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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Other than fortifications or allies, what's Eldar players lately been using to combat air power?

I'm currently debating on some warwalkers with either star cannons or scatter lasers.

I'm thinking the AP2 might also be better with the increase in terminators now a days and increase in damage from pen hits but then the scatter laser is 10 points cheaper and 4 shots. What's everyone else using now a days?

Also while I know of Dark eldar air power and some apoc choices, are there any viable eldar flyers now a days? I heard rumors of vector dancer Imperial aeronautica units but don't have the book for them.

This message was edited 1 time. Last update was at 2012/12/30 14:18:10


+ Thought of the day + Not even in death does duty end.


 
   
Made in nz
Longtime Dakkanaut



New Zealand

After playing a few games I've decided that Eldar are basically better off building to ignore fliers rather than try and contrive ways to blast them out of the sky. Without Skyfire on anything your next best bet is twin linked weapons (I tried just general S6 spam without Guide etc, it did terribly), which for Eldar means Serpents or squadrons of Walkers/Vypers with Scatter Lasers (you don't care about AP, just need volume of shots). The issue is that neither of these work particularly well, and you can't get them in large enough numbers to drop fliers without crippling your list due to their points cost (+ support). Serpents were slightly overpriced in 5th, and are now massively overpriced in 6th and Walkers are fragile and rely on having Guide (and unless you go overboard with psykers you can't Guide all of them). Even if you do all that it STILL doesn't really guarantee you will do ok against fliers, Guided S6 deals with AV10 and AV11 fliers ok, but the best fliers (BA Stormravens, Vendettas) are AV12 and there is no way you are going to generate enough S6 shooting to drop them reliably.

What I have been doing instead is to build lists which are either so mobile that they can largely dodge fliers (move under them/behind them etc) and avoid being shot by them more than once or twice a game, or building lists which have enough of a ground presence that they can restrict the movement of fliers and be durable/numerous enough to have stuff left at the end of the game to grab objectives. In practical terms this either means a completely mech force (including any allies) with no backfield elements for fliers to pick off or a more infantry based list with a reasonable number of Guardians (or Guard infantry if you use allies).
   
Made in us
Sneaky Sniper Drone






If your group is ok with Forgeworld stuff, the Nightwing is pretty ace flyer of your own. 2+ jink save, able to double pivot, and lances will butcher any flyer they hit. I bring one as my main anti tank unit.

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Made in us
Deadly Dark Eldar Warrior



Los Angeles

I've seen triple nightwing lists do well, as it is a flexible and very annoying flier from the 2up, should work
well with footdar. You can find the rules for it alongside other awesomeness in IA11. IIRC there was a battle report here with 6 flier eldar and mech guard.

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Made in au
Been Around the Block




Traralgon

As below so above massed str 6 can work ie spiders or walkers, as a target of opportunity though I wouldn't dedicate such a useful unit to anti flyer duties only
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Did they change the nightwing costs or something cause I can't really see myself going with that thing as it's like 200+ points and just AV 10 all around from the apoc book.

+ Thought of the day + Not even in death does duty end.


 
   
Made in nz
Longtime Dakkanaut



New Zealand

Nightwings are 145pts, still AV10 all around with only 2 hull points, but they do have Agile and Shrouded for a 4++ all the time which jumps to a 2++ if they Jink.
   
 
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