What to take for Eldar Allies?

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What to take for Eldar Allies?

Post by flaxis on Tue Aug 28, 2012 8:37 am

Brothers,

I have 2 main 40k forces (GK's and Eldar) I am still to build the Eldar to any extent. However I was wondering what you would take if you were to Ally them into a main GK force.

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Re: What to take for Eldar Allies?

Post by Aubec le noir on Tue Aug 28, 2012 8:54 am

as ennemies i hate the aspect warriors ... they are horrible to counter when the things go well for them.
so i guess that they would make tremendous allies ... particularly the Firedragons (imagine 1 unit full of meltas !! affraid ) and the Banshees (equals to the Scorpions)
their walkers could be tough too, and the skimmer tank with the weapon like a big diamond (don't know its name, after all it's xenos Razz Razz ) is very powerful too.
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Re: What to take for Eldar Allies?

Post by itsuperslug on Tue Aug 28, 2012 8:56 am

HQ
farseer with runes of warding

Troops
pathfinders

Elite (1 of)
Harliquins
Fire Dragons

Heavy (1 of)
War walkers
Dark reapers

All fill in 'gaps' in our list

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Re: What to take for Eldar Allies?

Post by bigbri on Tue Aug 28, 2012 10:19 am

A runes of warding farseer is a horrible idea with GKs. It affects all allied GKs as well as the enemy, not worth it unless you're running henchmen spam that don;t include psykers.
Personally I'd consider running the Avatar, an I6 MC with a 3+/4++ and a meltagun is pretty damn sweet, and he's a character which means he has precision shot.strike and can challenge if necessary. Troops wise I'd run rangers/pathfinders as they have some nice longer range shooting, all their To hit rolls of 6 are AP1 and Precision Shots(so you allocate them) Another Eldar unit I'm considering running is Warp Spiders, I think they could be a great tag team with Interceptors/teleporting Dreadknight.

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Re: What to take for Eldar Allies?

Post by DOMIN4TRIX on Tue Aug 28, 2012 11:04 am

Farseers are the best HQ choice and runes of warding are the main reason most will ally with Eldar though they will hinder our entire army!

Always liked the look of the Phoenix lords on paper.

Jetbikes make great late game scorers but are squishy.

Banshees suffered from the power weapon nerf.

Dragons are still a solid choice but a little one dimensional for me. When you kill your Terminator squad or Landraider what do they do next?

For me the best units in the codex are:

Farseer (but maybe not for us)
Uriel
Pathfinders (can pop tanks and Terminators - hate flamers)
Wraithguard (as a 10 man troops choice, tough and lots of ap2 shooting though range 12)
Wraithlords (T8!)
War walkers (twin scatter lasers with guide anyone + a squadron of 3 for a single heavy spot is usefull, especially with the changes to squadron rules)

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Re: What to take for Eldar Allies?

Post by flaxis on Fri Sep 14, 2012 5:51 am

Brothers,

I like those options... shame about the farseer impacting on our troops when allied. Or do they? the description is "All enemy Psykers must roll an extra dice when taking Psychic tests, suffering Perils of the Warp on any roll of 12 or above. If they are allied.. are the GK's "enemy's"? Guess it would be a hard call... is there a rule elsewhere to say that it is... I don't have the main rulebook to check the allies rules.

Wraithlords make a great weapons platform or combat depends on what you want to do.

Pathfinders fill the gaps in our own lists.

The avatar option is good also.

Any more thoughts?

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Re: What to take for Eldar Allies?

Post by Zealadin on Fri Sep 14, 2012 6:24 am

I beleive non-BB's are counted 'as enemies'.

Pathfinders/rangers look good on paper, but haven't really been good since 4th.
Jetbikes in squads of 3 with a cannon are cheap, scoring and easily to hide.

Fire Dragons are good for what they do but need a transport.
Most of the aspects are not that great, our units can do the same roles cheaper or more effectively.

Warwalkers are good for some S6 dakka, Dark Reapers are awesome for killing marines but that is about it.

A farseer is the true boon of the Eldar codex, especially against armies like GK.

You could use a farseer with warlock squad, maybe on jetbikes without RoW. You can give them scoring with a GM and they will be tough with fortune and a pain in the ass. Not super killy, but mobile with the ability to hurt almost anything in the game. Even without jetbikes they are a hard to shift squad.
Spears are still S9 versus vehicles, or you get armour bane and melee bane (or whatever it is called) on normal witchblades.

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Re: What to take for Eldar Allies?

Post by DOMIN4TRIX on Fri Sep 14, 2012 8:55 am

I saw a guy took a jetbike seer council to Nova this year, I\'ve never tried it but that might work, especially if your running a wraithguard squad it would counter your mobility problems. Maybe something like this:

Eldrad
farseer on jetbike
10 wraithguard + warlock
10 seer council on bikes
2 x 10 pathfinders
3 x 3 war walkers

I\'ve no idea of the points cost and it could benefit from more scoring units but its probably the template i'd start with.

Oh and another neat trick is to ally with the DE Baron. March him at the front of a squad (wraithguard might be best) and all hits have to be resolved against his 2++ save until it fails.



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Re: What to take for Eldar Allies?

Post by Embolden40k on Sat Sep 15, 2012 1:20 am

As an Eldar player (although I've not played Eldar is 6 months), I would be tempted to take Harlequins with a Farseer with fortune for a re-rollable 2+ cover save! 5+ Inv or Fire Dragons in a Wave Serpent just on there own.

10 Fire Dragons - Exarch, Breath, Crackshot - 177pts (5/6 man Fire Dragon squads can do a job on any tank)
Wave Serpent - Shuriken Cannons x2 - 110pts

or

Farseer - fortune, warding, witnessing - 110pts (add in Doom for re-rolls to wounds and Stones for level2 psyker for 45pts)
10 Harlequins - Shadowseer, Deathjester, 10kisses - 256pts

But it really depends what you're looking for, both have legs and will likely do well in a GK army.

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Re: What to take for Eldar Allies?

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