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EPIC ELDAR DETACHMENTS

Here are the Detachments that make up the core of my Eldar Forces. Eldar are a precision army, with good quality troops, fast moving but fragile. They are not good at stand up fights, but instead excell at hit and run attacks.

TRANSPORT: 5 Falcons, 5 Wave Serpents, 305pts As the name suggests, these are designed to transport the Reaper, Hawk and Spider detachments. Typically they drop the Reaper detachments off early in the game, and can then be used to aid the assault moves of the Hawk and Spider detachments. They can also pop up from behind cover to deliver 10FP at 45cm + 5 Disrupt at 30cm
REAPERS: 5 Aspect Squads with Exarchs and Heavy Weapons, 9 Support Platforms, 292pts 10FP and 9AT shots, all at 45cm range. The Exarchs give it a respectable close combat defence and the 9 Support Platforms provide deadly anti-tank ability.
SWOOPING HAWKS & WARP SPIDERS: 8 Aspect Squads with Jump-packs and Exarchs, 2 Aspect Squads with Jump-packs and Exarchs and Warlocks, 195pts Perhaps the best close combat units in Epic 40k. Their high movement allowance means they can often get into close combat without being fired upon by the enemy during the shooting phase. 2 Warlocks means they usually win the Psyker bonus.
SPINNERS: 4 Scout Squads, 4 Night Spinners, 229pts These detachments are designed to move into position during the first turn, and then remain out of sight on overwatch orders for the rest of the game. With their 90cm range the Night Spinners can pick and choose exactly what to target each turn, pinning troublesome enemies or softening up targets for assaults or firefights. The Scouts spread out to hold objectives, and to slow down enemy units that might outflank or be transported/dropped into the Eldar's rear zone.
JETBIKES: 2 Jetbike Squads with Warlocks, 6 Jetbike Squads, 4 Vypers, 253pts Excellent at firefights, and lightning strikes around enemy flanks. Also good at cutting off the retreat moves of enemy detachments which have just lost a firefight or close assault. The Vypers can be left out for a cheaper version of this detachment costing 165pts.
FARSEER: Farseer Commander on Vyper, 8 Jetbike Squads, 185pts Used in the same role as a normal Jetbike detachment, this detachment also includes the armies supreme commander who provides rerolls of leadership tests to detachments whose HQ's are within 30cm.
AVATAR: Avatar Commander, 4 Dreadnoughts, 152pts Used instead of the Farseer detachment this detachment has good firepower at long range, good close assault and good armour. It is much slower than the Jetbikes however. The Avatar counts as a supreme commander and gives rerolls of leadership tests to detachments whose HQ's are within 30cm.
SCORPIONS: 2 Scorpion Super Heavy Tanks, 220pts 60cm range and D6 AT shots each, with the ability to pop up from behind cover. These are perfect for decimating enemy armour.
COBRAS: 2 Cobra Super Heavy Tanks, 220pts 45cm range with a D-Cannon. The ability to pop up from behind cover means Cobras can often cripple or kill an enemy War Machine before it can fire back.
PHANTOM: 2 Pulse Lasers,380pts The general all purpose Eldar Titan. Fast and agile, its Pulse Lasers outrange the dangerous Heavy Weapon Batteries that the Battle Class Titans of other races ten to carry. Ideal at bombarding the enemy with long range Pulsar fire (and at stepping on the super heavy tanks of other races if you can get there without being shot dead!)
WARLOCK: 2 D-Cannons, 390pts Specialised for attacking War Machines, especially shielded Titans. Very dangerous to even the heaviest enemy units.
NIGHTWINGS: 5 Nightwing Interceptors, 225pts Best interceptors in the game.
BOMBERS: 4 Phoenix Bombers, 225 pts Effective against anything except armoured targets.
VAMPIRES: 3 Vampire Raiders, 205 pts Normally these are used just like bombers, but every now and then they can be used for transport missions, dropping off Aspect Warriors behind enemy lines. The threat of this happening can keep the enemy worried and force them to commit units to counter the potential threat.