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Welcome to Rages guide for/against the Eldar (in 6th), first off Id like to apologize for this taking

so long but quality work takes time and play testing a number of things also took its toll. As before this guide is for anyone looking to either learn more about their armys potential or for those looking to gain an edge on an opponent. Overall 6th has been very kind to the Eldar and they are once again a force to be reckoned with and hopefully this will inspire a few people to pull out their army and bring some diversity to the tables filled with power armored humans. [PS:] I also encourage anyone with a neat tip or trick that I have not placed within this guide to either PM me or place it in the comments, I will of course give you full credit and you will help all Eldar players game that much better. EDT: Please forgive any temporary spelling errors, I will quickly work to correct any mistake as this was all typed rather fast. Here is the current incarnation of my guide in PDF format for easy download Download Rage's Guide PDF format The Eldar, more than any other army, should not only look at the output of each unit individually, but the synergy of multiple units together and their role in the force as a whole. - Fable Wise warriors are mightier than strong ones, and those who have knowledge mightier than those who have strength; for by wise guidance you can wage your war, and in abundance of counselors there is victory. Proverbs 24: 5 & 6 To know your Enemy, you must become your Enemy. Sun Tzu, The Art of War [Rating System-] The rating system (on a scale from C- to S) is not there to judge how good a unit is but rather to give you an idea of how tactically flexible they are in 6th. This brings into mind the default scenarios and the type of lists you will generally face. As an example contesting or stealing objectives late game are important for the Eldar in general (due to lack of durable troops) than for most armies. This means a unit able to move multiple times a turn or perhaps one extremely long move is higher rated than a rather static troop choice (Such as Guardian jet bikes vs Pathfinders). This doesnt mean the particular unit wont work for you but may be a better choice against something else in the same FOC slot. [Play styles-] Ranged Superiority Always a staple of the Eldar due to our inherent fragility, in the before times this basically relied on units that could field multiple high Str shots at a distance but was always lacking on real ranged/reliable anti-tank. With the inclusion of allies

and buyable terrain in 6th this is a game changer as now we can not only get reliable ranged/cheap anti-tank but also make sure we have a durable firebase to operate from. This is definitely one of the better choices to play with the current codex. Tau are the Eldars best friend in this type of list with Imperial Guard being a close second. Hammer and Anvil This type of army primarily focusses on at least 1 super CC unit to be the hammer and durable/strong/numerous CC elements as the anvil the idea being to smash your opponents in a pincer attack. While previously possible with units like Shinning Spears + Autarchs or perhaps Outflanking Striking Scorpions, this is significantly harder in 6th with how underwhelming our CC elements are. However this style of play is still possible with Allies, such as taking large units of Terminators and dropping them with HQs. Space Marine allies of any flavor are best in this type of army. Space CQC This type of army has gotten a slight boost in 6th with a possible 12 inch assault but also loses that advantage with how vulnerable our Skimmers are now to CC after arriving. Meaning fast delivery to key points on the field are suicidal. Dont misunderstand me, its not the fact the vehicles are easily destroyed its the fact that we only have 1 exit point and its extremely likely not only will we lose our very expensive delivery tank but also possibly lose the squad when they prevent us from disembarking. Meaning we either come in via a Webway portal (and still cannot assault) or walk across the table where the enemy guns will reap a high toll on our T3 space elves. As a focus for a Eldar Primary detachment without the full use of our Skimmers its best to look to another army with perhaps the Eldar as an Ally. One thing that does work is to spam units of Harlies and take Dark Eldar allies for Wytches and Beast Masters AND more harlies. This grants you a mobile force that for the most part ignores all terrain and is very tough vs shooting allowing you to advance across the board with impunity. Elite Style This list sacrifices bodies for expensive and effective units (see Wraithguard, Warlocks) this means you will have great Durability, Great Offense, even great CC, and sometimes all three. However you will always be outnumbered and thus excellent generalship is required, one wrong move will cost you the game. Grey Knights are great allies for this type of list. Often times you may have trouble capping objectives and having a large enough presence to force the enemy to make hard choices. Insert Title Here Style In this type of list you form a Solid fire base using a building like a Fortress or a Bastion and send other elements of your list out to handle certain threats. As a example a few squads of Fire Dragons in Serpents while the rest of the list sits back. A large majority of the time they will hang back and focus on the engaging elements often time allowing your backfield to lay into them constantly. Of course Jet bikes are the key to last turn contest/capture. The Tau lends themselves very well to this for the backfield portion and DE for the engaging element. Very similar to a Hammer and Anvil style list except the Anvil never moves. Mech Eldar A lot of people think mech is dead in 6th, as a Eldar player it is still alive for you (especially since now you can spam actual MBTs tanks) you just need to stay away from CC. Good news, you CAN! Tau and Dark Eldar both add to this concept, I recommend

using Guardian jet bikes for the troops and running tanks everywhere else. You can still do this without a problem whereas other armies may struggle. A good point for mech in 6th is that everyone is working on gearing their lists to kill infantry and will struggle in handling a lot of tanks. Skyshield landing pads are very useful for this type of list. Reserves Style Sadly you cannot run this type of list as you used too, its simply a shadow of its former glory. However this doesnt mean you still cannot have some strong elements drop in to sow disruption. It is entirely possible to hang back with half your army until the very last few turns via the Tau Wargear Positional Relay. Combine with a Skyleap squad and you can have a large 5th turn alpha strike, provided you can live for a few turns. Autarchs are still key to this type of list but you no longer need dual since reserves start at 3+. Due to special abilities that give you penalty to reserve rolls it isnt a bad idea to bring two Autarchs if you can afford it. [Special note: ] The Eldar enjoy specialized roles in our units compared to other armies like Space Marines. In this way its easy to build a working list since you simply add X unit when you want to kill Y type of enemy. This is also a double edged sword as if we dont add redundancy to the list (i.e. multiples of the same unit) or if we bring units like Fire Dragons but the enemy has no Mech it can be a uphill battle. In this way its more of like a paper/rock/scissors game, meaning bringing a balanced list is the true test of a Eldar General, something to handle any list you come across. What do you mean there is something funnier than all my Dark Reapers hitting and wounding your assault squad? - Author Unknown Unit Entrys [Headquarters-] Autarch A+ Gooby pls, this model is fantastic with Swiss Army Knife of options it has available. You can kit him out to beef up any squad or send him out on his own to wreak havoc on enemy lines. One of my favorite configs is the Hunter Killer setup; Guardian jet bike/Fusion Gun/laser Lance/Mandi-blasters will give you a SINGLE MODEL that can remove WHOLE units and any vehicle that stands in the way. Add in the +1 to reserve rolls (that stacks!) allows you some real utility when choosing models. (Special Note: With the ability to take 4 HQ slots you can REALLY spam this unit to maximize efficiency) Farseer A+ As always since the beginning of time the Farseer is a excellent utility HQ, this model really gives the ability for other units to shine with our amazing psychic power (yes we have to buy them /sigh), combine with Runes of Witnessing to shut down enemy psykers board wide and all the defenses we have to stop perils you can a HQ that can reliably support your army turn after turn. If you choose to take BRB powers keep in mind only telepathy is really worth it and you can only generate 2 powers (1 per warp charge if you take SS) so

dont bother buying more than 2. You can really save on points by taking some of the lower end powers and switching them out. If you arent planning on taking Autarchs these are the guys and gals you want. (Special Note: With the ability to take 4 HQ slots you can REALLY spam this unit to maximize efficiency and those sweet sweet psychic powers; this also increases your odds of getting those really good powers from the BRB) Warlocks A Ah yes the Shock Troops of the Eldar, you can only take these guys when you have a Farseer (1 squad per Seer), not being able to fire Destructor on overwatch makes these guys simply good instead of amazing they do all the same things they did before and with the new rules on LOS preventing charges you can dance all over the table with little to no risk. Combine with a hit and run Tau Commander for the lulz. Its a toss-up really if you want to take them on bikes now that you can spam more than 2 units, redundancy is key and being able to take 4 squads (while expensive) is very useful when combine with Fortune. The new CC rules for vehicles also means there is nothing on the table they cannot kill with ease (minus flyers and Guide helps with that). It should also be noted that while being counted as a Headquarters slot Warlocks do not actually use a slot themselves. This would allow you to take a Seer Council and a Farseer as allies. The Avatar of Khaine B While gaining many benefits in the new edition (See Fear/Smash/Hammer of Wrath) he still has all the same problems he had before (i.e. hes slow as sin). You also cannot spam him as he is unique, while the radius of Fearless is nice it wont always come into play depending on the units you pick and/or if there is a Embolden warlock nearby. For lower point listssay around 1k, he is fantastic, anything above he starts to suffer. Sisters of battle and that one Space Marine Salamander Capitan really dont like him due to his immunitys to melta and flames. [Special Headquarters: ] Eldrad Uthran the Farseer of Ulthwe S While expensive Eldrad does what he has always done bestgive your opponent fits. Being able to cast 3 powers a turn and being able to generate 4 powers from the BRB (Why not 5? He has 5 Codex powers) he has a EXCELLENT chance of grabbing that power you really need/want. Want to Terrify someone off the tabletwice? Done. Want to Remove Fearless and then Pin the Target? Done. Want to Fortune up to 2 squads? Done. This guy does it all, all while also being T4. Prince Yirel of Iyanden: -A+ Yirel is very dangerous when deployed correctly, his Spear of Twilight ignores Armor Saves which means he can eat through Termies or Dreadknights. Always wounds on a 2+ in CC and still Rolls STR 9 vs Vehicles. With his Eye of Wrath attack he can go in an WRECK any 3+ save or worse squad, combine this with the fact the models closest to him die first you can quickly leave him invulnerable to counter attack and winning the combat hands

down. While you dont want to run this guy off by himself if you stick him in a squad he will really shine. Be sure to keep him away from STR 6 weapons. Phoenix Lords : (Special note: for the lulz you can take 4 PLs and make a Super squad on the table able to shoot and CC with equal ease. Throw in some Allied HQs like a Tau commander for Hit and Run) (Super Special Note: While being the only models in the Codex with a 2+ armor saves makes them extremely resilient now they are still vulnerable to those damn power fists and equivalents, being able to Precision Strike in CC +Challenge can preemptively stop that but not having a invul save hurts when you get rushed with a bunch) Baharoth the Cry of the Wind B While being a PL makes him tough he doesnt really have anything special going his way that you cannot duplicate with a regular Swooping Hawk Exarch. Other than the fact he can launch pin-point assaults on the enemys backfield solo he doesnt have much to offer for being 200+ points. Best to get your HQ fix elsewhere. Kahandras the Shadow Hunter S Despite being one of the most expensive PLs he is also one of the best. Able to take down vehicles or infantry with equal ease and having stealth to grant him a pseudo invul save vs shooting he can also show up anywhere on the battlefield with infiltrate. A excellent choice if you want someone to kill stuff dead and be super disruptive to the enemys game plan,. Maugan Ra the Harvester of Souls - A+ Mr. Ra is simply a amazing HQ choice mostly for the fact he has a big gun. Most other HQs tend to go CC but this guy will shoot you up and even has the capability to blow up a lane raider on a rend. He does everything a PL can do but he does it mostly at range. Since the Eldar Codex is so old and was made when Acute Sense/Night Vision were the same thing its datable whether he has Night Vision in 6th or Acute Senses in 6th. Considering that the description of his ability is the same description of Night Vision in the BRB I hope it gets cleared up with a FAQ, since being able to ignore night fighting is useful. Other than that he will mess you up at range or in CC and is a excellent choice for a bruiser HQ. Jain Zar the Storm of Silence B+ A super version of a Howling Banshee at Str 7 no less she will mess you up but is unable to handle herself against 2+ armor now. In light of this massive change she is good at killing everything else but you have other cheaper options to deal death in CC or at a longer range. The one good saving grace is her Super Triskle range attack that is Ap 2 and she will always go first. Otherwise the lack of a invul kill her vs other super characters. Asurman the Hand of Asur C+ Poor poor Asurman with his piddly Str 4, he used to be kind of useful since he could punch through armor saves but now since he is AP 3 there is no reason to take him. He does have a 4+ invul save but that is the very same reason he is almost the cost of a land raider, not

worth it at all. The key reason he is not worth it since due to everything he does is Str 4, shooting, CC, he is no better than a Marine with a 2+ save and for the points youre paying he doesnt do anything for your army. Fuegan the Burning Lance A+ Yes, just Yes, after the FAQ came out giving him AP 2 and the fact you get FNP on nearly everything now (its like a pretend invul for him) makes him a very attractive choice, also keep in mind he has a 18 Melta as well. He also has the capability to shoot up to STR 10 due to the Smash special rule means he can threaten anything in the game. [Elites-] Howling Banshees C+ While most CC units in 6th suffered an overall decrease in performance the Banshees have been hit particularly hard. While I dont consider the AP 3 power weapons a real nerf (since it was a game wide change) this really takes away the niche nature of the unit that is being an anti-2+ /3+ unit. This means other units like Striking Scorpions or Harlequins are much better at these roles due to the volume of attacks or access to AP 2 weapons. When 6th first came out and you could equip any power weapon on them they still had the potential to be extremely useful with the ability to be tailored to a specific kind of enemy. Now with the only option being Swords (or Executioners for +10 points on the old models) and their typical Xenos armor save of 4+, its better to sit these girls off to the side in favor of other units. Striking Scorpions - A This unit has discovered a new lease on life with the advent of 6th. With the ability to move around the table independent of a Wave Serpent and the high volume of attacks they possess they can not only get into an optimal position without making you waste points but also hit like a truck when they assault. Since there is a large percentage of players who will be focusing on fielding troops as opposed to vehicles the Striking Scorpions will really shine (and at INT 5 too!). Move through Cover is also a nice bonus with the way terrain slows down a charge. In the before times I would advocate never taking a Scorpions Fist, however now not only does it provide a way to get a number of AP 2 attacks (at least 4!) but it also ensures you will kill these pesky sergeants who want to Challenge you and even threaten some of the HQs. Fire Dragons - A As always this unit continues to burn brightly, in 6th their AP 1 weapons are so much more useful due to +2 on the Penetration rolls, the Favorable change to Tank Hunters, the proflic number of 2+ saves running around and the fact that the Exarch is extremely skilled at operating Gun emplacements. With the new rules for hitting vehicles in CC (and hull points) any tank you send along with them will most likely die before/after the delivery meaning creative ways to deploy them are necessary. Unless you feel like throwing away a 100+ point tank. They work wonders as a area denial unit protecting important locations or objectives, and with while Guided can even perform anti-air duty.

Wraithguard B Wraithguard is the quintessential example of how the base rules in the game can completely elevate or destroy a unit. In 6th these guys have a lot going for them, the ability to premeasure means they will less often be caught in charges before shooting, the AP2 and Instagib is useful against terminators and deepstriking or fast moving monstrous creatures and the improved Haywire effect (+ AP2) means they will shred any vehicles that get close. Being such resilient beings at T6 they can hold down a objective like no ones business AND they are even tougher to kill when placed inside of a building not to mention Overwatch. With the ability to throw Hit and Run in with a Tau Commander even getting them in CC is no way to stop their rampage. While still incredibly expensive they at least can earn their points back now and can almost guarantee you at least 1 captured objective. Harlequins A+ Harlequins are ALL the Rage with me (no pun intended...okay maybe a little) their Kit contains anything you need this edition, they have resiliency with Shrouding+Stealth, they have Melta Weapons, can move through terrain without being slowed (even impassible) and on the assault they are brutal all the while retaining the ability to eat through enemy MCs and 2+ save models. If you used Howling Banshees or Striking Scorpion I would highly recommend making the switch over to these guys as they dont even need a transport thus saving you even more points. Their only weakness is their T3 but combine with fortune and even this is a moot point. [Troops -] Rangers/Pathfinders C+ Rangers have also improved due to the ability to move and fire, how important AP 1 and 2 weapons are and the fact they get +1 or 2 to any cover save they have (5+ out in the open). However they are still overlay expensive and to maintain full effectiveness they need to not move which can be a problem when flamers show up nearby. If you can keep things away from them (say deploy in a building) then they are much better at killing things than say Guardians or Dire Avengers. Unless your whole army tends to sit back and shoot I would review the other options available to you. Wraithguard (as Troops) A -See Elites Section Guardian Jet bikes A Fast, Mobile, Resilient, shooty, and able to abuse the new cover rules makes these guys a excellent choice to accompany any Eldar Force. While as expensive as a Pathfinder they do not require the addition of a Wave Serpent AND come at a unit size of 3+ meaning you can really save some points. The Twin-Linked weapons mean they can force Grounded Tests on enemy Flying Monstrous Creatures and the Cannon option allows them to harass effectively from a distance. I recommend taking only 3, while this does mean they will have to test for morale after every casualty you have two things going for you. 1) You will always have at least 25% of your squad to rally (each member is 33%) 2) A small size allows them to be hidden effectively negating any possible damage. These guys are masters of last turn

seize/contest and can earn you line breaker every mission being able to move 48' in one turn. They also have the ability to take a Warlock on a Bike (very expensive) which allows the unit to experience a level of utility normally reserved for Blood Angels. Guardian Defenders BAs mentioned before I dislike the idea of Musicians and Craftsman dying in droves, while they still retain the poor stats and armor save of the prior editions and the rules for 6th havent helped much with overall reduced cover. They will however benefit from a Bastion or Building or even a Landing Pad as these models help to mitigate their problems. A large squad of Guardians (up to 21) has a FEARSOME overwatch especially when Guided which makes them very dangerous to even Assault terminators. The Heavy weapon option also allows them to be customized to fit the role you want meaning they do have a bit of utility despite their slow speed. Premeasuring also can allow them to avoid being charged by their target can possibly extended their life. Storm Guardians C Same as Defenders their poor stats makes them terrible at life, combined with the fact their job is to rush the enemy they can count their lifespan on one finger. Their only saving grace is the fact they can take meltas and flamers and combined with Fleet they can usually make it into CC. However you dont even really want them in CC as they are terrible at it. Given a Warlock with Enhance however improves their ability significantly and pop their target with Doom beforehand allows them to actually threaten anything. IMO the amount of effort and points you need to sink into them make them poor choices alongside the other members of the Eldar Troop Slot. Dire Avengers B Dire Avenger are an excellent shooting unit with a respectable base range and a fearsome volley/overwatch. Where these guys excel is not being a Guardian, higher ballistic skill and better armor saves all around. Their only real weakness in this edition is they need a Wave Serpent to get around and they are expensive for how long they will be living now. Walking across the table with a 4+ save is advised because then you want into rapid fire range. So as the Guardians before them you might want to use them in a defense way. One great thing about them is their ability to absorb a charge from even dedicated assault units, although other units like Harlequins would be better suited for it. Combine with a Hit and Run Commander from the Tau army and they can Overwatch, take a Charge, Pull out, Bladestorm into the offending squad and then Charge. Meaning they can REALLY put the hurt on someone. As always Fortune/Guide/Doom really makes them shine, otherwise their STR 3 makes them terrible in CC. [Fast Attack-] Vypers BVypers also received a upgrade in 6th edition with the advent of Jink and Invisibility. The fact that they can now receive cover very easy means they are a lot more survivable (but only barely more so) than previously. The weapon options are so/so expensive if you want anything but Scatter Lasers or Shuricans but the fact that they can stick around makes

them a better option than the MBTs of the Eldar. Deploy a squad on some battlements and as long as 25% is covered they get a 3+ save and with fortune they are not moving. They also retain the capability to block charge lanes and contest objectives with a 30 inch move. Absolutely do not buy any upgrades for them as it is SOOO not worth it. The squadron rules are very kind in 6th Ed. and this reflects kindly on them increasing their usefulness. In addition to everything above its very easy to get hull down with them since they have a large turret sticking up top, meaning you can continue to lay salvos into the enemy all the while receiving a 3+ (or better) cover save due to the enemy not being able to see the closest armor facing. Swooping Hawks C+ Two main things really hurt Swooping Hawks in 6th, not being able to move at least twice a turn, and the fact that they do not know what they want to do in life. Do they want to kill vehicles? If so they need to assault with haywire grenades but have to get very close to the enemy where their T3 and 4+ saves will kill them. Do they want to shoot infantry? Then they get to sit back and sling Str 3 shots at the enemy inflicting limited damage. Since this unit is very confused you need to assign them a very specific role, Rubber-banding the squad to abuse their grenade packs. However the points investiture is a tad on the high side when you could spend a comparable amount of points on another unit for better results. They are fast and they will catch their target but they wont be able to do much once they get there. A Doomed target however making their ranged attacks very deadly, but this still prevents them from using their Haywire grenades. Warp Spiders A As per last edition these little buggers are excellent at their role and with the new LOS rules it is nearly impossible to catch them or land a hit on them if you keep them safe. The amount of dakka they put out for their points is extremely respectable and they can bring down light/med vehicles easily through glancing hits. Super-fast and deceptively resilient due to their 3+ armor they are an excellent choice. Being able to premeasure makes it really easy to plan an attack run on the enemy. While slightly expensive for what they do they excel at, they are a better choice for Dakka than most other options in the codex (and dont take a precious heavy slot). They are also able to deep strike and then move once they arrive making them the perfect assassin unit. Never give the Exarch Power Blades and if you plan to be daring with them Withdraw is mandatory. Shinning Spears B+ While their Lances did take a hit in the new addition unlike other heavy assault options these guys have the speed to get to their new targets and avoid things they should not be fighting. Combine with the favorable buff to Skilled Rider AP 3 weapons no longer decimate them making sure they can arrive safely. Combine with Multiple Autarchs and you will have a super unit capable of destroying nearly any foe. Keep in mind because they are so expensive it takes a lot of work to keep them up although the LOS rules make it easy to get them to their target. They also get Hit and Run making it hard to pin them down. They are also a large threat to Vehicles with lots and lots of STR 6 Lance Hits, and the ability to bring Str 8 on the Exarch. One great thing about this unit is you can throw in a certain Dark Eldar HQ who can give them Stealth vicariously enabling them to have a 3+ save as long as they

move and a 2+ turbo-boost save (although they cannot boost far with the extra guy). Remember since they have a Eldar Jetbike they can move up to 48' in one turn allowing them to avoid ANYTHING they do not want to fight and hit the enemy's back lines from turn 1. [Heavy Support -] (Special Note: With the ability to take 6 heavy slots the Eldar player no longer faces a difficult choice on what to take, being able to grab what he/she needs to make a effective force. Arguably the Eldar have the best heavy Support Slots in the game [barring Imp Guard] and this is where our bread and butter is) Falcons B Still Fast, Still Furious and Still Pricy this model is still okayjust not as useful as he used to be. With the addition of Hull Points and the fact Holo-Fields are basically useless now this vehicle is deceptively fragile even with you add on a Jink save. The reason it scores so low is the fact that it is BS 3, meaning even if you can keep it alive it will not always hit its target wasting shots and your time. While better than a Wave Serpent for carrying certain units you are throwing away the very expensive tank by letting it get into charge range of the enemy. As a fire support platform it is basically on retirement until the new codex. Remember Pulse Lasers ARE fun and one of the only 48 weapons we have, especially useful since its AP 2. Night Spinners A The Night Spinner suffers all the same things as the other Eldar tanks EXCEPT for the fact it neverEVER has to get close to the enemy with the massive range of it main gun. Unlike the fire Prism who actually needs LOS this unit can hide behind terrain and unleash rending large blasts that slow movement. Since the role it will take is as dedicated fire support you wont need to give it any vehicle options. Being able to last turn contest is also fantastic depending on where it is making it a great game winner via contest. While Rare the change to blasts affecting vehicles (just need to touch a little and Barrage always hits on side armor) and the rending ability of the run allows you to disrupt vehicle parking lots and deny them a save thanks to the barrage rule. Another thing to mention that in the BRB the Night Spinner is listed has having a transport capacity; since the tank used the Falcon chassis it can be assumed it carries 6 models. However the White Dwarf add-on does not list the Night Spinner as having a transport capacityYMMY. (Special note: With the Ability to take up to 6 Heavy Slots, you can really spam this unit to great effect) (Super Special Note: With Barrage weapons you can Snipe models as the model closest to the point of impact aka the circle in the center of the template take the hits first allowing you to remove problematic models without going through ablative wounds) Fire Prism A As before the massive range on this gun allows you to take down threats from far out of their comfort zone, allowing you to fire with impunity on your targets, with the utility to go after Armor or Infantry and the ability link shots if necessary makes this a very useful tank.

While not able to fire indirectly you are able to fire through very small slits in terrain due to the length and size of the Prism Cannon itself. Because you are on a turret with proper positioning you can make the enemy fire on an arc they cannot see increasing your cover saves by 1. With enough Tanks to Link shots you can fire a STR 10 AP 1 Large blast that can gimp clumped up armored targets or handle super heavy infantry (like Thunder Wolf Lords and Grotesques whos T5 protects them) Remember overall fewer people are taking transports meaning all that Melta people bring will have a harder time making to this backfield MBT. (Special note: With the Ability to take up to 6 Heavy Slots, you can really spam this unit to great effect) Wraith Lords B+ Wraith lords really got a LARGE bump in this edition, with all the special rules they suddenly got and being the only MC in the entire game with a default STR 10, they still keep all of the perks from previous editions while removing a lot of the negatives they had. Fear along with Hammer of Wrath makes him deceptively resilient in CC and Overwatch with flamers and his multi-shot weapons gives him the ability to thin down units before they hit him. While Wraithsight can still potentially disable him it is only a 16% chance for that to happen and keeping a Psyker nearby solves this problem. At 1K or less Points this guy is brutal. His main problem before was being missile bait, however now with the super relaxed rules on gaining a cover save he can safely advance across the table or hold down a position. As always combine with fortune for great results or combine with Guide for a impromptu antiair option with his multi-shot weapons. Buying a Wraithblade for him is not actually a terrible choice like it used to be, seeing as he can get 4 attacks on the charge now. It is also worth mentioning that he is suddenly considered a character in 6th edition, this means he can get charged by a unit of TH/SS termis and challenge his way to safey or pull out other super HQ's away from the main fighting. Its basically suicide to challenge or accept a challenge from him but most people would at least attempt to kill him than do nothing that combat, it may not come up during your games but every bit of tactical info is useful. (Special note: With the Ability to take up to 6 Heavy Slots, you can really spam this unit to great effect) Dark Reapers B Dark Reapers are great at killing infantry and with the proliferation of infantry on the table in 6th it seems they have come into their own. While they do suffer some shortcomings (mainly they are immobile and expensive) their excellent firepower is enough to wipe squads from the table. In a pinch they can also seek to force Grounding tests from Flying MCs. Combine this unit with Autarchs that have Reaper Launchers and you can really boost their effectiveness to ludicrous levels. These days you dont even REALLY need a Exarch and if you take one you dont REALLY need the EML. Just the basically launcher is fine since you wont be seeing as many vehicles. At STR 5 they can glance down a transport if they need too. As an added bonus taking a squad of 3 with a Tempest launcher (+Crackshot) is extremely viable now as you can protect the squad in a AV 14 building or stick them behind the plethora of LOS blocking terrain.

(Special note: With the Ability to take up to 6 Heavy Slots, you can really spam this unit to great effect) (Super Special Note: With Barrage weapons you can Snipe models as the model closest to the point of impact aka the circle in the center of the template take the hits first allowing you to remove problematic models without going through ablative wounds) War Walkers B+ The new squad and cover rules have really favored this unit; while War Walkers do not inherently get Jink like a Vyper they are capable of really bringing the pain being able to spam a particular kind of Weapon. While 2 Hull points is a very bad thing, you can throw them on some battlements, give them fortune and LOL the whole game with a re-rollable 3+ cover save on AV 10. Their Overwatch is a terrible thing to behold if you spam Scatter Lasers and they can remove whole squads just by bludgeoning them to death with STR 6. Throw in Scout Moves and the Ability to Outflank makes this a excellent unit and as a remainder do not mix weapons (I.e. Scatter laser and Bright lance), always try and keep the same weapon. (Special note: With the ability to take 6 heavy slots you can easily mix and max this unit for maximum efficiency). Support Weapon Platforms A Wow...Just WOW, GW was really thinking of these guys with the new Artillery rules. T7, 3+ save, 2 Wounds, Look Out Sir!, multiple crew and Devastating weapons with the ability to premeasure. Dont get me wrong most armies can kill T7 easily /roll eyes. With the ability to Embark in Buildings now they have a even thicker layer of defenses that the enemy has to bypass to remove them. As always combine with fortune/guide for the lulz. (Special Note: Always take a max of 3 platforms per squad) (Super Special Note: With Barrage weapons you can Snipe models in squads as the model closest to the point of impact aka the circle in the center of the template take the hits first allowing you to remove problematic models without going through ablative wounds) (Super Ultra Special note: With the Ability to take up to 6 Heavy Slots, you can really spam this unit to great effect) (Super Ultra Mega Special Note: With the ability to take 6 heavy slots you can easily mix and max this unit for maximum efficiency). (Super Ultra Mega Secret Special Note: If you add a Warlock to the squad he can fire at BS 4, this would only work for one gun, but by firing the first one you have a better chance to hit the first time and due to multi-barrage rules they will not stray past the first hit.) Vibro Cannons While no longer able to auto hit flyers (damn you GW /shake fist) they

will utterly ruin any other vehicles day. Auto Glancing hits means you only need to fire with 2-3 of these squads to completely remove the enemys vehicular presence on the table, and parking lots (or any other enemy who bunches his vehicles) will be left with gigantic wrecks. You CANNOT EVEN HIDE THE TANK from this gun and with a beefy 36 range good deployment will give you a board wide presence your opponent will most likely not be able to handle. Oh also it pins, while not something you can count on it does help when the Line runs through enemy units. This model is the only exception to taking just a single mode, especially if you can hide the little bugger. Distort Cannons (D-Cannons) As always this gun is fantastic and with the proliferation of 2+ models the AP 2 on this weapon will ruin someones day. Combine with instant kill capability and multi wound models (Im looking at you Grey Knight paladins) will cry all night. This is amazing area denial in 6th commonly creating a no mans land within 24 inches of the deployment. Oh also it pins Shadow Weaver While I was uniformly unimpressed before with what this unit has to offer in 6th this model will win you games. The massive range of 48 allows you to pound the enemys position and the always hitting side armor of barrage weapons means you can rip hull points off of vehicles like no ones business. Combine with the COST EFFICINENY OF THIS UNIT and the ability to just bludgeon units with STR 6 wounds you have a excellent winner for Anti-Infantry/Light-Med vehicle work. Originally Posted by SOURCLAMS The general consensus at my store is that 5e is far more open and fun than 4e. Except for the Eldar players, of course, they think it's stupid that they don't just show up and win anymore. [Psychic Powers -] The Eldar have some very nice default powers tempered by the fact that they are very expensive. If you are looking to grab BRB powers then you will want to purchase 15-20 point powers to conserve as many points as possible. Fortune One of the best powers hands down in the whole game, this power allows you to re-roll any failed saves (Armor/Cover/invul) for any unit in the Eldar army. This only includes units that can be bought from Codex: Eldar, or any units that are added on due to White Dwarf or any other official source. This is the power you place on tough units like Warlocks or Support Weapon batterys to ensure they perform all game. Beware of units like Rune Priests that can quash its casting as this can end up killing you. Never forget to cast this at the start of the turn or your opponent will make sure you dont forget again. Guide This power has always been extremely useful allowing you to twin-link any units weapons in your army. In 6th this power has been elevated to a new level with the ability to actually threaten flyers with ground based units (Guide those fire Dragons and bring down that flyer), while you are still shooting at BS 1 the ability to re-roll will often net you 2+ hits on your target. Combine with Destructor and you can even re-roll armor pen with Flamers due to new base rules. Definitely a staple if you are taking a Farseer.

Doom This power allows you to re-roll failed wound rolls on enemy targets, making units like Dire Avengers or Pathfinders borderline OP. Howeverdue to the new Deny the Witch rolls there is a chance this power will not take effect. Especially if you are trying to Doom a super squad with a Psyker in it, meaning you may be spending points on a support power that will not go off when you need it. If you are taking lots of ground based troops then you NEED this power, keep in mind unlike Fortune/Guide this power will also help allies meaning any assault elements or even lots of ranged shooting (Hello Rapid Fire poison) will get a HUGE boost. Mind War This power is a witch fire power in 6th due to being counted as a psychic shooting attack but doesnt quite fall into any of the listed categories. At first glance Psychic Shriek seems better but Mind War allows you to, without fail, pick a target model in any squad and fry its brain all at 18. This has some huge tactical applications such as removing a power fist in a squad before charging it or taking out a model with special Wargear. This is a very nice power especially if Augment ever comes back. Eldritch Storm Another witchfire power in 6th this is simply a Str 3 large Blast. Unless you plan on Dooming the target or are shooting at T3 models you might want to skip this power unless you need something cheap to switch for a BRB power. There are, however, three good things that redeem this power 1) its pinning, so if you manage to kill something you can potentially shut down a target 2) it rolls 3+2d6 for Armor Pen, while RARE to actually hurt anything, now that blasts can damage vehicles just by touching them you can potentially have multiple chances to stop a vehicle 3) it randomly spins the target (or you choose if a Hit is rolled) allowing a potentially lethal follow up attack. As a example you could spin a Leman Russ MBT to where its rear armor is facing your army bypassing his AV 14 at the front. Or if you immobilize a vehicle you can turn it to where its weapons can no longer shoot, while the tactical applications are nice there are better things to spend your points on. Destructor Only found on Warlocks it is a Heavy Flamer, watch out for Deny the Witch Embolden Only on walrocks this power allows you to re-roll LD tests for the unit and any attached characters Conceal - Found only on a warlock this power grants a 5+ cover save for the unit, sounds great until you see its point cost, one of the only ways to protect wraithguard walking through empty terrain. Enhance Also only on a Warlock this power in mandatory for any CC oriented unit, this gives +1 WS and +1 INT for the whole unit. This is huge since INT 4 models can now strike before marines lessening the return damage they take. Also can make them get hit on a 4+ instead of 3s which also mitigates damage. Veil of Tears Only found on a Shadowseer this grants the unit Stealth + Shrouding as per the FAQ. This will include any IC that joins the Harlequins. Combine with fortune for the lulz

"The stars themselves once lived and died at our command, yet you still dare to oppose our will." -Farseer Mirehn Bielann [Eldar Equipment ] While you are typically unable to mix and match gear like in other armies (since it comes default in certain units) the type of army you want to play will force you to make certain choices, its important to understand what unit has what and why its important. Shuriken Catapult The mainstay of the Guardian (and every vehicle) this Str 4 weapon is designed for anti- infantry work. Its close range means it puts its fragile wielder in danger but with a large enough squad its volley can be enough to wipe a unit from the tale. Use Doom/Guide for maximum effectiveness. Dire Avenger Shuriken Catapult Same as above but with a longer range, Dire Avengers use this. Fusion Gun The mainstay of the Fire Dragon aspect this is simply a melta gun. Watch out for Fusion guns equipped on any HQ unit as they often have BS of 6+ meaning they will hit their target. Fire Pike Same as above but its a 18 melta. Only found on Fuegan or Fire Dragon Exarchs, for the points however its best to just keep the basic Fusion Gun. Shuriken Pistol Just a Str 4 pistol, found on nearly all CC units Fusion Pistol Only found on Harlequins, its a 6 melta/..and a pistol. This allows them to drop tanks and then charge the survivors meaning they are able to threaten anything on the board. Power Weapon A very generic term but in 6th it means a lot, only found on Autarchs, Troupe masters, Dire Avenger Exarchs, Troupe Masters and Baharoth (or is he equipped with a Power Sword?) this can allow you to field a Mace/Axe/Sword/Lance giving you some options normally not available. Since the units that can take this often have INT 6 or more its not recommended to take a Power Axe. Banshee Masks Only found on Howling Banshees and Autarchs this gives the unit INT 10 during the first round of any combat, this is a set value mod. Mandi-Blasters Gives the Autarchs or Striking Scorpions +1 Attack, this is what allows them to chew through units quickly Scorpions Bite As above except +2 Attacks, only found on the PL Kahandras Laser Lance This is a Power lance that gives +2 STR instead of +1. Has the Lance Rule and allows you to make a STR 6 shooting attack at 6. Only found on Shinning Spears and

Autarchs Star Lance As above except STR 8 and only found on Shinning Spear Exarchs Scorpions Claw A Power fist that will net you Ap 2, only found on Striking Scorpion Exarchs and Kahandras, remember this is actually useful in 6th. Oh it also has a Shuriken Catapult in it. Chain Sabers Only found on Striking Scorpion Exarchs this allows you to re-roll Hit and Wound rolls all at Str 3. Oh it also gives you a pair of pistol allowing the exarch to shoot twice. Chain Sword Found on Autarchs and Striking Scorpions it gives you +1 STR. Triskle AP 2 shooting attack at Str 3, kind of useful but not really worth the points. As a added note a Triskle can also be used in close combat where it counts as a unusual power weapon, thanks to Ensanguined Priest for pointing that out! The Silent Death Same as above except Str 5 and only found on Jain Zar the PL. As a added note a Triskle can also be used in close combat where it counts as a unusual power weapon, thanks to Ensanguined Priest for pointing that out! Wraith Cannon Only found on Wraithguard (/shakes fist) this awesome weapon always wounds on a 2+, has a improved haywire effect on vehicles and is Ap 2. Do not let something important get shot by this as it can also Instant Kill a target with a wound roll of 6. Harlequins Kiss Gives a Harlie rending for a moderate price increase. Shreiker Cannon Only found on a Death Jester Harlequin it is a Shuriken Cannon that fires assault rounds and is also Pinning, not really worth the points as it is counter to the units purpose in life. Reaper Launcher The marine killer of old this is only found on Dark Reapers and Autarchs. Featuring a massive range and AP 3 with a high STR this will mow down units with two shots a turn. Can also be used to bring down MCs if desperate or Doomed works wonders on bikes if combined with Crackshot. Eldar Missile Launcher Typically found on vehicle Guardians but Dark Reaper Exarchs also bring this to the field. Always useful and tactically flexible it fires Krak and Plasma shots (plasma is AP 4 and pinning) Tempest Launcher With the proliferation of Buildings/Infantry in General/and more LOS blocking terrain this weapon has really come into its own. Toss on Crackshot and you have a cover busting, Marine killing, multi Barrage sniping weapon. In 5th (mostly due to MECH) it was not worth taking but now with the changes to holding objectives and placing terrain you

should not leave home without it. Use this to kill anything short of terminators and with Crackshot can also threaten MCs with the re-roll to wound. Distort Cannon (D-Cannon) Only found on Support Weapon Batterys (damn!) this is a weapon similar to the Wraithcannon except its a small blast and barrage. This weapon typically creates a no mans land within 24 of its deployment, especially if you can keep it alive it will create a large zone of denial allowing you to operate freely as it maims infantry and vehicles alike. Vibrocannon - Only found on Support Weapon Batterys this weapon creates a Line effect similar to Jaws of the World Wolf in the Space Wolves army. It hits anything on the line (yes even behind cover) with D6 hits. It is pinning and auto-glances vehicles meaning it will leave smoking wrecks of your opponents tanks after a turn or three of shooting. If you are facing this weapon dont bunch your tanks up. Shadow Weaver STR 6 multi barrage at 48 excellent anti-infantry on the cheap. Use this if you are low on points, as a barrage weapon it can glance vehicles down since it hits side armor. Dire Sword Found only on Asurman (who has a improved version) and Dire Avenger exarchs this is a Str 3 power weapon that can force LD tests or be isntagibbed. While this sounds neat it does have a high points cost, goes on a shooting unit, and is Str 3 Shimmer Shield Also only found on Dire Avenger Exarchs this gives him and the whole unit a 5+ invul save that is only usable in CC. Again I have to stress the point that it is a shooting unit, and while this will allow you to hold your own against even Thunder Hammer Termies you really dont want to be in CC in the first place. Some people swear by it however, so if you keep finding yourself stuck in CC then this might be a good option. Executioner This is a power weapon that gives +2 STR, so STR 5 (or 6 on PLs) on Eldar, only found on Howling Banshee Exarchs, Jain Zar, and Maugan Ra. Mirror Swords Power weapons that grant +2 Attacks AND Ignores Armor Saves Spear of Twilight Only found on Prince Yirel it is Str 9 vs vehicles, Ignores Armor Saves and always wounds on a 2+, very dangerous indeed. Witch Blades The mainstay of Eldar Psykers it is a Armor bane/Flesh bane weapon, it is also 1H Singing Spears As above except Str 9 vs vehicles and can be thrown 12, this is 2H Meltabombs Same as the Meltabombs everyone else gets, only found on Fire Dragons and Fuegan. In 6th all of a sudden even MCs are afraid of Fire Dragons in CC. Haywire Grenades Has a haywire effect vs vehicle only Swooping Hawks, Autarchs and

all PLs have them. Can also mess up buildings like there is no tomorrow. Lasblaster This is what Imp. Guard wish they had, an excellent anti-infantry weaponexcluding the fact its Str 3, hope you brought your Doom. Hawks Talon As above except Str 5 and 3 shots, only found on Swooping Hawk Exarchs and Baharoth Sun Rifle Assault 6 Pinning, enough said (also on Swooping Hawk Exarchs) Swooping Hawk Grenade Pack As the name implies it is only found on Swooping Hawks and Baharoth, what this does is create a Str 4 AP 5 large blast anywhere on the table. This is only usable when the Hawks enter play via deepstrike once per unit possessing it which can occur more than once via Skyleap. Warp Jump Generator Found stock on Warp Spiders and also on Autarchs this turns the unit into jump infantry which is allowed a 2d6 assault move in any direction during the assault phase. Dont roll doubles or you lose a guy. Swooping Hawk Wings Makes the unit or Autarchs Jump Infantry, also on Baharoth. Death Spinner Str 6 Assault 2, the mainstay of the Warp Spiders, this weapon will make the enemy roll tons of saves and can glance vehicles down. Spinneret Rifle Str 8 AP 1, only found on the Warp Spider Exarch Dual Spinners Same as a Death Spinner except assault 4, again only on the Exarch Power Blades - +1 Attack power weapons that Ignore Armor Saves, dont take it, the Warp Spiders are a ranged unit. Only found on the Exarch Plasma Grenades These are Assault grenades, and create a Str 4 Ap 4 small blast when thrown, found on any assault unit. Flamer Is a flamer, only found on Storm Guardians. Not worth it as you have to take Storm Guardians. Dragons Breath Flamer Only found on a Fire Dragon Exarch, is a Heavy Flamer Rune Armor Only found on Eldar Psykers this grants a 4+ invul save (3+ for Eldrad), watch out for Null Zone. Guardian Jet bike As per the FAQ this grants its user +1 toughness, Twin-Linked Shuriken Catapults, and a 3+ armor save. It then changes the unit type to Eldar jet bike, which rules are in the BRB. The BRB rules also grant +1 toughness, the ability to Turbo-Boost and Relentless among other things. As a Eldar Jetbike its Turbo Boost is 36' combined with the

12' move in the movement phase means any model using this can move 48' in one turn. Exarch Armor While not technically Wargear all Exarchs regardless of Aspect have a 3+ armor save. Phoenix Lord Armor Again while not technically Wargear PLs are Exarchs that are immortal and have old school superior armor, all PLs have a 2+ armor save. Ranger Long Rifle Is a sniper rifle that gets AP 1 on a to hit roll on 6. Pathfinders get AP 1 on a roll of 5-6. This weapon also Rends since it is a Sniper Rifle, if you do roll a Rend the AP 1 takes precedence. This weapon can conceivably kill a vehicle if you are desperate. Spirit Stones Grants the Psyker Mastery Level 2, can be taken only by a Farseer. Disallows the use of casting the same power twice. Ghost Helm Currently the only way in the game to protect from perils, it lets the user ignore perils of the warp on a 3+. This isnt actually a save and so cannot be re-rolled with Fortune or any other effect. Found only on Farseers Runes of Witnessing Allows the Psyker to roll 3d6 and discard the highest when making psychic tests. Also provides immunity from Shadow in the Warp and enemy Runes of Warding. Found only on Farseers Runes of Warding Forces all enemy psykers to roll 3d6 and add the totals together, any roll of a 12+ is a Perils of the Warp. Great for shutting down enemy psykers as it is board wide, this is your Anti-Psyker defense so keep the model with this alive. Found only on Farseers The Wailing Doom - Grants The Avatar of Khaine a Melta gun, only found on The Avatar. This exists more for fluff purposes, if this could also shoot out a Heavy Flamer that would be awesome. Flip-belts This allows a Harlequin squad the ability to Ignore Terrain while moving (yes even impassible terrain). Trust not in their appearance, for the Eldar are as alien to good, honest men as the vile Tyranids and savage Orks. There is no understanding them for there is nothing to understand - they are a random force in the universe. -Imperial Commander Abriel Hume [Vehicle Equipment -] Spirit Stones Allows the vehicle to treat Crew Stunned as Crew Shaken, it is fancy Extra Armor.

Star Engines As per the FAQ makes a Flat Out move an extra 6, so a vehicle can move a total of 36 in one turn. Holo-Fields Formally the king of Eldar upgrades it forces your opponent to roll twice on the vehicle damage chart and take the lowest result. Against any AP 1 weapons it is basically useless and it no longer functions on a glancing hit. For the points cost you might as well look elsewhere. Energy Fields Only found on Wave Serpents it negates any extra dice for penetration rolls and lowers any STR higher than 8 to 8. Vectored Engines This upgrade allows a skimmer that moves Flat Out to not explode in a fiery ball when it inevitably gets immobilized by enemy fire. This should be considered standard fare on all vehicles but its point costs makes it see little use. "... and the Engines of Vaul will smite them, and bring fire upon them, and in agony they will depart this realm, their souls screaming into the black void that awaits their pitiful race. And with their banishment there will be peace in this place, and we will be one step further along the road we must tread..." -Farseer Ulthos of Alaitoc [Vehicle Weapons ] Special note: Guardian Defenders can take any weapon followed by a *. Scatter Laser *- The Eldars ranged solution for light vehicles and infantry, this is a Str 6 Heavy 4 gun, when spammed you can remove whole squads at range. Shuriken Cannon *-The mainstay of Eldar heavy weapons, it features 3 shots at 24 all for bargain basement prices. When spammed can have a similar effect to the Scatter Laser. Eldar Missile Launcher *- Back before the AP of weapons mattered when penetrating vehicles this weapon was amazing, moderate points cost and a Krak shot at 48 was great at tank hunting. Now the only redeeming factor is the points cost as it is very hard to spam outside of War Walkers (unless those damn long Fangs who get 5 for less than 11 points). The Anti-Infantry blast is not bad though Bright Lance *- A good anti-tank weapon featuring the Lance rule, the downside is it is PROHIBITAVLEY expensive. Especially on Wave Serpents /cry Pulse Laser A great all around weapon Str 8, Ap 2 and 2 shots at 48. Too bad the only one who gets this (outside of Forgeworld) is the BS 3 Falcon. Prism Cannon Found only on the Fire Prism MBT this is an AOE Las-Cannon with the ability to modify its damage and AP all at a beefy 60 range. Besides Vibro Cannons this is your best bet at destroying armor at range.

Doom-Spinner a Twin-linked Str 6 Rending Large blast that slows movement, a great gun at bargain prices found on Night Spinners, oh and its Barrage too. [Exarch powers ] These powers add special rules to the squad and/or the Exarch in question. Killing the Exarch removes the benefit they provide. Special note: All PLs have all the available exarch powers assigned to their aspect. Crack Shot Always a fantastic power this allows re-rolls to wound and ignores any cover saves the target may have Fast Shot Grants the user +1 shots on any weapon he/she uses, especially useful on gun emplacements. Withdraw Grants Hit and Run Surprise Assault Does nothing in 6th, do not take it Skyleap Allows the unit to enter ongoing reserves Intercept Never needs worse than a 4+ to hit vehicles. Tank Hunters Grants Tank Hunters to the unit War Shout Forces a LD test on the enemy or they are reduced to WS 1, has the potential to be awesome. Acrobatics Grants Counter Attack Skilled Rider Grants Skilled Rider Stealth-* Technically not a Exarch power, Kahandras grants Stealth to any unit of Striking Scorpions he joins, in 6th since he possess stealth he will pass it onto any unit he is capable of joining. Shadow Strike Grants the unit Infiltrate, cannot affect a Autarch Move Through Cover Grants Move Through Cover Hit and Run-*Technically not a Exarch power Baharoth grants Hit and Run to any unit of Swooping hawks he joins, in 6th because he has it he can grant it to any unit he is capable of joining. Furious Charge-*Technically not a Exarch power, Jain Zar has Furious Charge, meaning she is Str 7 when assaulting.

Fearless All Aspect squads can get this if joined by their respective Phoenix Lord. In 6th this is granted to any unit they join since they themselves are fearless. Acute Sense/Night Vision-*Technically not a Exarch power, Maugan Ra has the old Acute Sense (which was Night Fighting), however it grants him Acute Sense specifically despite having the wording for night Vision. Since he cannot make use of Acute Sense this is basically worthless unless someone lets you trade it for Night Vision. Masters of Stealth While not technically Exarch powers every Ranger/Pathfinder has Stealth, move through Cover, and Infiltrate. Master Strategist While not technically a exarch power Autarchs grant your army +1 to reserve rolls as long as he is alive, and this functions while he is in reserve. This bonus stacks with other Autarchs Dance of Death While not technically a exarch power all harlequins have Hit and Run and Furious Charge All warfare is based on deception - The Art of War [Allies ] The addition of allies can create so many army lists, so much so that I cannot hope to cover every possibility. As such I will only be covering the addition of Battle Brother Armies (i.e. Tau and Dark Eldar) Tau One of the best choices if you want to sit back and shoot the addition of Broadsides to your army allows you to defeat heavy armor while taking advantage of Eldar special rules. Incidentally the Tau army does not need psychic powers to make them useful. Doom helps them to a degree but if you dont want to include psykers in your army they are a great backup choice. Tau Commander These guys are 1+ so you have to take them, which is good because they can do all sorts of things. If you want Hit and Run on Wraithguard this is to guy to go too, he can also provide Shield Drones with 2+ armor to any unit (combine with fortune for LOL). In addition he has great weapons and like a Autarch can be fitted out to join any squad. Ethereal No Crisis Suit Team For your one elite choice these guys are excellent although they can get very expensive. Again they have a plethora of weapons available to them and can provide JsJ shenanigans. Best weapons to complement the Eldar would be Plasma Rifles, Missile Pods and Fusion Guns. Stealth Suits Due to the recent FAQ granting them Stealth + Shrouding they arent THAT

BAD, but for what they bring you can do better in the main Eldar Force. Fire Warriors These guys are pretty bad unless you bring along their tanks which makes them pretty expensive. They are 1+ so you are stuck with a squad, if you plan on bringing multiple troop slots take kroot instead. Kroot These guys seem terrible on paper but they have great tactical utility, mostly because of infiltrate. With a large enough squad (they go to 30+) or multiple small squads you can basically cordon off your deployment zone and keep yourself protect from deepstrikers. Also infiltrates so can carry a IC that doesnt normally get to infiltrate (wink wink Autarchs) otherwise not a great unit. Vespid No Piranha These guys can give you some fast melta and they do block movement lanes, but Vypers are cheaper if not more resilient. On the flip side this unit can go to 5 skimmers that can all take Flechette Dischargers and the rules in 6th are the same as 5th. If you engage one model in a squadron you engage them all, meaning when 5 Skimmers get assaulted by 10 marines they take 50 return hits before blows are stuck. A FANTASTIC way to shut down hordes. Pathfinders Not to be confused with Eldar Rangers turned pathfinders these guys are cheap marker lights and bring a tank that allows you to re-roll scatter on Deepstrikers. However since the Eldar units themselves do not gain a bonus from marker Lights (except for the Reduce Cover and Reduce Leadership and Ignore Night Fighting) its not worth bringing them along unless you have a heavy Tau presence. Hammer Head If youre looking to Mech up this is an excellent way since Tau vehicles get Shrouding now, its your choice to switch the Ion cannon instead of the Railgun. Keep in mind the Ion Cannon is 3 shots at STR 7 AP 2 and is useful for taking down MCs, Light to medium Vehicles and Flyers compared to the one shot from the Railgun. Yes the Railgun has the sub ammo shot, but the Eldar have plenty of ways of killing troops. Skyray No Devil Fish Since this tank gets Shrouding now is resilient, however it doesnt bring much fire power to the game, YMMV. Broadsides Yes! You want these, with two Target locks and one Blacksun Filter you can shoot at 3 targets and ignore night fighting. They are also very handy in taking down Flyers due to being Twin-linked. These for sure should be your heavy choice is you want to sit back and shoot. They also come with Smart Missile Systems. Crisis Bodyguard Team If you want to Spam suits this is the way to go, they come with the commander and while by default more expensive they can take any and all Wargear. Keep in mind while the IC is attached he is not a IC until they die.

Sniper Drone Team Dont bother the Eldar have plenty of access to STR 6. They do get Shrouding+Stealth though. Still not worth it IMO. Gun Drone Attack Squadron Not terrible for the points cost, but also definitely underwhelming. You can find better use for your points than these guys. An VA This special Ethereal has some neat rules and his bodyguard has some neat weapons but HE IS A LIE. Dont bother with him he will do nothing for the Eldar OShava This Fantastic HQ normally imposes some serious restrictions on your army but if you want him as an Ally then those restrictions dont matter. His Weapon ignores armor saves and he can bring 7 bodyguard suits along for the ride. Actually worth it in 6th, a tad expensive but you definitely get what you pay for. Commander Shadowsun Normally terrible (and still kind of) she can fire two meltas at two different targets which is neat. The best part is this is the only IC in the whole game that has Stealth + Shrouding and can grant it to any unit she joins making her actually useful. The only hard part is that her drones prevent her from joining a squad, meaning you need to kill them off first. Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat. Sun Tzu, The Art of War Dark Eldar For some reason the Dark Kin are battle brothers with the Eldar, and while it does stretch belief to a point, they do complement each other to a degree. Most importantly these guys give you access to flyers which the Eldar and Tau are sorely lacking as of now. It should also be worth noting that you cannot cast Fortune/Guide on anyone from this army, only from choices from Codex: Eldar. Remember kids, Doom makes everything in the DE codex bettereverything. Archon This is your CC guy, unlike the Autarch he doesnt really shoot and doesnt give you anything special beyond AP 2 instakill power weapons. Oh also a 2+ invul. Between him and a Succubus you want him. Also a great way to grab Phantasm grenade launchers Succubus Can generate a ton of STR 3 attacks in CC. Actually useful with Doom, otherwise skip her for something else. Heamoculous The cheapest option you have and one of the best since he can take WWPs. You can also fit 3 to a slot allowing you to grab a few more if needed. Also this is one of the only ways to get a Crucible of Malediction. While this Wargear will eat your psykers it can also take down any Flyers that also happen to be Psykers (I.E. Hive Tyrants and Daemon Princes) this is excellent defense against such units as it simply removes them from the table pending a failed LD check.

Court of the Archon Kind of terrible actually, dont waste points on them. Asubadral Vect Very expensive but also very dangerous, he also gives you an excellent chance of going first, combine his special rule with other HQ options and you can practically ensure going first.. There are better options to be honest but he can handle just about anything and compliments any of the CC HQs in Codex: Eldar. Lady Malice She is a bargain for her points, but the fact that she makes you immune to psychic powers ACTUALLY hurts you in a Eldar army. Great protection for a unit of Grots though and can generate lots of attacks just by standing there, keep her away from any Fortuned unit or you will regret it. Baron Sathonyx This guy will help you go first all for a low points cost, in addition he has a Shadowfield which is just great and he provides stealth to a unit of Hellions he joins, in 6th he grants stealth to any unit he joins since he himself has it. He also has a phantasm grenade launcher and so is a buff to units (say wraithguard) that could use it. Duke Sliscus the Serpent Again doesnt really do anything for you but BLAST PISTOLS! If you are running heavy on Wytches or Reavers then he isnt that bad. Otherwise look around for other options. Kheradruakh, The Decapitator Meh, there are better options. He doesnt really do anything that helps a Eldar army, he cant assault when he shows up and his shooting is rather terrible. With FNP being 5+ all he has is Stealth to keep him alive. His CC isnt even all that great unless perhaps against a MC not immune to ID. Drazhar Master of Blades Ironically enough him and Kahandras both hate each other with a passion but can join the same squad>?? Infiltrate them both up and wreck your enemys lines. Very expensive but so are the other Phoenix lords, Drazhar actually has AP 2 weapons though and is useful in a challenge due to re-rolls to hit. Urien Rakarth All his attacks cause Instant Death, and he can give +1 STR to Grots which is actually worth it if you take them. Also gives more pain token to Grotsyou know what if you take Grots just take him. Also has a Crucible of Malediction and regenerates wounds every turn all with T5. While not a beat stick in CC he will handle all the big stuff and his Clone Field keeps him alive when he should be dead. Lelith Hesperax - This model is great for CC and if you want a CC oriented list with complimenting allies then she has a attractive (no pun intended..okay maybe a little) points cost. Compared with someone like Vect or Drazhar her point savings will allow you to field more models. As a added bonus no HQ from the DE codex benefits from the combined might of Fortune and Doom more than her. Her HIGH volume of attacks allows her to eat squads by herself and by combining her with another assualt unit will provide the Dakka to drop large units. As a added bonus her attacks "Ignore Armor Saves" which means she is super valuable against all models. With a Fortuned 3+ invul she will be around forever.

Grotesques Aka Grots If you want a Super Unit then these guys are your friends. With the new rules you can stick some 2+ save guys up front and soak damage, and when they charge the enemy feels it. Combine other HQs for the lulz. Not bad if you want to CC it up and they are a gigantic distraction and threat at least until someone brings a Vindicator. True Born Can take a Venom/Raider and a bunch of special weapons, not a bad choice, kit them out to kill a particular kind of enemy and watch them work. Blood Brides better Wytches if youre looking for CC this isnt a bad choice just a tad expensive for what they do. Not really worth the points though despite being able to take a lot of special weapons. Mandrakes Quick and dirty access to multi-shot AP 4, also infiltrates so can carry a IC that doesnt normally get to infiltrate (wink wink Autarchs) Otherwise not a great unit Hellions Can be troops with the right HQ (See baron) and puts out a punishing volley of multi-shot poison, all in addition to moving very fast. A little on the expensive side but not too bad and their charge is fairly decent, they simply lack power weapons so be sure to pick your target correctly. Khalibite Warriors Rapid Fire Poison and access to Venoms/Raiders, very fragile and very good at shooting, you need to keep them away from CC or they will die horribly. Very dangerous with shooting a Doomed unit combined with some Splinter Racks. Wracks Semi-resilient CC troops with access to Venoms and Raiders, cheaper overall than Warriors if taken in small numbers. Their attacks are poisoned and can get Furious charge making them able to stick some good wounds on a squad. Wytches Weak CC troops, access to some fun Wargear that makes them dangerous when Doom is around. Access to Raider which happens to be an assault vehicle, has Haywire grenades and a invul save in CC, if you are looking for a tar pit unit then these girls arent bad. Beast Masters Very nice CC unit (See Razorwing Spam + Doom) Fast and resilient when kitted out properly, a nice unit to tie up the enemy while Eldar assault troops get into position and with the right monsters can deal with most any threat. Reaver jet bikes Very nice unit that can move 48 in turn. Has access to melta lance weapons and can damage units by driving over them. A great unit to last turn contest out of nowhere and is surprisingly durable with a 4+ cover save thanks to Skilled Rider. While you can equip the leader for CC I wouldnt recommend it unless you are hitting small units like Devastator Squads away from the main force. Scourges Not a bad unit just very expensive and terrible restrictions on taking 10 to get full access to special weapons. For what they do you have other options that are far cheaper. They are able to spam a certain type of heavy weapon though and with Haywire

Blasters they can scrap even a Land Raider in one turn. Razorwing Jetfighter One of the only Flyers you have access to and one of the cheapest. Give it a flicker field and your good, not bad at hunting down enemy flyers and has some serious anti-infantry potential in its basic missiles. No need to upgrade, if you do NecroToxin is what you want. Void Raven Bomber One of the only Flyers you have access to this unit packs some dangerous guns and can kill other flyers without trying. Stick a flickerfield on it. You.can take the missiles but this becomes a really expensive unit, likeLand Raider expensive. Its up to you if you want to spend 200+ points something that an Icarus Lascannon can kill the second it enters the table. Ravager For some cheap anti-tank this is a excellent unit to take, the 3 weapons it has can also perform some desperate anti air duty in a pinch. Works well with all the antiinfantry the Eldar can take and can be spammed for minimal points. Interestingly enough the Disintegrators that is an option to replace the Dark Lance is normally a terrible choice. However fire on a Doomed unit and that STR 4 AP 2 suddenly isnt bad and can remove whole squads reliably. Talos Pain Engine Kind of worth it if you are spamming Wraithlords as this is another MC you can take, not really worth it compared to the other options. As a example for around 1300 points you can have 6 Wraithlords, 2 Talos, 1 Avatar +Troops and HQs. Thats 9 MCs you can throw down in a 2k game. Chronos Parasite Engine if you are taking Dark Eldar Allies as Eldar this unit basically doesnt anything for you. It loves you for the Doom you provide allowing it to kill much more efficiently but the pain tokens it gets isnt really helpful to the handful of DE your taking. Not worth it IMO, especially since its terrible in CC. It is a MC but if you want to fill that role take a Talos. The Dais of Destruction Can only be taken if you take Vect and is a dedicated transport. This vehicle is WAY to freaking expensive and I dont know what the designers were thinking when they made it. Unable to take vehicle upgrades and you cant even place a Eldar model in it since you cannot share transports. Leave it at home (if you could put a squad in it then that would be something, imagine a unit of Striking Scorpions rolling up in a AV 13 assault vehicle. Eldar Tips + Tricks "Cheese is the Battle Cry of the unprepared" - Chaplin Swordwind One mark of a great soldier is that he fight on his own terms or fights not at all. Sun Tzu, The Art of War Do not repeat the tactics which have gained you one victory, but let your

methods be regulated by the infinite variety of circumstances. The Art of War 1) Runes of Warding (while not stacking due to FAQ) are board wide and function even while embarked on a transport or in a building 2) Runes of Witnessing cancel out effects such as Shadow in the Warp and Runes of Warding allowing you to take psychic tests on 2d6 as normal . 3) Fast Shot+Crackshot are excellent abilities to use in conjunction with Gun Emplacements such as a Icarus Lascannon, Quad Gun or a Krakstorm/Fragstorm Missile Launcher (since they use any rules of the shooting model) 4) Casting Invisibility on a Eldar Skimmer will results in a 2+ cover save if the vehicle moves due to Shrouding+Stealh+Jink, meaning Vyper squads can really put out the constant damage assuming you have access to that spell. 5) Due to quirky 6th Ed. rules a vehicle can use a Gun Emplacement (but not a Emplaced gun), this means you can use a Fire Prism to link shots with another tank, and still unload hell with a Emplaced Gun that it is near. 6) Because of the change to turbo boost you can now have a Farseer on a bike cat Fortune/Guide on a Warlock Jet squad and then turbo boost after moving. 7) Unless changed in the future Warlocks are still all Characters and thus can make use of Look out Sir! 8) Due to Jink! and Skilled Rider Shinning Spears are actually useful now by having a 4+ cover save just by moving, making them much more resilient vs Ap3 weapons (they get a 3+ with turbo boost) 9) Due to the horribly worded Eldar FAQ any model that equips a Guardian jet bike (Autarch/Warlocks/Farseer...NOT models that already get them by default) get T5. The FAQ amends the Eldar codex to increasing the riders toughness by 1 and then lastly changes the type to Eldar jet bike, all Eldar Jet bikes get the benefit of all Bikes/Jet bikes and the rule Armored Steed also further increases the riders toughness by 1. Meaning Any seer council's or HQ's flying around the table are T5..I hope you brought your STR 10 weapons. 10) Banshee masks are a Set Value Modifier and as such will take priority over anything that changes your INT (such as Lash whips), however if two set value mods conflict you will need to Roll off to see which takes precedence. Also no...Assaulting through cover will still net you INT 1 unless they have a model with grenades joined. 11) Autarchs/Farseers/Warlocks don't lose Fleet when they equip a Guardian Jet bike/Warp Jump Generator; this means you can re-roll the charge range with said upgrades.

12) While unable to cast Fortune/Guide on any unit but an Eldar Unit (See any model taken from Codex: Eldar) any battle brother model that joins a Eldar unit (Dark Eldar/Tau) will benefit from said power. When a model joins a unit they are treated as being a part of that unit in all respects, in addition they continue to keep the benefit of the power when leaving the squad thanks to the new rules for IC's and ongoing effects. 13) Throwing a Tau HQ with Vectored Retro Thrusters into any Eldar unit will allow that Unit to Hit and Run, this is especially useful for Seer Councils. This can also be used to great effect with certain units in the Dark Eldar Army. 14) Placing any jet bike/skimmer model on Impassible terrain prevents it from being charged by anything that isnt a jet bike; use this to give you immunity from any heavy assault squad when LOS blocking terrain isnt handy. 15) Twin-Linked weapons (such as the weapons found on Guardian jet bikes) are great for taking town Flying Monstrous Creatures (really vs any flyers). Use Guide to great effect to handle these monsters if no Skyfire weapons are available. 16) Due to the new cover rules never take Conceal on a Warlock, for the massive points cost it provides it is not worth it 17) Destructor cannot be used on Overwatch (Q.Q) but this doesnt mean it still isn't a rocking power, however due to Deny the Witch its possible that it will have lesser effect when combining the effects of Doom+Destructor. To help mitigate this problem use Guide which will Twin-Link the Flamers which will not only allow Re-rolls without the use of Doom but also allow a re-roll on the Armor Penetration roll. 18) Wraithlords get Hammer of Wrath now meaning on the charge they can generate 4 attacks on the charge (2+1Charge+1Hammer) Taking Dual Flamers will also allow you to get some nice Overwatch damage meaning they are bit more useful that previous editions. (You can also take 6 at 2k points if you REALLY want too) 19) Runes of Warding will hurt any Allies that are not Battle Brothers (such as Grey Knights) be very careful when taking these allies as you can make their head explode. 20) If taking a terrain model with battlements you can deploy units (such as Falcons) on them and get a 3+ cover save (this works really well for DE) as long as 25% is covered. Combine with fortune for hilarious results. 21) As long as you are embarked in a transport (or building) Space Wolves cannot suppress your powers with a Rune Staff, this item requires the casting model to be on the table. Being embarked does not prevent them from taking Deny the Witch or Runic Armor vs your powers however. Conversely a embarked model is immune to Runes of Warding due to, again, not being on the table when casting a power, be sure to shoot them out in order to affect them.

22) Maledictions such as "Doom" or any cast-able powers in the codex are usable on Flyers of any type (whether or not they will suffer from the effects is another thing) use this to your advantage if Twin-Linked or Skyfire weapons are lacking. Nothing like using Terrify on a Flying Hive Tyrant and then Pinning it with Hallucination (causing it to fall to the ground next turn) 23) As before a Embarked Farseer can use the bulk of a transport (and even building) to VASTLY increase the range of his spells. Since you measure from the Hull you can hit stuff normally out of range of a single model on the table. Its debatable whether a Fortress of Redemption will allow you to cast powers using the entire model or just the section you are embarked in, ask your opponents to prevent any problems. 24) Taking Commander Shadowsun and attaching her to a squad will give you Stealth+Shrouding on any unit she joins (thanks to the stealth Field) however her drones must be dead for this to happen. Dangerous/Lethal terrain or Vibrocannons are great ways to make this happen. 25) Prince Yirel "Ignores Armor Saves" with his Spear of Twilight, use this to your advantage 26) Wytch Blades have the Armor-bane special rule which means they are actually LESS effective at being able to damage armor (due to STR 3), but the Spears do not suffer this, they still "triple the users strength" vs vehicles 27) Infiltrating Kahandras "The Shadow Hunter" by himself is even more effective in this edition since they cannot even shoot/charge him if the enemy doesnt have LOS, hiding a single infantry model is super easy allowing him to eat through the enemy lines like a plague. Given the fact that he has stealth he is able to take a lot of anti-tank punishment allowing the rest of your army to operate with impunity. 28) Embolden still allows you to re-roll Psychic tests for any attached Farseers 29) JsJ (Jump Shoot Jump) is EXTREMLLY effective this edition. Besides being immune to return fire, it also prevents you from being Charged, allowing you to dance around enemy squads. Use this tactic with units like Warp Spiders who have short range weapons and do not want to be in CC. 30) Since you can take up to 4 Autarchs at 2k points this allows you to form a Super Unit out of any aspect squad, since they also gain the Exarch power of any squad they join you can really maximize their damage. As a example 4 Autarchs joining a Full unit of Dark Reapers with Fast shot puts out 27 Str 5 Ap 3 shots at 48 inches. Of course you can give them all "Hunter-Killer" configs and run them by themselves, with this setup they put out 20+ Str 6 Int 6 AP 3 attacks on the charge (don't forget Hammer of Wrath which is even more) 31) Due to Hull points and the High Cost of a Holo-Field it is not recommended on taking

this on Eldar Tanks anymore, With all tanks getting the Jink Rule and the availability of Cover+Fortune you don't need to spend all those points. Use them somewhere else that will get you a impact. 32) If using a aspect squad 8 models is still the recommended unit size to save points while still having a impact. The exception to this is if the squad has a max unit size of 5, in which case you will want to max out the squad. 33) Due to a hilarious loophole in the Dark Eldar FAQ Allies cannot use a Webway portal to enter play while in reserve. However it does not prevent a "Primary Detachment" from making use of a Webway Portal brought by Dark Eldar Allies. Instead of paying points for Wave Serpents that will die in CC when delivering troops instead opt for 1+ Webway portals to deliver your units into the heart of the enemy. I'm sure Howling Banshees would love to be able to just show up somewhere (along with Wraithlords and Wraithguard etc etc) 34) If you are taking Striking Scorpions its recommended to Infiltrate them instead of using a Wave Serpent to avoid the 100+ cost of a suicide tank (remember LOS blocking terrain is your friend). If choosing to outflank them however them using a dedicated transport to get them to the fight is not a bad idea ( you will still lose the tank quickly) 35) While no longer providing COMPLETE immunity to ranged attacked Harlequins still give Shrouding+Stealth to any units that join them (yes even Phoenix Lords) combine with fortune to provide NEAR complete immunity to ranged attacks (2+ Cover is nice for anyone) 36) Its debatable whether or not you can Mind War or Psychic Shriek a Flying monstrous Creature. The General FAQ rules out the use of Lines/Beams/Novas to auto affect flyers but allows the use of anything else not in those categories (I.E. Maledictions/Blessings, or Witchfire that can Snap Shot).. Witchfire powers are still usable on flyers the murky point is the ones that "auto hit", you are still able to Snap Fire them (due to the model having a ballistic Skill) but the same FAQ contradicts itself by saying things that auto hit do not hit (such as Vibro Cannons and Necron Death rays) as always check with your opponent or do not rely on them. [Ironically I'm under the impression if a Vibro Cannon somehow gained the Skyfire Rule it could shoot at Flyers since it is neither a Blast nor Template, and very technically uses Ballistic skill to hit] 37) Barrage Weapons are very useful in 6th, and the Eldar has access to a lot of them (Night Spinner, D-Cannons, Vibro cannons, Shadow Weavers, Tempest Launchers, Krakstorm/Fragstorm Launchers use this to your advantage due to the orgy of cover in 6th. Crackshot is also a great way to shut down vehicles or units camping cover with special rules like Stealth making Fire Dragons/Dark Reapers especially useful. 38) Speaking of Support Platforms if you add a Warlock you can use BS 4 for the scatter as he is now part of the crew, combined with Guide makes them very accurate indeed. (in addition to giving you another ablative wound for the squad) 39) Unless you are skilled at hiding your troops out of LOS you will want to ally armies in

that have strong troops (like Space marines) if you REALLY want Tau/Dark Eldar then Guardian jet bikes are the way to go as they are cheap and tough as a marine. Rapid Fire poison is very nice but T3 and a 5+ isnt so keep that in mind when getting non-durable troops. 40) If you find yourself in a position where your units will be charged regardless of their second move, try and place them on top of terrain (such as level 2+ of ruins) to force the enemy unit to roll difficult terrain. This can keep your units alive unexpectedly, when the charge fails.

War....War never changes -Fallout [Buildings/Purchasable Terrain] For most armies the idea of spending points for an Ageis Defense Line or a Bastion might not seem like a worthwhile investment. In these cases these armies have access to Land Raiders and 3+ armor and dont suffer the T3 curse. Buildings and indeed all the optional terrain as of now offer quite a bit to the Eldar as a whole since it opens up many tactical options that simply were not possible before. Agies Defense Line This is best taken by the Eldar play for smaller engagements or for those who run lots of guardians. For a fast mobile army like the Eldar having to sit in one place that doesnt block LOS is not conductive to living. For games around 500-1000 points however this is fantastic as you often do not have the resources to advance on the enemy. Quad Gun Add-on This can potentially be worth it but not for the option of killing infantry, a STR 6 Scatter laser is not only cheaper but still wounds Marines on a 2+ and is mobile. This is only realistically worth it in higher point games where there is a handful of Flyers you really need to stop (see Valkyrie Squads or Death Scythes) COMMS-Relay Add-on Since we have the option of running an Autarch (or two) this is not really needed, you can spend the points on grabbing it but for the cost you could get another aspect warrior or another psychic power. Bastion - This is a fantastic addition to the Eldar lineup for bargain basement prices. Not only is it so tall and wide it can hide 1-2 squads of War Walkers but it can also hide Wraithlords and gives you a nice firebase to operate from. In addition to the free heavy bolters (which can be placed on any side, I.E. 4 HBs on 1 facing) it can hold a rather large unit of Guardians or Pathfinders if you feel the need. A great piece to prevent a turn one alpha strike on you or to hide Artillery. Taking this model also allows you to be secure when talking into a Tourney or unfamiliar location that you will always at least have this, that way you can plan your list accordingly without having to hope that you get a nice piece of terrain. Icarus Las-Cannon Add-on This is very worth it for the Eldar who lack reliable ranged antitank, since it is a Emplaced Gun it cannot be destroyed until you basically bring down the

Bastion. Stick an Aspect squad in here with powers like Crack Shot or Fast Shot and watch as pieces of flyers fall to the table. It is also very useful in sniping MCs grabbing cover saves, or vehicles who have not moved yet as long as you have access to Crack Shot they are getting hit. Quad Gun Add-on As above but a bit more useful since it cannot be targeted separately like a Gun Emplacement can. Skyshield Landing Pad If you are running lots of vehicles or MCs and plan a static firebase then this is what you want. Since it is simply a piece of terrain it cannot be targeted and can provide you a 4+ invul at all times. It is debatable weather you can place a Bastion or Fortress on top of a Skyshield pad and get a 4+ invul. Sure it sounds crazy but you never know. Fortress of Redemption This is a VERY large model, as such it is perfect for blocking LOS to your deployment zone and protecting multiple frail ranged units. It only has one door (which I suppose is the only access point to the whole building) and all the fire points are in the middle low to the ground. As such people can place things in front of it to block LOS> However if you plan on using barrage weapon even this tactic doesnt work. In all the games I have placed with the Fortress it has frustrated my opponents to no end. JsJing behind a gigantic piece of terrain is very fun. Taking this model also allows you to be secure when talking into a Tourney or unfamiliar location that you will always at least have this, that way you can plan your list accordingly without having to hope that you get a nice piece of terrain. The massive battlements are also a nice touch to get a 3+ cover and maintain LOS, use wisely. Icarus Las-Cannon This is default and a nice added touch, same uses as above. Fragstorm Missile Launcher This is default, and not very good as the Eldar have plenty of options when it comes to kill infantry. The extreme range also will often place it out of Dooms reach. The Krakstorm Missile upgrade is COMPETLY worth it for the Eldar and should be taken every time. Using Fast shot on this turns it into a multiple barrage and it is amazing at destroying IG parking lots (Barrage hits side armor) Heavy Bolter Add-on If you have the points why not, but 9/10 times you wont need it. Spend the points on something more useful. (Special note: Watch out for Death Scythes, they can destroy each section of the Fortress in one attack. They are a number one priority.) (Super Special Note: Enemy Vibro Cannons will wreck your couch, make sure you kill them quickly. Watch out for your OWN Vibro cannons as they will also wreck your couch (dont cross the streams)) (Super Ultra Special Note: All the weapons on a Fortress of Redemption are Emplaced Guns, meaning they cannot be targeted separately like a Gun Emplacement can, unless you

attach a HB to a section with the Las-Cannon or the Missile Launcher there is a 100% chance they will be destroyed if your opponent penetrates and rolls that option. [Forge World Imperial Armor 11 -] While not everyone plays with the models presented in 11 enough people do that I feel its necessary to include a bit about it. Some of the models and units are pretty useful in a standard list and of course they all look fantastic. If you havent seen the Shadow Specter models or the Wraith Seer you are doing yourself a disservice. Hornets A much better version of a Vyper (BS 4!) and comes stock with Star Engines. These are basically fast Skimmer War Walkers with the exception that they can take Pulse Laserswhich is awesome. To kit them out with 2 Lasers apiece is expensive but it will mess up anything it shoots at each turn. Combine with Invisibility power and they will get a 2+ cover save when they move each turn thanks to Jink. A very good squad with great weapon options that can also contest objectives late game. Warp hunter This model is simply amazing, a mobile large blast D-Cannon! It also has a alternate firing mode where you use the flamer template, which is fantastic as the unit you attack wont get cover. The bad thing is that it has only 1 main gun, so a weapon destroyed result has a 50/50 chance of gimping the tank. The points cost is very reasonable for it and it can take all of the upgrades available to Eldar tanks. Wasps BS 4 War Walkers with Jump Jets! This is fantastic allowing you to really abuse the JsJ mechanic with Heavy Weapons. Slightly expensive points wise but worth it over all. The best part is it uses a fast attack slot allowing you to continue to take War Walkers. Between Wasps and War Walkers you can have some serious Dakka in the army not to mention running tons of Walkers. Shadow Specters A New aspect that was introduced, actually kind of nice as I prefer shooting myself and they also come stock with a 5+ invul (that can go to 4+) and a 3+ armor save. The combine fire rules are a nice touch but just like with a Prism tank if you are combining fire you are losing out on more shots, although if you include the Phoenix lord then you can pop out 4 STR 10 shot a turn. While expensive points wise the unit itself is very flexible for anti-tank or anti infantry and move deceptively quickly with their Jetpacks. Despite having a 4+ save and T3 their ability to JsJ allows the unit to operate independently of your army and avoid return fire. Its also worth mentioning that the Exarch power Cynosure (which TLs your shots) can be used to perform AA dutys which makes this unit even more valuable. Phoenix Bomber The only way you can get Flyers straight from your codex this unit is actually pretty awesome, I have not seen any 6th FAQs for Imp Armor 11 regarding the rule Chasing Shadows which gives the Flyer a 4+ invul. If that rule stays the same then we have access to one of the best flyers you can get as its default weapons are great at hunting down enemy flyers AND killing infantry on the table. Very expensive points wise but worth it IMO

Firestorm AA Tank This is a fantastic Anti-Air unit, similar to the Hydra Flak Tank except being a fast skimmer. If you are having trouble in your game with Flyers this is the way to go for a decent price too. My only gripe is that the STR of the weapons could be at least 1 point higher (due to its points cost) but with 6 shots you should still be bringing down a Flyer per turn with Glancing hits if nothing else. Wraith Seer This unit seems so cool but is a bit pricy for what it does, especially the Wraithguard Tax in order to take it. The one redeeming quality is that you get a BS 5 DCannon with this HQ choice. Its powers are a bit meh but the FNP is useful. The main reason you take him is the ability to reduce cover saves taken against any wraith unit in your army. Very offensive and gets a bonus vs AP for vehicles so this means with the new Smash rules for MCs the Wraith Seer is running +2 to the vehicle pen charts. Also the model looks fantastic. Despite having only 1 Warp Charge I can see the Wraith Seer being even deadlier with some of the BRB powers. Nightwing Interceptor This unit fulfills the same function as the Razorwing Jetfighter, in other words its there to take down enemy Flyers. It continues to have a 4+ invul just like the Bomber but with lower armor, considering it takes a fast attack slot why not have both? For its points you can run a handful but what makes it fantastic is its armament, basically designed to kill enemy flyers right off the bat all at BS 4. Farseer Bel-Annath This is actually a neat concept, a CC Farseer. For his points cost his Flamer attack really should be more than 1/game otherwise he is pretty solid. However like I said his points cost is on the high side for what he DOES bring and his limited choice of powers makes him pale vs Eldrad which is only a slight cost more. Now his redeeming quality is that he does radiate a Stubborn bubble 12 around him, buuuuuut YMMV. He also gives you a extra Heavy Slot (at the cost of an Elite slot) which can of course be very useful. (this is particuarly broken at 2k games which will net you 8 heavy support slots!!!) Iryllith Shade of Twilight As a new Phoenix lord this guy carries the same base stat line, he is around the same points cost of Asurman but ACTUALLY effective. Most Shooting HQs in the game are effective and popular and this guy is no exception and fantastic at gunning stuff down. He comes equipped with a default power weapon which can be either a Maul/Axe/Sword/Lance, which is extremely flexible. Due to the nature of his special rules and his weapon you really need to field him with a unit of Specters so they can combine fire as needed. It is worth mentioning since his unique gun is a 3 shot weapon if you boost his STR to 10 you can pop off 3 STR 10 Ap 1 shots at something, combine with a Exarch and thats 4, giving you GREAT anti-tank capabilitys. Oh also all his shots are twin-linked due to his Exarch power and because of this he and his unit can actually perform AA dutys with their Prism Rifles.. Also JsJ shenanigans, in other words despite his high points cost (close to a land raider) he is worth it and can actually kill a Land Raider which is rare for HQs approaching this cost. Special Note: You can also form a Corsair army with the additional models presented in IA 11 but since that is beyond the scope of Codex: Eldar we will skip it for now.

"Only when you have soared through the morning skies on wings of flame can you understand the Hawk. Only when you have fallen screaming upon those who know they are already dead can you understand the Banshee. Only when you have annihilated those who would oppose you can you truly understand the power of the Dragon. And only one who has travelled but ultimately turned away from each of these paths can understand the Autarch." -Anthrillien Morningchild, Autarch of Yme-Loc Sample Army Lists Keep in mind this is not supposed to be a example of what is a competitive list or even the best choices to make, the following are just examples to set you on the right path so you can customize and make a informed decision. Reserves Style List with a touch of Hammer and Anvil Autarch 140 w/ Fusion Gun/ Guardian Jet bike/ laser Lance / Mandi-Blasters Farseer 148 w/ ROWar, ROW, Jet bike, Fortune/Singing Spear Seer Council 550 w/ Warlocks x10, Jet bikes x10, Destructor x8, Embolden x1, Enhance x1 Guardian Jet bikes x3 76 w/ Cannon Guardian Jet bikes x3 76 w/ Cannon Guardian Jet bikes x3 76 w/ Cannon Shrike 120 Assault Terminators x10 400 TAC Squad x10 230 w/ melta/Plasma/Drop pod Warp Spiders x7 193 w/ Exarch/Dual Spinners = 1999 T5+Fortune on the bikes, Termies that DS in w/ Shrike +fleet and some nice Dakka from assisting Warp Spiders allows you to drop in and threaten the enemy army straight up. Shrike can leave the Termies once he arrives and go after a weak target so stay with them for some extra punch. Squads of jet bikes to harass and capture last turn. A very straightforward list, I cant recall if Shrike has Hit and Run but if he does you can throw him in the Seer Council after the fight starts for the lulz. This list has no answer for Flyers but focusses on removing the ground threat and ignoring the dakka provided by flyers. Between fortune t5 jet bikes and the 2+ Termies even Night Scythe spam should do limited damage. Hammer and Anvil Assault Termies x10 400 Libby 100 TAC Squad x10 195 Missile/Flamer/ Wraithguard x10 381 w/ Seer Eldrad 210 Kahandras 215 Guardian Jet bikes x3 66 Guardian Jet bikes x3 66 Guardian Jet bikes x3 66 Guardian Jet bikes x3 66

Fire Prism 115 Fire Prism 115 =1995 The Wraithguard are the Anvil and advance under the cover of Fortune, the Termies are the hammer (literally, they have Thunder Hammers) and drop down to squeeze the targets. The Libby goes with the Termies and while he cant DS with them, he can use his Deepstrike power to jump around as needed. Reserves Style Autarch 140 w/Guardian Jet bike/Fusion/Mandi-blasters/Laser Lance Autarch 140 w/Guardian Jet bike/Fusion/Mandi-blasters/Laser Lance Guardian Jet bikes x3 76 w/ Cannon Guardian Jet bikes x3 76 w/ Cannon Guardian Jet bikes x3 76 w/ Cannon Guardian Jet bikes x3 76 w/ Cannon Guardian Jet bikes x3 76 w/ Cannon War Walkers w/ Dual Scatter 180 War Walkers w/ Dual Scatter 180 War Walkers w/ Dual Scatter 180 War Walkers w/ Dual Scatter 180 War Walkers w/ Dual Scatter 180 War Walkers w/ Dual Scatter 180 Bastion w/ Quad 125 Bastion w/ Quad 125 =2000 The Autarchs go into 1 jet bike squad each, park these in the bastion (they are very bulky), this is to protect them from alpha strikes and allow them to fire the Emplaced weapons. The other jet bike squads will hide behind LOS blocking terrain (the bastions if need be) and JsJ with their cannons. Once the War Walkers show up on turn 2 (outflank them) they can unleash 144 Str 6 shots at 36 inches + movement. If the enemy has flyers use the Autarchs embarked in the bastion to man the Quad Gun emplacement and Intercept them as they come on, otherwise have the Autarchs leave and join up and go hunt down vulnerable targets while the jet bikes stays embarked and fires the heavy bolters and quad guns. With 5 troop choices that are easy to hide it should be no problem to cap objectives at end game with turbo boost. Obviously we are using two primary detachments; also you have two Autarchs for +2 to reserve rolls just in case your enemy has the ability to give you a penalty to the roll. Ranged Superiority with a touch of Insert name here style Maugan Ra 195 Eldrad 210 Fire Dragons x7 144 Exarch / Crack Shot/Tank Hunters Fortress of Redemption 250 w/ Krakstorm D-Cannon x3 150 D-Cannon x3 150 Dark Reapers x3 147 w/ Exarch/Crackshot/Tempest launcher Dark Reapers x3 147 w/ Exarch/Crackshot/Tempest launcher Shasel x1 59 w/ TL-Flamer/BSF Broadsides x3 223 w/ Target Lock x2/BSF

Fire Warriors x6 60 Guardian Jet bikes x3 Guardian Jet bikes x3 Guardian Jet bikes x3 Guardian Jet bikes x3 =1999

66 66 66 66

Maugan Ra goes with the Fire warriors and equips the Krakstorm Missile Launcher, using Crackshot and Fast Shot as needed. Shasel goes with the Fire Dragons and the Exarch equips the Icarus Lascannon and Intercepts enemy flyers as needed. 1 D-Cannon squad goes in the middle section of the Fortress and the Broadsides go in the top section. The Reapers and the last D-cannon either deploy on the battlements (not a great idea) or deploys behind it out of LOS and start barraging things. The jet bikes stay in reserve and come on and focus on capping objectives for shooting down Flying MCs (make them take grounding tests and then blow them away) The broadsides do what they do best and also are great anti-flyer with their Twin-linked Railguns. Also SMS allows you to nail things out of sight. This whole list either ignores Night Fighting or Ignores Cover just because or features a large amount of Barrage weapons to ignore LOS. This list is dangerous due to the large amount of AP 2 and AP 1 weapons, lots and lots of blasts and the ability to cap/contest multi objects at end. Eldrad should go with the broadsides in the central section but can go anywhere. He should roll on the Telepathy discipline, and use those powers as extra AA defense or focus on shutting down Deathstars with Terrify or Hallucination. Space CQC style Eldrad 210 Farseer w/ Doom/Fortune/Spirit Stones/Singing Harlies 256 w/ Shadow Seer/ Kisses x10/Fusion Harlies 256 w/ Shadow Seer/ Kisses x10/Fusion Harlies 256 w/ Shadow Seer/ Kisses x10/Fusion Harlies 256 w/ Shadow Seer/ Kisses x10/Fusion Harlies 256 w/ Shadow Seer/ Kisses x10/Fusion Guardian Jet bikes x3 w/ Cannon 76 Guardian Jet bikes x3 w/ Cannon 76 Guardian Jet bikes x3 w/ Cannon 76 Guardian Jet bikes x3 w/ Cannon 76 =1997 As you can see this features 5 full Harlie squads with melta. The Farseers go in the harlies and cast Fortune or Doom as needed every turn allowing them to advance with re-rollable 2+ cover saves. Even flamers will still not kill many with a 5+ invul and re-rolls. The jet bikes do what they do and capture/contest, also obviously we are using 2 primary detachments here. Mech Eldar Autarch 140 w/Guardian Jet bike/Fusion Gun/Mandi-Blasters/Laser Lance Autarch 140 w/Guardian Jet bike/Fusion Gun/Mandi-Blasters/Laser Lance Guardian Jet bikes x3 w/ Cannon 76 Guardian Jet bikes x3 w/ Cannon 76 Guardian Jet bikes x3 w/ Cannon 76 Guardian Jet bikes x3 w/ Cannon 76 Spear 128 pistols x2 pistols x2 pistols x2 pistols x2 pistols x2

Fire Prism 115 Fire Prism 115 Fire Prism 115 Firestorm 150 Firestorm 150 Firestorm 150 Hornets x2 w/ pulse 250 Hornets x2 w/ pulse 250 Vypers w/ Scatter/Shurican x2 120 = 1999 This list is pretty self-explanatory, excellent Anti-Vehicular firepower, excellent Anti-Infantry firepower, amazing mobility and excellent AA fire power. This list has it all and runs 11 vehicles all fast skimmers with the ability to hold half your list in reserve should you need it. Elite Style Shinning Spears x5 w/ Exarch/Withdraw/Skilled Autarch w/Guardian Jet bike/laser Lance/Fusion Shinning Spears x5 w/ Exarch/Withdraw/Skilled Autarch w/Guardian Jet bike/laser Lance/Fusion Shinning Spears x5 w/ Exarch/Withdraw/Skilled Autarch w/Guardian Jet bike/laser Lance/Fusion Shinning Spears x5 w/ Exarch/Withdraw/Skilled Autarch w/Guardian Jet bike/laser Lance/Fusion Guardian Jet bikes x3 66 Guardian Jet bikes x3 66 Guardian Jet bikes x3 66 Guardian Jet bikes x3 66 Fire Prism 115 Fire Prism 115 Fire Prism 115 =1997 Rider 207 gun/Mandi Rider 207 gun/Mandi Rider 207 gun/Mandi Rider 207 gun/Mandi Blaster 140 Blaster 140 Blaster 140 Blaster 140

Plenty of CC and lots of STR 6 shooting from the Spears units, a highly mobile army and the 4 Autarchs can go tank hunting if needed; youre basically ignoring flyers in this list. The prism tanks are there for some long rang anti-tank but mainly to kill Termies. Lots and lots of Hammer of Wrath attacks as well, for what that matters. Elite Style v2 Seer Council 550 Kahandras 215 Eldrad 210 Jetbikes Jetbikes Jetbikes Jetbikes 66 66 66 66

Tau Shas'O 212 Iridium Armor, Sheild Drones x2, Dronce Controller, Fusion Gun, Retro Thrusters, Stimulent INjector, Sheild Gen, Multi Tracker, Target Lock,

Fire Warriors 60 Broadsides 263 Team Lader, HWDC, Sheild Drones x2, Target Lock x2, BSF Bastion 125 Quad Gun, HB x4 Fire Dragons 112 1991 The Jetseer Council teams up with Eldrad and Kahandras and the Tau Commander. They infiltrate somewhere up, now it is very hard to hide so many models (15!) so place them somewhere...really anywhere they can take whatever punishment. If not going first try to place them behind LOS to prevent a first turn Alpha by the enemy forces. After that they move around the table and F-K S-T up, with the FAQ changes to Spirit Stones Eldrad can now cast the same 3 powers a turn if he needs too, meaning it will be very hard to shut down fortune on the unit. Fire warriors and Bikes go into reserve and do their thing. Dragons go in the bastion and the Exarch mans the Quad Gun and the others grab the HB's. Broadsides go on top with the sheild drones and do their thing. Remeber they can target up to 3 different units. They also perform impromtu AA if need be. Know your enemy and know yourself and you can fight a thousand battles without disaster.'" - The Art of War "They shall come, expecting the obvious, the simple, the artless. They shall stab at the shadows with confused minds and troubled hearts. Meanwhile, we shall appear unseen from ten directions, and from every one strike a fatal blow." -Dawn of War: Soulstorm A note on list building : Redundancy (having more than one of the same thing) is very important in a game like 40k. When you only take one unit that fulfills a particular role and it gets destroyed it creates a chink in your armor, instead of taking that one unit of 10 Fire Dragons try splitting it into two units of 5 or take another unit of 10 if points allow. Being balanced is also an important concept, in 6th we dont only have to protect from Troops and Vehicles but also flying units of all types in addition to a proliferation of psykers. Having 2+ units that can handle each type is important to be able to make an all comers list and in a perfect world you would want to field units that can handle not only infantry but also vehicles. You want to be able to be well rounded enough to handle a variety of situations. A great example is Wraithguard, while terribly expensive (especially to take in multiples) they have a weapon that will shred a vehicle, kill a monstrous creature, ruin heavy infantry and dent a blob. In addition on the charge they can finish up the blob during the charge and handle most anything that isnt STR 7+, this makes them a very well rounded unit despite their obvious shortcomings. In 6th the Eldar (and most Xenos) got much better but still are behind armies like Grey Knights. This doesnt mean you cant win but every mistake will cost you so be sure to know what your army can do and if possible what the enemy can do. Redundancy, Balance, and a steady hand will see you through.

Main Rulebook Psychic Powers: Special Note: You either get the BRB powers or you get the Eldar powers, not both. Be very sure if losing Fortune (mostly just fortune but also Guide) is worth it. If you are including 2+ seers in your army then absolutly get some BRB psi-power love. For a regular Farseer I would not recommend rolling on the tables as at best you only get 2 rolls, but Eldrad gets 4 and is COMPLETELY worth it with his three Warp Charges. I would HIGHLY recommended only rolling on the Telepathy side as Divination doesn't have too much to offer besides a 4+ invul for any Wraith units you are taking. Divination Primaris Power : Prescience - This is Guide by another name, not bad at all. Foreboding - On the right unit this power is amazing, but if your squad that includes your Farseer is about to be charged, you have probably already lost this game, consider trading in if you do get it, YMMV. Forewarning - This works wonders on any Eldar vehicle, especially one that is going to be close to CC bad guys as it will get the invul save in CC. Kinda meh otherwise, units like Wraithlords and Wraithguard LOVE IT! Misfortune - Basically Null Zone for everything, castable on any unit within 24, this is brutal on any 2+ or 3+ unit, especially one that is about to get light up by everything in your army. Watch out for Deny the Witch, otherwise a VERY nice power to have just because. Perfect Timing - With a unit like Fire Dragons its okay but otherwise we have so many Barrage weapons or low AP weapons like the Scatter Laser OR also have Crack Shot its basically pointless. While certainly not terrible this power is best used with Allies like joining a unit of Broadsides (whoa OP) or hanging with some DE units. For the actual Eldar codex not very useful. Precognition - Warptime for the Eldar? Whut? We have Fortune+Guide LOL, not very useful at all especially since our Psykers are not CC machines. Hope you don't get this or trade it in when you do. Scriers Gaze - This is basically useless for the Eldar, a definite trade in power. YMMV Telepathy (doo dwee doo) Primaris Power: Psychic Shriek - This is a "better" Mind War, its shorter ranges is what kills it but at least you can put up to 8 wounds on a LD 10 target. Very nice to take and extremely useful. Dominate - This power is neat and can potentially be broken on Flying MC's (as being prevented from moving will cause them to fall), otherwise its a nice big middile finger to any DeathStar unit on the table, combine with Terrify for lulz. This is not a bad power to have at all so don't feel bad if you get it. Mental Fortitude - Makes a unit Fearless and allows a re-group, not reaaaalllyyy good for the Eldar, but it can be useful for Allies like Tau with their average LD 7. Consider a trade in if you get it.

Puppet Master - This power is extremely good, if you can roll that 6 (easier if you are guided) you can make Flyers shoot each other out of the sky and can potentiality just turn them backwards forcing them to either move off of the table or go in a direction that is not useful. Has some very nice tactical applications and is also a Focused witch-fire, use Embolden and Runes of Witnessing to basically pick your target each time. Terrify - This power is broken hands down, seriously OP in 6th, you can not only remove Fearless with it but if the target fails the Moral Check you can KEEP HITTING THEM WITH THE POWER, and make them run off of the table!!! The tactical applications are HUGE, you can force people to run out of cover enabling LOS shooting or suddenly being able to hit by Barrage (if they were hiding under a level) It can also seriously screw a Flying MC, possible forcing them to go back into Ongoing Reserves. Invisibility - This is kinda nice for the Eldar, has some good Synergy with any Fast Skimmer and for any primary assualt unit, other than the CC power its not really useful as you have plenty of things that either already have it, can move behind LOS blocking terrain thus being immune to shooting, or is so tough they don't need a 4+ or 2+ Cover save. Since it uses 2 Warp charges its kinda 50/50 on if it will be useful for you. YMMV Hallucination - This is also another OP power in 6th, keep in mind if you grab option 3-4 on a vehicle it is immune to the effect...except the NO SHOOTING PART. Since it is a malediction you can use it to shut down Flying MC's and any Flying Vehicles from contributing to the fight, it will also shut down Deathstars like no tomorrow. Combine with Terrfy and LOL when the Super Unit of Paladins lead by Draigo is pinned. Threat Synopsis: A very important aspect for any table top game is target priority. This means you want to know and focus down units that present a large threat to your own units. Running a Terminator army? Then you want to focus down anything that can defeat a 2+ armor save such as D-Cannons, running Horde? Then you want to focus down anything that has large blasts or Templates. Running Mech? Then you need to kill all melta and ordanance on the table. Knowing your enemy is very important to making the right tactical decisions. Sisters of battle - You see the thing about sisters of battle compared to marines is the fact that they can field more models, 1/3 more models in fact on average. They don't really have much to threaten us with except Excorsists and the fact they can field a number of Heavy Bolters. Sisters of battle don't play the ranged game very well so with few exceptions the majority of their fire power is in the 12-36 range which means we either outrange them or match their best units. Since they do not have reliable access to Barrage weapons we can often hurt them without retaliation. On average Seraphim, Excorists, Dominions??, and on occasion Penitent Engines are the biggest threats Space Marines (Vanilla) - Other than the 3+ save marines don't really have much that can threaten in 6th, they do have a prechant for getting close quickly thanks to drop pods or deep strikign terminators. If you are unable to effectivly deal with the deepstriking threats (either through proper deployment or lack of D-Cannons) then they will ruin your day. They do have access to Rifleman Dreads and Preds that can and will mess up any static infantry but the lack of AP 3 ranged weapons will allow you to get close quickly and generally safely with units like Jetbikes or Shinning Spears. Thunder Fire Cannons, their new Gunship, Rifleman Dreads, and Terminators and the occasional Las Cannon are the bigets problems for the Eldar on average. If you can handle these units the basic marines will pose no threat.

Space marines (Black Templar) - Black Templar have always been a thorn in the Eldar's side, what with their Blessed Hull and POTMS Vindicators. Resistent or immune to Psychic powers, free moves if the enemy has a psyker, along with non standerd units like a Marshal makes them much mroe deadly to the Eldar than other chapters. While they are still basic marines they (with their new FAQ ruling for losing models and takign LD tests) and the fact they can get a free move at the start of the game can put them in your face very quickly where yoy may not be able to deal with them. Their lack of a solid base of Anti-Tank fire power can put you at the advantage with units like Fire Prisms. 15+ basic squads, terminators, Vindicators and Land Raiders (along with the command squads that ride in them) are the biggest threats to the Eldar. Space Marines (Blood Angels) - As mentioned previously marines are only really dangerous to the Eldar if they can close the gap quickly, otherwise you are able to gun them down with impunity. However the Blood Angels specalize in getting to you right away, while this isnt as bad as it used to be due to the change in reserves it can still be fatal for the Eldar player that doesn't pay attention. The FNP they can get in multiple squads makes it hard to Dakka them down with weapons like Scatter Laers which means if you hit them you really need to be peircing that 3+ save. Blood Angels can EASILY be shut down though through proper deployment to limit their Deepstrike capability or by bringing allies that delay or damage deepstrikers. Other than their proliferation of Jump packers their Storm Raven can be a problem since it brings Dreadnoughts with it. Deep Strikers of any sort, Storm Ravens and Fast vehicles are the biggest threat on average. Space Marines (Space Wolves) - These guys want to get you in CC, they have decent shooting with Long Fangs and their Rune Priests can ruin your day shutting down Fortune. This means if you are able to shut down the Long Fangs, or avoid CC (Buildings help) and stay away/shut down rune priests your game is going to go very well. In most Space Wolve armies any super sqauds like ThunderWolf Cav or multiple Lords in a unit can be shut down with BRB psychic powers, specifically from the Telapthy dicsipline. Rune Priests, Long Fangs, Wolf Scouts, Thunder Wolf Cav and any model with Saga of Majesty are your biggest concerns. Space Mainres (Dark Angels) - Considering this codex is even older than yours they don't have much in the way of real benifets. Ravenwing got a boost because of Junk saves and Deathwing got a boost because of power weapons being nerfed. Neither of these buffs really help aganst D-Cannons or Rending units like Harliquins. Their shooting is currently subpar and thus you can out range them easily. Since they typically cannot catch you in CC any units that have powerful ranged attacks like Fire Prisms or Dark Reapers will be useful. Multi-Melta Attack bikes and Termies of any flavor are the strongest threats to you. Space Marines (Grey Knights) - Storm Ravens and teleporting basic troops cause a lot of problems for the Eldar. While the Grey knights have lots of tricks with the various grenades and excellent mid range shooting with some nice long distance armor peircing attacks they suffer from being Marines. Dark Reapers, Distort Cannons, Terrify, etc etc will shut down everything they have and Runes of warding will basically ensure they never get off a power. If you can avoid the Alpha strike then you have nothing to fear from Grey Knights. However if they manage to catch you you have nothing except Harlies which can fight them in CC and win. Especially if they bring along Paladins or a super CC Henchman squad. Storm Ravens, Multi-Psycannon units and Dreadknights can be a big problem for the Eldar. Tyranids - Poor poor Nids, they don't have much to offer aganst the Eldar, you not only outrange them in nearly every FOC slot but you also move faster, have better anti psyker

abilities, and can actually fight everything they have in CC. Even their MC's are basically speed bumps to your list, a flying Dakka Tyrant can protenitally pose some problems but Fortune combined with some BRB powers will make sure they remain ineffective. Hide yourself in a bastion or Fortress and even their ranged shooting cannot affect you. Flying Tyrants, Zoanthropes, Tyrgons and potentially Genestealers can pose a problem to the Eldar. Orks - These guys can actually post a big threat to the average Eldar player, while not exactly one of the best armies the fact that they can cover the board in bodies means you will run out of places to hide very fast, every model can basically kill you in CC and if you don't have enough AT then spamming Death Dread and Killer Kans can be a problem. Lootas will wreck your Eldar couch so watch out for them, besides them Def' Rollas are a huge problem to everything you have. Lootas, Battle Wagons w/ Def Rollas, and your Average Ork Boy will be a threat always. Chaos Marines - just like Space Wolves these guys prefer to be in CC with you except they are not as deadly. Chaos shoots really well and can threaten even your toughest models. However whats holding them back is the fact they are marines. Anything that kills marines will kill them with a few exceptions. Since the Oblits can no longer fire the same weapon turn after turn you don't see as much ranged anti-tank, while arguably their most dangerous models are anything that can cast psychic powers Runes of Warding shuts that down nicely. You would think a flying demon prince would be scary but Terrify+Halucination shuts him down quite nicely as well. Anything with a Hades Autocannon, Havocs, Chaos Bikers, and Chaos Sorcers and Vinidators are among the most dangerous things in the codex to the Eldar. Necrons - You would think this age old enemy actually poses a threat to the Eldar, in 6th however nothing is furtherist from the truth. With the many barrage weapons we have and our faithful Tau/Dark Eldar Allies we can negate the many advantages they enjoy in genereal. Vibrocannons quickly and cheaply shut down their ground absed vehicles, Quad Guns or icarus Lascannons and Braodsides shut down their air force, Wriathguard/Wraithlords destroy any CC threat and our Psychic powers are effective aganst any super CC squad such as Wraiths led by a lord. With how fast our jetbikes move even their Night Scythes potential ability to capture/contest anywhere on the table are quickly shut down as we can counter contest/capture easily.Tomb Blades, Nemesor Zanhdrakh, and Death Scythes are basically the largest threat, or anything with a Tl-Tesla Destructor if you let them get within range/LOS. Tau - Long story short anything with access to a Railgun or a Missile Pod is a large threat in the Tau army. While you do have your psychic powers for defense (or offense in the case of Terrify+LD7) really nothing you can do except close the range will work. They JsJ better than you and have high enough STR wepaons to threaten anything you can feild. Depending on who they bring to the table as allies can have a huge impact on your ability to win the game. They play the ranged game better than you and don't care about Night Fighting so watch out. To give you a example of what you are up aganst, 40 Twin-Linked missile pods and 9 Twin-Linked Railguns (that can fire at 9 different targets) cost less than 1500 points. Dark Eldar - They have the ability to bring enough Dakr Lances to threaten all your army and their Poison weapony will eat your infantry whether its T3 or T8 means they have the toolkit to bring you down. However Scatter Laser return fire or the use of Barrage weapons will even the fight. Since they don't care about psychic powers and have access to a Crucible of Malediction defpending on what you are fielding you could have a hard time. Do not fight them in CC as even the basic warriors can beat a aspect squad in CC, not to

mention the more specilized ones. Venoms, Jetfighters/bombers, Grotesques, Reaver Jetbikes, and all of their infantry are threats to you. Chaos Demons - Its a toss up really, if you have the Dakka to bring down large groups of models ( See D-Cannons) then you will be fine. Since they can get on you really easy its important to have strong point defense and Deep Strike defense from proper deployment or allies. Flamers are not a problem, Screamers are not a problem. No the problem is Blood Crushers, if they bring a lot fo Crushers and you cannot handle them you will most likley lose as the Crushers are tough enough to take your fire power and keep on moving. Since they can now charge 12 inches its not even guanteed you can get away from them every turn unless you utilize multi level terrain or LOS blocking models. If they do brings lots of Screamers and you have important vehicles/buildings having bubble wrap is very important to keep them alive for another turn or two. Blood Crushers, Screamers and on occasion the Greater Deamons are all problems for the Eldar. Eldar - MIRROR MATCH! If you both bring a majority of the same units it will either come down to who went first or who is the better player. They can do everything you can do and if you both have Runes of Warding even your powers per turn will be hampered. its tough to say exactly what will be good aganst another Eldar player since everything both of you can field will hurt each other, the only thing you can hope for is that he brought multiple Guardian Defender or Storm Guardians to the table. As those units do nothing really aganst how fast their breathern are. Another thing to watch out for is which allies they brought. if they decided to ally in 100 Orks then you are going to have a tough time avoiding them while trading shots with the Eldar part of the army. Allies will be a large game changer if you are of equal skill and have the same units. Imperial Guard - If you don't bring Vibro cannons or Railguns this fight can be hard. The imperial Guard's Lasguns can actually threaten you which means the closer you get the harder the fight, suicide units of FIre Dragons will only perform so well before being removed which means you need to fight at a distance. Really though what you need to watch out for is the Imp Guard player tham spams Valks/Vendettas. Not because they are flyers but because they are squaded. Meaning you basically need to have a Quad Gun with Tank Hunters to dent them.Since Hydra tanks do not have interceptor they lost a lot of long range Dakka for infantry meaning if you want to get close you will have that option. Basically anything with AutoCannons, multiple las-cannons, or Plasma guns are dangerous. While the barrage of the Imp Guard is just as dangerous as yours in most cases fortune will let you ignore a lot of it. Watch out for Outflanking Flyers. Warlord Traits -So here we are with a new tactical option in 6th Edition. The Warlord Traits. Until we get a new codex with options of our own we can choose from the options presented in page 111 of the BRB. For the following breakdown I will include the type of HQ that would love it the most, it should be worth noting that a Warlock Bodyguard unit can roll on the table since they are a HQ unit. Sadly unless your Farseer gets hit with Deathleaper's special ability you have the pick the unit with the highest leadership. Poor poor LD 8 Warlocks Command Traits -1) Inspiring Presence, basically a stubborn bubble in 12 inches, not bad at all for a ground based force. All HQ's with their LD of 10 will like this one, yes even The Avatar. Getting hit with a spell that makes you take a LD test will be useful when you are LD 10, Fearless doesn't protect you from everything.

2)Intimidating Presence, this is a strong ability for any HQ that is looking to get close to the enemy. Typically only good for Autarchs, all the PL's except Maugan Ra and Yirel. The farseers won't find this very useful unless you have the spell Terrify or something and are close to any affected units. 3)The Dust of a Thousand Worlds, for the most part this isn't very useful unless you are running a heavy ground based force. Even then the only aspect to get really use out of it are the Howling Banshees as everything else either ignores Terrain as it moves or already has Move through Cover. There is no particular HQ that this would be bad on, except one that has a Jetbike, Warp jump Generator, or Swooping Hawk wings. 4) Master of the Vanguard, combined with any unit that has Fleet you have a amazing chance to roll a 6 for that run move. However, how useful is this really for a Eldar list? There is no particular HQ that this would be bad on, except one that has a Jetbike, Warp jump Generator, or Swooping Hawk wings. 5) Target Priority, This is fantastic and especially useful for any list that likes to shit back and shoot (it should be noted this can be game winning on The Relic mission) You want this on any HQ that sits back and shoots or supports. Basically Farseers, Maugan Ra, and the rare Autarch that takes a Reaper Launcher. 6) Coordinated Assault, This would seem to be pretty great on any CC HQ but remember all of our HQ's (except for the Avatar) already have Fleet and that re-roll can be all we need. Shooting HQ's do not want this if you can help it and Farseers in Seer Council's would potentially love it. Personal Traits -1) Master of Defense, this can be very strong really on any HQ, while not the best on the Avatar (since he cannot join a unit) all HQ's will love this. The only one who doesn't like it is Jain Zar as she already has it, lists that focus on defending get the best benefit from it. 2) Master of Offence, This can be kinda broken on premier assault units like Banshees, Scorpions, Shinning Spears, all the PL's love it too (except for Jain Zar) and even the Avatar can make great use of it. Very strong if you are a assault based army since Furious Charge is hard to come by. 3) Master of Manoeuvre, This has some really strong applications for units like Shinning Spears or Harlequins. You can even throw it into a Artillery unit of D-Cannons and outflank them into a great position. While for the most part this doesn't help the Eldar it does have a nice bonus. Useful for all HQ's (especially the slow Avatar) 4) Legendary Fighter, basically everyone but a Farseer will get good use out of this. THis can turn a tie game into a victory for the Eldar. This is especially potentn aganst Chaos Marines since they have to accept any challenge or the Emperors Champion from the Black Templar. 5) Tenacity, THIS is very strong on a Wraithguard Troop unit combined with Fortune. Really useful on ANY troop unit but the Wraithguard get the most milage with their T6. This turns a super durable scoring unit into practically a Immovable Object. 6) Immovable Object, this has a LOT of potential on any fast HQ unit. Bahharoth, Jetbike

(anything) can quickly steal a objective at the last turn. Most opponents will forget you have this which can allow for a surprise victory. Not so useful on a list that focuses on defending. Strategic Traits -(Special Note: All Farseers love this column) 1) Conqueror of Cities, This is notable for being one of the only Army wide Buffs that the Warlord traits give. Most terrain in the Grim Darkness of the far future feature ruins of some sort and so is also one of the most widely useful traits. Every HQ will get use out of this and for those who wants to take Wraithlords, War Walkers, Vypers, or really any super Dakka unit will REALLY enjoy that 3+ cover save. 2) Night Attacker, very useful if you are lots of Jetbike troops and have to go first, or if you have ways to ignore Night Fighting. Unless you can handle the Night Fighting you might actually be helping the enemy. This can go with any HQ 3)Master of Ambush, You will have to build a army around this concept and it doesn't really have much use for the Eldar as we have like three units in the whole codex that can naturally outflank. This has so me good potential with Allies but for the most part is not the best, really any HQ can take this. 4) Strategic Genius, This can be VERY useful for any reserve style list, and indeed if you want to hold your weak jetbike troops behind for last turn contests this can help keep them off the table. Any HQ can take this 5) Divide to Conquer, This has serius game applications and if your opponent has a number of reserve models (particularly Flyers) then this will help you win the game. IG really like this since it will stack with Master of the Fleet which will give a -2 to enemy reserve rolls. Any HQ will like this, but it is situational based on the opponents list. 6) Princeps of Deceit, This has some amazing tactical applications for a Bait and Switch, combine with Eldar and you can REALLY redeploy a large chunk of your army. Really any type of list will help, and you get the most use out of it if you are going first with them having the possibility of Seizing (certain models give re-rolls or changes the number, its a good way to turn it around on them)

"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it." - Codex: Eldar (4th Edition), p. 18 For Posterity here is my 5th edition guide. Its interesting to see how the opinions have changed over time and with the editions. Rage's Guide for/against the Eldar (in 5th) The Eldar FAQ current as of 11/14/12 Eldar FAQ The Tau FAQ current as of 11/14/12 Tau FAQ The Dark Eldar FAQ current as of 11/14/12

Dark Eldar FAQ The BRB FAQ current as of 11/14/12 Main Rulebook FAQ All are in PDF format for easy download EDIT LOG: 1) Added bit about the change to Spirit Stones in the Eldar FAQ, this means you can double cast (or triple in the case of Eldrad) the same powers more than once. This means that the Spirit Stone upgrade is huge. 2) Cleaned up some formatting and spelling errors 3) Added Lelith Hesperax, for some reason I forgot she existed 4) Spelling 5) Added BRB psi-powers into the description 6) Updated PDF with changes 7) Cleared the edits to Spirit Stones, because I cannot read. 8) Added threat breakdown for each army 9) Added bit about a Triskle being a Unusual power weapon in CC. Kudos to Ensanguined Priest for pointing that out! 10) Vibro Cannons are not Barrage...MY LIFE IS A LIE, fixed 11) Spelling 12) Added Warlord Traits section 13) Spelling

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