Path of the Autarch: Mobility [Part One]
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In the grim dark future of the 41st millennium, there is only war. Accepting that there is no respite from this, how do you want to fight that war? This is a fundamental question that needs to be addressed. You have to be honest with yourself and figure out how you want to deliver bitter defeat to your enemy.
This article series will explore mobility as the chosen way of war.
The Eldar are still fast even though the codex is old, the units aren't modern compared to nearly all other codexes, and you are going to pay a points premium on nearly everything which is sometimes referred to as the 4th Edition tax. Now that we have the normal drawbacks of the army identified, let us move on to why they do not mean that the battle is lost before it begins.
Some things happened when the sun set on 5th edition, some excellent things for the Eldar actually.
Let's list some of the major ones.
-Fast skimmers can move at Cruising speed and still fire two weapons at full Ballistic skill.
-Skimmers get a cover save just for moving.
-Glancing hits don't shut off a vehicle's weapons for a turn.
-Pre-measuring distances is legal, all the time.
-Eldar Jet Bikes are able to cover ridiculous distances in a single turn.
-Wounds are applied to squads from the direction the shooting has come from.
-Holofields are useless (this isn't joyous but it does make Eldar battle tanks 35 points cheaper)
-Spirit Stones aren't necessary anymore (same as Holofields but saves an extra 10 points per grav tank).
While 6th Edition isn't all roses for Eldar, in battle, very few things are ideal. The trick is to leverage your advantages against the enemy's disadvantages and with some luck and a series of sound decisions, hopefully you will steal victory from the opposition.
What elements have you found to be a boon to fast, mobile units in 6th Edition? I know I didn't list everything.
Next Path of the Autarch, Weathering the Storm of Fire.