When to Bladestorm? - Warhammer 40K Fantasy
 

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    When to Bladestorm?

    So, when is the best time to bladestorm? Is it immeadiately in order to get the maximum amount of shots in a single turn? Or should it be saved, in order to use it when absolutely necessary?

    (New to eldar btw)


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    I use it when:

    - I know the squad will be assaulted on my opponents next turn
    - My last turn of the game
    - if I really need to try to put my target to rest and need the extra shots

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    I think Ninja hit the main points. I'd also add, when you need to soften up an enemy squad for one of your units to assault it (I use this often for a DA/Banshee blitz). It's also very useful to drown a squad in shots when you wanna force a lot of saves on a small squad with good armor saves (termies).

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    I only bladestorm when there is a very good chance that I will anihilate what I'm shooting at, or will invetibly be in CC next turn.

    3 shots in two turns vs 4 shots in two turns - It's just math to work out whether you will have the oppotunity to shoot next turn - if you do then you probably shouldn't bladestorm

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    I tend to bladestorm often and early. Yes i would get 40 shots over two turns verse 30 this turn and zero next. However, i find if i don't bladestorm sooner rather then later that i have less Dire avengers to bladestorm with, AND my opponent often has more of a squad left to work with on his turn. By bladestorming his squad is severly weakened. Thats less shots my way on his turn and less DAs dying. Of course i also run the eldar-drive-by. So they usually bladestorm then hop into their wave serpent and scoot 24"away on the next turn after a storm. I'd say against slow moving assaulty types to hold your bladestorm till the last minute. Against shootier type squads it's a bit more grey. And against fast moving squads if you're in range to shoot, use it.

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    Senior Member Mad Cat's Avatar
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    Yes enemy return fire is an important considderation. Also if doom and guide are available from supporting Farseers it can make bladestorm more worthwhile.

    Tactically you can encourage opponents to shoot at or charge certain units because of bladestorm. 2 units of DAs close together can influence your enemy if one of them has just used blade storm. The other unit woill more likely be shot at or assaulted next turn.
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    I like to run my DA's in a waveserpent. When I take the time to pop them out, I usually will bladestorm.

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    THe only time I dont bladestorm when it would be just too much overkill so I try to figure out how much is needed on par to wipe out a unit. I usually blade storm up front and quickly as I want to put the hurt on the enemy as fast as possible to get them realing and making mistakes. I use Wave Serpents too and like to think of them as the big one two punch to the face of an army like Demon Princes for example. ALot of the space between the army in the beginning of the game is 18 to 24 inches. Ill bladestorm two units into a demon prince on turn 1 just to see it off because your opponenet wont expect it alot of times. Hit them hard and hit them fast and they will work to keep up with you.
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    See now I normally run guardians instead of Avengers but when I do take them I tend to skip Bladestorm all together.

    It's only useful if your planning to charge, be charged or lose over half the squad next turn or jump in a transport next turn. Otherwise it's a bad return, paying points ofr fewer shots. To break it down:

    Charging: Generally speaking anything your Avengers can beat in melee will be butchered by Catapult fire so I wouldn't bother.

    Be Charged/shot to pieces: Why are your Avengers even going here then? It's very rare that as an Eldar you will be forced to throw away a unit like this when there isn't a better place for them to go where they don't buy the farm after one bladestorm. Especially given 5th Ed rules about scoring troops.

    Jump in a transport: Now this is a reason to take Bladestorm, and for me it's the only one. If your playing Mech you units will only be shooting 50% of the time potentially anyway as you redeploy in Serpents every other turn. Thus it's a handy way of buffing your firepower, but in my mind footsloggers should stay away from it.
    "ask not the Eldar a question, for he will give you three answers, all of which are true and terrifying to know"

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    it's actually fairly easy to be in a position to get blown to hell the turn after. it's not difficult for a predator or a 4x missile devastator squad to get a good shot on a wave serpent, and even easier for tau deathrains or fireknives to do the same.

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