Editing
Warhammer 40,000/9th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===[[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 forces shockingly resistant to the standard weaponry that might've felled Eldar from other Craftworlds. |} <div class="mw-collapsible-content"> ====Special Rules==== *'''Attribute β Stoic Endurance:''' Each time a combat attrition test is made for this unit, add 1 to the roll. Additionally, reduce the AP characteristic of weapons with AP-1 or AP-2 targeting units with this trait by 1 (AP-1 becomes AP0 and AP-2 becomes AP-1). **The combat attrition buff might as well not exist. The incoming AP reduction buff is better the better the Sv of the unit (2+ will notice the most, 7+ the least) and is more useful when Invuln is both worse than Sv (so the buff can do something) but not very much worse (so the Invuln can pick up the slack when your opponent switches to good AP weapons to kill you). You also want this on as low toughness as you can, both because improved saves do nothing if you're not wounded and because strength and penetration are usually paired together - e.g. incoming meltaguns will ignore your buff, so you want to field units your enemy didn't want to use meltaguns against. That means you want to ''avoid'' Iyanden's signature Wraith spam; as an example, your faction traits will do ''significantly'' better supporting Fire Dragons than Wraithguard. That said while the overall buff is higheest for models with the worse to start with, it still buffs you Wraith units, the kind of 'mid-teir' anti tank like Autocannons or even massed heavy bolters will be dropped to ap - by this, heavy bolter grade weapons especially struggle despite there damage two as they wound on a 5+ and here AP is negated by this. Just so long as you think of this as an army wide toughness bonus that more notable on weaker units you'll have a grasp on how this works. *'''Warlord Trait - Enduring Resolve:''' Your Warlord receives a 5+++. **A better Warlord trait for a defensively minded player looking to keep their linchpin Autarch/Farseer in the fray for as long as possible. *'''Stratagem - Guided Wraithsight (1 CP):''' During your Shooting or Fight phase, you may pick an {{W40kKeyword|Iyanden Spiritseer}} and a {{W40kKeyword|Iyanden Spirit Host}} unit. Until the end of the phase, that Spirit Host unit is considered to be within range of the Spiritseer's Spirit Mark ability. **''Immensely'' improved utility over last edition. Your Spiritseer can be on the opposite side of the battlefield and provide re-roll support to a group of Wraithblades stuck in combat or a squad of Wraithguard about to unload into a Leman Russ. *'''Remnant of Glory - Psytronome of Iyanden:''' At the start of your Command phase, select one friendly {{W40kKeyword|Iyanden Spirit Host}} unit within 9" of the bearer. Until your next Command phase, add 1 to their Attacks characteristic and Wraithguard gain Battle Focus. **Though it was nerfed in potency, the ability to use it more than once does help compensate for the lost burst damage. Additionally, giving Wraithguard battle focus can help them keep just outside an opponent's reach while they unload their devastating firepower into them. ====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. His value is what he provides to his troops, as his re-roll 1s to hit aura applies to both {{W40kKeyword|Iyanden Core}} and {{W40kKeyword|Anhrathe}} units, while both units also count as half their power ratings when using Strategic Reserves. This means that you can stash up ludicrous amounts of guardians and rangers for a surprise attack '''AND''' you can take as many Corsairs and Voidscarred as you want since he himself carries the {{W40kKeyword|Anhrathe}} keyword. Unfortunately, that's about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 6" pistol that shoots one S6 AP-2 D2 shot, which isn't much. His legendary Spear of Twilight has also similarly suffered, being Sx2 (No longer auto-wounding on 2s) though now at AP-3 D3. 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>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information