HQ - Eldrad UIthran. (sadly, Eldar have pretty much no other competitive HQ choices, these days...) (210)
Elite - 10 Striking Scorpions, Exarch, Scorpion's claw. (187) Wave Serpent, TL scatter lasers. (115)
Troops - 10 Storm Guardians, 2 Fusion guns, Warlock, Embolden, Singing Spear. (125) Wave Serpent, TL scatter lasers. (115)
3 Jetbikes, 1 Shuricannon u/g (76)
3 Jetbikes, 1 Shuricannon u/g (76)
5 Dire Avengers (60)
Fast Attack - none
Heavy Support - 3 War Walkers, each with 1 scatter laser and 1 starcannon (210)
1 Falcon, with starcannon and Holo-fields (175)
1 Fire Prism, with holo-fields (150)
Total: 1499 pts.
The plan was: start out as much like this as possible:

Eldrad starts in the Scorpion's Wave Serpent. Dire Avengers start in Falcon. Both Jetbike squads start in reserve.
Turn 1: Eldrad casts Guide on the War Walkers, allowing them to re-roll misses. Each walker shoots 6 shots per turn, and at BS 3 theyre gonna need the re-rolls. Eldrad then casts Fortune on his own Wave Serpent, allowing re-rolls of saving throws. If he can, he also casts Fortune on the War Walkers.
The Scorpion WaveSerpent (with Eldrad) zooms flat out 24" up the table towards an enemy infantry target, and now has a re-rollable 4+ cover save. If it gets assaulted, enemies need a 6+ to hit it. The rest of the army whales on the opposition with as many shots as they can, taking down the most dangerous looking stuff, but with particular attention to opening transports, as the Eldar have a lot of S6 guns but not a lot of really hurty stuff for taking down Land Raiders etc. This is a secondary role for the storm guardians/warlock. Mostly, theyre there just to be a Troops unit, but if any land raider gets too troublesome, then they at least give you the option of dealing with it.
In turn 2, Eldrad casts Doom on whichever poor unit of infantry happens to be near enough the Wave Serpent to be assaulted by the Scorpions. He also casts Fortune on the Scorpions (and himself, as he is part of the unit). His third power can either be kept for the shooting phase or used to Doom someone else.
The Scorpions disembark and move towards the nearest enemy. The Serpent either hangs around to block incoming fire, or moves to shoot the enemy tanks in the rear. The rest of the Eldar continue to whale on the opposition. Guardian Jetbikes, if they come on, either move into cover near an objective, or zoom 24" behind the enemy, with a view to shooting their tanks in the ass.

In the assault phase, the scorpions and Eldrad assault their target unit. Being doomed, and with the scorps having re-rollable saves, this will probably kibble the enemy.


Same thing against Ash's marines.


Turn 3: Eldrad re-fortunes the Scorpions, Dooms anyone else in the vicinity, and keeps his third power for the shooting phase. Jetbikes and Troop-containing tanks move onto objectives, while the rest of the army (yup) whales on the opposition. If possible, the scorps assault another unit, altho this is a bit optimistic.
Turn 4: repeat turn 3
Turn 5: repeat turn 4, but rather more carefully, and with all the focus being on clearing objectives of enemy units.
Anyway. I was going to write proper battle reports for each game, but I learned that getting decent pics of terrain into the BattleRep software is a right pain in the arse, so these few photos will have to do to explain the thinking behind my army.
I hope this wee report/info-on-dave's-eldar is useful for folks, and that folks will share their own thought on tactics n stuff and how their respective Event With No Name went.
Comments, anyone?