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- Thoughts on Eldar Weapons -

[ NB this was written with the 3rd edition rules in mind ]

If there is one thing Eldar can truly lay a claim to, it is the Shuriken weapons for which they are famed. Shuriken weapons fire a hail of monomolecular spinning disks which slice through flesh and bone and have considerable penetrative power. The weapon works by using a gravitic accelerator to create a peristaltic shift in the barrel, a series of high energy impulses rip slices off the solid ammunition core thereafter it is accelerated down the barrel at high velocity. The downside to this technology is the lack of conventional rifling which reduces the practical range of the weapon. This is the most bemoaned aspect of the weapon by Eldar players who get a bit upset that their Guardians have to get into assault range with them, which is not an ideal place for a Guardian to be.

Shuriken Pistol (Murehk): The standard sidearm for most troops, most people do not consider them useful but I rather like them. With the new assault rules I often trade the extra CC attack for a S4 AP5 hit, generally because of the extra strength bonus. Like all pistols it has crap range and you only get one shot or non if you FoF to get into combat.

Shuriken Catapult (Tuelean): The big brother of the pistol, unlike all the other races the main Eldar gun is an assault weapon whereas everyone else carries rapid fire rifles. This is nice because you get two shots irrespective of if you moved. The stats for the weapon are fine and they shred guard like there is no tomorrow. The main gripe everyone has is the 12" range I believe the story goes something like this; "guardians get in range and fire, next turn guardians are assaulted and die". Whilst Dire Avengers can cope with the counter assault (sort of), it takes a bit of skill get make these weapons work for you (maxed out squads help, but is a little unfluffy ).

Shuriken Cannon (Buanna): I've used them, I'm always disappointed with them. The range is dire and they lack punch, and I'd suggest leaving them in the locker room. Harlequin Death Jesters have a variant of the weapon which fires shrieker ammunition, the effects of which are rather amusing to watch.

Ranger Long Rifle: An improved version of the sniper rifle, wounding on a 4+ regardless of toughness which means that when used in large groups they are very useful for dropping big gribblies like Greater Daemons or C'Tan. A pleasant bonus is that when you roll a 6 to hit it becomes Ap1, I can't ever remember doing this though, damn dice! They can also be used to pin troops, which is always useful, despite the increasing number of fearless models.

Death Spinner: A silly weapon that didn't do to well in the 2nd to 3rd ed transition, (I know some people like them, but I don't). They are S6 with no Ap and they rapid fire, hmmm not a great infantry shredder really. The fluff says they spin a mesh of monomolecular filament that entails the enemy literally shredding them alive, (do Kenwood make something similar?) This doesn't sound like a rapid fire weapon to me, coupled with the fact that warp spiders shouldn't stay still. I hope they either make it an assault or template weapon, probably best used taking out lightly armoured vehicles, sigh.

Fusion Gun/Firepike: An interesting weapon which works on the same principle as a melta gun with the same close range bonuses, but it is S6 (firepike is S8 but only available to Exarch). Now I don't like the idea of needing to be within 6" of enemy armour to get the armour-piercing bonus, as they only have a 12" range. I remember fondly six fire dragons being 4" from a dreadnought - they fired and killed it, but the resulting explosion left three of them dead and the other three legging it. The low power also has had the result that instead of their intended function of tank killing they make excellent Terminator and any other tough good saved creature killers, and they do this much better than they kill tanks.

Wraithcannon: A very Eldar weapon, it opens a tiny warp rift tearing the enemy to bits as it sucks them into the warp. Good against high toughness creatures at it always wounds on a 4+ and will kill anything without an inv save. An extra tasty treat is that on a roll of 6 the model is instantly killed (think Deamon Prince). It is good against armour too causing a glancing hit on a 4+, it's just a pity they are only available to wraith guard, if only fire dragons could have them.

Flamer: Fires highly flammable liquid over troops unfortunate enough not to duck, before turning them into a crispy one (duck). Only available to Storm squads and on the Wraithlord model.

Scatter Laser (Sierbahn): A peculiar weapon which fires D6 S6 shots I have to say I never have any luck with them, the combined effort of my ability to roll 2's inappropriately and power armour makes for a bad combination. I'm told that if you have enough of these things on war walkers they are deadly, best used against swarms though.

Missile Launcher: Or rocket launcher depending on how superstitious you are, like it's primitive Imperial counterpart the Eldar weapon can fire to types of missile a tank splitting Krak round or a infantry melting Plasma round. The missile launcher is one of the most expensive Eldar weapons points wise so is best used IMO on maneuverable and reliable units. For this I would suggest the Wave Serpent, able to get at side and rear armour with it's speed and the reroll for twin linked increases the chance of a hit. Against Tau packed in tight groups these things can be fun to watch, with a Ap4 blast the greater good turns into greater gloop.

Bright Lance: The Imperium has its Lascannon, the Eldar have their bright lance. Essentially they are both tank killing high energy laser weapons, but the S8 bright lance looks initially to be inferior. Fear not gentle reader, for the Eldar weapons comes into its own against high armoured vehicles as any armour above 12 counts as 12 (apart from fething monoliths). In short they make light work of Land Raiders and Leman Russ's Amusingly they are also an assault weapon, which is needed really as they have a very middle of the road range. If your enemy is bringing tanks, bring plenty of bright lances as they will do their job very well.

Starcannon: The greatest weapon ever made ever. Most Eldar players have at some point heard accusations of cheese by fielding these beauties, but sod it they are the best and they kill those power marines quickly and efficiently. Essentially a plasma gun that ignores overheat rules and has a bit more range (and 3 shots - Ed), I suggest either mounting them on war walkers with guide or on a Vyper for mobility and armour killing ability (good against whirlwinds in cover). If you don't have one in your army you are either stupid or the most balanced and fair list writer ever.

Lasblaster/Hawks Talon: Eldar laser technology eclipses that of man. The lasblaster is essentially the same as a lasgun, firing a highly focused beam of light at the target which creates an explosive impact. Unlike the lasgun it has Ap value and is an assault 2 weapon, useful for deep-striking behind enemy lines and taking out lightly armoured support weapons. The Hawks Talon upgrade gives you an extra shot at higher strength, which is nice.

Prism Cannon: I have never seen one, most people that use them will tell you to use it in conjunction with a Farseer doing the 'guide' thing. I'm sorry but that is a huge points investment for a one trick pony. Yes, it has fantastic range and high strength, but doing as advised costs c200 points for which you could have 3 Vypers with brightlances. Leave the big laser tank on the shelf it just ain't worth it.

D-cannon: A lovely support weapon if you are defending an objective, the highest strength Eldar weapon and it has a template! Like the Wraithcannon it utilises superior Eldar knowledge of the warp to create a miniature warp hole which destroys anything in it's path. Whilst it lacks the fun 2nd ed disruption table it can be quite effective, though the range is somewhat short (it has not been beyond me to guess at max and hope for a fortuitous scatter roll). Keep it out of sight and it should survive a little longer.

Shadow weaver: A strange support weapon, it fires a cloud of monomolecular mesh into the air which drifts onto the enemy, lopping off limbs and sowing confusion. Best used in batteries out of sight, like the Death Spinner the Ap is non existent, though it does cause pinning checks.

Vibro Cannon: A stranger support weapon, draw a straight line from the barrel over multiple units if it hits the units suffers D6 hits. It causes auto glancing on vehicles and when aligned in batteries it's strength is increased. It has no Ap, but does cause pinning as the sonic waves shake things apart. In many ways being hit by one is like sitting in the back of a classic mini doing rather to fast around country lanes.

Reaper Launcher: The ultimate marine killer, it has good range, good strength and good Ap. A bit expensive and shouldn't really be taken against swarms, the reaper launcher fires a salvo of mini rockets at it's target resulting in big badda boom. In truth marine players fear them, until we stopped taking them the first turn of every game against Dysartes would go as follows (assuming I got first turn) - Reapers fire at devastator squad on hill, devastator squad destroyed, fond memories, which all stopped once he brought a Whirlwind to every game.

And there you have it, a brief run through of the ranged Eldar weaponry. Be afraid, be very afraid, unless you believe what the Imperial Infantryman's Uplifting Primer has to say :)

 

Any Questions/Comments PM me (Daffrid) on Dysartes.com

 

 

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