First off, starting small is a good ides in order to understand the rules and tactics (like the idea of moving in close and shooting with one formation, then retaining to assault the target with a second). There are a lot of other 'smart' ideas, and the Eldar probably have more than most other armies. Read up their 'special rules' carefully.
Geep wrote:
Why do most people not mix aspects in a squad? It seems like a good idea as it allows versatility, but Eldar units tend to be skilled enough to not suffer much drawback (and 'engage' is usually the best action for all aspect units).
It depends on the Aspects:- if you mix other aspects into Swooping Haks or Warp Spiders, they lose their ability to Teleport and infiltrate respectively, so these are usually played as mono-formations. However it is more usual to see the other Aspects mixed up as this makes best use of their particular strengths. The classic Dire Avengers/Striking Scorpions formation (with Exarchs) provides up to 18x 4+ atttacks in assault, and can then provide a reasonable support force. I personally favour using 3x DA, 3x SS and 2x Fire Dragon Exarchs which also allows 2 shooting attacks (for prepping a target) and slightly better support capabilities - but half the fun is working out your own compositions and tactics.
Geep wrote:
As for mixing Vypers and Jetbikes, I can see some bonus in the versatility of the formation, but doesn't this also cause some conflict in the best orders to give them? Jetbikes probably want to 'engage', whereas Vypers would want to 'Advance' or 'Double'.
As above, the point here is to be able to shoot, which automatically puts a BM on the target even if no hits are inflicted as PF says. The drawback is that Vypers are light vehicles, so now the formation can be shot at by AT weaponry as well as AP (though all AT shots must be placed on the Vypers).
Geep wrote:
Thanks for the list- is there any reason why not to take Support or Heavy Weapons with the guardians? I like the idea of Wraithguard to absorb hits, but actually getting the models seems to be a problem (2 stands per 2 guardian formations, when the required size is 3?).
In E:A, most formations work better when they are upgraded, and Guardians are no exception.
The basic formation has tremendous assault capabilities, but cannot shoot. Swapping 1 Guardian for a Heavy weapons unit allows you to lay a BM as above to prepare a target for assault by a second formation. But Heavy Weapon units have much worse assault capabilities, which is the main tactic for the Guardian formation.
Also, with no armour the Guardians in the open die in droves. This can be mitigated by putting them in terrain (to gain the terrain cover save) or by upgrading them:-
- Swapping 3 Guardians for Heavy weapons and buying 3 Support platforms turns the formation into a respectable OverWatch defence force, though it is still unarmoured so needs to be deployed in woods or buildings to gain the cover save.
- Upgrading with Wave Serpents makes the Guardians mobile and also provides armoured units that (with carefull positioning) can absorb up to four hits, reducing the effect of shooting and assaults on the Guardians.
- Upgrading with WraithGuard or Wraith Lords provides both armoured units, greater assault capabilities and 'Fearless' units that are much harder to kill. However, these can only be deployed rapidly via a wraithgate or Storm Serpents (that have a wraithgate). Without these, the formation must march forward on Foot - though two marches will take you right across the battlefield.