
Hello,
I have some questions for you. First off i enjoy the battle reports of yours on youtube, gives me something to do while i paint my army. I am in the process of putting together a eldar list. As of now its not the best army but its a work in progress. I have lost every game i have played (only played 4 games im a 40k noob) I know Eldar isnt an easy army to play and it takes alot of strategy and know how and this is the reason i like them. I am running a 6 man seer council but after my first few games its getting hard for me to justify there points cost. What usually happens is the person im playing gets them tied up in cc and they dont die but stay there the entire game, or if i use them in reserve they come in without fortune and get shot down fairly easily. i know the tactics is going to depend on the rest of my list so ill put a quick run down of my list at the bottom. I dont mean to bother you with this but i never get answers on forums as to what im doing wrong, and the people at my local shop are not very helpful and seem to just enjoy beating me instead of showing me what i do wrong. Any advice would be great, and changes to my list.
hq-1 farseer -runes-doom-fortune-jetbike
5 warlocks-5 destructor-1 singing spear-5bikes
troops- 10 da in wave serpent with exarch.
-exarch has dual pistols and bladestorm.wave serpent is TL BL
5 pathfinders- i use them to infiltrate and try to camp objectives
-Elite-10 striking scorpions- i also infiltrate these guys and they work with my pathfinders.
Heavy-
i can either run two fire prisms or two falcons or 1 and 1. if i have a falcon in i use 6 fire dragons inside one, and 6 DA's in the other so it can score.
Thats everything i have, i plan on adding another ws with 10 DA's because i dont have enough troops choice. Besides this i have a harle troupe i take instead of my scorpions sometimes because i like the look.
Any advice would be great and thanks for your time.
Reply Out:
Well, generally Eldar have always been a hard army to play as everything has to work just right together and your army will generally be smaller than others like Space Marines or Imperial Guard. That said, I believe one should play the army they like based on the looks of the models, fluff, painting them, etc. You will be spending a lot of time playing and gaming with them.
So with only 4 games in you are still finding your way, and that is the first place to start. Before you worry about winning or losing allow yourself to just play the first dozen or so games to learn how your army works, tactics, etc. Then allow a few games to see how the other armies in 40K work, at this point I would think it is safe to say one could worry about winning or losing. I’ve been playing 40K for a while and anytime I start a “new” army- recently Tyranids myself, I always allow myself the first dozen or so games as test games.
Now onto Eldar proper…
Seer councils, very expensive, but what isn’t in the Eldar codex, and I would say still very much needed. Start with mastering the seer council and the rest of your army will slowly fall into place.
Here are some ideas:
Getting fortune up every turn is key so get runes of witnessing and while you are at it warding to mess with enemy psykers. You can run embolden on one of the warlocks and skip the runes but then if he dies you are stuck on 2D6 and embolden means one less destructor.
You don’t want to reserve them ever since this means no fortune, better to stick them far in the corner just out of range and/or take first turn if you can. Better to lose a warlock to shooting on turn one and then get fortune up, etc.
The first way to use a seer council (with fortune up ) is to keep your opponent busy shooting at it, which means they are not shooting at the rest of your army, and the rest of your army has some breathing room to move around. Move the council up like you are going to attack, then move it back. Hide it somewhere, then bring it out. Sure you will take losses over time, but those losses buy you time.
The second use is as an attack unit with all the destructors and/or witchblades/spears on vehicles. Mastering distance is the first step. You need to develop the skill, and you will over time, of knowing if your seer council can move up and blast something with destuctor over moving up and getting charged by your opponent. Keep in mind you don’t have to move 12” a turn and you have your 6” jetbike assault move. The next skill after you have determined you are in range is to ask- can you kill the unit you are attacking with destructor? Do you need to throw on doom or soften up the target first with some fire prism or ranger shots first? Example- five marines you can easily blast but ten? Maybe a prism shot first…
Experienced players will try and tar pit a seer council- meaning they know, especially against space marines and the like witchblades don’t do much in the assault so it is easy to tie them up for the game. Use this, layer in some traps.
What if you broke down your scorpions into two groups and put them in the falcons? Now you have some mobile assault units backed by some shooting from the falcons. So you move up with the seer council, putting them in assault range for your opponent to tie up. They go for it, and are tied up also- you then assault then move up with the falcons and assault them with the scorpions.
I’d start with that and experiment with the different units in your army to see what you like to play and what fits your tactical style.
As for the guys in your shop, well, they should be helping you out if you ask and still be trying to beat you. Dudes that just like stomping new players without mentoring them suck for the hobby. And by mentoring I mean pointing out what you did wrong and/or right after the game IF you ask for it. If they won’t help you then you have to ask the questions yourself- see what key units they used and ask yourself how are you going to stop them? Can you stop them? Do you need to stop them, or can you just slow them down or even avoid them.
Hope that helps sending you in the right direction.
-Fritz


























