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===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.
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