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Hy Guys. Starting an Eldar Corsair fleet and got Three main questions.... any hep would be fantastic.
1. How do Eldar pulsar lancers work?? ive read it but dont get it. does it mean that if i have a Strength 2 i still get two dice lettin me get a max of 6 wounds?? or can it only cause 3??
2. I read an artical online saying the only Eldar cruiser worth its while is the Shadow for its Docks. the others i might as well replace with Escorts wich i can get the same wepon layout spread over more ships with roughtly the same amount of points. he also wrote that the Hellbore and Aconite are not worth there points wich im disapointed with but id like to know if its true??
3. my main enemy will be Tau, and i am scarreeeddd!!!!! i am okay with it, just alot of guns, would like a bit of advice on tactics.
Hii again, Sorry the Tau fleet will be the new one. not the old heros and explorers, tough i believe he will take one hero but the rest of his ships will be the new tau fleet I.e wardens and protectors Etc....
i can help u on your trierd point, you have far surperer manovrability get round his sides then introduce him eldar torps and weapon batteries you will always count as closing and he will not be able to bring heavy enough guns to bear if you aproch from the side, as for your fleets composition do what you feel is
B ) what you are comfortable with
ps dont forget to turn about and run away like little girls in the ordance phase [its what the eldar are good at]
Would still like some help on the eldar pulsars if thats okay, rules seem vage to me.
Also can escorts fire sepratly out of there squadran or do they have to fire together.
I.e. a squadren of three Aconite's, do they have the option to fire 3 Strength 5 battries or do they have to fire one Strength 7.5 (not sure wich way the rules roun)???
Again any help is great. Thanks Guys
they can fire ether 3 strength 5 or one strengh 15 or one 10 and one 5 ect.
So if you've got a strength 2 Pulsar, you fire 2 shots. For each of those shots that hits, take another shot. For each of the second shots that hits, take one more shot.
HIT/HIT > 2 more shots > HIT/HIT > 2 more shots for the two hits.
HIT/HIT > 2 more shots > HIT/MISS > one more shot for the successful hit.
HIT/MISS > just one more shot > HIT > one more shot for the successful hit.
HIT/MISS > just one more shot > MISS > No more shots, you're done.
MISS/MISS > Time to get new dice or something.
1 Pulsar (Hemlock) = roll a dice (D6), on a 4+ it hits. If it hits it may roll a second time, if it rolls a 4+ again, it may fire a third shot.
If it misses a roll the procedure is stopped.
On Lock On, any miss may be re-rolled.
With 2 Pulsars (Eclipse) you start to roll with 2 dice. Same procedure. Any 4+ goes on. Thus, in this case you could go up to 6 hits. If one dice hits, the other misses, one dice goes on.
Hellebores are crap, just compare it to 1 Nightshade & 1 Hemlock.
Acnites are okay. They bring a lot of batteries to the fleet. I never leave without them.
Watch the bombers from the Tau. They have a lot.
A question I have is do holo/shadow feilds work against plasma drive overloads and warp drive implotions?
Thanks guys, this is alot of help.
Do they really fire like that in squadrens, the rules i downloaded of GW say you add the total fire power and divide by 2???
But thanks alot, i may just be able to win