Lord Russ Posted July 12, 2010 Share Posted July 12, 2010 I am a veteran of the Wolves in their own Codex and have the chance of playing under the new rules and new codex vs the Eldar. Any good suggestions or things to watch out for as I am about to get my force organised. Just after some recon on what to watch for and what is good in the new codex. Normally with Eldar I just rush them and tear them a new butt hole so I assume its more of the same. I am tempted to go for loads of heavy bolter long fang squads as a suprise and then go for a mix of range and close combat? Any suggestions as the old long fangs sucked hard. Link to comment https://bolterandchainsword.com/topic/206241-vs-eldar/ Share on other sites More sharing options...
MaleOpener Posted July 12, 2010 Share Posted July 12, 2010 With the 5th ed rules, and the "creep" which has hit the Eldar codex, most players fill their forces with Anvenger/Wave Serpent spam. This may also include Fire Dragons and two Farseerers. Grey Hunter packs, in rhinos or razorbacks, are always a plus. I arm mine with meltaguns, power weapons, and the wolf standard. My packs are always led by wolf guard with power fist and a combi-melta. I'd stay away from long fang packs with heavy bolters, as the cover save rules really hurt there ( the HBs ) ability to be useful in this edition. Go with missile launchers, as you will get both anti-troop and vehicle. Rune Priests have key roles against Eldar. Keeping them within 24in of a/the Farseer, you can effectively shut down every power cast. Powers such as LL,SC,TW,and MH are great against Eldar. Always bring along a CotS. At what points will you be playing, and what type of Eldar lists will you be facing? Link to comment https://bolterandchainsword.com/topic/206241-vs-eldar/#findComment-2460340 Share on other sites More sharing options...
Kanis Posted July 12, 2010 Share Posted July 12, 2010 As an old Eldar player (recently sold em), I'd agree with MaleOpener here, the Dire's are usually placed with Wave Serpents and often, only thing I'd say to watch for is, if your opponent takes the "Defend" power, which will cut your attacks per model by 1 in combat, IF he takes it. Eldrad is extremely common, and can be a real problem if left unchecked; 2-3 powers a turn, meaning some Guide or Fortune for a few units to make hard to kill, or better to shoot you with. Without knowing his choices, I'd say watch for the Dragons as Male said, they'll melt down anything they reach. War Walkers are a very cheap way to get in a ton of long range power, Scatter lasers will poor out shots, so take those out ASAP or they'll make your packs take 10-15 saves a turn. I agree with avoiding the heavy bolters, cover saves are rampant in 5th, and the Eldar are good at using it. Rangers/Pathfinders can be obnoxious to pry off objectives as they'll more than likely have a 2/3+ cover save, but get into combat and they're toast. I'd say missile launcher Long Fangs would be your best bet, as Wave Serpent fields negate anything over S8 anyway, and you can fire frags at any Eldar infantry, again as Male's wisely said. Eldar are fast, just plan a turn ahead of their movements, stay on your toes and you'll be fine. Fast they are, tough as the Wolves of Fenris they are not! Link to comment https://bolterandchainsword.com/topic/206241-vs-eldar/#findComment-2460451 Share on other sites More sharing options...
Lord Russ Posted July 13, 2010 Author Share Posted July 13, 2010 I have faced Eldar a lot before and never had any problems ever with the wolves as I have never been beaten by Eldar but with the new Codex I only tested them once against Nids and it was an easy win. I am just more interested in what in our new rules works well against them. I understand the point of the firepower that the eldar have and as I have a 5k elder army myself but I am looking at setting up 3 banks of heavy Bolters squads each with a Laz Cannon Razor Back in support so 3 long fang squads and 3 razor backs for anti tank stuff. I understand what your suggesting about the cover saves but with around 45 die shotting at them per round that wounds on a "2+ means a fair few will fail cover saves a fair few each round forcing leadership tests etc – what do you think? I am hoping this may draw some fire from my close combat troops making their way to them and the 2 rune priests blasting away. It’s a 2k a side battle. Link to comment https://bolterandchainsword.com/topic/206241-vs-eldar/#findComment-2461160 Share on other sites More sharing options...
Grey Mage Posted July 13, 2010 Share Posted July 13, 2010 My advice, skip the heavy bolters and get missile launchers, and drop one of those squads for a whirlwind. The missile launchers will be more effective at taking out enemy tanks- wich your likely to see- and frag works well against eldars 4+ saves. Frankly, not much has changed fighting Eldar. Fenrisian wolves are incredibly fast but will die quickly to bladestorming, and most TWC units arent large enough to survive more than 1 or 2 guided volleys of dark reaper missiles. Link to comment https://bolterandchainsword.com/topic/206241-vs-eldar/#findComment-2461723 Share on other sites More sharing options...
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