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So all three unit types are practically the same point cost. In addition they play similar roles (albiet different focuses.)
Swooping Hawks have grenade packs, longer range and some anti-tank. But defensively are the weakest of the three.
Warp Spiders have the highest str shot and a nice ability to jump a second time backwards out of assault range.
Guardian Jetbikes fall in the middle if firepower with the twin linked shuricats T4 and also 3+ save (same as spiders.) Not to mention their being troops choices mean they can capture objectives. Their draw backs include low ws bs, and no withdraw ability.
So who's better? Why? When do you take one unit type over the other?
It's easy to see if u are in against IG that hawks have an advantage. Against demons, orks or SM one might take the spiders. If u need to be able to capture objectives as well, the obvious choice is jetbikes. I haven't fielded any of them ever (i'm new to eldar) so i just don't have a feel for how they play. Thoughts?
You pretty much nailed it on the head. I don't personally take hawks because my fast attack slot needs to be a little more durable to compliment the rest of my army. I take both spiders and jetbikes and they have almost always performed spectacularly, the exception being when they were incinerated by an earthshaker before they got a chance to move. Each one has it's purpose, just think what you need done and choose accordingly.
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Thanks for the input. I have been leaning towards spiders or jetbikes myself. I do want a durable mobile unit to complement my units being deployed by wave serpents. i was messing around with numbers and it seems the two units can inflict on avg nearly identical dmg if u weigh the re-roll from twin linked and ap that the jetbikes have. not to mention their higher toughness and capture ability. However, IF someone manages to assault up the jetbikes my fast movers are stuck. What is your experience with withdraw? I imagine after most assaults one side is fairly well a winner. Leaving little chance (or neccessity) to use the ability. Currently my desicion on which unit to feild is hinging on that as well the promise of adding more str 6 shots into my army to compensate for the some one low volume of high str attacks it has atm.
Anyone else have experiences to share?
Personally I like the spiders. They can deep strike for free in 5ed so don't take Surprise Assault as it's not needed.
If used in a squad 9+exarch with duel deathspinners the stats show that they'll take down about 4 marines or 8 daemons in their shooting phase and can then jump behind the nearest cover to protect themselves from any form of counter attack - and if they do get assaulted the exarch with power blades will probably do a good job at munching most things that get thrown at him. Also with 22 S6 shots you can even take down light vehicles (15 hits needing to roll 6s for AP even a A12 vehicle will be lucky not to pick up a couple of glancing hits and A10 rollers are going down!) And of course you'll jump in and shoot them in the rear won't you?
To put my play into context: I haven't used warp spiders yet but am researching as I am considering doing so. I also haven't played 5th ed with Eldar a I have been having fun with Orks since their new codex came out. But listening to the latest 40k warcast podcast (available for free on itunes and worth listening to) has got me re-enthused about Eldar.
I have a set of Hawks and they are useless apart from a feature you have not mentiooned - the Haywire grenades which were always a good tank buster grenade but now with all close combat attacks on vehicles being on rear armour, they will be amazing tank hunters especaily if your foe have short range tank weapons and drive up to your line and you bounce them. They will also be OK if you use enough terrain to hide them in and you can therefore get across the table to the tanks.
Guardian jetbikes were always a good distraction at hte least, but with being able to claim objectives I think a small unit should be well worthwhile to hide away and claim an objective (or just contest one) in the last turn. I usually take a Warlock with them and also take a farseer on a jetbike, although the farsse is more to do with speed to get guide, fortune, doom and mindwar onto the right unit rather than babysitting guardians.
It is thought that all codeces from Eldar onwards have had 5th Ed in mind, so I assume that there are a few previously unused cogs in the Eldar engine which need oiling and may make the whole lot run more smoothly, Haywires grenades may be one of those cogs. I suggest you playtest them all; even if the playtest is a disaster it is usually quite informative.
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