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==Eldar== | ==Eldar== | ||
With the Eldar, you must move your Webway Assembly to the other side of the Psychic Gate. This means backstabbing the Imperial Guard, destroying their Thermal Plasma Generators to open the Gate, moving a Bonesinger through, building a Webway Gate on the other side and using the Relocate ability. | |||
You start at the corner, safe for the moment so start teching but move on eventually, because you're very close to a rather large Ork base and you don't have much space to build. Taldeer tells you to move your base and then to scout the Psychic Gate entrance so just do what she says. When you approach the place you should move to, the Imperial Guard get pissed and turn hostile. Basically you just kill some Imperials, set up your base, take a Ranger Squad and some firepower up north along the right edge to scout/destroy and slip a Bonesinger through (teleport from maximum range once the way is open). Relocate one structure. Not much more to it. | |||
You will be attacked by Imperials coming from the top and Orks from the bottom. From the Imperials you'll see lots of Guardsmen Squads and the occasional vehicle (no Leman Russ tanks, luckily) and you should also be prepared to blast the Infantry Commands they go hide in. Use Warp Spiders and Fire Dragons when you move up (be sure to get Fleet of Foot). The Orks come with their basic infantry setup and vehicles (mostly Wartraks) so the same works for defense. The Guardsmen have a long range so a Dark Reaper Squad or two may be useful. For vehicles, go for Fire Prisms or Wraithlords. Use your Seer Council where you need it most and save the Farseer for defense so you can hit Eldritch Storm if overwhelmed. | |||
When you move the Webway Assembly, the mission is won and the Imperial Guard is stuck outside their own barrier. You now get the [[../Ancestral Powers/]] final mission. | |||
When you | |||
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