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===Lords of War=== *'''[[Khaine#The Avatar of Khaine|Avatar of Khaine]]''': Oh, hell yes! The Avatar of Khaine is stronger than ever (compared to its 6E/7E iterations). With a Greater Daemon-esque statline unlike anything else in your army(S/T7, WS/BS/I/Ld10), the Avatar can take on the toughest of opponents with ease (though watch out for Primarchs), usually hitting with 5 attacks minimum. With a whopping 2+(!) armour save, 5++ invul, +2 Strength in Close Combat for S9, and total immunity to melta weapons and flamers, he's surprisingly hard to take down too. Oh, and he gives himself and makes any units within 12" Fearless. His main detraction point is that even with Fleet he's pretty slow. In an Aeldari army. Still, for CC potential, he's way up there in the army list. Only problem is, he now occupies the Lord of War slot along with the Wraithknight. The Avatar has to choose from one of the available Aspects (You nominate one Exarch in your army to be the Young King), taking certain aspects of that Aspect (heee!). **'''Dark Reaper Aspect''' Grants Far Shot and Inescapable Accuracy. While it sounds nice that you can double-tap with your big scary melta-spear, don't expect to use it for more than maybe a turn or two. **'''Dire Avenger Aspect''': Battle Fortune is pretty strong in granting your giant flaming god a 4++ save. As for Defense Tactics...just stick to Counter Attack. **'''Fire Dragon Aspect''' gives him the Fire Dragon's Assured Destruction special rule and Crack Shot, which allows him to re-roll one failed To Hit, To Wound or Armour Pen roll. Pretty Neat! **'''Howling Banshee Aspect''' confer the Acrobatic and War Shout special rules, letting him move 3" extra and ignore initiative checks for difficult terrain as well as subtracting -2 Ld from models locked in combat with this scary monstrosity. **'''Shining Spears Aspect''' grants Acrobatic Grace and Expert Hunter rules. granting a 4++ save if it moves during the turn and the ability to re-roll to wound MCs and Pen vehicles. Expert Hunter's more likely the draw here, as you'd best expect the enemy to find ways to block the way to their precious war machines. **'''Striking Scorpions Aspect''' confers Rage and Furious Charge. Simple and nasty, but you lack any great protection. **'''Swooping Hawks Aspect''' turns your Avatar into a Jump Monstrous Creature. No frills about movement, which might trouble you if you wanted something with more pizzazz. **'''Warp Spider Aspect''', which gives it a fucking Warp Jump Generator. Your killy Avatar of death is now a Jump Monstrous Creature! Plus all the rules that the Warp Spiders have regarding movement. Best read those! *'''[[Wraithknight]]''': The Aeldari response to the many Mon'Keigh Imperial Knights. Though instead of being a vehicle, this Lord of War is a Gargantuan Creature. Standing taller than any Imperial Knight (bar the Acastus Knights), and almost the size of a Revenant Titan, the Wraithknight is truly a monstrous force upon the battlefield, and armed to the teeth with it. For shoulder weapons, Shuriken cannons and starcannons both give it anti-light or anti-heavy infantry power but these options are subpar. It's got a huge mobility advantage too, counting as a Jump Gargantuan Creature. Move up to 12" in the move phase, end in some piece of cover or whatever else you need to be and if assaulting reroll the charge distance if you need to and Hammer of Wrath with Smash etc etc. It is now resistant to the Poison and Sniper rules (needing 6s to wound it), while instant-death and remove from play effects only does D3 wounds to it and it also has Feel no Pain. The Wraithknight will wipe the floor with Dreadnoughts and MCs in CC thanks to its Ghostglaive being Strength D. and the high Initiative of 5, but don't forget about hammering your foes with your unique firepower (see below) and generally providing a massive distraction for your other, squishier, troops. It'll always draw tons of fire, so watch out for heavy anti-tank. Here are the pros and cons of each loadout: ** '''Heavy Wraithcannons''': identical to the fearsome Wraithguard weapons but with three times the range the Wraithknight can dominate and decimate any individual target regardless of size or defenses, S10 with the distort rule to back it up allows these guns (you have two, remember?) to remove any single target from the battlefield. These come stock on the Wraithknight and keep it on its lower price end of the scale, however like the regular wraithcannons these weapons run into issues against cover saves that are abundant in 30k,so aim wisely. Don't bother paying for shoulder weapons with these as you cannot fire more than two weapons each turn. ** '''Ghostglaive & Scattershield''': The Ghostglaive is Strength D, Master-Crafted and it is the Aeldari's reply to the question of how to deal with Imperial Knights and Titans. Having lost its ranged Str D Wraithcannons in 30k, kitting the Wraithknight out for Close Combat is the only way to get this baby to use it's big D. In addition to the Ghostglaive, it has a Scattershield as well. The Scattershield really make this baby shine, granting the otherwise fire magnety Wraighknight a 5++ for defenses against all attacks. This makes the Wraithknight hard to kill even under the best scenarios and with any form of pskyer support, harder still. The shield also has another benefit, every time a save with the shields 5++ is made each unit within 6" has to make a test against the blinding rule. Watch you don't get your own guys hit by it - even with I5 you would occasionally roll a six sometimes, and seeing as Eldar have no units to spare, one turn of WS/BS1 could cost you a game. Though against low initiative or mechanized opponents blind is both reliable and powerful tool. ** '''Suncannon & Scattershield''': perhaps the greatest of Vaul's creations, the Suncannon is the absolute pinnacle of Eldar plasma weaponry, burning with the heat of a star but cool to the touch, meaning no dumb killing itself with every shot bullshit like other units. The Suncannon fires three shots at a lovely 48" range, each is a TEQ hunting nightmare with S6 AP2, but thatโs not enough is it? No, now the weapons shots are all diamonds, I mean small blasts. With Guide support the blasts should land pretty easily on target. This weapon could potentially reduce a squad to no dudes or not enough models left to care about, it is deadly, and it will do serious damage. Comes with a scattershield as well for a 5++ save. *** In larger points games, a Wraithknight can become the biggest and most unreasonably tough [[DISTRACTION CARNIFEX]] ever. With T8, it's immune to everything S4 and below, you have to be S7 before you need better than a 6 to wound it, and its 3+, 5++, FnP, built-in resistance to Poison and Sniper (only works on 6s), AND 6 wounds means that it's nigh on impossible to bring down (this goes double if you manage to cast Fortune on it). Access to the D in melee make it a serious threat to absolutely everything up to and including Titans, and as a Jump Gargantuan Creature, it's fast enough that your opponent can't ignore it. Throw on the Pacific Rim theme as your personal Jaeger drop kicks tank battalions, hops over ADLs to smash artillery and squish heavy weapons teams, while all the while your Falcons and Aspect Warriors run around getting to kill things unmolested, because the Wraithknight is absorbing all the fire. The only practical way to take one down as of now is to either tarpit it with a shitload of tough models (who might get stomped anyway) or fire as many lascannons at it as possible and hope for the best. * '''Skathach Wraithknight''': Only available with Webway Portal. The Skathach Wraithknight is 315 points, a bit more expensive than your normal Wraithknight, but might be worth it if you want to shell out the points. Has the same statline as your favorite undercosted Gargantuan, but has one piece of new wargear on both types. The Warp Shunt Generator, allows you to leave the table in the movement phase, allowing you to get out of a sticky situation, or to move in any direction 18"[[http://imgur.com/y8qrvPm.png Errata]], and then scatter 1d6. You can also use it to disengage from a fight[[http://imgur.com/y8qrvPm.png Errata]]. This makes sure that you never get stuck behind a few rocks. If you scatter into a unit, you leave the table and take a wound. You can take 2 of their weapons, or 1 and a Scattershield (Primaries and Shield are all for free), as well as up to 2 Heavy Weapons in any combination (Scatter Lasers, Starcannons and Shuriken Cannons). ** '''Inferno Lance''' The Inferno Lance is a d3+2 shot S8 AP1 Melta gun with a 36 inch range. I like to think of it, as a very consistent D weapon, firing 4 per lance on average, and peeling wounds off of other GC's, and slapping super heavies around pretty easily. It's less "Ride or Die" than the Wraithcannon and praying to roll a 6. ** '''Deathshroud Cannon''' Imagine if a Warp Spider Exarch trained hard every day. He trained so hard, that one day, he became Wraithknight sized. This is your unit. Each Deathshroud Cannon is S7 AP4, with the Mono-filament rule, and shred. This either fires a Hellstorm Template, or a Massive Blast at 48" with the same statline. Perfect for mulching hordes, and slapping some Autocannon rounds at tight clusters of vehicles. ** '''Note:''' This thing right here is one of the most cheesiest bricks in the whole game. Seriously. Unless you want to have a CC Wraithknight (or you run out of points), you should always use this Monster here instead of a regular Wraithknight. It has the same Statlines and Special rules, so it's basically as good at stomping something dead in CC as every other WK variant. Pay only a (relatively) small amount of extra points to give this thing two Starcannons and equip it with two Deathshroud cannons. Voila, you got yourself a only a bit more expensive JGC with a teleporter and two hellstorm templates (or 7" Blasts) that will wreck almost everything. Also note, that you can use your FnP against the Wound when you scatter off into ongoing reserves. *'''Scorpion''': Huge fast tank with twin-linked turret-mounted pulsar (which is R60 SD Heavy 2 5"blast). The Shadowsword wishes it could be so deadly. It wasnโt selling very well compared to the other Eldar superheavy skimmers, so instead of fixing it (say giving it Heavy 4 or even the only Heavy 2 pulsar) they have nerfed the other two. *'''Cobra''': Scorpion chassis with HUGE hull-mounted D-Impaler (cue chuckle). The gun is short ranged for a superheavy (only 36"), but has a 7" massive blast, ignores void and power fields and has your regular Str D Primary weapon perks. The 7" blast template stays on the ground for a round, the glowing ground wounding all non-superheavies that start or end their movement take a wound/glancing hit on a 6. *'''Revenant Titan''' โ Your light titan. Two pulsars or two sonic lances, its missile launcher now also has Skyfire + Interceptor, in case there's a pesky flyer nearby, can fly on its giant jump-pack up to 36". With the update to IA11, it can no longer Run and Shoot, however it auto-runs 12" now, . Extremely mobile and deadly, but a bit fragile with only AV12. However in combat a little rule called Wraith Titan helps him out which debuffs anything trying to hit it (Gargantuans and Superheavies can only hit it on 5+, everything else on a 6) means that when playing a CC army he is still very useful. This also affects the Phantom titan. **'''Weapons:''' - It can take one of each as written, but FW does not sell them with separate weapon options. ***'''Pulsars:''' - 2 Large blasts per gun at strength D, the go to weapon if you think the enemy is bringing another Super Heavy, or some crazy deathblob. ***'''Sonic Lances:''' - Whats better than AP 2 hellstorm pinning templates that wound on 3+? Hellstorm templates that torrent 18" away. When firing at a vehicle they count as S1, but roll '''4d6 and pick the highest 3''' (due to ordnance.) These have a unique addition to their rules when used by the Revenant, which are as follows, pinning test is made with 3d6 picking the 2 highest, and non superheavy vehicles '''hit''' by this weapon are auto '''Crew Stunned''' in addition to any other effects, if it gets a penetrating hit against a super heavy, it loses an additional D3 HP. Your go to anti infantry weapon, but not useless if they're mostly vehicles, infact, auto stunning a vehicle is hilariously broken. *'''Phantom Titan''' โ Absurdly powerful. With AV13, titan holofield bullshit forces re-rolls to shoot it, and 24 HP make it almost indestructible. It could spam D-strength pie-plates with 4-shot pulsars, blast enormous areas to hell with SUPER D-Bombard (like the Cobra's D-Impaler but with a 10" diameter, and instead of 6's it AUTO puts a Str D shot on anything in the glowing crater at the start of the victim's movement OR shooting phase, or fuck anything (up to and including Imperator titan) in close combat with XBAWXHUEG space-elf-ninja-titan sword. And unlike imperial or orky heavy titans the Phantom is fast โ it can also run 12" without rolling. *'''Vampire Raider''' โ Eldar transport flyer, can equip pulsar, and poorly armored, but still very tough with eldar holofields. Itโs a good vehicle on its own, but Eldar are fast enough, especially with 6-th edition buffed flat-out moves for fast skimmers. Leave heavy sky transport to space marines and weaboo space communists. *'''Vampire Hunter''' โ Twin linked pulsar on flying platform. Fucking awesome.
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