DISQUS

Bell of Lost Souls: 40K Deep Thought: Eldar Power Level???

  • Morgan666 · 9 months ago
    We just came off of two eldar campaigns and did not notice any real difference. Sounds like we should play a few more.
    Eldar Vs. Imperial guard with warrior weapons
    Eldar Vs Orks
    Eldar vs nids
  • Nick Seigler · 9 months ago
    IG with warrior weapons aren't a threat to a wet paper bag...
  • valhallan42nd · 9 months ago
    Yay, more expensive guard that does less!

    I believe the internets have a word for that.
  • Conrad · 9 months ago
    Guard hordes are best used in Chimera's or with the "trait" that gives them an uber cover save.

    Despite the raise in cost, you'll be amazed the firepower they can pump out.
  • Eldar · 9 months ago
    No

    Avatar = best unit in game... WS10, 4 wounds and 4+invul for 155points.

    Warwalkers = amazing

    firedragons on mass = amazing

    guardian jetbikes = awesome

    the only thing eldar lack is long-range anti-tank
  • Conrad · 9 months ago
    You can't base an armies entire ability on 1 unit...which from your post is the Avatar cause the others have nothing to them....I'll explain.

    Avatar, hard...yes...but getting him into that place where he can be of use is harder than it looks and with only a 4+ save it'll not take long for him to be taken down...another unit in the game with high toughness and 4 wounds is the Chaos Deamon prince, except he's got a 3+ armour and "Options"

    Warwalkers...suck...BS3 so hitting only half the time and being only able to move 6" a turn they're about as manouverable as a tanker. Sure they're only 35 points each but by the time you've loaded them out with any decent weaponary, you're talking cost to the extreme...especialy if you're taking them in any number that'll cause damage. The Scout giving them out-flank isn't a huge advantage because it only puts them closer to those numerous Str 4 weapons that'll make a mess of their armour 10 and rip both their weapons from them....Add to that the fact an immobilised result transfers to a wrecked result if they're in units and you've not got a lot there......nah..Warwalkers are no better than Sentinels for the Guard

    Fire-dragons...1 hit wonders...where's the anti troop? I hear you saying "Dragons breath" but that's 1 heavy flamer and you've gotta get it in close. You're talking about a unit with T3 and an armour of 4+. Say hello to those heavy bolters once you've had your one glorious strike...oh yeah...and don't forget the nice cover save that almost everyone should be having when they see you with dragons. They're a nice unit for a quick strike of maybe 6 in a Falcon or Serpent but after that, you'll be lucky to have any left if any decent player has any say on it...oh yeah...and they're 16 points each!

    Jetbikes....Marines with a worse BS, WS, Ld and a move of 12" all for 22 points each! I'd hardly say awesome. They're good, granted and with the right combination of a Warlock, singing spear, destructor and maybe some luck you've got a hardy troops unit that can take on any other comers...but for the cost you're looking at 76 points for 3 (with the cannon) then a further 45 to 58 points for a warlock....and even then you're only Ld 8 that means if you take 1 casualty you're about 50/50 from fleeing the battlefield. Put Assault marines or any decent firepower against them and they're stuck without good support.....and I'd know, I play a jetbike/vyper/wave serpent army so I know it's weaknesses and strengths.....Jetbikes are best in small numbers to fill troops choices and take objectives....and MAYBE cause a little damage if used at the right time.

    As for long-range anti-tank....where do you live??? The fire prism is one of the best anti-tank in the game...Str 9 with a 60" range...add another and you've got Str 10 TWIN LINKED!!! Or how about a wave serpent with twin bright lances...Armour 14...nope, it's 12 now and I'm glancing on 4+ with a re-roll to hit. Moving on you've then got those warwalkers or even Vypers (my favourite) kitted with Missile launchers.

    You're obviously not an Eldar player who bothers to look into the depth of the army because if you were you'd have spotted all these flaws for yourself and certainly not embarrased yourself by saying they have no long rang anti-tank when they have almost the best unit in the game for that very job!!
  • Miami · 9 months ago
    Jetbikes are possibly the best unit in the game for objective sniping. Keep in mind they can move up to 30 inches total, which on a 4x6 is pretty good.
  • AnIyandenFreak · 9 months ago
    If both of you are analysing jetbike like marines... using them like marines is like converting them in kamikaze, and the specialists feel equal, is hard not using those fragile unit in one-glorius-strike-wonders, but eldars play in another form from all the other armies, try not disembarking them in the midle of enemy lines, soften first the position, and warwalker fits better in cover, like a flanking wood in enemy lines, or ruins in eldar zone.

    Eldar is a sneaky army and powerfull as hell, but if it's used like another imperial/marine/ork army, is a glass-cannon.

    Sorry for spell mistakes.
  • Scott · 9 months ago
    Warwalkers pumping out 24 scatter lasers are not to be sniffed at. When doom and guide are added, that's pretty much a 10 man MEQ squad gone, or most of a Boyz mob. Add a Wraithlord as a deterrent to close assualt and that's an awesome firebase unit.
    Firedragons : 10 AP 1 shots at a MEQ unit will again pretty much eliminate them as a viable unit. Wave serpent them to an isolated unit, eliminate them, and repeat.
    Jetbikes : squads of 6, snipe with the cannons, then zoom in close and use them to soften up units before the Seer Council or other assault units (Shining Spears, Banshees etc) go in for the kill.
    Putting the warlocks into a Council along with a Fortune casting Farseer, rather than dividing them between small units creates a unit that's almost embarrassingly powerful to put on the field - 4 heavy flamer templates from 1unit ? With re-rollable 3+ / 4 + armour / invulnerable saves ? 13 attacks on minimum BS5 that wound on 2's ?

    You've clearly got a different take on how to play your bike / vyper / WS army from my bike / vyper / walker list. I'm new to it, but I'm finding the synergy between the units you just listed as poor as being utterly lethal to Ork hordes and Space Marines alike. The combination's are definitely more than the sum of the parts.
  • obsequiousmelon · 9 months ago
    Conrad you are a douche
    Ok you are right about the anti tank prisms of wonder but you didn't need to be a dick about it! Grow up and chill please!
  • Eldar · 9 months ago
    Conrad you are an idiot

    177points = 9 BS4 meltaguns and an assault heavy flamer that rerolls to wound..... super cheap!

    3 Warwalkers with dual shruiken is just 120points!!! An amazing firemagnet, think how many missiles this will attract. Whilst alive it averages 9 strength 6 hits a turn...... for 120points!!!

    3 jetbikes zooming around for 70ish points with an invulnerable save and taking an objective at the end of the game....awesome!

    oh yeah then you've got the 10direavengers and 5 scorps with claw, home objective babysitters for 200ish points

    I don't know why people buy farseer's though.... waste of points really unless guide seer for 75points, but even then, i'm sceptical.

    Eldrad is a beast though..... but at a cost to your full army
  • Herald of Nurgle · 9 months ago
    Eldar aren't that bad. I'm more worried about the piles of **** that certain OTHER armies are in...
  • Anonannoyed · 9 months ago
    Eldar players generally don't care about their armies as much as winning. All the true Eldar players are playing Orks or Daemons (in between selling off their not-so-hawt Marines and painting their hopefully-hawt IG).
  • Gyar · 9 months ago
    As for the new Eldar, I think they are doing okay. The Grav Tanks got nerfed a little but they did need it, in my opinion.

    As for the Topic of this, What about the Craftworld parts of the codex going down? Well it seems that leaning into too much of one craftworlds "aspects" can kinda hurt them. Doing all rangers/pathfinders is cool and very craftworld but its not going to really stop some of the new codex armies. Really with all the new fancy things and horde armies out there, its best to bring out the cheese with regular eldar rather than craftworld.
  • duder · 9 months ago
    It's called flavor of the month, whichever codex has the better edge over the others (usually the most recent) gets the most play. 40k is alot of things, balanced is not it
  • Anonymoose · 9 months ago
    Eldrad, what does the Infinity Circuit say about his Power Level?
  • Sathos · 9 months ago
    Its under 9000!!!!
  • Faolain · 9 months ago
    The second I read the title of this article on the RSS feed I knew I had to make that comment. I have been beaten to it.
  • Conrad · 9 months ago
    Can we say...instant death?

    Doesn't take a lot to take Eldrad down if you know what to do....take down his guard with lots of fire power then smack him with a few high strength weapons. Or just slam a unit of Beserkers into him (and his unit) with a powerfist on the squad leader. Or better yet...a squad of 30 orks with a nob and power claw....

    Good, yes...but not Uber hard if you know how to deal with him.
  • Ortega · 9 months ago
    Won't getting shot a lot and then assaulted by a unit of Beserkers kill pretty much anyone?
  • RobK · 9 months ago
    [snip] take down his guard with lots of fire power then smack him with a few high strength weapons. [/snip]

    Yeah, LOTS of firepower.

    That Fortune makes a huge difference, basically lowering his council's save to 2+ invulnerable (4+, times two). The only way to counter this is with Null Zone SM Librarian Power, and that has a 55% chance of nuking the librarian with a Perils test. It takes way (!) too much to take down the Council - never mind the Avatar or any of the other silliness.

    Your best shot of those mentioned is the 30 ork mob (or something similar), but even then, that assumes a lot of things going right for you (going first, not getting wasted by shooting, etc.). For their points, they have wayyyy too much staying power.
  • Conrad · 9 months ago
    Sorry but I play against people who use Eldrad with a 10 Warlock council....I just can't see what people are so scared of...

    But then...I don't let them get close and considering it's a 500 point unit minimum it's a good chunk of army that I can hit with some serious fire power.

    I just don't get what the fuss is about....
  • soylent robot · 9 months ago
    Given my intense, irrational hatred of all things elf, i couldnt be happier with this news
  • Grimskul25 · 9 months ago
    Same with me, I don't know why but i just hate anything related with elves, they're just so snooty and uptight :P
  • Mithay · 9 months ago
    Eldars are still very good army. Still they are able to play any unfavorable game into draw (at least).
    Eldrad- best HQ in 40k - points/power
    Avatar is just awesome
    Trio Warwalkers with 2 scatter laser each in cover with fortune=nice fair play...
    Falcons are still most annoying tanks in game (not counting monolith). Imagine flying falcon on flat out speed with fortune...shoot that one..
    Dire Avangers are just great with that many shots they can lay down. And are damm pretty also :)
  • Nick Seigler · 9 months ago
    According to the current state of the metagame, I'd say Lash Prince or Ork Biker Warboss > Eldrad
  • Conrad · 9 months ago
    Wave serpent with fortune...much more fun thanks to it's energy field.

    3 Warwalkers with 2 scatter laser each...nice for firepower but you have to have at least 2 of them 50% covered to get your cover save, which means you're probably covering some of your weapons and preventing shots getting off. Don't forget vehicle (and monstrous creature) cover saves work differently to foot sloggers.

    Falcon at flat out is more risky than it used to be....before you could only score a glancing hit if it moved 12" and it could still fire back at you...now you get a 4+ save against any shots but can suffer penetrating hits and an imobilised result is still a wreck....hence why I'd favour the serpent to reduce the str of attacks and get rid of those extra dice for armour pen.
  • RobK · 9 months ago
    [snip] According to the current state of the metagame, I'd say Lash Prince [/snip]
    ...ok, rolling to cast lash, annnnd...look another Perils test. Failed.

    [snip] or Ork Biker Warboss > Eldrad [/snip]

    *Eldrad casts Mind War as his 2nd spell this turn*...."Oi! He thinked our Warboss to death!"
  • Sethe · 9 months ago
    Exactly....

    Eldrad is Discustingly good.
  • asdf · 9 months ago
    Warboss would still get his 5+ invuln and 4+ feel no pain saves.

    Always bet on green
  • Dacius · 9 months ago
    how would a warboss get a save and feel no pain from mindwar?

    plus the lash prince is just a parlor trick, and against the eldar you will never get it off.
  • Conrad · 9 months ago
    Farseer with Mindwar is just as good as Eldrad with mindwar....why spend 210 points for that mindwar when you can spend less than 100. That and it's all about luck...last I heard a Warboss is Ld10 and Eldrad/Farseer are Ld10. You're relying on pure luck of the dice to kill not tactics.

    And as asdf said...he still gets invun/feel no pain/cover saves.
  • bsmoove · 9 months ago
    That "Way of Saim-Hann" fella seems to be doing extremely well with the Eldar, if one believes his blog (which I'm inclined to). His mobile force is light, fast, sometimes hard, and sometimes fragile. He zips around a lot, collects cover saves like it's his job, and then swoops in to either draw or win for turn 5 or 6. His HQ is hard as nails, but the real strength is his craft and finesse.

    Perhaps unexpectedly, this fits wonderfully with the Eldar fluff. It's pure Eldar nonsense (IG, CSM, or DH for me please). Still, the tactical options his strategy opens that are perfectly in accordance with how a desperate, dying race might behave.

    Regardless of what I think about the Eldar, the guy's got some undeniably compelling ideas. Certainly, he's made me rethink the game a bit.
  • Conrad · 9 months ago
    I'm a jetbike/vyper/serpent/prisms player following a very similar path for a very mobile force that hits hard and fast before zipping away again. This does seem to work for me though I know Eldar can work just as well by being a stand and shoot army with the Pathfinders, Reapers and support of prisms and a few D cannons.
  • Miami · 9 months ago
    I play against eldar quite often, and my opponent is quite good at coming up with new and quite frustrating tactics. His latest trick was putting some banshees and a farseer in a Wave Serpent. With Doom and Fortune, it makes for one very potent unit. I play Space Marines, Orks, and Chaos and the only time I feel he struggles is against a mostly Nurgle list.

    Keep in mind neither of us are tournament style players, we just look to have a good time. Yes, we compete, but not to the point the fun of the game is lost (i.e. he never ran 3 falcons in 4th, I don't run nob bikers, etc...). But as far as Eldar fighting hordes, I think it just takes a different style list than what people used to/are maybe still running competitively. As was mentioned before, War Walkers are great, and with the right load out can deal with hordes fairly well. IG (for now) don't seem to compete very well against anyone. Orks can cause some problems, but if an Eldar player knows that's who he's facing it shouldn't be a problem. I can't speak towards Nids, however, as I don't know anyone who runs them well.

    I would say, for the most part, it's a viable codex still. The new IG should definitely give them a run though. Mixing many guardsmen with solid long range anti-tank capabilities will be tough for the fragile Eldar to deal with, especially with all that ordinance.
  • apog · 9 months ago
    in 1500 points you can get two 10 man dire avengers squads in serpents with bladestorm, a fire prizm, 3 war walkers with scatter lasers and MLs, an avatar, 10 scorpions, some gaurdian jetbikes for objective grabbing and a wraithlord with flamers and a sword.....

    That list contains a lot of number thinning weapons yet can still deal with high toughness and armor if need be. With weapon options like the ones above I think eldar can do pretty well.
  • Conrad · 9 months ago
    But you'll suffer against any armour 14 or 2+ save units (termies).

    You've only got glancing with anything except the wraithlord and he's got the possibility of shutting down. The prism by itself is too easy to drop from the sky now as well....adding to the fact it can scatter and miss.

    But your point is well made and I see what you're saying with it. The Eldar can come up with a nice army for 1500 with all manner of weapons....but in comparison to purist armies like Ork hordes or mechanised Tau, it starts to suffer without those specialies lists designed to take on that type of army....Ork hordes and mechanised Tau can still take all comers where the Eldar are starting to loose out in that respect.
  • Word_Bearer · 9 months ago
    Um, did everyone miss that if you have 2 prisms and 1 of them chooses not to shoot in line of sight to the other you get a reroll and a stronger shot? Prisms are entirely worth it so long as you pair them.
  • Conrad · 9 months ago
    And Apog only mentioned taking 1 prism....
    I never take less than 2 prisms and even then you can't rely on them as your only anti tank. The weapons can be taken off them a lot easier now than in the past since you can now score penetrating hits on them.

    The serpent with twin bright lance is certainly a better option to the prism for anti AV14 in my view.
  • Cergorach · 9 months ago
    It could be me, but the Fire Prism does well against Armour 14 and 2+ saves. One or two of the serpents could even mount twin linked Brightlances.
  • Eldar · 9 months ago
    Avatar 155points

    Prince Yriel 155points

    9 Fire Dragons, Exarch w/dragon's breath flamer, WS w/star engines

    10 Striking Scorpions

    10 Striking Scorpions

    20 guardians

    20 guardians

    3 Swordlords w/SL
  • Anonymous · 9 months ago
    Hmmm... they do seem a *little* less powerful... I think it's just a case of adapting vs. horde lists. 30 Fire Dragons makes a mockery of anything like Nobz bikers and other uber units, and the Avatar is made of pure win against anything short of the Nightbringer.

    Their main problem is the low relative range of the shuriken catapult, though their relatively high BS somewhat compensates.

    Eldar just seem like they've always been: you've got to pick the right units and deploy correctly to win. Any errors in either of those key areas, and you're frakked before you've begun.
  • Nick Seigler · 9 months ago
    In what world do 30 fire dragons beat Nob Bikers? Even if you got all 3 of your squads in range of one nob squad, you would only statistically kill 5.5 (with their turboboost save), and the remaining 4-5 with a warboss will easily lock at least 2 of those units up and wipe them out in a few turns, while the other squad destroys the rest of your army.
  • Molochi · 9 months ago
    Cover save, sir? Crack shot. :) Also, Guide and Doom. 26 hits, almost 26 Instant Death AP 1 wounds, three of which ignore cover. So that's three just dead outright. Now make 23 3+ cover. You should pass about 15. This leaves a total of 11 dead Nobz. That's the entire squad. Buh-bies. You just lost 500 points in one shooting phase. Never underestimate the Jetseer.
  • Conrad · 9 months ago
    You've just added a farseer to at least 2 units to guide them and the doom is an additional 45 points.

    30 dragons @ 16 each = 480
    3 x exarch = 36
    crack shot = 30 (I think).

    Add to that 2 farseers @ 55 points each with 2 guides, 1 spirit stones and the doom and they come to 205.

    Giving a grand total of 685 points.

    Not to forget that crackshot ONLY works for the Exarchs shots, not the whole unit. You can only guide 2 units, giving an average in hits of 24-25 hits. Lets say 25 at generous of which 2 are exarchs. With 2's to wound you're looking at 20-21 wounds. Lets say 21 being generous again with 2 being the exarchs. I'll take an invunerable on my warboss (T5 so he can take it)...hell, I'll take 2 infact from both exarch shots and save 1 of them. Leaving 19 cover saves of 3+. That comes to a total of 6-7 kills (closer to Nick's prediction)....not 11 as you believe.

    And that's with the averages saying you get to shoot them first! Lets not forget they're faster than the Dragons and can get the charge in on them before they get a shot off. Unless of course you kit them out with serpents at a minimum cost of 110 per squad...taking your total points to 1015.

    I think you're maths is a bit off and the optimism a bit high there.

    Not only that but you've just committed your bulk of points to a unit that will get slaughtered in hand to hand combat. Don't forget that behind those nobz you'll have a mass of at least 60 orks bearing down on you each with 4 attacks on the charge that'll wound on 3+.
  • Molochi · 9 months ago
    So, good points. But not quite

    531 points for 30 Fire Dragons with 3 Exarchs with Crack shot.
    BTW, Crack shot is 5 points each.

    Now for my seers. One of them is 55 points plus 20 for guide.
    75 Points
    Then I'll add Eldrad for 215 for a total of 290 points of seer fun.

    Add in three Wave Serpents for 100 each (with TL Shuricannon) for a grand total of 1121 points. Leaving me with some Guardian squads for objectives and Three Fire Prisms to all but annihilate your silly "mob" with Delicious Prism Pie.

    Keep in mind, most of those biker nobz squads are something like 800-900 points or more...

    So now, I have 27 Fire Dragons, all guided. Plus three BS 5 Exarchs, with crack shot. Firing at a Doomed squad of Nob Bikers and their Hapless Warboss. This means that initially, on average, the Aspect Warriors land 24 hits. Then the Exarchs fire, and land 3 hits. (need 2s and re-roll? You're gonna land them all most of the time) 26.333 will wound. Now, on average, you're gonna cover save away about 15 of those. That still means that 8 get through on top of the 3 you cannot save against. Keep in mind, this is if you have turbo boosted. If you did not turbo boost, then you're just dead. You fail 11.5 saves and suffer 3 unsaveable wounds as well. Statistically, that cleans you out.

    So back to turboboosting, you've lost two wounds on the warboss for taking the crack shots, you've lost 8 of the regular bikers. Leaving you with two biker nobz and a warboss with one wound. We're ignoring the shots from the Transports and the Seers pistols. Also, you now have to pass morale check. You have a 5/6 chance of passing, so you should be good.

    Ok. so now my Fire Prisms feed your remaining troops pie and my Guardians camp out on objectives and drink tea.

    Finally, it's your turn and you shoot some dakka, maybe kill one guy. Now, you can assault me. You're able to hit no more than one unit of Fire Dragons because you have only three guys left. Furious Charge, finally, Dragons go first. 11 attacks all at your warboss, hit you on 4s, 5 get through, wound you on 6s. About two wounds (You're still doomed). You probably save 1. Warboss is down. This leaves your remaining Strength 9, 8 attacks total. You hit on 3s, land optimistically 6 hits. That kills 5 guys, leaving me with half my starting strength. I test morale at Ld 5, most likely fail and fall back. Initative 5 against 2, you'd need to roll a 4 to even catch me if I rolled a 1. So I escape falling back. At this point. Its over. It's my turn, I adjust slightly, 20 more guided melta shots, and a mind war on a doomed target. You're just gone, from the crack shots alone. I've destroyed about 900 points of Ork in two shooting phases with these Fire Dragons alone, meanwhile Prisms eat up the rest of your army. This is about turn 3-4 I've lost about 80 points of Fire Dragon. You've lost the game.

    GG.
  • Cergorach · 9 months ago
    Could be me, but normally you can't take three HQ choices. 2x Farseer + 1x Eldrad = 3 HQ Choices

    As your tactics resolve heavily around three Farseers, you need to recalculate your offensive...
  • Angelic Despot · 9 months ago
    He only took 1 Farseer plus Eldrad. That's still only 2 HQ choices.
  • Nick Seigler · 9 months ago
    So the other squad of nob bikers just sit around with their clawed thumbs up their asses instead of wiping out 2 of your squads? also, you aren't factoring in the 5+ invulns they have, and FNP in combat, AND there is no way you would be able to take all your attacks on the warboss...

    Plus, that army gets mauled by horde orks and any number of other tournament lists...
  • Conrad · 9 months ago
    Last time I went down GT...I faced an army with 4 squads of 10 orks in trucks with a Nobs bike squad with warboss and 10 boys with those D3 shot Str 7 weapons sat at the back of the field.

    The 1000 points that's been spend on those dragons just to take down the nobs is wasted. And 3 prisms without holofields is just asking to get ripped from the sky since you can't afford them with the holofields when you've spent 1000 odd points on 3 dragon squads in sepents. Not to mention you loose heavily in objective missions that rely on you taking more than your opponent.

    Nope....Dragon heavy list just does not win when it can only kill a maximum of 30 troops a turn and an ork horde can take 90 odd orks for 1000 points and basicaly swamp the dragons after one round of shooting.

    Fusion guns only have a 12" range and you've got to be on the ground to use them.

    And Eldrad is 210 points btw.
  • Molochi · 9 months ago
    Um, yes I am. They don't take them because the cover save is better. And FNP doesn't work because that Painboy is dead at that point.

    Also, you are once again incorrect. The Warboss MUST move first as he is an IC when he charges and get in base contact with the closest model. Then the other two Nobz may move but MUST be in coherency with the warboss. So pretty much, my little knot of Dragons kicks the crap out of your boss.

    Also, the other squad gets squished by the Fire Prism trio. Because I have fast skimmers and you just have bikes. You literally just have 20+ bikes. Not hard to outmaneuver you on any table.
  • Molochi · 9 months ago
    @Conrad That army you're mentioning is more like 1750 than 1500. In 1750, I'll have points for Holofields. In 1500, Orkz won't have any anti-tank if they waste 800 points on Nob bikers.
    Also, keep in mind. S7 ork shooting is laughable against armour 12. 5s to hits, 6s to pen. I'm so scared. And I really don't NEED objective grabbers if your model count is less than Grey Knights. I'll table you by turn with just sheer firepower.

    ...we aren't talking about Fire Dragons versus Hordes (Though, dragons breath flamers are nice...) we're talking about 30 Fire Dragons versus a Nob Biker squad.

    And yes, Fusion Guns do have 12"
    But as I demonstrated above, with Wave Serpents, that really doesn't matter. Wall o' Melta reduces Nobz to their constituent molecules.

    Good catch on Eldrad. Thanks.
  • Conrad · 9 months ago
    @Molachi.

    UK GT is 1500. And thanks for saying you were talking more about just taking down the bikes. The point I was making was that using that as a "standard" list makes them obsolete because you'll never just face Nobs on bikes. For the points, you'll face the Nobs, 40-50 orks in trucks and 10xD3 str 7 shots and you've spent 1121 points just taking out the Nobs.

    Other thing I wanted to mention was that for the 1121 points, an ork player could take 2 small squads of nobs on bikes (6-8 in a squad) which'll force you to split fire etc.
  • Molochi · 9 months ago
    @Conrad
    Yeah. Those are all valid points. The OP was basically just presenting the scenario of 30 FDs versus a Maxed Nob Biker squad, so that's what I was working on.

    I don't think I or any other Eldar player worth their Wraithsalt would really do something like that. A more balanced list generally works much better in any case.

    For some reason, Eldar lists do well when you double up on a single selection. (2x 3 War walkers, 2x Warp Spiders, etc) Something about being more directed.
  • Rich · 9 months ago
    Eldar were always the finesse army of the game until the "borkenness" of the 3 grav tank list in 4th Ed. You had to get the right unit doing the right job at the right time or else you had problems. However if you got it right it would work spectacularly.

    I suspect that as time goes on we'll find that that holds true once more in 5th Ed. My prediction for Eldar? Balanced is the new Cheese ;-)
  • Muskie · 9 months ago
    The Eldar have always been a powerful codex from the very beginning of 40K. I don't think Eldar need any buffing. They will get new stuff and new figures and maybe if the trend is continued more plastic falcon variants, but Eldar have done quite well at the last two tournaments I've entered, which included high model count IG and Ork lists.

    A good Eldar player can beat just about anything...
  • BeastOfShadow · 9 months ago
    This is an extremly true statement
  • Bigred · 9 months ago
    What I'm seeing as a longtime Eldar player is a slow shifting of what the new "power units" are in 5th. Things that no one would touch last year with a 10 foot pole like Guardian Jetbikes are starting to make regular appearances for example.

    The biggest shift I'm seeing is the ability to hold reserves in any mission. In general the Eldar are fast, and hard hitting, but most of thier squads are one-use, then they're dead. Getting that crushing punch in FIRST on your terms is the Eldar hallmark. Yet, I'm seeing lots of better players choosing to use 2-tiered deployment much more these days, with throwaway screens out in front to engage the Eldar early game, while the scary firepower and fast assault elements reserve in mid-game and hammer the expensive Eldar stuff that is high and dry. Thus the Craftworlders have a harder time because they lose the advantage of destroying critical enemy units before they can be used, and in any attritional battle, the Eldar lose.
  • Jaradakar · 9 months ago
    I don't know... while I'm sure splitting your forces *can work * but you are also at risk of having the forces you start out with being focus fired.

    It's the same issue that Daemons have. Reserve rolls are not always going to be in your favor and you can be waiting for backup till turn 5.

    Eldar I think are better at playing that game if they have an Autarch due to the +1 to reserve rolls.

    But this strikes me as hearsay, as there are sooo many types of Eldar lists not to mention other races that the variance is too great to make any generalization in my opinion.
  • RobK · 9 months ago
    At the risk of sounding like a sycophant, I'll agree with BigRed's first paragraph. The only claim to "Nerfness" the Eldar can claim is not that they don't have strong army choices, it's that the face of those choices has changed.

    Skimmers got a major downgrade from their lofty pinnacle in 5th Ed. HTH got a lot more brutal, but consolidation now leaves the Uber HTH unit unsupported in the middle of the enemy sometimes. What does this mean? Falcon stocks dropped, along with HTH aspects (scorps and banshees). Guardians and shooters got a raise from the boss. Wraithlords are still pocket Daemon Princes, and Eldar still run the psychic phase (which is fine, except they put too much of a smack down on the "supposed" masters of sorcery, Tzeentch).

    Please don't tell me the Eldar need more power. They are doing just fine. Ask the IG players how they feel about the Eldar Codex.
  • Miami · 9 months ago
    I guess I was always under the assumption that the Eldar were the best psykers. For a while, I didn't think in the new codex their powers were all that good. I now see, however, that Doom, Guide, and Fortune are incredible.

    I'll agree, though, that Tzeentch should be more powerful, and I like that it's more agressive than the Eldar powers. But with the new Librarians (even more powerful than before, but limited in range) it seems Tzeentch has taken even more of a back seat.
  • BeastOfShadow · 9 months ago
    Mortals yes. Demons no. A Lord of change can still fire three powers (with master of sorcery) and not have to take any tests and hit on twos.
  • Admiral Halsey · 9 months ago
    I love my Eldar. I must admit, I do like winning too. However, before the hate comes raining in, I would like to point out they where my first army, when I played back in second ed. Since that first fateful purchasing spree, I have owned a total of one grav tank. Which I have since lost. I have never -EVER- fielded some retarded tri-falcon list, and the very thought makes me want to hurl.

    I have also never used an Eldar Special character, with the exception of one Phoenix Lord in a one of game.

    So, all this talk of power levels going down must leave me somewhat confused. If anything, my 0% vericle Eldar lists have done better now in 5th than they used too.

    Admittedly hoard armies are the biggest problem. (I'm looking at you IG!) However, if one bears the metagame in mind you can draw up some truely entertaining and compative lists with the mighty craftworld.

    Also, yes Avatars rock. But why waste a HQ slot on one of them, when you could have a delicious tasty farseer?


    But for a quick summary of the major strongpoints of the Eldar list as stands -

    Wraithguard as troops. (Seriously, put these guys with a farseer, and let roll)
    4 Man squads of Guardian Jetbikes. (+3 Turboboost save, held in reserve objective grabber for the win!)
    Pathfinders. Outflanking, scouting, inflitrating, ignoring cover 2+ cover save termie killers. Also they score.
    Farseers - Doom, and Fortune. Also occasionally guide if working with a battery of D-Cannons.
    Wraithlords - Re-rolling to hit in combat with a dirt cheap 100 point model. At strength 10. 3 wounds at an incredible toughness 8, and you even get a decent save. Plus comes free with two flamers. Perfect for hoard armies.

    Dark Reapers - Three's followed by three's. Then take those marines of the board. Also double shot and a pinning plasma template.


    All these and more. Eldar are still a great army. Sure your awful retarded tri-falcon list has finally died, and you wasted a ridicious amount of money on all those grav tanks. And all the frustrated people with that inflexable list have quit, and everyone's gone 'Oh well, now Eldar just can't be played competatively anymore...'

    It's simply not true. Open your books, think, and try something new. It works. :)
  • Dar of El · 9 months ago
    Yep, Eldar on foot are actually really, because most people exactly three-falcons-with-a-slice-of-cheese.

    Eldar still rock out.
  • Bob · 9 months ago
    I believe this person wins the 'comment of the thread' award.

    Respect for avoiding those units which some considered 'broken'.
  • Jaradakar · 9 months ago
    Because there's almost nothing better than a Fortuned Avatar? I.E. take an Avatar and a farseer... or better yet Eldrad and an Avatar.
  • FreemanAIT · 9 months ago
    Eldar have always been finesse army. Much like a foil, its sharp, fast and deadly. But its fragile , requires very considered application or it`ll snap in half with ease . Playing them now for 6 months after 4 years of marines.

    My first experiences with eldar was in epic space marine and the same holds true now. Eldar can win a lot but it`s very stressful to play them. I'm going to switch back to marines for a while. I'm tired of getting a sick feeling in my stomach every time I see an ap4 weapon.

    As for eldar being powered down? They have merely been more balanced. Waithlords can't be mowed down by a pair of assault cannons. Falcons are less ludicrously invulnerable. Get easy cover saves. Harder to dodge assaults. win lose works out in the end.

    Besides playing eldar ain`t about winning! Its about making your opponent brick it for 2-3 turns before the attrition kicks in and he realizes that your army has losing its bite because all he had to do to cripple you was ignore the falcons for 2 turns.
  • Jaradakar · 9 months ago
    Overall I think it is mostly a flavor of the month issue, now that any Joe can't pick up trips Falcon and win, _those_ players have moved on to other lists.

    I still have 4000+ points of Eldar. It is still my primary army and I love playing them. It's been ages since I've lost a game. As another poster pointed out, often when things look bad, you can still tie a game due to the mobility/flexibility that Eldar offers.

    In my play circle we don't have many horde players (a few nids) but most of the ork players are still putting together/painting there army.

    Are there are quite a few things that got much weaker going from 4th ---> 5th, sure:

    -Falcons are much weaker, I still think they're good but you need to actually think to use them.

    -Rangers keep getting weaker and weaker... due to more and more races obtaining ways to remove/ignore cover (It really annoys me in the context of Rangers). That said, they're still a great troop choice but it makes the upgraded pathfinders point sink rarely worth taking.

    -Banshees, now that they can't start an assault after finishing one off has made them much much weaker. I honestly think they could use a buff, like being able to assault out of a wave serpent (still can only move 12" and disembark and I don't think it would be overpowered).

    -Warp Spiders super nerfed: AP dash and the new vehicle damage chart made them worthless Vs vehicles, difficult terrain has a chance to kill them (needed change for Tau balancing, but unnecessary for WarpSpiders imo), LOS changes mean it's much harder for them to hide, CC now very deadly so tying things up less useful, Hit and run requires a leadership test. IMO they could use a veil of tears power.

    -Harle's rending got nerfed, but still really good.

    -Autarch, one of his powers are now worthless (Strategy rating buff), imo could use his toughness to be counted as T4 for instant death purposes.

    Eldar still have a ton of great units and huge array of flexibility in list choices.
  • Drew Da Destroyer · 9 months ago
    I dunno about your point on the Warp Spiders... Back in 4th, they could only ever Glance a vehicle, nowadays they can at least Penetrate (even if it is at -1)... plus they're fast enough to get to the side/back armor on things when they need it, and pump a bunch of Str 6 death into that weaker armor. I know my Trukks hate them!
  • Abominal Plague Marine · 9 months ago
    Nothing wrong with Eldar in general. I think most "take on all comer" type armies will always struggle against "horde" armies, especially at tournaments where time limits and sheep stations are at stake.
  • Dar of El · 9 months ago
    WOW! Found the ULTIMATE Eldar-busting army!

    http://cgi.ebay.com/Warhammer-40K-PRO-PAINTED-A...
  • FreemanAIT · 9 months ago
    WTF? Is that a joke? He must have lost the bet on a game of pool. Why else would you try and sell a half arsed Jervis inspired snooze fest of an army for 5k. Still, hats off if he gets paid.
  • greg · 9 months ago
    Um, scatter laser War Walker Squadrons? Shuriken Catapults? Bladestorming Direavengers? Scorpions? Warp Spiders? Prisms? Storm Guardians with flamers led by a warlock with Destructor in a WS with TL Shuk Cannons?

    The Eldar list is the most anti-horde army in the 40K world. Mix in a little Guide and Doom and the mobs disappear.

    I played an Ulthwe dude at the last tourney I went to, he absolutely destroyed my buddies nids, guess what he had, 1 Falcon, 3 SL Warwalkers, Direavenger in WS, Storm Guardians in WS and a butt load of Doom and guide. I did beat him with my dark eldar though! Keeeyah!

    If anyone is still fielding 3 falcon lists they are missing the boat in 5th: Volume of fire, quantity over quality. They need to adjust and use more of the codex.
  • Makn · 9 months ago
    I don't think Eldar are in any way an underpowered army. I do think they are a little too reliant on Mechanized lists, however their Mechanized lists are still brutal.

    What I think people may be witnessing is just Mech Eldar no longer being practically invulnerable. Their tanks can now die.

    My last 7-8 games (everything I can remember basically) with mechanized eldar utilizing outflanking war walkers have all been rather significant victories, even against Orks. People need to stop relying on Harlies, Characters and Holofields, start fielding large numbers of guns (warwalker work well for this) and lots of dudes with some decent tank support in the form of wave serpents (ML+shuricannon combo allows them to perform admirably as anti-infantry support with some anti-tank ability) and kill the enemy rather than simply relying on wargear.
  • Jaradakar · 9 months ago
    Lots of truth to Makn's post.

    Stelek has an interesting 1750 list I'd like to try... due to not purchasing holo-fields (35*3=105 saved) you can afford more tanks and gain more firepower and presents more targets for your opponent. 4 waves, 2 falcons, 1 prism is a ton of grav tanks to deal with.

    Personally I think BL > EML on a wave, but I like EML on my Falcons.
  • Aidoneus · 9 months ago
    With all due respect to your chosen army...

    WAH! We poor Eldar players aren't the absolute best anymore! Wah! We aren't completely broken! Poor, poor us!

    Sorry. Had to get that out there.

    Look, I play Tyranids, so I know what it's like to go from really-damned-good to only moderately-above-average. That being said, I also play Daemonhunters, which is why I have little patience with discussions like these. The fact of the matter is, 5th edition leveled the playing field, which is good for the game in general. However, very old codices are still comparatively very weak, and very new codices are still comparatively very strong. That makes the most financial sense for GW (sell more models to people collecting flavor-of-the-month armies), so it's just a reality we're all going to have to learn to live with.
  • Jorv · 9 months ago
    I play a few armies and the only one I have any regular success against the Eldar with is my Nid hoard list, I think it's because Eldar can deal with 3+ and 2+ saves almost as easily as they can a 5+ or 6+ save. So if you get more models to throw at them all the better!
  • xzandrate · 9 months ago
    I have to agree with most.

    The game has caused a tactic shift, and some people haven't caught up yet, or can't, and have moved to an army with which they can use the tactics for.

    I've played against a few eldar lists that were very versatile and performed extremely well.

    The biggest overall shift in the game is the new wound allocation, it negated the whole ablative wound troopers of 4th that kept that special weapon, or upgraded character alive until the end. Now he's as likely to die first as anyone else.
  • Conrad · 9 months ago
    After all my replies...I feel I should make a comment of my own.

    I've played marines for years now and moved to Eldar 2 years ago. Before and after 5th I had a very specific aim in mind with them...mobility.

    That mobility meant jetbikes by the shed load in the form of guardians and spears along with an Autarch, Farseer and some Warlocks mixed amongst those units. I added to that some prisms for fire support and then looked at serpents and the various foot aspect warriors to go in them.

    I'm now up to 36 jetbikes, 8 spears, 2 autarchs, 2 farseers and 5 warlocks all modelled up to choose my flying list. Generaly I mix and match depending on my mood by my tactics vary considerably from hit and run with jetbikes, warlocks and seers to solid smashing with spears and using small squads of jetbikes to annoy units by softening them with 1 or 2 kills a turn. Nothing has changed in the rules for jetbikes from 4th to 5th Ed so nothing has changed in how I use them...the only new thing I can do with them is go to ground (yep, check it out, they can go to ground!!! Really handy for objectives and surviving that potential 6th and 7th turn of fire with your guardians hiding on one that's behind cover of even just inside it.

    I still use a couple of prisms at the back of the battlefield only I now use buildings to cover half their hull or completely hide one while it gives fire support to the other. They've got a 60" range...they shouldn't be getting shot easily when they can just move 24" away from the nearest lascannon or other 48" tank killer. And I'm getting cover saves now instead of glancing hits...no big deal cause I always accepted that if they get shot at all, I could loose them...so the tactic was obviously to stop them getting shot.

    I've more recently discovered with 5th that you have to rethink how you use the transports and foot sloggers with the new scenario's but as I only use serpents to transport my sloggers, the dawn of war scenario doesn't bother me and objectives are a mute point since I've always used jetbikes in the past and will continue to do so. Just now I'm claiming a single part of the field instead of my opponents deployment zone or a table quarter...no big change realy.

    I still use Vypers kitted out with the underslung cannons and usualy missile launchers....moving 12" and firing either all weapons with a plasma missile or taking a pot shot with a krak is just too damn usefull in my opinion. Again, I can get cover saves for my units of vehicles now so even better! The Vyper is suddenly harder than it was instead of weaker. Where-as most shots that hit them would be pretty much guarateed to do damage, I have a 50/50 chance of stopping those shots. For best affect, I've found that using them in squads of 3 for back of the table fire support or squads of 2 putting one partialy behind cover (only 50% of one has to be covered to get the cover save) for darting around the battlefield. Add to that the 24 inch flat out speed and they can still contest objectives. Sure they can't claim or score like in table quarters or recon but they're an extra unit stopping the opponent scoring with one of theirs.

    So far I've only built up my Reapers with a wave serpent but that was due to taking them to the GT last year and needing some anti marine weapons in that tempest launcher with crack shot. That and it gave me a twin bright lance on the serpent that effectively could shoot 60" (48" range and 12" movement) meaning I could pick any target on the field that I wanted.

    I think.....if anything has changed....it's people's mentality to the game since 5th has forced people to stop relying so much on the power house units and start using the lowly troops choice.

    I have to admit to seeing some-one already comment on my next unit build to add to the host....Wave serpent, banshee's and farseer with fortune and doom. I think this unit is probably the next hot killer for Eldar. Power weapons are now more potent than ever and with cover playing a much more dramatic role in keeping units safe from fire, those I10 banshees that ignore cover and can re-roll to wound (Farseer and doom) will realy start to make short work of cover running assault units.

    One thing a lot of people seem to think is that they should compare units and leave it at that.......Don't forget that you've got a full army at your disposal. You can't just point up 10 banshees Vs how-ever many orks (30 I think?) and say who's better.

    You've gotta remember that those 30 odd orks will have been softened to 20 maybe 15 by long range firepower before the banshee's hit them.....I'm using this as an example by the way, the same theory can still be applied accross the board.

    I'm not complaining one bit about the rules affecting the Eldar.....it doesn't realy affect my army that much and I've never realy struggled with it. I generaly play for fun with my jetbike host but when I want to knuckle down and create a GT style list, I can soon come up with something nasty enough to take on most comers that won't be as expected as some lists are...though there is some of the usual favourites in there.

    An example list would be:
    Farseer on JB with doom/fortune and spear - 188
    Autarch on JB with laser lance and mandi's - 130

    5 Spears with exarch, star lance, withdraw and skill rider - 237
    2 Vypers with cannons and missiles - 150
    2 Vypers with cannons and missiles - 150

    6 jetbikes with 2 cannons - 152
    5 jebikes with warlock, destructor and spear - 168

    1 Fire Prisms with spirit stones and holo-fields - 160
    1 Fire Prisms with spirit stones and holo-fields - 160


    This all comes to a total of 1495 points.
    Anti tank we have:
    2 Prisms (2 str 9 shots or 1 Str 10 twin linked)
    4 Missile launchers (4 str 8 shots)
    5 Spears and autarch (5 Str 6 lances and a str 8 lance)
    2 Singing spears

    Anti horde we have:
    2 Prisms (2 Str 5 AP 4 or 1 Str 6 Ap3 twin linked large blast)
    4 Missile launchers (4 str 4 AP 4 pinning blasts)
    1 Destructor (Str 5 AP 4 template)
    2 Cannons and 10 twin catapults (10 Str 4 AP 5 and 6 Str 6 AP 5)
    Autarch and Spears shooting (5 Str 6 AP 4 and 1 Str 8 AP 4)
    Autarch and Spears on the charge (14 Str 6 power weaps and 3 Str 8 power weaps)

    This's just an example list thrown up from memory. I'm sure with some tweaking it could probably be made better but from what I see, I've got a good mix of a lot of both anti-tank and anti-troop with back-up for everything.

    To me Eldar haven't lost a lot from the rules changes....they've just changed slightly in terms of those grav-tanks having to rely on cover instead of just moving 7" every turn.....But then...most of the units I use haven't realy been affected and those which have been affected are actualy a bit better off (Vypers getting cover) or shouldn't suffer either way (Prisms with 60" range shouldn't be getting shot!!)
  • Conrad · 9 months ago
    Whoops. 6 jetbikes and 2 cannons is 172 points. Drop 1 jetbike from the other squad compensates for the error and doesn't realy effect the army as that squad will still number 6 bikes with the Farseer in it. Total would now be 1493 and I honestly can't think what to do with those 7 points left over.
  • Jaradakar · 9 months ago
    Might just be that I fight Tau too much...

    But when that Wave Serpent gets marker-lighted up and they remove your 4+ cover save, all of a sudden fortuned is not looking so hot -- So no, I don't think that is the next big thing.

    That and Shees now charge out and lets say they get an assault off, once they're done they now get shot up to all hell. With the loss of chain assaults, they have become much weaker. While I think the change to multiple assaults was needed, I also think Shees need a slight buff to compensate for the loss.
  • Conrad · 9 months ago
    I will admit that the loss of chain assualting does weaken an offensive and the marker lights thing is a good and fair point well made. But in the case of fighting a Tau Army, I don't think I'd be worried with the list above. The amount of anti-armour in there that can take down the tank busters of Tau I believe is enough to ensure the WS can sweep in on turn 4 or 5 to drop off those Banshees.

    Course, I'd love to give a good fight against Tau with this list, especialy a well made Tau army.....they won they GT over here in the UK this year!
  • Delpheus · 9 months ago
    Farseer attached to banshees
    -spiritstones
    -doom, storm, mind war

    Banshees 8 + exarch w/ powers (executioner)
    -waveserpent TW BL and shuri cannon
    -spirit stone, star engines

    Avengers 8 + exarch w/ powers (dire sword)
    -waveserpent TW BL and shuri cannon
    -spirit stone, star engines

    Avengers 8 + exarch w/ powers (dire sword)
    -waveserpent TW BL and shuri cannon
    -spirit stone, star engines

    Hawks 5 + exarch w/ powers (talon)

    Hawks 5 + exarch w/ powers (talon)

    Hawks 5 + exarch w/ powers (talon)

    Fireprism
    -spirit stone, star engines
    -holofield

    Fireprism
    -spirit stone, star engines
    -holofield

    2K list. the best.
  • SinSynn · 9 months ago
    as an unfortunate Tau player, I look at the Eldar codex with envy. They've got jetbikes that can do what Tau battlesuits do [but move like JETBIKES], and units that can actually ASSAULT things! IMO, the Ork codex has really unbalanced the game. No one can hope to win more than the occasional game against a well commanded Ork army nowadays, foot slogging/waagh style[with over 100 troops], or the Truck-y type. I'm really hoping the upcoming guard codex will sort this out. I'd rather face my Tau doom against the Imperium than those filthy dirty Orks!
    It's a shame, to me anyway, what 5th ed. is devolving to. The addition of the run rule, and the advent of 'universal' 4+ invulnerable-errr...I mean COVER save, has made 40k all about getting masses of infantry across the board to shove pointy things in your enemies face. The shooting aspect of the game is losing ground. 5th ed. is all about big assault phase battles. At least that's what I'm seeing so far. I can't remember the last time I saw an Eldar army on the table. I haven't seen ANY in 5th ed.
  • Conrad · 9 months ago
    I have to agree that if you're writing a list that you just take down for games against any comers (ie, tournament) and you come against a pure foot sloggin ork horde army using nobs with claws and nearly 150 orks....it's nearly impossible to win the game without som REALY good luck on your side unless you go into the realms of 2000 odd points.

    Don't forget Tau get the Stealth suit which can jump forward, shoot and then jump back but with all the advantages of the Harlequin Shadowseer.....I hate stealth suits!
  • SinSynn · 9 months ago
    stealth suits are equipped with burst cannons, one in three can equip a fusion blaster. Burst cannon- 18 inch range. Fusion blaster- 12 inch range. Tau assault phase movement- max. 6 inches. Total max. range to enemy following movement/shooting/assault phase- 24 inches. Many, many assault type troop choices in the game can still move/run/assault a stealth suit team from 24 inches. At toughness 3, w/s 2[or 3 for 10 more pts.], and at a base cost of 30 whopping points each [that's BEFORE any wargear, like shield/gun drones or targeting arrays, etc.], stealth suits have been dropped from my list for some time now. They are way too expensive to watch a buch of 12 to 16 point troops destroy in an assault because you thought you were far enough away to jump in, shoot, and jump back. Don't even think about jumping back into cover to slow down that assault, you'll have to take a dangerous terrain test. I can't express the pain you'll feel after losing a 30 plus point unit to a failed dangerous terrain test. When you see that 'one' come up, you die a little inside. But, then again, I've done that with a Shas'o. I immediately walked away from the table before I broke something, or someone, in a fit of rage.
    Nah, stealth suits are not a good unit in 5th ed. IMO, the Tau are only for the masochistic right now. The only unit we have that can mix it up are kroot, and they're HORRIBLE. Poor statline, no armor save. So basically your stuck with an army that cannot truly do anything during the assault phase, except get chewed up. Tau players are missing out on a lot of the fun of the game. It's kinda rough, IMO.
    I truly, truly regret choosing Tau as my first army. There are just so many designated assault armies out there, and they just eat Tau alive- from Ravenwing to Nids, Blood Angel to Orks, just so many. I chose Tau 'cuz I liked the battlesuits. Now, if you asked me, I should have just picked Space Marines. They're versatile enough for a variety of play styles, and a 3+ armor save as standard is awesome.
    Until GW gives the Tau Empire a new codex, and introduces Tau players to our new 'assault suits', I'm a really unhappy camper. Actually, I'm sorry for this post....I just need to rant ;P
  • jwolf_bols · 9 months ago
    I don't believe my Guard had even a close game against the Eldar in 5e, with a few dozen played. The change in the Skimmers Moving Fast rules and LOS through Area Terrain means the Eldar end up walking and getting fried by templates.
    I think a dual Autarch reserve build might be challenging with the right table and objective configuration.
  • eldarsuck · 9 months ago
    if you're not using your eldar transport skimmers coupled with super hardy walkers to railroad the other guy into doing things that werent in his plan you are a terrible eldar player.
    basically hoon around in serpents while the enemy tries to deal with T8 and T6 monsters bearing down on their front line and then dump your troops on hi weak parts. you should be able to run rings around people, if you are having orks and berserkers smash headlong into your HQ what is your deal man...
  • countenescu · 9 months ago
    Depending on the Orks, it can be very hard to deny them charges with vehicles. They can be very fast and fairly adept at maneuvering around your vehicles to gain charges on the HQ. In fact, a speedy Ork list is almost impossible to deny turn 2 charges to when piloted correctly. You should count yourself lucky if you don't have to deal with turn 1 charges. Seriously. Now with the change in deployment, jetbikes with buzzsaws are really brutal. Turbo boost them as a scout move, which works as long as you stay decently far away from your opponent's stuff. You know you're going first most of the time (like 84%). If they set up poorly, it's mutli-charge time. I once took out 2 landspeeders and 6 ravenwing bikes with a turn one charge due to a terrible deployment. My opponent basically began the game down like 400 pts in a 1500 pt game. And my bikes were in the middle of his lines. Try denying that one while trying to deal with some nob bikerz and a swarm of truks. It ain't pretty prospects for denying turn 2 charges, let alone turn 1. In a good players hands, Orks' movement is nearly impossible to mitigate.
  • Conrad · 9 months ago
    T8 and T6 realy isn't that scary any more....I have to agree with countenscu that it's near impossible to stop an ork turn 2 charge if the list is right.

    Reasaon I say T8 and T6 isn't scary is because everyone and his mum now carries a powerfist of some kind...you'd be a fool not to take a Nob in every ork squad with a powerclaw just for those occasions and the amount of Str 8 or "sniper" style weapons that're out there makes it easy to get rid of those T8 beasts....as for T6, when using Str 4 attacks you only need to roll so many 6's before people start failing armour/invuns....and when a squad of 30 orks can dish out 120 attacks on the charge..I think they'll get a few 6's in there somewhere.
  • countenescu · 9 months ago
    Eldar terrible?

    Eldrad is amazing. He helps to hurt Lash Prince by screwing with their ability to cast psychic powers. He can mindwar models multiple times in a turn. He makes other units in the army do really dumb stuff with saves and killing things. Powerclaws? He kills them with his mind.

    The Avatar is dumb. It absolutely beats in h2h. Have you faced off against one of these things when it's getting to reroll its saves? Have fun dealing with that. 3+ re-rollable's basically failing 1 in 9. 4+ rerollable invuln is saveing 3 out of 4 times. Good night stupid powerclaws.

    Eldar jetbikes, while maybe not the killiest of bikes, are fairly cheap for having a unit to grab objectives with on the last turn. You can hide them all game long showing them only with 3+ covers, only to grab the objective or contest another one on the final turn. All for under 100 pts. You can add a warlock with a heavy flamer to switch hit for some extra push against hordeish lists.

    Wraithguard are quite possible the hardest TROOP choice to push off of an objective. They are expensive, but with most likely a constant 5+ cover, t6, 3+ armour, fearless. . . And if you need to, cast some doom with your farseer and try to instant kill some hard to deal with stuff by trying to hit as many 6's as possible.

    Dire Avengers. . . do I really even need to talk about doom and guide? And should I mention Bladestorm? Have you seen with this does to terminators? Honestly? I hear that terminators with t-hammers and storm shields are seeing some play right now. . .

    And last time I checked, Wraithlords are still decent. They are giant t8 monstrosities, so they are immune to s4 weaponry. Their biggest weakness, which was in h2h getting tied up indefinitely got quite a bit better with the changes to combat resolution. With a sword + ranged weapon load out, you can at least kill more models than are likely to wound you which means that you are more likely to give some extra minus's to win combat and not stay locked forever.

    Rangers. Which are good because they become Pathfinders. Pathfinders are good because they have like a super-rend ability. Great for holding an objective on your side of the board while firing a whole bunch of ap1 and ap2 shots across the board. Last time I checked, that's pretty good against things with Feel No Pain like nob bikerz. Oh. . . and did a mention the cover save ridiculousness?

    Fire Prison is actually better at killing this edition and a little less survivable. With TL being re-rolls to wound, and the change to scatter meaning that it is almost always touching something, these models can really hurt. But you want to at least run 2. Is it worth running 2 instead of Wraithlords. . . I don't know.

    Guardians. . . still kind of suck. Though it should be mentioned that wave serpents are decent. But why run these guys when you could run any one of the other troop choices I mentioned.

    Fire dragons are meh. Their value went down when hordes started appearing.

    Faclons are meh. Their value went down when the game changed to being more objective based with the current edition. Now, tri-falcon loses the punch it had when it steal objectives on the last turn by boosting itself with a decent priced unit on top of an objective. It almost always invariably was worth more points so it captured the objective. Can't do that now. And it's killing power is not the greatest. It's not wonder these things aren't seeing more play. And it has nothing to do with these things being less survivable. I still have trouble killing one, honest. Holofield is still really good. And in smart movement and cover saves. . . good luck killing one of these. That's not the problem. The problem is scoring with them at the end of the battle.

    Warwalkers are still ok. While never the greatest, they end up still being passable in their value as far as I'm concerned. They can pump out a lot of shots, but don't ever seem to be that great of a threat. Meh.

    Harlequins are really kind of terrible right now. Once upon a time, this game wasn't really about capturing objectives. Or rather it was about putting these guys in unkillablle vehicles and denying your opponent points while simultaneously capturing pseudo objectives. These guys were pretty good then. With the change to rending, the change to scoring, and the change to combat chains of pain, these guys went waaaaaay down in value. Sorry you bought all those metal models.

    So, notice this. A while back, tri-falcon was huge. Harlequins were huge. Notice, these things aren't so good now. That isn't to say that Eldar suck. In reality, they are far from it. The fact is though, you really want a farseer now more than ever. And while you're at it, Eldrad is just so worth the points. Eldar don't work unless they are getting their rerolls. And Eldar don't get rerolls if they don't have the farseer. Just do yourself a favor and stay away from things I didn't mention like banshees or scorpions (which I'll admit do get slightly better by getting the ability to outflank but they still aren't really worth it) or spiders. Models that were good a year or 2 ago are now not nearly good. That doesn't mean that the army isn't however. They are still a fairly strong choice. I understand that the stuff I mentioned here doesn't suit some players. That's fine as well. That doesn't mean the codex is terrible either. They have a lot of strong tools. But because of the synergy needed to actually pull it off, this army ends up being fairly difficult to play at times. But that again says nothing about it's strength. In a good players hands, this army can be very rough with a well-tailored list.
  • Jaradakar · 9 months ago
    countenescu , Eldrad can only do one shooting phase psy power. So no he can't double mind war.

    Falcon's have a cheap 60pt *I am scoring* upgrade it's called 5 man Dire Avenger Squad.
  • Snail · 9 months ago
    Is it only me who see the strength of war walkers. Put 3 walkers in an objective loaded with Shurken Cannons. Also have a squad of Dire Avengers and a Farseen with Guide and Fortune and your laughing. Any sqaud coming within 24" is dead. Casting Fortune on the Warwalkers in a building gives them 4+ coversave with re-rolls. Watch how much fire power they can take. And what about using the same war walker squad and flank marching. 18 str 6 shots in rear armour or just behind your enemy, yes they are dead after but who cares the damage will be done.
    People always want to put on the sexy weapons on warwalkers, but everyone is right then they are too expensive. but for 120 points you can get a lot of fire power. And if you really want to take out hordes have 3 squads for 360 points. Thats 54 str 6 shots. Orks and nids charge towards you so range does not really matter and even if you have 2 farseers in a 1500 point list you still have about 1000 points to deal with talks and things and other sexy stuff.
  • Jaradakar · 9 months ago
    I like War Walkers a ton. IMO they're best used in smaller point games (1500 or less). Personally I like to equip mine with Missiles Launchers. Sure it's more points, but guess what... it's *worth* it.

    210 points for 6 EML gives you 48", 24" range is crap!

    Vs Horde, 6 Str4, AP4 small blast can net upwards 30+ wounds (give or take) and with 2 in 6 chance of a *hit* it's also less reliant on a Farseer baby sitter.

    Plus it has the versatility of being able to take out light vehicles with 6 Str8 shots (granted odds are you'll only hit with 3).

    Lets say you get matched up Vs another Eldar player... In this example, my walkers would have a huge advantage being able to shoot you at 48" and you'd most likely die before entering 24" range. 48" gives the walkers lots of breathing room and keeps them off the front line and out of a great deal of weapon fire.

    I don't know about you, but my gaming group we roll off to see who we're playing and with the wide range of players on our Tuesday night games we never know what race we'll be fighting (SM, Orcs, Nids, Eldar, Chaos, Necron, Daemon, etc) so we always have to build "take all comers lists"
  • SinSynn · 9 months ago
    war walkers ARE cool, and are good at what they do, but the problem id they're competing for a heavy support slot against wraithlords, falcons and fire prisms. If they were a fast attack choice, which they SHOULD be, they would see more usage. And, boy, if they were a fast attack choice, you surely could build an evil, evil, missile throwin' list. They look good next to vypers with lances.
  • Conrad · 9 months ago
    Eldrads staff allows him to caste any power a second time...this includes shooting attacks...They just have to be made at the same unit.

    Been checked at GT and stated as correct.
  • Jaradakar · 9 months ago
    Wrong.

    Check the Eldar FAQ:
    http://www.games-workshop.com/MEDIA_CustomProdu...

    It clarifies which powers are psychic shooting attacks.

    Then read the rules Psykers page 50 (40K rule book):

    Psychic Shooting Attacks:

    "Even if a psyker has a special rule allowing him to use more than one psychic power per turn, he can use only one psychic shooting attack".

    It's pretty crystal clear and totally spelled out, they made a mistake at GT, if that is the case.
  • Conrad · 9 months ago
    Thanks for pointing that out to me. Now you've given me the quote from the books I agree.

    I noticed that GT actualy got a few things wrong now that I look over them.

    For instance, they say you can't doom an enemy unit that is inside another transport if you're in a transport. There's nothing in the rules for Doom saying that you can't and doom doesn't need line of sight...so to me, it's a mistake on that front.

    Have a check ouf of the GT rulepack on Warhammer World and you'll see what I mean.

    http://warhammerworld.typepad.com/files/microso...

    Section 187 is where the question of Eldrad using 2 psychic shooting attacks comes into play. They clarfiy that he can't target seperate units but they don't say he can't use the 2 powers. After your quoting, this to me is a huge oversight.
  • Anonymous · 9 months ago
    I basically agree with you, but the anal-retentive part of my brain feels the need to point out that twin-linked blast weapons (such as the Fire Prism you mentioned) don't reroll wounds, the reroll scatter dice.
  • Word_Bearer · 9 months ago
    Well there is ONE cheap army combo for the eldar which is actually a lot BETTER now, the Karandras scorp'horde.

    In a 1850 point game you can fit Karandras, 30 Striking Scorpions (Thats about 35 S4 attacks at WS 5 and I 5 when they GET charged. With a 3+ armor save all for about the same points as a space marine I have no idea why no one takes them! Banshees SUCK!!!) with 2 squads in waveserpants outflanking and Karandras's squad infiltrating (He confers infiltrate, stealth, and move through cover). Even with all that you still have about 600-700 points left to buy heavies and troops. The only weakness with this army is its lack of anti vehicle joy, but I personally like solving this with suicide vypers (Vypers can ram with str 10 for 70 points each. Since they are in a squadron they actually can escape unscathed, but 2 str 10 hits will kill most tanks.) and lots of missile launchers.

    On a side note, what is with the obsession with the starcannon? Its really not all that useful anymore, as you have better ways to kill marines (ie: wraithlord, crap tons of dice, fire prisms, etc) and for its price the missile launcher is far more versatile. With the improvement in blast weapons in 5th the eldar missile launcher kicks ass.
  • Docrailgun · 9 months ago
    Vypers aren't "tanks" and thus cannot Ram.

    In any case, 5th Edition is about objectives (2/3 of the time) or killing at least one more unit than your opponent kills. Eldar have the ability to hide for most of the game and capture/contest objectives 24" away, which is a game winner against people who still are playing 3rd/4th edition in their heads.

    A Fortuned,Concealed jetbike squad has a pretty decent chance of surviving until the last turn, for instance. The Eldar transport can get it's own sort of "turboboost" AND can carry anti-tank weaponry. The infantry inside aren't going to get out anyway unless they have to.

    There's little reason to make a "take all comers" list, as all that's important to winning is making a list that can claim or contest as many objectives as possible at the last second. Of course, that assumes that one is only interested in winning/drawing games rather than having fun killing things. But when there are Ork lists out there that only another Ork list has a chance to face, even casual games are sometimes not so fun in standup fights.
  • hao · 9 months ago
    It really depends on which enemy you're facing. Striking Scorpions have more attacks than Banshees and at S4 instead S3. But against an enemy with a high armour save like marines, Banshees are IMO still a better option due to their power weapons. Especially if you Doom the enemy squad with your Farseer before charging. In that case 10 Banshees including an Exarch with executioner are very deadly indeed.

    30 infiltratring Scorpions would however probably cause a good amount of shock effect on most armies.

    Btw, Striking Scorpion have WS4 and not WS5.
  • icantthinkofaname · 9 months ago
    I don't think they've been ruined, they're still a playable army, but all the problems they suffered before 5th have been exacerbated by 5th, and some of the strengths they had in 4th have been nerfed by 5th.
    Everyone can now fleet, denying Eldar their speed advantage. High casualty rates in close combat are now a major problem for large but fragile units like Guardians. Some of the things that specific units relied on (swooping hawks' Haywire Grenades and Harlequins' kiss) have been depowered by rules changes.
    And the Eldar have always had certain problems that players had to use smart tactics to circumvent. They're fragile and heavily specialised, meaning that few Eldar player's strategies survive contact with the enemy. If the unit that does the job you need done is unexpectedly wiped out, you need to switch to a back-up plan. That used to be easier with more highly effective units, and when the Eldar were much faster than everyone else.
    Still an effective army, there's others that have been nerfed worse by 5th. And Eldar still have some very cool units and can still win games, but they have been knocked back a bit - I'd say it's harder to win with them than it used to be.
    There's things I love about 5th. There's things it got 100% right, and it's more flexible than any edition since second, but unfortunately it did also tip the balance in favour of MEQ armies.
  • BrianGeneral · 9 months ago
    You sir are speaking all the truth.
    Basically speaking Eldar is a shooty army, with some close-to-top tier CC units. But what? TLOS+tons of cover saves are reducing amount of losses from shooting, especially against tough/hard units. The same goes for my Tau and the case is just far worse than Eldar.

    Maybe I mess up with probabilities, but when Blasts are using scatter+2D6", the actual hit rate (as BS4, with 1" scatter allowance) is 14/27, just a bit better than BS3. Only after re-rolls it'll be better. Prisms are good yes, but think about how hard for one to harm an Eldar vehicle now? One shaken and you can only use the sub-par hit rate to do the job. Even if you hits, the abundance of cover (mostly 4+) will deny the shot. For once I faced a Marine player whose Thunderfire can only manage to kill 4 FWs throughout the game.

    Taking away the advantage of Fleet, CC resolutions and firepower output, what Eldar left is just fragile, specialized units. Things are going for new armies' favour, and MEQ armies are becoming rock-hard units. Things are just becoming harder for Xenos armies......
  • Istillcantthinkofaname · 9 months ago
    Thanks for your support :)
    Isee a lot of talk about how this unit or that unit is amazing. I'm sure it's all true. One thing I notice is that most of the units being mentioned aren't in my collection. I think part of the problem with Eldar now (more than before) is that it's not an army that lets you pick units based on aesthetic or backstory - typically their useful units aren't their most interesting. This is a problem for some other armies too, but it's just recently become a prob for Eldar.
  • Angelic Despot · 9 months ago
    I strongly disagree with this. I play orks a lot.

    Perhpas my horde is not a "well commanded horde list", but I don't think I'm a terrible player. And I have huge problems fighting against the Eldar.

    The key is their ability to put huge amounts of hurt on specific areas of the battlefield while avoiding a lot of my army (due to range, cover, speed etc).

    When fighting against a horde you don't have to kill everyone. You only have to kill everyone who can get into charge range in their next turn. And that is something a well commanded Eldar army can still do very, very well.

    Perhaps other super-powerful armies have become more exciting? Perhaps it's harder for Eldar players than it is for some of the others to build lists that are good at taking on both hordes _and_ elite armies, making them less attractive when going to a tournament?

    I don't know. But I do know that Eldar can still seriously maul hordes.
  • Myrmidon · 9 months ago
    BigRed - my comment in all of this is simply "Why the Hell would any of this surprise you?!?" Frankly, due to a lack of anything remotely resembling a concrete points cost system, 'Codex Escalation' has been a common part of 40K since back in 2nd Edition. When codex designers use what is basically 'Guess-timation' to define a unit's points cost, and occasionally even <gasp!> play testing, but little in the way of an organized or structured approach, where's the surprise? In point of fact - *it is NOT in GW's best interest in many ways to write a balanced rules set and supporting codex*. They make the lion's share of their money via sale of miniatures (no surprise) so financially it's in their best interest to create a sales model where 'the grass is always green somewhere else' so to speak. By slowly engaging in 'codex escalation' (a.k.a. power creep) GW manages the 40K rules set (which to them is predominately a sales vehicle) to subtly encourage new and long term players alike to buy the 'flavor of the month' when it comes to their new releases. GW ceased being a 'company run by gamers for gamers' and became a 'for profit' industry long long ago. Which in and of itself isn't of necessity a bad thing - it's part of the reason why they've survived as a business this long. But 'Planned obsolescence' has been a part of the business world for the better part of 50+ years, just take a look at industries like home appliances or automotives. It isn't even the vaguest of surprises that GW follows that successful model.

    Frankly, the only people who should be surprised by this sort of 'scope creep / power creep' in 40K codex design are newbies - and you're not a newbie Red. I'm not saying GW can't design a balanced Rules Set and a supporting Codex system. I'm saying it isn't in their financial interest to do so - and they're all about the profits.

    I like their minis, and I like the 40K backstory - but what veteran 40K player shouldn't be used to ignoring / house ruling the intentionally broken parts of the 40K system by now or surprised that the 'flavor of the month' codex is now more powerful than the previously released codex for the given edition?
  • BeastOfShadow · 9 months ago
    I can't believe I defending GW but there's a first for everything I guess.

    If the whole thing of power creep was true then marines should be more powerful than orks and that is DEFINATLY not true. *looks at Lootas Deth Rollaz and Nob Bikers*
    Blood Angles should be the most powerful marine varient list.

    Nids should be one of the weakest armies out there worse than tau.

    Space Wolves should be unbelivebly bad and DE worse.

    In contradiction to this.

    I've recently seen Dark Eldar place highly at several tournaments.

    Space wolves can have a unit with 3 assault cannons and storm shields.

    Blood Angles as some of the players will happily tell you are under powered.
    The point I'm making is that GW don't break codexes. Players break codexes by looking for a easy way to win and exploit a rule or rules that were not around when a codex was released E.G. wound allocation. As you said if you don't like it you can ignore or house rule it. In the end it comes down to the player not the developer.
  • Conrad · 9 months ago
    Tau won the UK GT.....just to add to your examples there Beast
  • asdf · 9 months ago
    Look it's all well and good that people are making these silly posts listing all the good/nasty combos available for Eldar in their codex, but you're ignoring the very real issues in 5th edition, and you cannot field all that stuff all the time.

    2/3 of all 5th Edition games involve objectives, Eldar have fast as shit scoring units (guardian jetbikes) what else is there to discuss?
  • Conrad · 9 months ago
    One thing I'm getting sick of reading here is the sentence "Last turn objective grab" when it comes to jetbikes.

    A point which I feel I must make is that there is no longer "guaranteed" last turn in the game.

    You HAVE to do your objective grabbing on turn 5 to ensure you've got them and there's a 2/3 chance there's going to be another turn where your objective grabbers are going to get pummeled.

    Jetbikes are good at darting around but with a Ld of 8, T4 and 3+ save at 22 points per model....you're going to be lucky to be able to take squads consisting of more than 6 models. Sure you can beef up with a Warlock and prevent them running away with Embolden....but when you've suddenly committed them in turn 5 to holding an objective and another turn rolls over...killing 6 jetbikes isn't exactly a chore for any decent player who wants to take down one of your only troops choices.

    Will EVERYONE please stop saying "last turn objective grab".....unless it's turn 7, there is NO LONGER a set turn for the last turn of a game....You HAVE to commit turn 5 which can mean suicide if luck doesn't turn in your direction!

    -=end angry rant=-
  • VonKoeder · 9 months ago
    Personally I would like to play against more eldar. At this time the only guy with them around here doesn't need a army like them. i see alot of potential with them and think they could be great given the right player. I do think its a good thing that they are now require more thought.
  • Grendel.360 · 9 months ago
    Well, there is such a thing as Codex power creep. At a recent tournament there were alot of Marine players as well as Chaos Daemon players and very few Eldar, Tau, Nid etc.
  • Conrad · 9 months ago
    Further to my previous post on an example list. I just used the below today in 2 games at the club I run:
    Farseer on JB with doom/fortune and spear - 188
    Autarch on JB with laser lance and mandi's - 130

    5 Spears with exarch, star lance, withdraw and skill rider - 237
    2 Vypers with cannons and missiles - 150
    2 Vypers with cannons and missiles - 150

    6 jetbikes with 2 cannons - 152
    5 jebikes with warlock, destructor and spear - 168

    1 Fire Prisms with spirit stones and holo-fields - 160
    1 Fire Prisms with spirit stones and holo-fields - 160

    I played a marine+Tau army (1000 marine and 500 tau combined as the players couldn't make the full 1500 with just marines) and basicaly took out 2 squads of fire warriors with just the Farseer, Warlock and 4 jetbikes. Doom with all that shuriken on those low toughness, 4+ save units went down a treat and the squad cut the rest down in combat....I know firewarriors aren't combat units but neither are jetbikes, the additional Seer and Warlock made all the difference to that unit and in the end the 2 spears bagged a predator as well before the farseer left the unit sat on an objective and held up an Honour Guard squad for 2 turns. At the end of it, it was a very comfortable win on the objective front (2 objectives in each deployment) as I held them both and there was nothing realy that either army could do in responce. Calgar and 5 termies deep struck down and were left scratching their asses as my army just flew away from them. Course, I'd have been screwed if they'd caught up with me but wasn't too bothered as I was simply waiting for them to leave cover so I could hit them with the prisms and spears.

    Second game I played was against deamons. I was a no hoper for the deamon player. His army came down where he wanted it but as it was dawn of war I gave him first turn and brought everything on after he'd brought half his army down....this ment I could fly in 12" and literaly just pick my targets. By the end of my shooting (night fighting didn't bother me) he had very little left on the field. By the end of the game I'd lost 1 jetbike to a lone deamonette who I'd let get too close after killing her entire squad in the first round of shooting and 1 Vyper which was taken down by Fiends because I misjudged how far away I was from them by half an inch.

    Totaling it up, I believe there was 20 deamonettes, 20 bloodletters, 6 flamers, the Maske (or however it's spelt) and the skulltaker along with 3 fiends and a greater deamon of slaanesh. My army ment he just could not get close enough to get into combat and the Pavane couldn't pull the jetbikes close enough for assault as I held them well away from the maske and keeper of secrets.

    Having wiped out his entire army by turn 5, I feel quite confident that this list could easily deal with an ork horde and having used it against marines and deamons...I can't say I see any "codex creep" as these are two new armies which had no real answer to the list I've devised.
  • Communist · 9 months ago
    I have it on the best of opinion that the eldar power level, as always, is still over 9000.

    They are still good, they just need a change now.
  • Old Shat · 9 months ago
    I didn't get a chance to read through all of these comments but I have to put in my two cents. I think the eldar are an extremely powerful army against any enemy. There are not an autoi-pilot army. you have to be careful how you use them, how their force is applied and where.

    There is plenty they can do against horde lists. Scatter lasers, fire prisms, bladestorming dire avengers, eldrich storm, the list goes on.
  • purplespladge · 9 months ago
    Its over nine-thooooouuuuuuussaaaand!
  • Oldwolf · 9 months ago
    I've played eldar for a long, long time. I picked Ulthwe for my craftworld because my first 50 games were played against chaos. Back then Eldrad was picked only for flavor as a generic farseer was superior. I have always found eldar to be a finesse army. Careful consideration always had to be given to the construction of your army list or you died horribly. There seems to be very little middle ground. That is why I found eldar a poor choice for tournaments, as one list to fight a variety of opponents, was difficult to make.
    But I do not believe the eldar are under powered, just a little finicky. The only complaint I have, is that units like warp spiders and striking scorpions are not nearly as useful as they used to be. That said I still believe the new codex is excellent. I only hope the new Space Wolf codex is made to the same high level of quality.
  • Loins_of_Steel · 9 months ago
    Eldar do just fine. They're a fast competitive army and nothing in the list totally sucks. If you like the unit, it CAN be played in some role.

    They are certainly not purely a cheesy army either:

    The Avatar can be taken down (like anything else in the game) with concentrated firepower. If you just feed him one unit at a time he'll eat them for breakfast.

    Eldrad is one bad man, but he can be dealt with too: assault him! Do it with two or three units if you must, but if you can wipe his unit (they're TOUGHNESS THREE!!!) and make him take a leadership test at -7 or -8, you can sweep his ass off the table and he'll hightail it just like a squad of Necron warriors!

    Fire Prisms went from being slightly overpowered to being priced JUST RIGHT. The book was designed for fifth edition, and the units were pointed out accordingly. They may be the toughest thing to kill in the codex, but they do not usually land the killing blow either. They're a pain in the rear, but they're more of an annoyance than a real threat.

    I play Dark Eldar and Codex Marines, and I usually do just fine against most players. An Eldar player with a comparable skill level to me generally plays as close a game (against either of my armies) as just about any other army, so the question asked here is answered in my opinion: Eldar are a fair, balanced and winning army. They win some and they lose some, and are not the A-bomb in the game of Rock, Paper Scissors we call Warhammer 40,000.
  • Jaqen · 9 months ago
    Someone made a comment about it being unfair to compare eldar to IG because IG are underpowered. Well let me present this to you, guard will now cost 4pts/model. Assuming their gun costs 1 point of that 4, we can say guardians with the same stat line, pay 5pts/model for the shuriken catapult... Well the range of the lasgun is double that of the shurcat, sooo I am fairly certain the 5x price is an over pay. If you use the guardians as the base for the rest of the point allocations in the eldar codex, their is a large inconsistency between power/pts. I mean eldar jetbikes rock, but why do shining spears cost the same as wraithguard? If you were to put the stats of direavengers on jetbikes, you can justify the hop from the regular eldar jetbikes price from 22 to 26, but I would not say 6"S6 lance weapons are worth any points(avenger catupult is already better so we'll include this swap as a freebie) for their minimal chance to glance something before getting assaulted(assuming you have experienced players) and then that cool S6pw might cost 3 pts seeing as though it is not a constantly amazing weapon. BTW, FoF used to make the eldar significantly more maneuverable than most other armies, well now it only helps with assault which simply grants your CC a 7-12 assault range while run makes all of your enemies troops faster. This makes FoF advantageous only in assault oriented squads and only if they are close enough to take that chance and should they fail to go far enough guess which eldar CC squad just wiped. I know swooping hawks FoFing is amazing if you want them to get killed in CC instead of getting killed elsewise. All of the nids have FoF now, and Orks have that wonderful once per game FoF(again, u only need it once) making those two hordes more difficult to handle. And vs. spacemarines... LOL to all the space marine players that claim eldar are balanced... If you are a space marine player who always loses to eldar, it is not that they are inherently better, it is that the eldar player is a better player than you. SM get CODDLED by GW, and once that umbilical cord is cut(like that will ever happen) you will finally no longer set the balancing point(meaning every other army needs to get powered up to equal you). If you have trouble with the vehicles, welcome to the club, they rock, but you CAN deal, i would say eldar vehicles are priced fine. Combat Squading, Drop Pods, jump infantry, open top vehicles, librarians... if you can't think of a way to use every other armies focus as well as the amazing ones that are your own to handle the eldar, you should just quit playing now. The only eldar that should beat you is MEQ, and that means the eldar have a slim chance of changing up their army against you meaning you know what to expect. Anyway, that was just a load of SM hate I needed to get out of my system, lol. realistically, eldar are a little overpriced on quite a few units, and I would like to see some new and interesting rules to make the maneuverability of infantry a little better or reduce the prices of basic troops since troops are becoming a more valuable asset in the current games. And this is only due to the fact that I don't like being forced into specific amry lists to keep the power/points competitive.
  • Jaqen · 9 months ago
    I do have a question that I wish GW would answer in the FAQ. In one of the GW autarch tactica pages, they suggest adding a body guard like shining spears with an exarch that has withdraw so that the autarch doesn't get locked in combat. According to the rulebook, an independent char. cannot acquire the certain abilities(i.e.hit and run) that the adjoined squad has and the adjoined squad cannot use them while the IC is in them. I am sure that the writers of the codex did not intend to have the autarch gimp the aspect warriors that it joins, nor does it make sense fluff wise. Does any one have some insight as to how to make this work?
  • Jaqen · 9 months ago
    I used it with harlequins this weekend and it presented a problem(i know exarchs provide for the whole unit unlike harleys that have it already in the chars
  • DustDevil · 9 months ago
    I also work on the principle that an exarch power works on the whole unit, and if an autarch joins that unit then, where relevant, he gets the power aswell. Afterall the cost for the power is not tied to the cost for an individual trooper, so the autarch is not getting a power that he should otherwise be paying points for. Whenever I see a conflict for any rule I use the codex interpretation above the basic rules interpretation (as I think this better represents how something should work for a specific army), and this simple says that the whole unit get the ability. I think it even says somewhere in the rulebook or codex that you should use the codex first when determining how a rule works (i'm at work so can't check).

    At least that is how I play them, and while I've played a fair few games with my Eldar it has always been against the same friends who agree with my interpretation.

    However I agree that it is unclear and could prove contentious, and I also wish that it would be FAQ'd.
  • Slow reply · 8 months ago
    Can't quite see the problem here. IIRC Codex quite clearly specified that Exarch powers are applied to the Autarch at the moment of joining, and that the whole unit uses it with him in - with an exception for Infiltrate. So, remembering the previous issues resolved in the FAQs over the new ed., it was often said there that Codex specialties should override the Rulebook generalities when similar conflicts arose.
    Correct me, please, if my memory is wrong.
    P.S.: Again, if my mind ain't playing tricks with me, these Exarch-Autarch compatibility issues were described somewhere around Autarch's entry/description in the book.