TACTICA: THE LOGISTICS OF ELDARCompilers note:
In order to form a cohesive structure, I have cannibalized everyone’s posts in the thread in order to create a complete Tactica. Thus, passages attributed to others have changes to either add conditions for when it works or doesn’t work and flesh out assumptions made by the original posters. -InterpretivechaosIntroduction:
The Eldar are elusive, aloof, capricious, and arrogant. These very same traits can be embodied as an Eldar player- elusive enough to deny them victory points, aloof enough to foil their plans, capricious enough for them not to guess your plan, and arrogant enough to believe that the firepower you have brought to bear is enough to annihilate your quarry.
Indeed, the Eldar are a powerful force for far more than their advanced xenos technology. Their mobility, specialization, and flexibility make for a fun, interesting, and ultimately powerful force.
Terrain PlacementPlacement of terrain is essential for the survival of your army. Unlike other lists who can happily sit in the open your army is relatively fragile and will do much better with appropriate blocking terrain & cover.
When placing terrain try to have several pieces of level 3 terrain to block LOS to your skimmers on that important first turn until you get SMF (skimmer moving fast) into effect. You will want terrain at intervals that will allow you to come to grips with the enemy without taking too much fire. If you like playing on completely barren tables then Eldar is not really the army for you.
Each particular list will have different needs so there is no real "standard" terrain rule other than you need a good ammount of it and to be thinking of your game plan as you place it.
-LazarusDeployment:
In regards to deployment of your army- Basic Setup for refused flank:
I see many times a player will deploy a tank for example to the far right of the board. The opposing player always seems obligated to deploy his next unit across from this tank. Set up is nearly mirrored everywhere.
Please, feel free to not mirror your opponent's deployment. Refuse a flank and you'll find that your higher speed and overall mobility will truly shine. If you leave some of his stuff out in no-man's land with nothing to do it will make your target priorities that much easier for you to decide on. Of course, mission objectives may dictate differently.
-LazarusThe Feint- Active creation of a refused flank:
This can be done with various armies to varying degrees of success (Indeed it has been mentioned in this thread). I play Alaitoc so I will describe a starting scenario all to common.
You and your opponent start deploying. You throw a Falcon behind cover; he throws a heavy tank opposite it. You throw your next choice down; he picks a place with good line of sight and firing lanes for his next big gun. As troops go down you concentrate your forces behind this piece of cover. As he starts to realize, he likely threw a couple units off to the other side when troops went down. Don't be afraid to throw a skimmer or two on another side to throw things off.
Then, you infiltrate/place your last choices on the opposite side of all your skimmers. The first turn, the skimmers (and anything else deployed with the skimmers) hug cover and move 24" to the other side. The rest of the army starts to snipe the exposed flank. Presto, an easy denied flank, and if they castle to avoid it, you earned yourself a free reign with your mobility (and easier control of objectives).
-InterpretivechaosSafe and Sound- Time Control before the Game Starts and the Choice of Going Second
If most of your army is hidden (or at least the skimmers are, as they should be), the first round will likely be a total waste for your slow moving opponent as he has nothing to shoot at with the bulk of his ranged weapons. You will in effect gain an extra turn on him.
Occasions when this should not be used is when your opponent has a sufficient threat to your hidden units (such as multiple basilisks and other guess weapons ready to blast your skimmers before they get skimmers moving fast), or when your opponent has a lot to loose if you strike first (For example against armies with static skimmers in line of sight, or a Rhino rush where stranding your opponent by destroying the Rhinos before they can drop smoke is a very good thing. Also, if you field a lot of vulnerable non-move shoot units (like dark reapers), or if the opponent is in a bad position that a turn of movement could fix, you may want to consider going first.
Going second is highly desirable as well against deepstriking and armies starting mostly in reserve, since it gives you an extra turn to shoot them once they arrive.
In missions with area-based objectives, use the last round of the game to turbo boost your army to each of the objectives. If you went second, your opponent will not be able to react, and the game will end with all his heavy weapons staring uselessly at your army.
-SrintaurDefenseMost players naturally begin to focus on offensive play. Because of this, the game devolves into a slugfest, the army with the most offensive power winning. The Eldar are experts at playing defensively, playing defensively requires a little bit of foresight, and thus should be your primary consideration as you weigh risk vs. profit of your stratagem.
Guarding Victory Points- Stopping your Foe from making his points back once destroyed
Take a squad of 4 rangers in a forest. Your marine opponent fires his min-maxed bolters at the squad, causing two casualties. You are now at half strength. Often, these 2 rangers will be used to take an ineffective pot shot at the marines, the odds of killing even one being very low. However, if you move and fleet back more than 6" into the forest, your opponent cannot get any victory points for the squad.
A lot of players focus on the killing aspect without the (quite Eldarly) survival aspect. The idea is to kill more than it's points before dying, but it is often hard to remember if it kills half its points without dying, it is a much greater gain.
-InterpretivechaosTarget Denial: Defensive Placement
Eldar, despite their firepower that just exceeds their arrogance, are well played as mysterious and elusive. As will be covered later in Phantom Mobility, denying line of sight to you and your opponent can allow to shave off bits and pieces of their force with the fast and ranged elements of your force, you can suffer few losses at the expense of their slight to moderate losses. Especially if you can grab an objective, you can force a win without bringing any of the big guns to bear. (On a side note, I presume this is how Saim-Hann is effectively played...)
One of the important parts of Target Denial is the offensive part of it. It is near impossible to save your force from guess weapons, drop pods, and highly mobile or deepstriking forces. It is very rare that you will have to face the entire army of these forces at once (Even all drop pod armies come in piecemeal, and if you can react quickly enough, destroyed piecemeal as well). The key to surviving is to have the reach to bring elements of legendary Eldar firepower to bear.
Fast units are ideal in this role, as an intelligent foe can use line of sight blocking terrain (or drop pods) to limit ranged attacks. Ranged attacks also suffer problems with artillery, Stealthsuits, and the fragile ones the very same units they are trying to eliminate. A squad of Firedragons in a Waveserpent, a Falcon or two, Warpspiders, or even Howling Banshees in a serpent work in this role. All of these can move at least 12" a turn, and bring a fearsome amount of closer range firepower to bear. A squad of Firedragons can eliminate an average of 3-4 terminators in a single volley, and a falcon can mop up the rest (note: overkill is necessary, since not only is being assaulted undesirable often, but you may be called elsewhere the next turn. Thus, a full squad of Firedragons may be necessary to take out a tank (for the 60% chance to kill the Hammerhead).
Remember the first point as well. A Waveserpent with Firedragons in it cost over 300 pts. Thus, worrying about getting a shot w/ twin-linked Brightlances is seldom a good trade off for allowing a lascannon line of sight to the serpent, even while staring at a juicy Leman Russ or Landraider. He who lives to drop of his cargo lives to get fire support when he eyes the juicy meat tempting him in the first place.
-InterpretivechaosDefensive Maneuver Warfare Doctrines- Little notes to keep in mind
Target SaturationWhen enemy heavy weapons are going to be presented targets, the hardest target should be closest,
to force target priority checks, and you should always present far more targets that he can hope to
destroy at once. Even if you have to hide some of your army waiting for the right moment to pounce,
it is better to appear before the opponent all at once rather than piecemeal.
Mobile firebase:
Do not present a static position on the map for the enemy to concentrate on. If the enemy shifts resources
into a map zone or firing lane, it is often better to turbo boost out of the area than try to oppose his firepower directly.
Zone Control w/ Deepstrikers Always keep an eye out for ideal deep strike locations when the opponent has deep striking units (clearings of 12 inches diameter are often ideal). Use the map edge or impassable terrain to prevent deep striking units from getting to rear armor and arrange hiding firepower units so that they can cover each other from deep striking opponents.
-SrintaurOffensive-
Once you have considered all matters defensive (and the objectives), it is time to consider destroying the enemy. Keeping defensive matters in mind, it is important to choose well where you bring your army to bear and how to cripple your opponent’s efforts to destroy you.
Remember- it is nearly always easier to win from objectives than just elimination, so never let your eye off of the objectives. Never. (OK…. Maybe if you have a decent chance at forcing Necrons to phase out but…)
Target Priority/ Threat management- Who to send to the Immaterium
Target priority / Threat management is dealing with units on the battlefield in a way that ensures your survival by reducing the enemy's capacity to cause you damage.
I like to pick out units that are relatively easy to kill that also boast some good firepower.
Examples of units like these:
Dark Reapers
War walkers
Vypers
Minimum sized Heavy weapons Teams
Light vehicles w/ Big guns
Heavy Infantry w/ big guns who have little defense from your big guns (Broadsides w/o a lot of shield drones vs. Brightlances)
Each of these units share a common trait of fragility backed by awesome firepower. For very little effort on my part I can silence a great deal of fire power which reduces the damage I will be receiving and nets me easy VP's.
Many times your opponent will rely on "distracting" you with a much tougher unit like a Falcon or Wraithlord that is actually designed to soak up your fire. Do not fall for these sorts of tactics. You will still have time to deal with these type units. I have had games where my opponent split his fire between a falcon and Wraithlord (in cover) and succeeded in only wounding the lord once and doing nothing to the falcon...he ignored my Vypers completely. Needles to say I poured a ton of firepower into him on my turn...downhill from there.
Some things are purely situational. If you have a tank heavy force and notice the opponent only has 3 units with tank busting capability at range then guess what your top priority will be?
If the opponent’s seer fails to get fortune on the council, you had best pound it good.
Avoid "revenge" type shooting. Sometimes we may loose something and we will go out of our way to kill the offending unit that did the damage. Make sure that you are still being optimal in your target selection.
When selecting a target for termination, make sure you bring enough firepower to bear. Make it a statistical probability if possible. Do not expect 3 shots of your Starcannon to kill the three terminators that are left.
Knowing what is a priority and what is not is extremely important and can be the difference between winning and loosing. All of the top players in tournaments certainly have this knowledge down. Target priority will be different from list to list depending on the makeup of your particular list. Learn the strengths and weaknesses of your list and learn how to identify those of your opponents.
Do not rely on your opponent being uniformed or stupid when it comes to protecting your units. It may work on noobs to point out your big scary Avatar (bullet catcher) to distract them from your reapers.... but a vet will eat you up over that sort of thing. It's best to play smart as it keeps you in good practice.
-LazarusThreat management & creative targettingAnother part of threat management is creating clever ways of dealing with
specific targets that your opponent thought was relatively safe. You can sometimes posistion troops in a way that will enable you to kill a heavy weapon trooper (or other important model) easier than it would normally be. The opponet was fairly confident that his 10 tactical marines in the ruins were going to keep that lascannon firing for some time to come....he was wrong.
Casualties must be within range of the weapon firing. I am often able to guess max range and hit from the side or area where the heavy weapon trooper is sitting. If I do 4 casualties to his 10 man squad but only 2 are actually in range (The heavy weapon trooper & a normal one) then he loses the prime model! I'll give up the extra casualties to achieve battle field supremecy for my tanks.
You can also do this using line of sight methods.....this is viewed as a bit more shady to some though. Use something that blocks line of sight to nearly everything in that unit but what you are really trying to kill. This can be either some terrain or a monstrous creature or even a vehicle (non skimmer).
-Lazarus