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Nickname given to [[Dawn of War]] by some users to describe "dozens upon dozens of [[Eldar]]-favoring piles of bullshit seeping out of the various versions of the game".  The original claim was that "no race managed to equal or even come within striking distance of the sheer unadulterated pile of BULLSHIT that Eldar were in Dawn of War post-Winter Assault"; in truth, while Eldar are definitely a strong faction, multiple debates have arisen questioning whether or not the Eldar were outright [[cheese|broken]].


Nickname given to [[Dawn of War]] after dozens upon dozens of [[Eldar]]-favoring piles of bullshit began to accrue. No race - not the [[Necrons]] with the Resurrection Orb or Lightning Field cheese, not the [[Tau]] with "I can shoot you from offscreen" range for half their army, not the [[Chaos]] invisible army of doom bullshit - managed to equal or even come within striking distance of the sheer unadulterated pile of BULLSHIT that Eldar were in Dawn of War post-Winter Assault.
There are often also comments along the lines of "it is possible to counter the Bonesinger building lockdown/ranged unit disruption/teleportation trolling by doing xyz". While technically true, that sort of thinking also overlooks the fact that you need advanced knowledge of how your faction and the Eldar faction work in order to not get screwed over by their freaking ''builder unit''. Yes, you can counter Eldar units if you know exactly what you're doing and they don't, but that level of skill disparity would result in a curbstomp battle against anyone but the Eldar. There are also Eldar players who say their faction isn't overpowered because, for example, their ranged specialists do little damage in melee. This is technically true, but with the Eldar there's always some catch - in this case, their elite infantry are so durable as to be par with Terminators and almost all of their infantry ''and vehicles'' can fly away or run away at supersonic speeds and escape with little damage.


To break down how bad the [[FAIL|cheese]] was, this list has been compiled explaining how broken just about every single Eldar unit was. Enjoy.
==Dawn of War 1 General==
* After the infamous fire-on-the-move accuracy "fix" implemented in Dark Crusade, which simultaneously guaranteed that no walker would ever grab a ranged weapon and lose out on its melee punch and ensured that rapid-fire weapons were infinitely better to slow-firing weaponry, the Eldar Fleet of Foot ability went from pretty good if you had decent micro to being incredible. The ability originally was designed to buff move speed, but cut accuracy when in use, but since units couldn't hit jack shit when moving now anyway, the Eldar were now the only army in the game that had an activated ability with no cost, no cooldown time and effectively no downsides so long as you remembered to turn it off before shooting.
**Nearly every unit has Fleet of Foot, so this list will not mention it unless important (like saying something doesn't have it which is the case of Bonesingers, Harlequins and Warp Spiders).
* [[Rage|'''HUNT THE LAST FUCKING WEBWAY GATE.''']] Easily the most frustrating, stupid, and infuriating of Eldar tactics due to the fact that you can build Webway Gates absolutely everywhere generating their own Control Zone, an advantage that gives them massive expansion opportunities (e.g. fortifying Critical Locations which otherwise are normally immune to Listening Posts and instantly sending reinforcements directly from the base once said Critical Location is under attack, up to and even ''teleporting fucking buildings''). It was entirely possible that while Space Marines are stuck capturing strategic points and building listening posts just to expand (very inefficient), the Eldar already had taken over every single Relic, Critical Location or Thermoplasma Generator and using Webway Gates to construct and build elaborate fortresses all around them. On huge maps, it was entirely possible for [[That Guy]] to build one last Webway Gate in a far off location, cloak it (due to shroud), hide a Bonesinger in it, and lose your entire base but still be in the game due to the Webway Gate counting as a production structure. Because you got back full resources for deleting buildings (which happens instantly), it was possible for a Bonesinger to keep teleporting off, dropping down a new gate, and then destroying them, over and over again, in order to piss players off, turning matches that should have ended within 15 minutes into many hour fuckfests.
**This is easily the single most complained-about aspect of the Eldar metagame, this was complained about since [[Dawn of War|Winter Assault]] but was not fixed until [[Dawn of War|Soulstorm]], several years later. It's thought that it took that long to fix because of claims that Relic's QA team were mostly Eldar players, a theory helped by the fact that it was Iron Lore who changed it when they were put in charge of the expansion.
**Incidentally even some of Eldar buildings could teleport but this normally didn't happen during the webway gate hunts since there effectively wasn't much time to build more units/bases once your main base went down if you didn't have a second base already set up.
* Healing Waystation, which quadrupled natural health regen and made it so that the Eldar always had access to easy healing (on every webway gate) giving them the fastest unit recovery time in the game and making a lot of units last longer than normal.
**Even though the units would last far longer since they recovered more HP than every other race, they would still go down faster with focused fire by comparison thanks to having shit armour, and the ones that had good armour were not usually near the station unless they were dying anyway.


A word in advance. You're going to see that this list will openly put to death the usual arguments regarding the drawbacks of the Eldar - namely that they are fragile (they aren't), specialized (they're not), and easily countered (they aren't). In short, this list is to be considered the ultimate proof of how blatantly, insanely overpowered and ridiculous the Eldar were in [[Dawn of War]]. <s> Note that despite all of this, maximum pop Orks with the More Sluggaz upgrade and five or more Boyz Huts cranking Sluggaz out on overwatch will still drown the Eldar in bodies</s> no, they won't, because Free Sluggaz is a high-tier upgrade. Unless facing the comp, you'll be curb-stomped long before that upgrade hits.
===Bonesinger===
* The Eldar start off this list by having the all around best builder in the entire game.
* The Bonesinger is by far the most cost-efficient out of all repairing units, repair costs are only 20% of the building/units initial cost, something they share with the Dark Eldar, whereas for all other races the repair costs are 75% of the original unit/building's cost.
**While they share with the Dark Eldar the same price for repairing buildings, the Bonesinger is cheaper than the Tortured Slave (requiring 45 requisition to 75), is made faster (6 seconds to 10 seconds) and has actual, although highly limited, combat capabilities as well as unique abilities.
* Could teleport, which brought us the fun of "Hunt the Webway Gate" and made Eldar forces virtually impossible to keep locked down as the Bonesinger would just teleport away if they encountered any sort of trouble then start building structures elsewhere.
* Could melee, making them the only builder able to do so besides the Techpriest Enginseer (and the Gretchen) who it outperforms in cost (45 vs 75) build time (6 seconds vs 20 seconds) abilities (having wraithtomb, FoF and using far less resources to repair buildings) and overall damage output on other squads.
**The Techpriest would still kill a Bonesinger in a 1V1 fight as the Enginseer has far better armour, which is its only advantage on the Bonesinger.
* The fact that they could melee paired with teleportation meant that they were CONSTANTLY used to annoy players, teleporting to tie up dedicated range squads such as [[Tau]] Fire Warriors or [[Ork]] Flash Gitz, buying time and generally fucking around and guaranteeing their presence in a fight would be minimal. This wouldn't be so bad, except for the fact that meleeing a unit forces it to engage in CQC if it has any Close Combat ability.
**This is simply countered by having multiple squads supporting each other, so another squad can shoot the Bonesinger the second it appears to free up the shooty squad that was engaged by the Bonesinger. On the flip-side the fact that Bonesingers could be made so quickly and cheaply meant that they were easily expendable for briefly tying up a few long-ranged squads.
* Wraithtomb allowed them to disable a building for 30 seconds. This was pretty nasty against everyone, invalidating most defense setups since it also shuts off the buildings guns and since they could teleport there was no effective way to stop them from using this ability. This ability even worse news for a Necron player, as their Monoliths are their only unit production structures.
**In fairness using this tactic required researching Wraithtomb as well as making several Guardian Squads and researching Fleet of Foot. By then the enemy would normally have a few squads in play who would stop any sort of assault Guardian/Bonesingers could provide especially since they wouldn't have additional support for an Alpha Strike. This tactic would also typically leave the Bonesinger exposed, and if they died the effect would end prematurely (by 10 to 20 seconds).


==General==
===Guardian Squad===
* After the infamous fire-on-the-move accuracy "fix" implemented in Dark Crusade, which simultaneously guaranteed that no walker would ever grab a ranged weapon and lose out on its melee punch and ensured that rapid-fire weapons were infinitely better to slow-firing weaponry, the Eldar Fleet of Foot ability went from very good if you had decent micro to being flagrantly broken. The ability originally was designed to buff move speed, but cut accuracy when in use, but since units couldn't hit jack shit when moving now anyway, it gave a general fiat for Eldar players to dominate through abuse of this ability.
* A relatively minor annoyance, they are not the sturdiest infantry, not the best tanks and not the best DPS dealers. Their only real draw for them is the fact that they can be upgraded to have a Warlock as squad leader, who has detection among other abilities.
* Teleporting Buildings. Wouldn't be so bad without....
*Along with this they have access to Entangle, which let them lock down squads for 5 seconds meaning that assault troops would find themselves frozen in place while all of the shooty Eldar ran away using Fleet of Foot, or repositioned/opened fire immediately while the combat troops closed in. They are the only squad in the entire game to have such an ability along with being able to detect (and thus also freeze those they detect).
* '''HUNT THE LAST WEBWAY GATE.''' Easily the most frustrating, stupid, and infuriating of Eldar tactics. On huge maps, it was entirely possible for Eldar players to build one last Webway Gate in a far off location, cloak it (due to shroud), hide a Bonesinger in it, and lose your entire base but still be in the game due to the Webway Gate counting as a production structure. Because you got back full resources for deleting buildings (which happens instantly), it was possible for a Bonesinger to keep teleporting off, dropping down a new gate, and then destroying them, over and over again, in order to piss players off, turning matches that should have ended within 15 minutes into 4+ hour fuckfests. Easily the single most complained-about aspect of the Eldar metagame, this was complained about since [[Dawn of War|Winter Assault]] but was not fixed until fucking [[Dawn of War|Soulstorm]], several years later, <s>due to the blatant favoritism Relic's QA team showed towards the Eldar</s> because a company that ''wasn't'' Relic changed it when they were put in charge of the expansion.
**Yes this means they can have detectors everywhere without any cap requirement and can be summoned on the spot thanks to the Webway gate. On the other hand they were still rather fragile and so were not too hard for heavy weapons to gun down.
* Healing Waystation, which made it so that the Eldar always had access to easy healing whilst other factions had to fuck around with either defunct or barely-functional heal rates and no ways to boost them.
**When upgraded with Fleet of Foot they were the best Infantry for capturing thanks to low cost and very fast movement speed, though they were definitely not good at holding what they were trying to capture.
*Over all, Guardians were not considered worth complaining about and doing so was considered sign of excessively poor sportsmanship.


==Bonesinger==
===Ranger Squad===
* Yes, the fucking Eldar ''builder'' was fucking overpowered.
* Upgraded Rifle salvos completely butchered Morale, dealing more morale damage than every ranged weapon except most flamer-type weapons which slightly outclassed them (and even then they still dealt 2 more morale damage than the Burna). This meant that you could effectively use them as a long ranged flamer squad.
* Repaired units and vehicles more-efficiently than any other builder, with the exception of the IG techpriest. Period. On average, it used 33% less resources to repair than other builders.
**These also come in squads of 5-8 making them the largest sniper squad in the game, and since they were infiltrated with quite a bit of range with their upgrades (enough to safely put them out of ALL detection ranges) they were the best way you had to break enemy morale an slow assaults on your own troops making them one of the best harassers (if not the best) in the entire game.
* Could teleport, which brought us the fun of "Hunt the Webway Gate" and made Eldar forces virtually impossible to keep locked down.
**Also did significant anti-infantry damage, making them excellent for butchering builders and whittling down low-squad-cap infantry squads (Space Marine Scouts, for instance).
* Could melee and do some actual damage, which was used relentlessly against Imperial Guard until Dark Crusade's patch  due to the latter's inability to inflict morale damage (due to a bug) in close-combat. If you were to simply send a Guardsman Squad against a single [[Bonesinger]], it would take a bit, but the Bonesinger would break the Guardsman squad's morale and, if left over a few minutes, would eventually kill it. This was solely due to the inability of Guardsmen to do morale damage in melee until a later patch.
**Even though Scouts with Sniper Rifles and a Skull Probe are more powerful, they are also linearly less-efficient, costing more to set up and taking longer to get up to speed. In essence, requiring one build around them. As a contrast, Rangers took little to get to full effect, are cheaper, and are also viable earlier.
* The fact that they could melee paired with teleportation meant that they were CONSTANTLY used to annoy players, teleporting to tie up dedicated range squads such as [[Tau]] Fire Warriors or [[Ork]] Flash Gitz, buying time and generally fucking around and guaranteeing their presence in a fight would be minimal. This wouldn't be so bad, except for the fact that meleeing a unit forces it to engage in CQC, which means that shooty units can become instantly useless because a teleporting builder unit poked them.
**Their effectiveness is somewhat less in practice than on paper, as the Ranger squad has a habit of all targeting the same one or two enemies out of the entire enemy squad.
* Wraithtomb allowed them to disable a building for 30 seconds. This was pretty nasty against everyone, but against [[Necrons]] this was an immediate [[AIDS|death sentence]], since all Necron units build from one building - the Monolith, and Necron Units built quite slowly compared to everyone else, meaning that Necron vs. Eldar was basically unwinnable if Eldar players decided to abuse this - since the first thing a player would usually do is get a Guardian Squad and Bonesinger to your base about 50 seconds in and fuck your shit up. It also basically invalidated Imperial Guard defense setups, since Wraithtomb shut off the building's bunker guns.


==Guardian Squad==
===Howling Banshee Squad===
* Kind of weak for Eldar units, but were incredibly strong late-game and could hold their own against just about anything with upgrades, out-damaging and out-HPing most infantry units barring Chaos Marines and Spess Mehreens.
* After the fire-on-the-move "fix" turned every race but Eldar into something slightly less-effective than grease on fire, these and Dark Reapers became the mainstay of Eldar strike groups. Which, it should be noted, the Banshee's always were anyway.
* Access to Embolden and Entangle, which let them lock down squads for 5 seconds and restore morale to themselves.
* One of the greatest DPS units when fully upgraded, they also stand as an example of how the Eldar have some very durable units, their upgrades give them better armor, damage and health in comparison to other armies, eclipsing most factions' dedicated close-combat specialists - even ones specifically designed to kick ass and take names like [[Khorne Berzerkers]], Assault Marines, and Wyches. Thanks to a greater squad size they out-damage even dedicated assault elites like Sisters Repentia, Assault Terminators, and more when upgraded with the "Call of War" upgrade and their Exarch is factored in.
* Can be upgraded to have a Warlock as squad leader, who has detection abilities. Yes, they have detectors fucking everywhere without any cap requirement and can be summoned on the spot. Unlike the other un-hardcapped detectors (Tau pathfinders, Chaos Cultists with upgrades), Guardians are actually damned effective in combat, are disproportionately hard to kill with an attached Warlock, and ergo likely to actually survive being used to spot.
**Banshees also cost significantly less than the squads they can later outperform (though they will take much longer on the tech upgrades to be able to beat them) and unlike those squads they have no hardcap.
* Access to Plasma Grenades, which were kinda like marine frag grenades so not really that much.
**While they are a great and durable assault unit late game they definitely don't start out that way. Initially they have less than half they can be upgraded to get, and if they aren't fully reinforced with all possible upgrades they will usually have their shit kicked in by Terminators, Grey Knights, Nobz, Repentia and even regular assault units. On the other hand, Howling Banshees have no hardcap so your single squad of CC specialists can still be drowned by Banshees.
* Access to Fleet of Foot.
* Basically, the best capture and early-combat infantry ''in the game'' for cost.
* Warlocks can cast Entangle, letting these fast bastards to run away from assault marines raptors and other jumpy faggots.


==Ranger Squad==
===Dark Reaper Squad===
* Broken for patch after patch after patch after patch. Complained about from the moment they got OMGTWTF-buffed when Winter Assault hit, and even before that.
* They carried heavy weapons but had no setup time for fire with range equal to most other heavy weapons though they did less damage than dedicated heavy weapons like Heavy Bolters.
* Hardcapped at one, but was so ubiquitous that you were [[Derp|stupid]] if you didn't use one.
**While this seems like a minor issue, the main problem came from the fact that like all Eldar units besides the Rangers, they had no hardcap. This could lead to several squads rushing into range during a conflict before gunning down the infantry engaged in close combat.
* Went from simply broken to [[meme|DOUBLE BROKEN]] after Dark Crusade changed Infiltration mechanics from "Command & Conquer" (reveal when firing and sometimes while moving) to "Starcraft" (stay invisible even while attacking)... although neither C&C nor Starcraft deserves to be in the same sentence as these ass-broken fuckers. At least all cloaked units in SC who can attack (apart from the Dark Templar) only had a limited time to cloak as it consumes energy, unlike here where you're perma-invisible until detected.
**Keep in mind that the no-setup time made them great initially in fights, they'll very quickly find themselves outpaced by other heavy weapons such as Heavy Bolters.
* It's been argued by some that they were outmatched in direct combat by [[Indrick Boreale|Spess Mehreen]] 5-man sniper scout teams when paired with a probe, as Scouts in theory did higher damage per-salvo (enough to wipe out enemy cappers). This ignores, however, the fact that Scouts with Sniper Rifles and a probe cost much more than a kitted-out Ranger Squad (Not counting the Infiltration/Weapons researches, the Scouts, Rifles, and Probes go for 415 Requisition and 80 Power, whilst a maxed-out Ranger squad goes for 320 Requisition and 40 Power). Scouts also got rifles roughly a Tier later and requires an upgrade, and a full battery of scouts with rifles ''still'' did less damage than a maxed Ranger Squad.
* Rifle salvos basically instantly broke squad morale when they hit, and ensured filthy rape against light-armored infantry such as unmodified IG Guardsmen.
* Most capture/early combat infantry is light, including Dark Eldar Warriors, Guardsmen, Space Marine Scouts, Tau Stealthsuits, Necron Scarabs, etc.
* Did we mention they infiltrate and come in squads of 8 (Which is by far the largest sniper squad in the game)?
* And Fleet of Foot, guaranteeing they could get away after being detected and the fire-on-the-move penalty caused by FoF is redundant since these guys can't fire while moving anyway?
* Basically the ultimate harass unit, for killing cappers, builders, etc.
* Keeping one squad near a fight could ensure it could break squad after squad after squad after squad, rendering them useless in combat.
* It got toned down patch after patch but never quite stopped being broken; back during WA's launch they would routinely demolish Slugga and Shoota Boy squads and unsupported formations of Fire Warriors in early Dark Crusade.


==Howling Banshee Squad==
===Fire Dragon Squad===
* After the Fire-on-the-move "fix" turned every race but Eldar into something slightly less-effective than grease on fire, these and Dark Reapers became the mainstay of Eldar strike groups.
* Another of the squads most people complained about thanks to the fact that they're effectively impervious to knockdown and knockback effects made by heavy melee units and explosions and they have very high HP along with the second best infantry armour (equivalent to a Terminator).
* Huge damage when upgraded and more HP than most factions' dedicated close-combat specialists - even ones specifically designed to kick ass and take names like [[Khorne]] Berserkers, Assault Marines, and Wyches. They out-damage even dedicated assault elites like Sisters Repentia, Assault Terminators, Nobz (without Klaws), and more when upgraded with the "Call of War" upgrade... And that's before their ridiculously powerful Exarch is factored in.
* They have morale, so in theory could be breakable, but its morale is well over 800 per unit and regenerates very fast, making them virtually impossible to break without the likes of Berserkers' Mark of Khorne or Dark Eldar Horrorfex Bombs.
* All of the above whilst Banshees are substantially lower on the tech tree and cost a fraction as much.
* Once again they have no hardcap.
* You can infinitely spam the fuck out of them to form your mainstay army, putting to shame Khornate 'zerkers.
* Morale regen is bugged so they don't break until their morale tanks outright, and they regenerate it quicker than many weapons can inflict it.
* Had Fleet of Foot, too, so there was no getting away from these goddamned things for [[shooty]] armies.
**However the Fire Dragons are horrible in melee and the range on their guns, while not bad is still not fantastic. If sent alone they'll be dragged into a melee conflict and be rendered effectively useless. Even Fleet of Foot isn't that great if it takes you away from the tanks/buildings you should be destroying.
* Their scream ability basically instant-broke squads, too, so seeing these things [[Anal Circumference|rape]] Assault Terminators, even with the latter's stun effects, was not unheard of. In fact the only chance you had against them were sending fearless assault units with heavy ranged support.
***Whilst this ''is'' true, the combination of Fleet, immense HP, and immunity to knockback and knockdown effects meant that there was no stopping them from escaping enemies that otherwise would have butchered them, including melee walkers and close-combat specialists.
* While Necron Pariah Squads, Chaos Possessed, Ork Nobz, Space Marine Assault Terminators and Space Marine Grey Knight Squads will violently and forcefully rape them in one-on-one, Necrons, Chaos and Space Marines, respectively, can only have one squad of Pariahs, Possessed, Assault Terminators or GKs while the Eldar can drown their foes in Banshees. Kroot and Ork squads can drown them in numbers, but with an instant morale-break ability at high levels and maxed out skills, they are infinitely more-cost effective than other CQC infantry unit. Thankfully, things like painboys, librarian, and priests can even up the odds by providing limited invulnerability.


==Dark Reaper Squad==
===Warp Spider Squad===
* Possibly one of three units complained about more than the [[Avatar]] of Khaine. Substantially overpowered for patch after patch.
* The single most durable mobile infantry (C’mon you apes!) in the game with over 880HP a squad member when upgraded along with armour just below that of Terminators. Between their toughness, mobility, and being equipped with both anti-infantry and anti-vehicle weaponry, there is a good case for these being the single most powerful infantry squad type in the game.
* They carried heavy weapons but had no setup time for fire with range and punch roughly equating a Heavy [[Bolter]]. Players complained endlessly about this; they made the [[Tau]]'s Pulse Rifle spamfaggotry look like someone trying to [[Cultist-chan|Cultist]] rush with laspistols.
* Actually have a hardcap, but unlike most other elite units (hardcapped at 1) they are hardcapped at 3, and three full squads will lay down more firepower than heavy squads of other armies given that they have up to 8 members in each squad firing their weapons.
* Significantly out-HPed most heavy infantry, including upgraded Space Marines, Chaos Marines, and Battle Sister squads.
* Can be modified to carry Haywire grenades that slags vehicles and buildings, so they can pretty much solo everything thrown at them short of Relic units.
* Fleet of Foot, too.
* Unlike other jump infantry or teleport-capable infantry such as Chaos Raptors, Marine Assault Terminators, Tau Crisis and Stealth Suits, Dark Eldar Scourges, and so on, Warp Spiders have no prep time for their teleport ability - basically, they instantly bugged out to the location of their choosing with no warm-up and no possibility of being stopped and can also jump 2 times in a row.
* In open defiance of all logic, was not good against heavy infantry whilst Warp Spiders were.
**Just like the Fire Dragons, the Warp Spiders can be tied up in melee (likely if they're using Haywire grenades). Even though they'll just teleport away their teleport has a decently long cooldown time and they do NOT have Fleet of Foot.
* Did we mention that their leader has more HP than a fully-upgraded Assault Terminator?
**Another thing to keep in mind is they are really expensive. If your opponent is good at focusing their firepower on squads you'll very quickly find yourself spending a lot on these guys.
* Fluff-defying machine guns, shooting freaky sprite bolts.


==Fire Dragon Squad==
===Harlequin===
* Easily the fourth-most broken infantry squad the Eldar have. Period.
* Dance of Death is excruciatingly good at keeping high tier melee units down and unable to participate in the battle.  
* Are impervious to knockdown and knockback effects made by heavy melee units and explosions, making it impossible to stop them from attacking a vehicle or building when engaging at short range is supposed to impart some level of risk, unless you send out a melee force, since they have pitiful CQC skills, you could whittle them down... If it weren't for ''fucking'' Fleet of Foot.
* Harlequin's Kiss instagibs Crisis Suits, Broadsides, Heavy Weapon Teams, and basically any high-HP infantry unit that is either limited in number-per-squad or independent. This wouldn't be that bad if they weren't quite low in cost for commanders or higher in the tech tree.
* So.... Yeah. Fleet of Foot. On a short-ranged high-HP infantry unit with knockback/knockdown immunity. So walkers can't just go and punch them in the face. Even if they could, they couldn't knock the Fire Dragons back but will force them to melee, but again, FoF.
** Before the patch fixed them, this could hit (and instantly kill) commanders in a squad, so seeing this ability pop a Farseer in her council, a Space Marine Commander with Grey Knights, or Warboss with some Nobs was a routine occurrence.
* Has nearly as much HP as a Terminator when upgraded. It shares the same armor type.
* Deals the single highest damage to commanders, BAR NONE (yes, higher than the Bloodthirster, Avatar of Khaine and the Nightbringer).
* Infantry_Heavy_High, the armor the Fire Dragon has, is the most resistant armor-type outside of Daemon_High and Commander, making their high HP that much nastier.
* Despite claims to the contrary, is not very fragile as it has over 900 HP and Commander-class armor when fully upgraded.
* Has morale, so in theory could be breakable, but its morale is well over 800 per unit and regenerates insanely fast, making them virtually impossible to break without the likes of Berserkers' Mark of Khorne or Dark Eldar Horrorfex Bombs.
*Despite not being very fragile in itself thanks to taking little damage, they are still in squads of 1 so massed heavy weapons fire WILL still kill the Harlequins. In addition they're also very vulnerable to knockdown. Massed fire, thankfully, is their kryptonite. But then what doesn't massed fire work against?
**If they cannot knock the enemy down themselves they will eventually be wrecked in melee once again thanks to their comparatively small limited HP.


==Warp Spider Squad==
===Farseer===
* Most durable mobile infantry in the game with over 800HP a squad member when upgraded. Only Crisis Suits have more HP than this whilst remaining mobile, and Crisis Suits don't come in squads and don't teleport instantly.
*Not that bad at all. She's got good damage and HP, but is still well under other Commanders. This is balanced by her psychic powers which are balanced by them having a very long cooldown time. She's an amazing kite thanks to Fleet and can escape other commanders with Mind War, though concentrated firepower will drop her like a rock. Overall an average commander, move along.
*Rapes every last kind of infantry out there with a full 8-man squad and buttfucks entire ARMIES of infantry with 3 full squads.
*Can be modified to carry Haywire grenades that fucks over vehicles and building like Assault Marine melta bombs, so they can pretty much solo everything thrown at them short of Relic units.
*Unlike other jump infantry or teleport-capable infantry such as Chaos Raptors, Marine Assault Terminators, Tau Crisis and Stealth Suits, Dark Eldar Scourges, and so on, Warp Spiders have no prep time for their teleport ability - basically, they instantly bugged out to the location of their choosing with no warmup and no possibility of being stopped, making it functionally what a [[C'tan|Deciever]] does in tabletop 40K. They can also jump 2 times, more rage.
* The only Eldar Infantry without Fleet of Foot. But fuck that, they have insta-port and about as much HP as a Terminator.
* Hardcap of three when every other faction's elites are Hardcapped one (Ogryns, Kasrkin, Terminators, Assault Terminators, Possessed, Obliterators, etc), so not only do they possess more of their elites than everyone else, they can field one more squad on top of this.


==Harlequin==
===Seer Council===
* Virtually impossible to click on with Dance of Death active.
* One of the most complained about Eldar unit thanks to 600 HP Infantry with Commander Armor, squad size of up to 9, and the Conceal ability which takes away 50% of all ranged damage.
* Dance of death is excruciatingly good at keeping high tier melee units down and unable to participate in the battle.  
* Can cast Embolden, which doesn't make them fearless, but makes them insanely resistant to morale damage and spikes their max morale by 200 points for a time, and Conceal, which notably reduces the damage the unit takes from ranged damage.
* Until Soulstorm's patch, Harlequin's Kiss would instagib Commanders attached to squads if the effect hit them. So say goodbye to your Warboss with Nobz or Force Commander with Grey Knights.
* Boosts Farseer ability regen rate by 15%, which makes her abilities notably more spammable.
* Harlequin's Kiss instagibs Crisis Suits, Broadsides, Heavy Weapon Teams, and basically any high-HP infantry unit that is either limited in number-per-squad or independent. Because it makes total sense that a low-cost commander unit can one-shot units that cost a lot more and are significantly higher in the tech tree, amirite?
**This squad, while really good in close combat is also quite vulnerable to being swarmed by cheap infantry and picked of from at range. Yes, even with Conceal though it'll take a bit. They are also really fucking expensive, even reinforcing is expensive (for reinforcing anyway) and takes a bit, not to mention being hardcapped at 1.
* Extremely inexpensive for a unit with painfully high Commander damage.
**This squad is also really fucking AWFUL at taking down anything with Commander armour and Daemons with high armour, and given their low health can easily be taken down by a commander and their escort when cornered.
* Despite claims to the contrary, is not very fragile as it has over 900 HP and Commander-class armor.
* The main issue with the Seer Council is that attaching the Farseer to them makes their effective HP almost double what is appears to be due to damage-reducing abilities, and they bolster the biggest weaknesses of the Farseer (her cooldowns) in the process.
* Completely rape-tastic against any faction with low HP/unit (Imperial Guard, Dark Eldar, Tau). One Kiss can completely obliterate a completely kitted-out Guardsman squad that doesn't have both HP upgrades (Dance of Death followed by Kiss).
* A pair will destroy a fully kitted-out Nobz Squad with little trouble, with all upgrades.
* Hard Cap three, meaning Eldar get 6 of their elites whilst everyone else has about three (Orks, Space Marines) or two (everyone else).
* A detector, too, since it's fine that the Eldar have no less than 4 hyper-mobile units that can detect whilst other races have at most one or two.


==Farseer==
===Avatar of Khaine===
* Actually not that broken as far as Eldar in [[Dawn of War]] goes, but still busted solid.
* Undeniably THE most complained-about unit in the Eldar army and one of the few unarguably broken units in the game.
* Has an ability which will devastate early Commanders with mediocre HP (Tau Commander, Command Squad, Big Mek, Archon).
* 15000 HP of Daemon High armor, and highest melee damage of any unit of his class (Yes, more than the Bloodthirster of Khorne)- but this isn't why people use him.
* This may not seem so bad, but every single other ability which did similar (Strip Soul from the [[Psyker]] for example) got the shit nerfed out of it (under the argument that it made low-HP commanders like the Farseer easier to kill) when Mind War got ''buffed''.
* Only regenerates HP in combat whereas the Bloodthirster ''loses'' hit points when out of combat and regenerates health in combat (when troops are attacking him back) so slowly it's not even noticeable. This means kiting has increased effect on Bloodthirster, but decreased effect on Khaine. Now keep in mind this was deliberate... And the Bloodthirster doesn't buff his entire army just by being there.  
* Mind War also slows the subject's movement speed to a crawl, which, paired with ''fucking'' Fleet, ensures your commander is easily isolated and destroyed by Eldar forces when not attached to a squad.
* Gives +10 to Vehicle Pop Cap and +4 to the infantry pop cap, but uses 5.
* Psychic Storm devastates low-HP/morale infantry (again, Imperial Guard, Dark Eldar, etc), so fuck your commander's escort, too.
* She has fleet of foot.
* She buffs a squad's defense against ranged weapons when she gets fortune. As if anyone else needed anymore survivability.
* Seer's Council boosts her ability recharge rate by about 66% when she's attached.
* Eldritch Storm does good damage to absolutely everything, and has gigantic knockback. Think of it like a nano-Basilisk Earthshaker but costs nothing and can be chained with Entangle to be inescapable. The damage isn't high against buildings, but it will still fuck squads up the ass and throw them all over the fucking place.
* Her damage and HP are lower than the Space Marine Commander and Chaos Lord, but fuck that, like they're gonna get any closer to her with at least half a bar of HP.
* What, you don't believe us on that last one? With her abilities, it is extremely difficult (not quite impossible) for the Tau Commander, Dark Eldar Archon, Big Mek, and Command Squad to be able to defeat her without considerable moxie (the Tau strategy can be summed up as "pray she sets off a Snare Mine").  Necrons are a bit better off with teleportation and/or essence of the Nightbringer and/or lightning fields. But still, Mind War + FoF and she's pretty much untouchable.
 
==Seer Council==
* Second most-broken unit in the Eldar army.
* 600 HP Infantry with Commander Armor, squad size 9, and takes 50% damage from all attacks with Conceal. Stacks with Fortune, which means that most ranged attacks deal about 1/3 to 1/5 of what they should to them.
* Can cast Embolden, which doesn't make them fearless, but makes them insanely resistant to morale damage and spikes their max morale by 200 points for a time, and Conceal, which notably reduces the damage the unit takes from ranged damage.
* Highest melee damage for any dedicated melee unit - period. They outperform Assault Terminators, Mega Armored Nobz, Wyches, and pretty much every major close-combat unit in the game.
* Get even stronger when upgraded, allowing them to solo and destroy Relic units. Seeing them melee to death an unsupported [[Baneblade]] or [[Land Raider]] is a common related tale, and seeing them take out a Bloodthirster on their own isn't unheard of.
* Boosts Farseer ability regen rate considerably, which makes her abilities notably more spammable.
* Fleet of Foot. Nuff' said.
* Did we mention that it's also a commander unit, which means that on top of the 1/3 to 1/5 damage it's taking from the Fortune/Conceal powers, means that it was already taking phenomenally-less damage in the first place? The TL;DR is that It will take 4-5 times longer to bring down one council with a Farseer than a fully kitted out Force Commander+Assault Terminator squad and a solid 2-3 times longer than a Warboss hooked to some Nobz. Yes, we're fucking serious.
 
==Avatar of Khaine==
* Undeniably THE most broken unit in the entire Eldar army in Dawn of War. Also the most complained-about.
* 15000 HP of Daemon armor, and highest melee damage of any unit of his class (Yes, more than the Bloodthirster of Khorne)- but this isn't why people use him.
* Only regenerates HP in combat, but at least it does make it fairly survivable. On the other hand, the Bloodthirster ''loses'' hit points when out of combat and simply stops losing them when in battle, meaning the AoK makes the BoK look like a pile of shit).
* Gives +10 to Vehicle Pop Cap and an effective +5 to Infantry Pop Cap (he gives +10 to the infantry pop cap, but uses 5).
* Doubles build-rates of all units at Webway Assembly and Aspect Portal.
* Doubles build-rates of all units at Webway Assembly and Aspect Portal.
* Makes all nearby units immune to morale damage, pretty much making him a lulzy support/offensive assault unit.
* Makes all nearby units immune to morale damage, pretty much making him a lulzy support/offensive assault unit.
* Did we mention he does all of this and is an amazing combat unit?
* Most Eldar players proceed to park him in their base and not use him in combat at all - rather keeping him back to avoid deep striking forces from basebashing and taking advantage of his passive ability.
* Most Eldar players proceed to park him in their base and not use him in combat at all - rather keeping him back to avoid deep striking forces from basebashing and taking advantage of all of his passives.
* His abilities allow the Eldar to field more units than every other faction in the game. Yes, even the [[Ork]]s and [[Imperial Guard]]. Because it makes sense for [[Grimdark|a race approaching extinction]] is able to [[Derp|outman two of the most numerous species in the entire galaxy]].
* His abilities allow the Eldar to field more units than every other faction in the game. Yes, even the [[Ork]]s and [[Imperial Guard]].
**Surprisingly the Avatar isn't that good at killing enemies with Commander level armor. He certainly hits hard but it'll take forever and in that time he'll likely be targeted by several other squads while he's made to kill the commander. The thing is, he'll usually be back at base in the first place, whilst the Eldar Player abuses his passives, which specifically enable the Eldar to field a more numerous army.
* His only drawback is that he only regenerates HP while in combat, but fuck that, he's either always totally in or out of combat in most tactics. And the Bloodthirster, the next best Daemonic Relic unit, can't get any hit points back at all.
***His extra effects aside, direct combat-wise, he is one of the weaker Relic Units in the game, consistently being beaten by other Relic Units on average. Which is why he's best suited as a support unit in players bases.
* The only unit that can take him out in a solo fight is the Necron Lord using the Essence of the Nightbringer. (and Bloodthirsters, but any fight between a Bloodthirster and Avatar of Khaine is scripted, so chances is roughly 50\50).
 
==Falcon Grav Tank==
* The best-armed transport in the game and effective against absolutely everything short of epic tanks.
* Heaviest armored-transport too (excluding the land raider), boasting better health than any transport (even an upgraded Wartrukk) when upgraded.
* It is also the second-fastest transport, being nearly as balls-out fast as [[Dark Eldar]] and [[Ork]] vehicles.
* 2 jumps before it goes out, so it can pretty much give a big "fuck you" to enemy defenses and infiltrate the fucker right in your opponent's base and deploy it's cargo.
* Costs more pop but fuck that, it's the best transport in the game that is actually a decent anti-tank unit.
* Upgrading its gun honestly is a waste because the Starcannon it can get is in all ways a downgrade. So its gun pretty much owns everything.
* Its strongest anti-infantry weapon is designed to not fire on the move and has ''no setup time'', ergo bypassing problems with the fire-on-the-move fix with a little micro-management.


==Vyper==
===Vyper===
* Inexpensive as hell and quite durable for a vehicle that is quite literally effective against everything.
* Quite literally effective against everything. Can stunlock and shred infantry with its missiles, which have area of effect and knockback, and rip them apart further with it's twin-linked shuriken catapults.  
* Can stunlock and shred infantry with its missiles, which have area of effect and knockback, and rip them apart further with it's twin-linked shuriken catapults.  
* Extremely fast (matches a Dark Eldar Raider) and has two jumps, like the Falcon.
* Extremely fast (matches a Dark Eldar Raider).
* Has two jumps, like the Falcon.
* Extremely durable for what is supposed to be a light hit-and-run unit, with more HP than an IG Sentinel when upgraded. If this isn't enough, it [[Counts As|counts as]] a [[Derp|Medium Vehicle whilst the Sentinel counts as light]].
* Extremely durable for what is supposed to be a light hit-and-run unit, with more HP than an IG Sentinel when upgraded. If this isn't enough, it [[Counts As|counts as]] a [[Derp|Medium Vehicle whilst the Sentinel counts as light]].
* Unlike other vehicles with similar levels of versatility and power, the Vyper has '''no hardcap'''.
* Unlike other vehicles with similar levels of versatility and power, the Vyper has '''no hardcap'''.


==Fire Prism==
===Falcon Grav Tank===
* One of the most complained-about units in the Eldar war machine, and with good fucking reason.
* The best-armed transport in the game and can be effective against everything short of epic tanks.
* The most durable readily available heavy vehicle ''in the game'', even before upgrades. Yes sir, an army focused on lightly-armored vehicles has the heaviest non-relic armor in the game. It has a solid 2000 more HP than a Predator, and over 1000 more than a [[Leman Russ Battle Tank]] after upgrades. It's only about 3000 shy of a fucking [[Land Raider|Relic Unit]].  
* It is one of the fastest transports, being nearly as balls-out fast as [[Dark Eldar]] and [[Ork]] vehicles.
* Also the fastest tank in the game and like all Eldar vehicles, capable of jump jetting. It only jumps once (as opposed to the twice of the Falcon or Vyper), but still - a heavy tank that can fucking jump-jet.
* 2 jumps before it goes out, this is a very sneaky advantage to most other races, so it can pretty much give a big "fuck you" to enemy defenses and infiltrate right in your opponent's base and deploy it's cargo before jumping off. The problem is that it's not very durable, although its still enough to almost invariably survive the drop and retreat, or, if the fight's on the Eldar's side already, stick around and provide fire support. This offers much greater flexibility than any other faction offers, save for maybe the Dark Eldar Raider, which the Grav Tank is almost 25% more durable than.
* A common tactic was (and still is) to pair the Prism up with Vypers and/or Falcons to jump-jet an entire army into an enemy base, circumventing pretty much any defense that can be set up, and cover the Falcons and Vypers as they drop troops and rape your fucking base. Whilst the Fire Prisms can't simply bug out like the Vypers and Falcons if combat turns against them, the sheer durability the fucking things have, paired with their high movement speed, huge disruption, and heavy overall damage means that if you can't break out of a base with these or sit tight for long enough for their engines to recharge, you're either [[Indrick Boreale|fucking incompetent]] or [[Crimson Fists|hugely outmatched and outnumbered]].
**While very effective it is relatively expensive - it's more expensive than both the Chimera and Landspeeder, costing about as much as the Dark Eldar Raider, which it is more durable than. Additionally, the Falcon's only effective against everything in the same fashion that the Chimera is - doing well against most armor types, but excelling against little. It also takes a bit to build it up to a full skill.
* Armed with a laser that has area of effect damage and always hits, causing massive explosions on impact. Whilst every other ordnance weapon in the game has variance, this one doesn't. It also can fire accurately on the move.  And let's not forget the all-surpassingly annoying knock back.
* Bear in mind that complaints about ordnance by Eldar players had the [[Basilisk]] [[nerf]]ed into uselessness, the [[Looted|Ork Tank]] given so much variance that it basically couldn't hit things, and the Leman Russ armed with a direct-fire cannon, seemingly in the face of any and all logic.
* Armed with a ridiculously powerful Shuriken catapult as well, capable of raping infantry to death in seconds.
* Due to its sheer HP, it will usually win a battle with almost any other race's tank one-on-one, even with upgrades. The only two it won't consistently beat are the Imperial Guard Leman Russ (due to the very stupid non-ordance battle cannon backing its three bolters) and the Tau Hammerhead (which does roughly twice the DPS  with its railgun of filthy insta-rape but is far more fragile).
* Had no hardcap in Winter Assault, so was spammed endlessly the second that Tier 4 hit.


==Wraithlord==
===Fire Prism===
* The Eldar Walker. Comes with Flamers that always hit. Optimized for assaults.
* One of the most complained-about units in the Eldar war machine, and with at least a few decent reasons.
* Has a Starcannon by default and can upgrade to a Brightlance instead. Unlike the Dreadnoughts and other walker vehicles in the game, there is no drawback to doing so, because the Wraithlord does not lose any of its existing melee capability for doing so. Wraithlords in this configuration can thus engage up close OR from farther away, despite being a melee walker, with no drawbacks.
* One of the most durable available medium armour (aka all non-light/non-relic) vehicles ''in the game'', even before upgrades. It has a solid 2200 more HP than a Chaos Predator, and over 1000 more than a [[Leman Russ Battle Tank]] after upgrades.
* Much less expensive than other walker vehicles and roughly the same HP (3950 after upgrades, which is considerably more than a Defiler ''or'' Tomb Spyder).
* Also the fastest tank in the game and like all Eldar vehicles, capable of jump jetting, though it only jumps once (as opposed to the twice of the Falcon or Vyper).
* Spammable as hell because it's effective against everything while barely costing anything.
* Armed with a laser that has area of effect damage and always hits, causing massive explosions on impact. Whilst every other ordnance weapon in the game has variance, this one doesn't. It also can fire accurately on the move. And let's not forget the all-surpassingly annoying knock back.
* A fucking nightmare when you see 6+ of these marching towards you with an Avatar and Warp Spiders in tow.
* Armed with a powerful Shuriken catapult as well, capable of shredding infantry.
**Will not typically win in tank vs tank battles against other tanks kitted out specifically to kill tanks (like Lascannon Predators) and it also struggles with buildings.
**Luckily these are capped at 2, and they are extremely expensive, once they are gone they won't be coming back for a bit.


==Nightwing==
===Wraithlord===
* The Eldar Aircraft. Seems bad on paper, is filthy rape in practice.
* The Eldar Walker, comes with Flamers that always hit, optimized for assaults.
* The fastest unit in the game.
* Has a Starcannon by default and can upgrade to a Brightlance instead. Unlike the Dreadnoughts and other walker vehicles in the game, there is no drawback to doing so, because the Wraithlord does not lose any of its existing melee capability for doing so.
* The best dogfighting aircraft in the game, owing to its high anti-air damage.
* Much less expensive and more spammable than other walker vehicles though with much less HP.
* Kind of derp as a ground attacker, but its Shuriken Cannons make good harassment weapons against listening posts.
**While costing less and being able to be built faster than other walkers it will still lose in a one on one fight between it and melee-specialized walkers like the Dreadnought (the Penitent Engine and Krootox do not count for this argument as they come out over a tier later).
* Four of them strafing enemy Assault Terminators won't do much damage, but it's enough to break their morale into pieces, ergo turning them into a non-issue until their morale recharges.
**Thusly, the main problem with the Wraithlord is not its raw quality, but rather its spammability, as it requires little to get up to speed and can be built effectively and aggressively as a result.
* Has the fastest regeneration rate in the game (10/sec) when upgraded, which increases to 40/sec over a healing waystation, ergo ensuring that it can be restored to full HP from virtually none in under 20 seconds. For free.
**Additionally, if they have supporting fire from other Eldar, they can continually use their long-ass kill animation that they are invulnerable during, which makes up for low HP if they are in a swarm of infantry.
* This makes it virtually unkillable for base defenses and listening posts.
* As well as possibly the best harass unit in the game.
* Is so fast that you can fly it quickly through considerable layers of defenses, and barring the game's shitty hit detection with the environment, the Nightwing ''will'' weave through and survive.


==Shuriken Grav Platform==
===Nightwing===
* Basically a mobile heavy weapons team that counts as light vehicle armor, does less damage, and dramatically cuts the target's movement speed when firing on it.
* Fastest air unit in game with superlative anti-air damage. Is otherwise an infantry-hunting gunship.
* Costs a pittance compared to the Heavy Weapons team and only takes up one vehicle slot.
** Its main guns are AOE, which means that their damage to infantry units is substantially higher than their mediocre damage output would suggest.
* Is built from the ''motherfucking Webway Gate''. This was one of the reasons why players had to fight so hard to end Hunt the Webway Gate.
** In essence, Nightwings operate very much like flying versions of the Imperial Guard Hellhound because of this, doing little damage, but in a big area. This means that grouped up in groups of 2-3 (easy, because they aren't terribly expensive by vehicle standards), they can easily mow down large groups of infantry. Low-HP infantry like Guardsmen, Dark Eldar Warriors, Tau Stealthsuits, and so on are highly vulnerable to this attack style.
* Used to be attachable to a squad; is an independent unit by the time Soulstorm came around (thank god).
* Also gets a HP regen upgrade that lets it regenerate 10 HP/second. This is upgraded to 40/sec with Healing Waystation.
* Positioned well, functionally guarantees that Eldar players will be able to slow the target and make it more vulnerable to their heavy weapons.
** What makes this thing overpowered is its insanely fast HP regeneration that enables it to go from almost no HP to full in under a minute. This makes Nightwings incredibly effective harass units, that, if carefully micromanaged, are ludicrously difficult to kill. They're tough enough to survive going over even a lot of anti-vehicle damage, and, provided they survive at all, can be back in the fight in under a minute.  
* Has splash damage.
***The main thing keeping the Nightwing from being a ''much'' worse issue is that it's solely an anti-air unit that happens to be effective against infantry due to its specific weapons. It's still unbalanced from the options other factions have.
* Effect stacks with the Brightlance Grav Platform effect.


==Brightlance Grav Platform==
===Shuriken Grav Platform===
* Shoots an anti-vehicle laser with moderately good damage that happens to boost all damage the target takes by ''75%'' for 3 seconds.
* Another not-broken unit, it slows down infantry but that's all it's really good for.
* A point can be made at how little it costs compared to say... A heavy weapons team, but it's FAR less effective than the ones it costs less than.
 
===Brightlance Grav Platform===
* A support vehicle that Shoots an anti-vehicle laser with moderately good damage that happens to boost all damage the target takes by ''75%'' for 3 seconds.
* This is a more than 50% larger bonus than the next-strongest debuffing ability (Markerlight).
* This is sufficient to allow most Eldar light infantry to cut apart heavy-duty vehicle units like Battlesuits and Tanks.
* This is sufficient to allow most Eldar light infantry to cut apart heavy-duty vehicle units like Battlesuits and Tanks.
* When paired with Fire Dragons or Eldar vehicles optimized for anti-tank, it guarantees filthy rape against anything in front of it. Relic units like the Imperial Guard Baneblade and Ork Squiggoth can't do anything but die miserably in a few seconds - EVEN WHEN BEING REPAIRED BY MULTIPLE BUILDERS.
* Longer range than some heavy tanks.
* Longer range than some T4 heavy tanks. What the fuck.
* The beam's damage increase effect applies to infantry and ''even commander units''.
* The beam's damage increase effect applies to infantry and ''even commander units''.
* Costs very little (same as the Shuriken Grav Platform).
* Costs comparatively little (same as the Shuriken Grav Platform).
* Effect stacks with the Shurken Grav Platform effect.
**This unit while being good at buffing the army is also vulnerable to certain things like Infiltrators, and is also hardcapped at 3 meaning that when one goes down that damage buff goes away. If that's what the Eldar are relying on then they're now up shit creek.
 
**While having decent range there are still several units that can outrange it, if it's up against any of those there's nothing it can do and even quick Anti-tank squads will make very short work of it (although vehicles such as a Predator Annihilator do comically small damage to these things even with twin-linked Lascannons & Lascannon sponsons).
==Campaign Only==
* The Farseer in the Soulstorm campaign ([[Caerys]]) has the Soulstone ability, which prevents her from dying if her HP is brought to 0, basically giving her a counterpart to the Living Saint revival ability. Total. Fucking. Cheese.
* Campaign Caerys' second-tier pistol upgrade gives it the ability to one-shot kill ''any infantry, heavy infantry, or commander unit with 20% or less HP''.
* [[Taldeer]] in Dark Crusade has the Rune Aura ability, which gives her and any squad she's attached to +10/sec regeneration. Paired with Healing Waystation, this makes her virtually unkillable if managed correctly.
* These conspire with ''all of the above'' to make the Eldar campaigns in Dark Crusade and Soulstorm hilariously easy compared to those of ''literally'' every other race (even the Necrons have early game problems and the Tau have quite a bit of trouble on the defensive (though both get notably easier as the campaign progresses).
* In Dark Crusade, the Eldar stronghold could only be accessed from one territory, which was infuriatingly hard to capture due to the Eldar's mobility and tendency to start with multiple bases on it. Unless you managed to have a full honor guard and bum-rushed their territory to offline one of their bases before they could get up and running, you would be fucked harder than a hooker on her first night on the job. [[FATAL|Pray the Eldar wore a condom]].
* When you did finally reach the Eldar Stronghold in Dark Crusade, it is the single most frustrating mission ''in the entire game'', vastly eclipsing even the legendarily-difficult Hyperion Peaks mission. Picture a mountain stronghold with very limited access, surrounded by dozens of D-Cannon Support Platforms, a base spamming the shit out of hardcap-less Fire Prisms, backed by an infinitely-stronger-than-normal Avatar of Khaine and with Bonesingers constantly teleporting about in order to keep the buildings repaired. Now bear in mind that Eldar players successfully lobbied for all artillery in the game (Basilisk, Whirlwind, etc) be nerfed. Welcome to ''hell''.  Let's not also forget the also present Chaos and Ork bases who will also be rushing the shit out of you.  So you'll be fighting three armies at once. 
* In Soulstorm, the Eldar Stronghold is not difficult so much as it is tedious and insanely time-consuming, due to a very lazy map layout which, as was the case for Dark Crusade, happens to perfectly-accentuate the Eldar's advantages. There's a shock.
 
==In Conclusion==
So let's go over this.
In Dawn of War, neither the argument that they are fragile, nor the argument that they are specialized is true - as we just went over above. Eldar are consistently tougher and more reliable than every other race mechanically (and just about anything can become anti-vehicle/anti-building with a Brightlance plat on the prowl). Their power/cost ratios are through the roof, and their upgrades unilaterally affect most of their forces. They can also field the most numerous army in Dawn of War, have a tactic that is quite literally ''uncounterable'' if they get on a roll, and a number of advantages that basically allow them to steamroll every player forever if they fight smart. Every single unit the Eldar have is unilaterally better than dedicated specialist units in each and every army in the game.
 
These reasons are why the Eldar was completely broken in Dawn of War. And the biggest reason for it was favoritism by members of Relic's own QA team, who rather notoriously favored Eldar over all others (It was revealed by a man named Pet who violated his NDA in order to alert the community that in their closed tests, there were over a dozen Eldar players and about two players for each other race, giving the Eldar players disproportionate say into what happened in the upcoming patches). Complained-about problems with the Eldar went religiously unfixed.
 
God have Mercy on these bastards.
 
Conversely in the majority of the [[Dawn of War Mods]] they actually play as they should, and have gotten nerf-bat smacks where appropriate.
 
==Dawn of War II==
Of course, it wasn't quite over yet.... They went on to have a broken late game in Chaos Rising and Retribution.  While the Eldar here weren't blandly OP as they were in DoW, the Eldar in the campaign were THE most frustrating opponents ever during the first game due to crappy damage coding.
 
Your only hope with them was to level Cyrus' ''will'' discipline enough that he can use combat accessories while concealed and plant cluster mines and remote charges under their noses, give him a sniper rifle, and his ranged discipline to use specialized ammunition. On that note, [[Cyrus]] was probably the biggest slice of cheese you'd ever see in a DoW game.
 
Surprisingly, not a single Eldar hero from Retribution was marekdly broken, and the majority were in fact completely outclassed by cheese like Eliphas, Bern, and Castor.
 
==Warlock==
*Their fast-firing ranged attack that would insta-gib a single member of your squad and knock back the rest, including your sergeant. Given that you barely have more than 10 men on hand, a 5-man Seer council could instantly wipe your squad out in less than 5 seconds.
*In all form of retardation, they also repaired vehicles.
*They were very hard to pick out amongst Guardian squads if they were massed.
*They had a variant that came along with Singing Spears, though ironically, they were still more deadly at range than in melee.
*Was sort of fixed in CR, now they only had a great knockback and fairly high damage.
 
==Fire Prism==
*Unlike Ork vehicles and Tyranid epic units, Eldar vehicles would chase you down long distances, even if you fell back to a relay that's far away from them.
*The Fire Prism's beam had a fuckheug AoE and would insta-kill anyone it hit, it was about as large as the demolition charge's blast. It killing your entire squad in a single shot isn't that surprising.
*The Eldar would sometimes buttfuck you with ambushes using 2 Fire Prisms and warlocks.
*Was fixed in CR, they aren't capable of killing your entire strike force in a single shot now.


==Wraithguard==
===Eldar Support Platform===
*Introduced in CR, with all the fixes Relic did, everything broken was dumped into these guys.
* Starts off as a pretty basic turret with a Scatter Laser. Basic firepower is pretty average, identical in almost every respect to the Space Marine Heavy Bolter Turret and Chaos Marine Bolter Turret.
*Wraithcannons = Portable D-Cannons. They also fired this at a semi-automatic pace, they basically stunlocked your anyone they're hitting until they die after 3 shots.
* Damage vs, infantry by the D-Cannon is almost nil, but due to how damage tabulates against squads, it does enormous morale damage.
*If it's guided by a Spiritseer warlock, you BETTER have Cyrus on hand or a melee FC.
** To elaborate, it does about 15 morale damage to most units, not counting mitigation. However, it does this in a massive range, so the morale damage hit hits everyone in the squad. For an 8-man squad, this is about 120 morale damage, or almost 50% of a Chaos Marine Squad's max morale. In one shot.
**This still isn't that bad though because it excels at killing vehicles, not infantry, if there's a vehicle than it's either not shooting at the squad who get to move on/blow it up, or it's not shooting at the vehicle who gets to blow it up.  Except that morale is extremely important.


[[Category:Video Games]][[Category:Warhammer 40,000]][[Category:RAGE]]
[[Category:Video Games]][[Category:Warhammer 40,000]] [[Category: Dawn of War]]

Latest revision as of 11:58, 20 June 2023

Nickname given to Dawn of War by some users to describe "dozens upon dozens of Eldar-favoring piles of bullshit seeping out of the various versions of the game". The original claim was that "no race managed to equal or even come within striking distance of the sheer unadulterated pile of BULLSHIT that Eldar were in Dawn of War post-Winter Assault"; in truth, while Eldar are definitely a strong faction, multiple debates have arisen questioning whether or not the Eldar were outright broken.

There are often also comments along the lines of "it is possible to counter the Bonesinger building lockdown/ranged unit disruption/teleportation trolling by doing xyz". While technically true, that sort of thinking also overlooks the fact that you need advanced knowledge of how your faction and the Eldar faction work in order to not get screwed over by their freaking builder unit. Yes, you can counter Eldar units if you know exactly what you're doing and they don't, but that level of skill disparity would result in a curbstomp battle against anyone but the Eldar. There are also Eldar players who say their faction isn't overpowered because, for example, their ranged specialists do little damage in melee. This is technically true, but with the Eldar there's always some catch - in this case, their elite infantry are so durable as to be par with Terminators and almost all of their infantry and vehicles can fly away or run away at supersonic speeds and escape with little damage.

Dawn of War 1 General[edit]

  • After the infamous fire-on-the-move accuracy "fix" implemented in Dark Crusade, which simultaneously guaranteed that no walker would ever grab a ranged weapon and lose out on its melee punch and ensured that rapid-fire weapons were infinitely better to slow-firing weaponry, the Eldar Fleet of Foot ability went from pretty good if you had decent micro to being incredible. The ability originally was designed to buff move speed, but cut accuracy when in use, but since units couldn't hit jack shit when moving now anyway, the Eldar were now the only army in the game that had an activated ability with no cost, no cooldown time and effectively no downsides so long as you remembered to turn it off before shooting.
    • Nearly every unit has Fleet of Foot, so this list will not mention it unless important (like saying something doesn't have it which is the case of Bonesingers, Harlequins and Warp Spiders).
  • HUNT THE LAST FUCKING WEBWAY GATE. Easily the most frustrating, stupid, and infuriating of Eldar tactics due to the fact that you can build Webway Gates absolutely everywhere generating their own Control Zone, an advantage that gives them massive expansion opportunities (e.g. fortifying Critical Locations which otherwise are normally immune to Listening Posts and instantly sending reinforcements directly from the base once said Critical Location is under attack, up to and even teleporting fucking buildings). It was entirely possible that while Space Marines are stuck capturing strategic points and building listening posts just to expand (very inefficient), the Eldar already had taken over every single Relic, Critical Location or Thermoplasma Generator and using Webway Gates to construct and build elaborate fortresses all around them. On huge maps, it was entirely possible for That Guy to build one last Webway Gate in a far off location, cloak it (due to shroud), hide a Bonesinger in it, and lose your entire base but still be in the game due to the Webway Gate counting as a production structure. Because you got back full resources for deleting buildings (which happens instantly), it was possible for a Bonesinger to keep teleporting off, dropping down a new gate, and then destroying them, over and over again, in order to piss players off, turning matches that should have ended within 15 minutes into many hour fuckfests.
    • This is easily the single most complained-about aspect of the Eldar metagame, this was complained about since Winter Assault but was not fixed until Soulstorm, several years later. It's thought that it took that long to fix because of claims that Relic's QA team were mostly Eldar players, a theory helped by the fact that it was Iron Lore who changed it when they were put in charge of the expansion.
    • Incidentally even some of Eldar buildings could teleport but this normally didn't happen during the webway gate hunts since there effectively wasn't much time to build more units/bases once your main base went down if you didn't have a second base already set up.
  • Healing Waystation, which quadrupled natural health regen and made it so that the Eldar always had access to easy healing (on every webway gate) giving them the fastest unit recovery time in the game and making a lot of units last longer than normal.
    • Even though the units would last far longer since they recovered more HP than every other race, they would still go down faster with focused fire by comparison thanks to having shit armour, and the ones that had good armour were not usually near the station unless they were dying anyway.

Bonesinger[edit]

  • The Eldar start off this list by having the all around best builder in the entire game.
  • The Bonesinger is by far the most cost-efficient out of all repairing units, repair costs are only 20% of the building/units initial cost, something they share with the Dark Eldar, whereas for all other races the repair costs are 75% of the original unit/building's cost.
    • While they share with the Dark Eldar the same price for repairing buildings, the Bonesinger is cheaper than the Tortured Slave (requiring 45 requisition to 75), is made faster (6 seconds to 10 seconds) and has actual, although highly limited, combat capabilities as well as unique abilities.
  • Could teleport, which brought us the fun of "Hunt the Webway Gate" and made Eldar forces virtually impossible to keep locked down as the Bonesinger would just teleport away if they encountered any sort of trouble then start building structures elsewhere.
  • Could melee, making them the only builder able to do so besides the Techpriest Enginseer (and the Gretchen) who it outperforms in cost (45 vs 75) build time (6 seconds vs 20 seconds) abilities (having wraithtomb, FoF and using far less resources to repair buildings) and overall damage output on other squads.
    • The Techpriest would still kill a Bonesinger in a 1V1 fight as the Enginseer has far better armour, which is its only advantage on the Bonesinger.
  • The fact that they could melee paired with teleportation meant that they were CONSTANTLY used to annoy players, teleporting to tie up dedicated range squads such as Tau Fire Warriors or Ork Flash Gitz, buying time and generally fucking around and guaranteeing their presence in a fight would be minimal. This wouldn't be so bad, except for the fact that meleeing a unit forces it to engage in CQC if it has any Close Combat ability.
    • This is simply countered by having multiple squads supporting each other, so another squad can shoot the Bonesinger the second it appears to free up the shooty squad that was engaged by the Bonesinger. On the flip-side the fact that Bonesingers could be made so quickly and cheaply meant that they were easily expendable for briefly tying up a few long-ranged squads.
  • Wraithtomb allowed them to disable a building for 30 seconds. This was pretty nasty against everyone, invalidating most defense setups since it also shuts off the buildings guns and since they could teleport there was no effective way to stop them from using this ability. This ability even worse news for a Necron player, as their Monoliths are their only unit production structures.
    • In fairness using this tactic required researching Wraithtomb as well as making several Guardian Squads and researching Fleet of Foot. By then the enemy would normally have a few squads in play who would stop any sort of assault Guardian/Bonesingers could provide especially since they wouldn't have additional support for an Alpha Strike. This tactic would also typically leave the Bonesinger exposed, and if they died the effect would end prematurely (by 10 to 20 seconds).

Guardian Squad[edit]

  • A relatively minor annoyance, they are not the sturdiest infantry, not the best tanks and not the best DPS dealers. Their only real draw for them is the fact that they can be upgraded to have a Warlock as squad leader, who has detection among other abilities.
  • Along with this they have access to Entangle, which let them lock down squads for 5 seconds meaning that assault troops would find themselves frozen in place while all of the shooty Eldar ran away using Fleet of Foot, or repositioned/opened fire immediately while the combat troops closed in. They are the only squad in the entire game to have such an ability along with being able to detect (and thus also freeze those they detect).
    • Yes this means they can have detectors everywhere without any cap requirement and can be summoned on the spot thanks to the Webway gate. On the other hand they were still rather fragile and so were not too hard for heavy weapons to gun down.
    • When upgraded with Fleet of Foot they were the best Infantry for capturing thanks to low cost and very fast movement speed, though they were definitely not good at holding what they were trying to capture.
  • Over all, Guardians were not considered worth complaining about and doing so was considered sign of excessively poor sportsmanship.

Ranger Squad[edit]

  • Upgraded Rifle salvos completely butchered Morale, dealing more morale damage than every ranged weapon except most flamer-type weapons which slightly outclassed them (and even then they still dealt 2 more morale damage than the Burna). This meant that you could effectively use them as a long ranged flamer squad.
    • These also come in squads of 5-8 making them the largest sniper squad in the game, and since they were infiltrated with quite a bit of range with their upgrades (enough to safely put them out of ALL detection ranges) they were the best way you had to break enemy morale an slow assaults on your own troops making them one of the best harassers (if not the best) in the entire game.
    • Also did significant anti-infantry damage, making them excellent for butchering builders and whittling down low-squad-cap infantry squads (Space Marine Scouts, for instance).
    • Even though Scouts with Sniper Rifles and a Skull Probe are more powerful, they are also linearly less-efficient, costing more to set up and taking longer to get up to speed. In essence, requiring one build around them. As a contrast, Rangers took little to get to full effect, are cheaper, and are also viable earlier.
    • Their effectiveness is somewhat less in practice than on paper, as the Ranger squad has a habit of all targeting the same one or two enemies out of the entire enemy squad.

Howling Banshee Squad[edit]

  • After the fire-on-the-move "fix" turned every race but Eldar into something slightly less-effective than grease on fire, these and Dark Reapers became the mainstay of Eldar strike groups. Which, it should be noted, the Banshee's always were anyway.
  • One of the greatest DPS units when fully upgraded, they also stand as an example of how the Eldar have some very durable units, their upgrades give them better armor, damage and health in comparison to other armies, eclipsing most factions' dedicated close-combat specialists - even ones specifically designed to kick ass and take names like Khorne Berzerkers, Assault Marines, and Wyches. Thanks to a greater squad size they out-damage even dedicated assault elites like Sisters Repentia, Assault Terminators, and more when upgraded with the "Call of War" upgrade and their Exarch is factored in.
    • Banshees also cost significantly less than the squads they can later outperform (though they will take much longer on the tech upgrades to be able to beat them) and unlike those squads they have no hardcap.
    • While they are a great and durable assault unit late game they definitely don't start out that way. Initially they have less than half they can be upgraded to get, and if they aren't fully reinforced with all possible upgrades they will usually have their shit kicked in by Terminators, Grey Knights, Nobz, Repentia and even regular assault units. On the other hand, Howling Banshees have no hardcap so your single squad of CC specialists can still be drowned by Banshees.

Dark Reaper Squad[edit]

  • They carried heavy weapons but had no setup time for fire with range equal to most other heavy weapons though they did less damage than dedicated heavy weapons like Heavy Bolters.
    • While this seems like a minor issue, the main problem came from the fact that like all Eldar units besides the Rangers, they had no hardcap. This could lead to several squads rushing into range during a conflict before gunning down the infantry engaged in close combat.
    • Keep in mind that the no-setup time made them great initially in fights, they'll very quickly find themselves outpaced by other heavy weapons such as Heavy Bolters.

Fire Dragon Squad[edit]

  • Another of the squads most people complained about thanks to the fact that they're effectively impervious to knockdown and knockback effects made by heavy melee units and explosions and they have very high HP along with the second best infantry armour (equivalent to a Terminator).
  • They have morale, so in theory could be breakable, but its morale is well over 800 per unit and regenerates very fast, making them virtually impossible to break without the likes of Berserkers' Mark of Khorne or Dark Eldar Horrorfex Bombs.
  • Once again they have no hardcap.
  • Morale regen is bugged so they don't break until their morale tanks outright, and they regenerate it quicker than many weapons can inflict it.
    • However the Fire Dragons are horrible in melee and the range on their guns, while not bad is still not fantastic. If sent alone they'll be dragged into a melee conflict and be rendered effectively useless. Even Fleet of Foot isn't that great if it takes you away from the tanks/buildings you should be destroying.
      • Whilst this is true, the combination of Fleet, immense HP, and immunity to knockback and knockdown effects meant that there was no stopping them from escaping enemies that otherwise would have butchered them, including melee walkers and close-combat specialists.

Warp Spider Squad[edit]

  • The single most durable mobile infantry (C’mon you apes!) in the game with over 880HP a squad member when upgraded along with armour just below that of Terminators. Between their toughness, mobility, and being equipped with both anti-infantry and anti-vehicle weaponry, there is a good case for these being the single most powerful infantry squad type in the game.
  • Actually have a hardcap, but unlike most other elite units (hardcapped at 1) they are hardcapped at 3, and three full squads will lay down more firepower than heavy squads of other armies given that they have up to 8 members in each squad firing their weapons.
  • Can be modified to carry Haywire grenades that slags vehicles and buildings, so they can pretty much solo everything thrown at them short of Relic units.
  • Unlike other jump infantry or teleport-capable infantry such as Chaos Raptors, Marine Assault Terminators, Tau Crisis and Stealth Suits, Dark Eldar Scourges, and so on, Warp Spiders have no prep time for their teleport ability - basically, they instantly bugged out to the location of their choosing with no warm-up and no possibility of being stopped and can also jump 2 times in a row.
    • Just like the Fire Dragons, the Warp Spiders can be tied up in melee (likely if they're using Haywire grenades). Even though they'll just teleport away their teleport has a decently long cooldown time and they do NOT have Fleet of Foot.
    • Another thing to keep in mind is they are really expensive. If your opponent is good at focusing their firepower on squads you'll very quickly find yourself spending a lot on these guys.

Harlequin[edit]

  • Dance of Death is excruciatingly good at keeping high tier melee units down and unable to participate in the battle.
  • Harlequin's Kiss instagibs Crisis Suits, Broadsides, Heavy Weapon Teams, and basically any high-HP infantry unit that is either limited in number-per-squad or independent. This wouldn't be that bad if they weren't quite low in cost for commanders or higher in the tech tree.
    • Before the patch fixed them, this could hit (and instantly kill) commanders in a squad, so seeing this ability pop a Farseer in her council, a Space Marine Commander with Grey Knights, or Warboss with some Nobs was a routine occurrence.
  • Deals the single highest damage to commanders, BAR NONE (yes, higher than the Bloodthirster, Avatar of Khaine and the Nightbringer).
  • Despite claims to the contrary, is not very fragile as it has over 900 HP and Commander-class armor when fully upgraded.
  • Despite not being very fragile in itself thanks to taking little damage, they are still in squads of 1 so massed heavy weapons fire WILL still kill the Harlequins. In addition they're also very vulnerable to knockdown. Massed fire, thankfully, is their kryptonite. But then what doesn't massed fire work against?
    • If they cannot knock the enemy down themselves they will eventually be wrecked in melee once again thanks to their comparatively small limited HP.

Farseer[edit]

  • Not that bad at all. She's got good damage and HP, but is still well under other Commanders. This is balanced by her psychic powers which are balanced by them having a very long cooldown time. She's an amazing kite thanks to Fleet and can escape other commanders with Mind War, though concentrated firepower will drop her like a rock. Overall an average commander, move along.

Seer Council[edit]

  • One of the most complained about Eldar unit thanks to 600 HP Infantry with Commander Armor, squad size of up to 9, and the Conceal ability which takes away 50% of all ranged damage.
  • Can cast Embolden, which doesn't make them fearless, but makes them insanely resistant to morale damage and spikes their max morale by 200 points for a time, and Conceal, which notably reduces the damage the unit takes from ranged damage.
  • Boosts Farseer ability regen rate by 15%, which makes her abilities notably more spammable.
    • This squad, while really good in close combat is also quite vulnerable to being swarmed by cheap infantry and picked of from at range. Yes, even with Conceal though it'll take a bit. They are also really fucking expensive, even reinforcing is expensive (for reinforcing anyway) and takes a bit, not to mention being hardcapped at 1.
    • This squad is also really fucking AWFUL at taking down anything with Commander armour and Daemons with high armour, and given their low health can easily be taken down by a commander and their escort when cornered.
  • The main issue with the Seer Council is that attaching the Farseer to them makes their effective HP almost double what is appears to be due to damage-reducing abilities, and they bolster the biggest weaknesses of the Farseer (her cooldowns) in the process.

Avatar of Khaine[edit]

  • Undeniably THE most complained-about unit in the Eldar army and one of the few unarguably broken units in the game.
  • 15000 HP of Daemon High armor, and highest melee damage of any unit of his class (Yes, more than the Bloodthirster of Khorne)- but this isn't why people use him.
  • Only regenerates HP in combat whereas the Bloodthirster loses hit points when out of combat and regenerates health in combat (when troops are attacking him back) so slowly it's not even noticeable. This means kiting has increased effect on Bloodthirster, but decreased effect on Khaine. Now keep in mind this was deliberate... And the Bloodthirster doesn't buff his entire army just by being there.
  • Gives +10 to Vehicle Pop Cap and +4 to the infantry pop cap, but uses 5.
  • Doubles build-rates of all units at Webway Assembly and Aspect Portal.
  • Makes all nearby units immune to morale damage, pretty much making him a lulzy support/offensive assault unit.
  • Most Eldar players proceed to park him in their base and not use him in combat at all - rather keeping him back to avoid deep striking forces from basebashing and taking advantage of his passive ability.
  • His abilities allow the Eldar to field more units than every other faction in the game. Yes, even the Orks and Imperial Guard. Because it makes sense for a race approaching extinction is able to outman two of the most numerous species in the entire galaxy.
    • Surprisingly the Avatar isn't that good at killing enemies with Commander level armor. He certainly hits hard but it'll take forever and in that time he'll likely be targeted by several other squads while he's made to kill the commander. The thing is, he'll usually be back at base in the first place, whilst the Eldar Player abuses his passives, which specifically enable the Eldar to field a more numerous army.
      • His extra effects aside, direct combat-wise, he is one of the weaker Relic Units in the game, consistently being beaten by other Relic Units on average. Which is why he's best suited as a support unit in players bases.

Vyper[edit]

  • Quite literally effective against everything. Can stunlock and shred infantry with its missiles, which have area of effect and knockback, and rip them apart further with it's twin-linked shuriken catapults.
  • Extremely fast (matches a Dark Eldar Raider) and has two jumps, like the Falcon.
  • Extremely durable for what is supposed to be a light hit-and-run unit, with more HP than an IG Sentinel when upgraded. If this isn't enough, it counts as a Medium Vehicle whilst the Sentinel counts as light.
  • Unlike other vehicles with similar levels of versatility and power, the Vyper has no hardcap.

Falcon Grav Tank[edit]

  • The best-armed transport in the game and can be effective against everything short of epic tanks.
  • It is one of the fastest transports, being nearly as balls-out fast as Dark Eldar and Ork vehicles.
  • 2 jumps before it goes out, this is a very sneaky advantage to most other races, so it can pretty much give a big "fuck you" to enemy defenses and infiltrate right in your opponent's base and deploy it's cargo before jumping off. The problem is that it's not very durable, although its still enough to almost invariably survive the drop and retreat, or, if the fight's on the Eldar's side already, stick around and provide fire support. This offers much greater flexibility than any other faction offers, save for maybe the Dark Eldar Raider, which the Grav Tank is almost 25% more durable than.
    • While very effective it is relatively expensive - it's more expensive than both the Chimera and Landspeeder, costing about as much as the Dark Eldar Raider, which it is more durable than. Additionally, the Falcon's only effective against everything in the same fashion that the Chimera is - doing well against most armor types, but excelling against little. It also takes a bit to build it up to a full skill.

Fire Prism[edit]

  • One of the most complained-about units in the Eldar war machine, and with at least a few decent reasons.
  • One of the most durable available medium armour (aka all non-light/non-relic) vehicles in the game, even before upgrades. It has a solid 2200 more HP than a Chaos Predator, and over 1000 more than a Leman Russ Battle Tank after upgrades.
  • Also the fastest tank in the game and like all Eldar vehicles, capable of jump jetting, though it only jumps once (as opposed to the twice of the Falcon or Vyper).
  • Armed with a laser that has area of effect damage and always hits, causing massive explosions on impact. Whilst every other ordnance weapon in the game has variance, this one doesn't. It also can fire accurately on the move. And let's not forget the all-surpassingly annoying knock back.
  • Armed with a powerful Shuriken catapult as well, capable of shredding infantry.
    • Will not typically win in tank vs tank battles against other tanks kitted out specifically to kill tanks (like Lascannon Predators) and it also struggles with buildings.
    • Luckily these are capped at 2, and they are extremely expensive, once they are gone they won't be coming back for a bit.

Wraithlord[edit]

  • The Eldar Walker, comes with Flamers that always hit, optimized for assaults.
  • Has a Starcannon by default and can upgrade to a Brightlance instead. Unlike the Dreadnoughts and other walker vehicles in the game, there is no drawback to doing so, because the Wraithlord does not lose any of its existing melee capability for doing so.
  • Much less expensive and more spammable than other walker vehicles though with much less HP.
    • While costing less and being able to be built faster than other walkers it will still lose in a one on one fight between it and melee-specialized walkers like the Dreadnought (the Penitent Engine and Krootox do not count for this argument as they come out over a tier later).
    • Thusly, the main problem with the Wraithlord is not its raw quality, but rather its spammability, as it requires little to get up to speed and can be built effectively and aggressively as a result.
    • Additionally, if they have supporting fire from other Eldar, they can continually use their long-ass kill animation that they are invulnerable during, which makes up for low HP if they are in a swarm of infantry.

Nightwing[edit]

  • Fastest air unit in game with superlative anti-air damage. Is otherwise an infantry-hunting gunship.
    • Its main guns are AOE, which means that their damage to infantry units is substantially higher than their mediocre damage output would suggest.
    • In essence, Nightwings operate very much like flying versions of the Imperial Guard Hellhound because of this, doing little damage, but in a big area. This means that grouped up in groups of 2-3 (easy, because they aren't terribly expensive by vehicle standards), they can easily mow down large groups of infantry. Low-HP infantry like Guardsmen, Dark Eldar Warriors, Tau Stealthsuits, and so on are highly vulnerable to this attack style.
  • Also gets a HP regen upgrade that lets it regenerate 10 HP/second. This is upgraded to 40/sec with Healing Waystation.
    • What makes this thing overpowered is its insanely fast HP regeneration that enables it to go from almost no HP to full in under a minute. This makes Nightwings incredibly effective harass units, that, if carefully micromanaged, are ludicrously difficult to kill. They're tough enough to survive going over even a lot of anti-vehicle damage, and, provided they survive at all, can be back in the fight in under a minute.
      • The main thing keeping the Nightwing from being a much worse issue is that it's solely an anti-air unit that happens to be effective against infantry due to its specific weapons. It's still unbalanced from the options other factions have.

Shuriken Grav Platform[edit]

  • Another not-broken unit, it slows down infantry but that's all it's really good for.
  • A point can be made at how little it costs compared to say... A heavy weapons team, but it's FAR less effective than the ones it costs less than.

Brightlance Grav Platform[edit]

  • A support vehicle that Shoots an anti-vehicle laser with moderately good damage that happens to boost all damage the target takes by 75% for 3 seconds.
  • This is a more than 50% larger bonus than the next-strongest debuffing ability (Markerlight).
  • This is sufficient to allow most Eldar light infantry to cut apart heavy-duty vehicle units like Battlesuits and Tanks.
  • Longer range than some heavy tanks.
  • The beam's damage increase effect applies to infantry and even commander units.
  • Costs comparatively little (same as the Shuriken Grav Platform).
    • This unit while being good at buffing the army is also vulnerable to certain things like Infiltrators, and is also hardcapped at 3 meaning that when one goes down that damage buff goes away. If that's what the Eldar are relying on then they're now up shit creek.
    • While having decent range there are still several units that can outrange it, if it's up against any of those there's nothing it can do and even quick Anti-tank squads will make very short work of it (although vehicles such as a Predator Annihilator do comically small damage to these things even with twin-linked Lascannons & Lascannon sponsons).

Eldar Support Platform[edit]

  • Starts off as a pretty basic turret with a Scatter Laser. Basic firepower is pretty average, identical in almost every respect to the Space Marine Heavy Bolter Turret and Chaos Marine Bolter Turret.
  • Damage vs, infantry by the D-Cannon is almost nil, but due to how damage tabulates against squads, it does enormous morale damage.
    • To elaborate, it does about 15 morale damage to most units, not counting mitigation. However, it does this in a massive range, so the morale damage hit hits everyone in the squad. For an 8-man squad, this is about 120 morale damage, or almost 50% of a Chaos Marine Squad's max morale. In one shot.
    • This still isn't that bad though because it excels at killing vehicles, not infantry, if there's a vehicle than it's either not shooting at the squad who get to move on/blow it up, or it's not shooting at the vehicle who gets to blow it up. Except that morale is extremely important.