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===Vehicles=== *'''Support Weapons:''' M3 T6 SV4+ W5, these are going to be defending your deployment zone fate farms from anyone thinking of getting too close. They have a maximum unit size of 1, so take 3 in every list you make. **They have the Artillery Barrage rule, and so will be handing out -1 to hit debuffing effects on enemy non-{{W40Kkeyword|monster/vehicle}} units that they fire at. **They get a selection of either Vibro Cannons, Shadow Weavers, or D-cannons; each offers a decent amount of firepower dependent on what the actual points cost is going to be, but thanks to your detachment rule, you're going to stick to D-cannons: 24"('''Indirect Fire''') Ad3('''Blast''') BS3+('''Heavy''') S16 AP-4('''Devastating Wounds''') Dd6+2. **seeing as all options are the exact same cost, the choice is a bit easier to make. **The Unit is very slow, being only movement 3, and a selection of short range weapons- they work very well as a deterrent. If you allow yourself to get within range of their weapons, expect to get shot in the face, however it is very easy to play around theses units- or take them out from outside their limited threat range. ====Fly==== tl;dr: As of current point costs, Fire Prisms win this entire section for airborne murder. As for Falcons, Starweavers, and Wave Serpents, well, a lot depends on what you want carried into battle. *'''Falcon:''' This can {{W40Kkeyword|transport}} 6 non-{{W40Kkeyword|jump pack}} {{W40Kkeyword|aeldari infantry}}, with {{W40Kkeyword|wraith construct}}s counting as 2 models each. [[Derp|That means you can't carry any wraith units at all when the game begins, as none will fit.]] Because of their Fire Support rule marking foes for passengers to re-roll to wound, you want the models inside to have ''[Devastating Wounds]'' on their guns. While 3 Wraithguard would be completely acceptable contents, this means the best possible contents out the gate are, in the absence of points costs, 3 Death Jesters and 3 Autarchs with Death Spinners; Maugan Ra, Illic Nightspear, and Yvraine would all benefit mightily, but they're all also meaningfully buffing leaders - Illic leading a unit will give him re-rolling to wound anyway, while Maugan can get it by shooting something that's below half-strength, and Yvraine is worth ''far'' more than her gun. *'''Fire Prism:''' At M14 T9 Sv3+ W12, the Prism is about as survivable as a Marine Land Speeder; not bad, but you're going to have to be careful with how you play them. T9 is ''very'' fragile by 10e "tank" standards, and you should regard these as glass cannons. **It has a dispersed Pulse and a Focused Lance profile on its gun, both at 60" (but the latter has more range in practice) BS3+. This model also re-rolls 1 hit roll and 1 wound roll each time it shoots, so with your detachment providing a second one of each, you should never need to burn Fate Dice on its offense. This thing is now your best anti-vehicle/monster unit; Focused Lance fire is all but impossible to mitigate without an invuln save and the flat 6 damage per successful wound will do wonders against key targets. ***Dispersed Pulse: A2d6 S6 DP-1 D2. ***Focused Lance: A2 S18 AP-4 D6, '''Linked Fire''': you can determine range and visibility from any {{W40Kkeyword|fire prism}} this model can see. ****You can have a bit of fun here, as you could have two or three Prisms out of range of the enemy, then get a Farseer to give one of them the -1 to be wounded bonus (even something with S18+ is going to be wounding it on a 3+), send that one forward, so that itβs in range of something you want gone, use Linked Fire to fire all six Focused attacks at the enemy unit, re-rolling all 6 of your hit and wound rolls, as each model is attacking individually. If the point model starts taking heavy fire despite the buff, burn Fate Dice on its saves. You could also use Fire and Fade to zip forward, unleash hell, then immediately move back to safety. If itβs taken a beating, then send it back, bless one of the other fresh Prisms, send it forward and rinse and repeat. *'''Night Spinner:''' You take one of these for its giant fuck-off gun: R48('''Indirect Fire''') Ad6+3('''Blast''') BS3+ S7('''Twin-Linked''') AP0('''Devastating Wounds''') D2. Points cost will make or break this model, as its gun is fundamentally ''worse'' than a Support Weapon D-Cannon. *'''Voidweaver:''' You can force one thing you shoot and hit to take a Battle-Shock Test, and you're armed with 2 Shuriken Cannons and your choice of R36 A2 BS3+ S12 AP-3 D4 or R24 A3 BS3+ S4('''Anti-Vehicle 4+''') AP-1('''Devastating Wounds''') D3. Fundamentally occupies a similar niche to Vypers; as of right now, Voidweavers are better, because they cost a third again the points of a Vyper while being more than a third again as lethal and vaguely more durable. *'''Vypers:''' M14 T6 SV3+ W6 - as long as they remain cheap and cheerful they will still hold a place in an Eldar army list, but points cost will make or break this model, as it's in direct competition with Voidweavers for effectively the same niche. Right now, Voidweavers seal the deal. **They have the Deadly Demise 1, Strands of Fate, and Harassment Fire, which removes the benefit of cover from an enemy unit. **As long as they remain fairly cheap they will provide a nimble weapon platform, that can help support your other units dig out entrenched enemy units. Probably good alongside units of Wind Riders who can take advantage of that cover nerf. *'''Hornet<sup>IA</sup>:''' *'''Lynx<sup>IA</sup>:''' *'''Warp Hunter<sup>IA</sup>:''' =====Dedicated Transports===== *'''Starweaver:''' Has '''Firing Deck 6''', but the only guns you can put on it worth a damn are Death Jesters (and Yvraine, should the rules end up allowing her to board it provided she's leading a Troupe), and they're better off riding a Falcon. Skip this. *'''Wave Serpent:''' The ever-reliable transport (carries 12 models without {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Wraith Construct}} models count as 2) got a minor bump in Toughness (M14 T9 Sv3+/5++ W13) to withstand meltaguns, but it'll remain just as exposed to any lascannons with only a 5++ save protecting them. While it lost the ability to ignore certain rolls to wound, the shield regained its ability to be used as a one-time weapon, making an enemy unit within 12" eat d3 mortal wounds and take a battleshock test to potentially pin them down for its troops. **For weapon choices, everything is '''twin-linked''' so you won't be using your Detachment ability to re-roll wounds unless you swap the twin shuriken catapult for a shuriken cannon, but you'll basically always be reaching for the Twin Starcannon: 36" A4 BS3+ S8('''Twin-Linked''') AP-3 D2. The Twin Bright Lance trades number of attacks for damage and strength, which normally you'd be all about, but the built-in Twin Linking means the bump in S is deceptive, and it has to consume Fate Dice to keep its total damage out on par with the Starcannon. **That said, don't lose track of the fact that you took this model as a transport, not a weapon platform. =====Aircraft===== None of your Aircraft have '''Hover''', so gone are the days of superior Eldar agility in the air. *'''Crimson Hunter:''' +1 to Hit and Wound {{W40Kkeyword|fly}}, with 2 Bright Lances and a Pulse Laser in practice (all on BS3+ base), unless points costs get ''really'' strange, War Walkers, Vypers, and Falcons between them have this base well-covered. *'''Hemlock Wraithfighter:''' Has a 9" aura of -1 to Battle-Shock and Leadership tests, but since it hasn't got Hover you can't slow down to apply the aura where you need it, and while the guns are honestly perfectly adequate at murdering, well, everything, you're not strapped for good guns elsewhere on models that don't have all the problems that come with being {{W40Kkeyword|aircraft}}. *'''Nightwing<sup>IA</sup>:''' ====Walkers==== *'''War Walkers:''' Pretty well-protected with T7 SV3+/4++ W6 as well as making enemies take -1 to wounded. Fortunately, they're highly mobile with its speed and ''Scout 9"'' letting it reach key positions to open fire. **Let's be clear: Fire Prisms murder things better but also die more easily. Some of the points cost of these dudes is their frankly very reasonable durability, which they want anyway since they're going to Scout forward to get hit first if you go second. ====Titanic==== *'''Cobra<sup>IA</sup>:''' *'''Scorpion<sup>IA</sup>:'''
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