Headquarters
Avatar

Pros: 80 points for a near-unstoppable killing machine? Yes please! The 4 wounds are good.
Cons: Toughness 6 doesn't give enough protection for something that attracts so much firepower. Krak missiles wound on a 2+, and 5+ saves are difficult to make when you have to pass 3 of them each turn.
Comments: A good model for a low price; get him in CC ASAP! Watch out for the cheese masters (Black templars) with their "Accept any Challenge, No Matter the Odds" vow...
Farseer

Pros: Fully tooled up, the farseer can be a mean bastard on the battlefield. ALWAYS give him Fortune and Guide.
Cons: Only 1 attack... he cant do anything more than 18" away.
Comments: I take one instead of an Avatar, but that's because i hate close combat. A powerful HQ choice, mine is nicely outfitted with Guide, Fortune, Mind War, Spirit Stones, Runes of Witnessing and a Singing Spear.
Warlock

Pros: Fairly cheap, no psychic tests!
Cons: Same as the Farseer, can only have one power.
Comments: A must have for Guardian Squads and as the Farseer's Retinue. 5 each with a singing spear and the Farseer in a Falcon will scare the hell out of any tank commander.
Spiritseer

Pros: Independant Character, only has to be within 6" of a Wraithguard unit to counter the effects of Wraithsight.
Cons: None really, but there is no current model for it.
Comments: Being an Independant Character, the Spiritseer may join up with a Howling Banshee or Striking Scorpion squad with the power Enhance (+1 WS and +1 I) to make them all the more deadly.
Wild Rider Chief & Kinsmen

Pros: 102 points gets you a Wild Rider Chief with a power weapon and a shuriken cannon on a bike; that's not bad. With 10 Kinsmen, this makes an excellent Hit-and-Run unit to strike against lightly armoured squads.
Cons: You may only take this unit if you have a Saim Hann army, and that means you only get 1 Elite choice and 1 Heavy Support choice for every 1500pts.
Comments: A good HQ choice, but i'd stick with a Farseer on a bike. Great conversion possibilities.
Seer Council

Pros: A unit of the most powerful psychers in the galaxy just got bigger! the Augment power is great.
Cons: Can be a very expensive unit.
Comments: 5 Farseers and 5 Warlocks in a Wave Serpent is the best combination; give everyone a witchblade, the serpent Bright Lances and go tank hunting! Or, jump into CC with the enemy's largest HQ and tie them up ALL game.
Court of the Young King

Pros: Avatar + 5 Exarchs = victory.
Cons: This unit is never ignored, most often is killed early on; gets a tad expensive for something that cant do ANYTHING until it's in close combat.
Comments: Use terrain to your advantage or the Court wont make it to an assault; hide them with big guardian squads.
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