| The War Walker is a vehicle that can move across difficult terrain
like infantry. A single Eldar Guardian operates the War Walker by sensors that are
attached to their arms and legs. TACTICAL
SUGGESTIONS:
It is best to specialise with the War Walker because of the targeting rules stating that only one squad or squadron of vehicles can be targeted. Although the War Walker comes with 2 different weapons it is better to put 2 of the same weapons on it. If you decide to use 2 different weapons you will see that the War Walker's usefulness will drop dramatically. The War Walker is very good at holding a flank or in supporting troops. With the aid of some troops (particularly a large squad of Defender Guardians with an anti-grav platform) the War Walker can deny an area to a large enemy force. Because of the War Walker's powerful weapons, it will attract a lot of fire and therefore it is best to keep it in cover. A War Walker by it's self won't last long but if it is in an army that has several vehicles it will prove itself to be very useful. In general I would advise that the War Walker is kept to the rear of your forces so that it doesn't get shot at too much and so it can deal with any enemy that stray too close. CHOICE OF WEAPONS: Again, the type of enemy will determine which weapons to arm the War Walker, with. As mentioned before the War Walker should be armed with 2 of the same weapons. 2 scatter lasers are useful against armies that use lots of cheap troops like Orks or Tyrannids. Needless to say, when a War Walker fires both scatter lasers and two 6s are rolled it will make your day and will be your foes worst nightmare. When you roll two 1s you will see why, I advise against this choice. The trouble with the scatter laser is that it is too unpredictable to be relied upon. 2 Bright Lances will (almost) ensure that one enemy vehicle will be destroyed each turn. This combination is particularly good at stopping incursions by the heavier tanks. 2 Star Cannons are my favourite combination. Plasma cannons are excellent at teaching Space Marines not to mess with the Eldar. The Star cannon is very good for denying an area to troops and light vehicles As for the missile launcher, I think that it's range makes it a useful weapon to keep attackers at bay. Normally I tend to feel that the Starcannon is better against troops with it's AP of 2 and the Bright lance is better at taking out vehicles, but when there are six Eldar missile launchers in a squdaron of three Warwarlkers it becomes an excellent and versatile choice to help support troops from behind.
The Eldar missile launcher comes with a choice of two missiles. Either the plasma missile or the krak missile. The plasma missile is just like a frag missile only that pinning test have to be taken if the enemy incurs any casualties. The shuriken cannon is fairly good against enemies that have poor armour saves. Two shuriken cannons would be excellent and cheap for the sort of crowd control that one experiences with Orks.
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