Eldar Codex Break Down – Troops Section
June 19, 2013 by dignity
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Day two of the Eldar Codex Breakdown sees Lee and Andy having a look at the troops of the Eldar. Will this army of enigmatic aliens still be taking Guardians and Weapon Platforms or will you be ditching them completely?
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I can’t understand how you can say jet bikes didn’t get better. They are now 5 points cheaper than they previously did, got a Ws/BS and I upgrade come with bladestorm and can get a 3+ cover save with a warlock conceal or a 2+ when moving flat out.
… And its the same fekkin’ model from 1992. Very, very disappointed.
Also, while wave serpents are indeed costly when compared to imperial transports they also offer a lot more. It’s a skimmer so you get that nice 5+ jink (4+ with holo-fields, 3+ if positioned correctly). Their weapon options are brilliant when you consider begin to consider what they are capable of. A wave serpent with scatter lasers, a shuriken cannon and the free energy shield can put out an amazing amount of fire power. If you simply hit with 1 of the 4 shots all other shooting from the vehicle is twin linked. By doing this you can get 4… Read more »
i tend to load serpents with fire dragons myself but the d-scythe guard in a serpent appear to be favourites at the moment… also the worry of rear armour facing the enemy can be easily countered with vectored engines (actually useful now) as you turn to point yours guns at something drop troops out back blast that thing then spin to face your decent armour facing the enemy been quite effective so far.
the wave serpent isn’t designed to carry banshees or scorpions (as stated above) the idea is to put 5 or 6 wraithguard with d-scythes in there surely? (s4 ap2 flame templates for the win!) i’m running the elder missile launcher (for anti flyer) and maybe one or 2 upgrades, popping my wraithguard in there and going terminator hunting. 😀
@salty If only that were true… yes the Wave serpent makes the Wraithguard more mobile… but it also makes them an easier target. Wave Serpents are big, making them easy for blasts to hit and hard to get into cover. They’re also hard for the Wraithguard to exit safely to form a line to get those templates onto a target… big bases… only a 6″ disembark (potentially less if you disembark into terrain)… and no templates through your own models means you may not be able to bring them all to bear on a target. As you can only kill… Read more »
you can get cover saves for the WS easily thanks to holo fields 4+ or 3+ if going flat out. The tank is big so you can swivel the tank round once it have moved to have its rear facing the enemy and this will get you an extra 2-3″ closure to your target and then your 6″ move. You then shoot with the turret and use Vectored engines to swivel the tank with its front facing the enemy. Its not a cheap wave serpent, but great delivery package. If you want to tie them up with cheap fodder have… Read more »
@beerogre I believe that with correct use of a wave serpent, your unit (in this case the D-scythe Wraighguard) will easily be able to get most of, if not all of the unit in range of their flamer templates even with the terminator size bases that they have. If your opponent goes first and moves forward or drops things in your deployment zone then the serpent allows for a 6′ move then up to a 6′ deployment giving them a lot of range and allowing you to chose your target (which is the Eldar style of play). Not only this… Read more »
fully agree @concreteus and flat out would give it 4+ jink cover so holo fields would make it 3+ night fighting would make that 2+ at over 12″ range
I really enjoy your guys videos but I am going to have to disagree. You throw the scatter laser on the serpent and a shuriken cannon and you got 4TL shots that as long as 1 hits you get d6+1 s7 tl ignores cover pinning shots and 3TL s6 bladestorm shots. at a minimum thats 9 s6-7 twin linked shots with a max of 15. Jetbikes, yes the range is short(every 3rd one can have a cannon) but move shoot retreat they get a 2d6 move in the assault phase. So even on a average roll a unit of infantry… Read more »
My bad its a max of 14 shots on the Wave serpent.
How they are still selling stuff at all is my biggest concern .. they pack/price their boxes as if 40k was still a skirmish game. Bend over and buy a one click “DEAL” at absolutely no discount, hurry up .. limited stock! (GWs words not mine).
I’m having great results with the shuriken weapons on my troops and the counter attack on the Dire Avenger’s has proved very useful as well.(not like I go out my way to get them in a scrap)
For me one of the winners of this codex has been Wave Serpents. They are just so durable.
I lost my first one this Monday, up until then they have all survived the game. (I take 3 normally).
Gents after watching your previous video on HQs and the one on troops, trying to be nice have you guys played Eldar before? The tactics I’m hearing sound like they are from MEQ players. Eldar are a combined arms unit that work in conjunction to obliterate the opponent piece by piece. It has never been an easy army to play, and requires some thought (unlike some armies). Avengers are definitely a lot better thanks to battle focus, blade storm and Wave serpent (WS). You can role up in the WS, drop the avengers off at 18″ (the joy of pre-measuring)… Read more »
@deathjester6099 I’ve played Eldar before… I recently sold my Eldar army, due to them being terrible… and I won’t miss them. I believe your right, in that they are supposed to work (or maybe are the most fun) as a combined arms army. However, that works against the current meta I’ve played against at the tournaments I’ve attended. 6th Edition has limited the effectiveness of close combat units through the challenge rules, random charge lengths and power weapons with AP. This combined with an expensive selection of long (over 24″) range fire makes Eldar a difficult prospect in 6th and… Read more »
I exclusively play Eldar (and their darker kin) and when 6th edition came out found that Eldar were still viable, it just involved a little bit of a tactics change. This still gave me a 75% win ratio against most opponents. Expensive long range fire units?..maybe. However, they are worth their points. The War Walkers are pretty much cost the same as before when loaded out, but with battle focus (and Fleet) they can pop in and out of cover/line of site to smash units. Especially with their new higher BS, and Laser lock from Scatter Lasers. The only bummer… Read more »
@deathjester6099 When it comes to the Heavies it’s going to be the Reapers for me.
Yeah they are even better now. Expensive (if adding the starshot (str 8) missile) but very very nice. I usually run 5 (no starshot) with one being a exarch with Eldar missile launcher + flakk, fast shot and night fight. Manning an aegis with lascannon. The two lascannon intercept shots on flyers should hopefully guarantee shooting a bird out of the air, especially if the unit is guided. Anything nasty deep strikes near by means I might get a precision shot on meaningful model such as a flamer. Umming and arring about giving the exarch the power which gives precision… Read more »
I take 5 as well. Exarch with an EML.. I do take the starshot . The first vehicle they shoot at more than makes the points back. Give it a try.
have to agree with some of the others, these guys dont play eldar.
18″ range for direavengers isnt short, they can shoot a marine player easier and with more shots than get returned. also the exarch can hold up characters in melee
jetbikes move 2d6 after shooting, so they shouldnt be in melee with anything but other bike units or jump pack units that can catch them.
wave serpant is also a great gunship.
too much comparing to marines in between the lines like others said.
Sorry, tried to do a thumbs up but missed (fat fingers on iPhone). And can’t seem to change vote! +1