Tactics:
The Eldar Guide to Vehicle
Weaponry
Scribed by:
The Hive Custodian
Shuriken Catapult, Twin-Linked
Shuriken Catapult, Flamer (Small Arms)
While vehicles are most famous for
carrying heavy weapons, many of the lighter vehicles carry a
small weapon for defense. Even the heavier ones often carry one
of these “small arms” for support. However, they are just that:
“small arms”. If you have a choice between moving and firing
your small arms, ALWAYS move.
The
Twin-Linked Shuriken Catapult is the ubiquitous defensive
weapon. It is found on just about anything that hovers that
isn’t a weapons platform. However, unless you have a squadron of
jetbikes with these, they aren’t going to do much. With its two
twin-linked shots, it will do 1.5 hits on average, barely higher
than the performance of a single Dire Avenger. When mounted on
massed jetbikes, they can dish out some damage while flying
around on a mobile, albeit expensive, platform. However, as
noted before, it is more important to move than to fire these
weapons.
The normal
Shuriken Catapult and the Flamer are both found on the
Wraithlord. While not technically a vehicle, the Wraithlord
shares many of the vehicular weapons systems. On the Wraithlord,
you get a Shuriken Catapult or a Flamer on each arm. Which one
to choose? They both have the same Strength and AP. The Shuriken
Catapult has a 12” range, versus the 6.75” inch length of the
flamer template. The Flamer automatically hits and ignores cover
saves, while the Shuriken Catapult only hits .67 of the time,
getting 1.33 hits over its two shots. However, the Flamer has an
area of effect. I don’t know about you, but I’m going with the
Flamer.
Shuriken Cannon
The
Shuriken Cannon occupies a lower role as far as Eldar weapons
go. It’s not a small arm, but not heavy enough to be truly
impressive. Its main advantage is its low cost.
The poor AP
of the Shuriken Cannon makes it an anti-infantry weapon.
Therefore, let’s compare it to the slightly more expensive
Scatter Laser, a popular infantry-killer. While the Shuriken
Cannon has poor AP, the Scatter Laser has even worse AP. Not a
huge difference, but this means the Shuriken Cannon will get 50%
more kills against, say, Guardsmen, or Tyranid Raveners. The
Scatter Laser gets 3.5 shots on average, a slight advantage that
helps to offset its slightly higher cost. However, the biggest
advantage of the Scatter Laser that I think makes it a much
better choice is its greater range. Mounted on a fast vehicle,
you can pummel the enemy’s Boltgun-toting Marines or whatever
without getting shot at. Similarly, a greater range keeps the
enemy from doing the same to you.
Also, most
vehicles that sport Twin-Linked Shuriken Catapults say that you
may replace them with a Shuriken Cannon. Do not do this. First,
the Cannon is unlikely to see any real service, as you’ll want
to keep moving. Second, the Shuriken Cannon is not that great of
the weapon. Third, according to VDR, you just threw away 6
points!
Scatter Laser and
Starcannon
Both have
impressive rate of fire. Both have good Strength. Both of them
have the same range. Very similar, no? Obviously the Starcannon
pays more for its improved AP, making it better against heavily
armored infantry. But how heavy is heavy?
Against no
armor, or a 6+ save, the Scatter Laser will make 7 kills for
each of the Starcannon’s 6.
Against 5+,
the Scatter Laser will do 14 for every 18 of the Starcannon.
However, the Starcannon costs 40-50% more. Therefore, the
Scatter Laser is still better in most situations against this
save.
Against 4+,
the Scatter Laser does 7 for 12. The Starcannon becomes
superior, even accounting for its cost, at this point.
Pulse Laser,
Starcannon, and Bright Lance
Again, very similar here, and AP.
The Starcannon and Bright Lance share the same cost and range,
while the Bright Lance and the Pulse Laser share the same
Strength.
First,
let’s compare the Starcannon to the Bright Lance. As they share
the same range, AP, and cost, a simple comparison can be drawn.
One shot from each weapon will have the same effect as the other
against Toughness values of 3 or less: .83 wounds per hit.
However, the Starcannon fires much faster. Therefore, it is
three times as good here. Against Toughness 4, the Bright Lance
auto-kills, but the Starcannon does not. Both still do .83
wounds per hit. However, the Starcannon’s three shots means that
the victim of the Bright Lance must have three wounds for the
Bright Lance to break even, and at least four to beat the
Starcannon. Anyone with four wounds is most likely a Monstrous
Creature. Monstrous Creatures tend to have a Toughness of higher
than 4. Therefore, you can pretty much eliminate the Bright
Lance’s auto-kill advantage here. Above this, neither weapon
auto-kills, making things a bit simpler.
Average
performance per two turns at Ballistic Skill 3:
Toughness
5: Starcannon 2, Bright Lance .83
Toughness
6: Starcannon 1.5, Bright Lance .83
Toughness
7: Starcannon 1, Bright Lance .67
Toughness
8: Starcannon .5, Bright Lance .5
Toughness
9: Starcannon .5, Bright Lance .33
Toughness
10: Starcannon 0, Bright Lance .17
Notice how the Starcannon
outperforms the Bright Lance until they’re even at Toughness 8
and beats it at 9 before 10 renders it ineffective. Therefore,
the Starcannon is more effective compared to the Bright Lance at
Toughness 9 then at 8. Strange, but that’s the way the rules
work.
But wait!
The Bright Lance costs the same as the Starcannon! How can it be
worse? The answer, of course, is that it isn’t:
Average
performance per twelve turns at Ballistic Skill 3:
G=Glancing,
P=Penetrating
Armor Value
9: Starcannon 3G, 9P; Bright Lance 1G, 5P
Armor Value
10: Starcannon 3G, 6P; Bright Lance 1G, 4P
Armor Value
11: Starcannon 3G, 3P; Bright Lance 1G, 3P
Armor Value
12: Starcannon 3G; Bright Lance 1G, 2P
Armor Value
13 or 14: Starcannon 0; Bright Lance 1G, 2P
As you can
see, the Bright Lance is superior against Armor Values of 12 or
higher. Therefore, against tank-heavy armies (besides Rhinos,
Chimeras, Razorbacks, and their ilk), use the Bright Lance.
Otherwise, use the Starcannon.
Now, let’s
compare the Bright Lance to the Pulse Laser. Against non-armored
targets, this is a no-brainer: the Pulse Laser’s 1d3 shots are
superior. Against armor:
Average
performance per twelve turns at Ballistic Skill 3:
G=Glancing,
P=Penetrating
Armor Value
9: Pulse Laser 2G, 10P; Bright Lance 1G, 5P
Armor Value
10: Pulse Laser 2G, 8P; Bright Lance 1G, 4P
Armor Value
11: Pulse Laser 2G, 6P; Bright Lance 1G, 3P
Armor Value
12: Pulse Laser 2G, 4P; Bright Lance 1G, 2P
Armor Value
13: Pulse Laser 2G, 2P; Bright Lance 1G, 2P
Armor Value
14: Pulse Laser 2G, Bright Lance 1G, 2P
So, the
Bright Lance is only better at Armor Value 14 and with slightly
lower range. However, the Pulse Laser is found only on the
Falcon.
Finally, we
have Starcannon vs. Pulse Laser. Looking at the tables above,
the Pulse Laser is superior against vehicles. Against infantry
and bikes, the Pulse Laser is twice as good as a Bright Lance.
At Toughness values of 3 or less, the Starcannon is still
better. The Pulse Laser is better against Toughness 4 creatures
with more than one wound; otherwise, the Starcannon is the
better choice. At Toughness 5 and 6, the Starcannon is still
better, but the Pulse Laser wins out beyond that. Of course, the
Pulse Laser has superior range.
So here you
have it: Use the Scatter Laser against enemies with a 5+ save or
worse and a Toughness of 9 or lower, or an Armor Value of 11 or
lower. Use the Starcannon against enemies with a 4+ or better
save and a Toughness of 9 or lower. Finally, use the Bright
Lance against enemies with Toughness 10 or an armor value of
more than 11.
Can you see
why the Starcannon is so popular?
Eldar Missile
Launcher and Prism Cannon
Ah,
everyone’s favorite pastime: blasting a target from extreme
ranges. Two vehicular guns best satisfy your craving for big
explosions: the Eldar Missile Launcher and the Prism Cannon.
Their great range makes comparisons to shorter-ranged, more
efficient weapons less useful.
The Eldar
Missile Launcher is at the high end of the swappable vehicle
weapons. It has the greatest range and two types of missiles.
Unfortunately, it also has the highest cost and neither missile
can match the power of less versatile and shorter-ranged
weapons.
Krak or
Frag, uh, I mean Plasma? Well, the AP 3 of the Krak missile
means that unless you can catch more than 5 Space Marines, 4
Battle Sisters, or 7 Nurgle Marines in the blast, you’re better
off using the Krak missile.
However,
against any other armor value, they both pierce the armor or
fail to do so. Therefore, here’s the number of people you need
to catch under the blast of the Plasma missile to beat the Krak,
rounded up to the nearest .5 (remember that models partially
covered are only hit half the time:
Toughness
1: 1
Toughness
2: 1
Toughness
3: 1.5
Toughness
4: 2
Toughness
5: 3
Toughness
6: 5.5
Toughness
7: 5.5
Toughness 8
or more: Target not affected by Plasma missile.
Of course,
if you catch a T3/T4 commander out in the open…
As for the
Prism Cannon: It is the longest range, second to most powerful,
and the most expensive weapon the Eldar possess in the codex.
And it has a blast, to boot! To demonstrate this, this is the
table for the number of enemies you need under the blast of a
Ballistic Skill 3 Prism Cannon to beat a Ballistic Skill 4
Starcannon, rounded up to the nearest .5:
Toughness
1: 4.5
Toughness
2: 4.5
Toughness
3: 4.5
Toughness
4: 4.5 (but Prism Cannon auto-kills)
Toughness
5: 3.5
Toughness
6: 2.5
Toughness
7: 2
Toughness
8: 1
Toughness
9: 1.5
Toughness
10: Starcannon has no effect.
Sure, the
Starcannon has the advantage against smaller mon-keigh, but the
bigger ones are asking for a Prism Cannon. As are the T4 Space
Marine commanders, if they’re not careful. And don’t forget the
Prism Cannon’s range!
D-Cannon, Vibro-Cannon, Shadow
Weaver (Support Weapons)
Finally, we have the support
weapons. While difficult to compare, you can see why these
aren’t the most popular weapons. A Starcannon delivers about the
same damage as the Shadow Weaver at about the same cost, with
less range, but with more reliability and much better AP. The
D-Cannon has excellent damage but its range limits its
usefulness. Finally, the Vibro-Cannon, while more accurate, does
not have great Strength and has a high cost. Its auto-glancing
can be useful, but the Bright Lance is often more effective.
However, there are some uses for
these weapons. The Vibro-Cannon, when mounted in batteries, can
cause pinning easily, and three together can auto-kill the
average human or Ripper Swarm. And ways can be used to improve
the accuracy of the Guess weapons. With a laser pointer, a
protractor, a scientific calculator, and some knowledge of
geometry, you can triangulate the coordinates of any model!
Okay, so the other people at the table aren’t going to like
that...
Tactics:
The Eldar Guide to
Vehicles
Scribed by:
Bonesinger Sandman
The Eldar are gifted with sleek
lightning fast machines. And when equipped correctly, can pack a
wallop, and yet not get a scratch from enemy fire. Many don’t
realize this, but Eldar tanks are what make Eldar so feared. Of
course, we have our fearsome Aspect warriors and our
uncharacteristically large Guardian battalions, but our true
strength lies in the vehicles. For example, those Aspect
Warriors may be feared in close combat, but it wouldn’t matter
if they never actually reach assault range. This modest
little guide will help ease your battlefield pains and maximize
your army’s potential. All right, I’ll be brief. [I’m actually
supposed to be in bed as I write this ;)]
First let's start with
the upgrades:
Crystal
Targeting Matrix: Ok,
there is NOT ONE GOOD REASON WHY YOU SHOULD NOT TAKE THIS!!!
*Puff**Puff* Unless of course, you enjoy using your vehicles as
cannon fodder O_o. This upgrade allows you to move, shoot, and
move again all in the movement phase. Very useful. Why, you ask?
Simple, put your oh-so-expensive Falcon out of sight behind, say
a building. Move it six inches out into the open. Blast the
enemy with a nice barrage. MOVE BACK INTO COVER. Done correctly,
the enemy will never land a shot on your tank! Do yourself a
favor, get this upgrade and a bunch of good-sized terrain.
You’ll increase your lifetime. Trust me.
Holo
Field: Another useful upgrade. Increases your tank’s
ability to survive. But then again, if you have CTM, this
shouldn’t be a factor anyway. However, you might want to give
this upgrade to transports, as they will likely be exposed to
more fire as they unload your troops.
Scythes:
A very cheap, very useless upgrade. You could take it,
but why? In the event that you are that close [why?!?!?]
it is highly unlikely it will have any effect anyway. Not only
that, the enemy can still make an armor save!
Spirit
Stones: Performs a similar job as Holo field, except
it only cushions your crew from being stunned or shaken. Again,
I would give this only to transports or vehicles that are
exposed to a lot of firepower.
Star
Engines: What? 24 inches a turn isn’t good enough for
you? I wouldn’t, if I were you. It might help if you trying to
get to a target objective really fast though.
Vectored
Engines: It is somewhat useful, but if you find
yourself taking a terrain check every turn, you’re doing
something wrong.
Now on to the vehicles:
Wave
Serpent: The Eldar claim to fame. [No, NOT the
Wraithlord.] Everyone should have one. The Wave Serpent is
arguably the best transport in the galaxy. It has
everything a transport needs: Speed [it can go 24 inches!],
mobility [It’s a skimmer! It ignores terrain!], good firepower
[a twin linked heavy weapon of your choice], a large cargo space
[10 troopers or 5 Wraithguard and a Warlock], and good
protection [a very high tech energy field, that dampens the
power of meltaweapons, and turns highly destructive weapons fire
to a mere pattering.] For weapons, I suggest a starcannon,
brightlance, or a missile launcher.
Vypers:
A very fast mobile weapons platform. Like many fragile things,
they work better in groups. However, do NOT put them in the same
squadron, as it is possible for weapons fire to down them all! I
find them useful for anti tank units and general hit and run
harassment. This is the vehicle where CTM truly shines, as the
vehicle itself is so fragile it simply cannot take any hits. It
is imperative you keep it out of sight, as even the lowly bolter
can bring it down. A CTM is the only upgrade you need.
Falcon:
The Eldar general-purpose tank. It can transport a small squad,
and has weapons to worry most tanks and infantry. This vehicle
is best described as a jack of all trades…and master of none.
Like all vehicles, it is very fragile. Fragile enough to warrant
more upgrades, namely CTM, holo field, and spirit stones. The
Pulse Laser, while hard hitting, lacks the power to hurt larger
tanks. That can be helped by giving it a brightlance. The low
number and highly erratic fire rate of the Pulse Laser can
cleave through highly armored infantry…or merely give them a
light show. A starcannon helps. For practical purposes, I feel
that scatterlasers, missile launchers, and shuriken cannons are
wasted on this vehicle.
Fire
Prism: A Fire Prism tank is basically a big gun
strapped to a fast vehicle. With a gunner who couldn’t be
counted on to shoot the sky. The Prism cannon is an incredibly
long ranged single shot weapon with enough power to take out
even the largest of targets. Unfortunately, the gunners low BS
means you’ll be hard pressed to hit the target, no matter how
large it is. This can be helped by keeping a Farseer nearby, and
periodically casting guide on it. As it should be out of range,
the only upgrade you’ll ever need is CTM. And even then, you may
not even need that either.
War
Walkers: First thing you should realize is that while
WW are vehicles, they cannot take upgrades. A pity, as
they are likely the ones who would benefit the most from them.
They are incredibly fragile walkers that just happen to carry
the firepower of a god. An interesting trade off. They carry
enough firepower to equal or even surpass the Dark Reapers. They
can be taken in squads of three, but they are horribly
vulnerable. [My friends and I have a house rule that says if a
vehicle has moved less than 6 inches, it may be screened by an
appropriate sized model.] This unit is the only unit
where I’d actually seriously consider scatterlasers. The immense
number of shots means that SOMETHING has to give. Just about any
weapon system will work, barring the useless shuriken cannon.
Just make sure you take the same weapon system on each
walker. Don’t mix up your weapons! You should always take
advantage of the WW’s ability to move and fire both weapons.
With some luck, you can always keep the enemy from coming too
close. Worse comes to worst, you can always charge them into
close combat. Strength 4 is needed to even begin to hurt them,
so your walkers should be able to tie up the enemy for a while.
Just realize against most weapons, they will fall like grass.
I hope this helped you guys. Rock
on my brethren, and praise Ynnead while you’re at it!
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