Eldar D-Cannon Tactics

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6th edition has given me a chance to revisit my support weapons for a variety of reasons- potentially scoring on back field objectives in certain missions, the ability to hit units far away with templates, and relatively cheap for the points- especially considering they are Eldar units. The only down side to them is that the support weapons compete with wraithlords and fire prisms which are other must have units. And, while I play at 2000 points at a minimum, the dual force org chart thing still isn’t catching on here even though it is in the rules, if I was allowed to use that then problems solved- I get the best of both worlds- wraithlords and support weapons!

So for this post we are going to focus on the D-cannon which is kind of out of place when it comes to support weapons since you can’t sit in the back and plink away with it- you have to get into 24” range which means you are also in range to get hit back.

This means the D-cannon is going to need support as it is moving up to get into position in the center of the table. We are going to need other units marching alongside it to give our opponent pause at what to shoot at- shoo the wraithlord, d-cannon, or fire dragons, etc. as opposed to just the d-cannon by itself.

We also want to add as many defensive layers as possible to keep it up and alive so a conceal warlock could be worth the investment- this also opens up the chance for Eldrad invisibility on the unit knocking down that 5+ cover save to a 2+ cover save.

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December 23, 2012 at 2:25 AM

I have my first Support Weapon coming for Xmas, so thanks for the tips :D

December 23, 2012 at 5:10 AM

Hi There Fritz. Skari here, I agree! and I hope that your local area does not shy from the double FOC as it is a great part of the game.

December 23, 2012 at 8:28 AM

Warp Hunter

December 23, 2012 at 9:51 PM

Warp hunter has a 36" range and is large blast and for only 125pts. It is incredible!

December 23, 2012 at 10:57 PM

I use them as allies, I find it fun to stick eldrad in there up front and cast fortune on the unit that way I have a T7 Eldrad with a 3++ rerollable lol, its fun

December 24, 2012 at 5:49 AM

Untill you run in to VEnoms :P .

December 24, 2012 at 5:51 AM

Thats a FW model is it not? Somehow I doubt that they allow FW if they don't allow Double FOC. I might be wrong tho! On another note... the warp hunter does seem to be quite nasty, it is a D-Strength weapon?

December 25, 2012 at 1:05 AM

Same rules as a D-cannon just bigger. Always wounds on a 2+, AP2 exc.

December 25, 2012 at 1:52 AM

Hang on, can you fire those magnificent guns when you moved? I like the 'wounds on 2+, ignores armour saves' a lot, but i think every time you move them to get within 24" of a target, your opponent can simply move it out of range again. I can see great uses for it in a more defensive strategy, like what some guys used to do with their Vindicators. Instead of parking your frail guys on an objective, just point a kill-all gun at it. Or i suppose that in a more offensive strategy, you could use the fearsome potential of the D-cannon to force your opponent to either try to take it out, or run away from it. Interesting.

December 25, 2012 at 7:00 PM

No, you cannot move an shoot with Artillery. After reading the entry in the book to confirm that you couldn't, I noticed a distinct absence of mention of the Run rule. It would appear that you can run the Artillery in the shooting phase now. Pretty sure you weren't able to in 5th. So that is a slight bonus I guess. 24" range is still annoying, though.

December 26, 2012 at 6:24 AM

One thing I've considered with d-cannons is using them to compliment a fast army with a refused flank strategy. I'll generally deploy most units to one flank, with 2-3 fast units opposite. this forces my opponent to respect that - I then redeploy them with Eldrad (or just turbo-boost them away on turn 1) to strand his units.

The especially fun part is throwing 2-3 d-cannons in the center of my line. On turn 1 they run into position behind cover, and as my opponent now HAS to cross the battlefield with a good portion of their force, they're going to get hammered by the cannons.

One other note - these guys are the cure for what ails you when someone deep strikes right in your face.

December 26, 2012 at 12:28 PM

Really? Running allowed? Well, if you can't fire them anyways, might as well try to get a bit closer to all his yummy stuff.

December 26, 2012 at 2:42 PM

You definitely need to have a plan, that is for sure. I have also done the feint with my fast units. The look on the opponent's face can be priceless when they realize that they have just been had.

Unless you can bubble wrap the D-Cannons, deepstriking units usually flock to the artillery. But yes, people are less likely to get in your face when they know that three small blasts of utter destruction are about to come back at them.

December 27, 2012 at 2:16 AM

I'm still not quite sold on the pedestrian Eldar, to be honest. Apart from the fluff, the look and the magic, the speed was one of those things that attracted me from the very beginning, although i started with Space Marines, like most guys it seems. So in my army, Fire Prisms fit better, even if the D-cannon battery has a much larger destructive potential at un-Eldar-like low price. I suppose i could try hybrid... Still, what a shame GW doesn't do a better job at balancing codex power and different army style builds. Imagine playing chess like this: the white player has all the regular pieces, and the black player only has a king and pawns. Theoretically, the all-pawn army could win, and three cheers for the player who can, but whe're not all tiny Napoleons (i'm not, anyway).

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