Gone are the 4th edition days of fielding two minimal Guardian jetbike squads. A frequent with sound Eldar Tactics knows troops are vitally primary under the new 5th edition rule set. For a typical 1500 point game, I believe three or four units of troops is the optimal choice. You could of course take minimal troops and go for the automatic ‘wipe out’ win. Here’s a brief outline of the Eldar Troop Tactics I use.
Dire Avengers:
Dire Avengers are the unit of choice for most Eldar armies in fifth edition. They fit in with all types of Eldar Tactics, as they function well on foot and in transports. Dire Avengers are a fantastic close range unit, pumping out a high volume of very exact firepower. GEQs crumble to massed Dire Avenger firepower. Against MEQ’s it likely you’ll need to tie the shooting in with a successful Doom. Dire Avengers are best fielded in units of 10, this raises there ranged effectiveness and gives you a more outstanding prospect of keeping up the enemy for the duration of assaults. Precision strikes are the key to successful Dire Avenger Tactics. Get into position as speedily as possible strike fast, strike hard.
Defender Guardians:
Eldar tacticians tend to fall into two trains of thought regarding Guardians – those that love them and those that loath them. Guardians have access to a move and fire heavy weapon, making them utile in aid of assault units blasting Shurikan Cannon or Scatter Laser, or sitting back on the gun-line sniping vehicles with Brightlances or Eldar Missile Launchers. This opens up a whole host of varying Eldar Tactics.
Storm Guardians:
Regular Guardians are the close assault Guardians of the Eldar list. They must get up close and personal to be effective and make an idealisti support unit when employed in conjunction with an Avatar or specialist assault Aspect Warriors. Do not suppose them to win you the game alone! Their lack of grenades of any kind is a big tactical weakness. Flamers are very utile if you are going up versus GEQs. Fusion Guns may be utile for killing MEQ’s or knocking a tank out, but I wouldn’t rely on it. The Eldar list has better choices for Marine and vehicle hunting. The Warlock is an necessary upgrade for Storm Guardians. He gives them further and added close combat bite and an exceedingly utile psychic ability. Destructor, Enhance, Embolden or to a lesser extent conceal.
Guardian Jetbikes:
Guardian jetbikes are splendid fast moving goal to be attained claimers underneath the 5th edition rule set. They have a solid rate of fire provided by their 1 in 3 Shurikan Cannon ratio and gain from moving in the assault phase for hit and run style attacks. In spite of their apparent vantages Jetbikes are very fragile and will be picked off if left in the open. Tactically I find them best as a mobile reserve or wide out on the flanks harassing the edge of the foes strength where their low range and assault phase motion may best be utilised.
Rangers/Pathfinders:
Rangers, who may be upgraded to Pathfinders make for magnificent goal to be attained holders. I seldom leave home without a unit. They’re weak in assault altho so it’s a sound tactic to keep a counter assault unit nearby to support defend or deter assault units. They specialise in taking down high toughness models from afar, so if you are up versus Tyranids, you’ll find these guys exceedingly effective. Pinning is another gain of the sniper rifle. Don’t rely on it to a considerable degree though, a huge portion of the units you encounter on the battlefield have high leadership. Whether or not to upgrade to Pathfinders is a difficult decision, I personally think the upgrade is worth it. The further and added AP1 chance and further and added cover save means you only have to kill one or two more marines or pass an extra save to make make your points back.
That concludes the Troops portion of the Eldar Tactics Guide.