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Made in us
Possessed Khorne Marine Covered in Spikes






Hello,

I bought a Wave Serpent and the Craftworlds codex. I have no idea what I'm doing with Eldar, all I know about them is from DoW.

I'm thinking about taking x2 twin shuriken cannons with the vectored engines and Alaitoc traits to use this thing as mobile harassment and figure out what unit to put inside it. What weapons do others use?

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Skulls for the Skull Throne! 
   
Made in gb
Norn Queen






Twin Shuriken Cannons and Alatioc is the de-facto default for Wave Serpents (and Eldar in General). Slap some Dark Reapers and Farseer in it to shield them from Alpha Strike, disembark first turn then use it as a harassment vehicle like you said.

This message was edited 1 time. Last update was at 2018/06/01 22:37:54


 
   
Made in us
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Do you know how to model it with 2 twin shuriken cannons? I believe it currently has a shuriken catapult on the bottom.

Blood for the Blood God!
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Made in us
Gore-Soaked Lunatic Witchhunter







You get two to use on the turret; the proper bit for the chin cannon is in the Fire Prism box but can occasionally be found on Ebay. If you don't want to go to the extra expense cut the barrels off the twin catapults and replace one with a spare cannon barrel; that's basically what the proper bit is and since the joints are so far from players' normal sight lines you don't have to be perfectly neat about it.

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Unshakeable Grey Knight Land Raider Pilot




I noticed your post in the Tactics thread, if you're interested in a Mechdar list, it's a fun way to play. Not the strongest possible build Eldar have of course, but the codex is generally strong enough that you'll always be competitive.

As far as what to put in Wave Serpents: Wraithguard are a solid choice in my experience, they're probably one of the only choices that won't instantly die after the disembark and shoot/charge something. If you're planning to use transports to get up in the enemies faces durability is just as important as firepower, and Wraithguard have it both. D-Scythes or Wraithcannons are both good, depends on how big your target is. Remember you can advance and still shoot with both guns to help against their short range.

The most common use for Wave Serpents is as a Shield for more vulnerable units like Dark Reapers, as stated before. They are such a tough transport that your opponents often don't want to 'waste' shooting to try and crack them. As you've obviously figured out, all Shuriken cannons and Vectored Engines is an awesome way to make sure they survive pretty much the whole game.

Dire Avengers or Guardians are also not a terrible choice to put in Wave Serpents, if you aren't just taking all Rangers for your troops like many do.

   
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 Kharneth wrote:
I'm thinking about taking x2 twin shuriken cannons ....


Equipping two twin cannons is not currently a legal option. You can have one twin heavy weapon in the turret (any heavy, including twin shuriken cannons). The "chin" weapon can only be a twin shuriken catapult or a single shuriken cannon. I think a lot of people go with a "triple shuriken" build: the twin cannon in the turret and a single cannon on the chin.

All of the bits for any current codex-legal configuration are included in the current kit.

This message was edited 1 time. Last update was at 2018/06/02 04:11:33


 
   
Made in gb
Emboldened Warlock




Widnes UK

Kharneth wrote:Do you know how to model it with 2 twin shuriken cannons? I believe it currently has a shuriken catapult on the bottom.


You don't.

Greywing wrote:
 Kharneth wrote:
I'm thinking about taking x2 twin shuriken cannons ....


Equipping two twin cannons is not currently a legal option. You can have one twin heavy weapon in the turret (any heavy, including twin shuriken cannons). The "chin" weapon can only be a twin shuriken catapult or a single shuriken cannon. I think a lot of people go with a "triple shuriken" build: the twin cannon in the turret and a single cannon on the chin.

All of the bits for any current codex-legal configuration are included in the current kit.


^this^

Ulthwe: 7500 points 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Dual shuricannon for the turret and underslung shuricannon.
Alaitoc or Biel Tan are both great options.
Players who run Dark Reapers tend to hide them at the start of turn 1 so that the enemy cannot shoot them.
I prefer to transport Fire Dragons (2 squads of 5) or 5 Wraithguard w/ D-scythes.
Move forward at max speed and shoot the enemy.
In turn 2, repeat or let your deadly infantry embark.
The Serpent is one of the best transports in the game. No upgrades necessary.

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But the upgrades don't hurt, and they're not super pricey - though the total vehicle can be. Equipping real heavy weapons and you get up to 170-180 etc. It can be made into a borderline tank, and costs about as much.

The main worthwhile weapons are:

Shuriken cannons: cheap, decent rate of fire, are assault weapons so you don't suffer a penalty when moving fast and shooting them (Eldar trait). Short range, but if you're mounted on a fast vehicle this isn't a problem.

Brightlances: your real anti-tank option.

Eldar missile launcher: expensive but versatile, and the "frag" version has a sneaky -1 armour save which can net you a few bonus kills.

Don't bother with Starcannons or Scatter lasers...they're pretty crap this edition sadly. I occasionally consider trying to take a Starcannon, but can't justify it to myself.

Use their speed to be sneaky when you desperately need to put some mortal wounds on an enemy vehicle, or a Knight or something. They're fast enough to get close and discharge their shield.

Hide your Dark Reapers inside turn 1 since they suffer no penalty from getting out and shooting. If you're going to banzai speed across the board on the first turn for a second turn deployment, consider the vehicle equipment which gives you a 2D6 advance roll instead of 1D6 and the one which gives enemies a -1 to hit you when you advance. This means you'll be really far moving and tough to hit. Use the 3" disembark bonus from the nose of your Wave Serpent and go get them.

Wave Serpents, being smartly designed, carry 12 models, meaning you can do two units of five, and two characters, making a single drop out of five units --- this can help you finish deploying first. Likewise you can make better use of your Deep Strike stratagem for vehicles.

   
Made in us
Possessed Khorne Marine Covered in Spikes






Thanks for all the help!

Wave Serpent with 3 Shuriken Cannons is what I meant I guess. I just want to replace the 12" catapult so I can stay out of the 12" range. I read through the codex a bit and Alaitoc is definitely my favorite (with Ulthwe a close second). I would like a versatile list with a lot of mobility. I knew that I'd need the Wave Serpent, but I'm still not completely sure where to begin.

I think for a core battalion I'd like to get 2 units of Rangers and probably Dire Avengers. 3 units of rangers seems excessive and I'd like to avoid using Guardians if I can because their firepower is short ranged and, for fluff reasons, I'd like to avoid using them if I can. I'd really like to take a Farseer and some Warlocks, perhaps on jetbikes or perhaps in a Falcon or Wave Serpent or something.

Some other units I like:
Warp Spiders (I'm probably definitely going to take a unit of these guys, they're my favorite Eldar)
Howling Banshees
Dark Reapers
Wraithguard

I'd like to take a Fire Prism as well. No idea if I can fit everything or if they'd have nice synergy, but these are the units I like. Like I said either here or in the other post, most of my Eldar knowledge comes from Dawn of War so if there are other cool baddies in the Eldar force I'm probably unaware. Like Swooping Hawks, Striking Scorpions, or Windriders???


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Made in us
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Yendor

 Elbows wrote:
But the upgrades don't hurt, and they're not super pricey - though the total vehicle can be. Equipping real heavy weapons and you get up to 170-180 etc. It can be made into a borderline tank, and costs about as much.

The main worthwhile weapons are:

Shuriken cannons: cheap, decent rate of fire, are assault weapons so you don't suffer a penalty when moving fast and shooting them (Eldar trait). Short range, but if you're mounted on a fast vehicle this isn't a problem.



This is not correct. Our tanks don't have Battle Focus, so a Wave Serpent advancing will still be at -1 to hit. However unlike the other weapon options Shuriken Cannons aren't heavy, so you can move and shoot them without penalty. In any event, Shuriken Cannons are the best load out because you can pair them with vectored engines (-1 to be hit if you advance). This stacks with Alaitoc and/or Lightning Fast Relfexes to make your Wave Serpent ridiculous to bring down. And since the Shuriken Cannons are assault, you can fire them after advancing, albiet at -1 to hit. Which isn't such a bad trade when you are transporting deadly cargo.

In terms of vehicle upgrades, Spirit Stones are good. the 6+ comes after all saves, and you roll one for every wound you lose. It adds about 16% more durability to your Serpent, and can make a huge difference in durability. If I'm really crunched for points I'll take them off though. Vectored Engines I always put on Wave Serpents with Shuriken Cannons. For the reason above. -1 to hit while advancing is insanely good on a transport that can still shoot. Crystal Targeting Matrix is a good upgrade for gunboats like Falcons or Fire Prisms, but I wouldn't take it on a Serpent. It can sometimes let you move and shoot with full accuracy. Screens hurt its effectiveness, but at 5 points its usually worth it.

Enjoy your Wave Serpent. The Eldar Navy is a great army even in this edition. I would recommend putting a squad of Fire Dragons in it. They add some devestating anti tank fire power, and really benefit from a durable ride. Fire Dragons are terrifying on the turn they unload their fusion guns!

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My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
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You're right, that's what I was thinking of. The Saim-Hann trait is something like that right? I remember thinking I should put shuriken cannons on more things.
   
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Executing Exarch






 Elbows wrote:
The Saim-Hann trait is something like that right?
Only on Bikes.
   
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Possessed Khorne Marine Covered in Spikes






I was thinking of grabbing another wave serpent, or maybe a falcon. I was thinking I might take a wave serpent with bright lances and crystal targeting matrix to carry 2x5 rangers. I proxied a list that included 2x5 rangers, the wave serpent, 3 dark reapers, 10 howling banshees, 10 dire avengers, 2 warlock skyrunner conclave, and a farseer skyrunner.

This message was edited 1 time. Last update was at 2018/06/03 13:50:09


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Made in gb
Norn Queen






Falcons are like Predators but somehow worse, IMHO. I would drop those banshees entirely for more dark reapers. If you don't have 10 dark reapers in any points level you're doing eldar wrong, tbh. I don't know if it's possible to magnetise the top construction to allow you to swap between Serpents and Fire Prisims, but if it is possible I would look into that. Three Fire Prisms is a pretty nice amount of dakka and with the stratagem it's even more bonkers.

This message was edited 1 time. Last update was at 2018/06/03 13:53:44


 
   
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Yendor

Falcons are someplace where i am decidedly in a minority. I personally like them. I like the small transport capacity for protecting small squads like Ranger or Dire Avengers. I also like the Pulse Laser when paired with a Bright Lance for three good ap s8 multi wound shots. So the Falcon is a solid tank. I've been running Falcons since 5th edition, and they have been solid tanks every edition I've played them in. They will probably never be our best heavy support option, but you will always know exactly what you are going to get. a decently durable tank with 3 anti tank shots. Lately I've been filling them with Dire Avengers, which can get out and help shoot down anything that gets close to your Falcon.

Consensus on the internet is that right now Fire Prisms are superior, mainly due to their ability to double tap, and the the damage increase from link fire.

This message was edited 1 time. Last update was at 2018/06/03 14:03:01


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Falcons aren't bad at all. I wouldn't carry Rangers in your Wave Serpent though - they should be deployed as infiltrators and should be in cover, getting shots off on turn one - also blocking enemy infiltrators and deep strikers where possible.
   
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Okay, wave serpent with wraithguard, falcon with dire avengers and faster, and the 2 units of rangers.

After using Warlocks I'm thinking I'd rather have 2 farseer for a battalion. I don't know about an autarch.

I'm thinking about getting the starter kit, so also a wraithlord with heavy weapons?

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Yendor

Warlocks and Farseers both have pretty good psychic powers.

If you are interested in faster moving Eldar tanks, I usually recommend putting your Farseers and Jetbikes on Jetbikes. As characters they appreciate the additional wound, and the speed helps make sure they are always in position to cast the psychic powers you need.

Runes of Battle and Runes of Fate have different roles, and some of our very best powers are in Runes of Battle. With Warlocks, the big spells you want to keep in mind are Conceal (-1 to hit infantry / bikes), Jinx / Protect (-1 to enemy saves including invulnerable / +1 to your saves including invulnerable) and Quicken (move again) The others can be situationally useful, but those are your Warlock's bread and butter. I will admit the first time I played with Warlocks I didn't use their powers well, but you'll figure it out pretty quickly. Even if its just something as small as casting protect on an Autarch to let him tarpit with 2+/3++.

Autarchs are definitely worthwhile. He is your best warlord because when acting as warlord he has a small chance to regenerate command points, and you'll use a LOT of command points- especially on Lightning Reflexes. His re-roll 1s aura also makes your army less dependent on Guide for accuracy, and he is one of the few competent melee pieces most lists will ever take. Most competitive lists make use of the index wargear options to give him a Reaper Launcher and Mark of the Hunter. This lets him snipe characters with a Reaper Launcher which is disgustingly good. I also have a soft spot in my cold dead heart for the basic codex Autarch with Wings. I gave mine the Shimmerplume. He can keep up with the rest of my army, and tarpit for me in cc against most things that get too close with psychic support. Generally, you want to make sure you have some psychic support. Once you are content with it, an Autarch is where its at!



This message was edited 1 time. Last update was at 2018/06/03 17:01:16


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Executing Exarch






Akaean hits the nails on the head. With the increase in points to foot Farseers/Warlocks in the FAQ, there's almost no reason to not take the bike version (obviously an issue if you get the starter set with the footseer).

One thing you will notice for Battle Runes vs. Fate Runes is the re-roll that Farseers get - it makes their powers much more reliable, and can save them from Perils (plus Farseer's Ghosthelms give them ridiculous protection from Perils anyway).
   
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Thanks!

I like the idea of having an Autarch, Farseer, and some Warlocks. I used them on bikes (proxy) in my first two games and it worked well. Their 12" range is hard to deal with, though. How many Warlocks should I take? I was thinking like 5 plus the Farseer on bikes.

So currently I have...

Wave Serpent - x3 shuriken cannons
5 Dire Avengers - no exarch, planning to get 5 more. I think I want the power glaive and shimmershield, but it's very expensive. Either that or keep them cheap.
5 Wraithguard - I haven't build the weapons, yet, so I could make Wraithblade, but I really like them as shooters. I think I'll take Wraithcannon because the firepower seems roughly the same, but I like the range.
Wraithlord - no idea how to build him. I'm thinking 2 bright lances and a wraithglaive. He'll guard with his guns and counter charge.
War Walker - I'm thinking 2 bright lances here, too.
Farseer on foot

I plan to buy 10 rangers and some dark reapers, probably 3 to start. I definitely want another Wave Serpent or Falcon. Depending on how the footseer goes, I may pick up a farseer skyrunner and perhaps warlock skyrunners, too. I guess they could do some real damage if there's a small handful. I used 3 of them in my games, but having too many would be harder to maneuver and hide.

I'm looking to sit at 1,000-1,250 points for a little bit while I game with my roommate who just bought 1,000pt drukhari.

Blood for the Blood God!
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Made in gb
Executing Exarch






 Kharneth wrote:
Their 12" range is hard to deal with, though.
Welcome to Eldar The characters aren't there for the shurikens or even the singing spears (no AP makes them unreliable weapons), but for the multipliers they add to the rest of your force.
 Kharneth wrote:
5 Dire Avengers - no exarch, planning to get 5 more. I think I want the power glaive and shimmershield, but it's very expensive. Either that or keep them cheap.
I run Biel-Tan, so my troop choices are mostly Dire Avengers. I use 10-elf squads with Shimmershields but honestly I'd be better off with twice as many 5-elf units and cheaper armament on the Exarch - with 10-elf units Morale can be an issue, and the Shimmershield only shines against weapons with at least -2AP (so, Thousand Sons). Exarch's are free btw, so there's no reason not to take one.
 Kharneth wrote:
5 Wraithguard - I haven't build the weapons, yet, so I could make Wraithblade, but I really like them as shooters. I think I'll take Wraithcannon because the firepower seems roughly the same, but I like the range.
They're pretty close really - because the D-scythes hit automatically, you can advance (1-6") and still fire them without penalty. Hitting automatically makes them murder against certain things, but only damage 1 means a maximum damage output for 5 of 15. The Wraithcannons are cheaper, and better at single-target (i.e. vehicles / monsters) due to the D6 damage.
 Kharneth wrote:
Wraithlord - no idea how to build him. I'm thinking 2 bright lances and a wraithglaive. He'll guard with his guns and counter charge.
War Walker - I'm thinking 2 bright lances here, too.
Bright lances are my go-to anti-tank at the moment - Fire dragons are pretty one-use, but my BL's have been doing heavy lifting all edition.
   
Made in gb
Longtime Dakkanaut




Wave serpents are far better than Falcons point-for-point. Unfortunately the poor old Falcon has been a dog in that comparison for about four editions (cheers, geederps). Same, unfortunately, with the Wraithlord - I was really hoping for a boost in the new codex but... meh.

Dark Reapers and Shining Spears are currently the best units in the codex. I'd get a few more Reapers (3 is a little too few). You don't have to spam them massively, perhaps just have 5-6?

   
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Should I not pay the 5 points for the singing spear? It looks so cool! My footseer already has the spear, but I'll likely replace him with a skyrunner and I think it'll come with either a sword or spear. What does the Farseer do for my army other than the glorious runes?

Well, currently none of my Dire Avengers are modeled as the exarch because my next box will include 1 (or 2, if I make 2 units of 5). I don't think I'll need more than 10 and I don't know if I'll need more than 1 squad, I'm just not sure if the shimmershield is worth all it costs. They are still pretty squishy guys, even when I used protect on them for a 3+/4+.

It seemed like the D-scythes would shine particularly against heavy infantry, but I think the target for my wraithguard will mostly be vehicles/monsters. They can still do plenty of damage against heavy infantry, even if the d6 damage is excessive.

Bright Lances and Shuriken Cannons seem to be the best.


Automatically Appended Next Post:
zerosignal wrote:
Wave serpents are far better than Falcons point-for-point. Unfortunately the poor old Falcon has been a dog in that comparison for about four editions (cheers, geederps). Same, unfortunately, with the Wraithlord - I was really hoping for a boost in the new codex but... meh.

Dark Reapers and Shining Spears are currently the best units in the codex. I'd get a few more Reapers (3 is a little too few). You don't have to spam them massively, perhaps just have 5-6?



I used 3 in my 1,000 pt game and they did splendid. I may bulk them up to 5, but first I need to get 1! lol. I don't think I'd have room for more than 5 in 1k points.

Farseer - Singing Spear, Guide, Doom

5 Dire Avengers
5 Wraithguard - Wraithcannons
Wave Serpent - x3 Shuriken Cannons
War Walker - x2 Shuriken Cannons
Wraithlord - x2 Bright Lances, Ghostglaive

- 742 point Patrol Detachment

+3-5 Dark Reapers
+10 Reapters
Replace Farseer with Farseer Skyrunner
+Warlock Skyrunner Conclave

This message was edited 2 times. Last update was at 2018/06/04 13:00:51


Blood for the Blood God!
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Made in us
Stoic Grail Knight






Yendor

Like I said, I'm a minority opinion in a big way when it comes to Falcons . I swear by mine though, so take that with a grain of salt.

You'll get used to the 12 inch range. One thing you can do with Eldar is consider your 12 inch range guns a bit more defensive. You can really leverage your mobility to punish enemies that are too close to your lines, and put them in the grave with a burst of firepower from 12 inches. The ap-3 on 6s on all your basic guns is really good- especially when combined with Doom.

Dire Avengers. You want the exarch with Twin Catapults. It gives you the shooting of another Dire Avenger for a fraction of the cost. Dire Avengers generally want to be in smaller squads and protected by vehicles. They hop out of the vehicle and add some pressure to a target 18 inches away. I wouldn't run anymore than 6 Dire Avenger. That is the max size that can fit in a falcon, and they can fit with another squad in a Wave Serpent if you want.

Wraithguard. From what I've seen the Scythes are "better" in that they are more threatening. Remeber, they hit automatically, so anything that wants to charge your Wraithguard will have to take an entire shooting phase from your Scythes (or risk failing a long charge)- and your Fists are still pretty good in Melee. It makes them exceptionally difficult to deal with. However Wraithguard aren't very fast and really need a transport to be able to get into Scythe Range. If you plan to deliver them via webway Strike, you should use the Cannons. You must put them at least 9 inches away from enemies if they arrive from reserves, and that is out of Scythe range. At which point the enemy will run away. Cannons let you shoot something on the turn you arrive from reserve, hopefully sucking a tank or monster into the warp.

What Craftworld are you playing? Alaitoc is generally the best, but Iyanden is very effective for both your Wave Serpents and Wraithlord, making them heavily resilient to degradation from taking damage.

This message was edited 2 times. Last update was at 2018/06/04 13:02:40


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
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When I read through the book Alaitoc and Ulthwe were my favorite so I'm planning to play Alaitoc.

That all sounds good about the Scythes, but how do they fair against vehicles? Wraithguard seem rather expensive to be shooting at infantry from 8" away.

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Fixture of Dakka





BL Serpent is the better QuadLas-Pred replacement than a Falcon. Only half the firepower of the Pred, but per point better than the Falcon. That said, the Falcon is my favorite grav tank, so I usually take one. For the first time in a few editions, Falcons are outshined instead of trash, though.

You can turret-swap between Falcon-chasis'ed vehicles easily, as long as you build them the same way (make either the chasis or the turret the male end on each - IIRC the default varies). The Serpent is a different chasis (longer) in addition to the Serpent Shield up front. So your Prism, Falcon, and potentially Firestorm can all just be turret swaps.

Dire Avengers are best fielded in units of 5. You get an Exarch who, stock, has a 4++ and 2W. Even when considering a shimmershield, do you want to give 9 guys a 5++ for 20pts and the cost of your Exarch's shooting, or do you want a 2nd 2W 4++ guy, who you can give a second ShuriKat to? Also, for weapons, DAs are best if you give the Exarch the second gun. He's then a full third of the squad's firepower!

Also, if you're doing a lot of Footdar, remember the Plasma Grenades. Not as many units have them anymore (I want my nades back on my Hawks, dangit!), but d6 S4 Ap-1 means that it's usually worth it if it's in range.

Your HQs are not there for their firepower. You can use them to do CC damage to tip the scales in your favor, but outside Phoenix Lords (who aren't typically worth their points), CWE HQs are there to buff and support. Don't forget their firepower, but use it in addition to your "real" threats. I have had a Farseer pop a Land Raider with a Shuriken Pistol. It happens. But don't depend on it. But, with a bunch of Troops eating the rebuttle, assaulting into CC behind them can pack a punch - like a flimsier version of an SM HQ.

What to get really comes down to how competitive you play, which is very much a meta thing. If you're not in a super competitive area, I'd strongly suggesting the "One box" mentality outside troops and warlocks. Get one of box anything that looks fun. Because facing 5 Reapers and 3 Spears is more fun than facing 10 Reapers or 6 Spears. And fielding a diverse force gives you a lot of space to figure out how to best make it all work together.


Automatically Appended Next Post:
Alaitoc is the strongest trait, easily. I play Uthwe, because fluff and headcannon, my guys are Uthwe (despite me usually playing Aspect Hosts). Even if you want to be within 12", Alaitoc is better, because it makes it harder for them to kill you until you get within 12". And makes them *want* to be within 12". And most things in the book want to be within 12".

This message was edited 1 time. Last update was at 2018/06/04 13:12:22


 
   
Made in us
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I know I want Dark Reapers and Warp Spiders. I was looking at Spears last night and they seem good, too. I definitely want a diverse army, I know nothing about Eldar and I'd like to paint some bright colors (been playing Chaos on and off for like a decade).

I really want a mobile and versatile force. When I play Warhammer, I often feel like I'm stuck fighting enemies who are across the board from me and can't always get around to where I need or want to be, or that I can't escape bad match ups (like, who could outrun a flying demon prince?). I really want to avoid having a deployment zone full of heavy, immobile gunners like Rangers and Dark Reapers, but I would like a couple of them backfield.

I remember when I fought against Eldar the first and only time in 7th with my Khorne army and got dominated because I didn't know where to go or who to attack. There didn't seem to be an enemy army on the field, there were just a lot of little units flying around in a seemingly disorganized fashion. I couldn't keep up and by the end of it my forces were scattered into a bunch of random directions.

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Fixture of Dakka





I almost always field my one squad of reapers as a 3- or 5-man, but only in part because they're almost always effective. Moreso, it's because my forces typically don't have a lot of backfield, and most opponents enjoy the game more when there's a little (and not a lot) of backfield infantry.

For versatile, there are really two ways to be versatile - each unit is versatile, or you have a wide array of units with little redundancy. A Plasma Tac squad is versatile in that it can engage basically anything, and aren't a total loss in CC.

An army with a bunch of different Aspects is versatile in that they can use Fire Dragons, Reapers, or Spears to kill the hard targets, and DAs, Spiders, or Scorpions to kill the light targets. They can use DAs for a pushing troop, but they suck at CC. You can use Banshees as a CC unit, but they'll do no shooting, and don't get them into CC with vehicles.

There are some CWE units that are versatile themselves (Serpents, for example), but most are very good at their job and bad at anything else (you won't realize just how bad Swooping Hawks are in CC if you're used to playing Marines).

Hawks, Spiders, and Spears are all super mobile. Banshees, Scorpions, and Dire Avengers typically can move around a bit too. Wraithguard, Wraithlords, and Fire Dragons you typically have to commit.

Mechanizing is different than Marines - our transports cost a lot more (but do a lot more), and our units are a lot more specialized. So mechanizing answers to everything costs far too much and lacks redundancy. However, mechanizing some parts of your list to support the mobile and/or heavy support elements can be very effective. Plus, what's not to love about Wave Serpents - my only complaint about them is they're not Falcons!

As for diverse and bright colors, CWE can really do that. Painting fluff-appropriately, you might be disappointed that the transports, Guardian units (including vehicles), and Seers should all be sporting Craftworld colors (bone and black for me). But each Aspect unit - even of the same type - could be a different Shrine, and should sport Shrine colors. My Tide of Blades shrine and my Hidden Reef shrine are both Dire Avenger squads, but have very different paint schemes.
   
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I really want to delve deeper in the lore because Eldar are really cool and I know nothing about them.

In terms of versatility I don't want to have versatile units, I think the imperium is better at that. Instead, I'd like to keep the army versatile while the units are specialized because that's what Eldar seem to be designed for. I just want to make sure all my units are highly mobile so I can get them to where they need to be and avoid things that they don't want to waste their time against or get killed. I guess what I'm not sure about are the things that I already own that have a lot of options.

Wave Serpents, Wraithlords, and War Walkers.

Wave Serpent - I like the x3 shuricannons, but I'm worried about lacking anti-tank weaponry. What about a wave serpent with 2 bright lances? Is this a good idea or should I look elsewhere for anti-tank? I could put my wraithguard in the wave serpent so that, together, they have anti-infantry and anti-tank weapons.

Wraithlord - Should I give it the sword, or not? It's basically 4 lascannon shots in melee, but will it make it to melee? I could give it x2 bright lances, but then how often will it move? Is it cheap enough to be a standing gunman? I'm thinking of giving it the sword and 2 bright lances, shooting for turn 1-2, maybe 3, and then using it as a counter-charge guy. Not sure if that's too expensive for this guy and maybe it'd be better with something more simple.

War Walker - This thing seems perfect for a x2 bright lance turret because it's cheap and not as durable as the wraithlord, however, it has 10" movement and battle focus, so it might be more useful hauling ass with x2 shuricannons.

Right now I've given the war walker 2 shuricannons and the wraithlord 2 bright lances and the ghostglaive because I have few models and have a ton of room to reach 750/1000 to play with my friend, but in terms of a cohesive 2k pt army, I'm not sure if these are the right decisions.

This message was edited 1 time. Last update was at 2018/06/04 16:12:58


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