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===={{W40kKeyword|Spirit Host}}==== Your ghost warriors are among your heaviest hitters and are able to take a hell of a beating (thanks in no small part to the new Wraith-wide modifier subtracting 1 damage from any successful multi-wound weapon striking them), but they pay for that offensive/defensive potency with a swollen point cost and a rather plodding pace when on the battlefield. <!-- ---------------------------------------------------------------------Wraithguard-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithguard]]''' |- |''Core Infantry'' |''Spirit Host'' |- |colspan="2"|[[File:99120104031 EldarWraithguard01.webp|200px|left|border]] Methodical, stoic and purposeful, Wraithguard are the premier heavy destroyers of anything within 12" of them. With both their D-Scythes and Wraithcannons hitting at a staggering S10 AP-4, no unit without an invulnerable save or a 2+ armor value will have a ghost of a chance defending against the sheer firepower these statues bring to bear. Unfortunately, despite their resilient T6, 3+ defensive profiles, Wraithguard are even more helpless in melee than before. Evidently, death has rendered them unable to remember how to properly make a fist, so the only thing they can seem to do is fire their guns point blank into the people fighting them in melee. Well, the Wraithcannon Wraithguard at least. As of currently, with the Blast rule preventing such weapons from being fired at targets within engagement range of them, D-Scythe Wraithguard are actually helpless in a fist fight and prone to getting tied down if you can't shield them from oncoming enemies. At the price you're paying to bring even a single squad of them, you're going to want to make sure they can freely fire their weapons on command and at every possible opportunity you can manage. |- |colspan="2"| :'''Weapons:''' The entire squad may be equipped with either Wraithcannons or D-Scythes. <tabs> <tab name="Wraithcannon"> Your classic Tank/Monster/Titan-be-gone tool, Wraithcannons in general were solidly buffed compared to last edition. A range buff up to 18" gives Wraithguard much more flexibility at engaging targets of opportunity (especially if they're arriving out of reserves) and a damage buff of d3+3 (and an extra Mortal Wound on a roll of a 6 to wound) means a full, successful volley of Wraithcannon shots at a target is doing no less than 20 damage. One or two lucky rounds of shooting these cannons is more than enough to severely cripple or destroy any vehicle up to and including Imperial Knights. </tab> <tab name="D-Scythe"> Another weapon that received a bit of a tweaking and a general buff overall. Though the addition of Blast absolutely cripples the Wraithguard if they get tied down in melee, as does the removal of auto-hitting targets you fire them at, the range jumping up to 12" (which now makes D-Scythes a viable option for deep-striking Wraithguard) and boost to d6 shots ''per'' D-Scythe ensure that whatever infantry blob you want dead dies quite completely. The extra 1 Mortal Wound per wound roll of a 6 certainly does a lot to boost the death count and, considering the sheer number of shots your D-Scythes are capable of putting out, can actually still melt a hole in larger, hardier targets just as easily. Potentially more so than the singular Wraithcannon shots. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Wraithblades-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithblades]]''' |- |''Core Infantry'' |''Spirit Host'' |- |colspan="2"|[[File:Wraithblades01.jpg|200px|right|border]] In their fuming quest to cut up everyone who they feel is responsible for their predicament, Wraithblades are your heaviest hitting melee infantry. Though substantially more expensive, slower and bulkier than your Howling Banshees or Striking Scorpions, Wraithblades are ''much'' more durable and are better suited for extended combat against heavier-hitting foes that would otherwise lay low your squishy warriors. Due to their abysmal movement speeds, you are almost required to take along a Wave Serpent if you have any intention of using your Wraithblades before the final turn of the match. To this end, you may as well spring for a Spiritseer/Autarch/Farseer/Warlock companion or two to make the most out of that party bus once it arrives at your destination. |- |colspan="2"| :'''Wargear:''' The entire squad may be equipped with either Ghostswords or Ghostaxes and Force Shields. <tabs> <tab name="Ghostswords"> This choice is the more "offensive" option, granting yet more attacks to cleave through hordes of infantry as quickly as you can manage. All things considered, you may want to switch to the axes if you're taking these guys. The crazy degree of durability afforded to the Force Shields frankly outweighs the weight of attacks your Wraithblades can put out, especially since Howling Banshees can do so almost as well these days at well less than half the price per model. </tab> <tab name="Ghostaxes and Force Shields"> The same old shield from 8th, this is what you take when you don't want anyone to move you. A 3+/4++ statline now protects your Wraithblades, who still enjoy -1D from multi-damage weapons that manage to slip through. Cast on Fortune and watch your Wraithblades weather the fiercest firepower your opponent can muster while they hack away at everything in reach with their S7 AP-3 Ghostaxes. Wraithblades have been properly re-trained on their use too, for they no longer suffer the -1 to-hit penalty when using the hatchets. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Wraithlord-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithlord]]''' |- |''Core Monster'' |''Spirit Host'' |- |colspan="2"|[[File:Wraithlord.jpg|200px|left|border]] In another interesting move, Wraithlords have decided to shack up with their smaller brethren in the Elite slots, adding yet ''further'' competition to a very crowded category. In a way, this is more of a benefit than when they were in your Heavy Support slots; by moving to Elite, Wraithlords can function as a jack-of-all-trades unit without imposing on the slots needed for more specialized heavy hitters (such as the Fire Prism or Dark Reapers). Wraithlords changed very minimally since 8th edition, but they did receive two very welcome buffs to their durability and general effectiveness that cannot be glossed over. First, and most importantly, Wraithlords dropped down to 9 wounds. Normally the drop in total durability would be frowned upon, but this particular case warrants an exception to the sentiment. Just like Wraithseers, Wraithlords no longer suffer a degrading statline and as such will remain in top form even when a stray bolter shell will end them. Additionally, the -1 to all multi-damage weapons gives these guys substantially more protection against D2-3 weapons; this is a borderline must due to the Wraithlord's complete lack of an invulnerable save. Otherwise, your Wraithlord is as tough as ever; T8, 3+ save and 9W keep your former Exarch on the field. But, if that still doesn't quite cut it, consider this. The Wraithlord is now a {{w40kkeyword|core}} unit. That's right, for the first time, it can fully benefit from all Runes of Battle, Fate and Fortune completely. |- |colspan="2"| :'''Wargear:''' Wraithlords can take a Ghost Glaive, up to two Shuriken Catapults and/or Flamers and up to two Shuriken Cannons, Scatter Lasers, Starcannons, Bright Lances and/or Aeldari Missile Launchers. <tabs> <tab name="Ghostglaive"> The trademark blade of your Wraithlord. You'll want this if you intend to duel opposing Dreadnoughts, Monsters or Tanks; S9 d3+3 damage a swing can do a hell of a lot of damage, if you don't just outright murder your opponent in a single round of combat. Alternatively, the Ghostglaive was finally graced with an alternate profile to help deal with tarpits; Sweeping Blow hits at a reduced S7 AP-2 D2 profile, but it doubles your Wraithlord's attack output. This lets it easily mow through tarpits be they GEQ or MEQ. All things considered, this is almost a must have for your Wraithlords now. </tab> <tab name="Flamer"> The first of two wrist-mounted weapons (or shoulder if that appeals to you for some odd reason), flamers are your best anti-GEQ/Horde deterrent. (2)d6 S4 shots at 12" can wrack up quite a body count even before you take aim with any of your bigger guns, much less when you charge into melee. Not to mention, should a tarpit attempt to bog you down, these things serve quite excellently at cleaning up the chaff clamouring at your Wraithlord's shins. </tab> <tab name="Shuriken Catapult"> Though a slight buff to 18" of range and a default AP-1 does give these guns marginally more offensive oomph to the flamers, 2 shots per catapult isn't exactly turning any heads. You may pick off a model or two here, or chip away a wound on something bigger, but let's be real. The only reason you're taking these is because they're free or you ''don't'' intend on sending your Wraithlord into the fray. Which, let's be honest... is kind of a waste of this thing's potential. </tab> <tab name="Shuriken Cannon"> The glow up this thing got frankly did wonders for any Wraithlord packing one around and frankly makes it your best generalist infantry slayer. Against the hordes, it does falter compared to your Scatter Laser and even with the Shuriken rule, it's not ideal compared to the Starcannon or the Bright Lance against heavily armored, multi-wound targets. Having said that, a flat 2 damage per shot with the potential for AP-3 is nothing to sneeze at. </tab> <tab name="Scatter Laser"> If you're expecting tarpits or hordes of weak infantry... this is the gun for you. 6 shots at S6 is honestly pretty impressive for a single gun, even more so if you dual-wield them for 12. Of course, the lack of AP and single damage per shot definitely curtails this gun's effectiveness against tougher targets. Having said that, as the Imperial Guard continues to prove, there's something to be said about volume of fire alone. </tab> <tab name="Starcannon"> If you're facing high armor, multi-wound infantry like Space Marines and don't want to rely on the unreliable Shuriken rule to punch through armor, the Starcannons have you covered. Two of these things blasting holes in infantry before the charge gives you solid odds at deleting the average squad of Marines and can even plink off some wounds on a monster or two. </tab> <tab name="Bright Lance"> When you need to delete enemy Monsters before you pull out the Ghost Glaive. Of course, you can bring it/them ''with'' the Ghost Glaive if you want a dedicated Monster dualist, though unless you brought some flamers, you're going to struggle to deal with of infantry swarms. </tab> <tab name="Aeldari Missile Launcher"> As ever, your flexible jack-of-all-trades gun. Can pair nicely with the two flamers if you're looking to lay down as much (potential) dakka as possible on swarms of enemies, but you can't fire it in that mode in melee. Alternatively, the single shot profile can deal a hell of a punch to a bigger target, but it's generally not going to be as reliable as your Bright Lance in this regard. </tab> </tabs> |} <br>
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