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====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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