This is my Wargaming blog, mainly covering Warhammer 40k, with occasional diversion to Bloodbowl, Dystopian Wars & Infinity. From my experiences of using my Infantry and Drone heavy Tau, the transition of my melee heavy Dark Eldar to the current meta and the introduction & painting of new units, to musing on my Space Wolves. List building, Tournaments, Battle Reports, Tactics, Painting - all will be in this blog.
Thursday, 9 August 2012
Razorwing Jetfighter Loadout
Hi,
While browsing the Dark City forum I came across a question on the best Razorwing loadout. After writing an answer including my thoughts on why I'd picked each piece of wargear I'd thought I'd repost it here to see if it could be of use to others and spark some discussion on people's experiences with the Razorwing:
Forum Aswer:
Unless you have loads of anti tank I think the best load out is:
2 Dark Lances
Twin-linked Splinter Rifles
4 Monoscythe Missiles
Flickerfield
My reasoning being:
Lances: You've already given up the slot that is normally filled by a ravager that is on the board turn one, so unless you list is filled with anti tank I'd take the lances. However 6th edition has given us an improved way to kill vehicles in the form of haywire grenades. If you have multiple wych squads and multiple trueborn sqyads with haywire you may feel that you can sacrifice the lances for disintegrators (I still wouldn't recommend the splinter cannon upgrade, as I'll explain next).
[Another good point Serin (see comments) raises is that if going after infantry the AP2 of the disintegrators does not mesh well with the missiles preferred target, so AP2 firepower is better left to dedicated units, eg. raiders with disintegratirs, trueborn with blasters etc.]
Splinter Rifles over Cannon: In 5th edition I would have considered the splinter cannon, particularly if complimented by disintegrators, however zooming flyers can only fire 4 weapons a turn, and can only fire 2 missile a turn. Therefore if you come on turn 2 you will probably fire the 2 wing mounted weapons and 2 missiles. If you don't zoom off the board you will probably fire the same weapons again turn 3. Therefore the earliest that you will fire the splinter cannon is turn 4, however that is unlikely, as you will probably have lost a turn either by not turning up till turn 3 or zooming off the board for a turn. I think it's likely that you won't fire the splinter cannon till turn 5. I just don't think the splinter cannon is worth it for how often it will be fired in addition to the wing mounted weapons. The splinter cannon may be fired earlier, eg. a weapon gets blown off by damage, or you are firing at a target that it would be better than one of the wing mounted weapons, but how often this will happen does not warrarent spending the points when they could be spent better elsewhere.
Monoscythe Missiles: These cost nothing extra while the tempting shatterfield missiles cost 10 pts each. Ignoring other upgrades consider a razorwing upgraded with 4 shatterfield missiles is 185 pts, while a Void Raven with 4 shatterfield missiles is also 185 pts. There is the issue that we don't have a Void Raven model, but I would advise against upgrading the missiles as 10 pts per shot is too much for the small increase in efficiency. Not to mention the Ap5 of the monoscythe means it's better against a number of non-MEQ targets. If you have 20 pts spare I can see adding two shatterfield missiles, but once a Void Raven model is available I would never use shatterfields on razorwings - if you can afford the 20 pts to have 2 shatterfield missiles on a razorwing you can probably find 20 more points to have a Void Raven with 4 shatterfield missiles.
[Correction (thanks Serin): A razorwing only pays 5 pts to upgrade the missiles, however I'd advise taking more than 2 as the monoscythe is better against a number of foes due to it's AP5. With 6th edition there is a case that the str7 is better against vehicles, but unless opponents surround their vehicles with infantry you are wasting alot of anti infantry firepower for a small chance of an extra hull point damage]
Flickerfield: A nice cheap upgrade that will allow the razorwing to take a 5+ save against hits without diving, and having significantly reduced shooting efficiency the following turn.
As with most DE units keeping it cheap (155 pts or the basic 145 pts if you forgo the flickerfield) is the best way forward. Well that's my opinion, but everyone's opinion is formed by their own experiences, so let me know what you've found to work.
Rathstar
PS. A link to the original forum post is here, and if you collect Dark Eldar and if you do not visit The Dark City forum I would highly recommend it.
Labels:
40k,
6th Edition,
Dark Eldar,
Tactics
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Almost perfect run down, but the Razorwing with 4 shatterfield missiles is 165 not 185. I still wouldn't take them. I would go for Flickerfield if the points are spare otherwise basic is fine. If there is enough anti-tank having 6 AP2 shots is a boon for Dark Eldar, Whether you would use the missiles against 2+ save units is to me a waste, and you could have raised that point when choosing weapon options between disintigrators and dark lances. For Now I'll still take my 145 basic Razorwing and leave it like that.
ReplyDeleteThanks for catching the points error Serin, and I'll add in your point on disintegrators.
ReplyDeleteHave you any experience using the Voidraven ?
Rathstar