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===Legends Troops=== *'''Corsair Reaver Band (Forge World):''' Your foot slogging space elf pirates. With the new edition came some new rules that ''finally'' makes these guys a fully viable troop choice; '''Allies of Convenience''' is a new ability granted to all (3) of your Corsair units that allows them to be included in a Battle-Forged {{W40Kkeyword|<Craftworld>}} or {{W40Kkeyword|<Kabal>}} detachment without interfering with their abilities, bonuses and/or other requirements. With the rework they've received, they're certainly worth considering as well. Though they gain no bonuses or support options from your psykers and stratagems, their 9-point per model cost combined with their reworked '''Reckless Abandon''' (units with this may make a heroic intervention as though they were a {{W40Kkeyword|Character}}) makes them a half decent meat-shield for particularly important characters or units. Additionally, the main selling point of the Reavers remains fully intact; for every 5 models in the squad (to a max of 15), you can equip one of them with a heavy/special weapon of your choice and ''goddamn'' do they have a selection of toys to play with. Even without spending a single point, you can have the entire squad equipped with lasblasters, shardcarbines, shuriken catapults or spar-glaives to fill effectively any conceivable role you'd need them to. Unsurprisingly, it's not all great news for your space pirates. With a pitiful GEQ statline of T3 and a 5+ save, these guys will perish by the score if even one of them stumbles over a curb, even more so if your opponent points at them with anything resembling a gun. Additionally, these guys will not benefit from Objective Secured and, especially combined with their tragically frail bodies, are ''terrible'' for trying to contest front-line objectives. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Standard Weapon Loadout:''' Your corsairs have the extraordinarily unique honor of having not just one or two standard arms loadouts, but ''four''. None of these options change the price tag on your corsairs in any shape or form, so it's entirely dealer's choice on what you have them take into battle. Regardless of the main four, all your reavers also come equipped with a Brace of Pistols (12" Pistol 2 S4 AP0 D1) so that they can always pop off a shot or two regardless of where they're at. <div class="mw-collapsible-content"> <tabs> <tab name="Lasblaster"> The standard weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24" range, allowing them to actually engage enemy forces at a relatively safe distance. </tab> <tab name="Shuriken Catapult"> I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. Yes, it has S4, giving it marginally more of a chance wounding GEQ and MEQ targets than the Lasblaster. Only with half the range and half the number of shots. Yes, it has the ''potential'' of an AP-3 if you're particularly lucky. The odds of that lucky "crit-hit" going off consistently aren't remotely good enough to genuinely factor it into your game plan however. Frankly speaking, whatever the 'pult does, one of the other two guns can do better, or more than makes up for the difference through their other selling points. If you ''really'' want some shuriken catapults on your front lines, just take some Dire Avengers. </tab> <tab name="Shardcarbine"> For the edgy space elves who aren't quite [[Dark Eldar|there yet]], the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-{{W40Kkeyword|<Vehicles>}} on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18" firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-{{W40Kkeyword|<Monster>}} unit who can whittle down scores of enemy infantry on the side </tab> <tab name="Spar-glaive"> Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you're still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Literally on par with chainsword Storm Guardians in a fight, which isn't exactly worth bragging about. You'll want to stick with any of the other ranged options, especially since the biggest selling point of the reavers is the massive hoard of ranged special weapons at their beck and call. </tab> </tabs> </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Special Weapon Loadout:''' This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair reavers will make tactical marines [[Ultramarines|blue]] with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit. <div class="mw-collapsible-content"> <tabs> <tab name="Aeldari Missile Launcher"> '''+20pts''' The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You'll probably want to pass on this particular option since, as a heavy weapon, it isn't particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they're camping on objectives. </tab> <tab name="Blaster"> '''+15pts''' </tab> <tab name="Dark Lance"> '''+15pts''' The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn't really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you're going to be facing a lot of heavy support units for a squad of reavers you plan on planting around backline objectives. </tab> <tab name="Flamer"> '''+5pts''' Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared reaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it'll do little to improve your reaver's effectiveness against larger, tougher targets. </tab> <tab name="Fusion Gun"> '''+10pts''' A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile. </tab> <tab name="Shredder"> '''+10pts''' </tab> <tab name="Shuriken Cannon"> '''+10pts''' The shuriken cannon is... really not a great choice here. It doesn't really offer anything the other weapons in this category don't blatantly do better nor does it provide any particular utility worth considering. Give this one a pass. </tab> <tab name="Splinter Cannon"> '''+10pts''' </tab> <tab name="Dissonance Pistol"> '''+5pts''' ''Felarch Only''. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for. </tabs> </div> </div>
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