Librarium Online Forums banner
1 - 4 of 4 Posts

·
Registered
Joined
·
1 Posts
Discussion Starter · #1 ·
So I'm "new" to this forum (I had another account long ago but forgot it haha) and I've been a bit disillusioned with the rules of the Eldar for the last two editions. I've been playing for 16 years and believe it or not I was 8 when I picked up my first models. I chose Eldar because I wanted to play an army which required thinking and cool combos to succeed. However, Eldar gradually pulled away from this as I'm sure most of you are already aware. Anyways I was expecting another round of bs with 8th but was pleasantly surprised to see that not only were the game rules simple they were surprisingly balanced. As for the Eldar it seems they have returned to the play style they were originally intended to have. Expensive specialized models that can strike fast and make it hard for the enemy to strike back. So I was talking to a few 40k people and the general consensus was that Eldar have been nerfed to the ground and are probably one of the weakest armies in 8th. Honestly, I couldn't disagree more with this. The new Eldar excel in buffs and debuffs especially in the form of warlock powers and exarch abilities (which are now free!). Also the new deep strike and infiltrate mechanic seem to be perfect for giving us the opportunity to pick when and where we strike, vs having to roll for scatter/reserves. Yes it's true we have to pay a lot of points for our non guardian warriors, but truthfully you don't know true pain until you have paid 45 points for a single shining spear (3rd ed Eldar lol). By themselves most of the aspects look weak compared to their previous incarnation. Only by combining the right units and playing to the eldars strengths in 8th can one expect to do well. Here are some of the combos that I saw and my thoughts on a few of the units.

Warlocks: warlocks are now masters at aura buffs. Conceal subtracts all enemy shooting targeting the warlock and units within 3 by 1. This may not seem like a lot but in conjunction with other debuffs it becomes quite substantial. Drain is also not to bad for debuffing a unit like terminators with power fists (-1 for fists, -1 for the drain, and another possible -1 for a sun rifle).

Farseer: guide and doom are always useful but I feel like he is not as needed now that smaller units are preferred over larger ones due to the way morale works now. Doom is probably the farseers best tool ATM.

Avatar: most improved unit by far! I love the new avatar. He's very tanky with molten body and his armor/invul. He's a character with 8 wounds so he can't be targeted by shooting unless he is the closest unit to the firer. And his weapon and attacks melt most enemies. Oh and he makes all Eldar around him immune to morale and better at charging! Thing is he's expensive and probably not viable in small games.

Dire avengers: don't really seem cost effective unfortunately, is probably rather take guardians as they are cheaper and can take heavy weapon platforms

swooping cawks: can deploy instantly 9 inches away from enemy units turn one. The real beauty is when you are able to support this strike with a waveserpent carrying a warlock with conceal (and whatever the serpent is also carrying) so that now they are protected by a sun rifle debuff as well as conceal. If the serpent was carrying howling banshees they could charge the debuffed unit with warshout to finish it off (yet another -1 debuff to hit). Also strangely enough they have a way to inflict mortal wounds on units they move over with flight.

Fire dragons: same old great land raider killers they have always been! And now even more important now that land raiders are the flavor of the month for marine players. Fire dragons kill the raider, swooping hawks exarchs debuffs the termies inside, howling banshees finish whatever is inside with power weapons and maybe an enhance buff?

Howling banshees: much improved vs terminators and cost effective! Great for cleaning up units of elites.

Scorpions: I personally love scorpions but I can see them being replaced with banshees in most circumstances. However, scorpions don't need a serpent to protect them and being able to hold a unit in reserve to take out isolated units trying to flank or reinforce is a great use of their shadowstalk ability.

Warp spiders: on the fence with these. On one hand they are fast and have a way to debuff enemies shooting them with flicker. On the other hand they have a really poor range and have to set up normally:( let me know if any of you has found a great way to use them! I'd really like to work them into a list just unsure what role they would fulfill that other units don't do better.

Unit size: because of the way morale works, the aura spells Eldar have with warlocks, and the fact that you can take an exarch for free in every unit of aspect warriors I feel like MSU is the way to go for the Eldar in this edition. Auras can affect multiple units and only need to be in range of one model to affect the unit. So in theory a warlock with conceal could cover Several units if placed correctly.

Feel free to share any good combos you have thought of!!
 

·
Registered
Joined
·
1,296 Posts
I just finish my second game and won both. The first game I only lost one model, a dark reaper. Both was vs space wolves. Not sur if they are nefed as a army. Som units ar worse, but skimmers and war walkers can take more damage then before. Also the ability to fall back and shoot with "Fly" is awesome

First list was something like this:

Fraseer, bike

Wraith guards, scythe

Serpents

War walkers x 4

Vipers x 2

Dark reapers x 5

Everything had shutiken cannons
 

·
Registered
Joined
·
423 Posts
Firstly I have to disagree that Eldar are one of the weakest armies across the last edition. They were arguably one of the top 3. Eldar have dominated the tournament scene for 7th and there's a reason why.

I've not yet had a chance to get mine out for 8th (7th I enjoyed bike spamming w/spiders and vipers), but I'm expecting good things for them.

Zen. Wolves are far from nerfed, mine have gone 10 for 10 beating chaos marines, chaos demons, mechanicum, eldar, tau...
 

·
Registered
Joined
·
433 Posts
I'm just starting to get back into things after a few years here. There are a few things with regards to the Eldar forces that I'm sure still hold true as a counter argument to some of your findings.

Dire Avengers are generally a better choice for troops because you can take smaller units of them and they have a longer shooting distance. As a "troop" choice, this helps fill out your army pretty quickly leaving you more selections of specialist units. Also, this allows you to take more Wave Serpents. Small units of Jetbikes were also used this way, but I found them cumbersome on the board due to their model size.

I LOVE Exarchs, and would take them with each unit anyways. The flavor text has always supported them being a necessary part of the unit and I'm glad that they just made it standard. They were almost always worth the points, but not spectacularly so. Also the Exarch will help with the morale saves when needed. Taking the upgraded weapons assortments wasn't always worth the points though.

As far as unit sizes, I think that there is something to be said for taking larger units (regardless of morale). If I am sending a unit of Fire Dragons up against a Dreadnought, sending 5 of them is a crap shoot sometimes as far as their ability to destroy it. Sending 7-8 of them would almost always assure that that my target was going down. In the case of smaller units, having to send two 5 man units against one vehicle kind of defeats the point, and now I have committed more points to an objective and can do less in the battle overall. Now, I would rarely take the full 10 man unit in most cases as well, as many of times that was overkill for an objective, or if they got targeted well by an opponent then I wouldn't be out too many points.

Eldar has always been a fast moving army with lots of cheap firepower. I would say that they were one of the best armies for a good number of editions. If they received a bit of a point increase or reduction in abilities, it was definitely for balance vs. what we were seeing with the other armies. War Walkers were always my top unit over the last 2 codexes with Fire Dragons and Wave Serpents being a close second. Anything else I was taking beyond those basics was because of force organization or wanting to flavor in a different unit and play with it. Swooping Hawks were the worst unit the Eldar have had, I'm hoping to see something new with them, but even the debuff doesn't give me hope.
 
1 - 4 of 4 Posts
Top