the aspect warriors can hold up in HtH even
a couple of turns thanks to their Exarchs Their powers and power weapons
: ))) can significantly increase the offensive potential of the entire
unit. Kill the Exarch (T3 and W1) and the unit will lose at a large portion
of its combat capabilities.
> The Eldar are not as fearless as your marines. Kill half of the squad
(which should not be that difficult given the relatively small size of
Aspect Warriors units) one failed Leadership roll and they?re off the table
[remember that units falling back may still fire and that support platforms
may move and fire ? watch out for Guardians? units falling back ? bodycount].
I hope I didn?t bore you with my view on the Eldar vs. Blood Angels
warfare, and I hope you will make good use of some of the insights covered
above. I will gladly accept and discuss any comments you may have. Feel
free to e-mail me at philm@poczta.onet .pl
Good luck in your battles,
Phil
Questions & Answers
Q. How do you deal with Seer Councils, with their
ability to re-roll their saves and the deadly mindwar.
My friend claims that it can be used even when the council is being
assaulted it that true?
~ iceman
A. I would propose:
1/ Concentrate your shooting on SC, preferably something with S8 (farseer's
T4). They will fail their save eventually. Still, this will take you few
turns...
2/ Stay out of range of MindWar [:)]
3/ Leave them alone... Let them do their job...Kill every other Eldar
on the tabletop
Answering your second question - you can't use MindWar in hth. This
power is treated as shooting weapon.
Farseer Phil, craftworld Kir Danaar
Q. Do Ulthwe Farseers have an ability that
doubles the range of their psychic powers such as mind war? Can psi powers
be used while the Farseer is in close combat? Do invulnerable saves apply
to mind war?
~ Marshall Hans Ubrecht
A. the double range power is Augment, and yes,
it works for all psychic powers (yes...36" range mind war) some powers
say they count as the shooting phase, those couldn't be used in hand ot
hand, others such as enhance may be able to... ~ Brother Exodus
Q. Do Ulthwe Farseers have an ability that doubles
the range of their psychic powers such as mind war? Can psi powers be used
while the Farseer is in close combat? Do invulnerable saves apply to mind
war?
This question is on marine army composition against Eldar. Since most
Eldar armies load up on starcannons with only 2 or 3 bright lances, wouldn't
LR's and LRC's be good choices. In this same situation wouldn't it seem
that assault marines would be a poor choice due to the high number of starcanons?
What would be the best marine unit to flush out Eldar tanks, speeders
with mmeltas, attack bikes with mmeltas, tornados with assault canons,
or typhoons?
I have heard about Eldar Ranger armies. Could you describe their composition
and tactics for us?
~ Marshall Hans Ubrecht
A. 1/ Ulthwe (mindwar question) - somebody else
has already answered you
2/ Starcannons & bright lances. Do you really think that LR is
a good choice facing 3 bright lances? Some of them may be linked (wave
serpent)... farseer's power Guide... Your AV12... very risky I'd say. LR
costs 250p - AV12. Rhino or Razorback cost less than 100p - AV11. Choose.
Jump pack troops? That's a good choice, believe me. 12" move, ignoring
terrain, you can easily stay out of range and LOS of my starcannons. What's
important - one lucky shot won't destroy your squad. Something like that
can happen to your LR (in fact, it happens all the time)
3/ Hunting Eldar skimmers - use land speeders. Heavy bolters, typhoons
for Vypers, MM for AV 12 (falcon, serpent)
4/ Eldar ranger force - Alaitoc craftworld. I've never used that army.
in my opinion it's just a normal eldar army with lots of rangers. For every
ranger or pathfinder (upgraded ranger) unit you roll a d6 on special "disruption
table". I don't remember effects at the moment( additional round of shooting
for that unit, one of your units is forced to start a battle as reserves...)
Farseer Phil - Craftworld Kir Danaar
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