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===Fast Attack=== In this slot we find the fastest of our already quick moving and mobile army, armed to the teeth with a variety of weapons such as the spammy lasblaster and armor melting Bright Lance. In this slot you can find not only options for engaging and destroying infantry but many of these slots features unit who can either outfit themselves totally for anti-vehicle or just do a decent job of it if called upon. You also find both of your flyers in this slot and each performs a very different job that should be carefully considered. *'''Swooping Hawks:''' Hawks are somewhat rare among the Eldar Aspects in that they can do a variety of battlefield tasks quite effectively. They're at their best when facing down hordes of lightly armed infantry with their Lasblasters, which are now Assault 3. Even though they are [[Lasgun|S3 laser pointers]], the sheer volume of shots is pretty threatening now, being equal to any [[Bolter|standard]] [[Ork_Gunz#Shootas|basic]] [[Splinter_Weapons|40k]] [[Shuriken Catapult|gun]] in firepower, while boasting much more comfortable range, in fact with the changes to their Hawk Wings they now have an insane threat range of 18" movement plus 24"+D6" shooting (with Battle Focus) meaning even if they didn't drop this turn you could still reach any target on the board you wanted to. Additionally, anti-tank is well served with their standard issue Haywire Grenades, which are a very reliable way to peel off hull points. But that's far from all. The grenade pack gives them a cover ignoring S4 AP4 sky burst blast when the hawks enter from deep strike (Skyleap is now part of the Swooping Hawk Wings). If you have 6 models in the squad this is a large blast (pro tip: have 6 models). With Hawks tactics and timing are everything - choose your target, Deep Strike perfectly, gun down your enemies, then run off. They also get a new rule that allows them to hit flyers and FMCs they flew over in the movement phase! Roll a D6 for every model that passed over a Flyer or FMC, if they roll a 4+, they deliver an S4 AP4 Haywire hit to the side, making planes literally cry. It's not too hard for flyers to stay out of the way, but it's deadly to any that are dumb enough to get close, so they're quite good for area denial (though not so much against FMCs). Be careful, and use Battle Focus to run into cover after the Deep Strike! *'''Shining Spears:''' Shining Spears are the Eldar equivalent of Earth history's jousting knights. On Jetbikes. What's not to love? Shining Spears are all about the Laser Lances. The laser lance can fire a single 6" S6 AP3 Lance shot - which can be very useful against heavy vehicles if you're out of other options. Basically a 17% chance to glance armor and maybe better for lower AV. After this shot is fired the spears can jet into an assault, using their Lances' momentum for the first turn of combat to function as S6 AP3 Lance weapons - which will hammer any MEQ units you come across and can glance vehicles to death. With Outflank and Skilled Rider they're as mobile as you'd expect, and their good armour and Toughness give them decent survivability, and as a bonus, they gain a 4+ cover if they moved (which they decided to remove from Ork bikes for some fucktarded reason). As an additional bonus, the Lance keeps its AP value in subsequent rounds of close combat, meaning that if you don't win on the first phase, you'll keep a measure of threat in the following rounds. The downsides of Spears are easy to see - tremendously expensive models with not a lot of staying power, especially if you get stuck in combat longer than one round. Bringing along an Autarch or Farseer to tank and keep the Exarch alive would make a lot of sense. Note that they don't have Hit and Run anymore, much to everyone's consternation. Pick your targets carefully. *'''Warp Spiders:'''Warp Spiders still have their troll-tastic Warp Jump Packs, allowing them to either jump their normal 6" or warp jump up to 6+2d6" (now only losing a model on a double 1 result, as opposed to any double) in a direction, then they get their run courtesy of Battle Focus with Fleet re-rolls. Then you spin a whole lot of death, then you jet (troll) pack away 2d6" to avoid anyone who tries to charge you leaving them with no-one to shoot at (or just run from the fight thanks to Hit & Run). Deathspinners changed up considerably; as well as getting AP2 on rolls to wound of 6 they now roll To-Wound against Initiative values which can completely annihilate armies like Miltia or Solar Auxilia. Unfortunately they took a hit against vehicles; they simply roll to penetrate using the strength of the weapon as normal and don't get any AP bonus for rolling sixes or strength bonus for hitting slow vehicles any more and their guns still compare to toughness for instant death. That said, their mobility/firepower combination is pretty much unrivaled, allowing them to get in, unload brutal amounts of firepower that'll threaten anything, and get out. Highly worth considering. Note: Their new rule, Flickerjump, allows them to immediately use their jump pack when targeted by an enemy in the ENEMY shooting phase. They jump as normal with the caveat that they only go 2d6" and cannot use their Warp Jump next turn. *'''Vyper:''' Another Fast Attack stalwart, the Vyper is the Eldar playstyle to a T - fast and hard-hitting with some of the Eldar's heaviest weapons, but fragile at AV10 all round (it's [[Derp|not actually a jetbike, but rather a fast open-topped skimmer]]) and only 2 Hull Points. Shuriken Cannon comes as standard, with options to swap for Scatter Laser, Starcannon, Bright Lance, or Aeldar Missile Launcher. Also has a hull-mounted twin-linked shuriken catapult, upgradable to a cannon (the obvious choice). You can customize as necessary, as all these weapons will excel against some foe or other. Vypers can also be squadroned, giving you six in a single slot. Benefiting from BS4, a Crystal Targeting Matrix is near-mandatory, while Holo-Fields will help survivability. With its speed, the Vyper excels at getting onto an opponent's rear table quickly and hitting foes hard from behind - particularly useful when utilizing a Bright Lance to deal with Leman Russes or Rhino-based Legion vehicles. **'''Note:''' In case you couldn't tell from the discussion of AV and Hull Points, these are fast open-topped skimmers, ''not'' jetbikes. *'''Nightshade Interceptor''': Super-Fast and Super-Able to crush all the heavy tanks of the Imperium without worrying about Ceramite. Between the Brightlances and Pulse Laser, you're at home at popping all the tanks and flyers and then sliding away because you've got a plane with Supersonic and Vector Dancer. It even has Deep Strike so you can throw this fucker at whatever you like the least. *'''Nightwing Interceptor''': Take the Nightshade and replace that Pulse Laser with two ShuriCannons. You're still the fastest thing in the universe, but now you've got something better keyed to punch through Greater Daemons and that fabulous hawkboy. *'''Phoenix Bomber:'''One of the best flyers that the Eldar have to offer but sadly one of the most unused and understated flyers. It costs nearly as much as a Land Raider but it's easy to see why.First lets take a look at its stat line: AV 10 all round and 3HP but as you will find out, it has a few tricks up its sleeve to make it less like a wet paper bag. Vector Dancer allows it to pivot after every move to aim better. It has Strafing Run so when shooting at ground targets gets a +1 BS bonus - hitting on 2's. Now onto its wargear which is very OP. 2x Phoenix Missile launchers: not twin-linked so you can get some real Space Marine annihilation happening with 2x3 S5 AP3 Shots. You can also spend 10 points on exchanging this Space Marine killer for a Tyranid Crowd Control missile payload for 2x3 S4 AP5 Small Pie Plates that ignore cover and have the Pinning Special Rule. This is also very effective against Auxilia with Pinning. (Please Note that these are not the Missile type weaponry but Heavy type instead). 2x Shuriken Cannons: Not twinlinked so fires 6 shots per turn for some damage against light vehicles or infantry left over from your missile barrage. Last is an underslung weapon which can either be a Pulse Laser, a Twinlinked Starcannon for when you need to absolutely rape Monstrous Creatures, TEQ units or alone IC , or a TL Brightlance to demolish Tanks. Now onto the special rules, this is what separates it from the Crimson Hunter and the Hemlock Wraithfighter. Stealth (not Shrouded, as previously stated): 6+ Cover without jinking and a 3+ Cover save with jinking makes it pretty hard to take down. It has the option to buy Holofields (a permanant 5+ invul) for 15 points, which turns into a debatable option. (PRO TIP: If you are fighting someone with flyers use this flyer in conjunction with the Crimson Hunter or the Nightwing and the ability to change reserve rolls. On the second turn, use your -1 roll on the Phoenix Bomber to try and make sure it doesn't come on in that turn. Then use the -1 on your other flyer if you went first, if you go second then use the +1. If you allied with Marines, then you can modify the dice rolls to get your opponent's flyer(s) to turn up before your Crimson Hunter enters play and wrecks that flyer. Then if your opponent has no more flyers then get your Phoenix Bomber onto the battlefield and start wrecking scrubs.) Your opponents will rage and shoot everything at it whilst your forces move up the table unhindered. Success! **It also becomes a good anti-air vehicle in its own right, pumping out a dozen Str 5 shots plus the Pulse Laser/Starcannon, easily putting a few glancing or penetrating hits on most enemy flyers. *'''Shadow Spectres:''' Guess who's back? Shadow Spectres get an update, that turned them from weird overpriced unit who don't know what they suppose to do into proper all-rounders. Sure they are fragile and few in numbers, but with Battle Focus and JsJ they can jump around BLOS, and even if they get targeted, '''3+''' armour and cover (now stacks with stealth/shrouded) may help a bit. Then comes their guns - they have "MEQ-killer" and "Horde Sweeper" mode, with the later getting buffed to AP4 (making it a threat to anything with a word "warrior" in its name), and with Ghostlight they can threaten tanks as well. And they come equipped with haywire for when you REALLY want that Land Raider or Monolith dead - just be aware that Specters themselves would probably die the next turn after they charge some big metal box, and that you paid a lot of points and pounds to field them. For some reasons they get Fear, but don't rely on it - they still suck in close combat. *'''Hornet:''' First of all, the Hornet itself is now 70 points and all weapons except for EML are 5 points. Yes. Even the pulse laser. It now has access to Scout and Acute Senses in case you don't want to get right into the fray. They're paper boats and a perfect example of a glass cannon; while not open-topped like Vypers, they still crumble to dust the moment the enemy looks at them funny, unless you drown said enemy in massed S8 AP2 fire first, that is. With 12 shots per a squadron of 3 (yes, you might take them in squadrons) they can hurt almost anything in an effective range of 60", whether you deploy them normally and shower the opponent from the other edge of the table, or decide to further annoy them with reserve shenanigans and emerge from one of the sides to test their [[Anal circumference|rear armour]]. But wait, there's more! They have in-built Star Engines and the ability to move Flat-Out in a turn they fired Snap Shots. Yes. In case you're in danger, don't be afraid to Jink and then run away like the cunning coward you are to live and fight another day (or turn). Since they can take vehicle upgrades, they can get Holo-fields for a 5++ save to increase their survivability. Fairly expensive, but why not? And don't forget to cast Guide on them. You can always destroy the enemy harder, after all. *'''Nightwing Interceptor:''' Still fast, still able to mince other flyers, and more likely than not a vehicle a turn. Gets a pretty sweet cover save, but every bit as paper thin as other Eldar flyers.
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