Equipping Your Heavy Weapons

“Their Arrogance is only matched by their firepower”

We’re not as arrogant as they think…peons. The Eldar army hosts the most impressive array of heavy weapons in Warhammer 40k, but we are not able to field them in such large numbers as the Imperial Guard and Space Marines. They are capable of doing this because they must compensate for poor ballistic skill and some inadequacies in the platforms on which they may field their heavies. The Eldar use their grace, intelligence, technology, and mobility to lay down what is a much more concise withering hail of fire.

What I speak of here is how to place your weapons so that you may take advantage of the excellent vehicles and units that may take these highly advanced Eldar weapons and use them well against your numerically ‘superior’ opponent. I will first list the various weapons we have available, go unit by unit on the equipping of these weapons, and then finally give some general tips on utilizing your firepower. The weapon descriptions are overly lengthy, so if you feel you know the Eldar heavy weapons well, feel free to skip to the next section.

One note to mention is that I am listing the use of ranged and heavy weapons, which are definitely not the only means of doing the jobs they fill. Fish of Fury style Fire Dragons, close combat aspects, Warp Spiders, and many more units and strategies are possible that can do these jobs as the very embodiment of the Eldar style. But here I speak of heavy weapons, though I will mention alternative units time to time to show that ranged fire is not the only option.

The Weapons:

The Shuriken Cannon: The fluffiest heavy in the whole Eldar arsenal, but not one that is prolifically expressed in most armies. This is a good anti-personnel weapon for light infantry, and with many other weapons I will list, is ideal for attacking transports, speeders, and other light vehicles because of its medium strength and multi-shot status.

A single one of these will not take down a whole squad, but perhaps a Landspeeder, and massed cannons will unravel your opponents’ army. It is a very cheap option (sometimes even free, or extra cost for an extra cannon), but its primary disadvantage, and the most likely reason that some one will pick another weapon, is its range. It is the shortest range of the Eldar heavies, but because of the fact that you can equip it on everything that can take an Eldar heavy weapon (other than rangers) it is given many places that allow it to get very close to the enemy. Also in city-fight battles the shorter range is unimportant, as any heavy weapon firing will be done at most the range of this cannon, typically.

The Ranger Long Rifle: Some of you may not have expected this to be listed as a heavy weapon, but it is that and I will give it mention. This can only be found on Eldar Rangers and Pathfinders so I wont speak about its placement. It is used for the utility of the chance to pin the opponent on causing a wound. Pinned enemies will be stuck in the open giving you more chances to destroy it with your other heavies, and pin it further. I consider this to be a supplemental heavy weapon, one that will usually not cause heavy damage itself and win back its own points, but will assist the rest of your army in its responsibilities. It also has a rather nasty habit of killing monstrous creatures.

The Eldar Missile Launcher: A classic heavy weapon across most armies, the Eldar included. It is the most expensive purchasable choice on any weapon mounting but with this you get an excellent range and versatility. It has a full range of four feet, allowing its shots to span the majority of most boards. It comes with two warheads, one krak (an anti-tank option, which I personally think should have taken a more Eldar-esque name) and one plasma (anti-personnel, akin to frag). This matched with its range is what warrants the point’s cost. The krak missile is a strong warhead that will be a large threat to monstrous creatures, and light to medium tanks. For heavy tanks (av 13-14) this is straight out inadequate. The plasma missile has the added utility of causing a pinning test, and will likely kill at least half of the light infantry that it covers. The problem inherent in either option is that it is not the best option for any job that it may fill. Against heavy tanks a Bright Lance, as will be spoken about shortly, is necessary, or some other like alternative. Against lighter tanks it will do great, but so will the Bright Lance, but you will have now taken up a heavy weapons slot without the added utility of the Lance effect. Against infantry multi-shot weapons are more likely to cause a hit, and are cheaper. With either option you have a one shot weapon, that on many housings will only have a 50% chance of actually doing anything on any given turn. I may sound like I am just shooting down the EML, but there are virtues to this piece of equipment, namely its range, versatility, and utility of pinning, but it all comes down to what kind of opponents you may be facing. With a limited number of spots for heavy weapons, you must cover the essentials before going for a jack of all trades.

Mr. Bright Lance: Technically this is an assault weapon, but it is still a heavy, and the most important heavy in the whole arsenal, in my opinion. With a high strength, an absolute armour piercing value, a good range, and the lance effect, it is a superior weapon. This is a one shot weapon, so its placement is important, as I will speak on later. Against heavy battle tanks, this is the Eldar ranged solution. This is what I call a first strike weapon; one that does not require a side or back shot, which when placed on the right unit may destroy a Land Raider on the first turn before it starts moving and shooting down transports. Because of its high strength it is also excellent at taking down transports, speeders, and other light vehicles. With its low AP, and still the high strength, it is also ideal for taking down terminators, and monstrous creatures.

Mrs. Starcannon: This is the other super power, along side the Bright Lance, when it comes to Eldar heavy weapons. It has the same range as the Bright Lance, the same AP, the same cost, but it has two less strength and no lance effect and the addition of two more shots. This changes it from the heavy anti-tank roll, to transports and side shots on light tanks, but it retains the same roll of taking down monstrous creatures and terminators. This is the patented anti-MEQ gun. With its multiple shots, regardless of where it is put, it usually causes at least one kill a turn. A superb weapon.

The Scatter Laser: A variably multi shot weapon with a medium strength and good range. This is your second cheapest option, following the Shuriken Cannon. With the upgrade from the Shuriken Cannon you tend to pay five points more to increase the range by 12″, raise the AP by one, and change the number of attacks to D6. Many people don’t like the unpredictability of its number of shots, but it averages at around 3.5-4 shots, keeping it efficient even on BS3 fittings. As with many Eldar weapons, it has a similar option. The Shuriken Cannon is very similar to the Scatter Laser, with enough differences as stated above, to let you pick a more precise tool for your jobs. The Scatter Laser is best utilized against light infantry, skimmers/transports and side-shots on light tanks, and low save high-toughness creatures such as daemons or monstrous creatures.

The Prism Cannon: While it may look impressive at first glance, it is one of the seldom-used units in the Eldar army. A very high-strength, low AP weapon with the largest range in the Eldar arsenal, and it has a template. This is another weapon that is only equipped on one location, so I speak specifically of the Fire Prism tank. With its high strength it can be a threat to even heavy battle tanks, but the Bright Lance is superior there. Against light vehicles it is overkill and overly expensive. Against terminators and other MEQ opponents it is disgustingly affective, more expensive than a couple of Starcannons that will be as affective. Because of its long range and high mobility, it can be matched with a CTM to give you a highly elusive anti-tank/anti-heavy personnel weapon. Some people use this, some don’t. There are virtues and vices, but the choice is ultimately up to you.

The D-Cannon: The strongest weapon available to the Eldar, but one available on only one platform and with a short enough range to restrict it to defensive rolls. This is a support platform weapon that will cut through any tank, any armour, and is a template weapon. It counts as an ordnance weapon for vehicles. There is not much more to say than that. It is a very powerful weapon, and is excellent to defend an objective, but it does require the enemy to approach you in most situations. In a central objective scenario it could cause some problems for your enemies.

The Shadow Weaver: Moderate strength, no AP value, good range, and again is a support weapon platform choice only. It has a blast template so makes up for the 3rd edition guess range status, and poor BS of the crew. Used against light infantry, and skimmers. It causes pinning tests as a barrage weapon, so may assist your other heavy weapons by pinning the enemy.

The Vibro Cannon: A very unique weapon for the Eldar army that allows you to hit several units at once, vehicles and infantry alike. It is the third of the support weapon choices. It has a medium range, counts as a barrage weapon, and gets increases in power with each additional weapon in the battery. Your opponents have to be in some sort of line, which is hard to find with the available range of the weapon, but it has definite uses against IG and other swarming armies where you should have an opportunity to hit both infantry and tanks.

The Reaper Missile Launcher: A well known weapon that is only allocated to the Dark Reaper aspect shrine. A medium strength and the all important AP of three, matched with a good BS and two shots makes this a dedicated anit-Meq unit. Against vehicles and even skimmers it is rather too low of strength to do much, but is overkill against light infantry. This is a long range weapon and with a unit of 3-5 reapers (6-10 shots) will definitely keep a firing lane clear as long as they live.

The Pulse Laser: A required weapon on, and only on, all Falcon tanks. It is similar to a Bright Lance, but lacks the lance effect, but has D3 attacks. This compensates for the poor BS of the Falcon crew, and makes it more likely to cause damage against enemy tanks. It is not the most powerful main tank weapon in the game but is good against light to medium vehicles, and heavy infantry. Also it has a good range, matched with the mobility of its housing, so it may hit most targets on the field. Another nice detail here is if it is destroyed, the tank it is on is never crippled by its loss.

Well that does it for the overly prolific weapon description.

Equipping your heavy weapons:

Guardian Defender Squads: Heavy weapons are available for guardian squads, and through their numbers they defend and man it. Because of anti-grav platforms they are able to shoot on the move, though do not retain full mobility as they may no longer fleet of foot. Large squads, use of cover, or the assistance of Conceal or Embolden is suggested to keep these squads up and firing. Because of their poor BS it is advised not to use single shot weapons, such as Bright Lances or EML’s, as 50% of the time, they will be doing nothing but getting shot at. In the case of black guardians who have a higher BS, this does not apply. Shuriken Cannons, because of their range, are also not overly suggested as you will have to advance a round or two before you start getting in range of the enemy, where upon you may be substantially weakened. The best weapons for this unit tend to be Starcannons and Scatter Lasers because of their moderate range and multi-shot status. Again, with Black Guardian Defenders, Bright Lances and EML’s are viable.

Guardian Jetbike Squadron: The only heavy weapon allotted here is the Shuriken Cannon, but as Eldar jetbike squadrons are largely based on their shooting capabilities the one in three Shuriken Cannons are an important boon, despite the added cost. With the jetbikes mobility the smaller range of the Shuriken Cannon is no longer a problem.

Shinning Spears: A Bright Lance may be equipped to the exarch of a Shinning Spears squad. With the high BS and mobility of the Shinning Spears exarch it can be useful, but this is largely a stylistic choice that depends on your intended use for the unit.

Vypers: One of the most useful fire-bases in the Eldar army. These have poor BS (ignoring Black Guardian crew members, in which treat it as the same as I did in the entry concerning Guardian Defenders) but excellent mobility and weapon choices. They come with a Shuriken Cannon, and are an overall cheap option as a basic model. There is also the option of adding an extra Shuriken Cannon to compensate for the low BS and make a heavy dent in infantry squads or light armoured units (skimmers, sentinels, etc). With the fast vehicle speed the lower range of the Shuriken Cannon is not overly important. The Scatter Laser and Starcannon are again good choices because of their multi-shot capacity and moderate ranges to keep the Vyper at a safe distance from bolters, and other massed weapons strength four and up. As with the Guardians, unless it is a Black Guardian vessel, EML’s and Bright Lances are not suggested because of their one shot 50% to hit nature.

The Falcon: Along with the Pulse Laser you have the option of any weapon from the standard heavies arsenal, and an extra Shuriken Cannon if you wish. The typical choice is a Scatter Laser or Starcannon depending on if you face MEQ or light infantry. These allow you to have multi-shot weapons that compensate for the Falcon’s BS of three. The EML and Bright Lance are not suggested ever, as they will make either themselves or the Pulse Laser useless whilst on the move and are single shot weapons on a poor BS model as is. Also there are several highly superior options for these particular weapons. As for the extra Shuriken Cannon it can add some extra damage, though it depends on your respective opponent. It is a semi-expensive upgrade with a short range, as far as the other weapons on the Falcon are concerned, and wont be worth it against heavy infantry or most vehicles. The decision lies with you on this one to weigh expense to damage against your respective opponent.

The Waveserpent: The typical Eldar gunboat. It only has two fittings for heavy weapons, and one is only for an extra Shuriken Cannon, but the main turret is twin linked and all options are very cheap. Twin linked gives the low BS of three a 75% chance of hitting per shot. That is better than a BS four model. Because of the excellent chance to hit, the mobility, and the durability of this Eldar craft, it is the perfect place for those all-important single shot weapons. Scatter Lasers, Starcannons, and Shuriken Cannons work well also, to weaken a squad up before it disgorges its troops to engage them, but should only be done after the necessary anti-tank weapons are allocated to positions like this. The extra Shuriken Cannon should usually only be taken if you are taking other multi-shot weapons as well for it to add damage on to, though it is nice to have a back of heavy in the possible case of your twin linked turret getting knocked out, but keep in mind the extra cannon is only BS three.

The Fire Prism: We have already spoken about the Prism Cannon, but it does have the option of the Shuriken Cannon upgrade. It is an expensive upgrade, and will be useless as you want to stay at maximum range to fire the prism cannon, so will not get any use unless the Prism Cannon gets knocked out. Not suggested.

The Wraithlord: Another excellent place for single shot weapons. With his BS of four, you have a good chance of hitting what you are firing at, and while he isn’t a fast unit, he may fire on the move and is nigh untouchable, especially whilst in cover. Multi-shot weapons, like on the Waveserpent, are well used here as well, but unless you are expecting a city-fight or similar game where you will be close to the enemy, the Shuriken Cannon is not suggested as you will spend a couple of rounds walking outside of cover to get within range to start firing.

Warwalkers: A typically love it or leave it unit. Warwalkers, though host to a poor BS, each have two heavy weapons so you have a good chance of doing damage, even when using single shot weapons. I personally feel that multi-shot weapons are still a better choice for this position, but the community has definitely shown that Bright Lances and EML’s work just fine on this platform. Shuriken Cannons, again, are somewhat limiting because of their range, but all other weapons perform well on this base. One important note, though, do not mix weapons with different rolls. A Scatter Laser matched with a Bright Lance will almost always make at least one useless/highly inefficient.

Dark Reapers: Though I have already covered their basic heavy weapon, there is still the choice available to the exarch to equip a Shuriken Cannon, or an EML. To the Shuriken Cannon I can immediately straight out say NO. It has a very limited range in comparison to the Reaper Launchers so would be a defensive weapon automatically, and is inferior to the Reaper Launcher. As to the EML, this is a viable option at times. With a high BS you can expect the missile to hit its mark, especially with the various exarch powers allotted to the Dark Reaper exarch. Your equipping the EML depends on its roll, however, as against anything but speeders, or monstrous creatures, it makes the Reaper Launchers useless, and against light infantry, the Reaper Launchers are overkill. Think about what you may face, and decide from there.

So to surmise single shot weapons should only be used on a platform that is likely to hit, (i.e. BS4+, twin linked, 2 weapon houses, etc), make sure the range of the weapon with the mobility of the unit that’s holding it is going to be enough to reach your opponent reasonably soon. Don’t waste weapon slots on weapons you don’t need until the necessities are covered. As Eldar we cannot bring 10-20 heavies to the table. Use the mobility of our army to use our refined tools how they should be used, against the right target, and without wasted shots.

General tips and suggestions:

-Crystal Targeting Matrix (CTM) is a highly useful piece of Eldar equipment that allows a tank to move, shoot, and move again, which we mostly see when a tank moves out from cover, fires, and moves back. This allows the fragile Eldar tanks to use their superior mobility to jump from ruin to ruin keeping out of LoS while still utilizing their ranged weapons. This is an expensive option but if you expect there to be adequate cover, and want to base a good amount of your damage off ranged weapons, it is a good way to preserve your tanks throughout the game, from Vyper to Falcon. Also the use of the Holo-Field on the Falcon (and the Falcon only), as well as spirit stones should be used on the Falcon and Waveserpent, always. These add some extra resilience that is definitely needed and welcome with the low armour value of Eldar vehicles, despite the moving fast rule.

-Concentrate your fire! I have had endless experiences where I failed to concentrate the proper amount of fire on an enemy and was severely weakened/destroyed because of it. If you want a tank dead, focus Bright Lance after Bright Lance on it until it is destroyed. One Bright Lance is never enough to depend on. If you need an advancing transport downed, focus your Warwalkers And Vypers to take it down, if that is your primary concern. Do not do half way jobs.

-If you can destroy a flank, DO IT! Having half of the field, or other pockets of resistance destroyed means you have an extra side of every building that you can stay out of LoS on, and lets you concentrate your drifting and counter assault units off of that side (such as warp spiders, an avatar, or whatever else you have in your DZ for protecting your static, or other, ranged units).

-Warwalkers and Vypers are best used in 2’s or 3’s to amass enough firepower to be efficient and keep the chance of wiping whatever they are firing at. Keep in mind how wieldy they will be in groups though, as you may not be able to successfully utilize cover with 3 vehicles at once. It is a general rule that multi-shot weapons work best together, as they are either needing lucky numbers that are found in masse against vehicles, or have many bodies to go through.

-Speaking of cover, ALWAYS use it, if you can. A Wraithlord in ruins will not fear a Lascannon, and Dark Reapers with an invulnerable save can make an enemy just abandon a firing lane instead of taking the losses to knock you out. Use LoS blocking terrain to advance vehicles that aren’t shooting.

-Utility units such as the Farseer can be a huge help. Using fortune on your Reapers who are in cover will make them very resilient. Most people who use Farseers in this kind of capacity use them for Guide. Should you do so use it on a unit that needs it, such as a unit of 2-3 Warwalkers or Vypers where a lot of low BS shots will be affected by this psychic ability.

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