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Yes. The take a little practice to use correctly though.
Best taken in groups of 3 with shu cannon for cheap. But since you are taking them as allies.... you can only take 2 troop choices. So I would take 6 with 2 shu cannons and a warlock with embolden and spear.
6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
They are often my only Troop Choice as Eldar. 4 x 3 GJB is awesome as troops. Keep them all in reserve, and they can put out decent damage with the Shuriken Cannons....shoot jump shoot....and capture objectives quickly. Nothing not to love!
I have only seen one list for tau with jetbike allies and their purpose was to stay in cover and zoome out to stop anything trying to assault your tau. They can be really cheap and you can use the book powers to boost your tau guys while you are waiting to stop an assult.
They are one of the most mobile scoring/denial units in the game and can be extremely cheap points-wise. They can be a reasonable shooting unit, but you will need numbers (6-9 + Warlock), which increases the points of this unit. However, I don't think Tau in general need additional shooting, so a cheap mobile scoring/denial unit would be the most likely role they'd play.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
But I'd still suggest for you to take 1 or 2 small DAVUs in Serpents due to the emergence of Chaos' Helldrakes. With their S6 AP3 Torrent Flamer Template, they have become our worst nightmare since most of our (both Eldar & Tau) scoring units are reliant of cover svs in 1 way or another.
This message was edited 1 time. Last update was at 2012/10/10 10:06:40
Great unit, just don't charge them forward like the light brigade. Keep them in reserve and/or just take pot shots with the cannon for the first half of the game.
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
Jetbikes are better in a Tau/Eldar list, especially if the Tau are the main army with Eldar allies.
Wave serpents are so overcosted right now that even a minimum sized DA unit in a wave serpent is 170+ points depending on what options you put on the serpent. You can get 2-3 units of jetbikes for that same cost (obviously only 2 if they're allies).
Also serpents depend on saturation for survival--you need 5+ AR12 skimmers to have any hope of doing anything useful with them, and the jury is still out on whether mech Eldar actually work or not. One or two wave serpents will just get glanced to death in the first few turns of the game.
And finally, the DAs have to disembark to claim or contest an objective anyway. 5 guys with T3 and 4+ armor saves? They'll die to helldrakes even faster than a bike unit--at least the bikes can move to get away.
You do understand, right, that Eldar jetbikes can move 48" in a single turn (and get a 4+ cover save in a turn where they do so). Something that wants to shoot you with a shortranged weapon has to catch you first.
"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
Then in the main rulebook it specifies that Eldar jetbikes can turboboost up to 36" (both regular Eldar and Dark Eldar).
"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
I almost always reserve my bikes. They have won me games that I have late game objective grabbed. Won by 1 point, and a 66 pnt unit scored for me lols.
But you have to play them smart, because they actually die pretty easily, so you have to LOS them. And hope the enemy doesn't target them.
Usually I run them 3 naked, I just want them for the speed, and when I am lacking in mid range firepower(which is almost never) I will put a cannon on them for some extra punch.
Thats how I use them anyways.
6th Edition Eldar W:15 L:7 D: 1
Eldar with Marine allies
@Marshall Ragnar: Looking at your list, I'd suggest that you drop those Eldar Pathfinders & take a small sqd of GJBs & put them in reserve, and opt to go 2nd.
Use the extra pts to get a min-size Firedragons sqd. Include an Exarch with Crack Shot & Tank Hunter skills, & join the Farseer with this sqd. These guys will be the unit that you'd want to man your ADL - make sure the Exarch is in base contact with the Quad-Guns.
You can lose the Ro-Witnessing, the Farseer don't really need it. Try changing Guide for something else, Doom maybe?
Like I've mentioned in my previous post, Heldrakes will really hurt Eldar & Tau with their Torrent weapon (and GKs too if they play a couple of teleporting Dredd Knights with heavy incinerators). It doesn't matter if your GJBs can go up to 48" cuz, unless you can totally hide them from LOS, the Helldrakes will reach you as they have a threat range of up to 56" (zoom 36" + 20" from Torrent weapon).
That is why you need to neutralize this threat immediately via the Firedragons-ADL combo, & hope the Helldrakes to fail their invul svs.
Also watch out for flying DP of Khorne with Burning Brand of Skalathrax. It works just like the Helldrakes' flamer, though at S4, but hurts just as bad to us T3 creatures.
P.S: Sorry if I sounded like telling you what or how to play your army. Just sharing my experience with you, that's all.
This message was edited 1 time. Last update was at 2012/10/11 02:33:16
Yes, Jetbikes are worth it. They are a perfect counterassault unit, maneuvering quickly to deal with any backfield threat with an abundance of firepower and a mixture of wargear. The key is to not be too agressive, as they will die quickly.
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Okay, so i will prob get a six man squad of jetbikes + warlock.
But what about Banshees? I know they used to be really good in 5th but are they still good? I am thinking maybe using them as a caunter assault/assault unit maybe. But whats the verdict on them?
Banshees have regular speed, very high initiative, meh striking power and paper armor combined with grot-ish stamina (regular eldar ...)
I'd advise you to consider scorpions instead of banshees
slower but sturdier and harder hitting (more A, +1S, PF on exarch)
Both Scorpions and Banshees suffer from the lack of an assault vehicle. Unless you manage to screen them when they exit (hard with our skimmers floating above ground) they will get shot to pieces while waiting to assault.
If you footslog them they are even more vulnerable. T3 with a 4+ or 3+ save is just not that durable especially when they are so expensive pointswise.
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