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====[[Iyanden]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Iyanden banner v3 by mirageknight32.jpg|Border|75px|left]] |Once the most populous of the craftworlds, numerous costly invasions of Iyanden by the tyranids, orks and even Chaos have slain four out of every five eldar living within the worldship. With such swollen ghost halls, the eldar of Iyanden have little choice but to rely on Wraith constructs to make up for their vastly diminished manpower. Iyanden's playstyle very much reflects their fluff; massive casualties will do little to intimidate your blobs of infantry and your opponents will find your vehicles and constructs almost oppressively effective as long as they remain standing. |} <div class="mw-collapsible-content"> =====Iyanden Special Rules===== *'''Attribute β Stoic Endurance:''' Units never lose more than one model from morale tests. If a unit has a damage chart, then double its current number of wounds for determining its characteristics. ** Iyanden is the most defensive attribute that doesn't prevent any damage, but keeps you fighting to the last Eldar. This lets you take large units, which is awesome for your Guardians, Swooping Hawks, Warp Spiders, and Striking Scorpions, who all benefit considerably from taking a max strength unit. On its own, it is comparatively ''bad'' for Wraithguard and Wraithblades, who already have high leadership and need to keep their unit sizes smaller to fit in transports. On the other hand, Wraithlords, Wraithseers and Wraithknights ''greatly'' benefit from the damage chart modifier, as do any of your vehicles and fliers (Hemlock Wraithfighter exempted, ironically). *'''Warlord Trait - Enduring Resolve:''' The Warlord may attempt to deny one psychic power in each psychic phase. If your Warlord's a Psyker, they can deny one more power. Prince Yriel must take this if chosen as your Warlord. **Between your Warlocks (and their variants), Spiritseers, Farseers (and their skyrunner variants), Hemlock Wraithfighters and even Wraithseers, you won't exactly find yourself wanting for ways to shut down enemy psykers. If for some reason you insist on running an Autarch (or Yriel) as your Warlord and don't have any (or very few) psykers to run support, then it can offer some means of resisting enemy psykers. It really shouldn't be your go to choice though. *'''Stratagem - Guided Wraithsight (1 CP):''' At the start of your turn, you may pick an {{W40kKeyword|Iyanden}} Spiritseer. Until your next turn, the range of its Spirit Mark ability is increased to 12", and it allows friendly {{W40kKeyword|IYANDEN WRAITH CONSTRUCT}} units the ability to re-roll all failed hit rolls, not just 1s. **The best beneficiary of this stratagem would be your Wraithcannon Wraithguard and ranged Wraithlord/Wraithknight variants. They are the only ones who genuinely benefit from the increased radius, though even your Wraithblades (especially Ghostaxe Wraithblades) can't argue with full re-roll support. D-Scythe Wraithguard and Hemlock Wraithfighters gain no benefit from this. **Don't forget, the re-rolls apply against ''all'' enemy units within Spirit Mark's radius, giving all your wraith units full-reroll support against anything within that Spiritseer's 2' bubble. Don't be afraid to split your shots. *'''Remnant of Glory - Psytronome of Iyanden ({{W40kKeyword|Psyker}} only):''' Single-use only, all friendly {{W40kKeyword|IYANDEN WRAITH CONSTRUCT}} units within 6" of the bearer have their attacks doubled for one fight phase, but each such will take 1d3 mortal wounds at the end of the phase. **Despite its limit of once per battle, the Psytronome can turn your Wraithblades into extraordinarily vicious melee units that can butcher virtually anything in the game through their sheer volume of attacks. Given the one-time nature of this relic, you may as well splurge and use any and all stratagems and psychic powers that you can to make the most out of each of these swings. If a Spiritseer is wielding the Psytronome, go ahead and spend couple command points to activate Guided Wraithsight and Supreme Disdain to re-roll all misses and proc extra attacks on hit rolls of a 6+. If you're targeting something particularly thick and meaty in the wounds department, have your Spiritseer cast either Empower or Jinx (or both, if you have another spiritseer/warlock accompanying them) and/or a Farseer cast Doom to boost their odds of wounding your target. Lastly, if you can afford it, taking these units in a {{W40kKeyword|Wraith Host}} and using the Wrath of the Dead stratagem can grant a single squad of five Ghostsword Wraithblades a ''minimum'' of 35 S6 AP-2 D1 attacks that hit on 3's, wound MEQ/TEQ on 3's, proc additional attacks on hit rolls of 6's and re-roll failed hits and wounds. With ''this'' much support, a single 5-statue squad will stand a very real chance at killing an Imperial Knight in a single charge. =====Special Unit===== '''HQ''' *'''Prince Yriel''': The cheapest Autarch variant you can take, Prince Yriel lacks the mobility options his generic cousins have access in exchange for one extra wound over his {{W40kKeyword|Infantry}} kin. This isn't even mentioning the arsenal those generic Autarchs have access to if they run the Legends gear (when legal). The main selling point Yriel has would be his Spear of Twilight, a murderous melee weapon that deals d3 damage per swing and always wounds on a 2+. Just like your Warlock/Farseer witch blades, this applies to literally everything in the game, from the tiniest Grot to the largest Warlord Titan. Unlike those witch blades, the Spear of Twilight also has a modest AP-2 to carve through some armor as well, making it a legitimate threat to most standard units in the game. Unfortunately, that's about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 3" pistol that shoots d6 S6 AP-2 shots that can only be shot once per battle. Really more of a fancy finishing flourish against a character you don't much care for than an actual weapon. What's worse is that as a dedicated melee character, Yriel suffers from having to re-roll all saving rolls of a 6 from attacks made in the fight phase, making him defensively weaker in a fist fight than any other Autarch variant. If you do take him, make sure he has a reasonably fighty bodyguard unit or a transport to tuck him into when moving him across the field. </Div> </Div>
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