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Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.
Old 28 Aug 2008, 20:56   #1 (permalink)
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Default Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Ask around, and you might find that not too many people are naming Eldar as a ‘favored’ opponent. You might even find players that dread or loathe playing against the Children of Isha. For myself, I’ve asked people why they dread playing against Eldar and have noted some of the more common answers:

“Because they are cheese,” is a common opener, yet the responses to why are varied. You might hear anything from “Swooping Hawks just pop in and out” or “Fortuned wraithguard”, or “Cheesy harlies I can’t shoot at”. The list of why goes on and on, and I have heard nearly every Eldar unit or character named as the primary reason for “cheese”.

Another common answer is, “Because they don’t fight fair,” or “They’re a bunch of pansies afraid to stand up and fight”.

Some say “They are too fast” or “They always run away and cheap shot you”, or “They have way too many melta-guns, or powerswords, or power evil”.

So this week- let’s have a look at some of those frustrations and what they tell us about the enigmatic, often maligned opponent- the Eldar warhost.

Imagine you’re a standard rough and tumble brawler, engaging in a fight with a ninja. You’re larger, possibly wearing some form of body armor, while the ninja is smaller, faster, and armed with a number of weapons you may not understand. In a blow-for-blow melee, you’d probably win, though taking a beating, the chances are the smaller ninja would throw punches and kicks until he/she was exhausted. But you don’t get a stand-up fight. Instead you are treated to a myriad of “tricks” like stepping on spiked jacks, chasing him into smokebomb where he suddenly disappears, all the while getting softened up for that killing blow. You’re dancing a dance of death with this guy, frustrated in the knowledge that if you were just able to get your mitts on this dude, he’d be toast.

That’s sort of what losing to an Eldar player feels like- full of lightning fast blindsides, redirection, exotic weapons and attacks, and things that just seem to break all the standard rules of 40K warfare. From the outside it might seem intimidating, or as I mentioned, some say “cheesy” but the truth is- you can win. It’s simply a matter of knowing what you’re up against, and learning how to disrupt it.

Right now- you’re dancing the dance the ninja wants you to dance. And he’s leading. If you can recognize his rhythm and steps, you can interrupt the dance, step on his toes, meet his sharp points with dull armor, and hit his soft points with your raw strength. Disrupt the dance and an Eldar player might not seem so elusive and cheesy any longer.

Key Concept #1, “Know Thy Enemy”

The term gets bounced around on these forums a bit, but we simply can’t stress this enough, particularly against Eldar players. This is because the Eldar unit selections in all categories tend to be much greater than other codices, plus the units tend to be extremely specialized. Now add the fact that often these units have special rules that break many standard rules, and it’s easy to see how you can get confused in a hurry.

That said there are some things that work to your advantage when coming to understand the enemy. For example- against a space marine army it might be difficult to tell a veteran squad from a tactical squad, but assuming your Eldar opponent is using the proper models, it’s pretty easy to tell what is a Swooping Hawk versus a Fire Dragon. Painted Eldar mini’s can be even easier to tell Aspects apart, and even if you don’t know what those green, bug looking lurkers with chainswords are called, you can make a reasonable assumption that they want to sneak up on you and use those chainswords.

Your best bet to know thy enemy is to buy the codex, or even play an Eldar army of your own! Knowing the rules, points values, and abilities of each Eldar unit is paramount to your understanding of how to tackle an Eldar player, so consider the cost of the codex to be an investment towards your future tournament success. This is really the best way to prepare for your battles against us.

Additionally, you can do things like read unit breakdowns here on these forums, read battle reports and lists to get a feel for what Eldar armies can look like, and how opponents have found success or failure in fighting them. Knowing your enemy can get a little more involved than just reading a unit breakdown. For example, when gearing up for an opponent I rarely play, I like to not only read the rules for them, I like to see workhorse builds and battle reports, even advice that players give one another on how to build that opposing army, or even how they tell one another on defeating Eldar opponents. All of this kind of information is good information.

People tend to feel blindsided when Eldar players do things like re-roll an armor save after they’ve failed it, or move models out of turn, pick up a swooping hawk unit that just landed, etc. Some of these are Eldar strategic staples, so knowing it may happen and being aware of it can only help. Plus- you’ll want to know whether or not your opponent is doing something incorrectly as well. For example, an Eldar unit wanting to use the Hit ‘N Run special rule. Knowing your opponent has access to this can help, especially if you note he didn’t pay the points for the ability, or you need to remind him that he has to make an Initiative check before trying to Hit ‘N Run.

Key Concept #2: Disrupt the Eldar timing

As I indicated earlier, many successful Eldar attacks are based on a timed, specialized assault. In other words the Eldar player is able to get his Fire Dragons over to melt your tank, he can get his Scorpions to chew on your flank, and he’s catching your vanguard under-supported with an ambush of multiple units- that can hit you hard enough and get away before you can mount your counter-assault, or save the unit he went after.

Against a good Eldar player, this isn’t an accident. This has to do with two main factors: movement and deployment. Sharpening your skill in understanding movement and deployment is part of the equation, as well as recognizing and responding properly his movement and deployment. All of this helps you capitalize on any of his mistakes or oversights.

Using your knowledge of Eldar units, you can begin to reason through some of the Eldar opponent’s strategy, particularly when dealing with stationary units, or units that benefit from little to no movement. For example, an Eldar player will be looking to deploy his Dark Reapers, Rangers, or Pathfinders in cover, facing a fire lane. The things to ask yourself as his opponent might be: Is he supporting that unit? If so, how? What incentive will he give me for trying to enter that fire lane? Where will he be looking to ambush me? What advance must I stop first? These types of questions will help you ‘read’ your opponent to some degree, and help you understand what he’s trying to sell to you.

In most configurations, Eldar armies thrive on high movement, and tend to feature powerful close range shooting and specialized assault. In order to benefit from all of this, an Eldar player is looking for an opening, to get not just one, but multiple units at a weak point in your battle line, and get the better of what appears to be isolated exchanges that can wipe you out faster than you can respond. This knowledge should be reflected in your target priorities. The good news for you is that most Eldar units tend to be fragile, and sporting mediocre armor to boot.

Look to eliminate lightly armored, fast moving threats early. Things like Vypers, Warp Spiders, small jetbike units, and isolated skimmer transports can be eliminated quickly and early, especially if you are using the Eldar player’s speed against him (see Impatience below). These smaller, fragile units aren’t usually winning battles alone, they are usually a vanguard or a support for an ambush, and shooting allows you to take what you can get now without over-committing to a battle line.

For most cases, it’s better to cripple/eliminate whole units than it is to spread fire about, particularly when you have soft, or small units as part of the advance which can be taken down quickly and early. This is because Eldar advances tend to rely on several units, and even though one or two units may be getting in largely unscathed, the fact that they’re now under-supported means their ambush has become a do-or-die situation. Let’s look at an example:

Let’s say the Eldar player has this coming at you:

8 Harlequins
8x Harlequin’s Kiss, Shadowseer
Currently riding in a Wave Serpent

3 Jetbikes
Shuriken Cannon

Shuriken Cannon, Hull Shuriken Cannon

A common mistake many of my opponents make is that they are so afraid of the Harlequins (which are likely in assault position anyway) they’ll sell all their fire at that Wave Serpent, when they can easily and drastically reduce the output of this combat team by killing the jetbikes and vyper first. Assuming the harlies are already in assault position, crippling or crashing the Wave Serpent will just force a pinning check, and if you’re lucky a few S3 hits. So unless probability is in your favor, you’re better off clipping the supporting units, and ‘speedbumping’ the harlequins after they’ve gotten off.

So expect to absorb that Harlie charge. For your sake (unless you are using a unit with hit and run as well), you’re better off selling him a charge that he’ll win easily, leaving you in position to bolta/shoota/lasgun/pulse rifle his assault unit to death in the follow up.

Another technique to disrupt an Eldar advance is something I call “jamming”, which is borrowed for a term used in American football. Jamming refers to a defensive player (corner) bumping, blocking, or otherwise irritating an offensive player (receiver), just long enough to disrupt the timing of the reciever’s route, and it can be enough to kill the whole play. Similarly, you can “jam” the route of an Eldar assault by using things like infiltrators to redirect and delay units long enough for you to wipe out his supporting units, or move your units out of the way. Buying a turn (or better yet, two) away from his coordinated blitz can drastically reduce its effect.

There are other ways of disrupting the advance, such as mounting your own assault, or otherwise forcing the Eldar player to respond to your advance instead. Some armies, like Dark Eldar, or scarab/wraithwing Necrons for example, can hit and cripple an Eldar backfield, effectively cutting off support for the Eldar advance.

For horde armies, one way to do it is to simply try and deny any good openings for his assault. Eldar armies that are specialized for hitting extremely fast will be in a conundrum when facing a horde army that has been deployed as one huge block with no soft points, for these Eldar armies tend to sacrifice the early round support necessary to soften an area prior to assault. Even blocks of Imperial Guardsmen or static Tau with tons of Firewarriors can stagger lines just to draw in and absorb initial charges in order to respond with some massed firepower that can quickly spell disaster for an Eldar player.

Finally, there are some exotic answers for disrupting Eldar movement. Things like Lash of Submission, Veil of Darkness, and A Word in Your Ear can disrupt the fine tuning of an Eldar advance by moving their units around, redirecting deployment, or abandoning Eldar units in the open field. These types of attacks can force your Eldar opponent to respond and support a unit he had not planned on having exposed, or take critical charges away from him by giving yourself the charge.

Just remember that your goal is to disrupt his timing, not necessarily the entirety of his assaulting force. Just because he does manage to find an “in” against you doesn’t mean you lie down and die, it means you have to rally yourself and look for your next opportunity. Your ability to quickly identify and capitalize upon weaknesses can give you a fighting chance against Eldar even towards turn 4 or later. Let’s have a look at some things you can look for or capitalize on:
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Old 28 Aug 2008, 20:56   #2 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Continued from above...

Commonly encountered Eldar misuse

Over/underpowered unit configurations: One of the draws to playing an Eldar army is the exotic ways in which you can select and kit units. Some Eldar players will sell out to a ‘big money’ unit, like a tooled out Farseer and expensive warlock bodyguard, which can eat up over 25% of his points in some cases. Other things to look for are an overabundance of unit leaders like Exarchs and Warlocks in each and every unit, which eat up enough points to produce fewer or smaller units in total. Also- some Eldar ‘transfers” from other armies mistakenly take only juggernaut HQ’s like Phoenix Lords, or equipment-laden Autarchs that soak up points and can cripple an army especially in smaller games. These ‘topheavy’ lists favor larger, more generalized opponents in small points that can reduce a Big Money unit’s output simply by killing all of its support.

Soft Troops Core: Related to the first misuse, often the desire to specialize in too many areas can lead to a greatly themed and colorful lists that lack the substance to consistently win games. Fifth edition has changed this somewhat, in bringing Troops to the Eldar player’s mindset, but in return it has exaggerated this as a weakness. Some of the really specialized or ‘buffet’ style Eldar lists can have as few as 10-12 actual scoring models, which are just as often poorly armored and sport a low toughness. Taking on these types of armies can be as easy as flying to the middle of the DeathStar and firing a missle. The sheer lack of troops means you can kill them quickly and easily, even when you’re not getting the better deal in the points exchange, as this renders the entire army unable to muster a victory 2/3 of the time.

Schizophrenic Lists: Simply put, some Eldar lists are attempting to do multiple things, very well, simultaneously. This is a HORRIBLE idea. Example of this may be an army that has a significant amount of points invested in a vanguard assault, and an equally significant amount of points invested in stationary units. What this usually means for a specialist army like Eldar is that the list ends up being mediocre at all tasks, and all too easy to exploit on one level. A balanced Eldar army generally looks to dominate one area, and keep just enough of the other areas (such as anti-tank, countercharge for example) to keep the enemy honest and/or provide a late-round finisher. When running a schizophrenic list, you may find the Eldar player has spread himself out on the field to try and hit all opportunities he can- it’s your turn to clip and isolate his army into neat little sections that have no problems dying unsupported…

Impatience: Possibly the biggest one on the list, and one that has cost me a few extremely lopsided losses. Eldar players know, more than you do, just how specialized and fragile everything is. If you’re playing another common army like Space Marines or Orks, they also tend to know how they would rather handle you. The problem is they are too anxious to begin, and this can lead to moves that are too aggressive, or the desire to shoot everything down, right this moment. Picking up on the idea that your opponent is impatient means it will be incredibly easy for you to sell him charges he doesn’t really want or get him to fire at stuff with psychological rather than imminent danger. For a speedy Eldar opponent, it means you can use his speed and movement against him, drawing his fastest units towards the front where they can be clipped, now forcing him to come at you piecemeal. The key is whether or not your Eldar opponent knows how to capitalize on timing, mistakes, or positioning, and instead of waiting for the ‘play’ to develop, some Eldar players can over/underinvest resources, expending them before he can do any real damage to you.

Sloppy/careless movement: Okay, so it’s not as punitive as Warhammer Fantasy is for sloppy or careless movement, but sloppy moves and poor positioning is something you can look for when playing against them. Units carelessly left within charge range, exposed rear armor, full moves used for the sake of moving, or purposeless deployment- these are all things that steepen the Eldar learning curve, and make the army more difficult to play for beginners. Pay careful attention to his movement and be ready to punish him at any opportunity.

And finally, let me leave you with some general anti-Eldar tips for your lists.

Commonly employed anti-Eldar army tips

Volume Fire

This is a generally good thing for all armies facing Eldar. I’m referring to quantity, not quality, so while number of shots is a priority, strength or AP need not be. Sporting a Toughness of 3 and mediocre armor save (4+ or 5+ in most cases) means that bolters are effective at downing Eldar, and even lasguns en masse have a decent shot at making a dent in the target unit. As Eldar Monstrous Creatures sport toughness either 6 or 8, and non-FW Eldar vehicles have no armor value greater than 12, it means the oughest thing you may ever need to fire at an Eldar is S8. Consider also that Eldar lance and wave field technologies like to keep everything square at S8 or AV12, your best bet against the big stuff is multi-shot, somewhat high S weapons like Autocannons, Missile Pods, Ion Cannons, Assault Cannons, and even Burst Cannons and Heavy Bolters where the emphasis is on the number of shots involved. In short, nearly all weapons have a decent shot at killing something Eldar, so take them in abundance.

Other weapons like SMS work great when LoS is in question, or Psycannons to take away those pesky invul saves that many Eldar rely upon.

Template Weapons

Similar to the adage above, templates increase the raw number of hits inflicted and incorporate a few special abilities. Now, pinning may not be so useful on a high LD army like Eldar, but the ability to ignore cover in the case of flamers, and the tendancy for scatter on templates means you can effectively limit two of the Eldar’s key battlefield protections- cover from terrain and target ineligibility. No one, not even VoT Harlequins are safe from the crude, unpredictable force of an ordnance shell scattering for maximum havoc. Whirlwinds are great anti-Eldar weapons in that their standard salvo is wounding most Eldar on 2’s and landmines are good for redirecting Eldar traffic. Other great templates include Railhead submunitions and barrage weapons like mortars can impact even the most precise of Eldar movements. Having problems grabbing those slippery Eldar who keep slinking into terrain and out of LoS? Throw templates all over the board, and see who makes it out alive.


Normally, an army like Space Marines doesn’t see that many games where it has a numbers advantage, but against some Eldar armies (such as expensive jetbike armies or wraithguard based forces), the Emperor’s finest can outnumber an elite Eldar force. Other armies like Orks, Tyranids, and IG pretty much know going in that they will have the advantage of numbers, and larger numbers usually means more basic firepower- which is plenty good enough to kill Eldar, and more attacks in close combat. With even odds of your lowly grot, gaunt, or guardsmen killing that elite harlequin in assault, one idea is to simply throw so many at them that the Eldar player either cannot mathematically kill them all in 6 turns, or the sheer volume of attacks overwhelms the smaller force. Don’t forget that in plenty of cases, Space Marines can do this too, and that MEQ statline of 4’s and 3+ outnumbering a T3, 4+ army is going to hurt, without the expensive powerfists. Sometimes going in cheap and basic, but with lots of numbers is good enough to quell an otherwise furious Eldar onslaught.


I pointed out some benefits of the psychic power “Lash of Submission” when considering exotic talents certain armies have in affecting movement. Another thing to keep in mind when facing Eldar is giving yourself access to denying some of those nasty Farseer powers. The most common item is a psychic hood, but there are other upgrades like Shadow in the Warp that just make it a pain for an Eldar psyker to get off those critical powers. Additionally you have things like psycannons which I mentioned before, Crucible of Malediction, and any other number of items that can cripple the Eldar psychic phase. Read your army book carefully and examine anti-psyker wargear for things that can be helpful in your list.

And finally…

The infamous, “dakka trap”

The dakka trap (or commonly known as a “bolter trap”) is a strategy that has seen enough success against Eldar armies that it bears some special mention here. The bolter trap core strategy combines many of the elements we have discussed in this article.

Large amounts of basic troops and basic weaponry is at the hart of the trap. These large formations run buried special weapons and a smattering of special assault weapons, but function in a generalized, tactical manner for the most part. The strategy relies on testing the Eldar player’s patience and the extremely forgiving nature of these lists helps one capitalize on Eldar mistakes and win by means of attrition and scoring. Simply put- it’s a block of infantry with enough ‘stuff’ buried in it to spread and reduce individual threats that keeps pressure on a smaller, attacking elite enemy.

The most commonly encountered setup is a ‘bolter trap’ type Space Marine (or Chaos Space Marine) army, but the strategy can also be used for armies like IG, Tau, Orks, or to a lesser degree- Eldar too! (think Ulthwe’). For our purposes we’ll examine a Space Marine/ Chaos Space Marine setup.

HQ’s should be relatively cheap. An optimal loyalist HQ is a Librarian (or two) just for the Psychic hood annoyance factor, or optionally a chaplain (keep him cheap though!).

The main focus of the list should be ground level infantry. As of the 4th edition Space Marine and Chaos Space Marine codices, I try to run at least 4 basic Tactical/CSM units, following a 5/10 format for special/heavy weapons. Not only does this serve to protect the buried heavy weapons, you’ll find that the special/heavy options are often cheaper in Tac squads than they are in Devastator/Havoc units. My favorite heavy weapons are Missile Launchers, Heavy Bolters, and Autocannons, as these fit well within the scheme of high rate of fire/templates and sport a decent chance of popping Eldar armor. Not only that- these are the cheapest heavies on the list. You shouldn’t feel too bad about skipping a heavy shot if it means you spend the turn moving troops into critical positions, as after all the draw isn’t for the heavies, it’s for the bolters. Alternately you can include a smattering of ‘forward action’ type units that might include your typical PFisted sarge plus a special weapon, just try not to go overboard with those units as the sarge and upgrades can soak up a lot of points.

As far as transportation for a bolter trap- it’s an “all or none” type situation for me. The point is to keep this big block of troops moving together- so ideally they should be moving the same speed. As Rhinos are cheap and more reliable these days- it’s an option, but not a requirement. I don’t even bother taking rhinos on my Mentor/Alpha Legion armies because pressure is more important than speed, especially against Eldar who are looking to get to you faster anyway. In fact I tend to avoid most vehicles for these armies, as they can soak up points without playing to the main strategy- calmly walking up to your opponent and darkening the skies with bolter fire.

One vehicle I do like to take on both lists, though, is a Vindicator. It’s not a must, just a personal preference, and one that suits the bolter trap fairly well. Many Space Marine/CSM players shun the underrated vindi because while the demo cannon is wonderful- they are leery of its rather short range and weak side and rear armor values. This makes the vindi kind of a sub-par battle tank in the statlines, but I like to think of my vindi as a sneaky, portable endgame. It takes a bit of skill to get it around the field with little attention, but in a supporting role it doesn’t need to go very far, it just needs to lurk near my battle line. You see the vindi is opportunistic as well, and if the Eldar player is impatient and decides to go for my lines, it gets demo cannon in the face. If it tries to kill the vindi up close, it gets bolter/missile/autocannon/special in the face. It’s a very nice relationship. ?

Bolter traps are designed to tarpit or collapse upon assault, and this can only get better with the rumored ‘combat tactics’ rule around the corner. One thing to avoid is stalemating a hit and run capable opponent, but even then his mileage will be erratic, and you’ll still have plenty of bolters.

So in a sense, a bolter-trap is a ‘dumb’ list run by a smart, patient player. It incorporates a very simple design and relatively easy execution, and places all of the pressure on an Eldar player. It isn’t infallible, as it faces shortcomings in big points games, and can get boring to run after a fashion, but hey, when I’m not playing Eldar I just want to admire power armor and make the “Klak klak klak” sound when I’m running my space marines around.

One last note…

One thing this article does not address well is certain, specialized Eldar lists like Iyanden Ghostwarrior variants, which tend to operate differently than a more standard list. For strategies against these types of armies- ask around the forum or have a look at some of my wraithsight articles explaining the weaknesses of these lists.

Thanks for reading!

- Yriel
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Old 29 Aug 2008, 01:51   #3 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Bows before Yriel's amazing Wraithsight and its so awesome that it's blinding Zenny Great article, Yriel Of course, that's expected on you. It gave me a few pointers with my Drop Troops; them being infiltrating here and there, Deep-Striking everywhere :P
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Old 29 Aug 2008, 09:33   #4 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

drops dead from yriels knowledge.

are space elfs. Of course their boots never get dirty, their stuff won't get dirty, their weapons won't get dirty, their hair won't get dirty, the aspect warriors won't get dirty, and their women won't get dirty - which is also why they are a dying race. ^-^
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Old 29 Aug 2008, 12:36   #5 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Yriel, you traitor!! lol, well done mate. Has anyone flaged this yet for a cookie?
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Old 29 Aug 2008, 12:46   #6 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Terrific insight. Really enjoyed the read. One thing I've noticed in al my 5ed games is that cc is now playing a larger role in determing the outcome of battles. Dakka heavy armies can become easy pickings for a good assault army. Any thoughts on this?
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Old 29 Aug 2008, 14:18   #7 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Yo I'm moving this to General 40k because I think it'd be more useful there.

Also incredibly good article, +2 applauds and then -1 for being a god damn traitor. I'll post up my responce later.
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Old 29 Aug 2008, 14:45   #8 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Thanks for the input guys. And crazed- thanks for the...+2/-1? Ack! I am a traitor!

Originally Posted by bebe
Terrific insight. Really enjoyed the read. One thing I've noticed in al my 5ed games is that cc is now playing a larger role in determing the outcome of battles. Dakka heavy armies can become easy pickings for a good assault army. Any thoughts on this?
Excellent question bebe,

The trick with running good assault armies is sustaining your damage turn after turn (mileage). Because assault is even more decisive these days, it is rewarding of players who can hit a line and have enough sustainability to press on the attack. Assault has seen plenty of benefit, considering run as a new option for everyone, and negating the plethora of shooting cover saves now available.

That said, assault is NOT rewarding of folks that carelessly throw a single unit into a staggered set of multiple units, particularly if the points exchange is not in their favor. An example of this might be a foolish/impatient Eldar player throwing a unit of Harlequins at a squad of firewarriors, wiping them out only to be wiped out in the following turn by a subsequent unit or units. This is a major change for 5th, in that players will be heavily rewarded for strong or well coordinated assaults, while the folks relying on the raw statline of a single unit are going to find assault unrewarding.

In other words, guage your charges well, and consider them "make or break" situations.

Whether your playing an assault-heavy or dakka-heavy force, you'll want to use a little more foresight regarding not only where and when to hit, but how hard to hit. Sounds strange I know, but the assaulter needs to know not to go in peicemeal, but also not to committ to a charge that ends up being an ambush. On the shooting side, the options are to tarpit or fold on the losing end, while the offensive should be focused on rendering units combat ineffective, or eliminate them completely.

It's one of the changes that whets the appetite for strategy, and makes for very exciting games.

- Yriel
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Old 29 Aug 2008, 15:18   #9 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

Ah, that's what a bolter trap is. Fantastic article, thanks for all the help again!
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Old 29 Aug 2008, 15:56   #10 (permalink)
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Default Re: Wraithsight: Disrupting the Eldar Dance- tips for opponents of Eldar.

On the shooting side, the options are to tarpit or fold on the losing end, while the offensive should be focused on rendering units combat ineffective, or eliminate them completely.
I agree completely. I tried bladestorm on my DA and switched to defend and shimmershield. These guys will really tarpit assault squads and hold objectives. I only use bladestorm now as an addition to defend.

[That said, assault is NOT rewarding of folks that carelessly throw a single unit into a staggered set of multiple units, particularly if the points exchange is not in their favor.
Yes indeed. We need assault in our lists now but our cc specialists must decide on their role carefully We can be aggresive or we can use them as a countercharge unit to protect our troops.

Another quick question ... against Eldar what goes in reserve and what starts on the table? We know the shooting capabilities of Eldar. Do we keep squads in reserve to avoid a couple of rounds of dakka? Which squads are best suited to the role?

I ask this because my ravensquig have a terrible time with panzees but 5Ed has given me more options now with ouflanking Koptas and reserves.
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