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===[[Alaitoc]]=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|75px|left]] |A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called. In practice, Alaitoc reflects this by encouraging you to play ''very'' defensively. Many of your units can become difficult to shoot at range, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute β Fieldcraft:''' Any unit with this attribute is treated as being in Light Cover when targeted by a ranged attack from 12" or farther away. If said unit with this attribute is {{W40Kkeyword|infantry}} or {{W40Kkeyword|biker}} and entirely on/within a terrain feature, it gains Dense Cover as well. Additionally, any {{W40kKeyword|Infantry}} unit with this trait can ignore any/all modifiers to their Move characteristic and Advance rolls. **In a fluffier reform, this attribute now only provides a hit modifier debuff if your units are actually hiding within terrain as opposed to standing out in the open. It also enables your units to easily dive into and out of terrain without having to worry about difficult terrain crimping their movement rules. Note that even Alaitoc can't Battle Focus move through Area Terrain, as the -3 modifier to it is neither a modifier to your Move characteristic nor to an Advance roll. *'''Warlord Trait - Master of the Ambush:''' In the command phase, your Warlord may select a {{W40kKeyword|Alaitoc Infantry Core}} unit within 9". For the rest of the turn, that unit may perform attacks with ranged weapons without failing any actions they are otherwise taking. Additionally, on the First Battle Round before the First Turn begins, you can select the Warlord and one additional {{W40kKeyword|Rangers}} unit and redeploy them anywhere on the field 9" away from any enemy models or their deployment zone. **A flexible trait that makes sure that your forward striking Aspects can still try for secondary objectives without sacrificing their firepower for the turn. Alternatively, this can be useful for backline units less as immediate risk so that they can still participate in the fight while working on whatever you have them otherwise tasked on. The redeployment aspect can be useful in certain circumstances, but the limit to the HQ and a squad of Rangers does kind of limit their offensive and defensive potential. Use this to potentially snag control of an objective outside of both deployment zones early on or to get an angle on a squishy support character. *'''Stratagem - Pathfinder Ambush (1 CP):''' On your opponent's reinforcement stage, select an enemy unit arrives onto the battlefield then pick a unit of {{W40kKeyword|Alaitoc Rangers}} on the battlefield or in strategic reserves. If they're in strategic reserves, you may place them on the battlefield within 18" of the target unit but 9" away from all enemy models. You may then immediately make a ranged attack as though it were your shooting phase against (and only against) that selected enemy unit. **A crappier version of the former Forewarned stratagem. If some enemy character enters the battlefield via Deep Strike, this may give you a modest opportunity to shave off a few wounds or (if you're extremely lucky) even kill them upon arrival. Unfortunately, Rangers are hardly the offensive powerhouses that Dark Reapers or Fire Dragons tend to be, so don't expect miracles. Especially if the unit you're targeting has more than one model; I can almost assure you that you'll hardly get much done in that regard. ***A reasonable thing to consider against Genestealer Armies that like to hide away characters like Broodlords for a surprise flank. *'''Remnant of Glory - Shiftshroud of Alanssair ({{W40kKeyword|INFANTRY}} only):''' While the bearer is in cover, they ''cannot'' be selected as a target of a ranged attack by enemy units more than 12" away unless they are ''the'' closest available model. **Semi-useful, but ultimately something that can be safely passed. This guarantees that your key character cannot be targeted, even by enemy snipers, but in most cases your opponent isn't going to be able to target your characters anyways. Unless you have absolutely no interest in keeping your characters alive, in which case you wouldn't be taking this relic anyways. ====HQ==== *'''Illic Nightspear''': At a <del>reduced</del> price of <del>65</del>90 points, Illic Nightspear is a cheap(ish) and potent HQ choice that excels at killing enemy {{W40kKeyword|Characters}}. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single shot a turn at BS2+ 48" Heavy 1 S6 AP-3 D3, Ignores Look Out, Sir, and +1d3 mortal wounds on unmodified 4s to wound. Against most support characters you'll face, he'll need 2 shots to murder them, so don't expect him to drop something in a single round. Illic's last notable perq is that he gets +1 to hit and wound rolls against {{W40kKeyword|Necron}} units (the hit buff will almost never matter, but the wound buff can, even though it doesn't help his mortal wound output). Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will off 0-4 unit members a turn (typically exactly 1 for W1 targets). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside of being made your Warlord and using ''Puritanical Leader'' to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments. His biggest problem is his wound rolling, though - his output ''skyrockets'' if you slap Doom on the target first, especially because against a target with a good invuln but toughness less than 6 (like Space Marine HQs with their T4-5 Sv2+-3+/4++) or low-wound chaff where you need the mortal output to kill a bunch of members, you can re-roll wound rolls of 1-3 despite having succeeded, to fish for mortals. He does combo very well with Strands of Fate, especially with his Warlord Trait (+1 strength to ranged attacks, 1MW on a 6 to wound). Hitting on 2s you are almost guaranteed to get to the wound roll - putting in a 6 to wound means his target takes d3+1 mortal wounds and has to save at -3 for a 3 damage shot. That will kill most characters in the game outright if they fail their save, or severely weaken them if not. Thanks to the MW output, he can even clear regular infantry quite efficiently. </div> </div>
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