I would honestly expect the standard fare. Due to the nature of the Eldar Codex itself, they tend to build themselves favoring anti horde- even without thinking about it. Because Star Cannons suck, and Dark Reapers are extremely situational- even against Marines. Most Eldar players take units which make ork players cringe.
Things to expect.
Farseer with doom, and probably runes of warding. This is the Most common
HQ. Warding will absolutely ruin Weird boyz, so don't even think about bringing them. The main thing this does is hit one of your boys squad, then allow all eldar units to re roll wounds against them until the next eldar turn. This is bad news, as it turns things like storm guardians and Dire Avengers into ork killing machines.
Wave Serpents Ah this is the unit that will frustrate you most. Contained inside its hull are many of the obnoxious units that will melt boys or slag your tanks. Its fast, its got decent armor, and a twin linked weapon (likely a scatter laser)
The good news is that its an expensive tank. It costs at least 100 points per. And its only av12, which means lootas are very effective at brining them down. Take lootaz, and protect your lootaz, because the Eldar player will try to eliminate them early.
The humble scatter laser considered by many to be the over all best Eldar heavy weapon. It is by far most effective against orks (and dark eldar coincidentally) 4 shots, strength 6, ap6. It hits boys hard, it hits trukks and kanz hard.
The good news is that these can only be mounted on expensive wave serpents, or slow war walkers. Hiding your stuff behind Kustom force fields will also protect you to an extent. Wave Serpents and War Walkers are excellent targets for your Deffkoptaz, and lootaz. Keep em shaken and you won't have to deal with their firepower.
5 Fire Dragons in a cheap wave serpent expect one or 2 squads of these. They are in nearly every eldar list for their anti armor role. They'll nuke a squad of killa kanz, or a battle wagon. They are fast. so its very tough to nullify them. If you don't have any vehicles they'll go after a squad of nobs or deffkoptas.
Dire Avengers probably with bladestorm this is the most common Eldar troop around. It beats marines with volume of fire, and anything that can do that is bad news for orks! Blade Storm gives a properly equiped squad 32 shots. Combined with doom, and maybe guide, that has the potential to whipe out an entire squad of boys.
The good news is that you can take advantage of cover. Whether that be from a Kustom Force Field, or from a patch of trees. Take cover. The more saves you get, the less effective that shooting turn is. Also remember that the Eldar player is paying over 252 points for that squad. Likely closer to 280 since they'll probably have a scatter laser or missile on the wave serpent.
Storm Guardians w/ 2 flamers and a destructor warlock These aren't as ubiquitous as Dire Avengers, and far less common. But I'm mentioning them because they are very scary for orks. 3 flame templates combined with doom will hit orks even harder then the aforementioned blade storm. Especially if you are at all bunched up. They also have 2 attacks each because of pistol plus
ccw, and because of their eldar initiative, they can actually drag down a few boys in
cc. Especially on the charge with doom support.
The good news is that they have a 5+ armor save. So after they hop out of their transport and nuke a squad, a volley of shoota fire should obliterate them. They really don't hold up very well to shooting.
Warp Spiders These are somewhat rare, so I'll talk about them briefly. They are quick, jump troops, with an s6 gun and they can make an escape jump in the assault phaze. They also have 3+ armor. They can give orks a hard time but they are very expensive. If they roll poorly on their warp jump you can just eat them in
cc.
Fire Prisms These are very versatile tanks. You'll probably see 2 or 0. These are the main pie slingers of the Eldar Army. Generally against orks they'll be firing seperately. 2 s5 ap4 large blasts a turn. Or 2 s9 ap2 small blastes if they are forced to shoot at tanks. Be careful not to bunch up your Nobs, because prisms will jump on an opportunity to try for instant death with their small blast.
The good news is that these blasts don't ignore cover, and each prism only has that gun. If you can get a weapon destroyed result the tank will be reduced to ramming and shocking. Even a shaken or stunned result will stop it from shooting for a turn.
3 War Walkers 3 war walkers with scatter lasers are terrifying for orks. This is essentially an Eldar heavy weapon battery, and will spit out 24 s6 shots a turn unless it is delt with quickly. If the Eldar player has a guide farseer nearby, they become even more scary. If these are on the table you need to neutralize them quickly. They are cost effective and very scary.
Night Spinner Depending on your play style this is either more or less scary then the war walkers. It fires a
tl large blast with rending. The catch is that it also causes difficult AND dangerous terrain for all units caught in its blast. This means if you have a boys mob which gets hit, you'll lose some guys from the template, then if you try to move those boys next turn you need to roll a die for each boy. A wound is caused on every 1... If he can catch more than 1 squad of boys under the template, it starts to get messy.
The good news is that these aren't terribly effective against tanks. If you play horde orks however, you have been warned.
banshees don't listen to blackshark- banshees are aweful against orks. They kill an ork boy just as well as they kill a space marine. Just charge em with a mob of 20 or so boys and they'll fall apart.
scorpions if you do see these, you should be a bit more worried. They have a ton of attacks, and good initiative. That said, they'll lose handily to your nob squads or killa kan. Scorpions will wreck boys, so be careful if your opponent is running them. They are only t3 so shoota boyz can generally drag em down. Don't underestimate the shoota
If an Eldar player is taking EITHER scorpions or banshees you should be happy though. It means hes dedicated at some level to playing your game. You are a much better
cc army then he is. Show him.
So that is a basic rundown of common Eldar units, and the awful things they do to Orks! So what do the Orks have, that Eldar have trouble with?
Battle Wagons! A pretty cheap tank, with av14 front and av12 sides + its open topped so your boys can assault out of it. Very effective at increasing your charge range and catching us pointy eared freaks. Eldar have the speed to hit your side armor, but av12 on the sides protects you from scatter lasers. You can't take just 1 though, you gotta fit as many as you can. a single battle wagon will just be taken out immediately by fire dragons. having a few, with boyz in them means you can keep coming at him, and drive him into a corner where you can catch those pesky elves.
big mek with KFF custom force field. probably the best piece of wargear in the entire ork dex from what I can tell. take it.
loota boyz as has been mentioned before, these will hit everything Eldar has for a lot of damage. They'll
RoF down wave serpents, force saves on wraithlords, slaughter aspect warriors out of transports. Use these to target his heavy support units and transports. You really can't have enough lootaz against Eldar.
deffkoptaz If you get first turn, you can mess him up good with a
tl rokkit buzzsaw copter or 2. Turbo boost scout move, 12 inch move, shoot, then assault into his tanks with auto hitting s7. If you can knock out a tank or 2 before you even start the game the Eldar player will be on the back foot.
nob bikers These aren't really worth considering in a 1000 point game. But in larger point games they can be a real pain for Eldar. Fast, Tough, and Choppy. They're tough to shoot down, and they obliterate whatever they hit. If you play your friend at 2000 points or so consider taking a squad of these.
boyz Just don't forget these kay? All ork lists need boyz. without them you can't claim objectives, afterall, and they are awesomely cheap for what they provide. Boyz before toyz is a common ork theme of advice on these boards.
When going against Eldar, I'd start with a big mek and a kustom Force field. Then I'd take 3 units of 5 loota boyz. The rest of my points would be as many squads of 20 boyz in battle wagons as I could fit. Something like that would be a huge pain for Eldar to deal with. Deff Rollaz aren't as important against Elves, mainly due to the 3+ dodge save which negates the whole
d6 attacks.
Remember, when shooting at eldar tanks, shake and move on. You want to shake / stun / disable as much of his army as possible. If its not shooting at you for a turn, thats in your favor.
Good luck to you! hope some of that advice helped