
Not as powerful (read: abusive) as in 4th edition when we had different “heights” of terrain, the 6” slide of your Eldar jetbikes can still come in handy when the opportunity presents itself, especially in smaller games with less units and over all army mobility- things Saim-Hann Eldar are always looking to exploit.
Capture and control, my opponent with tactical and assault marines sitting on an objective. My jetbikes sitting clustered on my objective, packed behind a building, vypers work the left flank. I can’t move out with the jetbikes as the assault marines will move up and counter, and before that I will be in plasma cannon range. Likewise the vypers really can’t take a lucky plasma shot even with a cover save. I need to draw the assault marines out or at least pull them back out of range. So it’s the usual Eldar jerk move of moving out the shuriken cannon jetbikes shooting and then sliding back. In 1750+ points games an annoyance, in lower level games two or three casualties a turn adds up- you can’t sit there taking those shots.
Assault marines move out, jump 12”, run D6”, but now they are in star cannon territory- out in the open. Of course star cannons hit on a 4+ also and are only two shots, and I don’t have a farseer to guide, and the marines have a chaplain to make them fearless.
Next turn it is make or break- either the assault marines will be on me, or I will be on them. So the vypers lay down some more shots, and then the jetbikes move out, shoot, and assault. Jetbikes assaulting? Yes! The marines are down enough in numbers, odds are I will win the assault, or at least not break, protecting me from the tactical plasma shots since I’m locked in the assault. Next turn the entire mass of jetbikes and vypers then moves on to the tactical marines.
Better plan for the Space Marines- deepstrike the chaplain and assault marines as a group next to the jetbikes, catching me in between them and the plasma cannon tacticals. Would have been a different game…
Capture and control, my opponent with tactical and assault marines sitting on an objective. My jetbikes sitting clustered on my objective, packed behind a building, vypers work the left flank. I can’t move out with the jetbikes as the assault marines will move up and counter, and before that I will be in plasma cannon range. Likewise the vypers really can’t take a lucky plasma shot even with a cover save. I need to draw the assault marines out or at least pull them back out of range. So it’s the usual Eldar jerk move of moving out the shuriken cannon jetbikes shooting and then sliding back. In 1750+ points games an annoyance, in lower level games two or three casualties a turn adds up- you can’t sit there taking those shots.
Assault marines move out, jump 12”, run D6”, but now they are in star cannon territory- out in the open. Of course star cannons hit on a 4+ also and are only two shots, and I don’t have a farseer to guide, and the marines have a chaplain to make them fearless.
Next turn it is make or break- either the assault marines will be on me, or I will be on them. So the vypers lay down some more shots, and then the jetbikes move out, shoot, and assault. Jetbikes assaulting? Yes! The marines are down enough in numbers, odds are I will win the assault, or at least not break, protecting me from the tactical plasma shots since I’m locked in the assault. Next turn the entire mass of jetbikes and vypers then moves on to the tactical marines.
Better plan for the Space Marines- deepstrike the chaplain and assault marines as a group next to the jetbikes, catching me in between them and the plasma cannon tacticals. Would have been a different game…























