Editing
Warhammer 40,000/8th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Army Building and Tactics== ===Army Building=== *'''Building up your forces:''' **'''Getting Started with Bundles:''' To those who have considered creating a CW Eldar army, or those who are looking to expand their existing forces, now is a pretty good time to do so. There are several bundles available to the frugal player that can save both new and old players quite a bit of money ***'''Start Collecting! Craftworlds ($90):''' This repackaged bundle comes with a ''Farseer'', ''Wraithlord'', ''Warwalker'' and a squad of ''Wraithguard/blades''. It's a bargain for what it offers; hard-hitting durable units headed by arguably the most useful HQ choice you could take in any generic list. Unfortunately, it also has one of, if not the fewest model counts among all other get started kits with ''no'' Troops included, meaning that you'll have to purchase your Guardians/Dire Avengers separately if you're needing them. That said, the $55 odd bucks this bundle will save you will easily cover the cost of a squad or two of those. ***'''Craftworlds Army ($170.75):''' A premium Start Collecting! kit that includes a ''Wave Serpent'' and ''Guardian Defender'' squad in addition to the prior bundle's contents. A higher price point of $170.25 makes this bundle a touch harder on the wallet, but it comes with everything you'll need for a solid Patrol Detachment. Unfortunately, there's literally no difference in price between buying the Start Collecting! Craftworlds kit then buying a squad of Guardian Defenders and a Wave Serpent separately or just purchasing this bundle, so it really boils down to how much you're willing to spend all at once. ***'''Wake the Dead ($150):''' A joint narrative campaign kit with Craftworld Eldar and Primaris Space Marines. Honestly a steal of a deal, Craftworlders can get a plastic ''Spiritseer'', ''Wraithguard/blades'', ''Guardian Defenders'' and a ''Wave Serpent'' for effectively $75; half the price they'd run individually! You can make that price literal if you can get a buddy or even local colleague to split the cost with you for the imperial forces. Alternatively, you get a bunch of Primaris Space Marines essentially for "free" if you just buy it yourself. Either way, it's a fair bargain that makes for a much more balanced starting force for new players than the basic Start Collecting! kit. ***'''<s>Battleforce Craftworlds Asuryani Bladehost ($170)</s>:'''(Discontinued) Yet another bundle for vanilla Craftworlders, this package comes with a ''Farseer'', a squad of ''Guardian Defenders'', ''Dire Avengers'' and ''Windriders'', a ''Vyper'' and, for some reason, a ''Wraithknight''. This ends up being a little over $105 in savings; a pretty solid deal all things considered (it all but pays for said Wraithknight included). The unique thing about this set is the inclusion of the Lord of War unit, something very few "generic" bundles have done before. Since LoW's tend to be less common in the average detachment these days, in addition to the Wraithknight's cost to field (and debatable viability), you'll get more value by buying a different kit if you have no need/desire for the Wraithknight itself (it would in fact be cheaper to buy all the other units sans WK separately than to purchase this bundle). ***'''Craftworlds Vanguard Detachment ($170):''' Designed for Apocalypse games, this package comes with a ''Spiritseer'', two ''Wraithlords'' and three squads of ''Wraithguard/blades''. What it lacks in variety (bundles only ever seem to focus on Wraith units or guardians, but given everything else is resin, it's not like they have much to choose from) it can make up for with some punishing firepower that's more suited to the bigger scale Apocalypse games are aiming for. A solid choice if you only have a couple squads of Wraith units or plan to play it big. ***'''Wraithknight Super-Heavy Detachment ($345):''' The most expensive bundle (which it technically is), this package of three ''Wraithknights'' is...impractical for a number of reasons. First, it offers no discount compared to just buying the three wraithknights separately, so it really just provides the minor convenience in packaging them all in the same box. Second, even with the agreeable point discount Chapter Approved 2018 gave them to field, wraithknights are still too cost inefficient to justify taking more than one (even then, situationally) in the average list. If you're just in it for the modelling or mainly planning for Apocalypse, however, feel free. ***'''Blood of the Phoenix ($230):''' The first new plastic Aspect Warriors and Phoenix Lord make their debut in GW's <s>most expensive non-superheavy box set to date</s> formerly most expensive non-superheavy box set (they wasted no time breaking that record). Uh...yay? Regardless, this set comes with ''Jain Zar'' and a squad of ''Howling Banshees'' in their sleek new plastic glory, a ''Falcon'' to carry them around in and a random ''Vyper'' since every other eldar box set released spammed Windriders as filler. ''If'' you can find a player to split the Dark Eldar units (or plan on getting them for ''their'' fancy new plastic Incubi and Drazhar models anyways), then it's arguably worth it (you know, given how inflated GW's prices are these days). Assuming Jain Zar will run $30ish dollars and the banshees run $50ish dollars, you'll save $55 on the craftworld units included compared to purchasing them individually, again assuming you find someone to split the set with. This just happens to be enough money to cover the cost of the Phoenix Rising rule book you'll want/need to buy separately if you want access to all those fancy Exarch Powers and Custom Craftworld attributes since the book included in the set [[Fail|doesn't have any of those rules included,]] [[Games Workshop|forcing you to purchase a stand alone book separately if you actually want to use them]]. While the plastic aspect warriors are certainly welcomed with open arms, there are a few issues with this set that make purchasing even one of them a tall ask; a 30~% price increase on a bundle that only includes two "new" units per faction (versus a bundle like Shadowspear, where everything included on both sides was completely new ''and'' still at a semi-standard $170) with two of the models being named characters makes this set a particularly hard sell. At most, you'll probably only want to buy this set once (if even that), even if you're splitting it with someone else. ***'''Squadrons:''' Players looking to fill up on more niche models can save a few bucks on the Vyper Squadron ($75) and Vaul's Wrath Support Battery ($60) bundles; each comes with three models that can either be set up either individually or as a single squad, giving players a bit of tactical flexibility when it comes to filling out their detachments. **'''Aspect Warriors:''' When it comes to the Aspect Warriors, unfortunately almost all of them are online exclusive and Fine-cast Resin models (Dire Avengers and Howling Banshees being the only exceptions to both of those standards) that are not only woefully outdated aesthetically, but also consistently out of stock and difficult (if not impossible) to find on 3rd party websites. Now that much of the 40k hype has shifted towards less model intensive game-types, the availability of these units isn't as much of an issue as they used to be, though don't be surprised if it takes GW several months to restock a kit that sells out for Eldar. With the Psychic Awakening focus on the Craftworlds having come and gone, it'll likely be quite some time before any of the other Aspects get plastic overhauls like the Banshees received. ===Required and Recommended Reading=== Here is a list of all Asuryani-applicable rule books you'll need in order to officially play the game. Outside the Codex itself, many of these books are largely optional but are good to have on hand just in case [[that guy]] incessantly insists on fact checking any obscure rule or unit you want to use. The prices listed are assuming you're looking to purchase a physical copy of the book. *'''Warhammer 40,000 (Core, $60)''' - Kind of obvious, the basic rules on how to play the game are listed within. Watered down rule booklets are often included in battle box sets that go over the basic battle round phases, but they neglect to mention any of the game modes, deployment zones or other miscellaneous information needed. That said, check with your local store or fellow gaming buddies if they already have a copy you can borrow; you might be able to get by just sharing one core rule book between the involved players if you only play rarely or casually. *'''Codex: Craftworlds (Core, $40)''' - Another "no shit, Sherlock" book you'll need to own to actually play Craftworld Eldar. For anyone just interested in playing Open/Narrative play, this and the core Rulebook are all you'll need. *'''Imperial Armour - Index Xenos (Forgeworld/Optional, $24)''' - You'll need this book if you want to field your more obscure or superheavy options available on GW's sister website [[Forgeworld]]. It seems that Forge World will be releasing updated versions of these indexes sometime later in 2020. These updates will provide new rules and reworked datasheets to bring the Forge World units in line with their fellow standard units as they are in their respective Psychic Awakening books. Once the current edition sells out on their website, they'll no longer restock copies of the index until they release the new version, so if you have any interest in picking up Forge World units before then, you should probably grab a copy soon. *'''Chapter Approved: (20XX/Kinda optional, $35)''' - An annually released book that amounts to an irritatingly necessary subscription to play competitively, as it contains the most up-to-date balance updates for all playable units across all the factions (core and Forgeworld). Needless to say, these point reevaluations override whatever point costs were listed in any prior Codexes/Indexes/CA Volumes and are required in order to field tournament legal lists. Each edition does thankfully also come with new game modes and rules to expand how you can play the game, so they aren't ''completely'' rendered obsolete each year when the new volume drops. Casual players can get away with skipping this purchase as well, especially if their local community doesn't really give a shit about the official GW stance on tournament play. *'''Vigilus: Defiant (Optional, $50)''' - Now onto the truly elective reading, Vigilus: Defiant offers access to two specialist detachments that you can upgrade your lists with, if you're playing with the compatible units. It's a bit expensive and the percentage of the book actually relevant to you is disappointingly small, but it does offer additional generic game modes and access to a variety of other faction specialist detachments if you plan on double-dipping into any of them. *'''Psychic Awakening: Phoenix Rising (Optional, $40)''' - Though it's entirely supplementary, the custom Craftworld Attributes, Exarch Powers and full Ynnari rules offer very compelling reasons to pick up a copy for players looking to enhance and customize their army. Additional game mode modifiers, like Theatres of War, add extra rules that can mix things up by granting unique effects to certain units fielded within. *'''Warhammer Legends: Craftworlds (Optional)''' - The retirement home for any models/units GW doesn't currently stock or have any intention of keeping relevant in the current tournament scene. To that end, the units or loadout options available in the Legends section are still supported for Narrative/Open/Casual Matched Play, but are illegal for use in official Matched Play tournaments and generally not recommended for locally hosted tournaments either. The only things of note in here are the expanded weapon options for your Autarch variants and a few discontinued Aspect Warrior Exarch special weapons. Craftworld players certainly got off easier than Space Marine or Ork players in this regard. Lastly, keep a sharp eye on Warhammer-Community for any FAQs published about the core rules and any of the books listed above. They can drastically change the way your units function and are necessary (for competitive players at least) in order to properly play the game. Casual players again can live without these, but as the FAQs are the only rule adjustments that are released for free, there's really no reason not to go ahead and give them a read. ===Tactics=== *'''Overview:''' The thing about Craftworld Eldar is that most of their infantry units are elite and highly specialized; in concept each different unit is suited to one particular job that they do exceptionally well, and struggle to do anything outside their designated roles effectively. While they reflect this in practice as well, certain units don't perform those jobs well enough to justify fielding them without having to build entire lists around them. When building a detachment, you'll need to keep your opponent's army in mind when choosing your units; find their strengths and weaknesses and exploit them with surgical precision. CW Eldar lack the tactical flexibility of Space Marines, are far too costly to field disposable blobs of infantry, and cannot afford to field units that have limited use against their opponent's forces. Battles of attrition can be particularly one-sided against Eldar due to their minimal model count, fragile durability with subpar armor and shorter-than-average range on their guns. However, with the exception of Wraith units, all your infantry units are faster than most other armies, are reliably accurate, and possess powerful guns and psychic powers that make up for their less than adequate defenses. *'''Aeldari, not just Asuryani:''' Something that you'll want to consider, is that you can and should take units from your Dark Eldar, Harlequin, and Corsair cousins. While Craftworld Eldar have access to durable, hard-hitting units (like Wraithguard, War Walkers and Wave Serpents), as well as solid psykers (Farseers and Warlocks), most of your units come with a point price tag that makes most losses you suffer hurt more than they should. Dark Eldar on the other hand have access to surprisingly cheap and hard hitting units, Harlequins themselves are pricier, but their infantry's mobility and close combat game is unrivaled and lastly, Corsairs are modestly priced, highly flexible troops that can help fill any niche your army may be lacking. Take units that'll complement your strategy. **'''28/09/2018 FAQ Note''' Now that the Battle Brothers beta rule added in the 16/04/2018 FAQ has been decreed a fully fledged rule, Matched Players ''must'' ensure each faction of Aeldari is keeping to their own strictly pure-strain detachments. Even Corsairs must abide by this rule, though they now enjoy a special rule allowing them to be brought without an HQ in their detachment (since they'd otherwise be unplayable), but they are limited to Patrol, Battalion and Outrider Detachments. Taking them in said detachments also negates the bonus CP they would otherwise confer. Plan accordingly if you want to take more than one flavor of eldar. *'''Mind your Detachments:''' As far as pure Craftworld detachments go, going with the standard Patrol, Battalion or Brigade formations is often not the most economical way to field an army (With the codex out however, it's far more feasible due to Dire Avenger and Ranger point reductions). Going with a Vanguard, Outrider or Spearhead detachment will allow you to field the specialized army that the Craftworld Eldar are known for without a Troop tax limiting your options. Given the large number of new stratagems that were released with the new Codex, make sure you plan out which ones you will use and how often you think you'll need to use them before committing to a lower CP cap. *'''Melee Combat:''' It sounds obvious at first, but it really does need to be said for the Eldar: you really don't want to wipe a unit in close combat in your own turn as the Craftworlds Eldar; even for the Ynnari, it's less than ideal. You want to be wiping a unit on your opponent's turn to be protected from return fire, or abuse the hell out of the Yncarne's ability to teleport next to something that just died on anyone's turn (potentially giving them the ability to teleport across the table, then charge on your turn). Given that everything but your Wraith units are T3, you definitely don't want them standing there in the open for your opponent to shoot to bits. Wraithblades, Incubi, Grotesques and Harlequins are all units easily able to wipe a unit off the board in one charge, so make sure to plan an escape for them if/when they do. Everyone else has a cheap Troop they can literally throw at your melee units (yes, even the Dark Eldar) to tie them up for a round then proceed to shoot the hell out of them next turn. <div class="toccolours mw-collapsible mw-collapsed" style="10> ===Specific Army Builds=== '''Bike Swarm:''' Not a pure craft worlds list per say but close enough to be included here. With the advent of the new space marine meta quite a few of the "classic" Craftworlds lists have been rendered almost unplayable, fortunately there are a few lists out there that almost perfectly counter the AIDS of the space marines meta; this one included. Take 1 to 3 max size units of Shining Spears with the withdraw Exarch power, (Starlance exarch weapon) and three warlock Skyrunners, Jinx/protect, Empower/enervate and Quicken/Restrain (probably take a Farseer with Doom and Guide as well). You'll also need 3 units of harlequin Skyweavers with zephyrglaives and haywire cannons with a Shadowseer, Twilight Pathways and Webway Dance. Finally take an Alaitoc or custom detachment with 3x units of rangers using your Quicken/Restrain warlock and Farseer as HQ's, if after all this you have any points to spare put them into a large unit of dark reapers with Tempest Launcher and Long-Ranged fire. You probably get the idea by now, as many fast hard to kill, 2 damage toting units you can get, a list tailor made to kill those Primaris rats, with Protect and Withdraw on your lead unit of Shining Spears you'll be almost immune to melee attacks from basic space marines, S6 AP-4 and D2 will make a mockery of Primaris and Centurions alike and their fly keyword allows them to charge those pesky Stormtalons and Stormhawks. One unit of skyweavers can have a 3++ every phase for 1cp and another can be -2 to hit, don't forget they can move twice too with twilight pathways. They're hitting with 3 S5 AP-1 D2 attacks each in combat, but their true strength is against vehicles at range, doing an average of 1-2 mortal wounds per bike to any unit with the vehicle keyword - no Ironstone is going to save them this time! '''Wave Serpents:''' The premiere tank of the Craftworlds, Wave Serpents outclass Falcons as durable transports that offer no small amount of firepower for considerably less cost than any other grav tank that you can field. However, if all it'll be transporting is a small squad of Fire Dragons/Howling Banshees, you could consider to pay a bit more for the Falcon in order to increase its fire power. <div class="mw-collapsible-content"> *'''Wraith-Bus:''' Despite how durable wraith units are, they don't appreciate having to slowly slog it across the field with either melee or flamer-range weapons while your opponent lights them up with all manner of heavy firepower from half a table away. Wave Serpents can comfortably fit a squad of 5 blades or guard accompanied by a Spiritseer or Yvraine (or both if you wish!) while providing decent amounts of extra firepower. Wraithblades accompanied by an Enhance Spiritseer can absolutely slaughter most infantry with 20 S6 AP-2 attacks that hit on 2+ (with re-rolls!). This can be made extraordinarily terrifying if the Spiritseer is using a Psytronome of Iyanden, giving each Wraithblade within his 6" bubble a staggering 6 attacks on the charge (for a 5-statue squad, that's [[Rip and tear| 30 S6 AP-2 attacks!]] While this costs each affected squad d3 Mortal Wounds, you're at worst losing 1 Wraithblade in exchange for what's likely the entirety of the squad they just charged. If you're feeling feisty, you can do this with some Ynnari Wraithblades (They're still {{W40Kkeyword|<CRAFTWORLD>}} units after all, and the Psytronome applies to all {{W40Kkeyword|IYANDEN}} Wraith units) and ''very'' likely trigger a Soulburst. Just be careful that if you do this, you don't accidentally leave your Spiritseer to the [[Space Wolves|wolves]] while your Wraithblades charge off to make [[Khorne | Khaine]] proud. *'''Fire-Bus:''' The much cheaper option than those pricey wraith units, these guys basically exist to be crammed into Wave Serpents for your anti-vehicle/monster needs. While they're basically throw-away units after they open up on their first target, they can do surprising amounts of damage when operating under Strength from Death. Watch your opponent pop an artery when your Fire Dragons immediately incinerate those Space Marines that tumbled out of that rhino you roasted literally seconds before them. Depending on how important those Fire Dragons are, consider taking a non-warlord Autarch or Warlock to provide re-roll support or defensive buffs so that they can do their jobs effectively and ''potentially'' even survive the following turn. *'''Banshee-Bus:''' A squad of 6-8 Howling Banshees grouped up with a 4-6 elf Warlock Conclave can prove a relatively competent strike-squad that can handle ''most'' standard infantry relatively well. A Drain-Empower casting conclave can significantly buff the survivability and damage output of the Howling Banshees, who will be able to relatively reliably wound infantry up to and including MEQ squads. Drain on top of the H.B's hit modifier means that most enemies remotely competent in melee are only hitting back on a 5+. The Warlocks can also try to join the fray with their Witchblades, though MEQ targets and above can usually shake off their attacks using their standard saves. Additionally, even though the Warlocks all have a 4++ with several wounds apiece, losing 1-3 of those Warlocks will permanently handicap your Banshees due to the reduced powers per turn. Commit them only if you're certain they can survive your opponent's next combat round. As far as the number of Warlocks you're taking, if you're confident that you can keep your Warlocks safe (remember, they're not characters in a conclave), feel free to take just 4 and fill the rest of the Serpent with more Banshees. Going half-and-half will reduce your Banshee's total attack output, but will ensure your warlocks can survive a couple casualties before dropping a tier on their powers. **'''Alternate Take:''' If you have the points to spare and are able to take a secondary detachment, consider just taking a Supreme Command detachment of 2-4 Warlocks rather than cramming in a Conclave in your primary detachment. You will maximize the number of Runes of Battle your Warlocks can cast while simultaneously maximizing the number of Banshees crammed in the Wave Serpent with them. Additionally, these individual Warlocks are in fact Characters, and will be considerably easier to keep safe from enemy fire. Empower/Enervate and Enhance/Drain Warlocks are a must, and while Protect/Jinx and Quicken/Restrain warlocks are extremely helpful, are not required. Conceal/Reveal can be helpful on the approach, but as a melee specialist unit that'll likely be in a Wave Serpent if not ''in'' combat, would be a power better reserved for dedicated ranged units. Though the Embolden/Horrify power can find usage due to the Banshee's penchant for horde-killing, their naturally high leadership means that they likely won't fail many morale tests. As for the Horrify power, it is better reserved for units like the Hemlock Wraithfighter, which is far more suited for the Leadership bombing role than banshees are. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Deathstars:''' While a good amount of eldar cheese has been toned down since 8th edition launched, there are still a couple units that can perform spectacularly when grouped together. <div class="mw-collapsible-content"> *'''Banshee-Star:''' With the Codex returning Howling Banshee's Overwatch immunity alongside acrobatic advances ''and'' charges (which they can now perform both in the same turn), getting into melee combat is easier than ever for these aspect warriors. Banshee Exarchs have a passive that is basically the Drain power which stacks with a Drain Warlock to make them absurdly resilient in melee. A second Warlock tagging along with Empower can help fix their poor ability to wound MEQs and above. Depending on whether or not you're going MSU with the Banshees, a standard 5-Banshee squad can appreciate having a 5-Dire Avenger squad tag along inside the Wave Serpent as a screening unit of sorts to give them a bit of cover fire. Be careful though; Unless Jain Zar is within 6" of your banshees, they no longer strike first in melee. *'''Reaper-Star''': Take a full unit of 10 with a Reaper Launcher or Missile Launcher on the Exarch with a Farseer for Guide and either Doom for if the enemy gets close or Fortune if you're just worried about surviving the reprisal. [[Dakka|That is 10 of your pick out of Heavy 1 S8 AP-2 D3 or Heavy 2 S5 AP-2 D2 per turn]]. [[Rage|Just make sure you keep your range to survive your opponent's reaction to this]]. Make sure you take a screening unit like Guardians or Rangers to protect from Deep Strikes. If you're concerned about ranged enemy reprisal, a Conceal Warlock can go camp with them to give anyone trying to bip your Reapers a -1 to-hit penalty, -2 if {{W40Kkeyword|alaitoc}}. *'''Shadow-Star(Forge World; best under {{W40Kkeyword|alaitoc}}):''' A group of 5-10 Shadow Spectres accompanied by a Warlock Skyrunner casting conceal can be a force to be feared indeed. With 3+ armor and a -2 to-hit modifier (per successful conceal cast), Shadow Spectres can be one of, if not the most, durable CW eldar infantry choices you can take. While Wraith units are tougher with more wounds and heavier firepower, Shadow Spectre armor comes at no cost to their mobility or accuracy, which comes in at a brisk 10" base movement with Battle Focus letting them fire off their Prism Rifles at Coherent(S6 AP-3)/Dispersed(S5 AP-1) mode with no penalty. On top of a much lower likelyhood of even being hit in the first place thanks to their Holo-Fields. Unfortunately, they're no longer <i>as</i> cheap as they were, at 165 points for a standard 5-elf squad. Despite that, they are still 35/60 points cheaper than a Wraithcannon/D-scythe Wraithguard squad, or 10/65 points cheaper than Ghostsword/Ghostaxe Wraithblades. An autarch joining in with Swooping Hawk wings can keep up with the Shadow Spectres and give them re-roll 1s support for their coherent beams for your MEQ blending needs as well. Of special note, Shadow Spectres can become even more of a pain to get rid of if using Alaitoc's "-1 to hit" rule, making them borderline untouchable at range (assuming your Warlock is still casting conceal on them, that's -3 to hit from 12" or further!). With careful positioning, Shadow Spectres can dance around and fire their Coherent Mode within that sweet 6" border that keeps them out of (most) rapid fire/charge ranges and keeps the -3 modifier going strong. Add the Lightning Fast Reflexes Stratagem to up that penalty '''further''' to a -4, and even units with BS 2+ will be all but incapable of hitting them. But beware of Adeptus Custodes Venerable Land Raiders- they get a Stratagem that lets them ignore all of those penalties entirely. However, given how expensive it is to do this, the Custodes will have more things to worry about from a mobile army like the Eldar, like being able to actually score objectives (though why they aren't just spamming Jetbikes against Eldar instead is another question entirely). And though the heavy Flamer profile on their Prism Rifles will likely give your opponent pause (especially since the Spectres can simply leave combat and light them up come your turn), CQC is a definite shortcoming for the Spectres; most of their to-hit bonuses will be negated (though not ''all'' of them) and they hit back about as hard as a stiff sneeze in the wind. Heavier melee units like the Custodes, Grey Knights, Blood Angels, and other Eldar Wraith units can generally tough out the overwatch and slaughter your Spectres in short order if you let them get too close. *'''Spear-Star:''' Fairly straightforward; take 3 Warlocks with Enhance, Empower, and Quicken, and a Farseer with Guide/Fortune. You can take more Warlocks with less important powers like Protect, Embolden, or even Conceal if you're worried, but this is meant to punch things, not be durable. Cast any non-Quicken buffs on the Spears, then Quicken them. That's 38" of shooting threat, and 34" minimum (average 39") of charge threat, with, at full bore, +1 to hit and wound in melee, re-rolling misses with the guns. If you combine it with the {{W40Kkeyword|Saim-Hann}} stratagem, you can advance the bikers, shoot at no penalty, charge with re-rolling charge rolls, and then have both +1 to hit and re-rolling of 1s to hit in melee, on top of the +1 to Wound. **The most important trick here is simply noting that Quicken works best on fast units, and Shining Spears are both fast, and most in need of the help, since their otherwise tremendous guns are very short range. If you want to pull this trick more than once, you'll want Skyrunners, so your buffers can keep up with your Spears. *'''Wraithstar (Iyanden Only):''' Take a unit of 5 Wraithblades with Ghostswords, a Spiritseer with Enhance, and a Farseer with Doom and Fortune, with one of the characters carrying the Psytronome of Iyanden. When you activate the Psytronome, this gives the unit [[Rape |30 S6 AP-2 Attacks, hitting on Re-rollable 2s, Wounding on a re-rollable 2+ or 3+ against Infantry]], and it is [[Awesome|able to shrug off the Mortal wounds it sustains, all while fitting into a single Wave Serpent that has a statline that degrades at half the normal rate]]. While you're at it, feel free to use the ''Supreme Disdain'' stratagem to give the wraithblades exploding attacks on their 6+ rolls! Alternatively/additionally, while a Wraithseer can't fit in a Wave Serpent with them, it can give the Wraithblades re-rollable charges, and is no slouch in melee, either, since it also benefits from the Psytronome, as well as the boost to its degrading statline. Additionally, a Bonesinger tagging along can help recover wounds lost from combat/Psytronome usage, and lay down a Smite or two in the meantime to help soften up enemies from afar. Sadly, this is a one-time thing per battle, so make sure your priorities are clear before committing to a target. You can make a detachment running this strategy into a {{W40Kkeyword|Wraith Host}} to open up access to a few more stratagems to improve their offensive/defensive capabilities. *'''Scorpion Star:''' Take 9 Scorpions, Karandras and 2 Spiritseers or Warlocks with Enhance/Empower of which one is your warlord with Ambush of Blades and put them into a Serpent. Let them Charge into something in Cover. Pull the Supreme Disdain Stratagem and Drown your enemies in saves. RAW each hit on 4+ will generate 2 additional Attacks(3 Attacks for the Exarch because he gets extra attacks from 3 different sources) wounding on 3+ against T4 or 2+ against T3, each hit on 4+ will be resolved with -1AP. This will be around 50 Hits with more than a half Attacks with -1AP if you factor in an Autarch plus all Mandiblasters, Karandras and the Spiritseers. Not really cost efficient, but really fun to pull off. </div> </div> ===Craftworld Unit Recommendations=== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|50px|left]] |'''Alaitoc''': Alaitoc is probably the default Attribute for many armies, specialized or no, simply because an army wide -1 to hit modifier benefits almost every unit you can field. Suffice to say, longer ranged units take advantage of this much more effectively than your mid/short ranged units. Melee units will find this perk quite situational as they will either be in a transport, in melee combat and generally un-targetable in the meantime or at ranges that don't confer the attribute's bonus. |} <div class="mw-collapsible-content"> *'''HQ Choice Recommendations''': ''Autarchs'' are highly versatile HQs that have access to the Shimmerplume of Achillrial, making them extremely difficult to hit even if enemy units get a chance to shoot at him unimpeded. Works wonderfully as a force multiplier for squads of Dark Reapers, especially if given the Mark of the Incomparable Hunter trait and a Reaper Launcher to not only stay at range, but also to snipe your opponent's characters. ''Farseers'' and ''Spiritseers'' are perfectly viable as well, and can take the Shiftshroud of Allansair for consistent -2 to hit modifiers (can also take in conjunction with at Autarch and his Shimmerplume if you can spare the CP for it). ''Warlocks'' as secondary HQs are a must, as stacking the Conceal power with other to hit modifiers is what makes Alaitoc units so incredibly hard to kill. *'''Special Character Recommendations''': ''Illic Nightspear'' is a fluffy pick that, when combined with fellow Rangers and/or even an Autarch with MotIH and a Reaper Launcher, can almost guarantee one dead character a turn. A perfect pick for all the Shadow Spectres you're inevitably going to field is ''Irillyth'', as while he cannot abuse Alaitoc's attribute the way his aspect warriors can, he gives all Spectres an 18" fear bubble that can make the Morale phase for your opponent just as dangerous as your shooting phase. *'''Troop Choice Recommendations''': ''Rangers'' are a given; they're your second cheapest troop choice and combined with their innate -1 to hit modifier, ability to deep-strike and 36" range guns, they are perfect for securing objectives outside your initial deployment zone, acting as buffers against enemy deep-strikers, character hunting, and just being a general pain in the ass to get rid off. Alaitoc also offers a unique stratagem that requires enemy units shooting at a squad of rangers to roll specifically a 6 in order to hit them, letting you save the Conceal power for more important units doing the killing. ''Guardian Defenders'' are a good secondary choice; while they can't contribute much firepower outside that 12" the Alaitoc attribute needs to stay effective, they can still plant a lot of bodies on an objective and can be a pain to clear off if utilizing the Celestial Shield stratagem and Protect psychic power. Lastly, their Heavy Weapon platforms can contribute a little bit of extra firepower with a bit more oomph than Ranger Long Rifles or Shuriken Catapults can provide. *'''Elite Choice Recommendations''': ''Shadow Spectres'' are an obvious choice for lists allowing Forge World units. Fast flying infantry that have powerful guns that can not only punch through MEQ and TEQ targets with relative ease, but also effortlessly burn through horde armies with impunity. The dispersed mode on their guns can generally discourage even somewhat durable targets from getting too close, and anything trying to shoot them at range has to deal with a -2 to hit modifier at minimum. Stacking Conceal with Lightning Fast Reflexes makes it nigh impossible to score a shot on them; the few hits that do manage to land still have to contend with a 3+ base armor save that can easily be boosted by both Cover and Protect to an effective 1+ armor save. Anyone wishing to avoid this kind of cheese, or is unable/unwilling to field Forge World for one reason or another, ''Wraithguard'' and ''Wraithblades'' become particularly durable and are surprisingly versatile in what they can do. ''Howling Banshees'' and ''Striking Scorpions'' appreciate the extra protection Alaitoc provides, though other craftworlds (particularly Biel-Tan and Saim-Hann) offer better perks that they can utilize much more effectively. *'''Fast Attack Choice Recommendations''': ''Warp Spiders'' can easily bump up to a -4 to hit modifier much the same way Shadow Spectres can; Flicker Jump, Conceal and Lightning Fast reflexes can all be stacked if your Spiders find themselves in a pinch, though keeping enemy units further than 12" away may prove challenging since that just happens to be the range of their Death Spinners. ''Swooping Hawks'' are a cheap, fast and shooty choice that can reliably keep enemy units securely outside that 12" danger-zone other Craftworld units need to be mindful of and offer a reliable source of Mortal Wounds for dealing with those feisty hordes. ''Shining Spears'' get an honorable mention since, even though they're a melee-focused unit, their speed and relative durability make it fairly tempting to bulk it up with to-hit modifiers. As a biker unit, a Warlock Skyrunner can also putter along and cast Conceal for a relatively reliable -2 modifier as well. Forge World ''Hornets'' happen to be the only vehicles that can also get a consistent -4 to hit modifier and are also the only units that can do so without Psyker support. However, as they need to constantly advance to get up to that point, abusing to hit modifiers on them limits their weapon loadout strictly to Shuriken Cannons and as such, may not necessarily be desirable candidates for this slot. *'''Flyer Recommendations''': ''Hemlock Wraithfighters'' may no longer be able to cast Conceal themselves, but this attribute will at the very least allow them to keep the -2 to hit modifier they used to have before the Codex's release. Hemlocks are powerful fliers even without the added durability, S12 auto-hitting shots will make short work of MEQs, Monsters and Tanks alike, though the limited number of shots launched per turn makes it less effective against horde-based armies directly. Indirectly, Horrify combined with its Mindshock Droppods make for one of the most potent leadership bombs possible with the added bonus of being strictly from one source. Stack this with Irillyth and some Shadow Spectres to ensure any infantry that survives a salvo from either the Hemlock itself or the nearby Shadow Spectres tucks their newly formed shit-tails between their legs and books it. All the other craftworld flyers do indeed prefer the Alaitoc attribute as well, though the Hemlock is arguably the best choice if you're going to use this slot at all. *'''Heavy Support Choice Recommendations''': ''Dark Reapers''. Even if the -1 to hit modifier had no effect on Dark Reapers, these guys are too good at what they do to not be an immediate consideration for this slot. With 48" range guns, it'll be quite some time before most enemy units can slog up to a range that negates Alaitoc's attribute. If they ever even make it so close alive to begin with. On the flipside, Dark Reapers are also a perfect counter to other armies abusing to hit modifiers themselves. Since they always hit on a 3+ regardless of all these modifiers, they can humble even enemy Shadow Spectres should they get too drunk on all that cheese. Alternatively, ''Fire Prisms'' offer long range, flexible fire support that can stack the Linked Fire stratagem and Pulse Laser Discharge to erase one particular target a turn. ''War Walkers'' and Heavy Weapon focused ''Wraithlords'' also appreciate the added durability Alaitoc offers, especially if they were going to spend their time as backline gunners. *'''Lord of War Choice Recommendations''': ''Vampire Raiders'' and ''Vampire Hunters'', if you're lucky enough to have these out-of-production models, have natural synergy with Alaitoc. Their Colossal Flier rule forces all non-flying units to add 12" to their shooting/psychic powers, meaning that they will always benefit from Alaitoc's attribute. This means that against many armies, your super expensive Vampires will always have a -2 to-hit modifier on top of their distortion invulnerable saves (which, unlike virtually everything else in the LoW section, can actually practically maintain movement required for the 5+/4+ save) until/unless you choose to switch it to hover mode. ''Cobras'' and ''Scorpions'', as gunline tanks likely parked deep in your territory, will almost always benefit from Alaitoc's trait as well, though they tend to function more efficiently under Iyanden. ''(Skathach) Wraithknights'', while equally affected by the attribute as the rest of your non-Conclave units, perform better under Iyanden. **Honestly if you're running a Footdar list it's this or Biel-Tan. The main advantage an Aliatoc Footdar list has is that the -1 to Hit will help your melee units actually get close enough to charge in the first place, something a lot of people overlook. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Biel tan banner large by mirageknight32-d62s4xb.jpg|Border|50px|left]] |'''Biel-Tan''': Tailor made for Aspect Warriors, Biel-Tan favors taking small elite squads of infantry and compliments anything Shuriken. Biel-Tan is particularly useful for lower point games, as most Aspect Warriors are relatively cost effective and can easily fit into <1000 lists. |} <div class="mw-collapsible-content"> *'''HQ Choice Recommendations''': ''Autarchs'' again have incredible flexibility that let them fill whatever niche you may need in your detachment. Need re-roll support and an extra Fusion gun for your Fire Dragons? Check. Want re-roll support and Overwatch suppression for your Howling Banshees or Striking Scorpions? Check. Whatever your Aspect Warriors can do, your Autarch can do slightly better while supplementing their specialized skills. ''Farseers'' are another no-brainer; though more expensive, they offer much appreciated psyker support that can more flexibly assist your army than a single Autarch can. ''Warlocks'' are also ideal, and even necessary for some of your Aspect Warriors to be utilized to their full potential. *'''Special Character Recommendations''': Biel-Tan just screams for Phoenix Lords. ''Asurmen'' is all but mandatory, as he can make most of your army particularly tanky with his invuln buff and compliments your Dire Avengers to such a potent degree that it's simply staggering. ''Baharroth'' is another candidate for a rounded list, as he can make any nearby Aspect Warriors borderline fearless and can redeploy to anywhere on the map as needed. All the other Phoenix Lords offer particularly powerful perks, though they're all limited specifically to their respective Aspect Warriors and should probably only be used if you plan on focusing on them. Lastly, the ''Avatar of Khaine'' is a serious consideration for larger point lists; Biel-Tan's exclusive Court of the Young King stratagem is improved considerably by using it on the Avatar, and is truly a force to be feared in short range and melee combat. *'''Troop Choice Recommendations''': ''Dire Avengers'' are basically the poster-boys for this Craftworld. They take advantage of everything this attribute has to offer at a bargain of 60 points base, and should be your primary troop choice for a more conventional list. ''Guardian Defenders'', while more expensive and considerably more cowardly, can still easily take advantage of the Shuriken support and make for a relatively strong objective securing unit. They can also be used in a Webway Strike, popping up 9" from an enemy unit and filling it with anywhere from 20 (single 10-elf squad) to 80 (two 20-elf squads) shuriken shots that re-roll 1s to hit. A bit of a one-trick pony, but not much is going to be walking away from that particular volley of Shuriken shots. *'''Elite Choice Recommendations''': ''Howling Banshees'', ''Striking Scorpions'', ''Fire Dragons'', and ''Shadow Spectres'' all will be competing rather harshly for this spot. Howling Banshees are good for clearing up hordes and tying up enemies in melee combat, while Striking Scorpions are better at dealing with MEQ targets and are more suited for backline assaults compared to your other choices. Fire Dragons offer a cheap(er) answer to your vehicle/monster needs while Shadow Spectres are a very durable and flexible, if expensive choice that can deal with a wide variety of targets most of your Aspect Warriors may struggle with. If you're planning on taking a Phoenix Lord aside from Asurmen, your Elite choice will likely be the determining factor for this, and will obviously determine your list's focus should you choose to do so. *'''Fast Attack Choice Recommendations''': ''Warp Spiders'', ''Swooping Hawks'' and ''Shining Spears'', needless to say. Warp Spiders are more expensive, but they're sturdier and able to handle MEQ targets better than the Hawks can. Comparatively, Swooping Hawks are cheaper, can deploy and redeploy at will, are longer ranged and able to deal with larger clumps of models better than the Spiders can. Shining Spears offer a powerful hit-and-run option that, while particularly pricey, can devastate MEQ, TEQ and put a bit of a dent in Vehicle/Flyer targets. Should you opt out of fielding Scorpions or Banshees, Shining Spears can fill the melee niche while you field Fire Dragons or Shadow Spectres for the ranged roles. ''Windriders'', ''Vypers'' and ''Wasp Assault Walkers'' offer fast and relatively cheap platforms to field Shuripults or Shuricannons on, though they find better synergy with other attributes compared to Biel-Tan's. *'''Flyer Recommendations''': ''Crimson Hunters'' count as Aspect Warriors and as such, benefit from the +1 Leadership (not that they'd ever use it) and can benefit from Asurman's invuln buff should you manage to miraculously get it in range. ''Hemlock Wraithfighters'' are arguably more useful though, given their S12 autohitting D-Scythes and as an extra vector for Runes of Battle debuffs. *'''Heavy Support Choice Recommendations''': ''Dark Reapers'' are once again your go-to standard. Out of all your Aspect Warriors, they offer the single longest range fire support and can flexibly bring down a wide variety of targets that your Banshees, Scorpions and Dire Avengers will be struggling with. Alternatively, ''War Walkers'' using Shuricannons can act as relatively cheap skirmishing units that can flank vulnerable areas in your opponent's deployment zone to assault backline units or secure potential objectives. *'''Lord of War Choice Recommendations''': None. Even in 2000+ point games, the only conventional LoW you can take that even benefits from a Craftworld perk is the Wraithknight. Biel-Tan offers nothing that an eldar LoW can use, and if you're fielding an army that is large enough to support a LoW, there's a better Craftworld attribute for it. **Actually the best option for MSU Footdar as +1 Ld bonus combined with Aspect Warrior leadership in general means it's a non-issue. If you lose enough to take a Morale test that squad is beyond combat effectiveness anyway. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Iyanden banner large by mirageknight32-d62s5ml.jpg|Border|50px|left]] |'''Iyanden''': Synonymous with Wraith units, it should come as no surprise that Iyanden offers the most incentives to field anything Wraith related. It is also the ideal Craftworld for a vehicle heavy list, or for maxing out footdar infantry unit sizes due to their built in commissar-esk rules (the old commissars, before the dreaded 2017 Chapter Approved). |} <div class="mw-collapsible-content"> *'''HQ Choice Recommendations''': ''Wraithseers'' are very potent candidates to be your Warlord, as Iyanden's perk keeps them in peak form until it's all the way down to 3 wounds remaining from their original 12. Not to mention a Wraithseer with MotIH as its trait and a D-Cannon is downright dirty. They also complement a Wraith focused list particularly well, granting Wraithguard/blades/lords a FNP or advance/charge re-rolls as you need. Finally, they themselves can take the infamous Psytronome of Iyanden into battle alongside their Wraith buddies. ''Spiritseers'' are another notable choice; they're cheap and act as force multipliers for your Wraithguard and Wraithblades. Spiritseers can also take advantage of Iyanden's unique Guided Wraithsight stratagem in conjunction with the Psytronome of Iyanden, Enhance psychic power and/or Supreme Disdain to ensure any one enemy unit stops existing after your Wraithblades are done with it. ''Autarchs'' and ''Farseers'' can offer very useful army wide buffs to supplement your non-statue units, should you need the extra support. *'''Special Character Recommendations''': ''Prince Yriel'' gets special mention due to being an Iyanden specific character, though you can do better with a vanilla Autarch at a more reasonable price point. He's not a bad character in and of himself, though his abilities and loadout render him fairly situational unless a list is built specifically around him. None of the other named characters offer anything that really synergizes with Iyanden's attribute, and would likely function better in a different Craftworld. *'''Troop Choice Recommendations''': ''Guardian Defenders'' can become extremely difficult to clear off objectives, especially if fielded in maximum squad sizes. Between Celestial Shield, Protect and effective Morale immunity, it's likely that your opponent will have to explicitly focus them down in order to properly secure whatever point your Guardians were...guarding. ''Storm Guardians'' are your cheapest choices, and due to Iyanden's Stoic Endurance protecting them from morale tests, they can be fairly resilient as well in large squad sizes. ''Dire Avengers'' and ''Rangers'' are cheaper if you plan to save your points for Wraith units, and also appreciate the morale immunity should you max out their squad sizes as well. *'''Elite Choice Recommendations''': Between your Wraithseer and/or Spiritseers, unique stratagems and Craftworld relics, the obvious and fluffy choice would be ''Wraithguard'' and/or ''Wraithblades''. While the Craftworld attribute itself doesn't offer much to these Wraith units compared to their bigger kin, the extra perks your HQs get access to (particularly the Psytronome) make these choices particularly fearsome in both melee and at range, with even Warhammer Community bragging about how a 5-statue blade squad can butcher a Land Raider in a single charge. ''Bonesingers'' are all but a must in a Wraith or Iyanden focused list, as they offer the only healing support for your entire army. Even when they don't have much healing to do, they are a welcome source of Smite that does not take up an HQ slot and can easily squeeze in a Wave Serpent with a squad of Wraithblades/guard and a Spiritseer for a nice little deathball. *'''Fast Attack Choice Recommendations''': ''Swooping Hawks'' are perfect candidates for your Fast Attack slots. The near-immunity to morale phases lets you max out their unit size to ensure the maximum amount of Lasblaster shots and mortal wounds they can dish out a turn, and can fill the mid-range anti-horde roll your wraith units might struggle with. ''Warp Spiders'' also fill a slightly similar roll, and are more challenging to shoot off the board comparatively. *'''Flyer Recommendations''': ''Hemlock Wraithfighters'' are a fluffy, effective pick that kind of appreciate the damage table modifier, but aren't really affected that much by it. Conversely, every other flier is improved exponentially by this modifier, since their BS is actually affected by how damaged they happen to be. *'''Heavy Support Choice Recommendations''': ''Wraithlords'' essentially lose their damage tables in a manner very similar to their Wraithseer kin do, and do not have to worry about being crippled until they're essentially dead with 2/10 wounds remaining. They're also a very flexible unit at a reasonable price tag; they can bring Shuricannons and Flamers for anti-infantry roles, or can slap on AMLs or Bright Lances to deal with enemy monsters or vehicles. Regardless of what you give it, it's no slouch in melee and can easily clear off MEQ and TEQ enemies in short order bare handed (or with a big-ass Ghostglaive for extra melee punch). ''Fire Prisms'', ''Falcons'', ''Night Spinners'', ''Warp Hunters'' and ''Lynxes'' all love this perk immensely as well, though ''Dark Reapers'' are arguably more cost effective than most of these choices and considerably more discreet in their placement. *'''Lord of War Choice Recommendations''': ''Wraithknights'' and ''Skathach Wraithknights'' in particular gain much more mileage under Iyanden than the other Craftworlds, and to a lesser extent, so do the rest of your non-Conclave Lords of War. All of your bipedal titans, however, benefit from the extra Spirit Host synergies provided by Spiritseers and the Psytronome, so there's that to consider. *'''Specialist Detachment Recommendation''': If you're going heavy on Wraith units, it may behoove you to go ahead and spend the CP to turn your detachment into a Wraith Host; particularly if they're inclined for CQC. Wraithblades and Wraithlords re-rolling charges and misses when accompanied by a RbtD Spiritseer can be fearsome enough, but with a Psytronome of Iyanden and Stratagem support, these things can [[rip and tear]] through practically anything you throw them at. Alternatively, you can have your Spiritseer toss his invuln save on your [[Distraction Carnifex|Wraithlord/Seer/knight]] just before it charges neck deep into enemy lines to make the thing even more absurdly durable than it already is. **As mentioned, where Alaitoc's and Ulthwé's defenses come in through hit and wound mitigation, Iyanden's strength lies in loss mitigation. This makes Iyanden the best faction for maxing out your unit sizes for ''all'' your infantry, Wraithguard/blades included. Don't be afraid to take an extra Iyanden Patrol or Battalion detachment if you just need to have a few maxed out blobs of Guardians hold objectives while your Saim-Hann Shining Spears or Alaitoc Shadow Spectres blast about the board on the offense. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Saim-Hann Banner-d62s39r.jpg|Border|50px|left]] |'''Saim-Hann''': To all the jetbike fans, this'll let you slap heavy weapons back on your bikes so you can relive those 7th edition memories of "relentless" jetbikes. On the other hand, all your dedicated melee forces will enjoy re-rollable charges, making Saim-Hann very fight-friendly indeed. |} <div class="mw-collapsible-content"> *'''HQ Choice Recommendations''': ''Autarchs'' on Skyrunners can keep pace with your Shining Spear while toting the Novalance of Saim-Hann and/or a Reaper Launcher to abuse Saim-Hann's attribute with. ''Warlocks'' are necessary in lists heavy with Howling Banshees, and ''Spiritseers'' are recommended should you go the Wraithblade route with them. Given how fast most of your army will be as well, it may not be a bad idea to slap Faolchu's Wing on a footslogging Warlock or Spiritseer so that they can keep pace with their wards. Lastly, ''Wraithseers'' enjoy the charge re-rolls for two reasons: It loves shoving its S9 spear into things and because it lets it focus on casting the 6+++ FNP Deliverance power on it's Wraithblade buddies. *'''Special Character Recommendations''': ''Jain Zar'' and ''Karandras'', for obvious reasons. Jain Zar accompanying your Howling Banshees can make them that much more of a bitch to deal with, not necessarily due to the Always Fights First rule (though that's definitely still a plus), but the ability to disable an enemy's weapon while in combat. Against enemy units or characters that rely on one particular weapon to dish out the pain, this greatly enhances your Banshee's longevity against key targets. Karandras is the more offensive option, between his exploding attacks and buffing nearby Scorpions to do the same, they can take down key backline infantry or characters with relative ease. The ''Avatar of Khaine'' is another perfect, if costly choice due to his potency in melee. *'''Troop Choice Recommendations''': ''Storm Guardians'' offer a cheap, if fairly ineffective, melee tarpit that can be modestly durable if given enough support through Runes of Battle/Fate and respective Stratagems. Your other troop choices don't necessarily gain anything from being in a Saim-Hann detachment, aside fielding squads of ''Guardian Defenders'' to camp objectives. ''Dire Avengers'' can participate in melee to a degree if necessary, though you have far better choices to field in this role. *'''Elite Choice Recommendations''': ''Howling Banshees'' are your cheap, semi-squishy anti-horde infantry while ''Wraithblades'' are your expensive, durable and strong anti-horde, MEQ and TEQ infantry. The Banshees are cheaper and much more spammable compared to your Wraithblades, though they require much more babysitting in the form of Drain/Ennervate/Empower Warlocks (even with Jain Zar) than your Wraithblades do. Additionally, while the Banshees may be harder to hit, they're much easier to kill due to their pitiful toughness and single wound per model. Wraithblades can be healed with a Bonesinger and can take Forceshields for added protection. What you ultimately take in that regard should probably be determined by what kind of infantry you're expecting and whether or not you're taking Shining Spears. Regardless of your choice, a unit or two of ''Striking Scorpions'' makes for an ideal assassination unit, especially if accompanied by Karandras for the extra bite. *'''Fast Attack Choice Recommendations''': ''Shining Spears'' stole the spotlight when it comes to Saim-Hann's Fast Attack choices, as their immense threat range makes hit and run tactics particularly potent given their re-rollable charges. A quicken Warlock can ensure any particular target on the table is within threat range, be it MEQ, TEQ or Tank. ''Vypers'' are the ideal Heavy Weapons units you can take, since they are the only unit you can have equipped with a Bright Lance, Starcannon or AML move and shoot without penalties of any kind. ''Windriders'' get to enjoy using their Scatterlasers like they did back in 7th, making for cheap, excellent sources of mid-strength dakka. *'''Flyer Recommendations''': None in particular. ''Hemlock Wraithfighters'' are always good, but Saim-Hann only confers its Heavy Weapon benefits to Biker units. As such, Crimson Hunters and all other flyers get no particular benefit from being part of a detachment with this attribute. *'''Heavy Support Choice Recommendations''': ''Wraithlords'' of the physical mindset appreciate getting into the thick of it much like their shorter cousins, and are the only Heavy Support units that can really take advantage of Saim-Hann's perks. ''Dark Reapers'' are always a welcome supplement, as they can soften up a target from afar before you have your Banshees, Wraithblades or Shining Spears swoop in for the kill. Everything else does better under a different Craftworld. *'''Lord of War Choice Recommendations''': None. If your Wraithknight is unable to make its charge without this attribute into melee, it honestly deserves to get shot at. *'''Specialist Detachment Recommendation''': Spending the CP to make your detachment a Windrider Host is definitely advised if you're going heavy on the jetbikes. While the ability to duck in and out of combat in the same player turn doesn't exactly help your standard Windriders and Vypers, your HQ Skyrunners can be particularly nasty in CQC with their Laser Lances or Witchblades. **The unique Stratagem also needs to be mentioned as being able to Advance and charge as well as re-rolling 1's is very useful. An Enhance Warlock can have your Shining Spears or Striking Scorpions hitting on 2+, re-rolling 1's. **It also allows for Turn 1 Charges with your Shining Spear Deathstar you will without a doubt be bringing if you are Saim-Hann. Have a Quicken Warlock and maybe an Enhance Warlock buff them up, and use the free movement phase to Advance as far up the board as you can, using the regular movement phase to get yourself into position for a charge. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Ulthwe Banner Flag.jpg|Border|50px|left]] |'''Ulthwé''': Similar to Alaitoc, Ulthwé only confers one bonus across the entire army. A generic 6+ FNP is not a bad deal at all, as ignoring even one (mortal) wound could be the difference between a fully operational or crippled vehicle, or a passed/failed Morale Test. Unfortunately, as this rule explicitly doesn't stack with similar FNP abilities, it's a situational attribute at best. Needless to say, this attribute comes into play far more often on multi-wound models and supports vehicle-heavy builds particularly well. |} <div class="mw-collapsible-content"> *'''HQ Choice Recommendations''': ''Farseers'' are a delightfully fluffy and incredibly useful default choice for the average Ulthwé army, particularly if you're taking advantage of the unique Ghosthelm relic to dish out easier Smites. The army wide 6+++ also allows them to drop the Fortune Rune of Fate in favor of more offensive debuffs like Executioner, Doom, or even Mind War for your frontline needs. ''Warlocks'' and ''Spiritseers'' love getting the chance to shake off the odd Mortal Wound they may pick up from the stray Perils that occasionally crop up in Psyker-heavy detachments as well. For the Wraith-lovers out there, ''Wraithseers'' become the single most durable HQ choice you could ever dream off; a 3+ Armor with a 5++ Invuln on top of T7 and 12 wounds makes hurting these things a daunting task to begin with. A 6+++ not only gives it plenty of opportunities to shake off the few wounds that slip past its insane defenses, but it also allows it to focus on casting Enliven on its Wraith buddies since the Deliverance power is rendered obsolete by the attribute. *'''Special Character Recommendations''': ''Eldrad''. If you were planning on taking a Farseer as your HQ or Warlord, putting Eldrad in your list should be a priority. Not only is he able to cast more powers each turn compared to his generic colleagues, but he can manifest them much more easily too. Running Eldrad with the Seer Council stratagem gives him Smites that, if cast after a successful first power, manifest on a 3+ and do D6 damage on a 9+. Combined with the Executioner power, this makes him one of the most reliable sources of Mortal Wounds you can field. *'''Troop Choice Recommendations''': ''Guardian Defenders'' are another obvious choice. Shockingly resilient despite their initial statline, Ulthwé Guardians (both Defender and Storm variants) can take advantage of the unique Black Guardian stratagem to lay down insanely accurate firepower by the bulk. Imperial Guard wishes that it could have upwards of 40 shots that hit on 2+ and rend on 6's (which with 40 fucking dice, you're getting a good number of 6's). Webway Strike two squads of maxed Defenders (Heavy Weapons platforms optional and recommended, but not necessarily required for the frugal player) and drop a Swooping Hawk Autarch next to them to guarantee the death of something your opponent thought was safe. ''Storm Guardians'' are a decent alternative, as they become slightly more durable and can also benefit from Ulthwé's stratagem to become fairly proficient objective assaulters. *'''Elite Choice Recommendations''': ''Wraithguard'' and ''Wraithblades'', particularly Ghost Axe variants, can become a solid wall that can weather all but the most intense firepower directed at them. Those that follow a Wraithseer around can also gain more focused support for their Advances and Charges, ensuring that footsloggers get where they need to be much more quickly then other craftworlders can. ''Bonesingers'' can ensure that the few wounds that scuff up your Wraith units or Vehicles can get spit-shined in short order, and serve as an additional vector for Smite spam should you wish. *'''Fast Attack Choice Recommendations''': ''Vypers'' become quite durable indeed, and are reliable platforms for either twin Shuricannons or a more standard Heavy Weapon for your various needs. Forge World ''Hornets'' and ''Wasp Assault Walkers'' are also particularly durable in their own right, and can very easily serve as Heavy Weapon vectors if you wish to spam the firepower. ''Windriders'' and ''Shining Spears'' all appreciate the support as well, and can easily pick away at outlying forces while your wraiths or tanks burn through the core of your enemy's army. *'''Flyer Recommendations''': Ulthwé ''Crimson Hunters'' and Forge World fliers all love the free FNP, given that stacks quite well with their innate -1 to hit modifiers. ''Hemlock Wraithfighters'', while quite potent in their own right, sadly gain nothing from being fielded in an Ulthwé detachment since they already enjoy built-in Spirit Stones. That all said, Alaitoc's modifier is arguably more useful seeing as consistent -2 to hit modifiers are far more likely to keep your fliers skybound compared to the low likelyhood of making FNP saves when those shots manage to make it through. *'''Heavy Support Choice Recommendations''': Everything you can field in this slot loves the 6+++, since it effectively gives all your tanks and walkers free Spirit Stones (For the War Walkers, this is quite the boon seeing as how they can no longer take Vehicle Equipment at all). Special mention goes to your ''Support Weapons'', which can benefit from the Celestial Shield and Discipline of the Black Guardians stratagems. ''Wraithlords'' love the added durability, of course, and synergize quite well with a Wraithseer casting Enliven to give it a better chance to get into glorious melee combat. ''Dark Reapers'' are always a solid choice as well, should you opt for the Footdar approach with your army. *'''Lord of War Choice Recommendations''': Ulthwé Sword-and-board or Suncannon ''Wraithknights'' can become particularly durable with their 3+/5++/6+++ string of saves, and are something to consider in games that can afford a LoW or two. Granted, it may be more cost effective to stick with the standard fair offered in the more conventional detachment slots. **If you are going Guardian heavy then the unique Stratagem is actually pretty good as it lets your Guardians stick around longer. Plus that 6+ FNP can and will be the difference between a failed morale test. [[Awesome |It also allows Guardians to hit on 2+ with the Shuriken Catapults and Heavy Weapons (ormove with them and still hit on a 3+), and Storm Guardians to hit on a 2+ with Fusion Guns]]. **[[Creed| Another fun thing is having a maxed out 20-Elf blob of Guardians pop out of the Webway]], [[Dakka|then open up with 40 Shuriken shots all hitting on 2+, plus whatever the Weapon Platforms are shooting]]. [[Rape| Not much will be left standing after that]]. </div> </div> ===Reborn Elves vs. Regular Elves=== Due to the massive rework of the Ynnari in their White Dwarf index, a lot of the incentive to run Craftworld units under them has kind of gone up in smoke. Always fighting first is a nearly entirely useless ability on anybody - just ask Slaanesh's daemons and the Emperor's Children legion - due to the fact that the way the game is usually played, the rule won't come up: typically 1 unit at a time charges, then Falls Back the first chance it gets to allow for shooting up its target, so chargers end up going before ASF chargees despite the rule. Strength from Death also offers nothing to any of your units that rely on their ranged weaponry to deal damage. Of the three colors of Eldar, this hurts you the least, but it still hurts you plenty. The loss of not only being able to personally cast buffing powers from the Runes of Fate/Battle at all, but also being unable to be targeted by them from an allied detachment, hurts a ''lot'', especially since your craftworlders often must rely upon those powers to supplement your rather specialized units so that they can perform their jobs effectively. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Ynnari''': Should you elect to combine the skills of the Aeldari as a whole into one detachment, fielding a Reborn Warhost may be the best option for you depending on what you wish to bring. This particular section will focus primarily on the Craftworld options for obvious reasons. <div class="mw-collapsible-content"> *'''HQ Choice Recommendations''': ''Warlock Conclaves'', interestingly enough, make for excellent shields for your Ynnari warlords. Not only are they relatively cheap and disposable, but they can also indirectly heal their ward when slain either from combat or from a Perils of the Warp (assuming the rolls for mortal wounds are modest). Additionally, since several of the Revenant Discipline's powers affect units within a 6" radius, larger Warlock Conclaves can maximize this area by spreading out to encompass much more ground than any single model could. If you are taking wraith units, ''Spiritseers'' are excellent supporting characters that can ensure that they make the most out of their soulbursting fight phase, and can be used to compensate for the Ghost Axe's reduced accuracy if you decide to field that variant of Wraithblade. Spiritseers can also learn Word of the Phoenix to heal their Wraith companions and even resurrect them should they fall, a unique niche compared to other Craftworlds. Lastly, ''Wraithseers'' are an exceptionally durable HQ unit that now benefit from Strength from Death while ''still'' being able to support fellow Wraith units with its unique powers. They can also be made borderline unkillable with the right combo of Warlord Traits and Relics that can not only heal it automatically each turn, but halve all incoming damage and provide an otherwise unobtainable 5+ FNP. *'''Special Character Recommendations''': ''Yvraine'' is practically mandatory. Not only do you need a Ynnari Special Character, but as a Psyker she can offer a wide range of support to many of your units. In larger lists, the ''Visarch'' is a strong melee combatant and is an excellent emergency bullet sponge for Yvraine, but should probably only be taken in higher point games. Alternatively, he is the cheapest named character if you're looking for the bargain bin. ''The Yncarne'' is the single most expensive character the Aeldari as a whole can take, but is nearly an army all on its own. *'''Troop Choice Recommendations''': ''Storm Guardians'' are the cheapest choice Craftworlders can field who can also actually benefit from the new Soulburst to some degree. Alternatively, ''Dire Avengers'' are well rounded troop choices who's Exarch also has decent melee potential. ''Rangers'' are another good choice, especially since they are particularly ideal for deep-strike denial and character harassment. *'''Elite Choice Recommendations''': ''Wraithblades'' in particular are excellent and fluffy choices that dearly appreciate the melee buffs Soulbursting grants. All of their weapons are guaranteed to cause a unit of your choice to die horribly. ''Howling Banshees'' and ''Striking Scorpions'' in particular also perform quite well under the influence of the new Soulburst, but their lack of RoB support can hurt them even compared to regular Craftworld variants. Lastly, ''Fire Dragons'' offer a modestly cheap tank/transport busting option that can burn through heavy armor and open up those METAL BAWKSES so that your melee units can get at them. *'''Fast Attack Choice Recommendations''': ''Shining Spears'', though slightly gimped by the loss of out-of-phase charging, love the new Soulburst mechanic. Though they ideally don't ''remain'' in combat, the +1 to hit from Charging+Soulburst makes missing an unlikely possibility and they can capitalize on several Ynnari stratagems to advance and charge then fall back and charge in relatively short order. Not much else in this slot really benefits from being in a Ynnari list, sadly. *'''Flyer Recommendations''': ''Hemlock Wraithfighters'' actually become fully fledged psykers by going Ynnari (since they lose Runes of Battle and gain the Revenant Discipline, they no longer suffer restrictions on the powers they can cast), and as such can serve as a speedy, durable vector for offensive or supportive roles in addition to doing what they do best: blowing holes in virtually everything in the game. Outside Wraithfighters, nothing else here benefits from rolling with the Reborn, so keep them in a different vanilla detachment. *'''Heavy Support Choice Recommendations''': ''Wraithlords'', namely CQC inclined ones, love the ability to the the first punch in whenever possible. Flamer+Shuricannon variants can keep mobile while softening up GEQ/MEQ targets for the charge. Other than them, sadly nothing else in this slot gains anything from being Ynnari. Dark Reapers or Fire Prisms could be quite handy, but you'd benefit more in every regard by taking them in a secondary vanilla detachment where they'd actually get some benefits. *'''Lord of War Choice Recommendations''': None. The soulbursting Wraithknights of yesteryear are but a fading fever-dream of many players suffering PTSD from 7th Edition's Ynnari. Even if they could in today's 8th edition, Strength from Death is not the game changer it used to be. </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information