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How do I Beat Eldar with Space Wolves? New and learning  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut






Their transports are very hard to kill, but their contents die when sneezed on. Eldar can throw a punch, but really can't take a punch except with a few notable exceptions, (seers, avatar, warlock councils, wraith units, and transports off the top of my head). Fortunately, these things aren't their hardest hitting units.Watch out especially for Howling Banshees who can be slaughtered by shooting them, but all pack power weapons to slice your power armor up with ease if you let them get close.

Chances are he will have a transport full of Fire Dragons too. They all carry meltaguns. They will jump out of the transport, obliterate whatever they want (even Land Raiders aren't safe, nothing is safe actually, except large squads). These should become your must kill target the moment they get off their transport. Eldar use them as a suicide kamikazi style unit to take out the biggest threat on the board, but they usually don't last long afterwards.

There is no way around the holofield other than shooting it more, but in my experience, its best to kill the killable (there's lots of other easier targets), or be content with knocking out its guns and letting it fly around uselessly. (You'll be lucky to even pull that off unless you waste an awful lot of fire on it).

Fortunately, their skimmers don't have many guns and can usually only fire 1 weapon on the move, and they cost a bundle of points.

Best advice I can give is to focus on their expensive, hard hitting, low Toughness infantry as your primary goals for things to kill. It is tempting to try and bring down a Falcon skimmer but every time I have tried I feel I wasted way too much fire better spent elsewhere (like on something I can actually kill without having to get really lucky).
Made in us
Regular Dakkanaut






Most Eldar are Guardians according to fluff who wear paper armor, but most Eldar you will see in a game are aspect warriors, who have better armor but the same lousy toughness so a well placed template will still light them up well enough. If your friend is just starting too, he might still use them, but I rarely see them much by anyone who has played for a while. The Eldar codex is old and outdated, and point-for-point Guardians are pretty lame. The flamer is also good against their ranger pathfinders who are also a Troops slot and love to camp on objectives with a modified 2+ cover save and snipe all game long if you let them. If you can deep strike a flamer against (or rush one up in a rhino) them you will get an easy kill on a really annoying unit.

Eldar are a very difficult army for a beginner to learn with because they are so easy to get killed by the slightest mistake, and their units are only really good at one thing, each one is a right tool for a very narrow specific job that it is great at. In the other corner, SW have one of the strongest, if not the strongest book to date, so you may find some easy wins until he learns the ropes. Marines and all their offshoots are very forgiving of error because they are good and durable, and they aren't as specialized they are kind of good at everything. I would place my bet on Wolves if you are both clueless and learning together.

This message was edited 1 time. Last update was at 2011/01/29 06:15:15


 
Made in us
Regular Dakkanaut






How does he give them the ability to move and shoot? The guy in terminator armor can move and fire a heavy weapon, but the rest of them? Maybe the wording is confusing if you mean the squad can move and still get a shot off from him - unless I missed something.
Made in us
Regular Dakkanaut






Njal is IMO the most broken disgusting overpoweringly good HQ in any army at any points level. He is more disgusting at higher points games because you can't just throw everything at him. In a low game, he is still hard as hell to kill because there isn't as much to throw at him, every turn he is doing something awesome with some power or other, and all you have to do is keep him alive and let the Tempest do its thing. When the wolf codex first released, people were using him to just hide away from danger and just watch the turn counter add up. Use him while you can because in the next edition, maybe the designers will have kicked their crack habit and actually make him cost the 500-ish points he is worth on the table.
 
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