A look into two of the units in the new Eldar Codex, the Warwalker and the Crimson Hunter. These are two very popular units right now, and there are is a lot of discussion on whether these units are worth putting into your lists.


Warwalkers
Warwalkers are gun platforms on steriods. With dual Scatter Lasers, each of these lightly armoured walkers is putting out 8 shots at ballistic skill 4. So a squadron of 3 is putting out 24 S6 shots downfield, or even as they are outflanking in from reserves.

Other gun options to consider are scatter laser and bright lance, so that you can twin link your bright lance. Or just dual bright lances to really hunt down those tanks on the field. Of course the starcannon is not a bad option either sitting paired up with itself or even a scatter laser. Find the role that you need for this vehicle and go for it, it will excel at it.

Where the Warwalker gets expensive, is when you decide to try flakk missiles on them. Point wise, reapers are a better choice when it comes to anti-air, as your single walker hits 100pts with just the missiles on them. With the limitations of anti-air eldar have, this is the biggest qualm I have with Warwalkers, as the heavy support choices of eldar are some of the best means to deal with air.

Making the Warwalker strong of course is the battle focus and fleet. This gives you the ability to fire your guns and duck out into cover. Of course you already get a 5+ from your powerfield, or if you go nuts with holofields on these, a 4+ cover is nothing to sneeze about once in cover.

Crimson Hunter
The Crimson Hunter is an expensive flyer with practically no armour. Sitting at armour 10, small arms fire (bolters) will take this expensive flyer out of the air. What it excels at though, is taking on other flyers, and if your list does not have a decent amount of anti air in the heavy support roles of your list, this is the only other option you have.

Two things keep the Crimson Hunter alive and valuable on the tabletop. Going second and reserve manipulation. With that in mind, you will need an Autarch to manipulate the reserve rolls if you are stuck going first, as a Crimson Hunter caught out in the open is a dead flyer, who is especially vulnerable to interceptors. You want your opponents air on the table first, and you need other interceptors dead.

Now once you are on the table fighting, Vector Dancer alone can help you stay out of too much small arms fire. It is excellent at keeping you were you want to be.

21 Comments:

  1. I am running my warwalkers with scatter laser and shuriken cannon. Its 195 points for three, and puts out 21 shots. 12 scatter laser, and assuming you get hits with each scatterclaser, the shuriken cannons 9 shots are twin linked with mock rending.

    I havent done the math, but i think on average 3 twin linked shots is better than 4 regular. In the game I played today, the shuriken cannon was key exta punch against power armor troops and i didnt feel like i lost any anti vehicle power.

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    1. I've only played warwalkers from the last book so far but with AV10 being at 36" range is a massive advantage. With battle focus you can stay further away. You are much less threatening and low on target priority. Im assuming shuriken cannons are still 24"?

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  2. I recently had a game against the new Eldar. While the Crimson hunter wrecked one of my flyers it just wouldnt be able to take on more than 2 at a time. And considering the primary flyer armies like Necron and IG usually bring more than one anyways...the crimson hunter will only be able to kill something nearly 30-50 points less than its cost. Then it dies.

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    1. I see what your sayin' JayDee, but isnt that the case with most flyers (i.e. if they are outnumbered, they will eventually lose?) My local meta isnt flyer heavy, thankfully - so I tend to find that 2 flyers in an army should be enough to control the skies, hence buying 2 Crimson Hunters... Cant say that I've tested them yet, but Im looking forward to it!

      Still surprised that they didnt get some sort of standard cover save as part of the package, considering the AV10 :(

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    2. Yeah - they can... and for one reason...

      Vector Dancer.

      My nightwings are usually able to take on 2 or 3 of an opponent's fliers because I'm able to position them in ways where they won't be in the firing arc of the "other" flyer the next turn.

      You have to think a couple steps ahead. However this doesn't absolve the CH of its glaring deficiency which is that its the preferred food of quad guns everywhere.

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  3. And another issue we noticed was the lack of interceptor for Eldar. Which just hurts especially with just av10 Warwalkers.

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  4. Is lack of interceptor that big a deal? I used it with my Tau and I was really unimpressed. I felt like itnsurrendered the initiative because if i hadnt shot in my opponents turn, I could have had more effective shooting in my own turn. Our vehicles are all fairly survivable with a 5+ invulnerablevon warwalkers and a 5+ jink on our skimmers.

    Also i would like to point out that out of the 5 new codex's, only one has interceptor.

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    1. Problem is that where I play and 4 out of 5 people are playing with some form of marine, the one thing that can royally screw me is a drop pod assault with a big blob of sternguard in it, which took out my most (or one of the most) important unit(s) turn one, without me being able to do anything about it. Because of that I really hoped for some interceptor unit. With the new codex I do have an easier time dealing with those marines after they landed, but there is still the issue that they pop one of my heavies before that. There's tau of course but it would have been much better if we got something with that (Farseers can't foresee stuff like that :D?)

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    2. Consider working the reserves so that nothing heavy and important is vulnerable to the Drop Pod Assault, and the Drop Pod Assault exposes the veterans and whatnot to whatever you bring in on turn 2.

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  5. I gotta say, I really like this codex. Compared to the 4th Ed codex, everything feels useful.

    Taking bets now... If Eldar get to run and shoot, Tyranids will get to run and assault.

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    1. That would make sense. What im intrsted in is what dark eldar get. They cant give them run and shoot, as thats now eldars thing, and run and assualt is more likely nids. Would love to hear peoples ideas.

      Ps. Natfka, i greatly appreciated the text run down of the video. Keep it up. :-)

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  6. If you think about the reason Eldar get to run and shoot (it's a trance so they don't experience the horrors of war), it wouldn't make sense for Dark Eldar to have that too.

    Ill go on record here and say Power from Pain and Poisoned Weapons are Dark Eldar's gimmick is and that will be kept in the new dex. That and that they actually have open topped skimmers so they don't need to run and shoot

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  7. Why would you hide your war walkers in cover when they have an equally good invulnerable save?

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    1. You try to hide them out of LOS not necessarily in cover.

      Reapers are only good for their exarch hoping on the quad gun with fast shot.

      2x Lance Walkers are better against AV 12 flyers than reapers of the same cost. Sure reapers get around jink but if a flyer evades, you've succeeded IMO and lances are better against all vehicles.

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    2. Ruins & ADL are a 4+ cover save. If you took Holofields on them too, you could be getting a 3+ cover save when you move them

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    3. Sorry for the double post, but in a game against any Marine, I challenge you not to earn back your points in a single round for a Exarch with Tempest Launcher and Fast Shot. You'll probably earn at least his point back a turn if you have targets you can shoot.

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    4. Except that you're spending 70 points on a one wound T3 model that can only hide in a unit of 30 point models (that are also 1 wound and T3), that hides behind a ADL in the backfield. And you're playing an army that excels at killing infantry already.

      All you're opponent has to do is keep his 3+ armor guys protected or out of range until his own ADL busting unit (heldrakes or anything that ignores cover really) kills your minimum of 130 point unit.

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    5. Evade gives the flyer a jink save. Ignored by dark reapers.

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    6. Xax, that is incorrect, read the rules on the Reaper's. They ignore Jink saves

      Tarrasq, with a 48 inch range on reaper missiles and 36 on the Tempest, in most games your opponent will not be able to keep out of range.

      If you are using them like Natfka describes, you wont care about Helldrakes. At the extreme, 9 Dark Reapers and 1 Exarch hopping out of a Wave Serpent and then opening fire will give you 18 S5 AP3 shots, and 3 S4, AP3, Barrage,Heavy 2 (3 with fast shot) blasts. With a Farseer in there to guide them, they will shoot most stuff off the table.

      Anyone that thinks Dark Reapers are too expensive for what they do are problably netlisting Space Wolves with IG. =p. I am sure neither of those Codex's will survive a 6th edition re-write.

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    7. Sorry Xax, I misread you, you were agreeing with me =0

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