Eldar

The Eldar are an ancient alien race whose vast empire once expanded the width and breadth of the known galaxy. Their empire was without equal, and they counted themselves masters of the stars. But millennia ago, their overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh. Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, forcing the surviving Eldar to flee upon gigantic starships called Craftworlds. Now they cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill. Though highly advanced and feared across the galaxy, the Eldar are a dying race -- a shadow of their former glory -- their race teeters on the brink of annihilation.
— Shameless copy-paste from the WH40K Wiki
Design based on lore representation
Since the Eldar are a "dying" race, they're not as numerous as some of the other existing factions, with the exception of Space Marines / Grey Knights, who are arguably one of the fewest in numbers, but are supposed to be measured in efficiency (quality over quantity aspect). They're most definitely not terrible warriors, so they have to find a nice mixture of Space Marine lite in their army arsenal in terms of damage output.
The Eldar have to rely on proper positioning, and picking their fights carefully, so that they don't lose their valuable lives. This goes hand-in-hand with the representation that the Eldar are a dying "race" in the regards that you don't want to lose models unnecessarily, and doing so will hurt your overall economy, and might lose you the game. These aspects of controlling your economy, and picking the right fights I feel is a good ground-up to accommodate to the Eldar thematic playstyle, that also does service to the general Warhammer lore.
The problem from retail, and the problem in Elite
I can't say with a straight face that they're in a good spot at the moment. I feel the aspect of picking fights is way too much dependant on Webway Gates, and Webways are generally abit of a mix bag of fun & anti-fun mechanics to the game, allowing fast traversing over the map. Which makes it a burden when it comes to the factions performance on small, as well as bigger maps – be that both underperforming in some, and over-performing in others. If we look back at retail, the Webway usage was a bit all over the place. The reward for destroying Webways was non-existant, and it was too much of a hassle to even do so on some occasions. It wasn't a fun experience for the players who were chasing the Webways, but the Eldar were having fun just moving all around. It's important to find the gameplay experience is fun for both players, thus if the chase is worth it – it can be fun for the hunter, as well as for the Eldar. If that makes any sense? I'm not quite convinced we've reached a good spot for the reward aspect for the hunter at the moment, but it's certainly not a complete waste of time anymore. Losing Webways should be more integrated to the aspect of the controlling your economy/XP just as much controlling your opponents. Eldar technology and all those shenanigans shouldn't be squandered by other alien scum and such.
Either way, back in retail – there were two significant things that I want to bring up, that both highlights & diminishes the representation of the Eldar faction. I will also draw parallels from the original beta Eldar, which had a lot more significant thematical approach to mobility incorporated in their gameplay.
1. Retail Eldar were way too static.
Eldar post-CR (Chaos Rising) became an extremely static faction. Hell, even post-TIOW (the There Is Only War patch). A lot of that had to with the general meta shifts and gameplay overhaul. Mobility for Eldar became close to non-existant due to the dependency for shuriken platforms due to homogenization of the factions. Pre-TIOW, there were multiple ways for Eldar to remain mobile and agressive, as well defensive. Two important ones were the following;
- Eldar Guardians Plasma Grenade used to inflict suppression (not sure of the damage compared to Frag, so won't comment on that)
- Eldar Rangers used to have two different firing modes (one that caused the target to be suppressed, and one for actual heavy damage)
As for post-TIOW, there was the Warp Spider mayhem meta, which was pretty much the only fast-moving infantry for Eldar really, that highlighted the mobility of the faction. However, with only just a single squad highlighting these aspects, it quickly became mundane, and linear in its evolution. And the counter-methods were few, and as a result the matchups quickly became quite repetitive and more of a chore, rather than a nice flow of gameplay. It's hard to put it to words, but in the end – it wasn't that pretty for general gameplay.
The accomplishments and failures of the newly incorporated units
With Dark Reapers & Fire Dragons, the Dark Reapers were meant as a solution for Eldar to have some hard-hitters against infantry/heavy infantry/commanders, with the exception of Warp Spiders and Wraithguard (Wraithguard serving more for durability and anti-vehicle/AoE purpose). Guardians/Dire Avengers serving as your repair/support backup units, and primary assault unit for early game. Dire Avengers will always have a place in the game, as long as they have their utility – so there was no risk for overlapping effiency here. The most important was to differentiate the performance enough between Dire Avengers & Dark Reapers in their damage output, as well as make sure the Dark Reapers' lack of mobility was well compensated enough compared to Warp Spiders. This was to touch on the subject of the linear-predictable playstyles and evolution of the early mid game, branching up paths for players.
Dark Reapers have seen their share of changes, and they're bound to receive some more to further reach toward the intended goal with the unit. They've gone from crazy to useless to somewhat falling off the meta, and sometimes even resurfacing from time to time. They've become more of a player preference unit, and that's perfectly acceptable – and that's even a good indication that it's doing its purpose. A unit should never become a "MUST HAVE", it's important to have options available and to keep your opponent guessing. Maybe you're a player known for using unit X, but you can throw them off by building another viable alternative unit instead. Being unpredictable is a great mindset to have, and can really shake things up in the game, and it helps the meta to be in a continuous flux and always a learning experience. But that's another topic for another time.
Fire Dragons fall somewhat in the same category as Dark Reapers, with the exception that they're a bit too good in their current state, and hopefully in the next patch the methods for counter-playing them should be more flexible. Fire Dragons were meant to give leeway for Eldar to play more on the aggressive front again, whilst still preserving the defensive-preference Brightlance cannon for dealing with vehicles. I feel this has been very much successful, and the symbiosis with Webways and other misc. commander/global abilities that are disposable, they really shine as aggressive shock troopers in this sense.
I was a bit frustrated when I was trying to figure out the Fire Dragons for quite some time, and I was considering scrapping the unit entirely instead of making it work. An alternative for Fire Dragons were Shadow Spectres (although I believe they're not exactly a canon unit, so it's a bit of a touchy subject on that matter). I feel they would fall somewhat into the same category as Warp Spiders, with the exception of being a primarily anti-vehicle type of unit (although they do carry Fire Prism -like weaponry), but you gotta keep it reasonable to some degree. Either way, the idea was scrapped due to a lack of models and the implementation of a flying unit would be a hell to do. But I thought I would share the idea either way, because I think it would have been pretty badass (balance could have been just a bit all over the place with that type of unit).
What's in store for Eldar in the future?
Eldar at the moment are in an okay spot. I do believe it could be refined, specifically on certain units that aren't quite feeling the Eldar-esque theme of gameplay. Those units in particular as follows;
- Wraithguard
- Vehicles / Wraithlord
Point being, the balance can be "correct", but the other part is not. The best-case scenario is that it's both immersive, fun & balanced. Not just "well, at least it's balanced in a sense". So in this sense, if we want to aim for a more "slow-moving Terminator hulks", but not necessarily compromise the balance completely – a certain key thing I want to look into is their very much so boring Wraithbone upgrade. It may be very powerful, but it's not a very interesting ability. So why not make it more interesting as a result?
Wraithguards already have a lot of downtime due to their slow movement speed, so what if we did the following with the Wraithbone (THIS IS JUST A CONCEPT, AND NOT AN ACTUAL THING):
- Wraithbone Healing no longer causes the Wraithguard to become immobile
- Wraithbone Healing makes the squad unable to be enhanced by any speed effects for the duration
- Wraithbone Healing tweakaroo in numbers possibly (nerfs probably)
(Wraithlords are somewhat in the same category, so I'll refrain from posting a singular explanation regarding that note.)
On to the vehicles:
I've spoken with Myrdal regarding some approaches to generally how all factions' vehicles are currently presented in the game, and how I would like to further distinguish them from one another. This was sometime back in October or November, I believe, hell, even during the summer – so there's a lot of stuff that doesn't reach these forums regarding design & future approaches and general gameplay stuff. However, I would like to just voice some of my thoughts on the matter, since this falls a bit on the category of the Eldar theme in their gameplay etc.
Regarding vehicle speed, specifically that of the Fire Prism, which is not the most durable of tanks. However, it has reach to compensate for it. It has this weird interaction of being fun and anti-fun. To elaborate, whilst playing on the defensive and just firing at squads futilely trying to capture a point is fun, the opponent is not so much inclined to agree as to how much fun he/she is having. It's a frustrating tank that doesn't allow for much counter-play interaction, with the exception of an all-in attack, which results in the Fire Prism's ultimate demise due to its lack of mobility. Remember the economy aspect of the game, and how brutal this game can sometime be? It's not really working in complete harmony here. It sometimes becomes a matter of cost-effiency and risk vs. reward elements all in one, that's why alot of players opted for the safer-route of D-cannons, which have less pop cost, great range and an X button to haul ass.
So the Eldar tank's thematical design would be that they have really poor survivability if alone – but they should have the speed/acceleration/rotation as a tool for counter-play. This helps to distinguish other vehicles in the game so that they don't share so much similiar stats to one another, but with a few exceptions. As a result, if said speed/acceleration/rotation was changed, it would lose something else in the process – say, the knockback functionality and some general damage tweaks to its weapons. I can't say numbers exactly, so I'll just have to ask you to paint a scenario in your head where one engages the Fire Prism, but it quickly relocates to a safer location. You may have baited it into a more dangerous position, which you were hoping for – or you'll need to quickly react to the new target's locations, or surrounding ones. We can hope to accomplish two things with this design:
- The Eldar set up a trap (which falls into theme with the faction) or we can pretend that a poor judgement of attack is otherwise, just this.
- The flow of gameplay is improved. (Instead of mashing X and falling back, the fights can be prolonged and exciting, instead of decided by the opening move.)
All in all
So I'm going to round it up here. I'd love to hear your thoughts on a few matters. If you're just going to complain about Fire Dragons, I'll just delete your posts, since I've even mentioned that discussion in this thread, and that just means you're too stupid or lazy not to read through it.
- How do you feel the Eldar gameplay feels at the moment? Does it currently do justice to the Eldar themes?
- Like/dislike some of the concept ideas that were posted in this thread, yes/no? Why? Elaborate.
Thank you for taking your time to read through all this. I look forward to hearing what you have to say.




I was really suprised eather. I still know some guys writing that : '' It seems Eldar became better this time. They even try to attack me with Banshees, but the result is obious.
) makes a total 1266 hp. 





