Professional Documents
Culture Documents
building by Irisado
This article was first published in October 2009, but was modified and converted into
a PDF for the Warseer community in November 2009.
Introduction:
~1~
It was this issue of White Dwarf which inspired me to play the Eldar in
Warhammer 40,000, and they have been my army of choice through
every edition of the game. As a younger player, I remember reading
the fascinating account of the rise and fall of the Eldar, how there
were different Craftworlds, whose disparate ways of fighting would be
established more clearly over the course of the second and third edition
Eldar Codices, how the mysterious and mercurial Harlequins would, on
rare occasions, materialise, as if from nowhere, to help out a
beleaguered Eldar force, and how the Avatar was summoned by the
ultimate sacrifice of one individual for the defence of a Craftworld. In
other words, I am talking about background, something which I have
always had a passion for, but a subject which has been closer to my
heart when building Eldar armies the more experienced a player I have
become.
Over the course of recent editions (notably fifth edition), it has become
~2~
clear to me that background is becoming progressively more marginalised
in favour of the 'winner takes all approach'. This approach is something
that I do not like, since it often encourages players to put together
armies designed to win at all costs, without any sort of thought to the
background of the force that is being fielded whatsoever. While
individuals are free to take this approach, and, in reality, are probably
forced into going down this path if they want to be successful at
tournament level, it is an approach that a lot of new players seem to
fall into, due to the fact that they do not have access to a lot of the
older books and articles which contain some of the best background
material for Eldar armies.
~3~
incorporating background into army composition.
I emphasise that this article is not designed to tell players what to do.
It is up to individuals to decide how they wish to play the game, so if
you wish to play using the 'winner takes all' approach, then this is fair
enough. My argument centres on the notion that a lot of players are
gaming in this manner because they do not have the necessary
background information to make an informed choice about whether or not
they wish to take account of background in their army lists.
~4~
The next section will discuss some general points about Eldar
background, before moving on to tackle the types of armies which can be
fielded by the main Craftworlds, while still respecting the background.
~5~
case of Eldrad, with alarming regularity.
~6~
to create a story whereby an inexperienced Farseer becomes steadily
more adept at using psychic powers, which would then explain why (s)he
gains an additional power once you start playing larger battles.
Yriel is more complicated than Eldrad, since he has had two lives in
terms of the background. He was originally a Pirate Prince (an
outcast of Iyanden to all intents and purposes), becoming an Autarch of
Iyanden in the more recent background. Either incarnation of Yriel is,
therefore, acceptable from the point of view of the background
discourse. Once again though, he would not be found leading other
Craftworld armies.
Phoenix Lords pose a different problem, in that they are not fielded
very often in fifth edition, but if they are to be chosen, then the
background discourse argues that they would be fielded in armies which
field a lot of a given Phoenix Lord’s own Aspect squads, or with a
~7~
Craftworld with which the Phoenix Lord in question has a strong
relationship. Karandras, for example, has close ties with the Alaitoc
Craftworld in the wake of the Medusa campaign, and the Craftworld
also has a large number of Striking Scorpion units in its forces. The
other background issue for all of the Phoenix Lords concerns the units
that they join. In terms of the background, they are to be found, in
all probability, leading a squad of their own Aspect, so this needs to be
considered when using them on the field of battle if you want background
to be represented in your force.
It has been argued by some players that the 'count as' rule allows
Yriel and Eldrad to be used in other armies. While this is an option,
for it to be valid for the background army list approach, a player would
need, in the opinion of this author, to create a history and narrative for
~8~
this character, as well as a name, for such a concept to be valid.
Also, players need to be careful about how they use the 'count as' rule
if employing it to represent Special Characters from previous editions of
the Eldar Codex. Using Eldrad, for example, to 'count as' Iyanna
Arienal does not work, since Iyanna is a Spiritseer, not a Farseer, thus
the difference in ability between the two would not be would not be
adequately reflected. My personal view is that customising your own
regular Farseer or Autarch, and creating your own narrative for them,
is better than using 'count as', but 'count as' can work, providing players
use it with care.
~9~
whether or not to field Harlequins in your Eldar army is that they are
rare., They are not part of an Eldar Craftworld, and, for the most
part, have no special links to the Craftworlds (see discussion on specific
Craftworlds for exceptions), thus they turn up to fight in battles when
they feel it is necessary for them to do so, not because an Autarch or
Farseer has summoned them in some way. There are also certain
opposing forces which they are far more likely to fight against than
others, with Chaos being at top of the list by some distance. Necrons
and Tyranids are also said to be the other two armies which could
attract the attention of the Harlequins, particularly if the battle is of
some high significance to the Eldar (which could be determined via the
narrative), although the evidence for this is somewhat limited.
~ 10 ~
using Craftworld Eldar transports to carry them around is not
appropriate in terms of their background in my view. Thankfully, such
an event is less common now that the power gaming paradise that was the
Falcon and Harlequin combination is no longer as strong as it used to be,
but it is still a problem I see from time to time in army lists.
Harlequins function as an allied force within the Eldar army. They are
not part of the Craftworld force; therefore, they do not share
equipment with the Craftworld army, and vice-versa. This, combined
with their scarcity on the battlefield, means that for the majority of
Craftworlds, Harlequins will only be an option when fighting certain
armies (Chaos in the main), or if the battle has some sort of special
resonance for the Eldar army in question (which would normally be
determined by a narrative).
None of this means that Harlequins can never be fielded, but they are
~ 11 ~
more suitable for narrative campaigns and scenarios, as well as tailored
lists, than they are for regular lists in my view, due to the issues that
I have outlined above.
Other Eldar units rarely pose background problems from the point of
view of army composition, however, some are more likely to feature in
certain forces than others, depending on the Craftworld in question,
which is the subject I will address in the following section.
In this section I will deal with building armies for the five main
Craftworlds from the stand point of background.
~ 12 ~
Alaitoc:
~ 13 ~
from squads which can outflank and deep strike, it is these units which
will form the core of a themed Alaitoc army.
~ 14 ~
Aspect across most Eldar Craftworlds, are still likely to be seen in
significant numbers.
Alaitoc are, by their very nature, quite stealthy, so you may want to
consider an all infantry force with only walkers (War Walkers or
Wraithlords) as ‘vehicular support’. That said, Alaitoc do use vehicles,
so it just depends on what type of force you wish to create as to
whether you want to use them or not. A scouting force which has been
sent forward to spy on an opposition landing site, for example, would
probably consist of infantry, in order to be able to sneak forward, but
an attack force, would be more likely to include vehicles. There are,
therefore, plenty of options, it all depends on how creative you want to
be.
~ 15 ~
Biel Tan:
~ 16 ~
units of Aspect Warriors than Guardian squads. The definition of a
Guardian squad is a little problematic here, since some Biel Tan players
include War Walkers, Support Weapons, Vypers and Jetbikes in this
definition, since they are operated by Guardians. Other Biel Tan
players, however, only consider Guardians on foot to be counted for this
purpose. The choice is ultimately up to the individual player in this
case, since there is no background evidence which I can recall which
favours one of these two schools of thought over the other.
Autarchs and the Avatar are also strongly linked to Biel Tan, since
the former ties in neatly with the focus on Aspect Warriors and
Exarchs in the Biel Tan background, while the latter has links to the
Court of the Young King. This is not to say that Biel Tan does not
have Farseers at its disposal either though, it just means that the
presence of an Autarch or the Avatar is perhaps a little more likely in
~ 17 ~
a Biel Tan list than it would be in other Craftworld lists, albeit not
necessarily at the expense of the Farseer.
Biel Tan is perhaps the easiest Eldar army to create with the current
codex. Aside from not having any Special Characters at its disposal,
and lacking strong links with Harlequins, virtually any other combination
could be fielded without any background issues arising, providing the core
of the army remains built from Aspect Warriors.
Iyanden:
~ 19 ~
their number to be reasonably restricted, given that Iyanden rely on
the dead to provide the bulk of their forces. A similar restriction
could also be placed on Aspect Warrior squads.
Iyanden are famous for the implacable advance of their Wraithwalls, but
this does not mean that the entire force has to be fielded on foot. A
mechanised wing is, therefore, perfectly viable for Iyanden from the
background perspective. A fully mechanised Iyanden army would,
however, be rather unusual since it would make Wraithguard on foot and
Wraithlords impractical choices, and without them the list starts to
move too far away from Iyanden background in my view, so this is
perhaps only to be recommended for highly specialised scenarios.
~ 20 ~
Saim Hann:
Saim Hann is the Eldar Craftworld most strongly associated with speed.
This speed, however, does not necessarily take the form of a fully
mechanised list in the sense that the entire army rides inside transports,
rather it is much more connected to Jetbikes and Vypers, which are
the core units around which Saim Hann armies are built.
~ 21 ~
All infantry forces, conversely, are very unlikely to fit the
background of Saim Hann, since they do not fit the concept of speed
which underpins this Craftworld.
Ulthwé:
Ulthwé is the Craftworld which is famous not only for being led by the
most powerful Farseer in the game, but also for its Seer Councils.
While it is no longer possible to put together a ‘true’ Seer Council, it
is still possible to field pseudo Seer Councils, and one of these is likely
to be a part of most Ulthwé armies of more than 1500 points.
This is not to say, however, that Ulthwé is only renowned for its Seer
Councils, rather it is also famous for fielding more Guardians than other
~ 22 ~
Craftworlds, including its highly disciplined and well trained Black
Guardians. Fielding Black Guardians is, however, is not that easy in
fifth edition, since ‘count as’ Dire Avengers still end up being armed
with Avenger Catapults, which makes this rule a little awkward in this
case. That said, it is still feasible for friendly games at least, so it is
an option that Ulthwé players may wish to make use of.
~ 23 ~
Other Craftworlds:
~ 24 ~
The ‘Myth of Craftworld Disparity’:
I emphasise this point, since the third edition Eldar Craftworld Codex
sought to give the impression that there were actually more differences
between the Eldar Craftworlds than there actually are, and this was a
false representation of Eldar background in my eyes, and one which
caused quite a bit of confusion, particularly for players who had not
~ 25 ~
played under previous editions. While background army composition is,
therefore, to be encouraged in my opinion, the third edition Craftworld
Eldar Codex did not really do a good job of representing Eldar
background; indeed, it actually stereotyped some of the Craftworlds a
bit too much in my opinion, distorting some Eldar background in the
process.
Conclusion:
~ 26 ~
assembling an Eldar army, that it has provided you with some useful
insight and inspiration.
~ 27 ~