Warhammer 40,000: Eldar

Tips and Tactics

(A word of warning to a non-Eldar player: We have never lost a battle when using these tactics so watch out!)

For a list of our nasty characters, squads and vehicles click here.

Farseer / Warlocks / Exarches / Avatar / Pirate Captains / Exodite Lords / Guardians / Dire Avengers / Fire Dragons / Swooping Hawks / Dark Reapers / Howling Banshees / Striking Scorpions / Warp Spiders / Shining Spears / Scouts / Wraithguard / Dragon Knights / Pirates / Dreadnoughts / Support Platforms / Warwalkers / Vyper Jetbikes / Falcons / Fire Prisms / Great Harlequin / Death Jester / Solitaire / Shadow Seer / Harlequins / Eldrad Ulthran / Asurmen / Maugan-Ra / Karandras / Fuegan / Baharroth / Jain Zar

Farseer
The Farseer plays a very important part in any Eldar army, not least least of all because he is the leader if no Avatar is present. As with most commander models he is very powerful in combat, but unlike most, he is also the most powerful psyker in your army (Shadow Seer excepted). Usually your opponent will understand this just as much as you and will turn every big gun they have on him. The best course to take with him for close combat is to give him a force weapon, preferably a Witchblade or Singing Spear as they are true Eldar weapons. This combination will, as with any psyker, make him a formidable opponent against troops and certainly against vehicles, the potential of having a S10 weapon if he expends stored force cards. The Farseer's use of the power 'Executioner' to enable him to attack without risk means that he can attack more offensively than other psykers, despite his importance. 'Doom', when combined with 'Battle Fate' or 'Mindwar' can bring down even a Greater Daemon. Any Farseer worth his salt should also take Spirit Stone and Seer Runes for those turns with a bad warp flux roll and for when that enemy power absolutely has to be stopped NOW.

Warlocks
As with the Farseer, Warlocks are very useful characters as their psychic abilities enhance their combat abilities. Unfortunately they can only be taken at level three or less, which means if you have a 'pure' Eldar army i.e. no Harlequins etc, you are restricted to a single level four psyker. However, despite this lack of level four, a Warlock is still very powerful. As with the Farseer, take a force weapon and you can be very potent against troops and vehicles. warlocks of this calibre advancing with a squad can provide protection in both combat and through the use of powers such as 'Fortune' and 'Destructor'. The Spirit Stone can add an extra 1-3 warp cards which is never a problem. Additonally more force weapons means more storage for force cards. Examples of nasty tactics with Warlocks are; stand one with 'Guide' behind a Dark Reaper squad or in a Falcon and watch a free shot land on target every turn, or clear an easy path through troublesome troops with 'Destructor' or 'Eldritch Storm', lastly increase the power of Banshees and Striking Sorpions even more by casting 'Fortune' on the squad, the Warlock can then engage harder characters and support the squad in close combat. Lastly try a jumpack or warpjump on one and see the look on your opponents face when a low level psyker is making an apparently suicidal charge into his deploymeny zone, you may die in the end but remember that you get a 4+ unmodifiable save as standard and can easily take down your points worth in enemy before you go.

Exarches
Exarches are right up there with some of the best charcters in the game. Unlike most character that are restricted to only wargear (and possibly Chaos Rewards) the Exarch is allowed two wargear cards and then two powers. These can be combined into a single deadly fighting machine. Those of you who love close combat should try the Howling Banshee Exarch with a Banshee mask, frenzon, executioner, stealth and fighting fury. the more long ranged players may prefer the Dark Reaper Exarch with Dark Reaper Helmet (with either the cannon or the missile launcher) , armour piercing ammo, a field of some kind and powers such as tough or crack shot. A personal favourite is a Swooping Hawk Exarch with the Hawk Wings, Lasblaster, fast shot, crack shot and a vortex grenade. This means six shots at BS7 and a nice large V grenade to plant on anything he can reach - which with the Hawk wings is anywhere on the battlefield. There are many other equally devastating combos for these characters and unlike most characters there is really no right or wrong way to equip them.

Avatar
The main good point about the Avatar isn't his incredible stat line, it is his abilities. The fact that he can shrug off melta gun hits, blasts from Heavy plasma, Inferno cannons etc means that really only lascannons, battlecannons and krak missiles are likely to hurt him, and even then he has a 2+ save that can only be modified to 4+. As a Terror causing creature he can rampage through the likes of Orks, Grots and Imperial Guard without too much trouble as most of them will run. Against vehicles and characters his WS and Attacks coupled with a very power weapon mean that he slices through them easily. The Wailing Doom is also good at range as it is nearly comparable to a melta-gun. I have even seen it destroy a Bloodthirster in hand to hand.

Pirate captains
The Pirate captain has an interesting purpose, although personally I never use them, I know people who have used them to an effective degree. One of the best purposes I can see for these characters is to put in your Guardian squads as a way of making sure they are not torn to shreds in hand to hand combat. In my experience (which isn't that much with these guys but still) I have found its best to give them close combat weapons with a wargear card that's cheap yet useful like a teleport jammer for instants, or a medi-pack, these both mean you have these items but not on characters that would be hampered if they took them. Also another tactic is to equip them with a specialist type of grenade to make sure that troublesome vehicles or characters are taken care of.

Exodite lords
Another character that I myself do not utilise, but again there uses are there. For instance they make the punch in an exodite squad or a high level character that has a fast mount. They are fantastic in close combat as the dragon's speed of 8 and its extra 2 attacks mean that even the lowliest champion is a lethal killer in close combat.

Guardians
Guardians are a badly underrated troop type; their prime use is getting rid of rank and file troops. The squad equipped with Shuriken catapults represents a squad that can make even the likes of the Space marine's rapid fire look weak. Each toting a S4 weapon with a -2 save modifier each boasting a sustained fire dice, meaning each weapon can fire 3 shots, so potentially a squad of 10 guardians can get 30 shots! Not bad for a squad that costs 13 points with its weapon as opposed to a space marine that can get 2 shots maximum a turn costing 30 points each. We do suggest you do not equip Guardians with close combat weapons as their major advantage is lost using this combination and with a WS of 3 and only Mesh armour their combat effectiveness is not much. The last good point about Guardians is the option to upgrade to jetbikes and get double the sustained fire dice. Jetbikes are also probably the best bike in the games, combining hire fire power, speed and a targeter.

Dire Avengers
One of my favourite troop types. Their uses are so wide that they are a permanent part of my army, even though they are basically Guardians with better armour and better stats. I suggest taking squads of these at maximum size to be most effective, hiding them in hard cover with a warlock nearby to cast fortune means these guys will be even tougher to shift. As with guardians they are best against massed IG, Orks and Grots, though the Catapult will easily scare Marines as well. Try putting a couple of squads in Falcons and drooping them behind lines of devastators and support weapons.

Fire Dragons
Use these to clear out Space Marine terminators and hard characters. The melta gun is excellent if a little short ranged. Hold a couple of squads back and pounce on any vehicles that come too close for comfort, you should be able to vapourise anything.

Swooping Hawks
In many ways hawks are very weak, they only have the equivalent of mesh armour and areb armed with only as lasgun. However, the ability to move 36" or to fly high is excellent, especially when combined with krak grenades. Use these as support for Hawk exarches and to destroy vehicles that are out of range to your assault troops such as whirlwinds, basiliks and griffons.

Dark Reapers
These are brilliant heavy weapons squads. The targeter and range finder helmet means that they will hit most things on a 2+ regardless. The choice of missiles is also good, I would never go into battle without plasma missiles. Use plasma to create areas of danger for the enemy and to kill marines etc. Frags do well against most lightly armour troops and the kraks are excellent against terminators, vehicles and hard charcters. Probably the best heavy weapons troops in the game, they are onlt let down by the lack of options for heavy weapons, imagine squads of them armed with lascannon, move and fire shuriken cannon or heavy plasma guns. Lethal :)

Howling Banshees
One of the best close combat troops in the game. Due to the Banshee mask and your good charge range try and ensure that it is you who charges and not your opponent. very good vs high WS and high attcks troops and characters where you can negate they advantages. The additional attack and a parry is also good, so use them to the best of their ability. NEVER stand and shoot, the laspistol is crap.

Striking Scorpions
Again, a very good close combat squad, but more versatile than the Banshees as the Mandiblasters work regardless of who charged. Not quite so good against tougher troops and characters, but excellent at butchering standard front line troops. As with Banshees they get a parry and two attacks, so use them. The pistol is slightly better than the laspistol is you are forcedto stand and fire, so check your options before wildly charging. The blasters are very good and I have seen 6 Scorpions charge 6 Genestealers and win with even lifting their weapons.

Warp Spiders
Excellent against lost armour or low initiative troops like Guardsmen and Orks. Even Marines are in trouble if you hit them more than once. Use the ability to jump to your advantage and not merely as a way of covering more ground than normal. Be careful when performing additional jumps around chaos as you have another chance to be possessed. Don't even think about attacking tanks, but you should be able to put paid to bikes and other light vehicles.

Shining Spears
These troop types have never played a big role in my plans; although I am sure given access to them I would take them. Their major advantage I can see is BS4 and a Jetbike, not to mention a 3+ save on top of that. Their primary weapon however doesn't seem worthwhile enough to take them over normal Guardians on bikes.

Eldar Scouts
Another very useful troop type. It is debatable whether they are any better or worse than other scouts as there are some such as the Chaos Veterans who can boast stats that make the Eldar scouts look pitiful, but they do have their uses. As with other scouts the Needle Sniper rifle makes a mockery of high toughness, leaving only your armour to save you. A good usefor them is to take outlightly armoured vehicles with exposed crew, as some shots should hit the crew and in the case of IG and Orks the crew are wounded auto with no save allowed. The only problem is hitting in the first place with BS3, however infiltrate them into cover along paths the vehicles will take and hope you get in short range.

Wraithguard
The Wraithguard are a troop type rarely seen on a battlefield although when they are, all hell breaks loose. Their armoured body and wraith cannon makes this troop type an opponent to be feared. As with dreadnoughts and to an extent terminators, they armoured bodies make them all but immune to small arms fire. Unfortunately their weapon is short ranged and unpredictable, but when it hits you can totally destroy most things. Take a small squad and hope for the best.

Exodite Dragon Knights
These are rather amazing close assault troops as they have the highest movement of infantry in your army, and the massive +3 modifier of the Dragon means that they get a 2+ save which is the same as a Berserker. They still have only WS3 however and so you need to kit them out to take best advantage of any hits you do get. Add in the extra attacks of the Dragona dn you have a very formidable if expensive fighter.

Eldar Pirates
Pirates have no real advantage over Guardians except the ability to have a good leader. As mentioned above under the Pirate captain, take a captain and give him equipment to aid and protect the squad. otherwise just take normal guardians.

Dreadnought
The Eldar dreadnought is very useful as it can mount a D-Cannon, which is capable of destroying anything. However you can only mount one weapon and this reduces the tactical abilityof the Dreadnought. You are probably best fielding them in pairs or threes and giving them long ranged weapons. If deployed near anti-grav platforms and Dark Reapers etc they can provide a bit extra clout in close combat to protect them.

Support platforms
Very useful, and probably a lot better than most other support weapons. Give them Heavy Plasma and other weapons that cannot be carried by Dark Reapers and harass the opposition by making pop-up attacks.

Warwalker
This is a very lightly armoured scout walker with a power field protected crewman. The twin heavy weapons and speed allow you to quickly engage the enemy and blow apart tanks, characters or troop formations. Try a couple with twin scatter lasers against Orks and IG, or use them with lascannon etc against characters and tanks.

Vyper Jetbike
One of my favourite pieces of kit. The Vyper jet bike represents an element that no Eldar army should be without, its combination of extreme speed and ability to carry 2 heavy weapons means it is a force to be reckoned with. The way I would suggest using these is in squadrons of 3, each with a different heavy weapon; one for vehicles, one for troops and one for cutting down the rest. The armour isn't amazing, but hide them behind buildings during deployemnt and then either make pop-up attacks or scream across the battlefield at 35" a turn. This speed means that on a normal battlefield you can usually pick what you want to attack and engage it from range. With vehicles try to fly around the back and shoot at the weaker rear armour. Give them holofields and supercharged engines for extra survivability and agility. Watch out for overwatch fire and be careful about just making pop-up attacks.

Falcon Grav Tank
As with the vyper this is an amazing vehicle. When flying at anything other than slow speed it cannot be attacked in close combat, and the speed should hopefully mean that most heavy weapons will miss it. Always take a Holofield and Crystal Targetting Matrix for disposing of fast moving tanks and other troops. I find that a scatter laser is probably the best second weapon for the turret and always upgrade the catapults to a cannon. This way you can mow through troops and still have the ability to pick off vehicles and characters. try using them to redeploy units that are out on a limb, or to reinforce a broken flank. Often the sight of these can be enough to wreck an opponents plan.

Fire Prism Grav Tank
Take this vehicle! It is the ultimate terminator killer. Fly across the the battlefield, under the cover of leading falcons and then blast away at tankis, bunkers and anything else that is hard and annoying. The built in CTM means that vehicles are no trouble to destroy. As with falcons always take a holofield for that additional -1 to hit.

Great Harlequin
One of the hardest characters available to Eldar, the Great Harlequin should be kitted out for close combat and should be leading his squads of Harlequins into battle. Always give him a field of sort as he has no normal armour, parries are always good, as are high strength weapons. Melta bombs are a must for dealing with vehicles.

Death Jester
When used in conjunction with Dark Reapers, these are deadly. The ability to move and fire, 2 SD and a high ballistics skill means are perfect for destroying rapid assault troops and anything hiding in cover. Use them in pairs to support the main bulk of the army from nasty troops and light vehicles.

Solitaire
This character is incredible. With stats comparable to an Inquisitor Lord and an immense range of wargear to choose from, he is able to become one of the most powerful close combats characters in your army. Kit him out as with the Great harlequin and then go and kick ass in close combat.

Shadow Seer
Along with the Death Jesters this is one of the most useful Harlequins. They are powerful fighters in their own right, but also are the only way you have of gaining additional L4 psykers. Tool them up as with Farseers, but remember that they will probably not draw as much fire as they are not commanders. Use this to your advantage and move them up with the Harlequins ready to strike out with Doom, Mind War etc when the time is right.

Harlequins
A very powerful close combat squad that is much more flexible than Banshees and Scorpions. While they do not have Mandiblasters or a Banshee Mask, they have higher WS, better weapons options, the ever useful holosuit and the possibility of Refractor Fields. Take as many as you can and use them in conjunction with Banshees and Scorpions to annihiliate the front line of the enemy.

Eldrad Ulthran
A mediocre character of some use. He has lower stats than a normal farseer butmore wounds and +1 toughness. The Staff is avery good wargear card as there is no limit to the amount force cards stored in it, which becomes very useful in a large game. Eldrad is probably only a worthy buy if you fight large battles. In smaller battles his use is probably less than that of a normal farseer.

Asurmen
A very good close combat character but obviously one that is merely meant to have studied close combat not excelled at it. His combination of skills is useful and he plays a good supporting role to JainZar and Karandras, but he relaly should be so much more considering he is meant to be the original Phoenix Lord. Try a jump pack or similar for his last wargear slot.

Maugan-Ra
A must for fighting Marines, the maugetar has a -4 save and S6 meaning it wounds on 2+ with no save allowed and gets 2SD!. He is most definitely a character with which to protect your heavy squads. As a second wargear card I always take a powerfield as his WS is high enough the counter the -1 and he shouldn't really be getting in close combat anyway.

Karandras
Give him combat drugs and then cut him loose. The chainsword and powerfist means that troops and characters alike will fall, while vehicle can be pounded in crushed metal. With the drugs activated he gets 7 attacks and T7 meaning that most shots will bounce off and that he can shred virtually anything. An excellent all round fighter.

Fuegan the Burning Lance
Use Fuegan to support to Fire dragons and to destroy characters and and vehicles before they get too close to cause damage. Fast shot with BS7 means that you should get two hits on whatever you fire at and the Fire Axe is very good at killing characters and vehicles.

Baharroth the Cry of the Wind
As with the normal Swooping Hawk Exarch take a vortex grenade for Baharroth. He is an amazing character madse from a bad Aspect. Fly him high with the other Hawks and any other Exarchs and then descend on vehicles and characters. MNany an opponent has fallen to this combination when they thought he was just an annoying pain in the neck.

Jain Zar the Storm of Silence
Certainly one of the best close combats fighters there is. She has 2 parries, S7 and counts opponents fumbles as doubles. As a character killer of the Eldar she is probably second to none (unless you have given another Phoenix Lord or a Solitaire the executioner) and can sycthe through troops with ease. She is quite so good against vehicles but can still destroy them given the amount of attacks she has (4). As with other Phoenis Lords let her lead the squads of her Aspects and support her with exarches of her Aspects and she will excel. One of my favourite special characters ever.

 

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