Guide To The Eldar

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Eldar Weapon Uses

Starcannon

  • Notes: High rate of fire, good AP, average Strength
  • Uses: Anti-infantry
  • Opponent of Choice: Terminators

Bright Lance

  • Notes: Good strength, good AP, low rate of fire, anti-tank capability
  • Uses: Anti-tank
  • Opponent of Choice: Land Raider

Fusion Guns

  • Notes: Average strength, good AP, low rate of fire, anti-tank capability
  • Uses: Anti-tank/Anti-infantry
  • Opponent of Choice: Dreadnoughts

Firepike

  • Notes: Good strength, good AP, low rate of fire, anti-tank capability
  • Uses: Anti-tank/Anti-infantry
  • Opponent of Choice: Dreadnoughts

Shuriken catapult/pistol

  • Notes: Average strength, average AP, fairly good rate of fire
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar

Singing Spear

  • Notes: Very good strength, no AP, low good rate of fire
  • Uses: Anti-tank/anti-infantry
  • Opponent of Choice: Dreadnought, predators

D-Cannon

  • Notes: Very good strength, good AP, low rate of fire, short range, guess range, blast
  • Uses: Anti-infantry/anti-tank
  • Opponent of Choice: Tanks, Terminators

Shuriken cannon

  • Notes: Above average strength, average AP, good rate of fire
  • Uses: Anti-infantry
  • Opponent of Choice: Guardians, Grots, Dark Eldar

Death Spinner

  • Notes: Above average strength, average AP, fairly good rate of fire
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar

Lasblasters

  • Notes: Below average strength, low AP, fairly good rate of fire
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar

Hawks Talon

  • Notes: Average strength, low AP, fast rate of fire, Swooping Hawk Exarchs Only
  • Uses: Anti-Infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar

Reaper Launcher

  • Notes: Average strength, good AP, fairly good rate of fire
  • Uses: Anti-infantry
  • Opponent of Choice: Space Marines

Ranger long rifle

  • Notes: Wounds on a 4+, no AP, low rate of fire
  • Uses: Anti-infantry
  • Opponent of Choice: Space Marines, Wraithlords, C'tan

Wraith Cannons

  • Notes: n/a, good AP, low rate of fire
  • Uses: Anti-infantry/anti-tank
  • Opponent of Choice: Space Marines, tanks, characters

Prism Cannon

  • Notes: Good strength, good AP, low rate of fire, blast
  • Uses: Anti-infantry/anti-tank
  • Opponent of Choice: Transports, Terminators

Missile Launcher

  • Notes: Average/good strength, good /good AP, low rate of fire, possible blast
  • Uses: Anti-infantry
  • Opponent of Choice: Space Marines, Terminators, transports, Imperial Guardsmen, Tyranid Gaunts

Scatter laser

  • Notes: Above Average strength, average AP, random rate of fire(d6)
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar

Web of Skulls (ranged)

  • Notes: Average strength, average AP, hits multiple enemies
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar

Flamer

  • Notes: Average strength, average AP, flamer template,
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar, Genestealers

Shadow Weaver

  • Notes: Goodstrength, no AP, blast
  • Uses: Anti-infantry
  • Opponent of Choice: Grots, Guard, Guardians, Dark Eldar, or Gaunts (low LD troops mainly)

Vibro-cannon

  • Notes: Average strength, no AP, average rate of fire, special rules
  • Uses: Anti-infantry
  • Opponent of Choice: Spread out units, low LD troops (Gaunts, Grots etc)

Eldar HQ Units

Avatar

  • Use: Assault!
  • Advantages: Highest WS in game! Invul save, fairly cheap (for what it is!), fearless, good Toughness, Independent Character
  • Disadvantages: 5+ save, vulnerable to every ranged weapon in game, daemon
  • Tactical Notes: Keep within 6" of friendly cheap unit (like Guardians) to benefit from it being an Independent Character and protection of the unit, unless within 12". Needs another unit for support to counter-attack opponents counter-attacking units. Can be used to block LOS (in combat that is).

Farseer

  • Use: Augmentation, unit sniper (see below)
  • Advantages: Good psyker, invul save, witchblades/singing spears
  • Disadvantages: Expensive! Needs back-up from another squad to avoid being shot to pieces
  • Tactical Notes: Can either augment (with fortune/guide) or to snipe enemy unit champions (i.e. mind war!). Can tank kill if equipped with witchblade

Warlocks

  • Use: Unit Augmentation/Farseer Augmentation
  • Advantages: Invulnerable save, witchblades, good powers
  • Disadvantages: High pts cost, limited use if wrong power chosen
  • Tactical Notes: Can be used to augment another Guardian unit (i.e. Enhance, embolden or conceal) or unit boost with destructor. Also tank hunter with witchblade.

Eldar Elite Units

Striking Scorpions

  • Use: Assaulting low armour troops/large numbers of troops!
  • Advantages: Mandi-blaster attack, fairly high number of attacks, Stealth Exarch power, good save & strength
  • Disadvantages: Poor Toughness, needs to be in assault really, can be expensive with Exarch
  • Tactical Notes: Get this unit into assault with large units of troops that have a low Armour (not Terminators, you will never survive - an Exarch with claw may be useful in this situation). Not recommended against Space Marine armies.

Howling Banshees

  • Use: Assaulting high armour save troops
  • Advantages: Power weapons, Banshee masks!
  • Disadvantages: Poor Toughness, poor strength
  • Tactical Notes: Can prove effective against Space Marines (but still wounding on 5+ though) as they get no save. Exarch with executioner will prove useful here (wound on 3+ against Marines!). Will always strike first even against units in cover so can be used to attack defended/well dug in units.

Warp Spiders

  • Use: Close fire support/mobile attack
  • Advantages: Good save, warp jump ability, powerbladed Exarch is deadly in combat, good weapon strength!
  • Disadvantages: Expensive in points, no AP to their weapons
  • Tactical Notes: Best used against low armour save troops, and good at harassing troops (move, shoot, jump back, battlesuit style!) extremely useful in assault if Exarch has withdraw if the enemy catches you, you fight a round, then jump back again!

Wraithguard

  • Use: Combat fire support
  • Advantages: Brilliant weapons! Good strength/toughness/save, possible fearless Warlock
  • Disadvantages: Wraithsight (needs Warlock really), very expensive (35 pts a model), very close ranged weaponry
  • Tactical Notes: Devastating at close range, AP 1 weapons hit home here. Good against C'Tan/Wraithlords/Hive Tyrants as they auto Wound on 4+. Can also rip apart tanks fairly easily.

Fire Dragons

  • Use: Combat fire support/anti-tank specialists
  • Advantages: Good anti-tank weaponry, good BS
  • Disadvantages: Very short range, poor Toughness/Strength in combat
  • Tactical Notes: If the Exarch has burning fist, then the enemy are in for a surprise if they assault (basically a A2 Lightning claw!). Exarch needs a firepike!

Eldar Troop Units

Rangers

  • Use: Taking out high Toughness targets and pinning units with low Leadership.
  • Advantages: Always wound on a 4+, AP 1 is you roll a 6 to hit, can be taken in very small groups to maximise manouverability and to divide fire. Cameleoline cloaks give automatic 5+ cover save.
  • Disadvantages: Cannot move and shoot, low strength, toughness and armour save.
  • Tactical Notes: The pre-game disruption rolls can come in very handy! The ability to pin units is good for holding low LD combat troops at bay.

Guardian Storm Squad

  • Use: Getting to grips with the enemy, killing weak troops at close range, assaulting, and capturing land.
  • Advantages: Extra attack, can take special weapons (flamers, fusion guns), can 'Fleet of Foot' to get to grips with the enemy more quickly, can be fielded in large numbers. Black Storm Guardians (Ulthwe) get WS 4.
  • Disadvantages: Low Toughness, Strength and Armour Save, short range.
  • Tactical Notes: Make good use of terrain to maximise the units survivbility, possibly mount the squad in a Wave Serpent for extra protection, fire support and speed.

Dire Avengers

  • Use: Taking/holding ground, killing troops
  • Advantages: Better Armour save, higher Leadership, better Weapon Skill and better Balistic skill than standard Guardians, powerful Exarch.
  • Disadvantages: Short range weapons, quite expensive in comparison to Guardians.
  • Tactical Notes: These are far better than guardians, but must be used wisely as they cost a fair bit more, good for holding table quarters etc, can provide an effective flanking force when mounted in a Wave Serpent.

Guardian Defenders

  • Use: Short range gun fights, Ranged support (with platforms). Killing weak infantry and lightly armoured vehicles.
  • Advantages: Can be accompanied by a Warlock, can take Heavy Weapon Platforms, large numbers. Black Guardians (Ulthwe) get BS Definition: Battle Sister or Ballistic Skill4. Lots of ranged attacks. Can move and shoot twice.
  • Disadvantages: Short ranged weapons, low armour save, low WS/BS Strength & Toughness.
  • Tactical Notes: Used by many as a 'meat shield' to screen more expensive/valuable units. I prefer to use them to advance upon the enemy brining all their firepower to bear can be disasterous for the enemy.

Eldar Fast Attack Units

Swooping Hawks

  • Use: Taking out specific threats such as Devestator squads/ killing large amounts of weak troops
  • Advantages: Powerful Exarch, Deep-Strike, Lots of shots, Ordnance template blast before Deep-Striking
  • Disadvantages: Poor Toughness/Strenth, weak guns
  • Tactical Notes: The Exarch can wreak havok with his power weapon as he can get lots of hits per turn (this is unreliable however).

Vyper Jetbike Squadron

  • Use: Can suit pretty much any fast attack role, anti-tank, anti-troop etc. All depends on what you arm it with.
  • Advantages: Fast, Versatile, Only glancing hits can be scored on it if it moves more than 6"
  • Disadvantages: Low Armour Value, High points cost
  • Tactical Notes: You will rarely see me playing a game without these, they can be equipped to deal with any situation. Use them to spearhead an attack, block LoS to your Transports, to outflank the enemy, to go tank-busting, or to snipe at long range.

Guardian Jetbike Squadron

  • Use: Good against weak troops, swarm armies etc, Excellent flanking unit
  • Advantages: Fast, lots of shots, good armour save, high(er) toughness
  • Disadvantages: Weak, expensive, short ranged
  • Tactical Notes: I rarely use these due to the (IMO) overly high points cost. They can be effective against some armies such as Tyranids, Orks and/or Imperial Guard, but if you leave them exposed you will loose a lot of points in a very short amount of time.

Shining Spears

  • Use: For killing tough units, characters and body guards etc
  • Advantages: High Initiative, good armour save, fast, Exarch, high number of shots, higher toughness
  • Disadvantages:Very expensive for what they are, fragile
  • Tactical Notes: These are usually killed early on in the game unless you keep them out of sight, but once they are in combat they can do quite a bit of damage. Get them (and their Exarch!) In combat, and keep them there! They can be used to attack long-ranged units towards the rear of the opponents force

Eldar Heavy Support Units

Falcon

  • Use: Transporting small units, support role, tank hunting or sniping
  • Advantages: Fast, Heavily armed, can carry troops, skimmer!
  • Disadvantages: Weak rear armour, low BS
  • Tactical Notes: Falcon Grav-Tanks can be used in a large range of roles. They can be used to screen any Wave Serpents you have, to outflank the enemy etc I tend to use them to carry small squads of Aspect Warriors (mostly my Banshees) into the enemies lines and then provide supporting fire/cover for them.

Fire Prism

  • Use: Sniping enemy tanks and elite troops
  • Advantages: Long range (60"), high Strength, high AP, blast, fast, skimmer
  • Disadvantages: Weak rear armour, low BS,Definition: Battle Sister or Ballistic Skill only 1 effective weapon, expensive for what it does
  • Tactical Notes: Have this at the rear of your army, and use it to pick of enemy vehicles, or any powerful units such as Devestator squads or Terminators. Alternatively, use it to spearhead your attack, taking out threats to your shorter ranged units.

Wraithlord

  • Use: Destroying Tanks, CC monster, drawing enemy fire
  • Advantages: The Wraithlord does not have an armour value and instead uses his toughness value of 8, very strong, can carry a heavy weapon, able to fire heavy weapon and still move, 3 wounds
  • Disadvantages: Slow, vunerable to force/power weapons
  • Tactical Notes: Either use your Wraithord as a fire magnet, drawing enemy fire away from your more fragile units, or get him in CC where it can really do some damage with it's two dreadnought close combat weapons. It can also cripple tanks in combat. Use it's heavy weapon to get rid of nearby threats or enemy transports.

War Walker Squadron

  • Use: Killing anything that moves
  • Advantages: Can mount 2 weapons, front facing force field, relatively cheap points-wise. Can be outfitted with weapons for any circumstance, either lots of shots to lay down a withering hail of fire on troops, or powerful Bright Lances to take out your opponents vehicles. Alternatively mount two Eldar Missile Launchers which can fire anti-tank(Krak) or anti-troop(frag) missiles at long range.
  • Disadvantages: Low armour value, slow
  • Tactical Notes: While some players mount 2 different weapons on their War Walkers to make them versatile, I think it's far more effective to mount 2 of the same weapon, this way you can gear your walkers towards killing certain types of units. Keep your War Walkers in cover and facing the enemy to maximise their chances of survival. Don't put them in the centre of you army where they will come under a large amount of fire, keep them on your flanks.

Support Weapon Battery

  • Use: Holding ground, taking out powerful/large units.
  • Advantages: The platform itself cannot be targeted, so if a blast marker lands on it nothing happens, also, as long as you have 1 Crew member alive the platform is operable. The weapons themselves are just plain nasty and you can have 3 of them in one Heavy Support slot
  • Disadvantages: They can't move and shoot, they aren't exactly long range weapons, they only have 2 crew which are easily killed
  • Tactical Notes: The D-Cannon is great against heavily armoured targets, it can wipe out tanks and tough units like Tyranid Warriors, Terminators or Tomb Spyders with relative ease too. The Shadow Weaver isn't brilliant, but in groups of three they can do significant damage against low toughness lightly armoured targets. The Shadow Weaver also has the longest range. Vibro Cannons are great all-rounders. They're medium range, cause lots of wounds and auto-glance vehicles (which is very handy!), don't bother with them unless you can get at least two though, as they just aren't worth taking at Strength 4 (unless you're a very efficient commander.)

Dark Reapers

  • Use: Sniping across the board, taking out high toughness highly armoured targets, taking down light vehicles e.g. Land Speeders
  • Advantages: Long range, relatively high Strength, great AP, Exarch, Heavy 2!
  • Disadvantages: Very expensive (and as a result, few in numbers)
  • Tactical Notes: If you have no qualms about using guardians as 'meat shields' then put your Reapers behind them, although in 4th Ed this will not help them too much. Use them to establish strong firing lines, or alternatively mount them in a Falcon and have them used to Take and Hold terrain.

Golden Rules

The following is a list of Eldar Dos and Dont's. I will add to them as I think of them, feel free to PM me or post here if you think of some you think I should add and I'll consider it.
1- This is an anti-cheese tip that does not apply to Iyanden players. Don't make a list full of Wraithlords! Two if you have to, but one is enough. This will save you a lot of earache. (Most) Other players detest Eldar players who max out on Wraithlords. Just don't do it.
2- Always move 6" or more with Skimmers. Always. This is probably best piece of advice I could give to all those Saim-Hann players out there. Not doing this means that your opponent can score penetrating hits on your skimmers, and this means almost certain death. Don't let cover lure you into a false sense of security, before you stop short of 6" to take advantage of cover, remember to make sure that your opponent has no units that could Deep-Strike near to your skimmer/s, make 100% sure that there are no weapons in range that have a line of sight to the skimmer/s, and don't forget to take indirect-fire weapons into account, as terrain will not help you one bit against them.
3- Ulthwe players, don't max out your Seer Council! As tempting as it is, you are sinking up to 1000 points (reasonably - technically the possibilities are MUCH higher) into a unit that can all too easily be lost to enemy fire or a nasty CC unit.
4- Make the most of psychic powers! And don't forget to use them! As silly as this sounds, there are many times I have kicked myself for forgetting to use 'Fortune' or 'Guide' at the beginning of the turn. Psychic powers can make a huge difference in games when used properly, but don't forget Golden rule number 3!
5- Unless you have a very cunning plan, don't sacrifice units! It rarely pays off using this tactic with the Eldar. They are often expensive and specialised and you do not want to throw them away. It is also very un-like the Eldar to sacrifice their kin, there aren't enough of them to do it! Fluffwise - it's a travesty to sacrifice men, even for the greater good! You are not Tau!
6- Specialise! You can do it, so do it! I know of people that consider tailoring your army to fight another as 'cheesy'. Take it from me, that's rubbish! Any self-respecting military commander will gather intelligence on an enemy and decide how to counter them most effectively! Would you send in a team of snipers to pick off tanks? No! Of course not. Unless you own an uber-army, you will need to adapt. Vyper Jetbikes are especially good at this, as they can be outfitted with such a variety of weaponry. Taking particular Aspect squads can dramatically change the way your army works too.
7- Be quick! Eldar are designed to be fast and it's a good idea to take full advantage of this. Few people enjoy playing with or against an Eldar force consisting of only Reapers and D-Cannons, although these come in handy sometimes!
 




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