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===Dedicated Transport=== You've got one. To be honest, it's all you'll ever need. Well, maybe not. Look at Falcons for more shenanigans. <!-- ---------------------------------------------------------------------Wave Serpent-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wave Serpent|Wave Serpent]]''' |- |''Vehicle'' |''Transport'' |- |colspan="2"|[[File:Wave-Serpent.jpg|200px|right|border]] Your most durable Falcon(ish)-chasis tank and your only dedicated transport is still as much of a staple as it has been for years. The signature Serpent Shield provides solid protection by granting transhuman, preventing wounds from going through on rolls of 1-3, alongside a 5+ invuln. This makes most anti-tank weapons being thrown against it much less effective, and grants you some degree of protection from them. Tau railguns won't really care about the second part of course. If the situation calls for it, you can dispel this shield with a stratagem to deny overwatch, alongside granting whatever you target with it a -1 to hit. However, doing so does strip your serpent of this ability. Keep tabs on your surroundings and only commit to doing so if you're confident you've dealt with anything that can immediately threaten the tank or if you're positive the Wave Serpent isn't going to last the turn. A spacious 12 transport slots inside the Serpent grants you a lot of flexibility with the cargo you can stuff in it; you can fit two MSU Aspect Warrior squads alongside two additional support HQs, a MSU Wraithguard/blade squad or a MSU Guardian Defender squad with a Heavy Weapon Platform. Even if you're not necessarily wanting to use it to transport units, it still makes a rather effective vector for heavy weapons that doesn't compete with the rest of your vehicles for the significantly more crowded Heavy Support slots. It's a fine transport unit with front line tank defensive and offensive capability, though such a potent vehicle comes at a cost, being 150 points in its cheapest form. This means it is not a simple throwaway unit like the Imperial Chimera, rather, it should be factored into well orchestrated plan of battle. Depending, you'll either want to build it on it's base to get higher and snipe things, or build it lower to better hug terrain and hide from return fire. Building it without the base is also a possibility, especially since it'll prevent the flight stem from snapping off too. |- |colspan="2"| :'''Heavy Weapon Options''': Your Wave Serpent comes equipped with a chin mounted Twin Shuriken Catapult and a Twin Shuriken Cannon mounted on the vehicle turret. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Twin Shuriken Cannon on the turret can be swapped for a Twin Scatter Laser, Twin Starcannon, Twin Bright Lance or Twin Aeldari Missile Launcher. <tabs> <tab name="Twin Shuriken Cannon"> When you're just looking for the cheapest transport you can field, honestly there's nothing wrong with sticking to the Twin Shuriken Cannon. With the buff they've received, these things are quite capable and flexible infantry mulchers. With some luck, they're quite adept at slicing through MEQ targets and dropping more elite infantry compared to your other options. Pairs quite wonderfully with the chin mounted Shuricannon for ease of dice rolling. </tab> <tab name="Twin Scatter Laser"> The increase from 4 to 6 shots per Scatter Laser did wonders for this gun. The Twin Scatter Laser now matches the Firestorm for sheer volume of shots, with all the transport capacity and durability the Wave Serpent brings to bear. Oof, but the Firestorm isn't legal for matched play anyway. Coupled with the extra four shots provided by the chin mounted Twin Shuripult, this thing can put out a ''lot'' of dakka, ideal for incinerating hordes of infantry on the approach. </tab> <tab name="Twin Starcannon"> Normally, one Starcannon tends to be a bit underwhelming these days, especially with the Shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the Twin Starcannon is a much more appealing option due to being able to chunk a majority of any standard MSU squad it's pointed at. It does so reliably as well, thanks to the consistent AP-3 it has over the Shuricannon's fair weather Shuriken rule. That said, swapping out the chin mounted Twin Shuripult for a Cannon is recommended if you're going to lean into that anti-MEQ role for this tank. </tab> <tab name="Twin Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer and what you take when you want your Wave Serpent to functionally be a watered down Fire Prism. Two S8 AP-4 d3+3 shots can put a serious dent or blatantly blow a hole in enemy armour as a potential prelude to a volley from the Fire Dragons or Wraithguard you just disgorged. </tab> <tab name="Twin Aeldari Missile Launcher"> A flexible option for flexible transports. 2d6 S4 AP-1 shots with blast has a lot of potential against blobs, but the tragedy of the Twin AML not being two separate missile launchers does mean you are only guaranteed 3 hits against a 6-10 man squad. That's statistically unlikely, but you shouldn't pretend like it won't happen at the worst possible time. The alternative mode, 2 S8 AP-2 d6 shots, also has a lot of potential against big single entity beat sticks, but it just can't compete with the Twin Bright Lance's considerable consistency when gunning for the big boys. If you have points to burn and want to maximize your transport's utility while your more specialized units ride within, go ahead and pick this up. Anotherview best option for Wave Serpant the Twin missile launcher is because Wave Serpent hard to kill thank Wave Seprent shield and also it only cost 10 point missile launcher compare to bright lance cost you 20 points. Missile worth only two reason either it only anti- vehicle option for that unit or it going around long enough want start targeting infantry. Simple put it once done destroy tough target you will start target soften targets. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Wave Serpents are eligible for all the vehicle upgrades available to you and honestly, they're all really good for them. If you're looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> An upgrade that lets your vehicles ignore hit penalties when shooting. Further allows you to give this thing the role of a Firestorm if you give it scatter lasers, I guess. Other uses for this upgrade should be obvious all the same. </tab> <tab name="Spirit Stones"> A downgrade from the previous iteration, at least for your Wave Serpent. Now, this allows it to ignore degrading profiles until your tank's down to 3 wounds. This lets you maintain its top speed and good shooting for a small cost, the former of which is far from a bad thing on a transport. </tab> <tab name="Star Engines"> Wave Serpents are Transports. Their job is to get whatever's inside of them to their destination as quickly as possible. This upgrade increases the distance it can move by 3". Not a mandatory take given just how fast it is, but one worth considering all the same. </tab> <tab name="Vectored Engines"> Once per battle, you can use this in your command phase to grant battle focus to your tank. Very much a situational upgrade, though using it in a turn when your normal movement won't quite let it get behind cover may keep your wave serpent alive one turn longer, and thus its cargo. </tab> </tabs> |} <br>
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