Finally got to read the new Eldar codex and was trying to figure out what my army can still do. Typically, we play 2000 point games and special characters were not an issue. I play an Ulthwe army and really enjoyed taking Eldrad. He costs a lot, but was a blast to play in my other HQ slot, the Seer Council.
Flipping through the book to his entry (entries), they definitely changed him around a bit. No longer needing permission, can be played at any point size and then the big one: he gets to reposition D3+1 units after deployment. Not the old, 'move a couple units up to 6". Oh no, move the units as far as you like as long as you are still in your deployment zone. Hell, this beats infiltrate by a long shot.
I typically run 4 tanks (2 Falcons, 2 WS) and these usually give my opponents fits (now we get Vectored Engines, snicker...). However, I'm always dead fearful of the dreaded first turn roll. I get paranoid trying to see if I've somehow missed something in set up as I can not dare to lose my precious tanks first turn. Now, Eldrad simply fixes that for me. I know I can move at least 2 units, so why not just put the Falcons on one flank and probably in the open (or, at least partially in the open to look like that's where I want them). When I read the Eldrad entry, I was stunned at this. This is fantastic protection against the dreaded 1st turn roll. Is it fool proof? Well, no, but it sure does help considerably. And, Eldrad costs less and can get the Warlock Bodyguard. I can still have my tarpit (Seer Council). If fact, I can sort of run two Seer Councils (costly, but the option's there).
Some folks may poo poo this idea as they don't like special characters. In GW fashion, I don't like most of them as I can build one more effective. But, I can't duplicate what Eldrad can do, and he's cheaper this edition. After playing Warmachine, I like the superhero type leaders, so I really have no issue fielding Eldrad (again), but now he's legal in smaller games as well. This is going to get fun.