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===Flyers=== '''Note''': All Eldar Flyers have special rule called "Wings of Khaine", which means they advance 20" without rolling, and more importantly, it gives the old vector-dancer: pivot up to 90°, move 20-60", and then pivot again up to 90°, which is something even Dark Eldar do not get. This rule mean that now Eldar flyers can potentially fly between 2 points all the time, good luck positioning your Crimson Hunters in a 6" bubble near Asurmen. *'''[[Hemlock Wraithfighter]]''': Easily the best flyer for the [[Craftworld]] Eldar (though it faces some stiff competition from the Dark Eldar for the title of "Best [[Aeldari]] Flyer"), and overall one of the best support units in the list. For 210 points you get 16" Assault 2d3 S12 AP-4 D2 shots that autohit, wound easily, and do lots of damage, though the 16" range does put you in Rapid Fire range of Plasma Guns and Hellblasters, and Bikers and Assault Marines with Melta can easily swoop in and cause serious damage, so be careful with your positioning. The 12" -2Ld aura (-3 with Horrify) to enemies is very strong in this morale meta, especially if it forces your opponent to burn CP auto-passing morale tests. Don't forget the psychic power too! See below for a breakdown, as all have their niche. It also keeps Vector Dancer, so it's easy to keep it on the board, too! One of the reasons this is the best Flyer you can take in the Codex is that it can actually use its automatic 20" advance and still shoot - note that this makes its Movement 20-80", which, combined with the size of its base, means it can reach anywhere on the table from anywhere on the table. It also has built-in Spirit Stones for a 6+++ FNP, unlike the other Flyers, who can't take anything from Vehicle Equipment. **With the recent increase in crimson hunter exarch point cost, the hemlock may be seeing a lot more competitive play in the near future. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Psychic Powers:''' The Hemlock Wraithfighter, as mentioned, is one of the precious few {{W40kKeyword|Vehicle}} units in the game that is also a {{W40kKeyword|Psyker}}, but it comes with a slight caveat. Aside ''Smite'' (which can be replaced with a Rune of Fortune if you wish), each Hemlock may only know one Rune of Battle and may only target enemy units with it (effectively, they only know the hex half). With only one cast and denial available per turn, you'll have to choose wisely based on how you want your Hemlock to synergize with your army. <div class="mw-collapsible-content"> '''Runes of Battle''' #'''Reveal:''' Use this to negate cover saves on your target. The Hemlock's D-Scythes punch through armor with laughable ease, only models a 2+ armor save and no invuln save to fall back on will have any hope of surviving a blast from these soul-shredders. If you're looking to support other units with this power, take it on a warlock. #'''Horrify:''' Use this to apply a -1 Ld modifier on your target - if you're trying to make a morale bomb, this is a convenient way to improve your Mindshock Pods. #'''Drain:''' The target takes a -1 modifier to hit in the Fight phase. For a number of reasons, you should never take this on a Hemlock; use a warlock if you're looking to cripple enemy units in the fight phase. #'''Jinx:''' Use this to debuff your target's saves (armor and invuln!) by -1. This is the best supporting power for an offensive mindset, as it'll let your Hemlock more effectively engage targets with notable invulnerable saves #'''Restrain:''' Target halves their Move. Careful not to use this on an enemy Flyer without reading its datasheet - for many of them, what you'll end up doing is applying a buff, since you're reducing their problem of being forced to move a minimum distance. It's not really useful against the Hemlock's preferred targets, but can be used to help hold a particularly fast target relatively close to the rest of your army so they can kill it. #'''Enervate:''' Target subtracts 1 from their wound rolls. Again, you have far more cost efficient vectors to use these sort of powers, don't take it on a Hemlock. *'''tl;dr:''' Use Horrify to improve your [[Mindshock Pods]], Jinx to upgrade your Heavy D-Scythes and help the boots on the ground, and Enervate to protect other elements of your army from a potent melee threat. The rest are situational and/or usually best left to the Warlocks to handle. </div> </div> *'''[[Crimson Hunter]]''': This is a Crimson Hunter [[Exarch]] that is even less accurate, since it doesn't re-roll 1s to hit, and is only marginally cheaper. Generally, skip - take an Exarch or don't take a Crimson Hunter at all (although a Hemlock is still better). *'''Crimson Hunter Exarch''': For 15 points more than the base version it gains re-rolls of 1s to hit or better (see below). Has twin Bright Lances and a Pulse Laser, and can swap the bright lances for starcannons. Re-rolls failed wounds against targets with {{W40Kkeyword|fly}}, but at only BS4+ re-rolling 1s against enemies with Hard to Hit, and with low shot volume for dealing with jetbikes and jump infantry, broadly worse than just taking a Jinx Hemlock for solving the same problems. Oddly enough our dedicated fighter aircraft is worse at shooting down planes than the earth-bound Dark Reapers. As an anti-monster/vehicle or anti-MEQ/TEQ unit, however, CHEs are not to be underestimated. The default underslung Pulse Laser is a significant threat to any multiwound models not packing storm shields and the semi-flexible loadout options give them a little more customizable utility when compared to Hemlocks or standard Hunters. **However, if you spend a CP to make your CHE have marksmans eye and Hawkeye, it boosts its expected damage output (v a collection of 8 common vehicles) significantly and makes it hit harder than the hemlock for fewer points. Use bright lances with this combo. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' One of the defining features the Crimson Hunter Exarch has over its basic version is '''Marksman's Eye''', the aforementioned ability to re-roll hit rolls of 1. While it's good, other powers are better, so you'll only keep it when you want to spend a CP on both. Generally speaking, your best bet is Hawkeye, followed by Hawkeye + Marksman's Eye, but Aerial Predator and Evade can both be used effectively if you have a particular use in mind. <div class="mw-collapsible-content"> *'''Aerial Predator''' **Ranged attacks deal 1 more damage against enemies that {{W40Kkeyword|fly}}. D4 pulse laser shots and either D1d3+1 (usually 3) damage starcannon shots, or D1d6+1 (usually about 4.5) bright lance shots. Whichever combo you choose is sure to leave a hell of a dent in a significant portion of the game. Because the damage benefit triggers only against targets you already re-roll wounds against, you should generally always choose starcannons for this, as you'll get +4 damage out of it instead of +2, due to the doubled rate of fire - between the guns being cheaper and your wound re-rolling making up for the strength difference, the starcannons should end up outperforming the bright lances against just about anything. Works wonders considering the pesky primarine repulsor bricks have FLY just as those damn Rapetides. *'''Evade''' **A free 5++ invulnerable save. Can't argue with that! Pair with {{W40Kkeyword|Iyanden}}, {{W40Kkeyword|Alaitoc}}, or {{W40Kkeyword|Ulthwé}} for particularly durable combinations. *'''Hawkeye''' **You no longer suffer movement penalties for your heavy weapons, letting your CHE actually use its BS2+ fully! This obviously works wonderfully with Marksman's Eye if you choose to keep it using the stratagem to do so. ***As for the math: On the move, your accuracy is 24/36 base, 28/36 with Marskman's Eye, 30/36 with Hawkeye, and 35/36 with both. This means you should ''always'' take this over Marksman's Eye, as you have way to stop moving, and this has a better benefit. *'''Strafing Assault''' **Attacks against targets that ''can't'' fly re-roll wound rolls of 1. Absolutely worthless, because it's Marksman's Eye but worse, in that it only works against some targets, and it's also always going to be worse than Hawkeye. *'''Eye of Khaine''' **Units targeted by your CHE don't receive the benefits of cover. Since all of your guns are AP-3 or AP-4 to begin with, you can reliably give this one a miss. *'''Aerial Maneuvering''' **You may pivot 180° instead of ''just'' 90°. This one is laughably unnecessary since virtually all craftworld fliers can bounce back and forth between any two points on the board like coke addicts thanks to their Wings of Khaine rule. Unless you're trying to confuse and misdirect your opponent with semi-random twists and turns along the way, it's better to pick something that actually boosts your CHE's damage or accuracy. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Loadout:''' Unlike their standard counterparts, Crimson Hunter Exarchs can choose to pair their built in pulse laser with either two bright lances or two starcannons. <div class="mw-collapsible-content"> *'''Bright Lances''' **These are the most expensive choice, but they have the most synergy with the pulse laser. The bright lances also offer the highest potential damage output against a single target; a few lucky rolls can let your Crimson Hunter vaporize a tank with a single S8 four-shot volley. On the other hand, the D6 damage of the bright lances can be just as much of a curse as a boon given the fewer shots per turn and highly variable damage compared to the slightly weaker yet more consistent starcannons. *'''Starcannons''' **For the cheaper, more flexible approach. Four S6 shots and two S8 shots can fully wipe a MEQ squad and severely threaten a TEQ squad or monster. The D3 damage of the starcannons might not have quite the same impact the bright lances have against harder targets, though having double the number of shots per gun does let it compete or even outperform it against anything T5 and lower. </div> </div> *'''Nightwing (Forgeworld):''' Corrected from Fast Attack to Flyer in errata. Clocking in at 139 points and effectively benefiting from many of the flyers’ best upgrades, the Nightwing Interceptor is one of the undiscovered gems of the Aeldari hangars. Sure, a payload of just a twin linked shuriken cannon and a twin-linked bright lances might sound like a small arsenal to put on your Flyer of choice, but thanks to the embedded CTM and the quite versatile movement you acquire with the Vector Shift ability, you can dash right in to make that tank at 60” go boom without penalties on to hit. All in all, the Nightwing Interceptor is a little solid choice that won’t turn the tides of the battle by itself, but when paired with other specialist units- which abound in the CW Codex- or even another Nightwing, becomes a fearsome threat for every responsible player. But it comes at a price of being a soft T6 target that tends to run straight into enemy line to use the CTM, so beware you WILL go down and go down you will. *'''Phoenix (Forge World):''' Corrected from Fast Attack to Flyer in errata. '''Not''' The cheapest of all the Aeldari "Flyers" though it has more wounds then most of the Space Elf flyers AND more shots than all of them too! Built-in CTM means you can shoot the underslung heavy weapons at the closest unit without the -1 to hit penalty. Due to flyer movement this is a little trickier to utilize than other eldar flyers, so watch out. The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it's more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers. Twin StarCannons are very expensive but 4 shots semi-guarantee death (even with the FAQ errata for D3 damage instead of 3). Nightfire missiles averaging 7 shots a turn can be used as an anti-horde option, and includes a debuff if you wound the enemy if you're playing an apocalypse game. Phoenix Missiles are similar to [[starcannons]] with only D6 variable shots and flat 2 damage, so they're unreliable for big damage output but can trim a few enemy Terminators or [[Primaris Space Marines]] from any squad. Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and since they are assault, can shoot even at far targets without the -1 to-Hit penalty.
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