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Right, the original tacticas were all unpinned. They have dribs and drabs of info in each post, but noting comprehensive. No-one will read through a 9 page thread to get 1 page worth of decent tactica.
What we are looking for here are well planned and thought out points and counter-points that can easily be transferred to the final Eldar Tactica Article.
So, post away, but try and think of the following when posting...
1) How will this fit into the final Tactica? General Advice?, Unit Advice?, Craftworld Advice? Other? Army Composition? Please Label the post as such so its easy to sift through in the end.
2) Don't Spam. This is NOT a conversation thread. If you Don't agree with someones tactica, then post your own showing your point of view. The more opinions we have the better the final tactica, but we don't want 3 line "I Don't agree" posts.
3) We don't want the tacticas to be a chore to read through. We want to encourage new people to use them and not be bogged down. The first time you use an abbreviation in a post state what it means in full. After than you can just abbreviate it, but that cuts out "what does WWP mean?" posts.
4) I will keep this running for a month or so. After that we can see what we have and collaborate it al into a V1.0 Tactica. That will be posted. If discussion is still going strong, a new thread will be made for people to add to the tactica. If the topic has died off I will assume you have said all you want to.
With a 3+ saving throw and â€˜jump packsâ€™ combined with their powerful (albeit short ranged) weaponry, they pack a mean punch. Their â€˜jump packsâ€™ are far more useful than their Imperial â€œequivelantâ€?. You move just as far in the movement phase, but rather than a 6â€? charge, you get a 2-12â€? assault move, allowing you to hit-and0run easily. At S6, Warp Spiderâ€™s guns are able to instant kill a variety of Characters (*cough*Imperial Guard*cough*) and wound most infantry on a 2+. Itâ€™s complete lack of AP is slightly counter-acted by their 2 shots each, and the sheer volume of fire will ensure kills. Use against light vehicles (AV 10-12) is a good idea, due to the rate of fire, almost guaranteeing you some glances (lack of AP means no penetrating). I would aim for Land Speeders, Sentinels, Killer-Kans, etc.
The Warp Spider Exarch is useful in a variety of ways. First of all, the additional WS, BS, I and A for only 12 points is rather good, although his weapon options arenâ€™t. Power Blades arenâ€™t much use because you should be rapid-firing (no assaulting) and then avoiding assaults by jumping away, and the additional Death Spinner isnâ€™t much use with the new rapid-fire rules. Surprise Assault enhances the Spiders close combat abilities considerably, but again, the Warp Spiders should be avoiding combat. Withdraw is great, because in the unfortunate event of being caught in an assault, you can just run away, ready to jump pack next turn and shoot your enemies to death!
Overall, a very solid and useful unit, I use them to almost all my games, and they always perform admirably. I find a 6 or 8 man squad sufficient, the former weighing in at only 132 points, which is find to be excellent for what you can get out of them. I only use an Exarch if I have the points to spare, or my opponent is likely to assault them (I use withdraw).
Dire Avengers rarely find a place in most players armies, and are replaced by their cheaper Defender Guardian counterparts, which are better value fro points, in the common gamerâ€™s eyes. Well, I find that +1 WS, BS, I, Ld and Sv, for just 4 points is rather good value. The increased WS counts for very little, seeing you Avengers should try and avoid combat, however the extra BS helps make 16% more Shuriken shots hit, which is a lot considering how many shots you fire. The Initiative isnâ€™t particularly useful for the same reason as the WS. Leadership is helpful for shooting targets, but you will probably be aiming for the closest unit anyway, but it also helps with morale too, which is a plus. One of the biggest advantages, in my eyes, is the saving throw. 4+ means that no other basic troop in the game will ignore your armour save with their basic weapons. (weâ€™re not talking specialist factions, such as Iyanden, whoâ€™s basic troop carries a Wraithcannon, weâ€™re talking generic Space Marines, Dark Eldar, Necrons, etc.) This means that they are a lot more survivable than your basic Guardian.
Some may argue that a Warlock with Conceal makes the Guardians more survivable, and true, it does, but only vs. weapons of AP4 or higher will they have more resilience than the Dire Avengers. Also, you need to invest in a Farseer (~75 points with equipment) and that Warlock with Conceal (~33 points with equipment) which is over 100 points for your Conceal. Obviously this cost becomes less with other squads, because you donâ€™t need to buy another Farseer. Now, the firepower of Dire Avengers may not seem like much compared to the Guardians, however 10 Dire Avengers will kill 9 Imperial Guardsmen in one round of shooting, and 15 Guardians (worth the same as the Avengers) will kill 10 Imperial Guardsmen. However, those Guardians will have to walk up the field, whilst at the mercy of their opponents fire power, where as the Dire Avengers can be mounted in a Wave Serpent to get there quickly. True that Guardians can also be mounted in a Wave Serpent, but then weâ€™ve reduced the squads size by 5, and therefore reduced the kill count to 6.6 Guardsmen, which isnâ€™t good enough, for 80 points + a Wave Serpent.
I donâ€™t really like the Dire Avenger Exarch. He costs more than 12 Dire Avengers, and is close combat orientated. At only S3, he canâ€™t do much in CC alone and is not a good buy in any case. I would stay clear of this guy at all times. If you want CC troops, get Banshees or Scorpions.
Dire Avengers should only ever engage 5+ save infantry, unless there are none around, because they just canâ€™t do enough damage to stronger troops (10 Avengers kill 1 Marine). They do however really excel vs. those 5+ save troops. Youâ€™re looking at being able to kill 1 squad per turn with these guys. Very nice.
For +5 points, you are effectively getting Dire Avengers with Meltaguns and Melta-Bombs (although their â€œMeltagunâ€? is slightly weaker than the Imperial counterpart) a very good buy in my eyes. The codex describes these guys as anti-tank, and a lot of their wargear suggests this, but I find that Fire Dragons are better in an anti-infantry role. Due to their AP of 1, they will never allow an opponent their armour save, and with a fair S6, they wound opponents easily. One example of their amazing role as ant-infantry is: 10 Fire Dragons fire at Terminators, 10 shots, 7 hit, 6 wound, 1/3 pass their saves, giving you 4 dead Terminators which is ~168 points â€“ not bad for one round of shooting for a 170 point unit! Obviously, you wonâ€™t always have good targets such as Terminators, but any other heavy infantry will do â€“ you can even try and take down monstrous creatures such as a Carnifex, or Greater Daemon.
In an anti-tank role, Fire Dragons have the obvious advantage of 2D6 armour penetration, making tank busting quite easy, but donâ€™t go over the top. You pop that Predator is you get the chance, but firing at Rhino is a bit of a waste. Also, donâ€™t forget your Melta-Bombs!
The Fire Dragon Exarch is ok, but isnâ€™t particularly outstanding. His Fire Pike is and 18â€? Meltagun, which is ok, but Iâ€™ll prefer to just stick to the Fusion Gun. His Powers are ok, but stay clear from Burning Fist, because CC is not where you want to be. Tank Hunter, on the other is excellent, I recommend taking it.
Remember when using your Dragons, go for the strong infantry â€“ then the tanks!
With a 3+ saving throw lots of handy close-combat gear, these guys usually take the space of my main CC units. 2 attacks each at S4 is nothing to scoff at, combined with a mandiblaster shot each (effectively another CC attack), and possibly some shots from their pistols, weâ€™re looking at one mean green close-combat machine! Unable to fleet-of-foot like other Eldar, they do make up fro this with their impressive saving throw. These guys excel at killing light-to-medium infantry (4+ to 6+ saves, T 2-5) because of their high number of high-strength attacks. They can also be used to take out vehicles, if you give them the ever-useful Haywire Grenades. Haywire Grenades are different from most other anti-tank Grenades (except the Tau EMP variant) in that they donâ€™t roll S + AP, they just roll a dice and see if they glance or penetrate. With a 66.6% chance of Glancing and a 16.6% chance of Penetrating (for each Grenade that hits) these guys can destroy tanks with relative ease.
The Scorpion Exarch has two very useful powers: Crushing Blow and Stealth, the latter being the most useful. Stealth allows the Exarch and the Scorpions to infiltrate (if the mission permits) which makes up for the Scorpionâ€™s inability to fleet-of-foot. Crushing Blow typically goes with an Exarch who wields a Biting Blade, allowing him to wound single models many time over, causing them to take a horrendous number of saving throws, most likely killing them (this is real useful vs T3 character armies such as Imperial Guard, Witch Hunters and Daemonhunters). The other combination would be an Exarch with a Scorpion Claw (I see no need to take Crushing Blow with combination, as S8 is usually enough). Being a Powerfist, you do strike at I1, but with a Squad of 3+ saving throw Scorpions to protect him, the Exarch usually gets off his attacks, which ignore armour saves, and instant-kill most infantry. Very juicy. Remember when moving your Shuriken Pistols only fire once, but the Exarch can make use of the Scorpion Clawâ€™s Shuriken Catapult to get 2 shots.
Overall, a very versatile unit (for Eldar!. I usually take them in my games, and I usually find 1 squad of 10 to be sufficient, with a tooled Exarch. Always take Stealth, but the Grenades are your preference. I recommend taking a unit 8-10 in size as your main CC unit in most games.
Another good close-combat unit available to the Eldar. With power weapons, they ignore the opponents armour saves, and 2 attacks each and an respectable 4+ save these guys are in a lot peoples eyes the best Eldar CC unit. They can open power-armour fairly well, but sadly their meagre Strength of 3 really hampers them in this role. On average, 10 Banshees will kill 5 Space Marines when charging (but an Exarch increase this slightly) the Space Marines then killing 0.8 Banshees in return, which is really good. I would take these against an army with an abundance of 3+ save troops, also use them against and Imperial Guard player who uses Xeno-Mounted Rough Riders just to see the look on his face when the Banshees mush them perfectly. Also, Banshees wreck Fire Warriors completely, so use them against those too. The Banshees 4+ save means they usually have to be protected, and the best way to do this is by giving them a Wave Serpent, so they can just be zoomed up the field and deposited next to the enemy, ready to charge. Luckily, if you donâ€™t give them a transport they cans till Fleet of Foot which is handy and gets you into CC a bit quicker.
The Banshee Exarch, although costly, is almost mandatory. The Bansheeâ€™s low strength is counter completely by the Exarchâ€™s Executioner, which is the best weapon option she has. (Executioner Exarch kills 1.3 marines when charging. The Power Blade Exarch kills 1.1, however the Executioner Exarch can also take on higher toughness targets, making her the better choice). The Powers that the Exarch has are useful if you get an opportunity to make use of them. Warshout is handy, but most 3+ Save troops have high Ld, however Acrobatic does allow you to â€œassassinateâ€? Characters.
The best of the best for ruining power armour. Lots of people swear by these, and never leave home without at least one unit. With 2 AP3 shots each, at BS4 and and 48â€? range, and enough strength to wound infantry easily, these guys are built for taking out power armour, and will remove 4 Space Marines per turn, with an Exarch, this becomes 5, and give him an Eldar Missile Launcher weâ€™ve got 6, not to mention instant-kill characters, AP4 blasts, and being able to deal with tanks. Add Fast Shot to the Exarch and youâ€™ve got a whole lot of versatile firepower at your disposal. Crack Shot isnâ€™t as good as Fast Shot in my opinion, but could be useful. I have no experience with it what so ever, because even though Iâ€™ve taken it, Iâ€™ve never had the need to make use of it. The problem with Reapers, however, is their 4+ save, and their cost. Weighing in at almost the cost of Terminators, your going to have to kill a lot of stuff to get your points back - luckily, this is rarely a problem. Try to deploy in cover, but with a large line of sight, and keep them protected! A squad of 3 Reapers and 1 Exarch is usually a sufficient size.
The most least used Aspect Warrior of the lot. The majority of players say that these guys are just not worth their horrendous cost. I agree. A typical 4 man squad will cost you at least 200 points! Now that weâ€™re past this part, the unit has an exceptionally good stat-line, with everything equal or higher than Space Marines, which is saying something, pity all this good is ruined by that points cost. Their weapons allow them to strike at S5 in close combat, and also allow them to make a special shot at the unit they charge, and because they ride Jetbikes, you can usually get them into CC, shame that the small unit size means that a dedicated CC unit will ruin them. They have excellent resilience for Eldar, with T4 and a 3+ save, but again the low unit size means this counts for very little.
The Exarch with equipment kit-out will cost you between 75-100 points, depending on what you give him. Some people say give him a Bright Lance, and now you have a BS5 tank buster, but for the cost of those Shining Spears and Exarch you could get 3 Vypers with a Bright Lance each, which is obviously better. A Power Weapon isnâ€™t much better, reducing his S to a measly 3, which may work for Banshees, but thatâ€™s an entire squad of S3 attacks, so itâ€™s ok. Skilful Rider is useful, making your Spears able to move through terrain and strike at units your opponent thought were safe. Striking at Devastators is and ok idea, because even though the Spears wont win, itâ€™ll remove the Devastators from the battle for a couple of turns, and probably cripple them a fair bit. Evade is useful, at only 10 points, making the Exarchâ€™s save invulnerable, but this has become rather redundant with turbo-boosting. I would avoid using these guys unless you really know what youâ€™re doing, and have a plan in mind for them.
With the release of 4th Edition, Shuriken Catapults are no longer anything special. Now that any unit can fire twice at 12â€?, the Guardians Assault 2 weapons means that the only bonus we have is the ability to throw our S3 T3 Guardians in CC after shooting. Yay. However, do not ignore these guys. Even though theyâ€™re basic weapons arenâ€™t as good as they used to be, that doesnâ€™t mean they're now bad. They equal Bolters at 12â€?, and are better than everyone elseâ€™s guns, bar Tau. With Fleet of Foot, and no doubt a Warlock to protect them, these guys can really dish out some punishment when theyâ€™re in range, sadly, you may only get one round of shooting before you get charged. 10 Guardians will kill about 7 Guardsmen in one round of shooting, and then you can charge in and finished them off. Thatâ€™s an 80 point unit, and those Guardsmen are no doubt carrying Heavy & Special Weapons, taking their value to around 85. Not bad. Of course, this requires those 10 Guardians to get within 12â€? of the Guardsmen intact.
Iâ€™m only going to touch on heavy weapon platforms, seeing as Cheredanine has given a great analysis of the actual weapons already. First of all, the heavy weapons are expensive, donâ€™t allow you to Fleet of Foot, and for most Eldar, fire at BS3, although you can move and shoot them, which is a considerable plus. Considering the cheapest platform is 35 points, and only carries a measly Shuriken Cannon, Iâ€™m starting to ponder whether these are actually worth it or not. For beginners, I would recommend taking them, but for more advanced players, Iâ€™m sure you can find somewhere more useful to put your heavy weapons.
Warlocks usually find a place in Guardian squads. Their usefulness is almost unmatched by other races â€œSergeantsâ€?, complete with Psyker powers, these guys can really help out your poor little militia. Conceal is a general favourite for Guardian Defender Squads, allowing them a 5+ cover save at all times. Embolden could be useful, allowing you to re-roll those morale checks, but you could just use Conceal to postpone them anyway, because of the increased survivability offered by Conceal. Destructor could be useful with Defenders, greatly bolstering their short-range firepower, but again, you have to get into range first. I would recommend taking Conceal in most cases, because it is the most useful.
A unit of Guardians should ideally be 12 strong plus 1 Warlock. This size isnâ€™t too unwieldy, but still has enough bodies to accept some casualties. Remember that if you do take a heavy weapon platform then you only need to buy 10 Guardians, because you get 2 included in the cost of the platform.
You cannot win, for to fight us is to give us power.
Howling Banshees: After looking at the entry in the codex it occurred to me that banshees might be better at taking out T 3-5 Characters than taking out SMs. And the acrobatic exarch ability looks to me like it would be used to get a character in CC singled out. The Executioner exarch would be built for taking on things more like T 5-6 like Hive Tyrants and Carnifexi. Also, the Banshee Mask means that most characters(the ones without about 4 wounds) won't be able to attack back. I don't think much of War Shout.
Dark Reaper: 3+ and 4+ Save. killers. Good for 6- toughness. The exarch I believe should get the Missile Launcher with Fast Shot or Reaper Launcher with Crack shot.
Rangers: A. Always put in best cover aloud if it is not really close to the enemy. B. Although get AP1 on a 6 to hit and you still have to roll for wounding(my point is that it is not rending)C. Cannot touch tanks.
Avatar: I see this as a 80 pt unit that can take out most characters and a unit you want in the middle of the board just behind the Wraithlord so it can offer unbreakable to many units and not get fired on much. Its the human concept that closer means shoot it first.
HOWLING BANSHEES: probably the most used stratagy but one of the best is to put a whole lot of howling Banshees into a Wave serpent and transport them across the field because if you just leave them by themselves they will get fired at the most because they have really bad armour saves and if they get into close combat they are unstoppable
WAVE SERPENT: Maybe the best transport? like i said its really good at transporting howling banshees, striking scorpions and fire dragons so they can really do some damage but also very good to hold its own ground when being attacked or shooting.
FALCON/ FIRE PRISM: These are really good because they have good weapons and they can shoot really far and there upgrades are not that bad either.
About the ulthwe strike force
farseers- give them everything you can for they are the key to a successful strike force, guide, conceal and the good ol singing spear (basically a lascannon with 12 inch range, penetrating hits on any vehicle and an awsome power weapon in combat, despite what people say farseers are good in combat.
take an avatar with the spear of kaine an avatar with 5 warlocks all with enhance initiative 6 ws 4 bs 4 2 wounds marine killers but leave them in the webway, one helluva suprise to your unsespecting opponent
heaps and heaps of black guardians with a warlock, take 20 in each squad for their is nothing like weight in numbers and take the warlock power enhance to make them initiative 5 being b guardians they receive ws4 bs4 ALL WITH CCW AND SHURIKEN PISTOLs and give the warlock a singing spear especially when your farsers cast conceal on them re-roll armour saves( i think or something similar)
falcon tanks with all the vehicle upgrades so u can move and shoot in movement. ie- move out of cover shoot all weapons then move back into cover all in the movement phase and you cant get shot back.
and d-cannons with defender guardians cause strength 9 ap 1( i think) blast is wickid especially when your farseers cast guide on them so you can re-roll shooting
drive your farseers and a squad or two of guardians through the center of your enemys lines( always move through cover and fleet of foot, you will be there before u know it) open the webway in turn 2 and out pours an avatar with 5 warlocks and 40 - 60 black guardians at initiative 5 ws4 bs4 farseers casting guide and conceal and you will decimate all.
i dont plat ulthwe str5ike force my best mate does and he says hiss strike force is better than his khorne army which is impressive and he proved it. i used 2500 points of bezerkers and he used 1500 points of strike force and by the end of turn 4 i was lookin silly.
GO THE STRIKE FORCE, YOU MAY NOT WIN THE FIRST TIME YOU PLAY BUT BE PERSISTENT AND THERE WILL BE NO STOPPING YOU.
<span style='color:blue'>peeekabooo, you thought i was your battlle brother </span><span style='color:blue'>of the ultramarines didnt </span><span style='color:blue'>you???, </span>
<span style='color:red'><span style='font-family:Geneva'>FEAR THE WRATH OF THE ANZAC CLAN!</span></span><img src='http://www.diggerhistory.info/images/badges-rsb/rsb-oxidised2.gif' border='0' alt='user posted image' />
i never thought you could have a spear of khaine with the avatar
If you should choose to include a squad of Scorpions in your list, I recommend that you equip them with Haywire grenades at 3pt per model. This upgrade will give this already powerful close combat unit a great weapon against armoured units ( even monoliths and landraiders) and with the revised 4th edition rules they can also be used against drednaughts. In my opinion haywire grenades make the scorpions an extremely flexible unit capable of killing anything they come across, especially when combined with an exarch with scorpions claw.
He who fights and runs away, lives to fight another day!
FALCON GRAV TANK
this tank is medium armored main multi role battle tank and in my opinion is is amongst the best tanks in the game (next to the predator and leamon russ battle tank)
it has armour that is good all round but not brilliant but it is the same front and side this mean that you dont feel like you want to keep facing he front its and couple this with moving over 6 ex time (you must always keep it moving)
effectively it has a main weapon the pulse laser this is excellent and looks good because it can have multiple shots is doesn't suffer from the bs3
with the secondary weapon there are
shuriken cannon this is the cheapest and with 3 shots id ok but it is only relay effective against light infantry because of the poor ap5 but light infantry races are the orks and you don't want to be with in 23 of them decays of the rocket launches the same is true with imperial guard with grenade launches krak shells as s6 (you may snear at this but is is a risk when there are loads of them especially to vipers with shuriken cannons!) however the strength of 6 means that is can wound easily and damage light vehicles
scatter laser these are a little more expensive and a bit random but are quite effective there strength means that they are defencive so can always be used with the pulse laser as with the previous weapon and is able to wound most things on 2+'s and you know that with ap6 there will always be saves to follow except against orks whish are these weaons favorites target also they can real be a suprise for the side armour of tanks imperial predators with armour 11 and then the ap6 is useful because it means that you can panertrate (despite this i usually prefer the scatter laser on war walkers in pairs)
starcannon this weapon is stating to cost a bit but with guarranteed 3 shots and 36 range the are good then add in the s6 and ap2 it then becomes the an excerlent weapon and also because is it defencive means that the falcon can spew out 4 to 6 space marine killing shots at 36 range also it can damage the side armour of vehicles and there anti hard ability os also good because of there three shots there is also the psychological factor of the killing potential i personal would use this weapon and do to great effect
bright lance this is a great weapon bit on the falcon it is wasted really because if you are useing it you cant use any thing else (if pulse laser) id you want to kill tanks use the twin linked version of these weapons in a wave serpent als this has one shot so you will only hit half of the time to be honest if you use this weapon your wasting 35 points which is alot take it on a wraithlord(s) because it has the higter Bs
missile launcher this is a god weapon but no better then the pluse laser for tank hunting and has the same problems for hitting and opportunity cost as the brightlance it only hits half the time and you cant use the pulse laser also if you want to kill things with the bast template take this weapon with the higher Bs wraithlord
oh and the shuriken cataputles these are not a really option but don't forget them they have saved me the game remeber the can hurt the read armour of most tanks if you are desperate and can kill 2 men but they are a last option and only ar really there for looks
vehicle upgrades that the falcon can take are all the eldar ones of these i would hightly recommend the holofeild because against glancing hits is make the chance of being destroyed from 1/3 to 1/9 much better
also spirit stones they keep you shooting and that is what a falcon dose beast
the other upgrades are really not worth it other than maybe the shuriken cannon as it give you all the advantavge as i described above but it gets to expensive and to big a loss but if you have this at the expense of the hohlofeild and spirit stones then you will lose the falcon quicker any way and it is still not cheep
the falcon also have the nice addition of transport this sets it apart from the other tanks on the game it only carries 6 but this is enfuf for a ranger unit to claim a table quarter or 5 fier dragons (this is expensive but effective) als o it can take 6 stem squad guardians armed these with flamers and they will easily kill 10 guardsmen and only costs 46 points(or 52 for all 6)
i don't use the transport capacity much though but it is a good use that i would use in larger battles
as to the argument for falcon or fire prism the falcon is better most of the time but it is real your choice and if you by the firer prism you can always make it interchangeable
i use a 190 point falcon with starcannon holofeild and spirit stones it is expensive but well worth it
as well as all this the falcon looks excellent it was the reason i collected eldar before imperial guard!! ans now i love them
use them well and thank you for reading
Last edited by ammedie; July 24th, 2005 at 19:29.
do this is works really well
take a unit of howling banshees(9woman) and upgrade one to an exarch if you want put them in a waves serpent and join a farceur in with them
give him fortune a which blade and a pistol an the hole unit now has a useful rerolable save an invunrable save and ld10 to use and a hight strenght attack that you can multiple assault in to any nearby vehicles
this tactic works very very well as long as you watch our for heavy bloters and heavy flamers
this can also be used with scorpions that unit with rerolable 3+saves has a good chance of beating a normal sized seer council the whole unite costs 252 points (with out transport) which is less than most normal seer councils (that being 2 farseers and 3 or 4 warlocks)
use this and it will kick ass i have never lost when doing this properly (i do lose however but i don't always do the properly)
you might remember the white dwarf with us in.
now you might be slitly tempted to look at the website!!
Find your CC foes breaking through your center alot? Try this: (especially good agaisnt necrons)
Hannibal once deployed his army against an outnumbering Phalanx of Romans. He deployed in a crescant, with weak/unimportant units holding the center, closest to the foe. On his flanks he posted his cav. to try and harrass the foe. As the roman charge met and drove back his center, the wings held their ground. As the line was driven further, the wings became the most forward unit, and the Roman generals quickly tried to spread-out to engage them. Obviously, this broke the powerful roman phalanx and Hannibal then encircled and massacred the romans. The cavalry had already inflicted several casualties, but was engaged with the Roman horsemen too long to join the final fight.
Obviously this tactic sound like a Fantasy approach, but I also play High Elves. It is easily modified to incorporate shooting, and jet-bike cav...