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New Eldar Codex 6th Edition Review Warhammer 40k - Part 7 - Heavy Support
Welcome to Part 7 of my New Eldar Codex review for Warhammer 40k 6th edition. Murphy, here, your humble servant and keyboard monkey. For quicker updates and general gamer musing, follow me on Twitter (@BenMurphy). In this part of the review I will be focusing on the Heavy Support section of the army list.
If you have stumbled upon this review without first having read any of my other parts, you may want to go back and read at least a few earlier articles. Do you know what Battle Focus is, or the Exarch Power Marksman's Eye? If not, just click on Part 1 below to catch up. We will wait.
- New Eldar Codex Review 6th Edition - Part 1 - Army Rules
- New Eldar Codex Review 6th Edition - Part 2 - HQ
You may have heard that Heavy Support is the most crowded of all sections in the new Eldar codex. Quite simply, there are no bad choices, and too many good ones. Our first look will be at the last Aspect Warrior unit of the army. Behold.
A perennial favorite of Eldar players, the Dark Reapers. Why have they always been so popular? I think its because people like extremes. The Eldar are generally defined as fast, in-your-face, and lightly armored. The Dark Reapers break these rules. They are perfectly happy sitting in the third story of a building and raining death down on enemies from that spot for the entire game. In 6th edition 40k, they can do this, and more.
- Heavy Aspect Armor (3+ armor save)
- Slow & Purposeful - give them relentless, so may move and fire!
- Reaper launcher w/ starswarm missiles - 48" Str 5 AP 3, Heavy 2
- Can upgrade to Starshot missiles - 48" Str 8 AP 3, Heavy 1
- Reaper rangefinder - ignore jink saves.
- Can field up to 10 in one unit for 2x + 12 = 72 points each. Yes, you must do math to figure that out.
- Wave Serpent as transport - New review and tactics here!
Of course one warrior can be upgraded to an Exarch, and why wouldn't you?
- BS 5 - 2+ to hit!
- Can upgrade as other Dark Reapers or:
- shuriken cannon
- Eldar Missile Launcher - like a space marine missile launcher w/ frag and krak, but frag is AP 4 and both are pinning.
- With the Eldar missile launcher, you can also upgrade to Flakk
- Or take a Tempest Launcher - 36" Str 4 AP 3, Heavy 2, Barrage, Blast
- May also take two powers from the list: Night Vision, Fast Shot, Marksman's Eye
Dark Reapers are going to take out infantry and vehicles, and possibly flyers. I think it is an expensive anti-air option, but considering the Exarch can get flak missiles, and the other reapers can do damage on a 6, it's not like you are wasting a whole tac squad for the hope of a single krak missile.
Did you see the stats on that Tempest Launcher? Two blast markers, or three if you give the Exarch fast shot, and those are all AP 3, in addition to the AP 3 missiles of the other reapers. These guys are going to rock, and with decent range and armor, you might be able to keep them alive for a few turns!
Vaul's Wrath Support Battery
I hate Thunderfire Cannons. Every dang game they blow my troops to shreds. I mention them here because it's the only artillery I routinely see on the tabletop. I wonder if the new Eldar codex will change that? The Vaul's Wrath Support Battery brings artillery to the Eldar army with some powerful weapons. They are pretty cheap before upgrades and can lend some long range firepower to an army that needs it.
- Remember that the Guardian crew are BS 4 now.
- Can field up to 3 support weapons
- Starts with a Shadow Weaver - 48" Str 6 AP 6, Heavy 1 Barrage Blast, Monofilament. Note that this is the updated profile from the official FAQ, not what is listed in the codex.
- Remember that Monofilament weapons are +1 Str on anything Initiative 3 or less (non-walker vehicles as well). It also auto-wound everything on a 6 and becomes AP 1.
If you don't like the Shadow Weavers, you can also upgrade them to:
- Vibro cannons: 48" Str 7 AP 4 Heavy 1 and Pinning. The special Vibro rule is that for each hit with a Vibro weapon from the same unit, all hits after the first are at +1 Str and -1 AP for that phase. So if you hit with all three vibro cannons, the hits will be at Str 9 and AP 2.
- D-cannons: 24" Str 10 AP 2, Heavy 1 Barrage, Blast, Distort
I think support batteries are going to be overlooked by most players because they just aren't as flashy as say, a Wraithlord, or a squadron of War Walkers. I think they are amazing, though.
Remember that when shooting at Artillery units, the gun's Toughness is always used, so all shots will be dealing with Toughness 7. Wounds are then allocated to the closes model as normal, however. It's possible to shield your support battery with one of the extra guardians. With two wounds on the gun, however, I don't know if this is necessary. Just be careful of Poisoned weapons and keep these things in cover if at all possible!
Which weapon is best? The Shadow Weaver is pretty good against infantry and it has the range to keep out of trouble. Vibro cannons can pack a heavy punch against armor: if you hit all three times, you basically get 3 lascannon shots for less than 100 points. The D-cannons are just amazing, however. Three barrage blasts at Str 10, AP 2, and Distort? The only problem is that they only have a 24" range. I think they will be great for area denial because your opponent is not going to want to put much in their range . . . not before he can neutralize them, which is not easy.
Personally, I would either magnetize these models or build them with your "most common" choice and inform your opponent if you wish to try something different with them. I'd even print out a little counter with the name of the weapon on it and place it in front of the battery, so we both could see and remember easily.
The Fire Prism is the mainstay battle tank for the Eldar race. It has a powerful Prism Cannon that can blast through tanks and decimate infantry units with equal ease.
- BS 4
- Armor 12/12/10
- Fast, Tank, Skimmer
- 3 hull points
- twin-linked shuriken catapult - upgradable to a shuriken cannon
- Prism Cannon
- Eldar Vehicle Wargear can be purchased
Let's look at the Prism Cannon because it has three different firing modes:
- Dispersed - 60" Str 5 AP 3, Heavy 1 Large Blast
- Focused - 60" Str 7 AP 2, Heavy 1 Blast
- Lance - 60" Str 9 AP 1, Heavy 1 Lance
Hello. How may I assist you, today? Press 1 to kill power armored infantry. Press 2 to kill terminators. Press 3 to destroy an enemy tank. Thank you for your selection. Goodbye.
Seriously, This is a great choice for your Eldar army because it does everything. The biggest problem, and oh it's a problem, is that AV 12. Every anti-tank gun in your opponent's army will be aimed at this thing from turn 1. Here's some tips to help you, though.
Remember that Fast vehicles can shoot up to 2 weapons at full BS when moving at cruising speed (12"). This means that there is no penalty for zipping around the board, or in fact, coming on from Reserves. If you know you are gong second, keep the Fire Prism in reserve, enter when available and blow up a tank. Hopefully your other units will be engaging infantry-based anti-tank guns already.
Secondly, all skimmers get Jink, which grants a 5+ cover save for simply moving. If you purchase a Holo-field, you are increased to a 4+. The holo-field is a must have and it also implores you to keep your tank moving!
Eldar Vehicle Wargear Review
I have been trying to find a place to review the Eldar Vehicle Wargear and I suppose I had better get to it. Since there are so many vehicles in the Heavy Support section here is my summary below. Fist, realize that vehicles can choose any number of upgrades, so insane combos are welcome!
- Crystal Targeting Matrix - One use only. Vehicle can fire 1 weapon at full BS after moving Flat Out. Imagine the side/back shots you could pull of with this.
- Ghostwalk Matrix - gain Move Through Cover - and ignore dangerous terrain tests!
- Holo-fields: gain +1 to cover save if you move.
- Power field: only available to war walkers (free) - gain a 5+ invulnerable save.
- Spirit Stones - ignore Crew Shaken on a 2+ and Crew Stunned 4+.
- Star Engines - Move Flat Out 24" or walkers gain +3" Run.
- Vectored Engines - Pivot to any direction after firing in the Shooting Phase.
Any or all of these upgrades can be taken on Eldar vehicles. I didn't mention it in my other review, but the Flyers cannot purchase upgrades. Seems odd, but there you go.
Eldar Heavy Support
Which of today's options make you drool?
More Heavy Support Coming Up!
That covers the first half of the Eldar Heavy Support. What is the better half? We will have to see. Still to come are two-more Grav-tanks, War Walkers, Wraithlords, and the brand new Wraithknight! I'd cover them here, but you can see that I'd have another 2,000 words to type and I need a break! Once you have rubbed the awesome out of your eyes, click the link below to continue to the:
As usual, this is where I invite readers to take the poll above and make comments below! I love receiving feedback from the community, as I think it's what makes this hobby stand apart from other gamer-related interests. If you haven't read the other parts to this Eldar Review, check them out and read over the comments; several readers have been contributing great insight! If you want to read non-Eldar related articles, you can find a few linked to below:
- Forever War - My personal gaming blog with projects and quicker updates
- The Battlezone - my local friendly game store in Central Florida
- Iyanden Codex Preview
- Dark Angels Codex Review 6th Edition
- Chaos Space Marine Codex Review 6th Edition
Thanks for reading. Murphy Out!