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===HQ=== *'''0-1 Aspect Exarchs:''' A unit comprised of to up to 3 Exarchs of any known Aspect. Just like Legion Apothecaries, they count as a single FoC choice (HQ in this case) and must be attached to squads of their own Aspect at the start of the game and they may not leave the squad. **'''Autarch:''' A 40pts upgrade for one of your Exarchs, grainting WS/BS 6 and Ld 10. The Autarch must be your Warlord. ***''Dark Reapers'': These guys have probably the best choices for loadouts, going from the default launchers to free Shuriken Cannons, Missile Launchers, or Tempest Launchers - pick depending on what you imagine your guys will face the biggest challenge from. Far Shot's gotten a bit of a boost here, letting you fire an additional time with your gun. ***''Dire Avengers'': You can grab two of these guys, which is nice. The most flexible of the Exarchs, you can find a place for his host anywhere on the field. It helps that he keeps the 4++ no matter what. ***''Fire Dragons'': The ability to re-roll one hit, wound, or pen roll per turn is not something to forget in any case. As for loadout, he either gets the questionable but free Heavy Flamer for free overwatch or the longer-range Firepike to help blow shit up. ***''Howling Banshees'': One of only two Shrines able to take two Exarchs. Unfortunately, you can't do a Jain Zar and take two melee weapons aside from the Mirrorswords. You also have the ability to deal -2 Ld to your enemy, which might help break a unit. ***''Shadow Spectres'': Mobile bastions of lasery doom. If you feel like picking another gun, your choices are either the short-range Prism Blaster if you wanna do Prism shenanigans or the long-range Haywire Launcher for the anti-vehicle fun. ****''Shining Spears'': The fastest boys. Their skill lets them re-roll wound MCs and pen rolls, which is absolutely worth it on the charge. While the Laser Lance is well worth it, the Star Lance is the gold ticket, being a real anti-anything weapon short of melta. As for power weapons? Fuck'em. ***''Striking Scorpions'': Bad news is you lost Karandras. Good news, they're pretty much as they were in 40k, including those sick at-initiative claws and the various varieties of chainsword for different levels of anti-GEQ. Their skill gives them extra attacks for each point they score over the enemy during the first round of a challenge, so you'll probably handle yourself over most marines, but be wary of the Emperor's Children. ***''Swooping Hawks'': Taking this guy means that his pack will always deep strike on location, no matter what. The Hawk's Talon is pretty much a straight upgrade to the base gun, while the Sunrifle gives blinding at AP3. Since this putz lacks a melee weapon, you might be excused for buying a power sword, but only if you decide to make him Autarch. Not much need otherwise. ***''Warp Spiders'': Oh look, it's the Aspect Shrine who never had a named Phoenix Lord! Jokes aside, he confers his squad with immunity to any psychology tests, a rarity hardly afforded even by the Legios in this day and age. For only 5 points, you can make your spinner Twin-Linked, which is an absolute plus. Instead, you could get the Spinneret Rifle for longer range and Rapid Fire. If you feel crazy enough to enter melee, then you could buy Power Blades, but you're not likely to want to since that leaves your boys exposed. *'''Farseer:''' This guy is your standard Psyker, he sees the future both the Aeldari and the perfidious Mon'Keigh and allows you to throw wrenches into their fate so only the children of Asuryan come out on top. Reasonably priced at 100pts base, this here Space Elf is not to be underestimated. The Farseer's mastery level is to Mastery Level 3 by default which is fantastic and gives a huge availability for warp charge expenditure and up to three abilities in a turn. A Farseer can generate powers from the Daemonlogy (Sanctic), Divination, Runes of Fate and Telepathy disciplines. He comes automatically equipped with a couple pieces of useful Aeldari 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 Leadership roll. An essential defense against terrible shit happening. **'''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 Bladestorm special rule. **'''Rune Armour:''' Grants the classic 4++ invulnerability save Farseers do so enjoy. **'''Witchblade:''' A 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 (+5pts) witchblade replacement that is highly recommended. Identical to the witchblade in assault, 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. *'''Guardian Officer Cadre:''' Like the name says, these are 1-5 Aeldari Guardian HQ's. Akin to Legion Centurions in statline, they are basically souped up Guardians with Heavy Mesh Armour and options for a plethora of ranged and melee weapons, as well as the possibility to go by Jetbike. Just like the Aspect Exarchs, these have to be attached to either a Guardian squad (both Storm or Defender) or a Vaul's Wrath Support Battery and if they take said jetbike, a Windrider Squad. *'''Wraith Guide:''' Basically a ML2 Seer with the Wraith Guide special rule, which allows Wraithguard, Wraithblades and Wraithlords to re-roll To Hit rolls of 1 against enemy units within 12". It must always be attached to either Wraithguard or Wraithblades. A Wraith Guide generates powers from the Daemonology (Sanctic), Runes of Battle and Telepathy disciplines. =====[[Phoenix Lords]]===== Kaela Mensha Khaine is the Eldar God of War, and the Phoenix Lords are his champions. Crunchwise. they're best thougt of as Exarchs + 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 and the Sword of Asur, an S+1 AP 2 Master-Crafted sword that can trigger Instant Death if the enemy fails a Leadership check after getting hurt. 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 Warlord traits, re-rolling duplicates. With how good the traits of the army list are, this ability has some neat potential and makes him a good commander. *'''Jain Zar (Howling Banshees):''' 200 points. Founder of the Howling Banshees, Jain is the pinnacle of close combat terrors on the battlefield. 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 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 MEQ 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- Sigismund? Fulgrim? Valdor? 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! *'''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 Hawk Talon 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 most 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 for 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. *'''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 (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):''' 180 points. 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. *'''Drastanta (Shining Spears):''' 250 points. Your sole biker among the Phoenix Lords, and he's damn good at it. He's always supposed to be on the move to get his 4+ cover save and charging for that devastating boost to his spear. While he only has a 4++ for protection, his prowess in combat bears mention: He's forced into all challenges, where he can use his Spear of Twilight's ability to force enemies to re-roll their Invulns. Also, about that spear? It's also a gun, and both modes are AP1 with Lance. Yeah, expect your Imperial mates to beat you to death with their many thick books when fielding Drastanta.
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