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Barracks: Eldar - Daffrid

The concept for the Barracks articles came to me when Dysartes was ranting at me to tell him what I was working on before the next update, in a moment of madness I suggested complement articles to the Armoury series, and on the spur of the moment I called it 'Barracks', for some reason the name has stuck and so has the idea.  Getting finally to the point, this article is about having a mildly detailed look at the units available to our Craftworld chums, including a look at some of the variant units available to the Craftworld specific lists. (And it was only when I finished that I realised what a choice there is).

HQ

UnitOpinion
AvatarThe awoken embodiment of Kaela Mensha Kaine the bloody handed Eldar God of war, as powerful as a Bloodthirster as imposing as a c'tan and as tough as a titanium coated reinforced concrete brick, well actually the Avatar is non of these things, he ain't that big he ain't that tough and he ain't going to win a fight whining about the time 'she who thirsts got lucky with a low blow'. Essentially a cheap (80points) daemon this HQ choice is quite affective in close combat with an impressive WS and enough wounds to feel comfortable, unfortunately it will take the entire game to get him there since he can move the amazingly fast 6" a turn without the ability to hitch a lift or run a bit quicker, which might be ok if it wasn't for the armour save, yes it's invulnerable but it's so low as to mock you. Once in CC he is a monster I've had him lock down two full tactical squads for three turns, I've also had him blown apart in one turn from Ratling sniper shooting and this is his weakness he dies at range and for most of the game he is at range. On the plus side he does inspire fearlessness in those minions who accompany him on his wander across the board, now this offers two options, either you shield him with guardians or use the the even more scary Wraithlord/Avatar combo, which is nice and lasts a good while in fact. Oh he's armed with the Wailing Doom a sword which does bugger all as he is a monstrous creature.
FarseerAn ancient Eldar who has become trapped in the Path of the Seer, gifted with psychic powers and the ability to tap into the strings of time to predict future events and how they will play out on the field of battle, well that's the corporate spiel anyway.  As it stands you are generally forced to take one, in in my experience he either ends up in two roles, the mucho points stand at the back firebase protector or the second wave Mindwaring tank basher (my current choice), there are other options too I suppose I think it comes down to two things, who you are playing and how you play. Stats wise he is a pleasant improvement being T4 and having lots of wounds what you do notice is the lovely Rune armour save and the staggering lack of attacks he/she has (for some reason I have been assuming my current Farseer is a woman (I say current, I only think of them as dead when they die from 'perils of the warp', she is Farseer No3 if anyone is interested). Now unlike your basic Marine Captain you can't have your Farseer strolling down the middle of the battlefield and attacking anything he fancies, they are (un)surprisingly fragile, well since Dysartes starting taking Daemonhunter/Grey Knight allies to the picnic, suddenly the inv save ain't so hot. On the weapons front you can give him either a sharp stick / witch blade / singing spear & pistol, depending on how you want to use him, CCW&pistol is the cheapest but the singing spear is more useful like the witch blade it wounds on a 2+ and counts as S9 against vehicles which is nice, it's always nice to take a dreadnought down in CC with an old man with a spear, and it can surprise your opponent too. In addition to pointy sticks they have access to all the shiny baubles in the Eldar armoury, these include: Jetbikes; expensive but useful range increaser and providing a 3+ armour save and toughness increase, which will add to the survivability as well as allowing you to get to the rear of vehicles. Ghosthelm; when I have a few points to spare I take one or if you are going to be doing a lot of casting it is a useful addition to warding off those pesky daemons, also useful if you are fighting Chaos, best combined with Runes of Witnessing. Runes of Witnessing; with a high leadership this is only that useful if you plan to cast two powers a turn, if taken best combined with a Ghosthelm for that added protection. Runes of Warding; short ranged and a bit rubbish, have never taken it and I probably never will. Sprit Stones; the opportunity to cast two powers a turn could potentially be very useful (and often is) though it is monstrously expensive costing you virtually another Farseer, still depending on the situation it can be very useful.  And finally to those powers which we all love, but must be used carefully and if I may say it subtlety: Eldritch Storm; The Farseer makes some pretty lights in the sky and has a disco under the flashy lights, it's a pitiful power and ludicrously expensive, the only real use is the mandatory pinning test it imposes or if you are very lucky it'll spin a vehicle to show you its rear armour, oh and it's a pie plate. Fortune; The ability to make any unit have the opportunity to re-roll any armour save invulnerable or not, used to great effect on a seer council. I need not say it, but this power is incredibly useful and can save you from visceral sprayage, best used on troops with a low chance of surviving, or you know are going to get a pummeling.  Guide; Another well used power, generally used for those crucial shots you need to count, (not that I have ever guided nine Starcannons...), basically it is the ability to re-roll any to hit shots that miss, in short it is sweet, but expensive.  Mindwar; Currently my favourite power (Killed Midget's Shas "insert special name here" in one go to my amusement) in short it is the ability to fry anyone's brain within 18" be it that plasma gunner who is a bit too close or the enemy commander, I love it, and it's cheap.
Warlock:A bodyguard for the Farseer, who is allowed to wander off in the heat of battle, (there's something wrong with the Eldar mindset methinks) to help out Guardians or Wraithguard, well they probably need the help. Warlocks are Eldar who follow the path of the Seer, but who have also followed the path of a warrior aspect allowing them to develop and use Psychic powers in battle, they don't have the greatest stat line in the universe, but it should not be underestimated, they only have one wound so be careful with them. They have access to singing spears and witch blades which is nice given that it allows them the ability to wound anything or take down any tank, they also have the ability to create the minor powers: Conceal, Destructor, Embolden & Enhance which they don't have to test for. Conceal used to be expensive and pretty much useless, until the arrival of all these ''avoids invulnerable save weapons" then suddenly your Farseer has bugger all protection, if used do so on a seer council (when facing daemon hunters) or on a huge squad of guardians otherwise to expensive for my tastes. Destructor is essentially a heavy flamer which is nice if you ever get into a position to use it. Embolden makes you troops erm... emboldened allowing moral re-rolls. Enhance would be sweet if you could have warlocks with aspect squads, but still a plus to WS and Initiative is a bonus to and storm squad, giving black guardians a WS of five! Best used as a support for your Farseer (against quick or deep striking troops) or with storm guardians to give them an extra kick.

ELITES

UnitOpinion
Warp Spiders Are one of those strange odd ball choices that typifies the Eldar army list, they have some great attributes and some rubbish ones.  Firstly they are fast, they move like a unhindered jump pack and can then move 2D6 in the assault phase if you so wish, which is very helpful in getting them around. They have the standard aspect stats plus a nice 3+ armour save, the downside to this unit is it's weapon a S6 rapid fire 12" weapon which is odd as it effectively punishes you for moving, which is the whole reason you want to take the unit.  As for the tactical uses they are best used on light infantry with poor armour saves since they will wound most things on a 2+, or against light or the rear armour of vehicles as they will be able to glance things, alternatively they could be used to secure table quarters or objectives. The Exarch has some with some interesting options available, the ability to gain powerblades is nice when on the charge, Surprise assault is a little too expensive for my tastes, but the squad gain and extra attack on the charge which is always welcome (and it's very likely they will be doing the charging) withdraw is a good option as it allows you to break off combat in the opponents turn then in your turn fire into them and charge them, which will no doubt do some serious damage.
Striking ScorpionsAre close combat aspect warriors that excel at what they do, which is to chop up enemy infantry.  They have impressive weapon skill and initiative and have a much needed strength bonus as well as a Marines armour save, they also have some nice equipment, the mandiblaster which basically allows you to make an extra attack in every round of close combat, and are armed with a chainsword and Shuriken pistol.  They can be fitted with grenades for that extra assault through cover leveler or with haywire grenades so they can take down or stop most armour, even a monolith!  Like all things Eldar they do have their weaknesses, because of their heavy armour they can't fleet of foot so they are slow and vulnerable to enemy fire therefore they should be transported in a Wave Serpent for maximum effectiveness. Unlike most Eldar troops these guys can get away with being swamped, as they can munch through low armoured troops like there is no tomorrow, even giving space Marines a run for their money.  The Exarch can also be given what is basically a power fist and with the new assault rules he is sure to last till the very end, he can also allow them to infiltrate where the mission allows it.  In 40K in 40mins these are an invaluable option.
Howling BansheesThey scream and beat up marines, but there is more to Banshee's than this.  The most commonly used Aspect at a guess, but it not hard to see why, a fully tooled up Banshee squad can easy kill a full tactical squad on the charge,  they come with a Shuriken pistol and a power sword, they also come with low strength and a 4+ armour save so watch out for heavy bolters.  In fact the best way to utilise these troops and ensure their safety is to transport them in a Wave Serpent, which means you can move 12" get out, fleet of foot and assault without having to make any pesky saves.  Like all Eldar they are fragile and go down to numbers, sustained fire and counter assaults avoid low cost troops such as guardsmen, but don't go for tough troops either as they will have trouble wounding them, and what you don't want to do is have them bogged down in combat, as their banshee mask will be wasted.  You can upgrade one of these ladies to an Exarch, the obvious addition is to give her an executioner, as this gives her a much welcome strength boost.  Finally remember to take a full squad of ten as six generally don't make that much of a difference and can be worn down easily, also don't discount the pistol, against Orks and Guardsmen it is statistically better to fire the pistol than to use the sword, something which can slip the mind of even the greatest Farseer in the heat of battle.
Fire Dragons:A solid core choice to any Eldar list, this aspect specialises in taking out heavy armour.  They have the standard aspect stats so they will hit a good deal of the time, and like all eldar they are armed with a stupidly short ranged gun which is "cough" inferior "cough" to its imperial counterpart (I feel dirty saying that).  Being serious, Fire Dragons come equipped with melta bombs and fusion guns, melta bombs are deadly to any tank (ok not the monolith) though remember skimmers are always hit on a six and if the tank moves you require a four or more, the fusion gun is a strength six weapon with short range and 'melta' weapon properties under 6".  Now a short range in a small squad they are very good at blowing things up though generally aiming to get armour 13/14 is a bit of a gamble probability wise (in my experience) what they do excel at is killing tough well armoured troops, the obvious example being terminators as that AP1 is just to sweet to waste on low cost enemy troops.  Like all aspect warriors they are easy dispatched with sustained fire or overwhelming numbers, so I would recommend transporting them in either a Falcon (as six is all you generally need) or in a Wave Serpent, ideally kitting out the vehicle so it is survivable and complements the tank hunter role.  The Exarch upgrade is probably worth it, as the firepike affectively increases the range and gives you a 9" S8 +2D6 weapon which hits on a 2+, and I don't need to tell you that's good.  Depending on whether you want your Exarch to aid in a CC role or guarantee a tank kill  you can give them burning fist or tank hunter, but that does seriously inflate the price of the model.
WraithguardWraithguard are on odd unit, one that has beautiful models and is clearly Eldar, but it is very tricky to pin down what exactly their role on the battlefield should be. They are strong, tough won't run away and are more than capable of firing in a straight line as well as a being good in hand to hand bonce bashing, on a negative they need a warlock to stop them gazing at the pretty lights and are a very expensive points wise. Using them against a large units of troops would be a waste, using them against Terminators and they will get munched, so what to do? Well it's best not to waste those lovely wraithcannon even though they have a short range they can tear the toughest tank to bits and can instant kill the toughest character, so therein is the best way to use them; having a warlock with either conceal or enhance, get them close to any large tank, HQ character or big monster and watch them get sucked into oblivion. Providing you can afford to buy them that is.

TROOPS

UnitOpinion
RangersThose who follow the path of the outcast and are called back to defend their home in times of need, essentially a sniper the Ranger is horrendously expensive points wise, but has an array of interesting abilities which mean they can turn a game at a critical moment if used correctly.  Firstly they can infiltrate which is nice for pushing back deployment zones and move through terrain unhindered, best though is their chameleon cloaks which give them a 1+ increase in any cover save they have, hence they are best placed in cover or wooded areas with a good field of view. The long rifle is nice as it hits on a 2+ and wounds on a 4+ which is good for taking down big critters like c'tan or carnifax's and has that AP1 thing of you hit on a six (never happens).  The question is how to use them, probably in a squads of three and by aiming to delay by pinning rather than expecting them to kill huge swaths of the enemy, to illustrate; how many times has the game swung because of a well placed charge rips though your line? Well what if you could delay that charge so instead of a horrible slaughter the enemy just stand there waiting to be shot at close range (crickey even a shuriken cat would be in range), so you see pinning can be most useful. Never get them in CC though as they have the stats of a guardian and will be too far away for you to bail them out.
Guardian Storm SquadsAfter the EOT campaign GW finally produced some models for Storm squads and they are quite nice if not fiscally draining, which is a pity because I would buy more if they cost less, the problem being with Storm  Guardians is that they fit one of two roles.  With average stats and armed only with a close combat weapon and pistol you do need a lot of them to make a noticeable impact on the game, this is improved though with a Warlock with enhance, effectively speeding up the unit and increasing their weapon skill, which would be brutal if you can afford 20 of them (I'd leave the flamers at home with TAR).  The second less expensive option is to go tank hunting with them, take two fusion guns and arm the squad with the wonderfully effective haywire grenades, and of course having a warlock with a singing spear joining them and suddenly that small Guardian squad which no one was paying attention too has made a mess of your opponents heavy armour.  As ever with Eldar they are fragile, having weak saves and being vulnerable to counterassaults, best to use them as a complement to your main thrust.
Guardian Defender SquadsThe mainstay of most armies, Guardian Defender squads are a militia drawn from their respective Craftworlds in times of need, in many respects their abilities reflect this, they can shoot as well as a guardsmen and have much the same ability in close combat, so don't.  They wear mesh armour which provides a reasonable save and, when you start with a large number of them they don't tend to run away, and when they do run, hopefully it will be towards the enemy using the ever useful FOF.  Each Guardian comes armed with the much maligned Shuriken Catapult  which has the same abilities as a Bolter, only being an 12" assault weapon (so they are armed with Tommy guns whilst every one else is taking rifles) which is a bit of a problem as it means your poor Guardians are in assault range which is not exactly the best place for them to be.  Defender squads are generally used in three ways, firstly as meat shields for your more valuable battle winning units , and I can see the logic with this, buy screening your Dark Reapers with six Guardians they will effectively last another turn and can't be targeted.  Secondly as huge mob like swarms of 20 odd which march across the field or stand about at base camp, their ultimate aim being to absorb damage and apply mass Shuriken when the opportunity arises and withstand the assault allowing you to counterassault. Finally the minimalist seven Guardians and a Starcannon option, which is very common and quite affective.  Personally I've never seen Eldar as either expendable or a horde army, and I am also very happy when they are underestimated on the table top, if I have 15 screaming Orks running at my lines 20 Guardians and a helpful (and opportune) Guide from a nearby Farseer will kill all of them dead, no questions asked, they work wonders against Guardsmen too (one of the few units they can get into CC with and survive).  I never leave the shed without two generous squads with Starcannons (if you do take a heavy weapon, it is best to go for a multi shot one as there is little point paying 50 points for a Bright lance that misses half the time).
Dire AvengersSupposedly the most common aspect of all (when was the last time you saw them?), they follow the aspect of the noble warrior and are masters of the Shuriken catapult, which would be nice if it had a range farther than I can throw Dysartes.  What do you get for your 12 point investment, well erm some guardians with bigger helmets and a loin cloth which interestingly gives them a 4+ save, if Orks ever find that a sarong and a bristled helmet makes you live longer the universe is doomed. Seriously though, what you do get is a nice basic troop choice with a higher BS/WS they are a bit quicker and apparently run away less, well on paper anyway, the let down is the gun, yes it's great if you are facing Guard/Orks or any other T3 troop, (interestingly I once killed Midget's Commander Farsight, or what ever he's called from one round of DA shooting, he was left a bit speechless, I believe his words were 'they can't kill him' I think my response was something along the lines of 'they just did' ), so against certain opponents they are fine, fun and a good choice, it's just against 3+ save tin cans they generally get smeared across the sand a lot. Best used in conjunction with something, I prefer to use them to soften up and support a CC aspect and ward off any counter assault that might be coming their way.  Some people seam to use them as an Exarch delivery system, since he can be given a myriad of (expensive) powers, but remember he ain't that strong and most leaders seam to be fearless these days anyway so the Diresword's effectiveness is somewhat limited, and given the trial assault rules some of the powers are less useful anyway.
Wave SerpentNot strictly a troops choice but it does carry them into battle, it is also IMO the best troop transport in the game (if we ignore large silver Necron blocks). Firstly it is a skimmer and a fast one at that, I'm always in two minds weather to move it 24" or 12" (and getting a shot in) during the first turn, that former is strategically the better option. Secondly it is relatively well armoured, being a skimmer is benefits from the 'skimmers go fast, no penetration if moved' thing which is very nice plus it has the most wonderful energy field which turns all weapons over S8 into S8 when shooting at the front. They are shockingly hard to kill, Dysartes has poured an entire round of IG heavy weapons into the front of one of these babies with barely a scratch to show for it (though I think that was mainly due to bad dice rolling), don't get too blasé they are not invincible, whist it's probably survive 3 Lascannon shots, it's go down to 6 Autocannon shots, which is why it is useful to do that old Eldar trick of moving things behind cover and blocking line of sight.  One the weapons front it boils down to three choices: Starcannon's ~ soften up the marines before your CC unit gets out ; Brightlances ~ blow up the tank before your CC unit gets out;  Missile launchers ~ blow up tanks or soften up troops before your CC unit gets out.  Currently I favour the Missile launchers as I find them slightly more tactically flexible plus they have an AP4 blast which is nice against Tau, and the twin linked ability makes them quite likely to hit so a (usually expensive) one shot weapon is worth it, it just depends on your style and who you are playing.  As to upgrades, sadly you can't give it a holofield, but a spirit stone may be advisable as it can keep you moving/shooting adding to it's durability. All in all a thoroughly decent vehicle, pity it's about £30 from forgeworld with thankfully (it's been 5 years) a plastic kit being available soon...

FAST ATTACK

UnitOpinion
JetbikesThe Eldar Jebike miniatures are some of the nicest in the Eldar range, I particularly like the look of the Shuriken cannon variant. In general they have your usual guardian stats, but because of the bike they now have T4 and a 3+ save, can move 12" a turn then a further six in the assault phase (useful for getting out of assault range as your Shuriken catapults are 12", and giving them that whole 'hit and run' feel) and have twin linked weapons meaning they can hit, and for every three you have in a unit you can upgrade one to a Shuriken cannon, on this alone I would use them in every game.  They are ideal for supporting any Waveserpent born attack, or getting round the flanks to take out any heavy weapon crews, even trying to get a lucky kill at the lightly armoured rear of certain vehicles, as they have wonderful  manoeuvrability. Sadly you will hardly see them on the table tops and for one reason, the price 35 point each so as a minimum you have to take three which will cost you 105 points for that price you could take nine guardians with a Starcannon, if you upgrade one of them to a Shuriken cannon then you are paying the same price as for two Vypers with Starcannons, at these prices you would have to be insane to taken them.  If you are crazy enough to take them, what ever you do don't get them stuck in CC it ain't worth it.
Shining SpearsAs with Guardian Jetbikes Shining spears are some very nice models, which when well painted are a sight to behold, they are better shots which is a bit unnecessary as they are still armed with catapults they are a bit better at the old close combat as their laser lances make them S5 which is nice, for lots of points you can upgrade to an Exarch and the only reason to do this would be to give your Exarch an invulnerable save or Brightlance, so for 3 bikes, one being an Exarch with a Brightlance will cost you just under 200 points, yes that's right the same price of three Vypers with Starcannons, and which do you think is going to make a bigger impact and last for longer... Rubbish don't take them, ever!
VypersThe Vyper Jetbike is one of the most Eldar'esq options to you and I would strongly advise that you take one or two to every engagement, initially the armour ten all round and open topped qualities of this vehicle may scare you, but trust me they are great, the trick is not to let your opponent work that out.  Whilst one paper they have the survivability of a pork pie in front of Dysartes, it should be remembered that they are skimmers so as a rule they must be moved 6" a turn and suddenly no more rolls on the penetration tables, it should also be remembered that they are essentially weapons platforms to be used in a support role and they are expendable. On the armament front they have the bog standard BS of a guardian so Brightlances and Rocket Launchers aren't going to hit that often, therfore scatter lasers and Starcannons are the best bet, personally I go with Starcannons, I'm never very good at rolling high (or above 2 for that matter) for scatter laser shots, plus the Starcannon is more versatile in my opinion. This leaves you with a Vyper that can fulfill two roles; light tank hunter and heavy armoured troop splatter. For light tank killing use the Vyper's maneuverability to get into favorable firing lines, i.e. the more vulnerable 10/11 sides (shooting a dred in the back is well recommended) or to root out those enemy vehicles behind cover (whirlwinds / basilisks).  In their other role they should be used along with your main advance to soften up, or take out any immediate threat to your attacking units, alternatively you could go HQ hunting.  To maximise their potential I would recommend always hugging terrain to block possible lines of sight, starting the game behind cover (hull down) also helps I find, and always being 24" away from the enemy (come-on they can be taken down by bolter fire). As a final function they can secure table quarters which is very useful as they can zip along way across the board in the last turn.  Now before you ask they do have access to all that standard Eldar vehicle upgrades, I wouldn't recommend it, keep them cheap and expendable, the more points you invest in them the less you have for your main force, remember they are used to 'support'.
Swooping HawksEvery one knows they Eldar rule the skies, it's when they start messing about on the ground that the trouble begins, Hawks bring death from the sky and they have some interesting equipment to do this; they have wings, which are very pretty and work like a jump pack, but also allow deep strike whenever you like regardless of the mission, they have funky grenades which make a big mess of guardsmen (I must confess that half the time I take them for the large AP5 template, mainly because I managed to cover three squads of guard with it once, which amused me greatly) and a rather odd 24" 2 shot Lasblaster, which is very useful, (move 12" fire 24" hmm that's a 36"...). Ignoring the Exarch for a minute I like to take five of these guys, as they are useful for dropping behind enemy lines and taking out any heavy's or Dysartes' mortars (which he tends to keep behind terrain, but also away from any support) that might be otherwise inaccessible they can also be used to charge and stop any unit firing for a turn of two which is nice. What they are not though are combat monsters the Lasblaster is only S3 and they have the usual Aspect stats so they ain't big on the marine killing either, I prefer to think of them as a well timed surgical strike unit, I only tend to bring them into play in turns three and four anyway, which can be useful for securing board quarters at the last minute. As usual they have the option of having an Exarch leader, with the option of making him (possibly) an unstoppable CC killing machine, the massively expensive sustained assault option allows him to make additional attacks for every successful hit in CC, in theory this can mean killing every model in the enemy unit, this ain't that likely though, he is only as strong as your average Eldar, still it could be enough to swing the balance in your favour. 

HEAVY SUPPORT

UnitOpinion
FalconI must confess I don't particularly like the Falcon, whilst I would argue that it is one of the best looking models GW produce, I have never come to find it particularly affective on the battlefield.  Stats wise it is a medium tank with the ever useful skimmer attributes so you need not worry about being taken down in CC (it needs a 6 to be hit) or having my nasty penetrating hits down the bird (skimmer moves 6" a turn).  As for weaponry is comes with twin linked shuriken catapults which you can upgrade, but never should, it also comes with a pulse laser which offers you D3 strength eight shots which is of some comfort but isn't exactly going to down a Monolith or Landraider, and is best used against light vehicles or big gribblies.  You also have to choose a second turret weapon Scatterlasers come with the model and are relatively cheap, Brightlances and missile launchers will always miss so the always dependable Starcannon can come to the rescue here too.  As nice as this all sounds it's let down by the bloody awful ballistic skill of three, so half the time you will miss, or in my case the entire game (hence my general resentment).  The redeeming feature of the vehicle is it's ability to transport small six man squads around, which whenever I use one is what it inevitably gets used for, and it is quite good at it, since it is able to deliver a small surgical strike, fire dragons are well suited to this role.  As too upgrades I would recommend the ever useful spirit stones, which will keep your tank moving and firing a good deal of the time, and the terrific holofield which forces your opponent to roll two dice on the results table and use the lowest, when combined with spirit stones this can make your tank nearly indestructible.  It's all a bit pricey for my taste which is why I prefer the humble Wave serpent
Fire PrismBuilt on the template of the falcon this variant is literally a one trick pony, it supports a large Prism Cannon, which I have always thought looks a little odd.  Erm what can I say, in reality you are paying 115points for a Lascannon which can shoot a long way (which is not necessarily a good thing unless you play on large boards) and is on a medium armoured skimmer, stick it at the back of your line with a clear firing lane and watch it miss a lot due to low WS and you can forget about the blast template it's no big deal, unless someone brings lots of obliterators to the party.  As I may have hinted it's a bit rubbish, and the obvious solution to this is to stick a Farseer with guide next to it, so now we have created a 200 point one trick pony, and if you can find a use for this in a 1000point game please write in and tell me. As a final note I wouldn't bother with vehicle upgrades as it should be out of any other heavy weapons range anyway.
WraithlordEveryone's favourite example of cheese, shut up it's going up in cost and you HAVE to take a heavy weapon it was in the FAQ.  Strangely they have been phased out of my lists of late, which is odd since I just bought one. Well what do we get for our points, lets see the toughest thing in the Eldar list, the strongest thing in the Eldar list, the most reliable thing in the Eldar list... you get the idea. To all essential purposes it is the Eldar equivalent of a dreadnought, but instead of thick armour plates it's constructed from the always reliable wraithbone, it can survive multiple heavy weapon hits without being affected unlike it's marine counterpart.  The most amusing quality for most people is the fact that Marines can't hurt in in close combat since you need S5 to wound it, so as soon as you get it into close combat with a tactical squad there is bugger all then can do about it until they run away and as it hits at S10 not a lot is going to get up after they get hit.  They have a standard marine save though so they ain't invulnerable and are somewhat fragile when sniper rifles and weapons that ignore toughness are wafted in their direction, on the plus side they do scare the pants off your opponent and they will probably throw every weapon they have in its direction which is good as they will ignore the rest of your army.  So it comes down to usage, there are several schools of thought on this issue there is; the take three charge um down the centre with a guardian meat shield option (which also coincides with the number of friends you have decreasing proportionally to how often you use this tactic), there is the taunt your opponent into a dread vs dread face off (which ensures its survivability as it will survive till then and will win) this depends on your opponent, though Dysartes and I generally like to see how interesting one on one fights pan out.  Finally there is the use them as a distraction so your plan gets carries out option, which is what I used to do and on the plus side they won't run away.  To quickly mention the heavy weapon options if you want to keep it CC go cheap, if you want to benefit from the extra BS I'd go with a Bright lance as the chances of hitting with them are greatly improved.
War WalkerUsed as light scouting vehicles, these wraithbone constructs are distinctly Eldar in design and ability, they are quite expensive, odd to look at, are very fragile and have the ability to lay down some of the heaviest support in the Eldar arsenal.  Ideally they should be used on flanks or at the rear hopefully behind some form of cover to benefit from the hull down rule, as what they aren't is tough, they are on open toped walker with armour ten all round, in short they can go down to bolter fire (so you might wanted to keep them 18" from anything anyway remotely scary), whirlwinds are especially deadly as they gain lots of horrible ordinance advantages, and the force field they have is a joke, good on a wave serpent, bad on a war walker (that said you now have a 1 in 6 chance of a Lascannon having no effect, but they shouldn't be firing at war walkers anyway). They are armed with two heavy weapons, ranging from the cheap shuriken cannon to everyone's favorite Starcannon, now on GW's models they have a tendency to have a bright lance/scatter laser combo, this is stupid, as it affectively wastes one weapon a turn, the best option is to have both weapons the same.  The next rule is that war walkers battle winning potential is increased with numbers, i.e. use two or three, whilst a little over-kill three Warwalkers with nine Starcannons can kill anything, especially when combined with a nearby Farseer with guide.  In short I like them, massive amounts of fire power, lovely models and the ability to be blown away like blossom on the wind, Eldar to the core.
Support Weapon Battery:Some of the more odd Eldar weapons in the game; the D-cannon the Vibro-cannon and the Shadow weaver. Essentially they hang around at the back and make a mess of things (for more in-depth analysis consult the Armoury: Eldar article), visually they a quite nice models and the ability to take them in batteries 1-3 could be rewarding they are fairly survivable if they are behind cover or are 'shielded'.  Interestingly I and others found the pricing for them in the codex a bit confusing so it was 'clarified' in the FAQ which to my mind, started saying one thing and ended with the other, in short the 20points is for both guardians and then you add the weapon i.e. a D-cannon costs 50points. 
Dark ReapersDark Reapers are possibly the most reliable and effective anti marine troops in the entire 40K universe.  I could end the description there, but there is more too them than that; they have all the usual aspect warrior stats, so they won't run away and can fire at things and hit them with a high rate of success, what makes reapers special is a the weapon they carry.  The Reaper launcher seams to have been designed with one thing in mind, kill marines, it's a S5 weapon with AP3 so lets see, if you have a squad of five Reapers, they fire their ten reaper launcher shots at a marine squad and on average they will kill around five of them, which is conveniently the same number you find in those pesky devastator squads.  Now you can have a handy Farseer with Guide nearby, which usually increases the amount you kill to about seven.  The problem for these guys is that your opponent also knows what they are capable of so they will seek to destroy them, thankfully thanks to their range you can put them at the back of your lines hopefully behind some form of cover and probably screen them with a small five man Guardian squad to block line of site, this will not stop a whirlwind of course and these very cheap little tank'ets are your worse nightmare (for any aspect squad really) as they have a large ordinance template which is AP4 and will make horribly expensive mess which brings me to my second point. Reapers are not cheap at 37points per model you really need to make them pay for themselves by inflicting serious damage on your opponents expensive (and threatening) squads which can be tricky, or use them to help you attain mission specific goals which is where careful deployment of these guys really pays off.  As with all aspect squads you can upgrade one of them to an Exarch, allowing you to 'upgrade' their weapon to a Shuriken cannon (never) or a Missile launcher which can be useful and or use the Crack shot (very useful in cityfight) or Fast shot (two plasma missile shots can make a mess of anything), but these are quite expensive upgrades for a one wound model. 

Craftworld Variants

UnitOpinion
Ulthwé: Seer CouncilThe Seer Council is a rock hard unit which can have up to five Farseers and unlimited warlocks, with nothing really new apart from the the new warlock power Augment (doubles any Farseer power range, i.e. 36" Mindwar), generally speaking it's best to have a few sacrificial warlocks with Pistols and CC weapons to bite the bullet when you fail your 4+ inv save. Black Guardians are a nice addition (and very useful in 40K in 40mins) in short your two compulsory troops have either improved WS or BS.
Biel-Tan: The Court of the Young Kingis basically Exarch escorts for your Avatar, it's really as simple as that.  Probably best to go with Scorpions or Banshees as this is a close combat unit, but the Avatar does stop you using fleet of foot so you are going to be trudging across the table for a long time, still at least they won't run away.
Alaitoc: Pathfindersare essentially improved rangers with the same basic profile as a ranger but with a better cover save, free beginning move and getting AP1 on a 4+ rather than a six.  Most fun is the Ranger disruption table, for every unit of pathfinders you have you get to roll on this table to see what happens, which can really mess with your opponents deployment / battle plan. 
Iyanden: Spiritseers are improved warlocks with a better leadership and the ability to guide the dead near them without having to be part of a that unit.  
Saim-Hann: Wild Ridersbelong to the ruling family of an Eldar house, Kinsmen are rather pricey, but have improved leadership, WS and number of attacks. The Wild Rider Chief is a nice rounded HQ choice and has two wounds, and interestingly is the only thing in the Eldar list which does.

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