The
Tiger Roars
Guest Commentary:
A Thousand Points of Light
Introduction
<> Suggested
army lists for new players
A Thousand Points
of Light: Craftworld Eldar by
Hal Melom
Editor's
Note: Hal Melom is a long-time Eldar player and author of the short
story Stalking Tigers. He volunteered
to write the basic, or "vanilla" Eldar list
for this series and continues with lists for armies using Codex:
Craftworld Eldar.
I've tried
to be as faithful as possible to Patrick's
guidelines. Remember, these lists--like all the others in this
series--are meant for brand new players or for players looking to start
a new army. These lists are not meant to be "killer" lists for winning
tournaments or trouncing people at the local gaming shop. Rather, they
are foundations that players can build upon as they desire.
Alaitoc:
What to Buy
The strength
of the Alaitoc Craftworld Eldar is their Rangers: they can field more Rangers
than any other Eldar army, and they are the only Eldar who can field a
unit of "super Rangers" known as the Alaitoc Pathfinders. This list has
been designed around the Ranger's particular style of warfare, which is
hit-and-fade guerilla tactics. I've aimed for enough diversity, balance,
and flexibility to provide for an enjoyable and fair game against any other
1000-point list, even for brand new players.
| 1
Farseer blister |
$10.00
|
£6
|
| 12 Eldar Rangers
blisters (The US Store sells two per blister, while the UK store sells
three per blister; the UK price is for 8 blisters rather than 12) |
$84.00
|
£48
|
| 2 Warp Spiders
blisters (4 in the UK, as there's only 1 per blister there) |
$16.00
|
£16
|
| 1 Warp Spider
Exarch blister |
$7.00
|
£5
|
| 2 Vyper Jetbikes |
$50.00
|
£24
|
| 1 War Walker |
$25.00
|
£15
|
| 2 Bright Lances |
$10.00
|
£4
|
| Total |
$202.00
|
£118
|
All
prices are from the Games Workshop
website and may vary. Prices do not include taxes and are
meant only as a guide.
Conversions
are limited to weapon swaps for the vehicles. Assemble the War Walker with
two bright lances, mount the remaining bright lance on one of the Vypers,
and put the War Walker's scatter laser on the other Vyper.
Alaitoc 1000 point
list
| Farseer
armed w/ close combat weapon and shuriken pistol, plus a Ghosthelm, w/
the Fortune Psychic Power |
67
pts
|
| 3 Rangers |
57
pts
|
| 3 Rangers |
57
pts
|
| 10 Rangers |
190
pts
|
| 3 Rangers |
57
pts
|
| 5 Alaitoc
Pathfinders |
120
pts
|
| 5 Warp
Spiders, w/ one upgraded to an Exarch carrying twin death spinners and
powerblades and using the Withdraw skill |
162
pts
|
| 1 Vyper
with bright lance, a crystal targeting matrix, and vectored engines |
100
pts
|
| 1 Vyper
with scatter laser, a crystal targeting matrix, and vectored engines |
90
pts
|
| 1 War
Walker with 2 bright lances |
100
pts
|
| Total |
1000
pts
|
Alaitoc Tactics
Use the large unit of 10 Rangers
as the anchor of your army: put them in cover where they have a good shot
at the majority of your opponent's infantry. Have the Farseer join them
and cast Fortune on them each turn; their large unit size, his Leadership
of 10, and the ability to re-roll cover saves of at least a 4+ value should
keep them around for quite sometime and enable them to soak up a lot of
hits.
Use the three small units of 3 Rangers
each as bait, harassment, and as a general disruption and annoyance to
his troops: try to use the terrain to screen them from heavy firepower,
as they won't last long. If they attract lots of shooting or an assault
squad, have them fall back. Treat the Pathfinders like you would other
Rangers, but expect more from them: use them to target heavily armored
troops like Terminators.
Use the Warp Spiders as a mobile
reserve, to be used as a counter to enemy assault squads. Keep them behind
your lines and screened from enemy fire. When a unit of enemy troops gets
close enough to assault your large Ranger squad or your Pathfinders, have
them warp in, shoot them up with the Death Spinners, and withdraw in the
Assault Phase. If the enemy unit is fairly small, try assaulting and then
using the Withdraw power to retreat your Warp Spiders beyond their reach,
behind terrain or a friendly unit.
You'll have to be cagey with your
vehicles, as you don't have many and they're very fragile. Never leave
your Vypers exposed; always remember to use the crystal targeting matrix
to effect "pop-up" attacks where they dart out from behind cover, fire,
and then dart back into cover. Use line-of-sight blocking terrain to shield
the War Walker from as much firepower as possible; it's best used to destroy
transports and light vehicles rather than duel with tanks, but if your
opponent brings a Leman Russ or a Land Raider to the game, the War Walker
and the Vypers should give you a decent chance to combat it.
Above: Some
of Michael O' Holloran's nicely-done Rangers
Photo © copyright
Michael O' Holloran, January 2003. Used with permission.

Biel-Tan:
What To Buy
This list
is tricky to use, but it should definitely be fun to play and a joy to
paint! Since Aspect Warriors are the theme of Craftworld Biel-Tan, I decided
to draft a list that would highlight the diversity of the Eldar Aspect
Warriors, not to mention their beautiful Exarch models.
| 1
Eldar Avatar blister |
$25.00
|
£12
|
| 2 Warp Spiders
blisters (4 in the UK, as there's only 1 per blister there) |
$16.00
|
£16
|
| 1 Warp Spider
Exarch blister |
$7.00
|
£5
|
| 2 Fire Dragons
blisters |
$16.00
|
£10
|
| 1 Fire Dragon
Exarch blister (there are two types available; get the one with the big
long gun, the Firepike) |
$7.00
|
£4
|
| 2 Striking
Scorpions blisters |
$16.00
|
£10
|
| 1 Striking
Scorpion Exarch blister |
$7.00
|
£4
|
| 2 Howling
Banshees blisters |
$16.00
|
£10
|
| 1 Howling
Banshees Exarch blister |
$7.00
|
£4
|
| 2 Swooping
Hawks blisters |
$16.00
|
£10
|
| 1 Swooping Hawk Exarch blister (the
GW UK site doesn't list a Hawk Exarch, so you may have to buy another blister
of normal Hawks and convert your own) |
$7.00
|
£5
|
| 2 Dark Reapers
blisters |
$16.00
|
£10
|
| 1 Dark Reaper
Exarch blister |
$7.00
|
£4
|
| 1 Dire Avengers box set |
$20.00
|
£15
|
| 1 Eldar Missile Launcher |
$5.00
|
£2
|
| Total |
$188.00
|
£121
|
All
prices are from the Games Workshop
website and may vary. Prices do not include taxes and are
meant only as a guide.
Everything is modeled straight out
of the box (or blister, as that may be), with the exception of the Dark
Reapers Exarch. You'll need to carefully cut away the shuriken cannon he's
holding and replace it with the missile launcher. A hand saw is great if
you have one, but an Exacto knife will do if you're patient and careful.
I don't know why GW chose to give its only Dark Reaper Exarch model the
most ridiculous and ineffective weapon he could possibly carry....
Aside from that, simply assemble
the Dire Avengers, leaving one model as an Exarch with a pistol and sword.
Maybe cut off one of the jewels on the "ammo belt" that comes on the sprue
and glue it to the pommel of his sword (as that's what distinguishes a
Diresword from a normal power weapon).
Biel-Tan 1000
point list
| The
Avatar |
80
pts
|
| 8 Dire
Avengers, w/ one upgraded to an Exarch carrying a shuriken pistol and Diresword |
130
pts
|
| 5 Warp
Spiders, w/ one upgraded to an Exarch carrying twin death spinners and
powerblades |
147
pts
|
| 5 Fire
Dragons, w/ one upgraded to an Exarch carrying a Firepike and using the
Tank Hunter skill |
129
pts
|
| 3 Dark
Reapers, w/ one upgraded to an Exarch carrying an Eldar missile launcher
and using the Fast Shot skill |
159
pts
|
| 5 Howling
Banshees, w/ one upgraded to an Exarch carrying an Executioner |
101
pts
|
| 5 Striking
Scorpions w/ plasma and haywire grenades, w/ one upgraded to an Exarch
carrying a shuriken pistol and a Scorpion's Claw |
122
pts
|
| 5 Swooping
Hawks, w/ one upgraded to an Exarch carrying a Hawk's Talon |
132
pts
|
| Total |
1000
pts
|
Biel-Tan Tactics
The Dark Reapers provide covering
fire for the rest of the army, with the Exarch's missile launcher pounding
the most threatening enemy vehicle or squad. The Dire Avengers, Fire Dragons,
and Howling Banshees Fleet of Foot forward until they are close
enough to attack, staying behind line-of-sight blocking terrain for as
long as possible. The Scorpions and the Avatar follow closely behind, ready
to assault the closest enemy squad or vehicle.
The Swooping Hawks are always able
to Deep Strike and should do so to drop their grenade pack on the
largest infantry squad on the table; afterward, they join the Warp Spiders
in harassing and threatening isolated squads and flanks.
It's also helpful to know what each
squad is good at attacking, as this is an army of extremely specialized
units:
-
Avatar: Anything and everything he can
assault
-
Dire Avengers: Light infantry
-
Warp Spiders: Infantry of all sorts,
especially tough and/or poorly armored infantry; vehicles (if you can hit
them in the side or rear)
-
Fire Dragons: Vehicles, especially heavy
ones; tough and/or well armored infantry, e.g. Terminators
-
Dark Reapers: Anything with a 3+ save
or worse; the Exarch can either kill and pin infantry with plasma missiles
or kill vehicles with krak missiles
-
Howling Banshees: Infantry of all sorts,
but especially those with good armor saves and/or low Toughness
-
Striking Scorpions: Infantry of all
sorts, vehicles (using the haywire grenades)
-
Swooping Hawks: Light infantry; units
with an effective shooting range of less than 24" (such as Khorne Berserkers;
Tyranid Gaunts are ideal targets)
You'll want plenty of Aspect
Warriors:
Fire Dragon (left),
Howling Banshee (right)

Iyanden:
What To Buy
The Iyanden Craftworld was devastated
in a massive Tyranid invasion; as a result, Iyanden, once one of the most
populous and thriving Craftworlds, has been reduced to little more than
a ghostly shell floating through space. The few Iyanden Eldar who are left
must resort to reviving large numbers of their dead kin as robotic Wraithguard
and Wraithlords, as they can spare even fewer lives for military service
than other Craftworlds.
| 1
Farseer Blister w/ Singing Spear |
$10.00
|
£6
|
| 1 Warlock
Blister w/ Singing Spear |
$7.00
|
£4
|
| 10 Wraithguard
blisters |
$100.00
|
£70
|
| 2 Wraithlord
blisters |
$50.00
|
£30
|
| 1 Eldar Guardians
box |
$30.00
|
£15
|
| 3 Eldar Support
Weapons blisters (make sure to get the ones with the Shadow Weaver--it's
the one that looks like a larger version of a Warp Spider's gun) |
$60.00
|
£36
|
| 1 Star Cannon |
$5.00
|
£2
|
| Total |
$262.00
|
£163
|
All
prices are from the Games Workshop
website and may vary. Prices do not include taxes and are
meant only as a guide.
Assembly is very straightforward,
with only a simple weapons swap required, exchanging a Wraithlord's bright
lance for a star cannon.
Iyanden 1000 point
list
| Farseer
w/ Singing Spear, shuriken pistol, Ghosthelm and Guide |
94
pts
|
| Spiritseer
w/ Singing Spear and Destructor |
53
pts
|
| 5 Wraithguard |
175
pts
|
| 5 Wraithguard |
175
pts
|
| 1 Wraithlord
w/ twin flamers, star cannon |
120
pts
|
| 1 Wraithlord
w/ twin flamers, bright lance |
120
pts
|
| 16 Guardian
Defenders |
128
pts
|
| 3 Support
Weapons Platforms w/ Shadow Weavers |
135
pts
|
| Total |
1000
pts
|
Iyanden Tactics
The two Wraithguard squads make
up the front line, with the Spiritseer standing within 6" of both of them.
The Wraithlords stand on either flank of the Wraithguard, protecting them
from assault and using their heavy weapons to deal with the biggest threats
to the Wraithguard, particularly tanks, Monstrous Creatures, and transports
carrying assault squads.
The entire line advances 6" per turn,
using cover to hide the Wraithguard from fire if possible, until the Wraithguard
are within 12" and can fire with their wraithcannons. Against "horde" armies
like Orks, Tyranids, the Lost & Damned, etc., use the Support Weapons
Platforms to target the largest squad and try to thin it out as much as
possible before it can assault the Wraithguard. Against "shooty" armies
like Imperial Guard, Tau, Dark Angels, etc., try to kill or pin their heavy
weapons teams, battle suits, or Devastator Squads.
The Guardians may either advance
behind the Wraithguard to protect against horde assaults with their shuriken
catapults, or they may remain behind to protect the Support Weapons Platforms.
In like fashion, the Farseer may either advance with the Guardians and
Guide their shuriken fire, or he may stay with the Support Weapons Platforms
and Guide the Shadow Weaver barrages. In missions that require claiming
multiple objectives, such as Cleanse or Rescue, you may wish to divide
the Guardians into two or three smaller squads so that they can cover multiple
objectives. Do not use them to screen other units--that's not in character
for the Iyanden.
Above: A Shadow
Weaver support weapon will provide you will firepower
Photo © copyright
Michael O' Holloran, January 2003. Used with permission.

Saim-Hann:
What To Buy
The Saim-Hann Wild Riders are the
fastest and most mobile of all the Craftworld Eldar, with an army list
that revolves around Fast Attack choices. Saim-Hann's greatest strength
lies in its speed and mobility, but its lack of numbers and raw power make
it very ill-equipped for a stand-up fight. You must be cunning and patient
if you wish to do well with the Wild Riders of Saim-Hann.
| 6
Eldar Jetbikes |
$75.00
|
£30
|
| 1 Shrieker
Jetbike |
$15.00
|
£8
|
| 1 Shining
Spears Box |
$40.00
|
£18
|
| 1 Shining
Spears Exarch |
$20.00
|
£8
|
| 2 Vyper Jetbikes |
$50.00
|
£24
|
| 1 Falcon Grav-Tank |
$35.00
|
£18
|
| 1 Dire Avengers
box |
$20.00
|
£15
|
| 2 Bright Lances |
$10.00
|
£4
|
| Total |
$265.00
|
£125
|
All
prices are from the Games Workshop
website and may vary. Prices do not include taxes
and are meant only as a guide.
Use the Shrieker Jetbike as the base
for your Wild Rider Chief. Give him either the power sword from the Shining
Spears Exarch or the power sword from the Dire Avengers box (whichever
looks better to you). You might also want to use a Dire Avengers head for
his helmet, to make him look a little more impressive.
Put together the six Guardian Jetbikes
normally, but swap out the twin shuriken catapults for shuriken cannons
(taken from the Vyper Jetbikes) on two of them. Give the Shining Spears
Exarch a laser lance, just like his squadmates. Mount bright lances on
both Vypers.
Assemble the Falcon as normal; you
may wish to convert it to signify the holo-field, spirit stone, and star
engines (Forge World makes
a nice Eldar vehicles conversion kit). Assemble six Dire Avengers; you
might want to make the sixth look a little more impressive or paint him
differently, as he's going to be your Exarch.
Saim-Hann 1000
point list
| Wild
Rider Chief w/ shuriken cannon and power weapon |
102
pts
|
| 3 Guardian
Jetbikes, one w/ a shuriken cannon |
125
pts
|
| 3 Guardian
Jetbikes, one w/ a shuriken cannon |
125
pts
|
| 3 Shining
Spears plus 1 Exarch w/ laser lance and the Skillful Rider and Evade powers |
235
pts
|
| 1 Vyper
w/ bright lance |
65
pts
|
| 1 Vyper
w/ bright lance |
65
pts
|
| Falcon
Grav-Tank w/ pulse laser, scatter laser, holo-field, spirit stone, and
star engines |
195
pts
|
| 5 Dire
Avengers plus 1 Exarch w/ shuriken catapult |
86
pts
|
| Total |
998
pts
|
Above: Vypers,
an essential part of the Saim-Hann army
Photo © copyright
Michael O' Holloran, January 2003. Used with permission.
Saim-Hann Tactics
This army has very good hit-and-run
firepower and a potentially deadly assault capacity, but it has few models
and little staying power, so you must be cautious and careful for the first
few turns. All of your jetbike-mounted troops have a 12" move, plus another
6" move in the Assault Phase in any direction. This gives them the ability
to move out from behind line-of-sight blocking terrain, fire, then move
back behind terrain so that they cannot be shot--a very useful ability
and one that you must use, given the fragility and low numbers of your
forces. Some ways to do this:
-
Using terrain to block line of sight,
your jetbikes can dash from one terrain piece to the other without being
shot so long as they are no more than 18" apart. They can even take a potshot
with their guns 12" into their dash from cover to cover.
-
Sit behind some woods or a ruined building,
pop out 6", shoot, then move back to your original position (a favorite
Tau tactic).
Your jetbikes have a considerable amount
of firepower, as every squad has a shuriken cannon, BS 4, or both. You
must use it to soften up enemy squads before you attempt an assault, because
you need to be sure that you will win the assault on the same turn you
charge. When you assault, hit one target at a time with the Shining Spears,
the Wild Rider Chief, and possibly one or both Guardian Jetbike Squads.
The Shining Spears (and to a lesser extent, the Chief) are very powerful
on the charge, generating a ton of S5 attacks and S4 shots, but if they
get bogged down in a long melee, they revert to a single, nearly useless
S5 attack.
It's hard to think of a better choice
for the Saim-Hann's single Heavy Support slot than a Falcon Grav-Tank,
as it has everything: speed, armor, firepower, and even a modest transport
capability. Against mechanized foes, escort the Falcon with your two Vypers
and go tank hunting. Use your superior speed and mobility to isolate enemy
tanks and deal with them one at a time.
If there are no tanks to threaten
the Falcon, send the Vypers off to deal with transports and gun platforms
while the Falcon targets heavy infantry and big creatures with its high-strength,
multiple-shot lasers. The Dire Avengers can serve in two roles: on a mission
like Cleanse, they can fulfill the mundane but necessary duty of holding
your original table quarter, or they can ride in the Falcon to claim objectives
further up the board. They can also ride in the Falcon to defend it from
any infantry that get too close with meltaguns.
Above: Falcons.
A Fire Prism, another good tank, is in the background
Photo © copyright
Michael O' Holloran, January 2003. Used with permission.

Ulthwe:
What To Buy
Ok, here's the last Craftworld Eldar
1000 point list. It's for the good old "banana head" Ulthwe (boy, am I
glad they did away with the yellow helmets and just made them straight
black). This is really two lists for the price of one, as you can also
use the exact same models to represent an Ulthwe Strike Force by fiddling
just a little bit with the army list.
| 1
Seer Council box |
$35.00
|
£20
|
| 1 Warlock
w/ Singing Spear blister |
$7.00
|
£4
|
| 1 Warlock
w/ Witchblade blister |
$7.00
|
£4
|
| 1 Eldar Guardians
box |
$30.00
|
£15
|
| 2 Storm Guardians
boxes |
$50.00
|
£24
|
| 1 Vyper box |
$25.00
|
£12
|
| 1 War Walker
blister |
$25.00
|
£15
|
| 1 Dark Reapers
blister |
$10.00
|
£7
|
| 1 Dark Reaper
Exarch blister |
$7.00
|
£4
|
| 1 Missile
Launcher |
$5.00
|
£2
|
| 1 Bright Lance |
$5.00
|
£2
|
| Total |
$206.00
|
£109
|
All
prices are from the Games Workshop
website and may vary. Prices do not include taxes
and are meant only as a guide.
Convert the Dark Reaper Exarch to
be holding the missile launcher, replace the War Walker's scatter laser
with the extra bright lance, and put the scatter laser on the Vyper. Make
sure to equip two of the Storm Guardians with flamers.
Ulthwe 1000 point
list
Ulthwe
Seer Council comprised of:
Farseer #1 w/ Ghosthelm,
Runes of Witnessing, and Fortune, armed w/ witchblade and shuriken pistol.
Farseer #2 w/ Ghosthelm
and Eldritch Storm, armed w/ witchblade and shuriken pistol.
3 Warlocks armed with
witchblades and shuriken pistols: one w/ Augment, one w/ Enhance, one w/
Embolden |
270
pts
|
| 16 Black
Guardian Defenders, led by a Warlock armed w/ a Singing Spear and shuriken
pistol and using Conceal |
178
pts
|
| 16 Black
Storm Guardians, two equipped w/ flamers. The entire squad has plasma and
krak grenades, and is led by a Warlock armed w/ a witchblade and shuriken
pistol and using Enhance |
208
pts
|
| 1 Vyper
w/ scatter laser and upgraded w/ a crystal targeting matrix |
85
pts
|
| 1 War
Walker w/ two bright lances |
100
pts
|
| 2 Dark
Reapers led by an Exarch w/ a missile launcher and using Fast Shot |
159
pts
|
| Total |
1000
pts
|
Ulthwe Tactics
The Seer Council, Defender Guardians,
and Storm Guardians are all Fleet of Foot, and should use that ability
to close with the enemy as quickly as possible, where the Black Guardians
can shoot to great effect and where the Seer Council and Storm Guardians
can shoot and then assault. Use the Defender Guardians to screen the Seer
Council and the Storm Guardians; if the Seer Council is completely screened
by the Defenders, have their Farseer cast Fortune on the Guardians instead
of themselves. While the Defenders are themselves effective, they are more
expendable than the Storm Guardians and certainly more expendable than
the Seer Council.
The Defenders and Storm Guardians
can generate a huge number of attacks with good strength, skill, and speed,
so use them to take out rank and file infantry. The Seer Council is one
of the baddest close combat units in the entire game, so use it to hit
the toughest and nastiest enemy unit, like a Dreadnought, Carnifex, or
tooled-up character.
While the main body of Black Guardian
infantry and the Seer Council close with the enemy, the Vyper, War Walker,
and Dark Reapers should do their best to suppress any incoming fire that
threatens them. The War Walker is a dedicated tank killer and should be
used to dispatch vehicles with a lot of anti-infantry abilities, such as
any tank whose name begins with Leman Russ. The Vyper can take on infantry
or light vehicles with its scatter laser; use its 24" move to hit vehicles
in the flank or to target heavy weapons squads in the rear, and use its
crystal targeting matrix to keep it behind cover after it has fired. The
Dark Reapers can perform in a swing role depending whether vehicles or
infantry pose the greatest threat to your own infantry: if it's vehicles,
put a pair of krak missiles into one each turn; if it's an infantry squad,
lay down two plasma missile blasts on them.
Don't forget that you have two units
that can pin enemy infantry: the Dark Reaper Exarch's plasma missiles force
a pinning test if they cause casualties, and so does the Seer Council's
Eldritch Storm. These can help quite a few more Guardians reach the enemy
lines, as a pinned enemy squad can't shoot for an entire turn. An Augmented
Eldritch Storm has a range of 36"; it's worth slowing the Seer Council
down a little if you can pin a large squad of enemies that would otherwise
shoot up your Guardians or counter-assault them.
Alternate List: Ulthwe Strike
Force. You can also field an Ulthwe Strike Force using exactly the
same models as your regular Ulthwe army. Simply make the following changes
to your army list:
-
Seer Council: Farseer #1 does not have
Runes of Witnessing.
-
Farseer #2 has Mind War instead of Eldritch
Storm.
-
Black Guardian Defenders: Remove two
Defenders from the squad (for a total of 14). Their Warlock carries the
Wraithgate.
-
Black Guardian Storm Squad: Their Warlock
now has the Embolden power rather than the Enhance power.
-
Vyper: Remove the crystal targeting
matrix.
Your Seer Council, Storm Guardians,
and Vyper will have to start in the Wraithgate, which means that at the
beginning of the game, you will have some decent firepower but you will
have to be very careful to protect your Defenders. Have them Fleet of
Foot from behind cover to cover for two or three turns while the War
Walker and Dark Reapers soften up the enemy as much as possible. Open the
Wraithgate no later than Turn Three, as by Turn Four your reserves will
be arriving on a 2+. Once the gate is open, hit the enemy hard, fast, and
simultaneously with multiple units if possible.
Above: Guardians
will be the basis of your Ulthwe army or Strike Force
Related
Pages
Introduction
to the series
Other
lists in this series
Like what you've
seen? Then
vote
for
the Jungle in the "Top 100 40K Sites"
© Copyright Hal
Melom, October 2003. Used with permission.
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