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===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.
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