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===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>
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