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Made in us
Furious Fire Dragon





Chicago

It seems that half of the Eldar list is never used/talked about. No one seems to use Scorpions, Banshees, Swooping Hawks, Warp Spiders, or Reapers. Shining Spears and Vipers hardly get used either. Footdar lists seem rare so that means Avatars, Wraithguard/lords, Harlies, Pathfinders, and Guardians are out. (Not to mention Yriel or the Phoenix Lords) Is it an old codex issue? Are there lists that use these troops? Do the other armies have such a huge part of their available troops ignored?

 
   
Made in nz
Longtime Dakkanaut



New Zealand

Partially its an old codex issue, but its also the fact that the internal codex balance was pretty terrible to begin with. Dragons are basically the only reliable choice of heavy anti tank firepower in the book (with Lances being massively overpriced) and 5th making meltaguns better made them an incredibly good unit for their cost. In general Eldar scoring units are terrible, mostly because they predate 5th, which made troops much more important and because of the simultaneous shift in GW policy towards troops (i.e they made them worth taking). Avengers get used as the default troop unit now because they are the cheapest, you use them to make a vehicle scoring basically.

The current Eldar codex often referred to as a copy paste codex, its basically identical to the 3rd edition Eldar codex (a few points cost changes, a few weapon stat changes and Harlies added in) and it really shows. I'm sure that there are lists which use those other units, but if you are talking about a competitive list/environment then they are sub-optimal choices. Scorpions and Banshees both fall over because they are sub par assault units which have no reliable delivery system, Hawks are just terrible with no useful role in any army, Spiders would be very solid if they didn't have AP- but don't really fit into a mech list (they are used a bit in Foot lists), Reapers suffer because they are static fire support infantry and can't hurt vehicles, Spears are massively overpriced and don't hit anywhere near hard enough. Vypers do get used a bit in mech lists, but they are mostly to fill out points since Serpents with guys in them are generally more important and you can get more firepower from your Heavy slots.

If you actually look almost every army has units which don't get used competitively because they aren't up to standard or are just outclassed by other units in the same slot. The older books tend to have more units which fall into this category, but even more recent books have some dud units (Blood Claws for SW, Court of the Archon for DE, Deathstrike for IG etc). Apart from Eldar I would say Orks, Tau, Daemons and probably Nids are the armies which don't use big chunks of their available units.
   
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Infiltrating Oniwaban





Fayetteville

I use Warp Spiders in my foot lists. They provide more S6 shooting and the speed that the rest of my army lacks. They're great fun and quite effective, if a bit on the expensive side.

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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

mars2024 wrote:It seems that half of the Eldar list is never used/talked about. No one seems to use Scorpions, Banshees, Swooping Hawks, Warp Spiders, or Reapers. Shining Spears and Vipers hardly get used either. Footdar lists seem rare so that means Avatars, Wraithguard/lords, Harlies, Pathfinders, and Guardians are out. (Not to mention Yriel or the Phoenix Lords) Is it an old codex issue? Are there lists that use these troops? Do the other armies have such a huge part of their available troops ignored?


I use Warp Spiders, Scorpions, and Dark Reapers in my Eldar list. I have Guardians in it as well.

This message was edited 1 time. Last update was at 2012/06/08 03:33:14


Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Made in us
Rampaging Chaos Russ Driver





You used to see the other aspects a bit more in 4th edition, but the current book is so gimped in 5th you are basically shooting yourself in the knee by investing points in most aspects.


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Shas'o Commanding the Hunter Kadre




Olympia, WA

Banshees aren't very good in a lot of situations though you wish you had them at a few select times. But very few. If I were to use that unit it would be held back for close defense, after the enemy has weathered a storm of other fire and wants to assault me. then up come the Banshees at that point. Not as the spear head of the attack as they are often used.

Fire Dragons are popular, and if anyone took them in larger units, they'd be good, but thats not a popular thing to do. So... You'd have to weigh that. But Fire Dragons are an exchange unit at 5 strong, and I dislike exchange units. So, go with full units OR consider another option for anti-tank.

Swooping Hawks are good at antitank and are just SO expensive unfortunately. 21 points is just tough to really understand. Still, they will kill parking lots.

This message was edited 1 time. Last update was at 2012/06/08 03:42:20


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

In small games (600 point Combat Squad), Scorpions were great. They get a good save and lots of attacks.
I've used Warp Spiders in mid-sized (1000-1500) point games, and they are nice, but not great. AP- sucks.
Banshees get wiped out tooo quickly.
Reapers are nice, if there is not much cover to hide in. Get them in cover on your side, and pin anyone else down in theirs.

I use Dire Avengers every game though. 22 shots with a 2-gun Exarch, and 33 with Bladestorm, is too good to pass up.

I expect Swooping Hawks will get more use when the fliers rules come out in 6th edition. Interception will be great for taking down enemy fliers.

This message was edited 2 times. Last update was at 2012/06/08 11:58:50


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Made in za
Fixture of Dakka




Temple Prime

Shadow spectres, though a forgeworld only option, are particularly nasty choices. Their phoenix lord in particular is amazingly good and the bane of anything on foot.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in au
Rough Rider with Boomstick




Brisbane, Australia

I use Howling Banshees and they performed fantastically in the last match I played. There are very few things in the Eldar list that can go toe-to-toe with a GK termie squad that costs twice as much as they do and still somehow come out on top. I'd put it down to luck but frankly there was awful rolling on both sides.

The thing is that I run my Banshees in a Corsair list from IA 11, meaning I can fit them in a cheap open topped venom . The open topped aspect really does make all the difference in this case. Harlequins are even better in this respect.

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Made in gb
Longtime Dakkanaut





Banshees are vital if you're up against meleé orientated MEQ, and Warp Spiders are okay against 6+ infantry ('nids and orks).
Swooping Hawks...there's a reason no one uses them. 21 points for guarsman with a jet pack

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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Regular Dakkanaut




Kain wrote:Shadow spectres, though a forgeworld only option, are particularly nasty choices. Their phoenix lord in particular is amazingly good and the bane of anything on foot.


I have to wonder about your thought process on this... how again are they good?

They are a mid ranged unit that can combine to a SINGLE str10 shot at 250+ pnts... that goes down in effectiveness every time you loose 2 guys... now I admit that they can shoot and scoot... but breath on these guys wrong, like with any eldar on foot, and they drop like stones.

(Note: I know they can have a lot of str 7 AP2 shots... but only at 18". Personally I don't like spending that much on a unit that is disposable)
   
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Daemonic Dreadnought





Derby, UK.

Aren't banshees evil in CC? it's been a while but i seem to remember I10 power weapons attacks and lots of dice.

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Savage Khorne Berserker Biker






My eldar-playing friend uses only fire dragons and skips Dire Avengers in favor of guardians forming Conga lines toward the Avatar.

He wanted to include Scorpions for some reason. I suggested Banshees instead, to my regret. They usually wipe out even my plagues marines in 2 rounds of CC and suffer negligible losses in return. Being fleet, they can hide behind the Wave Serpent in the turn they disembark and still make it into assault next turn.

Despite the amazing results, he still hates them and always whines about wanting Striking Scorpions. I shoulder encourage him just to see his face when their hundred attacks get filtered through T5, an armor save and FNP.

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Longtime Dakkanaut





Praxiss wrote:Aren't banshees evil in CC? it's been a while but i seem to remember I10 power weapons attacks and lots of dice.

Yep they'll chop through MEQ like it's no one's business. Always I10 and PWs.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Testify wrote:
Praxiss wrote:Aren't banshees evil in CC? it's been a while but i seem to remember I10 power weapons attacks and lots of dice.

Yep they'll chop through MEQ like it's no one's business. Always I10 and PWs.


So why dont more people take them? Are they really expensive or something? i suppose they are like Khorne Berzerkers - great on the charge but if they get caught in the open....fail.

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Guarding Guardian



Southern California

If you can get into cc before being shredded...


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This message was edited 1 time. Last update was at 2012/06/08 14:14:02


 
   
Made in za
Fixture of Dakka




Temple Prime

SaganGree wrote:
Kain wrote:Shadow spectres, though a forgeworld only option, are particularly nasty choices. Their phoenix lord in particular is amazingly good and the bane of anything on foot.


I have to wonder about your thought process on this... how again are they good?

They are a mid ranged unit that can combine to a SINGLE str10 shot at 250+ pnts... that goes down in effectiveness every time you loose 2 guys... now I admit that they can shoot and scoot... but breath on these guys wrong, like with any eldar on foot, and they drop like stones.

(Note: I know they can have a lot of str 7 AP2 shots... but only at 18". Personally I don't like spending that much on a unit that is disposable)

They've ripped more of my monstrous creatures to shreds than I can count. And they're just evil against battlesuits and deathwings. Generally the Eldar player who uses them at my FLGS uses them as monstrous creature and termi killers, and just one squad of them has a Monstrous Creature and terminator kill count as long as my arm.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Guarding Guardian



Southern California

I used to love banshees. But then I played someone who wasn't Nids. If you're trying to get into cc with someone who has any kind of range, they're usually going to get at least one turn of shooting at you with two and sometimes three or more units. Banshees can only assault one unit at a time unless you can pull off shenanigans. So by the time you get there you're lucky if you still have half the unit you started with. So at best you're looking at what? 15 s3 power weapon attacks... 7 hits and maybe 3 wounds... 5 if you have a farseer. And anything with an invul gets to save. Plus now the enemy (who consists of probably 2x as many models.. -1 or 2 from your attack) gets to hit back. And you're saving half the time if you're even allowed a save. But with all the goodies the other armies get almost for free (poison, rend, +1s, rerolls etc) its almost funny how easy their thin candy shell gets cracked..

For specters, someone forgot to mention you can field Wasps or even Hornets (if we're assuming FW is cool) for a similar if not cheaper price and get twice the firepower, range, and survivability. Which renders them instantly obsolete in the same g-d book that invented them.

I really hope 6th fixes Eldar. Even with the reported rumors though, they won't be good enough for all the reasons already proposed in this thread (80% of the army is junk). IMO they have a long way to go...

 
   
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Infiltrating Oniwaban





Fayetteville

Praxiss wrote:
So why dont more people take them? Are they really expensive or something? i suppose they are like Khorne Berzerkers - great on the charge but if they get caught in the open....fail.


Because getting them into combat in enough numbers to do their thing is relatively difficult. If you run them on foot as I have, then they are relegated to a counter assault role. They have to hide in cover and wait for the enemy to get close enough to pounce. Even then they really need Doom to work well. A full squad of Banshees, with executioner exarch will kill, on average, 6 MEQs on the charge. Against T5 targets that drops to 3.5 wounds. They don't weather return blows very well with T3/4+.

In the mech world the trouble is getting their serpent close enough to a juicy target so they can jump out and assault the following turn since they can't assault after their vehicle moves. Even pivoting the vehicle prevents them from assaulting. Your opponent will then have a turn to move his target away.

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Pete Haines



Springfield, MA

I'm an old seer that sold his eldar, but it was over 250 models on foot. Yet it only had 15 jetbikes, 1 falcon, 1 fire prism, 1 tempest (armorcast), and 2-3 of each walker/vyper. So I would call that a footdar army. The wave serpeant didn't exist for the longest time, and when they did I still didn't buy one because I thought they'd suck.

I honestly think people just can't play eldar right. Eldar are one of the hardest armies to play. They rely on combined arms, which the game doesn't make easy. Making an army was a gamble too, because you sometimes lose in the army creation phase. If people field 'realistic' fluff based armies then I think eldar can compete with them. Mech armies were hard for me to beat.

In 2nd edition eldar would win the majority of tournaments. I think this was due to their psychic being far superior. I think about what changed in the codex, and what will change in the future, and don't see the basics ever changing. So what makes eldar so bad now? Since 2nd edition the only thing the codex gained was some bleh exarch wargear and the autarch (who should've been there in the beginning).

What have we lost? Total domination by psychic powers, exarchs as independent and potentially overpowered characters, dire avengers lost range, guardians lost even more range. The avatar doesn't die to a single lascannon anymore, but he can also die to any unit in the game. Dark reapers can no longer kill anything, and they suck at anti meq because of cover saves. The ap rules made saving vs the army alot easier than previously. The fleet rules no longer make eldar run any further than other armies, so no maneuverability. Also, 6 high point aspect warriors for $41.25, no thanks. Is there more? I don't want to continue.

Unless you play competitive, you play your army because it's your army. You should field want you want to field, even if you lose every game. Some day the power level may reverse, and then you will benefit for all your loyalty. Much like how I played the Ordo Malleus since before they had a codex, so it is my earned right to everyone with GK now. Or you could try to adapt, there is always a way to win. Every unit in the codex is good for something. Just be lucky you guys usually get to know what army you're facing before you make your army, I never got that chance.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
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Infiltrating Oniwaban





Fayetteville

erikwfg wrote:Unless you play competitive, you play your army because it's your army. You should field want you want to field, even if you lose every game.


I think that's fine as a principle, but basic human psychology works against it. If you get continually beat down, then what's your motivation for playing? I enjoy close, dramatic games, not blow outs whether I'm the winner or loser. Losing every game would point to having an exceptionally weak army and few if any of the losses would be closely fought and enjoyable.

Some day the power level may reverse, and then you will benefit for all your loyalty.


Ah, having gone through that with my BA I am not looking forward to Eldar becoming the codex of the moment. I don't need to see the forums filled with the inane questions of the bandwagoners. I don't want to have my opponents rolling their eyes because I'm playing the most broken codex.


Or you could try to adapt


This is the route I've taken with my Eldar. I didn't plan to play Footdar. I fell into playing footdar because I wanted to use Wraithlords. I didn't want to suffer wraithsight, so I looked for a spiritseer. The easiest way to get a spiritseer was with the guardians. Guardians led me to the avatar and at that point I was locked into a foot list. It's been a fun ride. Some units I started with have dropped out of my lists. Others have taken their place. I win as often as I lose. My opponents are generally pleased to be playing against something other than GK, IG, or SW. I am content.

Just be lucky you guys usually get to know what army you're facing before you make your army, I never got that chance.


Sorry, this comment makes no sense to me. Care to elaborate?

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Pete Haines



Springfield, MA

Arschbombe wrote: If you get continually beat down, then what's your motivation for playing? I enjoy close, dramatic games, not blow outs whether I'm the winner or loser. Losing every game would point to having an exceptionally weak army and few if any of the losses would be closely fought and enjoyable.

I have a friend who enjoys playing the underdog and losing to huge hordes. Not normal I know. Me personally, having played every army at some point, a side I like always wins, it just matters if the game was boring or not.
Just be lucky you guys usually get to know what army you're facing before you make your army, I never got that chance.

This means I have to make alot of my armies capable of taking on anything, I don't know what army my opponent will play or what the mission will be. Unless it's a special scenario we plan ahead of time, unlikely.

Eldar have very specialized units, I'd think they'd do good if you knew what you were facing. I never got that chance so I don't know.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
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Horrific Howling Banshee




Hemel Hempstead

I tried out the 10 Wraithguard, conceal warlock block with Eldrad this week and wasn't disappointed. They laughed at pretty much everything that was fired at them thanks to T6 and fortune; even 10 plasma cannon hits in cover did nothing. Fried terms with shooting and beat down a DP in assault with minimal losses. Will be taking again in future! Yeah I won't be looking to tango with hammernators anytime soon tho : )
I also like outflanking scorpions; had great success vs IG troops & tanks, and the fist can make the difference vs meq like long fangs etc. In fact my mechdar list is in danger of becoming a footdar list, add in harlies, warp spiders, avatar....

 
   
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Infiltrating Oniwaban





Fayetteville

erikwfg wrote:
This means I have to make alot of my armies capable of taking on anything, I don't know what army my opponent will play or what the mission will be. Unless it's a special scenario we plan ahead of time, unlikely.

Eldar have very specialized units, I'd think they'd do good if you knew what you were facing. I never got that chance so I don't know.


Oh. I thought that was the normal way of things. I always try to build list to take on anything, but I have a marked tendency to build towards taking out marines in boxes. Of course that's usually rewarded with facing things like nob bikers or foot IG.

I've never had the opportunity to tailor my list to an opponent's.


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Longtime Dakkanaut




Praxiss wrote:
Testify wrote:
Praxiss wrote:Aren't banshees evil in CC? it's been a while but i seem to remember I10 power weapons attacks and lots of dice.

Yep they'll chop through MEQ like it's no one's business. Always I10 and PWs.


So why dont more people take them? Are they really expensive or something? i suppose they are like Khorne Berzerkers - great on the charge but if they get caught in the open....fail.


Banshees are rather expensive WS4 (meh) S3 (lolbad) units which have no assault transport and only a 4+ save. That's why they suck. Against dedicated cc units they die horribly, despite the good I ( low str and only mediocre WS are to blame, they simply cannot reliably take out enough opponents to survive the counterstrike ) and against everything else they are more or less wasted.
   
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Shas'o Commanding the Hunter Kadre




Olympia, WA

Praxiss wrote:Aren't banshees evil in CC? it's been a while but i seem to remember I10 power weapons attacks and lots of dice.


Banshees are closers...not assault troops in my opinion. At STR 3, they just don't pump enough wounds out if they get charged. They go first normally, but if they get whittled at ALL and then get charged, their number of attacks, power though they be, ends in a lacklustre kill total. As they aren't fearless, this is a problem.

Also on the charge, while decent, getting to that point is a little difficult without resistence. So they rarely get where they are going at full str and even when they DO do their job and kill a target, they then GET killed, qualifying them in my vernacular as an exchange unit: a lot of effort and time spent for ultimate no more than a 1:1 exchange of KP's.

They are great finishers though. And protecting your line against incursion is their strongest suit. In that role they dont get shot up as often (the enemy spends more time killing your ranged attacks a lot of the time) and they have someplace to get cover and hide inbetween assaults, instead of getting caught in a close-cross fire with half the enemies army able to pound them. They might pull off a couple successful charges in this role and suddenly they look like superstars.

So it's all in how you used them.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Sneaky Striking Scorpion






There are a lot of things going on in the CW:E codex that make the Fragon/DA the overwhelming majority of foot units taken. Points cost vs. effectiveness is probably the biggest factor, but this is influenced by the fact that the codex budgeted according to 4ed. standards instead of 5th. (soon to be 6th.). For example, when the codex first came out 60 points for a 5 man DA squad was amazing, though through the lens of time given what the squad does that cost seems a bit dear.

So since you didn't ask, here's a slot by slot breakdown (excluding HQ options). Don't have my codex handy, so all the numerical values are from memory and may be slightly off. INC WALL OF TEXT

Elites
Spoiler:

Fragons- As mentioned by others Fragons were, and have always been, an amazing value for what you get. 5 melta shots at BS 4 for 80 points is just a no brainer if you are taking on a heavy mech list. In 4th this would have been a gamble on your opponents army comp., in 5th you can almost garantee they'll have a good target. Their value is compounded by the fact that the only other reliable 12+ armor penetrator in our army, BL's, are (and were when the codex came out) ludicrously expensive.

Banshees/Scorpions/Harlequins/Wraith Guard- So as not to prolong the assessment of the elites catagory, I'll go ahead and say you can roughly make the same argument for every unit in the section: they are great at what they do for the price (excepting perhaps WG). Very few argue that scorpions are great at wading through hordes with 3(4 on the charge) S4 high Initiative attacks in 3+ armor (won't mention toughness, cause it's just a fact of the army. You want T4 3+, play marines). Who wouldn't want I10 PW's to fight power armor with? Harlies-best of both worlds. WG-great weapons to pop tanks and even possibly survive your opponents retaliation, though not terribly difficult to kill. So FD's probably do a better job at tank busting in the elites slot. If you're gonna pony up for WG you may as well take 10 and move them to troops, where they can be your incredibly resilient fire magnet. Sure they'll have to foot slog, but with Conceal and Fortune they're almost assured to make it to the target.

The problem with all of the non-Fragon choices is three fold. As already mentioned, FD's are your only reliable points efficient anti armor. Why are they reliable though? The humble WS. The work horse of the codex. Every army goes to sleep dreaming of having a WS as a dedicated troop transport. Armor 12 everywhere but back, and a shield against melta. Plus it's a fast skimmer. Tack on a Fortune and the things can flat out into your opponents face and take their entire turn of shooting without dinging the paint. Problem is it (and the Falcon) aren't assault vehicles. So right off the bat Banshees, Scorpions, and Harlies get less use out of them (Of course, harlies can't take WS's as a dedicated transport anyway). WG don't suffer from the fact it isn't an assault transport, but they can only fit 5 in a WS. Meaning they'd have to compete with FD's for an elite slot, and as stated above, for the points, they don't really come close to competing. The third issue with Banshees/scorpions/Harlies is the change in 4th-5th of hand to hand combat. Not being able to consolidate back into H2H is a huge issue for all CC units. However, newer codex's appreciate this in making H2H units either incredibly cheap. super durable, or fast. Eldar CC units are neither durable nor cheap, and not being able to assault from WS/Falcons means they aren't very fast either.

TLDR The units aren't bad, but they compete with fragons for the elites slot. Fragons are too much of a good value, and melta is too highly favored in todays meta too pass up. Even without fragons to compete against, the lack of assault vehicles makes using the CC units properly difficult.

Super special Harlie mention- For footdar, they are almost a must. Veil keeps them safe from fire while your fearless horde marches toward your enemies lines. Soon as your fearless meat shields....err guardians take an assualt, your harlies jump in and wipe whatever was stupid enough to get that close.


Troops
Spoiler:

They suck.

Pretty much all of them. This is more or less a reflection of 5th's heavy mech leaning than anything else, but unless you're playing footdar you just want to have scoring bodies. And being as they suck, you want the scoring bodies to be as cheap as possible. This means 60 points worth of DA's hiding in a WS all game. Breakdown below.

DA's- Can you take 10 DA's, pop them out of their WS, BS a squad into oblivion, hop back in the WS the next turn and go about your way? Sure. But to do that you have to expose your low T 4+ troops, and most opponents know that this unit will fall to a stiff breeze. With very minor effort they can rob you of scoring unit once your DA's have de-meched. Not saying it's a bad idea at all, but competitively speaking your opening your scoring units to small arms fire which is precisely what you should be avoiding. Much easier/safer to play if you just stick them in a WS and forget about them, and so that's what most of us do.

Storm Guardians- Same argument from DA's can be used for triple flamer storm guardians, but with the same drawbacks. In the end your sinking a lot of points into your troops section, then sitting them out in the open to get blown away. Very high risk, for usually low reward. As for other load outs....no.

Defender Guardians- Useful in a footdar list, where you can have a fearless horde. If you need to ask why you need a boat load of fearless bodies, ask an ork player. They get a mobile Heavy weapon too which makes it the only troop choice that plays into the current meta at range, but with BS3 it's more of a bonus than an asset to rely on.

Jet Bikes- "But what about Jet bikes?" They suck too. Are they great at coming in last turn from reserves and turboing to take/contest objectives? Yep, amazing at it. But to do that they have to sit in reserves, meaning they aren't drawing fire (as a DA WS would), and they aren't killing things. What makes them good is taking advantage of the inflated value of objectives GW burdened the game with to make us all take troops, not that they actually do anything useful.

Pathfinders/Rangers- Even with a pretty reliable 2+ cover save even without going to ground, they just aren't that good. LD 8 leaves them vulnerable to fleeing, and a single flammer can easily wipe the squad. One shot a piece prevents them from putting out a high enough volume of fire to reliably do something. At 12 points they'd be decent, but at nearly double that...


Fast Attack
Spoiler:

Vypers- work in mech lists, but are a bit to fragile to base an army around. More of a unit to fill out points with. Double shuricanon zooming around for side/back armor is great in theory, till you realize that they'll have to get close enough to risk being shot by infantry. AV 10, open topped means that there's very little that can't hurt them. You could go with an EML, but if your opponent has any sense of target priority they'll get picked off quickly.

Shining Spears- Cost to much. Nothing else to say about it really. Cost way to much to do way to little. Can be fun to create a deathstar with an autarch and farseer (for fortune/Doom), but you're probably better off going with a seer council for that.

Swooping Hawks- Not even sure what they were supposed to do. 2 S3 shots at 24 inches is O.K. against infantry I suppose. Haywire would be great if they aren't DS'ng every turn, and you could get close enough to use it without dying. The bombs are decent at killing infantry, but you don't see much infantry in 5th. So all in all you're paying 21 points for an invulnerable unit to drop templates on infantry, or an incredibly vulnerable unit to shoot infantry/charge tanks. Template doesn't do enough to justify taking them, and there isn't much you can shoot them at that would justify their inevitable death in the subsequent turn. Ultimately they do more or less the same job as Warp Spiders, but don't do it nearly as well.

As a side note, if they don't retool either Swooping Hawks or Warp Spiders in the 6th ed. codex, one of the two will continue to be useless. I have yet to figure out why we have two shooting jump pack units, and not one CC jump pack unit. Scorpions and Banshees are in a similar boat, but at least have distinct jobs in theory. Hawks/Spiders have almost always done the same thing.... and Spiders have always done it better. See below, /end rant.

Warp Spiders- I hold a soft spot for these guys. S6 is the one thing that Eldar do well, and these guys give you more of it in a slot that isn't terribly competitive. Yes, it's AP-, meaning you're auto glancing. But 10 (min sized squad) S6 BS4 shots will almost certainly cause a result, giving you fire suppression. J-S-J saves them from exposure to fire as well. Or, my favorite is to run a squad of 10 with exarch w/disengage. Run into the backfield and fire/charge into heavy weapons teams/Long fangs/Devs. Even if you don't wipe them out with fire, and if they do next to nothing in combat, due to being able to fire and charge every turn they're almost guaranteed to win the battle of attrition. Still pricy at 22 points a piece however, and while fun, the unit isn't likely to be a game winner like a squad of JB's going for a contest late in the game.


Heavy
Spoiler:

Actually some hard decisions here, depending on your setup. Even among competitive players, you'll see a mix of these in a tournament.

Wraith Lords- amazingly resilient if you can find them cover, and baby sit them with a wraithseer. Good in CC too. Slow, so really only viable in Footdar.

Prism- Maybe the only unit in the Dex. that got better transitioning from 4th-5th. I actually traded a prism top for a falcon top early in 4th because they were so useless. Regretting that now that the BS3 shot scatters.

Night spinner- No experience with it personally, but mathhammer says it'd be decent. Even if it performs worse than other options, it won't be by much.

Falcons- Nearly indestructible, unstoppable troop transport with some AT ability. Our Land raider. Only difference is a LR may actually get to fire. Smart opponents will fire enough to glance it in order to suppress its fire, then move on, because with cover it could literally absorb your opponents entire armies worth of fire all game and still be mobile on turn 6 (for lols throw on a fortune while it's in cover). Fielding it is kinda like saying "Screw you, my guys are going here and there's nothing you can do about it". Cause they can't. Just don't expect to use it's guns often.

War Walkers- Depending on who you talk to: Useless cause they're AV 10 open topped fire magnets, amazing cause you can get 6 heavy weapons for one HS slot. Being walkers really doesn't keep them out of mech lists, being as you generally don't want them close to your opponents, and your tanks can pretty easily baby sit them. Generally I fall into the worth it category, as Eldar rely on volume of fire to take on opponents, and WW's are one of the best values in the dex as far as volume of fire goes. Very fragile, but in competent hands can destroy sections of your opponents army every single turn.


It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, in my competitive mech Eldar army, there is no room for Aspect Warriors other than FD and DA. Banshees and Scorpions are cc aspects. But there are better cc units out there. Scorpions can outflank, but Warwalkers can get also the job done, only better. The remaining Aspects are not really competitive.

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Made in gb
Regular Dakkanaut




If we're talking aspects then DA obviously have a use (we're cheap and scoring) as do FD (we're cheap and suicide tanks) and what's more job roles that are nigh on essential in any eldar army since they otherwise lack decent scoring units and decent heavy tank busting options

Of the remaining aspects Swooping Hawks and Shining Spears are over costed and just don't work, especially swooping hawks who are terrible at killing infantry, terrible at killing tanks, fragile and just generally pointless.

Dark Reapers are fine but a bit superfluous and over shadowed by similar choices in the same slot. There is plenty of anti-MEQ options in shooting and assult in elites, heavy, fast, even troops. Most of those options are cheaper and more mobile than dark reapers so most people don't look at them twice.

That leaves Spiders, Scorps and Banshees and all three are great choices but they have the same problem, you don't need them. If you're playing mech you want mobility, guns, scoring units and tank busting, you don't need assault units and you don't need a tricksy high str but ap - gun. They're nice to have but not essential.

As for Scorps, Banshees and Harlies I personally think all three are great but I've always rated Banshees as the worst choice.

Banshees will absolutely murder MEQ units and if you can match them up with an expesnive MEQ unit (say sterngaurd or assault marines) they should win cc and really hurt your opponent but their low strength, low attacks and low armour save/toughness mean they struggle to put the hits out aaginst infantry and have no staying power. They also have no inbuilt mechanism for getting to the enemy relying on wave serpents which are not ideal assault platforms.

In contrast Scorps and Harlies are much more flexible. Both are better versus light infantry, especially scorps with their extra attacks. Against MEQ the banshees are better but both units are actually very respectable against MEQ. The extra attacks and strength mean that whilst MEQ get an armour save versus scorps they have more saves to make, plus the claw helps close that gap a little too. And harlies have rending which with a bit of luck can also tear through armour.

Both units are tougher either ebcause of 3+ armour or invulnerable saves.

Both have some utiltiy against tanks thanks to the claw or rending.

Both have a method of getting to the enemy other than a falcon/wave sepent. In the case of Harlies it's the veil for scorps it's infiltrate/outflank


If you play only MEQ then Banshees are your guys but I just find Scorps and Harlies to be more multi-dimensional units that do Banshee's job nearly as well but can do a lot more jobs also.
   
Made in gb
Scouting Shade




Of all the aspects, s. hawks are the worst (unless you're a douche abusing skyleap). Followed by d. reapers. Then scorps and harlies i include in my friendly lists and banshees are my second favourite aspect with doom beneath fire dragons.

"We have more soldiers than you have bullets." The Imperial Guard  
   
 
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