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Poll
How strong are Eldar in the 5th Edition
Very strong 4% [ 2 ]
Decent competitive force 51% [ 23 ]
Average 36% [ 16 ]
Poor 9% [ 4 ]
Terrible 0% [ 0 ]
Total Votes : 45
Author Message
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Made in gb
Been Around the Block





Perhaps not what you expect from the title, but I'm thinking of getting back into the hobby. When I left Eldar were the only people who could fleet and cover saves sucked.

So I'm wondering if anyone can help me by filling in how eldar can currently play...

I just heard about the night spinner and it sounds absolutely gorgeous (movement control on the enemy? Hell yes).

To put my opinions out there:
- I worry about the lack of open topped transports, we are generally too glass cannon to survive a round of shooting to face before assault.
- 3 warwalkers w/ scatter looks very good, if fragile (can arrive from a board edge? Sweet)
- How does current debate stack on Dark reapers? I was always a fan of the MEQ rape, but cost and lack of movement (opponent just avoids them) made them mixed opinon previously.
- Turbo Jetbikes on objectives?

PS. I hate guardians, why does an elite army have cannon fodder on its books?

   
Made in us
Awesome Autarch






Las Vegas, NV

Eldar are still very competitive, although not nearly the powerhouse they were in 4th ed. Compared to the top dexes now, their troops are underpowered and overpriced.

Essentially, there are two powerful builds in the dex now that work. Mechdar, similar in composition to the way it worked in 4th ed except with fire prisms instead of falcons, and waveserpents carrying the heavy hitters.

Or you can go Foot Eldar. This build gets a lot of net hate, but there are some very good players competing with them at the top levels of competition. This build revolves around Eldrad and an Avatar with a variety of either very numerous or resilient troops and support units.

Either way, you have your work cut out for you as everything in the Eldar codex needs to come down in price and they need to be able to take more units in squadrons, but they can still tangle with the best lists and with skill and luck, come out on top.

   
Made in us
Esteemed Veteran Space Marine





Because eldar are militia.

I play mechdar with lazor walkers, and have placed 1st in the past three tournaments I have been in! (Nevermind, 'Ard Boyz, though my second round opponent cheated to no end, which includes taking better armor saves then allowed!)

Who said average? I'll gut cha!
   
Made in nz
Longtime Dakkanaut



New Zealand

Eldar are good but generally fall just in behind the 5th edition codices in terms of power and with each new codex release they get tougher to win with. The biggest problem with them is they are really limited in the number of viable army builds they can take and still be competitive, only a handful of their units are strong enough to be worth taking. Fully Mech is definitely competitive and Foot Eldar is borderline competitive (it is tougher to use and doesn't work at every point limit). Both lists require a better than average player to win consistently with though (i.e they aren't point and click armies, you have to play smart) and are still going to get blasted off the table against powerful 5th edition lists (even more so with Foot Eldar lists).

As you mentioned having no open topped transports mean that almost all the combat based units in the codex are almost impossible to use properly, only a JetCouncil and maybe Harlequins (in a foot list) are worth using as they can get around this issue. This limits us to the shooting based units to do damage for us.
War Walkers are good, pretty much the entire Eldar army is fragile in any case and mass S6 shooting is something Eldar can still do pretty well.
Dark Reapers can't move and shoot and there are plenty of ways to kill MEQ in the Eldar list without them. Obviously they don't work in Mech lists, but even with Foot based lists they don't really work as pretty much everything in a Foot list should be moving and shooting as well (War Walkers, Wraithlords, Guardian Weapon platforms can all move and shoot).
Turbo boosting Jetbikes onto objectives in the late game is a common trick, it works just as well if not better with Wave Serpents and Falcons though as you are less vulnerable to random game length catching you out and can still reliably hold an objective if you don't have last turn (Jetbikes are easy to shoot off an objective and/or break due to low Ld if the opponent gets a chance to shoot them).
   
Made in gb
Been Around the Block





Thanks everyone!

How does eldar movement stack up nowadays? (compared to everyone else)

   
Made in nz
Longtime Dakkanaut



New Zealand

Not quite sure what you mean by that. Eldar infantry is just as fast as everyone else, the only advantages being they have a large number of move and fire heavy weapons so can be moving all the time and have fleet so can assault after running. The main difference however is that all Eldar vehicles are fast skimmers so can move 24" per turn if they want to (up to 36" with Star Engines), putting them a step above every army in the game bar Dark Eldar (who aren't any faster really they can just take insane numbers of skimmers).

Basically Eldar have advantage in the movement phase over most enemies, the trick is actually making use of it, its much harder to get something out of than simply having more shooting etc. The main thing is that you can be moving while still pumping out the shots, something most other armies can't do.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

PS. I hate guardians, why does an elite army have cannon fodder on its books?

Guardians are poets and philosophers. Only when the Eldar are very desperate, Guardians are sent to war.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
 
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