Risk and reward why the Void Spinner is the best (not only, just best) alpha strike in the Eldar armyTo bring this back to the very interesting if slightly heated topic. The Void Spinner is clearly not the only alpha strike tool available to an Eldar player. Many others have been mentioned already in this thread.
However I think where some confusion has crept in is in the concept of how viable and risky each alpha strike option is compared to the gains available in their use and how that might apply in the thinking of a player who very regular wins tournaments and their use of the various alpha strike tools available.
Why are we alpha striking?
This is clearly a disruption or preparation tool (possibly to enable a further decisive strike) being used to gain an advantage in either position or material which we then exploit and maintain to enable us to more easily achieve a win condition as the game progresses.
Let’s look at some options
Doubling Scorpion/Falcons/Fire Prisms (NetEA)Reward – level of fire power is good, results in aggressive positioning for future turns.
Risk - May be blocked by terrain to at least some degree. Although impossible to block the path to most formations it is usually possible to block line of site to one or two very important ones.
Path to an ideal attacking spot may be blocked to a degree by enemy scout formations potentially on overwatch.
A double is forced in all cases for 45cm or 60cm firepower to reach the back of the opposing deployment zone so shooting ability is reduced and significantly so at targets in cover or hull down.
Hit and run ability reduced as both moves must be advances forward to get in range of the opposite deployment zone (especially the back of the deployment zone), this can leave the attacking and rather fragile Eldar formations in a position where retaliation is very possible.
This last one is the big problem here if I can guess what targets you might want to alpha strike (AA, Artillery etc) and place them against my board edge (something that doesn’t really cost me much to do) it forces an expensive and very fragile Eldar armoured vehicle formation to finish very close to my lines when going for the alpha strike.
Storm Serpent march or Vampire drop to enable an assaultThis could be either on its own or in follow up to another previous formation prepping with an alpha strike.
Reward – Allows a massively powerful assault to disrupt an opponent’s starting position. Could potentially win the game very quickly especially against an unprepared opponent.
Risk – Path to an ideal attacking spot may be blocked to a degree by enemy scout formations.
Enemy overwatch fire
You might lose the assault, which is almost certainly disastrous.
Even if everything goes perfectly it is unlikely the Storm Serpent / Vampire or assaulting Eldar formation can move far enough away from all enemy to avoid retaliation of some kind.
This is an example of a high risk / high reward strategy it is committing a large amount of points and resources to hopefully gain a completely decisive advantage almost immediately.
It will certainly win games but in the context of a three or five game tournament against very good players it is almost certain to fail at the very least once and so prevent you winning the tournament.
Spaceship – Dragonship / WraithshipReward – Both Eldar spacecraft are very good choices, with the flexibility to fire barrage and pin-point making them very good alpha strike options.
Easy to use, just pick turn one and pass an initiative test, fairly easy to guess correctly and hit something in the opponents army.
Risk – Fairly random, although you will almost certainly hit something it is probably not the thing you really wanted to hit.
You might be playing against another army with a high strategy rating and a spaceship and then be forced to bring yours on in a later turn effectively removing your alpha strike option.
Against certain armies which start much of their forces off table it might achieve very little and effectively mean you are playing the rest of the game an activation and 150 or 300 points down on your opponent.
Certainly a very good alpha strike option and it is quite common to see both a Spaceship and Void Spinners in a UK tournament army. But the Void Spinners go in the list first
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Teleporting Swooping HawksReward – Fairly similar in concept to the Storm Serpent or Vampire assault but effectively committing less forces.
Risk – Enemy overwatch fire
Rolling badly for blast markers when they teleport in.
You might lose the assault (more chance of this here).
Even if everything goes perfectly it is unlikely the Hawks can move far enough away from all enemy to avoid retaliation of some kind.
Using Hawks aggressively like this is certainly not as all in as an alpha strike using a Vampire or Serpent assault but it can still lose you 350 points worth of Hawks fairly easily. It may be an option against a poorly deployed opponent who leaves you an easy target but is risky even then and too dependent on opposing bad play.
Finally we come to the Void Spinner.
Void Spinner barrageReward – Easy to use, place as out of sight as possible depending on local terrain rules, model is quite flat so even with true LOS should still be possible.
Fire power is very good against both infantry and vehicles and has the disrupt rule.
Works as a reasonable blitz guard while contributing to the game
Provides ongoing barrage potential which forces enemy formations to spread out and makes the all important Eldar assaults even more likely to succeed.
Risk – Might fail to activate.
Your opponent may have brought a spaceship with a pin-point attack.
Basically in terms of tournament play the Void Spinner is just the best choice, easy to use, synergises with the Eldar army, possibly forces an opponent to over commit to remove it. At the very least it requires the least committal of forces to risky areas to achieve a very good alpha strike.