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2013/07/01 11:22:03
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
For the first time ever I made some videos discussing Wave Serpent tactics so feel free to check them out and let me know what you guys think.
Part 1:
This part covers the very basic stats of the Wave Serpent, the weapon options, vehicle upgrades and what I think is the optimal build. This first part is more for those that have no idea what a Wave Serpent is or what you can get for it as well as anyone who wants a refresh on their Wave Serpent knowledge. Part 2 (below) will have more of the "advanced" tactical aspects of using the Wave Serpent.
Just an FYI, in the video I mention Crystal Targeting Matrix only gives your Wave Serpent one shot but I meant to say that it allows you to shoot one weapon so I hope nobody is c[code]onfused!
Weapon Options:
The Wave Serpent comes with a Shuriken Cannon turret and Shuriken Catapult underslung weapon. Both have 360 line of sight since they can both rotate as such (and GWFAQs confirm this). However, for a minimal cost, you can upgrade both of the weapons which are generally better than what the Serpent comes with..
Underslung Shuriken Catapults:
A 12" S4 AP5 weapon with the Bladestorm rule so anything wounded on a 6 makes the shot AP2. Good for maximum LOLs when you get those 6s to wound things like a Riptide. Can be upgrade to an Underslung Shuriken Cannon which no longer has 360 vision but offers you much more of a punch. I usually skimp out on the Cannon upgrade to save points and because I am either too far away to put the weapon to good use or I will generally be firing other weapons as I tend to move 12" a turn and if I don't, the Catapults work out just fine.
Shuriken Cannon:
A 24" Heavy 3 S6 AP5 weapon with the Bladestorm rule. All in all, solid and cheap as it comes stock on the Serpent but as I said above, the other available weapons are generally better and offer more for the Serpent and your army.
Scatter Laser:
A 36" Heavy 4 S6 Ap6 weapon with the Laser Lock rule so if this hits any of your other shots are also twin-linked. This is probably the most optimal weapon to have on the serpent since it will twin-link your Serpent Shield and Underslung Cannon if you got one. This option also makes your Serpents better against Flyers since you will have (hopefully) a lot of twin-linked shooting in general. What's not to love about a potential 11-14 (14 with the underslung cannon) shots at S6-7?
Bright Lance:
A 36" S8 AP2 Heavy 1 weapon with the Lance rule so anything above AV12 is counted as AV12. A Great anti-tank weapon but perhaps a waste on the Serpent as you really are not taking advantage of the Serpent Shield with this loadout.
Star Cannon:
A 36" S6 AP2 Heavy 2 weapon. Great for taking out anything with a 2+ save but again, a Serpent is not the best place to have this weapon.
Eldar Missile Launcher:
A 48" S4/8 AP4/3 Blast/Heavy 1 (for the Plasma/Starstrike versions respectively). Both versions have the Pinning special rule as well. This is the most expensive upgrade but generally not worth it compared to the Scatter Laser.
Conclusion:
So yeah, Scatter Laser is what I think is the best option because it increases the utility of your Serpent Shield and that is the main thing about the Wave Serpent anyway. The Serpent Shield is a 60" S7 AP- d6+1 shot weapon that has the Ignores Cover and Pinning special rules...Quite a great weapon to take out anything that relies on cover for survival or av 10-13 vehicles.
Vehicle Upgrades:
Below are the Vehicle Upgrades available to the Wave Serpent in order of importance/usefulness...
Holofields:
+1 to your Cover Save if you move, what's not to love? 5+ Jink save turns into a 4+; 4+ Flat-out turns into a 3+; 4+ Ruins, Hill Crest and Aegis Defense Line save turns into a 3+. If you manage to position your Vehicle so that the enemy is in a facing they do not have LOS to then you get another +1 to your cover save so an otherwise 4+ Ruins save would become a 2+ save at that. Stacks with Stealth or Conceal so with Eldrad's Warlord power you can get 2+ Cover for a turn quite easily (for when you have destroyed everything with a Marker Light in a Tau army and want to get up close and personal but not get shot to death in the process).
Vectored Engines:
A great upgrade that allows you to pivot after shooting your weapons. This mainly allows you to move up with any vehicle, allow a unit to get out of the rear hatch, shoot your turret weapon then turn your vehicle around so the back hatch is no longer exposed to enemy shooting. Essentially, it adds the length of the Wave Serpent to any Disembarking unit.
Ghost Walk Matrix:
Another great upgrade that gives your Serpent Move Through Cover so they automatically pass dangerous terrain tests...Never worry about immobilizing your vehicle when going through terrain! Now you can end on top of impassible terrain or move flat out in the craziest piece of terrain on the table without a care. Far superior to those silly Dozer Blades other armies put on their things, what, is there a snow storm they need to shovel snow in or something? Silly imperium...
Spirit Stones:
An ok upgrade that allows you to ignore Shaken results on a 2+ and Stunned results on a 4+. Overall, the Serpent Shield is much better and this upgrade only comes into play when the Shield is down. Therefore, you will not get much use out of this upgrade as you will need to have your Serpent Shield down, take a Penetrating hit that happens to roll a 1-3 results which means chances are you will never need this upgrade on your Serpents.
Crystal Targeting Matrix:
This lets you shoot a weapon after you turbo-boost which could be the turret, Serpent Shield or Underslung...Though for 25 points why bother? Chances are you won't need the extra shooting of the Serpent if you are moving Flat out and it just makes your Serpents too expensive...Just move 12" a turn and keep shooting at your opponent.
Star Engines:
An extra 6" when you go Flat-Out with your Serpents...Really? If you need that extra 6" you are doing it wrong. This is probably only good on War Walkers who can then Battle Focus up to 9" (this adds 3+ to their run moves). If you see this upgrade on your opponent's vehicles you will probably win the game.
Conclusion:
So those are the upgrades...Really, Holofields is probably the only thing I would consider taking on most all of my Serpents and only on the ones I expect to be out front attracting the attention of my opponent. Ghost Walk Matrix is awesome and Vectored Engines is great for when you need to get a unit somewhere (like Fire Dragons, D-Scythe Wraithguard, Storm Guardians) and so these on those few Serpents carrying such units is a worthwhile investment. otherwise, keep the Serpents cheap and use them for some great shooting.
Part 2:
This part covers maximizing cover saves and using the Wave Serpent offensively which includes Tank Shock and deploying units to efectively engage targets.
Feel free to check out my blog for more and upcoming Eldar articles.
This message was edited 3 times. Last update was at 2013/07/02 13:43:16
Jesus Christ changed my life, He can do the same for you!
I reckon you creeped more than 6" with your Waveserpent going over the ruin Problem is the model is longer than 6" from nose to tail. So you have to put the side flush with the thin wall to achieve that pop out effect.
Nice explanation of the Vectored Engines, I like the old fashioned Falcon+Fire Dragon combo utilising that as the Falcon turret rotates the complete 360 putting out more firepower.
Fun fact: With Eldrad and Vectored Engine fast shot Firepike, you can melta any vehicle the opponent put on the 12" line with a 4" Battlefocus move.
I reckon you creeped more than 6" with your Waveserpent going over the ruin Problem is the model is longer than 6" from nose to tail. So you have to put the side flush with the thin wall to achieve that pop out effect.
Nice explanation of the Vectored Engines, I like the old fashioned Falcon+Fire Dragon combo utilising that as the Falcon turret rotates the complete 360 putting out more firepower.
Fun fact: With Eldrad and Vectored Engine fast shot Firepike, you can melta any vehicle the opponent put on the 12" line with a 4" Battlefocus move.
Thanks for the comment though I know it seemed I creeped more than 6" but it was just a combination of shoddy camera work and weird tape measure placement, I swear! =(
Jesus Christ changed my life, He can do the same for you!
While I understand this thread is about Wave Serpents I would like to hear your opinion on Falcon and Vyper weapon purchases as well as Heavy Grav Tank Vehicle Upgrade option viability.
For example...the Prism might be the only tank worth taking the matrix on.
Automatically Appended Next Post: Especially if you can guide/prescience it
This message was edited 1 time. Last update was at 2013/07/02 14:12:59
Heya, Crystal Targeting Matrix is great on any vehicle that you know the one weapon will make a difference. I'll make anther video/tactical analysis thread on other Eldar vehicles and the upgrades so stay tuned for that, the following is a mini preview for ya regarding the Crystal Targeting Matrix:
Fire Prism:
While a Fire Prism would be a good bet, it has the range and doesn't really make too much of a difference on it...You generally want to stay back with the Prism.
Night Spinner:
This is the tank that Crystal Targeting Matrix was made for it seems...You can go 30" and then use the Torrent version of its weapon which increases the threat range by 50" of the template weapon (12" move+18" Flat-out+12" Torrent range+ 8" Template).
Falcon:
This is an ok Upgrade for the Falcon since it might be carrying a unit of Fire Dragons you will want to move Flat-out to deliver or something...The S8 AP2 Heavy 2 Pulse Laser makes for a good weapon to shoot and with a 30" move (12" move+18" Flat-out) you can get a good rear-armor shot with it.
Vypers:
Crystal Targeting Matrix is cute on the Vypers because you can keep them in reserve, move on 12", cast Guide on them (on your turn you choose order of operations and can cast Blessings on units arriving from reserves) then move 18" Flat-out to get rear armor on something and hit it with your turret weapon...Makes them expensive but it's fun and cute.
So yeah, ultimately, only the Night Spinner can REALLY put the CTM to good use.
Jesus Christ changed my life, He can do the same for you!
Weapon Options:
The Wave Serpent comes with a Shuriken Cannon turret and Shuriken Catapult underslung weapon. Both have 360 line of sight since they can both rotate as such (and GWFAQs confirm this). However, for a minimal cost, you can upgrade both of the weapons which are generally better than what the Serpent comes with..
.
Where does it say that the underslung weapon has a 360 degree arc of fire?
2013/07/03 04:18:22
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
the previous Eldar FAQ said that because they can swivel 360 they can shoot 360 and that has not changed and is a valid ruling as the BRB says that if a weapon can turn towards a direction it has LOS to that direction essentially.
So yeah, underslung can be rotated to face the back of the Serpent so if it has LOS it can shoot behind it...This mainly comes into play when you have units very close to the rear of the serpent lower than the hull because you can't actually shoot through the hull.
I hope that helps/makes sense.
This message was edited 2 times. Last update was at 2013/07/03 06:18:15
Jesus Christ changed my life, He can do the same for you!
The cannon uses the same mounting as the catapults. I just put three of them together, so i'm well aware of this..
I'd not been playing as the underslung cannon having a 360 facing, only forward arc. But now that's been mentioned, I may have to start playing it as such.
To the OP, great write up. Too often people bicker about the best loadout/units to take, and not enough on stratergy. Good stuff.
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2013/07/03 12:00:32
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
Vectored Engines is not a great upgrade IMO. You can use the flying base as an access point on both the Wave Serpent and the Falcon. 6" from the base is plenty to set up Battle Focus, even for the Fire Dragons and this eliminates any need to turn around to face. You can get Ghost Walk if you have no place else to spend points.
Also, you can move 12" and fire all three weapons, the third weapon is going to be twin linked Snap Shots. If the Serpent Shield is used it eliminates its defensive abilities, so I wouldn't use that unless I had two Hull Points or my cargo had disembarked.
The only upgrade I can see worth taking is Holo-Fields and the Shuriken Cannon. I agree with the OP on the Scatter Laser as the turret gun.
2013/07/03 12:05:29
Subject: Re:Eldar Wave Serpent tactics videos (Now with a written portion as well):
Daner0023 wrote: Page 78 of the main rule book under the section named Access Points, last line.
If you aren't doing this, you are crazy.
I dont have my rulebook to check at the moment, are you sure this applies to Wave Serpent bases?
Amazing if true.
@OP: you definatly cannot guide a unit that has come in from reserves that turn. The FAQ allows you to choose between ROLLING for reserves or powers first. You do not get to MOVE those reserves until after both have been done.
2013/07/03 14:41:02
Subject: Re:Eldar Wave Serpent tactics videos (Now with a written portion as well):
Half past, then refer to Page 83 of the rule book, under Skimmers. The first line under Skimmers & Measuring states that all skimmers are on Flying Bases.
2013/07/03 15:14:15
Subject: Re:Eldar Wave Serpent tactics videos (Now with a written portion as well):
Daner0023 wrote: Half past, then refer to Page 83 of the rule book, under Skimmers. The first line under Skimmers & Measuring states that all skimmers are on Flying Bases.
Then read the next sentence. It says all measurements are made from the hull with the exception of fire points and weapons (notice - not disembarkation or access points). Then it further states the the flying stand is effectively ignored for skimmers. So, I don't think you're right. access point on a wave serpent is the rear door. as it stated in the codex. So vectored engines is useful.
furthermore on page 80 when talking about flyers, it has a bullet point specifically saying disembarkation can be from the flying stand.. this bullet point is not in the skimmer description.
This message was edited 1 time. Last update was at 2013/07/03 15:16:05
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2013/07/03 15:23:59
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
Most players will not let you do this as you are choosing to omit rules.
Also, You wouldn't be able to place the model against the flying stand to disembark (as the flying stand is smaller in diameter than a wave serpent), which is a requirement for disembarking according to page 79 of the rulebook.
Getting snarky about "using the rule book" is all great if you were actually using the rulebooks rules, and not if you are ignoring the rules that you don't like. I am just trying to show you how you're incorrect and how you will not be able to use this interpretation at a tournament or against anyone who actually knows the rules and follows the rule book.
If you weren't being snarky then I guess it's just the wonders of the forum world, and no offense is meant. I have shown you several different reasons why your ruling is incorrect. I suppose this would end up in the YMDC forums if this debate continues so I'll end my bit here.
Good luck with your ruling, and if it turns out that you are correct, I look forward to using and abusing that rule, but until then "I'll use the rule book, unless GW clarifies it differently."
This message was edited 1 time. Last update was at 2013/07/03 15:55:03
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2013/07/03 16:27:48
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
That tactic of no los to facing, it works great on fire prisms. If you do it right, you have the prism sitting at the back of the board, behind terrain, and it's just angled enough for being avle to shoot the prism cannon. I thought of it before, and drew my inspiration from World of Tanks where it's called 'sidescraping'.
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2013/07/04 00:23:30
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
"Q: Blessings are manifested ‘at the start of the Psyker’s Movement
phase’ – does this mean they happen simultaneously with Reserves
rolls, Outflanking rolls etc and if so which is resolved first? (p68)
A: They do occursimultaneously – as such, the player whose
turn it is decides in what orderthese things occur as per
page 9 of the Warhammer 40,000 rulebook."
Isn't part of resolving reserve rolls moving them on the board after which you can cast blessings on them? If not then I am wrong, otherwise I think I am correct so maybe GW needs FAQs for their FAQs?
@everyone regarding the "flying stand/base" thing...while Skimmers have flying bases, they also "measure distances too and from the hull" and that "the skimmer's base is essentially ignored". That kind of rules out any possibility of measuring from the base to disembark so the "disembark from base" rule is effectively nullified, sorry. Anyway, this is a discussion for YMTC not tactics =).
This message was edited 2 times. Last update was at 2013/07/04 00:25:32
Jesus Christ changed my life, He can do the same for you!
launcelot7891 wrote: @mortetvie I agree with you, but since the BRB doesn't actually say when the reserves move on the board, there tends to be a lot of disagreement.
Yeah...I guess just ask a TO/Judge or opponent and come to an agreement before the game. Regardless, it isn't that big of a deal generally and a minor issue that doesn't come up ever for me but it would be nice for GW to be clearer.
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I am pretty certain that you roll for all available reserves before any of tham are deployed/moved. The bit of FAQ you quoted refers specifically to ROLLS. But as you say, its not a big issue.
2013/09/06 01:39:56
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
In video 2 he suggest you can get a 2+ cover save I was asked to show the rule for it and I cannot find it again. What page is it on where it says you get +1 cover save for hard angle shots?
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2013/09/06 08:12:09
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
Admiral General Aladeen wrote: In video 2 he suggest you can get a 2+ cover save I was asked to show the rule for it and I cannot find it again. What page is it on where it says you get +1 cover save for hard angle shots?
It took me a bit to find this too. But, it's on page 75 bottom left, point three where it's talking about obscured vehicles.
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2013/09/06 09:16:52
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
Well, first you kept the Serpent behind the ruin. In view of cover, the base of the ruin forms a triangle and everything that's on the ground behind the ruin gets a cover save (counts as being inside). So you cannot move the Serpent inside of the triangle without making a test for dangerous terrain. This is how we play it at our RTTs and was also played at the German GTs.
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In your holo field blurb you mention stacking with conceal. Conceal only effects the warlock/spirit seer and cannot be cast on a serpent or ever effect one. Maybe you mean shrouding like from invisibility.
Admiral General Aladeen wrote: In video 2 he suggest you can get a 2+ cover save I was asked to show the rule for it and I cannot find it again. What page is it on where it says you get +1 cover save for hard angle shots?
It took me a bit to find this too. But, it's on page 75 bottom left, point three where it's talking about obscured vehicles.
TY!
seems like the op got new interest from my bump too, im glad cause this is a very good tactica for wave serpent even after many many years of playing i learned a thing or two from it!
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2013/09/06 19:46:38
Subject: Eldar Wave Serpent tactics videos (Now with a written portion as well):
Admiral General Aladeen wrote: In video 2 he suggest you can get a 2+ cover save I was asked to show the rule for it and I cannot find it again. What page is it on where it says you get +1 cover save for hard angle shots?
It took me a bit to find this too. But, it's on page 75 bottom left, point three where it's talking about obscured vehicles.
I believe this is simply stating that you get +1 to cover if the facing of the vehicle you are in is 100% obscured while you can still see other facings.