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Eldar Jetbike Effectiveness versus other troop choices.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

Also, Bladestorm is good if you know you need to charge in or have no way to get away from a charge next turn - like if you are defending an objective and can't move off, for example.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Bladestorm has worked very well for me so far. It's an excellently-effective power, as long as you don't expect it to do everything. Against anything with a 4+ save, T4 or lower, it rips them up. MEq will require some additional support, and Terminators and MCs are a waste of its potential.

Conversely, jetbikes have a hard time justifying their cost, although that may be because so many have touted their effectiveness and my opponents have read these rave reviews...

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Longtime Dakkanaut




Los Angeles

Question for everyone who has been using DAs:

Has everyone been using Serpents? How have they worked? And how did you equip them?

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

I've been using a Serpent with starcannons, as it is what I have. I'd prefer scatterlasers or brightlances, but... *shrug* Star engines are a must, as are spirit stones; vectored engines are nice, but if you move right, you won't need them. The ability to zip 36" around a weak flank, then pulling a "Serpent of Slaughter" on a flank or rear unit, is a wonderful thing. I want the different weapons for an improved chance of poping a transport, in case I need to shoot them up as well.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Plastictrees






Salem, MA

Posted By bigchris1313 on 11/06/2006 11:15 AM
Question for everyone who has been using DAs:

Has everyone been using Serpents? How have they worked? And how did you equip them?


Just in test games so far, but the results are:

-DA's who are not in serpents get shot to death every time against my moderately shooty marine army.  There's almost no way they can close to range (including fleet) before lots of AP4 fire zeroes in on them and they are rendered ineffective.  This includes when they're crossing the board as part of a 107 model horde army.

-Grav tanks will transport them to the place they need to be as long as the usual grav tank guidelines are followed--at least 3 tanks, and 4 or 5 is better, at least two of them falcons.  Wave serpents should stay clear of rapid-firing plasma guns if possible, but this is usually not a problem for DAs since they're not assaulting, so they can deploy further back.

Also wave serpents get stunned a lot.  They spend most of the game stunned.  So they're better off with a cheap gun, since you only get a few shots anyway (I'm inclined to say scatterlaser rather than shuriken cannon so you can still be a threat with shooting if immobilized).


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Rampaging Carnifex





Jetbikes just fit the theme of Eldar VP denial a lot better than DA's. They aren't exactly swimmingly good at killing stuff.

DA are quite a bit killier, so if you're playing an aggressive going to kill your enemy flat out type of army, they are a better selection.
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

DA in wave serpents have worked ok for me. The thing is the "Spike Damage". Bikes can mow down a marine or two a turn, but I can zoom a WS in, Bladestorm and then assault to mop up, especially if the unit was DOOMED! Not shooting next turn isn't a big deal because I'm usually redeploying and have no good targets anyway. Two units of DA will wipe out a Marine unit, even if not doomed.

The key of course is using your mobility in the serpents to be able to pick off that one unit and leave few, if any of your opponents units in a position to counter attack with ranged firepower or assault. With bikes you need to use your 6" assault move to hide again, but with DA, you can wipe one unit out and hopefully leave an opening for your other units. Its very situational, dependant on the board layout and army size.

DA walking have trouble because they can be picked out by heavy weapons, and usually get a round of rapid fire bolters too. It really seems that an eldar player must decide upon one of three strategies:

1. Rapid movement - All tanks, transports, jump troops, shining spears. Present little or no shots to your opponent, pick away at their force.
2. Long range fire - Rangers, Reapers, falcons, prisms, Fire Dragons. - Shoot from afar, burn whatever gets through
3. The Rock - Avatar, Wraithguard, Wraithlord, scorpions. Tough the game out.
   
 
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