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==Unit Analysis== ===Heroes=== *'''Elven King:''' The king's actually quite well-rounded as a leader. While your lone melee weapons are either the stock CCW or the energy sword, you can spend 20 points for Regeneration without losing the option for a gun - of which you can grab a pretty decent variety. The king also has quite a few options for mobility between Teleport, hawk wings (for Ambush and Flying), Fear or a jetbike (Impact 1, Strider, Very Fast and a twin shardgun). The last and most costly option is the Ancient Commander, giving your shooters some mobility, as you let the king and his unit the ability to move 3" before or after their movement. **Shooting: The basic shard pistol is pretty basic: 12" A! with Rending. If you're looking for better, you've got a few. The web spinner is the same range, but adds another shot and is AP 1, more allowing the king to punch through light armor. The shard carbine gives another shot and boosts the range a little to 18". The laser blaster doubles the range, but also gives the king the most shots at 24" A3. The fusion rifle is absolutely overkill in Firefight, and thus you're likely to just be better off without it. *'''High Seer:''' Your most elite psychic has 3+ quality, giving a good lot of power. Besides the shard pistol, you have a choice between the energy sword or an energy spear reliable AP 2 without spending anything. Alongside boosting their psychic level to 2, you can buy a jetbike for the seer as well, giving you a super-mobile means to cast and block as you see fit. *'''Seer:''' Slightly worse shots than the high seer, but you have a cheaper psychic. They are otherwise identical to the high seer, including the ability to buy jetbikes. ===Infantry=== *'''Storm Warrior:''' Your force is pretty light, though 4+ quality makes them better than most hordes. Issue is that your armaments are pretty meager with only a shard pistol and CCW, relying on Fast to get stuck in. You can buy an energy sword for some rending and AP, while shooting can be either flamethrowers or fusion rifles. *'''Guardian:''' The shooty version of the Storm Warrior. Each of them carries a shardgun, which are shard pistols with another attack. Their guns pretty much are their life, though you can grab a weapons platform for a longer-range heavy weapon. If you're not patient with managing reapers, then you're well-served by this. **Gun Platform: The base gun platform comes with a star cannon, a pretty good long range anti-armor gun with 36" A2 AP 2. The shard cannon is shorter-range, but gives Rending and more shots. The scatter laser gives more attacks at long range, but it's all at AP 1. The missile launcher lets you pick between Blast 3 for coverage or Deadly 3 for killing heroes and bruisers. The laser lance is absurd amounts of overkill, more than you even want for Firefight since nothing has a Tough value beyond 3. *'''Ranger:''' Over twice the cost of a guardian, you can get a ranger with a sniper rifle, Scout and Stealth. While you're not utterly helpless like most dedicated sniper units, you're not in a good spot if you're in danger regardless. *'''Avenger:''' By default, the avengers are slightly better than guardians, with slightly better range on their shard carbines and 4+ defense. Like the guardians, you will need to learn to love these things if you want to get far, and you can give an avenger two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a shard pistol and either an energy sword (AP 1 and Rending) or a dire sword (AP 3) for free. However, if you value durability over all else, you can go down to a pistol+CCW to get Regeneration. *'''Banshee:''' You'll be needing Strider because this unit's all about combat. After all, they get an energy sword as a default weapon and for 20 points you can buy Fear. If you're planning on focusing more on shooting you can try a tri-sling for 3 extra shots (without Rending) while those more keen on melee by weight of die would look at the mirror swords so you can throw 6 attacks without any shooting or Rending. Buy an execution sword if you plan on throwing the banshees at a hero or bruiser, as it's the best use for Deadly 3. *'''Reaper:''' One of your few Slow units, but they're well-protected and have very long-ranged weapons to compensate. If the base missiles don't satisfy, you can give any of them shot missiles for some serious punch. You can also buy either a shard cannon for short-range mass fire with Rending or tempest missiles for Indirect blasting - it's not like you're very mobile to begin with. *'''Dragon Warrior:''' Equipped with the heavy flamethrower, meaning you're throwing out a lot of attacks. If you're set on killing tanks, you're going to want the fusion rifles or pikes - the only difference between the two is just range. Just beware the price tag because these things don't come cheap. *'''Scorpion Warrior:''' Another melee warrior, but you have Scout and Stealth to set you up in better positions and the option for a biting sword if you feel Poison will be more worthwhile than Rending. Scorpion claw gives what amounts to another pistol shot, and you can still make one of them go full-melee with two energy swords. *'''Spider Warrior:''' Ambush and Teleport mean that they can pretty much be wherever they want, though they lack Fast. The web spinner is pretty much a shardgun with AP 1, which you can then give one guy either a second one of or buy the web spinner rifle for slightly longer range. Spider blades give you two weapons with AP 1, which should really only be for self-defense. *'''Hawk Warrior:''' Your laser blaster has twice the range and more attacks, but it lacks the shardguns' Rending. With Ambush and Flying, you'll have plenty of space to move around for the sake of getting all your shots. For guns you're stuck with spending 5 points for either AP 1 or Poison on your laser blaster. You could also grab an energy sword for token melee, but there's not really much reason to do so when you all have long-range guns. *'''Wraith Suit:''' Heavyweight with 2+ defense and Tough 3, but lack Slow. Wraith cannons provide you with high AP right out the box, but you could also give the squad distortion guns for a lot of attacks with Rending. If you're more keen on making these tanky boys more melee-focused, you're stuck with either twin energy swords or energy swords and shields for Regeneration. *'''Jetbike:''' Jebikes are fun because they have Strider and Very Fast, meaning they can pretty much be anywhere you want. While you can use them to charge with Impact, you're going to be stuck with CCWs. It's better to view them as mobile weapons platforms, as your only other options see you sacrifice your weapons for twin shardguns or a long-range shard cannon. *'''Jetspear:''' Better jetbiker with a laser spear to lean into Impact a bit harder and twin shardguns. You could give one guy an energy sword to make ongoing combat slightly less torturous or a star lance for AP 4 on the charge, making it pretty much able to nail anything.
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