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Made in us
Agile Revenant Titan





Augusta, Georgia

I'm looking for some advice on how to run this flier. I keep reading how easy it is to ensure this vehicle can't be shot/vector strike/etc... but I'm trying to figure out how. Obviously, movement is the big thing and I'm fairly inexperienced running fliers. I'm not worried about it being hyper competitive; I have a flier and pretty much want to use it so I'm wanting to see how to get the best out of it. In my first two games, it dropped a Stormraven and without any other skyfire/interceptor to worry about, it lasted the entire game (I also went second). In the following game, I went first and it destroyed a psyfleman dread, but then got hammered by two rounds of Stormraven fire (it actually survived the first round).

Vector Dancer gives me an additional 90' turn after it moves, meaning it can turn up to 90' before moves and up to 90' after it completes its move. I know I can move it onto the table from reserve nearly perpendicular to the long board edge so it can stay pretty far back. However, my understanding is that the entirety of the vehicle must end its move on the table, so no wings hanging off etc... On its following turn, it can turn up to 90' moving along the long board edge, then take up to a 90' turn, thus facing my opponent's army. This pretty much can keep it along my board edge and possibly avoiding a Vector Strike? Am I understanding this correctly?

With Fortune/Guide range extended, is it legal to cast these on a flier?

Any thoughts or tips on using the Crimson Hunter or just fliers in general?




For all the GW hate, they've done something right as I've been playing 40K since 1989. 
   
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Made in us
War Walker Pilot with Withering Fire





Statesville NC USA

Wow... good questions.
The way I see it, yes that would prevent vector strikes if they had to end up off table.
Don't know about the psychic powers though.
I know a "mechanic" cant fix a flier, so It'll probably be ruled "no".

Currently accecpting donations to buy SouthTexanFrymire a one way ticket anywhere out of America. Respect your Veterans.

 
   
Made in nl
Emboldened Warlock





Groningen

Correct on the board edge thing, also you can cast Blessings on it. Plan ahead with the placement of the Farseer turn 1.

I haven't player with one yet but I'd imagine it's still hard to keep him alive. A Heavy Bolter can take it down from 36" away, even infantry guns if they are in range. Somehow you need to take control of the middle of the board to give your Hunter a range buffer.
Anything with interceptor needs to go down in your turn one, else you have just wasted 160 points.
   
Made in ca
Devastating Dark Reaper





My biggest advice would be to take and Autarch in your army. With his +1 or -1 to reserve rolls, (you choose after rolling), you have a pertty good chance of your flier being able to come in second every time. Thusly you shouldnt have to worry about enemy fliers too much. What you will have to worry about are those lousy quad guns and anything with skyfire. Really not much you can do there except focus those things down with your ground army before the flier shows up.

"We bring only death and leave only carrion, it is a message even a human can understand."  
   
Made in us
Agile Revenant Titan





Augusta, Georgia

OK. Thanks for the input. Not entirely sold on just the Autarch as the model then has a 50% chance of entering play if I am trying to keep him off. I think there are more substantial measures I can take to manipulate reserves.

Trying to control midfield makes sense though I concede the flier is pretty fragile for the points.

For all the GW hate, they've done something right as I've been playing 40K since 1989. 
   
Made in us
Deadly Dark Eldar Warrior





California

Terrain setup is also a big factor in keeping the Crim Hunter alive. If you play with any terrain of significant height, you can use Vector Dancer to hop from cover to cover and keep a cover save without evading while still lining up targets for your plane to shoot.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor 
   
Made in us
Horrific Howling Banshee




 Sarigar wrote:
OK. Thanks for the input. Not entirely sold on just the Autarch as the model then has a 50% chance of entering play if I am trying to keep him off. I think there are more substantial measures I can take to manipulate reserves.

Trying to control midfield makes sense though I concede the flier is pretty fragile for the points.


Don't forget the Autarch can stack with other such measures. With no changes, 66% of coming in. With Autarch, 50%. With Comms Relay, 44%. With both combined, 25%.

 
   
Made in us
Been Around the Block




The Hunter is one of the most skill intensive flyers I've seen. Fitting for the Eldar.

Using Vector Dancer to avoid the opponents AA is going to require pre-planning for not only the Hunter, but any support units you utilize.

There is no better flyer in a dog fight. His ability to get behind an opponent's flyer and nullify firing arc is great, as is the ability you mentioned to essentially hug the deployment edge. In hammer and anvil that gives him a lot of distance to utilize, and in normal deployment bring it on the safest corner.

All that having been said, I think a list with a few units designed specifically to take out any ground based AA and at least 2 Hunters is going to be needed, since they are so frail.
   
Made in us
The Hive Mind




FYI hugging a board edge doesn't defend against a Vector Strike - it just means that to do so will force the Stiker to end up off the table.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Guarded Grey Knight Terminator






You are right on the Vector Dancer, that should protect you by staying along the edge.

The others are correct as well, in that you MUST destroy anything with Interceptor turn 1. With only AV10, the lowliest Quad Gun is going to force you to evade, or blow you up anyway. I don't have my codex in front of me, but could you buy the Power Field and/or Serpent Shield? Giving it an Invul save and a chance to shrug off shaken/stunned pens will be nice.

Other than other flyers hitting you, or Interceptors, the Crimson Hunter kind of epitomizes the Eldar: glass cannons that can punish with ridiculous firepower, but if you breathe on them they fall to pieces. Let us know how your games with them work out, I'm very curious to see how they play.

4k
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1k
 
   
Made in us
Guarding Guardian





I've used them in a couple of games now, and they are invaluable as an anti-flier unit. Assuming average dice luck, One crimson hunter will either cripple or destroy an enemy flier every turn, full stop.

Hige sceal þē heardra || heorte þē cēnre,
mōd sceal þē māre || þē ūre mægen lytlað.  
   
Made in at
Horrific Howling Banshee





Austria

Watching where you move them is key.

Try to avoid interceptor guns and destroy them before entering the game with your ground force. If you´re running crimson hunters, quad guns HAVE to die!

An autarch helps greatly when timing the arrival of the crimson hunters. Comm relay is a possible option as well.

Sadly they can´t take holofields or any other vehicle upgrades. I wish they could, but as it is, they are expensive and fragile.

Their firepower however is amazig. Other fliers will drop like flies when getting shot by the highly accurate and devastating firepower of the crimson haunter.

If you´re only running one, the exarch upgrade might be worth it, but once you start running two, I wouldn´t go for it anymore.

- ~4000 points  
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

For a 12.5% increase in cost the exarch buys you a 33% increase in damage output. The exarch upgrade is quite well priced I must say.

I cannot believe in a God who wants to be praised all the time.
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Horrific Howling Banshee





Austria

tedurur wrote:
For a 12.5% increase in cost the exarch buys you a 33% increase in damage output. The exarch upgrade is quite well priced I must say.


Yes, but as you can only upgrade one of them, I think that one would eighter run a single exarch or 2 regular crimson hunters.

- ~4000 points  
   
Made in us
Regular Dakkanaut




Question: If you stop the Crimson Hunter on a Skyshield pad with the sides up, does it get the 4+ Invul save?
   
Made in nl
Preacher of the Emperor






 Khe-Loc wrote:
tedurur wrote:
For a 12.5% increase in cost the exarch buys you a 33% increase in damage output. The exarch upgrade is quite well priced I must say.


Yes, but as you can only upgrade one of them, I think that one would eighter run a single exarch or 2 regular crimson hunters.


You should always upgrade one to an Exarch whether you run 1, 2 or 3. You're likely to get only one turn of shooting (unless you manage to destroy all the AA) so you want to make it count.

SaganGree wrote:
Question: If you stop the Crimson Hunter on a Skyshield pad with the sides up, does it get the 4+ Invul save?


Yes, since any unit on top of it does (whether flying, swooping or whatever).

This message was edited 1 time. Last update was at 2013/06/11 22:09:56


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