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Eldar 7th Edition

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 03-21-2017 Eldar Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Craftworld Warhost
  • The Reborn Warhost
  • Ulthwe Strike Force

(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

 

The Reborn Warhost

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 0-1 HQ, 0-4 Troops, 0-3 Elites, 0-3 FA, 0-3 HS, 1 Lord of War, 1+ Formation Choices

Restrictions: This Detachment must include at least one HQ choice and two Troops choices. It may include one more HQ choice, up to four more Troops choices, up to three Elites choices, up to three Fast Attack choices, up to three Heavy Support choices, one Lords of War choice, and any number of Formation choices. Only the datasheets listed here may be included in this Detachment

The Reborn Warhost Army List divides the units available into several categories, according to their Battlefield Role. You must use the profiles, points costs, equipment, options, special rules and any Dedicated Transports available to each unit as described on their datasheet.

  • Yvraine, The Visarch, Eldrad Ulthran, Prince Yriel, Illic Nightspear, Asurmen, Jain Zar, Karandras, Fuegan    Baharroth, Maugan Ra, Autarch, Farseer, Warlock Conclave, Spiritseer, Archon, Court of the Archon, Succubus,    Lelith Hesperax
  • Guardian Defenders, Storm Guardians, Windriders, Rangers, Dire Avengers, Kabalite Warriors, Wyches, Troupe
  • Howling Banshees, Striking Scorpions, Fire Dragons, Wraithguard, Wraithblades, Incubi, Death Jester,   Shadowseer, Solitaire, Black Guardians, Black Guardian Windriders, Black Guardian Vyper Squadron, Black Guardian War Walkers
  • Wave Serpent, Swooping Hawks, Warp Spiders, Shining Spears, Crimson Hunters, Vyper Squadron, Hemlock Wraithfighter, Beastmasters, Raider, Venom, Reavers, Hellions, Razorwing Jetfighter, Scourges, Skyweavers,    Starweaver
  • Dark Reapers, Vaul’s Wrath Support Battery, Falcon, Fire Prisms, Night Spinners, War Walkers, Wraithlord    Ravager, Voidraven Bomber, Voidweaver
  • Wraithknight
  • Triumvirate of Ynnead, Soulbound Vanguard, Aeldari Bladehost, Ynnead’s Net, Whispering Ghost Hall, Guardian Battlehost, Windrider Host, Guardian Stormhost, Seer Council, Aspect Host, Dire Avenger Shrine, Crimson Death, Wraith Host, Kabalite Raiding Party, Cegorach’s Revenge, The Serpent’s Brood, Cast of Players, Cegorach’s Jest,    The Heroes’ Path, Faolchú’s Blade ”

Command Benefits:

Leader of the Reborn: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Ynnari Warlord Traits table

Our Souls We Entrust: Units from this Detachment have the Stubborn special rule. In addition, if a unit from this Detachment is within 7″ of another unit from this Detachment, it does not have to take a Morale check when it loses 25% or more of its current models during a single phase (measure the distance at the end of the phase).

Warhost of Ynnead: If this Detachment includes 7 or more units, you can select one additional unit to make a Soulburst action each time a unit is destroyed.

Source: Gathering Storm II: Fracture of Biel-Tan

Ulthwe Strike Force Detachment

Force Organization

Compulsory: 1 Elite

Optional: 0-3 Elites

Restrictions: Only the following units can be included in this Detachment: Black Guardians, Black Guardian Windriders, Black Guardian Vyper Squadron, and Black Guardian War Walkers.

Command Benefits:

Desperate Times, Desperate Measures: All units in this Detachment have the Stubborn and Preferred Enemy special rules if the enemy army contains any units from the following Factions: Chaos Space Marines, Chaos Daemons, Khorne Daemonkin and Renegade Knights. If this Detachment contains four units, its units can roll to arrive from Deep Strike Reserve from turn 1.”

Source: Gathering Storm: Fracture of Biel-Tan

As of 03-21-2016 Eldar Unique Item groups are…

  • Artefact of Cruelty
  • Remnants of Glory
  • Gifts of Asuryan
  • Artifacts of the Ynnari

(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.

Units with the Yannari Faction that can normally choose items from the Remnants of Glory, Artefacts of Cruelty or Engimas of the Black Library can instead be equipped with an Artefact of teh Ynnari, as described and at the points cost indicated. You can take items from any/all of these lists in the same Detachment, but each model may only have one such item.

Corag Hai’s Locket 15 pts:

When the bearer destroys one or more enemy models in the Fight sub-phase, roll a dice before removing any casualties. On a 4 or more, the bearer regains a lost Wound

Hungering Blade 15 pts:

Range -,  Str User,  AP – Type: Melee, Flesh Bane, Blessing of Yvraine: If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has any lost Wounds restored.

The Lost Shroud 35 pts:

The bearer has the Eternal Warrior, Feel No Pain and It Will Not Die special rules. The bearer no longer has the Independent Character special rule, if applicable.

Mirrorgaze 30 pts:

The wearer has the Blind, Counter-attack and Night Vision special rules.

Ong of Ynnead 10 pts: 

Range 18″, Str 1, AP 5 Type: Pistol, Bladestorm, Poisoned (2+), Deathsong: If a model is killed by this weapon in the Shooting phase, its unit must take a take a Morale check at the end of the phase”

Soulsnare 25 pts:

Range 8″, Str 3, AP 2 Type: Assault 1, Blast, Instant Death, One Use Only

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

Triumvirate of Ynnead Formation

Triumvirate of Ynnead Formation Requirements: Yvraine, The Visarch, The Yncarne Restrictions: None. Special Rules:

Heralds of Rebirth: Friendly non-vehicle units from an Ynnari Formation or Detachment that are within 12″ of two models from the Triumvirate of Ynnead have the Fearless special rule. Whilst all three models from this Formation are on the battlefield, all friendly units with the Ynnari Faction on the battlefield have the Fearless special rule.

Ynnead’s Chosen: If all three models from this Formation are on the battlefield, you can add 1 to any rolls made for the Avatar of Ynnea, Champion of Ynnead, and Herald of Ynnead special rules

Source: Gathering Storm II: Fracture of Biel-Tan

Soulbound Vanguard Formation

Soulbound Vanguard Formation

Requirements: 2 units of Dire Avengers, 1 unit of Incubi, 1 unit of Wyches

Restrictions: None.

Special Rules:

Chosen Warriors: While a unit from this Formation is joined by the Visarch and/or Yvraine, add 1 to the Weapon Skill and Ballistic Skill characteristics of the models in that unit. This bonus does not increase the characteristics of the Visarch or Yvraine.

The Vigour of Old: While a unit from this Formation is within 7″ of another unit from this Formation, it has the Furious Charge special rule.

First of the Reborn: Units from this Formation can make a Soulburst action if they are within 14″ of a unit that is destroyed, rather than 7″.

Source: Gathering Storm II: Fracture of Biel-Tan

Aeldari Bladehost Formation

Aeldari Bladehost Formation

Requirements: 2 units of Wyches, 2 units of Storm Guardians or Black Guardians,  2 Troupes

Restrictions: None.

Special Rules:

United in Life: If, at the start of Fight sub-phase, two units from this Formation are locked in combat with the same enemy unit, they gain the Hatred special rule until the end of the phase. If three or more units from this Formation are locked in combat with the same enemy unit at the start of the Fight sub-phase, they also gain the Preferred Enemy special rule until the end of the phase.

United in Death: Before choosing a unit from this Formation to make a Soulburst action, you can declare that the whole Formation is United in Death. If you do so, the Soulburst action you choose applies to all units from the Formation. You may only use this ability once per turn, and only if no unit from this Formation has made a Soulburst action this turn”

Source: Gathering Storm II: Fracture of Biel-Tan

Ynnead’s Net Formation

Ynnead’s Net Formation

Requirements: 1 Warlock Conclave,  1 unit of Wind Riders,  1 unit of Reavers, 1 unit of Skyweavers

Restrictions: The Warlocks of the Warlock Conclave must all be upgraded to Warlock Skyrunners.

Special Rules:

Acolytes of Ynnead: Whenever a unit from this Formation destroys an enemy unit, or is itself destroyed, put a dice to one side until your next Psychic phase. In your next Psychic phase, the Warlock Conclave generates an additional Warp Charge point for each dice set aside in this way.

The Net is Cast: All units in this Formation must be set up in Reserve. Make a single Reserve roll for the Formation in each of your turns from the second, which you can choose to re-roll. When this Formation arrives from Reserve, each unit moves onto the table as described for Reserves, except that each unit must move on from a different table edge (including your opponent’s)

Source: Gathering Storm II: Fracture of Biel-Tan

Whispering Ghost Hall Formation

Whispering Ghost Hall Formation

Requirements: 1 Farseer, 1 Shadowseer,  1 Spiritseer, 2 Wraithlords,  Any 3 units chosen from the following:  Wraithguard, Wraithblades

Restrictions: None.

Special Rules: Fear.

Reborn Souls: Non-character models in this Formation can re-roll To Hit rolls of 1 that target enemy units within 12″ of a character from this Formation.

Spirit Whispers: Enemy units locked in combat with any units from this Formation suffer a -2 penalty to their Leadership when taking Fear tests.

Source: Gathering Storm II: Fracture of Biel-Tan

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