New Eldar Codex 6th Edition Review Warhammer 40k - Part-8 - Heavy Support 2
Welcome back, readers! Murphy (Twitter: @BenMurphy), here, faithfully finishing what I started with the second part to my Heavy Support review. These Eldar army list sections are so full with quality units that I've had to split some of them into two articles! In this article I will be finishing the Heavy Support by looking at the remaining two grav-tanks, war walkers, the wraithlord, and the brand new wraithknight!
If you didn't read the first part of my Heavy Support review, then you missed out Dark Reapers, Support Batteries, and the Fire Prism grav-tank. You can read all about them by clicking below:
You'll notice that these articles are listed as Part 7 and Part 8. Yes, there are more parts to this review and if you haven't checked them out, please give 'em a read! I've already covered most of the new Eldar Codex in Parts 1 - 6. You can read through all the parts by clicking on the first link below:
- New Eldar Codex Review 6th Edition - Part 1 - New Army Rules
- New Eldar Codex Review 6th Edition - Part 2 - HQ
Now that we are all caught up, let's continue on with Part 8 - Heavy Support 2!
The Night Spinner is another grav-tank with a different take on killing things than the Fire Prism. Instead of focusing energy though a giant crystal, it acts like an armored Warp Spider and laces its targets with bundles of monofilament wire. Let's look at its stats:
- AV 12/12/10
- 3 hull points
- Fast, Tank, Skimmer
- Twin-linked shuriken catapult - can be upgraded to shuriken cannon
The Doomweaver is another weapon with a split profile. Both profiles have the monofilament rule, which adds +1 Str to targets with Initiative 3 or less (or no Initiative). It also auto-wounds on a 6 and turns into AP 1.
- Dispersed: 48" Str 7 (or 8) AP 6, Heavy 1 Barrage, Large Blast, Monofilament, and Pinning.
- Focused: Template Str 7 (or 8) AP 6, Heavy 1 Monofilament, Torrent
Of course, the Doomweaver can also take Eldar Vehicle Wargear from the list in the last article.
The Night Spinner is great for taking out large groups of infantry; say Ork mobz, Tyranid swarms, or Imperial Guard blobs. What about space marines? You will likely be hitting 5-7 guys in a decently spread out unit, and with such a high strength, you will likely be wounding most of those. The rending will come up here and there, but you are mainly hoping for volumes of wounds to make marines fail their saves.
Here's an interesting combo: take the Crystal Targeting Matrix, which lets you shoot one weapon at full BS after you move Flat Out. The torrent weapon doesn't use BS, but since it's no longer a Snapshot (BS 6) I believe you can fire it after moving Flat Out. Use this combo to jet to a weak point and then Torrent the crap out of an enemy unit that your opponent thought was safe.
The Falcon is a rare bird, in that it is a tank with offensive power, but is also a mini-transport, much like the Razorback is for space marines. You sacrifice some firepower compared to the Fire Prism or Night Spinner, but the advantage is that you can port around a small infantry unit.
- BS of 4
- AV 12/12/10
- 3 hull points
- Tank, Fast, Skimmer, Transport
- Pulse Laser - 48" Str 8 AP 2, Heavy 2
- Shuriken Cannon - can exchange for a starcannon, bright lance, scatter laser, Eldar missile launcher.
- Twin-linked shuriken catapult - can be upgraded to another shuriken cannon
- Transport 6 models
Remember that Fast vehicles can shoot 2 weapons at full BS when moving at cruising speed (12") and the rest are snap shots. Also remember that scatter lasers can make your other weapons twin-linked if you hit once. So you can zip up to 12", hit with your scatter laser and then have your Pule Laser still fire at BS 4 and be twin-linked, as well as have an extra shuriken cannon hitting on 6's but twin-linked. That's not too bad for a transport.
I'm afraid that the Falcon is going to be overlooked by most players because there are so many other great Heavy Support options, and the fact that the dedicated transport, Wave Serpent, is actually damn good on its own. The Falcon has decent output for killing infantry or tanks (a twin-linked bright lance can do wonders!), and it can drop of a little squad of killers. A six model transport cap is great for a small unit of Aspect Warriors. I don't see a problem, other than the fact that the Falcon is competing with other Heavy Support units.
I think War Walkers have always been popular and they seem to continue that trend in 6th edition lists. I've seen a lot of lists across the Internet where people are taking 1 full unit of 3. They have changed slightly in 6th edition, so let's look:
- BS 4
- AV 10/10/10
- 2 hull points
- Walker, Open topped
- Armed with 2 shuriken cannons
- Equipped with a Power Field free (5+ invulnerable)
- Battle Focus (run/shoot or shoot/run)
So the walkers got hit with open topped, meaning they are easier to kill once penetrated. However, they gained a free 5+ invulnerable. They can also fight in close combat with a WS of 4, a Str 5, and 2 Attacks, but I don't think this is a winning proposition for them. The real benefit is that they can customize their weapons for whatever need you might want them for. Each shuriken weapon can be exchanged for:
- Bright lance
- Scatter laser
- Starcannon - 36" Str 6 AP 1 Heavy 2
- Eldar Missile Launcher - can then be upgraded with Flakk missiles
- Can take Eldar Vehicle Wargear
Note that not every War Walker needs to be equipped the same way. Volumes of fire are usually the best option, but you certainly could equip them to kill infantry, but throw a bright lance or two into the mix to pop vehicles or add a punch to infantry kills. Once again, remember that hits from a scatter laser make all your other weapons twin-linked for that model.
These guys are fast and loaded with guns. They can take a 6" move, run d6" (re-roll with Fleet), and then can Battle Focus to shoot their weapons. Or do the reverse, move, shoot, and then run backwards or towards cover. If you equip them entirely with starcannons, you are getting 4 Str 6 AP 2 shots with each walker. That can take out a terminator squad, a power armored squad, or even light transports. Dual scatter lasers are not bad, pumping out 8 Str 6 shots each, which is going to eat away at light vehicles and force a lot of armor saves for infantry. You really can't go wrong!
Wraithlords have been stalking the tabletops of the far future for 20 years now, and they've always been awesome! Just like the Avatar or Dark Reapers, I think they are so popular because they turn the notion of fast, paper-thin Eldar on its head. Wraithlords are all about toughness! With amazing stats, weapon options, and all the benefits of being a Monstrous Creature, they are a great buy and they look just fantastic on the tabletop.
- WS and BS of 4
- Str and T of 8
- 3 Wounds
- 3 Attacks
- 3+ armor save
It doesn't come with a lot standard (2 shuriken catapults), but it can be upgraded:
- exchange catapults with flamers
- can take a ghostglaive: +1 Str, AP2, Mastercrafted (important for a re-roll in melee)
- May take up to 2 of the following weapons:
- Shuriken Cannon
- Bright Lance
- Scatter laser
- Eldar Missile Launcher - no Flakk upgrade
It's interesting to note that the Wraithlord is also a Character. It can't join units, but it can accept and issue challenges. As a Daemon player, I cannot stress how useful this has been. For instance, when you opponent charges you with a full squad of terminators, expecting to powerfist you to death, you simply issue a challenge and kill that sergeant, forcing the other termies to just stand and watch. On the next round of assaults, you use your higher initiative (compared to power fists or thunder hammers) to hopefully kill the remaining models before they strike. This also gives you an opportunity to counter-charge with another unit.
With Daemons, I often set my Greater Daemon up to be charge by my opponent. Yes, I give up an extra attack for assaulting, but this is okay. Once I've been charged, I accept or issue a challenge, killing the enemy character and making the others sit around. On my turn, I then counter-assault with the Daemonettes that were trailing the Greater Daemon. Hello, Terminators, and goodbye. The same trick should work great with the Wraithlord and, say, Harlequins.
Of course, I hadn't even mentioned the shooting potential of the Wraithlord. Load him up with whatever weapons you want and walk around shooting things, and mopping up units in assault. The real advantage of the Wraithlord, however? It will attract fire from opposing units, letting your squishier infantry or tanks approach with fewer casualties. Present your opponent with choices, none of which are good.
I started this multi-part review of the new Eldar Codex 6th edition with the goal of eventually writing about the new Wraithknight. The Wraithknight is an awesome model, with incredible stats, and I think it is the figurehead of the new Eldar release. I couldn't wait to write about this guy.
Something happened along the way, though. I grew to like the rest of the Eldar army just as much! There are so many great things in this codex, that the Wraithknight is not just another good choice. You do not need the Wraithknight to win, nor even to have fun. I still think it's great, but it is no longer, to me, the focus of the Eldar army. That said, let's take a look at it:
- WS and BS of 4
- Str 10 and T 8
- 6 Wounds
- Initiative 5 - important for killing marines!
- 4 Attacks
- 3 + armor save
- Jump Monstrous Creature
- NOT a character like the Wraithlord, so no challenges
Apart from some awesome stats, the Wraithlord can carry around some awesome wargear:
- Comes with two heavy wraithcannons - 36" Str 10 AP 2 Assault 1 Distort
- May exchange these two weapons for a ghostglaive and a scattershield - the ghostglaive can't add to its strength, but it gives Mastercrafted. The scattershield 5+ invulnerable save and all units within 6" test for Blind.
- Or it can exchange for a suncannon and scattershield - The suncannon: 48" Str 6 AP 2 Heavy 3 Blast
- It can also buy two more weapons, chosen from: shuriken cannon, scatter laser, and starcannon.
You basically have three builds with this guy:
- Keep the two heavy wraithcannons to kill enemy tanks, and maybe purchase anti-infantry guns to keep it flexible.
- Purchase the ghostglaive/scatter-shield to make it more melee-killy, and purchase infantry killing weapons to shoot with. Note, you will be relying on assaulting tanks to kill them reliably . . . and being JUMP monstrous creature makes it likely you will get there.
- Purchase the suncannon/scatter-shield and the scatterlaser to just go to town with 3 twin-linked AP 2 blasts. You can still kill vehicles in melee.
I wish that there was an anti-tank option available to purchase as a secondary weapon. I think they did not allow this because it would be too easy an option. Now we have hard choices. Keep the Str 10 wraithcannons? Or go infantry-kill and leave tank hunting to melee or other units? For 300 points for a single model, I wish it could do both. I suppose it can IF you keep the wraithcannons and then upgrade to two other weapons, and just pick and choose every round. You pay for it in points, though.
All around, I still love this unit. It is going to attract fire from everything your opponent has, it cannot be one-shot killed except for the rare Insta-death weapon. It is a jump troop, so it has the maneuverability that I wish all monstrous creatures have. Be careful, though. Terminators will eat it up! That Toughness 8 doesn't mean much against power fists, and you cannot challenge the sergeant to save yourself like the Wraithlord can.
I don't have this model yet, but I plan to buy one this summer. It will just look great on the table, it will attract enemy fire, and it promises to kill heads every game. What's not to like, other than the $ price tag and the points price tag!
Eldar Heavy Support
Which units in this section wets your whistle?
Special Characters and Phoenix Lords
That wraps up the Heavy Support Section. Didn't I say that this was the most crowded section of the army list? There are just too many good choices to be limited to three per army. I wonder if people will start playing 2,000+ point games to field more stuff? I'm sure people have comments, corrections, suggestions, and tactics. Please, take the poll to the right and then leave a comment at the very bottom of the article.
I've said that Heavy Support was the most crowded, but a commenter earlier made the point that the HQ was the most crowded. With Farseers, Autarch, Spiritseers, Warlocks, and a host of special characters, how could we be limited to only 2 choices? He made a great point, but also made me realized that I haven't reviewed the Special Characters yet! How could I forget about Eldrad and the Phoenix Lords? Truthfully, I didn't forget about them, but I wanted to wait until I had a better understanding of the army as a whole before I delved into how to best use our famous characters. Never fear, for I am tackling them next!
If you want to take a break from pointy-eared goodness, please check out some of my other 6th edition Warhammer 40k articles below. I've also posted a link to my local gaming store and my personal blog where you can find modeling updates, personal projects, etc.
- New Wave Serpent Review and Tactics - 6th Edition
- The Battlezone - Central Florida's elite gaming store!
- Forever War - my personal hobby blog
- Dark Angels Codex Review 6th Edition
- Chaos Space Marine Codex Review 6th Edition
Thanks again for reading. Comment below! Murphy Out.