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  1. #1
    The Fallen Cheredanine's Avatar
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    Cardinal rules of Eldar for new commanders

    OK, I am putting this together for commanders new to the Eldar, I want to keep it simple and readable, so vets, by all means post, but let’s keep chat and tactical advice elsewhere, this is just basic absolutes

    So, welcome to Eldar, the units in the Eldar codex are essentially like surgeons tools, they are fragile, if you use them wrongly they will break, if you use them correctly, they will cut, well, like a scalpel. This means two things, firstly you need the right tools for the job (what works in one army exceptionally well, will be all but useless in another) and the whole should be greater than the sum of the parts.

    Accordingly get 2 Eldar vets together and they will argue, their armies, though equally effective, can be entirely different.

    So where do I start? sorry but I aint gonna answer that here, the point if this thread is to keep you from dropping the really really basic balls, hence:

    1. heavy weapons choices
    There are two simple mistakes often made by people new to Eldar:

    Some Eldar units (notably vipers and guardians) do not have good BS, do not ever give them single shot weapons that desperately hope to kill something major with – i.e. don’t ever give them Bright lances or missile launchers

    Falcons – their main gun is the pulse laser, if you are sitting behind your spanking new falcon model, it is the thing on the right of the turret, looks like a bright lance on steroids with the targeting array on the wrong side, accordingly, since you want you falcon to move (I know I said no tactics so just trust me on this one) all other guns need to be defensive, don’t ever get it a gun with a str over 6 (I.E. do not put a bright lance or EML on a falcon, ever, ever ever ever)


    Vehicle upgrades
    Some vehicles are cheap, don’t waste upgrades for walkers or Vypers, ever (unless you will be facing nids then may be worth stones, but generally better to get another vehicle)

    Some vehicles are expensive, they need to move and need upgrades to keep them alive (serpents, falcons and prisms), always get these Spirit stones, always get falcons and prisms holo field

    Vectored engines – ok the best rule for these is put them only on transports for assault squads, don’t waste the points on Falcons, prisms and Serpents which transport shooty squads, reason being- an immobilised skimmer is a dead skimmer, but putting them on transports for assault units allows the assault unit to survive (you will realise this once you get to practice when to unload squads from transports) – note putting aside my completely justified and rational insistence that using a falcon as a transport is wasting the best tank in the game, if you use your falcon as a transport, use the same rule, if it transports assault squads then go with vectored engines.

    Star engines – do you really need to move more than 24 inches? Don’t want to shoot your opponent? Personally in 20 odd years of gaming I can count the times on my fingers when these would have been useful.

    Rangers
    Like them or not, and I don’t, but we are not going in to that, if you are going to take them, always upgrade them to pathfinders

    Squad size
    OK not general, but couple of specifics:

    Assault squads (banshee, scorpions, actually DA too – not because they are assault, but the same rule applies) – outside of combat patrol, max out the squad, eldar, as above, are fragile, they will usually hit first but they need to inflict a lot of damage so what is left doesn’t wipe them out, by maxing out the squad you inflict the maximum damage, whilst being able to resist damage better

    light vehicle squadrons (war walkers and most particularly Vypers) – always maximise the number of squads and minimise the numbers in the squads, better to take 3 squads of 1 than 1 squad of 3.

    More may come to me, if you got any doubt, ask, but off the top of my head, Nemmy, Mystweaver, Iron Angel, Lord Link, Heiromyo, Teny and about 7 or 8 others will all be able to answer you, all completely true and accurately and all completely differently 

    From Heriomyo:

    Striking Scorpion Exarch:

    This is a relatively common misconception. The Exarch is in possesion of a Scopion Chainsword, which confers a boosted strength like with all other Scorpions. However this weapon ability can not be stacked up with any others. The most common example is the Scorpion Chainsword and Scorpions Claw. You will only be able to use one or the other at the beginning of combat, not combine the two to gain strength 8.

    Swooping Hawk Exarch:

    With the inclusion of an Exarch with skyleap the Exarch and his squad are able to land a grenade pack blast and then use skyleap straight away. This in effect means they do not get to have shooting phase or an assault phase, but are placed back in reserve. It has already been covered but I thought I'd mention.

    Autarch:

    An autarch can benefit from Exarch powers for the squad he joins. However there are exceptions to this which are clearly stated in the respective Aspect unit rules describtion. One wuch example would be the Striking Scorpions, you'll notice that it specifically mentions the Autarch is unable to Infiltrate with the squad should they choose to.

    Warlocks:

    Warlocks powers arn't minor (as I've found) so are not effected by stuff which are immune to such effects (ie Sisters of battle).

    Last edited by Cheredanine; May 11th, 2007 at 10:26.
    Everything you have been told is a lie!


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  3. #2
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    Very nice, Cheredanine. This may be the beginning of a great thread.

    I wish I could contribute, but I haven't played Eldar enough to have any valuable input. Been focusing on my Dark Angels and Witch Hunters.

    Keep the good work up!

  4. #3
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    Make them roll dice! The days of the starcannon spam are gone - they've lost shots, the list has lost Blackguardians, you know the drill. While there are still options to ignore power armor, the name the game now with Dire Avengers and Warpspiders is like Tau or Imperial guard, with better aim: you don't ignore power armor, you overwhelm it. This is also the joy of massed scatter lasers.

  5. #4
    Senior Member dymew's Avatar
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    Access Point
    That's right, point not points. Waveserpents and falcons only have one hatch where troops can get in or out. The worst thing someone can do to a waveserpent is blow it up and block your rear access, thereby killing everything inside the serpent. Thus, at the end of your movement, make sure that the rear of the waveserpent or falcon is as inaccessable to your opponent as possible. You lose a serpent and you lose 140ish points, you lose the serpent and the squad and you're looking at somewhere around 300 points.
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  6. #5
    Advocatus Diaboli Rork's Avatar
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    476 (x8)

    It's a daft point in some respects, but:

    They aren't space marines

    Few Eldar units can work in isolation. While space marine and necron squads can manage to defeat the enemy with little or no help in the worst case scenario, that doesn't tend to be the case with Eldar units.

    They're not as tough and the squads are more specialised than those of almost every other army. They need to be working with the other units in your army otherwise your opponent will take advantage of a particular squads weakness (be it range, armour, speed etc.) and destroy it.

    Treat your army as one big "unit" and you are already ahead of the game.


    Having an army and not owning a rulebook is like owning a car with no steering wheel.

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  7. #6
    Senior Member king88mob's Avatar
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    Learn when to dump your troops!

    Eldar vehicles aren't open topped like their Dark Eldar brethren, so you have to plan your dump and run a little more closely then you would some other races. If you are playing with assault troops in a transport (banshees, harlies) Plan on moving your transport to where you want the troops to come out, wait until your next turn, then move your troops. This will take practice, since your enemy can move out of the assault range of your troops during their turn, but it will save the vast majority of your troops from being shot before they can do anything.

  8. #7
    Senior Member Frankmaneldar's Avatar
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    Use warlocks for big squads

    Any large squad that can take a warlock, should!

    The powers can help you develop the squads ability...though "conceal" is an excellent default.

    keep the powers in line with what you want the squad to do.

    good luck
    Have fun,

    Frank

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  9. #8
    Son of LO Plague_00's Avatar
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    Strike fast and strike HARD!


    this goes fro any eldar army whether it be harlequin, dark or craft and comes in 3 parts

    1) always move, never stay in the one place too long if your opponent gets time to bring his force to bear YOU WILL LOSE

    2) target priority, the closer target is not always the most threatning to your army we are not marines make a mistake and YOU WILL LOSE

    3) never ever ever ever, get pulled into prolonged shoot outs or combats YOU WILL LOSE the worst thing for any eldar is getting stuck in again we are not marines hit fast hit hard and then if nessesary get the hell outta there

    remember we are almost extinct every life is valuable and cannot be wasted at the end of the day it may be better to run away to live to fight another .... battle (ha ha made you think i was goin to say day )
    "take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly

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  10. #9
    LO Zealot Heiromyo's Avatar
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    124 (x4)

    Aspect rule clarifications discussed since the release of the new codex (Purhaps cher can copy and paste these onto the first post so they're not so missable down here):

    Striking Scorpion Exarch:

    This is a relatively common misconception. The Exarch is in possesion of a Scopion Chainsword, which confers a boosted strength like with all other Scorpions. However this weapon ability can not be stacked up with any others. The most common example is the Scorpion Chainsword and Scorpions Claw. You will only be able to use one or the other at the beginning of combat, not combine the two to gain strength 8.

    Swooping Hawk Exarch:

    With the inclusion of an Exarch with skyleap the Exarch and his squad are able to land a grenade pack blast and then use skyleap straight away. This in effect means they do not get to have shooting phase or an assault phase, but are placed back in reserve. It has already been covered but I thought I'd mention.

    Autarch:

    An autarch can benefit from Exarch powers for the squad he joins. However there are exceptions to this which are clearly stated in the respective Aspect unit rules describtion. One wuch example would be the Striking Scorpions, you'll notice that it specifically mentions the Autarch is unable to Infiltrate with the squad should they choose to.

    Warlocks:

    Warlocks powers arn't minor (as I've found) so are not effected by stuff which are immune to such effects (ie Sisters of battle).
    "Adapt to heaven and enjoy ease; oppose it and toil in vain. None can deduct from the reakoning, or force what is fated." - Three Kindoms, lesson of life.

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  11. #10
    Favored of Tzeentch Viktor's Avatar
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    129 (x8)

    I like to move it move it!
    Most Eldar units have really decent mobility. Guardians can fleet with heavy weapons, skimmers can move up to 24", Jetbikes can move 24", Harlies can jump over terrain... well, pretty much everything is faster than the average units of other armies by special rules or default. But do you think this is free? No. It is all counted into the game balance, you pay those points in order to be able to fleet and there is nothing you can do about it.

    Except using it.

    When playing my army, I always find that my greatest advantage is being able to move and shoot. This enables me to move around and fire at full power while enemy assault elements try to get a hold of my units, and enables me to reposition and hunt his units down with my mobile heavy weapons. The second greatest advantage is Fleet of foot. With the Fleet of foot rule, you can basically reposition your army to such a drastic level that it can foil the enemy assault plan easy as nothing.

    An example: An enemy bike squad is lurking behind a wood, trying to get into that sweet 18" range from your poor Guardian squad so that they can charge them the next turn. Now, this Guardian squad can move 7-12" per turn and just get the hell away from that bike squad forcing them to come out into the open and get shot at for a turn before charging. And when they charge, your Avatar is within 12" of a Guardian in the edge, they hold, and your Harlequins sieze the opportunity and run 12" through a swamp and charge them. No problem.

    Keep going, there is no point in standing still unless you are desperate to hug cover. If you need to move a unit out of cover, do a diversion with another squad and force the enemy to take care of them instead. Life is not cheap, but highly tradeable.

    Foiling battle plans, another example: That pesky Tyranid player deploys his army all over his deployment zone, which is the opposite table edge. You deploy the same way, he thinks. You are sneaky enough to deploy your quickest skimmer units on one side of your zone, normal foot slogging infantry in the middle and static units on the other side of your zone. When the game begins, he starts moving in a straight line(ish) toward your army. When it is your turn, all your units make a move toward the side of your zone where you deployed the static units. Now you can deal with about half of his army at the time, saving the others for later. I pulled this off with my Space Marines once and it was beautiful, Eldar should be able to do it even better.
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