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===Fast Attack=== Though not as contested as the Elite and Heavy Support slots, Craftworlders have some solid and cost efficient Bikers and Vehicles populating this category. Oh, and a few Aspect Warriors too, though you'll likely only pay much mind to the Shining Spears at this time. *[[File:Windriders.jpg|200px|right]]'''[[Windrider]]s<sup>{{W40kKeywords|Core|Biker|Guardians}}</sup>''': Your cheapest biker unit and something you take as a budget harrier and turn 1/2 objective diver. They're a great vector for fielding Shuriken Cannons or Scatter Lasers if you're looking for more anti-infantry Heavy Weapon platforms and they're cheap enough to where you can generally slot them in when you've got a bit of a budget left over from filling out your main force. But, you get what you pay for and even though these guys are T4 and have a 4 + save, they only have 2 wounds each and as such are prone to dropping like flies if your opponent even briefly starts focusing on them. Use these guys to quickly claim objectives early on until your dedicated holders can catch up then have these guys dive behind or around enemy lines to harass them or flush out units camping behind cover. **'''Weapon Options''': Your Windriders are equipped with Twin Shuriken Catapults. Each may upgrade to a Shuriken Cannon or a Scatter Laser. **:<tabs><tab name="Twin Shuriken Catapults">Still a solid option, especially if you want to keep these guys on the cheap (which is half the appeal, after all). The increased range is more than welcome for these guys. If you want to be able to advance and shoot your guns, these are also your only option.</tab><!-- --><tab name="Scatter Laser">Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. These guys are probably the best platform for taking as many Scatter Lasers as you want and it's a perfectly valid strategy to simply park these guys to use like turrets if all you need them to do is lay down the firepower.</tab><!-- --><tab name="Shuriken Cannon">For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place. </tab><!-- --></tabs> <!-- ---------------------------------------------------------------------Shroud Runners-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Shroud Runners''' |- |''Core Biker'' |''Outcasts'' |- |colspan="2"|[[File:Shroud Runners.jpg|200px|left|border]] The first truly new unit the Eldar have received in quite a while and it's...interesting. It's functionally a Scatter Laser Windrider with a tag-along sniper and a ''touch'' more utility due to a few special perks. First, is that it can gain Light Cover as if it were infantry and if it does so, it adds and extra 1 to any saving throws for good measure, getting it up to a 2+ which can shrug off melta shots on occasion. Combined with the extra wound each one has, this does make them a sight more durable than regular Windriders. The Ranger Rifle, however, is kind of awkward. Just like your regular Rangers, the Ranger Long Rifle does allow your bikers to take potshots at characters, but with only the one shot each, it's kind of a crapshoot if any of them actually accomplish something of note with it. At least they can freely move and shoot with it since they're bikers, in addition to being able to fire their scatter lasers at a 2+ as well. The final main selling point of these guys is their optional 9" pre-game move they can make once both parties have finished deploying, potentially letting you quickly snag an objective or getting into an opportune position to unload your Scatter Lasers. |} <!-- ---------------------------------------------------------------------Vyper-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Vyper]]''' |- |''Vehicle'' |- |colspan="2"|[[File:Vyper.jpg|200px|right|border]] Even though the Vyper is completely plastic, it's honestly due for a visual tune up. Tangents aside, Vypers serve as your most mobile (conventional) heavy weapons platform and are respectably durable enough to survive a few errant volleys from standard arms fire. As with virtually every vehicle you own, the Vyper's ability to {{w40kkeyword|fly}} over terrain to get a solid angle on enemy units is a highly valuable trait to have when hunting particular targets. The ability to take Star Cannons or even Bright Lances alongside the twin shuripults equipped on these bikes dramatically enhances the flexibility of these over standard Windriders; a team of 3 with Bright Lances can make for a shockingly lethal vehicle hunting squad for a bargain-bin price tag over splurging on a Fire Prism or Crimson Hunter in the event you had something else in mind for your main focus. |- |colspan="2"| :'''Weapon Options''': Your Vypers are equipped with Twin Shuriken Catapults and a Shuriken Cannon. They may replace the Shuriken Cannon with any other standard heavy weapon. <tabs> <tab name="Twin Shuriken Catapults"> Even if you decide to specialize your Vypers against bigger, harder targets, the twin shuripults it still comes stock with are excellent at clearing away the basic chaff your bigger guns (AML or Bright Lance) may struggle to deal with. Don't snub it. </tab> <tab name="Shuriken Cannon"> For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place. </tab> <tab name="Scatter Laser"> Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Paired with the twin shuripults, each Vyper can pump out 10 anti-infantry shots a turn, enough to even overwhelm a few MEQ/TEQ armor saves. That said, if you just want these enmasse, you may want to stick with Scatter Laser Windriders. </tab> <tab name="Starcannon"> A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you're massing up on them. One alone can often be a bit underwhelming, so you may want to take a squad of Vypers at least two models large both with starcannons to deal with harder targets. </tab> <tab name="Bright Lance"> An excellent option when it comes to dealing with enemy vehicles. A group of Vypers equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way. </tab> <tab name="Aeldari Missile Launcher"> Flexible and expensive as ever. The AML is what you take when you can't quite decide what you're wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn't hurt to consider it. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Hornet-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Hornet]] <sup>Forge World</sup>''' |- |''Vehicle'' |- |colspan="2"|[[File:Eldar Hornet.jpg|200px|left|border]] Your new fast-attack non-aspect MVP, the Hornet took quite kindly to the new edition. Lightning Assault now applies a -1 to hit modifier to the Hornet at all times which, combined with the defensive statline of 3+ T6 8W, makes for a shockingly durable little vehicle. They retain the ability to squadron up to three models per unit, though you can have as few as a single model per if that suits your tastes. At 80 points minimum, they're actually priced quite nicely for the kind of firepower they can bring to bear. Like before, they have access to every conceivable vehicle upgrade and standard heavy weapon depending on what role you want them to fill. Think of 'em kinda like war walkers that trade off the invuln and the scout move for a couple more wounds and damn near double the speed. |- |colspan="2"| :'''Weapon Options''': Your Hornets are equipped with Shuriken Cannons. They may replace the Shuriken Cannons with Hornet Pulse Lasers and/or any other standard heavy weapon. <tabs> <tab name="Hornet Pulse Laser"> The Hornet's signature gun. These puppies are now slightly worse than starcannons, running AP-2 instead of AP-3. They're not by any means a bad gun, but considering that everything they can do the starcannons can do for the exact same price, you may as well run those instead. </tab> <tab name="Shuriken Cannon"> Your cheapest option. By no means bad, it's ''generally'' outperformed by the Hornet pulse laser/starcannon against MEQs and scatter lasers </tab> <tab name="Scatter Laser"> Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Each hornet can fire out 12 of these a turn, on a body more durable than your Windriders. And for 30 points more than two of them, you're getting double the wounds and are up to T6, meaning anti-infantry weapons will really struggle to put this thing down. </tab> <tab name="Starcannon"> A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you're massing up on them. Double up on 'em and one of these guys can fry most of a MSU marine squad on its own just fine. </tab> <tab name="Bright Lance"> An excellent option when it comes to dealing with enemy vehicles. A group of Hornets equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way. </tab> <tab name="Aeldari Missile Launcher"> Flexible and expensive as ever. The AML is what you take when you can't quite decide what you're wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn't hurt to consider it. </tab> </tabs> :'''Vehicle Upgrade Options''': Like most other full-blooded hover tanks, your Hornets have their pick of Vehicle Equipment, so long as their whole unit is kitted out identically. <tabs> <tab name="Crystal Targeting Matrix"> An upgrade that lets your vehicles ignore hit penalties when shooting. Would've been ideal on this last edition when the -1 to hit when moving with heavy weapons applied to all units rather than just infantry. </tab> <tab name="Spirit Stones"> Solid pass, the hornet doesn't have a degrading statline so this is quite literally just a waste of points to take. </tab> <tab name="Star Engines"> Largely unnecessary. Your Hornets won't generally be wanting for the extra speed; they're already ''damn'' fast and there's little that extra 3" of movement would do to make or break how your Hornet performs that turn. </tab> <tab name="Vectored Engines"> Probably the only one you'd like to consider on a hornet, granting them a once per game battle focus move. </tab> </tabs> |} ===={{W40kKeyword|Aspect Warriors}}==== *[[File:Shining Spears 2022.jpg|200px|right]]'''[[Shining Spears]]<sup>{{W40kKeywords|Core|Biker|Aspect Warriors}}</sup>''': Despite the new rides and new, more streamlined helms, your Shining Spears haven't really changed all that much. They're still very much a shock unit that does almost all of their good work on the charge and because their strength wanes in turns they didn't charge, they can quickly lose value if they can't get in and out of combat. Fortunately, as a {{W40kkeyword|FLY}}ing biker unit, they can breeze over terrain and units alike to get out of dodge. However, your Shining Spears are not reaching their full potential if you aren't running them as {{W40kkeyword|Saim-Hann}}. Re-rolls to their charges, the ability to charge after falling back and even having access to a stratagem (honestly tailor-made for them) that lets them advance ''and'' charge, you can very easily cause havoc in enemy infantry lines simply by diving rapidly in and out of combat. Just keep in mind that you can't freely fire off the shooting profile of your Laser Lances while you so rapidly do so, but that won't be an issue against most of the targets you'll be facing. **'''Exarch Weapons''': Shining Spear Exarchs are armed with a Laser Lance. They may trade it for a Paragon Sabre (why would you) or a Star Lance. **:<tabs><tab name="Laser Lance">A pretty solid weapon, even in the hands of your Exarch. That said, consider bumping up to the Star Lance though, as it's simply a better Laser Lance.</tab><!-- --><tab name="Paragon Sabre">If you'd rather trade the immediate power the Laser Lance has on the charge for something slightly more adept for sustained combat, this would be the choice for you. You get one extra attack and can re-roll all hit and wound rolls you make with it. This finally gives it a slight niche over a laser lance, though it's no more stronger than one and deals less damage per successful wound. One good use of this is in conjunction with the Heart Strike power, allowing MW on a 5+ to wound. </tab><!-- --><tab name="Star Lance">Here we go. A stronger Laser Lance that hits at S8 to give your Exarch a noted punch against heavier vehicles and monsters. Practically mandatory if you're hunting them, though your other bikers will have a tougher time wounding them.</tab><!-- --><tab name="Twin Shuriken Catapult">Anti-infantry weapons that can soften up targets prior to charging, though keep in mind that the Shuriken rule can let them punch outside of their class if you get lucky and roll a 6 to wound.</tab><!-- --><tab name="Shuriken Cannon">So the Exarch remembered you can strap other weapons to the bottom of jetbikes. He just didn't tell the class. A Shuriken Cannon can go a long way in helping off MEQ units more efficiently than the Twin Shuripult does and is able to so from farther away. Just keep in mind that you can't fire this after advancing.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Expert Lancers">Each time a model makes an attack in the turn they charged, add +1 to their hit rolls. A pretty solid pick; Shining Spears are built for the charge. This further rewards playing them correctly.</tab><!-- --><tab name="Heart Strike">Each time the Exarch makes an unmodified wound roll of a 5+ in melee, they deal 1 mortal wound in addition to all other damage dealt. Not bad, if a bit selfish. Consider something that benefits the whole squad but it'll also let you do a bit more harm to targets with invulns. Can be a great source of mortal wounds with the Paragon Sabre.</tab><!-- --><tab name="Lightning Attacks">When the unit consolidates, it can move 6". A good way to keep up momentum, but you may elect to ''not'' get into engagement range of your next target so that you might properly charge it following a hail of shuripult/cannon and laser lance shots.</tab><!-- --></tabs> *[[File:99810104010 SwoopingHawksNEW 01.webp|200px|right]]'''[[Swooping Hawks]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Though the Swooping Hawks missed out on some fancy (and much needed) new duds, they did at least reap the benefits of the (much needed) rework to their statline. First and foremost, their Lasblasters. At first blush, a minor buff from S3 to S4 only really gives these guns something of an edge over fellow GEQ infantry and a slightly easier time wounding MEQ targets. While this is certainly a welcome change, the more important detail is that these guns now automatically wound on a hit roll of a 6, which considering the rate of fire per Lasblaster, is a reasonably common occurrence. The complete and total lack of AP does mean that anything with a good armor save is likely to not really care about this enhanced wounding potency, but against your ideal GEQ targets, you drown foes in a tide of saving throws. One of the better changes to these guys that gives them a bit more maneuverability over their Warp Spider competition is their enhanced Skyleap; instead of making a Battle Focus move, you can straight up remove these guys from the battlefield and replace them anywhere else following Deep Strike rules. Same turn. It now takes borderline willful negligence to allow these Hawks to get tethered down in melee at all. **'''Exarch Weapons''': Your Swooping Hawk Exarch is equipped with a Lasblaster. He may trade it for a Hawk's Talon and can also take a Power Sword. **:<tabs><tab name="Lasblaster">A solid enough gun now, to be sure, but you may as well spend a touch more for the Hawk's Talon. It's this, but better in every way.</tab><!-- --><tab name="Hawk's Talon">An upscaled Lasblaster, the Hawk's Talon hits at S5 and has AP-1. It even has the exact same hit-rolls of 6 auto-wound rule. Unless you're bleeding for points, there's no reason not to splurge for this.</tab><!-- --><tab name="Aeldari Power Sword">Hard pass. Swooping Hawks are not built for melee and should not engage in it willingly. If you give this to your Exarch, he stands a reasonable chance at potentially taking down an enemy model or two before he dies, but it almost assuredly won't be worth the trade. Considering how easy it is for you to keep your guys out of melee (aside lucky counter-deepstrike charges), you can safely give this a pass.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Rapid Redeployment">Your Swooping Hawks can fall back and shoot. A reasonably useful perk to have in the (un)likely event your Hawks get engaged in combat, but the spike in price to your Exarch is a bit steep for something you should be actively avoiding in the first place.</tab><!-- --><tab name="Suppressing Fire">Roll 3d6 for a unit that your Swooping Hawks shot. If the result is greater than their Leadership, they can't fire Overwatch, Set to Defend, or take any actions, failing any that they were in the middle of doing. Honestly a pretty good power for an Objective-based game; 3d6 dice are reasonably likely to overcome the average Leadership score of the average infantry unit. Being able to disrupt/prevent enemy actions from gaining them VPs can potentially give you an edge in such scenarios. Even without that, being able to shut down overwatch for units like Striking Scorpions or Wraithblades can be quite valuable if you need to get them stuck in.</tab><!-- --><tab name="Winged Evasion">Ranged attacks taken against this unit have a -1 to hit modifier. As ever, a solid defensive utility for a reasonably squishy and somewhat expensive unit, though you may find much more utility to be had with Suppressing Fire.</tab><!-- --></tabs> *[[File:99810104008 WarpSpidersNEW 01.webp|200px|right]]'''[[Warp Spiders]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Sadly passed over in the model refresh (for now), these Warp Spider models are set to enter their 30th year service soon. Fortunately, their model's decrepit age hasn't slowed down their performance on the tabletop (thank God). Warp Spiders have become particularly vicious infantry blenders due to the rework to their Death Spinners; ones that will be challenging (and frustrating) for your opponents to pin down. Their trademark Death Spinners have fallen just a bit short of becoming heavy flamers; d6 S6 AP-2 shots per gun with the blast rule means that a squad of Warp Spiders can damn near match if not surpass the consistent firepower laid out by the Swooping Hawks against the right targets. Unlike the Swooping Hawks, they'll find MEQ targets much easier prey thanks to their higher strength and AP values. Should whatever's left of the enemy attempt a retaliatory charge, your Warp Spiders have regained the ability to flickerjump a short distance away in lieu of Overwatch, potentially even behind an obscuring piece of terrain. Speaking of, your Warp Spiders care not one whit about terrain; though they move slightly slower than your Swooping Hawks, they can ignore modifiers and terrain altogether when moving. Their variant of Battle Focus further enhances it by allowing them to move 2d6 instead, though double 1s will result in a dead model courtesy of the mortal wound it inflicts. In terms of initial deployment, Warp Spiders retain their ability to Deep Strike and, depending on your loadout, can even re-deepstrike over the course of the battle if you so desire. **'''Exarch Weapons''': Your Warp Spider Exarch is equipped with a Death Spinner. He may take a second Death Spinner and can also take a pair of Power Blades. **:<tabs><tab name="Death Spinner">A solid enough gun now, to be sure, but you may as well spend a touch more for two of these.</tab><!-- --><tab name="Two Death Spinners">It's what it says on the tin. No reason to not take this. It's not like you can build the Exarch without them.</tab><!-- --><tab name="Power Blades">Hard pass. Warp Spiders are not built for melee and should not engage in it willingly, just like Swooping Hawks. All the same, as of now if you wanna give him two death spinners you ''have to'' also take these.</tab><!-- --></tabs> **'''Exarch Powers''': Amusingly, Warp Spiders are counted as a melee aspect, meaning these give your exarch +1 attack rather than the boost to their shooting for some reason. **:<tabs><tab name="Spider's Lair">A once-per-game trap you can set if your Warp Spiders are wholly in a terrain feature at the end of their movement step. Until your next turn, any enemy unit that ends their movement in that terrain (''any'' movement) takes d3 mortal wounds on a 2+. If you can sneak your Warp Spiders into an enemy bunker and somehow survive, you can potentially flush them out or punish them for sticking in there. However, given it only has one use, you might have better uses for the 15pts this trick costs,</tab><!-- --><tab name="Surprise Assault">When your Warp Spiders enter the battlefield from their deepstriking ability for the first time, they get one extra shot with their Deathspinners each. This can be nice if you have a priority target and you need as much burst firepower as you can muster.</tab><!-- --><tab name="Web of Deceit">A once-per-battle perq that lets your Warp Spiders redeploy via deepstriking rules instead of making a Battle Focus move. Again, quite useful if your Warp Spiders find themselves in a pinch that their Flickerjump ability won't save them from.</tab><!-- --></tabs>
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