New Eldar Codex 6th Edition Review Warhammer 40k Part 6 Flyers
Whew! I'm back again, Murphy here (@BenMurphy) to finish out the Fast Attack section I started earlier. In this article I will finally get to the new Eldar Flyers! One of the biggest changes that 6th edition Warhammer 40k brought to the tabletop was the inclusion of Flyers. Love 'em or hate 'em, you cannot afford to ignore them if your opponent used them wisely. Ask my friends about my Heldrake . . .
Believe it or not, this is the 6th article I've written about the new Eldar Codex 6th edition. If you have somehow wandered the dark forest of the Internet and stumbled upon the cozy cottage of this review, then by all means drop your bags and stay for soup. However, you might have missed the fact that we are a whole village here; a house for every review. Check out my earlier Eldar Codex reviews posted below:
- New Eldar Codex Review 6th Edition - Part 1 - Army Rules
- New Eldar Codex Review 6th Edition - Part 2 - HQ
The other sections, Troops, Elites, and the first part of Fast Attack can be found my following those links above. Comments are welcome! Are you all caught up? Let's move on.
Vypers are like bulkier jetbikes. They are true vehicles, so they eschew a Toughness statistic for an Armor Value and the ability to carry heavier weapons. You may take vypers in squadrons of up to 3. Let's take a quick look:
- AV 10 all around (aka bolter bait!)
- 2 hull points
- Fast, Open topped, Skimmer
- Shuriken Cannon + twin-linked shuriken catapult
- May exchange the shurikan cannon for either a starcannon, brightlance, scatter laser, or an Eldar missile launcher (no flakk option).
- May also exchange its twin-linked shuriken catapult for a shuriken cannon.
- May also take items from the vehicle equipment list.
A full squadron of vypers with two shuriken cannons each can pump out 18 Str 6 shots with Bladestorm each round. With some more points, you can equip them with Holo-fields, which give them a +1 to cover saves. Keep them behind some woods and you will be making 4+ cover saves all game long (and remember, space marines wont use the 5+ cover save you grant them by shooting through the woods). To save points, you could give only 1 of the vypers the holo-field, and keep that model out front so all the hits are applied to it first. It's risky, but it might be worth the savings in points.
Here we are! The first of our brand-new Flyers for Eldar in 6th edition! The Crimson Hunter is a dedicated anti-Flyer machine, although I suppose it could also kill ground vehicles pretty well, too. What's more, you can even upgrade the pilot to be an Exarch, which opens up a few more options. At a glance:
- AV 10 all around
- 3 hull points
- The Exarch is BS 5 (2+ to hit!)
- 2 bright lances - 36" Str 8 AP 2, Heavy 1, Lance
- Pulse laser - 48" Str 8 AP 2, Heavy 2
- The Exarch can replace both bright lances with starcannons for free - 36" Str 6 AP 2 Heavy 2
The Crimson Hunter also has a few special rules:
- The Exarch has Perfect Strike, which just allows Precision Shots on a 6
- Skyhunter - When shooting at Flyers, re-roll failed armor penetration rolls
- Vector Dancer - Free 90-degree turn after moving.
- The Exarch may also take both Nightvision and/or Marksman's Eye powers.
This is your Flyer defense. With a BS of 2+, firing all weapons for 4 shots, and the ability to re-roll failed penetration rolls, you can very likely take out other flyers in a single round. It's not guaranteed, but it's as close as you'll get in 40k. After you've taken out enemy Flyers, then it's time to turn your attention to ground vehicles, hopefully setting up side or rear shots.
The trick to this model, however, is going to be keeping it alive. At only AV 10, even space marines with bolters are going to be taking pot shots at it. Let alone an ork horde with sluggas or shootas. All they need are a couple of 6's followed by a couple of 6's and the Crimson Hunter is coming down. Your goal is to keep it in reserve until after your opponent's Flyers have arrived and after you've taken out anything with the Interceptor rule. Hopefully your Eldar army will present so many threats on the ground that your opponent will not risk taking pot shots at it, and letting your other units close uncontested.
While the Crimson Hunter is designed to take out other Flyers, the Hemlock Wraithfighter is designed to take out heavy infantry, and make infantry hordes scatter. It is controversial in the lore of the Eldar because it uses waves of negative energy to terrify opponents, which I suppose is worse than burning holes through them with hot plasma . . . ah, alien sensibilities. Let's look at what this unique Flyer has to offer:
- AV 10 all around
- 3 hull points
- BS 4
- 2 heavy D-scythes - 18" Str 4 AP 2, Heavy 1 Blast with Distort (auto wound/penetrate on 6's and Instant Death)
- Mindshock pod - Enemy must re-roll successful Morale and Pinning tests within 12"
- Spirit Stones - Ignore Crew Shaken on 2+ and Crew Stunned on 4+
On top of this, the Wraithfighter has a few interesting rules:
- Vector Dancer
- Psychic Pilot - Leadership 10 for using psychic powers
- Mastery Level 1
- Always knows Terrify from Telepathy - Malediction, 24", unit loses Fearless, treats all enemies as causing Fear, and must immediately make a Morale check.
A note about Maledictions: they must be cast at the start of your Movement phase and last until the end of your opponent's phase. This means that a Fearless unit that breaks due to the power (think Ork horde) will still not have Fearless on their next turn, so might continue to Fall Back. Note that space marines will still auto-regroup because they have And They Shalt Know No Fear . . . which is a different rule than Fearless, of course.
I actually like this Flyer. Two AP 2 blasts can put the hurting on anything with power armor or better, and with the Distort rule, it has the potential for taking out multi-wound models or even penetrating vehicles (though I wouldn't count on that last part to win the game). The Terrify psychic power has me most intrigued, however. If you can get your Wraithfighter to start its turn within 12" of an enemy unit and then cast Terrify on it, then there's a decent chance that it will break and fall back. I don't see this being great against Space Marines because they will auto-regroup next turn (though it could push them off an objective or out of cover).
However, think about low leadership armies that often have Fearless units: Orks, Daemons, and Tyranids. Sending a 30 ork mob running backwards for possibly 2+ rounds could be very satisfying. They will also be ripe for an assault since they will have lost their Fearless and treat all models as causing Fear. Overall, the Wraithfighter should be targeting your opponent's Elites every turn with its heavy D-sythes and possibly making weaker units run. I think it might surprise someone!
Eldar Fast Vehicles
Which of these Eldar vehicles do you love?
On to Heavy Support
That finally wraps up my review of the Fast Attack options for the new Eldar Codex 6th Edition Warhammer 40k. We have some great choices in the form of Aspect Warriors, support vehicles like the Vyper, and the new Flyers. Have you noticed that they've packed in almost too many choices into the force organization slots? I'm sure that's on purpose, and I think it's a great thing because it means we will see more variety on the tabletop. Hopefully.
My next goal will be to tackle the Heavy Support section of the new Eldar Codex, covering the famous grav-tanks, war walkers, and our last Aspect Warriors, the Dark Reapers. Before you read on, however, why not take the poll above and leave a comment below this article. Many of our readers have given great insight in the other articles, sharing strategies that I hadn't thought of yet, and even occasionally offering a correction (criticism welcome!).
Are you tired of reading about space elves? Why not select a new article from a variety of 40k 6th Edition themed entries? I also have a link to my personal blog where I have quicker updates and posts about my personal gaming activities. Give a follow on Twitter (link at the top of the article) for news updates, new articles, etc.
- Forever War - My personal gaming blog
- Dark Angels Codex Review 6th Edition
- Chaos Space Marines Codex Review 6th Edition
- Heldrake Review and Tactics
Thanks for reading. Murphy Out.