Welcome to Librarium Online!
I'm getting ready for a big tournament in Denver in 2 months and I have my list together, but I realized I have no idea what to expect against an Eldar player... I've played against Orks, Nids, SM, Chaos, Dark Eldar, Necrons, Tau, and I'm pretty familiar with IG... But I'm clueless when it comes to Eldar. Any suggestions of what I should stay away from or immediately target? Any advice would be helpful (I'm going to pick up a Codex but I'd like to know what the most common tactics, etc. are)
Eldar have a lot of versitality in their builds, which makes this troublesome. Some things I've run into:
Snipers are among the best in the game, because they have variable AP, long range weapons. Just like any other snipers, they need a 4+ to wound, but when rolling a 5 or 6 to hit, they switch their guns to AP1. This means trouble for a shooting army that relies on its armor like Necrons do. Further, these units get a very, very tough to deal with cover save.
Farseer + Council - IC + Retinue from hell. Witchblades make them S9, and they have a respectable number of attacks, initiave, and WS. Farseer either Fortunes himself and unit (reroll saves) or throws it at something horrifying like an Avatar. 2nd most common psychic is Doom - reroll to wound against a specific target, decent range on this one.
Avatar - big, nasty MC. 4+ invuln, T6, WS10. Aside from that, it's immune to weapons we don't have. You've seen worse MCs before with 'nids, but this guy's still a threat. Probably the worst thing about him is that he makes all Eldar within 12" of himself fearless. Often a Fortune target.
Fire Dragons - Multimelta squad. That's all they are. They die easy enough, but watch that they don't get too close in their transport. We like armor saves.
Warwalkers - Consider these to be Assault 12 Destroyers that are 10/10/10 walkers instead of creatures. That's what they are, except they don't move as quickly. LOTS of fire, kill these ASAP. Squadron rule helps you here; that's the only way they can be deployed. Any eldar player worth his salt puts them in terrain good enough to give them a 4+.
Dark Reapers - Heavy Support squad, shoots a lot of S5ish low AP shots. They'll ping warriors off the table. Unit sergeant gets a blast template weapon that can be kinda heinous.
Harlequins - Vicious, vicious CC unit. Will pretty much always go first; they simo with Wraiths normally but have fleet and furious charge. No power weapons, but rending that matters. They also have an ability that limits your sighting distance when shooting at them to something really small - I think it's 2D6 x2? Could be wrong.
Wraithlord - Bad C'tan. Their toughness is the same, fortunately, we have gauss weapons. Low wound count compared to other MCs, and only a standard armor save. They can take some decent weapon options, but have some movement restrictions. You'd do well to treat these like 'nid MCs.
Wraithguard - I doubt these guys would be a problem. They have high T, and a very, very strong gun that can insta-kill ANYTHING. ("removes from play"), but its short range. Use longer range firepower and drop them.
Against Eldar, I've found they're as shooty, if not moreso, than we are. They have some excellent CC units, but its not something you can base an army around; rather, they're more of a distraction, or there to protect a unit such as a Farseer Council. To this end, I've found that my Wraithwing list (9x Wraiths, DLord with Phase Shifter, Res Orb, Warscythe, and a Nightbringer) has worked amazingly well against most Eldar builds. That's kinda specific though, so some better advice in general - the use of Scarabs here cannot be overemphasized. Only the Avatar and Farseer council are a threat to them, every other unit will find itself unable to properly fight back against Scarabs. (S3 sucks! )
It's a shooty v. shooty list, except we're about even in CC too. (Necrons can do a CC focus army while Eldar really can't, but for what you're likely to see in a Necron list and an Eldar list, they'll be about the same.) Expect a volume of fire, a handful of AP guns, and having to roll against some pretty annoying cover saves. Return the favor by burying them in mass fire and you should be ok. Quick units are to your advantage here, and be grateful that the Mechanized lists don't work as well as they used to.
Last edited by SMann233; December 24th, 2008 at 04:45.
It's worth noting a few things:
- Wraithcannons (which Wraithguard carry) will not Insta-kill a C'Tan. They are one of the few units in the game immune to this weapon.
- Eldar frequently rely on highly mobile but fragile units and vehicles. Destroyers will win you games, here.
Great advice! Thank you both. I'm kind of regretting my current list now though... Here's what I was planning on:
2 Lords w/ Orbs and scythes (1 with Chronometron and 1 with Phylactery)
4 x 10 Warriors
No range or mobility but a heavy, heavy defense. Judging by what you're saying I can expect a fair share of assaults which can be quickly mowed down by waves of gauss weaponry (Flayers and Flux Arcs), but as for the sniping units... well... I guess I'll either have to tough it out (My Warriors will have many chances to stand back up with 2 orbs and 3 portals) or try to deploy my first Monolith as close to the center of the board as I can then deep strike the other 2 on either side to cover the board. Does this sound like a solid tactic? I'm going to miss the Destroyers like hell but judging by the last 1750pt tourney most people didn't have much in the way of anti-tank fire and my 1 Monolith I had in my list was untouched (except by a Tau Broadside suit... f***er...). So I'm thinking another 2 liths will be a thing of beauty
Last edited by Stabby_McGee; December 24th, 2008 at 16:21.
The tomb spyder w/scarab charge works well against eldar too
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
Duh, makes me wanna build my 3rd Monolith - still in the box. Liths are tough, but not unlikable. However with 2 Lords they give you plenty of chances to stand back and flee any CC that you will get into. Supposedly Lith or Destroyer heavy lists are the way to go in tournaments now... Good Luck!
As an eldar player I have three things. First is banshees they all have power weapons and on a doomed unit they will wipe it out. they are very specialized so might not make it into alot of lists though.
Second is fireprisms 2 prisms linking their shot will get a large blast ap 3 great for dropping MEQs.
Third is the wraithguard if it is the full 10 man with warlock and a fortuneseer the best defense is melee will high str power weapons. failing that run away from them they only have 12" range. But it is low Ap and wounds on 2+. They pen any AV on a 5 or 6 so work well on liths if they can get close enough. Don't shoot warriors at them if they are fortuned the mathhammer is 81 shots to kill 1 wraithguard. Anything with low AP will work better but they will still get a 5+ rerolling cover save against anything so 5/9 times they will save. Move away from them shoot if you don't have a better target and tie them up in melee if you can. If you waste to much shooting trying to drop them the rest of the eldar army will get to you untouched and roll over you.
Forgot about shining spears 11 str6 power weapons on the charge will generally roll up a warrior squad, but expensive fragile and hard to use well so rarely taken.
Last edited by nakaruru; December 24th, 2008 at 17:44. Reason: forgot a unit
One other thing - Monoliths should be a tough nut for Eldar to crack. Normally Eldar rely on the Lance weapon of their bright lances / their MCs / their Fire Dragons to crack open heavy armored tanks. None of that works on the monoliths, with the sole exception of the S10 Wraithlord. Further, given that almost all Eldar are T3, Arc Flux is a potent and deadly thing.
One other thing worth pointing out - units that are good at shooting in Eldar lists are generally very bad at melee. Units that are melee suffer when being shot at. These guys are not MEQs - you don't have the well-rounded CC and shooting you see in MEQ armies. To that end, while any eldar CC unit will OBLITERATE most Necron CC, even a standard warrior unit can curbstomp their snipers, dark reapers, etc in melee.Only exception to this is Wrathguard, who are strong enough to withstand the charge. (Given the short range of their guns, I don't consider them a shooting unit... more an "assassination" unit.)