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====Pros==== *Craftworld eldar are still one of the fastest armies around. Outside a few notable exceptions, the slowest movement speed for your infantry is 7". This isn't factoring the extra d6" most of said infantry get effectively for free courtesy of Battle Focus. *Most of your roster that has a movement speed of 10" or more also has the {{W40kKeyword|Fly}} keyword as well, letting them soar over terrain and hostile units completely unimpeded. Especially since they don't suffer -1 to hit for heavy weapons. *As ever, non-vehicle units in a Craftworld list are specialized to tackle very specific jobs. Infantry in particular are all geared up with the same tools through and through, ensuring that every model contributes to the task at hand equally as effectively.This can make keeping track of each unit and what they're built to do easier for newer players. *Aspect squad Exarchs can be upgraded to absolutely shred. A Banshee Exarch properly tooled up is arguably better than Jain Zar, and is much cheaper. Exarchs are true murder machines this edition. *Many of the special weapons eldar have access to hit like a truck, with even the humble Shuriken Catapult being capable of slicing through heavy armor with (conditional) ease. *Between 3 separate psychic disciplines split into 24 (18) different powers, Craftworld eldar have one of the most extensive psychic support libraries available in the game, not counting Ynnari or Harlequin armies. If that in itself wasn't enough, actually casting these powers is made relatively consequence free: Farseers are immune to Perils and when paired with a Warlock (Conclave), they can add as much as a +3 to any of their psychic tests to borderline guarantee their powers are cast successfully. *Craftworlders can take Dark Eldar or Harlequin allied detachments. Your allies are actually decent unlike some factions. *Where psychic support doesn't reach, your suite of stratagems has you covered. Between being able to fire upon an enemy unit arriving out of reserves ''during'' their turn, cast an extra psychic power from your Farseer, screw with your opponent by redeploying several key units before the battle begins, or simply the tried and true eldar tradition of moving in, shooting, then running away, you have a good selection of tricks up your sleeve [[Just as Planned|for when the pieces fall into place]]. *Outside the basic Guardian infantry, much of your army has a pretty solid leadership stat. *While Craftworlders cannot cast nearly as many powers per turn as Thousand Sons or Grey Knights, you have access to more powers and with right stratagems you can cast them with outstanding confidence. All your units are expensive and more fragile than their counterparts of other factions, but with the right psychic/stratagem support you can make even a lowly guardian unit as tough as Custodes and Banshees into melee blenders and I'm not even talking what you can make Wraithblades or Shining Spears into. *Eldar vehicles like the Falcon and Fireprism have lots of smooth paneling that is not only easy to paint on, but also offers a lot of real estate to do elaborate freehand details, or exotic patterns like scales, tiger stripes, or flames. Compared to other factions with blocky armor and more exposed mechanicals, painting Eldar to look good takes more skill, but rewards it with having more potential. *Battle Focus allows for all the move-shoot-move shenanigans you might want.
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