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Pretty much the title.
Thinking on the principles of modern and practical methods of warfare, in which you want 70% infantry and some 30% armoured vehicles/support craft I'm wondering what the most ideal heavy support is.
The artillery units aren't worth their cost, so I'll just excuse them from this discussion now.
Falcons; some transport capability, expensive optionals and not a good selection of weapons. Mainly just another fast tank, with a bit more versatility than other choices here.
Wraithlords; a big target, most people know what they need to about these guys so I won't cover them any further.
Fire prism; another common choice, anyone who owns one already knows how they work.
Dark reapers; not as good as they could be, sub-optimal is the brief description.
Warwalkers; highly situational. Like vypers, only good if you know how to use them.
For me walkers. For their cost (practically a giveaway unit) they always have an impact on the game. Wraithlords are too big and slow, Fireprism are Heavy 1, Falcons are too expensive for their weapon choices (maybe with lance rule on the pulse cannon and a little cheaper holofield/brightlance). Dark reapers i love them but also expensive and imobile so not very good for a mobile eldar player
Hight elf and Craftworld Eldar army project pics heavy: linky
if it's a wraithlord vs falcon thing i'd go wraithlord because the falcon doesn't work that well for the points spent.
but really all the heavy support are viable pending on what the army focus is on.
when building a list, when i get to heavy support choices, my fisrt one is usually a falcon with scatter laser and holo-fields. throw a 5-man squad of DA's in there and you are good to go. also makes a good transport for my banshees (only have 6 atm) or fire dragons. Smaller games you are more likely to see my wraithlord, usually with my harlie/avatar list, but i have him equiped as mobile weapon platform(lance/EML). until i get a full squadron of walkers, mine with its 2x scatter lasers only sees combat in the oddball list where i have too many points sunk into elites/fast attack. reapers have a place in larger lists, and i like bringing em once in a while to keep my opponents guessing at what i will bring.
Prism is a model I only recently aquired, ran it in maybe 4-5 lists so far. its versatility is nice, but if the main gun gets blown off, its of little use. had it blown off turn one against the tau, turbo-boosted 24" for a nice S10 ram, desroyed what i hit, then immediately had every gun turn on me cuz he knew i was gonna do that the whole game =)
Last edited by Noli; March 22nd, 2010 at 21:12. Reason: forgot the prism
I voted WraithLord. But again I almost always take 2 Fire Prisms, so for me the question is often, "what should I take for the 3rd choice?"
The last tourney I took a D-Cannon battery which turned out to be the wrong choice. I usually bring a Wraithlord w/BL accompanied by a 2nd Farseer (guide/fortune). So needing the 2nd farseer makes this 'unit' an expensive one. However they were game changing in all 3 tourney battles.
They soaked up a lot of fire (leaving other units unmolested) and give Marine players a pause before deep-striking termies and dreadnoughts.
Warwalkers are probably the best if you go all shuricannons and field 9 of them in a low point game!! I only have 3 though so didn't pick them.
Wraithlord are pretty effective too and cheap, especially a 'Swordlord'. Smash them tanks/characters while absorbing firepower from the rest of your army!! Raar!!
But the falcon holds a special place in my heart and while it costs a ton wow - It can do sooo much for ya!! I like Hfields/S-stones/Shucannons, and if I can find points start tossing things like starengines/vectored engines on. Probly my most successful/headache list is my triplefalcon army fortuned flat out and holofields wow!!! Unfrickenkillable almost!
Granted last game I had JainZar+5 banshees fly up to some broadsides on a hill flank with 36move, there falcon gets markerlighted a buncha times so I get no cover save - opponent hits it with a railgun and rolls a 5/6 ouch and only at the bottom of turn 1..! Banshees get shot up but Jain Zar and a handful go on to kill all the broadsides, next turn they are shot up to just Jain Zar who continues on to kill a tau hammerhead(immobilized with triskele, then charged for autohits) then gets hides behind the wreck outta LOS and next turn gets her choice of going after those pesky Tau pathfinders or expensive Necron Destroyers(we were playing a team game). Some would put that success on Jain Zar I guess but she'd of been mince meat without my transport - though I guess a waveserpent woulda been just as good/cheaper but I really love my falcons and continue winning games because of them, I actually had to quit using them for a while since my opponents were getting really sick of not being able to kill them.
You need not ever use War Walkers, to know that their squadron rules basing on Cover, vehicle effects, non-open topped status, overall cost, Scout rules, Tactical Flexibility and possibility to engage infantry poor vs vehicles make them so superior in comparison to other choices that Poll Results should make most Eldar players ashamed.
The fact these are moey wise most expesinve option, and not fluffy, cooll or beautiful enough to induct into most armies, is other thing. Alas categories: versality, cost and overall effectiveness should make War Walkers obvious and only viable choice.
War walkers are great, they're the cheapest heavy weapons we can get as Eldar. Their point cost, combined with their special rules actually make it one of the few vehicles worth putting in a squadron.
If I run them, it's usually either with a pair of prism tanks, or a pair of Wraithlords. Either way, my walkers will have S.Cannons, Scatter lasers if I can afford them, OR Eldar Missile Launchers (I try to fit EMLs in as much as I can. 6 EML plasma shots hurts.)
I wish they would lower the EML cost a bit to make it more fair across the board, then we could really take advantage of the War Walker squads
I'd have to side with prisms. They're the most versatile and are generally percieved as the most dangerous by other armies. The percieved threat is useful and lets you manipulate the opponents play somewhat, not to mention they are awesome against MEQ and can even pop tanks in an emergency.