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====Legends Fast Attack==== *'''Corsair Skyreaver Band (Forge World):''' Literally just the Corsair Reaver Band with jetpacks. Unfortunately, these guys are no longer troops and occupy a ''much'' more contested Fast Attack slot. '''Note: I just acessed the Forge World Legends doc and it lists Skyreavers as Troops. '''All things considered, they're still not terrible; just like reaver bands, these guys can be included in Craftworld/Kabal detachments without breaking Battle-Forged bonuses and have ''immensely'' flexible loadouts to suit your needs. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Standard Weapon Loadout:''' Just like the regular reavers, skyreavers can outfit themselves with one of four different standard weapons. <div class="mw-collapsible-content"> <tabs> <tab name="Lasblaster"> The default 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. The sheer speed of the skyreavers make these slightly more effective than when taken on their ground-bound kin, but they still pale in comparison to the other two ranged options. Frankly, you'll get more bang for your buck just getting Windriders with twin shuripults. </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). Their impressive movement speed will allow them to easily close the gap and tie up targets in melee which, if nothing else, is useful for tying up static gunline infantry hanging in the backfield of your opponent's deployment zone. Don't expect them to get much accomplished though. </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 skyreavers 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 skyreavers 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 skyreaver 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> *'''Corsair Cloud Dancer Band (Forge World):''' Corsairs on Jetbikes. At 22 points per model, they're a touch pricier than Craftworld Windriders and are for all intents and purposes, completely identical in statline and battlefield role. At least when taken bog-standard. Unlike their basic brothers, cloud dancers have twice the number of heavy weapons to choose from and as such, can fill dramatically different roles when upgraded. At least, if you're willing to splurge on them because god''damn'' do they get pricey when you start putting the bells and whistles on them. Just like the corsair infantry, including cloud dancers in your craftworld or kabal detachment will not interfere with their Battle-Forged status and will not interfere with any abilities/stratagems/powers that require a purestrain list. Unfortunately, this also means that they don't benefit from any such things themselves, so depending on what you need these guys to do you'll get considerably more mileage out of taking the vanilla bikers instead. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Special Weapon Loadout:''' With twice the weapon selection as their standardized kin, cloud dancer bands can be tailored to a wider variety of battlefield roles to fill any tactical holes you may have in your formation. This freedom of choice doesn't come cheap though, so make sure you know exactly what you want before you sink too much into these guys. <div class="mw-collapsible-content"> <tabs> <tab name="Twin Shuriken Catapult"> The default gun, and ideally one you're immediately dumping in favor of one of the more unique choices available to you. If you just want twin shuripults, take Windriders. They're cheaper and can benefit from shuriken buffing attributes and abilities. No arguments, just take them instead. </tab> <tab name="Shuriken Cannon"> '''+10pts''' See the entry for Twin Shuriken Catapults. There is literally no reason to take these instead of one of the other choices on the list. Hard pass. </tab> <tab name="Dark Lance"> '''+20pts''' Now we're cooking. Though this'll spike your cloud dancers to a pricey 42 points per model, you'll have an exceptionally fast anti-vehicle/monster platform that can easily flank and toast targets with high armor/tougness. </tab> <tab name="Splinter Cannon"> '''+15pts''' 5 points more expensive than when taken on the corsair infantry for some reason. </tab> <tab name="Scatter Laser"> '''+10pts''' Also exactly like the Shuripult and Shuricannon in the sense that you shouldn't take these on cloud dancers when you have the functionally identical windriders that can do so for less. </tab> <tab name="Dissonance Cannon"> '''+15pts''' The cloud dancer-unique dissonance cannon is... woefully underwhelming for the pricetag. 37 points for two 24" S5 AP-2 D2 shots isn't really that great a deal, even with the occasional auto-wounding on unmodified hit rolls of 6. Still, a successful wound does almost guarantee a dead marine and in this day an age, that's worth more than you might expect. </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. </tab> </tabs> </div> </div> *'''[[Wasp Assault Walker]] (Forge World):''' Wasp Assault Walkers are literally just War Walkers with little jump jets and a slightly fancier tail vane. That said, that's not necessarily a bad thing, as War Walkers (and Wasps by extension) are pretty cost efficient as durable heavy weapon platforms. Spend 25 points more per walker to grant them an extra wound, the {{W40Kkeyword|Fly}} keyword and the freedom to deepstrike rather than simply outflank. The ability to move and shoot heavy weapons without penalty ''really'' benefited your War Walkers, so it needn't be stated how much more the Wasps appreciate this new lease on life. That said, these guys compete pretty heavily with their fellow Forge World unit, the Hornet. Both run 65 points base line, but the Hornet is significantly faster, ''slightly'' tankier (yet one more wound with a 3+ save, though it does lack an invuln), can take vehicle upgrades and has a ''really'' good signature weapon in the Hornet Pulse Laser. Against weapons with substantial AP, the Wasp does beat out the Hornet due to its 5++ save and, in niche situations, having Battle Focus lets shuricannon loadouts advance without penalty (that said, the Hornet can advance and fire ''any'' heavy weapon due to the CTM it can take). Ultimately take what suits your taste, even if that taste is for lots of chicken leg walkers. Unless you're playing by GW's rules, in which case don't expect to see/use these in tournament settings anymore. <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"> <tabs> <tab name="Shuriken Cannon"> *'''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. </tab> <tab name="Scatter Laser"> *'''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 apply. </tab> <tab name="Starcannon"> *'''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. </tab> <tab name="Bright Lance"> *'''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. </tab> <tab name="Aeldari Missile Launcher"> *'''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. </tab> </tabs> </div> </div>
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