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==Craftworld Unit Analysis== Common keywords are {{W40Kkeyword|AELDARI}}, {{W40Kkeyword|ASURYANI}}, and the {{W40Kkeyword|<CRAFTWORLD>}} placeholder for Biel-Tan, Iyanden, Ulthwé and the like. You share the {{W40Kkeyword|AELDARI}} keyword with Drukhari, Harlequins and Ynnari, meaning you can combine them within your list. Please note that a {{W40Kkeyword|<Craftworld>}} detachment can only take {{W40Kkeyword|<Craftworld>}} units. You can still take your Aeldari brethren in separate detachments however. As far as Games Workshop is concerned, the only unit and wargear options legal for official matched play tournaments are those found within ''Codex: Craftworlds'', ''Imperial Armour: Xenos'' and any updated datasheets found within ''Chapter Approved'' or supplementary books (such as ''Phoenix Rising''). There are additional options that are no longer considered tournament legal found within the original ''Xenos 1'' index (which has since been supplanted by Warhammer: Legends) that are available for Open/Narrative play. These "unsupported" units and wargear still do have point values for matched play and are certainly viable for casual/local Matched Play events that endorse them, but Games Workshop has made it clear that they have no interest in keeping those options up to date any longer. As such, use any units marked as '''(Legends)''' at your own discretion. ===HQ=== *[[File:2022 Autarch.jpg|200px|right]]'''[[Autarch]]<sup>{{W40kKeywords|Infantry}}</sup>''': After going for ''years'' without an official model (you know, unless you managed to hold onto an OoP or Made-to-Order one), your standard Autarch has returned from retirement, bringing nearly all his/her tools of war with him/her. The customization options for your Autarch are quite unparalleled for an Eldar character, and not just aesthetically. Between Swooping Hawk Wings, Warp Spider Generators, a Skyrunner (which unfortunately remains a finecast-resin/plastic hybrid) or just running on his/her two legs, the Autarch has several means of getting around the field to do the job you gear him/her to do. In case that wasn't made apparent by the Autarch's panoply of guns and blades, he/she can do pretty much anything. With both a BS/WS of a 2+, there's no enemy your Autarch will lack the skills or tools to face. Though, should luck not be on your side to the degree even your '''Strands of Fate''' rule leaves you high and dry, a new ability granted to Autarchs, '''Superlative Strategist''', allows you perform a command re-roll twice each phase. And he/she doesn't even need to be your Warlord to do it. Of course, the '''Path of Command''' aura still supports nearby units with a re-roll 1s to hit buff, but the limit to {{W40kkeyword|Core}} units does prevent your Autarch from supporting many of your Vehicles and Characters (himself included). **'''Variants''': Your flavor of Autarch, tailor fit to your every need. Only the standard Autarch may board transports, though with how quickly the other two are able to deploy and maneuver about the battlefield, you're not really any worse off for taking any one version over the other. Take what fits your needs best. **:<tabs><tab name="Standard">A regular old Autarch, no trimmings, excess fluff, or tricks. Also the only one able to embark on transports, if you'd like to have him/her accompany a particular squad of Aspect Warriors in a Falcon/Wave Serpent for a special job. Alternatively, if you plan on loading one up with a Reaper Launcher and/or just want to park him on some backline objective as cheaply as possible, this'll be the one for you.</tab><!-- --><tab name="Warp Generator">It's back! This nifty little tool was tuned up since the last time your Autarch was allowed to take it for a spin and frankly, it's seriously worth considering. The Warp Generator bumps up your Autarch's movement to a terrain-ignoring 12", the ability to Deep Strike and grants him/her a 2d6 Battle Focus move (though a double 1 causes him/her a mortal wound). Probably the most flexible option, though keep in mind it prevents your Autarch from boarding transports should the need arise.</tab><!-- --><tab name="Swooping Hawk Wings">The first plastic Autarch variant, completely compatible with the armory re-introduced with the new Autarch model. This is the fastest infantry Autarch at 14" movement coupled with the ability to rapidly re-deploy each turn courtesy of the Winged Descent ability. While the Codex hard-locked their weapon choices to what the model came with out of the box, GW was pressured by enough backlash to correct their colossal fuckup and provided [https://www.warhammer-community.com/wp-content/uploads/2022/03/fDlxaHkFk1zghWjo.pdf a revised datasheet] that restored the entire loadout to this variation. Considering they not only bragged about how the weapons were designed to be compatible with all Autarch plastic kits but even depicted an otherwise illegal-to-field Autarch on the cover of the Codex in question, it's the least they could've done.</tab><!-- --><tab name="Skyrunner">Your swiftest, most durable Autarch variant. Unfortunately, by default the Skyrunner is still quite dated to look at, but between all the new bits and Shining Spear revamp, converting a fully plastic one is certainly within the realm of possibility. Your Skyrunner Autarch currently wins the race when it comes to speed and durability, but these perks come at the cost of a larger profile and a higher price-tag.</tab><!-- --></tabs> **'''Weapons and Wargear''': Oh boy, there's a lot to go over here. The default kit your Autarch goes to war with is a Star Glaive and a Shuriken Pistol with a handful of Plasma Grenades (which you'll ''never'' use), but you're strongly encouraged to mix it up. To better represent the Autarch's combat mastery, and befitting their high ranking station, several of the Autarch's weapons perform even better than the standard issue versions Aspect Warriors are equipped with. ***'''Standard''': ***:<tabs><tab name="Shuriken Pistol">Your Autarch's least impressive gun, and one you're almost assuredly not taking unless you ''absolutely'' need every point you can get for something else. Though if you're that desperate for points...why are you taking an Autarch? Switch this out for literally anything else.</tab><!-- --><tab name="Fusion Pistol">The Fusion Pistol hits pretty damn hard, but the atrocious 6" range almost guarantees that you're only ever using it while in melee. Unfortunately, the Fusion Pistol still sits at S8 and only gets the d6+2 damage at half range like most normal melta weaponry, but since you're likely firing this off in combat...it's not a bad thing. A successful wound with this thing can very well slaughter most characters you may face in combat, so if you plan on having your Autarch fisticuff with anyone, consider bringing this.</tab><!-- --><tab name="Death Spinner">Well, you don't currently have a Phoenix Lord for the Warp Spiders. Why not have your Autarch fill those shoes? The Death Spinner in your Autarch's hands is a potent anti infantry weapon effective into most targets at Assault d6 S6 AP -2 Blast. Combine this with the Scorpion Chainsword and your Autarch will be able to drop in, blast a hole in a Guardsman squad, then swoop in to sweep away the few guys still standing. Replaces your pistol.</tab><!-- --><tab name="Reaper Launcher">The premier choice for any Autarch that wants to lead from the rear. The Reaper Launcher is unchanged from prior editions; a single S8 AP-2 D3 shot or two S5 AP-2 D2 shots. Replaces your pistol.</tab><!-- --><tab name="Scorpion Chainsword">Your choppy choice, for when you need your Autarch to slice through hordes of models as quickly as possible. The effective S5 AP-1 makes it ideal against units like Guardsmen, Skitarii, Ork Boyz, Terma/Hormagaunts and Necron Warriors. This is made better by the extra attack granted by the blade. Replaces the Star Glaive.</tab><!-- --><tab name="Star Glaive">The default blade for your Autarch is the hardest hitting. An effective S6 AP-3 D2 allows your commander to efficiently bisect a Space Marine in a single swing or carve up a potent character in a duel.</tab><!-- --><tab name="Howling Banshee Mask">This is the best offensive option, especially if you plan on having a fellow squad of Striking Scorpions or Wraithblades assist him/her in melee. Just like the regular Howling Banshees, when your Autarch attempts to charge an enemy unit, they cannot fire overwatch or set to defend. Also applies Always Strikes Last on the charge, like with Banshees.</tab><!-- --><tab name="Mandiblasters"> Every natural wound roll of a 6 against non-{{W40kkeyword|Vehicle}} targets generates a mortal wound on top of all other damage dealt. If you're looking to maximize potential damage, this is the option for that, but one would argue the ability to both ignore overwatch and force opponents to fight last in all circumstances consistently would be more beneficial than the fickle, luck based mortal wounds you ''might'' get.</tab><!-- --></tabs> ***'''Available to Skyrunner''': ***:<tabs><tab name="Dragon Fusion Gun">When your Autarch wants to hop out with the Fire Dragons he just kicked out of the Falcon, he may as well be equipped like one. This bad boy hits ''damn'' hard at S9 AP-4 d6+2 like all Dragon Fusion Guns. Replaces pistol or laser lance.</tab><!-- --><tab name="Banshee Blade">Little to note here, the Banshee Blade is the weakest melee weapon available to your Autarch, but it cuts the deepest at AP-4. This is frankly ideal if you're expecting to go against the likes of the Sisters of Battle or Skitarii, but you'll probably get more mileage out of one of the other melee options. Replaces a laser lance for the Skyrunner, so you'll likely never take it. </tab><!-- --></tabs> ***'''Skyrunner''': ***:<tabs><tab name="Twin Shuriken Catapult">I mean, it's on your bike. Since you're not going to be able to pick up much else in the way of guns, you'll likely be relying on this.</tab><!-- --><tab name="Laser Lance">Skyrunner exclusive and not the worst pick if you're putting your Autarch on a jetbike. The unfortunate thing is that it does taper off in effectiveness if your Autarch remains in combat for the turn after the charge, so unless he/she's accompanied by a full squad of Shining Spears, you may consider something with a little more staying power.</tab><!-- --></tabs> <!-- ---------------------------------------------------------------------Farseer-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Farseer]]''' |- |''HQ Infantry'' |''Psyker'' |- |colspan="2"|[[File:99070104001 EldarFarseer01.webp|200px|right|border]] For generations, the Farseer has been the psychic glue that has and continued to hold Craftworld armies together. In 9th edition, this is no different. As one of the most flexible supporting psykers in the game, it's borderline mandatory to bring one due to the massive amount of utility they can provide your army. Complete hit rerolls, complete wound rerolls, tossing out mortal wounds left and right, Farseers can do a bit of everything for everybody. Well, as long as they're {{W40kkeyword|Core}} or {{W40kkeyword|Characters}}. That's right, all Runes of Fate and Fortune that grant boons to your forces in some way, direct or not, require them to have one of those two keywords to be of use. That is a shame, but fortunately all of your Aspect Warriors and Guardian units are core. Unfortunately, Farseers alone are not as reliable at casting their powers as they were last edition; the changes to the Farseer's ghosthelm make it so that they're completely immune to suffering Perils of the Warp, but their ability to re-roll one psychic test per turn and 5++ FNP to Mortal Wounds is now gone. For what it's worth, the good news is that your Farseer does know Smite and any two powers from the Runes of Fate and/or Fortune, so they are more flexible now than they have ever been before. |- |colspan="2"| :'''Variants''': Farseers have two modes of transportation: their feet or atop a skyrunner. <tabs> <tab name="Standard"> Your default option, and the one you pick if you don't plan on moving him much over the course of the game or plan on cramming him into a transport to do so. Slightly less durable and lacks a touch of offensive presence compared to the skyrunner, but a good option for remaining cost effective. </tab> <tab name="Skyrunner"> Seat your Farseer atop a jetbike and get him where he needs to go on the double! Though mobility isn't the ''highest'' concern for your Farseer given the range of their powers, it can be a very convenient repositioning tool should things go awry with your plans. It also provides your Farseer with an additional point of toughness, an extra wound and a Twin Shuriken Catapult to provide an all around buff to your Farseer's survivability. Not a bad choice if you only want to give as much protection to your premier psyker as possible. </tab> </tabs> :'''Farseer Weapons''': The same two blades they've always had. Pick your favorite, even if you need to Frankenstein a plastic Witch Blade onto the infantry model since they don't naturally come with one. <tabs> <tab name="Witch Blade"> The free, melee only option and probably the better of the two. Keeps the point cost down by a bit and still lets you wound everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a ''slight'' edge compared to the Singing Spear against targets with anything resembling an armour save. You generally don't want any of your psykers in combat anyways given the low volume of attacks they have.. </tab> <tab name="Singing Spear"> In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any <T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Spiritseer-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Spiritseer]]''' |- |''HQ Infantry'' |''Psyker'' |- |colspan="2"|[[File:Spiritseer New.jpg|200px|left|border]] Now free from competing Warlocks! Spiritseers continue to functions as a sort of Warlock+ unit and a solid discount HQ if you're just looking for something cheap to lead your forces. A WS/BS of a 2+ does ensure that should your Spiritseer ever commit to actual combat that he can actually hit his targets, but when all he's packing is a piddly Shuriken Pistol and a Witchstaff... he generally shouldn't be involved in it. His unique aura ability encourages him into the support role, as it grants Wraith units within 6" of him re-roll 1's to wound in both melee and shooting. Very much an improvement to the previous edition where your psyker had to be within range of the enemy rather than your units. His one Rune of Battle can be used to further support those Wraith allies of his (only the Wraithguard/blades though), but he lacks the protections and flexibility a Farseer or group of Warlocks would have should he fail his one cast per turn. If price is no concern, or you aren't invested in absolutely maximizing your Wraith unit potential, you may generally want to give this guy a pass. Though Warlocks are no longer HQ's, two of them (in a unit) run about the same price your Spiritseer does and they don't take up a unit slot if you have a Farseer. Additionally, if you also have a Farseer, Spiritseers cannot be used for Seer Council support What's worse is that the former main selling point over a Warlock, having a fully functional Smite, is no more thanks to that particular buff Warlocks received. In short, if you're looking to take the cheapest HQ or make a Wraith deathstar, take a Spiritseer. If you want literally anything else out of your HQ slot, give this guy a pass. |} <!-- ---------------------------------------------------------------------Avatar of Khaine-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Khaine|Avatar of Khaine]]''' |- |''HQ Monster'' |- |colspan="2"|[[File:1F0501F8-A526-4EC3-80F0-8071D5F35875.jpeg|200px|right|border]]My god... after all this time, ''the'' face of the Craftworlds got a glow up and my god does it bring a tear to the eye. Now towering over the mere mortal Aspect Warriors, the Avatar of Khaine has finally become something to behold. Not just aesthetically either. As the Aeldari god of war, Khaine can use his Wailing Doom to deal bloody (handed) death to all manner of foes with his multiple attacking profiles. His Piercing Strike profile, advertised as being able to lay low a Titan in a single melee phase*, is tailor made to ruin the day of elite or single model unit; 7 attacks at S14 AP-5 and d6+2 will indeed lay low practically everything without a solid invuln save or some ability that prevents damage altogether (like your Phoenix Lords' ''Favoured of Khaine'' ability, for example). Alternatively, should your foe foolishly attempt to bog down the Avatar in a tide of bodies, his Sweeping Blows (like the name suggests) trades sheer strength and damage to double the number of strikes he makes, going from 7 to 14 separate S7 AP-2 D2 attacks. Though units with heavier armor may be able to shake off a glancing blow, the staggering number of attacks hitting on a 2+ will almost assuredly doom the "lucky" son of a bitch anyways. Now, that ranged profile he used to have? Instead of a random d6 hits, the Avatar instead picks a target at 12" away (if it's a unit with multiple models, he has to pick the one closest to him) and strikes. If it hits (pretty likely with that BS2+), that unit and every unit between the Avatar and them is hit by the attack. Unfortunately, this does reduce the total potential output against a unit (only killing one model per unit), but at S12 and d6+2 damage, any multi-wound unit isn't walking away scratch free. Defensively, the Avatar lost his FNP rule, but in exchange received a full 2+/4++ save at T8. Should something manage to make it through that statline, the Avatar halves the damage of every attack that lands true (rounding up). <br> Long story short? This guy has become an absolute ''beast'' on the battlefield and is a solid pick to form the core of a Craftworld Deathstar. There are a couple drawbacks that do warrant consideration though. The first (and obvious) issue; his price point. This towering monstrosity is pretty pricey at 270pts and may find it challenging to fit into smaller armies without severely limiting the number of boots on the ground. Second, his upgraded statline, while extremely beefy, does now degrade. While his accuracy with the blade in combat never depreciates, he does become slower and lose attacks as he brackets. Coupled with being much bigger and freely targetable, as well as not having any healing options for him, this can be a major problem if you can't get him stuck in. Which brings up the next major con: While 10" is respectably quick, it's not ideal when your massive melee monster needs to spend a turn or two slogging across the battlefield. You have zero options for speeding him up and if your opponent doesn't need to guard anything in particular, they can potentially spend the whole day kiting this thing from one end of the table to the other. The last major downside? The Avatar of Khaine can no longer take any Warlord Traits or equipment what-so-ever (so never make him your Warlord). Regardless, his upgraded base kit more than makes up for these flaws and if you need something to drop kick an enemy Landraider off the table, you can't go wrong with the Avatar of Khaine. <br> *GW, prone to over exaggeration, would have you believe the Avatar can somehow ''not'' get shot off the table before it walks up to a Warhound Titan and pokes it in the shin. If you load your dice as well as your opponents, then ''maybe'' it'll win. Against a regular Imperial Knight, it'll almost assuredly cut that thing in half. |} ====[[Phoenix Lords]]==== [[Fail |Sadly, Phoenix Lords can't take a Warlord Trait]]. That's right, these millennial patriarchs of craftworld military doctrine and martial champions apparently lack the tactical acumen to lead their forces more efficiently than the nameless Warlocks trying to figure out where the pointy part of the witchblade is supposed to go. The one can only excuse this by mentioning that they're arguably too consumed by war and with too alien a viewpoint to be an effective leader when compared to an Autarch or Farseer. Phoenix Lords are remarkably durable (by Eldar standards at least) with an average statline of M7, WS/BS 2+, S/T 4, W6, A6, Ld9, and a 2+/4++ save as well as the ability to only take up to three wounds each phase, similar to Ghazghkull. Not all Phoenix Lords are created equally, obviously, and they all have various perks and draws to differentiate themselves from each other and to accentuate their respective Aspect (or, you know, do whatever Maugan Ra is doing). Every single one of them has a 6" aura that grants the aspect warriors of their temple ObSec and +2 Ld. Unfortunately, some of them (like Maugan Ra and Jain Zar to an extent) don't really function well themselves when paired with their students and thus are less attractive options to pick up for your army. You know, aside from the fact that only two of the following characters (three if you count Irillyth) [[fail|actually has a model less than 20 years old]]. *'''[[Asurmen]]:''' Has a S+2 AP-3 3D sword, which inflicts an additional 1d3 Mortal Wounds on a nat 6 to wound, and twin souped-up Avenger Shuriken Catapults for ranged combat. Sadly, he lost a lot of his support powers and now only has the ObSec aura given to all the Phoenix Lords. Arguably, his is only worth it because the Exarch Power that grants Avengers ObSec on their own is only usable once, so you can use this to make sure others can snag objectives. Also comes with a 3++ for added durability. ** With some support, Asurmen can be disgustingly tanky in a fight. He's got a 2+/3++ save that doesn't need Protect, but he can be supported with Enervate/Drain if you so desire. That said, your opponent may simply bow out of fighting him and try to light him up with excessive fire. Even if he can only lose three wounds in a phase, you don't exactly have a way to heal him for the next barrage. *'''[[Baharroth]]:''' Baharroth is surprisingly the most durable of the Phoenix Lords, thanks to his insane maneuverability, but is not cheap at 160 points. The only way for him to die is if you mess up your positioning. He has the same Sudden Assault and Cloudstrider abilities his Swooping Hawks have as well as the Phoenix Lord's ObSec aura for fellow hawks. Unlike normal Hawks though, he can teleport out of combat instead of consolidating. That means you can shoot, charge, attack, and escape before the opponent has a chance to swing back in melee. You can drop him wherever his support abilities are needed. He also has a super lasblaster with S6 AP-2 D2 that auto-wounds on a nat 6 to hit, and an S+1 AP-3 D2 sword that scores an additional hit on a nat 6 to hit. *'''[[Fuegan]]:''' If you thought Fire Dragons were awesome, wait until you get a load of this guy. His Firepike got a major buff by gaining two modes, either a tank-cracking S10 AP-4 D4+d6 or a less-lethal S6 AP-3 D4 beam that burns through any models in between him and his marked foe, and he packs his trusty Fire Axe which is AP-4 D3 (note Fuegan is S5!) to hack infantry. He's pretty kitted out as is and pairing him with his dragons allows him to at least mitigate their mob management. Also gets a special rule to be a little bit better in melee with +1S and +1A after he's taken some damage earlier in the game. *'''[[Irillyth]] (Forge World):''' Irillyth is... interesting. At 140 points, he's just barely more expensive than a standard squad of his Shadow Spectres. At his base level, he brings the rather standard Phoenix Lord statline (-2 attacks) to the table with the only major standout point being his 12" movement and the ability to deep strike. His main weapon, ''Spear of Starlight'', is essentially just a buffed up Prism Rifle at Assault 3 S8 AP-4 D3 which trades the dispersed firing mode his students get to use for a rather snappy melee profile of S+1(5) AP-3 D2, although with only 4 attacks instead of 6. This turns him into a certified Space Marine murderer who can easily hang out with a squad or two of his disciples in order to pop in unannounced and vaporize a rather troublesome backline squad of Devastators or Heavy Intercessors. His ''Reaper of Souls'' ability was also re-tooled to the bog-standard 6" +2 Leadership and ObSec aura every Phoenix Lord grants their disciples. Not the best power he could've given them, as a generic Autarch could've done that much, but at least he himself can operate comfortably at the same ranges his charges tend to work at. Defensively, he's a bit of a tank these days; though his rather unimpressive T4 won't turn any heads, a defensive lineup of a 2+/4++ save hidden behind a -1 to-hit debuff can make him extraordinarily challenging to move, especially if supported with psychic powers. All things said and done, Irillyth is looking ''much'' better this edition, though he's still something of a niche pick and offers little to no synergy with the rest of your army on his own... like most Phoenix Lords. **Ever due to GW's fickle nature (and the likely low sales of this particular model), Irillyth is no longer actively available for sale on Forge World's website. It remains to be seen if GW will continue to support his profile in the future with occasional Made-to-Order sessions or even convert him into plastic, but it's equally if not far more likely that he's off to join the likes of the Vampire, Wasp Assault Walker and Phoenix in Warhammer Legends retirement. *'''[[Jain Zar]]:''' Jain Zar is still a terrifying melee combatant who wields both ''Silent Death'' (an Assault 6 S6 AP-3 weapon) and the ''Blade of Destruction'' (an Executioner that can either hit at S+2 AP-2 D2 to hack up marines or AP-3 D1 with double hits to blend hordes) on the mostly standard Phoenix Lord statline. Combined with the flurry of special abilities native to her aspect, such as preventing overwatch or setting to defend, advancing after charging with a -1 hit penalty to enemies that always strike last on that fight phase, she will find it particularly easy to get stuck into combat and do some heavy damage. With how powerful the banshees are this edition, you'll absolutely be seeing her fighting alongside her disciples for a follow-up charge. *'''[[Karandras]]:''' Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and currently runs 150 points. He has Advance Positions as well as exploding attacks (6s to hit generate a single additional hit and a natural 6 to wound deals 2 mortal wounds on non-vehicle units with super-Mandiblasters). His Scorpion's Claw [[Arhra]]'s Bane is a power fist with no hit penalty with a stronger shuriken catapult strapped on. If you give him Empower, [[Awesome|he is wounding everything below T8 on a 2+, letting him take on anything short of a Super-Heavy]], <s>and [[Rape|Enhance means his attacks explode on a 5+, or 4+ if the target is cowering in cover]]</s>. This doesn't account for his chainsword, which doubles his attack output and lets him rip apart chaff easily (and with Doom and strands of fate wound dice can be up to 24 mortal wounds on top of the normal damage!!) *'''[[Maugan Ra]]:''' Our shooty Lord is expensive at 160 points and the slowest of them at M6, but his new model looks appropriately edgy as fuck. His Maugetar got another rework, now being 36" Assault 6 S7 AP-2 D2 that deals a MW on a 6 to wound - a sizeable buff to his anti-infantry prowess, especially when each kill he makes counts as double for morale. Not to mention that this still allows him to slip away with Battle Focus. The scythe end of his gun is also a powerful S+2 AP-2 D2, making him decent at taking on enemy characters or heavies. ===Troops=== All Units in this section have the Objective Secured. Though your choice is between two flavors of Guardians and Rangers, they have all received not inconsequential buffs that makes them substantially more viable than they used to be. Make no mistake, they are still brittle little snowflakes who will die to a stiff breeze, but at least they may accomplish something before then. *[[File:Guardians2022.jpeg|200px|right]]'''[[Guardian|Guardian Defenders]]<sup>{{W40kKeywords|Core|Infantry|Guardians}}</sup>''': In a slightly unexpected twist, Guardian Defenders received more than just a visual upgrade this edition. A new look brought in a few new toys as well as a slightly buffed up stat-line that finally makes Guardians respectably flexible on their own merits. The first, and biggest upgrade to their kit is their 18" range Shuriken Catapults, which now have a consistent AP-1 active at all times. Not only does this mean that Guardians can safely engage targets outside of immediate charge range, but they're now somewhat less reliant on the Shuriken rule to chip through enemy armor. Conversely, the bump up to a 4+ save means that when facing such weapons, your Defenders might actually stand a reasonable chance at surviving standard arms fire directed their way. Still, at T3 and 1W a model, keep them in cover whenever possible. **To encourage your Guardian Defenders to, well, ''Defend'' objectives, they've received the aptly named '''Defenders''' rule, which grants them re-rolling of hit rolls of 1 while within range of an objective. Not the most glamorous of abilities, but assuredly a useful one as it allows you to prioritize your Autarch/Farseer support on more premier units once you've secured your objectives. **'''Heavy Weapon Platform Options''': As ever, every 10 Guardians in a squad can take one of these guns to supplement their Shuriken Catapults. Everything on here is now a heavy weapon, so if you plan on keeping your Guardians fast and light on their feet (Battle Focus moves), you may want to skip bringing one. However, these will all pair quite nice with the Swift Strikes custom trait, allowing your elves to move and shoot the platform guns freely. **:<tabs><tab name="Aeldari Missile Launcher">Your flexible, swingy option. Take your pick of either a blast d6 S4 AP-1 shot or a single S8 AP-2 d6 shot. Having the best range of any of your other weapons does mean that even a backfield baby-sitter squad can contribute the odd shot here or there, but it does maximize the price tag on your Guardian squad. The lack of consistency can also lead to some rather disappointing moments as well, so if you do take it, don't expect miracles.</tab><!-- --><tab name="Bright Lance">Your {{W40Kkeyword|Monster/Vehicle}} killer, and the option you take if you want your Guardians to ''potentially'' contribute against targets typically outside their weightclass. The d3+3 damage this thing got finally gives it a more reliable niche over the AML, though keep in mind that this weapon in general doesn't synergize well with the role Guardian Defenders are typically stuck with. Unfortunately, if your Guardians are baby-sitting an objective, they do not get to re-roll its 1's to hit, as they only get to re-roll 1's from Shuriken Weapons. </tab><!-- --><tab name="Scatter Laser">A solid anti-horde choice, the Scatter Laser hits a very nice balance between high strength and volume of fire that lets it reliably chew through low-armor, one-wound models at a respectable clip. Should probably be the default choice against infantry heavy armies.</tab><!-- --><tab name="Shuriken Cannon">The bigger version of your standard arms received a slight tweaking, one your Guardians honestly don't much appreciate. Turning into a true Heavy weapon means that moving and shooting this puppy now incurs hit penalties and you can no longer advance and shoot this at all. Combined with the 24" range, this is honestly ''not'' the best pick for Guardians trying to be ''Defenders'' of a position, yet at the same time is less efficient for Guardians you intend on moving frequently. The bump up to a flat 2 Damage is more than welcome, however, as this guarantees a successful wound will kill virtually any standard non-{{W40Kkeyword|Character}} infantry model not covered in gold armor.</tab><!-- --><tab name="Starcannon">In a slightly awkward position, Starcannons are your premier MEQ killers due to their reliable AP, but now that the Shuriken Cannon ''also'' deals a flat 2 damage a shot, it faces a bit of unfriendly competition with it. At only 2 shots a round, the Starcannon is simply incapable of matching the potential body count the Shuricannon can wrack up, especially against targets with lower armor values. Fortunately, a longer range and more consistent AP does give this weapon a lot more potential when it comes to participating in objective holding squads.</tab><!-- --></tabs> *[[File:StormGuardians2022.jpeg|200px|right]]'''[[Storm Guardians]]<sup>{{W40kKeywords|Core|Infantry|Guardians}}</sup>''': In a ''very'' welcome update, Storm Guardians finally emerge not only in full plastic kits, but with a few notable upgrades over their predecessors to make them legitimately viable. First, the combination of Serpent Shields and an up-armored 4+ save makes these guys more durable than ever before. Granted, this doesn't really mean much with their paper thin T3 and 1W keeping them on their feet. These guys can actually outfight other similar GEQ units and when combined with their Flamers or Fusion Guns, make for reasonably cost-effective objective assaulters. This is complemented/enforced by their new '''Stormblades''' rule, granting them re-rolls of 1s to hit against any enemy units within range of an objective marker. To help with this, and to give some utility to the otherwise useless weapon platform that comes with the new Guardian kit, Storm Guardians can take a Serpent Shield to protect themselves on the approach. Functioning like a mini-Wave Serpent, the SS grants the squad a 5++ and ensures all ranged attacks fail to wound your Storm Guardians on 2s. This latter perk... does nothing against a vast majority of the S3-5 standard arms of the opponents you're ideally rushing these guys at, but it does ensure the odd multi-laser or enemy Scatter Laser doesn't ''completely'' wreck the squad. **'''Wargear Options''': Each Guardian is equipped with a Shuriken Pistol and a Guardian Combat Weapon. Two per ten Guardians in a squad may take a Flamer or Fusion Gun instead of the standard loadout. Two per ten Guardians may take an Aeldari Power Sword in lieu of the Guardian Combat Weapons they could otherwise take. Every 10 Guardians per squad may take a Serpent's Scale Platform.</li> **:<tabs><tab name="Guardian Combat Weapon"> No more choice between Aeldari Blades and Chainswords. These grant AP-1 to all two attacks each Storm Guardian gets and seeing as how the general strategy with S3 attacks is to simply bury your opponent in them... this is what allows them to do that.</tab><!-- --><tab name="Aeldari Power Sword">Still suffering with the limit of two per squad of ten...sucks. Power Swords can threaten tougher, harder targets, but unfortunately, if any such targets are Marine flavored, it'd take both Power Sword wielders combined to drop a single one in combat given their singular base attack per model. This isn't exactly a cost effective use of your points or Storm Guardians, so you should probably save the points you'd waste on these to put towards a squad of Howling Banshees or something that ''actually'' poses a threat to them.</tab><!-- --><tab name="Shuriken Pistol">The same pistol your other elves get, at the very least they'll have something to shoot with while closing in for the charge on your guys without special weapons, plus you can advance and still shoot them. On the downside, you can't advance and charge in the same turn with new battle focus. All the same, shuriken procs will let you have a semi-reasonable chance at doing a bit of damage shooting these en-masse </tab><!-- --><tab name="Aeldari Flamer"> Your best supplemental option for fighting infantry. Not much to say, 12" of d6 autohitting fire at S4 can soften up or crisp infantry for the inevitable charge. Pairs well with the blades your guardians have, given their shared nature of drowning your enemy in saves.</tab><!-- --><tab name="Guardian Fusion Gun">If you want your Storm Guardians to have a bit of bite against bigger targets, but ultimately couldn't/didn't spring for Fire Dragons. The buffed D6+2 at half range still does wonders for this gun, even in the hands of your weakest soldiers. These are good guns, but remember; one of the big appeals of Storm Guardians is their cheaper price point. Don't take these at the detriment of your workhorse units.</tab><!-- --></tabs> *[[File:2022 Eldar Rangers.png|200px|right]]'''[[Eldar Ranger|Rangers]]<sup>{{W40kKeywords|Core|Infantry|Outcasts}}</sup>''': Finally, shedding their resin cloaks for some rather dapper plastic ones, Eldar Rangers return to the field as your "stealthy" sniping unit with a slightly tuned up kit. They spent their downtime between editions practicing their marksmanship, and a buffed up BS 2+ now reflects their deadly accuracy as {{W40Kkeyword|Character}} snipers, as does their retained ability to ignore Look Out, Sir rules to target them. However, despite their Snipers still causing a MW on a natural 6 to-wound and the extra AP-1 their Ranger Long Rifles received for good measure, they still are Heavy 1 S4 weapons, meaning your Rangers will struggle to snipe heavily armored, tougher targets without some rather lucky (or unlucky on your opponent's side) rolls. They'll also falter when firing at particularly numerous squads of infantry and ''cannot'' defend themselves in a fist fight. Fortunately, Rangers have received a couple of tools to supplement their defenses (of which, you can only take one for every five models in the unit). **Rangers are your current troop choice MVPs. As the cheapest squad choice MSU, they're great for filling out mandatory slots for Battalion/Brigade armies. Additionally, the ''Strands of Fate'' special rule can potentially net you easy mortal wounds on targets of interests, such as characters or harder elite targets. **'''Wargear Options''': Each Ranger is equipped with a Ranger Long Rifle. One per Five Rangers in a squad may take a Gloom Field or Wireweave Net. **:<tabs><tab name="Gloom Field"> Though not quite as good as their former defensive rules, the Gloom Field does come damn close. A unit equipped with one of these forces enemy units targeting them from 18" away or further to treat the Rangers as though they are in dense cover, meaning they do get that -1 to hit when an enemy tries to shoot them.</tab><!-- --><tab name="Wireweave Net"> If you're worried about a unit diving onto your Rangers, this little trick just might save their lives. Once per game, if your Rangers holding this get charged, you can force the enemy to subtract 2 from their charge rolls and deal d3 MW to them on a roll of a 2+. The -2 to the enemy charge just might spare your elves from a grisly end and give them a chance to escape, or for you to mop up the interlopers with a countercharge of your own... ideally with Banshees or something, not the Rangers.</tab><!-- --></tabs> *'''Corsair Voidreavers<sup>{{W40kKeywords|Core|Infantry|Anhrathe}}</sup>''': So remember how that new Kill-Team box came with Eldar Corsairs, which are now squatted by Forge World? And remember how the last Kill-Team box had a unit of Sisters that got rules for use in the main game? You now get that in the main codex '''AND''' they're also usable for your Commorite brethren. While they won't harm anything due to lacking the necessary subfaction keywords, they do get a bit of an offensive edge as any natural 6s to hit automatically wound and count as having rolled a nat 6 to wound, triggering the AP boost of Shuriken weapons on top of the rilfes bonus -1 to AP. They're also very flexible in loadout, being able to go either ranged or melee, giving you a means to cover any range, though special weapons will limit you to 18" at the most rather than letting you enjoy the full range of the shuriken rifles, and the rifles being Rapid-Fire limits your range if you want the full firepower. **That said, they come with some serious caveats. The most glaring is that these cannot take up compulsory troop slots (without having a full {{W40kKeyword|Anhrathe}} detachment, but you'll need Yriel for that), so you'll still need to buy boxes of Guardians and Rangers. The second is that they don't benefit from Battle Focus or Strands of Fate, meaning that they're going to be exposed if they do fire without nearby cover. Being essentially spiky guardians, they'll absolutely need the protection, even if it means blowing CP to let them fall back. **'''Wargear Options''': Each Corsair comes with a Shuriken Pistol and Power Sword. While all models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield or replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon. **:<tabs><tab name="Corsair Blaster">A Blaster lent by/stolen from the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily, albeit far less reliably than fire dragons or bright lances.</tab><!-- --><tab name="Corsair Shredder"> A Shredder, the same one the Dark Eldar get, much like the blaster. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.</tab><!-- --><tab name="Mistshield"> Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.</tab><!-- --><tab name="Neurodisruptor">A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers.</tab><!-- --><tab name="Shuriken Cannon">A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two on occasion before factoring in the Shuriken bonus.</tab><!-- --><tab name="Shuriken Rifle">While effectively a <s>Bolter</s> shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. The strike through is not a joke, there profile is the same as a bolt gun except with -1 AP. . . so just like a bolter versus armor of contempt except shuriken sixes do -2 rather then -1, though flatly better VS anything not a space marine. There not a terrible idea for a unit hanging back though and may let them land some support to the mid table. </tab><!-- --><tab name="Wraithcannon"> Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models. </tab> </tabs> ===Dedicated Transport=== You've got one. To be honest, it's all you'll ever need. Well, maybe not. Look at Falcons for more shenanigans. <!-- ---------------------------------------------------------------------Wave Serpent-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wave Serpent|Wave Serpent]]''' |- |''Vehicle'' |''Transport'' |- |colspan="2"|[[File:Wave-Serpent.jpg|200px|right|border]] Your most durable Falcon(ish)-chasis tank and your only dedicated transport is still as much of a staple as it has been for years. The signature Serpent Shield provides solid protection by granting transhuman, preventing wounds from going through on rolls of 1-3, alongside a 5+ invuln. This makes most anti-tank weapons being thrown against it much less effective, and grants you some degree of protection from them. Tau railguns won't really care about the second part of course. If the situation calls for it, you can dispel this shield with a stratagem to deny overwatch, alongside granting whatever you target with it a -1 to hit. However, doing so does strip your serpent of this ability. Keep tabs on your surroundings and only commit to doing so if you're confident you've dealt with anything that can immediately threaten the tank or if you're positive the Wave Serpent isn't going to last the turn. A spacious 12 transport slots inside the Serpent grants you a lot of flexibility with the cargo you can stuff in it; you can fit two MSU Aspect Warrior squads alongside two additional support HQs, a MSU Wraithguard/blade squad or a MSU Guardian Defender squad with a Heavy Weapon Platform. Even if you're not necessarily wanting to use it to transport units, it still makes a rather effective vector for heavy weapons that doesn't compete with the rest of your vehicles for the significantly more crowded Heavy Support slots. It's a fine transport unit with front line tank defensive and offensive capability, though such a potent vehicle comes at a cost, being 150 points in its cheapest form. This means it is not a simple throwaway unit like the Imperial Chimera, rather, it should be factored into well orchestrated plan of battle. Depending, you'll either want to build it on it's base to get higher and snipe things, or build it lower to better hug terrain and hide from return fire. Building it without the base is also a possibility, especially since it'll prevent the flight stem from snapping off too. |- |colspan="2"| :'''Heavy Weapon Options''': Your Wave Serpent comes equipped with a chin mounted Twin Shuriken Catapult and a Twin Shuriken Cannon mounted on the vehicle turret. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Twin Shuriken Cannon on the turret can be swapped for a Twin Scatter Laser, Twin Starcannon, Twin Bright Lance or Twin Aeldari Missile Launcher. <tabs> <tab name="Twin Shuriken Cannon"> When you're just looking for the cheapest transport you can field, honestly there's nothing wrong with sticking to the Twin Shuriken Cannon. With the buff they've received, these things are quite capable and flexible infantry mulchers. With some luck, they're quite adept at slicing through MEQ targets and dropping more elite infantry compared to your other options. Pairs quite wonderfully with the chin mounted Shuricannon for ease of dice rolling. </tab> <tab name="Twin Scatter Laser"> The increase from 4 to 6 shots per Scatter Laser did wonders for this gun. The Twin Scatter Laser now matches the Firestorm for sheer volume of shots, with all the transport capacity and durability the Wave Serpent brings to bear. Oof, but the Firestorm isn't legal for matched play anyway. Coupled with the extra four shots provided by the chin mounted Twin Shuripult, this thing can put out a ''lot'' of dakka, ideal for incinerating hordes of infantry on the approach. </tab> <tab name="Twin Starcannon"> Normally, one Starcannon tends to be a bit underwhelming these days, especially with the Shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the Twin Starcannon is a much more appealing option due to being able to chunk a majority of any standard MSU squad it's pointed at. It does so reliably as well, thanks to the consistent AP-3 it has over the Shuricannon's fair weather Shuriken rule. That said, swapping out the chin mounted Twin Shuripult for a Cannon is recommended if you're going to lean into that anti-MEQ role for this tank. </tab> <tab name="Twin Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer and what you take when you want your Wave Serpent to functionally be a watered down Fire Prism. Two S8 AP-4 d3+3 shots can put a serious dent or blatantly blow a hole in enemy armour as a potential prelude to a volley from the Fire Dragons or Wraithguard you just disgorged. </tab> <tab name="Twin Aeldari Missile Launcher"> A flexible option for flexible transports. 2d6 S4 AP-1 shots with blast has a lot of potential against blobs, but the tragedy of the Twin AML not being two separate missile launchers does mean you are only guaranteed 3 hits against a 6-10 man squad. That's statistically unlikely, but you shouldn't pretend like it won't happen at the worst possible time. The alternative mode, 2 S8 AP-2 d6 shots, also has a lot of potential against big single entity beat sticks, but it just can't compete with the Twin Bright Lance's considerable consistency when gunning for the big boys. If you have points to burn and want to maximize your transport's utility while your more specialized units ride within, go ahead and pick this up. Anotherview best option for Wave Serpant the Twin missile launcher is because Wave Serpent hard to kill thank Wave Seprent shield and also it only cost 10 point missile launcher compare to bright lance cost you 20 points. Missile worth only two reason either it only anti- vehicle option for that unit or it going around long enough want start targeting infantry. Simple put it once done destroy tough target you will start target soften targets. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Wave Serpents are eligible for all the vehicle upgrades available to you and honestly, they're all really good for them. If you're looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> An upgrade that lets your vehicles ignore hit penalties when shooting. Further allows you to give this thing the role of a Firestorm if you give it scatter lasers, I guess. Other uses for this upgrade should be obvious all the same. </tab> <tab name="Spirit Stones"> A downgrade from the previous iteration, at least for your Wave Serpent. Now, this allows it to ignore degrading profiles until your tank's down to 3 wounds. This lets you maintain its top speed and good shooting for a small cost, the former of which is far from a bad thing on a transport. </tab> <tab name="Star Engines"> Wave Serpents are Transports. Their job is to get whatever's inside of them to their destination as quickly as possible. This upgrade increases the distance it can move by 3". Not a mandatory take given just how fast it is, but one worth considering all the same. </tab> <tab name="Vectored Engines"> Once per battle, you can use this in your command phase to grant battle focus to your tank. Very much a situational upgrade, though using it in a turn when your normal movement won't quite let it get behind cover may keep your wave serpent alive one turn longer, and thus its cargo. </tab> </tabs> |} <br> ===Elites=== Here's where most of the signature Aspect Warriors the Craftworld Eldar are known for reside. This edition has given many of them a new lease on life and they are finally able to do the jobs they trained for on their own merits, no strings attached! Having said that, your Warlocks have also taken up residency here along side your Wraith units as one of the few non-Aspect infantry units within this category. <!-- ---------------------------------------------------------------------Warlocks-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Warlock (Eldar)|Warlocks]]''' |- |''Infantry'' |''Psyker'' |- |colspan="2"|[[File:Plastic-Warlocks2022.jpg|200px|left|border]] Despite their fancy plastic debut, Warlocks as a whole have been ever so slightly downgraded compared to the codex of yesteryear. No longer split into separate Warlock/Warlock Conclave datasheets, your Warlocks have lost the rank and privileges of being an HQ and have been relegated to your increasingly bloated Elites slot. Fortunately, the good news is that for every Farseer you take, you may take a Warlock(s) unit without consuming a slot. Considering Farseers are practically an auto-include in most lists you might make, this helps mitigate some of the intense slot competition for the units you're taking these guys to support. So, what happened to Conclaves and {{W40Kkeyword|Character}} Warlocks? Well, the number of models a Warlocks unit can have is now between 1-6. If there's only one Warlock in the unit (starting size), his point price tag doubles but he gains the {{W40Kkeyword|Character}} keyword. If there's 2 or more, they are considered a Conclave. If the unit's size numbers between 4-6 models, then the Warlocks may know two different Runes of Battle and cast/deny two powers a turn. In addition to Smite, which they now finally have the ability to cast without restrictions or damage caps. Having said all of that, Warlocks are still incredibly useful force multipliers for your army and are easily tailorable to any particular playstyle you have in mind for your army. |- |colspan="2"| :'''Variants''': Warlocks have two modes of transportation: their feet or atop a skyrunner. If you saddle up on the jetbikes, however, the maximum unit size drops down to 3. <tabs> <tab name="Standard"> Warlocks with nothing but the blades in their hands and the runes on their belts. Having a lower profile definitely helps when you're trying to keep your squad of Warlocks from getting blown off the map, especially if you decide to load them up in a transport to get them where they can be of use. </tab> <tab name="Skyrunner"> Seat your Warlocks atop jetbikes and get them where they need to go on the double! Compared to a single model Warlock Skyrunner or a Farseer Skyrunner, a group of Warlocks being on jetbikes does come with a distinct drawback. As they massively increase in physical size, they become substantially harder to hide/shield from incoming fire and while an extra wound at T4 makes these guys reasonably more durable than their land bound counterparts, they're still quite squishy models. This is doubly so since a Skyrunner unit can only have a maximum of 3 models per squad. You ''can'' still learn and cast up to two separate Runes of Battle with this variant, but you'll need to max the squad to do so. You may wish to consider your options carefully before investing in more than one Warlock Skyrunner. </tab> </tabs> :'''Warlock Weapons''': Warlocks are equipped with a Shuriken Pistol and a Witch Blade. They may trade that Witch Blade for a Singing Spear. <tabs> <tab name="Witch Blade"> The free, melee only option. If you need some Warlocks but want to keep them as cheap as can be, this is your option. Still wounding everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a ''slight'' edge compared to the Singing Spear against heavily armored targets, though you generally won't want Warlocks in combat against such things anyways. </tab> <tab name="Singing Spear"> In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any <T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable in many circumstances. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Corsair Voidscarred-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Corsair Voidscarred''' |- |''Infantry'' |''Anhrathe'' |- |colspan="2"|The second half of the Voidscarred gift, this half comprising of all the more unusual specialists the kill-team can bring in. Being essentially veteran Corsairs, they gain all the basic perks that come with being corsairs as well as all the risks. They still won't get Battle Focus and can't be used as a compulsory choice for Elites. Fortunately, this band can pick-and-choose between each model getting rifles or swords, allowing for your one bird-boy to make way more use from it. |- |colspan="2"| :'''Specialists''': The Voidscarred specialize by picking up different specialists, allowing them different perks for taking them along and keeping them alive. <tabs> <tab name="Shade Runner"> A corsair picking paired Hekatarii Blades (S:User AP-3) rather than getting a power sword, but when charging, they can deal a mortal wound on an engaged enemy on a 2+ or two mortals on a 6. Sadly, that loss to strength makes them suffer considerably as they make as many attacks as a Felarch but won't mean much on anything T4 or higher. </tab> <tab name="Soul Weaver"> Your defender, this specialist comes with Channeler Stones, which lets them negate the damage suffered from their first failed save. This isn't as helpful as it sounds, as it doesn't help much against Blasts or any rapid-fire weapons you'll face, and a canny enemy can easily cheese it out with something impractical like a pistol or a rifle before opening the full fury of that gunline on a defenseless pack of corsairs. </tab> <tab name="Way Seeker"> Your resident psyker, the Way Seeker can pick one power from either the Runes of Fate or Fortune, though the buff powers will only work with other {{W40kKeyword|Anhrathe}} units, meaning either Corsairs or a second pack of Voidscarred. Consider running Fateful Divergence on him if his unit is just gonna babysit a backline objective for a chance to grab a free CP every so often, rather than a buffing power for the previous reason. Also worth considering is that any casting has to originate from the Way Seeker's model, similar to how the Thousand Sons cast, meaning positioning is important. Also helpful (though RAW we have no clue if this is just from the Way Seeker or a native rule) is the Lodestar Helm, which negates all Perils - a far cry from the potential disasters Forge World's corsairs risked from Perils. </tab> </tabs> :'''Wargear Options''': Each Voidscarred comes with a Shuriken Pistol and Power Sword, with one model equipped as such being able to equip Faoulchú. While any models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield and replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon at ten models. One model per ten can also replace their Shuriken Rifle with a Ranger's Long Rifle and can replace their Power Sword with a Fusion Pistol at ten models. <tabs> <tab name="Corsair Blaster"> A Blaster lent by the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily. </tab> <tab name="Corsair Shredder"> A Shredder lent by the Dark Eldar. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems. </tab> <tab name="Faoulchú"> Only available to a voidscarred with a pistol and sword, this gives you a hawk that will negate cover for their shooting. Fortunately, the Voidscarred can pick which models can take rifles rather than replacing all of them, allowing this to see more use. </tab> <tab name="Fusion Pistol"> As with any other melta pistol, this will serve as a convenient way to pop tanks while up close. That said, this has an interesting use because it only replaces your power sword, allowing you to perform some gunslinger play with both pistols - not that it'd be worth too much with how limited a shuriken pistol is. </tab> <tab name="Mistshield"> Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles. </tab> <tab name="Neurodisruptor"> A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-{{W40kKeyword|Vehicle}} units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers. </tab> <tab name="Ranger Long Rifle"> Better suited if you're going shooty with your corsairs, as this lets you pick out single models to hit. The corsair perks work especially well for them, as that 6 to hit will always guarantee your mortal wound. </tab> <tab name="Shuriken Cannon"> A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two without much of a hassle before factoring in the Shuriken bonus. </tab> <tab name="Shuriken Rifle"> While effectively a shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. While dual wielding sounds radical, it comes with the serious drawback of making them even more useless in combat. </tab> <tab name="Wraithcannon"> Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models. </tab> </tabs> |} ===={{W40kKeyword|Aspect Warriors}}==== Your trademark specialists, each trained in a specific discipline designed to bring down particular foes with frightening efficiency... and/or die horribly when asked to do literally anything outside of that niche. Many of the Aspect Warriors in this category got a ''much'' needed retooling to bring them back to the level of lethality they should've had from the start. The "bad" news is that many of them got minor price hikes for it, but considering their new lease on life (and the fact that Craftworld Eldar are ''supposed'' to be an elite army), this is hardly a concern. *[[File:DireAvengers01.jpg|200px|right]]'''[[Dire Avengers]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': In a [[skub|contentious move]], Dire Avengers have migrated from Troops to Elites as your generic, better than average gunslingers. Fortunately, this transition did come with a couple, admittedly minor, buffs to compensate. First, the Avenger Shuriken Catapult gets an extra shot at a default AP-2 over the standard Shuripult. This means a bare-bones squad of 5 is putting out 18 (assuming two ASCs on the Exarch) S4 AP-2 GEQ-shredding shots a turn which can also scare the occasional marine; modestly impressive for 12 points a dude. Of course, these guys still kept their Plasma Grenades if you wanted to chuck a d6 blast at a large group of enemy models, though it's hard to choose that over a flat 3 shots at a stronger AP value. Dire Avengers have always ever been presented as a generalist Aspect Warrior and for once, the squad Exarch can actually compete against dedicated melee Aspect Warriors reasonably well and ensures that the squad can at least defend itself at range or in close quarters. Objectively, Dire Avengers also have value in that they can shoot ''and'' perform actions without interruption should the Exarch still be standing. **'''Exarch Weapons''': Your Dire Avenger Exarch is equipped with an Avenger Shuriken Catapult, Plasma Grenades and a Shuriken Pistol. He may take and additional Avenger Shuriken Catapult or, alternatively, he can trade his Avenger Shuriken Catapult out for a Diresword or a Power Glaive. **:<tabs><tab name="Avenger Shuriken Catapult(s)">The default option, though unlike most ''other'' Exarch default weapons, the Dire Avenger can dual wield these puppies. Being a free weapon that doubles the number of shots your Exarch puts out a turn and being two separate guns that can split their shots between two different targets, there's literally no reason not to double up on these if you don't plan on having your Exarch fight in melee.</tab><!-- --><tab name="Diresword">If your Exarch wants to fight off the unclean mon-keigh hordes or needs to slice through some invulnerable saves, this is his go to option for melee combat. A successful wound with this S+1 weapon results in 1 MW, an excellent tool for breaking past enemy Harlequin/Daemon invulnerable saves. Having said that, this is still not as potent as 6 ASC shots or even 3 Power Glaive stabs, so this can be reliably skipped.</tab><!-- --><tab name="Power Glaive">Should your Exarch feel more up to skewering Space Marines or Orks over simple Guardsmen or Tau, you can swap out his ASC for a S+2, AP-2 D2 polearm. Honestly quite dangerous all things considered, as that statline gives the Exarch pretty solid odds at dropping 3 marines a fight phase.</tab><!-- --><tab name="Shimmershield">Swap out the exarch's shuripistol to give him a 4++ invulnerable save. You can finally take this alongside a Avenger Shuriken Catapult if you so desire, though you might still prefer taking it with the Power Glaive for melee.</tab><!-- --></tabs> **'''Exarch Powers''': Unfortunately, your Dire Avengers aren't cool enough to receive +1 to their BS or +1 Attack like any of the other Aspect Warriors. Fortunately, unlike several other Aspects, all the Exarch's abilities benefit the whole squad. **:<tabs><tab name="Defensive Stance">So long as your Exarch is alive, the whole unit may make ranged attacks while within engagement range of an enemy - effectively, their guns become Pistols. In the inevitable melee your Dire Avengers may find themselves in, this can actually get far more accomplished than the pitiable melee strikes they would throw out otherwise.</tab><!-- --><tab name="Shredding Fire">The Shuriken rule occurs for the unit on a 5+ instead of a 6. Considering their rate of fire, this will occur reasonably often against valid targets, which are T7- and Sv4+ or worse, but this ability just plain costs too much - more than twice as much as a model, meaning you can just add 2 more Avengers and still save points.</tab><!-- --><tab name="Stand Firm">Your Dire Avengers regain Objective Secured. If they already had it (Asurmen's aura), then each Dire Avenger counts for two models. Add 1 leadership to everyone for good measure. Honestly a steal of a deal compared to the other two. If you want a premier objective contester, you'll not be wanting with a maxed out squad of these guys shepherded by Asurmen.</tab><!-- --></tabs> *[[File:99810104011 FireDragonsNEW 01.webp|200px|right]]'''[[Fire Dragons]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': After being utterly humiliated by the mon-keigh Eradicators for several years, the Fire Dragons finally pulled themselves from the gutter and resolved to do something about it. The first thing they did is hit the gym; a new T4 and a 3+/5++ save makes these guys surprisingly durable for still-living Eldar and makes them reasonably more resistant to the standard firearms the survivors who spilled out of the tank/transport they just blew up tend to carry. Now as to how they blew that tank up? The Craftworld Bonesingers saw fit to make sure the Dragon Fusion Guns these Aspect Warriors carry aren't on the same level as any old melta. Though they lack the range the Eradicator Melta Rifles have, Dragon Fusion Guns now strike at S9 and ''always'' deal d6+2 damage, regardless if the target is at half range or not. Fire Dragons, as ever, still face rather stiff competition with Wraithguard when it comes to bringing down big targets. Fire Dragons remain the "discount" option, though their new S9 weapon profile at least means that they're just as likely to wound tanks and monsters as the S10 Wraithcannons are, if not more so due to their ability to re-roll wound rolls of 1 against such targets. Wraithguard do have a substantial edge in durability and potential melee combat, but are nearly twice as expensive for it. **'''Exarch Weapons''': Your Exarch is equipped with a Dragon Fusion Gun. He may trade it for a Firepike or a Dragon's Breath Flamer. **:<tabs><tab name="Dragon Fusion Gun">With the nice buff to S9 and d6+2, Dragon Fusion Guns are now reliable Leman-Russ/Dreadnought crackers that, in a statistically average world, can melt a hole in one with a single salvo. Probably your standard pick for the Exarch.</tab><!-- --><tab name="Firepike">The closest thing your Fire Dragon Exarch has to a Melta Rifle. A boost to 18" gives it a bit more leeway over the standard Fusion Gun, but in general you're going to want the ''whole'' squad contributing to what you're trying to bring down. Fortunately, the Firepike does offer a higher damage profile of d6+4 to at least provide a minor benefit over a regular old Fusion Gun.</tab><!-- --><tab name="Dragon's Breath Flamer">In case you want to roast the former occupants of a transport you cracked, or expect a pugnacious opponent to instigate a fist-fight with your Fire Dragons. Aside an increased S6 profile, the variable d6 shot profile can make this weapon wildly inconsistent. At least it has the same range as the rest of your squad's weaponry.</tab><!-- --></tabs> **'''Exarch Powers''': Extra abilities you can purchase for your Fire Dragon Exarchs to give them more utility or potency. **:<tabs><tab name="Blazing Fury">Add 4" to your Fire Dragon squad's Fusion Gun range. A range of 16" makes these guys less vulnerable to enemy countercharges, especially if you Battle Focus move away after you fired off a salvo.</tab><!-- --><tab name="Burning Heat">Your Fire Dragons auto-wound any target they successfully hit within 9" of them. While S9 basically auto-wounds most things (especially since the squad re-rolls 1's against {{W40Kkeyword|Monsters}} and {{W40Kkeyword|Vehicles}}), not having to worry about that step of the process is very nice. Of course, since you're even closer to that target than normal, you'd better have an escape plan in mind. Heavily consider investing in a Guide Farseer if you want to make the most of this one.</tab><!-- --><tab name="Dragon's Bite">If your Exarch shoots a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} within half range with a Fusion Gun/Firepike, add 2D to the damage he deals. If he does so with the Dragon's Breath Flamer, add 1D and you can re-roll wound rolls for that attack. In other words, your Exarch gets a d6+4/6 Fusion Gun/Firepike at half range or a D2 flamer that re-rolls wound rolls. In general, the Fusion Gun/Firepike is the better choice as you only get these benefits against large, predominantly single-model targets.</tab><!-- --></tabs> *[[File:2019 Banshees.jpeg|200px|right]]'''[[Howling Banshees]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Howling Banshees, long intended to be your anti-MEQ combat duelists, finally hit their stride this edition. Their Banshee Blades (now distinct from Power Swords) provide an additional +1S, meaning that your Banshees actually have a solid 50-50 shot at wounding Space Marines unaided in combat. As for getting stuck in? Your Banshees are still just as fast as ever; the ability to advance and charge gives them a ''much'' greater threat range than most close combat specialists are afforded. But this is hardly the thing that really makes Howling Banshees so utterly lethal these days. Their trademark masks still shut down any option for Overwatch, as always, but now they also prevent said unit from setting to defend as well. ''Additionally'', in the turn they successfully charged a unit, they now force the target to fight ''last''. That's right, Howling Banshees can now suppress key targets and force them to fight after any and all of your units have done so. When paired with their 3 (4 for Exarch) attacks per model, swinging at S4 AP-4(!) D1, Howling Banshees can effectively butcher any non-Custodes level opponents in melee, wounding T4 and below foes on a 3+. Why a 3+? Because the next best thing; when they successfully land a charge against a target, your Howling Banshees also add 1 to their wounding rolls for the ensuing fight phase. ''Goddamn''. Of course, should your opponent get a chance to actually fight back, not only do your Banshees still retain their -1 to-hit modifier in combat, but they now have the Aspect standard 5++ invulnerable save to help protect against any AP weapons. Do keep in mind though, despite ''all'' the buffs the Howling Banshees received, they're still 1W, T3 models and should ''never'' be on the receiving end of a charge. Or in the reticle of a gun. **Also, it goes without saying... these ladies are a ''hard'' counter to the Tau. **'''Exarch Weapons''': Your Exarch is equipped with a Shuriken Pistol and a Banshee Blade. She may trade the Banshee Blade for a Triskele or an Executioner. She may trade both the Shuriken Pistol and the Banshee Blade for the Mirror Swords. **:<tabs><tab name="Banshee Blade"> The standard option and not a terrible one if you need to keep your exarch on the cheap. Having said that, you should ''strongly'' consider upgrading to the Mirror Swords or the Executioner, as they give your Exarch a considerable boost in lethality; be it against ''more'' targets (Mirror Swords) or ''tougher'' targets (Executioner).</tab><!-- --><tab name="Triskele"> Unfortunately, the Triskele still replaces your Banshee Blade instead of the Shuripistol so it cannot be taken in conjunction with one or the Executioner. This is a shame, because as far as ranged weapons go, the Triskele far outpaces the Shuripistol. 18" range, 3 "shots" instead of only 1 and a boost to S5 AP-3 for all profiles make this thing substantially better at softening up or even killing a few models before the banshees make contact.</tab><!-- --><tab name="Executioner"> If you find yourself facing down a MEQ army, this is the upgrade you want. S+2 (S5) AP-3 and D2 means every successful swing (and failed save) with this results in a dead marine. Additionally, this buff up to S5 means that on a successful charge, you're wounding those marines on a 2+. This also gives your Exarch a pretty decent character-hunting niche, as she can single handedly plant 8 wounds on a target should each strike land true. This is, of course, before adding in any chip damage her Exarch Powers or Banshee disciples might add.</tab><!-- --><tab name="Mirror Swords"> When you want to blend up damn near whatever you throw your ladies at. These blades now properly double your Exarch's attacks from 4 to 8, only trading down from AP-4 to AP-3 to do so. This is a good trade. On the charge, you're wounding GEQs on 2s now and even MEQ targets aren't exactly thrilled having to make so many high AP saves. Unless you're expecting smaller, elite armies, you should probably make this your default option. Combine this with the exarch power boost and you're looking at even more whirling, screaming death coming outta your Exarch.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Graceful Avoidance">4++ against melee attacks for the entire unit. Direct upgrade, very much a nice one.</tab><!-- --><tab name="Nerve-shredding Shriek">When the unit finishes a charge move, pick 1 enemy unit within Engagement Range of the Exarch and roll 1d6; on a 1, nothing happens, and on a 2+, the enemy unit suffers 1 mortal wound and takes -1 to Combat Attrition tests until the end of the turn. </tab><!-- --><tab name="Piercing Strikes">+1D for the Exarch's melee attacks. Fighting Death Guard? Take this and an Executioner and give 'em some hell for Isha.</tab><!-- --></tabs> *[[File:99810104007 StrikingScorpionsNEW 01.webp|200px|right]]'''[[Striking Scorpions]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Striking Scorpions, as ever, fill that deep-striking brawler niche that they've carved out for themselves and serve as your backline ambushers for when your opponent leaves an opening for them to exploit. A further buff to their Scorpion Chainswords puts your basic squad's strength stat at S5, meaning that, unlike Howling Banshees, Striking Scorpions can remain in combat and consistently wound MEQ toughness targets on a 3+ without needing to bow out and "re-charge". Furthermore, the entire unit has '''Sustained Assault''', which is simply exploding (2 hits landed instead of 1) nat 6s to hit. Despite that, and the extra attack their swords give them over Howling Banshees, the AP-1 does hold it back against targets in thick armor. That is where their reworked Mandiblasters come in, however. On any unmodified wound roll of a 6, you also deal 1 Mortal Wound against your non-{{W40Kkeyword|Vehicle/Monster}} opponents. There's no cap for this, so if you're very lucky, you can deal quite a lot of unavoidable damage to infantry. A slightly greater 3+/5++ save statline does make them slightly tankier than Howling Banshees, but their lack of a -1 to-be-hit modifier and lack of a "force opponent to fight last" rule puts them at an overall greater defensive disadvantage against anything they're fighting with actual AP. **'''Exarch Weapons''': Your Exarch is equipped with a Scorpion Chainsword and a Shuriken Pistol. He may trade the Chainsword out for a Scorpion Claw and he may trade out both for the Biting Blade. **:<tabs><tab name="Scorpion Chainsword">If you don't want to invest anything in your Exarch. Not the worst choice, but you should ''really'' consider spending just a smidge more for a Biting Blade.</tab><!-- --><tab name="Biting Blade">Despite being even bigger, this puppy still hits at S5, but it does get AP-2 and D2 for its trouble. Plus, it gives an additional attack over the regular Scorpion Chainsword. For a piddly 5pts more, why not?</tab><!-- --><tab name="Scorpion Claw">Replaces the Striking Scorpion's Chainsword. Currently garbage; Sx2(6) AP-3 D2 makes for a solid MEQ butcher, but this only really makes a difference against T5/6 Sv2+/3+/4+ targets like Gravis Marines or Custodes. The built in Shuripult still only has a range of 12" and remains an Assault weapon, which means you generally won't find many opportunities to use it (if you're using your Striking Scorpions correctly, that is). Stick to the Biting Blade for the +1A. Funnily enough, even though it replaces the chainsword, the current failcast model is sculpted with it replacing the pistol.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Crushing Blows">A selfish power, but one with some solid utility. Every melee hit scored by the Exarch against a non-{{W40kkeyword|titanic}} unit auto-wounds (this means your Mandiblasters do nothing and neither does additional S, so always take a Biting Blade with this. To be fair it'd be pretty damn broken if it auto-procced Mandiblasters). Works fantastically with the Biting Blade simply because of the volume of strikes made (7 attacks between the blade, Exarch Power buff, and base). This can give the Striking Scorpion a shocking degree of effectiveness against monsters and vehicles that might otherwise shrug off piddly S4/5 attacks.</tab><!-- --><tab name="Deadly Ambush">The only power that benefits the whole squad and one that's pretty useful in terrain-dense maps. Adding 1 to hit rolls made and improving the AP of their chainswords by 1 makes the entire unit much more consistent and lethal when in terrain, but keep in mind that this ''only'' works when the whole unit is in terrain.</tab><!-- --><tab name="Scorpion's Sting">Your Exarch's mandiblasters go off on a 5+ instead of a 6+. Even before you consider how badly overcosted this is, you need to realize that it's strictly worse than the Shining Spears equivalent power, as the Spears one gives the Exarch 5+ Mandiblasters ''in addition'' to what it does, instead of replacing an ability with it. Hard pass.</tab><!-- --></tabs> <!-- ---------------------------------------------------------------------Shadow Spectres-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Shadow Spectres <sup>Forge World</sup>''' |- |''Core Infantry'' |''Aspect Warriors'' |- |colspan="2"|[[File:Shadow Spectres Forgeworld.jpg|200px|right|border]] Ghost themed aspect warriors with mini fire prism guns. Shadow Spectres are fantastic MEQ-murderers thanks to their S6 AP-3 D3 Prism Rifles and also great GEQ-grinders with the alternate d6 S5 AP-1 Blast profile. It took them a minute to play catchup with their Codex-standard brethren, but GW finally graced these guys with the same standard perks afforded to the modern-day Aspect Warrior. Having said that, the same unfortunately can't be said for Shadow Spectre Exarchs, who despite having their own stand-alone model for sale, are the only Aspect Warrior Exarchs who ''don't'' have any exarch powers or alternative weapons. Still, a 3+/5++ save behind a -1 to-hit modifier is hardly the worst defensive statline for these guys, even if they're still T3 underneath all that armor. Offensively, as mentioned, these guys still pose a serious threat and are one of the few "mid-range" combatants available to you. Their 10" move, ability to {{W40Kkeyword|Fly}}, deep-strike and post-shooting move courtesy of Battle Focus make these guys quite maneuverable compared to practically anyone else; the only Eldar infantry able to reliably outspeed these guys are the Swooping Hawks (though they can just go wherever the fuck they want to) and Warp Spiders. Considering that the price for coming in third in the speed category is the ability to drop virtually any elite infantry in a single unsaved shot or blow a hole in a guardsmen formation, this is a very fair trade-off. |- |colspan="2"| :'''Exarch weapons''': Every Shadow Spectre Exarch forgot the keys to their Shrine's weapon locker and their Bonesinger locksmith retired, so they're stuck with the basic Prism Rifle. :'''Exarch Powers:''' Shadow Spectres Exarchs never really paid attention when Irillyth was trying to teach them new tricks. What's so hard about "pew-pew-BOOM"? |} ===={{W40kKeyword|Spirit Host}}==== Your ghost warriors are among your heaviest hitters and are able to take a hell of a beating (thanks in no small part to the new Wraith-wide modifier subtracting 1 damage from any successful multi-wound weapon striking them), but they pay for that offensive/defensive potency with a swollen point cost and a rather plodding pace when on the battlefield. <!-- ---------------------------------------------------------------------Wraithguard-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithguard]]''' |- |''Core Infantry'' |''Spirit Host'' |- |colspan="2"|[[File:99120104031 EldarWraithguard01.webp|200px|left|border]] Methodical, stoic and purposeful, Wraithguard are the premier heavy destroyers of anything within 12" of them. With both their D-Scythes and Wraithcannons hitting at a staggering S10 AP-4, no unit without an invulnerable save or a 2+ armor value will have a ghost of a chance defending against the sheer firepower these statues bring to bear. Unfortunately, despite their resilient T6, 3+ defensive profiles, Wraithguard are even more helpless in melee than before. Evidently, death has rendered them unable to remember how to properly make a fist, so the only thing they can seem to do is fire their guns point blank into the people fighting them in melee. Well, the Wraithcannon Wraithguard at least. As of currently, with the Blast rule preventing such weapons from being fired at targets within engagement range of them, D-Scythe Wraithguard are actually helpless in a fist fight and prone to getting tied down if you can't shield them from oncoming enemies. At the price you're paying to bring even a single squad of them, you're going to want to make sure they can freely fire their weapons on command and at every possible opportunity you can manage. |- |colspan="2"| :'''Weapons:''' The entire squad may be equipped with either Wraithcannons or D-Scythes. <tabs> <tab name="Wraithcannon"> Your classic Tank/Monster/Titan-be-gone tool, Wraithcannons in general were solidly buffed compared to last edition. A range buff up to 18" gives Wraithguard much more flexibility at engaging targets of opportunity (especially if they're arriving out of reserves) and a damage buff of d3+3 (and an extra Mortal Wound on a roll of a 6 to wound) means a full, successful volley of Wraithcannon shots at a target is doing no less than 20 damage. One or two lucky rounds of shooting these cannons is more than enough to severely cripple or destroy any vehicle up to and including Imperial Knights. </tab> <tab name="D-Scythe"> Another weapon that received a bit of a tweaking and a general buff overall. Though the addition of Blast absolutely cripples the Wraithguard if they get tied down in melee, as does the removal of auto-hitting targets you fire them at, the range jumping up to 12" (which now makes D-Scythes a viable option for deep-striking Wraithguard) and boost to d6 shots ''per'' D-Scythe ensure that whatever infantry blob you want dead dies quite completely. The extra 1 Mortal Wound per wound roll of a 6 certainly does a lot to boost the death count and, considering the sheer number of shots your D-Scythes are capable of putting out, can actually still melt a hole in larger, hardier targets just as easily. Potentially more so than the singular Wraithcannon shots. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Wraithblades-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithblades]]''' |- |''Core Infantry'' |''Spirit Host'' |- |colspan="2"|[[File:Wraithblades01.jpg|200px|right|border]] In their fuming quest to cut up everyone who they feel is responsible for their predicament, Wraithblades are your heaviest hitting melee infantry. Though substantially more expensive, slower and bulkier than your Howling Banshees or Striking Scorpions, Wraithblades are ''much'' more durable and are better suited for extended combat against heavier-hitting foes that would otherwise lay low your squishy warriors. Due to their abysmal movement speeds, you are almost required to take along a Wave Serpent if you have any intention of using your Wraithblades before the final turn of the match. To this end, you may as well spring for a Spiritseer/Autarch/Farseer/Warlock companion or two to make the most out of that party bus once it arrives at your destination. |- |colspan="2"| :'''Wargear:''' The entire squad may be equipped with either Ghostswords or Ghostaxes and Force Shields. <tabs> <tab name="Ghostswords"> This choice is the more "offensive" option, granting yet more attacks to cleave through hordes of infantry as quickly as you can manage. All things considered, you may want to switch to the axes if you're taking these guys. The crazy degree of durability afforded to the Force Shields frankly outweighs the weight of attacks your Wraithblades can put out, especially since Howling Banshees can do so almost as well these days at well less than half the price per model. </tab> <tab name="Ghostaxes and Force Shields"> The same old shield from 8th, this is what you take when you don't want anyone to move you. A 3+/4++ statline now protects your Wraithblades, who still enjoy -1D from multi-damage weapons that manage to slip through. Cast on Fortune and watch your Wraithblades weather the fiercest firepower your opponent can muster while they hack away at everything in reach with their S7 AP-3 Ghostaxes. Wraithblades have been properly re-trained on their use too, for they no longer suffer the -1 to-hit penalty when using the hatchets. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Wraithlord-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithlord]]''' |- |''Core Monster'' |''Spirit Host'' |- |colspan="2"|[[File:Wraithlord.jpg|200px|left|border]] In another interesting move, Wraithlords have decided to shack up with their smaller brethren in the Elite slots, adding yet ''further'' competition to a very crowded category. In a way, this is more of a benefit than when they were in your Heavy Support slots; by moving to Elite, Wraithlords can function as a jack-of-all-trades unit without imposing on the slots needed for more specialized heavy hitters (such as the Fire Prism or Dark Reapers). Wraithlords changed very minimally since 8th edition, but they did receive two very welcome buffs to their durability and general effectiveness that cannot be glossed over. First, and most importantly, Wraithlords dropped down to 9 wounds. Normally the drop in total durability would be frowned upon, but this particular case warrants an exception to the sentiment. Just like Wraithseers, Wraithlords no longer suffer a degrading statline and as such will remain in top form even when a stray bolter shell will end them. Additionally, the -1 to all multi-damage weapons gives these guys substantially more protection against D2-3 weapons; this is a borderline must due to the Wraithlord's complete lack of an invulnerable save. Otherwise, your Wraithlord is as tough as ever; T8, 3+ save and 9W keep your former Exarch on the field. But, if that still doesn't quite cut it, consider this. The Wraithlord is now a {{w40kkeyword|core}} unit. That's right, for the first time, it can fully benefit from all Runes of Battle, Fate and Fortune completely. |- |colspan="2"| :'''Wargear:''' Wraithlords can take a Ghost Glaive, up to two Shuriken Catapults and/or Flamers and up to two Shuriken Cannons, Scatter Lasers, Starcannons, Bright Lances and/or Aeldari Missile Launchers. <tabs> <tab name="Ghostglaive"> The trademark blade of your Wraithlord. You'll want this if you intend to duel opposing Dreadnoughts, Monsters or Tanks; S9 d3+3 damage a swing can do a hell of a lot of damage, if you don't just outright murder your opponent in a single round of combat. Alternatively, the Ghostglaive was finally graced with an alternate profile to help deal with tarpits; Sweeping Blow hits at a reduced S7 AP-2 D2 profile, but it doubles your Wraithlord's attack output. This lets it easily mow through tarpits be they GEQ or MEQ. All things considered, this is almost a must have for your Wraithlords now. </tab> <tab name="Flamer"> The first of two wrist-mounted weapons (or shoulder if that appeals to you for some odd reason), flamers are your best anti-GEQ/Horde deterrent. (2)d6 S4 shots at 12" can wrack up quite a body count even before you take aim with any of your bigger guns, much less when you charge into melee. Not to mention, should a tarpit attempt to bog you down, these things serve quite excellently at cleaning up the chaff clamouring at your Wraithlord's shins. </tab> <tab name="Shuriken Catapult"> Though a slight buff to 18" of range and a default AP-1 does give these guns marginally more offensive oomph to the flamers, 2 shots per catapult isn't exactly turning any heads. You may pick off a model or two here, or chip away a wound on something bigger, but let's be real. The only reason you're taking these is because they're free or you ''don't'' intend on sending your Wraithlord into the fray. Which, let's be honest... is kind of a waste of this thing's potential. </tab> <tab name="Shuriken Cannon"> The glow up this thing got frankly did wonders for any Wraithlord packing one around and frankly makes it your best generalist infantry slayer. Against the hordes, it does falter compared to your Scatter Laser and even with the Shuriken rule, it's not ideal compared to the Starcannon or the Bright Lance against heavily armored, multi-wound targets. Having said that, a flat 2 damage per shot with the potential for AP-3 is nothing to sneeze at. </tab> <tab name="Scatter Laser"> If you're expecting tarpits or hordes of weak infantry... this is the gun for you. 6 shots at S6 is honestly pretty impressive for a single gun, even more so if you dual-wield them for 12. Of course, the lack of AP and single damage per shot definitely curtails this gun's effectiveness against tougher targets. Having said that, as the Imperial Guard continues to prove, there's something to be said about volume of fire alone. </tab> <tab name="Starcannon"> If you're facing high armor, multi-wound infantry like Space Marines and don't want to rely on the unreliable Shuriken rule to punch through armor, the Starcannons have you covered. Two of these things blasting holes in infantry before the charge gives you solid odds at deleting the average squad of Marines and can even plink off some wounds on a monster or two. </tab> <tab name="Bright Lance"> When you need to delete enemy Monsters before you pull out the Ghost Glaive. Of course, you can bring it/them ''with'' the Ghost Glaive if you want a dedicated Monster dualist, though unless you brought some flamers, you're going to struggle to deal with of infantry swarms. </tab> <tab name="Aeldari Missile Launcher"> As ever, your flexible jack-of-all-trades gun. Can pair nicely with the two flamers if you're looking to lay down as much (potential) dakka as possible on swarms of enemies, but you can't fire it in that mode in melee. Alternatively, the single shot profile can deal a hell of a punch to a bigger target, but it's generally not going to be as reliable as your Bright Lance in this regard. </tab> </tabs> |} <br> ===Fast Attack=== Though not as contested as the Elite and Heavy Support slots, Craftworlders have some solid and cost efficient Bikers and Vehicles populating this category. Oh, and a few Aspect Warriors too, though you'll likely only pay much mind to the Shining Spears at this time. *[[File:Windriders.jpg|200px|right]]'''[[Windrider]]s<sup>{{W40kKeywords|Core|Biker|Guardians}}</sup>''': Your cheapest biker unit and something you take as a budget harrier and turn 1/2 objective diver. They're a great vector for fielding Shuriken Cannons or Scatter Lasers if you're looking for more anti-infantry Heavy Weapon platforms and they're cheap enough to where you can generally slot them in when you've got a bit of a budget left over from filling out your main force. But, you get what you pay for and even though these guys are T4 and have a 4 + save, they only have 2 wounds each and as such are prone to dropping like flies if your opponent even briefly starts focusing on them. Use these guys to quickly claim objectives early on until your dedicated holders can catch up then have these guys dive behind or around enemy lines to harass them or flush out units camping behind cover. **'''Weapon Options''': Your Windriders are equipped with Twin Shuriken Catapults. Each may upgrade to a Shuriken Cannon or a Scatter Laser. **:<tabs><tab name="Twin Shuriken Catapults">Still a solid option, especially if you want to keep these guys on the cheap (which is half the appeal, after all). The increased range is more than welcome for these guys. If you want to be able to advance and shoot your guns, these are also your only option.</tab><!-- --><tab name="Scatter Laser">Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. These guys are probably the best platform for taking as many Scatter Lasers as you want and it's a perfectly valid strategy to simply park these guys to use like turrets if all you need them to do is lay down the firepower.</tab><!-- --><tab name="Shuriken Cannon">For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place. </tab><!-- --></tabs> <!-- ---------------------------------------------------------------------Shroud Runners-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''Shroud Runners''' |- |''Core Biker'' |''Outcasts'' |- |colspan="2"|[[File:Shroud Runners.jpg|200px|left|border]] The first truly new unit the Eldar have received in quite a while and it's...interesting. It's functionally a Scatter Laser Windrider with a tag-along sniper and a ''touch'' more utility due to a few special perks. First, is that it can gain Light Cover as if it were infantry and if it does so, it adds and extra 1 to any saving throws for good measure, getting it up to a 2+ which can shrug off melta shots on occasion. Combined with the extra wound each one has, this does make them a sight more durable than regular Windriders. The Ranger Rifle, however, is kind of awkward. Just like your regular Rangers, the Ranger Long Rifle does allow your bikers to take potshots at characters, but with only the one shot each, it's kind of a crapshoot if any of them actually accomplish something of note with it. At least they can freely move and shoot with it since they're bikers, in addition to being able to fire their scatter lasers at a 2+ as well. The final main selling point of these guys is their optional 9" pre-game move they can make once both parties have finished deploying, potentially letting you quickly snag an objective or getting into an opportune position to unload your Scatter Lasers. |} <!-- ---------------------------------------------------------------------Vyper-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Vyper]]''' |- |''Vehicle'' |- |colspan="2"|[[File:Vyper.jpg|200px|right|border]] Even though the Vyper is completely plastic, it's honestly due for a visual tune up. Tangents aside, Vypers serve as your most mobile (conventional) heavy weapons platform and are respectably durable enough to survive a few errant volleys from standard arms fire. As with virtually every vehicle you own, the Vyper's ability to {{w40kkeyword|fly}} over terrain to get a solid angle on enemy units is a highly valuable trait to have when hunting particular targets. The ability to take Star Cannons or even Bright Lances alongside the twin shuripults equipped on these bikes dramatically enhances the flexibility of these over standard Windriders; a team of 3 with Bright Lances can make for a shockingly lethal vehicle hunting squad for a bargain-bin price tag over splurging on a Fire Prism or Crimson Hunter in the event you had something else in mind for your main focus. |- |colspan="2"| :'''Weapon Options''': Your Vypers are equipped with Twin Shuriken Catapults and a Shuriken Cannon. They may replace the Shuriken Cannon with any other standard heavy weapon. <tabs> <tab name="Twin Shuriken Catapults"> Even if you decide to specialize your Vypers against bigger, harder targets, the twin shuripults it still comes stock with are excellent at clearing away the basic chaff your bigger guns (AML or Bright Lance) may struggle to deal with. Don't snub it. </tab> <tab name="Shuriken Cannon"> For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place. </tab> <tab name="Scatter Laser"> Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Paired with the twin shuripults, each Vyper can pump out 10 anti-infantry shots a turn, enough to even overwhelm a few MEQ/TEQ armor saves. That said, if you just want these enmasse, you may want to stick with Scatter Laser Windriders. </tab> <tab name="Starcannon"> A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you're massing up on them. One alone can often be a bit underwhelming, so you may want to take a squad of Vypers at least two models large both with starcannons to deal with harder targets. </tab> <tab name="Bright Lance"> An excellent option when it comes to dealing with enemy vehicles. A group of Vypers equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way. </tab> <tab name="Aeldari Missile Launcher"> Flexible and expensive as ever. The AML is what you take when you can't quite decide what you're wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn't hurt to consider it. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Hornet-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Hornet]] <sup>Forge World</sup>''' |- |''Vehicle'' |- |colspan="2"|[[File:Eldar Hornet.jpg|200px|left|border]] Your new fast-attack non-aspect MVP, the Hornet took quite kindly to the new edition. Lightning Assault now applies a -1 to hit modifier to the Hornet at all times which, combined with the defensive statline of 3+ T6 8W, makes for a shockingly durable little vehicle. They retain the ability to squadron up to three models per unit, though you can have as few as a single model per if that suits your tastes. At 80 points minimum, they're actually priced quite nicely for the kind of firepower they can bring to bear. Like before, they have access to every conceivable vehicle upgrade and standard heavy weapon depending on what role you want them to fill. Think of 'em kinda like war walkers that trade off the invuln and the scout move for a couple more wounds and damn near double the speed. |- |colspan="2"| :'''Weapon Options''': Your Hornets are equipped with Shuriken Cannons. They may replace the Shuriken Cannons with Hornet Pulse Lasers and/or any other standard heavy weapon. <tabs> <tab name="Hornet Pulse Laser"> The Hornet's signature gun. These puppies are now slightly worse than starcannons, running AP-2 instead of AP-3. They're not by any means a bad gun, but considering that everything they can do the starcannons can do for the exact same price, you may as well run those instead. </tab> <tab name="Shuriken Cannon"> Your cheapest option. By no means bad, it's ''generally'' outperformed by the Hornet pulse laser/starcannon against MEQs and scatter lasers </tab> <tab name="Scatter Laser"> Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Each hornet can fire out 12 of these a turn, on a body more durable than your Windriders. And for 30 points more than two of them, you're getting double the wounds and are up to T6, meaning anti-infantry weapons will really struggle to put this thing down. </tab> <tab name="Starcannon"> A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you're massing up on them. Double up on 'em and one of these guys can fry most of a MSU marine squad on its own just fine. </tab> <tab name="Bright Lance"> An excellent option when it comes to dealing with enemy vehicles. A group of Hornets equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way. </tab> <tab name="Aeldari Missile Launcher"> Flexible and expensive as ever. The AML is what you take when you can't quite decide what you're wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn't hurt to consider it. </tab> </tabs> :'''Vehicle Upgrade Options''': Like most other full-blooded hover tanks, your Hornets have their pick of Vehicle Equipment, so long as their whole unit is kitted out identically. <tabs> <tab name="Crystal Targeting Matrix"> An upgrade that lets your vehicles ignore hit penalties when shooting. Would've been ideal on this last edition when the -1 to hit when moving with heavy weapons applied to all units rather than just infantry. </tab> <tab name="Spirit Stones"> Solid pass, the hornet doesn't have a degrading statline so this is quite literally just a waste of points to take. </tab> <tab name="Star Engines"> Largely unnecessary. Your Hornets won't generally be wanting for the extra speed; they're already ''damn'' fast and there's little that extra 3" of movement would do to make or break how your Hornet performs that turn. </tab> <tab name="Vectored Engines"> Probably the only one you'd like to consider on a hornet, granting them a once per game battle focus move. </tab> </tabs> |} ===={{W40kKeyword|Aspect Warriors}}==== *[[File:Shining Spears 2022.jpg|200px|right]]'''[[Shining Spears]]<sup>{{W40kKeywords|Core|Biker|Aspect Warriors}}</sup>''': Despite the new rides and new, more streamlined helms, your Shining Spears haven't really changed all that much. They're still very much a shock unit that does almost all of their good work on the charge and because their strength wanes in turns they didn't charge, they can quickly lose value if they can't get in and out of combat. Fortunately, as a {{W40kkeyword|FLY}}ing biker unit, they can breeze over terrain and units alike to get out of dodge. However, your Shining Spears are not reaching their full potential if you aren't running them as {{W40kkeyword|Saim-Hann}}. Re-rolls to their charges, the ability to charge after falling back and even having access to a stratagem (honestly tailor-made for them) that lets them advance ''and'' charge, you can very easily cause havoc in enemy infantry lines simply by diving rapidly in and out of combat. Just keep in mind that you can't freely fire off the shooting profile of your Laser Lances while you so rapidly do so, but that won't be an issue against most of the targets you'll be facing. **'''Exarch Weapons''': Shining Spear Exarchs are armed with a Laser Lance. They may trade it for a Paragon Sabre (why would you) or a Star Lance. **:<tabs><tab name="Laser Lance">A pretty solid weapon, even in the hands of your Exarch. That said, consider bumping up to the Star Lance though, as it's simply a better Laser Lance.</tab><!-- --><tab name="Paragon Sabre">If you'd rather trade the immediate power the Laser Lance has on the charge for something slightly more adept for sustained combat, this would be the choice for you. You get one extra attack and can re-roll all hit and wound rolls you make with it. This finally gives it a slight niche over a laser lance, though it's no more stronger than one and deals less damage per successful wound. One good use of this is in conjunction with the Heart Strike power, allowing MW on a 5+ to wound. </tab><!-- --><tab name="Star Lance">Here we go. A stronger Laser Lance that hits at S8 to give your Exarch a noted punch against heavier vehicles and monsters. Practically mandatory if you're hunting them, though your other bikers will have a tougher time wounding them.</tab><!-- --><tab name="Twin Shuriken Catapult">Anti-infantry weapons that can soften up targets prior to charging, though keep in mind that the Shuriken rule can let them punch outside of their class if you get lucky and roll a 6 to wound.</tab><!-- --><tab name="Shuriken Cannon">So the Exarch remembered you can strap other weapons to the bottom of jetbikes. He just didn't tell the class. A Shuriken Cannon can go a long way in helping off MEQ units more efficiently than the Twin Shuripult does and is able to so from farther away. Just keep in mind that you can't fire this after advancing.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Expert Lancers">Each time a model makes an attack in the turn they charged, add +1 to their hit rolls. A pretty solid pick; Shining Spears are built for the charge. This further rewards playing them correctly.</tab><!-- --><tab name="Heart Strike">Each time the Exarch makes an unmodified wound roll of a 5+ in melee, they deal 1 mortal wound in addition to all other damage dealt. Not bad, if a bit selfish. Consider something that benefits the whole squad but it'll also let you do a bit more harm to targets with invulns. Can be a great source of mortal wounds with the Paragon Sabre.</tab><!-- --><tab name="Lightning Attacks">When the unit consolidates, it can move 6". A good way to keep up momentum, but you may elect to ''not'' get into engagement range of your next target so that you might properly charge it following a hail of shuripult/cannon and laser lance shots.</tab><!-- --></tabs> *[[File:99810104010 SwoopingHawksNEW 01.webp|200px|right]]'''[[Swooping Hawks]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Though the Swooping Hawks missed out on some fancy (and much needed) new duds, they did at least reap the benefits of the (much needed) rework to their statline. First and foremost, their Lasblasters. At first blush, a minor buff from S3 to S4 only really gives these guns something of an edge over fellow GEQ infantry and a slightly easier time wounding MEQ targets. While this is certainly a welcome change, the more important detail is that these guns now automatically wound on a hit roll of a 6, which considering the rate of fire per Lasblaster, is a reasonably common occurrence. The complete and total lack of AP does mean that anything with a good armor save is likely to not really care about this enhanced wounding potency, but against your ideal GEQ targets, you drown foes in a tide of saving throws. One of the better changes to these guys that gives them a bit more maneuverability over their Warp Spider competition is their enhanced Skyleap; instead of making a Battle Focus move, you can straight up remove these guys from the battlefield and replace them anywhere else following Deep Strike rules. Same turn. It now takes borderline willful negligence to allow these Hawks to get tethered down in melee at all. **'''Exarch Weapons''': Your Swooping Hawk Exarch is equipped with a Lasblaster. He may trade it for a Hawk's Talon and can also take a Power Sword. **:<tabs><tab name="Lasblaster">A solid enough gun now, to be sure, but you may as well spend a touch more for the Hawk's Talon. It's this, but better in every way.</tab><!-- --><tab name="Hawk's Talon">An upscaled Lasblaster, the Hawk's Talon hits at S5 and has AP-1. It even has the exact same hit-rolls of 6 auto-wound rule. Unless you're bleeding for points, there's no reason not to splurge for this.</tab><!-- --><tab name="Aeldari Power Sword">Hard pass. Swooping Hawks are not built for melee and should not engage in it willingly. If you give this to your Exarch, he stands a reasonable chance at potentially taking down an enemy model or two before he dies, but it almost assuredly won't be worth the trade. Considering how easy it is for you to keep your guys out of melee (aside lucky counter-deepstrike charges), you can safely give this a pass.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Rapid Redeployment">Your Swooping Hawks can fall back and shoot. A reasonably useful perk to have in the (un)likely event your Hawks get engaged in combat, but the spike in price to your Exarch is a bit steep for something you should be actively avoiding in the first place.</tab><!-- --><tab name="Suppressing Fire">Roll 3d6 for a unit that your Swooping Hawks shot. If the result is greater than their Leadership, they can't fire Overwatch, Set to Defend, or take any actions, failing any that they were in the middle of doing. Honestly a pretty good power for an Objective-based game; 3d6 dice are reasonably likely to overcome the average Leadership score of the average infantry unit. Being able to disrupt/prevent enemy actions from gaining them VPs can potentially give you an edge in such scenarios. Even without that, being able to shut down overwatch for units like Striking Scorpions or Wraithblades can be quite valuable if you need to get them stuck in.</tab><!-- --><tab name="Winged Evasion">Ranged attacks taken against this unit have a -1 to hit modifier. As ever, a solid defensive utility for a reasonably squishy and somewhat expensive unit, though you may find much more utility to be had with Suppressing Fire.</tab><!-- --></tabs> *[[File:99810104008 WarpSpidersNEW 01.webp|200px|right]]'''[[Warp Spiders]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Sadly passed over in the model refresh (for now), these Warp Spider models are set to enter their 30th year service soon. Fortunately, their model's decrepit age hasn't slowed down their performance on the tabletop (thank God). Warp Spiders have become particularly vicious infantry blenders due to the rework to their Death Spinners; ones that will be challenging (and frustrating) for your opponents to pin down. Their trademark Death Spinners have fallen just a bit short of becoming heavy flamers; d6 S6 AP-2 shots per gun with the blast rule means that a squad of Warp Spiders can damn near match if not surpass the consistent firepower laid out by the Swooping Hawks against the right targets. Unlike the Swooping Hawks, they'll find MEQ targets much easier prey thanks to their higher strength and AP values. Should whatever's left of the enemy attempt a retaliatory charge, your Warp Spiders have regained the ability to flickerjump a short distance away in lieu of Overwatch, potentially even behind an obscuring piece of terrain. Speaking of, your Warp Spiders care not one whit about terrain; though they move slightly slower than your Swooping Hawks, they can ignore modifiers and terrain altogether when moving. Their variant of Battle Focus further enhances it by allowing them to move 2d6 instead, though double 1s will result in a dead model courtesy of the mortal wound it inflicts. In terms of initial deployment, Warp Spiders retain their ability to Deep Strike and, depending on your loadout, can even re-deepstrike over the course of the battle if you so desire. **'''Exarch Weapons''': Your Warp Spider Exarch is equipped with a Death Spinner. He may take a second Death Spinner and can also take a pair of Power Blades. **:<tabs><tab name="Death Spinner">A solid enough gun now, to be sure, but you may as well spend a touch more for two of these.</tab><!-- --><tab name="Two Death Spinners">It's what it says on the tin. No reason to not take this. It's not like you can build the Exarch without them.</tab><!-- --><tab name="Power Blades">Hard pass. Warp Spiders are not built for melee and should not engage in it willingly, just like Swooping Hawks. All the same, as of now if you wanna give him two death spinners you ''have to'' also take these.</tab><!-- --></tabs> **'''Exarch Powers''': Amusingly, Warp Spiders are counted as a melee aspect, meaning these give your exarch +1 attack rather than the boost to their shooting for some reason. **:<tabs><tab name="Spider's Lair">A once-per-game trap you can set if your Warp Spiders are wholly in a terrain feature at the end of their movement step. Until your next turn, any enemy unit that ends their movement in that terrain (''any'' movement) takes d3 mortal wounds on a 2+. If you can sneak your Warp Spiders into an enemy bunker and somehow survive, you can potentially flush them out or punish them for sticking in there. However, given it only has one use, you might have better uses for the 15pts this trick costs,</tab><!-- --><tab name="Surprise Assault">When your Warp Spiders enter the battlefield from their deepstriking ability for the first time, they get one extra shot with their Deathspinners each. This can be nice if you have a priority target and you need as much burst firepower as you can muster.</tab><!-- --><tab name="Web of Deceit">A once-per-battle perq that lets your Warp Spiders redeploy via deepstriking rules instead of making a Battle Focus move. Again, quite useful if your Warp Spiders find themselves in a pinch that their Flickerjump ability won't save them from.</tab><!-- --></tabs> ===Flyers=== '''Note''': All Eldar Flyers have special rule called "Supersonic", which allows them to pivot up to 90° before moving as opposed to after. This is a hard nerf from Wings of Khaine, as if they pivot before moving, they cannot pivot after. It also, despite the name of the rule, doesn't contribute towards their movement or advance rolls. Whether you pivot before or after moving is generally irrelevant. You can potentially misdirect opponents or peel away before you run into the edge of the battlefield, but since facing isn't a concern when it comes to firing your weapons, it won't really affect how you will play with it. <!-- ---------------------------------------------------------------------Hemlock Wraithfighter-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Hemlock Wraithfighter]]''' |- |''Aircraft'' |''Spirit Host'' |- |colspan="2"|[[File:Hemlock 02.jpg|200px|left|border]] Your flying psychic jet of death got a slight buff for it's Heavy D-Scythes, which now shoot a straight d6 shots at S12. Though still a very swingy result, the addition of Blast to this rule can virtually guarantee the death of infantry formations with the sort of cruel efficiency that'll leave your Crimson Hunters jealous. Because it hits so damn hard, you can also blow holes in every flavor of vehicle known to man (elf?) as well. However, it's far less consistent than the Crimson Hunter against vehicles in this regard due to the ''immensely'' swingy number of shots and hard limit of D2 per failed save. What's worse, the Heavy D-Scythes are no longer auto-hitting weapons, so you'll definitely lose a few of the shots you make to that little nerf. Fortunately, you can still toss out a psychic power each turn for offensive or supporting abilities. Just keep in mind no psychic power you can cast will directly benefit the Hemlock itself anymore, as it is neither a character or core unit. |} <!-- ---------------------------------------------------------------------Nightwing-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Nightwing]] <sup>Forgeworld</sup>''' |- |''Aircraft'' |- |colspan="2"|[[File:99590104002 ELDARNIGHTWINGFIGHTER3.webp|200px|right|border]] The primary fighter/interceptor of the Asuryani, [[Derp|and a forgeworld exclusive model]]. It's safe to say that Forgeworld picked the wrong aircraft to mothball. Designed to be another anti-{{W40kkeyword|aircraft}} vehicle, Nightwings get to add 1 to hit strictly when shooting at other aircraft. Considering they're armed with Twin Shuricannons and Twin Bright Lances, they're not exactly the best at it, especially compared to the Crimson Hunter (who only needs their targets to have the {{W40kkeyword|fly}} keyword). The Shuricannons do give the Nightwing a bit more of an (ironic) niche against ground-bound infantry compared to the Crimson Hunter, but only against lower armor higher body-count units. Why? Because Crimson Hunters now freely have access to Starcannons, making them better MEQ killers comparatively. With the loss of Wings of Khaine, your Nightwing does have a slight maneuverability advantage due to it's ability to shift into a hovering state, though that comes with its own set of drawbacks. In general, you're probably going to prefer taking the Crimson Hunter due to its greater offensive utility and upgrade potential should you choose to invest in it. |} ===={{W40kkeyword|Aspect Warrior}}==== Like your Heavy Support, you only have one. In this case, it's pretty much the MVP of your Flyer slot. *[[File:CrimsonHunter2.jpg|200px|right]]'''[[Crimson Hunter]]<sup>{{W40kKeywords|Vehicle|Aircraft|Aspect Warriors}}</sup>''': No longer divided into two separate data sheets, the Crimson Hunter now can be upgraded into being an Exarch by purchasing one of their Exarch Powers. The good news is that you no longer need to run them as an Exarch in order to change their loadouts or really take advantage of their offensive prowess. These guys are still extraordinarily vicious anti-{{W40kkeyword|fly}} units that add 1 to their hit rolls and can re-roll failed wound rolls against anything and everything with the keyword. Even against units that aren't flying, the pair of Bright Lance and the Pulse Laser can utterly dominate vehicles and monsters with impunity. The Starcannons, when paired with the Pulse Laser, can wipe out a MSU of elite infantry with laughable ease. Keep in mind that the Wings of Khaine rule is gone now, so keep your angles in mind before you dive deep into enemy territory. Unlike every other Aspect Warrior, you don't have an inbuilt invulnerable save to help keep you safe from retaliatory strikes. **'''Weapon Loadouts''': Crimson Hunters are equipped with a Pulse Laser and their choice of either Starcannons or Bright Lances. **:<tabs><tab name="Pulse Laser">Think of it similar to a longer range bright lance crossed with a dragon fusion gun, sorta. S9 with only AP-3, though it'll deal D3+3 wounds and has two shots rather than one. </tab><!-- --><tab name="Bright Lances">Between the two Bright Lances and two Pulse Laser shots, you will deal a ''minimum'' of 18 damage to a target successfully shot with all these guns, something only the sturdiest of vehicles can hope to shake off.</tab><!-- --><tab name="Starcannons">If you'd rather focus your efforts on anti-MEQ duties, these are the guns for you. Good as they are, and with the Pulse Laser giving that extra bit of firepower needed to more reliably wipe out entire squads at once, you're paying a bit of a premium for this particular platform. If you truly need an anti-MEQ plane, consider a Hemlock with its flat D2.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Eyes of Khaine">Ranged attacks against units that {{W40kkeyword|fly}} automatically hit. Ignoring hit modifiers entirely to thoroughly say "fuck you" to enemy aircraft can be a very effective means to dominate the skies. Once the skies are yours, you can immediately do the same to any enemy hovertanks or even jump infantry. Keep in mind, the extra 30pts this costs is quite considerable and your Exarch is already quite well-equipped to take down anything flying anyway, with 2+ BS and +1 to hit. </tab><!-- --><tab name="Strafing Assault">Units your Exarch targets do not receive the benefits of cover. A solid power against factions that like to abuse cover, but a touch situational. Virtually useless against the vehicles and aircraft you'll likely want to prioritize first. Given the high AP of your guns, doesn't do too much usually.</tab><!-- --><tab name="Swooping Evasion">Your Exarch gets a 5++. Now it can be like every other Aspect Warrior. Pretty much always worth taking, as you want the durability buff and the 2+ BS.</tab><!-- --></tabs> ===Heavy Support=== Another supremely bloated section for you happens to be your Heavy Support slots. They're packed with all manner of grav-tanks, Guardian crewed platforms and walkers as well as a psychic Wraith construct. Pick whatever suits your fancy. ===={{W40kkeyword|Vehicle}}==== <!-- ---------------------------------------------------------------------Support Weapons-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Support Weapon Battery|Support Weapons]] ''' |- |''Vehicle'' |- |colspan="2"|[[File:Eldar Support Weapon.jpg|200px|left|border]] Your cheapest Heavy Support options are not to be underestimated. Support Weapon teams have access to a relatively unique roster of guns that are tailor made to wreck someone's day from a distance quite alien to a substantial portion of your non-tank roster. Long story short, you take these guys if you still want to hit harder targets fairly hard, but want to save points for one of your other slots. You can still take up to 3 of these guys per unit, though they have lost the ability to split off and act independently. |- |colspan="2"| :'''Heavy Weapon Options''': Support Weapons come equipped with a Shadow Weaver. They may exchange it for either a Vibro Cannon or a D-Cannon <tabs> <tab name="Shadow Weaver"> Your cheap artillery platform. d6 S6 AP-2 D1 is good for killing GEQ targets and stripping wounds off of MEQ targets, but you'll want to take a couple of these if you want to genuinely notice whenever they shoot something with it. </tab> <tab name="Vibro Cannon"> This gun got a lot more potential since the number of shots it got bumped up to d6. In addition, 2 or more Vibro Cannons into the same (non-FLY) targets hit automatically, a third gets plus 1 to wound and each unsaved wound is a dead marine from up to 48" away. Definitely worth a shot. </tab> <tab name="D-Cannon"> The most expensive, but most devastating option. Though your shortest ranged weapon at 24", you can hit some poor sonovabitch with a d3 S12 AP-4 d3+3 Blast that ignores LoS to thoroughly ruin his day. Unmodified 6's to wound with this also plant on a MW for good measure. Best reserved for tanks, monsters and titans. </tab> </tabs> |} <!-- ---------------------------------------------------------------------War Walker-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Eldar War Walker|War Walker]]''' |- |''Vehicle'' |- |colspan="2"|[[File:War Walker.jpg|200px|right|border]] Your discount standard heavy weapon platforms, War Walkers are the cheapest option available to you for bringing any of the standard heavy weapons to the field in bulk. Because they can be equipped with any two heavy weapons, they are immensely flexible and can perform anything from anti-infantry duties to anti-vehicle duties as well as any mixed combination you desire. They're also blessed with a respectably durable statline complete with a 5+ invulnerable save in case your opponent brought some anti-vehicle weapons of their own. Keep in mind, though a walker, this thing is basically helpless in melee so try to keep a tasteful distance from the mon'keigh you're gunning down. |- |colspan="2"| :'''Heavy Weapon Options''': War Walkers are equipped with two Shuriken Cannons by default, but are free to mix and match them with any other standard Heavy Weapon. <tabs> <tab name=" Shuriken Cannon"> When you want to keep it dirt cheap or expect a mix of GEQ/MEQ targets, you can't go wrong with these. Not much to say about them that hasn't already been said. </tab> <tab name="Scatter Laser"> A War Walker equipped with two of these can make for a rather frighteningly cost effective GEQ killer, not even mentioning if you took more than one such equipped War Walker. If you take a full unit of War Walkers, consider having at least one equipped with bright lances (or pair a scatter laser with a bright lance per walker) in case your opponent brought some vehicles to contest yours. </tab> <tab name="Starcannon"> Two starcannons can easily decimate MEQ/TEQ units, but you'll likely want at least four spread out across two-to-three other War Walkers to ensure the complete death of a MEQ unit in case a shot or two missed. </tab> <tab name="Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer, wonderfully effective if dual-wielded. One or two War Walkers with bright lances can safely erase enemy monsters or vehicles quite handily, assuming their shots landed true. Consider bringing another one with shuricannons/scatter lasers to help balance the unit against infantry. </tab> <tab name="Aeldari Missile Launcher"> A flexible option for flexible chicken walkers. The flexibility is extraordinarily useful, but these things dramatically spike the price of your War Walkers, which may somewhat undermine the point of bringing them. That said, ultimately a War Walker with two of these is still cheaper than a Wraithlord or Wave Serpent with two of these. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Falcon-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Falcon]]''' |- |''Vehicle'' |''Transport'' |- |colspan="2"|[[File:Falcon 1.jpg|200px|left|border]] The classic Falcon continues to serve as a jack-of-all-trades tank capable of carting a family of six to and from glorious battle or just firing its array of weaponry at whatever type of target you equipped it to handle. Each Falcon is equipped specifically with a Pulse Laser that is best suited against more elite targets due to its multi-damage profile and high strength. As ever, you can pair the falcon with one heavy weapon of your choice. To this end, you can double down on the Pulse Laser's anti-{{w40kkeyword|vehicle}}/{{w40kkeyword|monster}} specialty or you can equip it with something more tailored towards infantry to ensure it can do a little of everything. Just keep in mind that if you do equip it with something like a shuricannon or scatter laser that it's going to generally struggle to off any one type of target on it's own in as little as one turn. Fortunately, that's where the transport capacity can come in handy; whatever the Falcon may have struggled to kill the Aspects embarked inside may very well be able to finish off. As far as comparisons go, when held up to it's Wave Serpent cousin, the Falcon is the discount, offensive option while the Wave Serpent functions as the defensive premium version. Unfortunately, Falcons are in a rather hotly contested unit category with the likes of Support Platforms and Fire Prisms while the Wave Serpent sits comfortably in it's own dedicated slot. If your focus is heavy in Aspect Warriors like Fire Dragons or Howling Banshees, a Falcon can do the job while functioning like a Great Value Fire Prism. If you plan on maxing out those Aspect Warrior squads or plan on going heavy with your vehicles, you may consider splurging for the Wave Serpent instead. |- |colspan="2"| :'''Heavy Weapon Options''': Your Falcon comes equipped with a chin mounted Twin Shuriken Catapult as well as a turret-mounted Pulse Laser and a Shuriken Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Shuriken Cannon on the turret can be swapped for a Scatter Laser, Starcannon, Bright Lance or Aeldari Missile Launcher. <tabs> <tab name=" Shuriken Cannon"> When you're just looking for the cheapest transport you can field, this is it. If you upgrade the underslung shuripults to a cannon as well, you can get a solid amount of work done between the two of them as well as the pulse laser. </tab> <tab name="Scatter Laser"> The increase from 4 to 6 shots per scatter laser did wonders for this gun. Paired with the underslung shuripults/cannon, this can put out a respectable amount of anti-infantry firepower while still being a threat to bigger targets courtesy of the pulse laser. Consider this loadout if you plan on dumping Fire Dragons out of the Falcon to help cover their weakness against hordes. </tab> <tab name="Starcannon"> Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the pulse laser is functionally an upgraded starcannon and pairs quite well with it when it comes to killing MEQ/TEQ targets. </tab> <tab name="Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer and the ideal partner for the pulse laser for the job. This pairing gets slightly more done than the Wave Serpent's twin bright lance and is cheaper to boot, so consider this setup if you don't quite have the funds for a Fire Prism. </tab> <tab name="Aeldari Missile Launcher"> A flexible option for flexible transports. This pairs reasonably well with the Pulse Laser and can be used in conjunction with the underslung shuripults/cannon if you fear you'll be swamped with enemies, though the scatter laser will be the more ideal companion for that. Still, flexibility to adapt is it's own reward. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Falcons are eligible for all the vehicle upgrades available to you and honestly, they're all really good for them. If you're looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Turn your vehicle's weapons from Heavy to Assault when it advances. A very solid choice on your Falcon, especially if it's doubling as a transport. Spending a couple points to allow it to shoot (albeit at a reduced accuracy) while it speeds about so isn't a bad investment at all. </tab> <tab name="Spirit Stones"> Probably the best pick for your Falcon. It lacks the protections of the Wave Serpent, so any extra layer of defense helps when it comes to keeping this thing on the field. </tab> <tab name="Star Engines"> Though they aren't dedicated transports like their hardier cousins, Falcons are still fully able to act like one. If loading dudes up in this is part of your gameplan, consider upgrading the Falcon with this to get it's passengers where they need to be as quickly as possible. </tab> <tab name="Vectored Engines"> Another durability upgrade, which also stacks very nicely with Spirit Stones, CTM and the Star Engines. A -1 to-hit modifier can help save your Falcon's bacon from the rogue lascannon or railgun shot while you're zipping up the field. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Fire Prism-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Fire Prism]]''' |- |''Vehicle'' |- |colspan="2"|[[File:Fire Prism.jpg|200px|right|border]] The Grav-Tank with the big gun. The Lance mode on its Prism Cannon is the highest-stat weapon in the conventional Eldar arsenal. The Focused mode (Heavy 2 S14 AP-5 D3d3) is what you take to obliterate tanks and knights, and the Dispersed mode (Heavy 3d3 S6 AP-2 D2 with Blast) is great against MEQ and lower. With the removal of the "double-tap if you move less than half your total movement" rule, you are free to reposition your Fire Prism as much as you'd like without sacrificing volume of fire. Honestly, the Fire Prism is now your go-to Heavy Support when you're expecting anything around T7/T8; the reworked '''Linked Fire''' stratagem, though requiring your Fire Prisms to be in much closer proximity to each other, allows them all to dump their collective firepower into a single target. Unlike the prior version of this stratagem, which gave hit/wound re-rolls, it now allows all those shots to ignore invulnerable saves. This makes Fire Prisms extremely useful Titan-Be-Gone tools and general all-around murder machines. |- |colspan="2"| :'''Heavy Weapon Options''': Your Fire Prism comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Prism Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish. :'''Vehicle Upgrade Options''': Your Falcons are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Now that your Fire Prism can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Fire Prism, but with the 60" range on the Prism Cannon, it doesn't really seem worth investing in. </tab> <tab name="Soul Stones"> Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Fire Prisms. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Fire Prism. With a range of 60" on their main gun, Fire Prisms will very rarely be wanting for the extra possible mobility these provide. If you do take this, bringing a CTM is a ''must'', since it'll allow you to fire the prism cannon even after advancing. </tab> <tab name="Vectored Engines"> These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Fire Prisms under any other circumstance. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Night Spinner-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Night Spinner]]''' |- |''Vehicle'' |- |colspan="2"|[[File:Night Spinner.jpg|200px|left|border]] Your anti-GEQ/MEQ artillery tank. The Doomweaver received a slight buff, gaining a consistent AP-2 to better deal with armored targets, but is otherwise virtually identical to how it behaved before; launching 2d6 S7 D2 shots at anything within 48", LoS be damned. There's precious little to say about it; it faces competition from the Support Platform Shadow Weaver as a cheaper artillery piece against GEQ targets. It is notably more efficient against MEQ targets and can even slice through lighter vehicles and tanks for some respectable damage, but is considerably outclassed in this regard by the Fire Prism. Still, it's ability to ignore LoS can be quite valuable in the right battlefield. |- |colspan="2"| :'''Heavy Weapon Options''': Your Night Spinner comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Doomweaver. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish. :'''Vehicle Upgrade Options''': Your Night Spinners are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Now that your Night Spinner can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Night Spinner, but with the 48" range on the Doomweaver and the ability to ignore LoS, it doesn't really seem worth investing in. </tab> <tab name="Soul Stones"> Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Night Spinners. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Night Spinner. With a range of 48" on their main gun and the ability to ignore LoS, you'll very rarely be wanting for the extra possible mobility these provide. Hard pass. </tab> <tab name="Vectored Engines"> These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Night Spinners under any other circumstance. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Warp Hunter-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Warp Hunter]] <sup>Forge World</sup>''' |- |''Vehicle'' |- |colspan="2"|[[File:Eldarwarphunter.jpg|200px|right|border]] A niche alternative to the Fire Prism, the Warp Hunter honestly struggles to justify it's rather steep point cost. It's main weapon, the D-Flail, can either shoot a 24" Heavy d3 S12 AP-4 Dd3+3 Blast shot that ignores LoS or it can fire a 12" Heavy 3 S12 AP-4 Dd6 profile that automatically hits the target. Compared to the Fire Prism, which is considerably stronger than it for a substantial discount... it's very hard justifying the price tag to bring one of these. The only thing this tank has over the Fire Prism is that it can ignore LoS, which to be honest, isn't worth the dramatic fall off in damage you're trading off for the Warp Hunter. |- |colspan="2"| :'''Heavy Weapon Options''': Your Warp Hunter comes equipped with a chin mounted Twin Shuriken Catapult as well as a D-Flail. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish. :'''Vehicle Upgrade Options''': Your Warp Hunters are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Now that your Warp Hunter can move and shoot without penalty, this upgrade is somewhat unnecessary. However, with how limited the range is on the main gun, you may consider having the option open. </tab> <tab name="Soul Stones"> Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Warp Hunters. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Warp Hunter. Hard pass. </tab> <tab name="Vectored Engines"> These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. It's a bit pricey, but if you grab this and the CTM, you can fire the Rift profile of your D-Flail without worrying about potential accuracy drops. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Lynx-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Lynx]] <sup>Forge World</sup>''' |- |''Vehicle'' |- |colspan="2"|[[File:EldarLynx.jpg|200px|left|border]] When you want a super-heavy tank, but don't want to pay super-heavy prices or take up super-heavy slots. The Lynx puts out a delightfully consistent 6 S9 AP-4 D3 shots that can burn a hole in most other vehicles or wipe out any 5-man infantry squad, be they GEQ, MEQ or TEQ. It is now somewhat outclassed by the Fire Prism in terms of raw power, though the Lynx is a sight more durable thanks to it's greater wound total covered by a 5++ distortion field invulnerable save. |- |colspan="2"| :'''Heavy Weapon Options''': Your Lynx comes equipped with Lynx Pulsar and a Shuriken Cannon. The Shuriken Cannon may be exchanged for any standard heavy weapon. <tabs> <tab name=" Shuriken Cannon"> When you're just looking for the cheapest Lynx you can field, this is it. It's reasonably effective at killing GEQ/MEQ, but you may consider getting a scatter laser or starcannon for consistency. </tab> <tab name="Scatter Laser"> 6 high powered multi-damage shots paired with 6 medium powered single-damage shots can to terrible things to any 6-10 man squad of infantry. Alternatively, it gives the Lynx the flexibility to focus the Lynx pulsar on a priority tank or monster while contributing some firepower towards a random infantry squad you don't really care for. </tab> <tab name="Starcannon"> Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. However, the multi-damage and consistent AP-3 lets this pair reasonably well with the Lynx pulsar if you're trying to kill as many marines as you can in a single shooting phase. </tab> <tab name="Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer and a good partner for the Lynx pulsar if you ''really'' hate that enemy vehicle. </tab> <tab name="Aeldari Missile Launcher"> A flexible option, but honestly not that ideal for a Lynx. You're already getting a solid rate of fire for a high damage weapon on the main gun, so a bright lance would be better for anti-vehicle/monster consistency. The d6 blast profile is blatantly inferior to the scatter laser, especially when the pulsar itself has a solid 6 shots of it's own. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Lynx tanks are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Turn your vehicle's weapons from Heavy to Assault when it advances. A reasonable choice, but your main gun has a range of 48". Advancing is rarely going to be needed to get into range of something important to your opponent. </tab> <tab name="Spirit Stones"> A solid investment for your not-so-super-heavy tank to keep it around as long as possible. </tab> <tab name="Star Engines"> You can give this a solid pass; if you need to advance, you already get to move a solid 12" due to the Speed of Vaul rule this thing has. </tab> <tab name="Vectored Engines"> Another durability upgrade, which also stacks very nicely with Spirit Stones and CTM. Your Lynx is already pretty pricey, spending a touch more to maximize it's durability isn't a bad call. Just keep in mind you need to advance to get the benefits, which reduces your offensive capabilities. </tab> </tabs> |} ===={{W40kkeyword|Aspect Warrior}}==== *[[File:DarkReapers2022.jpeg|200px|right]]'''[[Dark Reapers]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Despite your long-range Aspects of Death stomping into the scene with a fresh new look, they continue to do what they've always done best; blowing shit up from across the battlefield with impunity. Their Reaper Launchers are unchanged and due to this, Dark Reapers are experts at killing MEQ, TEQ and DEQ targets with their high strength and consistent, multi-damage profiles. There have been a few changes that have generally nerfed the Dark Reapers from their former glory that should be addressed, however. First and most importantly, they have lost their "always hit on a 3+" ability and do ''not'' have Battle Focus. This means that you're going to want to find a very safe place to plant your Reapers because you do ''not'' want them to move unless absolutely necessary. Also, if you move them into a position where they're going to be exposed, you won't have any means to duck them back behind cover. Second, each squad can have no more or less than 5 models, so if you were looking to park a squad of 10 in the back field, you're going to need another unit slot for that. Fortunately, at least your Dark Reapers can ignore Dense Cover when shooting at targets so they do have that going for them still. **'''Exarch Weapons''': **:<tabs><tab name="Reaper Launcher">The go-to default is still a fantastic choice for a bare-bones Dark Reaper Exarch. Considering your other "free" choice is the shuricannon, you'll want to keep this if you're looking to go as cheap as possible.</tab><!-- --><tab name="Aeldari Missile Launcher">Basically a hybrid Reaper Launcher/Tempest Launcher for Exarchs not quite sure what to expect. The higher single-shot damage ceiling can come in handy against harder targets, but there's something to be said for the consistency offered by the Reaper Launcher. The d6 S4 Blast shots can give it more of an impact against weaker infantry, but the Tempest is far more efficient at it and can even ignore LoS.</tab><!-- --><tab name="Shuriken Cannon">When you want your Exarch to pretend he's Maugan Ra, you can give him this. But, since Maugan Ra silenced the dude who made his Maugetar, your Exarch is just going to have to imagine that he's causing the level of carnage his Phoenix Lord is able to dole out because let's be real. The only place he'll actually accomplish anything with a shuricannon is in his dreams.</tab><!-- --><tab name="Tempest Launcher">Despite the addition of a third "barrel" in the new model, the Tempest Launcher still only fires 2d6 blast shots. Suffice to say, it's still an excellent horde clearing tool and being able to ignore LoS and dense cover can make it a pretty effective tool for dealing with enemies encamped inside terrain features.</tab><!-- --></tabs> **'''Exarch Powers''': Like Maugan Ra, your Dark Reaper Exarch is largely self-centered when it comes to his skill selection. Fortunately, he does have one perk that benefits the whole squad. **:<tabs><tab name="Bringer of Death">The Exarch gets one extra shot with his Reaper Launcher or shuricannon. Alternatively, he can completely ignore cover with his AML or Tempest Launcher. The extra shot with the Reaper Launcher is particularly nice when you're looking for sheer damage output. Completely ignoring cover for the Tempest Launcher is also quite handy, though keep in mind that your Dark Reapers already ignore dense cover.</tab><!-- --><tab name="Focused Fire">Your Exarch adds 1 to his ranged wound rolls. A pretty nice way to give yourself better odds at getting through T8 targets, though you may consider just getting a Doom Farseer to benefit the whole squad instead (they'll stack, but with diminishing returns).</tab><!-- --><tab name="Reaper's Reach">Your squad can move and shoot without penalty. The only power that benefits the ''whole'' squad, not just your Exarch. With the range these guys tend to have, moving and shooting isn't strictly necessary, but it's much appreciated for when the need potentially arises. If you had to pick one, go with this perk.</tab><!-- --></tabs> ===={{W40kkeyword|Spirit Host}}==== <!-- ---------------------------------------------------------------------Wraithseer-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithseer]] <sup>Forge World</sup>''' |- |''Monster'' |''Spirit Host'' |- |colspan="2"|[[File:99590104063 EldarWaithseer01.webp|200px|left|border]] Wraithseers have seen a lot of ups and downs over the past edition and a half. Dropping from an HQ choice to your rather crowded Heavy Support options while losing the {{W40kkeyword|Character}} keyword didn't do it any favors, but the downgrade from 12 to 9 wounds at least means its statline no longer degrades with damage. Its former direct competition, the Wraithlord, became a melee juggernaut in no small part due to the multiple profiles afforded to its ghostglaive that sadly still elude your Ghost Spear. Additionally, Wraithlords pack a lot more heat with their two wrist-mounted guns and being able to wield not one but ''two'' heavy weapons on top of that. If that wasn't enough, Wraithlords also became {{W40kkeyword|Core}}, meaning they can benefit from every psychic power in the book while the Wraithseer can't. Lastly, the recent LoS changes regarding weapons that ignore them (D-Cannons) gimps an otherwise unique niche that the Wraithseer held over it's martial kin. Well... at least Wraithlords are Elites now and aren't directly competing for slot-space anymore. To this end, what does a Wraithseer bring to the table that a Wraithlord doesn't? Well, this eldritch statue might not be able to directly benefit from psychic powers, but it can cast a Rune of Battle on/for its allies. It can also cast Smite, which when paired with its D-Cannon, does give it considerable opportunities to land Mortal Wounds on harder single targets compared to what a Wraithlord can muster. Though it lacks the attack output the Wraithlord can dish out against swarms, it is by no means unable to handle itself in a fight and is just as tanky to boot. The ability to shoot its D-Cannon while ignoring LoS-blocking terrain, while gimped, can still come in handy in flushing out key units from cover if needed. All in all, the Wraithseer is still a powerful and potent unit that can get some solid work in for you, though you may wish to consider taking more traditional heavy hitters if you're just looking to hit/shoot something really damn hard. |- |colspan="2"| :'''Weapon Loadout Options:''' Though the complimentary ghostspear is quite good for dealing with anyone who strays too close, the Wraithseer's ranged arsenal is actually quite varied and can be tailored to help shore up areas of your army that may be lacking. That said, one of these guns in particular stands out among the others for obvious reasons. <tabs> <tab name="D-Cannon"> This is the Wraithseer's pride and joy, though this puppy is staggeringly expensive. Though it's nearly half again the price of the Wraithseer itself, the D-cannon can easily take advantage of its ability to ignore line of sight to tear tanks, monsters and superheavies a new asshole. The variable d3 shots also gained the blast rule, letting it actually chunk portions of infantry more reliably than before. </tab> <tab name="Shuriken Cannon"> A decent option when you want to kill infantry of any flavor. If you're otherwise running your Wraithseer barebones, you may as well take this, though you should really just get the damn D-Cannon. </tab> <tab name="Scatter Laser"> Probably the most acceptable choice of the standard selection, the scatter laser offers just a touch more in the dakka department than the shuricannon does at half again the range. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range. </tab> <tab name="Starcannon"> A good MEQ/TEQ killer at a reasonable price, the starcannon can soften up a smaller unit of infantry just enough that a followup charge can easily clear it out. That said, a single starcannon often doesn't provide enough ranged pressure on its own to be worth taking on your Wraithseer. </tab> <tab name="Bright Lance"> Bright lances are normally a pretty good choice for dealing with enemy tanks or monsters, and that much is still true here. Only the melee ghostspear hits up to four times per turn at a higher strength with extra bonuses against enemy vehicles and is free to boot. Compared to your other ranged options, the bright lance might seem like a decent option if you want to shave off a few points, but it just does so much worse comparatively that you may as well just skip it entirely. </tab> <tab name="Aeldari Missile Launcher"> The AML provides both anti GEQ/MEQ support in addition to its anti tank/monster role, so it's a decent option. The variable number of shots does make it a bit worse than the scatter laser or even shuricannon if you explicitly intend on using it for anti infantry, though the new blast rule does make it substantially more useful when targeting blobs here and there. </tab> </tabs> |} <br> ===Lords of War=== With the current rules behind taking a Super-Heavy Detachment or a Super Heavy Auxiliary Detachment in place, taking any one of these options is impractical at best. If you want a single Wraithknight or Super-Heavy tank, you can drop 3CP for exactly one of the following options, [[FAIL|but then they don't get to benefit from any detachment attributes, like Iyanden's damage table modifier]]. Alternatively, if you're simply ''stacked'' with points and CP (hint, you're not), you can take the Super-Heavy Detachment for 6CP and take between 3-5 of the following units and actually have them benefit from detachment traits. Even in situations where the heavy firepower of a Wraithknight or Cobra might seem tempting, it cannot be overstated how much more efficient it is to simply take a squad of Wraithguard in a Wave Serpent or throw down a couple D-Cannon Support Platforms. If you're not worried about being competitively viable or just want to play a "friendly" game with the big boys, go nuts. <!-- ---------------------------------------------------------------------Wraithknight-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithknight]]''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:WraithknightwithoutGuardian.jpeg|200px|right|border]] Wraithknights have, for the most part, languished in obscurity ever since the close of 7th edition. This is because, despite how durable these guys are (the most durable they've ever been with a new 5++ invulnerable save and -1D to multi-damage weapons), they are grossly impractical to field. Though recent changes to the CP tax to the Axillary Super-Heavy Detachment have improved your stratagem flexibility, the jaw-dropping point cost for this behemoth still makes it a tough sell. Yes, each of it's weapons can deal titanic death to anything you point it at. But, arguably, you can get the same or similar results from units substantially lighter on the points. Twin Wraithcannons will utterly eviscerate enemy vehicles, but two Fire Prisms can do the exact same for about the same price. Plus, they are substantially easier to hide out of LoS. Still, if you want to field one (to be fair, it is a cool model), just make sure you take whatever precautions you can to support it. Which, admittedly, isn't much; changes to most of your psychic powers have dramatically restricted the direct support your Wraithknight can receive. No longer good in melee unless you take Ghostglaive. |- |colspan="2"| :'''Weapon Loadouts''': Wraithknights are equipped with a Titanic Ghostglaive and a Scattershield. The Ghostglaive can be replaced by a Suncannon or Heavy Wraithcannon, and the Scattershield can be replaced with a Heavy Wraithcannon. They can also take two Shuriken Cannons, Scatter Lasers, or Starcannons on their shoulders. <tabs> <tab name="Shuriken Cannon"> Shuricannons are a good middle ground option, able to take on any non-vehicle threat reasonably well, but suffer compared to the Scatter Laser and Starcannons at their specialized roles. </tab> <tab name="Scatter Laser"> The Scatter Laser is the best anti-horde choice you can pair with your Wraithknight. Two of these can help alleviate the low shot volume the double Heavy Wraithcannons suffer from and can still contribute towards harder targets for the lucky chip damage here and there. It's also your cheapest choice, so stick with it as the default if you're short on points. </tab> <tab name="Starcannon"> A good premium option that pairs very nicely with the Suncannon for rather obvious reasons. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option. </tab> <tab name="Double Heavy Wraithcannons"> A go to long-range vehicle/monster wrecker now each one is an Assault d3 S16 AP-4 d3+6 dmg with an extra d3 mortal wounds on a wound roll of 6, which will punch through most armor saves and wound basically everything in the game on a 2+. Though expensive, these are powerful. Make sure you keep them away from melee; even though they can fallback and shoot, only 5 attacks hitting on 3s wont exactly scare off your opponent's melee heavy hitters. </tab> <tab name="Heavy Wraithcannon and Suncannon"> A bit of the best of both weapon worlds at the cost of your Scattershield. Unlike with Fire Prisms, you will always have to deal with enemy invuln saves, and while both weapons are Blast, when attacking big stuff or small groups, you're still liable to roll crap for number of attacks. Hope you have a few Strands of Fate Saving Throw dice queued up; you'll need 'em. With a bit of luck (or Strands of Fate), you'll roll through TEQ and most vehicles. As with the other ranged only loadouts, try to avoid enemy melee units, as stomps are not what they used to be. </tab> <tab name="Suncannon and Scattershield"> Still a viable TEQ killer now Heavy 2d6 S8 AP-3 D3 with Blast. A bit more survivable with a scattershield but quite a bit weaker with variable shots and still forced to roll to hit after. But if you look closely you'll see it's actually Avenger knight minigun, but it's not Heavy 12. Avoid this loadout, as it has mediocre ranged and melee damage. Your opponent can safely ignore this all game and mop up the rest of your army at their leisure since you're down 450 points. </tab> <tab name="Titanic Ghostglaive and Scattershield"> Now the cheapest variant, giving you either a Knight-fighting S+6 AP-4 D6 or tripling your attacks ad S:User AP-3 D2 so you can eradicate anything below Terminators. If you're expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. What this loadout does work well for is as a huge distraction for the enemy. They won't want to ignore it, as it will shred everything in melee, but at T8 with a 4++ invulnerable save and -1 damage received, it won't be easy to kill. Take advantage of the distraction to get your fragile elves into position. </tab> <tab name="Titanic Ghostglaive and Heavy Wraithcannon"> The most well-rounded of the loadouts, this sacrifices the 4++ invuln of the Scattershield to give you a real shooting threat. You still have the default 5++, so this isn't a huge loss in durability in exchange for the ability to pick and choose one thing to fucking explode at range per turn. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Skathach Wraithknight----------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithknight|Skathach Wraithknight]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Scathach-Wraithknight.jpeg|200px|left|border]] A Wraithknight+, Skathach Wraithknights are identical in statline to their vanilla kin save for two key differences. The first major change, simply enough, is their primary weapon loadout options. With the ability to mix and match both of it's unique guns with each other or the Scattershield, the SWK has the most flexible playstyle of your titanic units. Additionally, with all of its primary weapons having a minimum of d6 shots, the SWK is much better suited to clearing out infantry in any loadout than the standard WK is (with the potential exception of the Suncannon). The second major difference, and debatably the selling point of the Skathach, is it's ability to freely deepstrike. With its webway shunt generators, the SWK can remain safely in reserves and pop onto the table at your whim (following the typical deepstrike rules, of course). Additionally, at the start of any movement phase, you may have it re-enter your reserves so long as it's not in combat. From there, it is free to re-deepstrike as you see fit. The only major issue you'll need to keep in mind is that if you have it leave the battlefield this way and the game ends before it can return to the battlefield, it's considered slain. |- |colspan="2"| :'''Weapon Loadouts''': Skathach Wraithknights are equipped with two Shuriken Cannons and Deathshroud Cannons. They may trade their Shuriken Cannons for Starcannons or Scatter Lasers. They may exchange one or both of their Deathshroud Cannons for Inferno Lances. Skathach Wraithknights may also exchange a Deathshroud Cannon or Inferno Lance for a Scatter Shield. <tabs> <tab name="Shuriken Cannon"> Shuricannons are a legitimate waste of a slot here. Skathach Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons is rendered moot. Skip this one. </tab> <tab name="Scatter Laser"> The Scatter Laser is the best anti-horde choice you can pair with your Skathach Wraithknight. Pair these with your Deathshroud Cannons to erase blobs indiscriminately. Stick with it as the default if you're short on points. </tab> <tab name="Starcannon"> A good premium option. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option. </tab> <tab name="Deathshroud Cannon"> Anti-infantry cannons that'd make a Warp Spider Exarch weep with envy... even if he's the only one envious of the things. A Blast weapon with two profiles (Focused; 48" d6 S8 AP-2 D2 or Dispersed; 12" 2d6 S7 AP0 D1 Auto-Hitting), the Deathshroud Cannon gains the same juicy AP-4 per wound roll of a 5 (regardless of profile) in a manner similar to the smaller deathspinners Warp Spiders use. While the addition of Blast gives these guns a bit of heft against larger squad sizes, 55pts for a very temperamental (2)d6 shots doesn't inspire much confidence when the purpose of these man-mulchers is to pulp infantry wholesale. Sure, an unsaved Focused shot will murder any standard Marine (unless they're in Gravis armor), but that won't exactly feel like an accomplishment when that was the ''only'' Marine you managed to kill and the remainder of the squad unloads their Lascannons or Multi-Meltas into you. Having said that, these guns, particularly if used in the dispersed mode, can do serious work against most infantry or horde-inclined factions like the Imperial Guard or Orks. </tab> <tab name="Inferno Lance"> A rapidly firing (in theory) fusion gun, the Inferno Lance feels a bit... underwhelming for a titanic melta weapon. While it thankfully received the d6+2 half-range damage buff most melta weapons received, it is still only hitting targets at a very standard S8 AP-4 with a variable d6 shots per lance. So long as you're at least reasonably lucky, it can put out a lot of damage against vehicles and can even be used to reasonable effect against MEQ/TEQ squads. However, the inconsistency of the d6 shots can and very likely will leave you high and dry at the worst possible time. If you're simply looking for a competitive anti-vehicle/monster unit, consider just sticking with Fire Dragons, Wraithguard, Dark Reapers or even D-Cannon Support Weapons. These options will attract ''considerably'' less attention than a foot-tall titan dominating the tabletop, will be substantially easier to tuck out of LoS or in cover and are pennies to the proverbial dollar you're spending to field this thing. Granted, you're likely not thinking about competitive viability when you're looking to bring a Lord of War, so if you have it and want to use it, go nuts. </tab> <tab name="Scattershield"> The option to make your overcosted titan less so, this will give the SWK a 5++ at the cost of one of its other unique cannons. Honestly the best choice since it'll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost-effective vehicles you may be fielding with it. A Deathshroud+Scattershield SWK is the cheapest loadout available if you're looking to pinch pennies. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Scorpion-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Scorpion]] <sup>Forge World</sup>''' |- |''Titanic'' |''Vehicle'' |- |colspan="2"|[[File:Scorpion.jpg|200px|right|border]] Your first super-heavy grav-tank and the best one suited for all-around murder. Twin Scorpion Pulsars have a high enough rate of fire to wipe out squads of infantry wholesale and hit hard and deep enough to blow through most enemy vehicles. Super heavy vehicles as well. Unfortunately, two major things hold it back. First, is its limited firepower. Aside the complimentary heavy weapon, your Scorpion can shoot exactly one target a turn. It'll damn likely ''kill'' that target, but that's basically all it'll do for the turn. Considering the... considerable point investment you made to field one of these, it might not be the most economic option worth considering. If your opponent went vehicle heavy or invested a lot in more elite units, the Scorpion may well earn it's points back, but that's a mighty ''if'' that's really dependent on elements well outside your control. The second issue is, while this tank is exceptionally durable, it's going to be a [[DISTRACTION CARNIFEX|fire magnet]]. If your opponent is packing some serious heat of their own on more cost efficient platforms, you're going to need to pray you get first turn. |- |colspan="2"| :'''Heavy Weapon Options''': Your Scorpion comes equipped with a Twin Scorpion Pulsar and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish. <tabs> <tab name="Shuriken Cannon"> Shuricannons are the default option and the only one that will work if you need to advance your Scorpion and didn't spring for the CTM for some reason. It is a... decent choice that has the potential to rend, but the inconsistency of it isn't really worth taking over the scatter laser. Never mind that you don't really want to actually put yourself even closer into harm's way to use its pitiful range. </tab> <tab name="Scatter Laser"> The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12" of range in comparison. 4 S6 shots at a 36" range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they'll be all the more likely to wander within range of this thing though. </tab> <tab name="Starcannon"> The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn't all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon. </tab> <tab name="Bright Lance"> A pretty hard pass. You're really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can't really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that'll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn't all too terrible </tab> <tab name="Aeldari Missile Launcher"> Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it'll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Scorpion is eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Ignoring hit modifiers may help your Scorpion deal with enemy fliers or other shenanigans </tab> <tab name="Soul Stones"> A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Warp Hunter. Hard pass. </tab> <tab name="Vectored Engines"> Fairly useless. Pass. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Cobra-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Cobra]] <sup>Forge World</sup>:'''''' |- |''Titanic'' |''Vehicle'' |- |colspan="2"|[[File:CobraForgeworld.jpg|200px|left|border]] When compared to the Scorpion, what the Cobra lacks in volume of fire it more than makes up for in sheer power. A dedicated {{w40kkeyword|Vehicle}} and {{w40kkeyword|Titan}} slayer, the D-Impaler strikes at a jawdropping Heavy2d3 S16 AP-5 D6 (yes, flat 6) statline, tossing on d3 mortal wounds per wound roll of a 4+ to emphasize that particular point. Bar the literal worst possible rolls, you will decimate any vehicle you point this massive D at with impunity. The drop down to BS3+ does hurt a bit compared to before, but your Farseers can more than make up the difference with the Guide rune of fate. Defensively, the Cobra is identical to the Scorpion; A 3+/5++ save covering a T8 model with 26 wounds will keep it in the fight for quite a while, but the degrading statline will really hinder its performance if it takes too much fire. Believe me, this thing will not go unnoticed by your opponent. Much like the Scorpion, you'll want to take every measure in the book to keep this thing alive and kicking as long and hard as possible. Unlike the Scorpion, the Cobra is a bit more of a niche pick it handles infantry much worse, at max getting half the shots that its pulsars would. |- |colspan="2"| :'''Heavy Weapon Options''': Your Cobra comes equipped with a D-Impaler and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish. <tabs> <tab name="Shuriken Cannon"> Aside keeping it cheap, you should probably give this a pass. </tab> <tab name="Scatter Laser"> The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12" of range in comparison. 4 S6 shots at a 36" range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they'll be all the more likely to wander within range of this thing though. </tab> <tab name="Starcannon"> The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn't all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon. </tab> <tab name="Bright Lance"> A pretty hard pass. You're really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can't really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that'll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn't all too terrible </tab> <tab name="Aeldari Missile Launcher"> Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it'll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Cobra is eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Ignoring hit modifiers may help your Cobra deal with enemy fliers or other shenanigans </tab> <tab name="Soul Stones"> A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Warp Hunter. Hard pass. </tab> <tab name="Vectored Engines"> Fairly useless. Pass. </tab> </tabs> |} ====Conclave Titans==== These are the largest and most powerful aeldari war machines you could ever use... if they weren't so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a ≥3000 point list and even then, they'll leave virtually no wiggle room for any other units you might want to support them with. <!-- ---------------------------------------------------------------------Revenant Titan-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Revenant Scout Titan|Revenant Titan]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Revenant-Titan.jpeg|200px|right|border]] After languishing for over two years as a ludicrously overcosted resin statue, the Revenant Titan is... still overcosted. Of the two major Conclave titans, the Revenant is the only one that you may potentially take into a standard game. At 1500pts, you won't have much room for an accompanying army so you'll need to keep all accompanying units as cheap as possible if you want any board presence. In terms of durability, the Revenant is nearly unrivaled; 32W at T9 with a 3+/4++ save makes all but the heaviest firepower a trivial matter. Offensively, Revenants are reasonably flexible at engaging infantry, monsters, vehicles and even other Titans. However, consider how many Fire Dragons, Dark Reapers, Wave Serpents, Fire Prisms and even Wraithknights you can bring to the table for the 1500pts this one model costs. |- |colspan="2"| :'''Weapon Loadout Options''': Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Cloudburst Missile Launcher . Outside of that, they have exactly two choices in primary armament. <tabs> <tab name="Revenant Pulsar"> The default loadout, each Pulsar is a Heavy 6 S12 AP-4 D4 cannon that'll let your Revenant engage targets very flexibly and from a respectable distance; something your glass-jawed titan would rather stay at considering their lack of a melee-friendly invuln. Likely your go-to in most circumstances. </tab> <tab name="Sonic Lance"> Though the Sonic Lance has a rather unholy 3D6 shot output per lance, it's one of the few blob-blender weapons in the game that ''didn't'' get the Blast keyword. Would that be a bit overkill for a weapon that wounds all non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Monster}} units on a 2+? Maybe, but you aren't dropping 1500 points to deal in "maybe"s. Having said that, even though each individual hit only deals 1 damage, their AP-3 and (theoretical) volume of hits will easily carve through GEQ, MEQ and TEQ targets indiscriminately and being able to wound everything else on a 4+ isn't the worst possible outcome for such a specialized weapon. The thing that really hurts this weapon compared to the Pulsar is the paltry 18" range it has. Using this in a match involving enemy knights or titans severely increases the odds something with a rather big sword will tackle it come their turn, obviously alongside the dramatically reduced damage output the Revenant would be dealing to said titans when trying to shoot them. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Phantom Titan-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Phantom Battle Titan|Phantom Titan]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Phantom Titan.jpg|200px|left|border]] The biggest, baddest, priciest model in the entire Eldar arsenal. At 3000pts to field and a minimum of $860 for the privilege to actually own one, you will ''never'' field even one of these in any conventional games. But, if you happen to be particularly loaded and know a few rich friends, you ''might'' get to break out your premier titan in an Apocalypse game. At 60 wounds at T9, the Phantom Titan is one of the most durable units in the game and with weapons leaning upwards of S14-S18 and all primary weapons dealing between 5 to 12 flat damage a hit, one of the most powerful. No other non-Titanic unit in the game can hope to stand against a Phantom Titan's sheer firepower and survive. To this end, the only units that a Phantom Titan should really pay attention to are opposing Titans. Due to this thing's massive pricepoint, opposing players can field a substantial number of opposing Imperial Knights, Wraithknights or other "conventional" titans that are able to overwhelm a Phantom Titan through sheer numbers... which is honestly kind of saying something. |- |colspan="2"| :'''Weapon Loadout Options''': Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Voidstorm Missile Launcher (2d6 S8 AP-3 D2 Blast). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis. <tabs> <tab name="Starcannon"> The Starcannon is the default choice in this slot. With only two S6 shots, there's precious little this weapon can really contribute to targets that you'll actually want your Phantom Titan engaging. May as well swap it for the Bright Lance. </tab> <tab name="Bright Lance"> *Like the Starcannon, what the Bright Lance brings to the table is so pitifully minor compared to your main weapons that you'll likely forget that it even comes with your Phantom Titan. It is a bit more in line with the Voidstorm Missile Launcher and as such tends to contribute a bit more than the Starcannon will against the targets your Phantom Titan will even bother paying attention to. No reason not to pick it. </tab> <tab name="Phantom Pulsar"> The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom's two ranged weapons. Firing 8 shots at S14 at AP-4 120" downrange, whatever it's hitting is not having a good time. Each hit also deals a flat 5 damage, a hefty value that'll eviscerate enemy vehicles, monsters and knights in short order. It has ever so slightly less total potential against single targets, but the consistent number of shots makes it more ideal in the event you need to target squads of infantry. </tab> <tab name="D-Bombard"> Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the Pulsar fires off, this Heavy 2d3 blast weapon causes 3 Mortal Wounds per wound roll of a 4+ in addition to the 8 damage each hit deals. It's a tough call, but this makes the D-Bombard more ideal for dealing with superheavy vehicles and lowerscale titans compared to the Pulsar. </tab> <tab name="Wraith Glaive"> As mentioned in the main entry above, the Wraith Glaive is the single highest stat weapon in the entire Aeldari range. S18 AP-5 D12 ''will'' destroy a majority of all non-superheavy vehicles in a single swing, most superheavy/knight models in as few as two or three swings and will very likely put down most other true-blooded titans in full round of combat, assuming you rolled well. Considering many of the invulnerable saves other titanic targets have tend to only work against ranged attacks, this is your best tool for killing enemy titans if/when you encounter them. For virtually everything else, it's complete and total overkill, though overkill is the name of the game with this fucking thing. </tab> </tabs> |} ===Fortifications=== *'''Webway Portal''': This massive gate, should you choose to actually use it instead of just setting it up as battlefield decor, is a pair of T8 14 wound arcs with a 3+/5++ save that lets you set up units from combat reserves and counts as Light+Heavy Cover as well as being Inspiring to ALL Aeldari units, giving even allied Dark Eldar and Harlies a +1 to Leadership. Also helpful is that units that emerge from here can be set up within 9" of an enemy unit - including into engagement range so they can count as having charged without worrying about overwatch, which helps a lot for Wraithblades and Wyches, and it halves the CP cost of throwing units into combat reserves. While this sounds fairly handy, since it allows you to effectively deep-strike units that normally cannot do so, whether big guns like Support Platforms or ambushers like Scorpions, a lot of the appeal dies down when Combat Reserves already has them come in from the table edge. You might assume that there's a bit more tactical wiggle-room by having them come out of the middle of the table as opposed to the edge. But then you'll realize that with the ''massive'' footprint this thing requires to be set up (12" from your opponent's deployment zone and any units they have outside of that DZ), finding the ideal place to set up the portal in the first place will be borderline impossible. You're also sacrificing the modicum of flexibility the whole of the table edge affords for setting up units for the ''very'' obvious and limited Webway gate that towers over the battlefield for all to see, several tables away. If that wasn't bad enough, the few stratagems that exist to supplement the Webway Portal are Harlequin exclusive. You can use them, but you ''must'' bring a supplementary detachment of Harlequins to use them. **TL;DR - A fantastic looking centerpiece that looks really good for aeldari-themed terrain... and that's it. Precious few units in your roster lack the ability to deep-strike (either natively or through a stratagem), especially with the changes to reserves granting those select few units who can't deep-strike a means to do so.
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