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===Heavy Support=== *'''Dark Reapers:''' Easily one of the best units in the Heavy Support slot in the entire Aeldari Faction (which is saying something, given the competition they face), if not the entire game. Their Reaper Launchers offer you a single shot at S8 AP-2 flat D3 for your vehicle and monster killing needs, or two shots at S5 AP-2 flat D2 for taking out infantry. They always hit on a 3+ in the Shooting phase, no matter what, even if they are shooting at a supersonic aircraft at night on the move. Including movement they have a threat range of 54", although probably they will be sitting still in some warm and cozy, high piece of cover. All in all they are a great firebase that can nuke anything. Due to their reputation your opponent will try hard to eliminate them as soon as possible, which is why you should take extra precautions, especially when fielding larger units. At 34 points per model every loss hurts and reduces their output. While 3-men-squads are too unimportant to bother, you should take care about 5-10 men squads. When deploying them you should consider setting them up either inside a Wave Serpent or at least behind some LOS blocking terrain, so that they are safe in the case that your opponent gets the first turn. For obvious reasons, they love belonging to Alaitoc. If you field a big squad, a Farseer with Guide and Fortune will immensely enhance the reliability and damage output AND will make them an excellent target for the stratagem Forewarned in order to counter any enemy's reserves (remember that Guide will still be active!). As such, your unit will be a massive [[DISTRACTION CARNIFEX]], and hence they will appreciate any additional Protect or Conceal they can get. **Just remember to kill your opponent's LOS-ignoring units before you disembark these guys from their wave serpent. Losing even two Dark Reapers per turn to basilisk fire is unsustainable. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Dark Reapers Exarchs come with the '''Crack Shot''' ability, allowing them to re-roll hit rolls of 1 for their ranged attacks. But, just like all the other Aspects, they can either trade in Crack Shot or pay 1CP (one use only) to take one of these supplemental powers. Generally speaking, you should do this - unless you're bringing a Tempest Launcher, Rapid Shot is strictly better than Crack Shot. <div class="mw-collapsible-content"> *'''Rapid Shot''' **Your Exarch adds 1 to the number of ranged shots he makes per turn. Pretty decent, it lets him double-tap or triple-tap Reaper Launchers and Missile Launchers. This ability is ''better'' for the Tempest Launcher than Rain of Death, below - assuming you would only use it when you ought to, Rapid Shot is negligibly better (8 instead of 7 35/36 shots on average). It's also worse than Crack Shot (which is 76, which is better than the 8/7 this provides), so you should only take this on your Tempest Launcher when you're burning CP on taking 2 powers. On any other weapon you can take, this is ''better'' than Crack Shot, and the effects will stack if you take both. ***Assuming you take this, always swap to the Aeldari Missile Launcher - it will outperform the Reaper Launcher against hard targets. The Tempest Launcher will be better against GEQ/MEQ and the Reaper Launcher better against TEQ, but the AML will generally speaking serve you best, particularly since you can split the squad's fire if you feel the need. *'''Rain of Death''' **The Exarch may re-roll the 2D6 used to determine the number of Tempest Launcher shots he makes per turn. ''Never'' take this - Rapid Shot is functionally the same thing but better. *'''Grim Visage''' **When an enemy unit is within 6" of a Dark Reaper squad with this Exarch, they subtract 1 from their Leadership. First, if a enemy unit is 6" away from your Dark Reapers, you're either playing them wrong or your opponent is [[Anal Circumference|playing you]]. You already have tons of leadership debuffing abilities and powers, this is not worth either trading Crack Shot or 1CP for. *'''Long-Ranged Fire''' **Your Exarch and the squad he's in add 6" to their weapon ranges. This is the only ability that affects the entire Dark Reaper squad and it's pretty ok. Reaper Launcher ranges already cover a majority of any standard tabletop, but this does grant considerable wiggle room for those squads table corner camping. *'''Deadly Touch''' **When your Exarch makes an unmodified wound roll of 6 in melee (yikes, why would you allow him to be there?), it deals a flat 2 mortal wounds on top of any other damage done. While that's certainly impressive, I think it goes without saying that this is a dedicated gunline unit. Bar ''the'' most desperate last stand or gamble, there's no reason you should commit these guys to melee; their guns will always do more damage than their Exarch will even if he rolls nothing BUT 6's in melee (unless they're charging something insanely durable, like a forge world titan). *'''Focused Fire''' **Your Exarch may target and shoot enemy {{W40kKeyword|Character}} models within 18" of him even if he's not the closest enemy model. Despite the 18" caveat, this is very easily workable and a very good power (especially if paired with a MotIC Autarch/Wraithseer) for when you want to go character killing. The Tempest Launcher can be particularly brutal against GEQ/MEQ characters (especially since it ignores LoS) while the Reaper Launcher serves fantastically for MEQ/TEQ or <10 wound monster characters. Like all exarch powers, there's no limit on the number of squads who can take this power, so stuff 3 MSU squads with this power in a Wave Serpent with a MotIC Reaper Launcher Autarch, a Jinx Warlock and perhaps a Doom/Mind War Farseer. The standard Reapers can split fire at whatever nearby foes might pose a threat to your drive-by deathstar while your Warlock and Farseer debuff the hell out of that character you want dead. Then unload either 4 S8 AP-2 3 Damage shots into that character, or 6D6 S4 shots if you wish to cheekily hide out of LoS, rerolling hits of 1 and all failed wound rolls. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' The fare afforded to Dark Reaper Exarchs in exchange for their Reaper Launcher. <div class="mw-collapsible-content"> *'''Reaper Launcher''' **If you are lacking anti-vehicle measures in your list, it is not a bad idea to keep the default weapon, maximizing the amount of hard hitting shots. *'''Tempest Launcher''' **Pay 5 more points to trade in your Reaper Launcher for a [[Dakka |Heavy 2d6 S4 AP-2 D1 weapon]] that doesn't need LoS to help with clearing out blobs. Just remember it has a shorter range than the Reaper Launchers. Although this choice lessens the anti-vehicle damage of your squad, the overall damage will increase, because the Exarch alone will typically take out several single-wound models each round. If you are not super-short on anti-vehicle weapons, this should be your default choice. *'''Aeldari Missile Launcher''' **Shave off 2 points from your default Reaper Launcher to get the same versatile AML that we all know and love. As usual, a versatile weapon will always be worse than a specialized one. Although the damage characteristic of the single S8 D1d6 shot is on average slightly bigger (3.5) than flat 3, but luck will typically play against you. When you need lots of damage, you roll a 1, and when the enemy model only has left 2 wounds, you roll a 6. The reliability of a solid 3 shouldn't be underestimated. The multi-shot profile is embarrassingly worse than the Tempest Launcher due to less shots and less AP. The mode of 2 S5 shots is lost completely with this weapon. At least it legitimates for the Starhawk Missile stratagem. All in all, a very rare choice, and in most of the cases you should stick to one of the two weapons above. *'''Shuriken Cannon''' **Hard pass. While it is technically the cheapest Shuriken Cannon in the game, your Reapers should never be close enough to make use of it. We have far better options to field Shuriken Cannons. If you are that short on points you can't even afford a basic Reaper Launcher then you should take a long, hard look at your list first. </div> </div> *'''Falcon:''' Your trademark Falcon serves you in the exact same way it always has; a flexible transport that sacrifices some of its capacity and defensive utility for some extra firepower. The inbuilt Pulse Laser is a Heavy 2 S8 AP-3 gun that does a solid 3 damage per shot, making it reasonably effective against any MEQ, TEQ, vehicles and monsters thrown your way. With 6 slots available for your dudes, filling one full of Fire Dragons or Dark Reapers and slapping on a CTM with Starcannons or Bright Lances is a perfectly viable way to transport a small team of your more elite units. That said, it is ''still'' outperformed by Dark Reapers themselves and the Night Spinner as an anti-vehicle or anti-infantry platform respectively, and Wave Serpents still outclass it in general utility, durability and point-cost without competing with other units for a slot. That said, running at 120pts base, it is slightly cheaper than your Wave Serpent and is still very much a transport option if you max out your Wave Serpent capacity (for games/tournaments utilizing datasheet usage restrictions). <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Falcons, just like all the Wave Serpent, can choose to fit its turret with any of the standard heavy weapons available to many of your units. Additionally, like literally all of its sister tanks, it has the option to upgrade the underslung twin-shuriken catapult into a shuriken cannon. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Falcons looking to keep it cheap. On your tanks that you plan to keep further away, however, it will probably be in your best interest to upgrade to a shuricannon. *'''Shuriken Cannon''' **Upgrading the underslung gun into a shuriken cannon is recommended if you can afford the points; it has a more workable range that can mesh with the rest of your Falcon's armament. Although you could take one on the turret as well, it is recommendet to run the single one in addition to two of your other heavy weapons instead to give your tank a bit more flexibility in its targets. *'''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, and compliments the underslung shuricannon rather well. The pulse laser can help deal with the targets these two weapons would otherwise struggle to crack. You may opt to supplement this further by having a squad of Fire Dragons ride inside as well. *'''Starcannon''' **A good middle of the road option, the starcannon seems a little lackluster compared to your other options in this slot. Its performance is overshadowed by the much superior pulse laser built into the tank, which in turn would appreciate being paired with either the bright lance or AML for more synergy. *'''Bright Lance''' **A good choice that pairs rather well with your pulse laser to make a fairly effective anti-tank/monster platform for a rather decent price. Put a CTM on this and slap a squad of Howling Banshees or Dire Avengers inside to help screen or deal with whatever fell out of the enemy transport you just cracked open, and you have a rather flexible unit on your hands. *'''Aeldari Missile Launcher''' **While the AML doesn't quite punch through enemy armor the way the pulse laser or bright lance do, it still pairs quite nicely with the former due to their similar strength and damage values. The obvious perk that the AML has over the bright lance is that it can actually deal with infantry blobs without needing a squad of aspect warriors to shore up that shortcoming. Since it is the same price as the bright lance, you may as well take this if you have the points to spare. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Aside one or two exceptions, the Falcon and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Falcon maneuver without completely sacrificing accuracy in order to do so. Since this benefits the pulse laser ''and'' your turret mounted weaponry, there's really no reason not to take one of these. Arguably essential to the Falcon that's transporting Aspect Warriors about. *'''Soul Stones''' **Iyanden and Alaitoc Falcons might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. *'''Star Engines''' **A nifty but largely unnecessary upgrade. Falcons have pretty good movement on their own already, but you won't be able to fire most of your weaponry whenever you take advantage of this. *'''Vectored Engines''' **Kind of a similar boat as the star engines. They stack well with them and also stack with Alaitoc's attribute, but a turn you advance with your Falcon is a turn you choose not to shoot anything. </div> </div> *'''Fire Prism:''' The other archetype of Grav-Tank. The Lance mode on its Prism Cannon is probably the highest-stat weapon in the Eldar arsenal (not counting superheavies, of course), with S12, AP-5, and D1d6. The Focussed mode (D3 shots, S9, AP-4, D1d3) is more suited for hunting 2-wound infantry like TEQ, and the Dispersed mode (D6 shots, S6, AP-3, D1) is great against single-wound targets like MEQ. It can [[Awesome |double tap the main gun]] at the same target with the same profile, [[Leman Russ Battle Tank |as long as it moves under half its current move or remains stationary.]] With its 60" range you will probably stay out of range of any counter-fire most of the time, therefore the CTM is optional depending on your game plan. Unless you face a pure horde army without any big targets the Fire Prism will probably always earn back its points, especially if you field two of them and make extensive use of the ''Linked Fire'' stratagem. ** When shooting without ''Linked Fire'' it is advisable to use either the Dispersed or the Focussed mode, because then an unlucky hit or wound roll won't hurt you that much. ** On the other hand use ''Linked Fire'' to make sure the few precious Lance shots come through ** Statistically, Focused mode is actually marginally better than the Lance on anything with a 3+ armour safe at T7 or T8. For your opponent it is also more difficult to negate multiple shots via CP re-rolls of invulnerable saves. However, having a random number of shots as well as a random amount of damage makes this mode less reliable against big targets than the Lance mode. ** When using ''Linked Fire'' the first Fire Prism always resolves all of its shots at the end of the shooting phase, which limits its usefulness on cracking up transports. Because your shooting phase will be over, you won't be able to shoot at the passengers any more. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Options:''' Due to the Fire Prism being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default option for when you want to pay as little as possible for the Fire Prism. If you're planning on using this outside of emergency overwatch shots against backfield deepstrikes, you should probably reconsider what type of tank you want to bring. At the ranges your main prism cannon typically fires at, your TWSC isn't going to be contributing jack. *'''Shuriken Cannon''' **Probably the choice to take if you can afford the extra points. At a more workable 24" range, your backline fire support will have a much easier time finding targets to safely engage with this compared to the TWSC. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Just like everything using the Falcon-chasis, your Fire Prism has its pick of all your vehicle upgrades. Arguably only two are useful to it though. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Fire Prism maneuver without completely sacrificing accuracy in order to do so. All profiles of the prism cannon are classified as Heavy and seeing as that's the main reason you're taking one of these over a Falcon or Wave Serpent, you should probably try to make the most out of using it. *'''Soul Stones''' **Iyanden and Alaitoc Fire Prisms might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. *'''Star Engines''' **A fairly useless upgrade for your Fire Prism. With a range of 60" on their main gun, Fire Prisms will very rarely be wanting for the extra possible mobility these provide. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn. *'''Vectored Engines''' **These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Fire Prisms under any other circumstance. </div> </div> *'''Night Spinner:''' With 2d6 shots and D2 on its main cannon, all while keeping the rending effect and barrage-like ability to fire without LoS, the Night Spinner is looking good. Be sure to get a Crystal Targeting Matrix so you can make full use of that amazing 16" move. With each Doomweaver shot hitting at S7 and doing that flat 2 damage with potential AP-4 hits, this thing is gonna eat MEQ/TEQ units for breakfast. The only thing that hurts is that it lost the torrent fire mode. Costs 112 points with the catapult, ten points less than a vanilla Falcon. **For an extra 13 points you can take both a Shuriken Cannon and a Crystal Targeting Matrix which gives you a unit that is very good at both clearing objectives and responding to incoming threats before they happen. **When combined with the Doom psychic power some night spinners can prove extremely dangerous even to T8 units as re-rolling your wound rolls will yield a considerable number of AP -4 2d shots, only 8 need to get through to destroy a land raider. **This unit is almost a perfect counter to tau triptide lists, as your opponent will be forced to take these hits on their drones as each hit is 2 damage. **With the recent points drop they are no longer mathematically worse than a fire prism. I hope you all magnetized. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Options:''' Due to the Night Spinner being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default option for when you want to pay as little as possible for your Night Spinner. Though ideally you won't want enemies within the range these can fire at, they can contribute more consistent firepower to help supplement your main cannon's variable number of shots. *'''Shuriken Cannon''' **Probably the choice to take if you can afford the extra cost. At a more workable 24" range, your Night Spinner will have a much easier time finding targets to safely engage with this compared to the TWSC. Its strength values and potential rending also compliment your main Doomweaver cannons, seeing as how they function virtually identically to each other. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Just like everything using the Falcon-chasis, your Night Spinner has its pick of all your vehicle upgrades. Arguably only two are useful to it though. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Night Spinner maneuver without completely sacrificing accuracy in order to do so. Due to not needing line of sight to target enemy units, this upgrade isn't usually necessary, but it does keep your options open when you're in doubt. *'''Soul Stones''' **Iyanden and Alaitoc Night Spinners might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. *'''Star Engines''' **A fairly useless upgrade for your Night Spinners. With a range of 48" on their main guns and the ability to ignore line of sight, your Night Spinners will very rarely be wanting for the extra possible mobility these provide. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn. *'''Vectored Engines''' **These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Night Spinners under any other circumstance. </div> </div> *'''Support Weapons:''' Now a single model unit rules-wise, with one guardian per gun being some sort of decoration. Similarly to the War Walkers, your Support Weapons are the "poor man's" option for Heavy Support slots. Costing between 35 to 60 points per platform, depending on your flavor of gun, these are excellent long range fire-support options for players looking to save points for other slots or when trying to cheaply fund a Brigade detachment. Additionally, like War Walkers, Support Platforms can be taken in squadrons of up to 3 models in a single slot and act as individual units after deploying in coherency. If positioned carefully, you can set up and move your Support Platforms so that everything on the table is within their firing arcs. This is made considerably easier when two of the three gun choices ignore line of sight when firing, letting you stick them in deep cover for extra protection. Another positive note is that as a {{W40Kkeyword|GUARDIAN}} unit, it can take advantage of the ''Celestial Shield'' and Ulthwe's ''Discipline of the Black Guardians'' stratagems to bolster one of your gun's durability/accuracy in a pinch (admittedly probably best saved strictly for D-Cannon platforms though). That all said though, these Support Weapons are one of the two vehicles in the Craftworld Codex that lack the {{W40Kkeyword|FLY}} keyword, and unlike the War Walkers, also lack any non-webway gate deepstriking options (stratagems or otherwise). This hampers their mobility and deployment options significantly, makes them vulnerable to being tied up in melee and prevents them from being able to scale buildings beyond the first floor. Because of this, you need to be very mindful with their initial deployment if you want to get the most bang for their buck. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': In addition to a standard issue Shuriken Catapult (presumably wielded by the otherwise decorative Guardian Defender included with the platform), your Support Weapons come in three unique flavors, each with their own uses. <div class="mw-collapsible-content"> *'''Shadow Weaver''' **Discount Night Spinners, a single Shadow Weaver platform costs a third of the cost of a vanilla Night Spinner tank and packs half the total number of shots the tank can bring. Since it's not remotely as maneuverable or quite as durable as the tank, why bring it? Well, a maxed out "unit" of Shadow Weavers is a point cheaper than the Night Spinner with 3d6 LoS-ignoring shots that can be split against multiple targets as opposed to 2d6 shots that can only target one unit. Against GEQ-type armies or units, this is considerably more useful since the extra point of strength and damage per Night Spinner shot is negligible against such targets. Additionally, where the Night Spinner suffers from a degrading statline, your three 5-wound platforms don't and due to their smaller size and ability to spread out independently, are much easier to tuck away into deep cover where the enemy can't see/shoot them. *'''Vibro Cannon''' ** Long time ago it used to be a pretty funny weapon, now it just makes d3 shots with S7, AP-1 and d3 damage. The more Vibro Cannons shoot at the same target, the better the wounding and the AP. However, because it needs a line of sight and the model being relatively small it will be rather challenging to find a target to shoot at, and pretty much impossible on maps with ruins. Even if it finds a target, most of the time it won't do any notable amount of damage. The only funny thing is that if the target does get damaged, it may not advance in the next turn - this can be used to troll large horde units of Orks or Tyranids. As it is now the cheapest option, it is worth considering a little more freely. *'''D-Cannon''' **The most expensive option with half the range of the other two guns, but with considerably more punch. Like the Shadow Weaver, the D-Cannon can shoot its d3 shots at targets regardless of LoS. This compensates for its otherwise average range, especially when those shots are slamming those targets with staggering S12 AP-4 hits that'll ruin the day of any multi-wound targets relying on toughness and/or high armor saves to protect it. In terms of utility and range, units like your Fire Prism will outperform it individually, though you can take two of these guns for slightly less than the cost of a single Fire Prism for more average shots while also having access to those Guardian stratagems mentioned above. </div> </div> *'''War Walkers:''' For 55 points you can get one of these on the table with two Shuriken Cannons, or replace said Shuricannons with any other standard Heavy Weapon. The codex returned its ability to flank, essentially allowing you to deep strike, though with an additional caveat of placing the unit within 3" of a table edge on top of the usual 9" from enemies rule. As far as a Heavy Weapon platform goes, it sacrifices staying power for mobility and durability, making it more of a skirmisher-type unit than an anti-tank/monster platform. A 4+/5++ on top of a decent toughness with the ability to flank makes it ideal for assaulting backline infantry or objectives deeper in enemy territory. It also has the benefit of being a modestly priced Heavy Weapons platform and no degrading statline to hamper its accuracy or mobility the more damaged it is. Recommended in Ulthwe or Biel-Tan detachments where it appreciates the extra durability or Shuriken Cannon support respectively. Also an ideal Heavy Weapons platform if you're looking to cut down on costs for other unit categories. Falls behind Dark Reapers, Fire Dragons, Fire Prisms or Wraithguard in the anti-tank/monster game, and if outflanking your enemy isn't a priority, Falcons/Wave Serpents or Windriders are recommended Shuricannon platforms instead. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Your War Walkers are arguably your single-most cost effective platforms for your standard Heavy Weapons, given what they bring to the table for how much you're paying. As mentioned, each War Walker can take two of these in any combination you desire. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuriken cannons are a great choice for War Walkers looking to take advantage of their impressive mobility to harass key infantry units in your Opponent's flanks or backline gunners. This also makes them very well suited as part of a Biel-Tan detachment. *'''Scatter Laser''' **The cheapest choice, and not a bad one at that. Two of these on a War Walker brings the total cost to a rather respectable 49 points for 8 S6 shots a turn. *'''Starcannon''' **A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, if you have a couple of War Walkers equipped with these, they can prove very effective at slaughtering MEQ targets wholesale. *'''Bright Lance''' **A good choice, especially when taken in pairs, for dealing with enemy tanks or monsters. Despite their mobility, War Walkers are quite content to sit in one spot as needed and just provide heavy fire to key targets across the field *'''Aeldari Missile Launcher''' **Probably the best choice for mixed lists if you have the points. Two AMLs effectively gives each War Walker either 2 S8 AP-2 D1d6 shots or 2d6 S4 AP-1 shots for a very wide variety of targets. Just like the bright lance, taking two of one or one of each will double the cost of your War Walker, so make sure you plan accordingly for it. </div> </div> *'''Wraithlord:''' The Eldar answer to the Space Marine Dreadnought. Bare bones, it runs 80 points at S7, T8, 10W, compared to the S6, T7, W8 Dreadnought statline, which will likely cost more on average once both are kitted out. The Wraithlord does contend with a degrading statline unlike its Imperial counterpart, but several of the Craftworld attributes can help mitigate that downside (big shoutout to Iyanden). So while the degrading statline sucks, there are a lot of ways to plan around it. With a loadout of two heavy weapons and up to two shuriken catapults/flamers, it is a very flexible and capable choice for your heavy support slots, but it does suffer from some notable competition. War Walkers offer a cheaper, more mobile platform for heavy weapons and have an inbuilt invuln save for extra protection while your tanks can hit harder from farther away. And of course, Dark Reapers. However, unlike literally anything else in this category, Wraithlords are CQC monsters, even if you don't give it the Ghostglaive. Additionally, as a Spirit Host unit, it can be supported by Spiritseers and Wraithseers for extra synergy. Do also note that as a Wraith unit, the ability to be healed not just by Bonesingers, but the Tears of Isha stratagem shouldn't be overlooked either. On a modelling note, the plastic Wraithlord has some pretty cool looking assembly options like a sniper rifle style Bright Lance in its hands or the ability to attach the Heavy Weapons to its arms so your model looks far more unique and less derpy than the Bird Walker if that is important to you. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': In addition to the optional and exclusive Ghostglaive, Wraithlords have their pick of any standard Heavy Weapon topped off with a couple of wrist-mounted choices that can let your giant statue fill a number of roles on the field. <div class="mw-collapsible-content"> *'''Shuriken Catapult''' **A Wraithlord's default wrist guns that are free of charge. These are always a viable choice, but typically you'll be sticking with them when you want a mid to long range loadout on your Wraithlord. *'''Flamer''' **One of the few units in your entire army list that can take standard flamers, and damn does it know how to use them. Though taking one or two of these can spike your Wraithlords' point cost, they are shockingly effective on CQC loadouts where the (2)D6 autohitting shots can soften up targets on the charge (yours or theirs). If you're loading your Wraithlord with longer ranged firepower via bright lances or missile launchers, you'll probably want to avoid taking these so you aren't overpaying on the Wraithlord. *'''Shuriken Cannon''' **Shuricannons are fantastic for CQC Wraithlords, as they are the only "heavy" weapons that don't drop accuracy on the move; a necessary act for one seeking to punch things. They synergize decently with the shuripults if you want to keep it dirt cheap, though the flamers are arguably a better pairing all things considered. *'''Scatter Laser''' **The cheapest choice, though the increased volume of shots will be tempered by the accuracy reduction induced by movement and the degrading statline. Still, it's a decent anti-GEQ choice for Wraithlords keen on keeping some distance between them and their foes. *'''Starcannon''' **A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn on their own. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, a pair of shuripults costs nothing and can potentially pick off the remaining squaddies left in the wake of these bippers. *'''Bright Lance''' **While the bright lance is a decent answer for bigger, stronger targets like enemy tanks and monsters, the Wraithlord arguably isn't a good wielder of them. Sure, it can take two of them, but unlike a lot of the vehicles that can take these, Wraithlords have no way to compensate for accuracy debuffs from its damage table or simply from moving. Additionally, if armed with a Ghostglaive, it is much more effective at tank busting in melee with its four S9 attacks hitting at the same AP and Damage values these guns have. Take these on something like a War Walker if you desperately need them. *'''Aeldari Missile Launcher''' **A mixed bag, the AML can function against a much wider array of targets than a lot of the Wraithlord's other choices here, but it is tied with the bright lance as the most expensive option and encourages a more sedentary playstyle for the Wraithlord; something other units in your army can do more cost effectively than it can. A pair of these matched with a couple flamers can unleash 4d6 shots (2d6 at AP-1 of course) against a single target and be semi-reliably followed up with a charge for maximizing damage, though such a loadout maximizes your Wraithlord's point cost and the problems of accuracy on the move with these still haunt it. </div> </div> *'''Warp Hunter (Forge World):''' A Falcon-chassis tank that decided the Pulse Laser didn't have enough oomph, and tossed the twin heavy weapon turret in exchange for a giant Distortion gun. The onboard D-Flail isn't quite as powerful as a conventional D-Cannon (S10 as opposed to S12), but it makes up for this slight weakness by a longer base range of 36" and a slight bump up from Heavy d3 to Heavy 2d3 when targeting infantry blobs of 10 or more models. Additionally, it has an autohitting Heavy d6 12" S10 AP-4 D1d6 flamer profile for ripping apart anything that gets a bit too close. While these weapons make the Warp Hunter quite versatile against infantry and vehicles alike, it does have a few shortcomings compared to the other tanks in your Heavy Support list. At a reduced price point of 175 (much more reasonable for what it was before CA 2018), it is still your single-most expensive Falcon chassis tank while not really offering anything that outshines one of your cheaper options. Yes, the D-Flail can punch holes in tanks, but Fire Prisms can do so for cheaper and farther away. The rift profile may shred infantry, but the Night Spinner does so with more shots and more consistent damage for considerably less. It is, however, flexible enough to perform well for any real role in your list and is certainly worth considering if you can spare the points. *'''Lynx (Forge World):''' At a staggering 325 points base, the Lynx comes stock with a Shuriken Cannon and a Lynx Pulsar with the option to trade in the Shuricannon for any other standard heavy weapon, as well as its Lynx Pulsar for a Sonic Lance. Depending on how dead you want your targets, the Sonic Lance fires off a slew of shots that always wound infantry on a 2+ at AP-3, or you can stick with the vanilla Lynx Pulsar for some long range heavy bombardment depending on the mode. In addition to the sheer firepower this thing can lay on the table, it's capable of shifting from a ground-bound hover tank into a skyward Lumbering Flyer to deliver its steaming payloads on unsuspecting targets far more quickly than they may have anticipated. Keep in mind that as a lumbering flyer, it's not nearly as maneuverable as any other flyer the eldar can take, so plan ahead before you rush your pricey flying tank into a tight spot. At toughness 7 with 16 Wounds and only a 3+ save (and no -1 to hit even while airborne), it can very easily succumb to massed fire if carelessly positioned. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Your Lynx has two primary choices for their main weapon and is privileged with its fair choice of standard heavy weapons it can sling as a side arm. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Your standard choice and debatably the weakest choice. Sure, you can advance and still fire this, but that niche is completely unnecessary on a vehicle that can turn itself into a standard flier and back at will. You'll either want to take something to reduce the cost you're paying or compliment the main gun you're using. *'''Scatter Laser''' **The cheapest choice and the best for maximizing how many shots you put out a turn. This should probably be your "default" if nothing else really interests you. *'''Starcannon''' **Normally a decent enough choice, the starcannon offers very little to compliment the lynx compared to your other options. As they say, go big or go home. *'''Bright Lance''' **A decent enough choice to pair with the pulsar, aside the drop in strength, the bright lance shares the same AP and damage values as the Salvo mode, making it a fairly decent follow up against hard targets. *'''Aeldari Missile Launcher''' **A solid enough choice for either of the main guns, the AML can both compliment the strengths or offer coverage over whatever main gun it's tethered to. Just note, if you take one of these with the sonic lance, you're spending 405 points on a single 16 wound tank ''without'' upgrades. Consider what else you can buy for that pile of points (and cash, if you're looking to actually buy one) before you settle on it. *'''Lynx Pulsar''' **The default cannon and a pale imitation of the "real deal" pulsars that can be found among your super-heavy tanks, the Lynx Pulsar has two firing modes. The first, Salvo, fires two S12 AP-4 Dd6 shots a decent 36" down range, making it an effective vehicle/monster killer. The second mode, Saturation, fires 48" 2d3 S7 AP-3 Dd3 shots across the table, making it better at dealing with MEQ/TEQ squads. If you want to take a pulsar but don't want to be burdened with some kind of Super Heavy detachment tax, then the lynx pulsar ''can'' fill that role. You'd be better off just taking two Fire Prisms for what you're paying though; literally every profile on their prism cannon is better than what the lynx pulsar provides for under half the cost. *'''Sonic Lance''' **For a staggering 60 point upcharge, you get a single profile cannon with a tragically impotent range of 18". However, it makes up for this literal shortcoming with a hellstorm of fire; 3d6 shots at AP-3 will shred all {{W40kKeyword|Infantry}} on a 2+, letting it punch through any single squad a turn, bar perhaps the biggest blobs of Boyz/Gaunts. Against anything else, it wounds non-infantry on a 4+, reasonably better than many dedicated anti-infantry guns in the game. This would be a fantastic weapon if not for the fact that it brings the Lynx just shy of 400 points, a price that could be better spent on cheaper, cost effective options that can do the job just as reliably. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Like a lot of your fully fledged tanks, you may choose to enhance the Lynx with the standard selection of bits and baubles that improve its performance offensively and defensively. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **As ever, this one's practically a must-have; especially if you plan on utilizing the Sky Hunter ability. A measly 5 points to prevent accuracy dips when you move your lynx is definitely worth it, even if it does restrict your targets a bit. *'''Soul Stones''' **Another worthy upgrade to consider, a 6+ FNP can come into play quite frequently given the 16 wounds the Lynx has (in an ideal world). Pair this with the usual Iyanden/Alaitoc or Students of Vaul craftworld attributes to maximize your durability. *'''Star Engines''' **Given that you can shift the Lynx into a flier with a minimum movement of 20", you're ''not'' ever going to find a situation you regret not taking this. So don't. *'''Vectored Engines''' **Less of a hard pass compared to the star engines, the vectored engines are marginally more useful when you're trying to get the lynx out of dodge. However, as every gun on the lynx is classified as heavy (bar the shuricannon), you're sacrificing all the firepower you spent 330-410 points on for the turn. Probably not something you should be planning on doing. </div> </div> *'''Firestorm (Forge World, Open/Narrative Play only):''' A Falcon-Chassis tank that functions as an effective anti-air platform, the Firestorm's main gun fires 12 Scatter Laser shots up to 60" away, gaining a to-hit bonus against any units with the {{W40Kkeyword|FLY}} keyword, and suffering a to-hit penalty against anything without it. Otherwise, it is functionally a Falcon, retaining the same statline and vehicle equipment options available to the other tanks in this category. It is even able to transport up to 6 models, even if the range on its Scatter Lasers encourages a sedentary gun-line role for the tank. Despite Forge World providing a data-sheet with updated rules for the Firestorm, it is unfortunately restricted to Open and Narrative play; no point values have been assigned to this unit and, for the foreseeable future, will not be.
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