So Warp Hunter is an Eldar ordnance. I wanted to make this thread for a while, because I was baffled by how weird that vehicle is, and now I finally did it. Alright, so stat wise, Warp Hunter is similar to other Eldar vehicles - less HP than other faction counterparts, but great mobility. It also has a lower range on its main weapon for some reason, meaning that you need to drive closer. However, everything falls apart once you realize that unlike other Eldar vehicles, Warp Hunter can't use its mobility to compensate for lower HP. Why? Simply because, just how every other ordnance in the game, it has to stand perfectly still to fire. Which means that mobility is pretty irrelevant, while less HP hurts it to an incredible degree. So we have a mobile vehicle that has to stand still whenever you want to use for its intended purpose, and from what I can tell, it takes 3 Lascannon hits to the front to take it out. This means that 3 Lascannon devastators can take out the Warp Hunter before it can fire once. Meanwhile, Vindicator takes around 7(not sure on the exact number, most of the time there are several people focusing it) frontal hits before its out. The main way to fix it would be to either increase Warp Hunter's HP, or rebalance its main weapon(takes less time to charge, but deals less damage).
Let it fire on the move. They nerfed the damage of Ordnance so this should be allowed. Also the frontal weak spot should be removed from all Eldar vehicles.
I don't play eldar much honestly, only a level 4. But I have noticed the Warp Hunter feels pretty toothless. The Ork's gun wagon is also in a strange state (though not as bad as your's quite frankly) as the bloody thing over steers and fish tails everywhere.
Ork vehicles in general are weird to drive, but at least when you get your Gun Wagon into position it works like a Vindicator, for the most part.
I think they should allow the Warp Hunter to move while charging its shot, but the closer to fully charged it gets the slower it moves. Something similar to this already exists when charging the mortar mode on the Plasma Cannon, the closer to fully charged you get the slower your cross hair moves. This way Warp Hunters can stay somewhat mobile, won't have their shots cancelled by the tank bobbing on uneven terrain, and won't be able to do that nonsense where you charge up in cover then pop out at the last second.
Apparently not much if you don't know that the only eldar long range weapon that can threaten anything on the wall requires user to be exposed to all the heavy bolters as its not a hitscan weapon as its equivalent for other factions and you have more then 3 seconds of time to react to incoming projectile.
The argument still stands. It has: - Less health - Less range - More weakspots - No manoeuvrability when firing It has all these disadvantages for no reason. Since the ordnance nerf it isn't even a good tank hunter.