Editing
Warhammer 40,000/7th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== ===HQ=== With 4 generic options and 9 Special Characters (and not a dud amongst them), the HQ section is easily one of the most crowded in the codex. All of them, even the Autarch, can find some utility depending on your list, and you only have 2 slots, unless you take multiple detachments or formations. Choose carefully, and if you get stuck remember that Farseers and Eldrad are always welcome. * '''Autarch:''' Autarchs are the commanders of the warhost - they are the generals of the greatest Eldar military battles and should be a strong tactical benefit to your army as a whole. They aren't, but they should be. While the fluff makes much of their tactical ability, The Path of Command is pretty weak, only adding +/-1 to your reserve rolls. The Autarch's real value comes in his ability to access virtually all of the Eldar's best toys. 70 points base they come stock with two grenades, a pistol, 3+ armor and a 4+ invulnerable save. They are one of the most versatile choices in the new codex, the new wargear rules means that a kitted out Autarch can strongly benefit whatever squad he gets attached to; a single Banshee mask will allow his entire unit to ignore overwatch, wings means he can now skyleap ''(or just move 18")'' around the battlefield bringing fusion gun/pistols wherever he likes, Jetbikes and Relentless reaper launcher or Uldanorethi Long Rifle? The combinations are manifold, which can easily bring them to around 120 points by the end. Autarchs can equip Remnants of Glory and work better in this role than the base Farseer with higher WS, Init, and Attacks. Shard of Anaris or Firesabre with banshee mask is a core assault setup. **While Remnants of Glory/Gifts of Asuryan weapons will replace his shuriken pistol, most of his wargear will not, so you can take a Scorpion chainsword, power weapon, or laser lance to have +1A from 2 CCWs immediately. Likewise, if you take two non-relic guns on him, he will have three guns (four with an eldar jetbike), although he will only be able to shoot one of them each phase. *'''Autarch Skyrunner:'''+1T, Relentless, Twin-linked Shuriken Catapult, 12" move, 36" Turbo-boost or 2D6 Assault jump, Jinking, but loses fleet (and can't make use of Battle Focus). It helps the Autarch survive S6 much easier. **Note, this lets you take a Laser Lance, which is strictly better than a Power Sword - even if you never shoot it or charge, you still have what amounts to a Power Sword at a 5 point discount. *'''Farseer:''' This guy is your standard HQ choice and warhost leader, he sees the future of your foes and allows you to throw wrenches into their fate so only the Eldar come out on top. His price is increased base from old editions and his versatility is not to be underestimated. The Farseer's mastery level has skyrocketed to Mastery Level 3 which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn, though with a bit more risk due to runes of witnessing and ghosthelm nerfs. The Farseer can generate his powers from Divination, Telepathy, Daemonology (Sanctic) or the codex’s own Runes of Fate. Note he can only take Sanctic now since despite GW clearly being design idiots with the Wraithknight, they at least respect the fluff because of dickholes potentially summoning Slaanesh Daemons through Malefic Farseers. His staggering versatility as a model is not to be underestimated, between available powers from three different charts as well as a plethora of Remnants of Glory. He comes automatically equipped with a couple pieces of useful Eldar wargear with which to do battle: **'''Ghosthelm:''' Allows him to negate a wound caused by Perils of the Warp by expending a remaining Warp Charge, note: he still takes the result so you can still lose a power, lose Warp Charges, or get sucked into the Warp with a horrific Ld roll. An essential defense against terrible shit happening. ***Ghosthelms along with the Runes of the Farseer (see below) make Farseers the most reliable casters of Sanctic daemonology powers what with their higher than usual number of charges available, as long as they have a spare warp charge they can throw lots more dice into the casting of charge 3 powers and run zero risk of injury. ***Throwing more dice at any casting with less risk of perils (not just with demonology) makes it even less likely to be denied, since few armies other than grey knights and mono-Tzeentch builds can match you in sheer numbers of charges available, many opponents will attempt an "all or nothing" approach with their own denial warp charges, saving them for the powers they really don't want you to cast, so you can use this psychological advantage and get off a few minor powers that would be worth denying in any other situation. **'''Runes of the Farseer:''' Use on a single psychic test or Deny the Witch roll ''each'' psychic phase. For that test you can reroll any number of dice you wish. That's right, you can potentially avert Perils in two ways or just make a high level power actually go off. **'''Shuriken pistol:''' An average pistol weapon with the new bladestorm rule, never forget it since casting no longer interrupts your shooting phase. You keep it even if you take a bike, though in that case you probably won't need to use it. **'''Rune Armour:''' Grants the classic 4++ invulnerability save Farseers do so enjoy. **'''Witchblade:''' A heavily nerfed weapon that sports Fleshbane and Armourbane but with shitty AP-, a bad weapon that will always disappoint. He can also spend points on some upgrades. **'''Singing Spear:''' A nearly free witchblade replacement that is highly recommended. Identical to the witchblade in assault (no longer two-handed in 6th), and can also be thrown 12" at S9 for a 17% chance to pen AV14 at range instead of the witchblade's 3% chance in melee. A damn good buy in most (but not all) situations. *'''Farseer Skyrunner:''' Jetbikes are still cool and Farseers still make them look good, buy to suit and enjoy the ride. You get +1T and 3+ armor, plus ludicrous speed, Hammer of Wrath, Jink and a twin-linked gun - only skip this if you're planning to stuff your Farseer into a transport. **'''Modeling Note:''' Howling Banshees Exarch bodies are perfect for female Farseers conversions, just stick a cape on them, a Farseer helm to replace the Exarch one (or a modified Guardian's one if you don't want to spend even more money), and for the weapons I'd suggest the ones in the new Storm Guardians upgrade pack. If you want to go helmetless on your Farseer, I suggest grabbing a Dark Eldar Wych head or a Scourge head. **'''Spiritseer:''' The Spiritseer is a souped-up, Independent Character Warlock with some special abilities for boosting Wraith units. Luckily, he is a fairly decent choice, with two Mastery Levels, the choice of Runes of Battle, Telepathy or Daemonology (Sanctic), and Spirit Mark (which will be discussed later). Sadly, he can't provide the level of support the Farseer can, nor can he directly buff units and mess with reserves like an Autarch can, but he provides reasonable buffs to Wraith units. As with all of the Seer units, he comes with rune armour (for a 4++ invulnerable save) and a shuriken pistol. He also has a witch staff, which is essentially a witchblade that also causes Soul Blaze. Sadly, this won't come into play very often, as Spiritseers are poor in close combat. However, he is useful close to the front lines thanks to his Spirit Mark ability. This allows all Wraith-constructs (including Wraithguard, Wraithblades, Wraithlords, and Wraithknights) to re-roll To Hit rolls of 1 against enemies within 12" of him. This means that fewer shots will be wasted, and more times to shove that D down every motherfucker's throat. However, Spiritseers are also fairly cheap; if you are running an Iyanden/Wraithwall-style list, the Spiritseer is all but mandatory, but he has limited effect on other units. However, Spiritseers are independent characters, so they can join Aspect Warrior units, as well as any unit from the Dark Eldar and Harlequins, since you can give them Runes of Battle powers which only the Warlock Conclave and Guardian Squads would normally have. *'''Warlock Conclave:''' Formerly known as a Seer Council, the Warlock Council now follows the template started by the Wolf Guard of the Space Wolves and the Royal Court of the Necrons. Only, now there's not such a huge reason to even buy them because they're invariably worse off here than being bought as sergeants for other squads. See, you're held back by the fact that you're a legit squad now that can't be split up and takes up a HQ choice by itself. What you get is a variant on the Brotherhood of Psykers rule; you get powers based on how many models are in there: 1-3 Warlocks make you ML1, 4-6 makes you ML2, and any more makes you ML3, however you STILL generate a warp charge for each Warlock in the squad, despite being a brotherhood. That being said, if you lose enough of them, you start to lose powers as the mastery level. You can pick between Runes of Battle and Sanctic, so you better pray that your Farseer gets Invisibility if you want to make that Jetseer Council. **'''Alternate View:''' There are a couple of reasons to take this squad, despite its glaring inefficiencies compared to other HQ choices (like a Farseer), but those reasons require you to stop thinking in FOC mode and look towards the formations. The core "Guardian" Formations have the Conclave as prerequisite or an optional requirement, so even if you don't use the Warlocks you've got yourself a source of Warp Charges to boost your compulsory Farseer with. Additionally, The stand-alone Seer Council is an absolute beast of a formation that gets 11+D6 warp charges minimum and harnesses those charges on 3+ and the formation is small enough that you can play it as an additional detachment to a regular FOC without paying the Guardian formation tax. *'''Wraithseer (Forge World):''' The 7th edition rules are found in IA:DoM, 2nd Edition ''(no volume number)''. This is you get when you take the a spirit stone containing the soul of a farseer or warlock and stick them into a special wraithlord chassis. A beast. There is no more requirement to take anything alongside this, so it's just as straight up HQ choice from now on. A ''Fearless'' T8 bastard starting at 185 points, and the ability to equip a freaking D-cannon for 60 more on its shoulder, and loaded with crazy powers... It's a godsend to an army that really needed a durable and powerful HQ choice. As for special glitter, It has a close combat weapon with +2 Str and a redundant AP2 that re-rolls your failed attempts at opening vehicles. It has a 5+ Invul and a 3+ normal save, Psyker ML1 with three unique psychic powers found nowhere else, two of which are designed to be used on wraith-units. All of them are WC1, but it can still only use one per turn. '''Enliven''' gives them ''Fleet'', '''Deliverance''' gives them ''Feel No Pain (5+)'' (now try to bring down THAT) and the third is '''Foreboding''' which is a 18" Assault D6 witchfire that only has S3 AP5, but voodoos any target "hit" into making a LD test at a -2 or soil themselves and be pinned (which surprisingly stacks perfectly with Hemlock Wraithfighter mindshock). The D cannon really is the only weapon option you will need for the Wraithseer as the conventional guns just pale in comparison. ====Special Characters==== *'''[[Eldrad]] Ulthran:''' If a normal Farseer is a Jedi, then Eldrad is a tall almighty Yoda. Also invented both [[Just as Planned]] and Not as Planned. He's the big [[cheese]] of the Eldar army; he's basically got all the possible options for a normal Farseer wrapped together into one package with a slew of tricks to add to the deal, minus the mobility of a jetbike. At his core Eldrad is an enhanced Farseer, T4, 3++ (so it's like he is a Psyker with a Storm Shield) and mastery level 4. There is no Eldar army that couldn't be improved by adding this guy. He comes stock with the regular Farseer gear, and improved rune armor (3++ instead of 4++). Eldrad rolls off the Divination, Sanctic, Telepathy and Runes of Fate tables like other Farseers. Hilariously enough, the 7th edition codex has reduced his points cost a bit. Probably because he lost his The Path Beyond rule. **'''Staff of Ulthamar:''' This thing is Eldrad's personal license to print money and coin a monopoly on the tears of your enemies. As a weapon it beats out the other Farseer weapons easy, fleshbane, AP3, force, it is just THAT good, enough said really. Then if Eldrad isn’t currently stomping in melee the staff augments his powers in a fun way. Every time he casts a power (of which he can cast 5 - 6 if you spring for Psychic Focus), he has a 33% chance to regain a warp charge, which considering the number of warp charges you can have may make your Psychic phase last much much longer than it needs to be. This warp charge can be spent however you want: force weapon, casting a power you haven't cast yet, etc. You could (with luck) fire off several powers AND have enough left over to kill with a force weapon in a single turn (just remember that psykers are limited to X cast attempts where X is their mastery level; so even if Eldrad has dice left over he himself is done after 4 casts that phase). Eldrad also [[Gandalf|carries a Witchblade as well as his Staff]]. Both of these weapons are Melee but neither of them have Specialist Weapon OR Requires Two Hands. That means he gets a +1A to his stats due to having two melee weapons equipped. Therefore he can dish out 2A with Fleshbane at AP3 (or Force as well if you activate it) per turn. With 3++, he will be able to do some damage, even against [[Abaddon|challenging]] [[Marneus Calgar|melee]] [[Kaldor Draigo|characters]]. *'''[[Prince Yriel]] of Iyanden:''' Once upon a time, there was a guy named Yriel who won a battle by using almost all of Iyanden's forces in an attack. This scared the guys in charge of Iyanden who said, "Hey! We could've gotten attacked while you were gone!" To which Yriel replied, "Yeah, but you didn't," to which they replied, "That's it! You're fired!" So Yriel went off to be a pirate for a while. While he was busy counting his loot, some Tyranids came and attacked Iyanden so the guys in charge were all like, "Crud! We wish Yriel was here to save us!" So Yriel comes back, gets a magic spear of awesome and saves the day, but now he's cursed and slowly dying as the spear sucks out his chi or something. Yeah, this guy needs his own anime show or something. He gets the reserve rule the Autarch gets, but instead of buying aspect warrior war gear, he has a spear so awesome it consumed a black hole (and a monocle): **'''The Spear of Twilight:''' An armourbane, fleshbane ''AP3'' spear, making his low strength a null point and his high Init and Attacks fantastic. This allow him to threaten a lot of foes but also has the downside of forcing him to reroll 6s on saves in melee, shitty. Yriel is a master of fighting basically anything lacking a 2+ armour save, and with a lucky roll from a nearby warlock might even not care, given the warlocks ability to debuff armour saves. Against the right foe he hits hard, fast and often. **'''Eye of Wrath:''' For real laughs, send him charging heroically solo into any squad of MEQ and activate his Ambush of Blades warlord trait and his patented Eye of Wrath finisher move. Sadly he has to attack before most opponents pile-in, but this throws down an S6 AP3 pie plate that will deliver a hit for every single goddamn model that's under that pieplate. Alternately challenge someone, kill him and let his angry buddies pile in, and hit EVERY ONE of them next turn. *'''[[Illic Nightspear]]:''' Rangers are followers of a path that’s very off road for other Eldar, they go against the grain of Eldar’s path based society enough they have trouble fitting in. Now the old standby troop slot just got an HQ to call their own. Illic is a big noise maker and with good reason, he's powerful in his own way and offers some great tactical options for the army (unlike Autarchs). First up his stats, nothing to write home about in fact it all looks kind of...WHOA BS9! His weapon is now ALMOST twin-linked but he has no need for guide honestly. Next up his built in warlord trait, giving him split fire for free, allowing him to hide in a squad of dudes but shoot other dudes than the dudes his squad is shooting at...dude. He has shrouded which he gives to attached squads because why the fuck not, Hatred+Preferred enemy Necrons, which is cool and lovable. But wait there's more, any and ALL shots fired by Illic are precision shots, meaning he gets to choose which head goes splat every time he fires his weapon. His weapon, is an AP2 sniper, meaning as long as he gets a 4+ to wound (doom) the model probably dies. If the wounding roll is a 6, the model is hit by an instant death shot, so bye-bye HQ. It can even pen tanks on a 6. It's also worth considering buying a Aegis Defence Line (ADL) and upgrading it to a Lascannon. Plop Illic behind it and he gets to control the Lascannon. And all his shots are Precision Shots. This allows you to snipe anything you want. At BS9 too. Another option is to put him in a squad of Dark Reapers. It's not a Death Star unit, but a nice one. **'''Walker of the Hidden Path:''' Illic can infiltrate ANYWHERE on the map, giving no shits about locations of enemy forces or anything like that. Oh, and he can bring some buddies along for the ride too. *'''Farseer Bel-Annath (Forge World):''' Got a massive update. Now is a Farseer crossed with a Fire Dragon for 150 points. Unlike other Farseers he has WS6, A2 and ''Stubborn'' so he fares a little bit better in melee, but not by much. He also has a fusion pistol and a unique spear which acts like a witchblade in melee, but allows him to burst a S5 AP- armourbane/fleshbane flamer template once per game. His warlord trait lets him benefit from Fire Dragons "Assured Destruction", therefore granting +1 on Vehicle Damage rolls, it also allows him to take a squad of Fire Dragons that don't take up any slots. Like any Farseer he's ML3, but his psychic power selection is fixed as ''Doom, Molten Beam & Fire Shield'' making him the only Farseer to use the Pyromancy discipline and also makes him really easy to form strategies around since you know what he gets instead of having to randomly determine powers. You can provide some added protection and melta overkill by keeping him with a Dragon squad, or combo his Fire Shield with Conceal Warlock Conclave to get a 2+ cover save. =====[[Phoenix Lords]]===== Kaela Mensha Khaine is the Eldar God of War, and the Phoenix Lords are his champions. Crunchwise. they're best thougut of as Exarches + 1. As a group, they pack awesome statlines, 2+ armor, Eternal Warrior, and Fearless. They make amazing fighters but generally are poor force multipliers as a whole. *'''Asurmen (Dire Avengers):''' 220 points. On the offence he gets Twin-linked Avenger Shuriken Catapult, an AP 2 Master-Crafted +1 S diresword. On the defense he has Shield of Grace (4++ which ups to 3++ in a challenge) and BOTH Counter Attack and Defense Tactics, so he can choose to Overwatch at BS2 (with re-rolls for Twin-Linked) or get Counter Attack and Stubborn when charged. Obviously he'll never choose the second (Hint: he already has Counter Attack and Fearless, which supersedes Stubborn, and both are conferred to his unit). Asurmen can anchor a key unit, if you want to play against the traditional grain of Eldar being a S6 alphastrike army. for some turns and hoping for the better. His most notable ability though is that he is the '''Hand of Asuryan''' and gets to roll d3 Codex: Craftworld warlord traits, rerolling duplicates. With how good the traits of the codex are, this ability has some neat potential. *'''Jain Zar (Howling Banshees):''' 200 points. Founder of the Howling Banshees, Jain is the pinnacle of close combat terrors on the battlefield. Loaded with not one, not two, but THREE Remnants of glory, she's the most heavily loaded phoenix lord in the codex. Her triskele, "Silent Death" can be tossed 12" as an assault 4 S4 Ap2 weapon. Once she's in the thick of it, her enhanced banshee mask bumfucks the enemy unit (and everyone within 6" as if to give an even bigger finger to certain blueberry armies) with -5 WS and -5 I (not only on the round in which you have charged but on ''ALL'' rounds) and also makes her and her squad immune to Overwatch. Lastly, when the Blade of Destruction comes into play, this AP2 Shredding monster can reap orks and terminators alike with oh so much blending fury. If, and I mean IF, anyone decides to try and take her in a challenge, her disarming strike rule applies, meaning she will automatically strip her enemy of one weapon, at the cost of one of her attacks. This, combined with the negative stat modifiers she inflicts, make her easily one of the top challengers in all of 40k- Abaddon, Grimnar, Dante, Draigo? They'll all be in for a rough time. Also with her fixed warlord trait (Falcon's Swiftness) and her Acrobatic rule (which the Banshees share), her and any Banshees she joins will be running d6+6". Yes, d6 plus SIX, while charging 2d6+3, and all this while having fleet. Despite her being the quintessential challenge specialist, she's not great against Monstrous Creature Characters, as her strength isn't great, and her armour save can be negated with Smash. But then again, with her speed she should be able to easily avoid them. If you want to deal with her, don't even think of going into close combat- blast her and her unit off the table with everything you've got before it's too late! (Just be careful if your opponent brings a Culexus Assassin. That thing has a counter for every one of Zar's special tricks and will reliably kill her in 2 rounds of combat). *'''Baharroth (Swooping Hawks):''' 170 points. Now the cheapest of the Phoenix Lords, and for a reason: Baharroth doesn't have any weapon capable of dealing with 2+ armour units and is quite weak in melee, while not being impressive in the shooting phase. The gun on Baharroth is basically the regular lasblaster with a higher strength and his special sword is basically a power sword with Blind. But what he gives to the table is, in one word, speed. Blinding, in every sense of the word. With is 18" regular move and 1d6+3 run move he, and his squad, can be anywhere on the table, bringing the firepower of the Hawks where it is more needed, or even dealing with Vehicles, thanks to Haywire Grenades. He also has Hit & Run so he can always escape melee, which is a GOOD thing, or tying some strong ranged units, to dodge their volley, and then finish it off in his turn. His unique ability is the sun's brilliance ability he comes with: when landing with deep strike he sets of a flash of blinding light, causing foes within 6" of him to make an Init test or go blind for the turn. Having also Herald of Victory (never scatter when Deep Strike) this can be used with utterly lethal precision. [[Derp|Unlike his aspect, though, he strangely doesn't have Intercept]]. *'''Karandras (Striking Scorpions):''' 200 pennies. Karandras is basically the Uber-Ninja of wh 40k. More than capable of stomping over most enemies with ease, very effective at [[Anal circumference|striking from an unexpected quarter]]. He has all the rules of Striking Scorpions plus Night Vision, and his Scorpions Bite is a super version of the normal Mandiblaster, automatically hitting a target at initiative 10 and wounding him on 2+ (4+ if GC) and ignoring armour saves. Following that, his melee options lies in his strength boosting sword (that you will NEVER USE) useful only for giving him +1 attack for wielding 2 non-specialist weapon, or, more importantly, the Scorpions Claw, a power fist that is so much more than just a power fist, striking at full initiative and without the Specialist Weapon bullshit. He's taken a bit of a blow in the combat department, since he lacks Monster Hunter and, unlike his Exarchs, [[Derp|who should have learned everything from him]], he can't gain an extra attack for each step of initiative he has over an enemy. But on the plus side, if he Infiltrates he gets Shrouded until he shoots or fights. Alternatively, he can automatically arrive (with a squad of Scorpions) from reserves on turn 2, and he get to choose from which table edge he wants to enter from. [[Awesome|This includes your opponent's]]. Maybe not the strongest Phoenix Lord in the Shooting nor Melee department, but he's unpredictable and can strike from the shadow targeting your opponent's weak points, making for a real good strategic character, like he should be. *'''Fuegan (Fire Dragons):''' 220 points. Sadly, Fuegan forgot how to double-tap with his Firepike, but he can now re-roll any single dice during the shooting phase, add +1 to the result on the Vehicle Damage Chart and he also got a flat increase on his base strength (being now the only Phoenix Lord without the exact stat-line of all others). He doesn’t have an invuln save but he does boast Feel no Pain, making him an even more durable lord than most, and then there is his special rule: each time he suffers an unsaved wound he gains +1 to his Strength and Attacks for the rest of the game, and considering he already has an AP1 axe that hits at initiative with Armourbane, he's pretty much guaranteed to kill MSUs. If a renewer warlock bro happens to be anywhere nearby he could just heal from said wounds (even in combat) and get back to doing what Fuegan does best, ruining Christmas, Easter and birthday parties. An expensive Lord that will have to be used with care, but that will wreck faces (and Vehicles) if done right. *'''Maugan Ra (Dark Reapers):''' 195 points. Like his previous incarnation Maugan Ra either still cannot remember what his reaper gun is supposed to do or reapers on the whole just didn't follow big daddy’s rules right to the letter. Sporting shorter range but more dakka than reapers, Maugan Ra is a serious bastion of firepower, just not in the same way as Dark Reapers. S6 AP5 isn’t a great weapon for armored targets, however it does have rending, which helps a little. If that doesn't satisfy you, he can also fire Assault 1 Poisoned (2+) AP5 Rending shots with Pinning that causes Bio-Cataclysm (If a non-vehicle model dies to this gun,drop a Large Blast template where he used to stand. Everyone under that takes an S5 AP4 hit that ignores cover). Rules-wise he has Night Vision and Hatred (Chaos Daemons), or, more importantly, Whirlwind of Death, that let him fire the Maugetar twice using either of these ammo types, even at two different targets, which is seriously boss. Also don't forget his Warlord Trait, which gives him Split Fire, or the profile of melee profile of Maugetar, basically a power scythe with +2 S and Ap 3, making him not bad against anything but TEQ. All in all, a really good ranged lord with a decent potential in melee. *'''Irillyth (Shadow Spectres) (Forge World - recently updated IA11):''' A Phoenix lord only just back from the dead, this guy will wreak a vengeance on your foes. Like his aspect warriors, he causes fear, but will actually have a possible chance to use it, as he does have Hit & Run and some kind of power lance (like S+1 AP3 normally and S+2 AP2 on charge), that can also shoot three S7 AP2 shots (which can also be turned into single S10 AP2 hit per Ghostlight rule). But still, remember that the Shadow Spectres are not close-combat oriented, so rest oh his squad are probably don't want to be there. Also for some reasons have Night Vision and Acute Senses special rules. The one thing that seems stupid and gimmicky at first glance is the Shadow of Death rule. However, the Eldar and their Dark kin can do all sorts of shenanigans with leadership, like Hemlock Wraithfighter, Armour of Misery, Soulfright Grenades, etc, so that probably may be useful depending on your opponent. All in all, he is a cool, fluffy choice that still presents some serious kick at range, especially with his own aspect warriors. ===Troops=== First, the elephant in the room. Guardian Jetbikes are good. Really really good. With unlimited access to Scatter Laser and Jetbike movement, they are arguably the best Troop choice in the entire game. That out of the way, the other Troops are usable for less cutthroat games, or even in the odd competitive game if you build your list to accomodate them. *'''Dire Avengers:''' These Aspect Warriors are your standard infantry. The whole idea behind the aspect is that they are the perfect balance between offense and defense; in other words, they're useful both for sitting back and shooting ''and'' for getting up close and personal and storming objectives. Ironically, then, they aren't amazing at close combat, although (especially with the Exarch's weapon choices) they can survive there. Perhaps most importantly, though, they have special shuriken catapults, appropriately called avenger shuriken catapults. Unlike regular shuriken catapults (and their pathetic range of 12"), avenger shuriken catapults have a range of 18". Combined with every Eldar's innate Battle Focus ability and the new shuriken rules, the extra range allows the Avengers to play a merry game of keep-away with the opponent. Also, their Aspect Armor comes with a 4+ save, which makes them a fair bit hardier than Guardians. New to 7E is the ability Defense Tactics: Whenever they get charged, the Avengers can choose between Overwatching at BS2 or gaining Counter-Attack (which they used to have stock) and Stubborn without any Overwatch. Overall, they've taken a bit of a shift, but otherwise remain the prime example of Eldar Infantry. **'''Exarchs:''' Unlike most Exarchs, the Exarch in a Dire Avenger squad can radically change his role in the squad with a simple weapon swap. The Exarch gains a 4++ save, which makes him slightly more durable in melee, but he no longer can claim himself ideally suited for it. ***'''Twin-Linked Avenger Shuriken Catapult:''' Cheap and boosts his ranged effectiveness. ***'''Diresword/Shuriken Pistol:''' AP2 weapon that forces models that take wounds from it to make a Leadership test for each wound taken, or be removed from play. Incredibly potent, especially in a challenge; make sure to cast Empower or Hammerhand to solve S3! ***'''Power Sword/Shimmershield:''' This option is all about sacrificing the Exarch's ranged and melee firepower (except in plasma grenade range) for a squad-wide 5+ Invulnerable save. Possibly worth it if you see a lot of AP4 or Rending/Bladestorm/Sniper. ***'''Power Sword/Shuriken Pistol:''' Trash. The diresword is ''much'' better, and for only 5 points more to boot. *'''Guardian Defenders:''' The Guardians' gear is probably the most underwhelming in the codex - a 5+ armor save you will never want to have to use as well as the trusty shuriken catapult. The catapult is still among the shortest-ranged of any troop weapon found in 40k (fleshborers and spinefists say "Hi") but comes with bladestorm. Bladestorm allows Guardians to wound anything and penetrate any armor save, with the sheer mass of shots they make at their improved BS4 this is a pretty serious threat to most models in the game. Guardian Defenders also host a second feature that needs mentioning, the one that may make you take them over Dire Avengers - a heavy weapon mount for every 10 bodies in the squad, up to 2. These platforms are now true models within the squad, moving and shooting under their own power and with a toughness and armor save to take into account. The support platform can be equipped with any of the heavy weapon options at a noticeable cost, as does the option to join in a Warlock. The Guardians' downsides are obvious - they are fragile Eldar in 5+ armor, enough said. Sit them in one form of cover or another with a conceal warlock however and we have something to talk about, a good saving unit with a lot of bodies and long range powerful weapons sitting on an objective with a fuckton of dakka for overwatch or sudden shuriken rushes. Dictate your price with them, adding warlocks and heavy weapons to suit - most any of them could be good, with the cheap shuriken cannon or the longer-ranged scatter laser cracking open transports, the starcannon for TEQs and MCs, the brightlance for tanks or the missile launcher to handle both hordes and armor adroitly and provide emergency anti-air and the anti air option comes free but it is the most expensive option however with guardian war host you can get it for free in three units eat that flying circuses. Like Dire Avengers, they can take a Wave Serpent - with their numbers they might not be riding in it, but it's mobile cover and yet another set of heavy weapons, so don't overlook it. Weirdly, they do come with plasma grenades - don't forget to chuck one if a horde gets close. *'''Storm Guardians:''' Guardians that trade their Catapults for Pistols, Swords and Plasma Grenades. They also forfeit the option for a Heavy Weapon Platform in exchange for other equipment options. The unit can take two Power Swords, and two Flamers or Meltaguns. Unlike the Defender Host, you can also run a smaller unit, with a minimum of 8 models instead of 10. This is all the better, because these guys are pretty gimpy. They cost like Fire Warriors, shoot like Assault Marines, and die like Guardsmen. If you want anti-tank, you take Fire Dragons. If you want melee, you ally in Harlequins or take a Wraithknight. (Or take Banshees/Wraithblades). And if you want Objective Secured, you take Jetbike squadrons! That said, they become a '''lot''' better in a Guardian Stormhost. *'''Windrider Jetbike Squadrons:''' Guardian jetbikes are Eldar who take their mastery of speed to heart and are a well-known unit to see Eldar field due to the extraordinary mobility the jetbike offers. The only gear the Windriders feature is the jetbikes but that’s all the unit really needs. Automatically giving them an enhanced T4 and magical 3+ armor save windriders are the equivalent of MEQs but with far greater maneuverability. The jetbike comes with a built in twin-linked shuriken catapult, 90% accuracy for a shuriken weapon and bladestorm still applies here. Each jetbike can switch out for a much larger, much meaner shuriken cannon for extra general-purpose dakka or a scatter laser for long-range transport wrecking. Aside from the usual, Windriders also boast the benefits of Eldar jetbikes that allow them a special 2d6 move during the assault phase and all those delicious cover saves for Jinking and turbo boosting. The only issue the Windrider faces lies in their low numbers and higher cost, not a big issue since they cost just under two guardians normally but these are models you should try not to lose. Like with all guardians a warlock can join the squad and instantly make it better, conceal boosting their already good cover save, protect to give them terminator armor, even embolden can remove the issue of their lower leadership. Zip around like the Tasmanian devil, chunk units of anything, troll everyone and grab or contest objectives to make enemies weep little black tears. **These guys now get their own ML1 Warlock for 7th Edition, it's a 50 point upgrade and it can take from ''Sanctic'' Daemonology (I guess Gee-Dubs realized the fluff stupidity of Eldar summoning Slaanesh Daemons) or Runes of Battle. He can - and should - take a Singing Spear, just in case you run up against some AV13/14. **They also have access to the Scatter Laser now. So for 270 points, a squad puts out 40 S6 shots. Ouch. Or, for the same price, 30 S6 shots with Bladestorm. That's gonna leave a mark. Of course, any return fire will likely leave a mark on your points budget as well at 27pts for a T4, 3+ model that can jink. **It's usually easier to take multiple squads of 3 or 4 scatterbikes (which were the top army lists of 2016), starting at just 81 points each. This forces your opponent to split firepower, and allows you to change targets after your dozen-shot str6 units wipe units off the table. *'''Rangers:''' When an Eldar finds no path that suits them they often turn to the path of the ranger, venturing from the craftworld to see new sights and places. Their pathless existence goes against the grain of Eldar society but lends them unique viewpoints and skills many Eldar never find themselves possessing. The ranger long rifle is core of the unit and as such has a few aspect that need discussing. As written the weapon is a heavy 1 sniper with long range, its AP6 is undesirable but rangers fire it at their BS4. Sniper weapons means they precision shot on hits of 6 and get AP2 on wounds of 6, and always wound on a 4+. The basic formula of the ranger goes something like this: 66% chance to hit, 50% chance to wound (if not vehicle), 55.56% chance to damage MEQ armor (since a wounded model has a 1/3 chance of having been wounded by an AP2 hit). The special rules of the rangers is their classic infiltrate, fleet, stealth and move through cover. This makes them theoretically maneuverable but realistically immobile. You see, the squad can only do snapshots with their rifles after moving in the move phase (but they at least now have shuriken pistols), and battle focus also specifies it does not work with heavy weapons on non-relentless models. Flamers and various other cover ignoring weapons like barrage and noise marine blasts ruin your rangers every day. Ultimately the rangers will end the game exactly where they started, moving only to shuffle towards an objective or away from an approaching melee unit. Rangers can infiltrate either to an advantageous position or on top of a cover providing objective, then they will sit there for as long as they can laying down a few suppressing shots into choice targets. Their cost was significantly reduced from previous editions but the unit will still need to work hard to make its points back. ::{{40k-Ranged-Weapon-Profile|name=Ranger Long Rifle|range=48|strength=4|ap=6|type=Heavy|rof=1|rules=Sniper|align=center}} **'''Modeling Tips:''' Hate the hoodless rangers but you don't want them with helmets or applying green stuff because you suck at making anything with green stuff? Fear not, because there is a solution. If you have the money, grab a box of Wood Elf archers, or something with Elf hoods, and smash a new head on them. You might need to fill in some spaces with green stuff though. ===Dedicated Transports=== :;Wave Serpent ::The Wave Serpent is yet another Falcon chassis tank but featuring a large carrying capacity for the various infantry and a real threat in terms of a battlefield vehicle. The Wave Serpent comes stock with the standard AV12 and ability to grab vehicle upgrades such as holofields and star engines. It comes with a twin-linked catapult and shuriken cannon, the cannon being tradeable for a twin-linked starcannon, brightlance or scatter laser. It can also trade for an EML (with flakk) for a heavy price as well as switch out that little catapult for a cannon (because who wants a tank with 12” range?) for a little bit more. Unlike other races the Wave Serpent is a costly machine, clocking at 110 points base and with lots of reason to spend more. You cannot just throw this transport away and it also features no fire points as well as not being an assault transport. Our dedicated transport kicks the daddy bags of other such transports of the other races and in large point games you can afford to get a whole lot more armour onto the field. The Wave Serpent has various uses and strategy we’re all used to by this point in addition to its useful medium range anti-cover attack. Move it carefully and let it bring your units to where they can do their job best. It got 5 points cheaper in the new codex, but now is balanced by the nerf to the Serpent Shield (see below) and the loss of Laser Lock on the Scatter Laser. Given the loss of Laser Lock, consider starcannons or brightlances to deal with armor or TEQs, or el-cheapo shuriken cannons to slice up infantry and transports. ::;Serpent Shield :::Once responsible for untold amounts of bitching from the 6th Edition Codex, the Wave Serpent comes with a barrier that causes all of its front and side based penetrating hits to magically transform into a mere glance on a 2+. Then, once per game you can unleash an S6 2D6 cover-ignoring shitstorm at 24" range. However, if you dissipate the Serpent Shield to shoot it, you lose the infamous "switch pen to glance on 2+" for the rest of the game. ===Elites=== [[Aspect Warriors]] are the meat and potatoes of the Eldar Army. They appear in Troops, Fast, Heavy, and Elites. They are the whole thing people are talking about when they say the Eldar Army is mostly specialists. They have a pretty good statline, great leadership, and are all Fleet with Battle focus. Each squad of Aspect Warriors can upgrade one of their number to an Eldar Sergeant called an Exarch. Exarchs get bumps all over the statline - Initiative goes to a tyranid-like 6, attacks to 2, and most importantly they go up to 2 wounds - and they can then take fancy versions of their weapons. However, Exarchs have shifted radically in the new codex. They are all a base of ten more points (except for the Reapers) to gain the above benefits and a special rule that generally only benefits the Exarch. Remember, though, that you will generally not be playing an Exarch without any special weapons, so you will also be paying for those. With the loss of Exarch powers, their cost to effect ratio has to be carefully considered now and will be discussed more in depth in their respective aspect's entry. *'''Fire Dragons:''' Now you see the tank - '''FOOOOM!''' - now you don't - Fire dragons in a nutshell both past and present. A unit dedicated to making sure the most heavily armoured units of your enemy's army go away quickly once they're in range by adding +1 to all vehicle damage rolls. With their fusion guns (melta-guns) and melta-bombs tanks and fortifications stand little chance. They also demolish Monstrous Creatures, though not quite as well as Wraithguard. With a surprisingly good volume of fire for AP1, they're also one of the go-to units for terminating, err, Terminators. Their main drawback is they're expensive like lawyers, so be prepared to pay through the nose for them. A Falcon, Wave Serpent, Venom, or Raider transport is near-obligatory for them, so that will inflate the price further. The often asked question of Fire Dragons vs Wraithguard is a matter of what you normally play against. Wraithguard are better at handling Monstrous Creatures and Terminators while Fire Dragons destroy Vehicles and Fortification as described above. Both units are equally good at taking out Superheavies. However, Fire Dragons are usually cheaper, can fit in Falcons/Venoms period, have Battle-Focus by default (good for closing Melta gaps or ducking back in cover), and can become BS5 thanks to the Aspect Host Formation. **'''Exarchs:''' Lose all their badass rules, with the only difference between them and a basic Dragon being the ability to re-roll one die during the shooting phase. Can replace their fusion gun with: ***'''Dragon's Breath Flamer:'''A Heavy Flamer. Generally considered a waste of the Exarch's skills, but can be a handy "backup" weapon, in case you're up against Genestealer Cults or other infantry-heavy foes. ***'''Fire Pike:''' Fusion gun with 6" extra range while still being an Assault weapon, lets you hide your Exarch behind his friends and still hit the target. *'''Striking Scorpions:''' The heavy ninja melee force of the Eldar infantry. Sneaky and sinister they constitute a strong force for assault units and strength 4 beatings. They sport a ludicrous amount of abilities and rules - 3+ armour, +1S chainswords, plasma grenades and Mandiblasters (50% chance of a savable auto-wound at Init 10 that hits automatically) complement Stealth, Infiltrate, Move Through Cover, Fleet (unlike the 4th ed variants) and Battle Focus right off the bat, giving the flexible commander a ton of options. Also has Shrouded until they shoot or charge, so that's a good bonus! They're every bit as good at straight combat (they'll maul hordes and even take down Tactical squads through weight of attacks on the charge - 2 normally, 3 on the charge+Mandiblaster hits) as they are at wreaking havoc in your opponent's deployment zone when used correctly. Fleet ensures that their mobility problems compared to Banshees are a thing of the past (mostly). Their only real problem now is their inability to get through 2+ saves, so keep them focused on lightly armoured foes. If you must face TEQ's try to face smaller squads if possible and ensure your Exarch is still alive, use your weight of attacks and the Exarchs Scorpion Claw to take them down before they strike back. Or if you rolled it use the Jinx psychic power to reduce their armour save to more reasonable levels. Remember though only do this if necessary, there are far more efficient anti-TEQ units in your army and Scorpions would be better served focusing elsewhere but just remember they are not useless at it either. **'''Exarchs:''' Gained a very fancy new power in the 7th edition codex: in a Challenge, compare the Exarch's Initiative to the enemy character's. For every point of Initiative the Exarch has over the opponent, the Exarch gains an extra attack. Can equip: ***'''Scorpion claw:''' Grants him x2 Strength attacks with AP2 and no loss of speed, with a shuriken catapult added in just for fun. No two-handed or specialist weapon, so he still gets an extra attack for having a sword. The most expensive weapon choice but rightfully so. ***'''Biting blade:''' A Two-Handed sword that hits at S5 AP4 at the cost of his chainsword. Ehhh, skip. ***'''Chainsabres:''' Two weapons that grant a shuriken catapult and gives the scorpion rending in melee. Cheap but fairly crappy. *'''Howling Banshees:''' These sword-wielding ladies are the fast, lightweight, hand-to-hand Aspect of the Eldar warhost, designed to blend MEQ armour across a large swath of the battlefield. With AP3 power swords and their trademark Banshee masks (which now mean the Bansheees can't be overwatched when charging and they cause Fear. [[Tau|Guess which army's fucking ridiculous overwatch we can now mess up?]]). With their lighter armour they always need to grab the charge to get in as many attacks as possible, and now grab Acrobatic, giving them a bonus 3" on their Run moves and charge moves. MEQs will be mown down by them, but hordes will overwhelm them and TEQs will eat them for breakfast, so choose your battles wisely. A good idea is to to use Banshees as more defensive CC units to protect your gun-line units from potential enemy charges. Striking Scorpions are better suited as backfield enemy harassers with their better armour and strength (arguably making them the better option to use against TEQ'S and Monstrous Creatures). Banshees overwatch defenses and longer charges make them great deterrents against outflankers and infiltrating squads that might try to sneak around to take out your HQ's or long-range weaponry. Transports are optional - they'll get there faster, but Eldar have no assault transports. If you use Dark Eldar or Harlequin allies, consider grabbing a Venom/Raider or a Starweaver instead. Luckily they got a bit of a points reduction this edition. Be aware that the masks no longer confer the initiative debuff that they once did - be somewhat careful when dealing with Slaaneshi Chaos Marines, unless you also have Jain Zar. **'''Exarchs:''' Became kinda weak without their purchased powers. Now they can only make enemies they're in combat with take -2 Leadership. Can equip: ***'''Executioners:''' Nasty two-handed power weapon at S5 AP2. (The only chance the Exarch has in a challenge!) ***'''Mirror swords:''' Replaces both the pistol and power sword for AP 3 and a Master-crafted re-roll. (Not worth paying for 1 re-roll instead of shooting!) ***'''Triskele:''' A throwing weapon with S3 AP3 Assault 3 that funnily enough replaces the power sword. Could be worth it as you run down MEQ since it also doubles as a power sword (Which Jain Zar's strangely <s>can't do</s> Yes it can, its an AP 2 shred sword you mong). *'''[[Wraithguard]]:''' Resilient and terrible in their destructive power Wraithguard are the otherworldly goliaths of Eldar infantry, and their vigil is eternal. With a toughness of 6 and 3+ armor save Wraithguard are as durable as terminator equivalents of other armies and wield terrific weapons. The Wraithcannon is short ranged but utterly lethal against all targets - a Strength D AP2 gun that shreds all targets with equal fury with the ability to instantly demolish almost anything thanks to the Destroyer rule. Importantly, this makes them quite possibly the best destroyers of monstrous and gargantuan creatures available. The D-scythe has received a buff too- they gained strength D but they get a -1 on the Destroyer table (meaning the 6 result is totally out) and they only count as strength four for instant death.Consider carefully if the ten points more per model is worth the reduced destroyer effectiveness and lack of ID to potentially drown your enemy in wounds (and don't forget that you will have D3 Strength D auto-hits when firing overwatch). You want to use the Wraithguard as the anvil of your army, moving up fearlessly each turn while other more mobile Eldar chip away at your opponent’s forces. Once in range of a target Wraithguard will kill it, no questions, and they will stick around a lot longer than your enemies will be comfortable with. Six can fit into a Wave Serpent and emerge to deliver unfair levels of wrath upon their targets. Plus these guys are tough enough to survive a crash landing without a single casualty. *'''Wraithblades:''' Like Wraithguard, Wraithblades are Eldar wraithbone constructs, only with a focus on melee combat as opposed to near melee ranged weaponry, distinctively having Rage for 2 extra attacks on the charge. Wraithblades come with two kit options which can alter their dynamic pretty significantly. Base loadout is two Ghostswords, giving you +1S and AP3, which works well against MEQ squads. Ghostaxes give you +2S and AP2, and the accompanying Forceshield gives you a 4++ on top of your already significant protection, and will never see you wrong when up against TEQs. Either way, they're very impressive in combat, as with their natural toughness they're hard work for even AP3-equipped assault units, and will trash most equivalently-priced units when given the latter loadout. One idea is to stick a bunch of Forceshield-equipped Blades in front of your key unit and watch your opponent weep with frustration as nearly everything bounces off them. As a bonus, they now cost 10 points less than a squad of Wraithguard. They can take a Wave Serpent, but probably don't want to in most cases. Due to the new 7th Edition Rulebook FAQ, no battle brothers can deploy inside allied transports, so no more throwing Wraithblades or Wraithguard into Raiders, unless you want to have them stand around and embark on Turn 1. ===Fast Attack=== In this slot we find the fastest of our already quick moving and mobile army, armed to the teeth with a variety of weapons such as the spammy lasblaster and armor melting Bright Lance. In this slot you can find not only options for engaging and destroying infantry but many of these slots features unit who can either outfit themselves totally for anti-vehicle or just do a decent job of it if called upon. You also find both of your flyers in this slot and each performs a very different job that should be carefully considered. *'''Swooping Hawks:''' Hawks are somewhat rare among the Eldar Aspects in that they can do a variety of battlefield tasks quite effectively. They're at their best when facing down hordes of lightly armed infantry with their Lasblasters, which are now Assault 3. Even though they are [[Lasgun|S3 laser pointers]], the sheer volume of shots is pretty threatening now, being equal to any [[Bolter|standard]] [[Ork_Gunz#Shootas|basic]] [[Splinter_Weapons|40k]] [[Shuriken Catapult|gun]] in firepower, while boasting much more comfortable range, in fact with the changes to their Hawk Wings they now have an insane threat range of 18" movement plus 24"+D6" shooting (with Battle Focus) meaning even if they didn't drop this turn you could still reach any target on the board you wanted to. Additionally, anti-tank is well served with their standard issue Haywire Grenades, which are a very reliable way to peel off hull points. But that's far from all. The grenade pack gives them a cover ignoring S4 AP4 sky burst blast when the hawks enter from deep strike (Skyleap is now part of the Swooping Hawk Wings). If you have 6 models in the squad this is a large blast (pro tip: have 6 models). With Hawks tactics and timing are everything - choose your target, Deep Strike perfectly, gun down your enemies, then run off. They also get a new rule that allows them to hit flyers and FMCs they flew over in the movement phase! Roll a D6 for every model that passed over a Flyer or FMC, if they roll a 4+, they deliver an S4 AP4 Haywire hit to the side, making planes literally cry. It's not too hard for flyers to stay out of the way, but it's deadly to any that are dumb enough to get close, so they're quite good for area denial (though not so much against FMCs). Be careful, and use Battle Focus to run into cover after the Deep Strike! **'''Exarchs:''' Now provide the awesome Herald of Victory rule (which allows for precision deep-strikes), making them near-mandatory if you didn't take Baharroth. Can equip: **'''Hawk's Talon:''' Just a heavier strength lasblaster and thus alright. **'''Sunrifle:''' It fires at S3 but at AP3 and the Blind special rule, great for protecting the hawks from return fire and crippling a potential threat from the target squad. Stupidly effective against low-Initiative models (save Tau battlesuits), although with 7e rules it does not affect vehicles any more. *'''Shining Spears:''' Shining Spears are the Eldar equivalent of Earth history's jousting knights. On Jetbikes. What's not to love? Shining Spears are all about the Laser Lances. The laser lance can fire a single 6" S6 AP3 Lance shot - which can be very useful against heavy vehicles if you're out of other options. Basically a 17% chance to glance armor and maybe better for lower AV. After this shot is fired the spears can jet into an assault, using their Lances' momentum for the first turn of combat to function as S6 AP3 Lance weapons - which will hammer any MEQ units you come across and can glance vehicles to death. With Outflank and Skilled Rider they're as mobile as you'd expect, and their good armour and Toughness give them decent survivability, and as a bonus, they gain a 4+ cover if they moved (which they decided to remove from Ork bikes for some fucktarded reason). As an additional bonus of the 7th Edition codex, the Lance keeps its AP value in subsequent rounds of close combat, meaning that if you don't win on the first phase, you'll keep a measure of threat in the following rounds. The downsides of Spears are easy to see - tremendously expensive models with not a lot of staying power, especially if you get stuck in combat longer than one round. Bringing along an Autarch or Farseer to tank and keep the Exarch alive would make a lot of sense. Note that they don't have Hit and Run anymore, much to everyone's consternation. Pick your targets carefully. **'''Exarchs:''' Bring a bit more sting to the squad with more attacks and better stats overall for what they will be doing. They're able to re-roll wounds against MCs and Armor Pens that didn't actually pen, making them a handy utility tool. ***'''Power Weapon:''' It's free, but...why would we do this? A Power sword/Maul is worse than the Star Lance, the Power Lance is an utter joke in the face of the laser/Star lance, and the axe drops you to I1 which is a waste of the Exarch's I6. Take the extra 10 points and get the Star Lance below if you want AP2. ***'''Star Lance:''' Better than a laser lance (like S8 AP2 at range, S+5 AP2 on the charge better), thus good as a weapon and a simple purchase. *'''Warp Spiders:''' Another unit with a few switcheroos this Codex, Warp Spiders still have their troll-tastic Warp Jump Packs, allowing them to either jump their normal 6" or warp jump up to 6+2d6" (now only losing a model on a double 1 result, as opposed to any double) in a direction, then they get their run courtesy of Battle Focus with Fleet re-rolls. Then you spin a whole lot of death, then you jet (troll) pack away 2d6" to avoid anyone who tries to charge you leaving them with no-one to shoot at. Deathspinners changed up considerably, as well as getting AP2 on rolls to wound of 6 they now roll To-Wound against Initiative values which can completely annihilate armies like Orks, Necrons, or Tau. Unfortunately they took a hit against vehicles; they simply roll to penetrate using the strength of the weapon as normal and don't get any AP bonus for rolling sixes or strength bonus for hitting slow vehicles any more and their guns still compare to toughness for instant death. That said, their mobility/firepower combination is pretty much unrivaled, allowing them to get in, unload brutal amounts of firepower that'll threaten anything, and get out. Highly worth considering. Note: Their new rule, Flickerjump, allows them to immediately use their jump pack when targeted by an enemy in the ENEMY shooting phase. They jump as normal with the caveat that they only go 2d6" and cannot use their Warp Jump next turn. **'''Exarchs:''' Are really only useful in that they let you auto-pass Pinning, Morale, Fear, and Regroup tests. Can equip: ***'''Twin-linked Spinner:''' A more accurate spinner than the regular for almost nothing. Since the Exarch is already BS5 (BS6 in an Aspect Host) it may be a little overkill. ***'''Spinneret Rifle:''' An 18" rapid fire weapon with monofilament and pinning, all with S6 AP1. Note the rapid fire distance is less than the death spinner's normal range, so you have to get within 9” for the rapid fire benefit. ***'''Powerblades:''' Would be helpful for murdering some enemy character (who is likely the only thing with a power weapon in a squad) if you choose to dive into melee with some shooty squad to avoid return fire, then Hit & Run out. Besides that they also look cool. *'''Vyper Jetbike:''' Another Fast Attack stalwart, the Vyper is the Eldar playstyle to a T - fast and hard-hitting with some of the Eldar's heaviest weapons, but fragile at AV10 all round (it's [[Derp|not actually a jetbike, but rather a fast open-topped skimmer]]) and only 2 Hull Points. Shuriken Cannon comes as standard, with options to swap for Scatter Laser, Starcannon, Bright Lance, or Eldar Missile Launcher (all of which got cheaper with this codex). Also has a hull-mounted twin-linked shuriken catapult, upgradable to a cannon (the obvious choice). You can customize as necessary, as all these weapons will excel against some foe or other. Vypers can also be squadroned, giving you six in a single slot. Benefiting from BS4 this Codex, a Crystal Targeting Matrix is near-mandatory, while Holo-Fields will help survivability. With its speed, the Vyper excels at getting onto an opponent's rear table quickly and hitting foes hard from behind - particularly useful when utilizing a Bright Lance to deal with Leman Russes or Tau Hammerheads. They also got ten points cheaper! **'''Note:''' In case you couldn't tell from the discussion of AV and Hull Points, these are fast open-topped skimmers, ''not'' jetbikes. *'''Crimson Hunter (Fighter):''' While not the Nightwing Eldar players know and love the Crimson Hunter is still a fantastic answer to the fliers of other races. Twin Bright Lances (or Starcannons) and a Pulse Laser give plenty of firepower, and Crimson Hunters have a few special rules that add to the ease of their job on the battlefield. Skyhunter allows them to re-roll any non-glancing non-penetrating shots made against fliers, giving the Crimson Hunter an almost guaranteed kill with its anti-armor load out. Vector dancer allows her to pivot 90° with ease at the end of her move, keeping him a hunter on the board far longer than the other races. The downsides are obvious - AV10 will not keep you alive long, and they're infuriatingly expensive for something even a bolter could knock down. Granted, as a Flier, it has plenty of chances to mitigate this, with Cover Saves and Jink, but often the best bet is often to come onto the field after his prey is already present, allowing him to down the target flier before the enemy can bring sufficient weapons to bear on him (The Autarch's special ability makes this a tiny bit easier to accomplish). If this doesn't work out, then hope you last long enough to down that flier before getting shot out of the sky. Hilariously enough, they got a full twenty points cheaper this edition. **'''Exarchs:''' Can be taken for the Crimson Hunters, Eldar men and women of such unreasonable skill they gain the power to deliver Precision Shots against foes below even while jetting across the battlefield at supersonic speeds, an utterly demented idea the Exarchs pride themselves on. They gain the ability to make Precision Shots on a 5+, making them very capable of blowing stuff up. Invariably worth it for the bump to BS, giving them the beauty of hitting on 2+ and making damn well sure whatever flyer they are chasing will die spectacularly, regardless of how many hull points it has. *'''Hemlock Wraithfighter (Attack Flyer):''' If the Crimson Hunter is your source of anti-Flier, the Hemlock is your ground attack, coming with two Heavy D-Scythes. 18" range for a D AP2 Blast (Which gets -1 on the destroyer table and counts as a S4 hit for the purposes of ID), which can be pretty great at taking out near anything including tanks. These weapons make the Hemlock totally incapable of aerial combat (the most recent Nov 2016 FAQ does not allow blasts to hit flyers/FMC, even with skyfire), but who cares about that when you have THE ALMIGHTY D? However, the Hemlock's real power comes from its Mindshock pods (which forces enemies within 12" to take -2 on Morale and Pinning tests, should you not have killed enough things) and its ML2 granting it access to Sanctic, Runes of Battle, and Telepathy (Which can potentially make it the single best flyer in the history of fucking EVER). For protection, you have Spiritstones, which allows you to ignore Crew Shaken on a 2+ and Crew Stunned on a 4+. If you seriously want to kill blobs and want to limit how much fucking cheese you take (and miss the point), take one of these. *'''Shadow Spectres (Forge World):''' Guess who's back? Shadow Spectres get an update, that turned them from weird overpriced unit who don't know what they suppose to do into proper all-rounders. Sure they are fragile and few in numbers, but with Battle Focus and JsJ they can jump around BLOS, and even if they get targeted, '''3+''' armour and cover (now stacks with stealth/shrouded) may help a bit. Then comes their guns - they have "MEQ-killer" and "Horde Sweeper" mode, with the later getting buffed to AP4 (making it a threat to anything with a word "warrior" in its name), and with Ghostlight they can threaten tanks as well. And they come equipped with haywire for when you REALLY want that Land Raider or Monolith dead - just be aware that Specters themselves would probably die the next turn after they charge some big metal box, and that you paid a lot of points and pounds to field them. For some reasons they get Fear, but don't rely on it - they still suck in close combat. **'''Exarchs:''' Come with the "Shadow of Death" power to make enemy leadership and morale checks within 12" a 3d6 deal. Can equip: ***'''Prism Blaster:''' Boosts MEQ, TEQ, and motster-killing ability of Exarch a lot and boosts Ghostlight, but for a price of no blast mode. Definatelly worth it against marines, and might be worth against heavy mech, if not the following one: ***'''Haywire Launcher:''' Two shots with haywire backed with a hail of S6 or Ghostlight lance of his squad would kill most vehicles in one turn. The downside is that it's all but useless against anything else but mech, being just an AP4 flashlight. ****Note: Do take in to account that the range of their weapons is limited to 18 inches. While they get a 4+ cover save if they use a thrust move, this cannot be added upon with <strike>stealth or shroud</strike> terrain or fortifications. Their purpose is pretty clear: Take the Phoenix lord, an exarch and a full squad, force nightfight, and get as close to your enemy as you can while hiding in LOS cover, and play the Tau JSJ game every round. If you -really- don't like a specific squad that isn't fearless, move within 12 and shoot away, and try and force them to SQUAD BROKEN. They are going to be shot a lot, so be sure they are screened by other, just as dangerous units. ****With the last update of IA11 these guys become far more effective. Now 25 points per model, Shadow Spectres keep most of their wargear and special rules, but now gain 3+ save in form of Heavy Aspect Armor. Also have their own formation in the Craftworld Warhost. *'''Wasp Assault Walkers (Forgeworld):''' Update pending… *'''Hornet (Forgeworld):''' Guess what? The update is out and what do we have? First of all, the Hornet itself is now 70 points and all weapons except for EML are 5 points. Yes. Even the pulse laser. It now has access to Scout and Acute Senses in case you don't want to get right into the fray. They're paper boats and a perfect example of a glass cannon; while not open-topped like Vypers, they still crumble to dust the moment the enemy looks at them funny, unless you drown said enemy in massed S8 AP2 fire first, that is. With 12 shots per a squadron of 3 (yes, you might take them in squadrons) they can hurt almost anything in an effective range of 60", whether you deploy them normally and shower the opponent from the other edge of the table, or decide to further annoy them with reserve shenanigans and emerge from one of the sides to test their [[Anal circumference|rear armour]]. But wait, there's more! They have in-built Star Engines and the ability to move Flat-Out in a turn they fired Snap Shots. Yes. In case you're in danger, don't be afraid to Jink and then run away like the cunning coward you are to live and fight another day (or turn). Since they can take vehicle upgrades, they can get Holo-fields for a 5++ save to increase their survivability. Fairly expensive, but why not? And don't forget to cast Guide on them. You can always destroy the enemy harder, after all. *'''Nightwing Interceptor (Forgeworld):''' Still fast, still able to mince other flyers, and more likely than not a vehicle a turn. Gets a pretty sweet cover save, but every bit as paper thin as other Eldar flyers. *'''Phoenix Bomber (Forgeworld):''' Now fast attack! One of the best flyers that the Eldar have to offer but sadly one of the most unused and understated flyers in 40k. It costs nearly as much as a Land Raider but it's easy to see why.First lets take a look at its stat line: AV 10 all round and 3HP but as you will find out, it has a few tricks up its sleeve to make it less like a wet paper bag. Vector Dancer allows it to pivot after every move to aim better. It has Strafing Run so when shooting at ground targets gets a +1 BS bonus - hitting on 2's. Now onto its wargear which is very OP. 2x Phoenix Missile launchers: not twin-linked so you can get some real Space Marine annihilation happening with 2x3 S5 AP3 Shots. You can also spend 10 points on exchanging this Space Marine killer for a Tyranid Crowd Control missile payload for 2x3 S4 AP5 Small Pie Plates that ignore cover and have the Pinning Special Rule. This is also very effective against Guardsmen with Pinning as Tyranids have Synapse to make their Gaunts Fearless. (Please Note that these are not the Missile type weaponry but Heavy type instead). 2x Shuriken Cannons: Not twinlinked so fires 6 shots per turn for some damage against light vehicles or infantry left over from your missile barrage. Last is an underslung weapon which can either be a Pulse Laser or a Twinlinked Starcannon for when you need to absolutely rape Monstrous Creatures, TEQ units or alone IC after running out of hordes to destroy. Now onto the special rules, this is what separates it from the Crimson Hunter and the Hemlock Wraithfighter. Stealth (not Shrouded, as previously stated): 6+ Cover without jinking and a 3+ Cover save with jinking makes it pretty hard to take down. It has the option to buy Holofields (a permanant 5+ invul) for 15 points, which turns into a debatable option. (PRO TIP: If you are fighting someone with flyers use this flyer in conjunction with the Crimson Hunter or the Nightwing and the ability to change reserve rolls from the Autarch or ally Space Marines and get the command Rhino or Land Raider Prometheus. On the second turn, use your -1 roll on the Phoenix Bomber to try and make sure it doesn't come on in that turn. Then use the -1 on your other flyer if you went first, if you go second then use the +1. If you allied with Marines, then you can modify the dice rolls to get your opponent's flyer(s) to turn up before your Crimson Hunter enters play and wrecks that flyer. Then if your opponent has no more flyers then get your Phoenix Bomber onto the battlefield and start wrecking scrubs.) Your opponents will rage and shoot everything at it whilst your forces move up the table unhindered. Success! :::It also becomes a good anti-air vehicle in its own right, pumping out a dozen Str 5 shots plus the Pulse Laser/Starcannon, easily putting a few glancing or penetrating hits on most enemy flyers. ===Heavy Support=== Heavy support was a slot already tight for space with the majority of the Eldars best and brightest weapons vying for our attention, now the issue is only made worse with the overall improvement of just about every unit in the slot. You will almost guaranteed fill all three slots of this unit type regardless of the army you field given that the heavy supports offer something for everyone. Heavy support is now a pinched slot, so choose wisely and take great care with the units you commit to taking, since you’re turning down other equally good options to do it. *'''Dark Reapers''': Once upon a time, Dark Reapers were once relegated to a small squad of dedicated marine killers with their exarch easily responsible for well over half the squad’s actual value. Now each Reaper has a choice of weapons to choose from and he loves each option equally. Regular reapers come with the devastating starswarm launcher, a weapon that fires salvos of S5 AP3 shots from across the board and can also take starshot missiles (in addition to their starswarm missiles), a single heavy hitting shot at S8 AP3 that will ruin any biker/vehicle/MC's day. The reaper rangefinders prevent jink saves, lending even more weight to their armor hunting ability. Slow and Purposeful aids their ability to move and keep blasting, and their ability to reroll hits against zooming/swooping models give the squad (and army) much needed AA ability if you still feel the need for it, just be aware this is not true skyfire, only the Exarch can do that (and then only with an upgrade). They also got a point decrease with the new codex. Allying with Harlequins to grab a Death Jester is a very recommended idea for anti-infantry squads when you factor in the Jester's ability to direct where the enemy falls back. They can, like most Aspect Warriors, take a Wave Serpent as a dedicated transport. Mounting up a squad in a Starweaver or Raider could be incredibly annoying too, but with their long range they rarely need a transport at all. You might consider one if you're playing in a very Marine-heavy meta, to avoid being the target of a first-turn alpha strike in the event that you go second. **'''Exarchs''' used to be all the squad was worth, now they enhance it rather than make it look bad by comparison. Their special ability lets them fire one extra shot from their weapon, which can mean the difference between merely foiling a charge and fucking them up so badly they need to roll morale. Oh, and it also works on turrets and emplaced weapons (say hello to two shot Aquila vortex missile silos). Can equip: ***'''Shuriken Cannon''': A big big step back in range, this weapon probably hurts the Exarch more than helps him. Has some limited utility if you're teaming up with Death Jesters and Maugan Ra, however. ***'''Tempest Launcher''': The same 36" anti MEQ barrage tool of the past edition, good with fast shot, low strength and can't snap-shoot, so unlike the Reaper Launcher and Shuriken Cannon, it doesn't have any emergency AA capability. ***'''Eldar missile launcher''': As versatile as it is expensive it comes with free flakk missiles now to shoot down air threats. Against MEQs, the standard Reaper Launcher or the Tempest Launcher would be better, but the EML covers every possibility with plasma, starshot and starhawk missiles. Good choice if you don't have other AA (like War Walkers with missiles, Crimson Hunters or Falcons/Wave Serpents with missiles). *'''Vaul's Wrath Support Weapon Battery:''' These are the artillery of the Eldar army which can be taken in squads of three and are crewed by two guardians per gun model and come in three flavors. They can also get a warlock optionally with a host of supportive power options. Gunners get a basic shuriken catapult you should hopefully never have to fire. Bear in mind that these support weapon batteries show none of the awesome convenience of Guardian squad support platforms - they are type Artillery and therefore function like a Napoleonic-era field cannon; they can run in 7th edition. The crew benefits from the gun's awesome T7 against enemy shooting attacks. On the bright side they are dirt cheap. In the ever-competitive heavy support slot the Vaul's Wrath needs to work damn hard to make its place at the table. The suite of artillery weapons are: **'''Shadow Weaver:''' Default weapon. Lightweight version of Nightspinner's main gun, it packs one less strength, but it's still a small blast (read the faq) barrage and have all the monofilament benefits. Fired in groups these function as a salvo and thus the first shot is all the more important. **'''Vibro-cannons:''' No longer featuring the LOS ignoring line of dubstep the Vibro cannon has lost a lot of its character. For every vibro cannon that hits beyond the first they increase the strength of all hits. You get +1S -1AP for each vibro canon that scored a hit. The base stats are S7 AP4. Sadly, you can only take 3 of them, so they cap at S9 AP2 and have the pinning rule. **'''D-cannon:''' Another distortion weapon out of the Eldar armoury and like the others, it contains THE ALMIGHTY D. Sure, it has half the range with barrage and blast, but taking it practically guarantees that whatever it hits will suffer a painful D-eath. *'''Falcon''': Oddly unchanged in an era where everything else seems to, the Falcon still fulfills its job as APC with guns to spare. Falcons come stock with their pulse laser, a S8 AP2 lulzbeam with great range and track record as well as underslung catapult (upgrade to a cannon). Then it gets its choice of heavy weapon from the pretty standard list of Brightlance, Starcannon, Scatterlaser and EML (with flakk), giving it enough options for you to customize depending on the opponent. The Falcon also has a Transport capacity of 6, allowing you to field a small squad (ideally Fire Dragons) for dropping off and raising merry hell. If you take three of them in a squad, you can actually deep strike them without scattering so long as they're within 4" of each other, allowing you to make for some fantastic traps with a WWP Raider. *'''Fire Prism''': With the new Codex, the Fire Prism finally gives Eldar players an answer to the long range guns of other races. This magnificent jeweled weapon focuses such intense power as to turn foes of all shapes and sizes into all shapes and sizes of slag. Now boasting THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focused mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go (and will blow smoking holes in Daemons and Tyranids, too). At S9 AP1 with the LANCE special rule this weapon will crush any armoured vehicle going in the game today. What downsides does the Fire Prism have, you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that - a solid workhorse in the army. You could field three and no one would bat an eyelash. Three full squadrons, however, would make almost anyone cry. With The new 7E Craftworlds codex, you can take them in squadrons and, to boot, you gain the combined fire mode back, but now under more lenient terms: One tank can fire, and they gain +1 S -1 AP for each Fire Prism in the squad (generally not worth losing another tank's shooting). However, two tanks in a squadron could drop an S6 AP2 large blast, very nasty for dealing with Terminators and their ilk with slightly greater odds than the small blast - which could, itself, be amped up to S9 AP1. See you later, Paladins! *'''Nightspinner''': Less useful than its Fire Prism cousin, the Nightspinner is still a useful choice when used correctly. The Doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, as well as the mini rending power that makes it auto wound and AP2. Like its close cousin the Fire Prism, Nightspinners feature different modes of attack. The dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focussed mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning. Nightspinners are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who likes guarantees. The Nightspinner can, as a barrage weapon, hide completely from view to fire it's shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear (excellent because it's already the cheapest tank). Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter. The 7E codex gave it a huge point reduction and the option to to team up with up to two other Nightspinners to do a combined fire like the Fire Prism, only now the firing tank adds +1 shot +1 S for each tank joining in. And for some reason the way it is worded means the tank firing gets 3 pie plates that can get up to strength nine. Covering an IG parking lot or Necron pirate fleet with S9 pie plates sounds nice. **'''Alternate View:''' With the change of the wording of the Monofilament special rule, a single Nightspinner as not as worth taking as it used to be, 2 in a squadron are good, but then you may be wasting a bit too much dakka at one unit than ideal. *'''[[Wraithlord]]''': With the Heavy Support section more crowded with quality units than ever, the Wraithlord needed to step up its game to stay competitive this Codex - and it has done just that. The heavy weapons have been greatly reduced in price, and you can now properly take two of them, instead of the old "twin-linked" routine. In addition the Ghostglaive keeps the Lord threatening against MCs and characters - +1S and the option to reroll a single missed Hit each turn give the already formidable lord plenty of killing CC power. At T8 and 3+ armour, you need heavy anti-tank weaponry or lots of Poison (watch out for Dark Eldar and Nurgle) to stand a chance of bringing it down quickly. In short, it's an ideal [[DISTRACTION CARNIFEX]] - a threat at range or in CC no player can afford to ignore. Hilariously, they now count as characters - allowing you to directly challenge and squish those annoying enemy special units before power fists and the like become annoying (veteran players might recall doing this in the glory days of 3rd ed anyway). The only real drawback? It is slow. In an Eldar army. Alternatively, pair one or two with an Avatar and go nuts. Oh, sure, the Avatar's faster, but the Wraithlord has higher S and T - pretty much nobody really wants to tangle with either one! *'''War Walker Squadron''': Much like the Vyper over in Fast Attack, War Walkers embody the Eldar playstyle perfectly - fast, armed to the teeth and absurdly fragile. With BS4 now, they're even more reliable at putting huge amounts of firepower into whatever foe is unlucky enough to be in range. As to that firepower, they get the usual range of Eldar weapons. Bright Lances for tank-hunting, Starcannons for heavy infantry, Shuriken Cannons and Scatter Laser for light infantry. Finally the big option, the Eldar missile launcher - a gun as versatile as the EML clocks in at several times the price of alternate options. But there's a good reason: it can either be anti-armor or anti-infantry and now gets Skyfire for free. And with Battle Focus and Relentless, their firepower is unimpeded by their mobility. With AV10, Open-Topped and only two Hull points they're brutally fragile. Power Fields give you a 5++, but that's not the most reliable save out there - stick near sources of cover for those all-important saves. These are the one unit that might actually want Star Engines to get even better Battle Focus shenanigans. *'''Fire Storm (Forgeworld):''' A very decent AA-Tank (it's still a Fast Skimmer) from the Imperial Armour 2005 Update. It costs 190 pts base, has BS 3 (which is not THAT great on a AA Tank), 12/12/10 and 3 HP. It comes stock with a Fire Storm Scatter Laser, which is a beefed up Scatter Laser for flyer hunting, with 60" Range, Heavy 6(!) and Skyfire, Interceptor and TWIN-LINKED. Sadly it's keeping his Strength 6 and AP 6, which is why it threatens FMC not as much as it does light flyers. Altough the sheer volume of shots with twin-linked should make up for that. If you buy one, you also have to take either a Shuriken cannon or twin-linked shuriken catapults (why would you?). You can also give it Star- and Vectored-Engines, Holo-Fields and Spirit-stones. The Holo-Field and Spirit Stones are mandatory on this thing, because you don't won't it to Jink, get stunned or shaken, which would decrease it's potential to kill a flyer (remember, it only has BS3). Star-Engines aren't worth the points, because you don't want it to move with full speed anyways, whereas the Vectored-Engines are quite useful if you don't want to face your back at the flyer that just flew over you, and could potentially turn around to hit you in the rear armour. All in all, not a bad choice if you need additional AA firepower. But then again, you have much cheaper and better suited flyers for that. *'''Lynx (Forgeworld):''' Lighter and cheaper version of Scorpion. Might be considered a heavy grav-tank. Has 5 HPs, decent 12/12/11 armour and hull-mounted Lynx Pulsar or Sonic Lance, with additional underslung Shuriken Cannon. The Sonic Lance is mean 18"-Hellstorm with AP2, which wounds everything on 3+ and rolls 3D6 for armour penetration. Holo-fields and Spirit Stones are basically obligatory upgrades to keep this thing going after being shot at. While technically a clumsy Flyer that might not Jink and can only fire Snapshots whilst Zooming, Lynx can be also deployed as a Fast Skimmer with the Tank type at the beginning of the game. Aside from running away from some nasty assault, this is the preferable mode. All in all comparable to Wraithknight, Lynx trades durability for higher firepower and slightly lower cost even with upgrades. *'''Warp Hunter (Forgeworld):''' The new update made things more interesting. Its D-flail is S:D AP2, which can either be fired as the banewolf template from hell or a d3+1 shot barrage weapon. (Small blasts). Better and worse than the Corsair version. Craftworlds aren't limited to 1 squadron per detachment, but the Dispersed rule is a straight -1 to the Destroyer table (unlike the Corsairs "6s are 5s" version). ===Lords of War=== *'''[[Khaine#The Avatar of Kahine|Avatar of Khaine]]''': Oh, hell yes. With a Greater Daemon-esque statline unlike anything else in the codex (S/T6, WS/BS/I10) the Avatar can take on the toughest of opponents with ease, usually hitting with 5 attacks minimum. With a 3+ armour save, 5++, +2 Strength in Close Combat for S8, and total immunity to melta weapons and flamers (as well as Pyromancy and Soul Blaze weapons for good measure making him an utter god-send (pun intended) against Tzeentch who spam soul-blaze to warp and back), he's surprisingly hard to take down too. Oh, and he gives himself and any troops within 12" Fearless, Rage, and Furious Charge as well. His main detraction point is that even with Fleet he's pretty slow. In an Eldar army. Still, for CC potential, he's way up there in the army list. Only problem is, he now occupies the Lord of War slot along with the Wraithknight. ** '''Note:''' If you do decide to take him (cause you can't fit a Wraithknight in, are doubling up on FOC or are taking the Eldar specific detachment, which can fit both) you might want to make him the Warlord. If you do, you should probably take Personal Traits, as they can really help the Avatar become even more of a badass motherfucker. Only Furious Charge is a dud right now, all the rest...Counter Attack? Outflank? It Will Not Die? ''Feel No Pain?!'' Yeah, you want those. ** '''Note 2''': Just to be clear, the original entry for the Avatar was written when he was merely a Challenge Monster, so let me be extremely blunt: with his current rules set, the Avatar is a Challenge ''God''. All of the big Challenge Lords: Kharn, Dante, Skulltaker, Logan Grimnar, even Chapter Master Smashfucker, all of them will statistically lose to the Avatar. Only the really big cheeses like Draigo or Abbadon have a good shot of taking him down (and even Abbadon will <s>be one bad Drachn'yen roll away from losing</s> obviously use the claw and statistically win without breaking a sweat). In order to beat him reliably in CC, you need a REALLY good Invul save or absurdly high toughness, a reliable source of Instant Death, D Strength, or a lot of high Strength attacks. And that's just challenges, on the charge he can and will punch FAR above his points level (he will knock down an Imperial Knight on the charge, no questions asked). This might not affect your decision to take him (Eldar are primarily a shooting army) but if you want a good challenge god, there is no one better in the Eldar codex. ***'''Refutation to the Alternate Take:''' Now before this becomes a pissing match (in which case post further in the discussion board), the Avatar of Khaine is WS10 and I10 (He hits first against everything and if you survive to hit back you most likely will hit on 5+) with an Invulnerable save and 5/7 S9 AP1 Armorbane attacks, most Monstrous creatures outside the Keeper of Secrets and the Bloodthirster do not even come close to that. The only thing he lacks is Eternal Warrior. You have to be WS5 or better lest only 1/3 of your attacks hit. He may not be great at killing 3 of a shit ton of unique characters (the rest he kicks their shit in), but nobody is better at destroying Monstrous creatures, walkers (up to and including Imperial Knights with a little luck), and ''entire'' squads of MEQ and TEQ in one wrecking-ball charge. *'''[[Wraithknight]]''': As of the Craftworlds Codex, this criminally under costed thing is now a Lord of War, and a Gargantuan Creature. Bigger than a [[Battlesuit#XV-104 Riptide|Riptide]] and almost the size of a Revenant Titan, the Wraithknight is truly a monstrous force upon the battlefield, and armed to the teeth with it. For shoulder weapons, Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are subpar. It's got a huge mobility advantage too, counting as a Jump Gargantuan Creature. Move up to 12" in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and Hammer of Wrath with Smash etc etc. It is now resistant to the Poison and Sniper rules (needing 6s to wound it), while instant-death and remove from play effects only does D3 wounds to it and it also has Feel no Pain. It's best to imitate the Riptide generally though. The Wraithknight will wipe the floor with Dreadnoughts and MCs in CC thanks to its Ghostglaive now being Strength D. and the high Initiative of 5, but don't forget about hammering your foes with your unique firepower (see below) and generally providing a massive distraction for your other, squishier, troops. It'll always draw tons of fire, so watch out for heavy anti-tank. Here are the pros and cons of each loadout: ** '''Heavy Wraithcannons''': Identical to the fearsome Wraithguard weapons but with three times the range, the Wraithknight can dominate and annihilate any individual target regardless of size or defenses; being a Destroyer Weapon allows these guns (you have two, remember) to remove any two targets you please (being a Gargantuan Creature allows you to target 2 separate units with each of your two Wraithcannons). These come stock on the Wraithknight; however, like the regular Wraithcannons, these weapons run into issues against cover saves unless you roll a 6 to wound on the Destroyer Table. Now you're a Gargantuan Creature. Take those extra weapons you can fire! ** '''Ghostglaive & Scattershield''': The Ghostglaive is Strength D, Master-Crafted, and the Scattershield confers a 5++ invuln save. Additionally, whenever the wraithknight passes the 5++ any enemy models within 6" must make a blind test. While it sounds like an ideal choice for a CC knight, it is largely outshined by the other options. Strength D is only really necessary super heavies, gargantuans, high toughness MCs, pimped out Eternal Warriors, etc. For everything else the Wraithknight's S10 is sufficient. So versus the Wraithcannons, you are trading 2 long range D shots (a rather rare ability in non-apoc games) for a 5++ and marginally better melee. Not worth it from a purely competitive point of view. But since the Wraithknight itself is quite cheesy, it might make your games more fun and fair if your big boy is purely CC. ** '''Suncannon & Scattershield''': perhaps the greatest of Vaul's creations, the Suncannon is the absolute pinnacle of Eldar plasma weaponry, burning with the heat of a star but cool to the touch, meaning no dumb killing itself with every shot bullshit like other units. The Suncannon fires three shots at a lovely 48" range, each is a TEQ hunting nightmare with S6 AP2, but that’s not enough is it? No, now the weapons shots are all diamonds, I mean small blasts. With Guide support the blasts should land pretty easily on target. This weapon could potentially reduce a squad to no dudes or not enough models left to care about, it is deadly, and it will do serious damage. Comes with a scattershield as well for a 5++ save. As of 7th Edition, it's now a free upgrade. Which loadout you give it depends on what you normally face. The double Wraith-cannons sacrifice defence for removing 2 separate, high priority single targets, the Ghost Glaive is to make the Wraithknight the scariest close combat beast in the game. This gives you the ability to demolish both hordes and TEQ alike, but is pretty shit against moderate AV vehicles or higher. *** In larger points games (Over 1500 or so) a Wraithknight can become the biggest and most unreasonably tough [[DISTRACTION CARNIFEX]] ever. With T8, it's immune to everything S4 and below, you have to be S7 before you need better than a 6 to wound it, and its 3+, 5++, FnP, built-in resistance to Poison and Sniper (only works on 6s), AND 6 wounds means that it's nigh on impossible to bring down (this goes double if you manage to cast Fortune on it). (But our depraved cousins might just Webway Portal a bunch of S8AP2 shots into your face, as is their right, so watch out for that.) Access to the D in both melee and long range will make it a serious threat to absolutely everything up to and including Titans, and as a Jump Gargantuan Creature, it's fast enough that your opponent can't ignore it. Throw on the Pacific Rim theme as your personal Jaeger drop kicks tank battalions, hops over ADLs to smash artillery and squish heavy weapons teams, while all the while your Falcons and Aspect Warriors run around getting to kill things unmolested, because the Wraithknight is absorbing all the fire. The only practical way to take one down as of now is to either tarpit it with a shitload of tough models (who might get stomped anyway) or fire as many lascannons or grav-weaponry at it as possible and hope for the best. ***They ran this thing against a Wrath of Khorne Bloodthirster, a Bloodthirster of Insensate Rage, an Imperial Knight, a Toxicrene, and Deathwing Knights. Of them all, only the Deathwing Knights managed to kill it with 2 guys remaining thanks to SMITE MODE (This was an idealized scenario. We all know you Eldar players would either ignore them or gang up on them with Bladestorm. Deathwing is still shit). The Toxicrene was hilariously wiped since its Instant-death and poison now mean jack to a Gargantuan Creature, the Knight was downed because the Wraithknight went first and also had a D-weapon. The two bloodthirsters are unfortunately little surprises. The WoKBTs weapons now are expensive paperweights for the GC, and the BToIR with its I1 Destroyer weapon, the Great Axe of Khorne, was stomped even. If you can tarpit it with 50 or more fearless models, go for it. The simple fact is is that this thing is awfully undercosted for what it brings to the table. * '''Skathach Wraithknight (Forgeworld)''': Good news everyone! We've got an offical Wraithknight variant. The Skathach Wraithknight is 315 points, a bit more expensive than your normal Wraithknight, but might be worth it if you want to shell out the points. Has the same statline as your favorite undercosted Gargantuan, but has one piece of new wargear on both types. The Warp Shunt Generator, allows you to leave the table in the movement phase, allowing you to get out of a sticky situation, or to move in any direction 18"[[http://imgur.com/y8qrvPm.png Errata]], and then scatter 1d6. You can also use it to disengage from a fight[[http://imgur.com/y8qrvPm.png Errata]]. This makes sure that you never get stuck behind a few rocks. If you scatter into a unit, you leave the table and take a wound. You can take 2 of their weapons, or 1 and a Scattershield (Primaries and Shield are all for free), as well as up to 2 Heavy Weapons in any combination (Scatter Lasers, Starcannons and Shuriken Cannons). ** '''Inferno Lance''' The Inferno Lance is a d3+2 shot S8 AP1 Melta gun with a 36 inch range. I like to think of it, as a very consistent D weapon, firing 4 per lance on average, and peeling wounds off of other GC's, and slapping super heavies around pretty easily. It's less "Ride or Die" than the Wraithcannon and praying to roll a 6. ** '''Deathshroud Cannon''' Imagine if a Warp Spider Exarch trained hard every day. He trained so hard, that one day, he became Wraithknight sized. This is your unit. Each Deathshroud Cannon is S7 AP4, with the Mono-filament rule, and shred. This either fires a Hellstorm Template, or a Massive Blast at 48" with the same statline. Perfect for mulching hordes, and slapping some Autocannon rounds at tight clusters of vehicles. ** '''Note:''' This thing right here is one of the most cheesiest bricks in the whole game. Seriously. Unless you want to have a CC Wraithknight (or you run out of points), you should always use this Monster here instead of a regular Wraithknight. It has the same Statlines and Special rules, so it's basically as good at stomping something dead in CC as every other WK variant. Pay only a (relatively) small amount of extra points to give this thing two Starcannons and equip it with two Deathshroud cannons. Voila, you got yourself a only a bit more expensive JGC with a teleporter and two hellstorm templates (or 7" Blasts) that will wreck almost everything. Also note, that you can use your FnP against the Wound when you scatter off into ongoing reserves. ====Super Heavy and Titans==== Eldar Titans (e.g. Revenant & Phantom) have titan holofields, which force your enemies to roll D6 after hitting it with ranged weapons and roll 4+ or 3+ if your vehicle does not move (why wouldn't it?) or nullify the hit - which is just an odd and unwieldy way to describe 4++/5++ which works against D-weapons and stacks with other saves. This make their medium-armored hulls far, FAR more resilient, especially against D-strength weapons. Throw in Fortune for even more annoying trollery. With the recent update of IA11, the super heavy tanks have ''Improved Holo-fields'', which give a 4++. *'''Scorpion (Forgeworld)''' – Huge fast tank with twin-linked turret-mounted pulsar (which is R60 SD Heavy 2 5"blast). The Shadowsword wishes it could be so deadly. It wasn’t selling very well compared to the other Eldar superheavy skimmers, so instead of fixing it (say giving it Heavy 4 or even the only Heavy 2 pulsar) they have nerfed the other two. *'''Cobra (Forgeworld)''' – Scorpion chassis with HUGE hull-mounted D-Impaler (cue chuckle). The gun is short ranged for a superheavy (only 36"), but has a 7" massive blast, ignores void and power fields and has your regular Str D Primary weapon perks. The 7" blast template stays on the ground for a round, the glowing ground wounding all non-superheavies that start or end their movement take a wound/glancing hit on a 6. *'''Revenant Titan (Forgeworld)''' – Your light titan. Two pulsars or two sonic lances, its missile launcher now also has Skyfire + Interceptor, in case there's a pesky flyer nearby, can fly on its giant jump-pack up to 36". With the update to IA11, it can no longer Run and Shoot, however it auto-runs 12" now, . Extremely mobile and deadly, but a bit fragile with only AV12. However in combat a little rule called Wraith Titan helps him out which debuffs anything trying to hit it (Gargantuans and Superheavies can only hit it on 5+, everything else on a 6) means that when playing a CC army he is still very useful. This also affects the Phantom titan. **'''Weapons:''' - It can take one of each as written, but FW does not sell them with separate weapon options. ***'''Pulsars:''' - 2 Large blasts per gun at strength D, the go to weapon if you think the enemy is bringing another Super Heavy, or some crazy deathblob. ***'''Sonic Lances:''' - Whats better than AP 2 hellstorm pinning templates that wound on 3+? Hellstorm templates that torrent 18" away. When firing at a vehicle they count as S1, but roll '''4d6 and pick the highest 3''' (due to ordnance.) These have a unique addition to their rules when used by the Revenant, which are as follows, pinning test is made with 3d6 picking the 2 highest, and non superheavy vehicles '''hit''' by this weapon are auto '''Crew Stunned''' in addition to any other effects, if it gets a penetrating hit against a super heavy, it loses an additional D3 HP. Your go to anti infantry weapon, but not useless if they're mostly vehicles, infact, auto stunning a vehicle is hilariously broken. *'''Phantom Titan (Forgeworld)''' – Absurdly powerful. With AV13, titan holofield bullshit forces re-rolls to shoot it, and 24 HP make it almost indestructible. It could spam D-strength pie-plates with 4-shot pulsars, blast enormous areas to hell with SUPER D-Bombard (like the Cobra's D-Impaler but with a 10" diameter, and instead of 6's it AUTO puts a Str D shot on anything in the glowing crater at the start of the victim's movement OR shooting phase, or fuck anything (up to and including Imperator titan) in close combat with XBAWXHUEG space-elf-ninja-titan sword. And unlike imperial or orky heavy titans the Phantom is fast – it can also run 12" without rolling. *'''Vampire Raider (Forgeworld)''' – Eldar transport flyer, can equip pulsar, and poorly armored, but still very tough with eldar holofields. It’s a good vehicle on its own, but Eldar are fast enough, especially with 6-th edition buffed flat-out moves for fast skimmers. Leave heavy sky transport to space marines and weaboo space communists. *'''Vampire Hunter (Forgeworld)''' – Twin linked pulsar on flying platform. Fucking awesome. ===Fortifications=== Sadly, at the moment there are only Imperial-themed fortifications. Meh, just say it is a stand in for the superior Eldar tech or your army [[Blood Ravens|stole it]], build your own or buy some 3th party fortifications really there is no reason not to use them. Here are general tactics for fortifications [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications] '''Aegis Defense Line:''' Fortification is decent considering that many of your units would like to have a cover save when the bolts start flying. The guns are nice, both featuring skyfire and interceptor at hefty cost but worthwhile since Eldar only count their true AA in the two flakk users and crimson hunter. A Dark reaper exarch with the right powers is pure murder on it, the Dark reaper Exarch can ignore jink cover saves as well as apply fast shot to the weapon. Alternately have the exarch fire his EML twice (as it has skyfire missiles now) and have another reaper fire the quadgun. This gives you 6 S7 skyfire shots that ignore jink, hitting on a 2+ with rerolls if they're part of an aspect host (BS5 twinlinked/BS6). Good options for gunnery units include but are not limited to: Dark reapers and exarch, guardians and warlocks from Vaul’s wrath squads, Farseers with nothing better for their shooting phase, Autarchs in general or whatever other models you have available to fire these weapons. '''Skyshield Landing Pad:''' The 4+ invulnerable save vs. shooting for everyone sitting on top of the thing can be especially good considering the Eldar don't usually have great resiliency, combo with a lurking fortune seer and you can get a very durable static fire base. Rangers, Vauls wrath teams, dark reapers, war walkers and even the Wraithknight come to mind as powerful long ranged options for a resilient fire base but there are many more units who can make use of it. The deep strike accuracy it provides will be somewhat under-utilized but with the new codex a few options are there for you to deep strike in like spiders and the Wrightknight (heh, have the skypad on their side and deep strike a meleeknight :D). Also a very good idea to have a Vampire start the game on a Skyshield, so you don't risk a 750+point model being stuck in reserve for most of the game... '''Imperial Bastion:''' Provides a decent if bunker for hiding and gunning in it along with a tough AV14 shell to crack. The tower comes stock with 1 heavy bolter from each side providing a wide angle of attack along with the units positioned inside it. Becomes more useful with the additional weapon option for either comlink or one of the two Aegis skyfire weapons to seriously menace the skies. Rangers, reapers, maybe even the support weapon batteries can make use of the parking space and menace anything within a huge radius. Make note of the limited fire points for units within, you don’t want to hide a massive sqaud of reapers within only to sacrifices several of their attacks. '''[[Fortress of Redemption]]:''' On the high HIGH points of the spectrum we come to the deathstar of fortifications, a bastion of unbreakable defense and bristling with enough guns to melt even the most horrific of warpspawn. Stock the fortress comes with one longer ranged AA gun and an infantry menacing barrage weapon, is divided into three buildings each armored like a landraider and enough floor space to afford a decent smattering of your favorite Eldar bastion buddies. At 220points base its tight to fit into a budget but start slapping on up to four Heavy bolters around and upgrading the missile launcher to drop S8 AP3 barrage blasts anywhere on the field, it can go up to 290points, potentially threatening your list for more troops of necessity. (Beware the central building doesn't get ruptured or you will discover the one door to be busted and your units will have to start throwing themselves out the windows to escape)
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information