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===Characters=== If you just want a quick guide on who can lead what, organized by unit: *'''Corsair Voidreavers/Voidscarred:''' Prince Yriel, Visarch, Yvraine *'''Guardian Defenders/Storm Guardians:''' Autarch/Prince Yriel, Farseer/Eldrad, Visarch, Warlock, Yvraine *'''Kabalites/Wyches:''' Visarch, Yvraine *'''Rangers:''' Illic Nightspear *'''Troupe:''' Shadowseer, Troupe Master, Visarch, Yvraine *'''Warlock Conclave:''' Farseer/Eldrad *'''Warlock Skyrunner Conclave:''' Farseer Skyrunner *'''Windriders:''' Autarch Skyrunner, Farseer Skyrunner, Warlock Skyrunner *'''Wraithblades/Wraithguard/Wraithlord:''' Spiritseer *'''Autarch:''' Your most flexible hero and the one most kitted for fighting at any range. Taking one as the warlord gives you 1 CP per turn, which is vital considering how much you'll need them to compensate for your flimsy troops. You can't mix and match wargear options like previously, but exact options depend on which Autarch we're talking about. <tabs> <tab name="On Foot"> Lets their squad use a stratagem that's already been used, making them the most convenient for extra VP. Wargear options are largely an illusion, because you'd be an absolute idiot to give up the Banshee Mask, which buffs the Autarch's ''entire unit'' with '''Fights First'''. You're also never going to swap your glaive for a scorpion chainsword, and you're ''always'' going to swap out the shuriken pistol. What you swap it out for is never going to be a fusion gun, but there's a genuine choice to be made between the Death Spinner for superior Overwatch and the Reaper Launcher for contributing to long-range fire support while the unit camps an objective. That said, you'll probably pick the Reaper Launcher. *While either a foot or Wayleaper autarch does have access to the full set of weapons included in either box, either unit can either choose any items from the ones in the foot autarch box,[[Derp| or take the fusion pistol/sword loadout from the flytarch box only.]] *Bear in mind Fights First is only an incredibly minor deterrent to being charged and stratagem spam is going to get very expensive very quickly, so you might prefer the Wayleaper, which gives up both for Battle-Shock support. </tab> <tab name="Skyrunner"> Comes with the basic buffs of M14" and +1 to T/W/OC, but also gives any squad of Windriders he leads the ability to always advance 6" without rolling. Can be given a Fusion Gun, in which case [[Fail|he will not have a melee weapon]], a Laser Lance, or a Banshee Blade, but you'll never do that last one since the Laser Lance is better in almost all cases. </tab> <tab name="Wayleaper"> This is the one with Swooping Hawk wings, apparently, since he's faster than a Warp Spider Jump Pack would allow baseline and doesn't have access to its special jump power, but no opponent has a valid argument if they take issue with you using the Jump Pack model as one. Unlike the standard Autarch, the Wayleaper is a '''Lone Operative''' and cannot join any units. Instead, this Autarch has '''Deep Strike''' and grants a 6" bubble of +1 to battle-shock and Leadership checks for your forces, but they're otherwise identical to a footslogging Autarch. The fundamental trade-off here is simple: the footslogger provides stratagem spam and '''Fights First''' to their led unit, while the Wayleaper provides battle-shock/leadership support in a bubble instead. *Always take the Glaive, Banshee Mask, and Reaper Launcher (so you can stay outside of Lone Operative range of your enemies). </tab> </tabs> *'''Farseer:''' In an age where many have lost their array of psychic power, the Farseer is one who hasn't suffered quite as severely. Branching Fates lets you make a Fate die you use on one unit within 12" count as a natural 6, which is incredibly useful if you've got some bad rolls - in particular, you can drastically improve the odds of a deep strike charge succeeding, because if either die is a 3, the 6 you generate will make the charge succeed, which means an 88.89% success rate. Has a psychic power that goes off on a 2+ on 1d6 in the Command Phase; in a success, target a friendly faction unit within 12" to be buffed until the start of your next Command Phase. **While their combat prowess remains limited, Eldritch Storm being a weapon does give them the ability to handle some crowds, throwing out D6 attacks (which you can't use a fate die to max out, unfortunately) from 24", with decent strength, AP and damage while also having ''[Blast]'' (and unlike the majority of psychic weapons, it's not ''[Hazardous]''). **Unlike a lot of other psykers, Farseers can actually cast their support powers on units they're not attached to. Unfortunately all of their powers have a maximum of 12" range, making this the second rules update in a row to nerf Farseer power ranges. That being said, you can cast their powers on any Aeldari unit, including aspect units and vehicles. **The choice between the Singing Spear and Witch Blade is pretty much a choice between the Witch Blade's ''[Anti-Infantry 2+]'' making it pretty lethal on unprotected {{W40Kkeyword|infantry}} and the Spear's ability to be thrown as a ranged weapon. You're better off with the Spear because you can shoot it and your Storm at the same time, as neither has ''Pistol'' and your farseers don't really wanna really be in melee anyway. They won't contribute much with those two attacks anyway. The spear should really be treated as a ranged weapon that you can get lucky with, having a crazy high strength of 9, though it falls down to 3 in melee. <tabs> <tab name="On Foot"> Has Fortune as its psychic power, which provides -1 to be wounded. Put this on a target that's already very hard to wound - the ideal case is when you take enemy guns from 5+ to wound to 6+. Probably best to keep them away from the front lines, as they are kind of bad in combat, and use them as a support unit for your big guns - that -1 to the wound roll is going to be far more useful keeping your tanks alive (it has a bigger impact on a gun that needs 5s to wound than one that needs 2s) than it is wasting it on Guardians, who should be sat back on your objectives farming Fate Dice anyway. </tab> <tab name="Skyrunner"> Has '''Guide''' as its psychic power, which provides re-rolling hit rolls. Put this on a target that really likes hitting critically, so '''Lethal Hits''' and/or '''Sustained Hits X'''. Alongside the expected bump in speed and Twin Shuriken Catapult, the bike also adds +1 to Wounds, Toughness, and even Objective Control. A bit of a surprise to see them do this much for a hero. Has '''Leader''' set to {{W40Kkeyword|warlock skyrunner conclave}} and {{W40Kkeyword|windriders}}. </tab> </tabs> *'''Spiritseer:''' If you're not bringing any {{W40kkeyword|Wraithguard}}, {{W40kkeyword|Wraithblades}}, or a {{W40kkeyword|Wraithlord}}, you can leave this guy on the shelf. If you are bringing any of the above and aren't bringing a Spiritseer, you should probably get your head checked. With all standard Wraith units dropping to a WS/BS 4+ profile on all their weapons, a Spiritseer is all but mandatory to effectively return them up to a more reliable 3+ WS/BS. Additionally, he also grants his accompanying unit '''Lethal Hits''' to get even more bang out of your proverbial buck (and these being Wraith units... you are admittedly going to be spending a pretty point to field them). The last and most important detail is that once per command phase (note that it doesn’t state ‘your’ Command Phase- so can be done in both yours and the opponents), if the Bodyguard unit the Spiritseer is accompanying has lost any models, he can resurrect one of those models. Considering how tough Wraithguard/blades are (and expensive), this is an immensely valuable perk for keeping that unit on the field. Unfortunately, that is the literal extent of a Spiritseer's usefulness. With no other psychic powers (offensive or defensive) and only a mere Shuriken Pistol and Witch Staff to his name, there's pretty much nothing this guy can do outside of his relevant bodyguard unit. *'''Warlock:''' As expected, they're pretty much a weaker Farseer, having their WS/BS set to 3+ and only W2. They can join squads accompanying other heroes, allowing them to supplement their powers with their Runes - with the exception of joining any other Warlocks (since that would be too cheesy) or Warlock Conclaves. **While their weapons choice is similar to the Farseer, they have Destructor as their designated psychic weapon. This is essentially a psychic heavy flamer but slightly better with S5 AP-1 ''[Torrent]'' so they don't need to roll to hit anything and can help ward off most things. <tabs> <tab name="On Foot"> On his own, not great, but not terrible. His choice of powers is restricted to Quicken (auto-advance 6" without rolling, which will stop a Guardian Defenders HWP from firing, as well as the Warlock's own psychic power, but not his spear) or Restrain (-2 to incoming charges, doesn't stack with itself). On a Guardian Defender team holding an objective, Restrain is a very valuable perk that potentially prevents a melee strike squad from diving onto your very squishy and otherwise helpless Guardians (in fact, it functionally makes Deep Strike charging them outright impossible). If you want to burn a CP on Overwatch on them like an idiot, the Warlock does ship with a ''[Torrent]'' weapon, but... 45pts? That's slightly more than 4 of the Defenders he's, well, defending. </tab> <tab name="Skyrunner"> Adds the same buffs it does to a Farseer; a bump in speed, Twin Shuriken Catapults, +1 to Wounds, Toughness, and Objective control. Their leader ability is the Runes of Battle, which gives them the old Conceal/Reveal power during the Command phase. Conceal gives their attached unit of Windriders ''[Stealth]'' for a bit of protection, the latter gives the unit's guns ''[Ignores Cover]''. </tab> </tabs> ====Harlequins==== *'''Death Jester:''' You can take up to 3 of them, but they have an ability only one of them can use their special ability to gain ''[Ignores Cover]'', ''[Precision]'', or the really big deal, ''[Sustained Hits 3]'' on their launcher, and they're costed as if the ability is always on, so you're going to want exactly 1 in your army in practice. **A quick note on the math for shooting the gun when Sustained Hits 3 is up and you're using your Detachment rule to re-roll 1 hit: because anything less than a 6 to hit is a below average hit, you ''absolutely do'' want to re-roll 2-5 to fish for 6, ''but'' remember how the game rules work: you're ''cheating'' if you roll all 3 attack dice and then pick up a die to re-roll it, because you're supposed to roll sequentially and can only roll in parallel when it would not change the math, which in this case, it absolutely would. You have to roll each of your three hit dice one at a time if you're fishing, so the very first time you roll a 5 or less, you can re-roll it. If you do this, the mortal wounds a Death Jester can put out is fairly incredible. *'''Shadowseer:''' *'''Troupe Leader:''' The only warlord you can take if you want a pure detachment of space clowns since he makes Troupes {{W40kKeyword|Battleline}}. That said, there's not a whole lot this big clown offers, merely giving an attached Troupe ''[Devastating Wounds]'' and an an ability to eat one fate die used by themselves on a hit, wound, or save turn into a natural 6. **If you're looking for a pistol, the neuro disruptor is the easiest choice you can make if you're only looking to hit troops and really want to cheese out the DW buff. The fusion pistol will struggle against anything stronger than your own vehicles without DW backing it up. For no reason should you ever trade off the sword for anything. ====Epic Heroes==== *'''[[Avatar of Khaine]]:''' M10 T12 2+/4++ W14 LD6+ OC5 and the ability to halve the damage of every attack it takes (this will stack with Fortune for that -1 to wound); the Avatar looks pretty damn solid. **It has deadly demise D3, Strands of Fate, and has a 6" aura that adds 1 to advance and charge rolls. **Shooting: 12" A1 BS2+('''Sustained Hits d3''') S16 AP-4 Dd6+2 - pretty damned solid. **Melee: either an A6 S14 AP-4 Dd6+2 or A12 S7 AP-2 D2 attack profile - putting it in a similar category with Guilliman for damage output. *'''[[Eldrad Ulthran]]:''' '''Leader''' of {{W40Kkeyword|guardian defenders}}, {{W40Kkeyword|storm guardians}}, and {{W40Kkeyword|warlock conclave}}s, but doesn't provide any benefits to his led unit. Instead, he gives you 3 additional Fate dice when you start rolling them (so an initial pool of 15) and his psychic 2+ power, '''Doom''', is a debuff on a visible enemy unit within 18", giving friendly {{W40Kkeyword|aeldari}} +1 to Wound the debuffed target. The easiest rule to synergise this with is '''Precision''': slap this on a led unit and shoot it up with Rangers to notice immediate results. **M7 T4 SV6+/4++ W5 **Has an ok melee of A3 WS2+ S5(Anti-infantry 2+) AP-1 D2. **Mind War is 18" A1 BS2+ S5(Anti-character 4+,Precision) AP-2 Dd6. **Less the psychic powerhouse he once was, Eldrad is now a supportive unit that wants to get fairly close to the enemy. If you want him to try to pull his weight, he needs to be ''Doom''ing big targets and you need to be taking advantage of that, so you'll need to give him an escort so he can sit in the middle of No Man's Land as long as possible to do his thing. **He isn’t really ''better'' than a regular Farseer, more of a side-grade; take a Skyrunner instead. **A pretty big issue with Mind War is that it’s very short range, requiring Eldrad to be within 18 of an enemy unit, and the Anti-character 4+ is only relevant against targets of T6+, all of which will have greater than 6 wounds. Note that because Doom never stacks with Anti-, the only character targets where Doom will assist Mind War are T4 or T5. **seems a bit over costed, being 35pts more then a regular Farseer; it could be argued that Doom is worth the extra points, but as most other named psychic characters are all around 80pts, he could do dropping to around 85 or 90- it’s not like he’s a psychic powerhouse anymore. *'''[[Illic Nightspear]]:''' This dude is fantastic. Strap him to a unit of Rangers and none of them can be shot outside of 12" and all of them re-roll wound rolls (in melee too, in case that comes up). He also has an excellent gun that makes excellent uses of said re-rolls to Wound: R48 A1 BS2+('''Heavy''') S6('''Precision''') AP-3('''Devastating Wounds''') D3. He can function without the unit if you want, since the Battle Host detachment rule will give him re-rolling to wound and he has immunity to being shot even when not leading a unit, but you almost certainly want to give him a Ranger escort so you can infiltrate the whole mess onto an objective and start sniping enemy leadership. *'''[[Prince Yriel]]:''' *'''[[Solitaire]]:''' [[Games Workshop]] forgot they were blanks so they have no anti-psyker foo, but they ''are'' capable of charging after advancing so they can more easily attack from outside the range of ''Lone Operative''. Their armaments give a barrage of S6 AP-2 D2 attacks with ''[Precision]'' to take down any enemy characters and they get a single-use power that not only boosts their basic movement by 2d6" (thus negating any need to advance) and adding +3 attacks to get even blendier. **While the Solitaire is just as weedy as any other elf, the benefit of both ''Lone Operative'' and a 3++ save is not one to easily ignore unless the enemy picks up anything with ''[Devastating Wounds]''. *'''The [[Visarch]]:''' *'''The [[Yncarne]]:''' *'''[[Yvraine]]:''' =====[[Phoenix Lords]]===== *Each Phoenix Lord is able to only join their chosen students, giving the squad a +1 to hit (which won't ever do anything for ''[Sustained Hits]'' or ''[Lethal Hits]''), which means you're looking for units that roll to hit but don't care about critting when fielding one. Going down a wound and now only being T3, along with losing their Aura abilities means that they can now only effect a single Unit for the entire game and are very squishy; they are less Epic Heroes and Demigods of war, and more just fancy lieutenants who will only be of benefit to that single flimsy unit (guess that second unit of Dire Avengers just couldn't care less that their founder is fighting on the same battlefield). Their worth is entirely dependent on whether you want that particular, single, Aspect unit in your army. Their actual point efficiently will have to include the points cost of the character and the points cost of the Unit combined - if the character or unit is too over-costed, it could make the points investment a bit off-putting. Overall, they can barely put a scratch on things like Greater Demons or Primarchs, kind of sad how weak they are individually. **Just model another Exarch, use it to represent the Phoenix Lord so you get the rules, but treat it as if it’s just the Exarch of that Aspect Shrine (not the Phoenix lord themselves) and the other is just their top student at least that would take the bitter taste away. **Bear in mind that they'll also negate any -1 to hits on enemy units too. But still, not the best use for them to just overcome something like that. *'''Asurmen:''' The Bloody Twins got a surprising buff of becoming ''Pistol'' weapons, letting him offload the rain of shards while in combat. The Sword of the Asur remains pretty Strong with 6 S6 AP-3 D3 attacks with ''Devastating Wounds''. Uniquely, he gives the Avengers he joins the ability to use the Fire Overwatch stratagem for free once per turn, even if you'd already used hit beforehand. Combined with their improved overwatch BS, you're going to have quite the strongpoint set up with him in charge. Thankfully he retained his 3++, so he's at least a bit survivable. **Dire Avengers are full of '''Lethal Hits''', and ''even worse'', their signature ability to hit better on Overwatch has absolutely no synergy with +1 to hit. ''However'', Asurmen makes Fire Overwatch cost 0 on the unit, so you might want to consider him. *'''Baharroth:''' Swooping Hawks are full of '''Lethal Hits''', so skip Baharroth. *'''Fuegan:''' Fire Dragons love +1 to hit, but right now, Fuegan costs too much, plain and simple, relative to the cost of the unit he's buffing (even after including his own additional firepower). *'''Jain Zar:''' Banshees like +1 to hit just fine. Jain Zar is, in a strong sense, the best Phoenix Lord, because she alone a) provides +1 to hit to a unit that genuinely appreciates it ''while also'' b) providing a secondary benefit to the led unit (Fuegan and Maugan Ra both have secondary benefits that only benefit themselves, although Fuegan's is a durability buff and hence makes his +1 to hit more likely to stick around). On her own she has a decent melee profile, against generic Infantry (hitting about as hard as a Primaris Captain, if they don’t use their once per battle boost), but like her Scorpion counterpart, is let down by the (only) unit that she can join- as Banshee’s are pretty bad. *'''Karandras:''' A decent melee character with Ahra's Bane giving an extra point in AP in melee compared to the basic claw while its gun has a bump in Strength. Isirmathil, meanwhile, is a bit stronger when compared to the average chainsword with S6 AP-1, but it lacks the damage of the big sword. He has Sustained Assault, which lets him score critical hits on a 4+ (making the ''Sustained Hits 1'' on his weapons all the more relevant- bringing him back up to how he used to be in 9th) when he charges while his special mandiblasters can work on anything that isn't {{W40kKeyword|Titanic}}. Shame he can only join a Striking Scorpion unit, as they're kind of in a bit of a no-man's land when it comes to what they are actually good against; decent mid tier character, let down by the unit he has to join. **Striking Scorpions are chock full of '''Sustained Hits 1''', so skip Karandras. *'''Maugan Ra:''' An excellent choice, because Dark Reapers can ignore negative hit roll modifiers without ignoring Maugan Ra's +1. Has the same problem as Fuegan, though - he costs nearly as much as a 10-elf unit of Reapers by himself, and he just doesn't make a 10-elf squad twice as good with his presence. *'''Irilyth<sup>IA</sup>:''' He's back, even if his model isn't actively stocked. His Spear of Starlight Prism Rifle makes him one of your more Lethal ranged characters; 3 S8 AP-2 D4 shots will put down quite out a lotta hurt on any model on 2 legs (that's, you know, not too big and/or boxy). When paired with his Shadow Spectres, he buffs them by adding 1 to their hit rolls (a pretty good boon when using their focused profile) and by forcing enemy units within 6" to subtract 1 from their battleshock and leadership tests. He can also put up a half decent fight in melee, though if your spectres are in combat, you made some serious mistakes. **This does come with a massive glaring issue: [[Derp|He lacks a jump pack and the {{W40kKeyword|Fly}} keyword]]. This means that his squad can't fly over any terrain and limits their verticality.
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