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==Why play Eldar?== The <s>[[ChapterHouse_Studios#Result|Aeldari]]</s> [[Eldar]], are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40,000. In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Each unit plays a very particular role, usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad's weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. Some units, like Jetbikes, overcome this disadvantage with superior speed and mobility. This is huge in a game where most of the missions are about capturing objectives. If you are the kind of elf who likes it [[Just As Planned | when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield. ====Pros==== *Fast overall with strong shooting capabilities. *Excellent psychic powers and utility HQs such as Warlocks and Farseers. *All the buffs and debuffs (mostly psychic, but you cannot complain) you wanted and the ability to deliver them wherever you please, with ever-reliable Farseers or psychic flyers with auto-hitting S12 flamers of doom. *Comboing Stratagems and Psychic powers together can turn even lowly Guardians into a brick wall, or make your already tough units make Custodes look flimsy by comparison. *Generally good leadership on most of your infantry with plenty of access to leadership buffs through auras, warlord traits, psychic support or Craftworld Attributes; some of which just make the units affected fearless. *Eldar Trickery is back! Now you have countless ways to mess with your opponent's minds, be it Redeployment and Deepstrike strategems, Great psychic powers to enhance your Craftworlders already formidable firepower or to make one unit nigh-invulnerable for a crucial moment. And don't say 1+/4++ on top -4 to hit modifier is not dirty. A savvy player can easily become a serious Troll in the end. *Farseers are still the most reliable Psykers in the game. Losing one to perils is very rare, especially by 8th Editions standards. 5+ to ignore any mortal wound is pretty neat by itself but GW decided that Farseers has not received enough love and '''now they ignore mortal wounds from perils on 2+''' (something only Tzeentch Daemons can also claim for their Generic HQ units). Even then, free re-rolls to any roll to manifest or deny a power and will ensure that you do only perils in the most unfortunate circumstances. These circumstances become even more scarce if you enhance your seers with the Focus Will power, ''Children of Prophecy'' custom attribute and/or the ''Seer Council'' stratagem for a level of psychic insurance unmatched by any other. *Aspect Warriors are finally awesome again! This solidifies our army's identity as an elite force of highly specialised troops that have an answer to any role or situation you can imagine as long as they are in the right place at the right time. (Though no aspect host strategems for 2+WS/BS) *Access to some of the best Flyers in the game. *Speaking of fliers, the {{W40Kkeyword| Fly}} keyword is everywhere. You won't be struggling much with terrain or enemy models getting in the way. *Dark Reapers. No seriously. They are one of the best units in the entire game right now. *Significantly expanded customization as of Phoenix Rising, thanks to the ability to make your own Craftworld Attributes and Exarchs becoming pseudo-characters. ====Cons==== *All of your {{W40Kkeyword|Infantry}} models (except for a select few) go squish. T3 is not much. May be remedied with countless negative to hit modifiers and with a new wounding/AP mechanic Heavy bolters are no longer our nemesis. We are extremely reliant on our armour saves and stacking negative hit modifiers to survive, so high AP weapons and/or anything that lets you ignore cover (Like Imperial Fists or Iron Warriors in general) means you have already won half the fight against Eldar. *While we have some units that can do serious work in the close combat phase, we should generally stay out of it unless it is to sweep up units at the end of the game. With a few exceptions, the majority of our {{W40Kkeyword|INFANTRY}} models are only S3 with very few options to effectively bypass it the way Drukhari or Harlequins can. *Many of your average infantry's basic and heavy weapons may be slightly stronger, but have considerably shorter ranges than their equivalents in other armies. While this is slightly alleviated with the Eldar's faster movement, the loss of Fleet and Battle Focus getting nerfed means getting your troops in range is far more committing and far more punishable than before. *All Aeldari Special Characters are still overcosted for what they do even if most of them did get buffed. <s>Thankfully Eldrad got a price drop so is definitely much more usable.</s> Aaaand now he got a price increase thanks to CA 2019. *[[Derp|Most vehicles have lost the ability to take Vehicle equipment.]] <s><span style='color:red;font-size:110%;font-family:serif'>.....You have our sympathies Xenos, we know the path you walk....</span></s> <s>{{BLAM|HERESY!}}{{BLAM}}</s> {{FWIP}} Apologies, Commander. It appears as though a Mon'Keigh Political Officer managed to escape...May I keep his hat?<span style='color:red;font-size:110%;font-family:serif'>.....Un-augmented dolt, you scorched my robe.....</span> *Virtually your entire list is extremely specialized, bar a few exceptions. While this helps these units perform admirably against their intended targets, it can make them virtually useless when forced to engage enemies outside their specialty. Additionally, many of the units in these dedicated roles (particularly your Aspect Warriors) may even struggle to do the jobs they're ''designed'' for without support from a nearby Warlock/Farseer to bring them up to par with their equivalents in other armies (that are either inherently more cost efficient, effective or any combination thereof). This can be a particular challenge for newer players. *From a modelling perspective, a massively disproportionate amount of your unit choices are still in Finecast Resin, or even Metalcast. What's worse is most of the resin models happen to be some of the more iconic eldar units (almost all of the Aspect Warriors, their respective Phoenix Lords and the Avatar of Khaine, for example). This is compounded by the fact that as a non-Imperial/Chaos faction, the Eldar are on the ass-end of new model releases and the few recasts/kits they create are drip-fed once every half year or so. Because of this, unless you're great at molding GreenStuff or an expert kitbasher, your Craftworld infantry will be extremely difficult to customize. <b> Plastic Aspect Warriors Confirmed FUCK YEAH! (At least Banshees.) </b>
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