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Made in gb
Defending Guardian Defender




UK

My army has a squad of wraith blades and a squad of wraithgurd (d scythes). I also have 2 wave serpents to transport them in. I call upon the experience of an eldar player to advise me on weapon loadouts for said wave serpents.
They need need to get to where they need to be and take down things on the way. My idea was to have one anti armour WS and one anti infantry WS. Which weapons should I take on them please?

Only a Sith deals in absolutes 
   
Made in gb
Longtime Dakkanaut




No. Lol.

Take a scatter laser, thats all you need. And holofields.

DFTT 
   
Made in us
Death-Dealing Dark Angels Devastator




California

Scatter lasers are so good... so many high str shots AND they can twinlink your other weapons?


Just don't play against me please

DA: 8-2-0 in 7th Edition
Dwarfs: 1-0-0
Dark Elves: 3-0-0
Brets: 1-1-0 
   
Made in gb
Defending Guardian Defender




UK

Thanks, And for the Hull weapon?

Only a Sith deals in absolutes 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, my loadout is tl scatterlaser and underslug shuricannon. It served me well in the 6th ed.
Serpents are more durable in the 7th ed and less shooty than in the 6th. But I think this is fine.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in nl
Flower Picking Eldar Youth





I would take SLs most of the time, unless you need to spare points (then just keep the SCs), and upgrade the TL shuriken catapult to a SC.

:1000pts glass cannon


 
   
Made in gb
Defending Guardian Defender




UK

Thanks al for the help

Only a Sith deals in absolutes 
   
Made in gb
Regular Dakkanaut




Why are they more durable in 7th? Because of the new jink rule?

I'd argue there less durable because of this, especially as it now nerfs your firing in the following turn and so most often allows them to shoot at you again in their following turn.

Have I missed something.
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

The new jink save is 4+. it used to be 5+. Also vehicles now only explode on a damage roll of 7+ instead of 6+. These changes have made all vehicles, including Wave Serpents, more durable. The downside is that wave serpents will have to snap shot after jinking, but this has no effect on their durability, only shooting. To counter this, many players posit keeping your wave serpents in cover as they advance so that jinking is not needed. Ghostwalk Matrix would work well with this tactic.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Firing snap shots is a downside.

However, if you use tl scatterlasers and are able to hit, then the other weapons are tl too. This should guarantee some hits from the shield and the underslung shuricannon.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Regular Dakkanaut




Bojazz wrote:
The new jink save is 4+. it used to be 5+. Also vehicles now only explode on a damage roll of 7+ instead of 6+. These changes have made all vehicles, including Wave Serpents, more durable. The downside is that wave serpents will have to snap shot after jinking, but this has no effect on their durability, only shooting. To counter this, many players posit keeping your wave serpents in cover as they advance so that jinking is not needed. Ghostwalk Matrix would work well with this tactic.


Forgot about the new only 7+ explodes rule. Fair point
   
 
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