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Ok so since we are voting on fast attack and HQ, i've decided to go ahead with best elites, so starting voting!
Eldar Elites are among the best in the game for countering other races precious high point cost units.
Harlequins are a unit that eldar have been missing for a long time. In my opinion they are a fusion somewhat of scorpions and banshees in terms of what units they can take on. They have a lack luster toughness and save, albeit invulnerable, and due to this the use of a shadowseer is almost mandatory, unless they are transported in a falcon. Harlequins have some great special rules that are included in what some would call an expensive model cost: hit and run, furious charge, ignore terrain, and plasma grenades. All of these abilities make them great for assaulting units wherever they may be, and most of the time running them down. Many times with harlies it's not worrying about killing enough models in combat, it's worrying about killing too many. I've cut down numerous 10 man squads of marines on the initial charge, only to get shot to ribbons the following turn. This is probably their greatest drawback. Fortune and Doom make these guys a unit not to be trifled with.
Changes since 5th:
Due to new assault rules, harlies have an even harder time not killing entire squads of 10 mans outright.
The changes to hit and run don't really affect them against all but the quickest of units.
New dedicated transport rules allow them to be ferried safely to their targets.
Rending was nerfed, but with doom they still have a good shot at causing many rending wounds.
Howling banshees have always been a solid MEQ eating unit. They fare well once they are in combat, but are sitting ducks out in the open. Without a wave serpent to transport them, they will usually die a gruesome death from shooting. In combat however, they will always strike first (in the first round of combat), and all of them have power weapons often leading to wiped or severly maimed squads. Doom of course greatly helps these little ladies since they are only S3.
Changes since 5th:
Counter attack is awesome now, should anyone be so foolish to assault the banshees.
If screened banshees can actually get a cover save equivalent to their armor save which makes foot slogging them somewhat more viable than before.
This doesn't pertain to banshees in particular, but it probably the most beneficial to them:
Transports are much more resilient with the new damage chart, and it can be much safer to fly them right up to the unit they need to assault than in 4th edition.
Striking Scorpions fufill a few roles in the Eldar Warhost. They are one of the few units with infiltrate, which helps get them to the enemy even without fleet. They are also one of the few units that strike at S4 and have a 3+ armor save. They are great versus hordes with their large number of base attacks, and can even hold their own against heavier armored opponents due to the exarchs powerfist and their sheer number of attacks.
Changes since 5th:
Scorpions can now run, which some might find useful should they be out of assault range of a gunline and desperately need to make it to cover.
Due to new powerfist rules, the scorpion exarch becomes slightly less effective for guaranteed wounds.
Outflank presents another option for scorpions almost allowing them to drop right in on the enemy line and start working their magic in cc.
What can I say, I love these little guys. However, they really only excel at one thing: Tank busting. When fielding dragons, the first target you should even consider attacking is the enemy armor. Now that tank hunters and ap1 both give +1 to the result on the damage table, dragons have a 66% chance to blow up a tank on a successful pen (which shouldnt be hard to get with a melta gun!) These guys must be transported to their target however, because if left out in the open against anyone who knows anything about them, they will be shot up, charged, or templated away in an instant. Most prefer a 5 or 6 man squad for the low points cost, and that is probably a good idea because investing too many points in this unit could come back to haunt you, when you consider what else you could have gotten with those points.
Changes since 5th:
+2 to any result you roll on the damage table woohoo!
If you are a proponent of dragons in a wave serpent, should the squad be lost the transport can still serve other units in your army.
Wraithguard on paper look like one of the most broken units in our army. They can kill ANYTHING with their guns, and their good toughness and armor save make them look dead hard. However, the range on their guns is horrible and without a transport they have a hard time getting in range of their target. In CC they don't fare well either, falling to powerfists no differently than a guardian, but at over 4 times the point cost per model. Honestly, GW still hasn't given me a reason to field Wraithguard, since they are expensive to purchase, have a very expensive points cost, and still die very easily to missles, which are abundant. If only they had two wounds...
Changes since 5th:
Wraithguard can now run, so at least they can move a little bit quicker on their feet.
Once delivered to their targets, their transport can continue to ferry other units around.
Last edited by Amishcellphone; August 30th, 2008 at 19:25.
"War does not determine who is right - only who is left" Bertrand Russell
We bring only death, and leave only carrion. It is a message even a Human can understand.
Fire Dragons are the Bomb!!! In a wave serpent you can have a movable melta storm. I find that to get the best effect of the unit is to take a significant "Distraction" unit. In my case a couple Wraithlords. Use the Wraithlord to draw the enemies firepower away from my waveserpent (with running Wraithlords this useually works) Then when to time is write my Dragons strike. I've had time when my F-Dragons have toasted way more than their points value. My common setup is 8 F-Dragons. At the amount of points for the dragon squad I can mess so much up. Best ever moment was when my F-Dragons toasted a Landraider, a deep striked Termy squad and roasted a tac-marine Squad earning back about 715 points for a unit less then 140 points...Good times.
I like all the elites. Favourite though????
I'd probably have to go for Harlequins. Probably because they are so fun. Eldar are weak, so when you see these little fellas shredding a greater demon you can't help but chuckle.
Not to say that i don't love all of the others just as much though.
Close second place are the Dragons..... Why? Because tank hunting is fun!
I'm not that big of an Elites fan but I would go with Scorpions for their armor, amount of attacks and ability to out flank.
"They say the Darkness consumes you. They don't say what happens after It's done."
Lol E08 i wasn't surprized a second by your pick. It's no small secret you love the harlies, and who's to argue with you. For their versatility i have to vote harlies too. Man all of our elite are good fun though.
What can i say.... They look cool, they dish out death like i dominos dish out pizza and my local shopping centre is called the Harlequind centre (that is not a lie by the way).
Harlequins all the way!
I haven't cast a vote yet, cause I have no idea what I'm gonna pick!
All of our elites choices are amazing, with the exception of wraithguard.
yea, i agree midman, they're all good with the exception of wraithguard. Sure they're tough and can kill anything with their guns, but i can't get over their vunerabilities for their point costs. wraithsight, short range, and lack of melee potency makes them the losers of the elites. Would be cool if they could fire their guns in melee like burna boyz can their flamers. At least then they'd have str 5 power weapons.