J.Black wrote:In the process of putting together my first army for near enough 10 years; i like to play eldar, and i like to be sneaky
I think i'll go for a Reaper/pathfinder fire base, with harlequins and storm guardians as my main assault force, Hawks/Spiders for tank hunting and general annoyance, Farseer and Autarch
HQ.
I have seen alot of criticism in this section of both warpspiders and swoopinghawks towhit, that they are only really useful against horde armies and not as part of a balanced force. Since both are jump infantry (with nice special rules concerning movement) they seem ideal for softening up any units i want to assault/contesting objectives, in addition haywire grenades and death spinners look very tasty for taking out almost all vehicles. I know the deathspinner has
ap- but with only a handful of vehicles having a rear
av of more than 10 and the spiders ability to deepstrike into position, i would hopefully get enough penetrating hits to knock off its' weapons or immobilise it (then pinging behind cover).
Reapers, personally I'm not a huge fan because of their lack of mobility. I also don't like that they take up a heavy slot (They might see more play from me if I could field them as elites). That said due to some of the rule changes in 5th Ed mainly the blast template being auto hit and deviation reduced by
BS, along with the Exarch being able to ignore cover and I'm slowly starting to think they *might* be worth a heavy slot this edition (5th). Also as I fight Tau more I think they may be handy Vs Range oriented armies.
Warpspiders, they're "okay" but overall they are not that good
imo. Now that they can't hold an objective and only contest, they lose a ton of effectiveness. Combine that with the fact that area terrain no longer blocks
LOS and it equates to them having less places to hide.
Spiders
imo work best in small numbers that act as a reactionary unit (A unit 6 to me is the perfect size as any bigger and it is harder to hide) . Something bad comes your way, they pop out like a trap door spider and blow the crap out of it. That is harder for them to do now, as they are more likely to get shot at prior do doing that duty. 3+ save sounds like it's good but Spiders are too costly to be shot at when you don't want them to be.
Deep strike you say? Spiders have 12" range, which means to effectively deep strike and shoot you have to land down almost perfect. Sure you can now run after
DS and use your assault jump move and that can help them get into a good position, but really that's asking for them to get shot and killed (unless you're also pressuring them with your main force). Also
DS, won't always happen when you need it to (Example, last game I played with Spiders, they did not show up till turn 5 (lots of 1's)). So
imo you're almost always better off starting them on the table.
I also hate that jumping into ruins (difficult terrain) now counts as dangerous for jump troops (As if spiders needed to die more when moving). [If this rule was the same in 4th, my group never used it].
On the plus side, yes they fire a ton of shots and with Str6 they will kill things... and by things I mean other infantry. With the nurf to
AP dash weapons, they like necron warriors are less effective against vehicles (granted they can sometimes get around to rear armor hits due to high mobility). Overall they are not easy to use and most effective when a great deal of patience is used (and waiting for the best opportune time to strike).
Hawks... really one of the best things they have going for them is the auto Deep Strike (
DS) on turn 5 (and sky leap to jump back in reserves when they want to) along with dropping grenades when they enter from
DS. They're over priced and very fragile with weak firepower.
Back in 4th Ed I've seen large squads charge/assault vehicles with some success (but I honestly think Falcon + Firedragons are a better way to go). Vs Monoliths in 4th Hawks used to be better via Intercept but now that speed of the skimmer determines what you need to hit, intercept is not really needed (and is only handy when fighting other Eldar or maybe Tau). In a pinch Hawks can take out a vehicle but they're not great at it and if you do want this to be there primary role you're better off running a large squad (which makes using them to
DS/grenade less efficient).
Now I have seen some compare them to Warpspiders with the argument that Hawks due to their move 12", shoot 24" will often get to fire every turn, Vs the Spiders who rarely get to shoot so throwout a whole game the Hawks would average more kills. I think to do this you'll have to be darn good with your hawks and your opponent will need to be presented better targets...
Artist look wise, Hawks are one of my favorite Eldar units of all time. I really really wish they where good, sadly I don't think they are. IMO they should cost less and at the very least have an ability that makes them immune to dangerous terrain... maybe more.
Autarch, I wish they where cool and I would gladly use them more and pay a higher point cost if they had Eternal Warrior (Immune to Instant Death), but with only T3 they can easily get squished or killed in
HtH (
GK). One of the best ways to utilize an Autarch is on a jet bike with a lance in hand along with a unit of shining spears. The only other reason to take one is for the +1 reserves and so I only think about taking one when playing with Hawks, Spiders, Walkers. Of course now that you can keep anything reserve it does increase his usefulness slightly. I think avoiding most of his war gear and just giving him a fusion gun is the way to go in such cases.
Troop choices, I love
Pathfinders (Rangers). Good range, 2+ cover save (one of the tougher Eldar units while in cover), and always move 6" though difficult terrain can have them grabbing mission goals at the end of a game. Can't move and fire their rifles, but overall very solid (and good against
MC's, though not daemons). In a pinch they can shoot at vehicles now (not great at cracking them open, but if you have nothing better to shoot, it can be something to try for).
Guardians I only like defender as at least they can take a longer range weapon. Really one of the main reasons I use guardians is to be a baby sitter for my Wraithlords (Wraith sight). So they both hang back in cover and shoot things and often this just means they're shooting their 1 heavy weapon (
EML, or Scatter Laser). I'd not go Bright Lance unless you don't have any other anti-vehicle as I personally hate paying for a single shot weapon that is going to miss 50% of the time (Guardians
BS sucks). Of course it really depends on what the rest of your force is... some armies (4 units of guardians for example) having bright lances on each one can be good.
Dire Avengers I'm a fan. Tons of shots, longer range than the Guardians and they hit more often. They can take bladestorm for even more shots. They are really good when fighting daemons (tons of shots). They can also chew up many other troops choices (and in a setting where everyone is taking more troops, that can be handy). They used to be good at being a tar pit but now that melee is so deadly (and usually does not last) I'm not sure how good they are at preforming that role, better than most I suspect but I still think it's a hard role to do now, At least unlike most they have tools for it in Defend + Shimmer Shield.
Jet Bikes Great for last min grabs and they have amazing maneuverability (work well with a mech force). I honestly don't have a ton of experience with them as I don't own any (and am holding out till
GW release the new figures to buy some, but I've heard it's a year out).
Anyway, It's not that I won't field Hawks or Spiders, I do and it just depends on how competitive I want a list to be and when I do field them I do it as a utility/bonus unit.
It also really matters what type of opponents you facing both in terms of armies (Necron,
SM, Tau, etc) and also what type of environment you'll be playing against (Serious tournament players, players who have large collections and can field anything at any number, or other people who can barely field a 1500 point army). For example Spiders might be good against Daemons due to large volume of shots with high strength and due to invulnerable saves
AP matters not. But on the flip side 12" range and
MC's that want to kill you in melee also mean you'll only get one shot off (and then it'll depend if you survive long enough to even get a chance to Hit & Run).
-Jara
PPS: For example, lately I've been trying to leave room points wise for a small 5 man Hawk unit with an Exarch with Sky Leap but nothing else. Basically the cheapest I can make a
DS Hawk unit. I plan on trying to use it to contest on turn 4-6, drop grenades via yo-yo or just stay on the board and take shots at things depending on what is happening in the battle. It's my attempt to make Hawks good/work.