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===Army Composition=== These are specific builds that focus on a particular ''Aspect'' of strength. *'''Bikers''': *'''Wraithhost''': You sell your soul to the imperium of man in order to be an "Adeptus Custeldar" with psykers (though not quite as innately resistant). You'll hit like a truck both in melee (wraithblades and Wraithlords/seers) and short range shooting (wraithguard), though don't expect to cover much ground quickly. Probably the best you can wish in 9th in order to maintain your primary objectives cast protect on force-shield wraithguard for that sweet 3++ and you are good to go. If you want a genuine offensive presence, you should get a Wave serpent for each wraith blade/guard squad you want to threaten the enemy with or you will be moving 5'' with 10-12 range weapons while the enemy slowly whittles you down from afar. Wraithlords, Wraithknights and Wraithseers (to a lesser degree) can be kitted out with 36" and up range weaponry in order to fulfill your long range firepower needs, but you'll really want to pair a Farseer or two with them to make it work. *'''Aspect Warriors''': Interestingly enough, using the units Eldar are most known for is a real way to get shit done. First turn charges, wiping a unit from the board with just a squad of Dark Reapers: basically, if you want to play the way Eldar were meant to be played, go down this route. Some caveats: basically every unit is a) extremely, extremely good at one thing, and b) are about as durable as a sandcastle. If you do not use these units as they are meant to be used, they will die horribly. They do not forgive small mistakes. That being said, watching a Rhino explode when Fire Dragons barely look its direction is pretty funny. *'''Guardians''':
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