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Kill Team Tactica: Aeldari


Orpheus108

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Greetings All,

 

After looking through the KT forum i couldn't find any Tactics on the Aeldari here. On my table i have some Aeldari to paint for KT as ive never used them in KT or 40k and im seeking advice people could share on teams they run, lists of teams and so forth, even including commanders.

 

Ive played against Aeldari a few times and so far 50/50 win loose against them, hevalways takes a weapons platform, rangers, guardians, storm guardians and dire avengers.

 

Cheers

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I play Asuryani and am prepping for an Arena tournament (NOVA), so my *current* roster reflects that. It is still in Beta mode. But I'll be happy to post it and give my thoughts, many of which were stolen from other folks :smile.:

 

+ Leaders +
 
Guardian Defender: Leader
 
+ Specialists +
 
Dire Avenger: Scout
 
Dire Avenger: Comms
 
Dire Avenger Exarch: Two Avenger Shuriken Catapults, Veteran
 
Dire Avenger Exarch: Combat, Two Avenger Shuriken Catapults
 
Storm Guardian: Chainsword, Combat
 
+ Non-specialists +
 
Dire Avenger
 
Dire Avenger
 
Dire Avenger
 
Dire Avenger
 
Dire Avenger
 
Heavy Weapons Platform: Starcannon
 
Storm Guardian: Chainsword
 
Storm Guardian: Chainsword
 
Storm Guardian: Chainsword
 
Storm Guardian Gunner: Fusion Gun
 
Storm Guardian Gunner: Fusion Gun
 
Storm Guardian Gunner: Flamer
 
Storm Guardian Gunner: Flamer
 
------------------------------------------------------------------------------------
My thoughts (in no particular order as it is late now :smile.:
 
1. Don't bring a list, bring a complete roster. If it helps, create 5 or 6 lists out of it specifically for types of enemies and missions (hordes kill missions, hordes objective taking, MEQ kill missions, MEQ objectives taking, etc). This might streamline figuring out which guys from the roster you want to use in any given match. Too many people I've seen play an "all comers" list - very much a 40k mentality. The strength of KT is the roster and being able to be flexible. Storm Guardians with flamers against hordes, Storm guardians with fusion guns against MEQs, etc.
2. Eldar are fast, use it. Always use that veteran move, get to objectives quickly, use your speed. In Arena, at least, killing the enemy doesn't matter, don't get bogged down. Grab objectives and block doors. In vanilla KT, it is a lot more kill oriented, but Eldar are fantastic at that, cheap bodies with good ws/bs. Advancing without penalty is huge.
3. DAs rock at overwatch. Hitting on a 5+ is just win.
4. Storm Guardians are disposable. Don't hesitate to charge a Storm Guardian at a Lictor to stop him for a turn. If you need/want to, don't be bashful about feeding that lictor another one for the rest of the match. In Arena, it is 4 turns. Assuming you need to charge in the first turn, your 4 (admitedly deceased) Storm Guardians are 6 points, Lictors are 25 points. So 24 points cancel out 25 points, and the scariest unit of the 'Nids player is useless. You've got more bodies to be doing other things. This goes for all scary badguys, just used 'Nids as an example.
5. Rangers are rubbish. Don't, just don't.
6. HWP can be very useful in Vanilla, but its mileage may vary in KT: Arena. Unless you have a clear fire lane to park it in, better to have DAs or Stormies.
7. (EDIT) I tend to play more DAs against MEQs (their shooting is awesome), and more Stormies against hordes.
8 (EDIT) If you play Arena, it is all about doors. Block your enemy from opening, and if they do, block their ability to walk through it with a Stormie "forlorn hope". It is only 4 turns, so if you can stop them cold for one, or even two turns, that is a lot of VPs you get that they don't.
 
Cheers!
Edited by kravi
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Looks good, and thanks for the info @kravi.

 

Lets us know how it plays out at NOVA, id be intetested to hear about it.

Me too! ;) Let's see if the Michael who placed 2nd at LVO is a fluke (or a Napoleon come again) or if a normal schlub like me can be reasonably successful with them!

 

Cheers,

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  • 8 months later...

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