Fighting Eldar
a discussion of Blood Angel tactics for fighting Eldar
from the Ex Libris Mortis Tactical Forum
May 2002
Novakane
Registered User
(4/18/02 10:14:56 pm)
Reply | Edit | Del All A mature anti-eldar thread, please post your tactics
here. Hello fellow 40k fanatics!
I am posting this with the simple goal of gaining new insight from experienced
players on how to deal with the eldar.I have fought 2 kinds;the mobile shooty,
and the static shooty and have been creamated by both.I play a shooty army
myself(Ultras), but i think that i can learn more here than i can on the
GW message board as you cant have a conversation there on the eldar without
name calling and everyone yelling cheese!
I dont think the problem is with the rules and i have supreme faith that
the members of this board have tried and proven methods of defeating those
space geeks.(Sorry i had to.)BTW dont worry about specific tactics, or army
lists to take im asking for help for a tourney in which ill have to be using
the same list throughout.Just post general tactics that you have found to
work.
Ill start us off with my one good tactic to date;Take a whirlwind.Its str
and blast marker when it hits(and it will at some point) make it the perfect
Eldar killer.
Thanks! and wish me well this saturday in the tourney.
BloodAngelBrotherEdward
ezOP
(4/19/02 6:48:58 am)
Reply | Edit | Del
<http://www.dragonrealm.com/exlibrismortis/P2090005Helmet_close3r.jpg>
:-) Hey there Novakane :-)
Welcome to the deep end of the pool! This seems to be where the veteran BA
players come to talk business [:)] And you won't find any flameposts here
- I'll delete them on sight, and ban the offended - problem solved [:)]
So - let's talk about how to fight the Eldar.... I've taken the liberty of
copying an article you may have already read - for it discusses my tactics
for fighting Eldar (well any shooty army for that matter), but the tactics
are the best I've developed for that situation.... here they are...
A Personal Overview
Blood Angels Assault Tactics
The Blood Angels are an extremely powerful army (as is any Space Marine army),
but even we have our difficulties, difficulties which are shared by all assault
armies.
The classic weakness for all assault themed 40k armies is our inherent weakness
to shooting - by devoting so much of our emphasis to assault capability we're
inherently vulnerable to shooty armies. There are tricks to compensating
for this of course, but a well played shooty army can be a true nightmare
for Blood Angels - a great example of this would be Eldar. The Eldar's ability
to have strong mobile firepower (with long range and low AP) can be disasterous
to an unprepared BA army. Our answer to this lies in our deployment, movement,
and to some extent our unit choices. What is for certain is that the BA want
to hit the Eldar with our assaults (we want to hit EVERYONE withour assaults
eventually!), but against a seriously shooty army our glorious assault elements
have to live long enough to reach the enemy first!
The first step to succeed is to deploy behind cover (unless you KNOW you
will get first turn - some scenarios grant you this), deploying behind cover
saves a fair bit of immediate death to enemy firing (why expose your people
to firing unless it can;t be avoided?).
The second step of this process is to keep your whole group together in such
a way that your army covers itself - think of it as "can everyone see everybody?".
If you do this, and stay behind cover as you advance toward the Eldar positions
what you've accomplished is this - any Eldar vehicle which moves around to
shoot at you will most likley be destroyed in your next turn by the rest
of your army who now has a clear line of sight on the fould Eldar. Sounds
simplistic I know, but trust me there are plenty of practical difficulties
in carrying this out for real.
The third aspect is just as important as the other two, but how far you carry
this is a matter of your personal taste (different situations call for different
approaches), but here goes... The third aspect involves your army list -
you need to go ahead and take a dedicated assault element (in my experience
a full third of the army is often dedicated to assault), the seond third
is often spent on mobile tac squads who have a multi-task role, they have
tha flexibility to provide excellent defensive power for when your people
need to sit still (for whatever reason) but their mobility allows them to
keep up with your assault element and ideally they will be able to assault
adjacent units to eitheror both sides of where your assault teams hit - if
your tac squad transports get whacked just shy of the target it still works
for you - for now you have a large tac squad right in the middle of things
who can shoot all over the place, and perhaps even walk forward and still
get into the assaults as a second wave.... but I still haven't come tot he
really important part - the shooty power. Blood Angel armies usually lack
shooty power and they really need to at least acknowledge this so they can
make their plans knowing this weakness - but a clever BA commander can find
it extremely useful to take about a third of their points worth of good long
range shooty power (best if it is mobile). Try taking a small Devastator
Squad and put them in a razorback with twin linked lascannons, take this
and a speeder with multimelta (maybe two) and see how many points you have
left over - ideally you've already equipped your tac squads with some vehicle
killing power as well - but if your force has shooty power like this you
have suddenly become MUCH more able to deter lighthearted shooting attacks
on your forces, for whatever they stick out there to shoot at you (and they
may kill one or two things) you've almost guaranteed that you're going to
kill it the next turn. Now sure you can't maintain this exchange for long
- but you don't have to, remember your army is an assault army which is constantly
on the move toward the enemy (albeit behind cover) so in all liklihood you
will only be on the move for one or two turns - which means this whole plan
of exchanging shooty casualties will only happen for one or two turns IF
the bad guys are goofy enough to send people out to their deaths....
The final stage of this should hit on your turn two or three - you've approached
the enemy line, your forces are still behind cover for the most part - and
this turn your movement will get you into charge range - this is the time
to move your whole army at one time from behind cover into full view of the
enemy and assault - your units which can move and shoot effectively need
to focus on their shooting units - your assault people need to decide (depending
on their strength) whether they wish to weaken the units they are about to
assault (be careful you don't deny yourself the assault by killing off the
models nearest you!) or if they want to spend their shooting at some other
more pressing target (ideally kill off the most shooty thing you can) - the
rest of it is very straightforward, your assault units get into it, your
remaining shooty units continue to engage the remaining enemy shooty targets
and proceed to next most pressing/available targets as long as possible.
Sometimes though it's not possible to find a place where you can approach
the enemy and remain behind cover the whole time until contact - try to avoid
this if you can, I'm not saying use your magical powers to reshape the available
cover but I AM saying make the best use of cover that you can!) so anyway,
if you don't have enough cover to really protect your people then you really
don't have much choice, it's likely going to force you to rush him as fast
as possible - try to keep your people together (so their firing can protect
each other as we discussed earlier) and also because when you move your whole
group together as a whole like that it messes with the enemy shooting - think
of it as "target overload", sure they can see everything - but it's not likely
that they can kill everything in a turn or two, and even then you have that
whole "screening units" thing going for you :-) LOTS of different tricks
are possible along these lines, but this is really a last resort approach
- do your best to work with the existing terrain to approach your opponent
taking minimal casualties to shooting, and make them pay for coming out to
shoot you :-)
Wow - I've said a lot here... but these same general tactics can be applied
to any shooty army (Tau, IG, Eldar, Dark Eldar) and all of them will break
beneath the crushing power of your assault - IF you can get your assault
elements into contact quickly, focus on minimizing your casualties to shooting
through use of cover and defensive supporting fire and it will make things
easier :-)
There are other problem areas for BA - but death by shooty armies is one
of the hardest to beat - the advice I've given here is the best I've been
able to come up with after three years of playing :-)
Whew! that's a lot to digest! But I hope it will be helpful my brothers!
Gloty to the Emperor and Sanguinius ~ Brother Edward
<http://www.dragonrealm.com/exlibrismortis/myimperialskullbarexlibris.jpg>
Haggus
Registered User
(4/19/02 10:45:29 am)
Reply | Edit | Del Re: :-) Wow, my post won't be as detailed as B.A.B.E.'s,
but here goes. My friend plays a Biel Tan army he calls "Marine Lovin'",
it consists of two Dark Reaper squads (with the mandatory fast shooting exarch
w/ missle launcher), big guardian squad w/ starcannon, big nasty HQ, and
Fire Dragons in a Wave Serpent. This army is very good at killing marines.
But its inherent weakness, as is generally the weakness of most eldar armies,
is that it cannot take a punch. I generally try and take alot of Heavy Bolters.
The Heavy Bolter is one of the Imperium's finest weapons against the Eldar.
Hitting on 3's and killing on 2's is very nice against Dark Reapers. The
Heavy Bolter that I take in my scout squad almost always makes its points
back, especially when you infiltrate them in target range of the aforementioned
Reapers [:)] . I plan on buying some more attack bikes armed with Heavy Bolters,
they are very effective against everything out there, especially the Tau
and Eldar.
Just my 2 cents,
Haggus
Enrozes
Registered User
(4/20/02 8:52:12 am)
Reply | Edit | Del Banshees I play against eldar regularly, and I believe
that banshees are over-rated. I find that if you go out of your way to miss
them, then you lose your coordinated assault, and everything goes haywire.
If you charge banshees, you can usually eliminate all of them, or if they
are a big squad (9-10) all but 1 or 2. yes, I hear you squaking about how
they get to strike first and they have power weapons and the exarch has an
executioner and nanananana. but, think about it. I like to hit them with
a big tac squad, the vet serg. having a power fist, and my librarian giving
support. the banshees hit 6, wound 2.
okay, one of the hits is on the librarian's Iron Halo. he saves it.
one tac marine dies. alright my turn. 8 tac marines, all with two attacks.
so you hit 8, and wound 6. 3 banshees die. now, the librarian's turn. 3 base,
+1 for term honors, +1 for pw and pistol, +1 for charge. 3 hit, 2 wound.
2 dead banshees. now the vet sergeant, with 2 base, +1 for charge, +1 for
pf and pistol, +2 from the librarian's psychic power. hit 3, wound 2, kill
2. final result after 1 round: 7 dead banshees, 1 dead marine. and that was
against a squad of ten! now they take a leadership test, and if the exarch
is dead, they have to roll under 5. probability tells us they will fail,
and the combat is over.
you're welcome. that was a very detailed post, and not really about total
tactics against eldar, but I hope it still helps you.
Edited by: Enrozes at: 4/20/02 8:56:00 am
Interrogator Chaplain Ignacio
Registered User
(4/20/02 9:17:19 am)
Reply | Edit | Del Re: Banshees Er, Enrozes, that would be assuming that
your Librarian is able to save the attack on his Iron Halo. Touch wood, but
if the dice don't fall your way, he might not be around to lend a hand to
the punch. I suppose if the odds are with you, then it is a good idea. Personally,
I'd prefer to shoot them... even the basic Strength 4 bolter can be fairly
effective [:)]
"I find your lack of faith... disturbing"
Enrozes
Registered User
(4/20/02 9:24:54 am)
Reply | Edit | Del If he doesn't save it Even if he fails that one save,
he still has one wound left, and still gets to deal his damage.
TheAngelR
Chaplain
(4/20/02 2:50:07 pm)
Reply | Edit | Del :-) The best anti-Eldar weapon: Storm Bolters
Over-looked and under-rated. At assault 2 range 24" AP5 these make a real
mess of those guardians! OK, so I'm suggesting Terminators (what else is
new?) but hey, they can really hurt Eldar. Of course the assault cannon can
take care of more heavily armed troops, and the cyclone missile launcher
can cause even more problems for the infantry.
For the more heavily equipped Eldar Farseer's, plasma cannon them and charge
them.
Only take enough shooting power to deal with the units that you must shoot
though. You must not try and beat Eldar by beating them at their own game.
Keep a strong assault force, eldar are not that tough in HtH, only a few
select troops are.
Good luck!
The Tactica Imperium
highpriestkraken
Registered User
(4/21/02 6:59:11 pm)
Reply | Edit | Del Hey... Don't forget Craftworld Eldar... those change the
whole outlook of an army. I've faced Biel-Tan and Alaitoc forces in a tourney.
The first was against an Alaitoc I took a shooty marine force that was mostly
on foot. With the ranger disruption table he had the game won at the first
turn. At another tourney I faced the same guy who took a Biel-Tan force and
me with my BA forces. I took some horrific losses when my force got in range
of his D-cannons. Three vehicle obliterated lossing all inside. I'm still
trying to build a good tourney ready army to face these kind of threats
Kraken
"We have seen the face of the enemy and our duty is clear..."
baronsmeg <http://www.sluggy.net/images/bunchat.gif>
Registered User
(4/21/02 10:33:41 pm)
Reply | Edit | Del well their is one weapon that i love to use against eldar
OK so what do most eldar units have???
a 4+ armour save
or a 5+ cover save! some times with a reroll!!!
the cover save is one of the most common thing you see on a guardian squad
so i have a lovely weapon that does away with both!
the HEAVY FLAMMER (possibly my most favorite weapon!)
[:eek] [:eek] [:eek]
well this bad boy can toast almost all types of eldar on a 2+ without allowing
a save!
but it is only 12" long, so how do you get it close???
the land speeder tornado!!!
this bad boy can match the eldars speed and dish it to them rather well!
it also has the added bonus of carrying a second weapon which for me is normally
a multi melta!
the multi melta is good and can hurt the bigger units, but will always be
the first weapon to go if needed!
i will normally stay in cover till the time to strike is right!!! and the
i come along and toast the eldar! dennying them their cover and armour saves
[:smokin]
im shure we all know how dangerouse reapers can be! btu the heavy flammer
takes care of them too!!!
just my bit to add to the anti eldar tactics thread [;)]
Enrozes
Survived Geneseed Implantation
(5/12/02 10:19:11 am)
Reply | Edit | Del bump you're welcome, GLG NBA
"And if ever the Talon of Horus should fall into the sight of a Blood Angel,
that warrior shall become unstoppable, and strike down the coward who bears
it. And even then, the hate will not cease, nor will it ever."
Edited by: Enrozes at: 5/12/02 10:20:18 am
BloodAngelBrotherEdward
Sanguinary High Priest
(5/12/02 2:54:30 pm)
Reply | Edit | Del
<http://www.dragonrealm.com/exlibrismortis/P2090005Helmet_close3r.jpg>
into the records it goes :) I've just copied these articles and will add
them into the "Tactica Eldar" section very soon! [:)]
~ Brother Edward
<http://www.dragonrealm.com/exlibrismortis/myimperialskullbarexlibris.jpg>
Master Captain Ascherre
Initiate
(5/12/02 3:47:50 pm)
Reply | Edit | Del Re: well their is one weapon that i love to use against
elda I've read this thread, and I can see we have varied opinions about what
to use and how to use it; what to fear and how to deal with it. Perhaps the
best weapon to bring when fighting is the understanding of the mission objectives
for attacker and defender, then understanding the initial deployment. You're
probably going to have a better feel for how to CYA, and succeed in your
attack/defense after the pieces begin to be deployed.
Yes, I'll admit, it's a bit too late once the pieces are on the table, but
you will be able to identify suitable, tactical alternatives to your original
plan. If you can't reposition units because you don't know you'll have enough
game turns, then re-perform the threat comparison based on the actual setup,
determine how the units can best deal with their situation, then go for what
you know. I can assure the Eldar player is gong to do the same... [:D]
After all, no plan ever survives contact with the enemy.
If we are using these armies correctly, Brother Edward has provided sound
advice: Make sure everybody can "see" everybody, and (from my take), operate
as an army. All our weapons and countermeasures will prove worthless, if
the attacks aren't coordinated, and supporting units are unavailable during
the assaults. We know that Eldar depend on their speed, won't outnumber you
by too much, and cannot take a punch.
In my few encounters with the Eldar, I made the mistake of paying too much
attention to DR, WL... I began to try to understand how the Eldar work together
as a unit, and the proof is in: Ignore the psychological effects of weapons
they put before you; Wraithlords, Wraithguard, Dark Reapers. All can be defeated,
just see where they are, concentrate your attacks, and take advantage of
their weaknesses, mostly, their relative lack of speed sans transports. Sure,
fleet of foot is nice, but they aren't very likely to charge into a BA unit
without some support. Spread them out and they'll have more than a few problems
Bring down their flyers and transports quickly, and it's almot a cakewalk
to their eventual defeat.
Hope that made sense.
"We Shall Return to Glory for the Lion and Our Emperor!"
Edited by: Master Captain Ascherre at: 5/12/02 7:32:01 pm
GLG NBA <http://www.dragonrealm.com/exlibrismortis/NBA_VetSrgIcon.jpg>
Initiate
(5/12/02 8:15:38 pm)
Reply | Edit | Del Thanks Everyone! This answered my post! [:)]
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