Monday 19 August 2013

Eldar Units in a Nutshell



Hi guys,

Johno here and today I’m going to summarize each section of the new Eldar Codex and pick out the good, the bad, and the ugly of each section. I know there are lots of excellent in-depth reviews of the new book online so I will take a lighter approach so for those of you at work can skim over this and get all the information you need without getting caught by your boss with your head in your smart phone. We are very lucky that our new book is very strong in nearly all areas and we have a lot to choose from. I'm going break this analysis it down into HQ, Troops, Elites, Fast Attack, Transport, and Heavy Support.

HQ Section

Excellent Choices:

Avatar – Fearless Bubble, Attracts fire from other units, anti-EVERYTHING. Cheap for what you get!
Loadout – 205pts with Fast Shot

Eldrad – Best Psyker in 40k, Nice special rules with a sprinkle of cheddar. You WILL lose friends.
Loadout – N/A

Farseer – Excellent Psyker and very versatile. Makes already excellent units amazing.
Loadout – No Addon’s really worth it

Autarch – Great Support Character, Often underestimated. Can hold his own against most.
Loadout – Jetbike, Mantle of the Laughing God, Power Axe, Banshee Mask.

Karandras – Godly close combat character. Powerfist strikes at I7.
Loadout – N/A

Asurman – Another great close combat character with good rules to match. Close call between him and Karandras.
Loadout – N/A

Fuegen – Really good close combat character and has feel no pain, whats not to love?
Loadout – N/A

Prince Yriel – Fantastic close combat character but at a hefty price.However you get a lot of nice special rules and a lot of killy for your buck.
Loadout – N/A

Moderate Choices:

Wraithseer – Crucial if you are taking Wraithguard/blades and can give them great buffs. Don’t bring if not taking Wraith units.
Loadout – No Addons

Warlocks – Excellent support units for large groups of guardians. Is 35pts too much for a guy who’s head can explode on a roll of 9 on 2d6? You’re Choice.
Loadout – Singing Spear (Basically a 12” range Lascannon).

Maugan Ra – Decent close combat and ranged character however he’s not exceptionally great at either really. Definitely not worth the outlay in points.
Loadout – N/A

Illic Nightspear – Comes with a great sniper rifle and very killy. Very Fragile. Unlocks Pathfinders. Can be a thorn in your opponents side.
Loadout – N/A

Poor Choices:

Jain Zar – Great Close Combat character however with lack of grenades means she will die fast.
Loadout – N/A

Baharroth – Can be useful but unlikely to really make back his points in most games. Can be good for stealing Line Breaker in late game.
Loadout – N/A

Troops Section

Excellent Choices

Guardian Defenders – Cheap and once in range are devastating. Great buy!
Loadout – Support Platform with Scatter Laser or Brightlance. Blobs of 20 are amazing.


Dire Avengers – Upgraded version of the Guardian. 18” range can be crucial. Better Armor and invun save from Exarch. Excellent unit.
Loadout – Exarch with Powersword and Shimmershield.

Guardian Jetbikes – Extremely fast and durable. Cheap and very reliable Catapults (Twin linked).
Loadout – Take in units of 3 or 6 with upgraded Shuriken cannon for every 3 you take.

Moderate Choices

Rangers - Still a great sniper unit however compared to other races snipers they are expensive for what you get. Not sure if worth it.
Loadout – N/A

Pathfinders - Amazing Snipers but having to spend all those points on Illic Nightspear to unlock them relegates them to moderate choice.
Loadout – N/A

Poor Choices

Storm Guardians – A close combat unit that does its intended job quite poorly.
Loadout - Can be ok if you take blobs of 20 with flamers or unit of 10 in a wave serpent with two fusion guns.

Elites Section

Excellent Choices

Fire Dragons – Still amazing even with points hike. Very reliable.
Loadout – 5 Fire Dragons in Wave Serpent, Done…


Wraithblades – Phenominally hard unit to shift if attached with Wraithseers giving buffs. Capable of 2+ armor save. Extremely killy and will worry your opponent from turn one.
Loadout – Axes and shields are best. Buy a unit of 10 with two spirit seers and march them across the board.

Wraithguard – Shares the W.Blades durability but lacking an invun save however give these Wraithscythes and they WILL kill anything you point them at.
Loadout – 5 bodies with Wraithscythes in wave serpent.

Striking Scorpions – Fantastic Close combat unit. The Exarch really makes them shine with his I6 Powerfist.
Loadout – 5 Scorpions with Exarch and Scorpions Claw.

Moderate Choices

Harlequins – As good, if not better close combat unit than Striking Scorpions, however you have to pay through the nose to get them.
Loadout – Shadowseer, Troop Master, Kisses all round.

Poor Choices

Howling Banshees – Best Model, Worst rules. Decent for protecting backfield troops or counter attacks. Will die in droves.
Loadout – 9 Banshees and Exarch with Executioner.

Fast Attack Section

Excellent Choices

Crimson Hunter – Best Air Superiority fighter in the game, epitome of “glass cannon”.
Loadout – Keep with the Pulse Laser and Bright lances and upgrade to an Exarch for BS5 goodness and able to pick out models in a squad on a roll of 6 to hit.

Warp Spiders – Amazing damage output, extremely fast. One of the codex’s best units.
Loadout – 8 Warp Spiders with Exarch and Dual Spinners.

Moderate Choices

Vyper Jetbike – Packs a huge punch but fragile. Very flexible. Can make back their points but die easily.
Loadout – Upgraded under Shuriken Cannon, Shuriken Cannon or Scatter Laser Turret.

Swooping Hawks – Great harassment units, Can win you games. Great at claiming line breaker. Will destroy tanks and infantry.
Loadout – 5 Hawks with Exarch and skyleap.

Poor Choices

Hemlock Wraith Fighter – Too expensive and rather situational. Can horrify your own units too. Best to leave at home.
Loadout – No Addons

Transports Section

Wave Serpent – Expensive transport but absolutely worth it. Probably best transport in the game right now and our best tank in general.
Loadout – Holofields, Scatter Laser, Upgraded under Shuriken Cannon


Heavy Support Section

Excellent Choices

Wraithknight – Extremely durable, fear factor, kills everything. Expensive but worth it.
Loadout – Standard two Heavy Wraith Cannons is best.

Fire Prism – Kills armor and all types of infantry with ease. Can be very difficult to kill. Avoid getting close to close combat troops.
Loadout – Holofields

War Walker – Good Value, More durable now with inv save, a lot of firepower.
Loadout – Dual Scatter Lasers is best

Moderate Choices

Falcon – Excellent anti-tank platform, Can carry small units. Typical tough Eldar tank design.
Loadout – Pulse Laser and Bright Lance, Holofields

Nightspinner – Kills all infantry with impunity. Durable grav tank. Cheap.
Loadout - Holofields

Wraith Lord – Very tough, Decent price, good all rounder. Can get bogged down in close combat with hordes.
Loadout – Ghostglaive, Brightlance, Missile Launcher

Dark Reapers – Expensive, Very killy, Can kill all infantry and vehicles and also aircraft with an Exarch.
Loadout – Upgraded all missiles to Starshot, 5 Reapers with an Exarch included, Night Vision, Skyfire, Fast Shot.

Vauls Battery – Very Cheap and durable but slow, move OR shoot.
Loadout – D-Cannons


No Poor Choices in Heavy

So there you have it, the Eldar codex in a nutshell. All the good and bad points of each unit. Hope you found this article useful for those of you wishing to know which units to take and their strengths and weaknesses. The above evaluation is by no means the bible but it should give you a snapshot of all the Eldar units.

Thanks for reading!

Johno


11 comments:

  1. Very valuable post for a probably new eldar player, thx :P

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    1. Thanks buddy. Yeh I wanted to take a different approach to the codex summary and im glad it looks like I achieved that. Thanks for commenting!

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    2. Awesome article. The loadout tips were really nice.

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  2. One quick question. What is your thoughts on the power axe armed Autarch vs laser lance?

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    1. Hi crazy, I ran with a laser lance quite a bit and while strength 6 Ap3 is great, it only lasts one turn and you are down to your base strength 3. I found that the Autarch got bogged down by squads and usually died to larger squads while able to kill smaller squads.

      So the power axe:
      The aurarch will be charging in at initiative 2 but will have a Hammer of Wrath as per usual followed by 5 str 4 ap3 attacks followed by 4 Strength 4 ap3 attack next turn compared to 4 str 3 ap -. Really allows ur Autarch to be able to do serious damage the second turn. Also the banshee mask is critical because it will make sure you are hitting first on the first turn unless you are up against an initiative 7 or 8 model.

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    2. Do you mean initiative 1? Unwieldy is what kills it in my view. I tried out the Iyanden weapon (Soulshrive) and was shocked at how good it actually is.

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    3. Yeh for some bizarre reason I has init 2 in my head. Still better than Laser Lance over time but I think The Shard of Anaris could be decent. 30 points tho :/

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  3. I disagree with Eldrad losing you friends to be honest. With the current state of the game, most Eldar units don't stand around outside of their tanks much, so Farseers of any kind on foot and incredibly limited. Plus he no longer guarantees Fortune and also can't double cast anymore. I think I'd rather double Jetseer for 20pts more.

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  4. Shining spears?

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