
Disclaimer: This is all with 3v3 in mind by the way. Some may apply to 1v1 but I leave that to 1v1 experts.
Disclaimer: Nothing here is intended to be read as wishlisting. The sole point of interest is how to achieve results, given what Eldar have at their disposal.
As with all factions, there are challenges which must be overcome in order to win. One of the challenges we eldar players must figure out is the faction's relative lack of options.
Inflammatory you ask? Perhaps, but ask, my eldar brothers and sisters, do eldar have access to long range artillery in T2? Do we have T1 jump troops? Do we have access to flamers? Do we have access to long-range, snaring AV? What about dedicated t2 melee infantry? (start the petition for a cc weapon upgrade for the wraithguard. They exist in the tabletop and are oh-so-cool!
)None that come to mind.
We know that our enemies do, the list is below.
So the challenge for us is to figure out how to achieve the same effect that these options provide their factions without actually having units for it. To get started, this post will examine what these deficits mean for us tactically, explore ideas to overcome them, and provide a space for discussion.
List
SM- plasma devs/ whirlwind/ Assault marines/ flamers on tacs
Chaos - Grenade launchers/ up-gradable noise marines/ noise marines/ raptors,
IG: Manti/ catachan ol' reliable/ guardsman flamers (also no jump troops),
Orks - stikk bommas/ tank busta barrages/storm boys/ burnas,
Nids: zoanthropes, raveners, (flamers?)
Grey knights: grenade launchers/ teleporting assault troops, blue flame weapons etc (i don't know their names off hand).
1. Long range arillery (before t3)
The lack of long-range artillery before T3 carries some implications which we cannot ignore.
Firstly, it forces us into closer engagements with our very squishy troops.... which is not ideal. Given the close range of our t2 infantry (fire dragons, wraith guard, warp spiders (snare nade, which is big reason you got them)), we must always be prepared to counter melee units who will try to tie them up to prevent them from firing. None of these infantry options are good in melee, which requires the use of suppression or deterrence more than our opponents. This makes shuriken cannons pretty much an auto-take. Rangers cannot provide reliable space deterrence in the way the shuriken can and require more micro on our already heavy-micro forces. Given the relative superiority of the Shurican compared to the setups of our enemies, it it the efficient choice and required to hold the line in T1.
The problem is that this plays into the hands of our jumptroop/ artillery happy enemies and reduces our opportunity to use our speed. Since we pay a premium in power and req for the speed of our units, camping strategies doom us to attrition conflicts which we are not designed for, and which many of our enemies are...
2. Jump Troops
Our lack of t1 jump troops makes us vulnerable to enemy suppression teams and ranged blobs which will out shoot our own Dire avengers. Holoshees works as a counter, but is micro intensive and leaves us with rangers which are MUCH less effective in the later Tiers than jump troops. While we can counter jump troops reasonably well with banshees held back to counter initiate, and rangers to kinpulse them, but again this forces us into a reactionary, defensive role that does not play to our efficiencies, and plays into those of our enemies. The question here is: how to we reliably take initiative in t1 conflicts once jump troops hit the field? Maybe a second unit of banshees to allow the first to counter jump troops while also being able to flank? Would a second shuriplat to cover the first when jumped be enough?
3. Flamers
While our mobility allows us to bash gens reasonably well sans flamer options on our troops, the deficit is more felt against hoard/ swarm armies. The only flame weapon we have access to in t1 comes as a wargear option on the warlock, but does not do well against gens. Given our power expenses and relatively higher req costs than hoards, playing heavy T1 does not play to our strengths in such cases. This again mandates the use of shurikens, perhaps x2, to try to control the numbers that threaten our infantry. Cheap, melee units like hormogaunts, tics, sluggas etc all threaten our banshees with easily available upgrades, and make supression all the more important. What do you think. x2 shuriplats against hoards? How do we play around the lack of flame weapons?
4. Long range snaring AV
We also lack access to long-ranged snare AV, which makes us very vulnerable to tanky walkers with cc resist, and forces us to get the soon-to-be-nerfed-fire dragons (more short-ranged, low model count low health infantry... never ideal). Without getting into the merits of dragons, the total lack of easily accessible, long-ranged AV snare means we either allow tanky Vehicles to roam free, deter through brightlance upgrades on the shuriplat (or wraithlord), all as part of a broader combination. Tough walker Vehicles always require multiple purchases to kill. Fire dragons, wraith guard, brightlance platforms all get messed up by the walker strolling up and whacking them. The short ranges of the former two exacerbate this further.
The solution to this seems similar to the response to jump troops: counter initiation. Keep fire dragons back to hurt the walker as it stomps into your lines and try to draw it off to isolate it. Since dragons represent the most pressing threat to the walker this should not be hard as it gets into its charge range. If it targets your other troops, pray the dragons do enough damage in time to salvage your squishy lines. Warp spiders deserve note here. The only access to snare we have (through an upgrade), spiders are extremely expensive and uber squishy, and again require infinitely more micro than the buy-and-forget snares of the devastators, havocs, plague marines etc. This is not efficient access to snare at any means, and requires that we focus on hurting AV walkers enough to scare them away while they roam freely, un-snared. How to do that, while not spending a ton of resources, is my question. While our set-up teams can be upgraded w/ the BL, we are forced to buy a new unit to help deal with the walker. The lack of snare means we must kill it or scare it away, because it WILL wreck our squishy faces if we don't. Thoughts?
Conclusion
These are 4 core deficits in our rosters that we must play around effectively to win and seems to mandate a certain styles of play, one being static defense, given the static nature of rangers and shuriplats. But what do you think? How do you play around these relative deficits in our capability?
For the Craftworld







