Eldar

Eldar Tactical Summary as of 10-26-16

Eldar started as Space Pirates and then developed into having one of the most best back stories in the Warhammer 40k universe. Taking fantasy Elf tropes and turning the Eldar into an opera of sorrow in space was one of the best literary turns Games Workshop had ever conceived. Then to continue to layer great idea, after great ideas, like Wraith constructs, and  the Eldar creation of Slaanesh who they have to hide their souls away from.

Beyond the literary spoils of the Eldar, they are the most divisive army in the game. No matter the edition, no matter the time period, the Eldar have always had a full tank of hate directed at them. It doesn’t help that many competitive players were “that guy” and “that guy” played Eldar. Today with the competitive community is more about gravitating to what is the best, without caring about any hidden love for a particular army ascetic.

The Eldar are currently at the top of the heap when it comes to armies. Even in a world where Space Marines get free transports the Eldar dominate. The reasons are simple, they have the most powerful Formation in the game (Aspect Host) and the best Troop choice in the game (Scat Packs) and the best Monstrous Creature in the game (Wraithknight). That is not forgetting the amazing Psychic powers brought to you buy the cheapest Mastery Level three psyker (Farseers). This brutal combination (in any order) is what makes the Eldar the best and most annoying army to face. The only saving grace is they do take some skill to play.

There is no reason to believe Eldar won’t be a top tier army into future editions, as long as the current codex exists the Eldar will win, even forgetting the extra Forge World nonsense Eldar also get. The extra scary part is even without BS5 Warp Spiders and such, the Eldar still have a long line of amazing units. Dire Advengers make Terminators useless, War Walkers are more durable, Wraithguard have D-weapons, and Swooping Hawks do work. The list goes on, Eldar rule Warhammer 40k at the moment and their reign doesn’t look to be ending soon.

Below you find all the quick reference material you need to build an competitive or fluffy Eldar army.

As of 10-26-2016 Eldar Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Craftworld Warhost

(See tabs for details)

Combined Arms Detachment

 

 

 

 

 

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification

Restrictions: All units chosen must have the same Faction (or have no Faction).

Command Benefits:

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Allied Detachment

 

 

 

 

 

Compulsory: 1 HQ, 1 Troop

Optional: 1 Troop, 1 Elite, 1 FA, 1 HS

Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Air Superiority Detachment

 

 

 

 

 

Force Organization

Compulsory: 1 Flyer Wing

Optional: 2 Flyer Wings

Restrictions: All Units must have the same Faction.

Command Benefits:

Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Source: Supplement: Death from the Skies

Craftworld Warhost Detachment

Force Organization

Compulsory: 1-3 Guardian Battlehosts Formations, or Windrider Hosts Formations, Guardian Stormhosts Formations.

Optional: 0-3 Heroes of the Craftworlds: 1 Autarch, Prince Yriel, Eldrad Ulthran or Illic Nightspear, Seer Council Formation, Living Legends: 1 Avatar, Asurmen, Jain Zar, Karandras, Fuegan, Baharroth or Maugan Ra. 1-12 Outcasts: 1 Rangers Unit. Aspect Host Formation, Crimson Death Formation, Dire Avenger Shrine Formation, Engines of Vaul: 1 Night Spinners Unit, 1 Fire Prism Unit, or 1 Falcon Unit. Wraith Host Formation, Wraith Constructs: 1 Hemlock Wraithfighter, Wraithlord, or Wraithknight.

Restrictions: This Detachment must include at least one Core choice. For each Core choice you must include between one and twelve Auxiliary choices, in any combination, and you may also include up to three Command choices, in any combination. Only the datasheets listed here may be included in this Detachment.

Command Benefits:

Matchless Agility: If a unit composed entirely of models from this Detachment Runs, do not roll a D6 to determine its Run distance. Instead, it automatically counts as having rolled a 6 (this will normally mean the unit can Run up to 6?).

Source: Codex: Craftworld Eldar

 

As of 10-25-2016 Eldar Unique Item groups are…

  • Artefact of Cruelty
  • Remnants of Glory
  • Gifts of Asuryan

(See tabs for details)

Only one of each of the following Remnants of Glory may be chosen per army.

Kurnous’ Bow 10 pts:

Range 12 inches, Str 4, AP 3, Type: Pistol, Rending

The Spirit Stone of Anath’lan 15 pts:

Every time the bearer of the Spirit Stone of Anath’lan attempts to manifest a psychic power, he can choose to reduce the Warp Charge cost by 1 (to a minimum of 1). If he does so, he cannot use his rune armour’s invulnerable save until the start of his next turn.

The Phoenix Gem 25 pts:

One use only. Immediately before the bearer of the Phoenix Gem is removed as a casualty, roll a D6. On a score of 1, remove the model as a casualty. On a score of 2-6, centre the large blast marker over the model. Each unit (friend or foe) suffers a number of Strength 4 AP5 hits equal to the number of models from their unit, excluding the bearer, that are at least partially under the template. If at least one unsaved Wound is caused, the bearer is not removed as a casualty, but remains in play with a single Wound remaining. If no unsaved Wounds are caused, remove the model as a casualty.

Uldanorethi Long Rifle 25 pts:

Range 120 inches, Str X, AP 3, Type: Heavy 1, Sniper

Faolchú’s Wing 30 pts:

A model with Faolchú’s Wing can Run up to 48? in its Shooting phase, provided that it did not manifest any psychic powers or shoot this turn. If it does so it cannot shoot or charge for the remainder of the turn. However, the model can re-roll failed cover saves until the start of its next turn.

Firesabre 30 pts:

Range -, Str +1, AP 3, Type: Melee, Soul Blaze, Wildfire = Whenever the Firesabre’s Soul Blaze rule inflicts one or more unsaved Wounds, roll a D6 for every unit (friend or foe, but excluding the bearer’s unit) within 6? of the unit that suffered the Wound. On a roll of 4+, that unit is set ablaze as per the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule).

Shard of Anaris 40 pts:

Range -, Str +2 AP – Type: Melee, Rending, Vaul’s Work = The bearer of this weapon has the Fearless special rule. In a challenge, Attacks made with this weapon have the Fleshbane and Instant Death special rules.

Any units from a Detachment or Formation presented in Supplement: Iyanden that can select Remnants of Glory cannot select from those listed in Codex: Eldar Craftworld, but can instead select Gifts of Asuryan , presented opposite, at the points costs shown. Only one of each of the following relics can be chosen per army.

Celestial Lance 35 pts:

It’s a lance like the Shining Spears get with AP2 and Str 8 when shooting. Has Spirit Shatter: if you kill a Character or MC put a large blast where it died. Str is equal to the dead things toughness. AP

Soulshrive 30 pts:

AP 2 Master Crafted Melee weapon with STR 3* and Spiritstealer – add one to the strength of the weapon for each unsaved wound made.

Wraithforge Stone 30 pts:

During the Movement Phase, nominate a single Wraithlord or Wraithknight and roll a D6. 1 or 2, nothing happens. 3+ it regains a wound suffered earlier in the battle.

Guardian Helm of Xellethon 15 pts:

Auto Pass Look Out Sir when in WG or WB units. WG and WB in this unit can make and accept challenges.

Spear of Teuthlas 15 pts:

Psyker Only. Singing Spear, Str 9 at range. Has Rending, Armourbane and Fleshbane.

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Guardian Battlehost Formation

Guardian Battlehost Formation

Requirements: 1 Farseer, 3 Guardian Defenders Units, 1 Vyper Squadron, 1 War Walker Unit, 1 Vaul’s Wrath Support Battery, 0-1 Warlock Conclave

Restrictions: None.

Special Rules:

Our Time of Need: Units of Guardian Defenders from this Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.

Vaul’s Might: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12? of a unit of Guardian Defenders from this Formation.

Source: Codex: Eldar Craftworlds

Windrider Host Formation

Windrider Host Formation

Requirements: 1 Farseer, 1 Warlock Conclave, 3 Windrider Units, 1 Vyper Squadron

Restrictions: The Farseer must be upgraded to a Farseer Skyrunner. All models in the Warlock Conclave must be upgraded to Warlock Skyrunners.

Special Rules:

Tempest of Blades: Once per game, as long as the Farseer from this Formation has not been removed as a casualty, the Eldar player can declare a Tempest of Blades at the start of their Shooting phase. All shuriken weapons in this Formation gain the Shred special rule until the end of the phase.

Source: Codex: Eldar Craftworlds

Guardian Stormhost Formation

Guardian Stormhost Formation

Requirements: 1 Farseer, 3 Storm Guardian Units, 1 Vyper Squadron, 1 War Walker Unit, 1 Vaul’s Wrath Support Battery, 0-1 Warlock Conclave

Restrictions: None.

Special Rules:

Bring Forth the Torch: Up to two Guardians in each Storm Guardian unit in this Formation may exchange their close combat weapons and shuriken pistols for either flamers or fusion guns for no points cost, instead of the points cost listed on their datasheet. In addition, up to two other Guardians in each of these units may exchange their close combat weapons for power swords for no points cost, instead of the points cost listed on their datasheet.

Close Support: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Formation gain the Preferred Enemy rule when shooting at a unit that is within 12? of a unit of Storm Guardians from this Formation.

Source: Codex: Eldar Craftworlds

Seer Council Formation

Seer Council Formation

Restrictions: The Warlock Conclave must include at least 5 models. If any Farseer or Warlock in this Formation upgrades to be a Farseer Skyrunner or Warlock Skyrunner, all other models must also do so.
Special Rules:
Psychic Bond: Both Farseers must join the Warlock Conclave before deployment, and cannot leave the unit. Path of the Seer: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Craftworlds.
Psychic Might: When models from this Formation make Psychic tests, results of 3+ will harness a Warp Charge point instead of results of 4+.
Source: Codex: Eldar Craftworlds
Aspect Host Formation

Aspect Host Formation

Requirements: 3 Dire Avenger, Howling Banshee, Striking Scorpion, Fire Dragon, Swooping Hawk, Warp Spider, Shining Spear or Dark Reaper Units (in any combination).

Restrictions: Each unit in this Formation must include an Exarch.

Special Rules:

Rites of Battle: Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Formation add 1 to the chosen characteristic.

Shrinekeepers: Models from this Formation can re-roll failed Morale, Pinning and Fear tests.

Source: Codex: Eldar Craftworlds

Dire Advenger Shrine Formation

Dire Advenger Shrine Formation

Requirements: 3 Dire Avengers Units

Restrictions: Only one unit in this Formation may include an Exarch.

Special Rules:

Killing Strike: Once per game, in the Shooting phase, this Formation can perform a Killing Strike. For the duration of that phase, all avenger shuriken catapults carried by models in this Formation are Assault 3 instead of Assault 2. Rites of the Avenger: All models in this Formation add 1 to their Ballistic Skill.

Shrinekeepers: Models from this Formation can re-roll failed Morale, Pinning and Fear tests.

Source: Codex: Eldar Craftworlds

Crimson Death Formation

Crimson Death Formation

Requirements: 3 Crimson Hunters

Restrictions: One Crimson Hunter must be upgraded to an Exarch.

Special Rules: Preferred Enemy (Flyers, Flying Monstrous Creatures)

Evasive Manoeuvres: All models in this Formation have a 4+ cover save. If a model in this formation chooses to Jink, it can re-roll failed cover saves until the start of its next turn.

Source: Codex: Eldar Craftworlds

Wraith Host Formation

Wraith Host Formation

Requirements: 1 Spiritseer, 3 Wraithguard or Wraithblade Units (in any combination), 1 Wraithlord, 1 Wraithknight

Restrictions: None.

Special Rules: Battle Focus.

Guided Wraithsight: Wraithguard, Wraithblades, Wraithlords and Wraithknights from this Formation can re-roll failed To Hit rolls against enemy units that are within 18? of the Spiritseer from this Formation.

Source: Codex: Eldar Craftworlds

Shroud of Kurnous Formation

Shroud of Kurnous Formation

Requirements: 1 Flyer Wing consisting of 2-3 Crimson Hunter, 1 Hemlock Wraithfighter

Restrictions: None.

Special Rules:

Psychic Shield: Any Crimson Hunter from this Wing that is within 8″ of the Wing’s Wraithfighter adds 2 to any Deny the Witch rolls. In addition, the pilot of the Hemlock Wraithfighter has the Shrouding psychic power from the Telepathy discipline, in addition to the other psychic powers it normally has.

Source: Supplement: Death from the Skies

Eldar Runeweaver Host Formation

Eldar Runeweaver Host Formation

Requirements: 1 Farseer, 1 unit of Windriders, 1 Fire Prism 

Restrictions: The Farseer must be upgraded to a Farseer Skyrunner

Special Rules:

Weaver of Runes: The Fire Prism’s weapons all have the Twin-Linked special rule when targeting an enemy unit that the Runeweaver Host’s Farseer has a line of sight to.

Source: Start Collecting!: Eldar

Below are any links to any buying guides, product reviews, or tactical articles related to the Eldar.

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