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Eldar: Where are they in the tournament right now?

I’ve recent read a rant from an experienced 40K player about his dissatisfaction of the current Eldar codex.  This got me thinking a bit since both my business partner and I play Eldar (he more frequent than I).  And the main reason that I dislike playing Eldar (aside from proxying 20 defender guardians as storm guardians) was that I thought using them making winning a game of 40K too easy, too methodical, and not as fun for my opponent.  But I am getting ahead of myself right now.  Let’s first look at what the Eldar codex has to offer first, shall we not?

Like all codices, there are units that rock and unit that suck.  We use the ones that rock and shelf the ones that suck, this should be standard operating procedure for any competitive gamers.  So let’s look at which is which, shall we?

Those that rock!

Autarch

Though many players think they are not worth it, what else can you ask for 70 pts for a HQ choice?  The little bugger comes with BS6 and can have  a fusion gun for 10 pts, give him some swooping hawk wings/or spider back pack and you now have a deep striking unit that will threat any vehicles on board.  I’m not even going to bother about the cheap option that he can have for assault.  Some player complain that he is too easily killed.  Well, we are playing war, and real war a lot more shit will get blown up, so get used to it. :)

Farseers

These are the backbones in any Eldar army.  I am aware that certain Eldar variants win games without them (one of my buddy use a guardian based army with no farseers), but I personally feel the Eldar codex is built point appropriate for their psychic powers.  The only problem that some players had faced (I certainly did with the new SW) is the fact it is harder to get psychic power out successfully.  But the psychic defense is still there, and it make the army quite powerful against other psychers.

Avatar

If you hate the Avatar, then I suggest you check your credit card bills to see if you have incurred any unnecessary charges recently.  The reason is simple, the Avatar is a bargain for what it comes with in the Eldar codex – MC that has 4+ inv save with MG and immune to Melta type weapons.   Some folks complain that you must field a farseer to make them useful, but the same folks will also use big words such as “synergy” in their online assessment of armies.  Good thing English is my third language, otherwise I would be thoroughly confused.  :)

Maugen Ra

I won’t bother with any other phoenix lords, just this one.  You can find them in the other section.  But this guy is worth mentioning because he is the only phoenix lord that takes full advantage of their WS/BS 7 status.  With a 2+ save and S6 PW, Maugen is a beast in CC, and he also comes with a Assault cannon that reaches 36″.  If you haven’t try him, try him NOW!

Special Characters

There are only two.  Yiriel and Eldrad.  Both kickass in their own way and will annoy any opponent in an experienced general.

Seer Councils (on bikes)

If you haven’t try using them, don’t start using them unless you want to lose some friends.  Facing these guys is the most frustrating event you can give for your opponent (especially if you got “Fortune” off).  I know they are a trendy unit and I hate units that are trendy but there is a good reason why they are trendy – they win games.  Unfortunately I would not offer any advice on how to use these guys.  It is not because there are other sites with more detailed instructions on how to use them, but because I think they “mirror” the bunker type of units in WFB that turned the game away from me.  Use them at your caution.

Eldar Jet Bikes

66 pts scoring unit that can have a 3+ CS if turbo boosted.  Say what???  Say no more.

Wraith Guards (TP)

I run a staple 10 men Wraith Guards unit in my Eldar list.  Though I gave them a warlock and make them WS5 and I5, they rarely see combat.  It is my honest philosophy that the best combat is one that they don’t have to participate in.  I think this can be dated back to my military training in that the best firefight is the one that you don’t have to fire a bullet, let the artillery support, air support, and your recon unit deal with the threats first, and hopefully all you have to do is set up securities for the reinforcement.  I think a lot of complaints came from how these guys aren’t as strong due to the fact that too many folks leave them in the open and think that their 3+ AS or the 5+ CS and their T6 will save them from shooting.  Well, they ain’t.  If you truly want to save them, just reserve them.  I know that’s a lot of points held in reserve, but that’s also a lot of points late game that your opponent can’t deal effectively.

Harlequins

The best CC unit currently in the game.  I know the new Tyranid codex is around, but they still are.  If you are having too much trouble running them, try up their sizes and run 2 units instead of 1.  Also, try not take on too much at one time.  Even they can have 5+ inv save with re-roll in CC, they are still pansies with T3.  If you are still having problems, try putting them in reserve and use them as counter assault unit (I personally won’t bother because the veil of tears is pretty good normally).  If you are still having problem, put them in a box and ship them to my shop.  I’ll give you something in return equating my normal merchant discount. :)

Fire Dragons

Okay.  If there is any broken unit in the game currently, then it is the Fire Dragons.  For merely 80 pts, you can have 5 MG with BS4.  The only thing you have to do is buy them a Wave Serpent.  Now wait, that will make the total points 200, still cheaper than any other army can put together.  Now if you want to be a hater and run 3 units of these and full size….

Warp Spiders

I must confess I never liked this buggers.  I thought they were too expensive for what they have, but my business partner Paul proved me wrong again and again in games which he used him.  Instead of using them as firing platforms that can move more than 12″ a turn, he used them to their fluff, skirting around opponent’s units then move away, in hope to draw opponents’ units off objectives or easy KP.  I’ve seen many games that concluded in his favor as he swooped in during the last turn, contesting the objective with them.  A solid unit in my book.

Wave Serpent

I am aware that most Eldar player complain how expensive their DEDICATED TRANSPORT is over priced.  But I almost immediately retort and remind them that their DEDICATED TRANSPORT is a fast skimmer that may not have the best weapon load out, but can always be used as a S10 cruise missile if time calls for it.  I also often remind them that it is the only DEDICATED TRANSPORT that can nullify the strength of Melta weapons in this Melta heavy environment (so long they aren’t a retard and flying backwards with their Serpents).  120 pts (after all the necessary options) for a vehicle that can contest/score objectives after moving 24″ is a small price to pay.  The mistakes I often see made by most of Eldar players were when they try to maximize the vehicle’s weaponry and fly closer than 36″.  I wold like to remind them the Serpent is a DEDICATED TRANSPORT and if they risk exposing their vehicles to opposing fires, then it is their own misjudgment that they should blame when their Serpent blew up.

Fire Prisms

This was the first unit that I add to my 5th edition list.  In fact, I added 3 during my first trial run in fearing of losing one of them.  It turns out 3 of them are a bit too much for my opponent (who happens to be an Ork player, not even MEQ) and made it a very short and unengaging game for him.  I think it had something to do with the fact I was abusing the long range of the Prism and just sniped his boys squad one by one…

Those that suck…..

Phoenix Lords

I’ll take Cassandra out of this list as well (Mugen Ra is already out) since he can have potential first turn charge, something that is very “fun” for your opponent.  But the rest 4 are over cost, too 1 dimensional, and fold faster than a cheap hooker on a Halloween night.

Rangers

Pathfinders I can see a point.  AP1 on 5/6 to hit is still annoying against Terminators and/or Light transports.  But rangers are just pointless, they might cost less, but they don’t have the most important rule of the Pathfinders (not the 2+ CS) – the ability to ignore difficult terrain.  The latter allows the Pathfinders to freely contest/score objectives on their own side.

Striking Scorpions

They are….. shit.  I won’t even bother insulting everyone’s intelligence by explaining how shit is shit.

Vypers

Open-topped skimmers with 11/10/10.   Really not a good buy.  The only hope for them is the possibility the GW will make them the equivalent to a Attack Bike (preferably giving it T6) :)

Swooping Hawks

I’ve heard of tales of folks winning their game as their Hawks coming down in the last turn, contesting an objective.  But I’ve only heard of them.  I’ve seen with my very own eyes on how they drew the games, but those were draws.  So if you want a possibility to draw (rare as it may be), please use them.

Shining Spears

Shining what?  You know, the 5 men (or smaller) of pansies that I put on the board and just disappeared in a flash after a volley of bolter fires, slugga shots, devours ammo, IG pie plates, or Demonic shooting?  I believe they are a unit suffering due to outdated rules.  Their exarch power should give them the ability Scout instead one of the two existing.  That should make them more 5th ed. desirable.

Heavy Weapon Teams

What?? My models mounted on an anti-gravity platform can not fire their heavy weapon after moving when the same anti-gravity platforms in my guardians squad can and they are smaller?  I guess Eldar never quite master their miniaturization of their anti-gravity platforms.  Hopefully this technology will be mastered in their new codex and give move and shoot to their heavy weapon teams.

Dark Reapers

Well, I actually have a friend (Flugey to be exact) who swore that these babies are good.  Actually his exact words were “the Dark Reaper Exarch is amazing and I am glad that I have the extra guys to take a bullet for him”.  But a single model doesn’t grant the merit that the entire unit is good, especially after an unlucky armor save after a torrent of fires end the exarch’s career.  I expect this unit to be armed all with the Tempest Launcher when the new codex arrives.

Those that sit between…..

And the rest of the units not mentioned fell somewhere between a rock and a sucky place.  Some folks may beg to differ but I ask them to play more games first :)   This should give you plenty options still to write whatever list that your heart sets on.  Just be mindful that if you indeed take one of those unit on the suck list, don’t have too high an expectation on the outcome of your games.

Now if you are still having problems winning, then I suggest you try the Reserve Gambit (before you fall to the dark grasp of seer councils).  You can find the detail of the tactic by doing a quick search on the right side if you don’t know how already.  Your games should go something like this…

(Objectives Based Missions)

Deployment: The Eldar player won the roll, he dances in joy while flipping his opponent off as he finally may have a chance at winning (as he heard from many others that winning with Eldar is hard, whining on the other hand is not :) ) He chooses to go 2nd and apply Reserve Gambit.

Turn 1

Opp: “There is nothing for me to shoot.”

Eld: “I know.”

Turn 2

Opp: “There is still nothing for me to shoot at.”

Eld: “Oh, don’t worry, they will come.”

Turn 3

Opp: “Yeah! A UNIT…… dang, cover saves messed me up.”

Eld: “Sorry about those Prism shots, I’ll apologize for the Dragons’ too”

Turn 4

Opp: “I know your entire army is on the board, but I feel like I haven’t killed much.”

Eld: “You haven’t.”

Turn 5

Opp: “I can see how this game will end in a draw”

Eld: “My Wave Serpent, Spiders, and Jet Bikes just contested all of your objectives, let’s hope game ends quick.”

Turn 6 (lucky opponent)

Opp: “Am I glad that the game went on.  I am still having no lucky with the CS on your bikes and your skimmers.”

Eld: “I know.  I’m still contesting…”

Tunr 7 (really lucky opponent)

Opp: “Come on… dice!”

Eld: “Sorry bro, I am still contesting all your objectives, and my Wraith Guard is holding my objective pretty good here, guess I just won.”

Opp: “I don’t know how I lost”

Eld: “Guess I am lucky, GG”

______________________________

(and this section if you are playing KP and Reserve Gambit)

Opp: “You killed 7 of my units, how many did I kill?”

Eld: “4, that’s including both of my Serpents. GG”

What the 5th Ed. Eldar player need is not a new Codex, or even a killer list to be competitive in an event.  Instead Eldar players need to arm themselves with ruthless cunning and quick decision making skills in the game.  The biggest strength the army gained in 5th is mobility and vehicle survivability.  Thus, a good Eldar general should emphasis on the mobilities of their units rather than static shooting power to divide opponent’s forces and devastate the weaker portion part by part.  In objectives based missions, scoring is less important since the mobility of the army can allow the Eldar player to easily contest all objectives if need, thus creating a no-loss scenario from the get-go.  In KP missions, the player should concentrate on luring and baiting rather than actively seeking and destroying.

Winning with Eldar in 5th is not only possible, is highly probable.  It, however, requires the player to approach the game methodically and systematically, treating the game of a game of chess or go rather than a game of risk.  If you ask me, that’s a hefty price to pay just to win at a game that we call hobby to.

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