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===Core Craftworlds=== These are the classic, original Craftworlds that you may select for [[Your Dudes]]. While they are certainly less customizable that the build-a-craftworld attributes listed further below, these have the benefit of unique Stratagems, Relics and named Characters that are otherwise unavailable to you. More elaborated unit recommendations can be found in the '''Army Building''' section. Remember that your Ynnari or Conclave units don't gain any benefits from these. ====[[Alaitoc]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|75px|left]] |A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called. In practice, Alaitoc reflects this by encouraging you to play ''very'' defensively. Many of your units can become extremely difficult to shoot at range when properly supported with Alaitoc's attribute and the myriad of other hit-modifiers available to you, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons. |} <div class="mw-collapsible-content"> =====Alaitoc Special Rules===== *'''Attribute – Fieldcraft:''' Your opponent must subtract 1 from any hit rolls made by models from more than 12" away. **There isn't a single unit in the entire Craftworlds list that does not benefit from this in some way (-2 to hit for Triple Cannon Wave Serpents and Crimson Hunters? -3 to Shadow Spectres and Rangers with Conceal in play? Yes please!) Unless you are going for a specific or fluffy Craftworld list, this will most likely be your default Craftworld Attribute. **An interesting clarification was made in the 9/2019 FAQ in that all ''models'' outside 12" suffer the hit penalty, even if the unit they're in is within that bubble. Definitely worth keeping in mind, if only to remove room for interpretation on your opponent's part. *'''Warlord Trait - Puritanical Leader:''' If all units within 6" of your Warlord are {{W40kKeyword|Alaitoc}}, they automatically pass Morale tests. Illic Nightspear must take this if chosen as your Warlord. **Nice if you don't want to shell out 2CP for fearless. **Obviously, this does absolutely nothing for an Avatar of Khaine, who already has this. Can be very good on an Autarch, though, since it has the same range as his re-roll aura, and gives you a good excuse not to find a way to get Will of Asuryan onto your table. Plus, who doesn't want a mobile bunker of Fearless, especially with the mobility options an Autarch has? *'''Stratagem - Pathfinders (1 CP):''' At the start of an enemy shooting phase, pick a unit of {{W40kKeyword|Alaitoc Rangers}} in cover. All attacks that target that unit in this phase will only hit on a 6, irrespective of modifiers. **Note this is a flat 6, not a 6+, so keep that in mind when using this as your Rangers are already going to be -2 to Hit while in Cover anyway. In very select circumstances, this can actually buff enemy units attempting to shoot them as it guarantees a hit on a roll of a 6. In most cases, it can be a very useful tool for a squad camping objectives or deepstriking deep in enemy-held territory where ''Conceal'' support is unavailable or better used on something else. *'''Remnant of Glory - Shiftshroud of Alanssair ({{W40kKeyword|INFANTRY}} only):''' -1 to hit the bearer in the Shooting phase, and the bearer can Deep Strike. ** A great relic that stacks with your attribute to grant a -2 to-hit modifier to a regular Farseer, Warlock or Spiritseer at ranges over 12". An Autarch can take this, but seeing as they already have the exclusive ''Shimmerplume of Achillrial'' remnant, you'll probably only want to do this if you're taking multiple Autarchs for some reason. Note that the Skyrunner variants of the Farseer, Warlock and Autarch cannot take this relic. =====Special Unit===== '''HQ''' *'''Illic Nightspear''': At a reduced price of 65 points, Illic Nightspear is a cheap and potent HQ choice that excels at killing enemy {{W40kKeyword|Characters}}. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single S4 AP-3 shot a turn that can target characters freely, deals a flat 3 damage, plus a mortal wound on a damage roll of a 6+. Did I mention that he wounds all non-{{W40kKeyword|Vehicle}} models on a 2+ and hits on a 2+? One or two rounds of shooting are all you'll need to take down squishier characters like Commissars, Warlocks, Apothecaries and Crypteks. Speaking of Crypteks, Illic's last notable perk is that he gets to re-roll all failed hit and wound rolls against {{W40kKeyword|Necron}} units. Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will at most off one single model a turn (two, if you get lucky and roll a 6 for the bonus mortal wound against 1 wound models). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside being made your Warlord and using ''Puritanical Leader'' to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments. </div> </div> ====[[Biel-Tan]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Biel tan banner large by mirageknight32-d62s4xb.jpg|Border|75px|left]] |A highly militarized craftworld, Biel-Tan's martial might has been halved following the Fracture of their worldship and the subsequent rise of the Ynnari. Despite this, theirs is a force still to be reckoned with. The path of the warrior is so thoroughly ingrained in Biel-Tan's society that many consider service in one of their numerous Aspect Warrior shrines to be the first step along the greater path of the eldar. Biel-Tan is arguably the most "thematic" of your choices and the vanilla craftworld that Aspect Warrior enthusiasts benefit from most. Leadership and Shuriken buffs provide considerable support for an infantry focused army and a degree of offensive flexibility other craftworlds may find somewhat lacking. |} <div class="mw-collapsible-content"> =====Biel-Tan Special Rules===== *'''Attribute – Swordwind:''' All {{W40Kkeyword|Aspect Warrior}}s get +1 Ld and you may reroll to-hit rolls of 1 for all Shuriken weapons (including Scorpion Claws, Kurnous' Bow, and any Blazing Star of Vaul). **The improved leadership barely makes any difference unless you intend to max out squads (and even then, it's still situational); it is the Shuriken buff that should be the only reason for you to consider this Attribute. ***Many units have access to some sort of Shuriken weapon: Dire Avengers, Shining Spears, Howling Banshees, Striking Scorpions, Guardians (both types), everything on Jetbikes, almost every vehicle, and more. If you love rolling many dice and want to drown your opponent in tons of saves, take Biel-Tan. ***That said, remember you have easy access to the same mechanic elsewhere, so by the same token, if you're taking this, take less of the other sources: Autarchs provide no benefit to Biel-Tan Shuriken weapons, and Farseers with Guide provide less benefit than to other Craftworlds. Biel-Tan Dark Reaper Exarchs are specifically in a weird place where they get no improved accuracy with a Shuriken Cannon, as well. ****Even worse, the introduction of Shuriken-buffing custom attributes such as ''Hail of Doom'' and ''Superior Shuriken'' offer flat performance upgrades to the weapons themselves which can then be supplemented by Autarch/Farseer support, meaning Biel-Tan is hardly the best attribute (or combination thereof) for spamming Shuriken weapons these days. If you're running Biel-Tan, you'll definitely want to do so more for the unique stratagem or remnants than the attribute itself. *'''Warlord Trait - Natural Leader:''' At the start of the shooting phase, pick a friendly {{W40kKeyword|Biel-Tan}} unit within 3" of the Warlord. That unit re-rolls all misses for that phase. **Functionally, it's very similar to the Guide psychic power. It is slightly worse, however, due to the ''much'' shorter range and the fact it lasts only until the end of the active shooting phase. That said, a Farseer can potentially use it in tandem ''with'' Guide in order to support multiple units with reroll support. Autarchs are not ideal users of this trait due to their aura already offering re-roll support (hit rolls of 1 instead of all, but it applies to everything within 6" instead of just one unit within 3"). *'''Stratagem - Court of the Young King (2 CP):''' At the start of the Charge phase, pick a {{W40kKeyword|Biel-Tan Aspect Warrior}} unit that contains an Exarch. That unit adds 2 to its charge rolls and will re-roll hit results of 1 in the subsequent Fight phase. If the unit in question is within 6" of the Avatar of Khaine when the stratagem is used (i.e. before the charge movement happens), it adds 3 to the charge roll and can re-roll all failed hits in the following Fight phase instead. **While a touch pricey, this can stack wonderfully with the new Ghostwalk psychic power to add 4" to the charge, a perfect way to reliably charge a squad that just arrived on the table from reserves. ***Howling Banshees deserve some small mention in particular, combine this stratagem with their Acrobatics ability and the Ghostwalk power and you can add up to 6" to their charge rolls, 7" if you have them screening an Avatar on the approach! *'''Remnant of Glory - The Burnished Blade of Eliarna:''' Replaces a power sword; S User, AP-3 with D2 that gains S+1 and D3 against {{W40kKeyword|Orks}}. **Strictly better than a power sword on your Autarch against multi-wound models, but worse than the Shard of Anaris against almost everything, or the Firesabre against single wound models. A pretty easy skip. *'''Remnant of Glory - The Spirit Stone of Anath'Lan ({{W40kKeyword|Psyker}} only):''' The {{W40kKeyword|PSYKER}} using this may re-roll failed Psychic Tests, but any test that also fails a second time prevents the Psyker from casting any additional powers that phase. **Best used on a key Warlock or Spiritseer, who lack the Ghosthelm re-roll support and Perils of the Warp protection that your Farseers have. They can also only cast one power a turn anyways, so failing twice in a row won't penalize you any more than your tragically poor luck already has. That said, Farseers can still make ok use of it, in the event that they fail their second cast of the turn and have already used their Ghosthelm re-roll. =====Special Unit===== '''Elites''' *'''Amallyn Shadowguide''': A character from the new Warhammer Quest: Blackstone Fortress box, Amallyn serves kind of an awkward role in a 40k detachment. She's one of the few named characters in regular 40k who isn't an HQ choice, and like most named characters, is strictly associated with one particular sub-faction of her kind (Biel-Tan in Amallyn's case). Her stat-sheet is almost virtually identical to your standard Rangers. But for Amallyn's 50 points, what are you getting over a regular squad of rangers? Well, as a relatively cheap character with 3 wounds, Amallyn can sit securely in or behind other units while she takes potshots with her sniper rifle, which benefits from a slightly buffed BS of a 2+. She's also not completely helpless in melee, having one extra attack and a small Power blade to cut through armor a bit more easily than any other of your rangers could. Lastly, and probably most importantly, Amallyn benefits from a 4++ invuln, meaning even if she's caught with her pants down, she'll still at least have a save of some kind. But is she worth it? If she were an HQ choice, definitely. Sadly, as far as your elite choices go, you'll have much more cost effective choices to fill these slots (seeing as she's limited to Biel-Tan, Howling Banshees or Striking Scorpions would probably be better for your army). Additionally, a regular squad of rangers runs only 10 points more and will easily plant more wounds on enemy units per turn than Amallyn could in every circumstance (they have the same Ranger Long Rifle, after all). Plus, said regular rangers can abuse both Alaitoc's attribute and unique stratagem to bolster their defenses drastically. If nothing else, Amallyn can be used if you need an elite choice and need to save as many points as possible for whatever else you're bringing. </div> </div> ====[[Iyanden]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Iyanden banner v3 by mirageknight32.jpg|Border|75px|left]] |Once the most populous of the craftworlds, numerous costly invasions of Iyanden by the tyranids, orks and even Chaos have slain four out of every five eldar living within the worldship. With such swollen ghost halls, the eldar of Iyanden have little choice but to rely on Wraith constructs to make up for their vastly diminished manpower. Iyanden's playstyle very much reflects their fluff; massive casualties will do little to intimidate your blobs of infantry and your opponents will find your vehicles and constructs almost oppressively effective as long as they remain standing. |} <div class="mw-collapsible-content"> =====Iyanden Special Rules===== *'''Attribute – Stoic Endurance:''' Units never lose more than one model from morale tests. If a unit has a damage chart, then double its current number of wounds for determining its characteristics. ** Iyanden is the most defensive attribute that doesn't prevent any damage, but keeps you fighting to the last Eldar. This lets you take large units, which is awesome for your Guardians, Swooping Hawks, Warp Spiders, and Striking Scorpions, who all benefit considerably from taking a max strength unit. On its own, it is comparatively ''bad'' for Wraithguard and Wraithblades, who already have high leadership and need to keep their unit sizes smaller to fit in transports. On the other hand, Wraithlords, Wraithseers and Wraithknights ''greatly'' benefit from the damage chart modifier, as do any of your vehicles and fliers (Hemlock Wraithfighter exempted, ironically). *'''Warlord Trait - Enduring Resolve:''' The Warlord may attempt to deny one psychic power in each psychic phase. If your Warlord's a Psyker, they can deny one more power. Prince Yriel must take this if chosen as your Warlord. **Between your Warlocks (and their variants), Spiritseers, Farseers (and their skyrunner variants), Hemlock Wraithfighters and even Wraithseers, you won't exactly find yourself wanting for ways to shut down enemy psykers. If for some reason you insist on running an Autarch (or Yriel) as your Warlord and don't have any (or very few) psykers to run support, then it can offer some means of resisting enemy psykers. It really shouldn't be your go to choice though. *'''Stratagem - Guided Wraithsight (1 CP):''' At the start of your turn, you may pick an {{W40kKeyword|Iyanden}} Spiritseer. Until your next turn, the range of its Spirit Mark ability is increased to 12", and it allows friendly {{W40kKeyword|IYANDEN WRAITH CONSTRUCT}} units the ability to re-roll all failed hit rolls, not just 1s. **The best beneficiary of this stratagem would be your Wraithcannon Wraithguard and ranged Wraithlord/Wraithknight variants. They are the only ones who genuinely benefit from the increased radius, though even your Wraithblades (especially Ghostaxe Wraithblades) can't argue with full re-roll support. D-Scythe Wraithguard and Hemlock Wraithfighters gain no benefit from this. **Don't forget, the re-rolls apply against ''all'' enemy units within Spirit Mark's radius, giving all your wraith units full-reroll support against anything within that Spiritseer's 2' bubble. Don't be afraid to split your shots. *'''Remnant of Glory - Psytronome of Iyanden ({{W40kKeyword|Psyker}} only):''' Single-use only, all friendly {{W40kKeyword|IYANDEN WRAITH CONSTRUCT}} units within 6" of the bearer have their attacks doubled for one fight phase, but each such will take 1d3 mortal wounds at the end of the phase. **Despite its limit of once per battle, the Psytronome can turn your Wraithblades into extraordinarily vicious melee units that can butcher virtually anything in the game through their sheer volume of attacks. Given the one-time nature of this relic, you may as well splurge and use any and all stratagems and psychic powers that you can to make the most out of each of these swings. If a Spiritseer is wielding the Psytronome, go ahead and spend couple command points to activate Guided Wraithsight and Supreme Disdain to re-roll all misses and proc extra attacks on hit rolls of a 6+. If you're targeting something particularly thick and meaty in the wounds department, have your Spiritseer cast either Empower or Jinx (or both, if you have another spiritseer/warlock accompanying them) and/or a Farseer cast Doom to boost their odds of wounding your target. Lastly, if you can afford it, taking these units in a {{W40kKeyword|Wraith Host}} and using the Wrath of the Dead stratagem can grant a single squad of five Ghostsword Wraithblades a ''minimum'' of 35 S6 AP-2 D1 attacks that hit on 3's, wound MEQ/TEQ on 3's, proc additional attacks on hit rolls of 6's and re-roll failed hits and wounds. With ''this'' much support, a single 5-statue squad will stand a very real chance at killing an Imperial Knight in a single charge. =====Special Unit===== '''HQ''' *'''Prince Yriel''': The cheapest Autarch variant you can take, Prince Yriel lacks the mobility options his generic cousins have access in exchange for one extra wound over his {{W40kKeyword|Infantry}} kin. This isn't even mentioning the arsenal those generic Autarchs have access to if they run the Legends gear (when legal). The main selling point Yriel has would be his Spear of Twilight, a murderous melee weapon that deals d3 damage per swing and always wounds on a 2+. Just like your Warlock/Farseer witch blades, this applies to literally everything in the game, from the tiniest Grot to the largest Warlord Titan. Unlike those witch blades, the Spear of Twilight also has a modest AP-2 to carve through some armor as well, making it a legitimate threat to most standard units in the game. Unfortunately, that's about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 3" pistol that shoots d6 S6 AP-2 shots that can only be shot once per battle. Really more of a fancy finishing flourish against a character you don't much care for than an actual weapon. What's worse is that as a dedicated melee character, Yriel suffers from having to re-roll all saving rolls of a 6 from attacks made in the fight phase, making him defensively weaker in a fist fight than any other Autarch variant. If you do take him, make sure he has a reasonably fighty bodyguard unit or a transport to tuck him into when moving him across the field. </Div> </Div> ====[[Saim-Hann]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Saim-Hann Banner-d62s39r.jpg|Border|75px|left]] |The Wild Rider clans of Saim-Hann are an honor-bound people who put the welfare of their clans second only to that of Saim-Hann itself. The Eldar of Saim-Hann specialize in swift, rapid assaults spearheaded by jetbikes and vypers, striking their foes hard and fast before retreating beyond their vengeful opponent's retaliation. Your bikers in particular will prove exceptionally mobile when fielded under Saim-Hann, even by eldar standards. Armies looking for raw speed and maneuverability will not be left wanting under the banner of Saim-Hann. |} <div class="mw-collapsible-content"> =====Saim-Hann Special Rules===== *'''Attribute – Wild Host:''' Re-roll failed charge rolls. Bikers do not suffer a penalty for moving and firing heavy weapons. **If you want to use anything on a Jetbike, or plan on engaging in close combat even somewhat frequently, then this is the attribute for you. **Autarch Skyrunners with the warlord trait Mark of the Incomparable Hunter deserve special mention, because they can move and shoot their Reaper Launchers at Characters without penalty. A missile or two is capable of evaporating an awful lot of buffing support characters that are otherwise very resistant to sniper fire (and you weren't taking Rangers with Saim-Hann, anyway). Now only a legal option in casual games or tournaments that allow Legends units. *'''Warlord Trait - Wild Rider Chieftain:''' Whenever your Warlord piles in or performs a Heroic Intervention, it can move 3" toward the nearest enemy {{W40kKeyword|Character}} rather than the nearest enemy model. In addition, if your warlord throws all of their attacks at one enemy {{W40kKeyword|Character}}, you add 1 to their attack characteristic until the end of that phase. **Brutal on an Avatar when attacking a character - WS2+ A6 S8 AP-4 D2d6 keep highest? Even Rowboat himself is going to be seriously considering falling back (and with Doom support, Mathhammer gives the Avatar a damn good chance at killing him if you're willing to burn CP to guarantee first swing on the next turn). A Wraithseer can also pulp any character idiotic enough to get too close with 5 S9 AP-4 attacks doing D6 damage per stab. It is also a touch more durable (12 Wounds at T7 that can be healed with a Bonesinger and/or Tears of Isha) and for just a bit less than half the cost (100p base compared to the Avatar's 220p as of Chapter Approved 2018), though without healing support, will perform notably worse when it gets focus-fired and worn down (and since it has more than 10 wounds, it will get focus fired). Can be mitigated by keeping it in melee and healing it when necessary. Everyone else should be staying out of melee combat though. *'''Stratagem - Warriors of the Raging Winds (1CP):''' A {{W40kKeyword|Saim-Hann Biker}} can advance and charge in the same turn. It can re-roll hit rolls of 1 in the Fight phase of that turn. **Fantastic supporting stratagem for Shining Spears or a Warlock Conclave. *'''Remnant of Glory - The Novalance of Saim-Hann:''' Replaces an Autarch's Laser Lance. A S+2 (S5, S8 on a turn that you charged) AP-4 D2 lance that deals a flat 4 damage on wound rolls of a 6+ against a target. **A very easy choice for an Autarch Skyrunner that's highly effective against most standard targets in the game. </div> </div> ====[[Ulthwé]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Ulthwe Banner Flag.jpg|Border|75px|left]] |Ulthwé has stood vigil over the Eye of Terror for millennia, constantly warring against the agents of Chaos directly or by the Seers of Ulthwé manipulating others into fighting for them. For those times when Ulthwé must take a personal hand in battle, the legendary Black Guardians are often the first into battle, their heightened discipline and training making up for the relative lack of aspect warriors compared to other major craftworlds. Ulthwé doesn't particularly encourage any general focus for your army the way the other big four craftworlds do, as while everything in an Ulthwé list benefits from the attribute, none benefit so much so as to buckle down on particular gimmicks to abuse. That said, Guardians and Psykers get an extra toy or two over the competition and having Eldrad himself lead your army is often incentive enough to lead the Damned into battle. |} <div class="mw-collapsible-content"> =====Ulthwé Special Rules===== *'''Attribute – Foresight of the Damned:''' Global 6+ FNP. ** For your vehicles this is essentially a "free" Spirit Stones upgrade, which is a nice 10 free points per vehicle, although other Craftworlds can buy the Stones ''and'' apply their attribute (meaning that Iyanden and Alaitoc have more durable Wave Serpents). For everything else, the overall defensive net effect is comparable to Alaitoc. For example, against 3+ to hit armies Alaitoc will net 25% less hits whilst Ulthwé will result in 20% less wounds taken, factoring in full rerolls (chapter masters everywhere...) Alaitoc will net 14% less hits. If you intend on staying far away from your enemy, take Alaitoc; if you will come closer than 12" or want to field Eldrad Ulthran, take Ulthwé. Together with Ulthwé's special Stratagem this will let you make the most out of a max size Guardian squad. Warlocks like it too, since it gives them a(n unreliable) way to soak Perils wounds. *'''Warlord Trait - Fate Reader:''' If your army is Battleforged, and your Warlord is on the battlefield, roll a d6 at the beginning of each turn; on a 6 you gain a command point. Eldrad Ulthran must take this as his trait if chosen as your Warlord. **A situational and somewhat useful trait. Due to being affected by the "Tactical Restraint" rule per the 2019 April FAQ, it's not as enticing to take (especially if you're running an Autarch as your Warlord). *'''Stratagem - Discipline of the Black Guardians(1CP):''' At the start of a shooting or fight phase, you can pick an {{W40kKeyword|Ulthwé Guardian}} unit. They can add +1 to all hit rolls until the end of the phase. **The following have the {{W40kKeyword|Guardian}} keyword: Guardian Defenders (including Heavy Weapon Platforms), Storm Guardians, and Support Weapons. The big deal is the fact that you can move your Platforms and D-Cannon Support Weapons without taking a hit to accuracy. *'''Remnant of Glory - Ghosthelm of Alishazier ({{W40Kkeyword|Psyker}} only):''' Add +1 to Psychic tests made to manifest Smite. **The modifier makes it easier to do 1d6 Mortal Wounds with Smite, so why not? **You'll ideally want to give this to a supporting Spiritseer. You'll (very likely) already be running Eldrad in an Ulthwé list, who'll likely be benefiting from the ''Focus Will'' power to fire off psychic tests with +3 to his results (+4 if he's paired with a Warlock (Conclave)), and Spiritseers are your cheapest psyker characters capable of casting a standard smite. You can of course opt to give this to a regular Farseer if for some reason you simply can't/won't bring Eldrad. =====Special Unit===== '''HQ''' *'''Eldrad Ulthran''': Your premiere psyker and probably the reason you're running Ulthwé in the first place. He may as well be the Phoenix Lord of Farseers given his statline; T4, a 3++ invulnerable save topped off with his 6+++ courtesy of Ulthwé's attribute and a grand total of 3 psychic casts and denials per turn. His casting gets better after his first successful power goes off, adding 1 to all tests he makes for the rest of the phase due to his Spirt-Link ability. Between that and his innate Ghosthelm re-roll, failing to cast most of his powers would require some rather bad luck. Offensively, Eldrad comes equipped with his Staff of Ulthramar, a S+2 (S5) AP-2 Dd3 beatstick and an ever standard witch blade. However, with a grand total of two melee attacks, you should not commit your single best caster to combat unless absolutely necessary. **He is considered a Farseer, so sticking a Warlock near him to use Seer Council isn't a bad idea given it will allow his first power to be cast on a +1, and the other two to be cast with a +2. Have that Warlock (Conclave) give up their weakened Smite to teach them Focus Will and have them put it on Eldrad before he starts casting his own powers. This gives him a +3 to his first cast and a staggering +4 to everything he attempts afterwards. A 1d6 Smite on 7+ and Executioner going off on a 3+ is going to leave a mark. It also means he is also eligible for Unparalleled Mastery (Gain an extra use of a power for 1CP), and Runes of Witnessing (Friendly {{W40Kkeyword|<Craftworld>}} units within 6" Re-Roll Wounds on 1 for 2CP). </div> </div>
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