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Well, going up against eldars for the first time next week, and I'm not really sure what to expect, apart from it being highly mobile, with some banshees and dire avengers thrown in. What should I look out for and any good tips to take out those pesky falcons and banshee/far seer combos?
Just a quick note eldar tanks in general can survive one or two big shots better than several medium shots. AV12 is the best we get but we have alot of sneaky ways of lowering str of weapons or rolling two and taking the lower on the damage table. Walkers can work well against eldar in melee as few units have high strength attacks, just watch out for farseers and warlocks as they get str 9 against AV. Other than that keep your units in support of each other and shoot the eldar up, we are T3 and only a couple of the units get 3+ saves.
i have 1500pts of Eldar as a side army, and i think they are really hard, and don't have a Seer council !!!, shooting at troops he has, because they don't have brilliant saves like Chaos (only thing that annoyed me when playing my Eldar), killing the tanks, well depending on if he gives them the good upgrade, they wont be that hard to kill, but with the upgrade they are, and the Wave Serpent is quite hard as well, since you can only be strength 8, so either CC or Meltas a close range, so get close, if you assault, try and assault, don't get assaulted, especially by Banshees, you need to go first to make there numbers fall, because if its a unit of 10, then 30 PW attacks, even at S3, if going to kill a lot or do a lot of damage. anything else?
I have as much eldar as chaos (way to much of both) and the way most people and myself play them around here is to use a lot of str 6 shots guided by the farseers.
A unit of 3 war-walkers with 2 scatter lasers each is 24 str 6 shots that the farser can make them re-roll to hit.
Units of 9 bikes with 3 shuriken cannons is 9 str 6 shots, add in a warlock that makes them re-roll moral saves and has a lance that is str 9 against tanks is a pretty nasty unit, the whole unit is a troop choice so can capture objectives, can turbo-boost is T4 and has a 3+ save. The unit can also move 6" in the assoult phase to back off.
So the best advice I can give you is take a lot of autocannons if you can, a battle cannon or two to keep the bikes on the move or else they die. Armor 13 is a nasty trick also because a few weapons have str higher then 6 and they cost a lot. Rhinos are a must even if they die on the first turn or so, so your units are save for a turn or so. Always have a backup to your units on foot because they will shot to death by dire avengers, if you have a counter unit you can easelly kil the dire avengers after if not they will reload and kill an other unit somewhere else. Melta guns are not the best way to go against eldar, plasma guns are better for their 2 shots. (Melta has no effect on the Avatar, the wave serpents have force fields that do not give you the +1 die to penatrate armor)
"Iron Within, Iron Without"
Well, my list is roughly a lash prince, 2 squads of 10 marines with 2 meltas, IoK and champion with pf, in a rhino with a combi-melta, 9 thousand sons and a sorcerer with doombolt, also in a rhino, back by 2 defilers wit CC weapons, and a squad of 2 obliterators, so not overly much I should change really
My tips would be to stop those speeding vehicles, watch out for them grabbing objectives late on in the game (24 inch move) same for jetbikes. Dark reapers will maim your troops, your best blocking their line of sight with a vehicle.
Eldar are a brutally shooty race but have some beefy CC units too, nail the avatar and any wraithlords before they get too close. The avatars are immune to melta and flamer weapons. If you have a lash, use it here or to pull a shooty squad into rapid fire range or cc of one of your units.
Other than that, sit on objectives and dont let him take them from you, if they are in his zone, charge across as one big mass and punch him off them.