The Eldar codex review continues with the elites. Last part was Eldar Troops in case you missed it.

Howling Banshee


The humble Howling Banshee has dropped a single point in the new codex, which considering Banshees get ancient doom and battle focus that's not too bad.

Howling Banshees get the acrobatic rule (previously only an Exarch could get this), which has changed to run additional 3" - previously it gave counter-attack, which is very handy if your assault unit has just chopped something up and standing there ready to be assaulted by an enemy unit.

The wargear banshee mask has also changed, all enemy models in combat suffer -5 initiative to minimum of 1. Previously the mask allowed Banshees to strike at initiative 10 and negated any bonuses by cover or grenades.

The squad can be given an Exarch who can take a triskele or executioner; the triskele has been nerfed to AP3, used to be AP2. The executioner has changed and now is +2 strength, AP2 and is a two handed weapon.

Summary

Howling Banshees suffer the same problem as previously and that's getting to the fight intact. They could go into a Wave Serpent, though of course cannot assault out. Another option is running across the table, however numbers will be depleted and bogged down in terrain. If you're going to run Banshees across the table then you may as well take the superior Striking Scorpions.

Rating: 5/10

Striking Scorpions


Striking Scorpions are one of the most improved units in the Eldar codex. They have taken a bump up in points, but considering what you get you really cannot complain.

Scorpions at last got fleet and now also get move through cover, infiltrate and stealth. Previously you had to take an Exarch to get the last three special rules, which would work out a lot more in points than the new points cost.

The staple wargear of the Striking Scorpions, the mandiblaster, has taken a change and inflicts a single S3 AP- hit and I10 - basically it's like hammer of wrath. This is a slight nerf as the mandiblaster used to give the Scorpions +1 attack, which was +1 strength thanks to scorpion chainsword.

Exarch can take a biting blade, chain sabres or a scorpion claw. The biting blade gives +2 strength, AP4 and is a two handed weapon. Chain sabres give +1 strength in assault, AP5, rending and also work as a shuriken catapult. The scorpion claw has received the most beneficial change and not only comes with a shuriken catapult shooting attack put still works like a power fist though is now a normal melee weapon - so +1 attack with pistol and will strike at initiative.

Summary

Striking Scorpions have massively improved and are one of the must have units in the codex. They will work very nicely in any Eldar list as the infiltrate ability will allow them to get some early assaults in and both a nice distraction while the remained of the force lays down fire power and moves up. I can see them particularly working in a Footdar list.

Rating: 8/10

Fire Dragons


Fire Dragons are a staple in any Eldar list as they can deliver the ultimate tank destruction. In the new codex Fire Dragons have taken a large increase, though I do not think anyone can really complain as the Fire Dragons were previously seriously under costed.

A benefit to Fire Dragons is battle focus and the addition of a 3+ armour save. The 3+ armour save will allow Fire Dragons to take a punch or two better and battle focus will let them move out of LOS or into cover.

Exarch may take a dragon's breath flamer or a firepike in exchange for fusion gun, the fire pike adds a little bit of extra range while the flamer just brings a flamer, which doesn't match the Fire Dragon's hard hitting destructive nature.

Speaking of Exarch, the Exarch abilities of tank hunter and crack shot are no longer available.

Summary

Fire Dragons will still be a choice in the Eldar codex even though they have increased in points. I think they will have competition on their hands in the form of Wraithguard, who offer same destruction abilities and come in plastic unlike Dragons who come in finecast or metal.

Rating: 8/10

Harlequins


Short and sweet for the Harlequins, points cost and special rules have remained the same.

The biggest change for Harlequins is the Shadowseers ability (roll 2D6 and see if unit if within distance to shoot at the Harlequins) is now a psychic power and the Shadowseer is LD9. This is a big nerf as the ability previously was something what just happened.

Summary

Unlike all Eldar units who have improved some way or another, Harlequins remain mostly unchanged except for the Shadowseer's psychic ability. With the elite slots in such competition with Wraithguard, Fire Dragons and Striking Scorpions I can see Harlequins been really used.

Rating: 5/10

Wraithguard


Like many other Eldar units, Wraithguard have taken a drop in points and now cost a reasonable 32 points per model.

Thankfully Wraithguard have lost the silly wraithsight rule, so now you do not need a Spiritseer to baby sit them. This was an extremely annoying rule in the previous codex.

The standard weapon of the Wraithguard is a wraithcannon, this is now a S10 AP2 assault 1 weapon with the distort rule - 6+ auto wounds is instant death. If a 6+ is roll for armour penetration it automatically causes a penetrating hit. This is a slight change from previously as a 3-4 would score a glancing hit against vehicles and a 5-6 would cause a penetrating hit. Against lower av vehicles the new weapon profile is going to be more effective.

You can switch the wraithcannon for a d-scythe, which is a S4 flamer weapon with AP2 and the distort rule.

Summary

Wraithguard will be an popular choice in the elite section and will be competition for Fire Dragons. They do not have battle focus like Fire Dragons, but are T6 to harder for small arms fire to wound. Unlike Fire Dragons they can offer anti infantry fire power in the form of the d-scythe, which can be effective against vehicles too if you roll a 6+. The instant death rule is another bonus which makes them more dangerous monster hunters than Fire Dragons.

Rating: 8.5/10

Wraithblades


Wraithblades are a new addition to the Eldar codex and are basically Wraithguard in close combat form and cost the same points.

Wraithblades come with a pair of ghost swords as standard which give +1 strength and will easily cut down power armour thanks to AP3. The Wraithblades will also get a nice 3 attacks on the charge.

You can switch the swords for a ghost axe and forcefield, basically a ghost sword in axe form. Doing this will give your Wraithblades an answer to Terminators and the forcefield will keep them alive a little bit more survival thanks to 4+ invulnerable save.

Summary

As cool as Wraithblades are, I cannot see them being the strongest choice in the elite section. Scorpions are a far better is weaker assault unit while Wraithblades need some kind of transport to get them close, though their high toughness, 3+ armour and 4+ inv will keep them alive.

Rating: 7/10

Elites have been nailed; Striking Scorpions stand out as probably the best unit in the elite slot with Fire Dragons and Wraithguard competing against one another, though I think the Wraithguard offer more utility thanks to the distort rule.

What do you think of the Eldar elites? Have your say in the comment box.