Editing
Warhammer 40,000/7th Edition Tactics/Dark Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Dedicated Transports=== ''(Raiders and Venoms are now Fast Attack choices! Eldar Allies high'''jinks''' (huehue) commence!)'' Both transports are open-topped, and meant to take on one type of target. Raiders provide an anti-tank shot, Venoms provide a '''lot''' of anti-infantry shots. Venoms get their Flickerfield for free, while Raiders get access to more stuff, including splinter racks and Nightshields. For example, a mech army can ignore Wracks in a Venom, but not if they're in a Raider. They can't ignore Blaster trueborn in a venom, for similar reasons. Aside from that, there are some additional notes. Oh, and never forget that these are pretty much '''the most fragile vehicles in the game.''' Now that glancing hits send vehicles to smithereens, pretty much anything with S4 will take your spiky flying ships down, so neglect cover saves at your own risk. 7th edition hit them hard. Not only they lose 5+ jink for just moving, but now flamers and other template weapons deal D6 hits to their passengers, which, considering they're mostly T3 Sv5+ is BAD news. HOWEVER, with the way the new Jink rules work, Raiders have become a fair bit more useful. Reason being that while Jinking forces the vehicle itself to snapfire in the following Shooting Phase, nothing is said about the passengers (the Jink rule is worded that only the model with said Jink rule benefits from it). Therefore, while Jinking with Venoms makes your 12 shots snapfire, Jinking with your Raider only makes the Dark Lance/Disintegrator snapfire, and the passengers are free to shoot at their full BS. So that's about 10 (bare minimum) to 30 (absolute maximum) poisoned shots coming from one unit, plus rerolls for Splinter Racks, and a 4+ cover save. Have fun. Objective Secured/New Scoring rules also sheds new light on these good ol' Transports. Keep your Venoms as your backfield scoring or last minute grabbing if you're using Combined Arms Detachments. Your infantry that was inside/could be inside being elsewhere scoring more objectives. Bring a spare Venom for your buddy Autarch, a WWP HQ, and a few special buddies and drop right where the enemy is most vulnerable. The value these guys have as delivery mechanisms is priceless, and if you use BB and Realspace Raiders, they become even more critical. *'''Raider''' - You'll want these for assault troops for one simple reason. Most DE assault units are primarily anti-infantry. Of the upgrades they get that Venoms don't, Shock Prows are the most general-purpose, as tank shock has a lot of utility. Another one good upgrade is splinter racks, perfectly good for any shooting shooting platform now that it makes any splinter weapon TL. Night Shields are pretty much an auto-take, as this is the only protection they can get, and even then they need cover. Something to note regarding allies - these are the best assault vehicles for ALL Eldar factions (craftworld, harlequins, deldar). With a capacity of 10 and a 3++ jink save this can deliver a harlequin troupe or a unit of wraithblades wherever you need them, quickly. *'''Venom''' - In addition to their normal AT bits, that they're smaller makes them better for speedy assaults. Less chance of mishap and whatnot and now come with Flickerfields by default. Always pay the points to jack up your Splinter Rifle to a Splinter Cannon. It must be said, the look on an Ork player's face when your Transport pumps 12 Poisoned Shots into his unit is priceless. The Venom did get hurt by 7th Edition's assignment of 2 Hull Points to it instead of the average 3 (which the Raider has). * Here's a fun tidbit that a lot of people won't expect - as Raiders are oddly shaped (compared to a standard [[METAL BOXES|METAL BAWX]]), their front armour and side armour really flow together. Keep in mind that you draw an X across the 'corners' to determine where these facings are (not that it matters because 10 all-round). In short, raiders can easily poke their nose out to get a shot at a target, while still covering their side armour completely (and getting a 3+ cover save for their trouble a lot of the time). Clever movement and positioning will go long way to making your paper boats more survivable.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information