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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=== *'''Autarch:''' The Craftworld's generic captain-type character used to manipulate reserves while having all the wargear options to somewhat fit into every niche. Now with reserves being completely determined by player choice, you'll want to take an Autarch over another Farseer for his aura: All {{W40Kkeyword|<CRAFTWORLD>}} units within 6" may re-roll 1s to hit for both shooting and melee attacks. Aside the tactical benefits to supporting multiple units at once for no extra effort, the ability to work for all attacks makes it a useful buff for your entire army regardless of their combat role. Although the Wargear options in the Codex are very limited, all of the old wargear options available in the Xenos 1 Index are still legal to take, so long as you adhere to any updated point costs and rules regarding them. The basic Autarch on foot is, of course, the cheapest variant at 77 points including gear. If you need your Autarch to keep up with faster units but absolutely cannot afford any of his mobility upgrades, Faolchu's Wing is a great way to compensate. **'''Autarch Skyrunner:''' The fastest Autarch variant with the most flexible weapon loadouts available , the Skyrunner is an ideal supporting character for other bikers. Tag one to a squad of Shining Spears, Vypers or even Warlock Conclave Skyrunners to have a veritable little deathball. **'''Autarch with Swooping Hawk Wings:''' The "default" Autarch sold by GW, the ability to deepstrike and leave the battlefield can give him virtually unlimited coverage to support your units, though the Skyrunner is almost quick enough to simply dart between locations to perform the same role (for the same price, no less). The SHW Autarch can more easily hide among your troops or simply bow out in a pinch, however. **'''Autarch with Warp Jump Generator (Legends):''' The cheapest mobility upgrade is ''potentially'' the fastest, giving your Autarch 4d6 inches of bonus movement. As with anything dice based, a few bad rolls can severely undermine your repositioning options compared to your other choices but it's hard to argue with the WJG's price tag. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options:''' Originally the most flexible of your HQ choices, almost all of your non-default weapon choices are now considered as a Legends variant and no longer supported for competitive play. Bummer. At least you can use them in friendly matches. <div class="mw-collapsible-content"> *'''Mandiblasters''': The Autarch's default headpiece. Just like the Striking Scorpions he took this from, it slaps a mortal wound on enemies in melee combat on a 6+ before any fighting actually begins. Honestly this is a very lackluster perk since the autarch will have significantly more trouble proccing it compared to a standard squad of Striking Scorpions simply due to their higher body count. *'''Fusion Pistol''': A sidearm that lets your autarch side swipe a S8 AP-4 blast at anything 6" or closer to him. Given that your Autarch is practically a dedicated melee unit these days, *'''Power Sword''': Comes stock on the winged and Skyrunner Autarchs in the codex, and an option for the regular and Warp Spider Autarchs in the Index. SU, AP-3, D1. Its main use is being taken to upgrade to one of the ''three'' power sword relics available to Eldar players. *'''Starglaive''': Exclusive to the footslogging Autarch in the codex, and has the exact profile of a powerfist (Sx2, AP-3, Dd3). Remember, you're S3, making you a mediocre S6 with this, and hitting on a 3+ due to the unwieldy rule. *'''Laser Lance''': Exclusive to Skyrunner Autarchs in both the codex and the index, and has both a ranged and melee profile - R6"/melee, S6/U, AP-4, D2, melee becomes SU+2 if you charge. Honestly the best melee weapon available, and you're gonna take a Saim-Hann Skyrunner Autarch, you're gonna give them this, you're going to upgrade it to the Novalance relic, and you'll dress him up as the lost Shining Spears Phoenix Lord. '''Legends''' <br>Any and all Autarchs can take anything in this list, ''however'' they become classified as a "Legends" variant and are thus illegal in any competitive play banning Legends units. Still worth noting for those few that do or for those who only play casually. *'''Banshee Mask''': Not a weapon per-say, but still a wargear option. Of the two headgear options, the Banshee Mask is arguably the superior option due to it disrupting overwatches on the charge. This is immensely valuable on a Skyrunner Autarch due to his incredible mobility. Have a secondary melee squad of Wraithblades, Striking Scorpions or Shining Spears (arguably the best option) tag along so they can join the Autarch in combat without fear of eating any overwatches. *'''Scorpion Chainsword''': a S:U+1 melee weapon. Meh, but it's only 1pt. Still pass and grab the power sword. *'''Shuriken Pistol''': Interestingly, this is only standard on the Legends Autarch profiles, and got dropped upon modern iterations. The only reason to take it is because it's free. *'''Avenger Shuriken Catapult''': Like the name suggests, the index autarch can take the Dire Avenger's Shuriken Catapult variant. Generally this would be a hard pass, since the only thing these guns have going for them is that the autarch can dual-wield them and that they're arguably the cheapest ranged weapons available to them. If points are so hard to come by that you have to settle for these on your autarch, you should reconsider your list. *'''Death Spinner''': The Warp Spider's signature gun. The higher strength and AP value on these guns make them a reasonable choice on faster autarchs intended for anti-infantry duties. *'''Fusion Gun''': This is in the codex as an option for the Skyrunner Autarch, though all other autarch become Legends class units if they take it. Just like the Fire Dragons and Storm Guardians whipping these guns around, your autarch will want this for any anti-tank/monster needs you may have. Skyrunners can make excellent use of these, but the real MVP abuser of this gun would probably be an autarch running a Warp Spider jump pack. *'''Lasblaster''': From the armories of the Swooping Hawks, the lasblaster provides the same volume of fire that two avenger shuripults or death spinners can provide at longer ranges, but at weaker strength with ''no'' chance of AP. Especially given that it's more expensive than ''two'' avenger shuripults and can't even be dual wielded, just avoid this one at all costs. *'''Reaper Launcher''': Discount Maugan Ra anyone? There are exactly two loadouts that'll be using this; a vanilla autarch camping in a corner with some Dark Reaper buddies or a Saim-Hann autarch skyrunner equipped with this and the Nova Lance. When paired with the Mark of the Incomparable Hunter warlord trait, your autarch can snipe enemy characters from across the table with ease (flat 3 damage hitting on 2+ and re-rolling 1's? Wounding most characters on a 2+ or 3+? Yes please!). The major drawback, especially on skyrunner variants, is the rather high point cost it can incur. </div> </div> *'''Farseer:''' A classic HQ choice, and long a staple of the common Eldar list. Now he is everything you loved and wanted rolled into a nice 110 points package (115 with a spear). A codex version now is one of the best psykers available in the entire game, just have a look: ability to cast and deny 2 powers per turn, while Runes of Farseer allows for one free reroll of any number of dice in any psychic phase be it yours or your opponents. All that on a great base of 5 wounds 4++ and the ability to ignore any mortal wounds on 5+ with their ghosthelms even if it is a rail gun, sniper fire or exploding vehicles. After all that, GW decided that Farseers are not reliable enough and gave their ghosthelms the ability to ignore mortal wounds from perils on 2+, due to RAW your Farseer could not care less about exploding Warlocks in the background. They know two powers from Runes of Fate, in addition to Smite, and can attempt to cast/deny 2 powers in the psychic phase. Considering how versatile Runes of Fate powers are Farseers can be kitted out to perfectly suit whatever strategy demands. Fortune/Guide for excellent back line babysitting of expensive point sinks, while Doom/Executioner is really good for a front line support. Also you should not forget many strategems are tied to {{W40Kkeyword|Farseer}}, such as '''Forewarned''', '''Unparalleled Mastery''', '''Seer Council''', and '''Runes of Witnessing''', all making Farseers even more versatile. Ironically, because Guide and Fortune work on your Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers, and Doom supports ''everything'', they are ''better'' at supporting those units than Spiritseers or Warlocks are. **'''Farseer Skyrunner:''' Superior in every way to a regular Farseer, and only 25 pts more expensive. Being on a Jetbike allows for 17-22" of repositioning for his psychic powers and deny the witch aura, while also boosting his resilience - T4 and an extra wound means he can take quite a few more sniper shots than his footslogging counterpart. Stack him with ''Protect'' and he becomes quite tanky, perfect for delivering aggressive powers like Executioner and Mind War. Don't forget that his twin catapults hit on BS2+. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options:''' Outside of the ranged weapons that come stock on your Farseer (Skyrunner), you do have your pick of melee weapons to kit him out with. <div class="mw-collapsible-content"> *'''Witchblade''' **Free and very effective against anything relying on toughness to shrug off damage. In the "best" timeline, your Farseer isn't using this because Farseers don't usually thrive in melee combat, so you're only taking it to keep costs down. *'''Singing Spear''' **Take this if you can spare the points. Farseers can thrive in mid-field areas where they can still support your backfield gunlines while also debuffing/smiting enemy forces with their varied psychic powers. A singing spear can let your Farseer also contribute a powerful ranged hit on opponents that get a little too close to your side of the field. </div> </div> *'''Warlock:''' Your cheapest and frailest HQ choice, Warlocks are fantastic (and necessary) force multipliers for most of your aspect warriors, and due to the dual functionality of the Runes of Battle, are extremely flexible and can adapt to changes in the field a bit more easily than some of your other HQs. That said, your Warlock honestly won't be bringing much to the table on his own due to his lower strength smites and single cast limiting your options. Defensively, a 4++ isn't much when he only has 2 wounds with GEQ stats. Single Warlocks desperately need to keep out of line of sight with a full bodyguard ready to keep them safe if there's anything that poses an immediate threat to them on field. Unfortunately, caution must also be taken even when using their powers, as they lack the protections your Farseers have and even a single perils of the warp runs a very serious risk of killing the Warlock ''and'' wounding nearby friendly units. Save your CP re-rolls for his casting if he's a key component to a formation you're running. **'''Warlock Skyrunner:''' For only 15 more points, you can plop your Warlock onto a Jetbike to let him get where his psychic powers are needed much more quickly than having him hoof it everywhere. The Skyrunner variant also has an extra wound at T4, to help keep him around a little longer, coupled with a little extra firepower in the twin-linked Shuriken Catapult strapped on the bike itself. If you're paying this much for the warlock, it may not be a bad idea to go ahead and splurge a little more to give him a Singing Spear to help him hit with a little more staying power. With Warlocks being so expensive for a 2W model, the new footslogger's price point honestly makes the Skyrunner variant a goddamn bargain, and it should legitimately be considered unless points are ''that'' hard to come by. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options:''' Your Warlock has exactly two choices in weapons he can bring on top of his shuriken pistol. The Skyrunner also gets the standard issue twin shuriken catapult all jetbikes get, so that's neat. <div class="mw-collapsible-content"> *'''Witchblade''' **The free default blade in most cases is all you'll need. You generally don't want to make your Warlock an easy target due to his frailty, so keeping him away from most direct combat situations is advised. No need to pay for features you're not using! *'''Singing Spear''' **If you ''do'' want your Warlock participating in fights, paying the extra 5 points for a decent ranged attack is probably worth it. This is of particular note for the Skyrunner version due to the fantastic overlapping range it shares with the shuriken catapults the jetbike has. </div> </div> *'''Warlock Conclave:''' Your only non-{{W40Kkeyword|character}} HQ unit serves as a very handy toolbox, albeit with a catch or two compared to the rest of your choices for this slot. Even at MSU, being able to know two different powers gives them an unparalleled flexibility as a vector for Runes of Battle, though you'll need to take at least four or more models in the unit to really take advantage of that. At a newly reduced price to 35 points per dude, it's certainly a much more feasible feat these days. Ideally, your Warlock Conclave can function as an elite bodyguard unit for a linchpin Farseer (like Eldrad himself) in generic lists or Yvraine (who ''really'' benefits from having expendable psykers as a bodyguard) in a Ynnari detachment. Keeping company with a Farseer opens up the extremely handy '''Seer Council''' stratagem that can be used in conjunction with the '''Concordance of Power''' and '''Unparalleled Mastery''' stratagems to unleash a deluge of psychic casts per turn when needed. When building your list, keep in mind that while the Conclave can cast more powers and stronger Smites the more models it has, the unit can get extremely expensive quickly. **'''Warlock Skyrunner Conclave:''' For 13 more points per dude, bump up each model's toughness and wound count by one and give them all the the power and mobility of a jetbike. Despite the price reduction, skyrunner conclaves are still potentially the most expensive HQ choice you can take depending on how many you're looking to run, so keep that in mind while building your lists. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options:''' Aside the complementary shuriken pistol your Warlocks pack, they have the same choice of melee weapons your stand alone Warlock and Farseer get. If they are riding a Skyrunner, they also get a twin shuriken catapult per bike. <div class="mw-collapsible-content"> *'''Witchblade''' **Your Warlocks' default weapon is honestly all they should really need in most cases, especially since trading these out for Singing Spears gets very pricey very fast. *'''Singing Spear''' **Even at an otherwise measly 5 points a pop, it adds up very quickly when you slap them on every model in your squad. Due to being free game to your opponent, you may generally want to avoid overpaying on a supporting unit that can easily get spanked off the board if your opponent so desires. A minor exception is if you're taking a Skyrunner Conclave; you're already paying out the ass to field a Conclave on jetbikes and the Singing Spears get really nice synergy with the underslung catapults. The added mobility and durability afforded by the jetbikes also makes them significantly harder to immediately deal with, so you may as well give them the extra offensive presence to match. </div> </div> *'''Spiritseer:''' Now costing 55 points, their primary role is ''intended'' to support {{W40Kkeyword|Spirit Host}} units (including themselves), which get re-rolls of 1s to hit while the Spiritseer is within 6" of the ''target''. However, while Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers have the {{W40Kkeyword|Spirit Host}} tag, none of the Runes of Battle buffs work on them, so a Spiritseer is actually quite bad at supporting them; instead, Spiritseers excel most at supporting Wraithcannon Wraithguard and Wraithblades, and also serve as more cost efficient Warlocks for Smite and melee output. For just a 10 point bump, you gain a better smite, double the amount of wounds (thats 4W), and BS/WS 2+ compared to a foot slogging warlock while missing out on just a few stratagems like '''Seer Council'''. That is one helluva bargain! The most crucial is 4W that means that Spiritseers are guaranteed to survive the first perils and aren't ''that'' afraid of sniper fire. If going just for RoB delivery vector they are better served under Alaitoc Attribute but with 4W Ulthwé is a still good choice. **'''Modelling Note:''' It looks like GW hasn't ''completely'' forgotten about the non-Imperial factions amid all the new releases, and a shiny new Plastic Spiritseer model was released for the new Wake the Dead set! *'''Wraithseer (Forge World):''' Your sturdiest generic HQ unit by far, Wraithseers are stacked with a staggering 12 wounds at T8 and a 3+/5++ save, making them nigh indestructible compared to your other choices for this slot. This durability ''is'' slightly hampered by two things: as characters with 10+ wounds, they're free game for everybody with a gun and they suffer from a degrading statline. The latter issue can easily be worked around; {{W40Kkeyword|Iyanden}} practically removes the damage table while Bonesingers and/or Tears of Isha can heal Wraithseers D3 wounds a turn each. Offensively, the Wraithseer packs heat in the form of any standard heavy weapon, a Wraithcannon, or a D-Cannon as their ranged option with a complimentary Ghostspear for close encounters. Like prior editions, Wraithseers are highly synergistic with other Wraith units (specifically Wraithguard/blades and Wraithlord) and benefits from Spiritseer support. As such, they tend to operate best in a spirit host-type detachment, but can still shine on their own with proper support. Speaking of support, Wraithseers have access to 3 unique powers (with only one cast per turn and no Smite of any kind), two of which are strictly designed to support their Wraith buddies. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Psychic Powers:''' The Wraithseer's ability to cast/deny one power a turn can be quite handy, if only to protect against opposing psykers in non-Spirit Host lists. Armies sporting a few Wraithlords and Wraithblades/guard can, however, find a few of these powers a bit handy. <div class="mw-collapsible-content"> **'''Enliven''': Warp Charge 6 (72.22%). Allows a friendly unit of wraithguard/wraithblades/wraithlord to roll two dice for that unit's advance/charge and discard the lowest roll. This gives Wraith units the hilariously ironic privilege of being the only Craftworld units that can get Fleet in 8th edition. **'''Foreboding''': Warp Charge 8(41.67%). Reduces the leadership of every enemy unit within 6" of the Wraithseer by 1. Situational and not very reliable, but can be stacked with other powers/effects to create potent leadership bombs (A nearby Hemlock casting Horror alone can drop Ld by an additional -3, for example). **'''Deliverance''': Warp Charge 7 (58.33%). Grants the targeted unit of Wraithguard/Wraithblades/Wraithlord 6+ FNP. Weirdly, cannot cast it on himself. Does not stack with Ulthwe's attribute and is outperformed by Fortune, though the latter may be better reserved for squishier, still living Eldar. Even if you don't have it cast any powers, it can still at least deny one enemy cast and can still easily tear most enemies apart at range or in melee; more than can be said for the rest of your psykers (granted, their powers are considerably more useful/flexible). Currently at 100pts base, Wraithseers are definitely a force to consider for people good with Forge World kits. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''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. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **A decent mid-strength gun that doesn't penalize the Wraithseer's accuracy for moving and shooting. As cool as that is, it doesn't have either the volume of fire or impact per shot to really be worth taking over any of your other choices. *'''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 and is marginally cheaper for it. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range. *'''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. *'''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. *'''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, and even the bright lance offers a bit more consistent armor negation against bigger targets (not even mentioning how much better the D-Cannon is at this yet), so unless you are absolutely uncertain as to what you're going to be fighting, stick with one of your other options. *'''Wraithcannon''' **An...odd inclusion, especially as no kits outside wraithguard exist for the weapon, [[Counts As|but it can still take it somehow]]. The only other assault weapon available to your Wraithseer, it has a decent niche for an anti vehicle/monster melee Wraithseer since it can close the gap and remain slightly more accurate while doing so, but its garbage range and extreme price tag makes it unsuitable for anything else outside this role. Even then, the potential accuracy drop incurred from moving the other heavy weapons might be made entirely irrelevant given the higher number of shots they're capable of. *'''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 can potentially make up for the accuracy lost for moving with the gun, more than can be said for any of your other anti large weapons and the (albeit unlikely) potential to slap up to 18 wounds on a target per turn can let you effectively erase any target short of a relatively healthy Imperial Knight. A fantastic way to abuse the ability to ignore line of sight to take advantage of the Mark of the Incomparable Hunter warlord trait to [[rape|snipe enemy characters with a S12 gun]], making the Wraithseer one of the best character hunters in the game. Keep in mind though, having a 145 point freely targetable warlord that presents such a danger to your enemies' characters, tanks and monsters will make it that much more of a priority mark for your opponents, and only one Wraithseer in your entire army can be used to snipe like this. </div> </div> ====Special Characters==== *'''The Avatar of Khaine:''' Now back to the HQ slot after 7th shifted him to the Lord of War section, he's every bit the buffed monster he should be, but has taken a steep price increase from 195 to 220 points (thanks Chapter Approved 2018). He is as survivable as he was before with a 3+/5++, but now thanks to his awesome Molten Body special rule, he can ignore regular ''and'' Mortal Wounds suffered on a 5+. Not to mention his Wailing Doom is utter carnage, be it at range or close combat. S8 AP:-4, and inflicts D6 wounds (roll 2d6, discard the lowest for both shooting and melee). He hits on 2+ just like every decent character, so just stick him with an autarch for those all important re-rolls, as his attacks is just pure gold. He's awesome against characters, vehicles, and high-priority targets as he should be, but due to the way overkill now works only Mortal wounds spill over, so the Avatar of Khaine at best can kill 5 infantry models. This makes him much more prone to tarpitting from hordes than he was in 7th. He is also Character with less than 10 wounds, so screen him with whatever you want - an Alaitoc Guardian blob with shuriken cannons, buffed by ''Protect'', ''Conceal'', and ''Celestial Shield'' makes the perfect bodyguard, fending off tarpits and being absurdly durable. **Worth noting that the Avatar allows ALL friendly '''Asuryani''' units within 12" to reroll charges...and makes them immune to morale. This is very helpful when running mixed craftworlds - he's basically giving you a combination of Saim-Hann and Iyanden's craftworld abilities, so you'll get the most mileage out of him if he's buffing Ulthwe, Biel-Tan, or Alaitoc. Rerolling charges makes Eldar even ''faster'', as many of your units can close the gap and then use Fly to escape next turn (while locking down your opponent and basically using them as a human shield). This is horrifying when combined with a Banshee-star list. **Where the Avatar of Khaine ''really'' shines is in a Footdar list where infantry can make the most out of his 12" aura, however, he can quickly become deadweight in a mechanized list where he cannot keep up with vehicles that move more than twice his speed. ** Mobility concerns have always been problematic for the Avatar. Giving him Falcon's swiftness warlord trait helps a lot. That, and/or Matchless Agility if you have the command point to spare and there's no other unit that benefits from it more. ====Phoenix Lords==== [[Fail |Sadly, Phoenix Lords can't take a Warlord Trait]]. All of them buff their own aspect in some fashion (three of them provide re-rolling of 1s to hit; as a result, Fuegan and Maugan Ra don't buff their Exarchs if said Exarchs didn't trade up for another power). They share a "baseline" profile of M7, WS/BS 2+, S/T 4, W6, A4, Ld9, and a 2+ save. All of them are {{W40Kkeyword|aspect warrior}}s, but none of them have the actual keywords of the aspect they represent. There are no Phoenix Lords for the Crimson Hunters, Warp Spiders, or Shining Spears (that last is because [[Drastanta]] is busy challenging [[Jaghatai Khan]] to a bike race, but for the other two, we have no idea who their Phoenix Lord even is), although it's worth noting that Karandras is <s>just faking it; the [[Drazhar|real one]] works for the Dark Eldar.</s> {{FWIP}} '''Ignore the vile and insidious propaganda of the [[Dark Eldar |dark kin]], Commander; for their treacherous words will only lead you astray from the path.''' *'''Asurmen:''' Has an additional attack (A5) with his S+1 AP-3 D1d3 sword, which inflicts an additional 1d3 Mortal Wounds on a 6+ to wound, and has two Avenger Shuriken Catapults for ranged combat. Like his Aspect, he Overwatches on a 5 or 6, but you take him for the invuln: he has 3++ in melee and a 4++ at ranged, and more importantly, friendly {{W40Kkeyword|aspect warrior}} units within 6" gain a 5++, or a 4++ if they're Dire Avengers. This means he can buff both other Phoenix Lords, and some of the stranger Aspect Warriors, like Crimson Hunters and their Exarchs. Combine this with the Protect Warlock power and you can have [[Awesome |Dire Avengers with a 2+/3++ in cover. 2+/3++/6+++ if they are Ulthwe]]. Yes that is right, when you factor in all of the [[Eldar |-1 to Hit Eldar can stack on top of this]] (even without going Alaitoc), he can potentially give your [[What |Baseline Infantry durability to rival the Custodes]]. He is an expensive Phoenix Lord at 150 points, but damn well worth the price for an Aspect Warrior list. ** With some support, Asurmen can be disgustingly tanky in a fight. Cast Protect on him to bump his saves up to a 2+/2++ when in combat, which can be further supported with Enervate/Drain if you so desire. That said, your opponent may simply bow out and try to light him up with ranged firepower to reduce/negate some of this buffed durability, so try to have a squad or two of Striking Scorpions/Howling Banshees help surround priority targets. *'''Baharroth:''' The quickest (M14) and cheapest of the Phoenix Lords at 110 points, and with good reason. He has the same Cry of the Wind and Skyleap abilities his Swooping Hawks have. Also, if he moves over an enemy unit or deep strikes near it in the movement phase, roll a die for every model in the unit (max 3d6) for the unit, and every 4+ dishes out a mortal wound. He gives friendly Swooping Hawks re-roll 1s to hit (but strangely not himself), and all {{W40Kkeyword|aspect warrior}}s gain +1Ld within 6" of him (with friendly Swooping Hawks gaining +2Ld). You can drop him wherever his support abilities are needed. He also has a Swooping Hawks Exarch gun, and an S+1 AP-3 D1d3 sword that debuffs any ''units'' it wounds with a -1 to hit until the end of the turn. *'''Fuegan:''' If you thought Fire Dragons were awesome, wait until you get a load of this guy. His Firepike is still the same anti-tank or anti-Monster gun at 18" Assault 1 S8 AP-4 D1d6 (rolling 2d6 discarding the lowest when the target's within 9"), a Fire Axe which is AP-4 D1d3 (and Fuegan is S5!), and melta bombs. He's pretty kitted out as is, but his abilities make him truly shine. He re-rolls 1s to wound against Monsters and Vehicles, and he re-rolls 1s to hit at range ([[Awesome|and gives this same bonus to friendly Fire Dragons within 6"]]). In addition, he has a 5+++ FNP, making him almost as survivable as Asurmen against normal weapons (and flat out better against mortal wounds), and if he suffers at least one wound in the Fight phase, then at the end of it, once per game, he gains a permanent +2 to his strength ([[Rape|making him S7]]) and attack characteristics ([[Rape|that's 6 attacks]]). At 140 points, he is a costly beatstick, but a good one at that. *'''Irillyth (Forge World):''' Speedy and shooty with deepstriking privileges, Irillyth is second only to Baharroth in sheer mobility (M12), but packs a hell of a lot more firepower than his flighty brother. Irillyth's Spear of Starlight (24" Assault 1 S6 AP-3 D2) allows him to make an additional shooting attack for each successful hit he lands, up to a maximum of 4 total hits! To top that off, his Reaper of Souls ability lets him re-roll 1s to wound {{W40Kkeyword|infantry}} in the Shooting phase. Given his rather shooty nature, many would assume that he would be easy prey when it comes to melee. However, rather than having a Dispersed mode on his Spear of Starlight, it has a melee mode that stabs people 4 times at S+1 (S5) AP-3 for 2D (D3+1 if he was the one who charged), meaning even Primaris marines and Terminators may hesitate before trying to punch him to death. Combined with his 2+ save, Irillyth has a Spectre Holo-Field that subtracts 1 from enemy To Hit rolls, which if in cover and buffed by a Warlock's Conceal, can make him a real bitch to get rid of. The last notable perk he's got going for him is his spooky fear bubble (the Spectre of Death) that makes all enemies within 18" of him or any of your Shadow Spectres roll 2D6 (discarding the lowest roll) for all Morale tests they take. Note that this stacks with the Exarch rule, for TWO unkept low dice on morale checks, ''and'' is an infinite range buff - he doesn't need to be near the unit he's buffing, just for both of them to be alive (he doesn't even need to be on the table!). **'''Leadership bomb''': The wording of The Spectre of Death and Shadow of Death (from the Shadow Spectre Exarch) rules allows you to create a terrifying Morale check on 3D6, discarding the 2 lowest, for an enemy unit within 6" of a Shadow Spectre Exarch. Throw some Horrify/Mind Shock Pod/Phantasm Grenades in there, and even those Custodes just might run. ***In case you're wondering, the averages on 1d6, 2d6kh1, and 3d6kh1 are 3.5, 4.47, 4.96, so stacking the two unkept die rules is pretty worthless; instead, if you do take Irillyth, use him as an excuse not to take an Exarch, which will save you 5 points per squad. Irillyth's rule has much better range, anyway. *'''Jain Zar:''' The first of Asurmen's students has returned, both in plastic and with updated rules! Right off the bat, Jain Zar is a terrifying melee combatant who wields both ''Silent Death'' (an assault 4 S4 AP-3 weapon) and the ''Blade of Destruction'' (a buffed Executioner that hits at S6 AP-3 DD3 with re-rolls for failed wounds) on the mostly standard Phoenix Lord statline. Combined with the flurry of special abilities native to her aspect, such as overwatch immunity, advancing after charging with an extra 3" added if she does so, she will find it particularly easy to get stuck into combat and do some heavy damage. Jain Zar wouldn't be a Phoenix Lord if she didn't offer any incentives to run her aspect with her, so in comes her ''Cry of War Unending'' ability. This grants Jain Zar and all Howling Banshees within 6" the Always Fight First rule (and all the caveats that come with it), which might have some niche use if enough Banshees can fully cut off enemy units from [[/d/|pulling out]] of the fight. Jain Zar's last notable ability, ''Storm of Silence'' is arguably her main selling point now. Allowing her to make attacks equal to the number of enemy models within 2" of her, this transforms Jain Zar into a GEQ/MEQ blender that can single-handedly wipe entire squads off the board in a single fight phase. Unfortunately, this kind of discourages having more than a squad of banshees accompany her since outside acting as meatshields on the approach, they'll more likely just get in the way in the fight phase. *'''Karandras:''' Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and currently runs at 125 points. He comes with a host of special abilities: the Master of Stealth and Shadow Strike rules of the Striking Scorpions, and his Scorpion's Bite is a Mandiblaster mask that hits on a 5+ and shoots 4 times instead of 1 (Averages 1.3 Mortal Wounds per combat round). He also has exploding attacks (6s to hit generate a single additional attack that DOES NOT explode) on himself, and grants it to all Striking Scorpions within 6" of him. His Scorpions Claw has lost the -1 to hit Penalty meaning he is one of the scariest close combat characters we have (short of the Avatar or Yncarne) with 4 S8, AP-3 Exploding attacks that deal d3 damage each. 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]], and [[Rape |Enhance means his attacks explode on a 5+, or 4+ if the target is covering in cover]]. However, with how the Psychic Rules worth in 8th Edition you might be better off using those powers on the blob of Scorpions that he is babysitting instead. *'''Maugan Ra:''' Our shooty Lord, at 140 points, and the slowest of them, at M6. He can shoot his Maugetar twice, using either profile in each salvo (and target them independently). Both profiles are 36" Assault X S6 AP-1 D1; the "Shuriken" profile has X=4 while the Shrieker profile has X=1, but if it slays an {{W40Kkeyword|infantry}} model, its unit suffers another 1d3 mortal wounds. While it sounds awesome, 2 Shuriken Cannon shots that ''might'' cause Mortal Wounds will always be outperformed by 8 Shuriken Cannon shots. His Scythe is also a powerful S+2 AP-2 D1d3, making him decent at taking on enemy characters or Monsters. Abilities-wise, as mentioned, he can fire his gun twice in each shooting phase (allowing him to get 8 Shuriken Cannon shots off per turn), re-rolls 1s to hit for his ranged weapon and grants that same ability to all Dark Reapers within 6" (this in addition to always hitting on 2+ means he only has a 1/36 chance of missing a shot), and re-rolls to-wound rolls of 1 when targeting {{W40Kkeyword|chaos}} units. ===Troops=== All Units in this section have the Path of War ability (which is the old Objective Secured, and will be referred to as such). *'''[[Guardian]] Defenders''': When you're looking to quite literally fill out your troop choice with as many bodies as possible, Guardian Defenders are probably going to be your go-to choice. At 8-points a model, they're a touch pricier than their GEQ counterparts in other armies, but they make up for it with their Space Marine level accuracy, speed and access to many support options that can turn them into one of the most resilient infantry units in your army. Every 10 members per squad allows you to purchase a Heavy Weapon Platform that can be kitted out with any standard Heavy Weapon available to you, enabling your Guardians to take potshots against a wide variety of targets they may otherwise be borderline useless against. This by no means should encourage you to chuck your Guardians at your opponent's Leman Russ tanks just because you gave them a Bright Lance, but they can certainly try to bip a shot or two at it while your Fire Dragons or Wraithguard get into position. The Shuriken Catapult each Guardian comes stock with may at first seem underwhelming, a 12" range, 2 shot S4 gun that ''may'' be AP-3 if luck favors you, but in the numbers you'll be fielding Guardians in, they make shockingly effective blob blenders that can seriously lock down objectives or discourage anyone from charging recklessly into your turf. **[[Awesome |It's actually possible to get them up to a 3+/3++/5+++ against shooting by combining Fortune and Protect with Celestial Shield]]. Ulthwé gives a 6+ FNP for free so they don't really need to use Fortune. It's also possible to get them to -2 to be hit (-3 for Alaitoc) as well so they're now more durable than you think if there are Psykers close enough to support them. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Heavy Weapon Platform Loadout Options:''' As stated, every 10 Guardians per unit allows them to take a Heavy Weapon, maximum of two. The standard fare is available to them, though they must pay a slight fee for the platform itself in addition to the gun. <div class="mw-collapsible-content"> *'''Shuriken Cannon''': **A great option for Guardians on the move, Battle Focus makes this the only "heavy" weapon that lets your Defenders run and gun with no penalties. Ideal for Biel-Tan lists. *'''Scatter Laser''': **The cheapest choice is also a solid one. Long ranged anti-GEQ firepower works fairly well with large squads of Guardians, especially if you go big enough to field a pair of them. *'''Starcannon''': **A mid-tier choice for mid-tier units, the Starcannon cuts out some of the "all-or-nothing" attitude the your shuriken weaponry has regarding armor. A good supplementary choice against MEQ armies, but unless your Guardians are close enough to contribute their firepower as well, don't expect it to clear squads on its own. *'''Bright Lance''': **If you have the points to spare and if you plan on having your Defenders hang back and defend key locations, the bright lance is a good, if pricey choice for contributing firepower against monsters and tanks. You can also buff these to hit on a 2+ for Ulthwé Guardian Defenders, but one would argue the AML would be a better choice. *'''Aeldari Missile Launcher''': **Same price as the bright lance, though much more flexible. Not only does it perform decently against both single heavy targets and groups of small targets, but your Guardian Defenders arguably get the most out of this particular gun than anyone else who can take it (namely Ulthwé ones). ''Discipline of the Black Guardians'' grants the ever reliable accuracy most other units (even Dark Reapers) can't quite compare to and the ''Starshot Missile'' offers a clutch anti-{{W40Kkeyword|Fly}} option that can smack Mortal Wounds on airborne targets. Their exceptional range also makes them fantastic for backline Guardians acting as deep-strike buffers or objective defenders so that they can contribute something cross field. </div> </div> *'''[[Storm Guardians]]''': They are faster and they can assault out of Wave Serpents, so they suck a bit less than in 7th. Sadly they are quite a niche unit outside of some very specific roles. They are the cheapest option to get Fusion Guns and Flamers onto the board, and at 48 points per 8-Elf Squad are the cheapest way to fill out a Brigade Detachment, so they do have that going for them. Sadly, they lost their high initiative with nothing to compensate for that other than being able to shoot their decent pistols in melee. And their "exquisitely crafted" Aeldari blades are..... different, now allowing you to re-roll misses which is something that would be amazing on almost any [[Warhammer_40,000/Tactics/Eldar_Harlequins(8E)#TroopsTroupes|unit]] other than the one that got them... One niche they do have in the Codex is a cheap bodyguard unit for characters in an Ulthwé detachment. With the Guardian exclusive stratagems they are more accurate than Aspect Warriors and stick around decently enough with a Warlock helping them, so can compete with other Aeldari melee options, but the support they need to do so might be better served on other units. Like the Aspect Warriors doing the actual killing. If we are also considering allies: [[Wyches]], however are strictly better for tarpitting and are only a little more expensive, and Troupes are by far the better pick for actual melee combat, though you can easily field 2 Storm Guardian squads for the same cost. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Options:''' Aside the complimentary Shuriken Pistol, each storm guardian has their choice of taking either a chainsword or aeldari blade. Two of every eight Storm Guardians can instead take one of two special weapons and arguably serve as the primary reason to even take these guys at all. <div class="mw-collapsible-content"> *'''Aeldari Blade''' **The default blade that is complete trash. The only benefit it provides is that it allows Storm Guardians to re-roll failed hits in the fight phase. Seeing as how this is strictly worse than just gaining another attack, never take this. *'''Chainsword''' **A completely free upgrade that grants Storm Guardians an extra attack. Always take this. *'''Flamer''' **One of exactly two units in the entire Craftworld codex who has access to the bog-standard flamer. One or two of these in a standard unit is actually quite useful against GEQ armies. Their range meshes nicely with the rest of the squad's shuriken pistols and serves quite well as a prelude for and against charges. *'''Fusion Gun''' **Serves the exact opposite purpose the Storm Guardian's flamer does. In a similar vein to taking a bright lance or AML on a Guardian Defender squad, you take these to supplement your existing forces rather than replacing them, as the Storm Guardian squad as a whole likely won't contribute jack shit to the type of targets the fusion gun is designed for. Additionally, these guns can get expensive quite quickly and decking out your S. Guardians with them can negate one of their biggest selling points: dirt cheap prices. On the plus side, Ulthwé S. Guardians can take advantage of their unique stratagem for +2 to-hit fusion guns, something even your Fire Dragons can't quite match. *'''Power Sword (Legends)''' **Kind of a "special weapon" in its own right, only two models per squad can take a power sword in lieu of their aeldari blade. The AP is nice, but each model wielding the sword only gets one attack at S3 a turn. Give this a skip. </div> </div> *'''Dire Avengers''': At 11 points per model, they could seem like an overpriced Guardian unit, but their increased range, better overwatch, better save and unique Exarch options open up for several interesting uses. They are usually considered as a Jack-of-All-Trades unit, that can be tailored to your special needs by choosing the appropriate Exarch option. In most cases, they excel at harassing slower melee units by constantly advancing back from the enemy and keeping the distance at 18". And even when they get caught, their overwatch is nothing to laugh about (remember your Grenades, [[Troll |so if your opponent is 6" away when charging...]]). Don't forget the Exarch's 4++ invuln, that can possibly tank some high AP shots. There are many ways of fielding these guys, including: **10-man squad in a Wave Serpent, possibly supported by Guide, Doom, Jinx or Reveal, that clears some objective from soft targets or a small MEQ unit. If you want to field Asurmen, take two of these! **5-man squad that shares a Serpent with a small unit of Fire Dragons, in order to kill the passengers of the transport the Dragons just melted. **10-man squad that footslogs together with an Avatar straight up to the enemy, who takes care of the big targets, while the Avengers keep him free of tarpits. **Squad of arbitrary size that stays at your back line in order to shield your fire base and counter deep striking enemies. **5-man squad for 55 points filling up a brigade detachment. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Dire Avengers Exarchs by default have the '''Battle Fortune''' ability, granting them a 4+ invulnerable save. This can either be exchanged for one of the following powers, or you may pay 1 CP for one particular Dire Avenger Exarch to keep Battle Fortune and take one of the following. <div class="mw-collapsible-content"> *'''Bladestorm''' **While the Exarch is part of the unit, all non-Grenade ranged weapons score an additional hit on an unmodified hit roll of a 6. Can prove somewhat handy, especially with bigger squads or on Exarchs dual-wielding ASCs. Equivalent to +1 to hit (and stacks with it), even on Overwatch (where it works fine, unlike real modifiers). Offensively speaking, this is the best power of the bunch (Avenging Strike would be better if you could reliably lose only a few members, but that's challenging compared to losing none or many). *'''Defend''' **Squads accompanying an Exarch with this force opponents to subtract 1 from wound rolls made by melee weapons against them. Basically a free, constant Enervate debuff (which can be stacked with Enervate for a -2 to wound roll). Given your Exarch can actually participate in melee to a decent degree, this isn't a bad trait to take for objective defenders expecting company. *'''Stand Firm''' **Straight up morale immunity for a squad containing an Exarch with this power. As in, you auto-pass all morale tests, don't roll any dice. Another decent ability that has uses in maxed out squads, but is somewhat overshadowed by other abilities you can take here instead - and why take 1 10-elf squad when you can take 2 5-elf squads? *'''Martial Adept''' **This Exarch has a WS/BS of 2+. A pretty good trait that is great for either ranged or melee exarchs. Precious few troop choices in the game can get a built in BS/WS of a 2+ with the abundant access to hit rerolls and performance buffing psychic powers you have. If you're sticking to ranged combat, this is going to be worse than Bladestorm, which is functionally BS2+ for the entire unit; only take this if you really plan on getting into melee, or are obsessed with your Exarch's grenades. *'''Shredding Fire''' **All ranged non-grenade weapons fired by this Exarch gain AP-3 at all times, losing the "critical hit" AP-3 on a wound roll of 6 rule. This is generally speaking ''terrible'', because even on a 5-elf unit, targets are few and far between where this will outperform Bladestorm, due to this only buffing the Exarch's shots, not the squad's. *'''Avenging Strike''' **While your Exarch is alive and the squad itself has taken at least one casualty, you add 1 to each model's hit and wound rolls. This is also a very good power; you will invariably lose at least one model from your units as the battle progresses and these roll buffs apply for all attacks made by every remaining model. The only downside is also an upside: your opponent won't willingly leave an injured squad alive, so be prepared for this to turn into the real power being that your Dire Avengers can control your opponent's flow. **''Given you also get +1 to wound, this means that the rending effect on 6s will also trigger on 5s too. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Your Dire Avenger Exarch arguably has the most flexible loadout choices among all the other aspect warriors. If you don't want to spend any extra points on him, he just packs around an avenger shuriken catapult just like his less obsessed kin. <div class="mw-collapsible-content"> *'''Two Avenger Shuriken Catapults''': **Exactly what it sounds like, your Exarch simply dual-wields two ASC's. Given you're doubling his ranged output for a measily 3 points, you'll almost always want to take this on any standard loadout. As they're counted as two individual guns (not "twin-linked"), you may choose separate targets for each gun, so there's that going for him too. *'''Power Glaive and Shuriken Pistol''': **Shave 6" and half the shots from your ranged weapon, but get a power axe equivalent. Has some decent usage when up against GEQ/MEQ, but is arguably outperformed offensively by the Diresword or even just sticking with the shuripults. *'''Power Glaive and Shimmershield''': **Completely forego any ranged weapons on your Exarch in exchange for a squadwide 5++ invulnerable save. A pricey upgrade that is now considerably more attractive for Exarchs giving up their invulnerable save for one of their fancy new powers. Due to the way those powers work, you ideally don't want the squad Exarch to tank shots unnecessarily and this will let the rest of your meat shields gain at least some guaranteed protection to compensate. *'''Diresword and Shuriken Pistol''': **Again, sacrifice a bit of your ranged firepower to get a power sword equivalent that's AP-2, but slaps a mortal wound in addition to any damage dealt on a wound roll of 6. Since your Exarch is naturally S3 and would've needed to roll a 5 or 6 just to wound most MEQ units anyways, this is a reasonably decent loadout for Exarchs you expect to be up on the front lines. Season this with a Warlock casting either Protect or Empower on him, or posse up with Asurmen to more efficiently lay the smackdown on enemies in melee. </div> </div> *'''Rangers''': Deep Striking Snipers that can target characters regardless of restrictions. [[Awesome]]. They also gain a 3+ Save in cover and anything firing on them has -1 BS to hit, meaning that they can be a nightmare to get rid of, especially if they are Alaitoc and/or a Warlock is nearby. Sniper units all have an essential Character Hunting role to play in 8th Edition, and they are fantastic units to spread out to deny your opponent the ability to Deep Strike exactly where they want to, so these guys are a strong contender for any of your Troop slots regardless of Craftworld. They are 12 points per model, making each 5-Elf Squad 60 Points each. **'''Remember''': Snipers won't kill an Ork Warboss alone, but they can sure as hell take out the Painboy buffing him up, or snipe that Commissar keeping that Conscript blob from breaking the second your Wraithguard or Shadow Spectres open up on them. ** '''Note''': Due to Heavy Weapons no longer Snap Firing on the move, and the Rangers also having pistols (for if you need to use Battle Focus), these guys are a lot more mobile than you might think. **They are now the best unit to take for a Brigade Detachment to get those precious command points. ** '''Deployment''': If you have some larger ruins on your table, make sure to place one or two of the objective markers on the very top of those, and then let your Rangers appear right there. Perfect for trolling sluggish, ground-bound armies. ===Dedicated Transport=== *'''Wave Serpent:''' All those Serpents you definitely didn't get during 6th Edition have been made great again. It is still the most survivable Grav-Tank, but now by a larger margin: not only does it have an extra wound compared to its shorter brethren, ye olde Serpent Shield will now reduce any multiple damage results by 1 (to a minimum of 1). Firing it off (and disabling the shield in the process) [[Awesome | will basically auto-cast the Smite psychic power]]. Any weapons loadout you slap on it will be useful, be it the cheap triple Shuriken Cannon for some Bladestorm goodness or Bright Lances to hunt tanks (don't forget to take a Crystal Targeting Matrix if you opt for a Heavy Weapon), you won't be disappointed. At now only 28 points, Twin Starcannons are a good choice for scaring the hell out of TEQs and Primaris Marines. Missile Launchers are as versatile as ever and Scatter lasers will threaten infantry of all types well. So basically just take what your Army might need. Oh, and did we mention that it's our main transport? The one that brings Fire Dragons, Banshees and Wraithguard to their targets? **'''Chapter Approved 2018''': One of the few Craftworld units that got a point increase as opposed to a decrease, but by only 13 points. And let's be real, they kinda deserve it. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Wave Serpents have a fairly basic selection of weapons to mount on its chassis. Like every other tank based on the Falcon, it features an underslung twin-linked shuriken catapult that can be swapped out for a single shuriken cannon. As it is your dedicated transport, it does eschew some of the more specialized and unique weapons in exchange for a twin heavy weapon. The only real downside to these twin weapons is that they count as a single weapon; even if they're effectively just two heavy weapons strapped together, they both must target the same unit when firing. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Wave Serpents looking to keep it cheap. The wounding potential this has is fairly comparable to the cannon and honestly is preferable unless you want to run triple cannons for the range and strength synergy. *'''(Twin) Shuriken Cannon''' **Upgrading the underslung gun into a shuriken cannon is generally not necessary, as your Wave Serpent will often be trying to get in close to drop off its payload of aspect or wraith melee units in enemy lines. If you're planning on taking a Wave Serpent to primarily act as a durable tank that doesn't take up your precious heavy support slots, the extra range the cannon has over the catapults is certainly welcome. The twinned version mounted on the turret is an excellent and reasonably priced choice for transporting units quickly, since you can still contribute their firepower even while advancing. Obviously pairs perfectly with the underslung cannon. *'''Twin Scatter Laser''' **Your cheapest and best anti-GEQ choice, the twin scatter laser lets you blast 8 S6 shots at ranges that surpass any shuriken variant available to you. Even with the accuracy dip brought on from the constant moving, the rate of fire alone will still help put a dent in any infantry you scoot past. *'''Twin Starcannon''' **A good middle of the road option, the twin starcannon seems a little lackluster compared to your other options in this slot. Being twinned does give it a serious boost however, as 4 S6 AP-3 shots will virtually erase any MSU MEQ squad you come across, with the underslung catapults/cannon able to clean up the rest of what's left. *'''Twin Bright Lance''' **A good choice that gives your Wave Serpent a fairly effective anti-tank/monster option for a workable price. It serves fairly nicely as a tank/transport cracker if you're carting around Banshees/Wraithblades and ''can'' give embarked Fire Dragons/Wraithguard an extra push if whatever they tried to blow up managed to survive their efforts. It does face fairly stiff competition from the twin AML though. *'''Twin Aeldari Missile Launcher''' **If you have the points, the twin AML is your most flexible choice and one certainly worth considering if you can afford it. Either 2 S8 shots or 2D6 S4 shots let your Wave Serpent threaten a wide variety of targets. It also grants your Wave Serpent the ability to double down on its passenger's focus (like anti-tank Fire Dragons or anti-horde Howling Banshees) or help cover up their shortcomings (like using the 2D6 shots against that 10 man Scion squad that tumbled out of the Taurox Prime your dragons just popped open) </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Your Wave Serpent and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available. Unlike most of those tanks, most of these are actually useful to the Wave Serpent and warrant a look if points allow. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Wave Serpent close in without completely sacrificing accuracy in order to do so. Arguably essential to the serpent that's transporting Aspect Warriors about, though don't take this if you just plan on sticking with shuriken weapons. *'''Soul Stones''' **Wave Serpents, being a defensive tank possibly carrying cargo worth more than it is, definitely want to purchase these if at all possible (especially if you're running Iyanden or Alaitoc). The Serpent Shield pairs beautifully with these, since it reduces the number of FNP rolls you'll need to make against anything dealing more than 1 damage to the tank. *'''Star Engines''' **A nifty but somewhat unnecessary upgrade. Wave Serpents have pretty good movement on their own already, but these can help them close the distance to its destination much more quickly for its riders' sake. Consider just sticking with shuricannons if you're going with this upgrade so that it can still fire all its weapons while advancing. *'''Vectored Engines''' **Kind of a similar boat as the star engines. They stack well with them, the Serpent Shield and with Alaitoc's attribute, making the Serpent even harder to take down. Taking advantage of these does effectively restrict your weapon loadout to shuricannons if you want to actually have the serpent contribute any firepower, however. </div> </div> ===Elites=== *'''Bonesinger (Legends) no longer legends due to having points in CA19''': A psyker that only knows ''Smite'', but can repair friendly {{W40kKeyword|<craftworld> vehicles}} and {{W40kKeyword|wraith constructs}} for 1d3 instead of manifesting Smite in the psychic phase. Noticeably worse than most models capable of repair, since those don't give up their Psychic power to do so (of course that's because this is the only psychic repairman model in the game), and worse than most models capable of healing infantry, since it can't resurrect the dead, but is among the very rare (Cawl is the other one) set of models capable of repairing both vehicles and infantry. It is also the only form of healing support the Aeldari get (as the Renewal Rune of Battle doesn't exist anymore). Another advantage it has over other repair units is that it can still toss out a regular Smite when there's nothing around in need of patching up which is not a bad thing. At 55 points, you have to carefully decide if it's worth fielding over spending the same points on more stuff. It is strictly better than a Warlock and equal to a Spiritseer when it comes to casting Smite, but takes up one of your very crowded Elite slots. Has no gun, but its basic melee weapon does 1d3 damage for whatever reason. [[Not as planned |With base S3 strength and 1 attack, if your Bonesinger is in melee combat, you definitely messed up somewhere]]. If you're taking Wraithlords or Wraithknights and you aren't Iyanden (though even Iyanden lists can hardly say no to a healer if you're fielding anything Wraith), consider making room for one of these in your list a priority. Due to his price tag, make sure you have a cheap screening unit or two (like Rangers or Dire Avengers) so that if the Wraith unit(s) he's following get focused down, he still has someone to cower behind. **If you are taking one to babysit a Wraithknight you should '''always''' take the Faolchu's Wing so you can keep up with them. ***Tragically, the Bonesingers brief time in the sun has come to an end. They have been relegated under Warhammer Legends and thus are no longer supported by official competitive play. What's worse is that this all but guarantees that they will not get a plastic re-release. It's rather curious, as Bonesingers received a significant point reduction in Chapter Approved 2019 despite their presence in Legends (which also runs the old point values for it). ===={{W40kKeyword|Aspect Warriors}}==== *'''Fire Dragons:''' Even with the changes to Meltaguns and Fusion guns, Fire Dragons are still the same reliable anti-tank Aspect Warriors. Now you see that vehicle, '''FWOOOM''', now you don't. They haven't changed much; they are still your awesome Vehicle and Monster Hunting Aspect Warriors who get to re-roll 1s to wound against {{W40Kkeyword|Vehicles}} and {{W40Kkeyword|Monsters}} in the Shooting phase, plus the Exarch re-rolls 1s to hit. As always, Fuegan gives this buff to ''all'' friendly Fire Dragons within 6". They used to face stiff competition from the Wraithguard for this, and while they still do, they have the advantage of being cheaper and easier to put in transports. Tactics are simple: [http://wasted-knights.blogspot.co.uk/2010/06/joys-of-melta.html Shove them in a Transport, vomit them out next to something big, and pull the trigger. If they are somehow still alive by the next turn, embark and carry on]. [[Meme|Fucking Autarchs.]] An impressively excellent choice. Remember they are 25 points per model, gear included, so you really can't throw these away. **Unless the Exarch is carrying a flamer (see below), it's generally easier to just never throw the melta bomb, but if you can be bothered to remember this, the bomb is better ''only'' against T8+ {{W40Kkeyword|vehicle}}s, and the benefit against T8 is vanishingly slight. It's also better any time the target is down to 2 or 1 wounds remaining. **Fire and Fade is an excellent way of getting these guys into cover after blowing up their target. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Vanilla Fire Dragon Exarchs get the bonus of '''Crack Shot''', letting them re-roll 1s for their hit rolls. However, trade this in or pay 1 CP to pick one of these other perks instead/in addition. <div class="mw-collapsible-content"> *'''Dragon's Bite''' **The Exarch's accompanying unit may change their fusion gun characteristic to Pistol 1 at the start of their shooting phase. Basically garbage, since neither you nor your opponent will typically have any interest in staying in melee long enough for pistols to come up. *'''Tank Killer''' **Your Exarch may re-roll one of the damage dice made by an attack using the Fire Pike, but only against {{W40Kkeyword|VEHICLE}}s. It certainly helps get the most out of that particular gun, though it's still not an ideal weapon to use. Very anti-synergistic - outside of melta range, it helps your damage less than melta does, and within melta range, it has diminishing returns with it. *'''Burning Fists''' **Turns your Exarch into mini-Fuegan. Their melee weapon gains AP-2 D2, and grants wound re-rolls. A decent pick for the very likely possibility of melee combat your Exarch will face. *'''Swift Step''' **When your Exarch's unit advances, roll 3D6 and discard whichever 2 results you don't like. Extremely handy for getting in close enough to do their job and potentially get out somewhat safely. This should typically be your default - it's the only Exarch power you can take that fundamentally helps the unit do the job you took it to do. *'''Wall of Fire''' **Your Dragon's Breath flamer wielding Exarch may forego his overwatch shot against a charging unit and roll 1d6. On a 2+, the charging enemy unit takes D3 mortal wounds. Notably doesn't seem limited by the flamer's 8" range and nothing can really argue with a source of borderline guaranteed mortal wounds. *'''Burning Heat''' **Your unit's Exarch forces enemy melee attackers to subtract 1 from their hit rolls in melee against the unit. Basically the Banshee's War Cry ability, and a pretty good defensive perk that stacks with Drain and Lightning Reflexes if you want to go that route. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Fire Dragon Exarchs have a couple side choices they can take just in case the basic fusion gun isn't quite packing enough heat for you. <div class="mw-collapsible-content"> *'''Fire Pike''' **Pay 3 additional points and trade out the basic fusion gun for +6" of range, which is +3 to the improved damage range as well. This was really nice in 7th edition when you could hide the Exarch at the back to protect them from fire and still have them in Melta range. Now with the 8th Edition wounding rules, it's not even needed; you need to ask yourself "is it really worth the extra 3 points?" The short answer is no; you should be committing the entire unit to killing things, so you shouldn't be attacking things more than 12" out to begin with, and the damage buff in the 6.01-9" band isn't worth the points, full stop. *'''Dragon's Breath Flamer''' **Swap your fusion gun for an ''assault'' heavy flamer for no points change. Used to be an infuriating weapon for certain Ynnari Alpha Strike builds that exploited Cloudstrike in 7th to vomit a bunch of double-tapping heavy flamers and melta shots onto your opponent's backline; now, it's more a utility weapon, and one that is criminally underrated. It also discourages counter charges against your Fire Dragons, the value of which really is not something you can just dismiss. Remember, the Exarch can still chuck melta bombs, so it's not like you've given up all your melta. ***The Exarch's Crack Shot (and Battle Focus) doesn't apply to the flamer, and the melta bomb doesn't re-roll wounds against {{W40Kkeyword|monster}}s, on top of only having 4" of range. This means the flamer is often ''worse'' than the fusion gun it's replacing - for example, against TEQ during your Shooting phase, even in the 6.01-8" band. Often, you're better off with the fusion gun, and you can stop counter-charges by having something else, like the Wave Serpent these guys rode in on, charge the potential counter-chargers. </div> </div> *'''Howling Banshees:''' Your absurdly fast Glass Cannon shock troops. Howling Banshees are your swiftest non-flying infantry, having a standard movement of 8" and the ability to advance and charge like your [[Warhammer 40,000/Tactics/Eldar Harlequins(8E)|clowny cousins]], complete with a bonus 3" to their charge if the banshees advanced. This, combined with their overwatch immunity, makes them a fantastic spearhead unit that can tie up enemy models while your slower, more vulnerable units get into position. Offensively, each standard banshee has 2 attacks apiece armed with Power Swords (and Shuriken Pistols, but whatever). This, however, is where they start to struggle. While your banshees have good AP courtesy of their power swords, the S3 arms swinging them means unsupported banshees only wound GEQ targets on an underwhelming 4+ and MEQ/TEQ on a 5+. Defensively, Howling Banshees also find themselves a touch lacking with their T3, 4+ save and single wound per model rendering them very vulnerable to most armies' basic weaponry. That is, however, before you start to factor in their Exarch and RoB support. A Drained target tied up by a squad led by an exarch will suffer a -2 to-hit modifier, which may well make those underwhelming defensive stats completely irrelevant in combat. Additionally, Empowered banshees will easily cleave through GEQ units and can more reliably go toe to toe with MEQ/TEQ targets. What's more is that they can do all of this much more cheaply than your other melee units, but if you want them to do more than just shutting down gunlines, they ''need'' warlock support in order to do so. **Banshees can have a use as an alternative to Scorpions to shut down a enemy's scary fire support unit. For only 1CP you can use '''Webway Strike''' to place a unit of Banshees near that Devastator Squad and ignore Overwatch. However, they don't benefit from +3" charge distance since they couldn't advance. **For obvious reasons Banshees excel at quickly shutting down static gunlines. Remember that the salty tears of a Tau or IG player, when bottled, can fetch a high price in Commoragh. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Howling Banshee Exarchs by default have the '''War Cry''' ability, slapping a -1 to-hit modifier on enemies in melee with them. They can replace this with one of these six alternate powers (or you may use the ''Exemplar of the Banshee Shrine'' stratagem to keep War Cry in addition to one of these.) <div class="mw-collapsible-content"> *'''Graceful Avoidance''' **Your Exarch's unit gains a free 5+ FNP against melee attacks. I suppose this can be paired with War Cry, Drain and Lightning-Fast Reflexes for a particularly challenging to kill unit of banshees, but you are giving up a significant amount of potential offensive prowess to do this. *'''Piercing Strike''' **For Exarchs with Executioners, whenever they fight, you can drop their total attack output by 1, but add +3S and deal a flat 3 damage per hit. This turns your exarch into a hell of a MEQ/TEQ butcher, with a side specialty of character hunting. If you're taking the executioner, you may as well consider slapping this on your exarch for some added oomph. *'''Disarming Strike''' **So this is where Jain Zar's ability went. At the start of combat, your Exarch may select an enemy model within 1" and reduce their attack characteristic by 2, to a minimum of 1. This works on every model from the lowliest guardsmen to the burliest Imperial Knight. This is a great tool for suppressing key combat characters (especially if multiple exarchs swarm the model in question) and can make your Banshees the ultimate tarpit unit. *'''Whirling Blades''' **Your Exarch adds 1 to their attack characteristic, 2 if they're using Mirror Swords. A solid power that turns your Exarch into a mini-Jain Zar, but doesn't really help the rest of her squad. *'''Decapitating Strike''' **Your Exarch's unmodified to hit rolls of 6 in melee cause a mortal wound on top of any other damage. This means your Exarch deals at least one mortal wound in a round of combat approximately 42% of the time, up to 53% if using Mirrorswords. Another pretty decent power, if considerably more limited and situational compared to others on this list. *'''Nerve-Shattering Shriek''' **When the Exarch and her squad successfully charge an enemy squad (or squads), roll a D6. On a 4+, pick an enemy unit within 1" and deal D3 mortal wounds to them. Actually a pretty good power, as your banshees will generally struggle to fail a charge given their insane mobility. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Howling Banshee Exarchs also have a collection of exotic blades to swing around if the basic power sword just doesn't quite cut it. <div class="mw-collapsible-content"> *'''Executioner''' **Pay 3 points to upgrade the power sword to +1S D1d3. S4 is a nice breakpoint to be hitting given you're only going to be charging infantry with high armour saves anyway, but Mirror swords are actually better in practice, since the unit is doing most of the work, and they're stuck at S3 - and with an Empower Warlock on hand, it's not usually worth taking. The ''Piercing Strike'' exarch power does give it a useful niche as a character/TEQ killer since the bump up to a flat D3 hitting at S6 will outright kill terminators, primaris marines and very possibly an unlucky character. This does turn the unit of banshees itself into a bit of a tax for the exarch however, as they won't be contributing much to the kind of fight your exarch'll be getting into. *'''Mirror Swords''' **A free upgrade, the mirror swords drop the exarch's shuriken pistol in addition to the power sword. While this causes her AP to drop to -2 as well, it does allow her to re-roll all failed hit rolls in melee combat. For the discount banshee exarch, this is probably the recommended choice, especially if the squad is going to be thrown at GEQ-type blobs of infantry. Tailor made for the ''Whirling Blades'' exarch power, granting the exarch 5 attacks when using mirror swords! *'''Triskele''' **Now officially supported for plastic banshees! For 6 points you trade your Power Sword in for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. Ends up faring a bit worse than the sword in melee, obviously, since you've paid 2 more points and reduce your AP by 1. Suffice to say, it is completely superior to the pistol due to having triple the "shots" and a standard AP-2 instead of AP-3 ''only'' on a 6+. Oddly, the triskele is considered S4 for the ranged attacks while its melee profile is S-user (S3), so it is more effective at range than in combat. While this makes it perfect for softening up enemies on the charge, it does find itself underperforming compared to all your other options in actual melee. Given that melee is the focus of the banshee's aspect...make of it what you will. It's a shame you can't replace the pistol with this instead, then it'd totally be worth considering more freely. </div> </div> *'''Striking Scorpions:''' A Deep Striking brawler unit, Striking Scorpions are capable of burying a unit in S4 hits with their shuriken pistols and scorpion chainswords. Exarchs benefit from the extra perk of getting an extra attack on a hit roll of 6+ (which cannot proc another such attack if it is also a 6+). This in particular can benefit from the Scorpion's squad-wide +1 bonus to hit things in cover, which helps not only the pistols and grenades - units remain in cover in the Fight phase, they just gain no benefit from it, so the +1 applies in melee as well. Even though your Scorpions have a 3+ armor save to help against most conventional fire, they lack the protection your Banshees have from overwatch or retaliatory melee hits. This means Striking Scorpions require considerably more finesse on the approach than your other melee infantry, especially if you're deep striking them in enemy lines. That said, if/when they make it into combat, their higher innate strength helps them wound targets more easily than your banshees can sans warlock support, which is further supplemented by each model's Mandiblasters; special little guns that go off at the start of combat before any attacks are made. This includes before enemy charges or abilities that let the enemy attack first! While the straight roll of a 6 for them to go off makes them relatively unreliable, having the chance to deal mortal wounds on your enemies for free is nothing to sneeze at. At 45 points for a bare bones squad, they're reasonably cheap for what they do best: bullying backline gunners or exposed characters. Keep in mind, they are very vulnerable in the ranged game and can easily be wiped out if caught out of position. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Striking Scorpion Exarchs utilize the '''Sustained Assault''' power by default, granting an additional attack on a hit roll of 6+ with attacks generated this way not triggering this power. Certainly a good power, but you may want to consider trading it in or paying 1 CP for one of these other fancy abilities instead. <div class="mw-collapsible-content"> *'''Stalker''' **So long as the Exarch and his unit are completely on or in cover, enemies suffer a -1 to hit modifier on their ranged attacks against them. Currently, that means Striking Scorpions can also now achieve a -4 to hit modifier just like their fellow Warp Spiders and Shadow Spectres. *'''Crushing Blow''' **Your Exarch gets +2 Strength. S10 Scorpion Claw smacks anyone? *'''Scorpion's Grasp''' **Your Scorpion Claw deals a mortal wound on top of all other damage on unmodified wound rolls of a 6. Not a bad choice by any means, fishing for mortal wounds is a significant reason to take scorpions after all. *'''Ambush''' **Your Exarch and his squad gain Always Fight First while fully on or in terrain features or cover. Your scorpions will probably have more opportunities to take advantage of this mechanic than other units since it's much easier to corner your enemies in the close quarters environments you ideally want your scorpions sticking in. That said, it's still situational. *'''Withdrawal''' **Your Exarch and his unit may fall back 6" as if it were their movement phase at the end of the fight phase. This lets your scorpions swoop in, fire their mandiblasters, slap some faces a bit then bounce back a reasonable distance before your enemy has a chance to cut them off or surround them. Just remember not to take this when using attributes or stratagems that let you do this anyways. *'''Scorpion's Sting''' **Your Exarch and his unit's mandiblasters add 1 to their rolls, going off on a 5+. Doubling the chance for these to go off is no joke and is certainly one of the better choices for more generalized lists. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Striking Scorpion Exarchs have a surprisingly diverse selection of arms and armaments that can deliver quite a sting to a variety of enemies. <div class="mw-collapsible-content"> *'''Scorpion Claw''' **Buffed in the Codex and is a viable option again! Pay 12 points to trade your pistol for a S*2, AP-3 D3 damage Power Fist. It no longer has the penalty to hit so you swing at your full WS and your hits can explode without buffs or Shadowstrike. As your Exarch drops his pistol for this, he won't be able to contribute to ranged firepower while in combat. As the default Scorpion chainsword doesn't grant additional attacks, there's never a reason to not chose this over it in combat. *'''Biting Blade''' **Gives a 1 point improvement to S, AP, and D, for 8 points - easily worth it against almost all targets. Not a bad choice at all, especially against 2 wound models and characters. Very few things you will send Scorpions against are T10 so Strength 5 is always a nice break point to hit. The cheaper option (if you only want one weapon upgrade) that lets you keep your pistol. And who doesn't love a weeb as hell BFS? *'''Chainsabres''' - '''Legends''' **Have your Exarch toss away his chainsword and pistol so he can unleash his inner Ork and dual-wield shooty choppas that shoot choppy dakka. These are awesome in 8th Edition. First of all, you're really now carrying a second pistol, rather than having given up one. Secondly, adds +1A. Costs 12 points total and there are a number of tricks available to the Eldar to get those dice exploding on 5+ or even 4+. If you are fighting infantry instead of assassinating characters this one will be your choice. On a sad note, due to being index exclusive, they don't get to benefit from Biel-Tan's shuriken weapon buffs despite functioning exactly like one. ***'''Modelling Note:''' Need Chainsabres? Clip the right hand off the Biting Blade and use the Exarch's Chainsword along with it to dual wield Chainswords. Add some shuriken pistols and green stuff and you're done. </div> </div> *'''Shadow Spectres (Forge World)''': For an army known for extreme specialization, Shadow Spectres are oddly flexible in what they can do. Shadow Spectres are quite speedy; a 10" move with the {{W40Kkeyword|FLY}} keyword letting them ignore terrain/units gives these guys excellent mobility for both offense and defense. Offensively, Shadow Spectres can unleash simply surprising amounts of mid-strength firepower with their prism rifles. The ''Coherent'' Mode has reasonable range with a respectable S6 AP-3 letting it burn through MEQ/TEQ targets, while the ''Diffused'' Mode functions exactly as a heavy flamer; D6 Autohitting S5 AP-1 shots will shred GEQ targets and can overwhelm harder targets with massive volumes of armor/invuln saves. And Shadow Spectres can take full advantage of Battle-Focus to get into position and make the most out of either of these two modes of fire. Defensively, the Spectres have the decent 3+ save their Warp Spider and Dark Reaper brethren enjoy, but that's not really where they get their durability from. A built in Holo-field makes all attacks against the Spectres take a -1 to hit penalty at any range, which stacks quite fantastically for {{W40Kkeyword|Alaitoc}} Spectres [[Troll|and can be supplemented with the Conceal RoB and Lighting-Fast Reflexes stratagem to give a staggering -4 to-hit modifier against shooting!]] While this level of to-hit shenanigans may encourage some opponents to attempt to engage your Spectres in melee (which, to be fair, is a notable weakness for your Spectres), a fresh MSU Spectre squad can fire off 3D6 autohitting S5 overwatch shots; ''severely'' punishing opponents who try to get in close. Should they survive or ignore the overwatch, they still suffer mild to-hit penalties incurred by the holo-fields (and potential Drain casts) while your surviving Spectres can simply leave combat come your next movement phase and light them up with all manner of fire. At 23 points a dude, they can get on the pricey side, but they can easily earn back their points against infantry-focused armies. **Shadow Spectres, being a Forge World unit, definitely seem to have gotten the shaft with the Phoenix Rising book. Unless an FAQ or rule sheet is released for them later down the line, they are the only Aspect Warrior unit to not receive a selection of powers for their Exarch. Yes, even the Crimson Hunter Exarch got them. This stings all the more when they are also the only infantry-based aspect whose Exarchs actually cost additional points to field ''and'' [[Wat|must actually be purchased from Forge World separately from the unit they're supposed to be leading]]. At least the basic Shadow Spectres are good enough on their own they don't really need the Exarch. Just field Irillyth if you want that fear bubble, it's better than the Exarch's version anyways. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Shadow Spectre Exarchs have a pretty ghastly selection. I'm serious, despite being the only Aspect Warrior Exarch that actually costs extra points to take, none of his weaponry offers anything of note that the basic prism rifle can't compete with (if not outperform entirely). If you're taking an Exarch, it'll likely be for the extra wound as well as the morale roll debuff he inflicts on nearby enemies. <div class="mw-collapsible-content"> *'''Prism Blaster''' **Spike your cost from 33 to 38 in exchange for losing 6" of range, a point of AP, and the Heavy Flamer mode, but, on average, double the damage from the single shot mode. While this ''has'' the potential to match the damage of the rest of your squad combined (if you roll well), it's not worth the lost AP, range and Diffuse mode. Stick with the prism rifle. *'''Haywire Launcher''' **The Shadow Spectre's answer for any METAL BAWKSES thrown their way; costs 2 points (33 to 35), and is a 24" Heavy 1d3 S4 AP-1 gun that packs on a Mortal Wound per wound roll of a 4+ and D3 Mortal Wounds on a 6+ on top of any other damage it may do to the targeted vehicle. Considering how cheap it is as far as upgrades go, you may actually consider it. But when you consider that the extra 6" of range is basically worthless since the rest of your Shadow Spectres can't contribute shit towards that particular target at that range, and that both of the Prism Rifle modes are more likely to wound that vehicle (from either volume of shots, or harder hitting, higher AP shots) anyways, you may as well stick with the vanilla loadout. Besides, between Dark Reapers, Wraithguard, Fire Dragons, Fire Prisms and Bright Lance/AML platforms, there are plenty of better options for dealing with tanks than this gun. </div> </div> ===={{W40kKeyword|Spirit Host}}==== *'''Wraithblades''': Angry Ghost Elves. Expensive and reassuringly scary Heavy Shock Troops that clock in at 35 points per model. Like other Wraith units, they are extremely durable by Eldar standards, but will draw a lot of fire. Massed lasgun or bolter fire ''will'' bring them down, and the Drukhari just see your T6 as adorable (as is tradition in WH40K, constructs like Wraith and Necrons are still vulnerable to poison, even though walker vehicles aren't). Like their ranged brethren, you want to put the unit into a Double Cannon Wave Serpent with a character to support, then drop them next to a high value target, charge in the transport to soak up Overwatch, and watch the carnage unfold. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options:''' Wraithblades have exactly two different melee weapon choices depending on if you want to kit them out offensively or defensively. <div class="mw-collapsible-content"> *'''Ghostswords''' **The offensive loadout, as well as your cheapest wraith unit, ghostswords grant an additional attack per model (3 base, 4 on the charge) at S6. Designed to overwhelm enemy units in a flurry of attacks, ghostswords excel at slaughtering any and all infantry they're sent up against and, if supported with a Spiritseer, can even put a dent in lighter vehicles through the sheer volume of saves they'll need to make. Wraithblades with ghostswords ''need'' a Wave Serpent to cart them around if you plan to get them into combat by your second turn, as they cannot afford to take fire while they slowly footslog it across the field. If points are extra tight, you can attempt to ''Webway Strike'' them into a position to charge backline infantry, though the likelyhood of making that charge immediately after deepstriking them is rather low. *'''Ghostaxes''' **Your defensive and most expensive wraith infantry unit, ghostaxe Wraithblades hit harder for potentially more damage per swing than their ghostsword variants. Why does this make them defensive instead of offensive? The extra strength conferred by the axe isn't quite enough to give it any higher likelyhood of wounding targets outside the T6/7 range than the swords do and the lowered melee accuracy coupled with fewer attacks per model make it challenging for ghostaxes to compete with the swords without extensive psychic support. In exchange, the Wraithblade does enjoy a very nice 4++ invuln save that can be boosted with Protect for a 2+/3++ T6 unit with 3 wounds per model. Outside very heavy focused fire or mortal wound spam, not much will break even an MSU squad of ghostaxe Wraithblades. While they can stand to risk running across the field a little more than their ghostsword kin can, using a Wave Serpent is still highly recommended to get them into position. Wave Serpents also let you more safely cart along the Spiritseer(s) needed to supplement your Wraithblades' slightly worse combat skills where the odd sniper might be able to sneak a shot in on them otherwise. *** Try a setup of 10 Wraithblades with Ghostaxes, a Spiritseer with Quicken, two Warlocks with Protect and Enhance, one Farseer with Fortune and whatever you like as a second power, garnished with an Avatar of Khaine. Best served as Alaitoc in order to protect them on their approach. It will be absurdly difficult for your enemy to get rid of that unit, which will still demolish everything in close combat even after losing half of its strength. Although definitely not cost effective (around 1000 points) and not recommended for tournaments, it is massive fun to play. With in total 4 movements, 2 advances and a rerollable charge chances are pretty high that you reach close combat in turn 2. </div> </div> *'''Wraithguard:''' Still as powerful as 7th edition rules with pretty much the same points cost. Clocking in at 38-43 points per model with T6 and 3 wounds, these guys are very tough and have a metric crapton of firepower to boot. Their movement is pretty slow, coming in at 5" and ''lacking'' '''Battle Focus''', and their weapons have very short ranges, so get a Wave Serpent for them to ride in. Add in a Spiritseer/Autarch if you're taking wraithcannons and you've got a pretty nice little combo. They also have quite decent melee ability at S5 AP-1 D1d3, though only A1. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options:''' Just like the Wraithblades, Wraithguard squads can equip one of two guns to deal with opponents at close range. <div class="mw-collapsible-content"> *'''Wraithcannons''' **At Assault 1 S10 AP-4 D1d6, they are murder against heavy enemies and strip wounds from Vehicles like crazy. However, remember that Fire Dragons are cheaper, fit into Transports better, and have much the same role, so they do face some competition if you are tight on points. Alternatively, Wraithguard equipped with wraithcannons are fantastic candidates for a ''Webway Strike'', being able to drop in on a key target and unleash a salvo on important backline targets. Having a Spiritseer, Autarch, or Farseer around to help make sure the shots hit home is always recommended. When in doubt, the default wraithcannon will serve you well. Notably, unlike the Dragons, these guys are not only durable, but can Fall Back and then Shoot; this is typically not a concern against the things they're good at murdering, but see below. *'''D-Scythes''' **Pay 5 more points per model to turn the wraithcannon into a flamer: Assault 1d3 auto-hit, but only D1, and only 8". The net effect on damage out is that you go from 2.33 (after accuracy and rolling for damage) to 2; switched to a more standard roll once per model with the Codex, so variance is now less of an issue, but you can no longer re-roll the entire unit for a single command point. The damage difference is fantastic against Quantum Shielding, where they actually do far more wounds per point, and the rate of fire increase is easily worth it against hordes, but again, Dragons have better damage out per point (here, you'd always take a Heavy Flamer on the Exarch to compete); the reason to field Wraith is that you can back out of a fight and shoot anyway, which is where D-Scythes really shine, since it's usually hordes who try to stop you this way. 5/10/15 "shots" on a Conscript or Boys blob doesn't sound like much until you realize that it's an average of 4.17/8.33/12.50 dead infantry plus the additional casualties inflicted in the Morale phase. Depending on leadership (4 for Conscripts, 6 for Guardsmen) you can end up causing a significant chunk of damage in the Morale phase, or force your opponent to burn some CP. </div> </div> ===Fast Attack=== *'''Vypers''': Extremely resistant (by eldar standards) and mobile heavy weapons platform with 16" of movement, going up to 20" with a maxed out unit. Can take any eldar heavy weapon in addition to the twin catapult (upgradeable to cannon) it gets by default. It's a nice little unit, but the usual rules to moving and advancing with heavy weapons do apply unless you are {{W40Kkeyword|Saim-Hann}}, who can move and shoot these without penalty regardless of weapon thanks to them counting as {{W40Kkeyword|Bikers}}. For most other craftworlds, they do function quite well as an easily repositionable heavy weapon turret that can quickly respond to a variety of threats due to its flexible loadout. Alternatively, you can get two double-cannon Vypers for five shuriken cannon Windriders, who are way less durable, so there is that to consider. [[Awesome|It is also worth noting that Vypers do not suffer from the same degrading stats that other vehicles have when taking damage]]. As of the Codex, they are both {{W40Kkeyword|Vehicle}}s and {{W40Kkeyword|Biker}}s. Typically, you don't want one, [[DISTRACTION CARNIFEX |but three: with shuriken cannons as {{W40Kkeyword|Biel-Tan}}]] or any heavy weapon as {{W40Kkeyword|Saim-Hann}}. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': As mentioned, Vypers come equipped with an underslung twin shuriken catapult which can be upgraded into a shuriken cannon if so desired. The main selling point however, would be the heavy weapon loaded on the gunner seat, which can be any one of your five standard heavy weapon choices. <div class="mw-collapsible-content"> *'''Twin Shuriken Catapult''' **The default under-gun for your Vyper is your cheapest and weakest option. It does put out a respectable four shots at close range, something your Vypers are easily able to dart in and out of, though a max range of 12" makes it challenging to utilize in conjunction with the much longer reaching turret mounted weapon for non-Saim-Hann Vypers. *'''Shuriken Cannon''' **The ideal choice for Biel-Tan Vypers, going with two shuricannons per bike allows each model to churn out a decent six S6 shots to apply pressure on smaller MEQ/GEQ units. For other craftworlds, upgrading the underslung twin shuripult into the cannon allows you to more reliably contribute extra firepower at ranges more in line with your other heavy weapon choice. Saim-Hann Vypers may want to eschew the shuricannons altogether, as their ability to move and shoot their other heavy weapon without penalty could let you opt to simply stick with the higher firing rate the default twin shuripult provides at a cheaper cost. *'''Scatter Laser''' **Your GEQ gimper synergizes decently with a shuriken cannon for Vypers in a position to act as turrets and are your cheapest choice in heavy firepower. Going this route means that your Vyper will struggle to break through tougher targets with good armor, but it'll be pretty effective at clearing out standard infantry squads. *'''Starcannon''' **The MEQ murderer, the starcannon does very well against most armored infantry due to its good AP values, range, decent rate of fire and variable damage letting it cripple or outright kill multiwound models like primaris marines or Terminators. Where other units taking starcannons would possibly struggle to wipe a MSU squad of MEQ or TEQ in a single turn, two to three Vypers geared with Starcannons can focus-fire down such squads and use their underslung weapons to finish off any survivors. *'''Bright Lance''' **Your Monster mulcher will burn through all but the sturdiest of armor. With Vypers priced as they are, a "unit" of three can dart up the map and deal horrendous damage to enemy vehicles or monsters. The lucky shot with the underslung weapon (ideally a shuricannon to maximize wounding potential against such targets at safer ranges) can also provide some extra chip damage in case the (rather limited) bright lance shots fail to fully finish off the target. *'''Aeldari Missile Launcher''' **An all-rounder weapon, the AML can be very useful for laying down hard/multi-hitting firepower across the board. Honestly this is probably the one weapon not necessarily recommended for your Vypers. It has double/quadruple the range of your shuriken cannon/catapults which somewhat discourages using it as a gunline unit in addition to its extreme mobility encouraging the run-and-gun playstyle that in turn punishes non-Saim-Hann Vypers with hit penalties for doing so. </div> </div> *'''Windriders''': The eldar jetbikes squads are back in the Fast Attack slot (though to be fair, with the new Detachment rules, they don't even need to be Troops anymore) costing 18 points per model with its default kit. Windrider jetbikes strike a nice balance; they're reasonably durable and are blisteringly fast units that can tote Twin shuripults or shuricannons for maximizing speed, or can take Scatter Lasers for maximizing each model's mid-strength shots. They are great for filling out Fast Attack slots cheaply and excel at flanking enemy positions due to their speed and {{W40Kkeyword|Fly}} keyword. Of special note are {{W40Kkeyword|SAIM-HANN}} Windriders, who are much more effective when used in conjunction with Scatter Lasers given they lose the penalties for moving-shooting heavy weapons. Alternatively, {{W40Kkeyword|Biel-Tan}} Windriders are excellent vectors to abuse shuriken spam at a bargain-bin price tag. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Windriders have only three choices of underslung gun to pick from, all of which perform somewhat similar roles. Adjust depending on what craftworld you're running and whether or not you want them to play a primary role in your army. <div class="mw-collapsible-content"> *'''Twin Shuriken Catapult''' **The default gun is probably your ideal choice for the average Windrider. The relatively short range isn't too much of an issue due to how quickly your Windriders can jet across the field and performs comparably if not better than the cannon against your more ideal targets. A great loadout choice for Windriders just filling slots for Brigade detachments. *'''Shuriken Cannon''' **Interestingly, the shuriken cannon is now your most expensive choice. A lower number of shots means that even though it hits at S6, it has a slightly lower killing potential against hordes than the TSC and performs relatively the same against MEQ. It does have its uses though; a 24" range expands your threat radius considerably while the potential AP-3 gives it a slightly higher chance at wounding tougher targets with a lucky roll or two. In general though, it might be best to pick one of the other two guns. *'''Scatter Laser''' **The longest ranged gun your jetbikes can carry can also be the most temperamental. Its range does allow you to simply have your Windriders camp back and blast enemies downfield, though most craftworlders will suffer hit penalties if they need to reposition for any reason. This isn't a major issue though and can be negated entirely by running {{W40Kkeyword|Saim-Hann}} if you so wish. Honestly a solid choice either way for dealing with infantry focused armies and despite lacking any AP, can still try to deal chip damage to heavier targets by virtue of their rate of fire. </div> </div> *'''Wasp Assault Walker (Forge World):''' You know what doesn't suck? [[Awesome | A War Walker that deep strikes and flies.]] Retains the loadout configurations of the ground walker, 5++, can still form up into squadrons, still has a profile that doesn't degrade with a bonus Wound for good measure, Battle Focus, you name it. What do you need them to do? Shred infantry, murder tanks, hunt TEQs, harass careless characters... the Wasp can do it all. All this, and not hobbled by melee; just bounce out and keep shooting. As a Fast Attack unit, the Wasp Walker is exceptionally durable (by eldar standards at least) and can bring its two heavy weapons of any choice for roughly the same price as single Windrider squad (depending on your loadout, obviously). In Saim-Hann detachments, Vypers are more ideal since they're one of the 3 biker units that benefit from moving heavy weapons without penalty, and are marginally cheaper for it. Alaitoc and Ulthwe are great for more generic lists, while shuricannon Wasps do enjoy Biel-Tan's re-roll support (though you have cheaper, more ideal shuriken platforms for that craftworld perk). <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Despite being Forge World exclusive, the Wasp Assault Walkers' selection is just as standard as its ground-bound variant. Alongside simply being a better War Walker, the Wasp also has the privilege of not taking up your hotly contested Heavy Support slots. You may mix and match these as you see fit. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **A decent choice for Biel-Tan walkers, though it is somewhat point inefficient compared to your Windriders or even the vanilla war walker for this role. Not to say that it doesn't benefit greatly from having Battle Focus and the ability to deep strike and ambush backline gunners, it's just that by the time your walkers are able to deep strike outside your deployment zone, any of your biker units could have easily rushed into position with their superior movement speed. *'''Scatter Laser''' **Honestly a pretty great choice for dealing with infantry and arguably your second most cost effective scatter laser platform (Saim-Hann windriders excluded). The sheer mobility and deployment options the Wasp possesses allows it to get into an ideal position to act as a turret to pick away at enemy lines, though the usual problems from the lack of AP and accuracy on the move apply. *'''Starcannon''' **Giving your Wasp a pair of these can make it an ideal executioner of smaller MEQ/TEQ squads like inceptors or aggressors while posing a decent threat against light vehicles, but the drastically reduced number of shots will make the Wasp struggle against model heavy units or particularly tough vehicles/monsters. While reasonably priced guns, you should probably field no more than one or two Wasps kitted out with starcannons if you want them to effectively earn back their points. *'''Bright Lance''' **A solid choice for your Wasps, kitting it out with two of these lets it effectively hunt harder targets like dreadnoughts fairly reliably. Like most units with access to them, it does face some minor overlap with the AML now due to costing the same and should probably only be picked over it if you are expecting vehicle/monster heavy armies. *'''Aeldari Missile Launcher''' **The most flexible, if expensive choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. The Wasp can take great advantage of this weapon's range alongside its flexible deployment/movement to grant it near perfect coverage over the battlefield. </div> </div> *'''Hornet (Forge World):''' A speedy and sturdy vehicle, the Hornet is essentially a jacked up Vyper: T6 at 8 Wounds with no degrading statline keeps it on the field for quite a while, even under relatively sustained fire at peak efficiency. This can be augmented in a pinch by the inbuilt ''Lightning Assault'' ability, which incurs a -1 to-hit penalty against units targeting the Hornet if it advances. Unfortunately, taking advantage of this ability does disable 5/6 of its guns for the rest of the turn, so outside gimmicky builds this should only be done in relative emergencies. That said, at 50 points baseline with the ability to take up to three Hornets per slot makes them quite reasonable vectors for heavier firepower. Slapping a CTM on them actually makes them the quickest and most accurate platform for such firepower available to you (with the usual caveat the CTM incurs) and should definitely be considered if you're not running Vypers under Saim-Hann. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': In addition to the standard fare of heavy weapons available to most vehicles, Hornets also have access to their own unique gun; arguably the best in its arsenal. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Normally a decent if subpar choice, a hilarious niche the Hornet holds with the shuriken cannon is the synergy it has with ''lightning assault''. As the only weapon at the hornet's disposal that can fire after advancing, taking a pair of these is important for people looking to abuse the hornet's speed and natural defenses while still providing some degree of firepower. Without re-roll support through the Guide psychic power or a tag-a-long Autarch, you will notice a fairly significant dip in the Hornet's accuracy playing this way. *'''Scatter Laser''' **The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, though like the rest of the standard heavy weapons, it's arguably outdone by the pulse laser even in this regard. *'''Starcannon''' **While the starcannon is just over half the price of the pulse laser, it is completely outclassed by it in every regard. Avoid taking this. *'''Bright Lance''' **A decent choice, for an anti-vehicle/monster Hornet, but it's arguably worse than the pulse laser in most matchups. *'''Aeldari Missile Launcher''' **The most flexible choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. Like several of the Hornet's options, it is pretty outclassed by the pulse laser due to the AML's variable and unreliable number of shots and/or damage output per shot. *'''Hornet Pulse Laser''' **The signature Hornet pulse laser, while expensive at 25 points per, is honestly the most attractive due to its excellent range, rate of fire, solid AP values and a flat 2 damage letting it slaughter GEQ, MEQ, TEQ, light vehicles and even slightly weaker monsters in quick order. It can also prove effective against heavier targets due to its good strength and AP, all things considered. Pair with a CTM to ensure you can keep accurate on the move. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': As fully fledged vehicles, Hornets are completely eligible for any and all vehicle upgrades. Of course, if multiple Hornets are taken in a single slot, all of them must be upgraded in the same manner as one another. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Hornet maneuver without completely sacrificing accuracy in order to do so. If you have the points, you should definitely pair this with a pulse laser Hornet. Of course, as it only removes the penalty for shooting the closest target after moving, do note that positioning is key. *'''Soul Stones''' **Like most vehicles, Hornets can appreciate the potential to ignore incoming wounds, but taking these can drastically increase the price of your Hornet(s), especially if they're packing pulse lasers. Like literally every vehicle, don't take these if you're running your hornets under Ulthwe. *'''Star Engines''' **A nifty but largely unnecessary upgrade. Hornets are plenty fast as is and there's almost no instance a standard advance won't provide the extra speed you'll need. *'''Vectored Engines''' **Now this one has potential for some gimmicky cheese. Pairing this with the Hornet's ''lightning assault'' will guarantee a -2 to-hit debuff on units targeting your Hornet, which stacks with Alaitoc's Fieldcraft attribute for a -3 to-hit at ranges of 12" or more. Use the ''lightning reflexes'' stratagem if you wish to transcend that debuff to a comical -4 to-hit modifier. This can make sure your Hornet is borderline untouchable for a quick repositioning, or you can run two shuriken cannons to zip around and hassle enemy units while they can only shake their fists at you. Just keep in mind that if you're running anything but shuricannons and do this, your Hornet won't be contributing jack shit for the rest of the turn. </div> </div> ===={{W40kKeyword|Aspect Warriors}}==== *'''Shining Spears:''' Taking a glance at their stats, they look like Windriders with +1 Ld, but they are more expensive. That is before you look at their special abilities and weapons, and the fact that they got to keep their 3+ armor save. You gain a S6 AP 4 D2 weapon (the Exarch can upgrade to a S8 version for basically 2 extra points) in addition to the twin shuriken catapult, and a '''4+ invulnerable save vs shooting''' allowing for some shoot, charge, withdraw, shoot shenanigans that will leave the Mon'Keigh raging. They have been vastly improved from 7th Edition, and can cause some serious damage when charging, though their cost might be prohibitive. Remember to always shoot the twin shuriken catapults! It's very easy to forget about them. Honestly, they are the hidden gem of the CW Index and borderline OP in a {{W40Kkeyword|Ynnari}} list. A minimum unit is effectively immune to morale, and for 102 points, you can either shoot anything 28" away for up to 6 damage (by Advancing and then shooting the Lances at no penalty, thanks to Battle Focus), or shoot and reliably charge anything 22" away for up to 20 damage. Even better with a Warlock Skyrunner along to cast Quicken, of course; an {{W40Kkeyword|Alaitoc}} warlord skyrunner can support them with a morale immunity bubble if you're worried about making the unit large. ** Just make sure you blast Sabaton whenever you declare a charge with these guys. You will thank me later. **These guys got a significant points drop in CA 2019 which seems fair given that ynnari shining spears are now incomparably inferior to what they once were. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Shining Spear Exarchs have '''Expert Hunter''' as standard issue powers, giving them wound re-rolls against {{W40Kkeyword|Monster}} and {{W40Kkeyword|Vehicle}} units. Like the others, you may replace or pair this power with one of these using the respective stratagem. <div class="mw-collapsible-content"> *'''Blademaster''' **Your Exarch's paragon sabre does a flat 3 damage. Generally speaking, hot garbage - the situations in which this is better than a Star Lance paired with Lancer are so few you may as well ignore them. *'''Heartstrike''' **Your Exarch's melee weapons generate a mortal wound on an unmodified hit roll of a 6 on top of all other damage dealt. Never take this - like Blademaster, this will almost always behave like Lancer but worse, assuming you take the Star Lance you should be taking. *'''Lancer''' **The Exarch generates an additional hit on an unmodified hit roll of 6 while using a Laser/Star Lance. Notably works at range and melee, and will generally behave like +1 to hit, which it will also stack with. This power plus a Star Lance should ''always'' be your choice over Blademaster or Heartstrike; while it will stack with Expert Hunter, if you're choosing between them, Lancer is better against lighter targets, and Expert Hunter is better against heavier ones. *'''Skilled Rider''' **The Exarch (and only the Exarch) has a 3++ invulnerable save against shooting attacks (1 better than stock). A Warlock Skyrunner tagging along casting protect gives the Exarch a disgusting [[cheese|2++ invulnerable save]], bar a potential followup FAQ. As of now, there's nothing saying you can't use CP rerolls on them, either. The downside is that you have to take shots on the Exarch to use this, so anything that gets through will kill off the most valuable squad member. *'''Swooping Dive''' **While the Exarch is alive, the entire unit adds 1 to all charge rolls made. Generally speaking, the best option available, since Shining Spears ''really'' want to be in melee to do their jobs. *'''Withdraw''' **While the Exarch is alive, the entire unit may fall back at the end of the fight phase 6" like it was their movement phase. Useless if your opponent Falls Back (or dies), so it's primarily useful when you're on the ''receiving'' end of a charge, allowing you to functionally fall back, shoot, and then charge, without any CP or specialized detachment investment, instead of being forced to choose between falling back and shooting, or hanging out in melee without the charge bonus to your strength. **Alternative take, this is far and away the best Exarch power as it allows you to move out of combat in your opponents fight phase to move shoot and charge normally in your turn. Wrap your spears around an enemy unit in your turn preferably one that doesn't pose a threat to them in combat, wait out their shooting phase in combat, then at the end of their turn, back your unit out no strings attached. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Shining Spear Exarchs can trade in their Laser Lance for any of the below: <div class="mw-collapsible-content"> *'''Paragon Sabre''' **Trap. It costs the same as a laser lance, so it's effectively free, but you not only give up the lance's shooting profile, you drop to S3 all the time, and D1; S3 is useless against the Shining Spears' primary targets, which are {{W40Kkeyword|Monster}}s and {{W40Kkeyword|Vehicle}}s. The Exarch is re-rolling wounds against your main target anyway, and it's not like the Aeldari are starved for To-Hit buffs anyway, so what's the point? The Exarch already has a ton of attacks for a unit leader, so you want to up the quality of your Exarchs attacks which leads to: *'''Star Lance''' **Pay 2 more points for a buffed up laser lance with S8 on charges and shooting. A minimum unit is still 2 laser lances and a star lance, but you'll have 4 laser hits and 3 star hits in melee. Easily worth it. </div> </div> *'''Swooping Hawks:''' The anti horde option. Deep Striking, great movement and great firing range means that the unit has an absurd threat range. With their lasblasters being Assault 4 with S3 they do appreciate Doom, to-hit re-rolls and big unit sizes, so going MSU with these is a bad idea. At 13 points per model they will still be comparably cheap. If they get trapped somehow, Skyleap will be a good "get out of jail free" option, which can be used in any turn. Bounce at will, ladies. One may be tempted to make excessive use of their grenade packs by landing next to or flying over enemy units. However, even under best circumstances, a max size unit will achieve only 1-2 mortal wounds against a 10+ enemy unit. Given that their typical targets will be guards, gaunts and similar GEQ, 2 mortal wounds will be probably negligible. By doing so the Hawks are put directly into retribution range, which they will probably not survive. In most cases it will be more beneficial to stay save at 24" and only use the grenade launchers if two mortal wounds will make any impact. [[Derp|For some reason they forgot how to use Haywire Grenades.]] An alternative use may be a minimum sized unit for 65 points without upgrades for objective grabbing and finishing off remains of enemy units. In this case you should field some other means of anti horde weapons as well. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Swooping Hawk Exarchs have '''Herald of Victory''' as their default power, uniquely granting +1 Leadership to all {{W40Kkeyword|<CRAFTWORLD>}} units within 3" of them. This does have its own minor uses, such as buffing a Mind War Farseer or supporting blobs of Guardians. Outside those specific uses, this generic ability certainly doesn't compare to the selection below, so don't feel compelled to waste a command point on HoV's behalf. <div class="mw-collapsible-content"> *'''Intercept''' **Your Exarch and the unit accompanying him may reroll hit rolls against units that {{W40Kkeyword|Fly}}. Kind of handy given the general abundance of that keyword, but not the most useful of these powers. *'''Suppressive Fire''' **When your Exarch fires overwatch, the charging enemy must subtract 2 from their charge rolls. This can make your Swooping Hawks a fantastic screening unit against combat heavy armies. *'''Exarch Evade''' **Your Exarch confers a squad-wide 5+ invulnerable save. A good defensive power for fighting a variety of different armies. *'''Rapid Assault''' **When your Swooping Hawks successfully charge/get charged, your Exarch adds 2 to their attack characteristic for the turn. *'''Fast Shot''' **Exarchs alter their ranged weapon profiles to Assault 6. [[Dakka|Dakka Dakka Dakka!]] *'''Swooping Barrage''' **Your Exarch and his unit add 1 to all Grenade Pack rolls, triggering mortal wounds on a 5 and 6. Just like the scorpions, doubling your chances to deal mortal wounds (especially since all your hawks need to do is land near or move over enemy units) is awesome, especially when running larger units. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Swooping Hawk Exarchs can take a power sword in addition to trading in their lasblaster for either gun below: <div class="mw-collapsible-content"> *'''Power Sword''' **This does not replace your lasblaster and can be taken with either of the two below. For 4 points it gives you a bit of melee bite, especially because you will typically have them within charge range of a lot of units if you make use of their grenade packs. However, you don't want to have your Hawks to end up in close combat anyway and 2 power sword attacks won't make any noticeable impact. In the end it feels like a waste to spend points on equipment you don't want to use in the first place, and you are better off spending these on other units (like spears for your Warlocks and Farseers). *'''Hawk's Talon''' **Lasblaster that costs 3 points more and gives you S5. This is the more straight-forward upgrade for the anti-infantry role the Hawks are designed for. Definitely worth the points, although equally good as the sunrifle. Take whatever tastes better. *'''Sunrifle''' - '''Legends''' **Lasblaster that costs 4 points more and gives you -2AP, which will probably negate any armour save your typical targets have. Additionally it causes -1 to Hit if any damage was done. Unfortunately this -1 to Hit debuff lasts only until the end of the turn, therefore it will only have an effect on the consecutive close combat phase, making it rather useless. You could potentially support one of your close combat units like Scorpions or Banshees with it, or imagine the trolling when you kill someone in Overwatch with it! However, most probably you will take this weapon for the AP, not for the blinding effect. </div> </div> *'''Warp Spiders:''' These were one of the main reasons everyone hated playing against eldar in 7th. While they lost most of their mobility tricks, the one they kept is still hilariously good: instead of advancing, they can increase their move by 4D6" and gain the {{W40Kkeyword| Fly}} keyword without any other restrictions. That's right, Warp Spiders are now faster than jetbikes almost half the time. Their guns work in much the same way, 2 Shots at Str 6 with an AP of -4 if you roll a 6. Their Flickerjump ability doesn't actually move them, but imposes a -1 to hit in the enemy shooting phase, although rolling snake eyes will kill one of them. For the love of Khaine keep these guys in cover. A 3+ save isn't much when you're '''always''' in Rapid Fire ''and'' Charge range. 2+ save and -1 To Hit? Now we are getting somewhere! Also because the Spiders rely so much on drowning opponents in saves, and because they can re-roll morale tests, going MSU isn't really the best idea with these guys. With the Fire and Fade Stratagem they also get JSJ back, which again favours big units. The Codex makes them 18 points per model, and confirms that they can use the Jump Packs to Fall Back- in fact, since they get the '''FLY''' keyword when using it, they can still shoot afterwards! Bounce at will! They also finally re-learned how to deep-strike! **'''How to become [[That Guy]]''': Argue that Flickerjump is not limited to once per turn, but can be activated every time the enemy shoots at you (that's how it's written) and will stack without limits to -3, -4, -5 and so on (that's not explicitly written, but is the wet dream of That Guy). FAQ may change this in the future. **'''How to counter[[That Guy]]''': Main Rulebook FAQ already indicates that the effects of rules with the same name, do not stack unless they say they do. So while you can activate Flickerjump multiple times RAW, the end result is still only a -1 to hit rolls. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Warp Spider Exarchs have '''Iron Resolve''', granting them rerolls to failed Morale tests. Due to their smaller unit sizes and good leadership, this isn't the best vanilla power and unless you really plan on maxing out squad sizes, there's little need to spend a command point to keep this and whatever much superior ability listed below you want. <div class="mw-collapsible-content"> *'''Surprise Assault''' **On a turn in which your Warp Spider Exarch and his unit set up on the field, each model can reroll a hit roll for their deathspinners. A nice supportive power that negates any real need for a Swooping Hawk/Jump Pack Autarch to accompany your dudes. *'''Withdraw''' **Like Shining Spears and Striking Scorpions, Warp Spider Exarchs and their unit may fall back at the end of the fight phase 6" as if it were their movement phase. A touch redundant since your Warp Spiders could already use their jump packs to just teleport away without much consequence regardless. Leave the charge-withdraw-charge shenanigans to units designed for melee combat. *'''Whim of Deceit''' **Your Exarch and his unit can exit the battle field at the start of your movement phase and redeploy at the end of it via Deep Strike rules. This can only be done once per battle. This is ''slightly'' underwhelming; it can certainly act as a get out of jail free card and it removes the unpredictable variance the jump pack's 4D6 movement can cause, but it seems less useful compared to a few of the other perks here. *'''Spider's Lair''' **If your Exarch and his unit are fully on or in cover or terrain feature and an enemy unit successfully charges them, roll a D6. On a 3+, that enemy unit takes d3 mortal wounds. Now this is the kinda power you're going to want! Given how ridiculously maneuverable Warp Spiders are, it's very easy to put them in a position of deep cover where enemy units will be highly encouraged/tempted to dive in after them. That said, savvy opponents will catch onto this tactic quick and will sooner attempt to smoke your spiders out of hiding than risk that kind of damage. *'''Flickering Assault''' **Your Exarch and his squad pile in 6" instead of 3". Again, Warp Spiders aren't really meant for melee. Sure, they can survive in it due to their 3+ armor, Flickerjump rules and semi-capable Exarch wielding powerblades, but why would not use units like Shining Spears for that purpose instead? *'''Spider's Bite''' **Your Exarch's powerblades get a +1S buff and deal 2 damage per swipe. A much more usable melee buff than the others here, but once again, why not just take a squad of Shining Spears if you want fast, hard-hitting melee units? </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' Warp Spider Exarchs can trade in their deathspinner for either gun below. The Exarch also has the option to pay 4 points to buy a pair of powerblades, very useful now we know they can Warp out of combat at will. <div class="mw-collapsible-content"> *'''Powerblades''' **AP-2 and +1A; your Warp Spiders don't want to be in melee, but if they do find themselves there, this is absolutely worth the cost. Still, you're better off saving your points and playing them as dedicated to being shooty. *'''Two Deathspinners''' **Warp Spiders rely on popping up in cover near a high value target and drowning them in armour saves. This helps them be better at that. Always take this if you can afford the extra 8 points since it's definitely cheaper than another Warp Spider. *'''Spinneret Rifle''' - '''Legends''' **It's 4 points cheaper than two deathspinners and with -4 AP, but with Rapid Fire it kinda sucks. You need to be within 9" to get your 2 shots, which won't happen if you deep-strike them (and you'd need them to get any use out of this). While statistically better than even two deathspinners against high armor value, TEQs and MEQs shouldn't really be your preferred targets in the first place. Not really a good option. </div> </div> ===Flyers=== '''Note''': All Eldar Flyers have special rule called "Wings of Khaine", which means they advance 20" without rolling, and more importantly, it gives the old vector-dancer: pivot up to 90°, move 20-60", and then pivot again up to 90°, which is something even Dark Eldar do not get. This rule mean that now Eldar flyers can potentially fly between 2 points all the time, good luck positioning your Crimson Hunters in a 6" bubble near Asurmen. *'''[[Hemlock Wraithfighter]]''': Easily the best flyer for the [[Craftworld]] Eldar (though it faces some stiff competition from the Dark Eldar for the title of "Best [[Aeldari]] Flyer"), and overall one of the best support units in the list. For 210 points you get 16" Assault 2d3 S12 AP-4 D2 shots that autohit, wound easily, and do lots of damage, though the 16" range does put you in Rapid Fire range of Plasma Guns and Hellblasters, and Bikers and Assault Marines with Melta can easily swoop in and cause serious damage, so be careful with your positioning. The 12" -2Ld aura (-3 with Horrify) to enemies is very strong in this morale meta, especially if it forces your opponent to burn CP auto-passing morale tests. Don't forget the psychic power too! See below for a breakdown, as all have their niche. It also keeps Vector Dancer, so it's easy to keep it on the board, too! One of the reasons this is the best Flyer you can take in the Codex is that it can actually use its automatic 20" advance and still shoot - note that this makes its Movement 20-80", which, combined with the size of its base, means it can reach anywhere on the table from anywhere on the table. It also has built-in Spirit Stones for a 6+++ FNP, unlike the other Flyers, who can't take anything from Vehicle Equipment. **With the recent increase in crimson hunter exarch point cost, the hemlock may be seeing a lot more competitive play in the near future. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Psychic Powers:''' The Hemlock Wraithfighter, as mentioned, is one of the precious few {{W40kKeyword|Vehicle}} units in the game that is also a {{W40kKeyword|Psyker}}, but it comes with a slight caveat. Aside ''Smite'' (which can be replaced with a Rune of Fortune if you wish), each Hemlock may only know one Rune of Battle and may only target enemy units with it (effectively, they only know the hex half). With only one cast and denial available per turn, you'll have to choose wisely based on how you want your Hemlock to synergize with your army. <div class="mw-collapsible-content"> '''Runes of Battle''' #'''Reveal:''' Use this to negate cover saves on your target. The Hemlock's D-Scythes punch through armor with laughable ease, only models a 2+ armor save and no invuln save to fall back on will have any hope of surviving a blast from these soul-shredders. If you're looking to support other units with this power, take it on a warlock. #'''Horrify:''' Use this to apply a -1 Ld modifier on your target - if you're trying to make a morale bomb, this is a convenient way to improve your Mindshock Pods. #'''Drain:''' The target takes a -1 modifier to hit in the Fight phase. For a number of reasons, you should never take this on a Hemlock; use a warlock if you're looking to cripple enemy units in the fight phase. #'''Jinx:''' Use this to debuff your target's saves (armor and invuln!) by -1. This is the best supporting power for an offensive mindset, as it'll let your Hemlock more effectively engage targets with notable invulnerable saves #'''Restrain:''' Target halves their Move. Careful not to use this on an enemy Flyer without reading its datasheet - for many of them, what you'll end up doing is applying a buff, since you're reducing their problem of being forced to move a minimum distance. It's not really useful against the Hemlock's preferred targets, but can be used to help hold a particularly fast target relatively close to the rest of your army so they can kill it. #'''Enervate:''' Target subtracts 1 from their wound rolls. Again, you have far more cost efficient vectors to use these sort of powers, don't take it on a Hemlock. *'''tl;dr:''' Use Horrify to improve your [[Mindshock Pods]], Jinx to upgrade your Heavy D-Scythes and help the boots on the ground, and Enervate to protect other elements of your army from a potent melee threat. The rest are situational and/or usually best left to the Warlocks to handle. </div> </div> *'''[[Crimson Hunter]]''': This is a Crimson Hunter [[Exarch]] that is even less accurate, since it doesn't re-roll 1s to hit, and is only marginally cheaper. Generally, skip - take an Exarch or don't take a Crimson Hunter at all (although a Hemlock is still better). *'''Crimson Hunter Exarch''': For 15 points more than the base version it gains re-rolls of 1s to hit or better (see below). Has twin Bright Lances and a Pulse Laser, and can swap the bright lances for starcannons. Re-rolls failed wounds against targets with {{W40Kkeyword|fly}}, but at only BS4+ re-rolling 1s against enemies with Hard to Hit, and with low shot volume for dealing with jetbikes and jump infantry, broadly worse than just taking a Jinx Hemlock for solving the same problems. Oddly enough our dedicated fighter aircraft is worse at shooting down planes than the earth-bound Dark Reapers. As an anti-monster/vehicle or anti-MEQ/TEQ unit, however, CHEs are not to be underestimated. The default underslung Pulse Laser is a significant threat to any multiwound models not packing storm shields and the semi-flexible loadout options give them a little more customizable utility when compared to Hemlocks or standard Hunters. **However, if you spend a CP to make your CHE have marksmans eye and Hawkeye, it boosts its expected damage output (v a collection of 8 common vehicles) significantly and makes it hit harder than the hemlock for fewer points. Use bright lances with this combo. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' One of the defining features the Crimson Hunter Exarch has over its basic version is '''Marksman's Eye''', the aforementioned ability to re-roll hit rolls of 1. While it's good, other powers are better, so you'll only keep it when you want to spend a CP on both. Generally speaking, your best bet is Hawkeye, followed by Hawkeye + Marksman's Eye, but Aerial Predator and Evade can both be used effectively if you have a particular use in mind. <div class="mw-collapsible-content"> *'''Aerial Predator''' **Ranged attacks deal 1 more damage against enemies that {{W40Kkeyword|fly}}. D4 pulse laser shots and either D1d3+1 (usually 3) damage starcannon shots, or D1d6+1 (usually about 4.5) bright lance shots. Whichever combo you choose is sure to leave a hell of a dent in a significant portion of the game. Because the damage benefit triggers only against targets you already re-roll wounds against, you should generally always choose starcannons for this, as you'll get +4 damage out of it instead of +2, due to the doubled rate of fire - between the guns being cheaper and your wound re-rolling making up for the strength difference, the starcannons should end up outperforming the bright lances against just about anything. Works wonders considering the pesky primarine repulsor bricks have FLY just as those damn Rapetides. *'''Evade''' **A free 5++ invulnerable save. Can't argue with that! Pair with {{W40Kkeyword|Iyanden}}, {{W40Kkeyword|Alaitoc}}, or {{W40Kkeyword|Ulthwé}} for particularly durable combinations. *'''Hawkeye''' **You no longer suffer movement penalties for your heavy weapons, letting your CHE actually use its BS2+ fully! This obviously works wonderfully with Marksman's Eye if you choose to keep it using the stratagem to do so. ***As for the math: On the move, your accuracy is 24/36 base, 28/36 with Marskman's Eye, 30/36 with Hawkeye, and 35/36 with both. This means you should ''always'' take this over Marksman's Eye, as you have way to stop moving, and this has a better benefit. *'''Strafing Assault''' **Attacks against targets that ''can't'' fly re-roll wound rolls of 1. Absolutely worthless, because it's Marksman's Eye but worse, in that it only works against some targets, and it's also always going to be worse than Hawkeye. *'''Eye of Khaine''' **Units targeted by your CHE don't receive the benefits of cover. Since all of your guns are AP-3 or AP-4 to begin with, you can reliably give this one a miss. *'''Aerial Maneuvering''' **You may pivot 180° instead of ''just'' 90°. This one is laughably unnecessary since virtually all craftworld fliers can bounce back and forth between any two points on the board like coke addicts thanks to their Wings of Khaine rule. Unless you're trying to confuse and misdirect your opponent with semi-random twists and turns along the way, it's better to pick something that actually boosts your CHE's damage or accuracy. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Loadout:''' Unlike their standard counterparts, Crimson Hunter Exarchs can choose to pair their built in pulse laser with either two bright lances or two starcannons. <div class="mw-collapsible-content"> *'''Bright Lances''' **These are the most expensive choice, but they have the most synergy with the pulse laser. The bright lances also offer the highest potential damage output against a single target; a few lucky rolls can let your Crimson Hunter vaporize a tank with a single S8 four-shot volley. On the other hand, the D6 damage of the bright lances can be just as much of a curse as a boon given the fewer shots per turn and highly variable damage compared to the slightly weaker yet more consistent starcannons. *'''Starcannons''' **For the cheaper, more flexible approach. Four S6 shots and two S8 shots can fully wipe a MEQ squad and severely threaten a TEQ squad or monster. The D3 damage of the starcannons might not have quite the same impact the bright lances have against harder targets, though having double the number of shots per gun does let it compete or even outperform it against anything T5 and lower. </div> </div> *'''Nightwing (Forgeworld):''' Corrected from Fast Attack to Flyer in errata. Clocking in at 139 points and effectively benefiting from many of the flyers’ best upgrades, the Nightwing Interceptor is one of the undiscovered gems of the Aeldari hangars. Sure, a payload of just a twin linked shuriken cannon and a twin-linked bright lances might sound like a small arsenal to put on your Flyer of choice, but thanks to the embedded CTM and the quite versatile movement you acquire with the Vector Shift ability, you can dash right in to make that tank at 60” go boom without penalties on to hit. All in all, the Nightwing Interceptor is a little solid choice that won’t turn the tides of the battle by itself, but when paired with other specialist units- which abound in the CW Codex- or even another Nightwing, becomes a fearsome threat for every responsible player. But it comes at a price of being a soft T6 target that tends to run straight into enemy line to use the CTM, so beware you WILL go down and go down you will. *'''Phoenix (Forge World):''' Corrected from Fast Attack to Flyer in errata. '''Not''' The cheapest of all the Aeldari "Flyers" though it has more wounds then most of the Space Elf flyers AND more shots than all of them too! Built-in CTM means you can shoot the underslung heavy weapons at the closest unit without the -1 to hit penalty. Due to flyer movement this is a little trickier to utilize than other eldar flyers, so watch out. The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it's more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers. Twin StarCannons are very expensive but 4 shots semi-guarantee death (even with the FAQ errata for D3 damage instead of 3). Nightfire missiles averaging 7 shots a turn can be used as an anti-horde option, and includes a debuff if you wound the enemy if you're playing an apocalypse game. Phoenix Missiles are similar to [[starcannons]] with only D6 variable shots and flat 2 damage, so they're unreliable for big damage output but can trim a few enemy Terminators or [[Primaris Space Marines]] from any squad. Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and since they are assault, can shoot even at far targets without the -1 to-Hit penalty. ===Heavy Support=== *'''Dark Reapers:''' Easily one of the best units in the Heavy Support slot in the entire Aeldari Faction (which is saying something, given the competition they face), if not the entire game. Their Reaper Launchers offer you a single shot at S8 AP-2 flat D3 for your vehicle and monster killing needs, or two shots at S5 AP-2 flat D2 for taking out infantry. They always hit on a 3+ in the Shooting phase, no matter what, even if they are shooting at a supersonic aircraft at night on the move. Including movement they have a threat range of 54", although probably they will be sitting still in some warm and cozy, high piece of cover. All in all they are a great firebase that can nuke anything. Due to their reputation your opponent will try hard to eliminate them as soon as possible, which is why you should take extra precautions, especially when fielding larger units. At 34 points per model every loss hurts and reduces their output. While 3-men-squads are too unimportant to bother, you should take care about 5-10 men squads. When deploying them you should consider setting them up either inside a Wave Serpent or at least behind some LOS blocking terrain, so that they are safe in the case that your opponent gets the first turn. For obvious reasons, they love belonging to Alaitoc. If you field a big squad, a Farseer with Guide and Fortune will immensely enhance the reliability and damage output AND will make them an excellent target for the stratagem Forewarned in order to counter any enemy's reserves (remember that Guide will still be active!). As such, your unit will be a massive [[DISTRACTION CARNIFEX]], and hence they will appreciate any additional Protect or Conceal they can get. **Just remember to kill your opponent's LOS-ignoring units before you disembark these guys from their wave serpent. Losing even two Dark Reapers per turn to basilisk fire is unsustainable. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Powers:''' Dark Reapers Exarchs come with the '''Crack Shot''' ability, allowing them to re-roll hit rolls of 1 for their ranged attacks. But, just like all the other Aspects, they can either trade in Crack Shot or pay 1CP (one use only) to take one of these supplemental powers. Generally speaking, you should do this - unless you're bringing a Tempest Launcher, Rapid Shot is strictly better than Crack Shot. <div class="mw-collapsible-content"> *'''Rapid Shot''' **Your Exarch adds 1 to the number of ranged shots he makes per turn. Pretty decent, it lets him double-tap or triple-tap Reaper Launchers and Missile Launchers. This ability is ''better'' for the Tempest Launcher than Rain of Death, below - assuming you would only use it when you ought to, Rapid Shot is negligibly better (8 instead of 7 35/36 shots on average). It's also worse than Crack Shot (which is 76, which is better than the 8/7 this provides), so you should only take this on your Tempest Launcher when you're burning CP on taking 2 powers. On any other weapon you can take, this is ''better'' than Crack Shot, and the effects will stack if you take both. ***Assuming you take this, always swap to the Aeldari Missile Launcher - it will outperform the Reaper Launcher against hard targets. The Tempest Launcher will be better against GEQ/MEQ and the Reaper Launcher better against TEQ, but the AML will generally speaking serve you best, particularly since you can split the squad's fire if you feel the need. *'''Rain of Death''' **The Exarch may re-roll the 2D6 used to determine the number of Tempest Launcher shots he makes per turn. ''Never'' take this - Rapid Shot is functionally the same thing but better. *'''Grim Visage''' **When an enemy unit is within 6" of a Dark Reaper squad with this Exarch, they subtract 1 from their Leadership. First, if a enemy unit is 6" away from your Dark Reapers, you're either playing them wrong or your opponent is [[Anal Circumference|playing you]]. You already have tons of leadership debuffing abilities and powers, this is not worth either trading Crack Shot or 1CP for. *'''Long-Ranged Fire''' **Your Exarch and the squad he's in add 6" to their weapon ranges. This is the only ability that affects the entire Dark Reaper squad and it's pretty ok. Reaper Launcher ranges already cover a majority of any standard tabletop, but this does grant considerable wiggle room for those squads table corner camping. *'''Deadly Touch''' **When your Exarch makes an unmodified wound roll of 6 in melee (yikes, why would you allow him to be there?), it deals a flat 2 mortal wounds on top of any other damage done. While that's certainly impressive, I think it goes without saying that this is a dedicated gunline unit. Bar ''the'' most desperate last stand or gamble, there's no reason you should commit these guys to melee; their guns will always do more damage than their Exarch will even if he rolls nothing BUT 6's in melee (unless they're charging something insanely durable, like a forge world titan). *'''Focused Fire''' **Your Exarch may target and shoot enemy {{W40kKeyword|Character}} models within 18" of him even if he's not the closest enemy model. Despite the 18" caveat, this is very easily workable and a very good power (especially if paired with a MotIC Autarch/Wraithseer) for when you want to go character killing. The Tempest Launcher can be particularly brutal against GEQ/MEQ characters (especially since it ignores LoS) while the Reaper Launcher serves fantastically for MEQ/TEQ or <10 wound monster characters. Like all exarch powers, there's no limit on the number of squads who can take this power, so stuff 3 MSU squads with this power in a Wave Serpent with a MotIC Reaper Launcher Autarch, a Jinx Warlock and perhaps a Doom/Mind War Farseer. The standard Reapers can split fire at whatever nearby foes might pose a threat to your drive-by deathstar while your Warlock and Farseer debuff the hell out of that character you want dead. Then unload either 4 S8 AP-2 3 Damage shots into that character, or 6D6 S4 shots if you wish to cheekily hide out of LoS, rerolling hits of 1 and all failed wound rolls. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Exarch Weapons:''' The fare afforded to Dark Reaper Exarchs in exchange for their Reaper Launcher. <div class="mw-collapsible-content"> *'''Reaper Launcher''' **If you are lacking anti-vehicle measures in your list, it is not a bad idea to keep the default weapon, maximizing the amount of hard hitting shots. *'''Tempest Launcher''' **Pay 5 more points to trade in your Reaper Launcher for a [[Dakka |Heavy 2d6 S4 AP-2 D1 weapon]] that doesn't need LoS to help with clearing out blobs. Just remember it has a shorter range than the Reaper Launchers. Although this choice lessens the anti-vehicle damage of your squad, the overall damage will increase, because the Exarch alone will typically take out several single-wound models each round. If you are not super-short on anti-vehicle weapons, this should be your default choice. *'''Aeldari Missile Launcher''' **Shave off 2 points from your default Reaper Launcher to get the same versatile AML that we all know and love. As usual, a versatile weapon will always be worse than a specialized one. Although the damage characteristic of the single S8 D1d6 shot is on average slightly bigger (3.5) than flat 3, but luck will typically play against you. When you need lots of damage, you roll a 1, and when the enemy model only has left 2 wounds, you roll a 6. The reliability of a solid 3 shouldn't be underestimated. The multi-shot profile is embarrassingly worse than the Tempest Launcher due to less shots and less AP. The mode of 2 S5 shots is lost completely with this weapon. At least it legitimates for the Starhawk Missile stratagem. All in all, a very rare choice, and in most of the cases you should stick to one of the two weapons above. *'''Shuriken Cannon''' **Hard pass. While it is technically the cheapest Shuriken Cannon in the game, your Reapers should never be close enough to make use of it. We have far better options to field Shuriken Cannons. If you are that short on points you can't even afford a basic Reaper Launcher then you should take a long, hard look at your list first. </div> </div> *'''Falcon:''' Your trademark Falcon serves you in the exact same way it always has; a flexible transport that sacrifices some of its capacity and defensive utility for some extra firepower. The inbuilt Pulse Laser is a Heavy 2 S8 AP-3 gun that does a solid 3 damage per shot, making it reasonably effective against any MEQ, TEQ, vehicles and monsters thrown your way. With 6 slots available for your dudes, filling one full of Fire Dragons or Dark Reapers and slapping on a CTM with Starcannons or Bright Lances is a perfectly viable way to transport a small team of your more elite units. That said, it is ''still'' outperformed by Dark Reapers themselves and the Night Spinner as an anti-vehicle or anti-infantry platform respectively, and Wave Serpents still outclass it in general utility, durability and point-cost without competing with other units for a slot. That said, running at 120pts base, it is slightly cheaper than your Wave Serpent and is still very much a transport option if you max out your Wave Serpent capacity (for games/tournaments utilizing datasheet usage restrictions). <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Falcons, just like all the Wave Serpent, can choose to fit its turret with any of the standard heavy weapons available to many of your units. Additionally, like literally all of its sister tanks, it has the option to upgrade the underslung twin-shuriken catapult into a shuriken cannon. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Falcons looking to keep it cheap. On your tanks that you plan to keep further away, however, it will probably be in your best interest to upgrade to a shuricannon. *'''Shuriken Cannon''' **Upgrading the underslung gun into a shuriken cannon is recommended if you can afford the points; it has a more workable range that can mesh with the rest of your Falcon's armament. Although you could take one on the turret as well, it is recommendet to run the single one in addition to two of your other heavy weapons instead to give your tank a bit more flexibility in its targets. *'''Scatter Laser''' **The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, and compliments the underslung shuricannon rather well. The pulse laser can help deal with the targets these two weapons would otherwise struggle to crack. You may opt to supplement this further by having a squad of Fire Dragons ride inside as well. *'''Starcannon''' **A good middle of the road option, the starcannon seems a little lackluster compared to your other options in this slot. Its performance is overshadowed by the much superior pulse laser built into the tank, which in turn would appreciate being paired with either the bright lance or AML for more synergy. *'''Bright Lance''' **A good choice that pairs rather well with your pulse laser to make a fairly effective anti-tank/monster platform for a rather decent price. Put a CTM on this and slap a squad of Howling Banshees or Dire Avengers inside to help screen or deal with whatever fell out of the enemy transport you just cracked open, and you have a rather flexible unit on your hands. *'''Aeldari Missile Launcher''' **While the AML doesn't quite punch through enemy armor the way the pulse laser or bright lance do, it still pairs quite nicely with the former due to their similar strength and damage values. The obvious perk that the AML has over the bright lance is that it can actually deal with infantry blobs without needing a squad of aspect warriors to shore up that shortcoming. Since it is the same price as the bright lance, you may as well take this if you have the points to spare. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Aside one or two exceptions, the Falcon and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Falcon maneuver without completely sacrificing accuracy in order to do so. Since this benefits the pulse laser ''and'' your turret mounted weaponry, there's really no reason not to take one of these. Arguably essential to the Falcon that's transporting Aspect Warriors about. *'''Soul Stones''' **Iyanden and Alaitoc Falcons might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. *'''Star Engines''' **A nifty but largely unnecessary upgrade. Falcons have pretty good movement on their own already, but you won't be able to fire most of your weaponry whenever you take advantage of this. *'''Vectored Engines''' **Kind of a similar boat as the star engines. They stack well with them and also stack with Alaitoc's attribute, but a turn you advance with your Falcon is a turn you choose not to shoot anything. </div> </div> *'''Fire Prism:''' The other archetype of Grav-Tank. The Lance mode on its Prism Cannon is probably the highest-stat weapon in the Eldar arsenal (not counting superheavies, of course), with S12, AP-5, and D1d6. The Focussed mode (D3 shots, S9, AP-4, D1d3) is more suited for hunting 2-wound infantry like TEQ, and the Dispersed mode (D6 shots, S6, AP-3, D1) is great against single-wound targets like MEQ. It can [[Awesome |double tap the main gun]] at the same target with the same profile, [[Leman Russ Battle Tank |as long as it moves under half its current move or remains stationary.]] With its 60" range you will probably stay out of range of any counter-fire most of the time, therefore the CTM is optional depending on your game plan. Unless you face a pure horde army without any big targets the Fire Prism will probably always earn back its points, especially if you field two of them and make extensive use of the ''Linked Fire'' stratagem. ** When shooting without ''Linked Fire'' it is advisable to use either the Dispersed or the Focussed mode, because then an unlucky hit or wound roll won't hurt you that much. ** On the other hand use ''Linked Fire'' to make sure the few precious Lance shots come through ** Statistically, Focused mode is actually marginally better than the Lance on anything with a 3+ armour safe at T7 or T8. For your opponent it is also more difficult to negate multiple shots via CP re-rolls of invulnerable saves. However, having a random number of shots as well as a random amount of damage makes this mode less reliable against big targets than the Lance mode. ** When using ''Linked Fire'' the first Fire Prism always resolves all of its shots at the end of the shooting phase, which limits its usefulness on cracking up transports. Because your shooting phase will be over, you won't be able to shoot at the passengers any more. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Options:''' Due to the Fire Prism being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default option for when you want to pay as little as possible for the Fire Prism. If you're planning on using this outside of emergency overwatch shots against backfield deepstrikes, you should probably reconsider what type of tank you want to bring. At the ranges your main prism cannon typically fires at, your TWSC isn't going to be contributing jack. *'''Shuriken Cannon''' **Probably the choice to take if you can afford the extra points. At a more workable 24" range, your backline fire support will have a much easier time finding targets to safely engage with this compared to the TWSC. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Just like everything using the Falcon-chasis, your Fire Prism has its pick of all your vehicle upgrades. Arguably only two are useful to it though. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Fire Prism maneuver without completely sacrificing accuracy in order to do so. All profiles of the prism cannon are classified as Heavy and seeing as that's the main reason you're taking one of these over a Falcon or Wave Serpent, you should probably try to make the most out of using it. *'''Soul Stones''' **Iyanden and Alaitoc Fire Prisms might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. *'''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. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn. *'''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. </div> </div> *'''Night Spinner:''' With 2d6 shots and D2 on its main cannon, all while keeping the rending effect and barrage-like ability to fire without LoS, the Night Spinner is looking good. Be sure to get a Crystal Targeting Matrix so you can make full use of that amazing 16" move. With each Doomweaver shot hitting at S7 and doing that flat 2 damage with potential AP-4 hits, this thing is gonna eat MEQ/TEQ units for breakfast. The only thing that hurts is that it lost the torrent fire mode. Costs 112 points with the catapult, ten points less than a vanilla Falcon. **For an extra 13 points you can take both a Shuriken Cannon and a Crystal Targeting Matrix which gives you a unit that is very good at both clearing objectives and responding to incoming threats before they happen. **When combined with the Doom psychic power some night spinners can prove extremely dangerous even to T8 units as re-rolling your wound rolls will yield a considerable number of AP -4 2d shots, only 8 need to get through to destroy a land raider. **This unit is almost a perfect counter to tau triptide lists, as your opponent will be forced to take these hits on their drones as each hit is 2 damage. **With the recent points drop they are no longer mathematically worse than a fire prism. I hope you all magnetized. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Options:''' Due to the Night Spinner being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry. <div class="mw-collapsible-content"> *'''Twin-Linked Shuriken Catapults''' **Your default option for when you want to pay as little as possible for your Night Spinner. Though ideally you won't want enemies within the range these can fire at, they can contribute more consistent firepower to help supplement your main cannon's variable number of shots. *'''Shuriken Cannon''' **Probably the choice to take if you can afford the extra cost. At a more workable 24" range, your Night Spinner will have a much easier time finding targets to safely engage with this compared to the TWSC. Its strength values and potential rending also compliment your main Doomweaver cannons, seeing as how they function virtually identically to each other. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Just like everything using the Falcon-chasis, your Night Spinner has its pick of all your vehicle upgrades. Arguably only two are useful to it though. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A fantastic choice that lets your Night Spinner maneuver without completely sacrificing accuracy in order to do so. Due to not needing line of sight to target enemy units, this upgrade isn't usually necessary, but it does keep your options open when you're in doubt. *'''Soul Stones''' **Iyanden and Alaitoc Night Spinners might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. *'''Star Engines''' **A fairly useless upgrade for your Night Spinners. With a range of 48" on their main guns and the ability to ignore line of sight, your Night Spinners will very rarely be wanting for the extra possible mobility these provide. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn. *'''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. </div> </div> *'''Support Weapons:''' Now a single model unit rules-wise, with one guardian per gun being some sort of decoration. Similarly to the War Walkers, your Support Weapons are the "poor man's" option for Heavy Support slots. Costing between 35 to 60 points per platform, depending on your flavor of gun, these are excellent long range fire-support options for players looking to save points for other slots or when trying to cheaply fund a Brigade detachment. Additionally, like War Walkers, Support Platforms can be taken in squadrons of up to 3 models in a single slot and act as individual units after deploying in coherency. If positioned carefully, you can set up and move your Support Platforms so that everything on the table is within their firing arcs. This is made considerably easier when two of the three gun choices ignore line of sight when firing, letting you stick them in deep cover for extra protection. Another positive note is that as a {{W40Kkeyword|GUARDIAN}} unit, it can take advantage of the ''Celestial Shield'' and Ulthwe's ''Discipline of the Black Guardians'' stratagems to bolster one of your gun's durability/accuracy in a pinch (admittedly probably best saved strictly for D-Cannon platforms though). That all said though, these Support Weapons are one of the two vehicles in the Craftworld Codex that lack the {{W40Kkeyword|FLY}} keyword, and unlike the War Walkers, also lack any non-webway gate deepstriking options (stratagems or otherwise). This hampers their mobility and deployment options significantly, makes them vulnerable to being tied up in melee and prevents them from being able to scale buildings beyond the first floor. Because of this, you need to be very mindful with their initial deployment if you want to get the most bang for their buck. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': In addition to a standard issue Shuriken Catapult (presumably wielded by the otherwise decorative Guardian Defender included with the platform), your Support Weapons come in three unique flavors, each with their own uses. <div class="mw-collapsible-content"> *'''Shadow Weaver''' **Discount Night Spinners, a single Shadow Weaver platform costs a third of the cost of a vanilla Night Spinner tank and packs half the total number of shots the tank can bring. Since it's not remotely as maneuverable or quite as durable as the tank, why bring it? Well, a maxed out "unit" of Shadow Weavers is a point cheaper than the Night Spinner with 3d6 LoS-ignoring shots that can be split against multiple targets as opposed to 2d6 shots that can only target one unit. Against GEQ-type armies or units, this is considerably more useful since the extra point of strength and damage per Night Spinner shot is negligible against such targets. Additionally, where the Night Spinner suffers from a degrading statline, your three 5-wound platforms don't and due to their smaller size and ability to spread out independently, are much easier to tuck away into deep cover where the enemy can't see/shoot them. *'''Vibro Cannon''' ** Long time ago it used to be a pretty funny weapon, now it just makes d3 shots with S7, AP-1 and d3 damage. The more Vibro Cannons shoot at the same target, the better the wounding and the AP. However, because it needs a line of sight and the model being relatively small it will be rather challenging to find a target to shoot at, and pretty much impossible on maps with ruins. Even if it finds a target, most of the time it won't do any notable amount of damage. The only funny thing is that if the target does get damaged, it may not advance in the next turn - this can be used to troll large horde units of Orks or Tyranids. As it is now the cheapest option, it is worth considering a little more freely. *'''D-Cannon''' **The most expensive option with half the range of the other two guns, but with considerably more punch. Like the Shadow Weaver, the D-Cannon can shoot its d3 shots at targets regardless of LoS. This compensates for its otherwise average range, especially when those shots are slamming those targets with staggering S12 AP-4 hits that'll ruin the day of any multi-wound targets relying on toughness and/or high armor saves to protect it. In terms of utility and range, units like your Fire Prism will outperform it individually, though you can take two of these guns for slightly less than the cost of a single Fire Prism for more average shots while also having access to those Guardian stratagems mentioned above. </div> </div> *'''War Walkers:''' For 55 points you can get one of these on the table with two Shuriken Cannons, or replace said Shuricannons with any other standard Heavy Weapon. The codex returned its ability to flank, essentially allowing you to deep strike, though with an additional caveat of placing the unit within 3" of a table edge on top of the usual 9" from enemies rule. As far as a Heavy Weapon platform goes, it sacrifices staying power for mobility and durability, making it more of a skirmisher-type unit than an anti-tank/monster platform. A 4+/5++ on top of a decent toughness with the ability to flank makes it ideal for assaulting backline infantry or objectives deeper in enemy territory. It also has the benefit of being a modestly priced Heavy Weapons platform and no degrading statline to hamper its accuracy or mobility the more damaged it is. Recommended in Ulthwe or Biel-Tan detachments where it appreciates the extra durability or Shuriken Cannon support respectively. Also an ideal Heavy Weapons platform if you're looking to cut down on costs for other unit categories. Falls behind Dark Reapers, Fire Dragons, Fire Prisms or Wraithguard in the anti-tank/monster game, and if outflanking your enemy isn't a priority, Falcons/Wave Serpents or Windriders are recommended Shuricannon platforms instead. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Your War Walkers are arguably your single-most cost effective platforms for your standard Heavy Weapons, given what they bring to the table for how much you're paying. As mentioned, each War Walker can take two of these in any combination you desire. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuriken cannons are a great choice for War Walkers looking to take advantage of their impressive mobility to harass key infantry units in your Opponent's flanks or backline gunners. This also makes them very well suited as part of a Biel-Tan detachment. *'''Scatter Laser''' **The cheapest choice, and not a bad one at that. Two of these on a War Walker brings the total cost to a rather respectable 49 points for 8 S6 shots a turn. *'''Starcannon''' **A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, if you have a couple of War Walkers equipped with these, they can prove very effective at slaughtering MEQ targets wholesale. *'''Bright Lance''' **A good choice, especially when taken in pairs, for dealing with enemy tanks or monsters. Despite their mobility, War Walkers are quite content to sit in one spot as needed and just provide heavy fire to key targets across the field *'''Aeldari Missile Launcher''' **Probably the best choice for mixed lists if you have the points. Two AMLs effectively gives each War Walker either 2 S8 AP-2 D1d6 shots or 2d6 S4 AP-1 shots for a very wide variety of targets. Just like the bright lance, taking two of one or one of each will double the cost of your War Walker, so make sure you plan accordingly for it. </div> </div> *'''Wraithlord:''' The Eldar answer to the Space Marine Dreadnought. Bare bones, it runs 80 points at S7, T8, 10W, compared to the S6, T7, W8 Dreadnought statline, which will likely cost more on average once both are kitted out. The Wraithlord does contend with a degrading statline unlike its Imperial counterpart, but several of the Craftworld attributes can help mitigate that downside (big shoutout to Iyanden). So while the degrading statline sucks, there are a lot of ways to plan around it. With a loadout of two heavy weapons and up to two shuriken catapults/flamers, it is a very flexible and capable choice for your heavy support slots, but it does suffer from some notable competition. War Walkers offer a cheaper, more mobile platform for heavy weapons and have an inbuilt invuln save for extra protection while your tanks can hit harder from farther away. And of course, Dark Reapers. However, unlike literally anything else in this category, Wraithlords are CQC monsters, even if you don't give it the Ghostglaive. Additionally, as a Spirit Host unit, it can be supported by Spiritseers and Wraithseers for extra synergy. Do also note that as a Wraith unit, the ability to be healed not just by Bonesingers, but the Tears of Isha stratagem shouldn't be overlooked either. On a modelling note, the plastic Wraithlord has some pretty cool looking assembly options like a sniper rifle style Bright Lance in its hands or the ability to attach the Heavy Weapons to its arms so your model looks far more unique and less derpy than the Bird Walker if that is important to you. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': In addition to the optional and exclusive Ghostglaive, Wraithlords have their pick of any standard Heavy Weapon topped off with a couple of wrist-mounted choices that can let your giant statue fill a number of roles on the field. <div class="mw-collapsible-content"> *'''Shuriken Catapult''' **A Wraithlord's default wrist guns that are free of charge. These are always a viable choice, but typically you'll be sticking with them when you want a mid to long range loadout on your Wraithlord. *'''Flamer''' **One of the few units in your entire army list that can take standard flamers, and damn does it know how to use them. Though taking one or two of these can spike your Wraithlords' point cost, they are shockingly effective on CQC loadouts where the (2)D6 autohitting shots can soften up targets on the charge (yours or theirs). If you're loading your Wraithlord with longer ranged firepower via bright lances or missile launchers, you'll probably want to avoid taking these so you aren't overpaying on the Wraithlord. *'''Shuriken Cannon''' **Shuricannons are fantastic for CQC Wraithlords, as they are the only "heavy" weapons that don't drop accuracy on the move; a necessary act for one seeking to punch things. They synergize decently with the shuripults if you want to keep it dirt cheap, though the flamers are arguably a better pairing all things considered. *'''Scatter Laser''' **The cheapest choice, though the increased volume of shots will be tempered by the accuracy reduction induced by movement and the degrading statline. Still, it's a decent anti-GEQ choice for Wraithlords keen on keeping some distance between them and their foes. *'''Starcannon''' **A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn on their own. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, a pair of shuripults costs nothing and can potentially pick off the remaining squaddies left in the wake of these bippers. *'''Bright Lance''' **While the bright lance is a decent answer for bigger, stronger targets like enemy tanks and monsters, the Wraithlord arguably isn't a good wielder of them. Sure, it can take two of them, but unlike a lot of the vehicles that can take these, Wraithlords have no way to compensate for accuracy debuffs from its damage table or simply from moving. Additionally, if armed with a Ghostglaive, it is much more effective at tank busting in melee with its four S9 attacks hitting at the same AP and Damage values these guns have. Take these on something like a War Walker if you desperately need them. *'''Aeldari Missile Launcher''' **A mixed bag, the AML can function against a much wider array of targets than a lot of the Wraithlord's other choices here, but it is tied with the bright lance as the most expensive option and encourages a more sedentary playstyle for the Wraithlord; something other units in your army can do more cost effectively than it can. A pair of these matched with a couple flamers can unleash 4d6 shots (2d6 at AP-1 of course) against a single target and be semi-reliably followed up with a charge for maximizing damage, though such a loadout maximizes your Wraithlord's point cost and the problems of accuracy on the move with these still haunt it. </div> </div> *'''Warp Hunter (Forge World):''' A Falcon-chassis tank that decided the Pulse Laser didn't have enough oomph, and tossed the twin heavy weapon turret in exchange for a giant Distortion gun. The onboard D-Flail isn't quite as powerful as a conventional D-Cannon (S10 as opposed to S12), but it makes up for this slight weakness by a longer base range of 36" and a slight bump up from Heavy d3 to Heavy 2d3 when targeting infantry blobs of 10 or more models. Additionally, it has an autohitting Heavy d6 12" S10 AP-4 D1d6 flamer profile for ripping apart anything that gets a bit too close. While these weapons make the Warp Hunter quite versatile against infantry and vehicles alike, it does have a few shortcomings compared to the other tanks in your Heavy Support list. At a reduced price point of 175 (much more reasonable for what it was before CA 2018), it is still your single-most expensive Falcon chassis tank while not really offering anything that outshines one of your cheaper options. Yes, the D-Flail can punch holes in tanks, but Fire Prisms can do so for cheaper and farther away. The rift profile may shred infantry, but the Night Spinner does so with more shots and more consistent damage for considerably less. It is, however, flexible enough to perform well for any real role in your list and is certainly worth considering if you can spare the points. *'''Lynx (Forge World):''' At a staggering 325 points base, the Lynx comes stock with a Shuriken Cannon and a Lynx Pulsar with the option to trade in the Shuricannon for any other standard heavy weapon, as well as its Lynx Pulsar for a Sonic Lance. Depending on how dead you want your targets, the Sonic Lance fires off a slew of shots that always wound infantry on a 2+ at AP-3, or you can stick with the vanilla Lynx Pulsar for some long range heavy bombardment depending on the mode. In addition to the sheer firepower this thing can lay on the table, it's capable of shifting from a ground-bound hover tank into a skyward Lumbering Flyer to deliver its steaming payloads on unsuspecting targets far more quickly than they may have anticipated. Keep in mind that as a lumbering flyer, it's not nearly as maneuverable as any other flyer the eldar can take, so plan ahead before you rush your pricey flying tank into a tight spot. At toughness 7 with 16 Wounds and only a 3+ save (and no -1 to hit even while airborne), it can very easily succumb to massed fire if carelessly positioned. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Your Lynx has two primary choices for their main weapon and is privileged with its fair choice of standard heavy weapons it can sling as a side arm. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Your standard choice and debatably the weakest choice. Sure, you can advance and still fire this, but that niche is completely unnecessary on a vehicle that can turn itself into a standard flier and back at will. You'll either want to take something to reduce the cost you're paying or compliment the main gun you're using. *'''Scatter Laser''' **The cheapest choice and the best for maximizing how many shots you put out a turn. This should probably be your "default" if nothing else really interests you. *'''Starcannon''' **Normally a decent enough choice, the starcannon offers very little to compliment the lynx compared to your other options. As they say, go big or go home. *'''Bright Lance''' **A decent enough choice to pair with the pulsar, aside the drop in strength, the bright lance shares the same AP and damage values as the Salvo mode, making it a fairly decent follow up against hard targets. *'''Aeldari Missile Launcher''' **A solid enough choice for either of the main guns, the AML can both compliment the strengths or offer coverage over whatever main gun it's tethered to. Just note, if you take one of these with the sonic lance, you're spending 405 points on a single 16 wound tank ''without'' upgrades. Consider what else you can buy for that pile of points (and cash, if you're looking to actually buy one) before you settle on it. *'''Lynx Pulsar''' **The default cannon and a pale imitation of the "real deal" pulsars that can be found among your super-heavy tanks, the Lynx Pulsar has two firing modes. The first, Salvo, fires two S12 AP-4 Dd6 shots a decent 36" down range, making it an effective vehicle/monster killer. The second mode, Saturation, fires 48" 2d3 S7 AP-3 Dd3 shots across the table, making it better at dealing with MEQ/TEQ squads. If you want to take a pulsar but don't want to be burdened with some kind of Super Heavy detachment tax, then the lynx pulsar ''can'' fill that role. You'd be better off just taking two Fire Prisms for what you're paying though; literally every profile on their prism cannon is better than what the lynx pulsar provides for under half the cost. *'''Sonic Lance''' **For a staggering 60 point upcharge, you get a single profile cannon with a tragically impotent range of 18". However, it makes up for this literal shortcoming with a hellstorm of fire; 3d6 shots at AP-3 will shred all {{W40kKeyword|Infantry}} on a 2+, letting it punch through any single squad a turn, bar perhaps the biggest blobs of Boyz/Gaunts. Against anything else, it wounds non-infantry on a 4+, reasonably better than many dedicated anti-infantry guns in the game. This would be a fantastic weapon if not for the fact that it brings the Lynx just shy of 400 points, a price that could be better spent on cheaper, cost effective options that can do the job just as reliably. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': Like a lot of your fully fledged tanks, you may choose to enhance the Lynx with the standard selection of bits and baubles that improve its performance offensively and defensively. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **As ever, this one's practically a must-have; especially if you plan on utilizing the Sky Hunter ability. A measly 5 points to prevent accuracy dips when you move your lynx is definitely worth it, even if it does restrict your targets a bit. *'''Soul Stones''' **Another worthy upgrade to consider, a 6+ FNP can come into play quite frequently given the 16 wounds the Lynx has (in an ideal world). Pair this with the usual Iyanden/Alaitoc or Students of Vaul craftworld attributes to maximize your durability. *'''Star Engines''' **Given that you can shift the Lynx into a flier with a minimum movement of 20", you're ''not'' ever going to find a situation you regret not taking this. So don't. *'''Vectored Engines''' **Less of a hard pass compared to the star engines, the vectored engines are marginally more useful when you're trying to get the lynx out of dodge. However, as every gun on the lynx is classified as heavy (bar the shuricannon), you're sacrificing all the firepower you spent 330-410 points on for the turn. Probably not something you should be planning on doing. </div> </div> *'''Firestorm (Forge World, Open/Narrative Play only):''' A Falcon-Chassis tank that functions as an effective anti-air platform, the Firestorm's main gun fires 12 Scatter Laser shots up to 60" away, gaining a to-hit bonus against any units with the {{W40Kkeyword|FLY}} keyword, and suffering a to-hit penalty against anything without it. Otherwise, it is functionally a Falcon, retaining the same statline and vehicle equipment options available to the other tanks in this category. It is even able to transport up to 6 models, even if the range on its Scatter Lasers encourages a sedentary gun-line role for the tank. Despite Forge World providing a data-sheet with updated rules for the Firestorm, it is unfortunately restricted to Open and Narrative play; no point values have been assigned to this unit and, for the foreseeable future, will not be. ===Lords of War=== *'''[[Wraithknight]]:''' Your one and only non-Forgeworld Lord of War and the eldar answer to the Imperial Knight. While the Wraithknight has a couple advantages over the Imperial Knight in the form of flexible psychic support, it is ''very'' outclassed in terms of durability and firepower and can still underperform even with babysitter Farseers and Spiritseers doing everything in their power to help your WK earn its points back. Thankfully GW has noticed the general lack of Wraithknights in official tournaments over the past few years and has consistently been lowering its point cost to encourage its use. Unfortunately, even at a newly revised 285pts base, it's still a bit too expensive for what it brings to the table (you could bring ten Wraithguard for the cost of one Heavy Wraithcannon Wraithknight. Just saying, 10 S10 AP-4 shots are better than 4 S16 AP-4 shots if you're looking for anti-tank/monster options). In larger point games (1800+) it might be worth bringing as a semi-[[DISTRACTION CARNIFEX]] because despite its impracticality, it is still a very powerful unit that can and will kill everything it engages at range or in melee. **It's worth noting that with the Wraithguard vs Wraithknight comparison one important factor is missing - range. Beyond 12" Wraithguard kill absolutely nothing and a full unit of 10 have to slog it across the table on foot unless you spend a CP to drop them in or throw points at a Vampire. **Apparently someone took one of these to an ITC major and actually did pretty well. The strategy revolves around using Expert Crafters for consistency with its Wraithcannon shots, along with a wraith host spiritseer giving it a 4++ every turn with the Spirit Shield stratagem. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Wraithknights come stock with Titanic Wraithbone Fists (which you won't be using believe me) and a stomp equivalent Titanic Feet that can be used now as a weapon (now go to), Titanic feet if chosen as a weapon gives 3 attacks instead of 1, pumping Attacks up to 12 (4*3), having S:8, AP-2 and dealing d3 damage each. And this is a statistically better weapon against everything short of another Superheavy. Each Wraithknight also comes with a primary weapon loadout that you can compliment with an assortment of shoulder mounted Heavy Weapons. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are a legitimate waste of a slot here. Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons that you can still advance and shoot (with penalties). Skip this one. *'''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. *'''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. * '''Double Heavy Wraithcannons''' **A go to long-range vehicle/monster wrecker now each one is an Assault 2 S16 AP-4 d6 dmg, which will punch through most armor saves and wound basically everything in the game on a 2+. While these potent cannons can cast down everything from Leman Russ tanks to other Wraithknights, it does nothing to ease how many points you'll be spending to field this beast. * '''Suncannon and Scattershield''' **Still a viable TEQ killer now Heavy 2d6 AP-3 and 2 dmg. 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. * '''Titanic Ghostglaive and Scattershield''' **Now the cheapest variant, and the most situational dealing flat 6 damage and wounding everything on 2+ due to Str 16, but with only 4 attacks hitting on 3+ it might find its use only in matchups against other Superheavies, ranged loadouts in particular. If you're expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. Against anything else, take the Suncannon or Wraithcannons; stomping attacks are considerably more effective against everything else. </div> </div> *'''Skathach Wraithknight (Forge World):''' Essentially a premium Wraithknight, the Skathach variant shares the exact same statline of the standard WK, though it serves a significantly different role than the basic version. To start, the Skathach lacks the melee potential the normal Wraithknight has since it can't take the sword. Additionally, all of the guns available to it lack the eye-watering strength that the Heavy Wraithcannons posses. In exchange, the Skathach is far more equipped to face infantry hordes and lighter vehicles due to its much higher shot volume compared to its basic brother. Additionally, the regular WK lost the ability to deepstrike in the transition from 7th to 8th where the Skathach retains this ability as well as the ability to leave the battlefield and re-deepstrike on the next turn. Take caution, however, as if the game ends before it gets a chance to return, it is considered slain. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': Skathach Wraithknights share the same Titanic Wraithbone Fists, shoulder-mounted heavy weapons and Titanic Feet that regular Wraithknights have. Unlike the regular version, the weapon loadout available to the Skathach Wraithknight is a bit more flexible this edition than it used to be; it can mix and match the primary weapons with each other as you see fit. Take two, one of each, or pair one or the other with a scattershield depending on what you want this behemoth to do. <div class="mw-collapsible-content"> *'''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. *'''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. It's also your cheapest choice, so stick with it as the default if you're short on points. *'''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. * '''Deathshroud Cannon''' **Take these when you want your Wraithknight to become the biggest Warp Spider in existence. The loss of templates hurts the effectiveness of this once formidable blob blender. It retains its two firing modes; being able to fire a focused blast at 10" for Heavy 2D6 shots at S7 AP0, or a dispersed blast at 48" for only Heavy D6 S8 AP-2 shots doing D3 damage apiece. Similar to its tinier Deathspinner cousins, the Deathshroud cannon gets a juicy AP-4 for every wound roll of a 5+ you get. While it will still effectively end whatever infantry (and even some light vehicles) it blasts with this gun, it can no longer indiscriminately erase those 20+ conscript blobs marching across the field in one shooting round the way it used to. *'''Inferno Lance''' **This puppy is essentially what you get if you upsized a Fire Dragon's Fusion Gun and churned out the dakka; 24" Heavy D6 S8 AP-4 for D6 damage that lets you roll 2D6 and discard the lowest roll at half range. This gun will let you ruin the day of whatever tank that looks at you funny. Keep in mind though, unless all those puny little infantry models within that 12-24" range are either more eldar or armed with nothing but knives, expect heavy amounts of return fire. * '''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. </div> </div> *'''Scorpion (Forge World):''' Your first superheavy tank and the most suited to taking on anything from infantry blobs to enemy tanks. With a BS of a 2+ and a range of 60" on the twin Scorpion Pulsar, you can safely camp this in your back line and thoroughly erase any single unit with its jaw-dropping 4d6 S12 AP-4 D3 (D6 on wound rolls of 6+) shots a turn. The inability to target more than one unit a turn with this potentially high shot volume does mean that your super tank will struggle to earn back its points in most standard games (and at 700pts base, it's got a ''lot'' of work to do to be worth it). Defensively, it is equipped with the same Distort Fields all your Forgeworld Titanic vehicles come with and is relatively stacked at T8 and 26W. Take it as either Iyanden, Alaitoc or make one of the custom attributes the Students of Vaul to capitalize on this durability. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': The Twin Scorpion Pulsar is your only primary weapon and the single reason you'd consider bringing this tank. It does, however, have one standard heavy weapon equipped in addition that you can equip as you see fit. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are the default option and the only one that will work if you need to advance your Scorpion for some reason (though you ''really'' should never advance the Scorpion, or that's 700 points you're not using that turn). 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. *'''Scatter Laser''' **The Scatter Laser is the cheapest choice and arguably the best to pair with the pulsar for laying down as many shots a turn as possible. 4 S6 shots at a 36" range is quite nice as a source of supplemental firepower for what it costs. May as well take it. *'''Starcannon''' **The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume and range that would allow it to perform even decently as an addon to your Scorpion. Pass. *'''Bright Lance''' **A pretty hard pass. You're not hurting for high strength or high AP firepower, and the very variable d6 damage just can't compare to the flat 3 or 6 damage the pulsar deals per wound. *'''Aeldari Missile Launcher''' **Another weapon to skip. It doesn't matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it's just far too tempermental to pair with the pulsar. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': The Scorpion can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A measily 5 more points lets your Scorpion keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Scorpion's distort fields, this is a must. *'''Soul Stones''' **Given you're spending at least 700 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won't be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you'll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this. *'''Star Engines''' **Never take this. There's virtually never a time you'll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves. *'''Vectored Engines''' **Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it's only active if you advance (and it's very challenging to find a legitimate reason to advance and forgo a round of shooting your Twin Scorpion Pulsar), it isn't worth investing in. </div> </div> *'''Cobra (Forge World):''' The premier anti-tank/superheavy available to craftworlders at a hefty 550 points, the Cobra's main armament consists of the D-Impaler; a Heavy d6 S16 AP-5 gun that does an extra d3 mortal wounds per wound roll of a 6+ you make. When it has 15+ wounds (or 8+ for {{W40Kkeyword|Iyanden}} Cobras), it hits on 2's, so you'll have plenty of opportunities for those wound rolls! Aside this primary gun, it only has one other standard Heavy Weapon (of your particular choice) that it can fire, meaning that while this tank can all but ensure whatever it shoots gets thoroughly erased; it is particularly ineffective against horde/infantry-focused armies. Like most {{W40Kkeyword|Titanic}} models of the Craftworlders, the Cobra ''can'' take advantage of inbuilt Distort Fields to confer movement-based invuln saves, though this can only be reasonably done for the 9-16" 5++ range (with CTM support to remove the penalties somewhat). Should your Cobra become the center of your opponent's attention, you'll probably want to make sure no allied models are within a foot of the thing should it be close to death; if you roll a 4+ when the Cobra dies, everything within 2d6" takes d6 Mortal Wounds as the Cobra implodes into a Warp-Rift. You could try to take advantage of this and suicide bomb a severely wounded Cobra deep into enemy lines to quite literally rip a hole in their defenses, though it requires a fair bit of luck on your part and plain ignorance on your opponent's. Still a pretty hilarious way to get the last laugh though. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Weapon Loadout Options''': The D-Impaler is your one and only main weapon and the single reason you'd consider bringing this tank. It does, however, have one standard heavy weapon the Cobra can side arm in situations that call for it. <div class="mw-collapsible-content"> *'''Shuriken Cannon''' **Shuricannons are the default option and the only one that will work if you need to advance your Cobra for some reason (though you ''really'' should never advance the Cobra, or that's 540 points you're not using that turn). 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. *'''Scatter Laser''' **The Scatter Laser is the cheapest choice and arguably the best to pair with the D-Impaler for laying down as many shots a turn as possible. 4 S6 shots at a 36" range is quite nice as a source of supplemental firepower for what it costs. May as well take it. *'''Starcannon''' **The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume or range that would allow it to perform even decently as an addon to your Cobra. Pass. *'''Bright Lance''' **A pretty hard pass. You're not hurting for high strength or high AP firepower, and the singular d6 damage can't really compare to the 2d6 damage each D-Impaler shot deals, ignoring the potential for mortal wounds. *'''Aeldari Missile Launcher''' **Another weapon to skip. It doesn't matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it's just far too tempermental to pair with the D-Impaler. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Vehicle Upgrade Options''': The Cobra can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering. <div class="mw-collapsible-content"> *'''Crystal Targeting Matrix''' **A measily 5 more points lets your Cobra keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Cobra's distort fields, this is a must. *'''Soul Stones''' **Given you're spending at least 540 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won't be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you'll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this. *'''Star Engines''' **Never take this. There's virtually never a time you'll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves. *'''Vectored Engines''' **Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it's only active if you advance (and it's very challenging to find a legitimate reason to advance and forgo a round of shooting your D-Impaler), it isn't worth investing in. </div> </div> *'''Vampire Raider (Forge World):''' After a year and a half of being merged in 7th, the two Vampires are separate entries again. The Vampire Raider distinguishes itself by its insane transport capacity of 30 units that can easily drop passengers up to 70" away in only one turn. That's fuck'n fast! in addition, the Raider enjoys a rather sturdy 32 wounds at T8 with the Distort invuln save usually reserved for Titans. Unlike said titans, it's actually rather likely the Raider will be making full use of the 5+ or 4+ profile. The built in CTM allows it to fire off its Scatter laser and both Twin Pulse Lasers (Heavy 4 S8 AP-3 3 damage profiles each) against the closest threats without penalty; a plus for a rather fast aerial unit (note that with the Chapter Approved update it always counts as Stationary when moving, so the CTM has no use anymore). Not only does it enjoy the Wings of Khaine special rule, but it may also shift to a Hover mode to remain sedentary should you need. Doing so costs it Hard to Hit, Wings of Khaine and Airborne abilities, so be cognizant of its surroundings if you do so. Keep in mind, the Vampire Raider benefits from Craftworld Attributes, so taking it in an Iyanden or Alaitoc detatchment will maximize its efficiency/durability and is highly recommended (especially if you want to drop 10+ Wraithguard/blades on your opponent all at once) In addition Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12" to ranges meaning bolters right under it can't Rapid Fire at them anymore, and it never gets a penalty for firing heavy weapons. ** Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot) as they are Lords of War, so they are able to control objectives, and do not count as Flyers for "Boots on the Ground". *'''Vampire Hunter (Forge World):''' Essentially a Scorpion that moves faster, has more HP, -1 to hit and is currently out of production from FW. Being able to fire the Pulsars in any direction was a huge improvement. Twin Pulsar is Heavy 4 D6, Str12, AP-4 D D6 and 6's to wound do an extra D6 damage, and it never gets a penalty for firing heavy weapons. With Craftworld attributes affecting vehicles this is one of the best flyer available. If you go Iyanden your precious LoW is staying effective for twice as long; something no other army can claim. Alaitoc and Colossal Flyer will always confer a -2 to hit which can go even to -3 with stratagems which is hilarious for a LoW. With 8 pulse laser shots and 4d6 S12 pulsar it can be the most annoying DISTRACTION CARNIFEX to get rid of and surely the most mean. ** Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12" to ranges meaning bolters right under it can't Rapid Fire at them anymore. And it no longer gets -1 to hit when moving (which will be nearly always). ** Chapter Approved 2017 puts the cost of The Vampire Hunter (not the Raider) at a ridiculous 1500pts - a whopping 62% increase! ** Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot), but Lords of War, so they are able to control objectives, and do not count as Flyers for "Boots on the Ground". ====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. Another significant downside is, unlike literally everything else listed on this page, Revenant and Phantom titans are {{W40Kkeyword|<Conclave>}}, not {{W40Kkeyword|<Craftworld>}}. According to forgewold xenos index the <Conclave> is the same as craftworld. Therefore you can use stratagemts, powers and get attributes. If you do field one of these titans, take advantage of their prodigious range to rain hell upon your foes from the other side of the table (or from a table away, if you're playing a big enough game) to keep these behemoths alive. *'''Revenant Titan (Forge World):''' Elegant scout titan that can {{W40Kkeyword|fly}}, and is the equivalent to the Imperium's Reaver/Scout Titan. With a toughness of 9 and 32 wounds, you would expect that the Revenant titan would be rather difficult for your opponent to put down without a titan of their own. But, having only a 3+ Armor save and an invulnerable save ''entirely'' reliant on moving/advancing as far as possible means that even S5 weapons with any AP value stand an honest chance of shaving off some wounds. What's worse, is that while the Revenant has an impressive 32" movement (with an auto 18" advance) and the ability to give no fucks about ground-bound things like terrain and enemy units, the Revenant's damage table drops that movement down to 24", 18" and 8" respectively, making it mandatory to advance just to keep some semblance of an invuln save as it gets worn down. Granted, now that this thing costs 2000 (seriously, what the flying fuck?) points for only 8 more wounds than a single Wraithknight, who can also have an invuln save not reliant on movement, there is absolutely no reason to take this. Ever. Literally everything it can bring to the table even other eldar ''Titans'' can do cheaper. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''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 ( 2d6 S8 AP-2 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have exactly two choices in primary armament. <div class="mw-collapsible-content"> *'''Pulsar''' **The default loadout, each Pulsar is a Heavy 2d6 S12 AP-4 cannon that does d6 damage on a normal wounding roll, and 2d6 on a wound roll of 6+. All in all a pretty good weapon, but again is relatively underwhelming for a Titanic unit given that it's a Heavy weapon as opposed to a Macro. I guess at least it can fire Overwatch and has massive range? *'''Sonic Lance''' **One of the few good blob-blenders that still exist. Each Sonic Lance, while pitifully ranged at 18", fires an unholy 3d6 shots that wounds Infantry on a 2+ with an AP of -3 to erase most standard saves. That said, taking these means that your Revenant is always going to be in range of some heavy hitting weapon or another. Additionally, if your opponent is smart and fielded Monsters, Vehicles, or a Titan of their own, then you'll only hurt those on a 4+. Not ideal odds for such a pricey unit. Unless your opponent is idiotic enough to field only infantry against your Revenant, it's probably better to stick with the Pulsars. 60" range great for staying out of mid-to-long ranges and S12 will wound basically all infantry on a 2+ anyways with most vehicle/monsters getting hit with a harder AP that wounds on a 3+ doing d6 damage instead of just 1 at the cost of d6 more shots (inconsequential for most infantry units anyways, with their 5-10 man average). </div> </div> *'''Phantom Titan (Forge World):''' At 60 wounds with access to the only Macro weapons in the entire Aeldari arsenal, the Phantom is basically the best (and only real) option when it comes to dealing with equivalent enemy titans. Despite nearly being twice as durable as a Revenant titan with access to heavier firepower, the Phantom clocks in at only 400 points more than its half-sized kin. In addition to all the other standard Titanic unit rules, the Phantom can also buff other {{W40Kkeyword|<Conclave>}} units (if you're playing in such an absurdly high-point Apocalypse game to begin with) by letting them re-roll failed to-hit rolls once every turn. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''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 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis. <div class="mw-collapsible-content"> *'''Starcannon''' **The default gun wedged into the missile silos, the Starcannon is the default and cheapest 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. Given you're already nearly 2400pts for this, just go ahead and spend the extra 7 points to replace this with a bright lance. You have ''far'' more cost effective means to field starcannons if you really want them. *'''Bright Lance''' **For just a couple pennies over the starcannon, give your Phantom a single shot gun more in line with the Voidstorm Missile Launcher profile (S8) that can be used in conjunction with it as a finishing flourish, as needed. May as well take it. *'''Dire 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 Macro weapons. Firing 2d6 shots at S14 at AP-5 120" downrange, whatever it's hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2d6 damage as opposed to just a d6. *'''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 D. Pulsar fires off, this Macro weapon causes 3 Mortal Wounds per wound roll of a 6+ in addition to the 2d6 damage each salvo causes. It's a tough call, but this makes the D-Bombard more ideal for dealing with enemy titans compared to the Pulsar. *'''Wraith Glaive''' **The anti-titan melee option, this Sx2 (S18) AP-5 armblade does a flat 9 damage a cleave, proccing additional attacks on hit rolls of a 6 (with the extra attacks not proccing more). Since this will bypass Void Shields, it's honestly the most reliable anti-titan weapon you can give the Phantom. Additionally, while not exactly amazing, it does have a built in starcannon to help contribute a smidge more firepower to compensate for the loss of other ranged options. Unfortunately, it's also the only primary weapon that costs additional points to take over either of the guns. </div> </div> ===Fortifications=== *'''Webway Portal''': For 120 points you can finally pick this giant arc. Fluffwise, it is the very reason of Eldar trollobility to suddenly appear and disappear without a trace. Crunchwise, it's a massive arc with T8, 14 wounds, 3+ and 5++ which lets you deepstrike one unit a turn. It can be set up anywhere on the battlefield more than 12" from enemy deployment zone and their units during your deployment (and like all scenery must be 3" away from any other scenery - which makes it VERY difficult to place)(remember, hills[i.e. simple LOS blocking terrain] are not considered to be terrain features) and, like any other structure, is completely immobile. During deployment, the owning player may set up any of their {{W40kKeyword|AELDARI}} units in the Webway (aka Necron style Tomb World), where-upon they may be set up 9" away from enemy units and completely within 3" of the gate in a fashion very much like standard deep-striking. Of course, if the gate is destroyed, all units that were in the gate's Webway (This doesn't affect units using the '''Webway Strike''' stratagem ) are slain. On the one hand, it does let you save some CP for not using aforementioned '''Webway Strike''' Strat and allows you to deep strike units the stratagems do not cover, like Wraithlords and Support Weapons. You can also use this in tandem with said stratagems; if you utilize the '''Cloud Strike''' Stratagem for fliers or grav-tanks, you can use the Portal to Deep Strike a squad of Howling Banshees or Wraithguard, as an example. Still, the restriction for model placement (9" away from the enemy and within 3" of the gate itself) can be problematic against horde-based opponents, [[Not as Planned | who can clog up the gate and keep anything from actually leaving it]]. Even though it is impressively durable, without built-in weapons to defend itself with, a canny opponent can shut down hundreds of points worth of your army without even firing a shot. The model itself is still very nice though, so don't restrain yourself from using it as a piece of terrain for Aeldari-themed battlefields if you don't actually want to use it. ** Keep in mind, that to use Webway Gate specific Stratagems from Harlequins Codex you need to have a small detachment of this nice and deadly murderclowns (and pray to any god of your choice for this to be FAQed and '''Labyrinth Laughs''' and '''Webway Ambush''' to be accessible to all {{W40kKeyword|AELDARI}}, as it actually affects all of them). You also need a Fortification Detachment just to field the Portal, so to effectively use this piece you need to chew up 2 detachments. ** Also remember that it actually isn't a bad way to make sure that your Vehicles survive if you aren't going first, as the gate has high toughness and has a 5++. Something to consider for that Fire Prism of yours. ** Deploying this thing is difficult, due to it's massive footprint and that it can't be within 3" of any other scenery. Just hope that your table has a 12" x 8" area of totally clear terrain otherwise you can't place it. (remember, hills[i.e. simple LOS blocking terrain] are not considered to be terrain features) ** RAW all models must be set up "Wholly" within 3" of the portal. Since the struts are so small, RAW you can't deploy anything larger than a Wraithlord because anything bigger wont' fit completely within 3" - meaning even the photo on the box of the WraithKnight is illegal. Look for an FAQ or just play RAI. Or just model your Phantom Titan to be balancing on one tiptoe, ballerina style, on a 3" base. ***Or just put it between the arcs, which, considering their size, won't be a problem. **** The arcs must be set up with the bases 5" apart (the tips would be about half an inch apart), the overlap between the 3" from either leg (since you must measure to the nearest part of the webway portal) is too skinny to fit anything between them while being within 3" of either leg. RAW you don't measure from the arch, you measure to the nearest part of the arch... which is the base.[[File:geometry3.jpg]] ***** To be honest, it may simply be more practical to upgrade to the Skathach Wraithknight if deepstriking Wraithknights are such a priority. It'd be roughly the same cost as a Webway Portal + Wraithknight combo anyways, though it comes with an arguably more flexible weapon loadout and the ability to leave the battlefield and re-deepstrike at will; an ability the one-and-done Webway Portal doesn't confer. Additionally, the Skathach is only limited by the standard Deepstriking rules when it comes to deployment where as the Standard WK would be forced to come out of the extremely visible and extremely present Webway Portal, making it harder to predict and prevent deployment. Finally, you'd only be utilizing just the one extra detachment for the Superheavy as opposed to two for the Superheavy and Fortification detachments.
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