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This compilation was taken from the thread J5.0 Eldar Tactica Warseer Forums.

I have the
written permission of the original writers to copv-paste these guides. Feel free to visit the original
thread at Warseer Forums ( http://warseer.com/Iorums/showthread.php?t149243 ) for further
advise and comments. Jisit the links written beside the sections to read the original posts.
If vou copv-paste this compilation or part of it, the writers will be glad if vou mention their work as
theirs and not vours.
You will find out that this is like a bible (excuse me for the sacrilege) for the Eldar plavers and a
weapon against them.
Eldar Fifth Edition Walkthrough - by Irisado
HQ Choices: (Page 6 of the original thread)
http://warseer.com/Iorums/showpost.php?p2791730&postcount114
Avatar:
The Avatar is a very good choice Ior Eldar commanders who wish to play an inIantry based Eldar
Iorce. A devastating leader in an assault, the Avatar is at his best when he leads a large number oI
Guardians (DeIender and Storm), supported by Dire Avengers and Striking Scorpions, into battle.
His ability to inspire those around him is particularly useIul Ior the Guardians, since it compensates
Ior their lower leadership, while they can support the Avatar by launching assaults with him, so that
he does not become bogged down by hordes in close combat. In Iact, it is a good idea to place as
many units within twelve inches oI the Avatar as possible, so that his inspiring nature makes them
Iearless. Be careIul with placing too many units too close together though iI you are playing against
an army which has a lot oI Blast, Barrage or Ordnance weapons.
The Avatar is also very tough Ior the enemy to destroy, and iI they decide to concentrate their Iire
against him, it will most likely spare your troops Irom taking as many casualties. You can use his
ability to be a Iire magnet to your advantage, by using him to launch a distraction assault with
Guardians, while you go Ior the jugular using another unit, or combination oI units.
The new run rule also helps the Avatar, since he can now keep pace with Eldar units which can
Fleet, making him work even more eIIectively with the Guardians.
Given all these positive comments, are there any reasons not take him? The answer to this question
is yes. The Iirst thing to consider is that, he costs more than the Farseer and Autarch, so he isn`t
really suitable Ior smaller battles. Next, he is not very good at working with mechanised or mixed
Eldar armies, since you cannot aIIord suIIicient squads oI inIantry to support him. He may be tough,
but leaving him unsupported is a bad idea, as the enemy will be able to concentrate all their Iire on
him as he advances without having to worry about other inIantry around him reaching their lines
intact. A Iinal point is that against some armies, you may Iind that his killing power is just too high
to warrant taking him. For example, against Space Marines I`ve never Ielt the need to take an
Avatar, since I know that there is nothing in their army that Eldar Aspect Warriors cannot handle in
an assault (with the possible exception oI close assault Terminators, but there are other ways to deal
with those); whereas against a Daemon army, he is much more useIul, since he can take on those
tough Greater Daemons and Daemon Princes in close combat, and have a chance oI winning.
In conclusion he`s a very good commander, but iI you`re going to take him, make sure that he Iits
your army composition, and you have suIIicient points to build your army around him.
Farseer:
Easily the best Eldar commander iI you want to augment your own troops, the Farseer oIIers the
most options to an Eldar army.
(S)he excels at making other Eldar units more eIIective, and you can build an eIIective strategy
around the Farseer`s powers. Most oI the powers haven`t changed a great deal with regard to their
eIIectiveness in IiIth edition, but Ior all those who are new to the Eldar, here is a brieI run through
oI how to get the best out oI each power:
Doom: The most useIul oI the powers in my view. II there is a particular unit that you want to
destroy in one turn, then have your Farseer cast Doom on it, and then shoot it with as many units as
you can, and/or assault it with a dedicated close assault unit. It is a very good power, since multiple
Eldar units can beneIit Irom it (every unit attacking the Doomed` unit beneIits Irom the re-rolls to
wound). Units which particularly beneIit Irom Doom are Dire Avengers and Guardians (re-rolling
Iailed Avenger and Shuriken Catapults wounds is very handy), and Howling Banshees whose Power
Weapons lack strength against the MEQs they specialise in killing, so re-rolls to wound against the
unit they assault greatly increases their eIIectiveness.
Fortune: Again, another very useIul power, although it only works on one Eldar unit, meaning that
you sometimes have to make a tough choice as to who gets the beneIit oI this power each turn. With
the improvements to cover saves in IiIth edition, it is now even more eIIective when cast on an
Eldar unit in cover (e.g. Dark Reapers in a IortiIied position). Fortune is also very powerIul when
used in combination with the Avatar, making it a must Ior Avatar led inIantry armies.
Guide: This power is a must iI you plan on using War Walkers with Scatter Lasers and/or lots oI
Guardians. It really helps those BS3 warriors hit their target, and given the increase in cover saves
Ior IiIth edition, the more hits you get the more chances you have to wound, and the more chances
your opponent has to Iail his save. It can also be helpIul Ior Aspect Warriors, but is less critical.
Guide also works very well when cast on an Eldar unit that has LOS and range to a Doomed`
enemy unit. II you really want to take out a pesky unit oI MEQs, Ior example, try casting Guide on
a unit oI Dark Reapers, and then Doom the unit you want them to shoot at. II hordes are causing
you grieI, then casting Guide on War Walkers, and Doom on the unit you want them to Iire out
should see that horde thinned.
Eldritch Storm: In the past, this power hasn`t been oI that much help in my view. In IiIth edition
though, I can see more oI a use Ior it. Tanks are now tougher to destroy, so attempting to use
Eldritch Storm to spin them around, so that a less Iavourable part oI their armour Iaces your guns
may not be a bad idea. It can also be used to try to pin enemy units, but unless they have very poor
leadership, the chances oI this happening are not very high. Also counting against it is its range.
Eighteen inches is all well and good iI your Farseer is on a Jetbike, but Ior a Farseer on Ioot, I just
Ieel it brings him/her too close to the enemy. II you can make it work Ior you though, then Ieel Iree
to take it, but I just Ieel the other powers are better.
Mind War: This power looks pretty good on paper, but the big problem is that there are so Iew
squad leaders and Independent Characters that have a low enough leadership Ior it to work very
oIten. You might be able to pick oII the odd Ork Nob here and there, but I can`t see much else that it
would be eIIective against. It also requires the Farseer to get uncomIortably close to the enemy on
Ioot, so it is perhaps better utilised by a Jetbike mounted Farseer.
The last point concerns how many powers your Farseer should have. In smaller games (1000 points
or Iewer), you`ll most likely only have enough points Ior one. In larger games though, taking two is
always advisable, especially iI they work well together (e.g. Guide and Doom). While some Eldar
players Iavour taking three powers in larger games, I don`t believe that this is a wise use oI points,
since in my experience, you will never get the change to use the third power oIten enough Ior it to
make its points back.
The Farseer also has access to various pieces oI equipment:
Singing Spear: A useIul upgrade, especially iI you are planning on assaulting a tank at any stage
with your Farseer, although I think that this is something oI a secondary consideration Ior a Farseer.
The disadvantage to the Spear is that you can`t use it with a Pistol to gain an extra attack. Given that
the Farseer should not be assaulting most inIantry, this should not be a problem, but iI you are
planning on running your Farseer with a Warlock Bodyguard and using them as a pseudo Seer
Council to assault enemy units, this is something that you may want to bear in mind.
Runes oI Warding: Very important iI you are going up against an enemy Iorce which has powerIul
psychic abilities, such as Chaos Space Marines. Otherwise, they are not really necessary.
Runes oI Witnessing: Not that great in my view. They actually increase your chances oI rolling a
double one and suIIering a Perils oI the Warp Attack. The good news is that the changes to Perils oI
the Warp Ior IiIth edition mean that your Farseer will no longer suIIer Irom Instant Death should
this happen, but why take an increased chance oI suIIering a wound? I see no reason to take these
Runes.
Dweomer did some maths which Eldar players may Iind interesting regarding these two Runes.
The Iollowing extract comes directly Irom his post on the subject:
Okav, so in anv number of threads I have seen people citing the effectiveness (or not) of a
Farseers Runes. Almost all of this has been citing anecdotal evidence with onlv token Math-
hammer applied. Having some free time at work, I thought I would take it upon mvself to show the
Math-hammer* advantages and disadvantages of these basic items. Numbers are rounded to the
nearest .1 for sake of ease.
First well take the easv one. Runes of Warding.
Unmodified Ld 9. 80.6 Success, 13.9 Failure, 2.8 Perils & Success, 2.8 Perils & Failure
9 vs RoWarding. 37.5 Success, 25 Failure, 37.5 Perils & Failure
Unmodified Ld10. 88.9 Success, 5.6 Failure, 2.8 Perils & Success, 2.8 Perils & Failure
10 vs RoWarding. 50.0 Success, 12.5 Failure, 37.5 Perils & Failure
So successes drop to about 1/2, failures double, and Perils tests increase bv almost 7 times. Prettv
simple, no? I know I wont leave home without them...
Okav, now for the one with trickier math. Runes of Witnessing
Regular Farseer. 88.9 Success, 5.6 Failure, 2.8 Perils & Success, 2.8 Perils & Failure
RoWit Farseer. 90.3 Success, 1.9 Failure, 7.8 Perils & Success, 0.04 Perils & Failure
So a Runes of Witnessing Farseer is going to be slightlv more reliable in casting, but is going to
also run a higher risk of Perils. However, the Ghosthelm will mitigate this a good bit. 5th editions
auto-wound and re-roll Inv save fun mean a regular Farseer will take a wound 1.4 normallv or
0.9 with Fortune. A RoWit Farseer will take a wound 2.0 of the time, 1.3 with Fortune.
Hope this helps some of vou nascent FarSeers out there.
*Math-hammer does not take into account the Real World, vour dice hating vou, general bad luck,
and other edicts of Murphvs Law
Spirit Stones: Don`t leave the CraItworld without these iI your Farseer has two powers.
Jetbike: A good option iI you are Iielding an all mechanised Iorce, the Jetbike gets the Farseer to
where (s)he needs to be much more quickly. The downside is that unless you put your Farseer in a
unit oI Jetbikes, the liIting oI targeting restrictions on Independent Characters Ior IiIth edition
means that (s)he will be a magnet Ior heavy weapons. II you haven`t got the points to get a unit Ior
your Farseer to accompany, this will not be a good choice under the new rules.
Bodyguard: The Farseer can be joined by a unit oI Warlocks. This tends to be very expensive
though (especially iI you mount the whole squad on Jetbikes), and is only regularly used by players
who want to run an Ulthwe themed army with a pseudo Seer Council. There is nothing wrong with
taking this option iI you play Ulthwe and want to stick to the background (as regular posters will
know, I`m all in Iavour oI playing with the background in mind), but non Ulthwe players will
probably want to give this option a miss. Warlocks and the Farseer are not that eIIective in assaults
Ior the points you pay, and you certainly don`t want your valuable Farseer to get torn apart by a
horde oI Orks, or Rapid Fired to death by Space Marines as (s)he and his/her squad closes in to
assault. Their lack oI grenades also counts against them Ior assaulting in IiIth edition, so all in all, I
don`t think that a Warlock Bodyguard is that good a purchase.
The Farseer is a suitable commander Ior all Eldar armies, although (s)he is much easier to protect
when used with an inIantry or mixed Iorce, since (s)he can be placed in a unit which is unlikely to
be too exposed to enemy Iire or to be assaulted. The Farseer is a more problematic choice Ior purely
mechanised Eldar, as placing him/her with a unit in a Wave Serpent or Falcon will mean that (s)he
will usually end up being deployed closer to enemy lines than in is ideal. OI course, (s)he can be
mounted on a Jetbike, but this causes other problems as I have already indicated.
Warlocks:
As they are unit upgrades, I`ll discuss Warlocks in more detail with the units in which they can be
Iielded, however, I will comment on their powers here.
Conceal: Nowhere near as useIul under IiIth edition rules due to most cover now conIerring a 4
save. This power is only really needed iI you are playing a battle on an open plain, or on a board
which lacks terrain. Since neither case should be common, I think there are better powers Ior
Warlocks to take now.
Destructor: A very useIul power Ior taking out large squads oI poorly armoured inIantry. It`s also
very good against other Eldar should you be involved in a civil war` battle. The only problem with
it is that you have to get close to use it. For this reason, giving it to a Warlock leading Wraithguard
or Storm Guardians is probably your best bet, although I have seen many Eldar players talk about
how deadly it is when given to Warlocks on Jetbikes.
Embolden: Very handy Ior Guardian units, since they are liable to Iailing a morale test at some
point or other.
Enhance: Again very useIul Ior Guardian units, but a recent debate as to how useIul has been
raging recently on Warseer, but I`ll discuss that more when I come to talk about Guardians.
http://warseer.com/Iorums/showpost.php?p2793453&postcount121
Autarch: (Page 7 of the original thread)
The Autarch has become a more attractive choice Ior the role oI Eldar commander in IiIth edition
due to the changes in the reserves special rule Ior standard missions. Given that it is now possible to
deploy many units in reserve, many Eldar players may want to take advantage oI this and use the
Autarch`s Master Strategist rule to increase the chances oI your reserves turning up more quickly. I
would still advise against putting too many units in reserve, unless you have a particularly cunning
plan, since you could be unlucky and Iind yourselI becoming overwhelmed very quickly, especially
iI you are up against horde armies, but it`s certainly an option to think careIully about iI you are
going to take an Autarch.
The Autarch is also more associated with certain CraItworlds, so iI background is important to you,
this is also an important Iactor to consider. It is very common, Ior example, Ior Biel Tan armies to
be led by an Autarch, due to their Iocus on Aspect Warriors.
The Autarch is, in addition, the most Ilexible Eldar commander in terms oI his equipment, making
him a good choice Ior inIantry, mixed, and mechanised Iorces, although the more equipment you
give him, the more his points cost starts to shoot up, so you need to be careIul not to make him too
expensive.
Apart Irom costing more points than a Farseer, the other disadvantage oI the Autarch is that he does
not really augment the perIormance oI Eldar units. OI course he will improve the shooting and/or
close assault ability oI the Aspect Warrior unit to which he is attached, and in turn will beneIit Irom
their powers, but he has no ability to make it easier Ior other squads to hit or wound enemy units,
which the Farseer can do with his/her psychic powers. In this respect, the Autarch is Iar less subtle,
so you need to build your Autarch Ior one primary role and stick to it, so that he can make up Ior the
absence oI the Farseer through sheer killing power. In larger games, you could always take a
Farseer and an Autarch, but in games oI less than 2000 points taking two HQs is not normally a
good option, since it will reduce the number oI points available to spend on other sections oI the
army by too great an amount.
How to equip you Autarch will depend a great deal on which Aspect Warrior unit you want to attach
him to. Fielding him as an Independent Character is not a good idea under IiIth edition, as a
competent player will just pick him oII. Also, the Autarch won`t beneIit Irom any Exarch abilities iI
he`s not with an Aspect Warrior squad, so it makes sense to attach him to one.
I haven`t seen too many Autarchs designed Ior long range shooting, but it is a possible build,
particularly iI you Iancy attaching your Autarch to a unit oI Dark Reapers. A Reaper Launcher will
obviously be the weapon oI choice here, and iI this is the only piece oI equipment you give him, it
will certainly keep the costs down. Many armies, however, do not have the points to take a Dark
Reaper squad, and also Iielding the Autarch in a purely ranged role, seems rather a waste oI his
close combat abilities to me, so I would advocate a more mixed approach to equipping your
Autarch.
Here are some common Autarch builds:
Warp Jump Generator, Fusion Gun or Deathspinner, Power Weapon or Scorpion`s Chainsword,
Mandiblasters.
This build is very eIIective iI you want to join your Autarch to a unit oI Warp Spiders. It gives him
mobility, good short range shooting to match up with the Spiders, and allows the Spiders to be used
as a hit and run assault unit, providing you have equipped their Exarch appropriately. The only
possible Ily in the ointment is the threat oI rolling a double iI you attempt a second Warp Jump,
meaning that you need to keep the Autarch with the Warp Spiders at all times iI you don`t want to
take the risk oI his being consumed by the Warp.
On the subject oI this build, it`s oIten diIIicult to choose between the Power Weapon and the
Scorpion`s Chainsword. I Ieel that it depends on your opposition. Against hordes, the Scorpion`s
Chainsword is the way to go, you need more strength than AP against, Ior example, Orks and
Tyranids. Against MEQs, however, the decision is more diIIicult due to their higher than average
toughness and superior armour. Taking the Power Weapon makes sense iI you have a Farseer with
Doom, but otherwise it may be a bit more marginal. That said, I would still take the risk, since WS6
with Iour attacks (Shuriken Pistol still gives you an extra attack with a Power Weapon) is nothing to
dismiss lightly.
Jetbike, Laser Lance, Mandiblasters, Fusion Gun or Reaper Launcher
This is a great build iI you have a unit oI Shining Spears to add the Autarch to. It gives you a useIul
hit and run unit which is capable to taking down MEQs, and also tanks (especially given that your
strike their rear armour in IiIth edition). Some players like to give the Reaper Launcher to the
Autarch to give him more ranged Iirepower, but I Ieel this makes him too expensive, although it`s
your decision in the end. The main problem with this build is that it doesn`t come cheap, and unless
you get your Autarch into the thick oI the action, you may Ieel you`ve wasted the points. Such a
commander and unit is perIect Ior all you mechanised players out there, but inIantry players will
probably want to give it a miss Ior reasons oI points.
Power Weapon, Mandiblasters, Avenger Shuriken Catapult
On paper, this doesn`t look very useIul, but it is quite cheap. What is more, iI you add your Autarch
to a unit oI Dire Avengers with an Exarch with Power Weapon, Shimmershield and DeIend, and
you`ve just got yourselI a unit which is very good at holding up enemy units in an assault. Not only
does the Autarch have the beneIit oI his Forceshield, but don`t Iorget that the Dire Avengers will
also have their own invulnerable save courtesy oI the Shimmershield. Many units will have a tough
time shiIting this unit, especially iI it is deIending an objective in cover. Even iI the attacking unit
has assault grenades, your Autarch should get the Iirst strike, and all the invulnerable saves should
ensure that enough oI your Avengers survive to hold their ground, giving you time to send in
reinIorcements. I will discuss this tactic in more depth when I talk about Dire Avengers. Also, iI you
have the points to add Bladestorm, an Autarch with BS6 and an Avenger Catapult will really help
increase the amount oI damage that the unit as a whole causes to the enemy.
The most important Iactors to bear in mind when building your Autarch though are:
What type oI Autarch do you want? (i. e. assault, shooty`)
Which Aspect Warrior unit he will join?
What equipment will best enable him to be eIIective within that unit?
There are numerous other Autarch builds out there, and so many potential combinations that I won`t
discuss any others speciIically. However, please Ieel Iree to discuss other options or builds Ior the
Autarch, since I deIinitely haven`t covered them all, and there are likely to be other powerIul
combinations which I have missed.
Special Characters:
I don`t have much to say about any oI these. I believe that iI you are taking them then you already
know how you are going to use them. Taking special characters is also a rather personal choice, and
while I will oIten advocate my views on how well I think they Iit a particular player`s list, iI said
player asks Ior advice, I won`t comment speciIically on them here.
I will, however, say that I Ieel that all players would beneIit Irom thinking about the background
and points value oI their list. For example, is it right that Eldrad is Iielded in an Eldar army which is
not themed around the Ulthwe CraItworld? Should Yriel be leading a Saim Hann Jetbike Iorce?
Should Phoenix Lords be present in small battles? My answer to all oI these is no, since the
background does not support such inclusions. II the background oI your list would justiIy such an
inclusion, then by all means Ieel Iree to choose an appropriate special character, but you may want
to consider the paragraph below when it comes to making the Iinal decision.
On the subject oI points, I would say that Iielding Special Characters in armies oI less than 2000
points is asking Ior trouble, since most oI them cost so many points that you will be Iorced to
compromise too heavily in other areas oI your list, making your army very vulnerable to a more
balanced enemy Iorce. This is especially true in IiIth edition, as many players have tended to
compromise their troops section in the past, in order to make way Ior Special Characters, which
could cause serious problems under the new rules Ior scoring unit. In addition, you may want to ask
yourselI this: would a Special Character turn up to Iight in small engagement? My own view is that
such a character would not, but again this is a personal decision.
When all is said and done though, it is your army, so you must make whatever decision Ieels right
to you.
http://warseer.com/Iorums/showpost.php?p2798848&postcount146
Elites: (Page 8 of the original thread)
The Eldar have access to some oI the best Elite troops in Warhammer 40,000. These units, however,
are very specialised, and iI used poorly will die just as easily as regular troop units, so it is
important to ensure that they are used in situations that suit their abilities, and that they are
supported.
Striking Scorpions:
These are the most durable Eldar assault troops that are available to an Eldar commander. They
excel against hordes, where their Iour attacks (iI they initiate the assault), and additional strength
(Irom the Scorpion`s Chainsword) beneIit them against the toughness oI Ork Boyz, and allow them
to scythe through Guardsmen, and many Tyranid units. They are not as good against MEQs on the
oIIence, due to their lack oI AP, but their high armour save makes them more durable against the
strength Iour attacks that many MEQs possess in a protracted assault. It`s true that they will be
wounded just as easily as any other Aspect Warrior, but their superior armour save gives them a
better chance oI survival.
They also beneIit greatly Irom IiIth edition rule changes, in that they can now run, making them an
even better counter assault unit Ior an all inIantry Eldar army, as they can keep pace with other units
which have Ileet, and they have the option to outIlank the enemy, should you choose the inIiltrate
option. Given that you have so many options with Striking Scorpions, it is sometimes diIIicult to
decide how to use them; however, I Ieel that this decision depends not only on the army you are
Iighting against, but also on the type oI Eldar army you are Iielding.
II you are Iielding an inIantry based Eldar army, Striking Scorpions are best employed as a counter
assault unit, especially iI you have the Avatar and Guardian horde combination as the core oI your
Iorce. The Striking Scorpions can either support the Avatar, or lead an assault against enemy Iorces,
with Storm Guardians to support them. Using the Striking Scorpions to lead such assaults is
especially important iI the enemy is in cover, since they carry Plasma Grenades, while the Storm
Guardians do not. As such, it is usually better to deploy them with the rest oI your Iorce, rather than
opting to inIiltrate them, but it is not compulsory. II, Ior example, you Iind yourselI Iacing an
Imperial Guard Iorce you may want to inIiltrate your Striking Scorpions, so that they can assault
units which would otherwise be shooting your advancing inIantry to pieces, and tie them up, so that
they can`t bring their Iull guns to bear on your lines. Against armies which rely less on Iirepower,
on the other hand, such a tactic is probably unnecessary.
In a mixed Eldar Iorce, you have the most options. You could either use your Striking Scorpions in
a counter assault role, or inIiltrate them, or try outIlanking the enemy. The choice will depend a
great deal upon the army which you are up against, and the composition oI your own army, i.e. how
many mechanised units you have selected in comparison to how many Ioot units you have chosen.
It is with the mixed Iorce that you have the most Ireedom with your Striking Scorpion unit.
As Ior a mechanised Eldar Iorce, Striking Scorpions have to be inIiltrated, in order to guarantee that
they will be able to join up with the rest oI the army once it has moved into your opponent`s side oI
the table. Footslogging the Scorpions in such a Iorce will lead to them being heavily shot at, and
most likely destroyed beIore they can get to grips with the enemy. You could try outIlanking the
enemy, but the only problem that I can Ioresee with this is that iI you plan on only attacking on one
Ilank, your Scorpions may come in on the wrong short board edge, leaving them horribly exposed
to enemy Iire. Having said that, this tactic may sometimes work in your Iavour, especially iI the
enemy has redirected all his/her Iorces to counter your skimmers, which would mean that your
Scorpions could cause him/her a rather nasty surprise by coming in on the opposite Ilank. It is
something oI a gamble though, and I believe that inIiltrating the Scorpions is the most secure
method iI you want to take them in a purely mechanised Eldar army. Stezerok added that Scorpions
with Shadowstrike in a transport are able to OutIlank, so Scorpions are still viable in a mech
situation.
Exarch:
I would always take an Exarch Ior the Striking Scorpions, since he is the only way you can access
Stalker and Shadowstrike. Both oI these powers are incredibly useIul, especially Shadowstrike,
since Striking Scorpions don`t have the option to inIiltrate without it. I Ieel that you are always
better oII taking this power, so that you have the option to inIiltrate or outIlank beIore the start oI
any game, however, iI you are Iielding an all inIantry Iorce, it is not as vital, as you will generally
preIer to deploy your Scorpions with the rest oI the army. Once again though, this will depend on
your opposition to a certain extent (see earlier example). Stalker is very useIul Ior getting your
Scorpions into position to assault when they are advancing through cover (which will be very
Irequently iI you have inIiltrated them), and it`s very cheap, so iI you have the points leIt over, I see
no reason not to take it.
As regards Exarch weaponry, I Iavour the Scorpion`s Claw because it makes the squad more
eIIective against MEQs, and gives them the chance to damage tanks (given that you now strike rear
armour in close combat), thus making the squad more versatile in terms oI the types oI units it can
assault. That said, neither the Biting Blade nor Chainsabres are poor choices. The Blade is handy
against high toughness, low armour target, such as Orks, while the Chainsabres are very useIul
when you are up against hordes in general. The lack oI strength on the Chainsabres makes this
choice less attractive in my opinion, since the strength bonus oIIered by all the other weapons
outweighs the re-roll to wound ability against many units.
Unit size:
Striking Scorpions work well in unit sizes oI between six and ten, but six is the absolute minimum,
and a larger unit is usually preIerable. Against horde armies, you`ll want greater numbers, since you
need plenty oI hits and wounds against large inIantry units, such as Ork Boyz or Hormagants.
Against MEQs, however, smaller numbers can be successIul iI the Exarch has the Scorpion`s Claw.
Also, bear in mind that iI you are inIiltrating the Scorpions units oI ten can be quite hard to hide, so
units oI eight may be easier Ior deployment purposes iI this is your plan.
Howling Banshees:
Howling Banshees are the ultimate Iinesse close assault unit. They excel at Iighting against units
with a high armour save and low toughness, such as many Sisters oI Battle squads. Most oI the
troops they are at their best at, however, tend to have a toughness oI Iour, which makes it diIIicult
Ior the Banshees to score wounds, and this is an important consideration when you are planning
your Iorce (i.e. you may Iind it helpIul to include a Farseer with Doom, so that you can cast it on
the unit your Banshees plan to assault that turn). In spite oI their strength disadvantage, they are
essential against MEQs in my view, since negating those 3 saves is vital Ior taking out squads oI
Marines in particular. Against horde armies, however, they struggle. For all their Iinesse, Howling
Banshees lack durability, and can be overwhelmed by mass inIantry, so they are best leIt on the
CraItworld iI you are Iacing large inIantry armies, such as Orks.
Unlike Striking Scorpions, Howling Banshees are very vulnerable to AP4 weapons. There are
plenty oI these out there, and they tend to have a very long range, meaning that Iootslogging
Banshees tend to have a very short liIespan. In spite oI the improved cover saves, and the possibility
oI screening the Banshees with other units, I don`t Ieel that this liIespan will be that much better on
Ioot in IiIth edition, so I would say that, unlike the Scorpions, they really do need to be transported.
This means that they don`t tend to be the best choice Ior inIantry orientated Eldar armies, since the
last thing you want is to spend points on an unsupported assault unit in a skimmer that won`t be
able to interact with the rest oI your army. Transported Banshees, however, are a marvellous choice
Ior mixed and mechanised lists, since they can be used as part oI a mechanised Ilank attack in both
armies, delivering a devastating strike on a vulnerable Ilank, which can sometimes knock your
opponent totally oII balance. The only board on which Howling Banshees can Iootslog, and get
away with it, is a Cities oI Death board, since the large number oI buildings and ruins block oII Line
oI Sight in many places, and provide a lot oI good cover.
Howling Banshees work well when they are supported by another anti-MEQ unit. Lacking anti-
MEQ ranged weapons themselves, it`s oIten useIul to thin out the numbers oI the MEQ unit that
they will assault with Iirepower Irom another unit which has good anti-MEQ Iirepower. For this
reason, Howling Banshees are oIten teamed up with Fire Dragons in a combined Ilank assault,
which can be devastating iI you can pull it oII.
One change in IiIth edition which may hurt Banshees though is the Iact that you can no longer
consolidate into close combat. Banshees do not excel in protracted Iights, consequently, they need
to wipe out their opponents, or Iorce them to route in one assault. This makes them very vulnerable
to enemy Iire in the Iollowing turn though, which means that planning your assault, so that the
Banshees can make best use oI any cover aIter they win will become even more important than it
was in Iourth edition.
Exarch:
An absolute must Ior Howling Banshees in my opinion. The powers are not particularly useIul
however. II you end up using Acrobatic, it means that you`ve let your Banshees get assaulted, which
never should be in the script, so that`s a Iallback you shouldn`t need iI you are using them correctly.
As Ior Warshout, there are so Iew low leadership squads out there, it really isn`t worth taking. II you
really have nothing else to spend the points on, then either oI these makes a reasonable Iiller, but
nothing more.
Where the Exarch comes into her own is with her weaponry. The Executioner is a very important
armament Ior the Howling Banshees. The strength bonus with which it provides makes it Iar easier
to guarantee a Iew kills in the assault phase, especially against Marines. It`s such a critical bonus, as
the kills inIlicted by the Exarch oIten mean the diIIerence between victory and deIeat Ior the
Banshees. The Mirrorswords aren`t a bad alternative, since the extra attacks can compensate Ior the
lack oI strength, especially iI you are up against MEQs with a weaker toughness, such as Sisters oI
Battle, but I personally Ieel the extra strength provided by the Executioner makes it the best choice,
although I do play against Marines a lot, so this may explain my reasoning. It`s a close call between
the two weapons, so it all comes down to personal preIerence in the end. As Ior the Triskele, it`s
inIerior to the Mirrorswords in close combat, due to giving the Exarch no attack bonus, lacks the
strength oI the Executioner, and doesn`t really Iit the assault role oI the Banshees. I wouldn`t
recommend your taking it unless you have a particularly cunning plan (and iI you have such a plan,
I`d really like to hear it).
Dweomer came up with a more positive analysis oI Acrobatic which I had missed. Having thought
about it, I think he`s completely correct. Here are his thoughts on the matter:
Acrobatic on Banshees. The more I consider this power for 5th, the more Im a fan of it. Ive alwavs
advocated "if vour Banshees are getting charged, vouve done something wrong." Banshees have
alwavs lived or died based upon killing mass amounts of the enemv before thev have a chance to
attack back, the 1 Attack from the charge is integral to this. However, the inabilitv to consolidate
into new enemies is going to make continuous CC difficult to achieve against a smart opponent.
Far from being a deal-breaker, I think 5th has instead opened a new tactic. Defensive Banshees.
The trick here is the improvement in cover saves. The 4 Inv Save from cover can be improved to a
3 through Going to Ground, meaning vou Banshees can take a good bit of fire from evervthing
outside of certain flame weapons. Because of Banshee Masks and Acrobatic, voull still have the
advantage in CC of striking first with the same number of attacks as if vou had charged. Also, a
DoomSeer is often run in confunction with Banshees... a timelv cast of Fortune could make this unit
even more unshiftable. I think Banshees are going to be one of the best units for shifting enemv
defenders off of obfectives, this tactic allows them to stav there too. With how inexpensive Acrobatic
is for how much it increases the viabilitv of this tactic, I feel Acrobatic is going to become a must-
have upgrade for anv aggressive Banshee plaver.
Unit Size:
Howling Banshees work best in units oI ten, led by an Exarch, and mounted in a Wave Serpent. You
may be able to get away with running units oI eight, but I really wouldn`t drop any lower than this,
since it is imperative that you win any assault, so you need as many models as you can aIIord.
Fire Dragons:
Fire Dragons are the ultimate anti-tank unit in the Eldar army, but this is not their only role, since
they are also very adept at blasting smoking holes through MEQs, and can make a sorry mess oI
buildings under the IiIth edition rules too. They are weak, however, against masses oI horde inIantry
or large inIantry squads in general, due to not carrying multiple shot weapons. II you do send them
into the thick oI the action, which you`ll probably have to, in order to take out a particularly
annoying tank, then don`t leave them unsupported, or nearby enemy inIantry squads will surely
overwhelm them.
As is the case with Howling Banshees, they need to be transported, Ior the same reasons I discussed
earlier, making them diIIicult to incorporate into an inIantry based Eldar army. II you want to Iield
an all inIantry Eldar army I would, thereIore, suggest that you look at other units to IulIil your anti-
tank role. In any other type oI Eldar army, they are an excellent choice. They are quite cheap Ior
what they do, they nearly always make their points back, and work very well in combination with
Howling Banshees as part oI a mechanised Ilank assault (see Howling Banshees section). They are
also one oI the Iew Eldar units which can damage vehicles with AV14 all round, so these vehicles
are the priority target. It is sometimes worth even sacriIicing the Dragons to destroy such vehicles,
since they are Iew other units and weapons in the Eldar army that can take such tough machines out
oI the Iight. Ideally though, you want to position the Fire Dragons in such a way that they can take
out such a tank, and still manage to survive, but this oIten requires the terrain to be in your Iavour
and very skilled tactics, so don`t worry iI it doesn`t always work out. II they`ve taken down the
most powerIul enemy tank or tanks, then they have done their job. FiIth edition has really helped
Fire Dragons out too. Not only do they role that extra D6 Ior armour penetration iI they get within
halI range oI a vehicle, but also they get a 1 bonus on the damage table due to having AP1
weapons. They truly are masters oI tank annihilation. II there are no tanks to take on, then
Dreadnoughts and MEQs make perIectly good substitutes. Indeed, large squads oI Fire Dragons are
very useIul Ior depleting squads oI Tactical Marines and equivalent units, which Howling Banshees
can then assault and wipe out.
Exarch:
The Fire Dragons don`t really need an Exarch in order to be eIIective, so iI points are tight, don`t
Ieel you have to take one. II, like me, you simply like the model, you may not be able to resist
though, in spite oI it not being tactically necessary.
II you do decide to take an Exarch, then I wouldn`t say the powers are that good. Tank Hunters is
not a wise investment oI points in my opinion. Fire Dragons are already so powerIul against tanks,
do they really need any more bonuses? No, is my answer, but you may Ieel diIIerently. Crack Shot
is more useIul, but it only really comes into its own iI you take the Dragon`s Breath Flamer. Re-
rolls to wound against every model under the Ilame template can be quite helpIul.
As Iar as the weapon choices go, the Firepike is by Iar the more aesthetically pleasing oI the two,
and has the added beneIit oI giving you 2D6 armour penetration at nine inches instead oI six. I take
it because I like the model, but it`s not particularly necessary. II youve gone to the trouble oI taking
the Exarch though, I would take the Firepike as well. The Dragon`s Breath Flamer is useIul when
combined with Crack Shot, but I don`t particularly like it. Yes, it makes Fire Dragons more eIIective
against horde inIantry, but it adds nothing to their anti-tank and anti-MEQ role, and this is why they
are in the army, so I don`t Iind splitting their roles very helpIul. It can lead to their being used as an
anti-horde unit, which is not their job. This, however, is only my view on the Dragon`s Breath. I
know there are other players who take a diIIerent view, and players who have made it work Ior
them, so by all means Ieel Iree to try it and see whether it suits your style oI play.
Fletch had Iurther comments to make on the useIulness oI Crack Shot, which warrants being
included:
I will have to disagree with vou on one point and that is the importance of a Fire Dragon Exarch
taking Crack Shot when armed with a Firepike. IMO 5th edition has greatlv increased this
combinations effectiveness.
You forgot to mention the all important Crack Shot ignores cover saves, which includes the cover
save granted vehicles bv being obscured or more importantlv skimmers moving fast. Crack shot
negates the onlv real defense a tank or skimmer can muster against melta and thats a 4 cover
save.
**Edit not to mention if hunting MEQs the power can pav for itself 3 times over in one shot bv
negating fust a single MEQ cover save.
Unit Size:
Fire Dragons work well in squads oI six to ten models. II you are going MEQ hunting, then taking
more models is generally a good idea, as it is iI you are taking the Dragon`s Breath. II you are
purely using them Ior hunting tanks, then six should be suIIicient. As Ior transporting them, the old
option oI six in a Falcon is losing Iavour under IiIth edition rules, since the Wave Serpent has
become a better choice than the Falcon overall. By all means stick with the Falcon iI that`s all you
have, and you don`t want to Iield a unit oI more than six models, but iI you have a spare Wave
Serpent, this would be a better bet (more on the vehicles later).
Wraithguard:
The toughest Eldar Elite choice going, Wraithguard have seen a slight resurgence under IiIth edition
rules. The Iact that they can now run, means that they can keep up with Iellow Eldar inIantry, while
their ability to become a troops unit iI they are led by a Spiritseer and number ten models makes
them a very good objective holding unit. There is nothing that Wraithguard cannot kill, but their
lack oI multiple shot weapons means that they will be at their best against MEQs and tanks, rather
than against hordes oI any description.
Wraithguard can be Iielded in any type oI Eldar army, but iI they are transported they are restricted
to Iive models, plus the Spiritseer or Warlock. They also are pretty expensive, so are generally
unsuitable Ior small games (1000 points or Iewer) unless you are Iielding an Iyanden themed army,
and only go up in cost iI you have to give them a transport too. Points tend to be at a premium in
mechanised lists, so Fire Dragons would probably be a better bet than Wraithguard in such armies,
but again this will depend on your playing style and personal unit preIerence. In mixed lists, it`s
really up to you how you Iield them, since it will depend on your inIantry/mechanised balance.
II you are Iielding an inIantry based Eldar army, I Ieel that a unit oI ten Wraithguard with a
Spiritseer is the way to go. They can act as objective holders, MEQ killers, and tank destroyers.
They will also be pretty tough to dislodge, even iI the enemy assaults them, due to their high save
and toughness. Nevertheless, it`s still a good idea to have a counter assault unit nearby to help them
out iI dedicated assault troops try to Storm their position.
I Ieel that a Spiritseer or Warlock is compulsory, regardless oI squad size. II you`ve got ten models,
take the Spiritseer, otherwise, just take a Warlock. The Warlock is there to prevent Wraithsight
spoiling your day, but can also be used to help out the Wraithguard in other ways. II you give the
Warlock Enhance Ior example, it helps the Wraithguard out should they be assaulted. Having an
initiative oI Iive is useIul against many enemy units. There is a lot oI initiative Iour out there!
Destructor is also useIul, since it adds to the Wraithguard`s shooting abilities, and is capable oI
thinning out inIantry should they get too close. Embolden isn`t oI any use, since Wraithguard are
Iearless, while Conceal is somewhat redundant in IiIth edition, due to so much oI the terrain
oIIering a better cover save.
Dweomer also makes a good point about Conceal with Wraithguard which I had overlooked:
Wraithguard with Conceal. I think vouve given short shrift to this one for two reasons. First, vou
WANT vour opponent firing into vour Wraithguard. Plonking a big unit of Wraithguard into cover
means vour opponent immediatelv knows thevre going to ignore 50 of all wounds, 75 with
Fortune. But throwing them out into the middle of a fire lane means that voure dropping to a 33
and 55. Even if thev know the math, manv opponents cant help but shoot at something "exposed"
and in the open. Second, Wraithguard have a REALLY short range and almost alwavs need to be
moving up to get into range. A Difficult Terrain test will reduce their average movement bv 2.5",
something that can reallv add up. Concealing vour Wraithguard also means that thev can be
deploved in the open, leaving the valuable terrain open for vour less hardv troops.
He also oIIers good advice about the choice oI weaponry Ior the Warlock:
Wraithguard Warlock Weaponrv. The Witchblade is the wav to go here. The Singing Spear is fust
going to add one more short range and high strength attack to a unit alreadv bursting with them.
However, the low number of attacks in the unit and the inevitabilitv of CC make the Witchblades
extra attack well worth it.
Unit Size:
This is governed by how you want to use them. II you are taking them on Ioot, take them in units oI
ten with a Spiritseer iI you can aIIord to. II not, just take as many as you can in the unit. II they are
being transported, you are restricted to six models (including the Warlock), so be careIul how much
you take on with them, since as is the case with Fire Dragons, massed inIantry can overwhelm
them.
http://warseer.com/Iorums/showpost.php?p2798852&postcount147
Harlequins:
So, I now come to my biggest challenge, that oI making positive comments about Harlequins.
Regular posters will know that I am not a big Ian oI these, but it`s not because I don`t like them,
rather it`s because I Ieel that have been overused.
The reason Ior this centres chieIly on background, but there are tactical elements to it to. Harlequins
are a very rare Eldar unit. They only appear to Iight against Chaos, or when the need oI the Eldar is
truly dire. They also appear more regularly with certain CraItworlds, while rarely materialising to
Iight alongside others. In spite oI this, I used to see them in more Iourth edition Eldar lists than I
could shake a stick at, and I could only put this down to the Iact that there were a lot oI people who
liked to put more Iaith into rending than into Eldar background and tactics. Speaking oI tactics,
Harlequins are not the solution to all Eldar close assault strategies, especially in IiIth edition, where
the changes to the rending rule have made them somewhat more a niche assault unit, which is how I
Ieel they should be. I`m not saying that you shouldn`t use Harlequins, Iar Irom it, iI you come up
with scenarios, narratives, campaigns and such the like which explain their presence in your Eldar
army list, then I think that this is a great reason to Iield them. The more creativity the better! Just
throwing them into a list just because you think that rending is the best thing ever to come out oI
GW though is not really my idea oI Eldar tactics. This is just my view, however, as was the case
with Special Characters. II you have other views, then you are perIectly entitled to have them, so
just gloss over this paragraph iI you wish.
The other problem with Harlequins is points. II you are Iielding them on Ioot they need a
Shadowseer, they already cost more than Aspect Warriors as well, so in smaller games you may Iind
their cost too prohibitive. II you mount them in a transport they cost even more, so this is ill
advised. I would also not advocate mounting Harlequins in transports, because this is not how they
are supposed to Iight in background terms, but again this is a decision Ior individuals, so I leave you
all to draw your own conclusions.
So Iar, I`ve been rather negative about Harlequins, so what about the positives?
They are the best close combat unit the Eldar has (aside Irom the Avatar) Ior taking out high
toughness units. The changes to rending have made them less powerIul, but they still pack a punch
against such units, especially given the number oI attacks they have. II you are up against Chaos
with their nasty Daemon Princes, or Daemons with their even nastier Greater Daemons, Harlequins
are worth taking along. They have the potential to really hurt these beasties, but beware oI the
Keeper oI Secrets with its initiative oI ten! Yes Daemons have an invulnerable save, but don`t Iorget
so do Harlequins, and iI you initiate the assault then you should cause a Iair amount oI harm.
Harlequins will be overkill against many other armies; although against Tyranids (where you could
create a narrative to explain why the Harlequins have turned up quite easily), they would come in
handy Ior Ielling Monstrous Creatures, so they can easily be leIt in the Webway, and close assault
duties can be undertaken by either Howling Banshees and Striking Scorpions.
As Iar as upgrades go, the Shadowseer is pretty much compulsory, as I`ve already indicated, while
the Troupe Master can be useIul iI given a Power Weapon Ior punching through any armour that
Daemons/Daemon Princes and Monstrous Creatures may be wearing. I can`t see much use Ior the
Death Jester though, he just slows the unit down too much iI they don`t Ileet, in order to allow him
to shoot. Fusion Pistols are also not really needed, since Harlequins shouldn`t be engaging tanks,
and you`ll cause so much damage in close combat anyway that the Fusion Pistol seems like an
unnecessary use oI points. Far more important is the Harlequin`s Kiss. You want as many oI these
as you can aIIord, since Harlequins rely on their rending to be eIIective.
The last point to consider is that Harlequins, like Howling Banshees, will suIIer with not being able
to consolidate into a Iresh combat. With Veil oI Tears unlikely to protect them when the enemy is
close, they are sure to attract a lot oI Iirepower. For this reason, you need to ensure that they are
well supported, and have access to terrain to protect them iI they wipe out the enemy, or break oII
using their hit and run move. They are going to be harder to use eIIectively in IiIth edition than they
were in Iourth, which is a good thing, since the Eldar army rewards those commanders who
demonstrate Iinesse with their assault units, and this is what you will need to get the best out oI
Harlequins.
Dweomer adds greater insight into certain aspects oI using Harlequins below:
Harlequin Shadowseer. You mention that the Shadowseer is compulsorv and needed when on foot,
but vou dont actuallv sav whv except for a reference in the CC section. First, Jeil of Tears keeps
Harlies sacrosanct at 24" and rarelv fired on at 14". This means that foot Harlies moving up to
charge range are going to be in range of a quick enemv move and Rapid Fire. This is devastating to
the unarmoured but dodgv Harlequins. However, this range is also what makes them a perfect
second-rank unit. Thev are best when 8-10" behind a gunline unit. far enough back to be immune to
enemv fire, but close enough to quicklv fump into assaults against the gunline.
Mounted Harlies. Id contest that a vehicle mounted unit doesnt need Jeil of Tears under 5th
edition. Even if their vehicle gets shot down, the enemv will likelv be too close for JoT to work.
Since Harlies naturallv ignore cover, thev will alwavs strike at I value when assaulting. The biggest
problem with mounting Harlies is that thev cannot get a dedicated transport. This means thev
cannot start the game nor enter from Reserves while embarked. This also means that the vehicle
cannot move Flat Out nor use Star Engines the first turn either. Harlies on foot can almost match
this, so the onlv advantage gained is the ablative protection of the vehicle. Positional advantage
doesnt occur until at least vour second movement phase and the Harlies will often be unable to
charge until Turn 3.
Shadowseer as a Psvker. I think vou undervalued the worth of the ShadowSeer as a Psvker for
Wraithsight checks. While I dont think its something reallv worth founding an entire armv strategv
off of, I think it is certainlv worth at least a mention.
SteIanHoIi also had another take on Harlequins:
The main advantage, in mv opinion, in the 5th Edition is to give all infantrv units behind a 4
cover. Thanks to Jeil of Tears it isn't easv to attack them - and thev are verv well prepared to launch
a counter attack. For the harlequins vou are right, evervone should get the Harlequins Kiss. 4th
Edition, but now it could be an option to get one without the kiss, to get a cheap different model-
class, in order to give him the first/most wound(s).
Unit Size:
Harlequins tend to be Iielded in units oI six or eight, but ten is also possible. I personally Ieel that
how many you should take depends a lot on how precisely you intend to use them, so I`ll leave this
open to individual players.
http://warseer.com/Iorums/showpost.php?p2801034&postcount169
Troops: (Page 9 of the original thread)
The core oI any Eldar army, Eldar troop choices are oIten perceived as being inIerior to the other
sections oI the Eldar list, since they lack the exotic weaponry and skills oI more specialised Eldar
units. Don`t let this deceive you though, as Eldar troops are deadly, and can oIten win you the game
iI you manage to get the best out oI them. This is even more true under IiIth edition rules, as it is
now only troops which count as scoring units Ior the purposes oI claiming objectives. In the past,
some players preIerred just to take two troop choices, so that they could spend more points on more
exotic Eldar units, however, the changes to the scoring rules mean that more troop squads than the
minimum will be need Ior most games. In general, the larger the game, the more troops units you
will need. For a typical 1500 point game, I believe that three or Iour units oI troops would be an
optimal choice, while Ior a 2000 point game, you may want to Iill all six troop slots, although Iour
or Iive units may be enough. You could oI course take minimal troops and go Ior the wipe out`
strategy in order to win. This is a very high risk strategy though, so try it at your own risk.
Dire Avengers:
Dire Avengers are now the unit oI choice Ior most Eldar armies in IiIth edition. They Iit in with all
types oI Eldar army, as they Iunction well both on Ioot, and when being transported. They also Iit in
with most Eldar themes and CraItworlds, since they are the most common Aspect. Your only real
decision is how many units to Iield. This decision is governed by how many points you have to play
with, and how many other units oI troops you want to take. I have always Iound that Dire Avengers
work bested when Iielded in pairs oI units, or in threes, so that they can support one another. The
only exception to this is iI you Iield them in a Wave Serpent, in which case one unit is suIIicient iI it
is supporting an assault squad, such Howling Banshees or Striking Scorpions. Dire Avengers are the
most adaptable Aspect though, so by all means Ieel Iree to try out diIIerent combinations oI unit to
work with them, in order to Iind out which best suit your playing style.
Dire Avengers are a Iantastic ranged unit, pumping out a high volume oI very accurate Iirepower.
GEQs, especially those with low toughness, will die horribly under the Iire oI Dire Avengers,
especially iI two units target the same opposing squad. MEQs can`t be complacent either, since a
Dire Avengers shooting at a unit oI MEQs which has had Doom cast upon it will have to make quite
a Iew more saving throws than it may have been expecting.
In spite oI all their qualities, Dire Avengers do have a couple oI weaknesses that you must be aware
oI. The Iirst is range. Many other troops units on other armies have access to weaponry with a range
greater than eighteen inches. You must particularly be aware oI enemy Rapid Fire weapons, which
can make a horrible mess oI Dire Avengers iI you are not careIul. Fleet is your ally here. Get into
position as quickly as you can, and blast the opposing units with your Avenger Catapults, and
assault the survivors with a close combat unit. Use cover to block Line oI Sight as you advance iI
you can, this will greatly extend the liIespan oI your Dire Avengers, and make sure you stay Iurther
than twelve inches away Irom any Rapid Fire weapons iI you can. Such weapons will spell doom
Ior your Avengers, as will Flamers, due to the sheer number oI hits they can cause.
The other major weakness oI Dire Avengers is in the assault phase. You can give their Exarch
equipment which makes them better able to hold their ground in an assault, but don`t let this lull
you into a Ialse sense oI security. Dire Avengers are not assault troops. At best they can hold up an
enemy assault unit Ior a couple oI turns (iI the Exarch has the necessary equipment), but they will
rarely achieve anything more, unless they are assaulting a unit which has been heavily depleted, or
is utterly hopeless at hand-to-hand Iighting (e.g. Tau Fire Warriors). In nearly all cases, Dire
Avengers are best oII shooting their opponents iI you have the choice.
Exarch:
A Dire Avenger is essential Ior this unit to work properly. Both powers are very useIul, and iI you
have suIIicient points, it is best to buy both oI them. II points are tight, you may be Iorced to choose
whichever power you Ieel best Iits your overall strategy, although which power to take is also
dependent on the equipment that the Exarch has been given. Bladestorm is a must Ior any Dire
Avenger unit that plans on shooting the enemy. I can think oI no instances in which you would not
need this power. When used on an enemy unit, you have the potential wipe it out in one round oI
shooting, even more so iI this unit has had Doom cast on it by the Farseer. I have used Dire
Avengers Bladestorm Doom on Terminators in the past, and wiped them out. Even models with
a 2 save cannot withstand such a high amount oI Iirepower and re-rolls to wound. This is a
devastating combination, which used at the right time, and against the right unit, can turn a battle
decisively in your Iavour. DeIend is also a very helpIul power. Reducing an enemy unit`s attacks by
one may not sound much, but it can mean the diIIerence between the Dire Avengers holding their
ground, or being routed in an assault. II Dire Avengers make up the core oI your battle line, the last
thing you want is Ior them to be crushed in an assault within the space oI one turn. This is
especially true iI you are running an inIantry based Iorce, where DeIend is as necessary as
Bladestorm, since it is likely that the Dire Avengers will become embroiled in an assault at some
stage oI the game, especially iI they are holding one oI your objectives. The trick is to have a
dedicated assault unit nearby, which can join the combat in your turn and see oII the unit which
attacked the Avengers, but the Avengers need to still be in the Iight Ior this to work, hence why
DeIend is so useIul. For Dire Avengers in a Wave Serpent whose role is oIten nothing more than to
oIIer Iire support to an assault unit, then DeIend is obviously much less necessary.
The choice oI which equipment to give to a Dire Avenger Exarch is very much governed by the role
oI the unit. For Dire Avengers on Ioot, the Power Weapon and Shimmershield combination tends to
be the best choice, as it enhances the unit`s ability to survive in assaults. It works particularly well
when combined with DeIend, as iI the enemy has already lost an attack Ior every model in the unit,
and then has to get through a 5 invulnerable save with any exotic weapons that it has taken, your
casualties should be reduced. The Exarch will also have the chance to kill a Iew enemy models with
his Power Weapon in return. Remember though that you are just delaying the inevitable, so unless
you have close combat units to support your Avengers, even these deIences will not help you in the
long run. The Dual Avenger Catapult is at its best when used with units oI Dire Avengers which will
be used exclusively in a Iire support role, Ior reasons which are selI-explanatory. It is also
particularly nasty when used in conjunction with Bladestorm. The Diresword and Shuriken Pistol
may oIIer the Exarch an additional close combat attack, but it oIIers nothing to the rest oI his unit.
As a result, I don`t Ieel it is a particularly good choice, especially when you consider that there are
so Iew squad leaders or Independent Characters around with suIIiciently low enough leadership Ior
the Diresword to have much oI a chance oI inIlicting Instant Death on anyone.
Unit Size:
Dire Avengers need to be Iielded in units oI ten, in order to maximise their ranged abilities, and
their chances oI holding up an enemy unit in an assault. II the unit is smaller than this, you run the
risk oI the squad not being able to achieve its aims. For this reason, the only option Ior transporting
Dire Avengers is the Wave Serpent, but this is by no means a bad thing Ior reasons I will explain
when I talk about the Wave Serpent.
Dweomer made a good point about the unit size oI Dire Avengers in very small battles:
DAs in small games:
I think its worth mentioning that DAs in small (1K or less) games are worth fielding in smaller
units and without an Exarch. 5 DAs is certainlv going to be better than 7.5 Guardians when points
are at a premium.
Defender Guardians:
Eldar players tend to Iall into two groups, those who love Guardians and those who loathe them. I
am very much a Ian oI Guardians. Guardians are a useIul Iire support unit, who are particularly
eIIective when used in conjunction with Dire Avengers, assault units (including the Avatar), and
Storm Guardians. They work best on Ioot, since there are other units which need a transport much
more than they do, hence they are rarely seen in mechanised armies. Otherwise, they Iit just about
any Eldar army, although they are not as common in Biel Tan and Saim Hann lists, since, in the case
oI the Iormer, they don`t Iit the Aspect Warrior theme, and in the case oI the latter Guardian Jetbikes
are the preIerred choice.
The main advantage that Guardians have over Dire Avengers is that they have access to a heavy
weapon which can move and Iire, making them a very useIul unit Ior providing ranged Iire support
Ior your Aspect Warriors as they advance. There are Iive heavy weapon options Ior Guardians, each
oI which I will discuss in turn (solely in the context oI being used by Guardians):
Shuriken Cannon: Its biggest advantage lies in the Iact that it is cheap, but it also has an
impressive rate oI Iire, and a high strength. The problem with it centres on its lack oI range. You
want a decent range when you are providing supporting Iire, and having to bring your Iragile
Guardian squad into range oI Rapid Fire weapons, in order to be able to Iire their own heavy
weapon rather deIeats the object oI support Iire in my opinion. For this reason I wouldn`t take it, but
iI you are pushed Ior points, and you think you can make it work Ior you, it`s a reasonable option.
Scatter Laser: By Iar the best choice Ior Guardians. It has a long range, Iires Iour shots (which is
great when you only have BS3), and has a high enough to strength to worry not only inIantry, but
light vehicles, or vehicles with vulnerable side and rear armour too. In addition, the improved cover
saves Ior IiIth edition means it now edges out the Starcannon when you are Iacing MEQs. You want
the most hits you can get in IiIth edition, and your best chance oI this comes Irom the Scatter Laser.
Starcannon: This is now seriously disadvantaged by the improvements to the cover saves in IiIth
edition. Given that so much cover now oIIers a 4 save, and the Starcannon has only two shots at
BS3, I no longer see it as being good value Ior points. Unless you are playing in desert terrain, I
would give this weapon a miss. (Tip Ior new players: when assembling your Eldar weapon
platIorms, don`t glue your heavy weapons in place, buy some magnets to hold them in place, so that
you can change your weapons over iI the rules suddenly make a weapon no longer as good as it
used to be. I Ioolishly glued together all my weapon platIorms, and it was only once I became a
member oI Warseer how Ioolish I had been. I`m now stuck |no pun intended| with a Starcannon that
I don`t want, when I could have just swapped iI Ior a Scatter Laser had I used magnets. Don`t make
the same mistake as me).
EML (Eldar Missile Launcher): In spite oI the changes to the rules Ior rolling to hit with Blast
Weapons, I still don`t think that this is a good choice Ior Guardians. Their BS means it will scatter
Iour inches on average, and unless you are Iighting hordes you may well not hit anything with your
Plasma Missiles. Even against hordes, the higher strength and lower cost oI the Scatter Laser means
it`s a better bet anyway in my view. Firing Krak Missiles is a complete waste oI time with a
Guardian squad. One BS3 shot does not constitute good anti-tank or anti-MEQ Iirepower
Brightlance: Again one BS3 shot is not going to be accurate enough to make it a good anti-tank
choice. Guardians are best oII taking multiple shot weapons, so this is another option I wouldn`t
choose.
Guardians do have problems though. The short range oI their Shuriken Catapults Iorces them to get
into Rapid Fire range oI the enemy iI they want to Iire them. This tends not to be a good idea, since
even the improved cover saves probably won`t be enough to stop them Irom taking heavy
casualties. A Iar better plan is to wait Ior the enemy to come to you. II you can deploy your
Guardians with an area oI open ground in Iront them, while they themselves remain in cover you
can create a Iire lane through which they can pick oII advancing enemy units. This strategy will
only work with an enemy which will come to you though, so don`t try it against a gun line army!
Guardians also have poor armour, and will be swept away by concentrated Iirepower, and utterly
annihilated by any troops which are remotely capable in an assault. For these reasons, Guardians
should not be a IoreIront oII any attack, unless you are using the Avatar Guardian horde` tactic,
where the presence oI the Avatar will cause the enemy to shoot more weapons at him, sparing your
Guardians Irom taking as many bullets. However you use your Guardians though, always make the
most oI any available cover, they will thank you Ior it.
Taking a Warlock with a Guardian squad is by no means as important in IiIth edition. The
improvement in cover saves means that the old Warlock with Conceal combination is pretty much
redundant. II you do want to take a Warlock, then Embolden isn`t a bad option, since Guardians
don`t have the greatest leadership and could Ilee iI they come under sustained attack. Enhance is
also reasonable iI you are using them as part oI a Guardian horde with the Avatar, and want them to
assault in conjunction with him aIter they have shot. Destructor is also okay iI you plan to use your
Guardians aggressively, but it`s short range may expose them to more enemy Iire than is perhaps
ideal.
Unit Size:
Guardians have to be Iielded in units oI ten or more. I would never Iield more than IiIteen though,
otherwise, the unit gets too unwieldy and too horde like, making it harder to hide in cover and more
diIIicult to manoeuvre.
Storm Guardians:
These should be treated in much the same way as DeIender Guardians in terms oI their main
weaknesses, but unlike the DeIender Guardians, they must get up close and personal with the
enemy in order to be eIIective. They make Ior the ideal support close assault unit, working well in
conjunction with specialist assault Aspect Warriors, or the Avatar, but they should never be sent into
combat against all but the weakest opposition on their own. Another reason Ior not sending them in
to the Iray on their own is that they don`t have any grenades! For a specialist assault unit, this is a
huge weakness, which means that iI they assault a unit in cover, they will most likely be crushed. It
is also Ior this reason that sending them in to an assault in conjunction with another specialist
assault unit (which has grenades or a special ability such as the Banshee Mask) is so critical, in that
this unit will most likely strike Iirst (due to the high initiative oI Eldar Aspect Warriors), and
hopeIully wipe out enough oI the opposition Ior the Storm Guardians not to have to be overly
concerned about reprisals beIore they get to strike. Regardless oI their problems, they are an
essential part oI the Avatar Guardian horde tactic, since they stop mass inIantry Irom bogging the
Avatar down in close combat. Storm Guardians are most commonly Iound in inIantry armies, but
can be used in both mixed and mechanised Iorces should a player wish to.
Storm Guardians have access to some useIul upgrades. Flamers are very useIul iI you are going up
against GEQs. Thinning out those hordes beIore assaulting them with as many units as you can is
very important, and not having to roll to hit when you only have BS3 is a useIul bonus too. Fusion
Guns can be useIul Ior killing the odd MEQ, or possibly knocking a tank out, but Storm Guardians
don`t excel against MEQs or tanks in general, although they can overwhelm the Iormer when
assaulting them in conjunction with other units, and BS3 Fusion Guns aren`t guaranteed to hit very
oIten. Still, iI you like the idea oI giving them something other than an anti-inIantry option, you can
give it a go, since it`s no more expensive than taking the Flamer.
The Warlock is a very important upgrade Ior Storm Guardians. Not only does he give them some
more hitting power in close combat, but he also can provide them with useIul psychic support.
Given that you have to get close to the enemy with Storm Guardians, Destructor isn`t a bad choice.
Two Flamers and Destructor being used on the same GEQ unit is likely to make a mess oI them, so
iI you are up against lots oI hordes, this may be the way to go. Enhance is useIul too, since WS4, I5
is nothing to be sneezed at. It still doesn`t overcome their lack oI grenades though. Providing you
assault in conjunction with another assault unit though, this shouldn`t be too much oI a problem,
and that WS bonus is very useIul against certain armies, such as Imperial Guard. Against armies
where the bonus isn`t that helpIul, Enhance can be passed over in Iavour oI another power.
Embolden does much the same Ior Storm Guardians as it does DeIender Guardians, while Conceal
is again rather negated by the improved cover saves in IiIth edition.
Unit size: (Please reIer to the section on Guardian DeIenders above).
A Final Aote on all types of Cuardians on foot:
Beware oI enemy units with Flamers. II you are using your Guardians to hold objectives, watch out
Ior enemy units trying to sneak up on you, or speed up to you in a transport, and attack you with
Flamers. Flamers are deadly against Guardians, and you need to destroy such units as quickly as
possible iI you are Iielding a lot oI Guardians. II you can`t do this, then at least keep them at arm`s
length, or tied up with other units, so that they can`t get at your Iragile Guardians.
Also, a Iinal point Irom Dweomer regarding Warlock weaponry when they are leading Guardian
units:
Guardian Warlock Weaponrv. The Singing Spear is a great addition here. Its cheap and adds a
short range weapon that can pop tanks at a range complimentarv with the rest of the units range.
The Witchblade is not a bad choice, but the extra CC attack is not going to add much.
http://warseer.com/Iorums/showpost.php?p2801039&postcount170
Guardian 1etbikes:
Guardian Jetbikes make good high speed objective snatchers under IiIth edition rules. They have a
solid rate oI Iire, have the beneIit oI being able to take the Shuriken Cannon Ior every third model
in the unit, and have very Ilexible movement rules, due to always being able to move in the assault
phase, even iI they don`t assault. This makes them very suitable Ior hit and run style attacks, where
they shoot the enemy, and then retreat out oI Line oI Sight in the assault phase. With true LOS, this
will be more diIIicult to achieve in IiIth edition though.
In spite oI their Ilexibility, Jetbikes are very Iragile (iI they are not turbo boosting), and can be
picked oII by mass Iirepower, especially since they have to get in close to be able to Iire their
Shuriken Catapults. As a result, they are best used a mobile reserve Ior supporting a mechanised
army, or the mechanised wing oI a mixed army, where they can mop up any remaining stragglers
aIter the other Eldar units have swept through the enemy lines. In this way, they can keep out oI
trouble, and then be used to snatch isolated objectives later in the game. I don`t Ieel that they work
that well with inIantry armies, since they are too exposed in the sky on their own, and are easily
shot down.
Jetbikes do not make a great assault unit, even iI you give them a Warlock. The Warlock is also
rather expensive, so unless you are playing a Saim Hann army, or using running a Jetbike unit with
a Farseer and want to create a reasonably powerIul HQ/troops assault unit, I would say he is not
especially necessary. II you do decide to create a unit oI this sort, it won`t be particularly cheap, and
it won`t be that eIIective in assaults, so I`m not sure it`s ultimately worth it. Others with experience
oI running such a combination may wish to oIIer their views on this though, since I can`t say that
it`s a combination that I`ve ever used.
II you do include a Warlock, then the choice oI which powers to take Iollows pretty much the same
guidelines as it does Ior Guardians on Ioot. The only diIIerence is that Conceal becomes much more
useIul, since sending Jetbikes into diIIicult terrain is not a particularly good idea most oI the time,
so the cover save conIerred by Conceal would be oI some beneIit.
The other upgrade available, that oI the Shuriken Cannon is compulsory. It`s very cheap, and the
Shuriken Cannon is a very good weapon Ior a unit which has to get close to the enemy to be
eIIective. It also makes the Jetbikes useIul Ior shooting at the rear armour oI tanks and
Dreadnoughts should they get the chance. Three strength six shots to the rear armour is enough to
ruin the day Ior Dreadnoughts, and most transport vehicles, so this is a sneaky trick you can try.
One Iinal word about Jetbikes is that I Iind that tend to struggle against MEQs, so you may want to
take this into account iI you are Iight against MEQs on a regular basis.
Dweomer also had this interesting point to make about Warlocks on Jetbikes:
Guardian Jetbike Warlocks. I feel its worth a bit more expansion here. Singing Spear is a cheap
upgrade to make the unit a verv efficient tank hunter. Combined with the anti-squad power of
Destructor, manv armies are now using 3-man Jetbike squads as Warlock deliverv units. Also, I
think Embolden is certainlv worth a look for larger units due to the speed at which GJBs run
awav... if thev start going thevre verv likelv to fust not stop.
Unit Size:
Five or six seems to be the ideal number Ior a unit oI Jetbikes. Units oI three are too easy to pick
oII, while larger units are oIten rather too expensive in points. Six is a good number iI you can
aIIord it, since you can then have two Shuriken Cannons in the squad.
Rangers/Pathfinders:
As an Alaitoc player, I`m bound to like these units, but putting such bias on one side, they are a
useIul unit, albeit rather specialised. They don`t really Iit into mechanised lists very well though,
due to the lack oI an inIantry Iirebase Ior them to join, and using inIiltration and outIlanking tactics
may well bring them too close to enemy assault troops (one exception to this is you could inIiltrate
them next to some Tau Fire Warriors, move up to them, shoot them with Shuriken Pistols, and then
assault, which may shock your opponent the Iirst time you use it). They Iit into both mixed an
inIantry lists much better, where they can be deployed with an inIantry Iirebase, and used to cover
advancing Eldar troops.
Both Rangers and PathIinders make Ior good objective holders, Ior objectives which are deep in
your territory. Beware oI enemy units trying to sneak up on you with Flamers though, as they are
just as vulnerable to such weapons as Guardians are (see above). This is another reason Ior not
inIiltrating too deep into enemy territory too. Both Rangers and PathIinders are poor in assaults too,
so keeping your distance Irom the enemy is very much the name oI the game. It`s also a sound plan
to keep a counter assault unit nearby to help deIend such units, especially iI you have a substantial
Iirebase, which is also holding an objective.
Both Rangers and PathIinders specialise in taking down high toughness models, such as Monstrous
Creatures Irom aIar, so iI you are up against Tyranids, you may Iind these guys particularly useIul
Ior taking a Iew wounds oII creatures such as CarniIexes. They can also take out a Iew MEQs here
and there, but don`t rely on it, as getting an AP1 hit to successIully wound doesn`t happen that
oIten, and rending isn`t something you can rely on when you only have one shot per model. Firing
at a unit which has been Doomed` can help though, so this may be something you want to think
about when constructing your battle plan. Pinning is also another quality to treat as something oI an
occasional bonus, as so many units have too high a leadership to Iail the test on a regular basis.
The question oI whether it`s worth upgrading Rangers to PathIinders is a tricky one. I would say
that it is worth it iI you have the points available, but that you shouldn`t cut out too many other
elements oI your army in order to Iind the necessary points. II you have points to spare then great,
but don`t spend ages trying to Iind the points, and then compromising the rest oI your army in the
process.
Dweomer got his calculator out again, and came up with some interesting maths regarding
PathIinders vs Rangers. Here is what he came up with:
Rangers vs Pathfinders.
Both Rangers and Pathfinders have the same BS and chance to wound. The total chance to wound
is a 33, 50 with Doom. The onlv difference is in how their AP falls out. Rangers versus
Pathfinder AP.
AP1 Wound. 8.3 versus 16.7
AP2 Wound. 8.3 versus 5.6
AP- Wound. 16.7 versus 11.1
AP1 w Doom. 12.5 versus 25
AP2 w Doom. 12.5 versus 8.3
AP- w Doom. 25 versus 16.7
Now lets involve Saves' Doom will not be calculated as it equallv raises each side bv a factor of
1.5. The ratio given uses the Ranger Cost/Effect versus the Pathfinder Cost/Effect.
3 Armour. 22.2 versus 25.9 (1.09.1)
4 Armour. 25.0 versus 27.8 (1.12.1)
5 Armour. 27.8 versus 29.7 (1.19.1)
2/5. 13.9 versus 16.7 (1.05.1)
The moral of this storv... Point for Point, Rangers reallv do edge out Pathfinders on the offensive,
especiallv against GEQs. Personallv, I dont think the increase in fire is worth the loss of the
additional 1 to cover.
Unit Size:
Both units tend to work best in small numbers, usually Iive or six. Larger units oI eight are possible,
particularly iI you are Iielding the cheaper Rangers, but they can be harder to deploy in cover, so
you have to take this into account when creating this unit.
http://warseer.com/Iorums/showpost.php?p2804018&postcount191
Fast Attack: (Page 10 of the original thread)
Eldar Fast Attack choices are oIten quite tricky to use, and cost quite a Iew points. II you can master
them though, they can be some oI the most dangerous units in the Eldar army, due to their high
level oI mobility.
Warp Spiders:
Warp Spiders are an excellent mobile Iirebase. In spite oI their short range, their ability to move in
both the movement and assault phases coupled with the eIIectiveness oI the Deathspinner makes
them more than capable oI getting in range oI an enemy unit, shooting it to pieces, and then
executing a Warp Jump, so that they can escape any reprisals. The Deathspinner is a Iearsome
weapon. It will tear through GEQs like a hot kniIe through butter, while its rate oI Iire and high
strength will even cause MEQs concern iI you have enough Spiders Iiring. The mobility and
weaponry oI the Warp Spiders make them the most versatile oI the Eldar Fast Attack units, Ior this
reason they can be successIully integrated into inIantry, mixed, and mechanised Eldar armies
without too many problems.
Warp Spiders do have a major disadvantage though, and that is that they are not particularly
eIIective in an assault. Even iI you upgrade the Exarch appropriately, Warp Spiders lack the
necessary attacks and grenades to make them an assault Iorce oI any real quality. They can be
turned into a support assault unit by Iielding a large unit, led by an Exarch with Powerblades and
Withdraw (more on this later), but this unit doesn`t come cheap, and will still be deIeated by many
other units oI equal size in an assault iI the Spiders go it alone. II you do want to assault with your
Spiders, then using them in conjunction with a dedicated assault unit is the best tactic. Adding an
Autarch to the unit is also a viable proposition, which should make them more oI a close combat
threat, but you still shouldn`t get carried away with them, since they will remain Iundamentally a
support assault unit. Also, iI you do add an Autarch, remember that while he has Plasma Grenades,
the rest oI the squad doesn`t, and since he is an Independent Character, I don`t think he can pass that
beneIit on to the rest oI the squad in an assault situation (iI I`ve got this wrong, please tell me and
I`ll change this). Their Iirepower is also so good, you really don`t need to be sending them into
assault unless you really Ieel that will help one oI your dedicated assault units overcome a vital
enemy unit much more easily with the assistance oI the Spiders.
Dweomer spotted something I had missed. Thanks to him Ior that, and here is what he noticed:
Warp Spiders. A kev point I think vou skipped... 3 armour on top of that great movement. This
makes them one of the few "forgiving" Eldar units as theres a little more abilitv to make mistakes
with them.
Exarch:
The Exarch is a very important upgrade Ior Warp Spiders. Neither oI his powers are necessary
though iI you only want to use the Spiders in a shooting role. Withdraw, however, is useIul iI you
plan on assaulting with your Warp Spiders, as being able to break oII at the end oI that turn`s
combat may well save their bacon iI things start to go pear shaped. That said, remember that all
deIenders can now react, meaning that more Spiders will be engaged by the enemy than has been
the case in the past, which means that Withdraw will not be as useIul as it used to be, because more
oI your models will be able to be hit by the enemy beIore they can Withdraw. It`s probably still
advisable to take it, but it won`t be quite as eIIective as it was under Iourth edition rules. Surprise
Assault is a really poor choice in my opinion. Warp Spiders are so mobile that Deep Striking them
is Iar too riskier proposition in that it negates their mobility. Yes, they will still be able to Warp
Jump in the assault phase, but what happens iI you land deep in enemy territory due to bad scatter
roll, and your Warp Jump doesn`t get you to saIety? I can guarantee that your valuable Spiders will
be shot to pieces or assaulted. Warp Spiders can`t be used like Terminators to land behind enemy
lines and cause all sorts oI damage, as they are just not tough enough. They are Iar too valuable to
throw away by risking a Deep Strike, so stick to using them on Ioot.
DSwede has pointed that out that with Jump InIantry able to Deep Strike in all standard missions,
so Surprise Assault is even more oI a waste oI points than I initially thought. It would only be oI
any use iI you were playing a mission that did not Iollow the standard rules Ior Deep Striking.
Tsear has a Iurther point about Withdraw:
I think vou missed something about the usefulness of withdraw on warp spiders. If voure plaving
against an armv with a lot of shooting, its often a good idea to charge after vouve shot a squad
and not leave until the end of the next combat phase. This will protect the warp spiders from ranged
reprisal on vour opponents turn, and vou can alwavs fust leave at the end of his assault phase. This
tactic is particularlv useful against armies that have fuicv warp spider targets that are bad at
combat, such as guard or tau.
As Iar as the Exarch`s equipment is concerned, the Exarch Deathspinner is easily the best choice.
An assault Iour Deathspinner gives the squad even more Iirepower, making them even more
dangerous to those units that they target. Such a torrent oI Iire will also really get MEQ players
sweating, as even a squad oI Iive (including the Exarch ) will pump out twelve strength six shots,
Iour oI them hitting using the Exarch`s BS5. The Spinneret RiIle, by comparison, has only one shot,
so it`s hardly going to scare many players, and its ability to pin enemy units isn`t that valuable,
given that so many units have a leadership oI greater than seven. Powerblades are only needed iI
you plan on using the squad in a close assault role. They are useIul, so take them iI you have the
points.
Unit Size:
II you want to Iield Warp Spiders as purely a shooting unit then you can just take a minimum size
unit oI Iive (as long as you include the Exarch with Exarch Deathspinner), although there is no
problem with taking a bigger squad should you Ieel the need to have more Iirepower. II you are
going to use them as a support assault unit, you need as many models as you can aIIord. A unit oI
ten is sometimes a bit unwieldy Ior many players though, so eight may be the best number Ior this
type oI squad.
Swooping Hawks:
Swooping Hawks are my third Iavourite Aspect aIter Fire Dragons and Dire Avengers, but I Ieel
that they are in trouble in IiIth edition, so they may not be seen too oIten. The reason Ior this is that
Swooping Hawks had Iound a niche as being used in an anti-tank role, while keeping out oI trouble
to act as a late game objective snatcher or scoring unit in Iourth edition, but these roles have almost
been wiped out by the new rules. In the case oI being a scoring unit, this option has been eliminated,
while being able to snatch an objective late in the game will only work Irom the point oI view oI
being able to deny the enemy an objective (although this may still be useIul). Their biggest loss,
however, is that they are no longer as eIIective against tanks due to the changes to the vehicle rules.
Haywire Grenades only have a one in six chance oI causing a penetrating hit, making it very hard
Ior Swooping Hawks to destroy a tank, so while they still may cause some damage through
glancing hits, your opponent will be nowhere near as concerned about them as (s)he used to be.
The other problem Iacing Swooping Hawks is that they don`t really oIIer any additional dimension
to your army now because oI the changes to the rules, and they cost a lot oI points Ior what they can
do. Sadly, it`s not looking too good Ior the Hawks overall.
There is one advantage that they have over all other Eldar Aspect Warriors except Dark Reapers
though that many players Iorget, which is they have a comparatively long range. Their Lasblasters
have a range oI twenty Iour inches, meaning that they can stay out oI close range rapid Iire, and
away Irom template weapons, while still being able to shoot at the enemy. Lasblasters are not the
greatest weapons in the universe, but they can cause some damage against some horde units, such as
Guard inIantry, Termagants, and such the like. They are not going to worry most MEQs though, in
spite oI their high number oI shots, since strength three just won`t cause enough wounds.
As with Warp Spiders, the Iact that they are mobile inIantry means that Swooping Hawks will
integrate well with any type oI Eldar army, but whether or not to include them will be based more
on the Iorce you are Iacing, rather than your own army composition. Given that Warp Spiders tend
to be the direct competition Ior the Swooping Hawks in Eldar army lists, it`s easy to see why the
Hawks oIten get leIt behind.
Exarch:
The Exarch is vital Ior the Swooping Hawks, since his presence does make them more likely to
cause some damage. His powers though are somewhat middling`. Skyleap can be useIul iI you
have an Autarch, but you have to be careIul not to keep taking your Swooping Hawks out oI play.
Deep Striking them into the game, so that they can use their template attack when Iighting against
horde armies can be eIIective, but aIter that it`s usually better to keep them in play. The last thing
you want to happen is to Iind that you needed your Hawks on turn three or Iour, only Ior them to
Iail their reserve roll, and remain out oI play. It is Ior this reason, I would only opt Ior this tactic iI
you have an Autarch in your army, and even then I wouldn`t overuse it. That said, at least you are
now guaranteed to make your reserve roll Irom turn Iive onwards under the new rules, so this tactic
isn`t as risky as it used to be. Intercept is no longer as useIul due to the changes in the vehicle
damage rules, making the decision between it and Skyleap much less clear cut. It still may be worth
trying to use Swooping Hawks to take out light skimmers though, since an immobilised result will
cause them to crash iI they have moved Ilat out, so iI your opponent has a propensity Ior taking
such vehicles, Swooping Hawks led by an Exarch with Intercept may still have role to play.
The Exarch also has access to some decent weapons. The Hawk`s Talon is useIul iI you want to go
aIter those light skimmers, since its strength Iive will give you the opportunity to cause a glancing
hit or two. II you are going aIter inIantry, however, the SunriIle is the weapon to have. It may only
have strength three, but six shots at BS5 is nothing to be dismissed, and it will help the unit to
scythe through Guardsmen, Termagants, certain Slaanesh and Tzeentch lesser daemons, and other
similar units. II you want to Iield the Swooping Hawks as an anti-GEQ unit, then I would say that
the Exarch has to take this weapon, in order Ior the Hawks to be at their most eIIective. Taking the
SunriIle may even mean that the squad could handle shooting at some MEQs, particularly Sisters oI
Battle units which have T3, but still don`t count on doing much damage to Marines oI any sort with
Swooping Hawks though. The SunriIle can also cause pinning, but as I`ve already mentioned, this is
not something that you should count on happening very oIten. The Power Weapon is very rarely
seen on Swooping Hawk Exarchs. The squad is designed more Ior shooting than it is Ior supporting
other units in an assault, so it seems a pretty pointless upgrade to me. Swooping Hawks do not
make Ior a great assault unit, in spite oI the Iact that they carry Plasma Grenades, and while they
can use Skyleap get themselves out oI trouble, I just don`t see the need to send the Swooping
Hawks into the Iray in the Iirst place.
Unit Size:
II you are going aIter light skimmers, then I would opt Ior a squad oI Iive or six. II you want to use
them as a Iire support unit though take as many as you can aIIord. They need as many shots as
possible, in order to be eIIective.
Shining Spears:
My experience with Shining Spears is limited, so Ieel Iree to add more comments about them iI you
Ieel I`ve missed something.
Shining Spears are a dangerous unit. They can be used to assault tanks (especially due to the new
rule about hitting the rear armour in close combat), they have the potential to hurt a MEQ unit quite
badly iI they assault them, and they make a very good bodyguard Ior a Jetbike mounted Autarch.
Like Jetbikes, they are best used in mixed or mechanised armies (see Jetbikes Ior the reasons as to
why), and they are also suited to players who like to make bold Ilank attacks. You have to have
courage when using Shining Spears, iI you dither with them, they`ll be shot down. You must time
your assault correctly, but you must also be decisive. For this reason, they can be rather a tricky unit
to use, which can put some players oII taking them. I Ior one must conIess that I always Ieel
apprehensive about taking them, but their potential is so great, that you really ought to have a go
with them at some stage in your playing career.
On the downside, Shining Spears are very expensive, meaning that squads tend to be on the small
side. In addition, the squad can only be a maximum oI Iive models in size too. As a result oI this,
and the type oI weapons they use, they don`t make Ior a very good anti-horde unit. Stick to using
them against MEQs. Shining Spears are also very vulnerable iI they don`t break the enemy unit on
the turn they assault, as they lose the beneIit oI their Laser Lances, so don`t send them up against
large MEQ units, or they will almost certainly be caught up in a protracted combat, and be
destroyed (unless you take an Exarch with Withdraw). Think oI Shining Spears as Iuturistic cavalry
on you won`t go Iar wrong regarding how to use them.
Exarch:
The Exarch is very important Ior Shining Spears, due to his having access to the power Withdraw.
As is the case with Warp Spiders, this power allows the Spears to launch hit and run style attacks,
which helps them avoid getting bogged down in protracted combats. This means that they can take
on larger units, break oII, and then charge again in a subsequent turn. Beware oI the new DeIenders
react rule though (see Warp Spiders section Ior the reasons). Skilled Rider may be oI use iI you are
playing on a Cities oI Death board, but otherwise I would be tempted to run the risk oI not taking it,
as assaulting models in cover with Shining Spears isn`t a great idea anyway, since they don`t have
grenades. Use the mobility oI Shining Spears to get behind enemy units, so that you can hopeIully
assault a unit Irom an angle whereby you don`t have to assault through diIIicult terrain.
The Exarch has access to the Star Lance, which is a very useIul weapon iI you are sending your
Shining Spears oII to hunt tanks, due to its higher strength. II you are not planning to go tank
hunting with your Spears though, I wouldn`t say it`s that necessary. The Power Weapon may be
helpIul iI you get caught up in a protracted combat, but given that this is not a good idea with this
unit, I would say you don`t really need to take it.
Unit Size:
Shining Spears have to be Iielded in units oI between three and Iive models. The more models you
can have the better, but it`s a rare day when you`ll have enough points to take a Iull squad.
Vypers:
The Vyper is a very good harassment vehicle. It is at its best when used with mechanised or mixed
lists Ior the same reasons as I gave in the Jetbikes section. It has a wide range oI weapon options, is
very Iast, and is surprisingly eIIective at knocking out vehicles, albeit using weaponry that you may
not think would suit this role. It is also very good at eliminating GEQs (providing you give it the
correct weapons), but only really causes MEQs any problems iI it goes aIter their vehicles.
The Vyper is, however, very Iragile, so it can be destroyed very easily. Even mass bolter Iire can
destroy it, so you must be careIul how you use it. Running it on the Ilanks is the best plan, but even
here it can easily be shot down.
Vypers can also be used in squadrons, but this is something oI a double edged sword, in that while
this allows them to downgrade crew stunned` to crew shaken`, any immobilised result counts as
destroyed. It`s true that iI you are moving Ilat out, this could happen anyway, but iI you have
slowed down to Iire at the enemy, this can be a real nuisance. It`s up to you whether you Ieel that
Iielding Vypers in squadron makes them any better. I personally only ever Iield one, but your
playing style may well diIIer Irom mine, and Iielding a squadron oI them may well Iit the theme oI
some CraItworlds, such as Saim Hann.
Vypers have access to a lot oI vehicle upgrades. I don`t Ieel that Vypers are tough enough or
valuable enough to warrant spending the extra points on giving them such luxuries as HoloIields or
Star Engines, and iI you decide to run a squadron oI them, then Spirit Stones are useless. I
personally wouldn`t even take Spirit Stones on a Vyper running solo, but other players may preIer
to. Giving Vypers any other upgrades is just an unnecessary use oI points in my view. Even
upgrading the Shuriken Catapults to a Shuriken Cannon doesn`t seem worth the points in light oI
the changes to deIensive weapons in IiIth edition.
Vypers also have access to an assortment oI diIIerent weapon combinations:
Shuriken Cannon: This is a good choice Ior the Vyper. It`s cheap, is good at killing GEQs, and is
also very handy iI you can get your Vyper into a position, so that it can Iire at the rear armour oI
vehicles. Three S6 shots are likely to ruin a transport vehicle or Dreadnought`s day iI you hit them
in the rear. The disadvantage to the Shuriken Cannon is the Vyper has to come within Rapid Fire
range to be able to use it, although this is more problematic against some armies than others.
Scatter Laser: This is another good choice Ior all the reasons mentioned above, but also because
it`s greater range allows the Vyper to stay out oI range oI Rapid Fire weapons. II you have a Iew
extra points to spend, I would, thereIore choose this over the Shuriken Cannon.
Starcannon: The improvement to cover saves means that this weapon is no longer as good. It may
be useIul iI you can get behind a MEQ squad, and shoot it at them Irom an angle where they have
no cover (Ior example, Irom the rear iI they are standing behind a barricade). Overall, it`s rather
expensive, and the more shots at BS3 you have the better, so the Scatter Laser is the superior
choice.
EML: Again, BS3 Krak Missiles won`t hit oIten enough to make it worth taking Ior anti-tank
duties. The Vyper is better oII using its speed and a multiple shot weapon to knock out tanks. It may
be okay Ior Iiring Plasma Missiles, but I still think that Scatter Lasers are better Ior taking out
hordes. That said, other players think the EML is very good when used to Iire Plasma Missiles
under the new rules, so try it Ior yourselI and see which you preIer. That said, I`d be tempted to try
the EML on War Walkers rather than a Vyper.
Brightlance: A one shot weapon at BS3, which is also very expensive, being mounted on a Iragile
open topped skimmer.....I really don`t think that this is a wise investment oI points. Vypers can be
used to take out tanks in other ways, as I`ve already pointed out.
Unit Size:
You can Iield them either on their own, or in a squadron oI two or three. I Ieel that this decision is
completely up to individual players.
http://warseer.com/Iorums/showpost.php?p2806396&postcount204
Wave Serpent: (Page 11 of the original thread)
Thanks to the changes in the Skimmers Moving Fast (SMF) rule Ior IiIth edition (now known as
moving Ilat out); the Wave Serpent has now become the transport oI choice Ior the Eldar. This is
because penetrating hits against a skimmer moving Ilat out are no longer downgraded to glancing
hits as was the case under the old SMF rule. This change is very important, since it makes the
Energy Shield on the Wave Serpent a much more useIul proposition, since a reduction in the
strength oI the weapon being Iired (iI it has strength eight or more), will make getting that all
important penetrating hit more diIIicult. The Falcon, on the other hand, doesn`t have this level oI
protection, so will now be very vulnerable to strength nine and ten weapons, such as Lascannons
and various Ordnance weapons. Also, in the Wave Serpent`s Iavour is that its Energy Shield doesn`t
allow such weapons as Melta Guns to roll an extra D6 Ior armour penetration when they get to
under halI range. Add in the 4 cover save Ior moving Ilat out in addition to these Iactors, and you
will Iind that the Wave Serpent provides your valuable troops with a greater level oI security than
the Falcon.
Another big change in the Wave Serpent`s Iavour is that it no longer has to transport the unit Ior
which it has been purchased Ior the duration oI the game. This means that it can be used to pick up
other units during the course oI the battle, making it as Ilexible as the Falcon in this respect. It also
has a larger transport capacity, and is cheaper in points!
The only real disadvantages that the Wave Serpent has are that its Energy Field is useless against
close assault troops, and doesn`t protect its rear armour, but iI you use it well, these weaknesses
should not be exposed during the game. The only other problem it has is that while it`s cheaper than
the Falcon, it still is quite expensive. II you are playing a mechanised list with lots oI transports,
you`ll soon Iind yourselI running out oI points, which means that any heavy losses you incur in the
game may well result in your being deIeated very easily, due to being overwhelmed by the enemy.
You have be an expert at the surgical strike when playing a mechanised list. II you attack in one
place, with the majority oI your transports having units disembarking Irom them simultaneously,
you are giving yourselI a great chance oI winning. II, however, your attack arrives piecemeal, you
will be easily picked oII by the enemy.
While Wave Serpents are obviously an essential ingredient Ior mechanised lists, they also have a
place in mixed lists, where they (and the troops inside) can Iorm a mechanised wing, and be used as
the hammer` in the hammer and anvil tactic`. II this tactic is unIamiliar to anyone, please Ieel Iree
to ask, and either myselI, or another contributor to this thread will explain it to you. For obvious
reasons, they are unsuited to all inIantry lists.
One Iinal note on Wave Serpents concerns disembarking and embarking. Remember that they only
have a rear door, so your troops always have Iurther to travel than you think to get into position
(you`re not measuring Irom the Iront oI the vehicle remember), so you need to take this into account
iI you want to get your troops into cover, or out oI sight oI enemy guns once they have
disembarked. Enemy troops may also attempt to block your rear door to stop you Irom
disembarking. One way to discourage enemy Iorces Irom doing this is to stagger your Serpents, so
that they are covering one another and can shoot at troops which try to get behind them, or to
support them with other skimmers, such as Jetbikes, Vypers, or Shining Spears. Also remember that
you can`t disembark or embark iI your Wave Serpent has moved Ilat out, or is going to move Ilat
out. This means that you will have to do a lot oI thinking ahead when it comes to using your Wave
Serpents.
Wave Serpents have a whole array oI upgrades and weapons available to them. I`ll start by
discussing the upgrades:
Shuriken Cannon: Upgrading the Shuriken Catapults to a Shuriken Cannon is no longer as
desirable as it once was due to the changes to the rules regarding deIensive weapons. Some players
may Iind it useIul iI they are planning on taking the EML Ior the turret weapons, as Iiring strength
Iour Plasma Missiles would allow you to Iire the Shuriken Cannon too, providing you are not
moving Ilat out. Such a combination would be pretty eIIective against horde inIantry. II you don`t
plan on taking the EML though, I suggest that you skip this upgrade.
Spirit Stones: These are deIinitely worth the points. The last thing you want is Ior your valuable
transport to be unable to move Ior a turn. Being unable to move not only slows down your attack,
which could lose you the battle in the long run iI you troops don`t get to their destination quickly
enough, but also makes the Wave Serpent more vulnerable to being shot at by the enemy. Spirit
Stones are not expensive, so make sure that you take them.
Vectored Engines: These aren`t as important in IiIth edition as they were in Iourth, since your
valuable troops will not be harmed iI your Serpent is moving Ilat out and suIIers an immobilised
result, causing it to crash, unless Ior some reason they cannot disembark (due to landing next to a
sheer cliII Iace, or in too close to an enemy unit Ior example, which case Vectored Engines won`t
help anyway). The high leadership oI Eldar Aspect Warriors also means they are unlikely to Iail a
pinning test. II you have the points though, and you are transporting a particularly valuable unit,
such as ten Howling Banshees, you want to invest in Vectored Engines just to be saIe. For cheaper
units though, they are not so vital, so don`t compromise other elements oI your army to Iind the
points Ior Vectored Engines iI you Ieel that you can manage without them. Vectored Engines will
stop your Serpent being destroyed in such a situation, which may help with the Annihilation
mission, however, an immobilised Wave Serpent rarely tends to be very useIul, and can be
destroyed very easily.
Star Engines: In view oI the Iact that the Wave Serpent is a Iast vehicle, I don`t really see need to
spend points on these. The extra movement they give you isn`t especially useIul, unless you want to
be really bold, and have all your Wave Serpents in the enemy`s deployment zone in turn one. II you
Iavour this kind oI tactic, which can work very well Ior mechanised armies incidentally, then by all
means take the Star Engines, but it is risky. By landing in the enemy deployment zone you are
running the risk oI being assaulted (which is not good use, as your troops may become trapped
inside their skimmer), or being hit by an awIul lot oI Iirepower. II the terrain is on your side though,
and you are Ieeling adventurous, you may want to give this a try. I wouldn`t recommend this plan
Ior a mixed Iorce however, since you won`t have enough Wave Serpents to run the gauntlet oI
enemy Iire to make this strategy pay oII. Star Engines are also useIul iI you plan on using your
Wave Serpent to pick up other units once it has dropped oII its own, since they allow you to get
around the board very quickly. Remember though, you won`t be able to embark or disembark on the
turn in which the Serpent has used the Star Engines, so use this tactic sparingly.
Another major plus point Ior the Wave Serpent is that it`s turret weapon in Twin Linked. Let`s take
a look at the options which are available.
Turret Weapon Options:
Shuriken Cannon: Since the Wave Serpent has to close with the enemy to get your troops into a
position to attack opposing units, the Shuriken Cannon`s comparative lack oI range isn`t really an
issue. As was the case with the Vypers, it can be used Ior taking out tanks and Dreadnoughts by
shooting them in the rear, but it also makes Ior good anti-GEQ Iirepower. It`s very cheap, and useIul
against a wide variety oI units, so iI you haven`t got a lot oI points to spare, it`s a good buy, and it
helps keep the cost oI the Wave Serpent down in mechanised armies. II you have the points to
spare, some oI the other options may be slightly better.
Scatter Laser: Similar to the Shuriken Cannon in terms oI what you should use it Ior (i.e. Ior
shooting the rear armour oI vehicles and against GEQs). However, the sheer amount oI strength six
Iirepower it can put out makes it reasonable against MEQs too. The extra shot, combined with the
ability to re-roll any misses will make a lot oI units sweat. Multiple shot weapons, such as the
Scatter Laser and Shuriken Cannon, are very important in view oI the improved cover saves Ior
IiIth edition, meaning the more shots you have the better, so iI you have enough points, I would opt
Ior the Scatter Laser instead oI the Shuriken Cannon.
Starcannon: As I`ve said beIore, the improved cover saves in IiIth edition make the Starcannon a
much less attractive choice than it was beIore. You may be able to get two hits more oIten, due to it
being twin linked, but iI the MEQs that you are targeting are in cover, you may as well have
brought the Scatter Laser along and hope to get more hits. It may be still oI some use iI you are up
against an army which contains a lot oI Terminators, so I wouldn`t rule it out completely, but
against conventional armies, I think its lack oI shots relative to the Scatter Laser and Shuriken
Cannon, and its higher points cost make it a poor choice.
EML: This is a good option iI you are up against GEQs, and you want to take the Shuriken
Cannon upgrade Ior the Shuriken Catapults. II you use the EML to Iire Plasma Missiles, you can
Iire the Shuriken Cannon at the same time (providing you aren`t moving Ilat out oI course), which
means that this combination is pretty nasty against hordes. This combination won`t do much against
MEQs though, so I would only take this iI you are up against a horde army. Don`t use the EML to
Iire Krak Missiles. I know it is twin linked, but the chances oI hitting still aren`t that special. II you
playing mechanised Eldar you may need to take this option, as it`s hard to Iind suitable anti-tank
options elsewhere, but iI you are going to consider this, you may want to take the Brightlance
instead. In a mixed Iorce, however, iI you want to hunt a Iew tanks, be creative with the Scatter
Laser and Shuriken Cannon (see above).
Brightlance: II you are short on anti-tank, you may be tempted to take a Brightlance on the Wave
Serpent. It can work, but the chances oI hitting are still not that high, and it is rather expensive. That
said, when playing a mechanised army, you may lack other suitable options to use Ior anti-tank, so
taking a couple oI Serpents with Brightlances may be necessary. It`s Iar better to take them on the
Wave Serpent than on the Falcon that`s Ior sure, so iI you are light on anti-tank, it`s not too bad an
option. II you are playing a mixed Iorce though, stick to using the Scatter Laser, Shuriken Cannon
or EML (Iiring Plasma Missiles).
SmileyIace and Dweomer have both carried out some probability analysis which has shown that I
am being rather harsh on the TL one shot weapons, such as the Brightlance, and EML Iiring Krak
Missiles. In the case oI these two weapons, they actually have a 75 chance oI hitting due to that
re-roll, making them rather more useIul than I had anticipated. Thanks to them Ior pointing this out.
Here is SmileyIace`s maths:
TL one shot weapons on Wave Serpents. First, what are the odds that vou miss? Well, theres a 1/2
chance of missing on the first roll, but if vou do vou alwavs re-roll. So voud have to miss on the
first shot and the second shot, which means p(miss)1/2 * 1/2 1/4. That means that p(hit) 1 -
1/4 3/4 (since obviouslv vou either miss or hit. Im not taking into account those times when vou
roll the Cursed Die of KKundi and call forth the beast that will devour the world).
The second wav is to look at hits. Youve got a 1/2 chance of hitting on the first roll. Youve got a 1/2
chance of missing on the first, which then leads to a 1/2 chance of hitting on the second roll. So
theres two wavs vou can hit, on the first shot or on the re-roll. The probabilities of those are 1/2
and 1/2 * 1/2 respectivelv (the second is the chance of a miss times the chance of a hit when re-
rolling). So p(hit) 1/2 1/2 * 1/2 1/2 1/4 3/4.
Twin-linking is better than 1 BS unless vou started with BS 1 or 0. As a fractional improvement it
gets better the lower vour base BS - so twin-linking a gun if vou were alreadv BS4 is worth less
than if vou were BS 2.
http://warseer.com/Iorums/showpost.php?p2807375&postcount213
Heavy Support: (Page 11 of the original thread)
The Eldar have a wide variety oI heavy support choices. As was the case with the Fast Attack
section though, many oI these options are rather expensive, so you will need to choose your Heavy
Support wisely. Which options you should pick will depend a Iair bit on the type oI Eldar army you
are Iielding, so let`s take a look at the options.
Dark Reapers:
Blue Oyster Cult may have a song called Don`t Fear the Reaper`, but in the case oI Dark Reapers
this is not accurate, Ior iI your opponent is a MEQ player (s)he will be very aIraid oI your Dark
Reapers. Dark Reapers are Ierocious MEQ killers, capable oI decimating entire squads oI Sisters oI
Battle, Marines, and any other type oI MEQ (excluding Terminators and such the like) that you can
think oI. Their long range guarantees that squads will be able to hit most enemy units on the table
without having to waste time moving into a Iiring position. Just set them up in cover with good
Iields oI Iire, and you will be away. Dark Reapers are especially eIIective iI they are set up in such a
way that they can cover a Iire lane, which will prevent the enemy advancing along a certain route
Ior Iear oI being shot to pieces by the Dark Reapers. Dark Reapers are also the ultimate Iire support
unit. II you want to advance your inIantry, providing them with covering Iire with Dark Reapers
will make their liIe easier, since the Dark Reapers can take out enemy heavy weapon units which
would otherwise be killing your inIantry. Dark Reapers are, thereIore, the perIect Iire support Ior
inIantry and mixed Eldar armies. They are, by contrast, an inappropriate choice Ior mechanised
armies, as there is little value in transporting them (you want them in a Iiring position Irom turn
one), and there is no inIantry Iirebase to deploy them with, meaning they could easily be annihilated
by enemy heavy weapons, due to being the only unit not riding in a transport at the start oI the
game.
While Dark Reapers are excellent against MEQs, against GEQs they are just overkill. You really
don`t need to take them iI you are up against hordes, since they are so many other cheaper Eldar
units which are capable oI slaying hordes. Remember most Eldar troop units excel at mowing down
hordes, so spending points on Dark Reapers seems unnecessary. Dark Reapers are also very
expensive. For this reason, I wouldn`t Iield them in an army oI less than 2000 points, simply
because they use up too many points that are needed elsewhere. That said, iI you are Iielding an all
inIantry army, you may be able to get away with Iielding a unit oI Dark Reapers in games oI 1500
points, depending on the composition oI your army, but it really is pushing the boat out too Iar to try
to Iit them into an army oI less than this points value. The other problem with taking Dark Reapers
in armies oI less than 2000 points is that they tend to become something oI a Iire magnet. MEQ
players know how dangerous they are, so they try to take them out at the earliest opportunity. Dark
Reapers do have a very good save (3), which means that are Iairly resistant to small arms Iire, but
even this won`t save them against most heavy weapons. The good news is that the improvement in
cover saves means that Dark Reapers will end up with a 4 cover save most oI the time, providing
you set them up in cover oI course, so they are less vulnerable than they were in Iourth edition.
Another way to get around this problem, is to deploy a Farseer nearby, so that (s)he can cast Fortune
on them. This greatly increases their survivability, but you still have to be careIul iI the enemy wins
the Iirst turn, since you can`t cast Fortune until it is your turn. Another trick you can try to reduce
the amount oI Iirepower they take is to deploy them in such a way that there is a large piece oI
terrain which blocks oII line oI sight to them Irom one side oI the battleIield. This can be hard to
achieve, and iI you are not careIul you can end up compromising the Iield oI Iire Ior your Dark
Reapers, but it is an option that you can take advantage oI iI the terrain allows it.
One Iinal point about Dark Reapers is that they are very vulnerable to Deep Striking assault units,
so it`s always worth having a counter assault unit nearby to deIend them should this occur. That said
the Reapers would have the chance to shoot up such troops beIore they could assault them, so it`s
not always a problem, but iI the unit that Deep Strikes in is a Terminator squad, you will need more
than the Iirepower oI the Dark Reapers to stop them.
Exarch:
The Exarch isn`t a compulsory upgrade Ior this unit in my view, but he does have some interesting
options, so iI you have the points, he is worth taking.
Fast Shot is very useIul regardless oI which weapon you take, but it is very eIIective in combination
with the Tempest Launcher, and EML when iI Iires Plasma Missiles, since it gives both weapons an
extra template. This is particularly useIul in the case oI the Tempest Launcher, as it has the AP to
punch through MEQs, and I can tell you Irom experience that iI you hit a squad oI Marines with
three blast templates Irom the Tempest Launcher, it causes a lot oI damage. The only problem with
Fast Shot is that doesn`t help you ignore cover saves, so iI you are Iiring at units in cover you may
not always cause as many casualties as you expected, especially with the improvement to cover
saves in IiIth edition. In spite oI this, the number oI hits you could potentially inIlict makes it a
rather intimidating prospect Ior your opponent, and (s)he may have spread his units out more than is
ideal in anticipation oI your selecting this power, which may well allow you to pick oII squads
which haven`t been well supported with other units in your army. It`s a good choice in my view.
Crack Shot is also a good choice, since it allows the Exarch to re-roll Iailures to wound, and the
enemy get no cover saves. This options works best with the Tempest Launcher, but it isn`t bad on
the regular Reaper Launcher or EML either. Given the enhanced cover saves in IiIth edition, it has
become a more viable now than it was beIore, so it`s a tough choice between this and Fast Shot. I
wouldn`t ever take both, since it makes the Exarch cost too many points, and he can`t use them both
in the same turn anyway, so choose whichever one you Ieel oIIers you the most beneIit. OI course,
you don`t have to take any Exarch powers. None oI them aid his squad directly, but you could argue
that the Exarch`s ability to increase the kill ratio oI his unit indirectly helps them. II points are tight
though, you may just want to have an Exarch with a Reaper Launcher and now powers. II you opt
Ior the Tempest Launcher, however, I would deIinitely give him one oI the powers, it makes him
more dangerous.
The Exarch`s weapon options are all quite diIIerent. The Reaper Launcher makes him nothing more
than a Dark Reaper with superior BS, not that this is a bad thing, but his other options are probably
more tempting Ior many Eldar players. That said, I`m not a Ian oI the EML Ior the Dark Reaper
Exarch. Dark Reapers are not need against hordes, and Plasma Missiles are not that great against
MEQs (unless your opponent plans on Iielding a Scout company or something similar, which is
very unlikely), so the Exarch won`t be Iiring those; while Krak Missiles are not really any better
against MEQs that the Reaper Launcher. Yes, they wound more easily, but the Reaper Launcher has
an extra shot, so I suspect it probably evens itselI at (Dweomer, you might want to get your
mathammer table out again). Krak Missiles are eIIective against vehicles, but the rest oI his squad
will not be able to damage most vehicles with their Reaper Launchers (the whole squad must Iire at
the same target remember). This means that their shots will be wasted, and then iI the Krak Missile
doesn`t suIIiciently damage the vehicle you`ll probably Ieel very Irustrated. As I said beIore, Dark
Reapers are specialist MEQ killers, and this is the role they should be used Ior in my opinion.
Shooting at any other target is a waste oI their time. As a result oI these Iactors, I would encourage
you not to take the EML. There are other Eldar players who have a diIIerent view oI the EML, in
that they say you can use it shoot at vehicles iI there are no MEQ squads visible. While this may be
the case, I wouldn`t say that this happens oIten enough to make the EML worth taking. The Tempest
Launcher, on the other hand, is a weapon I would suggest that you take iI you can aIIord it, since it
is also very eIIective against MEQs, so it Iits in the role oI the rest oI the squad. Although it is more
liable to scattering under IiIth edition rules (when Iiring directly), the high BS oI the Dark Reaper
Exarch means that it shouldn`t scatter Iar (two inches on average). FiIth edition also allows models
partially under the template to be hit, so you should get more hits than in Iourth edition, so this
weapon has become much more dangerous, especially in combination with Fast Shot (see above),
where three templates could potentially hit one squad! It may have less strength than the regular
Reaper Launcher, but iI you inIlict enough hits this should not be too much oI a problem, and
strength Iour isn`t bad in any case. The Tempest Launcher can also be Iired indirectly (because it
counts as a barrage weapon), but since any model in a squad can now be hit by ranged Iirepower,
even iI it`s out oI sight, I don`t see too many reasons to hide the Dark Reaper Exarch Irom view any
more. Indirect Iire is a useIul option to have though, as sometimes there may be a tightly packed
unit which you cannot see which would be the perIect target Ior multiple blasts. Beware that
indirect barrage is very inaccurate though, so make sure you won`t accidentally hit any oI your own
troops with it iI it scatters. The main weakness oI the Tempest Launcher is its lack oI range. It only
has a maximum range oI thirty six inches, which means it will not be able to reach some more
distant targets that your Reaper Launchers can. This isn`t usually a major issue, but iI you`re
playing against a gun line army, which is likely to remain rooted in its deployment zone, this is
something that you may want to consider.
Dweomer did get his mathammer` table out again. Here is what he came up with:
The weapons use the same AP and BS, so the onlv thing to consider it the Str.
Krak Missile. Wounds MEQs and GEQs 83.3, per shot.
Reaper. Wounds MEQs 66 and GEQ 83.3, per shot.
So the Reaper Launchers extra shot is a 1.6.1 improvement over the Krak Missile, but onlv a 1.2.1
improvement when using Fast Shot.
Unit Size:
Dark Reapers have to be used in a squad oI between three and Iive models. I would simply advise
you take as many as you aIIord, and urge you not to take a unit oI three, as it`s Iar too easy Ior the
enemy to destroy.
War Walkers:
A very good support unit, which works particularly well with inIantry armies, since it oIIers them a
lot oI Iire support as they advance across the table at a bargain prices. War Walkers can also perIorm
the same role Ior mixed armies, but you don`t have to take them iI you Ieel you can get your Iire
support in other ways. Their main advantage over other Eldar support units though is that they tend
to cost Iewer points, so they are a very good choice in smaller armies. They don`t work well in an
all mechanised Iorce Ior the same reasons as Dark Reapers (see above).
The problem with War Walkers is that they are as Iragile is Vypers, so even basic weaponry can
destroy them quite easily. It`s true that they will beneIit Irom the improvement in cover saves in
IiIth edition, but trying to Iind cover that`s tall enough to protect them can be problematic. Area
terrain doesn`t help either, since the rule that at least IiIty percent oI the vehicle must be covered
still applies. War Walkers are also very vulnerable to assault troops, and can easily be torn apart in
such situations. For this reason, it is advisable to keep them as Iar back as possible, and not to use
their Scout move to bring them closer to the enemy. It`s also a very risky tactic to try to outIlank
with them, since this oIten brings them in Iar too close the enemy, meaning that they will be
destroyed in very short order. It is Iar better to keep them behind a line oI inIantry, and use them as
Iire support platIorms.
Like Vypers, War Walkers can be Iielded in squadrons. The risks beneIits are the same as they are
with Iielding Vypers in squadrons (see Vypers section), except that the concentrated Iirepower that a
squadron oI two or three War Walkers can provide makes Iielding them in a squadron a much more
attractive proposition. A squad oI three Walkers with Scatter Lasers all round Iires a whopping
twenty Iour shots at its target unit, and iI you cast Guide on such a squadron with the Farseer, the
results tend to be very unpleasant Ior the enemy unit indeed. The Iact that a Farseer can aIIect a
whole squadron with Guide is the other main attraction Ior Iielding War Walkers in squadrons. I
would say that Iielding War Walkers in squadrons is a very good plan iI you are planning on taking
a Farseer with Guide, and giving the War Walkers multiple shot weapons. In any other case, it`s up
to individual players, as much will depend on army composition, and the army you are Iacing.
War Walkers have access to a number oI upgrades as well as a variety oI weapon options. I`ll
examine the upgrades Iirst.
Upgrades:
Spirit Stones: II you are running your War Walkers in a squadron, this is a rather pointless
upgrade. II you are running them solo, and have a Iew points to spare, you could take these.
Overall, I don`t think it`s especially necessary, as there are better ways to spend to the points most
oI the time.
Weapon Options:
Shuriken Cannon: Despite its multiple shots, its high strength, and its solid anti-GEQ abilities, this
is not the best choice Ior War Walkers due to its comparative lack oI range. You have to get within
Rapid Fire range to be able to Iire the Shuriken Cannon, so unless you are up against an army that is
going to be coming to you, such as Tyranids or Daemons, I wouldn`t take this option. War Walkers
are Iragile enough without exposing them to return Iire Irom Rapid Fire weapons too.
Scatter Laser: Again, a very good choice, Ior the reasons I`ve already pointed out (see above). The
amount oI Iirepower a squadron oI War Walkers can unleash with these weapons is truly terriIying,
and even MEQs won`t enjoy being on the receiving end oI it. It may cost more than the Shuriken
Cannon, but it`s worth it.
Starcannon: This still suIIers Irom the same problem as it does with other Eldar units, in that the
improved cover saves have severely limited its useIulness. It`s also quite expensive too. II you are
up against an army which contains lots oI Terminators, then you may want to take some oI these,
but I would mix them in with the Scatter Lasers iI you are going to do so, so that you can still have
a large number oI shots. I still Ieel that Scatter Lasers all round is the optimal conIiguration though,
and shooting at Terminators with War Walkers is perhaps not the best tactic in any case. The Eldar
have more specialised units which are capable oI taking on such units (e.g. Wraithguard and Fire
Dragons).
EML: There have been mixed opinions on this. Some players say that the EML and Scatter Laser
combination is very good, particularly against hordes; while others have said that the EML just isn`t
reliable enough because it scatters too oIten (again I`m reIerring to Plasma Missiles here). I`ll leave
it open to individual players to make up their own minds on this one, although I would point out
that Scatter Lasers all round should still be more eIIective against MEQs. Firing Krak Missiles with
the EML Irom BS3 War Walkers isn`t a good idea in my view, even iI the Farseer is nearby Guide.
There is still too high a chance oI missing the target in my book. War Walkers are best employed in
anti-inIantry role in my opinion.
Dweomer had this to stay about the EML, and in hindsight, I Ieel that he makes a good case Ior it
being used against certain armies:
EML Warwalker will hit the original target 51.9 of the time, 76.8 with Guide. These numbers
hold true for effective hits against most vehicles, but do go up slightlv against larger hulls.
However, the shots are alwavs going to land somewhere. I think this is a viable mix for plavers the
either have their Farseer off doing something else, or when thev are hurting for anti-tank in their
main force.
I would actuallv recommend this as an option if a plaver knew thev were going to be facing a horde
or light gunline armv such as Tau, IG, Orks or Tvranids.
Brightlance: Fitting Brightlances to Iragile War Walkers is just too expensive. Their average BS
means these weapons will miss too oIten anyway, and as I`ve already said, War Walkers are much
better suited to hunting inIantry.
A Iinal thought on mixing weapons:
My personal view is that War Walkers work better iI you give all oI them the same weapon on both
arms, and assign them a speciIic battleIield role. Mixing weapons may cause you to lose sight oI
what they are supposed to be doing, meaning that they spend too much time shooting at
inappropriate targets. Once again though, there are diIIerent views on this among Eldar players, so
this decision is very much in the hands oI individuals.
Unit Size:
This is a decision best leIt to individual players, but iI you are considering taking squadrons,
multiple squadrons oI two or one squadron oI three may well be the best way to go.
http://warseer.com/Iorums/showpost.php?p2807376&postcount214
Wraithlord:
A marvellous Heavy Support option, the Wraithlord is one oI the best Iiring platIorms available to
the Eldar. Give it two heavy weapons, set it up Ior either anti-tank or anti-inIantry duties and watch
it shoot the enemy to pieces. It is also very tough, capable oI absorbing lots oI Iirepower, and it
need only Iear the heaviest oI heavy weapons, and multiple shot rending weapons, such as the
Assault Cannon, although even rending weapons are not as dangerous to its health as they used to
be. The other big advantage is that the Wraithlord is a Monstrous Creature, meaning it can move
through diIIicult terrain relatively easily, and can Iire two weapons per turn, making it an even more
logical choice to give it two heavy weapons. The Iact that it can also now run should it need to is a
bonus, although iI you are using it as a Iire platIorm, you shouldn`t need to make use oI this.
The Wraithlord`s big disadvantage, however, is that it suIIers Irom Wraithsight, meaning that you
have to keep a Farseer or Warlock nearby to prevent this Irom happening. While not a major issue
Ior most Eldar armies (which nearly always contain a Farseer, Warlock, or indeed Shadowseer), iI
you are planning on taking an army without a Farseer, or a Biel Tan themed army (which may not
have any Seers at all), it can cause problems, since there is a one in six chance that the Wraithlord
will stand there and do nothing. The Wraithlord is also quite expensive, especially when equipped
with two weapons, so this also can put some players oII Iielding it. It also isn`t that powerIul in
close combat, despite being a Monstrous Creature. It`s very vulnerable to Power Fists, and similar
weapons, and can be overwhelmed by mass inIantry, as the outnumbering rule no longer exists, and
the Wraithlord`s Iearlessness makes it subject to the No Retreat rule. That said, its armour should
save it Irom taking too much damage in that situation, but it`s still a risk. The Wraithlord also has
very Iew attacks, so it can easily get bogged down in a protracted close combat, Ior this reason, it`s
not a good idea to assault inIantry squads with it. II you really want to send it into combat, use it to
take on Independent Characters who have leIt their Power Fists at home, and are not attached to a
unit. You can also use it assault tanks, but iI you`ve given it two heavy weapons, and they are anti-
tank weapons, you may as well shoot at the tank Irom a distance instead oI moving in to assault it.
Dweomer makes the Iollowing point about the No Retreat` rule, which I overlooked:
As a note, Id amend the Wraithlord entrv to note that worrving about No Retreat' is onlv an issue
in mixed combats. It is actuallv quite survivable in CC when on its own or paired with similar high
T units. (Outnumbering doesnt matter anvmore, but the amount of wounds taken do.)
It`s also quite hard to hide the Wraithlord in cover due to its status as a Monstrous Creature, but iI
you manage to do so, and it has a good Iield oI Iire, and the Farseer is standing nearby to cast
Fortune on it, it can be incredibly tough to dislodge. Use it in conjunction with DeIender Guardians,
and/or PathIinders and War Walkers and you`ve created a superb Iirebase which would also be able
to hold an objective in your deployment zone. The Wraithlord in particular would be very tough to
dislodge Irom a IortiIied position such as this.
Wraithlords make a very good anti-inIantry or anti-tank support unit Ior inIantry or mixed Eldar
armies. They are not a good choice Ior mechanised armies Ior the same reasons as those which I
talked about when discussing War Walkers and Dark Reapers.
The precise role oI your Wraithlord will depend on the weapons you choose Ior it. It can be
eIIective against any type oI army; you just have to choose your weapons accordingly.
Weapon Options:
Shuriken Cannon: The comparative lack oI range oI the Shuriken Cannon makes it the least
attractive weapon Ior the Wraithlord. I Ieel that it`s always a good idea to keep the Wraithlord
behind your inIantry and use its high BS to its Iull by giving it the long range one shot weapons
which most other Eldar Heavy Support units can hit with oIten enough. I would leave the anti-GEQ
work to other units.
Scatter Laser: This works well when paired with the Starcannon Ior an anti-inIantry load out. II
you are going to be Iighting against an army with Iew vehicles, or using more than one Wraithlord,
this is a good option, but in any other instance I Ieel the Wraithlord is best suited to an anti-tank
role.
Starcannon: Works best when paired with the Scatter Laser in an anti-inIantry role, as it lacks
strength Ior anti-tank duties (it`s a rare day that a Wraithlord will get a chance to shoot a vehicle in
the rear).
EML: Best paired with the Brightlance and used to Iire Krak Missiles at tanks. The Wraithlord`s
high BS means it shouldn`t miss very oIten, making it the best option to be given anti-tank weapons
in the Heavy Support section. II you want to use it to Iire Plasma Missiles, you could pair it with the
Scatter Laser as an alternative anti-inIantry Iit. There have been mixed reports about how eIIective
this is, but try it out iI you wish to, and see how it goes.
Brightlance: Combine it with the EML and you`ve got yourselI a very good anti-tank Iiring
platIorm (see above). It may not be cheap to take the Brightlance and EML, but it`s very eIIective,
and most vehicles will not enjoy being on the receiving end oI this combination.
Wraithsword: Hmm.......I don`t see the Wraithlord as an assault unit at all. It just doesn`t have
enough attacks. The whole point oI taking the Wraithlord is to utilise its high BS, and you want to
take two heavy weapons to achieve this. Iyanden players may well be tempted into using a close
assault Wraithlord armed with a Wraithsword, and either a Scatter Laser or Shuriken Cannon Ior
shredding inIantry, in conjunction with various assault units, such as Striking Scorpions, but Ior
most armies I wouldn`t recommend using the Wraithlord in this way.
A Final thought on twin linking:
Taking two weapons oI the same type on the Wraithlord causes them to become twin linked. In my
view this is a waste oI the Wraithlord`s BS. It has a good chance oI hitting twice, so why restrict it
to only Iiring one weapon with re-rolls? It`s a waste oI its potential as Iar as I can see, and it`s very
rare to Iind an Eldar list in which a Wraithlord has taken two weapons oI the same type Ior this
reason.
http://warseer.com/Iorums/showpost.php?p2807925&postcount223
Falcon: (Page 12 of the original thread)
The Iavoured transport Ior Eldar in Iourth edition has taken something oI a hit under IiIth edition
rules. The old tactic oI taking a Falcon carrying Fire Dragons in a Falcon loaded up with Spirit
Stones, Vectored Engines and HoldIields is still viable, but it`s no longer as eIIective, since the
replacement oI the Skimmers Moving Fast (SMF) rule with the Moving Flat Out rule means that the
Falcon is no longer immune to penetrating hits no matter how Iast it moves. In other words, it has
lost its bullet prooI status. It`s not a bad choice, but it now compares less Iavourably to the Wave
Serpent, due to the Iact that it is more expensive, and has to have two weapons on its turret, neither
oI which count as deIensive weapons. This is important because you have to pay the points Ior a
second turret weapon that will not be able to Iire more oIten than not iI you want to keep your
Falcon on the move. The lack oI an Energy Shield also counts against the Falcon now that it can be
penetrated when moving at Iull speed, so point Ior point, the Wave Serpent is the superior choice Ior
transporting to troops, especially when you consider that the Wave Serpent can now transport any
unit you wish once the game has actually started (note that iI starting in reserve, the Wave Serpent
must transport the unit it was purchased Ior, but you would also have to declare which unit is
mounted in the Falcon too, so these Iactors balance each other out).
So does the Falcon still have a role to play? Yes, it does, especially iI (like me) you don`t have
enough Wave Serpents in your army to transport all the units you want to transport. It can still be
used as a transport, but you will just have to be more careIul with how you use it. It won`t be as
tough as it used to be, so you`ll have to be careIul not to expose it to too much heavy weapons Iire.
The Falcon could also be used as a gunboat, whereby you could deploy it towards the rear oI your
army and use it Ior Iire support. I personally don`t like this option, since there are better Iire support
platIorms (e.g. the Wraithlord) out there, but Eldar players who run mechanised armies may be
tempted to try this tactic. Another option would be to leave the Falcon empty and to use it as a
mobile gunboat by sending it to accompany your Wave Serpents, and using it to provide covering
Iire Ior Eldar troops once they have disembarked Irom the Serpents. In this way, it could also be
used Ior hunting tanks, particularly those which lurk in the enemy deployment zone, with its Pulsar
should you Ieel the need.
Stezerok made this comment about the Falcon gunboat tactic`:
For the Falcon, arming the Falcon with EML or BL along with the Pulse Laser, is actuallv one of
the best builds for it now-a-davs, as in total the three Str 8 shots, tends to perform better against AJ
10-12 (possiblv 13, Ill have to check again...) than Fire Prisms. Reallv onlv AJ 14 stood a better
chance. So Gunboat Falcons are a good wav to go, AND I would absolutelv suggest it, as voure
going to need something to do with that Falcon once voure finished carrving troops.
The Falcon, like the Wave Serpent, will work very well in a mechanised and mixed Eldar list, but
will be somewhat out oI place in an inIantry list Ior reasons which are selI-explanatory.
II you decide to put troops in the Falcon, another important point to consider is that you need to be
careIul with embarking and disembarking Ior the same reasons as I talked about when I reviewed
the Wave Serpent (see Wave Serpent).
The precise role oI the Falcon in battle will depend on its weaponry, but beIore I talk about its
weapon options, I will discuss the upgrades it has available to it.
Upgrades:
In general, I wouldn`t take that many upgrades on the Falcon in IiIth edition, even iI it is
transporting a unit, since they push its costs up, and Iew oI them really improve the survivability oI
the troops or the Grav Tank suIIiciently to make the expenditure worthwhile.
Shuriken Cannon: As I have already stated in the Wave Serpent entry, upgrading the Shuriken
Catapults to a Shuriken Cannon is no longer as desirable as it once was due to the changes to the
rules regarding deIensive weapons. It may, however, be useIul iI you are planning on taking the
EML Ior the second turret weapon (see Wave Serpent Ior reasons). The only problem is you most
likely never get to the Iire the Pulsar, but iI you are using the Falcon in an anti-GEQ role, as you
need to be iI you take this upgrade, then this probably won`t concern you. It`s a shame to have a
weapon which you won`t Iire coming as standard on the Falcon though, which is why I think this
upgrade and combination is better suited to the Wave Serpent.
Spirit Stones: These are still worth the points, but more so iI you are transporting a unit inside the
Falcon. See the Wave Serpent section Ior more details on this upgrade.
Vectored Engines: Given that it can have more weapons than a Wave Serpent, you may Iind these
more useIul on the Falcon. That said, I wouldn`t say they are that critical, since skimmers which
have been Iorced to land Ior the rest oI the game don`t tend to have a great line oI sight to be able to
shoot that much, and are usually destroyed quite quickly in any case, once they`ve been Iorced to
land. Also, iI you are only transporting a unit oI six Fire Dragons (which are not that expensive), the
Vectored Engines are even less critical, since the Dragons are unlikely to Iail their pinning test, and
won`t be killed Irom the landing unless they are unable to disembark Ior some reasons. Please reIer
to the Wave Serpent section iI you want more details on Vectored Engines.
Star Engines: I don`t really think there is much more to say about using these on a Falcon than
there was about using them on a Wave Serpent, so once again, take a look at the Wave Serpent
section Ior details about these.
HoloIields: Under Iourth edition, where there were diIIerent damage tables Ior glancing and
penetrating hits, these were incredibly eIIective (possibly too eIIective in Iact). When these were
combined with SMF, it was almost impossible to destroy a Falcon, but with the rule changes Ior
IiIth edition, this is no longer the case. The HoloIields are still useIul, but they are very expensive,
and the Falcon already costs a lot oI points. II you are playing a mechanised list, and you want to
keep your valuable inIantry as well protected as possible, you may be tempted to take these iI you
have the points. Otherwise, I really don`t Ieel that it`s worth paying the points Ior these.
Second Turret Weapon Options:
Shuriken Cannon: II you plan to use your Falcon as a transport, then this is a reasonable option
which will also help keep the costs down. It oIIers solid Iire support Ior disembarked inIantry, and
can be used to pick oII the odd tank Irom the rear. For Iurther details oI how best to use this weapon
see the Wave Serpent section.
Scatter Laser: Again, a good choice iI you are planning to be mobile with your Falcon. It allows it
to oIIer solid Iire support to disembarked inIantry units, and can be used to take shots at the rear
armour oI tanks. As usual the extra shot and additional range make it slightly better than the
Shuriken Cannon, but there isn`t a huge amount oI diIIerence iI you are sending the Falcon in close,
so you may want to keep the costs down by taking the Shuriken Cannon instead. See the Wave
Serpent section Ior any other details.
Starcannon: I don`t have much new to say about this to be honest, except that it will be oI less use
on the Falcon than on the Wave Serpent, as it doesn`t beneIit Irom being Twin Linked on the
Falcon. For additional remarks, reIer to the Wave Serpent section.
EML: For the Plasma Missiles/Shuriken Cannon combination, see earlier comments, and those I
made in the Wave Serpent section, but remember that the EML won`t be Twin Linked, so won`t be
as accurate as it will be on the Serpent. II you want to use your Falcon as something oI a static
gunboat, you could use the EML to Iire Krak Missiles, and use it in combination with the Pulsar as
a baseline tank killer. I`m not a Ian oI this tactic though, since the average BS oI the Falcon means
the Krak Missile will miss too oIten. The Wraithlord makes Ior a superior Iire platIorm in my
opinion. Still, it`s an idea which may interest those who play mechanised Eldar, so Ieel Iree to try it
iI you Ieel that you can make it work Ior you.
Brightlance: Again, you could use it in conjunction with the Pulsar to create a static anti-tank
gunboat. I don`t like this idea Ior the reasons given above, and it`s also a very expensive option,
which could be destroyed quite easily, since it will be hard to hide the Falcon suIIiciently Ior it to
get a cover save, and even iI you try to, you`ll have to take a dangerous terrain test in any case. Try
it iI you Ieel you can make it work, but I think there are better ways to get anti-tank Iire support.
Fire Prism:
In all my years oI playing the Eldar, the only model I have never owned is the Fire Prism. I`ve
never even seen one in action, let alone used one, so iI I make a mistake with my analysis oI its
abilities, please let me know.
The new rules Ior Blast Templates are both good news and bad news Ior the Fire Prism. They are
good in the sense that its template is so large (when Iiring in dispersed mode) that it`s still likely to
hit inIantry units, especially iI you are playing against a horde army, and in the sense that its above
average BS means that neither template will scatter too Iar on average. They are not so good in the
sense that the central hole may scatter oII a tank`s hull, meaning that it doesn`t inIlict a Iull strength
hit, thus its anti-tank abilities may well be slightly compromised.
The general school oI thought has been that you should always Iield Fire Prisms in pairs, so that
you have the option oI using the banked shot`. I don`t see this changing Ior IiIth edition, since the
additional strength and AP come in very handy, especially against MEQs. That said, due to the
scattering rules, it may be better to Iire two separate Iocussed shots at tanks, in order to increase
your chances oI scoring a hit over the centre oI the vehicle. Whichever way you look at it though,
Fire Prisms work best when there is more than one oI them in your Iorce. The great advantage oI
the Fire Prism lies in its enormous range. On most gaming tables it will be a case oI iI you can see
it, you can shoot at it. This helps in so Iar as it`s sometimes possible to deploy Fire Prisms on a
Ilank, so that it keeps them out oI range oI certain elements oI the enemy Iorce, while keeping in
range oI them itselI. This is one way in which you can try to protect your Fire Prisms Irom taking
too much Iire Irom heavy weapons, which is otherwise something oI a problem (see below).
The big problem with Fire Prisms is that they are not that tough, and because they won`t be moving
Ilat out like other skimmers, they present something oI a juicy target Ior enemy heavy weapons.
There isn`t much you can do to prevent this, except possibly take HoloIields. Trying to deploy a
skimmer in diIIicult terrain is a highly risky business, so that`s something oI a high risk option. This
is their only major weakness though, since the Prism cannon is eIIective against nearly all types oI
target.
Fire Prisms don`t really Iit in with an inIantry Iorce that well, since they are too exposed, and can be
picked oII easily while the inIantry advance to get into range. They can be used in both mixed and
mechanised Iorces though, and they are about the only long ranged Iire support available to the
latter, making them a very tempting choice Ior commanders oI mechanised Eldar.
Upgrades:
Shuriken Cannon: I really don`t see the point oI Iitting this to the Fire Prism. II it loses its main
weapon, so be it, I would just use it Ior tank shocking enemy troops holding a vital objective, or Ior
ramming another vehicle. II you do have the leIt over points, you may want to buy this upgrade, but
I can think oI better ways to spend such leIt over points.
Spirit Stones: Given that your Fire Prisms will not be moving around that much, unlike the Wave
Serpent and Falcon, I`m not convinced that these are particularly important. You still won`t be able
to shoot iI your crew are shaken instead oI stunned, and this is the most important aspect oI the Fire
Prism, so I Ieel the points could be better spent elsewhere.
Vectored Engines and Star Engines: I honestly can`t see much use Ior either oI these on the Fire
Prism. It`s not going to be moving at high speed, so the Vectored Engines are pointless, while it`s
hardly in any hurry to close with the enemy, so I Iail to see the need to give it Star Engines. These
upgrades can be saIely passed over.
HoloIields: These may be worth taking, as they could help to keep your Fire Prism alive. II you
have enough points to take them, I would say it`s probably worth doing so, especially iI you are
playing mechanised Eldar (you need to keep your Iire support alive Ior as long as you can).
Support Weapons:
Support Weapons are perhaps the least chosen unit in the Eldar army list. When you consider the
competition that they are up against in the Heavy Support section it`s not hard to see why, but this
does not mean they are useless. In Iact, Support Weapons can be rather useIul.
Their big weaknesses, however, are their lack oI mobility and durability. They are particularly
vulnerable to being picked oII by Deep Striking units, and can also be outIlanked by Iast moving
armies iI you are not careIul.
On the positive side, they aren`t too expensive, they can be set up in cover, which makes them
harder to shoot to pieces, especially with the improved cover saves Ior IiIth edition, and most
importantly oI all they don`t have to have line oI sight at all, thus allowing them to be set up behind
hills and IortiIications and still be eIIective.
All Support Weapons Iit into inIantry armies well, although those with a longer range will generally
be a better bet iI you plan on advancing your Iorces Iorward to engage with the enemy. II you are
playing a wait Ior them to come to me` tactic, then any type oI weapon should be okay. For obvious
reasons, Support Weapons don`t Iit well into mechanised armies, and while they can be used with
mixed armies, most players usually preIer to take War Walkers, the Wraithlord and/or Dark Reapers
Ior their Iire support, as they are more reliable. It`s your army though, so iI you preIer Support
Weapons, then go ahead and Iield them.
D Cannons:
These are very dangerous weapons, which are capable oI destroying almost anything. Opponents
tend to give these a wide berth, which means that they are very useIul iI set up near an objective in
your deployment zone, since nobody is going to want to get close to them and run the risk oI being
obliterated. In this way, they are a great area denial` unit, and their Iearsome reputation makes them
a great psychological weapon.
On the other hand, their range is very short, which means that enemy units can quite easily avoid
them, and iI they scatter (which they will do oIten iI they are Iiring indirectly), their short range
means that they may hit your own troops iI they are in close proximity. As a result, the deployment
oI D Cannons tends to be very critical as to how much impact they will have on the game.
D Cannons are particularly nasty against MEQs, especially units oI Terminators in Marine armies,
but watch out Ior Deep Striking Terminators who will try to kill your D Cannons beIore they can
cause too much damage. Deploying counter assault units nearby can help protect D Cannons, but
this ties up a valuable unit that may be better utilised elsewhere. II your D Cannons are guarding an
objective though, putting other units with them isn`t such a bad idea, since it will allow you to
create a powerIul Iirebase through which the enemy must advance iI (s)he wants to take the
objective.
D Cannons aren`t as good against vehicles as they were in Iourth edition, but iI there is a vehicle in
range it`s still worth shooting at it iI there are no other targets around. Otherwise, a unit oI three D
Cannons dropping a salvo onto a large unit is especially destructive, particularly iI it hits a MEQ
squad.
Vibrocannons:
These used to be great Ior damaging vehicles, but with the demise oI the glancing hits damage table
Ior IiIth edition, they are no longer much use at this, although at least you don`t ever have to roll Ior
armour penetration. They are still useIul against horde inIantry though, since they have the potential
to inIlict strength six hits iI you use a battery oI three. They can also cause Pinning, but as I`ve
mentioned beIore, the high leadership oI the majority oI units out there means that this is not
particularly useIul.
They are somewhat random though, given that they cause D6 hits, and they will hit your troops
should they be along the line, so you have to be careIul with where you deploy your Vibrocannons,
and your squads that will be in their Iire arc. They are also pretty ineIIective against MEQs, so I
would only consider Iielding these iI you are up against a horde army oI some sorts. Even then,
there are better weapons Ior taking out hordes (e.g. Fire Prism, War Walkers with Scatter Lasers,
Dire Avengers etc).
Shadow Weavers:
The Shadow Weaver`s greatest strength lies in its long range. You can set these up deep in your
deployment zone, and use them Iire indirectly at advancing horde armies, and other GEQs all day.
They may not be that accurate when used in this way, but iI you are playing against a horde army,
you are bound to hit something, and their high strength will allow you to shred most GEQs pretty
easily.
On the downside, Shadow Weavers are Iairly impotent against tanks, and won`t really worry MEQs
that much either unless you manage to get a direct shot at a MEQ squad with a Iull unit oI three
Shadow Weavers, such a salvo may cause MEQs some concern, but it`s a rare day that you will be
able to Iire directly with Shadow Weavers.
Still, iI you ever want to surprise your opponent, take a unit oI these along, I can guarantee you that
they won`t have been expecting them!
Warlock:
Support Weapon batteries can be given a Warlock should you so desire. For most armies, I don`t
think it`s that necessary, but iI you are running a Iorce with a Iirebase oI a Wraithlord and Support
Weapons, you may Iind it handy to have a Warlock around to eliminate Wraithsight.
As Ior the powers to give to the Warlock, Destructor isn`t particularly helpIul, since he`ll be out oI
range oI most units, and never get the chance to use it. It also won`t help much against many Deep
Striking units, as a lot oI these tend to be quite heavily armoured. Embolden is useIul, since it helps
to stop the crew Iailing their morale test, Enhance is oI no value on gun crew, while Conceal won`t
be as good as the cover save oIIered by any cover that you have set them up in. That said, iI you
plan on deploying them behind a hill, Conceal may have a use, but even then, it will only be being
used to protect the unit against Deep Striking squads, and they probably won`t be too bothered by a
5 cover save, so I don`t think it`s particularly beneIicial overall.
Unit Size:
Support Weapons have to be Iielded in units oI between one and three. Given that they are at their
most eIIective when Iiring salvos (D Cannons and Shadow Weavers) or when Iiring in a group
(Vibrocannons), I would always choose to take three iI you can aIIord to do so.
By Irisado.
Special Character Tactica - by Dweomer (All on Page 13 of the original thread)
http://warseer.com/Iorums/showpost.php?p2811503&postcount242
Are you Iinding yourselI with an excess oI points? Did you buy that Phoenix Lord because it looked
cool? Are the normal rules just not enough? Do you need just that little more oomph Irom your HQ?
Are you unhindered by an older edition mindset against named characters? II you answered yes to
at least two oI the above, then a Named Unit might just be Ior you!
/****PIP-BOY DOWNLOAD ACTIVATED***\
\*****FILENAME:ELDAR4EVIL.EXE*****/
...cross.reI:...NUvsSC.blah:
Named Units: What is a Special Character?
The choice to run a Named Unit (NU), aka a Special Character (SC) is a personal one as it can
cause backlash and shunning by certain members oI the gamer species.
Special Characters Iirst saw the light back in 2nd edition. They were the best oI the best, the
greatest oI heroes, the Iolk whose names sang through the very stars. They were the Iavoured brain-
children oI the studio staII and oIten had abilities a Primarch might envy. They had improved stats,
improved wargear and special rule piled onto special rule. These mighty Iew were meant Ior
Iriendly games oI large size; many even had minimum army size requirements. Only marginal
attempts were made to balance the unit... except the one rule to rule them all: Opponent Permission
(OP). Yes, every time you Iielded one oI these Iine Iellows, you had to have the prior permission oI
your opponent. Due to this and their being "broken cheddar Iests", they were disallowed Irom most
tournaments including GTTs and RTTs. This meant the models oIten only sold to collectors,
newbies, or the addicted modelers. As an oddity, this bias never extended itselI to Special
Characters that did not have the OP rule, units such as the Avatar oI Khaine.
Then in the early days oI 4th edition (M39.500), there came a new threat Irom the bowels oI the
Tyranid Hive Fleet: Old One-Eye, a Special Character without the OP rule! Listed in the Special
Character section, Old One-Eye was a new breed oI terror: a Named Unit. This little change opened
the Iloodgates and wallets oI many, until the rule oI OP has become a relic oI only the most unloved
and unupdated Codecii. Many oI the old Special Characters made the transition to this new status,
not the least among them the Phoenix Lords and Eldrad Ulthuan.
Yet this transition has not been a smooth one. Some players remember the days oI HeroHammer
and reIuse to Iield anything with a "scent oI Muenster." Others have been twisted by burning envy,
their Codecii untouched by the Design Studio and their SCs still needing OP. Yet Design has
persisted in pushing these models oII the racks and onto the Iield. Points and abilities have been
brought into a semblance oI balance. Fielding restrictions have been reduced or removed. Even
more insidious is the latest sally: certain popular army builds have only become Iieldable iI you Iirst
take an NU. Now NUs have become a common sight upon the battleIield, though sometimes
disguised as other heroic models through an arcane magic known as "Counts As". The choice to
take one is up to you, but understand that the choice to Iace one may not be.
Why should you avoid NUs?
Because their points cost is oIten halI again to double that oI a lesser HQ, oIten require speciIic
modelling or heraldry, you typically cannot modiIy their wargar, and there's still a deIinite stigma
against their use.
Why should you take an NU?
Because they represent the highest expression oI their chosen proIession, have strong and oIten
unique rules, and can provide a strong center point or theme Ior the rest oI your army.
http://warseer.com/Iorums/showpost.php?p2811507&postcount243
...resume: Eldar.NU...
Prince Yriel, Corsair Prince and Autarch of Iyanden Craftworld:
Despite being the cheapest oI the NUs, Yriel still costs as much as decent unit oI Dire Avengers.
However, he's only just a touch more expensive than a similarly tooled-out Autarch. This is rather
appropriate as he's basically a cross breed oI Autarch and Warlock. He comes with all oI an
Autarch's excellent stats as well as the Master Strategist rule. Please see the Autarch entry Ior
reIerence. OI particular note is that he also has a the Eldar low T; he won't last long against enemy
Iire. But Yriel's biggest Ilaw is that he's a CC unit that's stuck on Ioot. You can't always rely on the
enemy coming to you. These last three items make him a prime candidate Ior a bodyguard. He is
going to be rather redundant with hard-hitters like Banshees or Harlequins. However, he'd be an
excellent bit oI CC punch Ior a tarpit unit oI Dire Avengers or Wraithguard. Knowing Yriel is part
oI the unit is going to make them a big target. Non-Wraithguard bodyguards would really beneIit
Irom a Wave Serpent and/or a cast oI Fortune.
The Spear oI Twilight: A Iearsome weapon and Yriel's high WS and A make him perIect Ior taking
down the biggest oI monstrosities and tanks. However, it will be wasted against light opponents and
GEQ players will be unIazed by the numbers he'll kill.
The Eye oI Wrath: This weapon is a hold-out explosion Ior when he's surrounded by the enemy. It is
going to be at its most eIIective against basic Marines. The eIIect oI this blast has become even
stronger when combined with the new DeIenders React and Blast rules. I Ioresee an amusing tactic
oI "Yriel Bomb", where he is escorted towards the enemy similar to a Goblin Fanatic. When near to
the enemy, Yriel disengages Irom his bodyguard, charges a nearby unit, and then sets oII his
explosion aIter they surround him. DeIenders React mean that he no longer has to wait Ior a Pile In
Ior maximum carnage. Knowledge oI this will likely make him an even larger target as opponents
will surely remember it aIter the Iirst time. (Hrm... I suddenly Ieel an urge to go pull this model out
oI my bitz box. Tomorrow`s opponent probably won't have read this yet and I may get away with it.
Heheheheh...)
Doomed: Even in 4th edition this rule was more oI an annoyance than anything else and many
players would Iorget about it. I Iind Yriel rarely ends a game with only 1 wound leIt. He's either
nigh unscathed or died gloriously around Turn 4. At least now he doesn't have a 50/50 chance oI
giving the enemy Iree VP.
Eldrad Ulthuan, Farseer of Ulthwe and Bane of Chaos:
Eldrad's amazingly spry Ior a dead guy, showing up in battle aIter battle. He's the ultimate in
Farseers, having abilites on par with two lesser Farseers... and the cost to match. His stats are the
same as a normal Farseer, excepting a slightly higher T. This was a big thing in 4th as it rendered
him immune to Instant Death Irom Perils oI the Warp. 5th has rendered this moot, so this isn't as big
a deal any more. As part oI his basic price, you get every single Farseer upgrade and power. This
can be quite the deal Ior players wanting some heavy Psychic punch. This can certainly take the
headache out oI choosing the right Farseer power(s) during army creation, but knowing how to pick
the right one at the right time can really take some practice. Another downside to Eldrad is that he's
only one model. Though he has multiple casts per turn, they're going to be Iocussed to a more
limited area than can be covered by two lesser Farseers. He's certainly a good choice Ior armies that
rely on having multiple Farseer powers cast per turn, but this also leads to rampant over use.
Rune Armour: This is one oI Eldrad's most Iorgiving traits, especially when combined with Fortune.
Few other units in the game have his resiliency to heavy attacks. This means he isn't quite as
vulnerable as most ICs to being sniped. However, he's not immortal and massed Iire or a lucky S8
shot will end his day in a hurry. I strongly recommend giving him some Iorm or decent bodyguard.
Divination: This power has become a 50/50 proposition based upon who gets the Iirst turn. II you're
going second, redeploying the units you just deployed is going to give you minimal beneIit.
However, iI you have the Iirst turn you can use this to deploy units in Ialse or less strategic
positions. You can "push" the enemy away Irom objectives, change Iirelanes, reduce enemy cover,
back up threatened units and push Iorward assaulters. Remember that experienced players are
unlikely to be aIIected by such low-grade mind tricks.
StaII oI Ulthamar: This one bit oI gear is the big reason many players tend to take Eldrad. Not only
does it allow that vital third cast, it also makes him just as nasty as Yriel in CC. However, Eldrad
only has 1/2 the attacks oI Yriel; it is his Psychic abilities that really set him apart.
Phoenix Lords, General Notes:
Phoenix Lords (PLs) really are the cream oI the crop. They have the WS oI a Daemon Prince, the S
and T oI a Marine, and the speed oI a Archon. They're also the only units I know oI with a 2 save
and Fleet. They are a super-Exarch and have all the basic Exarch powers plus extra rules oI their
own. They're never going be insta-killed, so the new IC rules are immediately a liability. Some oI
them are eIIective or even better oII on their own, but most will beneIit Irom an Aspect Warrior
squad oI the same shrine. They'll not only pass along "Iree" Exarch powers, but will also make sure
the unit never runs away.
On the down side, their Aspect is a semblance oI their teachings and they tend to Iill the same role
as an upgraded Exarch. This can be beneIicial, but can also just be "more oI the same" Ior a higher
cost. Also, they are Iorbidden Irom leading Aspects oI other Shrines. They are all stuck on Ioot, so
any oI them that need to close with the enemy will need some way oI doing so. This rule says
nothing about them leading Guardians or Rangers, but having them do so will likely earn a Iew
looks. But the real kicker is cost. Even the least oI the PLs cost as much as a well armed Aspect
squad. The higher end ones even begin to challenge a Land Raider Ior cost. I would typically advise
away Irom a PL unless you are set upon a particular eIIect or theme.
http://warseer.com/Iorums/showpost.php?p2811508&postcount244
Asurmen, the Hand of Asuryan and Father of the Dire Avengers:
For being the most expensive Phoenix Lord, Asurmen really doesn't bring much to the table. For his
cost you could buy yourselI two DA Exarchs sporting the same abilities AND a good sized DA
squad to escort him. The model looks gorgeous, but the rules are Iull oI Iail. I would recommend
against ever Iielding him.
Wargear: While able to put out some nice amount oI small weapons Iire, he's best with a squad that
excels in putting out mass amounts oI small weapons Iire. The same guns can be acquired by the
cheapest DA Exarch upgrade.
Sword oI Asur: While the ability to re-roll misses is nice, a WS 7 model isn't going to miss that
oIten. The Iact that it is a diresword rather than a normal power weapon is just cheap gilding.
Requiring the enemy to Iail a Ld test to cause Instant Death is nigh worthless since nearly all multi-
wound creatures have a high Ld.
Battle Fate: This extra protection does certainly add to the diIIiculty oI killing him, especially with
ranged weapons. However, the Iinal eIIect in 5th is no greater than a Termie in cover.
1ain Zar, the Storm of Silence and Mother of the Howling Banshees:
II you're into glam-rock hair, Jain Zar may just be the girl Ior you. This Phoenix Lord is actually a
Iairly entertaining buy and one oI the Iew I could see being Iielded outside a theme army. She's
going to be ideal Ior situations where your Banshees need just that little bit more overkill, such as
20-model Necron Warrior squads or Nurgle armies. She, like stock Banshees, is going to be wasted
trying to take on GEQ Iorces. One oI Jain Zar's biggest boons is that she's very easy Ior beginning
players to use. She just runs at the enemy and cuts down anything too slow to avoid her.
Wargear: Please see the Banshee Exarch with Executioner write-up. The only diIIerence is that she
comes with buIIed Triskele too, so the rare times the squad shoots will have a little more punch too.
Furious Charge: Because her 1 I is on the charge, she can get an I oI 11 to beat out even the
Keeper oI Secrets. (The 1 I is a temporary bonus and would thus allow modiIication beyond a 10.
This can be upheld by the BloodIeeder ruling in the current CSM FAQ.) However, this is really just
a scholarly note as it will almost never have an eIIect on gameplay. The real punch Irom this comes
when combined with her Executioner, letting you hit at a S capable oI reliably hurting even
Wraithlords. The downside is that Banshees are usually best against Doomed medium T enemies.
Their attacks will be wasted against high T enemies and Jain Zar might be best split oII onto her
own iI she's going aIter big game.
Baharroth, the Cry of the Wind and Leader of the Swooping Hawks:
The nice thing about Baharroth is that he can put out a good bit oI small arms Iire on the move,
charge into cover, and then chop many things into quivering little pieces. He's also one oI the only
two Phoenix Lords that can conIer his special ability to a squad he leads. His power output certainly
does bolster a Swooping Hawk squad's CC to the point where it's almost viable against most units.
However, it is still going to suIIer against decent T or armour enemies. His cost could buy you two
decent Autarchs able to do more. I'd only consider him Ior a theme army, iI you really like the
model, or when Iacing GEQ hordes.. He does have the bonus oI being able to "Rubberhawk" all on
his own, but occupying an HQ slot will cut down those Autarch Reserve bonuses.
Wargear: All the guns and whistles, but he's still heavy anti-GEQ Iocussed.
Hit & Run: While this is a great ability Ior a CC unit, Swooping Hawks should really be using CC
to clean up remnants leIt over Irom Shooting. Having enemies leIt to H&R with Hawks is typically
a sign oI bad dice or having taken on something tougher than you should have.
Karandaras, the Shadow Hunter and Usurper of the Striking Scorpions:
Now this is a Phoenix Lord I can support seeing more oI. Yes, he is the 2nd most costly PL out
there. But he's also the only one that gives his squad an actually useIul power. I predict we'll start
seeing him crop up more oIten as people realize his useIulness. The joy oI him is that he's a very
simple unit to play. The Scorpions go on the aggressive and his skills help make the Scorpions more
Iorgiving oI mistakes.
Wargear: Having the most attacks oI any oI the PLs is certainly not going to hurt. He also has a
Claw running oII a base S4 as well as other toys that make him a nightmare to GEQs. A deIinite
thing to remember is that a Mandiblaster's bonus is unaIIected by the change to special weapons in
CC.
Stealth: Consider Ior a moment that this conIers a 3 Cover save to his squad as they advance.
Massed small arms Iire will still drop them, but your opponent is going to have to throw bodies in
Iront oI them to stop them Irom getting where ever they want to go.
Fuegan, the Burning Lance and Founder of the Fire Dragons:
Now here is a PL that I could see going oII and doing his own thing, both in game and FluII terms.
Fuegan is tough enough to roam the Iield and hunt down the biggest and baddest oI targets. The
upside is that he's going to pound the heck out oI any tanks he comes across, but a lack oI shots is
going to leave him hanging against swarms and Monstrous Creatures. That's where his CC ability
can come to the Iore as only the toughest oI creatures is going to cause him problems. I could
certainly see him as a CC upgrade Ior a large Fire Dragon squad, but there's usually going to be
cheaper alternatives like dozen more Fire Dragons.
Wargear: Extra S is certainly going to be helpIul in most battles and he has a great ability to take
down tanks both at range and in CC.
Feel No Pain: This has certainly taken a hit in 5th edition and a Iew good AP2 shots will make
quick work oI Fuegan. It's also not going to help him against the very type oI enemy units he Iears:
CC attacks that ignore armour.
Maugan Ra, the Harvester of Souls and Lord of the Dark Reapers:
OI all the PLs, Maugan Ra can easily be voted the "Most Likely to be Fielded." Not only is he a
cool looking model, he's almost the cheapest PL out and arguably the most useIul too. Some oI 5th's
changes will hurt him, but he still has enough going Ior him that he'll still get chosen. Tactically he's
most oIten deployed as a single unit in a larger gunline. His ability in CC isn't superb, but it's
nothing to sneeze at and makes a nice backbone Ior the gunline when things get personal.
Wargear: Maugan Ra is unique among the PLs in that his main weapon is actually a divergence
Irom the standardized weapon kit oI the Exarchs. This not only makes him a more interesting
choice to take, but it also changes his targeting criteria away Irom that oI a typical Reaper. I'm okay
with this because not only is this pony Rending, he's Pinning AND hits hard in CC. He's really quite
similar to a beeIy Autarch and might well be worth his cost. One thing to consider when shooting:
his attacks have a 13.9 chance oI Rending, but a 23.1 chance oI dropping a 3 armour. So don't
bother with Crack Shot and hope Ior a Rend, you're better oII with Fast Shot against most enemies.
Acute Senses: The big upside oI this rule is that it is conIerrable to any unit he joins. However,
that's really not much when he's oII on his own. The average roll does Iall close to his maximum
range, so it can be a help iI you rolled poorly the Iirst time. The issue I see is that Night Fight only
showed up Ior a single turn in 1 oI every 9 games. Not only was it oIten Iorgotten about, but a last-
turn Night Fight oIten had little eIIect on the battle's resolution. Now the rule is completely non-
standard and will not be seen in basic battles.
Some closing considerations on picking an NU:
The Iirst thing I'd suggest you ask yourselI why exactly you want to use the NU. The reason can be
a love oI the model, a the FluII, or just because you want to. Consider the gameplay and iI you
really need that NU. More oIten than many people think, an NU's special abilities will go unused or
be wasted. A regular commander could have done the same job and leIt you Iree points to sink into
another unit. Then, you should check the cost. An NU should comIortably sit around 10 or less oI
your army's total value. Anything approaching 15 is going overboard and you might want to re-
evaluate your priorities.
Hope this helps and has given you a better insight into the uses oI Eldar Named Units.
By Dweomer.
In the original thread and after all these posts there are verv good advice and comments about this
topic, if vou are looking for advice it will be wise to go and take a look.
REMEMBER. If vou copv-paste this compilation or part of it, the writers will be glad if vou
mention their work as theirs and not vours.

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