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===Fast Attack=== *'''Vypers''': Extremely resistant (by eldar standards) and mobile heavy weapons platform with 16" of movement, going up to 20" with a maxed out unit. Can take any eldar heavy weapon in addition to the twin catapult (upgradeable to cannon) it gets by default. It's a nice little unit, but the usual rules to moving and advancing with heavy weapons do apply unless you are {{W40Kkeyword|Saim-Hann}}, who can move and shoot these without penalty regardless of weapon thanks to them counting as {{W40Kkeyword|Bikers}}. For most other craftworlds, they do function quite well as an easily repositionable heavy weapon turret that can quickly respond to a variety of threats due to its flexible loadout. Alternatively, you can get two double-cannon Vypers for five shuriken cannon Windriders, who are way less durable, so there is that to consider. [[Awesome|It is also worth noting that Vypers do not suffer from the same degrading stats that other vehicles have when taking damage]]. As of the Codex, they are both {{W40Kkeyword|Vehicle}}s and {{W40Kkeyword|Biker}}s. Typically, you don't want one, [[DISTRACTION CARNIFEX |but three: with shuriken cannons as {{W40Kkeyword|Biel-Tan}}]] or any heavy weapon as {{W40Kkeyword|Saim-Hann}}. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': As mentioned, Vypers come equipped with an underslung twin shuriken catapult which can be upgraded into a shuriken cannon if so desired. The main selling point however, would be the heavy weapon loaded on the gunner seat, which can be any one of your five standard heavy weapon choices. <div class="mw-collapsible-content"> *'''Twin Shuriken Catapult''' **The default under-gun for your Vyper is your cheapest and weakest option. It does put out a respectable four shots at close range, something your Vypers are easily able to dart in and out of, though a max range of 12" makes it challenging to utilize in conjunction with the much longer reaching turret mounted weapon for non-Saim-Hann Vypers. *'''Shuriken Cannon''' **The ideal choice for Biel-Tan Vypers, going with two shuricannons per bike allows each model to churn out a decent six S6 shots to apply pressure on smaller MEQ/GEQ units. For other craftworlds, upgrading the underslung twin shuripult into the cannon allows you to more reliably contribute extra firepower at ranges more in line with your other heavy weapon choice. Saim-Hann Vypers may want to eschew the shuricannons altogether, as their ability to move and shoot their other heavy weapon without penalty could let you opt to simply stick with the higher firing rate the default twin shuripult provides at a cheaper cost. *'''Scatter Laser''' **Your GEQ gimper synergizes decently with a shuriken cannon for Vypers in a position to act as turrets and are your cheapest choice in heavy firepower. Going this route means that your Vyper will struggle to break through tougher targets with good armor, but it'll be pretty effective at clearing out standard infantry squads. *'''Starcannon''' **The MEQ murderer, the starcannon does very well against most armored infantry due to its good AP values, range, decent rate of fire and variable damage letting it cripple or outright kill multiwound models like primaris marines or Terminators. Where other units taking starcannons would possibly struggle to wipe a MSU squad of MEQ or TEQ in a single turn, two to three Vypers geared with Starcannons can focus-fire down such squads and use their underslung weapons to finish off any survivors. *'''Bright Lance''' **Your Monster mulcher will burn through all but the sturdiest of armor. With Vypers priced as they are, a "unit" of three can dart up the map and deal horrendous damage to enemy vehicles or monsters. The lucky shot with the underslung weapon (ideally a shuricannon to maximize wounding potential against such targets at safer ranges) can also provide some extra chip damage in case the (rather limited) bright lance shots fail to fully finish off the target. *'''Aeldari Missile Launcher''' **An all-rounder weapon, the AML can be very useful for laying down hard/multi-hitting firepower across the board. Honestly this is probably the one weapon not necessarily recommended for your Vypers. It has double/quadruple the range of your shuriken cannon/catapults which somewhat discourages using it as a gunline unit in addition to its extreme mobility encouraging the run-and-gun playstyle that in turn punishes non-Saim-Hann Vypers with hit penalties for doing so. </div> </div> *'''Windriders''': The eldar jetbikes squads are back in the Fast Attack slot (though to be fair, with the new Detachment rules, they don't even need to be Troops anymore) costing 18 points per model with its default kit. Windrider jetbikes strike a nice balance; they're reasonably durable and are blisteringly fast units that can tote Twin shuripults or shuricannons for maximizing speed, or can take Scatter Lasers for maximizing each model's mid-strength shots. They are great for filling out Fast Attack slots cheaply and excel at flanking enemy positions due to their speed and {{W40Kkeyword|Fly}} keyword. Of special note are {{W40Kkeyword|SAIM-HANN}} Windriders, who are much more effective when used in conjunction with Scatter Lasers given they lose the penalties for moving-shooting heavy weapons. Alternatively, {{W40Kkeyword|Biel-Tan}} Windriders are excellent vectors to abuse shuriken spam at a bargain-bin price tag. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Windriders have only three choices of underslung gun to pick from, all of which perform somewhat similar roles. Adjust depending on what craftworld you're running and whether or not you want them to play a primary role in your army. <div class="mw-collapsible-content"> *'''Twin Shuriken Catapult''' **The default gun is probably your ideal choice for the average Windrider. The relatively short range isn't too much of an issue due to how quickly your Windriders can jet across the field and performs comparably if not better than the cannon against your more ideal targets. A great loadout choice for Windriders just filling slots for Brigade detachments. *'''Shuriken Cannon''' **Interestingly, the shuriken cannon is now your most expensive choice. A lower number of shots means that even though it hits at S6, it has a slightly lower killing potential against hordes than the TSC and performs relatively the same against MEQ. It does have its uses though; a 24" range expands your threat radius considerably while the potential AP-3 gives it a slightly higher chance at wounding tougher targets with a lucky roll or two. In general though, it might be best to pick one of the other two guns. *'''Scatter Laser''' **The longest ranged gun your jetbikes can carry can also be the most temperamental. Its range does allow you to simply have your Windriders camp back and blast enemies downfield, though most craftworlders will suffer hit penalties if they need to reposition for any reason. This isn't a major issue though and can be negated entirely by running {{W40Kkeyword|Saim-Hann}} if you so wish. Honestly a solid choice either way for dealing with infantry focused armies and despite lacking any AP, can still try to deal chip damage to heavier targets by virtue of their rate of fire. </div> </div> *'''Wasp Assault Walker (Forge World):''' You know what doesn't suck? [[Awesome | A War Walker that deep strikes and flies.]] Retains the loadout configurations of the ground walker, 5++, can still form up into squadrons, still has a profile that doesn't degrade with a bonus Wound for good measure, Battle Focus, you name it. What do you need them to do? Shred infantry, murder tanks, hunt TEQs, harass careless characters... the Wasp can do it all. All this, and not hobbled by melee; just bounce out and keep shooting. As a Fast Attack unit, the Wasp Walker is exceptionally durable (by eldar standards at least) and can bring its two heavy weapons of any choice for roughly the same price as single Windrider squad (depending on your loadout, obviously). In Saim-Hann detachments, Vypers are more ideal since they're one of the 3 biker units that benefit from moving heavy weapons without penalty, and are marginally cheaper for it. Alaitoc and Ulthwe are great for more generic lists, while shuricannon Wasps do enjoy Biel-Tan's re-roll support (though you have cheaper, more ideal shuriken platforms for that craftworld perk). <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Despite being Forge World exclusive, the Wasp Assault Walkers' selection is just as standard as its ground-bound variant. Alongside simply being a better War Walker, the Wasp also has the privilege of not taking up your hotly contested Heavy Support slots. You may mix and match these as you see fit. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **A decent choice for Biel-Tan walkers, though it is somewhat point inefficient compared to your Windriders or even the vanilla war walker for this role. Not to say that it doesn't benefit greatly from having Battle Focus and the ability to deep strike and ambush backline gunners, it's just that by the time your walkers are able to deep strike outside your deployment zone, any of your biker units could have easily rushed into position with their superior movement speed. *'''Scatter Laser''' **Honestly a pretty great choice for dealing with infantry and arguably your second most cost effective scatter laser platform (Saim-Hann windriders excluded). The sheer mobility and deployment options the Wasp possesses allows it to get into an ideal position to act as a turret to pick away at enemy lines, though the usual problems from the lack of AP and accuracy on the move apply. *'''Starcannon''' **Giving your Wasp a pair of these can make it an ideal executioner of smaller MEQ/TEQ squads like inceptors or aggressors while posing a decent threat against light vehicles, but the drastically reduced number of shots will make the Wasp struggle against model heavy units or particularly tough vehicles/monsters. While reasonably priced guns, you should probably field no more than one or two Wasps kitted out with starcannons if you want them to effectively earn back their points. *'''Bright Lance''' **A solid choice for your Wasps, kitting it out with two of these lets it effectively hunt harder targets like dreadnoughts fairly reliably. Like most units with access to them, it does face some minor overlap with the AML now due to costing the same and should probably only be picked over it if you are expecting vehicle/monster heavy armies. *'''Aeldari Missile Launcher''' **The most flexible, if expensive choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. The Wasp can take great advantage of this weapon's range alongside its flexible deployment/movement to grant it near perfect coverage over the battlefield. </div> </div> *'''Hornet (Forge World):''' A speedy and sturdy vehicle, the Hornet is essentially a jacked up Vyper: T6 at 8 Wounds with no degrading statline keeps it on the field for quite a while, even under relatively sustained fire at peak efficiency. This can be augmented in a pinch by the inbuilt ''Lightning Assault'' ability, which incurs a -1 to-hit penalty against units targeting the Hornet if it advances. Unfortunately, taking advantage of this ability does disable 5/6 of its guns for the rest of the turn, so outside gimmicky builds this should only be done in relative emergencies. That said, at 50 points baseline with the ability to take up to three Hornets per slot makes them quite reasonable vectors for heavier firepower. Slapping a CTM on them actually makes them the quickest and most accurate platform for such firepower available to you (with the usual caveat the CTM incurs) and should definitely be considered if you're not running Vypers under Saim-Hann. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': In addition to the standard fare of heavy weapons available to most vehicles, Hornets also have access to their own unique gun; arguably the best in its arsenal. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Normally a decent if subpar choice, a hilarious niche the Hornet holds with the shuriken cannon is the synergy it has with ''lightning assault''. As the only weapon at the hornet's disposal that can fire after advancing, taking a pair of these is important for people looking to abuse the hornet's speed and natural defenses while still providing some degree of firepower. Without re-roll support through the Guide psychic power or a tag-a-long Autarch, you will notice a fairly significant dip in the Hornet's accuracy playing this way. *'''Scatter Laser''' **The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, though like the rest of the standard heavy weapons, it's arguably outdone by the pulse laser even in this regard. *'''Starcannon''' **While the starcannon is just over half the price of the pulse laser, it is completely outclassed by it in every regard. Avoid taking this. *'''Bright Lance''' **A decent choice, for an anti-vehicle/monster Hornet, but it's arguably worse than the pulse laser in most matchups. *'''Aeldari Missile Launcher''' **The most flexible choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. Like several of the Hornet's options, it is pretty outclassed by the pulse laser due to the AML's variable and unreliable number of shots and/or damage output per shot. *'''Hornet Pulse Laser''' **The signature Hornet pulse laser, while expensive at 25 points per, is honestly the most attractive due to its excellent range, rate of fire, solid AP values and a flat 2 damage letting it slaughter GEQ, MEQ, TEQ, light vehicles and even slightly weaker monsters in quick order. It can also prove effective against heavier targets due to its good strength and AP, all things considered. Pair with a CTM to ensure you can keep accurate on the move. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': As fully fledged vehicles, Hornets are completely eligible for any and all vehicle upgrades. Of course, if multiple Hornets are taken in a single slot, all of them must be upgraded in the same manner as one another. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Hornet maneuver without completely sacrificing accuracy in order to do so. If you have the points, you should definitely pair this with a pulse laser Hornet. Of course, as it only removes the penalty for shooting the closest target after moving, do note that positioning is key. *'''Soul Stones''' **Like most vehicles, Hornets can appreciate the potential to ignore incoming wounds, but taking these can drastically increase the price of your Hornet(s), especially if they're packing pulse lasers. Like literally every vehicle, don't take these if you're running your hornets under Ulthwe. *'''Star Engines''' **A nifty but largely unnecessary upgrade. Hornets are plenty fast as is and there's almost no instance a standard advance won't provide the extra speed you'll need. *'''Vectored Engines''' **Now this one has potential for some gimmicky cheese. Pairing this with the Hornet's ''lightning assault'' will guarantee a -2 to-hit debuff on units targeting your Hornet, which stacks with Alaitoc's Fieldcraft attribute for a -3 to-hit at ranges of 12" or more. Use the ''lightning reflexes'' stratagem if you wish to transcend that debuff to a comical -4 to-hit modifier. This can make sure your Hornet is borderline untouchable for a quick repositioning, or you can run two shuriken cannons to zip around and hassle enemy units while they can only shake their fists at you. Just keep in mind that if you're running anything but shuricannons and do this, your Hornet won't be contributing jack shit for the rest of the turn. </div> </div> ===={{W40kKeyword|Aspect Warriors}}==== *'''Shining Spears:''' Taking a glance at their stats, they look like Windriders with +1 Ld, but they are more expensive. That is before you look at their special abilities and weapons, and the fact that they got to keep their 3+ armor save. You gain a S6 AP 4 D2 weapon (the Exarch can upgrade to a S8 version for basically 2 extra points) in addition to the twin shuriken catapult, and a '''4+ invulnerable save vs shooting''' allowing for some shoot, charge, withdraw, shoot shenanigans that will leave the Mon'Keigh raging. They have been vastly improved from 7th Edition, and can cause some serious damage when charging, though their cost might be prohibitive. Remember to always shoot the twin shuriken catapults! It's very easy to forget about them. Honestly, they are the hidden gem of the CW Index and borderline OP in a {{W40Kkeyword|Ynnari}} list. A minimum unit is effectively immune to morale, and for 102 points, you can either shoot anything 28" away for up to 6 damage (by Advancing and then shooting the Lances at no penalty, thanks to Battle Focus), or shoot and reliably charge anything 22" away for up to 20 damage. Even better with a Warlock Skyrunner along to cast Quicken, of course; an {{W40Kkeyword|Alaitoc}} warlord skyrunner can support them with a morale immunity bubble if you're worried about making the unit large. ** Just make sure you blast Sabaton whenever you declare a charge with these guys. You will thank me later. **These guys got a significant points drop in CA 2019 which seems fair given that ynnari shining spears are now incomparably inferior to what they once were. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Shining Spear Exarchs have '''Expert Hunter''' as standard issue powers, giving them wound re-rolls against {{W40Kkeyword|Monster}} and {{W40Kkeyword|Vehicle}} units. Like the others, you may replace or pair this power with one of these using the respective stratagem. <div class="mw-collapsible-content"> *'''Blademaster''' **Your Exarch's paragon sabre does a flat 3 damage. Generally speaking, hot garbage - the situations in which this is better than a Star Lance paired with Lancer are so few you may as well ignore them. *'''Heartstrike''' **Your Exarch's melee weapons generate a mortal wound on an unmodified hit roll of a 6 on top of all other damage dealt. Never take this - like Blademaster, this will almost always behave like Lancer but worse, assuming you take the Star Lance you should be taking. *'''Lancer''' **The Exarch generates an additional hit on an unmodified hit roll of 6 while using a Laser/Star Lance. Notably works at range and melee, and will generally behave like +1 to hit, which it will also stack with. This power plus a Star Lance should ''always'' be your choice over Blademaster or Heartstrike; while it will stack with Expert Hunter, if you're choosing between them, Lancer is better against lighter targets, and Expert Hunter is better against heavier ones. *'''Skilled Rider''' **The Exarch (and only the Exarch) has a 3++ invulnerable save against shooting attacks (1 better than stock). A Warlock Skyrunner tagging along casting protect gives the Exarch a disgusting [[cheese|2++ invulnerable save]], bar a potential followup FAQ. As of now, there's nothing saying you can't use CP rerolls on them, either. The downside is that you have to take shots on the Exarch to use this, so anything that gets through will kill off the most valuable squad member. *'''Swooping Dive''' **While the Exarch is alive, the entire unit adds 1 to all charge rolls made. Generally speaking, the best option available, since Shining Spears ''really'' want to be in melee to do their jobs. *'''Withdraw''' **While the Exarch is alive, the entire unit may fall back at the end of the fight phase 6" like it was their movement phase. Useless if your opponent Falls Back (or dies), so it's primarily useful when you're on the ''receiving'' end of a charge, allowing you to functionally fall back, shoot, and then charge, without any CP or specialized detachment investment, instead of being forced to choose between falling back and shooting, or hanging out in melee without the charge bonus to your strength. **Alternative take, this is far and away the best Exarch power as it allows you to move out of combat in your opponents fight phase to move shoot and charge normally in your turn. Wrap your spears around an enemy unit in your turn preferably one that doesn't pose a threat to them in combat, wait out their shooting phase in combat, then at the end of their turn, back your unit out no strings attached. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Shining Spear Exarchs can trade in their Laser Lance for any of the below: <div class="mw-collapsible-content"> *'''Paragon Sabre''' **Trap. It costs the same as a laser lance, so it's effectively free, but you not only give up the lance's shooting profile, you drop to S3 all the time, and D1; S3 is useless against the Shining Spears' primary targets, which are {{W40Kkeyword|Monster}}s and {{W40Kkeyword|Vehicle}}s. The Exarch is re-rolling wounds against your main target anyway, and it's not like the Aeldari are starved for To-Hit buffs anyway, so what's the point? The Exarch already has a ton of attacks for a unit leader, so you want to up the quality of your Exarchs attacks which leads to: *'''Star Lance''' **Pay 2 more points for a buffed up laser lance with S8 on charges and shooting. A minimum unit is still 2 laser lances and a star lance, but you'll have 4 laser hits and 3 star hits in melee. Easily worth it. </div> </div> *'''Swooping Hawks:''' The anti horde option. Deep Striking, great movement and great firing range means that the unit has an absurd threat range. With their lasblasters being Assault 4 with S3 they do appreciate Doom, to-hit re-rolls and big unit sizes, so going MSU with these is a bad idea. At 13 points per model they will still be comparably cheap. If they get trapped somehow, Skyleap will be a good "get out of jail free" option, which can be used in any turn. Bounce at will, ladies. One may be tempted to make excessive use of their grenade packs by landing next to or flying over enemy units. However, even under best circumstances, a max size unit will achieve only 1-2 mortal wounds against a 10+ enemy unit. Given that their typical targets will be guards, gaunts and similar GEQ, 2 mortal wounds will be probably negligible. By doing so the Hawks are put directly into retribution range, which they will probably not survive. In most cases it will be more beneficial to stay save at 24" and only use the grenade launchers if two mortal wounds will make any impact. [[Derp|For some reason they forgot how to use Haywire Grenades.]] An alternative use may be a minimum sized unit for 65 points without upgrades for objective grabbing and finishing off remains of enemy units. In this case you should field some other means of anti horde weapons as well. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Swooping Hawk Exarchs have '''Herald of Victory''' as their default power, uniquely granting +1 Leadership to all {{W40Kkeyword|<CRAFTWORLD>}} units within 3" of them. This does have its own minor uses, such as buffing a Mind War Farseer or supporting blobs of Guardians. Outside those specific uses, this generic ability certainly doesn't compare to the selection below, so don't feel compelled to waste a command point on HoV's behalf. <div class="mw-collapsible-content"> *'''Intercept''' **Your Exarch and the unit accompanying him may reroll hit rolls against units that {{W40Kkeyword|Fly}}. Kind of handy given the general abundance of that keyword, but not the most useful of these powers. *'''Suppressive Fire''' **When your Exarch fires overwatch, the charging enemy must subtract 2 from their charge rolls. This can make your Swooping Hawks a fantastic screening unit against combat heavy armies. *'''Exarch Evade''' **Your Exarch confers a squad-wide 5+ invulnerable save. A good defensive power for fighting a variety of different armies. *'''Rapid Assault''' **When your Swooping Hawks successfully charge/get charged, your Exarch adds 2 to their attack characteristic for the turn. *'''Fast Shot''' **Exarchs alter their ranged weapon profiles to Assault 6. [[Dakka|Dakka Dakka Dakka!]] *'''Swooping Barrage''' **Your Exarch and his unit add 1 to all Grenade Pack rolls, triggering mortal wounds on a 5 and 6. Just like the scorpions, doubling your chances to deal mortal wounds (especially since all your hawks need to do is land near or move over enemy units) is awesome, especially when running larger units. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Swooping Hawk Exarchs can take a power sword in addition to trading in their lasblaster for either gun below: <div class="mw-collapsible-content"> *'''Power Sword''' **This does not replace your lasblaster and can be taken with either of the two below. For 4 points it gives you a bit of melee bite, especially because you will typically have them within charge range of a lot of units if you make use of their grenade packs. However, you don't want to have your Hawks to end up in close combat anyway and 2 power sword attacks won't make any noticeable impact. In the end it feels like a waste to spend points on equipment you don't want to use in the first place, and you are better off spending these on other units (like spears for your Warlocks and Farseers). *'''Hawk's Talon''' **Lasblaster that costs 3 points more and gives you S5. This is the more straight-forward upgrade for the anti-infantry role the Hawks are designed for. Definitely worth the points, although equally good as the sunrifle. Take whatever tastes better. *'''Sunrifle''' - '''Legends''' **Lasblaster that costs 4 points more and gives you -2AP, which will probably negate any armour save your typical targets have. Additionally it causes -1 to Hit if any damage was done. Unfortunately this -1 to Hit debuff lasts only until the end of the turn, therefore it will only have an effect on the consecutive close combat phase, making it rather useless. You could potentially support one of your close combat units like Scorpions or Banshees with it, or imagine the trolling when you kill someone in Overwatch with it! However, most probably you will take this weapon for the AP, not for the blinding effect. </div> </div> *'''Warp Spiders:''' These were one of the main reasons everyone hated playing against eldar in 7th. While they lost most of their mobility tricks, the one they kept is still hilariously good: instead of advancing, they can increase their move by 4D6" and gain the {{W40Kkeyword| Fly}} keyword without any other restrictions. That's right, Warp Spiders are now faster than jetbikes almost half the time. Their guns work in much the same way, 2 Shots at Str 6 with an AP of -4 if you roll a 6. Their Flickerjump ability doesn't actually move them, but imposes a -1 to hit in the enemy shooting phase, although rolling snake eyes will kill one of them. For the love of Khaine keep these guys in cover. A 3+ save isn't much when you're '''always''' in Rapid Fire ''and'' Charge range. 2+ save and -1 To Hit? Now we are getting somewhere! Also because the Spiders rely so much on drowning opponents in saves, and because they can re-roll morale tests, going MSU isn't really the best idea with these guys. With the Fire and Fade Stratagem they also get JSJ back, which again favours big units. The Codex makes them 18 points per model, and confirms that they can use the Jump Packs to Fall Back- in fact, since they get the '''FLY''' keyword when using it, they can still shoot afterwards! Bounce at will! They also finally re-learned how to deep-strike! **'''How to become [[That Guy]]''': Argue that Flickerjump is not limited to once per turn, but can be activated every time the enemy shoots at you (that's how it's written) and will stack without limits to -3, -4, -5 and so on (that's not explicitly written, but is the wet dream of That Guy). FAQ may change this in the future. **'''How to counter[[That Guy]]''': Main Rulebook FAQ already indicates that the effects of rules with the same name, do not stack unless they say they do. So while you can activate Flickerjump multiple times RAW, the end result is still only a -1 to hit rolls. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Warp Spider Exarchs have '''Iron Resolve''', granting them rerolls to failed Morale tests. Due to their smaller unit sizes and good leadership, this isn't the best vanilla power and unless you really plan on maxing out squad sizes, there's little need to spend a command point to keep this and whatever much superior ability listed below you want. <div class="mw-collapsible-content"> *'''Surprise Assault''' **On a turn in which your Warp Spider Exarch and his unit set up on the field, each model can reroll a hit roll for their deathspinners. A nice supportive power that negates any real need for a Swooping Hawk/Jump Pack Autarch to accompany your dudes. *'''Withdraw''' **Like Shining Spears and Striking Scorpions, Warp Spider Exarchs and their unit may fall back at the end of the fight phase 6" as if it were their movement phase. A touch redundant since your Warp Spiders could already use their jump packs to just teleport away without much consequence regardless. Leave the charge-withdraw-charge shenanigans to units designed for melee combat. *'''Whim of Deceit''' **Your Exarch and his unit can exit the battle field at the start of your movement phase and redeploy at the end of it via Deep Strike rules. This can only be done once per battle. This is ''slightly'' underwhelming; it can certainly act as a get out of jail free card and it removes the unpredictable variance the jump pack's 4D6 movement can cause, but it seems less useful compared to a few of the other perks here. *'''Spider's Lair''' **If your Exarch and his unit are fully on or in cover or terrain feature and an enemy unit successfully charges them, roll a D6. On a 3+, that enemy unit takes d3 mortal wounds. Now this is the kinda power you're going to want! Given how ridiculously maneuverable Warp Spiders are, it's very easy to put them in a position of deep cover where enemy units will be highly encouraged/tempted to dive in after them. That said, savvy opponents will catch onto this tactic quick and will sooner attempt to smoke your spiders out of hiding than risk that kind of damage. *'''Flickering Assault''' **Your Exarch and his squad pile in 6" instead of 3". Again, Warp Spiders aren't really meant for melee. Sure, they can survive in it due to their 3+ armor, Flickerjump rules and semi-capable Exarch wielding powerblades, but why would not use units like Shining Spears for that purpose instead? *'''Spider's Bite''' **Your Exarch's powerblades get a +1S buff and deal 2 damage per swipe. A much more usable melee buff than the others here, but once again, why not just take a squad of Shining Spears if you want fast, hard-hitting melee units? </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Warp Spider Exarchs can trade in their deathspinner for either gun below. The Exarch also has the option to pay 4 points to buy a pair of powerblades, very useful now we know they can Warp out of combat at will. <div class="mw-collapsible-content"> *'''Powerblades''' **AP-2 and +1A; your Warp Spiders don't want to be in melee, but if they do find themselves there, this is absolutely worth the cost. Still, you're better off saving your points and playing them as dedicated to being shooty. *'''Two Deathspinners''' **Warp Spiders rely on popping up in cover near a high value target and drowning them in armour saves. This helps them be better at that. Always take this if you can afford the extra 8 points since it's definitely cheaper than another Warp Spider. *'''Spinneret Rifle''' - '''Legends''' **It's 4 points cheaper than two deathspinners and with -4 AP, but with Rapid Fire it kinda sucks. You need to be within 9" to get your 2 shots, which won't happen if you deep-strike them (and you'd need them to get any use out of this). While statistically better than even two deathspinners against high armor value, TEQs and MEQs shouldn't really be your preferred targets in the first place. Not really a good option. </div> </div>
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