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==Eldar Rules and Wargear== ===Eldar Special Rules=== '''Ancient Doom:''' Pretty much every unit in the book has this rule. On the one hand, you get Hatred against anything Slaaneshi. On the other hand, you take Fear tests at -1 Ld against Slaaneshi units. This more or less evens out; the average Leadership of the Eldar is high enough that the -1 won't usually matter, although it does mean that Fear might actually matter for the first time this edition. Hatred is nice, but it will only affect the first turn of combat, and most Eldar units don't want to be in close combat anyway. So, all in all, a fluffy but largely pointless addition to the army. '''Battle Focus:''' One of the most interesting changes to the new book (and one that Kelly himself admits was [[Matt Ward]]'s idea), Battle Focus is a special rule that essentially all non-Wraith units have save harlequins (clowns) because they have to stay the same in both the eldar and dark eldar codices. It allows Eldar units to run and shoot (in either order) in the same phase. This means that the threat range of an Eldar unit is raised by d6", and it also allows Eldar to pull off the "jump-shoot-jump" shenanigans enjoyed by Jet Pack units. Also remember that Eldar units with this rule also have Fleet, so the d6 for running can be re-rolled. It isn't a ''huge'' change, but it does allow Eldar units on foot to remain more mobile while shooting. And no, it does not affect assaulting; sadly, Banshees still get no love. *On a side note, units riding jetbikes have this as well, but they can't actually Run (only Turbo Boost), so the only use of this is if you want to stick some independent character on foot into a unit of jetbikes. Since all models in a unit need to have battle focus for the rule to work, your character can join the unit and still run and shoot. Not that this will happen a lot though. ===Warlord Traits=== Note that these are the standard Warlord Traits from the Eldar Codex available to all HQ units. Most named HQs chosen as warlords have a set trait and do not give the option of rolling. Codex Supplements have their own Warlord Traits tables, listed in the [[Warhammer 40,000/6th Edition Tactics/Eldar#Supplements|Supplements section]] below. *'''1: Ambush of Blades:''' Single use. Allows your Warlord and all Eldar units within 12" to re-roll 1s To Wound for a whole phase (shooting or assault!). This means a lot more fire will actually damage targets, but it's only for one phase, so use it wisely. *'''2: An Eye on Distant Events:''' Single use. Gives Stealth to your Warlord and all Eldar units within 12" for an enemy Shooting phase. It's nice, especially in combination with castings of Conceal, but it won't affect Rangers (who have Stealth already) and it's only a +1 bonus to cover, so the effectiveness is questionable. *'''3: Falcon's Swiftness:''' The Warlord and his unit get +1" when running. This makes Battle Focus more reliable and adds a significant amount of movement over time. *'''4: Fate's Messenger:''' The Warlord can re-roll ''all'' saving throws of 1. *'''5: Mark of the Incomparable Hunter:''' The Warlord gets Split Fire. This might be useful on an Autarch or Uldaneshi long rifle bearer, but for the majority its mostly useless. *'''6: Seer of the Shifting Vector:''' Deep Striking Eldar won't scatter if they land within 6" of the Warlord. Some of its usefulness is undercut by the Swooping Hawks (who never scatter anyway) and the fact you generally won't want to Deep Strike near the Warlord (except Khaine), but it is potentially powerful nonetheless. ===Remnants of Glory=== The artifacts of the age long past these relics are the unique and powerful wargear that can be equipped to any combination of your Autarch, Farseer and Spiritseers HQs. Only one of each item can exist in your army at a time and each costs anywhere between 15 and 40 points. As a general rule of thumb your Autarch is the assault based HQ of choice for any of the close combat type weapons, where as your Farseer and Spiritseer both want to be back a ways and away from melee. Note that a dedicated melee Farseer can be built if you luck out on psychic powers and get Death Mission (rolled AFTER you buy gear annoyingly). *'''Shard of Anaris''': The Shard of Anaris is the all comers '''MURDER SWORD''' of the Eldar army, a piece of the original blade Anaris and damned worthy of it’s legend. Right out of the gate Anaris boosts the wielder's strength stat by 2 and gives them Rending and Fearless. However the shard excels more for direct challenges between characters than all-purpose melee. Once in a challenge Anaris gains Fleshbane and Instant death! Realistically while not a worthless buy you’re paying for a weapon that will always lose out against the equivalent of all the other races. The Autarch is the only real wielder of this thing and he/she will likely fare poorly for cost against her general foes. *'''Firesabre''': Where Shard of Anaris is for killing off that one specific model, Firesabre is more of your generic infantry sweeper sword. Boasting +1 strength and AP3 this is a better Eldar power weapon with the Soul blaze added feature. Soul Blaze is the big core of the Firesabre, or at least the unique Wildfire rule that goes alongside it. Whenever the blaze deals a wound to the afflicted unit you roll a d6 for every friend and foe unit within 6” of the burning unit. On a 6 you give them Soul Blaze as well. In reality this is a very very high gamble ability. Soul blaze barely wounds most armies to start and needing a 6 to propagate this weak rule doesn’t help the Firesabre’s case. An above average power weapon for a higher cost and likely not worth it. *'''The Spirit Stone of Anath’lan''':A clearly Farseer orientated item the Spiritstone was made by a psyker for psykers. The stone allows you to drop the cost of a power you are manifesting by 1 warp charge (min. 1) at the expense of your Rune armor invulnerability save for a turn. Several powers from the Runes of Fate as well as a couple from the Telepathy discipline are cost 2. If you don’t roll any of these powers then sucks to be you by the way. Useful and affordable for backline farseers who can get good cover saves and enjoy throwing around a good whack of powers. *'''Uldanorethi Long Rifle''':Probably the simplest and most universal of the Remants the long rifle is a sweet tool for any and all Eldar commanders. A very easy to read sniper weapon featuring AP3 and ONE HUNDRED AND TWENTY INCHES of range. 120”! This gun shoots farther than battlecannons, railguns, prism cannons, even the Icarus lascannon. Now right off the bat this item has some easy uses, thrown onto a supportseer or backline Autarch the long rifle allows your HQ to actually contribute firepower during the shooting phase. A dual guide built farseer inside a squad of Darkreapers, hammers out a single accurate sniper shot right into an enemy unit the reapers are firing upon, in addition to the possible precision shot it adds a pinning test to the attack, awesome. If your warlord wields this and rolled split fire as the warlord trait this weapon is improved in power, otherwise just adds to the power of existing squads, but hey, your Farseer is BS5, might as well pink off a shot or two rather than none. *'''Mantle of the Laughing God''':Now as a general rule few Eldar HQs excel outside of a squad to protect them, any weapon menacing a S6 threatens to pop your model with a single failed save. The Mantle mitigates this somewhat but always take care how you utilize the farseer/autarch/spiritseer this is attached to. Firstly it removed IC from the model, meaning no more ability to join squads, but then it automatically grants Stealthed, Shrouded and Hit+Run. It also gives the model the ability to freely re-roll cover saves. Put your HQ into a 5+ cover terrain and POOF! Re-rollable 2+ cover unit. That is a 97% success rate for the record. Stick your Autarch somewhere advantageous, give her a long rifle, and snipe all day and all night. Or stick the Mantle on a jetbike and watch your opponent bitch and moan at you for being a powergaming asshole. Against anything that doesn’t ignore cover outright the equipped model (even warlord) quickly becomes a resistant target. *'''Faolchu’s Wing''':While Mantle of the laughing god is the wargear of lulz the HQ equipped with Folchu’s wing is equally troll worthy. During the battle focus run step the equipped model may now move 48”! This makes them faster and more mobile than jetbikes, skimmers and even most fliers. Again this item does need a purpose to justify it’s cost, seeing how only the model may move and sacrifices the rest of the turn to do so. While you can't manifest powers or shoot weapons either before or after the movement, it can work very nicely for a Farseer to always be where he's needed for his Blessings and maledictions. Use guide on a squad, move 54" (including movement) use other powers on the other side of the board next turn, rinse and repeat. Also the tricky commander can use that insane movement to possibly launch your HQ into a held objective to suddenly contest the thing. *'''The Phoenix Gem''':A multi-purpose item the gem is a single use treasure that activates when the equipped HQ would be slain. Instantly engulfing the area in fire the gem uses a large blast centered on the HQ, dealing damage with a S4 AP5 explosion. The ability can sometimes fail if you roll a 1 but usually goes off pretty easily. Then you check if the blast dealt any actual damage, if any model was dealt a wound (friend or foe) then your HQ will get back up with a single wound to stay and fight the good fight. At range this might save your support seer from death by blasting nearby allies its but generally you would rather threaten your foes. ===Let's Talk About Guns=== The Eldar boast a variety of advanced weapons with nifty special rules and potential for more dakka. New codex brought some changes that you should remember to use carefully and tactically. '''Shuriken weapons''' Shurikens as basic ranged weapons for eldar has seen major improvement. With Bladestorm rule any shuriken weapons on roll 6 To Wound auto-wounds with AP2. With this even the lowly guardian can shred anything fleshy: move up, seriously damage their vital organs, run away, rinse repeat, lulz. (shred those termies with your guardians. DO IT) '''Monofilament weapons''' Monofilament weapons now has +1S if shooting at something slower than Initiative 4 or vehicles and instantly wounds with AP1 on a roll of 6 To Wound. Cleaving open transports has never been easier. '''Pinning weapons''' In the new codex Eldar got a plethora of weapons that gained the pinning rule, forcing leadership tests if a unit is wounded by a weapon with the rule. Forcing a squad to go to ground is almost killing the unit outright, leaving the enemy one unit less to attack you on their turn and giving your Eldar more and more breathing room to do what they do best. To date the Eldar possess the following weapons that have this rule: Eldar missile launchers (plasma + starshot) which is available in abundance, Shadow weaver (because of barrage), Doomweaver (not in focused mode), Ranger long rifles, Reaper launchers (starshot mode), Shrieker cannon, Spinneret rifle, Tempest launcher, Vibro cannon, Serpent shield, Uldanorethi long rifle, Eldritch storm. That’s about 12 different things you have that can pin a squad, and the test triggers every time a unit has received one or more wounds from a unit containing a pinning weapon. So remember to test for it often as see if you can’t keep a squad or two locked down and unable to fight you. Do note, however, that most things in the game are either fearless (Ork mobs, Nids under Synapse, most cult/daemonic CSM's), have high leadership to reliably pass the test (SM, CSM, Eldar, Necrons), or just immune to pinning (Daemons, Bikes, Monsters), so do not hope your Pinning would work often. Or at all. '''Eldar heavy weapon''' Some units have option to change into heavier weapons, as add-ons or replacements for existing guns and are commonly seen throughout the entire codex from troops to heavy support. The standard list is follows: *'''Shuriken Cannon''' Now not so cheap, but still reliable, the 24" shuriken cannon fires lots of nice S6 shots that pierces weak armor at base. Valuable for moderately priced dakka and augmented with Bladestorm (see above). *'''Scatter Laser''' With 4 shots at S6 AP6, Scatter Laser also comes with Laser Lock ability that grants TL to the MODEL that fires it, only needs successful To Hit roll. Obviously take it in models with multiple weapons, TL Starcannon or Brightlances can pay back its cost in points quickly. *'''Starcannon''' A good but not great AP2 weapon, the Starcannon doesn't get hot like plasma weapons. Viable alternative but not necessarily better than scatter laser, take your pick. Or pick both if you're facing 2+ aplenty. *'''Eldar Missile Launcher''' You take EML for its versatility. It has single target S8 AP3 starshot or a small blast S4 AP4 plasma, both featuring pinning. Then both reapers and warwalkers can take flakk missiles which feature S7 skyfire. However, it all comes to the price when looking at this baby - and the price is damn high. *'''Bright Lance''' Possibly your primary heavy armour buster, with S8 and Lance. Tear down AV13/14 and the new codex makes the bright lance more affordable by far on most models. ===Eldar Vehicle Upgrades=== All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag. *'''Holo-fields:''' The iconic holofield has been through some rough times, once they were the greatest in vehicular protection at a cost, then 6th ed turned them into gigantic stickers on the sides of tanks, looking pretty but doing nothing. However all is forgiven, the holofield returns, granting a solid +1 cover save if the vehicle moved last turn, simple, elegant and affordable. Holofields are a boon on basically all vehicles based on the abundance of cover saves available to them you should always have at LEAST a 4+ cover. This is much like a Tau Disruption Pod (or IG camo netting), except it doesn't work if your vehicle is stationary, which makes you vulnerable at first turn, if your opponent won roll-off or seized initiative. Apparently, highly advanced holographic projectors aren't as good as simple targeting jammers or even piles of green cloth mesh. *'''Star Engines:''' A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6" to a flat out movement by an Eldar vehicle, which you don't really need with max speed 30" per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3", which is pretty handy, considering they have Battle Focus. *'''Vectored Engines:''' With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Cannot be used while immobilized. *'''Spirit Stones:''' Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. *'''Crystal Targeting Matrix:''' Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Zip a fire prism behind an enemy tank, put a prism lance up its butthole and smile with glee. Of the vehicle upgrades this thing is expensive like dental work and only works once, select wisely. *'''Ghostwalk Matrix:''' Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your holofielded tank in 4+ ruins for trolltastic 3+, this is pretty much auto-take, as you're all but forced to move it every turn for cover save bonus.. *'''Power Field:''' Stock Warwalker gear. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points. *'''Serpent Shield:''' Stock Wave serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances with an 83% chance. That good cheddar right there. Then if you feel the serpent needs to do something it can turn it's shield into a very long ranged energy shockwave that hits for D6+1 S7 hits, ignoring cover and deactivating the shield for a turn. That’s a useful little tool for any savvy commander and should never be discounted in your head. A serpent with scatter laser turret and a chin shuriken cannon can dish out an insane amount of TL dakka with that trick. *'''Mindshock Pod:''' Stock Hemlock wraithfighter gear. A 12" radius brain scrambler that causes all units within the radius to re-roll successful pinning and morale tests, this affects allies units as well so be careful of its placement. With the range of pinning weapons available to Eldar right now this gear will occasionally see some cool benefits and its cons are null and void with an Avatar on the board or with a wraithwall army. ===Psyker powers=== ====Runes of Fate==== Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, remember to kit your Farseer for best utility. '''Guide''' Primaris power. *Guide, the most iconic and well renowned power of the Farseer since time immemorial. Boosted significantly from past editions the new guide features a range of 24", four times its original casting distance and twice the range of Prescience in the rulebook's Divination table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules the Farseer requires LOS for this ability but its shouldn't be an issue. Rarely will you suffer for swapping a potential power for this primaris choice, its wonderful and grants greater power to the army on the whole. '''Executioner''' *Executioner is an odd power and a lot of information to absorb, so it will be written here in as clear a description as possible. A focused witchfire with 24" range, hitting a model firstly with 3 AP- hits that wound on a 2+. If these hits manage to kill the model the power jumps and hits another model for 2 hits of the same power, if a kill is scored, another hit against a third model. However Execution has no AP value, rarely if ever would you try and snipe out a model whose armor save isn't at least a 4+. Then if the ability fails to kill the target it instantly ends and you get no more attacks period. '''Then''' if you want to actually snipe a model you have to pass the test with more than one 4+, otherwise the power goes randomly around for its full duration. Target get a full host of armor, cover and invulnerable saves against it, deny the witch as well as the benefit of 'look out sir' to save the valuable models worth sniping. It also takes place over the Farseers shooting attack. '''Doom''' *Doom is another classic Farseer power and a powerful one at that, targeting an enemy within 24" and then all wounding rolls against them get a free re-roll for the turn. Any armor penetration rolls that fail to either glance or pen target may also be rerolled. This is your primary assassination power, ensuring you kill that commissar or bosspole nobs in one turn. '''Eldritch storm''' *A large blast template of sheer devastation, Eldritch storm crushes infantry and vehicles with pinning, Haywire and Fleshbane. Watch as that gauntblob evaporates on 2+ , IG parking lot gets debilitated or even cleared. '''Death Mission''' *Death Mission is a rather situational power. Cast at the start of the move phase the ability grants the caster alone d3+2 death mission counters. Then you take d6 roll at the end of EVERY PHASE, either going down by one counter on a result of 1-3, or staying unchanged on a 4-6. If the Farseer ever runs out of counters or the game ends, your Farseer DIES (interaction with Phoenix gem is yet unclear) and awards a victory point. The seer also '''cannot cast any other powers''' for the rest of the game. You can recast death mission to get extra d3+2 counters. All this downside for +5 to its WS/BS/I, and extra 2 attacks. Combined with weapons such as the Witchblade (Eldrad's staff in his case), Firesabre or Shard of Anaris, makes the Farseer threat in assault. It bears repeating you will not be able to cast any other powers once this is cast, no guide, fortune, etc. (You will also be generating your powers AFTER already creating your lists, requiring an impossible foresight to plan for death mission+Remnants of glory). ** '''An Alternate Opinion:''' Death Mission is garbage, complete and unadulterated garbage. Easily the worst power in the set. It automatically costs you your Farseer (which most of the time means you're automatically handing your opponent Slay the Warlord), he'll almost never kill enough stuff to make up the points you'll lose when you lose him, as he still doesn't have any AP in close combat, unless you handed him a Remnant of Glory. And the worst part is, he might not even get to live long enough to recast it. Since you roll to lose a Death Mission Counter every phase, you're going to lose an average of 3 counters in between every time you use it, so if you only roll 3 Counters, you can probably say goodbye to him. If you roll Death Mission, you should probably instantly switch it out for Guide. '''Fortune''' *Now with 24" of range, this allows the Farseer to sit back and stay safe while the affected unit get a reroll on all failed saving throws until the Farseers next turn. Remember Farseer needs to have LOS, and costs 2 warp charges. Still fortune has and always will be a good power, and if you get it on your rolls, you will keep it. '''Mind war''' *Range 24" and a focussed witchfire, with quirky rules. Each combatant rolls a d6 and adds to it their LD (so d6+10 for Farseers). Then you compare the two numbers, the loser instantly having their WS & BS dropped to 1 until the end of the next turn (Farseers always win draws). If the difference in totals is weighted in the Farseer's favor, target takes wounds equal to the difference (Farseers never lose badly enough to suffer damage from this battle), getting no cover or armor saves against the wounds. Also, target can take Look Out Sir in new FAQ. ====Runes of Battle==== Available to Warlocks as well as the Spiritseer. The Spiritseer may also roll from the Telepathy table for one or both powers. Runes of battle are the Eldar powers of war, short term manifestations of their psychic might made to turn the battlefield in their favor. Warlock utilize these powers to affect the outcome of skirmishes and battles across the stars while the Farseers pilot the destinies of whole craftworld through eons. Warlock have tempered their powers to a fine blade but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving the psykers a supreme range of versatility. As a rule all powers from the runes of battle have a range of no greater than 18", either for the beneficial of debilitating versions of the powers. Warlocks can be attached to guardians defenders, storm guardians, windrider jetbikes or Vaul's wrath artillery. Also remember that, under 7th edition rules, a Warlock will know 2 powers, Conceal/Reveal and whatever power he rolls. So, with a Warlock, NEVER switch for the Primaris, you get it anyway. *The Spiritseer can be attached (as an IC) to almost any squad, this matters for when runes of battle powers are referred to as boosting the defenses of units such as Wraithblades and Dark reapers, in that normal warlocks will not usually be able to benefit squads they are not attached to. '''Conceal/Reveal''' Primaris power. *Conceal grants the warlock the shrouded special rule and as such benefits the whole squad attached to him, a +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal, no warlock would go wrong taking conceal as most units benefit from enhanced defenses and a cover save booster like this goes fantastic on everything that can benefit from it, guardians, wraithguard, scorpions, you name it. *Reveal by contrast strips both the stealth AND shrouded rule from an enemy in range, this can sometimes strip powerful defenses from units you are planning to wipe out, however like all runes of battle you need to make tactical use of the power which may be often skipped for the benefits of conceal. '''Destructor/Renewer''' *Destructor is the Kamehameha of warlocks, their direct fire power from codices of old, a psychic heavy flamer the destructor is an iconic power that now features the soul blaze special rule. As a power and not an actual weapon the warlock cannot fire this in overwatch. *Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn't affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA! '''Embolden/Horrify''' *Embolden is back from the old codex but with a new effect, granting the warlock and his unit fearless rather than leadership rerolling powers. This is a boost and nerf over previous version as fearless straight up negates pinning, morale, ect. However embolden used to allow for rerolling on your leadership test which included psychic powers, an ability beloved by power spamming seers and what have you. A solid power for anything not already fearless such as fragile storm guardians. *Horrify is a power that is unfair to judge on its lonesome. At its core it reduces the LD of an enemy unit by -3, making them of course more susceptible to morale test and the like. However with the advent of multiple pinning weapons with the new codex as well as that of the Hemlock wraithfighters Mindshock pod the horrify power has enormous effects. A unit with reduced leadership is at best LD7 now, reducing their chance of success against any and all pinning or morale tests down a full 20%. In armies with the right weapon it’s amazing, otherwise it's just decent. Also fun to consider is that the diresword benefits greatly when used on a Horrified target as they now have a decent shot (42% at LD 7) of being '''removed from play''' (fuck you, Eternal Warrior!) if they take a wound. Be sure to [[Just As Planned|high five Eldrad if this goes off.]] '''Enhance/Drain''' *Enhance is yet another staple of the warlock power of yesteryear, often seen in seer councils and storm guardian squad this power gives a simple boost of +1WS and Init to unit. Eldar are already quick to the punch but with this power what they did well just got even better, storm guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. If you roll it on a squad of guardian defenders or Vauls wrath...take your primaris power, don't even bother with this. *Drain sucks out the same befits that enhance gives, reducing an enemy’s WS and Init by 1, unless you are assaulting a squad with two or more of your own units I don't tend to recommend Drain over Enhance as a lucky deny the witch would negate the power, however like all tactical powers you have to cast each power according to which effect would benefit you the most. The real gift of drain is using it in synergy with mono filament weapons. Cast drain on any marine squad, jump in with your warp spiders and laugh maniacally as that giant expensive blob of blood angels death company turns into little red chunks. '''Protect/Jinx''' *Protect is a power that even idiots understand and appreciate, a simple but potent bonus to the units existing armor save by 1. This is quality cheddar right here, units such as wraithguard, Scorpions, and Storm guardians get a boost to their armor, in the case of wraith units and scorpions they are now TEQ armored (However, keep in mind this works for the spiritseer, but not for warlocks. Protect only works on the psyker and the unit he/she's in, meaning warlocks can only give a +1 save to the warlock council or a Guardian unit he/she's joined). This power is awesome, and on the right units is worth casting every round, since few units’ don’t benefit from hardier armor than what they already have. *Jinx by extension has an equally nuts benefit for you as the former, reducing an enemy’s own armor save making them that much easier to kill off. Now a unit like terminators suddenly fear AP3 reapers with a passion, fragile 4+ units suddenly became instantly shredded by mere shuriken catapults, making guardian firepower or similar a hurricane of reaping death. Against units who are relying more on their cover or invulnerability save the benefits of this power are reduced somewhat, still if you reduce an enemy’s armor save and they need it against your guns, make them that much more screwed and cackle with glee. '''Quicken/Restrain''' *Quicken grants your unit swiftness of the Eldar and improves the running distance off the unit by a flat 3", letting you close gaps or create them that much easier. With Battle focus being found on just about every Eldar model this power only flops when the unit happens to be hunkered down in cover and wont be running for the rest of the game (I’m looking at you rangers and dark reapers). *Restrain by comparison is a power I don't honestly find very useful, stripping away an enemy’s ability to run completely sounds useful. However the range of the power is 18" so you were already pretty close to the unit to start, and save the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they did so. Not useless but not as easily feasible for every scenario, allows for some kite by the Eldar by just removing the extra distance from enemies and yourself running to make a gap. It is also handy for preventing a squad from being able to run and contest one of your objectives. '''Empower/Enervate''' *Empower instantly grants the psyker and attached unit gain an extra +1S, this is simple and in many cases worthless to you, of the units warlocks are easily attached to only storm guardians probably even give a shit, whereas with Spiritseer the likes of scorpions, banshees and Wraithblades find a little more use in its application. Ranged units don't need nor want the extra strength and even dropping conceal for the strength just in case is a bad bargain in my mind. *Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18" of you) of 1S as to reduce their threat in melee, now this is alright if you know you’re getting charged next turn and the drop in strength is the difference in melee ability like marines against Wraithguard. However on the whole few units even need their regular strength to threaten your flimsy Eldar, our brittle bones clock in at a pitiful T3 with most armies boasting at least a S4. Debuffing an enemy squad prior to an assault by yourself is alright though if the difference can be noticed, like Enhance/Drain you want to choose carefully between the two abilities. It's worth noting here that S2 can't wound T6 targets so when charging anything with S3 (like a blob or guards, cultists, orks and all brands of elder) with wraithblades always have your Spiritseer cast Enervate, then the only thing your wraiths will feel in the return swing is a soothing foot massage as their wraithbone boots crush the pathetic fleshy thing's trachea.
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