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===Mounted=== Points costs are in. As of right now, Shroud Runners and Windriders are 26.67 ppm, Shining Spears are 40 ppm, Skyweavers are 47.5 ppm, and a Warlock Skyrunner Conclave is 50 ppm. *'''Shining Spears:''' Your fast strike-bikers, Shining Spears are designed with the charge in mind. This is something they are... decent at. A solid move of 14" and {{W40kkeyword|Fly}} will get them to an optimal charging position pretty reliably. Once they're in position, a savvy player can let loose a respectable S6 AP-2 D2 salvo into the faces of the MEQs these guys are built to deal with before slamming them with their Laser Lances. Unfortunately, outside of the actual charge, where they get to add 1 to their wound rolls, these guys are lackluster in a prolonged fight. S4 isn't really a good position to deal with Marines or similar units, even if each successful wound does kill a Marine. Unfortunately, a unit that relies on charging and falling back on a unit that can't natively fall back and charge is not ideal. This is made worse by the lack of any and all support they can get from Leaders. Though a T4 Sv3+/5++ W2 and a -1 to be hit helps cover these guys, it's still not the ''greatest'' defensive statline. All in all, though these guys are your premier melee bikers, you should probably only ever invest in one single squad to chase down key infantry squads. *'''Shroud Runners:''' Mounted Rangers that can initiate a pre-game 9" {{W40kkeyword|Scout}} move and put out a lot of anti-GEQ firepower courtesy of their Scatterlasers. Unlike regular Rangers, the Ranger Rifle on the bike doesn't have the '''Heavy''' property, so it'll be less accurate compared to said Rangers if you're looking for leader deterrent. One of the main reasons you'll want to consider this unit is their '''Target Acquisition''' ability. This lets the Shroud Runners pick a visible enemy unit within 12" of them and grants ''all'' ranged weapons targeting that unit the '''Lethal Hits''' property. This is one of the relatively few perks that can just blatantly benefit your entire army, in an edition where psychic support is all but a distant memory. Certainly worth considering even just a single squad. *'''Skyweavers:''' A hybrid biker unit that can be tailored to harass units at range or close in for combat. Compared to Shining Spears, Skyweavers can put out a higher volume of attacks in melee, though with pidly S3 and no AP on their standard Close Combat weapon attacks, they're not putting down anything heartier than a Guardsman. If you give up the Star bolas for a Zephyrglaive, they gain a more reliable S5 AP-1 D2 weapon that can put down Space Marines with a modicum of reliability. Either way you slice it, you can equip each bike with either the standard Shuriken Cannon for anti-infantry or the Skyweaver haywire cannon to give it a lethal edge against other vehicles, and the unit can inflict, on average, half a mortal wound (1 MW on a 4+ on 1d6) per model on a non-{{W40Kkeyword|monster/vehicle}} unit it Normal Moves over. **A more direct comparison to Shining Spears; Shining Spears are slightly more durable due to their -1 to be hit modifier and are more durable against AP0 weapons due to their higher standard save. Skyweavers are much more flexible, are superior at range, and have the potential to put out Mortal Wounds against non-{{W40kkeyword|Monster}}/{{W40kkeyword|Vehicle}} units simply by passing over them. On the charge, Shining Spears are better at cutting down GEQ or MEQ units. *'''Warlock Skyrunner Conclave:''' M14 T4 Sv3+ W3 Ld6+ OC2, and they and their {{W40Kkeyword|farseer skyrunner}} leader get -1 to be wounded while they're led, and the entire unit has a 4++ against '''Psychic''' attacks, led or not. Puts out a credible amount of close-range dakka compared to Windriders while better protecting a Farseer, but ''very'' expensive. *'''Windriders:''' M14 T4 SV3+ W2 Ld6+ OC2 and access to multiple leaders - you know them, you love them, Windriders are still a great option for any Eldar army. They have 3 weapon choices, but you're always going to take Shuriken Cannon spam since you have easy access to re-rolling hit rolls: R24 A3 BS3+('''Sustained Hits 1''') S6 AP-1 D2. **Swift Demise: Each time you make a ranged attack you can re-roll a hit roll of 1, but if the enemy unit targeted is within range of an objective controlled by the opponent, then you can just straight-up re-roll the Hit roll. **Can be led by: Autarch Skyrunner (advance 6" without rolling), Farseer Skyrunner (no unit buffs per se, but the Farseer can always target their own unit with either or both of their buffs; one forces a Fate Die to be a 6 and the other enables re-rolling Hit Rolls), or what's going to be your go-to, Warlock Skyrunner (every time it's your Command Phase, choose Ignores Cover or Stealth). **These guys are going to be great at clearing enemy held objectives - add in a Vyper to get rid of any pesky cover save, and they will do the job very well. **They should be able to take full advantage of Plunging Fire, which will improve the AP of their attacks.
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