This is the current Edition's Eldar tactics. The Aeldari Eldar , are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40, In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Each unit plays a very particular role, usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe.
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Welcome to our guide to learning how to wield the elegant, sophisticated weapon that is the armoury of the Craftworld Aeldari. If you want to play an army of sleek, elegant vehicles filled backed up by deadly Wraith constructs and powerful psykers, supported by a wide array of devious tricks, this army could be for you. Like the other articles in this series , this one will focus on the core of what the Craftworlds Codex has to offer you, outlining the key units and strategies that form the bread and butter for players using them at every level.
This is also the second iteration of this article, representing a substantial re-write — the combination of buffs from Phoenix Rising, point changes in Chapter Approved and the advent of Marine meta have left the old article looking very dated, and it was also one of our oldest SCs, so the time is ripe for a revision. After being dominant for a lot of the edition, the rise of Marines and the general levelling up of shooting options have hit Craftworlds hard.
A lot of the units in the codex also look very dated at this point, and plenty are largely worthless. A well executed Craftworlds game can see you in total command of the board and the enemy boxed in.
Pure Craftworlds are also a decent army to take your first competitive steps with, because their mobility and the array of cool tricks they have available to them mean that you will have lots of options available to you at most points in the game, and can come up with plans to adapt to most situations. While most units are fairly fragile, there are some high-quality core options that can be quite forgiving on the table and teach you how to best make use of your resources.
The Eldar book has a huge number of datasheets in it, but as is somewhat characteristic of earlier codexes, there are quite a lot of options that are either a bit lacklustre or are made redundant by something else doing their job better.
Before we get to that, we will cover the various abilities available to the army across special rules, traits, stratagems, powers and relics. Strap in — thanks to Phoenix Rising, this is pretty long. This ability appears on all units in the codex other than grav-tanks and planes. This comes up so rarely because of the the double whammy that. This is much more like it. Most infantry and biker models in the codex notably excluding Wraith constructs have this.
It allows you to use all non-heavy weapons as if your unit remained stationary even if it moved or, crucially, advanced. This is a decent bonus — the main Eldar infantry weapon is the shuriken catapult, which is a powerful but short-ranged Assault weapon. Battle Focus lets you use an advance to get units with these into a firing position without the normal penalties to hit. It also lets your units throw a grenade even after advancing, which is a nice bonus given that plasma grenades are substantially better than the frag grenades used by Imperial armies.
Like the majority of armies, taking a detachment entirely made up of units from a single sub-faction in this case a Craftworld grants a bonus to those units.
As well as this, units from each faction get access to one extra stratagem, and the characters have an extra relic or warlord trait to choose from. There are five of these in the book, and you also have access to custom Craftworlds, where you pick two traits from a pretty extensive list in Phoenix rising. Alaitoc is taken for the huge boost to the survivability of your units against a lot of armies, especially those that can stack further hit penalties through other abilities, and was once one of the most powerful faction traits in the whole game.
However, this has diminished a lot as Games Workshop have rolled out abilities designed to counter it, and especially as Marines have hit the big time, where their volume of re-rolls and bonuses often lets them nearly ignore this.
Similar to Alaitoc, Ulthwe gives you a widely applicable boost to your durability, something Eldar badly need. Some of the other tools here are nice as well — Guardian bombs are out of fashion, but Discipline of the Black Guardians is a good boost if you do bring them, and the warlord trait is at least OK.
The other thing and honestly, one of the best things that Ulthwe brings is the ability to take Eldrad, an extremely powerful named character.
The remaining big bonus is the stratagem, which is specifically great on Shining Spears dropping in from deep strike. Scatter laser armed windriders tore up the metagame for a bit in and are very good with this trait, while an Autarch with the Novalance is a brutal killing machine.
Finally, advancing and charging is both great for the aforementioned Autarch and great for Shining Spears, who can also flex to coming in from Deep Strike if you give them Swooping Dive.
Poor Iyanden. These buffs are aimed squarely at Wraith armies but basically end up as a swing and a miss compared to other traits that either boost their survivability or increase their killing power without so many hoops to jump through. To build your own Craftworld, you pick two abilities from the list to make a trait.
Big Papa Slice and the Ghostly Bois. Credit: Boon. As befits one of the most psychically powerful races in the galaxy, the Asuryani have access to a mighty three psychic disciplines please ignore Marines having 11 and counting. These are:. This totals up to a huge number of options, especially as each power in the Runes of Battle is actually two! Eldar have some incredibly good options among these, and the only caveat we should put out up front is that the Warp Charge values do tend to be pretty high, so make sure you plan how to use the various re-rolls or boosts you can get access to in order to ensure you land the key ones each turn.
Alternatively, you can just bring two Farseers and have all four! The final discipline is unique in that rather than taking up a power slot, these powers are swapped out for Smite. The flipside of this is that these powers tend to have lower-key effects, but two are great and at least a few others have niche uses. Eldar have a very good set of stratagems. Phantasm almost needs an article all of its own and indeed we talked a bit about it in our deployment tactica. For 2CP, at the start of the first Battle Round i.
They have to stay on the board i. A lot of supporting tools like bike characters are fast enough that you can deploy them further back and still catch up. Salvaging a seize was also a major use of it. However, as the Attacker it should help you ensure you can tighten the noose and make the most of going first.
One thing that can help with this is playing mind games with ranges. Alternatively, set up in an aggressive posture but skewed towards one side of the board, then Phantasm over to the other side if your opponent tries to get away from you. The new ITC rules probably do bring it down a notch, but it still has its uses and will remain extremely good in any format with seize still active.
Craftworld Warlord traits are a mixed bag, being a little bit weak compared to newer ones but still having some valid choices. In addition, recent changes in the ITC and the move of banshee mask Autarchs to legends gives a few of them a new lease on life. Eldar relics are kind of naff. There are a few gems including one literal one , but many are very skippable, and the weapons in particular are mostly wildly behind the curve of modern competitors. Added in Phoenix Rising, each Aspect Warrior unit in a Craftworlds detachment can pick between six different Exarch powers, or take the default one and an additional from the other five for a CP.
You should always include a Farseer in a pure Craftworlds army. You want those powers, so you want one of these. I have literally never had a Farseer die to perils in several years of playing Eldar. Finally, a footseer has a shuriken pistol and a bikeseer mounts twin Shuriken catapults. If you have to pick one, probably grab the bikeseer, but more static builds like some Crafters lists can be happy to shave the points off. Finally, your other option is Eldrad, who is a souped up footseer for an extra 35pts.
For this, he gets:. Worth experimentation. Step up to the plate Warlocks and Spiritseers, both of whom get one known power and one cast from this discipline. Spiritseers are stuck on foot, and roll in at 55pts. The Warlock has are:. The Spiritseer has:. Best buddies who have riden across many battlefields together. RIP index Autarchs. Generally people come down on the Bike Warlock for their first choice, especially now the Runes of Fortune exist to give them something to do with that bad smite slot.
Where they differ is in the costs and the rest of their stats. The foot Autarch has plasma grenades and a star glaive to use with his 4A -1 to hit, Sx2, AP-3, d3 damage and weighs in at 73pts. Winged Autarchs weigh in at 93pts and obviously have wings. Prior to Legends, you could take one with a laser lance and a fusion gun and got a free banshee mask, allowing them to be super deadly in two phases at a bargain price.
They can still be a good choice if you have the points, and the removal of Kingslayer from ITC probably gives them a minor leg badk up as it stops making them your warlord being a terrible idea. Eldar tend to have a lot of decent shooting going on, so the re-roll 1s can be a big massive force multiplier, making Autarchs a decent choice. Do you like giant biker squads rampaging around the board but think that only spending points on a maxed out unit of Shining Spears is for cowards?
Well the Skyrunner Conclave might be for you! A volley of 10 thrown spears, along with 40 shuriken shots, also makes them pretty deadly in shooting. Skyrunner Conclave lists require a tremendous amount of finesse to play, but have put up some extremely good results and can reward a player who learns the ins and outs. Wraithseers have gotten some huge point cuts and a buff to T8 since they released, making them very attractive for their cost.
Just in general, those lists are also very happy to have a countercharge threat. Once upon a time filling out troops slots in a Craftworlds army was a bit of a slog — you wanted one big squad of Guardian Defenders to deep strike, but after that were usually awkwardly filling out the slots with Rangers, as the other two choices Dire Avengers and Storm Guardians were a bit overcosted.
The good news is that points cuts have left both the last two looking much more attractive, and all four Eldar Troop choices now have their uses. These are great and you should always have one model throw one when a unit shoots unless you could only do so by sacrificing firing with a non-default weapon.
The S4 and AP-1 makes these outrageously better than the anti-personnel grenades of other factions. Guardian Defenders are in some ways a great summary of the Eldar army as a whole — in most cases they are way more fragile for their cost than similar units in other armies, but are also phenomenally more dangerous if you can get them into the right place at the right time and the army gives you the tools to do this.
The trick to using Guardian Defenders is therefore to make sure they get to shoot something worthwhile before they get shot up. There are a few ways you can do this:. Guardian bombs used to be all the range but the majority of players have moved away from them.
Since getting cut to 6ppm, Storm Guardians are now notably cheaper to field a unit of than any other Troops choice, meaning that they have a role to play in filling out detachments and putting cheap bodies in the way of Smite-heavy armies.
Fundamentally, these are basically the things you should be using them for — they will never live up to what the shooting of the Defenders can do, and if you want melee infantry though Eldar are really not great at that generally you should be looking elsewhere too. Finally, Storm Guardians have a choice of melee weapons — always take the chainswords. Dire Avengers are my beautiful blue bois and no one can take them away from me. You will almost always see Dire Avengers fielded in units of 5 led by an Exarch with two guns, usually riding in a Wave Serpent two squads can fit in one, which is nice.
This, combined with being small nimble ObSec squads, is what makes them worth having, as the Eldar playstyle focuses on getting the drop on powerful enemy threats and sucker punching them out before they can strike back against your fragile units.
Howdy partners, Reecius here form Frontline Gaming to bring you a slightly overdue review on the new 8th ed Codex Craftworlds …. Check the Tactics Corner for more great reviews. Part 1 of this review will cover the army and Craftworld wide special rules, psychic powers, Warlord Traits, relics, and stratagems. Codex: Craftworlds is a seriously awesome book.
Review of 8th ed 40k Codex: Craftworlds aka: Eldar Part 1 of 3.
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