View Full Version : How do the Current Eldar play in 4th ed.
I dont have the 4th ed. rule book yet. However I've been wondering how the current codex eldar play with the new rule changes. Im not looking for specific rules, just wondering if anyone who has played them in 4th ed. could tell me if they handle differently from 3rd, and whether some units have become useless/more useful. Cause it sounds to me like they might be at a disadvantage with some of the new rules.
28th Sep 04, 9:51 AM
Their skimmers work really nicely.
They effectively fly 12" and fire ALL guns.
Guardians and stuff like that is near enough the same, haven't seen much of them though!
29th Sep 04, 12:41 AM
eldar got hit pretty hard, mostly they got things taken away with little compensation. these are all observations taken from another forum where this was brutally analyzed when the new rules came out. I am sure some people will make claims that its not nearly so bad, but these are all observations taken from some very keen and extremly competive players agaisnt the same.
falcon with starcannon and shuriken cannon can move 12 and fire.
falcon is now even harder to kill as long as it moves over 6 ( a falcon should NEVER sit still now, the 4+ save if its in cover doesn't last long)
warp spiders now shoot twice and jump away.
rangers and pathfinders got a lot better due to better cover rules and the ability to damage vehicles.
bikes get extra movement and an inv save when boosted.
transport rules are tremendously brutal. wave serpents don't last long under fire and if caught moving fast the casualties are a lot worse. plus you will be pinned on crashing. no more assualting from transports which means sit a turn and hope you don't get surronded and your access point cut off and your rear armor taken out or deploy and and face the wrath of the now far more deadly rapid fire rules and any heavy weapons. cover is a very unreliable hope since a skilled opponent will draw the figting away from where you deploy in cover.
skimmers do not block line of sight anymore so no using them to shield your deployed troops.
fearless is now a liability in assault when you don't have numbers.
new targeting rules leaves troops very exposed (i never liked guardian meatshields, but without them units like support batteries and dark reapers are very exposed.)
new scatter rules make deploying support batteries and nightspinners behind cover less accurate.
warp spider exarchs are now taken soley for withdraw (as a contingancy) if at all.
rapid fire rules made most armeis basic troops far more lethal. guardian defenders retained the ability to charge and fire their guns.
waveserpents are completly out of favor, even me who is an eldar treadhead (er skimmer head i guess) is hanging up my serpents til the new codex.
banshees and dark reapers are also out of favor, fire dragons have been for a while but soem peopel are using them like a guided missle. rush thme up in a faclon and deploy pointblank and fire the fusion guns. I dislike this tactic since it is effectivly a one shot tactic and it is vastly more effeicent to do the same thing at long range. short of frying a termie squad, you probalby aren't going to make an impact big enough to warrent this tactic in my opinion.
scorpions are pretty much strictly a counter assualt unit. even with infiltrate they are not relaible to make it into assualt as a charge unit.
falcons are the name of the game, a lot of 1500pt lists now include 2 with starcannon (occassionally scatter lasers if points are tight), holofields, stone and shuriken cannon upgrade. vectored engines are no longer considered worrth it due to new terrain rules and the fact they are never sitting still.
warp spiders, no exarch make a good harrassing unit and are getting a lot of attention. Some people are taking full size squads with an exarch and withdraw incase they are charged. powerblades and deathspinner upgrades aren't considered worthwhile.
swooping hawk exarch with web of skulls and sustained assault is becoming a favored counter assualt unit. it has the mobilty the rest of the asaualt elements now lack and can pack a good punch though its survival abilitys won't last long. the rest of the hawks are mostly an exarch delevery system since their las blasters usually don't contribute much.
Iyandon and Biel-tan lists are effectivly gone competitivly. Alaitoc, USF and Ulthwe are the comeptive lists now.
Small guardian squads with starcannon are now the norm, alot of times without a warlock to save points. much more disposable approach to guardian squads.
i have also noticed a trend to make vypers more surviable with the ctm, a big points sink under third. I am starting to embrace this idea though due to the demise of the waveserpant and the tl lance i was relying on.
my primary eldar army has always been alaitoc, under 4th i have dropped out both waveserpents, a scorpion squad and a guardian storm squad in my 2k points list. i have replaced them with more vypers and a warp spider squad. I also dropped the eml's from my falcons and went back to starcannon.
29th Sep 04, 7:51 AM
Fire Dragons are alot more lethal against vehicles now as all hits from AP 1 weapons score Penetrating hits. They can quickly ruin a tank heavy Space Marine, Chaos Space Marine, or (especially) Imperial Guard players day.
Yeah @ wolf 13 thats what I was expecting to hear but hoping I was wrong... Seems like Im going to have seriouly re evaluate how I play my eldar since they seem to have been nerfed heavily by some of the rules.. I wonder if they can still do quite as well. Well guess I can stick to 3rd till the new dex comes out.
5th Oct 04, 7:57 PM
Maybe they already have...we'll just have to wait till the new Eldar Codex comes out. Also i have no idea where you got the idea that vehicles get a 4+ cover save in cover. The hull down rule still exists. I think you got confused because WRECKED vehicles confer a 4+ cover save to INFANTRY units. The vehicles and the like still have hull down as normal.
5th Oct 04, 8:35 PM
page 69 i beleive, its actually on a 4+ a penetrating hit is downgraded to a glancing. IE, not good for fragile skimmers to rely on.
5th Oct 04, 9:59 PM
Ah yes I see what you mean now. I sorta got confused by the way you called because Dark Angels Landspeeders have a jynxing save of 4+ as well and i thought that's what your cover save was like.
20th Jun 05, 2:53 AM
anyone know when that new codex is 'posed to come out? i've always played alaitoc but i havent played a game since third ed., as i just got back into it.. and dammit i have tons of catchin' up to do.
20th Jun 05, 3:39 AM
Dark Angels Landspeeders have a jynxing save of 4+ as well and i thought that's what your cover save was like.
I freaking wish. Make that a 6+ inv. Save thanks.
Anyways, while Eldar have always been competitive (and still are for the most part), the fact that they're running off an old Codex compared to alot of armies now as well as the V.4 changes often seems to put them at a disadvantage in certain aspects, such as the ones that Wolf13 mentioned.
Personally, i'm going to begin collecting Eldar soon (probably after i finish my Dark Angels though), but i'll be waiting until the new freaking Codex comes out. One of the things i hate the most about it is that the Farseer's offensive psyker abilities are absolutely weak compared to Chaos and now Space Marines.
I just hope they get to Eldar soon, as it seems that they're really needing it to bring the army "back on par" (note the highly subjective terminology) with the others that have now been considerably boosted. I also hear that Orks desperately need one and that they'll be before Eldar, but am not qualified to say whether this is accurate or not.
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