Welcome to Librarium Online!
My cousin has been playing Eldar since very late 2nd ed., so he has been my most regular "sparring" partner in WH40k. Being a Space Marine player myself, I was always having to deal with a megaton of Starcannons, Wraithlords, Banshees and the like, although thankfully I do have a good win ratio. However, playing against his army has always been irritatingly uphill no matter what the outcome and terribly boring.
What I'm curious about is, how has the Eldar army evolved in the latest version? One significant change I know for sure is the loss of the Wave Serpent rush, but now I'm hearing horror stories from other Marine players regarding Harlequins, super Wraithlords and whatnot.
I'm also curious about the most common choices out there in terms of army selection. I understand that every unit is playable and has its place, but I'm hoping I won't get generic "anything is playable" replies :yes:
Major changes and notes of dangers to watch out for:
- Starcannons were nerfed. Scatter lasers and shuriken cannons are taken much more often now.
- Harlequins are the devil incarnate. Well, if the devil dressed up like a clown and had rending, anyway. Stay away from them.
- Wraithlords are still nasty, though not impossible to deal with. I'm not sure where the horror stories are coming from.
- Most common troop choices are Dire Avengers and jetbikes. Jetbikes are annoying and surprisingly survivable, and avengers have shuriken-hoses.
- Holo-fields are vile creations. Better start praying to the dice gods for some double 6's.
- Never underestimate war walkers. Equipped properly, they can level enough strength 6 shots at you to make your head spin. What's left of it, anyway.
If you have more specific questions about units, I'll do my best to answer. These are just a few things that popped into my head.
Starcannons nerfed? Ho thats music to my ears
I'm curious about any changes really, like what Autarchs are (apparently "super Exarchs), how popular/deadly they are, any new Exarch abilities, new weapons, and so on.
Starcannons are now only 2 shots rather than 3. Expensive too.
Autarchs are basically super exarchs,yes. Tragically, their wargear options also make them rather useless. The only really effective setup is the shining spear autarch, set up with a jetbike,laser lance and mandiblasters and flying with a shining spear squad. Nasty hammerblow there.
Dire avengers get bladestorm, which allows them to fire 3 shots in one turn from their shuriken catapults,which also have increased range now. Defend makes all enemy models attacking the squad fight with -1 attacks. The exarch can also take 2 catapults, which is kinda cool. If given the power weapon+shimmershield option, the squad gets a 5+ inv. save in close combat.
Autarch's are still fine. Your average autarch gets 6 attacks on the charge for less than 100 points. A pity about the low strength but hes still a cheap mass of attacks.
Yes, starcannons only exist on falcons now.
Loss of the serpent rush? no mate, more transport rushing than ever before. Mechanised is by far most popular now.
Basically under the old codex we were a fragile army that dished out huge amounts of damage. Under the new codex good luck killing us... most eldar stuff is incredibly tough now. It relies more on its resilience and victory point denial to win.
Missile Launchers are still the way to win though. And beware bladestorming avengers.
Check out my Codex: Farmyard Animals here!
If anyone wants any kind of help writing fluff for any kind of GW army just ask.
Are you sure Starcannons only exist on Falcons now? I noticed weapon platforms for guardians and walkers still have them, as do wave serpents.....
Thanks for the input guys!
The cheese tournament armies ive seen are the 3 falcons/fire prisms, when its falcons they load them up with units and if they can they never even get them out. At the end of the game there points ratio is rediculous. Its not a fail safe as it makes the rest of the army very small and so alot of the time the units are needed.
Also 3 harlequin units with three warpspider/dire avenger squads and three pathfinder/ranger units. They set there path finders up as bait, if theres a monstrous creature, demon/prince or bringer on the board they must kill the finders or that models as good as dead, this allows for the spiders to jump up and shoot (preferably with a farseer) and than the harlequin to clean up the leftovers. if points allow they fill in with as many wraithlords as can be taken. The last line to hit is the lords and after harlequins its tough to deal with.
The lords and the spiders make good anti tank.
I have great respect for autarchs, if playing the above army i use the jump generator with a fusion gun for extra tank killing goodness.
I started with eldar during the rogue trader era and played thru there god-like years of the compendium, im not as good with them as i was. now that im older i really enjoy other armies and can afford more, unlike when i was in school, so they dont get my full 100% attention. But i plan to use them almost exclusivly until i see new dark eldar so hopefully i can go the distance at my next tourney (gt chicago).
There are other insane combinations these are more "make or break" armies that dont do so well against differant apponants but if you just gear to kill marines (starcanons in mass still do a great job) your sure to win a majority of games because of there popularity.