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===Runes of Battle=== Warlocks and Spiritseers always know one pair of powers, but these count as individual powers for all casting purposes, meaning the psyker in question can choose which to cast, and doesn't block another from casting the "twinned" power. All powers have a range of 18", are active for one full round, can buff only {{W40Kkeyword|Asuryani Infantry}} and {{W40Kkeyword|Asuryani Biker}}, and debuff everything. In every Serpent there will be enough room for one or two psykers to support the unit, you just have to decide which power to take! #'''Conceal/Reveal:''' WC 6. The enemy must subtract 1 from ranged to-hit rolls against the buffed unit. The debuffed unit loses any bonuses from cover when attacked by {{W40Kkeyword|Asuryani}} units. #* Conceal stacks perfectly well with any other source of penalties to hit, such as Rangers in cover or anything from Alaitoc. #* Conceal is usually better than Protect, but Reveal is almost ''always'' worse than Jinx - take Jinx first if you're a Hemlock. #** Reveal only comes into its own to remove cover from enemy sniper scout squads and make them fall back to their baseline 4+ save for easy targeting and disposal, or as an addition to Jinx. #'''Embolden/Horrify:''' WC 6. Buffed unit gets +2 to its Leadership, debuffed -1. #*Although this power can have a niche if a Farseer with Mind War is Emboldened, it is still ''terrible'', and basically anything else in this discipline will serve you better. Embolden is also rendered effectively useless in Iyanden lists, given the borderline morale immunity the attribute confers. #* Although not altogether an ideal use of its one power per turn, Hemlocks can use Horrify to help build a leadership bomb. Can make quite a nasty one at that too, in mixed Aeldari comps using Phantasm Grenades and the Visarch. #'''Enhance/Drain:''' WC 7. Target friendly unit gets +1 to hit in close combat or target enemy unit gets -1. Because it is so similar to Empower/Enervate, look there for comparison. #* Most melee units won't need the Enhance portion of the power, since they hit on a reliable 3+, but special mention goes to Ghost Axe Wraithblades, who'll probably be escorting a Spiritseer anyways for the re-roll support they'll desperately need. #* With Drain you get -2 to incoming melee attacks on your Howling Banshees. Forcing TH/SS Termies to hit on a 6+ at best is one of our best "soft" counters to them, now not even Rawboat gonna save'em from such disgrace. Add Lightning Fast Reactions for undiluted [[RAGE]]. #'''Protect/Jinx:''' WC 7. Target allied unit gets +1 to all saving throws or target enemy unit gets -1 (including invulnerable saves) from {{W40Kkeyword|Asuryani}} unit attacks. #* It is strongly recommended to buff a unit with an invuln, so that your buff won't be negated by high AP weapons. Strong contenders are Wraithblades with Shields, Shining Spears, everything inside Asurmen's bubble, Guardians with Celestial Shield, or a Character heading into close combat. #* On the opposite, there are two potential targets for the debuff: again a unit with some nasty invuln, or a target that you want to drown in saves (with Dire Avengers, Warp Spiders, Guardians, etc.) #'''Quicken/Restrain:''' WC 7. A friendly unit moves (and may advance) a second time (but not if it came in by deep strike this turn); an enemy unit halves its move range. #* A very versatile power that lets you react to [[Farseer|unfarseen]] threats immediately or pull off unpredictable flanking maneuvers, it is best used on a Warlock on Jetbike who can deliver this power anywhere you want. #* With the right positioning, Shining Spears can get a turn 1 charge with this power, especially with the PHANTASM strat. #* If you want to field a max unit of Wraithblades and don't want to pay obscene prices for a Vampire Raider to carry them, this will let them reach their targets much faster than you and your opponent might expect! #* Howling Banshees can also become terrifyingly fast if quickened, getting an effective threat range of 23-43". You might very well catch a careless opponent off guard! #'''Empower/Enervate:''' WC 6. Target friendly unit gets +1 to wound or target enemy unit gets -1 to wound in melee. #* When deciding between this and Enhance/Drain: Always buff/debuff the part that has the lower probability for bigger effect (basic probability calculus). As an example, your Banshees will typically hit on 3+ and wound on 5+, hence they will benefit more from Empower than from Enhance. On the opposite, enemies with hammers, fists and other badly hitting weapons will suffer more from Drain than from Enervate. If both chances are equal, take Empower for the lower warpcharge. #* Enervating the target of your wraith constructs also lets you relive the glorious days when S4 couldn't hurt your Wraithlords/Wraithknights. Small thing, but still nice. ====Specialist Detachment==== #'''Twilight of Gloom:''' WC 6 {{W40Kkeyword|WRAITH HOST WRAITH PSYKER}} exclusive power. Gives a friendly {{W40Kkeyword|WRAITH HOST WRAITH}} unit within 18" the benefit of cover. Potentially useful if you are fighting a lot of low AP weaponry. This power can be particularly handy for Wraithlords/seers, Hemlock Wraithfighters, and Wraithknights, due to the difficulty for such large models to attain cover naturally.
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