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==Warlord Traits== Named {{W40Kkeyword|Characters}} must take the Craftworld Trait associated with their {{W40Kkeyword|Craftworld}}. For example, if Eldrad is your Warlord, he must take Fate Reader. [[Fail|Phoenix Lords also cannot take a Warlord trait, so there is no longer a reason for having one of the Craftworld Eldar's legendary heroes and personifications of an aspect of Khaine, heroes that entire Craftworlds rally around in times of need, lead your army]]. Nope. Only [[Autarch|dorks with wing]]s and [[Farseer|people]] [[Spiritseer|with]] [[Warlock|mind bullets]] get to lead the army now. ===Universal=== #'''Ambush of Blades:''' Friendly {{W40Kkeyword|Craftworld}} units within 6" of your Warlord that roll a 6+ to hit in the Fight phase improve the AP of the attack by 1. #*This is best applied to AP0 weapons, since AP0->AP1 is a better improvement than on something that already has penetration, and obviously useless on anything that doesn't roll to hit. This is probably more of a one-shot ability, because you don't want your Warlord to sit in a close combat for turn after turn. You will need to plan beforehand on how to pull the trick off: Combine this with a unit with many attacks, the Enhance psychic power for higher triggering chances, an Autarch for rerolls and the Supreme Disdain stratagem for even more attacks. In most cases, one single Wave Serpent won't be enough, therefore consider deepstriking parts of the units or putting them on Jetbikes. In short: An unusual and difficult to use warlord trait. #''' An Eye on Distant Events:''' Overwatch cannot be fired at your Warlord. #*Obviously best on a Warlord who actually wants to be in close combat, such as the Avatar of Khaine or a Wraithseer. In the past it was not worth taking this on an Autarch, because the free Banshee Mask wargear negated overwatch, but with that option retired to Warhammer Legends, this might be worth considering. #'''Falcon's Swiftness:''' Add 2 to your Warlord's Movement. #*Better used on slow footslogging warlords, if Faolchu's Wings are not available. The Avatar is the hottest candidate for this trait and will appreciate the speedup very much, although the Eye on Distant Events is a very stiff competition for him. Pretty pointless on any warlord on a Jetbike. #'''Fate's Messenger:''' Your warlord has +1W and 6+++ FNP (remember not to take this on an Ulthwé warlord). #*Flat out better than the core rulebook version thanks to the +1 Wound. This is a very good warlord trait in a codex full of them, which is a bit of a shame when you consider it. Very useful for Farseers or Autarchs on a Jetbike who will be upfront, best combined with the Phoenix Gem – '''7''' wounds, T4, a 6+++ FNP, and when it's slain it explodes like a vehicle and ''doesn't even die''. Who said Eldar had to be squishy? This is also possibility to increase the resilience of a Warlock or Spiritseer against Perils wounds, if you don't find anything more useful. #'''Mark of the Incomparable Hunter:''' Your warlord can snipe {{W40Kkeyword|characters}}. #*Entertainingly powerful on a Wraithseer with a D-cannon. Outside of Forgeworld (still a viable, if expensive option) or an Autarch with Reaper Launcher (now a Legends unit and illegal in official tournament play), it is impractical at best. Every other HQ unit is limited to a paltry 12" for their ranged weapons at best, making it simply more practical to attempt to engage in melee with the target character at that point. #'''Seer of the Shifting Vector:''' Once per round, you can re-roll one hit, wound, save, psychic, or deny the witch roll for your Warlord. #*This is another trait recommended for an upfront Farseer or Autarch on Jetbike, because they will get the most chances of actually using this ability. A rerolled save can make the difference between a dead and a living warlord in the end! That said, this trait can also be used to improve the casting of Warlocks or Spiritseers. ===Specialist Detachment Specific=== These are ''very'' specific traits which can be taken by applicable Warlords within their Specialist Detachments. While they can be quite potent, they do only apply towards units with the respective Specialist Detachment keyword, meaning you'd have to very specifically design your army around these traits to take full advantage of them. If you can spare 1 CP and still want a regular trait for your warlord, you may use the ''Field Commander'' stratagem to give one of your HQ units within a Specialist Detachment the respective trait associated with it. *'''Windrider Host - Wind Rider:''' This trait allows any {{W40Kkeyword|WINDRIDER HOST}} units within 6" of your Warlord/Field Commander to charge even after falling back earlier that turn. While this sounds good in practice, the utility pales somewhat when your standard units are [[Jetbike|Windriders]] (who probably shouldn't be in melee) and Vypers (who ''also'' shouldn't be in melee). That said, the ones who really benefit are your HQ choices themselves. A Warlock Conclave armed with Singing Spears can be particularly frightening to enemies relying on their Toughness to tank hits, while an [[Autarch|Autarch Skyrunner]] can be shockingly lethal if armed with a Novalance for [[Rape|MAXIMUM PAIN]], and will be a bitch to get away from. Alternatively, this opens up some tactical options for applying pressure on key enemy units, though keep in mind; this can make your Warlord considerably more vulnerable since he'd have to be participating in the charge-retreat-charge shenanigans as well. **The '''Strike and Fade''' custom Craftworld Attribute completely invalidates this trait, as it applies to your entire army at all times. Given the unit restrictions and heavy CP cost specialist detachments tend to incur, you may want to just take a supplementary Strike and Fade detachment if you just want to abuse this mechanic. *'''Wraith Host - Revered by the Dead:''' Built primarily for your fighty Wraith units, this allows any {{W40Kkeyword|WRAITH HOST WRAITH CONSTRUCTS}} within 6" to reroll failed charge rolls. This is very redundant for Saim-Hann, given their attribute simply applies to all your units regardless. Instead, this can be particularly handy for Iyanden Wraith armies, with a Spiritseer for cost efficiency and RoB support, or a Wraithseer as a durable, hard-hitting buff vector for his Wraith body guards (plus it gets the re-rolls too!). Going with this trait means you're going heavy with [[Wraithblades]], physically inclined [[Wraithlords]] and [[Wraithseer|Wraithseers]], or planning to have your [[Wraithknight]] up in the thick of it. If you prefer to keep your enemies at a modest distance, it may be better to stick with a vanilla trait instead.
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