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===={{W40kKeyword|Aspect Warriors}}==== *[[File:Shining Spears 2022.jpg|200px|right]]'''[[Shining Spears]]<sup>{{W40kKeywords|Core|Biker|Aspect Warriors}}</sup>''': Despite the new rides and new, more streamlined helms, your Shining Spears haven't really changed all that much. They're still very much a shock unit that does almost all of their good work on the charge and because their strength wanes in turns they didn't charge, they can quickly lose value if they can't get in and out of combat. Fortunately, as a {{W40kkeyword|FLY}}ing biker unit, they can breeze over terrain and units alike to get out of dodge. However, your Shining Spears are not reaching their full potential if you aren't running them as {{W40kkeyword|Saim-Hann}}. Re-rolls to their charges, the ability to charge after falling back and even having access to a stratagem (honestly tailor-made for them) that lets them advance ''and'' charge, you can very easily cause havoc in enemy infantry lines simply by diving rapidly in and out of combat. Just keep in mind that you can't freely fire off the shooting profile of your Laser Lances while you so rapidly do so, but that won't be an issue against most of the targets you'll be facing. **'''Exarch Weapons''': Shining Spear Exarchs are armed with a Laser Lance. They may trade it for a Paragon Sabre (why would you) or a Star Lance. **:<tabs><tab name="Laser Lance">A pretty solid weapon, even in the hands of your Exarch. That said, consider bumping up to the Star Lance though, as it's simply a better Laser Lance.</tab><!-- --><tab name="Paragon Sabre">If you'd rather trade the immediate power the Laser Lance has on the charge for something slightly more adept for sustained combat, this would be the choice for you. You get one extra attack and can re-roll all hit and wound rolls you make with it. This finally gives it a slight niche over a laser lance, though it's no more stronger than one and deals less damage per successful wound. One good use of this is in conjunction with the Heart Strike power, allowing MW on a 5+ to wound. </tab><!-- --><tab name="Star Lance">Here we go. A stronger Laser Lance that hits at S8 to give your Exarch a noted punch against heavier vehicles and monsters. Practically mandatory if you're hunting them, though your other bikers will have a tougher time wounding them.</tab><!-- --><tab name="Twin Shuriken Catapult">Anti-infantry weapons that can soften up targets prior to charging, though keep in mind that the Shuriken rule can let them punch outside of their class if you get lucky and roll a 6 to wound.</tab><!-- --><tab name="Shuriken Cannon">So the Exarch remembered you can strap other weapons to the bottom of jetbikes. He just didn't tell the class. A Shuriken Cannon can go a long way in helping off MEQ units more efficiently than the Twin Shuripult does and is able to so from farther away. Just keep in mind that you can't fire this after advancing.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Expert Lancers">Each time a model makes an attack in the turn they charged, add +1 to their hit rolls. A pretty solid pick; Shining Spears are built for the charge. This further rewards playing them correctly.</tab><!-- --><tab name="Heart Strike">Each time the Exarch makes an unmodified wound roll of a 5+ in melee, they deal 1 mortal wound in addition to all other damage dealt. Not bad, if a bit selfish. Consider something that benefits the whole squad but it'll also let you do a bit more harm to targets with invulns. Can be a great source of mortal wounds with the Paragon Sabre.</tab><!-- --><tab name="Lightning Attacks">When the unit consolidates, it can move 6". A good way to keep up momentum, but you may elect to ''not'' get into engagement range of your next target so that you might properly charge it following a hail of shuripult/cannon and laser lance shots.</tab><!-- --></tabs> *[[File:99810104010 SwoopingHawksNEW 01.webp|200px|right]]'''[[Swooping Hawks]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Though the Swooping Hawks missed out on some fancy (and much needed) new duds, they did at least reap the benefits of the (much needed) rework to their statline. First and foremost, their Lasblasters. At first blush, a minor buff from S3 to S4 only really gives these guns something of an edge over fellow GEQ infantry and a slightly easier time wounding MEQ targets. While this is certainly a welcome change, the more important detail is that these guns now automatically wound on a hit roll of a 6, which considering the rate of fire per Lasblaster, is a reasonably common occurrence. The complete and total lack of AP does mean that anything with a good armor save is likely to not really care about this enhanced wounding potency, but against your ideal GEQ targets, you drown foes in a tide of saving throws. One of the better changes to these guys that gives them a bit more maneuverability over their Warp Spider competition is their enhanced Skyleap; instead of making a Battle Focus move, you can straight up remove these guys from the battlefield and replace them anywhere else following Deep Strike rules. Same turn. It now takes borderline willful negligence to allow these Hawks to get tethered down in melee at all. **'''Exarch Weapons''': Your Swooping Hawk Exarch is equipped with a Lasblaster. He may trade it for a Hawk's Talon and can also take a Power Sword. **:<tabs><tab name="Lasblaster">A solid enough gun now, to be sure, but you may as well spend a touch more for the Hawk's Talon. It's this, but better in every way.</tab><!-- --><tab name="Hawk's Talon">An upscaled Lasblaster, the Hawk's Talon hits at S5 and has AP-1. It even has the exact same hit-rolls of 6 auto-wound rule. Unless you're bleeding for points, there's no reason not to splurge for this.</tab><!-- --><tab name="Aeldari Power Sword">Hard pass. Swooping Hawks are not built for melee and should not engage in it willingly. If you give this to your Exarch, he stands a reasonable chance at potentially taking down an enemy model or two before he dies, but it almost assuredly won't be worth the trade. Considering how easy it is for you to keep your guys out of melee (aside lucky counter-deepstrike charges), you can safely give this a pass.</tab><!-- --></tabs> **'''Exarch Powers''': **:<tabs><tab name="Rapid Redeployment">Your Swooping Hawks can fall back and shoot. A reasonably useful perk to have in the (un)likely event your Hawks get engaged in combat, but the spike in price to your Exarch is a bit steep for something you should be actively avoiding in the first place.</tab><!-- --><tab name="Suppressing Fire">Roll 3d6 for a unit that your Swooping Hawks shot. If the result is greater than their Leadership, they can't fire Overwatch, Set to Defend, or take any actions, failing any that they were in the middle of doing. Honestly a pretty good power for an Objective-based game; 3d6 dice are reasonably likely to overcome the average Leadership score of the average infantry unit. Being able to disrupt/prevent enemy actions from gaining them VPs can potentially give you an edge in such scenarios. Even without that, being able to shut down overwatch for units like Striking Scorpions or Wraithblades can be quite valuable if you need to get them stuck in.</tab><!-- --><tab name="Winged Evasion">Ranged attacks taken against this unit have a -1 to hit modifier. As ever, a solid defensive utility for a reasonably squishy and somewhat expensive unit, though you may find much more utility to be had with Suppressing Fire.</tab><!-- --></tabs> *[[File:99810104008 WarpSpidersNEW 01.webp|200px|right]]'''[[Warp Spiders]]<sup>{{W40kKeywords|Core|Infantry|Aspect Warriors}}</sup>''': Sadly passed over in the model refresh (for now), these Warp Spider models are set to enter their 30th year service soon. Fortunately, their model's decrepit age hasn't slowed down their performance on the tabletop (thank God). Warp Spiders have become particularly vicious infantry blenders due to the rework to their Death Spinners; ones that will be challenging (and frustrating) for your opponents to pin down. Their trademark Death Spinners have fallen just a bit short of becoming heavy flamers; d6 S6 AP-2 shots per gun with the blast rule means that a squad of Warp Spiders can damn near match if not surpass the consistent firepower laid out by the Swooping Hawks against the right targets. Unlike the Swooping Hawks, they'll find MEQ targets much easier prey thanks to their higher strength and AP values. Should whatever's left of the enemy attempt a retaliatory charge, your Warp Spiders have regained the ability to flickerjump a short distance away in lieu of Overwatch, potentially even behind an obscuring piece of terrain. Speaking of, your Warp Spiders care not one whit about terrain; though they move slightly slower than your Swooping Hawks, they can ignore modifiers and terrain altogether when moving. Their variant of Battle Focus further enhances it by allowing them to move 2d6 instead, though double 1s will result in a dead model courtesy of the mortal wound it inflicts. In terms of initial deployment, Warp Spiders retain their ability to Deep Strike and, depending on your loadout, can even re-deepstrike over the course of the battle if you so desire. **'''Exarch Weapons''': Your Warp Spider Exarch is equipped with a Death Spinner. He may take a second Death Spinner and can also take a pair of Power Blades. **:<tabs><tab name="Death Spinner">A solid enough gun now, to be sure, but you may as well spend a touch more for two of these.</tab><!-- --><tab name="Two Death Spinners">It's what it says on the tin. No reason to not take this. It's not like you can build the Exarch without them.</tab><!-- --><tab name="Power Blades">Hard pass. Warp Spiders are not built for melee and should not engage in it willingly, just like Swooping Hawks. All the same, as of now if you wanna give him two death spinners you ''have to'' also take these.</tab><!-- --></tabs> **'''Exarch Powers''': Amusingly, Warp Spiders are counted as a melee aspect, meaning these give your exarch +1 attack rather than the boost to their shooting for some reason. **:<tabs><tab name="Spider's Lair">A once-per-game trap you can set if your Warp Spiders are wholly in a terrain feature at the end of their movement step. Until your next turn, any enemy unit that ends their movement in that terrain (''any'' movement) takes d3 mortal wounds on a 2+. If you can sneak your Warp Spiders into an enemy bunker and somehow survive, you can potentially flush them out or punish them for sticking in there. However, given it only has one use, you might have better uses for the 15pts this trick costs,</tab><!-- --><tab name="Surprise Assault">When your Warp Spiders enter the battlefield from their deepstriking ability for the first time, they get one extra shot with their Deathspinners each. This can be nice if you have a priority target and you need as much burst firepower as you can muster.</tab><!-- --><tab name="Web of Deceit">A once-per-battle perq that lets your Warp Spiders redeploy via deepstriking rules instead of making a Battle Focus move. Again, quite useful if your Warp Spiders find themselves in a pinch that their Flickerjump ability won't save them from.</tab><!-- --></tabs>
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