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====Eldar==== *'''Craftworld Eldar''' - By now, you should have a solid idea on how they play, seeing as how that's what this entire page discusses. Try to focus on putting their aspect warriors in generally unfavorable matchups and focus on taking down their psychic support whenever possible. Rangers are especially good for picking off the odd warlock or possibly a spiritseer. Farseers will be more difficult, though. Do note that you should have no trouble at all dealing with the armour your own statline provides, or any of the other factions below. *'''Dark Eldar''' - Your edgy kin are just as fast and deadly as you, though they're a bit frailer and cheaper too. They lack any native psychic support, which gives you a slight advantage if you choose to go that route, but they make up for it by their units being a bit more flexible and deadly, especially in melee. Their poisoned weaponry doesn't give a damn about your Wraith units' high toughness, so caution should be taken when facing large numbers of splinter rifle wielding kabalites. Wyches are equally deadly and surprisingly versatile, with the drugs they can take to enhance various aspects of them. A lot of their mobility comes from their transports, which can easily be popped by anything with a weapon that can remotely pull anti-tank duty. Once you do so, mopping up the infantry taking cover within should be no challenge in the slightest. Lastly be aware that your dark kin are well suited to exploiting any openings in your formation as you close around them, a misplaced unit of aspect warriors, or badly parked wave serpent can be enough dor them to snowball an advantage. *'''Harlequins''' - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves, along with the inability to reroll against them make it difficult to successfully wound them on the approach, especially since they can simply move through terrain and models to get to your dudes. Wraithblades and Wraithlords can overpower them in a straight up fistfight, but beware any Fusion Pistol, or even Neuro Disruptor wielding Troupes; they'll ruin your day. However, that massed bolter-equivalent fire that shreds your guardians? Those'll work just as well on the clowns too. Sure, AP might not mean anything at all to them but even five shuriken catapult shots against their coin-flip saves will typically drop a squad, if everything goes right. Swooping Hawks, literally anything with a flamer or scatter laser and Dire Avengers in particular have a good volume of fire and are reasonably prices and make for decent threats against them, along with any other source of massed attacks to overwhelm their saves. If you choose to engage them in melee though, for god's sake make sure you strike first. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam, alongside executioner is a very reliable option that can dispose of entire troupe squads at a time. *'''Ynnari''' - Ultimately, the Ynnari will play just like any of the prior eldar armies mentioned, only with an obvious predilection towards melee combat. They'll honestly probably be easier to deal with than if the player had just run those factions in their vanilla incarnations, since Ynnari lists sacrifice a lot of the original synergistic psychic and stratagem options for more generic, overpriced, situational and arguably useless equivalents.
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