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How to use Switch-Grip Catapults [Eldritch Raiders]
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Old 05 May 2006, 15:20   #1 (permalink)
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Default How to use Switch-Grip Catapults [Eldritch Raiders]

Cadre-Captains, Malakai of the Eldritch Raiders summons you to join him for a tactical presentation on the weaponry known as...

[size=14pt]SWITCH-GRIP SHURIKEN CATAPULTS[/size]

Switch-Grips are an Eldritch Raider's answer to True Grit, and should never be underestimated.

In many ways, Switch-Grip should always be taken where possible. The reason for this is quite simple; it's a free attack.

Shuriken Catapults are already excellent combat weapons. As they are Assault, not Rapid Fire, you can still charge after shooting, letting you really soften up your target prior to the head-on charge.

Switch-Grips have another advantage. Not only do they give you the firepower, they also grant you an additional attack! Whilst you lose any bonus attacks from charging, this can prove extremely valuable on the defence.

For example, let us take the following scenario: 10 Marines charge 10-strong Dragon-Squad.

[size=7pt]Dragons without Switch-Grip:
Marines: 20 Attacks. 10 hits, 6.666 wounds, 4.444 kills. 48.888 VP earned.
Eldar: 10 Attacks. 5 Hits, 1.666 wounds, 0.555 kills. 8.333 VP earned.

Victory Margin: 40.555 VP in Marine Favour.

Dragons with Switch-Grip:
Marines: 20 Attacks. 10 hits, 6.666 wounds, 4.444 kills. 53.333 VP earned.
Eldar: 20 Attacks. 10 Hits, 3.333 wounds, 1.111 kills. 16.666 VP earned.

Victory Margin: 36.667 VP in Marine Favour.
[/size]

As you can see, if you're going to be bowled over by Space Marines, Switch-Grip could be enough to take another Marine down with you, maybe even two extra if you're lucky.

These stats help prove our first point...

[size=12pt]Switch-Grip makes your defence stronger[/size]

You're essentially doubling your attacks for +1 pt per model. Double your attacks, double your kills. Switch-Grip won't turn your units into unstoppable killing machines, but it may just give you enough attacks to turn the tide.

[hr]

Now, not all of us are going to be fighting Marines, and even if we are standing around waiting to be charged is not the Eldar way.

This remains true with the Eldritch Raiders. Whilst the Raiders pack many hard-hitting units, said units tend to lack the numbers or staying power for an extended combat, and should they fail to break the enemy on the charge, they are likely to be ground down.

Enter Switch-Grip.

[size=12pt]Switch-Grip makes great Bolster units[/size]

A Cadre of just ten Serpents with Switch-Grip should be able to pull down a couple of extra Orks, or even fell a Terminator. Switch-Grip units can provide meat-shields (if such a term can ever be applied to the Eldar...), but whats more it provides you with sheer weight of attacks. Even a T6 2+ Save opponent can be felled by throwing enough dice at it.

The key point is that, in the case of Bolster units, their true benefit is not seen until the turn after they charge. Most units lose a quarter, third or even half their fighting ability once their charge-benefit is expended, but Switch-Grip, like an Energizer Battery, keeps going and going and going.

[hr]

There is one more strength to Switch-Grip, and it is an often-overlooked one. Nevertheless, it exists, and used right it can turn the tide in your favour.

[size=12pt]Switch-Grip is threatening[/size]

Form up your Switch-Grip units in a defensive formation, and your enemy will think twice about plunging headlong into them. A Chaos player might be confident his Raptors can take 10 hits from Eldar, but 20 might make him think twice.

To maximise this effect, position your Cadres somewhere they don't need to move. Put them in trenches, bunkers, forests, behind stone walls, hiding amidst Dragon's Teeth... anywhere they get a Cover Save, and where they strike at I10 if charged. Being smacked over the head twenty times before getting a word in with dishearten anyone. Put in a Malefactor with Conceal, Switch-Grip Catapult & Witchblade and you've got yourself a unit that can drive back almost any foe under a torrent of Shurikens.

[hr]

So remember, fellow Captains...
  • Find a good defensive position.
  • Support your specialist units.
  • Frighten your enemy with weight of attacks.

Use your weapons well... and make the foe regret the day they ever called the Eldar "fragile"...
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Old 05 May 2006, 15:49   #2 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

Just as a point, what are Eldritch Raiders? I know they are some sort of eldar, but could you give me more details buddy?
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Old 05 May 2006, 16:56   #3 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

The Eldritch Raiders Codex can be found in the sticky (as can many others).

http://www.eldaronline.com/rasmus/wh/e/pirates.pdf

Link to the list.
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Old 05 May 2006, 19:37   #4 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

Unofficial list then?
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Old 05 May 2006, 19:51   #5 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

Almost everything on this board is...
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Old 05 May 2006, 20:13   #6 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

The kroot are sort of official.....
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Old 06 May 2006, 19:58   #7 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

Kroot, Catachans, Ork Clans, and nearly anything found on the GW site is official and in this section.

In adition, I find your analysis of the switch-grip catapult to be rather strange. In my opinion, the difference of 4 VP in a combat agaisnt a unit not even geared for assault, isn't large enough to increase the base costs of your models, thus lowering your firepower and having less wounds total. Besides, if charged by anything that would WANT to charge you (Assault squad, Orks, Chaos, etc.) You're equally boned whether you take the switch grip or not, and the "threat" of it, as you put in your raptors example, is most definately not enough to stop them from charging.

Besides, the statistical analysis of it shows so little difference in combat that it is really more or less a question of whether or not you think they're cool, not whether they actually provide any true tactical advantage.

Quote:
Most units lose a quarter, third or even half their fighting ability once their charge-benefit is expended, but Switch-Grip, like an Energizer Battery, keeps going and going and going.
...Assuming enough of them survive the charge. Most people enjoy having their large bonus in the first turn of combat, so that they often don't have to worry about a second. With T3 and a 5+ save, I truly don't expect them to keep going and going.

Quote:
Form up your Switch-Grip units in a defensive formation, and your enemy will think twice about plunging headlong into them. A Chaos player might be confident his Raptors can take 10 hits from Eldar, but 20 might make him think twice.
I severely doubt the ability of the switch grip to keep an assault unit out of combat and in short range of all of your weapons. I think you might be overestimating the cowardice and ignorance of your opponents.
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Old 09 May 2006, 11:30   #8 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

I like the whole thing, but that last quote by Ninja Ork brings a point. My friend that plays chaos has only one motive... to kill everything he can. All he does is run accross the board charging with his nightlords just to kill as much as he possibly can.

It is his downfall, but it negates what you say. Because some people just don't care and they will charge with w/e they got.

But really, from what i got from it, is that you spend +1 point per model to allow them an extra attack. I say go for it. I don't think anyone stated any negative effects from it, so why not?
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Old 10 May 2006, 01:54   #9 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

Well, I can state some negatives - it reduces their model count, thus also reducing their firepower, provides no bonus on the charge, and doesn't provide a GOOD bonus in combat. But of course, these negatives aren't particularly large, so it is STILL just a choice of whether or not you think they're cool.
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Old 10 May 2006, 14:13   #10 (permalink)
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Default Re: How to use Switch-Grip Catapults [Eldritch Raiders]

A couple of points

1)

Under the current 4th edition WH40k rules the Shuriken catapualt has ONE advantage over a bolt gun. You can fire it and then charge.
Switch grips negate this advantage by disallowing the bonus attack for charing. Yes you get an extra attack for the switch grips, but you're paying points for it, instead of getting it for free. I'd be happier to take plasma grenades and charge my opponent, or simply more models.

2)

Eldar with True grit makes no sense. True grit is a skill that is supposed to apply only to Bolters and the most highly skilled or specialized space marines. For a run of the mill eldar to get the skill because he carries a fancy gun? Seems sorta dumb to me. It's really not a very Eldarish skill.

True grit is a way to make a shooty unit into a combat capable unit, a jack of all trades.

Eldar are noted for the ability of their units to be highly specialized in one capacity.

I think there's a good reason why this list is unofficial.
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