Warhammer 40,000/Tactics/Eldar(8E)

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This is the current Edition's Eldar tactics. 7th Edition Tactics are here.

Why play Eldar?[edit]

The Aeldari, otherwise known as the Eldar, are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40,000. In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Each unit plays a very particular role, usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad's weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. Some units, like Jetbikes, overcome this disadvantage with superior speed and mobility. This is huge in a game where most of the missions are about capturing objectives. If you are the kind of elf who likes it when a plan comes together, you might be tactical enough to lead the Eldar to their victory upon the battlefield.


  • Fast overall with strong shooting capabilities.
  • Excellent psychic powers and utility HQs such as Warlocks and Farseers.
  • All the buffs and debuffs (mostly psychic, but you cannot complain) you wanted and the ability to deliver them wherever you please, with ever-reliable Farseers or psychic flyers with auto-hitting S12 flamers of doom.
  • Comboing Stratagems and Psychic powers together can turn even lowly Guardians into a brick wall, or make your already tough units make Custodes look flimsy by comparison.
  • Good access to fearless bubbles, through the WL of one of the best Craftworlds, the Avatar or very cheap Will of Assuryan(WC5)
  • Eldar Trickery is back! Now you have countless ways to mess with your opponent's mids, be it Redeployment and Deepstrike strategems, Great psychic powers to enhance your Craftworlders already formidable firepower or to make one unit nigh-invulnerable for a crucial moment. And don't say 1+/4++ on top -4 to hit modifier is not dirty. A savvy player can easily become a serious Troll in the end.
  • Farseers are still the most reliable Psykers in the game. Losing one to perils is very rare, especially by 8th Editions standards. 5+ to ignore any mortal wound is pretty neat by itself but GW decided that Farseers has not received enough love and now they ignore mortal wounds from perils on 2+ (something no other army can do for their Generic HQ units). And even then, free re-rolls to any roll to manifest or deny a power will ensure that you do only perils in the most unfortunate circumstances.
  • Aspect Warriors are finally awesome again! This solidifies our army's identity as an elite force of highly specialised troops that have an answer to any role or situation you can imagine as long as they are in the right place at the right time. (Though no aspect host strategems for 2+WS/BS)
  • Access to some of the best Flyers in the game.
  • Being a small, elite army with elite units of all types, you generally have a low model count meaning you are almost always going first, especially with the number of models you can cram into a Wave Serpent or have in Deep Strike.
  • Dark Reapers. No seriously. They are one of the best units in the entire game right now.


  • All of your Infantry models (except for a select few) go squish. T3 is not much. May be remedied with countless negative to hit modifiers and with a new wounding/AP mechanic Heavy bolters are no longer our nemesis. We are extremely reliant on our armour saves and stacking negative hit modifiers to survive, so high AP weapons and/or anything that lets you ignore cover (Like Imperial Fists or Iron Warriors in general) means you have already won half the fight against Eldar.
  • While we have some units that can do serious work in the close combat phase, we should generally stay out of it unless it is to sweep up units at the end of the game. With a few exceptions, the majority of our INFANTRY models are only S3 with no way to effectively bypass it like the Drukhari or Harlequins can.
  • Many of your average infantry's basic and heavy weapons may be slightly stronger, but have considerably shorter ranges than their equivalents in other armies. While this is slightly alleviated with the Eldar's faster movement, the loss of Fleet and Battle Focus getting nerfed means getting your troops in range is far more committing and far more punishable than before.
  • All Aeldari Special Characters are still overcosted for what they do even if most of them did get buffed. Thankfully Eldrad got a price drop so is definitely much more usable.
  • Most vehicles have lost the ability to take Vehicle equipment. .....You have our sympathies Xenos, we know the path you walk.... HERESY!*BLAM* *FWIP* Apologies, Commander. It appears as though a Mon'Keigh Political Officer managed to escape...May I keep his hat?
  • Being a small, elite army with specialised units of all types means poorly positioned or mismatched units can be severely punishing to the degree of costing you the game, as every slain or misappropriated unit can be irredeemably damning. You don't have the tactical unit flexibility of Space Marines or Skitarii, staying power and durability of the Custodes or Death Guard, the speed, manoeuvrability and absurd firepower of the Drukhari, the Alpha Strike potential of the Blood Angels, the disposable, cheap numbers of the Astra Militarum and Orks, the absurd close combat power of the Harlequins or Tyranids, or Psychic bullshittery of the Tyranids, Thousand Sons or Grey Knights. While you do have units that with the right support and being placed in the right place at the right time, can rival them or even outdo, the above armies can do that exact thing but for far cheaper and effectively.

Faction Keywords[edit]

There are four distinct AELDARI groups that all eldar armies fall under; ASURYANI, DRUKHARI, HARLEQUINS and ANHRATHE. Craftworlders are specifically designated as ASURYANI, with most of said units having one of five <CRAFTWORLD> designations. Two additional tags unique to Craftworlders are the SPIRIT HOST and ASPECT WARRIOR factions. Do try to keep these in mind when building your detachments, as all character Auras, Runes of Battle/Fate buffs and many Stratagems require ASURYANI and/or <CRAFTWORLD> to work, as the Battle Brothers rule states that the AELDARI and Ynnari Faction tags are no longer sufficient to include units in a Battle-Forged detachment (though you can still take them in separate detachments and remain Battle-Forged).

SPIRIT HOST Units: Spiritseers, Wraithguard, Wraithblades, Wraithlords, Wraithseers, Hemlock Wraithfighters, (Skathach) Wraithknights, Revenant and Phantoms Titans.

ASPECT WARRIOR Units: Dire Avengers, Howling Banshees, Striking Scorpions, Warp Spiders, Swooping Hawks, Dark Reapers, Shadow Spectres, Shining Spears, Crimson Hunters and Crimson Hunter Exarchs.

GUARDIAN Units: Guardian Defenders, Heavy Weapon Platform, Storm Guardians, and Support Weapons.

<CONCLAVE> Units: Revenant and Phantom Titans.

Special Rules[edit]

  • Ancient Doom: Re-roll all failed to hit rolls in the fight phase if it charges/is charged by a Slaanesh unit. However, you must add 1 to all morale rolls when within 3" of a Slaanesh unit. A fluffy rule that helps more than hurts, but the only units likely to use this rule intentionally would likely be Howling Banshees, Striking Scorpions and Wraithblades. Every other unit would be better served literally anywhere else that isn't in melee with Chaos units, let alone Slaanesh daemons.
  • The Path of War: Objective Secured, 8th Edition Eldar style. All Asuryani Troop choices in a Battleforged army have this rule.
  • Heroes of Legend: Including Phoenix Lords in your army won't mess with your Craftworld Attribute. They also can never benefit from Craftworld attributes.
  • Battle Focus: Responsible for a fair bit of bitching in 6th and 7th Edition, it's finally been changed. Now instead of moving-shoot-move or moving-move-shoot, you can fire after moving as if you have not moved/advanced in the movement phase (so old move-move-shoot). Heavy Weapons are not allowed to use this. The whole wording thus means that Asuryani infantry and jetbikes can advance and still fire assault weapons with no -1 to hit and rapid fire after advancing, too bad we don't have too much rapid fire. All of this means that the old debate "Scatter laser VS Shuriken cannon" is over for sure (unless you're going as Saim-Hann). To be honest now battle focus feels just a bit more useful than SMs ATSKNF (very bad), as pretty much it affects only infantry, jetbikes and War Walkers and now it only gives you the ability to come 1d6" closer to your enemy (which with the army-wide loss of Fleet, isn't even re-rollable anymore), something that can be used to great effect only by Guardians and maybe Fire Dragons (anyway coming too close is a bad idea).
  • Strength from Death (Ynnari): Toned down after the 16/11 FAQ but still incredibly powerful, this unusual ability allows one <infantry> unit from an Ynnari Detachment one of following immediate actions whenever any unit (friend or foe) is completely destroyed within 7" of it on your own turn (units destroyed due to any Morale phase do not trigger it): moving, firing, charging, fighting, or using a psychic power. Each of these can happen only once per turn (thanks to the newest FAQ). This allows you to immediately get more mileage of a unit that diced its way through an enemy or take an action out of sequence when one of your units bites the dust to fuck up your opponent's sequence and plans. Oh, and Yvraine/The Yncarne can trigger the actions as a psychic power if really necessary without anybody having to die/death happening too far away thanks to "Word of the Phoenix". Enjoy!

Craftworld Attributes[edit]

Choose one of these for Your Dudes. More elaborated unit recommendations can be found in the Army Building section. Remember that Corsairs, Ynnari, or Conclave units don't gain any benefits from these.

  • Alaitoc – Fieldcraft: Your opponent must subtract 1 from any hit rolls made by attacks 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.
  • Biel-Tan – Swordwind: All Aspect Warriors get +1 Ld (suck it, Guardians), and you may reroll to-hit rolls of 1 for all Shuriken weapons (including Scorpion Claw, Kurnous' Bow and Blazing Star of Vaul).
    • The improved leadership barely makes any difference, 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, everything on Jetbikes and almost every Vehicle. If you love rolling many dice and want to drown your opponent in tons of saves, take Biel-Tan.
    • Sidenote: Officially, Chainsabres do not benefit due to not being supported in the Codex, although fluff-wise they should.
  • Iyanden – 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 man 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. Typically, if you want to field a fluffy Wraith army, this will be your choice.
  • Saim-Hann – Wild Host: Re-roll failed charge rolls. Bikers do not suffer a penalty for moving and firing heavy weapons.
    • The fastest and most mobile Craftworld of all, this is your way to go if you want to field lots of Jetbikes, Vypers and close combat units in general.
    • 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).
  • Ulthwé – 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 very comparable to Alaitoc (1/6 less hits vs. 1/6 less wounds). 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 Traits[edit]

Named Characters must take the Craftworld Trait associated with their Craftworld. For example, if Eldrad is your Warlord, he must take Fate Reader. Phoenix Lords also cannot take a Warlord trait, so there is no longer a reason for having one of the Craftworld Eldar's legendary heroes and personifications of an aspect of Khaine, heroes that entire Craftworlds rally around in times of need, lead your army. Nope. Only dorks with wings and people with mind bullets get to lead the army now.


  • 1. Ambush of Blades: Friendly Craftworld units within 6" of your Warlord that roll a 6+ to hit in the Fight phase improve the AP of the attack by 1.
    • This is best applied to AP0 weapons, since AP0->AP1 is a better improvement than on something that already has penetration, and obviously useless on anything that doesn't roll to hit. This is probably more of a one-shot ability, because you don't want your Warlord to sit in a close combat for turn after turn. You will need to plan beforehand on how to pull the trick off: Combine this with a unit with many attacks, the Enhance psychic power for higher triggering chances, an Autarch for rerolls and the Supreme Disdain stratagem for even more attacks. In most cases, one single Wave Serpent won't be enough, therefore consider deepstriking parts of the units or putting them on Jetbikes. In short: An unusual and difficult to use warlord trait.
  • 2. An Eye on Distant Events: Overwatch cannot be fired at your Warlord.
    • Obviously best on a Warlord who actually wants to be in close combat, such as the Avatar of Khaine or a Wraithseer. Absolutely useless on an Autarch: You'll never take Mandiblasters over the Banshee mask on a close combat Autarch, so don't waste your Warlord trait on something he can get for free.
  • 3. Falcon's Swiftness: Add 2 to your Warlord's Movement.
    • Better used on slow footslogging warlords, if Faolchu's Wings are not available. The Avatar is the hottest candidate for this trait and will appreciate the speedup very much, although the Eye on Distant Events is a very stiff competition for him. Pretty pointless on any warlord on a Jetbike.
  • 4. Fate's Messenger: Your warlord has +1W and 6+++ FNP (remember not to take this on an Ulthwé warlord).
    • Flat out better than the core rulebook version thanks to the +1 Wound. This is a very good warlord trait in a codex full of them, which is a bit of a shame when you consider it. Very useful for Farseers or Autarchs on a Jetbike who will be upfront, best combined with the Phoenix Gem – 7 wounds, T4, a 6+++ FNP, and when it's slain it explodes like a vehicle and doesn't even die. Who said Eldar had to be squishy? This is also possibility to increase the resilience of a Warlock or Spiritseer against Perils wounds, if you don't find anything more useful.
  • 5. Mark of the Incomparable Hunter: Your warlord can snipe characters.
    • Entertainingly powerful on anything with a strong, accurate, long-ranged gun; one of the best candidates, for example, is an Autarch carrying a Reaper Launcher, or a Wraithseer with D-cannon in an Iyanden list (although that makes your Warlord that much more of a priority target).
    • That said, can be entertaining, if impracticable, on an Autarch with Fusion Gun/Pistol, or the Avatar, thanks to them both essentially carrying meltaguns.
  • 6. Seer of the Shifting Vector: Once per round, you can re-roll one hit, wound, save, psychic, or deny the witch roll for your Warlord.
    • This is another trait recommended for an upfront Farseer or Autarch on Jetbike, because they will get the most chances of actually using this ability. A rerolled save can make the difference between a dead and a living warlord in the end! That said, this trait can also be used to improve the casting of Warlocks or Spiritseers.

Craftworld Specific[edit]

  • Alaitoc - Puritanical Leader: If all units within 6" of your Warlord are Alaitoc, they automatically pass Morale tests. 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?
  • Biel-Tan - Natural Leader: At the start of the shooting phase, pick a friendly Biel-Tan unit within 3" of the Warlord. That unit re-rolls all misses for that phase.
    • Awesome ability, as it's like Guide that can't fail (but doesn't extend to the enemy turn and won't help with overwatch or the Forewarned stratagem) you can drop on any unit. Terrible on an Autarch, not that Biel-Tan had much use for an Autarch to begin with due to diminishing returns on his aura, and likewise not useful for anything intending to stay near a Shuriken Weapons unit for the same reason. It's also mono-target, so it has the most synergy with other mono-target buffers, meaning Warlocks, Spiritseers, and Farseers. A Farseer with this, Doom, and Fortune is a fabulous support for Fire Dragons, for example.
  • Iyanden - 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.
    • Has a nice niche against Psyker heavy armies like the Thousand Sons, Death Guard, Grey Knights, and Chaos Daemons. However, in most Iyanden lists, you're better off with an Ambush of Blades Autarch, since the Iyanden attribute has the most synergy with largely the same units.
  • Saim-Hann - Wild Rider Chieftain: Whenever your Warlord piles in or performs a Heroic Intervention, it can move 3" toward the nearest enemy Character rather than the nearest enemy model. In addition, if your warlord throws all of their attacks at one enemy 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 half as cheap (125p base compared to the Avatar's 250p), 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.
  • Ulthwe - 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. Deeply entertaining on an Autarch.
    • With how cheap Brigade Detachments are now this is hilariously overpowered. Doesn't interfere with the beta rule "Tactical Restraint", because it is not triggered by stratagems.

Tactical Objectives[edit]

It is not possible to be prepared for an explicit tactical objective. For most cases, achievement is purely situational. However, in some cases there are some tricks to make achieving them easier.

11 - Legacy of Sorrow
1VP if you kill an enemy character.
12 - Master of Runes
Cast 1/3 Eldar psychic powers for 1/d3 VP.
13 - Khaine's Wrath
1/3 successful charges give 1/d3 VP. Because only charges and no kills matter, you may throw in everything you have at hand, e.g. Wave Serpents and other grav-tanks who can survive melee for a turn.
14 - The Hidden Path
1VP if there are no enemies within 12" of objective marker d6.
15 - Strands of Fate
1VP if you control objective marker d6. If your warlord is a psyker, you may modify by ±1. With a psyker Warlord you can hedge your bets, who will guarantee this is always marker 2 or 5.
15 - Combined Strike
1/d3/3+d3 VP if an enemy unit is destroyed in 1/2/3 phases (out of psychic, shooting, fight). If there is somewhere a lonely 1-man unit, you may consider casting Smite instead of Eldar trickery in order to get the psychic kill. As per shooting and fight phase kills: Remember that you have to kill the entire unit off - letting morale do the work for you won't count.



Standard strategems that can be used by any and all Craftworlds, as well as Ynnari.

  • The Avatar Resurgent (3 CP): If the Avatar of Khaine is slain in the Fight Phase, do not remove it as a casualty. Instead, roll a d6 after the unit that killed it has resolved all its attacks; the Avatar then comes back to life with that many wounds remaining. Needless to say, this greatly increases the danger an Avatar poses in close combat.
  • Celestial Shield (1CP): During the enemy shooting phase, if a friendly Guardian unit is chosen as a target of an attack, it will have a 4+ invulnerable save for the rest of that shooting phase. Stacked with Fortune to become freakishly hard to budge. Use Ulthwe and an Autarch, and the enemy will either try hard to kill them (and make this stratagem earn its cost) or not try hard enough (and get completely shredded by 2+ rerolling Black Guardians).
  • Cloud Strike (1 CP): As Webway Strike below, but with an Eldar Vehicle that can Fly instead & only one unit. NOTE: You cannot use both Cloud Strike and Webway Strike in the same game, you have to choose one or the other. Absolutely hilarious for Deep Striking in a bunch of Hemlocks right where you need them. Only works once though.
    • Remember that you drop down during the Movement Phase so the vehicle has to sit still for a turn. using this for transports is a bad idea. Not bad for protecting Fire Prisms, Crimson Hunters or Super-Heavies from a round of shooting against certain Alpha-Strike lists.
  • Concordance of Power (1 CP): Use this stratagem whenever a Warlock Conclave successfully casts a Runes of Battle psychic power. The range of the power is doubled.
    • 36" range on your Runes of battle powers is extremely useful as it keeps your out of deny range while still able to to support units on your opponents side of the table. It can't be stated how useful a 36" Range Jinx and Restrain can be, especially with Primarchs or Flyrants on the table.
  • Feigned Retreat (2 CP): Pick an Asuryani unit that has fallen back this turn; it can now shoot and charge despite having fallen back. Not as useful on Swooping Hawks or your tanks, since they could already shoot after falling back (due to the FLY keyword), but everyone else benefits from it, given the short range of most of your guns.
    • Incredible for your Shining Spears as they benefit greatly from being able to fall back while abusing FLY, shoot and charge again. Even moreso for Ynnari once Soulburst and/or WoTP is factored in.
  • Fire and Fade (1 CP): After a friendly Asuryani unit shoots, it can move 7" as if it was the movement phase; however, it may not advance as part of this extra move and will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back. It gives a great mobility boost as well as Advance-Shoot-Move is possible. Finally it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase for Non-Ynnari.
  • Forewarned (2 CP): Used whenever an enemy unit arrives from the battlefield within eyesight of a friendly unit that is within 6" of a friendly farseer. That friendly unit may make an out-of-sequence shooting attack. Unlike other similar stratagems, this one doesn't force a -1 to-hit penalty, and can be outside of 12"! You DO have to bubble-wrap/conga line next to a Farseer for this to really pay off. This is actually really broken. Your opponent's gotta be REALLY careful not to get his deep striking unit shot to shit from Dark Reapers who could see them, or even humble guardians taking down a Lictor before it could do shit to them.
    • A note on Drop Pods: The RAW specifically states you target the unit that arrives, in this case the Drop Pod itself, and not whatever comes charging out.
  • The Great Enemy (1 CP): Used whenever a friendly Asuryani unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the Slaanesh keyword. Make Ancient Doom work in your favor, and fuck Slaanesh Daemons and Emperor's Children.
  • Lightning Fast Reactions (2 CP): Used when a friendly <CRAFTWORLD> Infantry unit or a friendly <ASURYANI> unit that has <FLY> keyword is targeted by a ranged or melee weapon. All attacks against that unit are resolved at -1 to hit for the rest of the phase. One fun but costly idea is to combine this with the Celestial Shield Stratagem on Guardians to really infuriate your opponent. Bonus points for doing it with Alaitoc in the shooting phase to stack it with the Craftworld Attribute, though you will probably lose friends for it.
  • Linked Fire (1 CP): When a target is selected for a Fire Prism's Prism Cannon, do not resolve the hit until the end of the phase. Any <Craftworld> Fire Prism within 60" of the first one that is visible to it may link fire, targeting the first Fire Prism's target with its Prism Cannon and re-rolling failed hit and wound rolls when doing so, as well as ignoring range and visibility. Once all other shooting is completed, the first Fire Prism may resolve its shots against the target selected. If at least one other Fire Prism linked fire with it, it gets to re-roll its hit and wound rolls as well.
    • Combined with Pulse Laser Discharge, this stratagem can wreak absolute havoc on almost everything in the game. Having Fire Prisms shooting S12 AP-5 lances twice each irrespective of line of sight or range re-rolling hits and wounds can absolutely devastate any vehicle from Rhinos to Imperial Knights. Conversely, rapid Dispersed Blasts can all but evaporate any individual blob you want off the board with a barrage of D6 S6 shots (assuming you have only two Fire Prisms fielded, that's still 4D6 shots, assuming they haven't moved much).
    • Hilariously you can also use Linked Fire to nuke your opponent's special snowflake character, as long as the character is the closest model to the first Fire Prism the others can also target it. Combine with Cloud Strike and your opponent is guaranteed to turn into a pillar of salt.
  • Matchless Agility (1 CP): Used whenever a friendly unit advances. Instead of rolling a die, you automatically advance 6" with the unit. Makes Footdar lists hilariously broken outside of Matched Play. Still damn useful in Matched Play as well.
  • Overload Energy Field Projectors (1 CP): During the shooting phase, pick a Wave Serpent that discharged its shield on an earlier turn. It can now discharge the shield a second time. Because apparently the Wave Serpent really needed the extra boost.
  • Phantasm (2 CP): Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly units and re-deploy them. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement. Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Alternatively, if you have the CP to spare, you can attempt to influence or bait your opponent's deployment by setting up a few key units (like a Fire Prism, Wraithlord/seer or Wave Serpent) in a position that heavily encourages him/her to focus on either setting up in a manner to exclusively avoid or target those units. Once the deployment is finished, you can place that Fire Prism he could've sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them.
    • Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn't base your core strategy around it. Try to save it for tournaments or games against irregular opponents and if you're confident you can afford the CP or potential risk to your important units.
  • Runes of Witnessing (2 CP): Used at the start of any phase. Pick a friendly Farseer. All <CRAFTWORLD> units within 6" of the Farseer re-roll 1s to wound. Given you want that dick up front spamming Smite and Executioner, this is awesome for supporting the unit he's with. Also pretty nice on that Farseer in the Dark Reaper blob that they just guided.
  • Seer Council (1 CP): In the Psychic Phase, if a Farseer is within 6" of a friendly Warlock unit, both the Farseer and the Warlocks gain +1 to psychic tests. Use it on that dick with Unparalleled Mastery to cast 3 powers with +2 to cast and one extra with +1 to cast. This strategem combined with Runes of Farseer should give you up to ~95% success rate on powers you really need also making them much much harder to deny.
  • Starhawk Missile (1 CP): When an Infantry unit model shoots an Aeldari missile launcher at a unit with Fly, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Awesome for putting some Mortal Wounds onto Slamguinius, or evaporating 1-3 Vanguard Veterans on a 2+. Guardians and Dark Reapers are viable as they can carry the AML, but keep in mind that the +1 to hit will not apply to the Dark Reapers.
  • Supreme Disdain (1 CP): Used whenever a friendly unit is chosen to fight in the fight phase. The unit gains exploding attacks on 6+ that do not proc themselves. This does stack with Striking Scorpion Exarchs or Scorpions buffed by Karandras, and can definitely make that unit of Banshees or Wraith Blades even more horrifying. Also fun on a Firesabre Autarch or Diresword Exarch to try and fish for more Mortal Wounds. Even more fun, if you stack it with Enhance or/and Striking Scorpions' Shadow Strike. Try this on a unit of 10 wraithblades with Enhance affected by Psytronome of Iyaden and Ambush of Blades WT for undiluted RAPE. Even regular Wraithguard are no slouch in close combat and every exploding attack hurts all the more.
  • Tears of Isha (2 CP): Used at the start of your turn. Select a Wraith Construct model, and it regains 1d3 wounds lost earlier. Your Wraithlords will appreciate this as they walk up the battlefield with a degrading stat line and no form of invulnerable save. Note that for 70 points, you can field a Bonesinger to do the same job, but that has its own downsides, like the need for the Bonesinger to keep up with what it's healing.
  • Treasures of the Craftworld (1/3 CP): Take extra relics, Eldar style. Pay 1 CP for an extra Remnant of Glory in your army, or pay 3 for two extra Remnants of Glory in your army. Note that this is the only way that Ynnari armies get to take relics, as they can never have a Craftworlds Warlord so don't get the 1st "free" relic.
  • Unparalleled Mastery (1 CP): Used whenever an ASURYANI FARSEER successfully casts their last allowed power in the Psychic phase. They can attempt to cast one additional power. Oh hell yes. Slap this on Eldrad and one-up those Tzeentch Chaos Sorcerers.
  • Vaul's Might (1 CP): If a Support Weapon is within 6" of another Support Weapon, they can both reroll 1's to wound. Pretty useless given the low volume of fire: Two D-cannons will give 3 hits on average and therefore 0.5 1's on wounding. I.e. every second time this stratagem will be completely wasted. Use Doom or the standard CP reroll instead.
  • Webway Strike (1/3 CP): This lets you deep strike a single Infantryor Bikerunit of your choice! Pay for the 3 CP instead to deep strike a second unit. NOTE: You cannot use both Cloud Strike and Webway strike in the same game, you have to choose one or the other. Aside from the obvious Fire Dragons or D-Cannon Wraithguard just about every eligible unit can benefit from being able to be placed where you want, when you want.
    • Remember that Guardian Platforms are Infantry and Vypers are Bikers. Ulthwe and Saim-Hann respectively can use this to dump a Guardian Squad with Heavy Weapons or Vypers full of Heavy weapons right behind something important then fire without penalty (Discipline of the Black Guardians Strat and Saim-Hann Craftworld trait respectively)

Craftworld Specific[edit]

Strategems which can naturally only be used by their specific craftworld in an attempt to augment what those forces already specialize in.

  • Alaitoc - Pathfinders (1 CP): At the start of an enemy shooting phase, pick a unit of 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 the situations where it's actually useful, it's very good as you can potentially bait an opponent into making some very poor target Priority decisions while saving your Lightning Fast Reflexes for a more valuable unit.
  • Biel-Tan - Court of the Young King (2 CP): At the start of the Charge phase, pick a Biel-Tan Aspect Warrior unit that contains an Exarch (you should always have one, they are free). 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. A perfect fit for Shining Spears, Howling Banshees, and Striking Scorpions; even Dire Avengers can make use of it if need be.
  • Iyanden - Guided Wraithsight (1 CP): At the start of your turn, you may pick an Iyanden Spiritseer. Until your next turn, the range of its Spirit Mark ability is increased to 12", and it allows friendly IYANDEN WRAITH CONSTRUCT units the ability to re-roll all failed hit rolls, not just 1s. Particularly helpful if your Wraithguard are lugging Wraithcannons.
  • Saim-Hann - Warriors of the Raging Winds (1CP): When a Saim-Hann Biker unit advances, use this to let the unit still charge, and it can re-roll hit rolls of 1 in the Fight phase of that turn.
  • Ulthwé - Discipline of the Black Guardians (1CP): At the start of a shooting or fight phase, you can pick an ULTHWE GUARDIAN unit. They can add +1 to all hit rolls until the end of the phase.
    • The following have the 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.

Psychic Powers[edit]

The Eldar have always been psychic power-houses in their many iterations throughout 40k's history, 8th edition sees the return of reliable psychic tests, as well as more reliable ways to stop psykers. Looking at matched play rules we can see that almost every single army can cast only 6 powers other than Smite per turn and moreover only from their specific discipline, while Eldar can cast 18 different powers (different variations of warlocks powers are being considered separate powers)! And almost all of them may find some big use. Additionally, none of our powers ever needs a line of sight, feel free to hide your psykers as needed. Note: That taking Asuryani unit as a part of Ynnari detachment just gives them Ynnari keyword, while not stripping them of asuryani so they are still viable for casting all those powers. Congrats now you can cast 21 powers per turn in matched play.

Runes of Fate[edit]

These are only available to Farseers, and Farseers are only capable of these powers and Smite, so without exception, a psyker choosing from this Discipline only knows WC5 and WC7 powers; aside from Eldrad or Warlord Traits/Relics, the caster's casting ability is simply 2 powers, and once per phase, can re-roll either or both dice when casting. This means the most reliable way to ensure your Fate powers go off is redundancy; for example, the most common power combo you're going to want on hand is either Doom/Fortune/Will of Asuryan (for D-Scythe Wraithguard) or Doom/Guide/Fortune (for almost everything else, especially Fire Dragons) - sort your powers by how much you want them to go off. Take a Farseer with the first two powers, and a Farseer with the second two - for this example, we'll use the latter. The first Farseer should cast Doom; if they need to use the re-roll for it, they should do so, and then cast Smite, and the second Farseer will ensure Guide goes off without a hitch. If they don't use their re-roll, they can cast Guide themselves with the re-roll available, and the second Farseer can ensure Fortune happens, then cast Smite (with a possible re-roll available for reliability or going for 11+). Done this way, the odds of the two powers you really care about going off will always happen with 84.95% probability each, meaning the odds of both happening are 72.17%; if you trust one Farseer to do both, your odds of pulling off both are only 65.08%. This math was done with WC7 powers, of course - you don't need the re-roll nearly as much for Will of Asuryan or Smite, and they'll go off with 97.22% probability if you have the power available.

  1. Guide: WC 7. Targets a single friendly asuryani unit within 24". Re-roll all failed to-hit rolls for the unit's ranged weapons until the next psychic phase. Works better the less accurate and more populous the unit is, of course - you won't see much bang for your buck if you have the Farseer cast this on themselves.
  2. Doom: WC 7. Targets a single enemy unit within 24". Re-roll all failed to-wound rolls against the unit until the next psychic phase. Works better the harder the target is to wound, of course.
    • Note: As this a malediction, not a blessing, there is no unit in the game that won't benefit from the re-roll to wound. A very good power for Ynnari armies, as they tend to have an extreme necessity to kill something they shoot at outright.
  3. Fortune: WC 7. A single friendly asuryani unit within 24" gets a 5+ FNP. Until GW decides to clear up the wording mess of ignoring wounds, the generally accepted procedure is to use Fortune whenever the unit loses a wound, i.e. against all type of damage.
  4. Executioner: WC 7. The nearest enemy unit within 18" suffers 1d3 mortal wounds, and if a model in the unit is slain, it suffers an additional 1d3 mortal wounds. A real rarity among psychic powers, this actually has the potential to outperform Smite, provided you target it intentionally - Smite is strictly better against one big target, but this will outperform Smite against any unit with a single-wound model in it (either natively, or because you've already damaged it).
  5. Will of Asuryan: WC 5. Friendly asuryani units within 6" of the psyker automatically pass morale, and the psyker adds +1 to Deny the Witch rolls.
    • Alternate Take: at WC 5, this is awesome filler for Eldrad to give him something to trigger his +1 to cast with; plus as the best Smite and Executioner user we have, he's usually going to be close enough to something that can use that Fearless bubble. it's also useful filler for a Guide spam Farseer for if you pull Master the Warp and/or Master of Runes.
  6. Mind War: WC 7. Targets a single enemy Character model within 18" of the psyker. Both players roll 1d6 and add their model's leadership characteristic to the result. If the target rolls higher or draws, nothing happens. If you roll higher than the target, they suffer a number of mortal wounds equal to the difference in score. Remember that you can use a Command Point to re-roll your d6 (and your Autarch may get it back for you).
    • Leadership bombs are viable ways of assassinating a character now, which is awesome. Have a Hemlock cast Horrify or a Warlock casting Embolden on the Farseer and maybe bring along The Visarch or some Kabalite Warriors with Grenade Launchers and use it to snipe those Commissars, Ancients and Painboys.
    • As long as it has the Character tag it's fair game. You know who has that tag that people forget? Pask. Pask has that tag! Make sure you check your opponent's Datasheets before casting as this Power can hit more things than you realise.
    • Not to mention that the Swarmlord, Old One Eye, the Avatar of Khaine and many other immense monstrosities are listed as Character ! If you have problems with two Flyrants, or a pesky Bloodthirster that just won't turn down for what, just submerge them in mortal wounds thanks to this trick. A good enough disparity (if well balanced with a proper casting of Embolden on your Farseer and Horrify on enemy monstrosities- always follow the ritual Embolden First; Horrify Second; Mind War Third, as this avoids your Mind War getting denied) can bring monstruous creatures down in one turn- just sit back, enjoy your superiority in the psychic phase, and watch the enemy behemoths cry salty tears as you proceed Jean Greying their arses.
  • Strategic Note: Guide, Doom and Fortune have 24" range, so with a Farseer's 7" movement this is more than enough to sustain any force on an average table nowadays. All this means there's no clear need for jetbiking seers anymore. On the other hand, that's still only a basic gun's range and above average movement, so while you won't usually need the jetbike, it is still pretty damn useful, mostly since it can let you reposition and adjust to changes on the battlefield.

Runes of Battle[edit]

Warlocks and Spiritseers always know one pair of powers, but these count as individual powers for all casting purposes, meaning the psyker in question can choose which to cast, and doesn't block another from casting the "twinned" power. All powers have a range of 18", are active for one full round, can buff only Asuryani Infantry and Biker, and debuff everything. In every Serpent there will be enough room for one or two psykers to support the unit, you just have to decide which power to take!

  1. Conceal/Reveal: WC 6. The enemy must subtract 1 from ranged to-hit rolls against the buffed unit. The debuffed unit loses any bonuses from cover.
    • Conceal stacks perfectly well with any other source of penalties to hit, such as Rangers in cover or anything from Alaitoc.
    • Conceal is usually better than Protect, but Reveal is almost always worse than Jinx - take Jinx first if you're a Hemlock.
    • Reveal only comes into its own to remove cover from enemy sniper scout squads and make them fall back to their baseline 4+ save for easy targeting and disposal, or as an addition to Jinx.
  2. Embolden/Horrify: WC 6. Buffed unit gets +2 to its Leadership, debuffed -1.
    • Although this power can have a niche if a Farseer with Mind War is Emboldened, it is still terrible, and basically anything else in this discipline will serve you better. Embolden is also rendered effectively useless in Iyanden lists, given the borderline morale immunity the attribute confers.
    • Although not altogether an ideal use of its one power per turn, Hemlocks can use Horrify to help build a leadership bomb. Can make quite a nasty one at that too, in mixed Aeldari comps using Phantasm Grenades and the Visarch.
  3. Enhance/Drain: WC 7. Target friendly unit gets +1 to hit in close combat or target enemy unit gets -1. Because it is so similar to Empower/Enervate, look there for comparison.
    • Most melee units won't need the Enhance portion of the power, since they hit on a reliable 3+, but special mention goes to Ghost Axe Wraithblades, who'll probably be escorting a Spiritseer anyways for the re-roll support they'll desperately need.
    • With Drain you get -2 to incoming melee attacks on your Howling Banshees. Forcing TH/SS Termies to hit on a 6+ at best is one of our best "soft" counters to them, now not even Rawboat gonna save'em from such disgrace. Add Lightning Fast Reactions for undiluted RAGE.
  4. Protect/Jinx: WC 7. Target allied unit gets +1 to all saving throws or target enemy unit gets -1(including invulnerable saves!).
    • It is strongly recommended to buff a unit with an invuln, so that your buff won't be negated by high AP weapons. Strong contenders are Wraithblades with Shields, Shining Spears, everything inside Asurmen's bubble, Guardians with Celestial Shield or a Character heading into close combat.
    • On the opposite, there are two potential targets for the debuff: Again a unit with some nasty invuln, or a target that you want to drown in saves (with Dire Avengers, Warp Spiders, Guardians etc.)
  5. Quicken/Restrain: WC 7. A friendly unit moves (and may advance) a second time (but not if it came by deep strike this turn); an enemy unit halves its move range.
    • A very versatile power that lets you react to unfarseen threats immediately or pull off unpredictable flanking maneuvers, therefore it is best used on a Warlock on Jetbike who can deliver this power anywhere you want.
    • With the right positioning, Shining Spears can get a turn 1 charge with this power.
    • If you want to field a max unit of Wraithblades and don't want to pay obscene prices for a Vampire Raider to carry them, this will let them reach their targets much faster than you and your opponent might expect!
    • Howling Banshees can also become terrifyingly fast if quickened, getting an effective threat range of 23-43". You might very well catch a careless opponent off guard!
  6. Empower/Enervate: WC 6. Target friendly unit get +1 to wound or the target enemy unit getting -1 to wound in close combat.
    • When deciding between this and Enhance/Drain: Always buff/debuff the part that has the lower probability for bigger effect (basic probability calculus). As an example, your Banshees will typically hit on 3+ and wound on 5+, hence they will benefit more from Empower than from Enhance. On the opposite, enemies with hammers, fists and other badly hitting weapons will suffer more from Drain than from Enervate. If both chances are equal, take Empower for the lower warpcharge.
    • Enervating the target of your wraith constructs also let's you relive the glorious days when S4 couldn't hurt your Wraithlords/Wraithknights. Small thing, but still nice.

Revenant Discipline (Ynnari)[edit]

Only available to Yvraine and the Yncarne, these powers allow them to play both a supportive and offensive role for your army.

  1. Gaze of Ynnead: Essentially Smite on crack, this power deals damage based on a D6; A roll of 1 results in 1 Mortal Wound, 2-5 causes D3 Mortal Wounds, and a 6 Results in D6 Mortal Wounds on the target. This is perfect for either softening up a hardy unit or vehicle, or dispatching whatever battle-worn foes that didn't quite bite it last turn.
    • This power does 48.45% the damage of Smite for the Yncarne and 58.33% the damage for Yvraine; the only reasons to cast it are that it is targetable, and a given Psyker can cast both it and Smite. Given that you can take a maximum of two models with access to this discipline, neither one should start the battle with it; the Yncarne will seriously struggle to cast a WC8 power, and Yvraine will get better use out of the other two (and can always learn Gaze mid-battle - you did give her and the Visarch some Warlock buddies, right?).
  2. Ancestor's Grace: This power allows the targeted friendly unit to reroll To-Hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but it might be better to simply utilise an Autarch, who will benefit multiple units automatically with his aura (so long as you're using primarily <Craftworld> Eldar in your Ynnari detachment).
    • The main strength of this power is that it can be used on anything with the Ynnari tag, which means Harlequins, Dark Eldar and Corsairs all benefit from it making it a more desirable Guide in an Ynnari list. Her pocket buffing a unit like say a huge Dark Reaper blob means that your Autarch will be free to buff other units. You also haven't lived until you have seen Yvraine drop this and Ward of the Phoenix onto a unit of Dark Lance Scourges, or a huge blob of Corsairs in Pistol range...
  3. Word of the Phoenix: This. This was why the Ynnari were so damn good. At a warp charge of 8, this power allows a Ynnari Infantry, Biker, or the Yncarne one immediate Soulburst action (if they have not triggered Soulburst that turn already). Firing off two salvos from Dark Reapers at range, or melting everything up close with Fire Dragons or Wraithguard, this power can all but guarantee the death of at least one enemy unit, possibly even two. Due to the Warp Charges required increasing from 6 to 8 in the most recent FAQ, it's a bit less reliable than it used to be; Ynnari players now should not build lists with the expectation of consistent WotP casts.

General Wargear[edit]

As the majority of Eldar units only carry one weapon type for the whole unit, with the only options to change usually being for Exarchs, the majority of weapon analysis will take place in the unit analysis itself for that relevant unit.

Heavy Weapons[edit]

Many units have access to the five iconic Eldar Heavy Weapons. Do note that Wave Serpents get the respective twin version, which in the case of Scatter Laser, Star Cannon and Shuriken Canon gets a small price discount compared to two single weapons.

  • Aeldari Missile Launcher: A pretty flexible choice that slams targets at a respectable 48" range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the AML is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. The main draws of the weapon; the sheer versatility and good AP values are hard to pass up, especially if you don't know what you are facing, or want to avoid taking a tailored list to your local group. However, depending on whether or not you're fielding Dark Reapers (who can take one on the Exarch anyway), Fire Dragons, Swooping Hawks or another specialised unit, it may be better to take either Bright Lances for dedicated anti-armour or Starcannons/Scatterlasers for dedicated anti-infantry. As always, look at what your list needs as the specialised options will always be 5-15 points cheaper, and multiple AMLs get expensive fast.
  • Bright Lance: This is your reliable go-to long-range anti-tank/monster weapon. Just keep in mind that you will not be outranging a Lascannon or other Lascannon equivalents, the only drawback to a fantastic weapon.
  • Scatter Laser: Your best weapon to use against low armour targets that rely on their high toughness to not take damage in the first place. A valid choice for objective camping Guardian Defenders, Vehicles with a CTM, Saim-Hann Vypers and Wraithknights and Titan variants. However, it is not recommended for War Walkers and non-Saim-Hann Vypers, where the Shuriken Cannon does support their mobility, or in situations where you are facing high armour saves.
  • Starcannon: It's your best Heavy option for dealing with TEQ, Primaris Marines, and Bikes, and it can do work against Vehicles from the rate of fire, thanks to the Wounding rules. d3 Damage gives it a nice niche against Quantum Shielding as well, as your opponent is less likely to deny d3 damage than d6 from a Fusion Gun or Bright Lance. Recommended for Ulthwé Guardians, ranged Wraithlords or Wraithknights.
  • Shuriken Cannon: The only "heavy" weapon that is actually an assault one, so you're free to move (and for War Walkers, advance) and fire this thing without taking a penalty to your to hit rolls. Usual Shuriken Weapon rules apply. Take this for units that will move or advance a lot, or you wish to remain cheap. For units that you plan to stay put or only rarely reposition consider the Scatter Laser for the same cost (if armour saves aren't an issue), or the Starcannon for only 5 points more.

Vehicle Equipment[edit]

These tidbits are essentially limited to Wave Serpents, Falcons, Fire Prisms and Death Spinners conventionally. To those of you who partake in the Forge World fare, Hornets, Cobras, Warp Hunters, Lynxes and Scorpions may also utilize any and all of these. Hemlock Wraithfighters have built in Spirit Stones, while Phoenixes and Nightwings have built in CTMs. Vampire Hunters/Raiders have both of these built in, but all of these fliers may not take any additional upgrades.

  • Crystal Targeting Matrix: Ignore the -1 to-hit penalty for shooting Heavy weapons after moving, IF you are targeting the closest enemy unit. With some thoughtful positioning this is probably the best 5 points you can spend for any vehicle. Don't forget that Shuriken Cannons are Assault weapons, so you won't need a CTM for those.
  • Spirit Stones: 6+++ FNP. A little bit of added survivability, but for 10 points nothing too exciting. Remember that Ulthwe's attribute makes this upgrade obsolete, for all applicable vehicles. Makes Iyanden's Wave Serpents even more absurdly durable.
  • Star Engines: Advancing grants 2D6" of extra movement instead of 1D6". Great for some extra mobility, plus you'll still be able to fire Shuriken weapons after Advancing. At 10pts, however, you should really make full use of this if you take it.
  • Vectored Engines: Advancing imposes a -1 to hit for enemy shooting attacks for a turn. Another interesting option for triple Shuriken Serpents that want to deliver their passengers ASAP while being able to shoot. Stacks quite wonderfully with Alaitoc's attribute if you're fielding a lot of Falcons/Wave Serpents. Combine this with the other defensive tricks available to Wave Serpents and you have very fast transports that are hard to bring down but really can't be ignored.
  • Twin Catapults or single Cannon? The pure damage output is quite comparable: Against T3 and T7 the Catapults win slightly, against T5, T6, T8 the Cannon wins slightly and against T4 they are equally effective. In essence, you pay for the range upgrade. For convenience and making your shooting easier, it's a must take for triple-Cannon Wave Serpents and dual-Cannon Vypers, for the rest it's a nice to have in case you have some spare points to spend.

Remnants of Glory[edit]

Non-special Asuryani Characters can take anything below, and if you have an Asuryani Warlord you may take one for free in your list. Ynnari may only do so by using the Stratagem "Treasures of the Craftworlds".


  • Blazing Star of Vaul: The bearer's Shuriken pistol or Twin Shuriken Catapult gets 2 more shots, which is fine to boost the firepower of a Psyker that will presumably be somewhere at the front.
  • Faolchu's Wing (Infantry only): The bearer's Movement is set to 12, and he gains fly. Useful for speeding up a Spiritseer or a Bonesinger that should accompany some wraith units.
  • Firesabre (Autarch only): The bearer's power sword gets +1S and -4AP, and on a 6+ inflicts a Mortal Wound instead of normal damage; with a Damage characteristic of 1, it's less effective against Infantry blobs than it sounds. Nice for fighting Characters with an Invuln. The only issue stems from the fact that Autarchs with Jump Packs aren't especially good for character hunting, and Skyrunners will be trading in the Power Sword for a Lance anyway.
  • Kurnous' Bow: The bearer's Shuriken pistol gets D2, and any wounds of 4+ have AP -3. Just as the Star of Vaul, this should only be taken when you can't make proper use of any other relic. Take whichever tastes better.
  • The Phoenix Gem: The first time the bearer is slain, he explodes and each unit in 3" gets 1D3 mortal wounds on a 2+. If at least 1 mortal wound is inflicted, the bearer survives with 1 wound. Hilarious for trolling when used on an Autarch on Jetbike with Laser Lance: You will have him in close combat anyway, therefore the chances for triggering will be almost 100%. Also, if he gets charged and killed, he will resurrect and still be able to hit back! A recommended relic for Wraithseers looking to shore up their durability by a couple points. This can be a potentially hilarious way to trigger a Soulburst in any allied Ynnari Detachments running around in your list. Be warned, per September FAQ you must take saves one at a time for this relic. Should the bearer resurrect and they usually will, you must take all remaining saves allocated to the model. It makes charging into tar pits or eating marine shells far less appealing.
  • Shard of Anaris (Autarch only): The bearers power sword makes 1d3 damage and re-rolls failed wounds. Because you should only be getting into fights with T4 or less if you can help it, the Firesabre will actually usually do better for you - have something else in your army deal with higher toughnesses.
  • Shimmerplume of Achillrial (Autarch only): -1 to all hit rolls that target the bearer. Stacks with Conceal, Lightning Reactions and the Alaitoc Craftworld Trait, meaning an Autarch with -4 to be hit is possible. Another excellent choice for an Autarch on Jetbike, who will definitely be the targeted during the match.

Craftworld Specific[edit]

  • Alaitoc - Shiftshroud of Alanssair (infantry only): -1 to hit the bearer in the Shooting phase, and the bearer can Deep Strike, but must come out on their first Movement phase if they do so. This does contradict the current beta rule for reserves, let's see how GW will clarify this. -1 to hit is still awesome and stacks with the Alaitoc attribute.
  • Biel-Tan - The Burnished Blade of Eliarna: Replaces a power sword; is a power sword with D2, and gains S+1 and D3 against 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.
  • Biel-Tan - The Spirit Stone of Anath'Lan (Psyker only): 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. Clearly intended to be put on a Warlock or Spiritseer, absolutely useless on Farseers. Feel free to take it on one if you have a Rune of Battle you really want to go off, but it's not really an efficient choice.
  • Iyanden - Psytronome of Iyanden (psyker only): Single-use only, all friendly Iyanden Wraith Constructs 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. This turns Ghostsword Wraithblades into absolutely nightmarish melee units that can churn out an unholy 6 attacks per model on the charge, or Wraith Knights stomping 24 times. Very handy on Wraithseers, who not only provides nifty buffs for those Wraith units, but also benefits from the Psytronome itself.
    • Math explanation: Wraithblades have 2 attacks in the profile and benefit from three modifiers: a special rule that doubles the attacks, a special rule that gives +1 and a weapon that gives +1. In reference to Designer's Commentary on multiple strength modifiers you first apply the special rules, then the weapon rules. Additionally you first multiply/divide, then add/subtract. Therefore you get 2 attacks ×2 due to Psytronome, then +1 due to charge, then +1 due to Ghostswords making in total 6 attacks, not 8. Still an impressive number.
  • Saim-Hann - The Novalance of Saim-Hann: Massive upgrade for an Autarch on Jetbike with Laser lance, which is the best way to make use of the Autarch's four attacks. Strongly recommended.
  • Ulthwe - Ghosthelm of Alishazier (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?

Craftworld Unit Analysis[edit]

Common keywords are AELDARI, ASURYANI, and the <CRAFTWORLD> placeholder for Biel-Tan, Iyanden, and Ulthwe and the like. You share the AELDARI keyword with Drukhari, Harlequins and Ynnari, meaning you can combine them within your list. Please note that a <Craftworld> detachment can only take <Craftworld> units. You can still take your Aeldari brethren in separate detachments however.

There are a number of Units and Wargear choices that have been squatted with the new Codex. They are still available in the Index but are no longer "officially" supported. GW's ruling is that you are fine with using an Index choice, or even the old Index version of a unit (looking at you, Autarchs) but if it has an updated points cost and/or updated rules in either the Codex or FAQ, you must use that points cost and the latest rules (if any) for that Wargear or Unit. Given everything is cheaper across the board this is not a bad thing but you do need to make what version you are using very clear on your list.


  • Autarch: The Craftworld's generic captain-type character used to manipulate reserves while having all the wargear options to somewhat fit into every niche. Now with reserves being completely determined by player choice, you'll want to take an Autarch over another Farseer for his aura: All <CRAFTWORLD> units within 6" may re-roll 1s to hit. This is like giving all units near him half of the Guide psychic power, so your Autarch acts like a cheap force multiplier for any type of Units that you want to field. His other ability isn't an aura, but only works if he's the Warlord (meaning only one Autarch you field can have the ability) and on the table (so not deep striking with Swooping Hawk wings): regain spent Command Points on a d6 roll of 6. Although the Wargear options in the Codex are very limited, all of the old wargear options are still there in the Index, and per the update to the Designer's Commentary FAQ on 16/11/2017, you still use the new Codex rules in all cases. The basic Autarch on foot is, of course, the cheapest, at 77 points including gear; you can, however, get the more mobile variants for only a marginal increase in points cost, or just give him Faolchu's Wing if you want to keep it cheap.
    • The Star Glaive is essentially a Power Fist with all of the pros and cons that comes with it, and you can't replace it. If you are having them sit in the gunline with a Reaper Launcher you might as well keep it.
    • This is the updated Designer's Commentary for clarification on Path of Command and Wargear rules for Index Autarchs which has confirmed you now use the updated Codex rules and points costs regardless of whether you are using an Index or a Codex Autarch variant.
    • This means you must pay the Codex, FAQ, or Chapter Approved price (whichever is most recent) for the Reaper Launcher and Forceshield, even if using an Index variant. It also means that Lasblasters are Assault 4 now (even if you're using the Index variant).
    • The new Character Targetting rules in the FAQ have made Autarchs one of the best objective holding units in the game. The tl;dr is that as long as there is a non-character unit between Shooter and Character, the character can't be targetted, even if the intervening unit is not in LoS. Have a Mark of the Incomparable Hunter Autarch sit on a backfield objective with a Reaper Launcher, and laugh as only snipers can do a thing about it, while you snipe out units yourself.
    • Helmet choice: Always take the Banshee Mask. In order to get a benefit from the Mandiblasters, your Autarch statistically has to sit in close combat for 6 rounds in order to produce one single mortal wound. Ignoring even one single Overwatch is easily superior.
  • Autarch Skyrunner: For 104 points, you gain an extra wound and T4; this guy is much more resilient (especially against sniper rifles), and also able to move quite fast in a reliable way. You could swap his weapons for two Avenger Catapults, giving him 8 shuriken shots at 12" thanks to his jetbike catapults, or any other setup that suits your taste. The Power Sword can be replaced with a Firesabre or Shard of Anaris, or the Burnished Blade for Biel-Tan Autarchs, or a Fusion gun for an extra 13 points, or a Laser Lance for 4 more points. The lance itself can be replaced with the the Novalance for Saim-Hann Autarchs. As he comes with a Shuriken weapon, he can also take the Blazing Star of Vaul. The most customizable Autarch variant, but by far the most expensive. You can use the Index Datasheet to bring a Reaper Launcher, as well, which is particularly good on Saim-Hann Autarchs, for moving and shooting.
    • A Saim-Hann Autarch with Novalance and Wild Rider Chieftain can give an Avatar a run for it's money when it comes to Character and TEQ Hunting. You are looking at 4 (5 against a Character) S8, AP -4 Damage 2 hits on the Charge that run up to 4 Damage each on a 6+. The Banshee mask opens up a ton of support for a melee focused Saim-Hann list buy soaking up Overwatch via a little bit of blatant Multi-Charge and Pile-In abuse.
  • Autarch with Swooping Hawk Wings: For 104 points, you gain 14" of movement, and being able to deep strike opens up some interesting options. At the very least you can drop him into your own army on turn one in order to place his Aura where it's needed most. Comes with a Power Sword and Fusion Pistol stock, as well as Mandiblasters which you can still swap for the Banshee mask. The sword can be replaced with any of the Power Sword Relics, the Firesabre being the best of the bunch, especially combined with a Banshee Mask. You can also use the Index to open up his weapon choices, for things like a Reaper Launcher.
  • Autarch with Warp Jump Generator (Index Only): The cheapest mobility upgrade is potentially the fastest, giving your Autarch 4d6 inches of bonus movement.
  • Farseer: A classic HQ choice, and long a staple of the common Eldar list. Now he is everything you loved and wanted rolled into a nice 110 points package (115 with a spear). A codex version now is one of the best psykers available in the entire game, just have a look: ability to cast and deny 2 powers per turn, while Runes of Farseer allows for one free reroll of any number of dice in any psychic phase be it yours or your opponents. All that on a great base of 5 wounds 4++ and the ability to ignore any mortal wounds on 5+ with their ghosthelms even if it is a rail gun, sniper fire or exploding vehicles. After all that, GW decided that Farseers are not reliable enough and gave their ghosthelms the ability to ignore mortal wounds from perils on 2+, due to RAW your Farseer could not care less about exploding Warlocks in the background. They know two powers from Runes of Fate, in addition to Smite, and can attempt to cast/deny 2 powers in the psychic phase. Considering how versatile Runes of Fate powers are Farseers can be kitted out to perfectly suit whatever strategy demands. Fortune/Guide for excellent back line babysitting of expensive point sinks, while Doom/Executioner is really good for a front line support. Also you should not forget many strategems that are tied up to Keyword Farseer such as Forewarned, Unparalleled Mastery, Seer Council and Runes of Witnessing all making Farseers even more versatile. Ironically, because Doom and Fortune work on your Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers, they are better at supporting those units than Spiritseers or Warlocks are.
    • Farseer Skyrunner: Superior in every way to a regular Farseer, and only 25 pts more expensive. Being on a Jetbike allows for 17-22" of repositioning for his psychic powers and deny the witch aura, while also boosting his resilience - T4 and an extra wound means he can take quite a few more sniper shots than his footslogging counterpart. Stack him with Protect and he becomes quite tanky, perfect for delivering aggressive powers like Executioner and Mind War. Don't forget that his twin catapults hit on BS2+.
  • Spiritseer: Now costing 65 points, their primary role is intended to support Spirit Host units (including themselves), which get re-rolls of 1s to hit while the Spiritseer is within 6" of the target. However, while Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers have the Spirit Host tag, none of the Runes of Battle buffs work on them, so a Spiritseer is actually quite bad at supporting them; instead, Spiritseers excel most at supporting Wraithcannon Wraithguard and Wraithblades, and also serve as more points efficient Warlocks for Smite and melee output (they're not only much more accurate, but their melee weapon does more damage to 2-wound targets than a witchblade does); Warlocks are cheaper for spamming Runes of Battle powers, and can carry Witchspears and ride Jetbikes. With an increase to 65 points comparing to Warlock's 55, Spiritseers are far better front line (and in general) casters. For just a 10 point bump, you gain better smite, double the amount of wounds (thats 4W), and BS/WS 2+, while missing out on just a few strategems like Seer Council. That is one helluva bargain! The most crucial is 4W that means that Spiritseers are guaranteed to survive the first perils and aren't that afraid of sniper fire. If going just for RoB delivery vector they are better served under Alaitoc Attribute but with 4W Ulthwé is a still good choice.
    • Modelling Note: It looks like GW hasn't completely forgotten about the non-Imperial factions amid all the new releases, and a shiny new Plastic Spiritseer model is slated for release in the new Wake the Dead set!
  • Warlock: Your good old Warlock at 55 points per model, armed with a shuriken pistol and a witchblade, with the option to upgrade to a Singing Spear for 5 more points should you wish. Each warlock can only cast and deny one power per turn and takes their abilities from the Runes of Battle table. Gee-Dubs are freaky fat trolls, and Destructor is not even the heavy flamer of old; it's now a nerf to Smite - it deals only 1 mortal wound. Conceal is ideal if you're running non-mech list. Suggestion: if you also have other, non-Warlock psykers in your army, attempt to cast the Warlock powers first; that way you can use a command point to re-roll a potential Perils of the Warp. With only two wounds, he's very likely to die and cause 1d3 mortal wounds on all nearby units if he really messes up his Psychic phase. You can use this to your advantage, of course, by trying to force him to Perils in the midst of the enemy, but the rate of return on mortal wounds per CP spent there is pretty terrible. With the current Price Point, the Jetbike variant is only 15 Points more and to be honest, far more attractive as an option.
    • Warlock Skyrunner: For only 15 more points, you can plop your Warlock onto a Jetbike to let him get where his psychic powers are needed much more quickly than having him hoof it everywhere. The Skyrunner variant also has an extra wound at T4, to help keep him around a little longer, coupled with a little extra firepower in the twin-linked Shuriken Catapult strapped on the bike itself. If you're paying this much for the warlock, it may not be a bad idea to go ahead and splurge a little more to give him a Singing Spear to help him hit with a little more staying power. With Warlocks being so expensive for a 2W model, and the 16/4/2018 FAQ limiting you to three Warlocks per army, the new footslogger's price point honestly makes the Skyrunner variant a goddamn bargain, and it should legitimately be considered unless points are that hard to come by, or you have three Warlock Skyrunners in the army already.
    • Warlock Conclave: A useful toolbox unit but it does have a number of things to keep in mind. The Warlock Conclave can consist of up to 10 total warlocks that utilize a variant of the old Brotherhood of Psykers USR from back in 7th Edition. 1-3 warlocks allows them to collectively cast/deny one power a turn, 4-6 bumps it up to 2 powers, and 7-10 gives them 3 Runes of Battle. They also come with a unique stratagem that boosts the range of their powers up to 36" which is incredibly useful. They also still count as warlocks so can help out a Farseer with the Seer Council Stratagem. Pairing them with that dick is a fluffy, fun and strong choice. For lists that benefit from this, the Conclave is extremely useful, but now come the problems. You pay nearly full price (a 10 point discount, which is much more noticeable on the footslogging version) for each and every warlock in the squad, who operate as a single unit rather than as individuals (i.e. 3 warlocks and only one psychic power is manifested between all of them). If you took 3 separate Warlocks, you'd still have access to 3 powers, move them where they can have the most effect, and cast all of them in the same turn - for 30 more points. Do keep in mind that, all those Warlocks in the Conclave lose character status, and can be targeted at will, regardless of any adjacent units you may have shielding them. This makes them the single most vulnerable HQ choice available to Eldar, so you must make good use of LoS breaking terrain and their unique Stratagem to keep them alive. Ulthwe Warlocks still get the 6+ FNP to deal with any Perils, and will roughly average out as 1 additional wound per 2 Warlocks over the course of a game. Altaioc also has the -1 to hit stacking which will also help with keeping them alive. It is also possible for the unit to cast Protect on themselves for a 3++, though it's most likely not going to be your best use of the power is most circumstances. The 16/4/2018 FAQ limits you to 3 Warlocks per army now means Conclaves give you access to more Warlocks by it being a different datasheet.
      • A standard, 4-elf squad is relatively comparable to a generic Farseer in performance, if more expensive. It is slightly more "durable" as well, both in total wounds and in resistance from heavier firepower; Where a stray Lascannon shot may simply erase the ill-fortuned Farseer, removing their psyker support from the field entirely, the worst such a blast could do to a Conclave is kill a single Warlock. Sure, they might get knocked down a bracket on how many powers they can cast a turn, but some support is still much better than no support. Additionally, a larger unit (7+) of Warlocks makes for a rather potent source of Mortal wounds; they can cast both of their RoB buffs on nearby allies, then proceed to churn out a guaranteed D6 mortal wound smite on a nearby enemy. Sadly, such a unit runs roughly in the 315 point range, so it may not be a cost effective unit in more standard games.
      • Note: There is a hilariously masochistic purpose behind taking this choice: having this unit act as a (kind of) cheap meat shield for Yvraine in a Ynnari Detachment. The warlocks can take the hits for Yvraine, and each time one of them bites it, Yvraine heals a wound and gets to immediately generate another Revenant Discipline power. In the meantime, these cannon fodder warlocks can simply try to heckle nearby enemies with Horrify and Drain or make Yvraine a more frustrating target via Conceal. Even if they kill themselves from Perils, it's still to Yvraine's benefit. Just make sure you keep a transport or reinforcements nearby for Yvraine when she starts running low on Warlock-flavored meat shields.
      • An Interesting use for the Conclave is flexibility in powers. In a Conclave of 2 Warlocks you get to pick 2 powers for 90 points. You have the option of the stratagem Concordance of Power to cast 1 of those powers per turn up to 36" for troops far on the other side of the battlefield and well outside of Deny the Witch range. This can be critical vs Nids with Shadows of the Warp in play, or debuffing extremely dangerous Psykers such as Magnus or Mortarion from outside their deny range. Pick one power to use on nearby units every turn and the 2nd power that is situational to use far away like Quicken or Protect when required.
    • Warlock Skyrunner Conclave: Slightly more attractive now that the price of Warlocks has gone up, but still potentially the most expensive HQ choice you can take. The Skyrunner Conclave has all the pros and cons of a regular conclave with the power and mobility of a bike. The increase in wounds and toughness the jetbikes provide is actually quite the boon; given their lack of the character keyword. Additionally, the jetbikes allow a mid-sized conclave to churn out a surprising amount of dakka, between the Twin Shuriken Catapults and Singing Spears (which happen to share the same 12" range of the shuripults), a Skyrunner Conclave shouldn't be taken too lightly. That said, protecting your Skyrunners will be much harder than even the standard Conclave; the bikes alone increase their physical presence on the field immensely, which not only will draw your opponent's eye all the easier, but will make placing them out of LoS all but impossible. Their mobility does help make up for this, but should not be relied upon.
      • A recommended, but extremely expensive loadout would be a 5-Warlock skyrunner conclave armed with Singing Spears. These all share the same range as their Twin Shuriken Catapults and can be thrown in tandem, giving you a total of 20 S4 Shots and 5 Fleshbane shots to slice through GEQ and MEQ targets. The 5 Warlocks gives you a solid 2 casts/denials per turn with just a touch of padding for casualties. Said powers would ideally be Protect/Jinx and either Quicken/Restrain or Enhance/Drain, depending on how fighty you want them. In a Saim-Hann detachment, this can make them quite potent in their own right.
  • Wraithseer (Forge World): The sturdiest HQ choice by far for your Craftworlders at T7 with a 3+ armor and 5+ invuln covering a solid 12 Wounds. It did take a slight gimping in that it suffers from the damage table many larger, 10+ wound units have now, becoming less effective the more battle worn it is. Additionally, as a character with more than 10 wounds (and not exactly being discreet with its size), it can be targeted by hostile units regardless of who you have screening it. While these weaknesses generally suck, an Iyanden craftworld Wraithseer typically won't be bothered by its damage table until it's very nearly dead, and all craftworlds can take advantage of Bonesingers and/or the Tears of Isha stratagem to heal the Wraithseer, which is in fact the only Craftworld HQ choice who can be healed at all (Ynnari not included). It still packs a hell of a punch between its complimentary Ghostspear giving it four S9 AP-4 melee hits doing D6 damage each (re-rolling wound rolls of 1 on vehicles). It also can take any one heavy weapon its wraithlord cousins can take, or for 45 points, take a D-Cannon to hurl D3 S12 shots at some unlucky SoB it doesn't like while hiding out of line-of-sight. Just like before, the Wraithseer is a psyker and is able to cast and deny one power per psychic phase, getting his powers from his own unique table. As far as who benefits most from him, the Wraithseer is best accompanied by a Spirit Host, since specifically only Wraithblades/Wraithguard and Wraithlords can benefit from any of the psyker powers this dude brings to the table. Said powers are as follows:
    • Enliven: Warp Charge 6 (72.22%). Allows a friendly unit of wraithguard/wraithblades/wraithlord to roll two dice for that unit's advance/charge and discard the lowest roll. This gives Wraith units the hilariously ironic privilege of being the only Craftworld units that can get Fleet in 8th edition.
    • Foreboding: Warp Charge 8(41.67%). Reduces the leadership of every enemy unit within 6" of the Wraithseer by 1. Situational and not very reliable, but can be stacked with other powers/effects to create potent leadership bombs (A nearby Hemlock casting Horror alone can drop Ld by an additional -3, for example).
    • Deliverance: Warp Charge 7 (58.33%). Grants the targeted unit of Wraithguard/Wraithblades/Wraithlord 6+ FNP. Weirdly, cannot cast it on himself. Does not stack with Ulthwe's attribute and is outperformed by Fortune, though the latter may be better reserved for squishier, still living Eldar.
    • Chapter Approved: Perhaps surprisingly, the Wraithseer received a rather welcome drop in price from 150 points down to 125. This makes them quite a viable HQ choice if you're looking for heavier firepower or extreme durability.
      • The Wraithseer, unlike most other psykers in the game, lacks any variation of Smite and can only use Foreboding if no other Wraithguard/blades or wraithlords are fielded/in range. If you're looking for a more flexible, all purpose psyker, take a Farseer, Spiritseer or Warlock. Farseers can cast/deny 2 powers per psychic phase and are better at supporting the rest of your army at a comfortable distance. Spiritseers maintain a passive spirit-host buff along with a full power smite, and Warlocks are cheap, relatively expendable psykers. In addition, all these still-breathing psykers are able to hide behind friendly units; Wraithseers having 12 wounds means that they can be targeted at will, should your opponent desire.
      • That all said, don't be afraid to take a Wraithseer outside spirit host formations; psychic powers aside, it's still a powerful, sturdy HQ that can succeed at range or melee with proper support.
      • Make your Wraithseer a warlord and give him "Mark of the Incomparable Hunter". You can now shoot at CHARACTERS with a D-Cannon (which doesn't need LOS). Go ahead and snipe Guilliman from 2 feet away.
      • Wraithseers can benefit particularly well from 4 out of the 5 Craftworld Attributes, which is more than can be said for other HQs like Farseers or Warlocks. Like literally everything else in an Alaitoc list, the ever-sturdy Wraithseer enjoys the -1 to-hit modifier, especially since it can't benefit from screening units the way its smaller kin can. Iyanden Wraithseers love the damage table modifier, which will let you get the absolute most out of every wound despite the wear and tear it'll inevitably get during the battle. For the fighty folk, Saim-Hann can help the Wraithseer itself successfully get its S9 spear into glorious combat, and will let it focus on casting Deliverance on its wraithblade buddies for surviving the ensuing melee. Lastly, Ulthwe variants become shockingly resilient with a 3+/5++/6+++ which will let it focus on casting Enliven on its wraith companions to quicken their pace. Biel-Tan doesn't really offer Wraithseers much; the only benefit it can get would be if it took a Shuricannon for the re-roll support, which doing so would be a gross misallocation of points.

Special Characters[edit]

  • The Avatar of Khaine: Now back to the HQ slot after 7th shifted him to the Lord of War section, he's every bit the buffed monster he should be, but has taken a steep price increase from 195 to 250 points. He is as survivable as he was before with a 3+/5++, but now thanks to his awesome Molten Body special rule, he can ignore regular and Mortal Wounds suffered on a 5+. Not to mention his Wailing Doom is utter carnage, be it at range or close combat. S8 AP:-4, and inflicts D6 wounds (roll 2d6, discard the lowest for both shooting and melee). He hits on 2+ just like every decent character, so just stick him with an autarch for those all important re-rolls, as his attacks is just pure gold. He's awesome against characters, vehicles, and high-priority targets as he should be, but due to the way overkill now works only Mortal wounds spill over, so the Avatar of Khaine at best can kill 5 infantry models. This makes him much more prone to tarpitting from hordes than he was in 7th. He is also Character with less than 10 wounds, so screen him with whatever you want - an Alaitoc Guardian blob with shuriken cannons, buffed by Protect, Conceal, and Celestial Shield makes the perfect bodyguard, fending off tarpits and being absurdly durable.
    • Worth noting that the Avatar allows ALL friendly Asuryani units within 12" to reroll charges...and makes them immune to morale. This is very helpful when running mixed craftworlds - he's basically giving you a combination of Saim-Hann and Iyanden's craftworld abilities, so you'll get the most mileage out of him if he's buffing Ulthwe, Biel-Tan, or Alaitoc. Rerolling charges makes Eldar even faster, as many of your units can close the gap and then use Fly to escape next turn (while locking down your opponent and basically using them as a human shield). This is horrifying when combined with a Banshee-star list.
    • Where the Avatar of Khaine really shines is in a Footdar list where infantry can make the most out of his 12" aura, however, he can quickly become deadweight in a mechanized list where he cannot keep up with vehicles that move more than twice his speed.
    • Special mention goes to the new Stratagem "The Avatar Resurgent". With the ability to revive with D6 wounds after being slain in melee when the Stratagem is active, he's even more terrifying in close combat. He also makes a good force multiplier for a Biel-Tan list, since his presence improves their unique Stratagem.
    • Mobility concerns have always been problematic for the Avatar. Giving him Falcon's swiftness warlord trait helps a lot. That, and/or Matchless Agility if you have the command point to spare and there's no other unit that benefits from it more.
  • Eldrad Ulthran: It is almost as if this crystalline dick is not 10000+ y.o. He still moves 7" like your normal Farseer, or a Guardian that may be a Blood Bowl player for his day job, and at 150 points he is just a bit more expensive than a regular Farseer on a Jetbike but he is worth his points. He has T4, like the Jetbike Farseer and a 3++. He can cast three Runes of Fate powers in a single turn and deny 2 of your opponent's when they try to retaliate with some psyker shenanigans of their own. Knowing three of the Runes of Fate plus Smite gives him more offensive and defensive flexibility than any standard Farseer can claim, which is further augmented by his Spirit-link ability. This power triggers after the first successful power he casts, giving him a +1 to any other psychic tests he makes for the rest of the turn (FAQ confirms that you don't get +2 for passing two tests. It's only +1 after the first passed test. Still good). Combined with his Ghosthelm and Runes of the Farseer, failing to fire off all his powers in a single turn would require some seriously bad rolls. On a side note, his updated plastic model from the Death Masque bundle is now available as a stand alone kit! His Warlord Trait allows him to roll a d6 each turn and on a 6 you gain 1CP. With how cheap Brigade Detachments are now this can get hilarious even if it's better on an Autarch.
    • For Powers you will mostly be casting Executioner and Smite so Doom is pretty much a given as he's always going to be close enough to cast it on something important. As for the Third power, Fortune is always welcome if you aren't an Ulthwe detachment, and Guide is always welcome if another Farseer isn't using it. Will of Asuryan is also only WC 5 and nice filler for casting first to get the +1 to Casting attempts, plus a bubble of Fearless and +1 to Deny is useful. Mind War is nice filler if you have any Leadership debuffs around.
    • For Weapons he has Staff of Ulthamar which sadly lost fleshbane but gained +2 strength and kept its AP-2 while dealing d3 damage. Also, he has witchblade which would be better only against something with invulnerable save better than armor save, such as Necron Wraiths or thunderwolf cavalry. For Defense, he still has his trusty Armour of the Last Runes which is still as reliable as a stormshield. All that sounds like he is scary close combat beast but in the end he has only 2 attacks and does not receive +1A for charging, thus popping an Autarch near him to ensure those 2+ to hit might not be a bad idea, thus just don't put him in melee he does not belong there, just smite everybody on 9+ dealing d6 mortal wounds, which statistically even better than psychic shriek was most of the time.
    • 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 on a 2+. A 1d6 Smite on 9+ and Executioner going off on a 5+ 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 <Craftworld> units within 6" Re-Roll Wounds on 1 for 2CP)
    • Don’t Forget that he is infantry model with 3++ that can easily go up to 2++ with Protect. Unfortunately this now means little as under new beta rules characters don’t block fire for other characters. But if you still want to be a douche in you local store that is still a perfectly viable option to keep Eldrad alive for quite a long time.
  • Prince Yriel: Probably the least valuable special character Craftworld Eldar can take, Prince Yriel acts like a watered down Autarch with none of the flexibility or mobility of his nameless equivalents. While he has 1 more wound than the normal Autarch, he costs 100 points and comes with no ranged weapons (save a 3" pistol he can only fire once a game), and only has his Spear of Twilight to deal any damage. Even though said spear always wounds on a 2+, it only has AP-2 with a rather inconsistent D3 damage. To top off the sad fact that he's exclusively melee, he really has no business being in the thick of it to begin with. While he has a 3+ armor and a 4+ invuln, he's still only T3 and has to re-roll all saving throws of 6 (which really only makes his armor and invuln saves a weird form of a 4+ and 5+ respectively) and his re-roll to hit aura only applies strictly to <Iyanden> units. None of your dudes can benefit from fielding him unless they too come from Iyanden and they too like punching things in the face. Unless you're specifically trying to recreate some scene or battle from the lore, just take a regular autarch. His Warlord Trait does let him deny a Psychic Power per turn which is more helpful than it sounds given he's actually not a terrible Psyker hunter anyway.
  • Illic Nightspear: Your not-so-good-not-actually-old sniper clocking in at 80 points. Has a buffed sniper rifle, wounds any infantry on 2+, And with a flat 3 damage plus the mortal wound from rolling a 6 he stands a good chance to heavily damage a character. In a hilariously fluffy manner, he gets to re-roll all to-hit and to-wound rolls against Necrons. This is good, because he'd need to hit and wound every single time if he hopes to kill any of those notoriously tough robots (who'll likely just get back up again thanks to their buffed Reanimation Protocol). His Warlord Trait gives him a bubble of Fearless. It's useless on Illic as you really want that sort of thing on someone more mobile, like an Autarch/Farseer/Warlock on Bike or Spiriteer with Falochu's Wing.

Phoenix Lords[edit]

Sadly, Phoenix Lords can't take a Warlord Trait. All of them buff their own aspect in some fashion (three of them provide re-rolling of 1s to hit; as a result, Fuegan and Maugan Ra don't buff their Exarchs). They share a "baseline" profile of M7, WS/BS 2+, S/T 4, W6, A4, Ld9, and a 2+ save. All of them are aspect warriors, but none of them have the actual keywords of the aspect they represent. There are no Phoenix Lords for the Crimson Hunters, Warp Spiders, or Shining Spears (that last is because Drastanta is busy challenging Jaghatai Khan to a bike race, but for the other two, we have no idea who their Phoenix Lord even is), although it's worth noting that Karandras is just faking it; the real one works for the Dark Eldar. *FWIP* Ignore the vile and insidious propaganda of the dark kin, Commander; for their treacherous words will only lead you astray from the path.

  • Asurmen: Has an additional attack (A5) with his S+1 AP-3 D1d3 sword, which inflicts an additional 1d3 Mortal Wounds on a 6+ to wound, and has two Avenger Shuriken Catapults for ranged combat. Like his Aspect, he Overwatches on a 5 or 6, but you take him for the invuln: he has 3++ in melee and a 4++ at ranged, and more importantly, friendly aspect warrior units within 6" gain a 5++, or a 4++ if they're Dire Avengers. This means he can buff both other Phoenix Lords, and some of the stranger Aspect Warriors, like Crimson Hunters and their Exarchs. Combine this with the Protect Warlock power and you can have Dire Avengers with a 2+/3++ in cover. 2+/3++/6+++ if they are Ulthwe. Yes that is right, when you factor in all of the -1 to Hit Eldar can stack on top of this (even without going Alaitoc), he can potentially give your Baseline Infantry durability to rival the Custodes. He is the most expensive Phoenix Lord at 175 points, but damn well worth the price for an Aspect Warrior list.
  • Baharroth: The quickest (M14) and cheapest of the Phoenix Lords at 110 points, and with good reason. He has the same Cry of the Wind and Skyleap abilities his Swooping Hawks have. Also, if he moves over an enemy unit or deep strikes near it in the movement phase, roll a die for every model in the unit (max 3d6) for the unit, and every 4+ dishes out a mortal wound. He gives friendly Swooping Hawks re-roll 1s to hit (but strangely not himself), and all aspect warriors gain +1Ld within 6" of him (with friendly Swooping Hawks gaining +2Ld). You can drop him wherever his support abilities are needed. He also has a Swooping Hawks Exarch gun, and an S+1 AP-3 D1d3 sword that debuffs any units it wounds with a -1 to hit until the end of the turn.
  • Fuegan: If you thought Fire Dragons were awesome, wait until you get a load of this guy. His Firepike is still the same anti-tank or anti-Monster gun at 18" Assault 1 S8 AP-4 D1d6 (rolling 2d6 discarding the lowest when the target's within 9"), a Fire Axe which is AP-4 D1d3 (and Fuegan is S5!), and melta bombs. He's pretty kitted out as is, but his abilities make him truly shine. He re-rolls 1s to wound against Monsters and Vehicles, and he re-rolls 1s to hit at range (and gives this same bonus to friendly Fire Dragons within 6"). In addition, he has a 5+++ FNP, making him almost as survivable as Asurmen against normal weapons (and flat out better against mortal wounds), and if he suffers at least one wound in the Fight phase, then at the end of it, once per game, he gains a permanent +2 to his strength (making him S7) and attack characteristics (that's 6 attacks). At 150 points, he is a costly beatstick, but a good one at that.
  • Irillyth (Forge World): Speedy and shooty with deepstriking privileges, Irillyth is second only to Baharroth in sheer mobility (M12), but packs a hell of a lot more firepower than his flighty brother. Irillyth's Spear of Starlight (24" Assault 1 S6 AP-3 D2) allows him to make an additional shooting attack for each successful hit he lands, up to a maximum of 4 total hits! To top that off, his Reaper of Souls ability lets him re-roll 1s to wound infantry in the Shooting phase. Given his rather shooty nature, many would assume that he would be easy prey when it comes to melee. However, rather than having a Dispersed mode on his Spear of Starlight, it has a melee mode that stabs people 4 times at S+1 (S5) AP-3 for 2D (D3+1 if he was the one who charged), meaning even Primaris marines and Terminators may hesitate before trying to punch him to death. Combined with his 2+ save, Irillyth has a Spectre Holo-Field that subtracts 1 from enemy To Hit rolls, which if in cover and buffed by a Warlock's Conceal, can make him a real bitch to get rid of. The last notable perk he's got going for him is his spooky fear bubble (the Spectre of Death) that makes all enemies within 18" of him or any of your Shadow Spectres roll 2D6 (discarding the lowest roll) for all Morale tests they take. Note that this stacks with the Exarch rule, for TWO unkept low dice on morale checks, and is an infinite range buff - he doesn't need to be near the unit he's buffing, just for both of them to be alive (he doesn't even need to be on the table!).
    • Leadership bomb: The wording of The Spectre of Death and Shadow of Death (from the Shadow Spectre Exarch) rules allows you to create a terrifying Morale check on 3D6, discarding the 2 lowest, for an enemy unit within 6" of a Shadow Spectre Exarch. Throw some Horrify/Mind Shock Pod/Phantasm Grenades in there, and even those Custodes just might run.
      • In case you're wondering, the averages on 1d6, 2d6kh1, and 3d6kh1 are 3.5, 4.47, 4.96, so stacking the two unkept die rules is pretty worthless; instead, if you do take Irillyth, use him as an excuse not to take an Exarch, which will save you 5 points per squad. Irillyth's rule has much better range, anyway.
  • Jain Zar: Right off the bat, she's one of the most terrifying special characters in the army. With a mostly standard statline aside from +1 Movement (M8), and the standard Banshee abilities of Overwatch immunity, charging after Advancing, +3 to charge rolls, the ability to declare charge targets out to 15", and inflicting a -1 to hit penalty in the Fight phase against her opponents, she's incredibly powerful even before we get to her special abilities. She has Always Strikes First, which she passes on to Howling Banshees within 6" of her, and she can choose a weapon on an enemy infantry model within 1" of her; on a 3+, the model cannot use that weapon, meaning against many dedicated shooty models in the game, she can disable their one and only melee weapon (the default one all models carry), rendering them unable to make any attacks at all in melee.
  • Karandras: Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and is steep at 150 points, but comes with a host of special abilities. He has the Master of Stealth and Shadow Strike rules of the Striking Scorpions, and his Scorpion's Bite is a Mandiblaster mask that hits on a 5+ and shoots 4 times instead of 1 (Averages 1.3 Mortal Wounds per combat round). He also has exploding attacks (6s to hit generate a single additional attack that DOES NOT explode) on himself, and grants it to all Striking Scorpions within 6" of him. His Scorpions Claw has lost the -1 to hit Penalty meaning he is one of the scariest close combat characters we have (short of the Avatar or Yncarne) with 4 S8, AP-3 Exploding attacks that deal d3 damage each. If you give him Empower, he is hitting everything below T9 on a 2+, letting him take on anything short of a Super-Heavy, and Enhance means his attacks explode on a 5+, 4+ if the target is covering in cover. However, with how the Psychic Rules worth in 8th Edition you might be better off using those powers on the blob of Scorpions that he is babysitting instead.
  • Maugan Ra: Our shooty Lord, at 140 points, and the slowest of them, at M6. He can shoot his Maugetar twice, using either profile in each salvo (and target them independently). Both profiles are 36" Assault X S6 AP-1 D1; the "Shuriken" profile has X=4 while the Shrieker profile has X=1, but if it slays an infantry model, its unit suffers another 1d3 mortal wounds. While it sounds awesome, 2 Shuriken Cannon shots that might cause Mortal Wounds will always be outperformed by 8 Shuriken Cannon shots. His Scythe is also a powerful S+2 AP-2 D1d3, making him decent at taking on enemy characters or Monsters. Abilities-wise, as mentioned, he can fire his gun twice in each shooting phase (allowing him to get 8 Shuriken Cannon shots off per turn), re-rolls 1s to hit for his ranged weapon and grants that same ability to all Dark Reapers within 6" (this in addition to always hitting on 2+ means he only has a 1/36 chance of missing a shot), and re-rolls to-wound rolls of 1 when targeting chaos units.


Changed somewhat with the 16/04/2018 FAQs, you may make any pure Craftworld, Drukhari or Harlequins detachment into an Ynnari detachment by adding at least one of the following HQs to that detachment. You must also declare one of them as your Warlord. This adds the Ynnari tag to everything in the same Detachment as them. The detachment loses: Craftworld Attributes, Relics, The Path to War, the CP recovery from The Path of Command and <Coven> units along with Drazhar and the Avatar of Khaine. Since the 16/04/2018 FAQ you do however retain access to stratagems. In return you get access to Strength from Death and the most overpowered psychic power in the game so it's not as bad a deal as it sounds.

  • Yvraine: The linchpin of any Ynnari detachment, Yvraine costs 132 points and is exclusively armed with Kah-vir, the Sword of Sorrows (basically a Force Axe stat-wise). While her statline itself might seem like a sub-standard Phoenix Lord at S3 T3 with 5 Wounds and only an invuln of 4+, her psychic powers can cause unyielding destruction upon your foes should they be unfortunate enough to be near her. In addition to her impressive powers, Yvraine also has several abilities that make her surprisingly survivable. Whenever any Aeldari model (model, not unit) dies within 7" of her, Yvraine automatically regains a lost wound. In addition, if that model happened to be a Psyker, she generates another psychic power from the Revenant discipline. Note that this does not allow her to cast more than two powers per turn outside of her Soulburst.
    • This is where she shines, compared to the other two factions this is by far the best one to have Yvraine in. She doesn't suffer from wanting to footslog it like she does in a Harlequins detachment, she has many more options for her buffing as opposed to the Drukhari where a third of the army is not allowed at all. (Even if Dark Reapers and WraithGuard/Blades are the preferred choices) Here she has many different psykers to proct that second ability versus either one or none depending, and several of those psykers don't mind footslogging it with her, and can aid massively in bringing psychic ruin to your foe with powers like Mind War, Excecutioner, Doom, etc. as well as Warlock Conclaves giving her that sweet source of meat shields, a useful tool box, an infuriating screen and giving her that extra power known. Tac on a Farseer or Eldrad and you've got a solid (if expensive) buffing center for your while army.
  • The Visarch: Now actually a better combatant than Yvraine. At 141 points and a statline that puts him on somewhere between a close combat Archon and the Phoenix Lords, The Visarch is a very nice but expensive character, especially now he has a 4++ Invulnerable save thanks to the recent FAQ. His BFS, Asu-Var, the Sword of Silent Screams is a Strength 5 Force Sword that reduces the enemy unit's Leadership by 1 allowing him to be the linchpin for Leadership Bomb setups. Very tanky as when any Aeldari model within 7" dies, on a 4+ he regains a lost wound, and gains +1 Attack (caps at 7) if it was a character (you have been sticking him near super cheap Court of the Archon Characters, right?) in addition to his standard Soulburst activation. He also acts like a bodyguard to Yvraine and if he's within 3" of her, he can take any wounds for her as a Mortal Wound on a 2+. He doesn't have his free Warlord trait anymore but I'm sure he will get something similar for Strategems and/or Command powers once the Ynnari codex is out.
    • Oh the Visarch he's the odd one of the three aint he? He's more expensive than Yvraine yet she does more for your army, cheaper than the Yncarne but is a much worse combatant, he does have a pretty neat sword though. When figuring where he fits in a Craftworld Ynnari detachment it's a game of buts, sure you could have him back up your Scorpions but Karadras does that infinitely better, he could do some work assisting some Banshees but a Warlock can do it for a third the cost and arguably more efficient by just casting one power from 18" away, plus without the reroll buff a Autarch would give out it's difficult to find a use for him. Something he does well though is Aspect Warrior lists (which as Ynnari you should always be doing) specifically with Asurmen and Dire Avengers as a mobile base of fire and supporting charges he lacks ranged weapons but makes up for it by being a mini version of Asurmen, both good for keeping characters and elites far away from your Avengers and once it comes time to leap into the fray he can take it to those elite units that your Avengers don't want to mix it up with so Asurmen can square up with the characters giving your first wave issues.
  • The Yncarne: The single most expensive HQ choice for the eldar, the Yncarne clocks in at a whopping 337 points to field equipped with nothing but Vilith-shar, the Sword of Souls, an awesome weapon that is S6, Ap -4 and d6 Damage with re-rolls to wound. With 6 attacks, 7 with the relevant Warlord Trait, whatever it is hitting is dying. If that in itself doesn't seem like much, the Yncarne is a flying, monstrous character that can cast two of the three Revenant Discipline powers. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that covers 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6" Fearless bubble any any friendly Aeldari within 6" shrugs off any Wound or Mortal wound on a 6+. While the 8" of movement it has may not seem particularly fast, the Yncarne also has the unique ability to teleport to the location where any squad (friend or foe) is killed so long as it is at least 1" away from enemy units. This makes it one of the few units able to deep strike easily within charging range to wreak some melee havoc, and can give it a terrifying threat radius. Use your Dark Reapers to nuke some squishy back-line unit, then have the Yncarne teleport behind enemy lines to hit em where it hurts!
    • Note: The Yncarne can't charge after arriving in this way so you ideally want him popping up on your opponents turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else The Yncarne popping up somewhere unexpected can divert a ton of Fire away from your other units though you might want to leave the DISTRACTION CARNIFEX role to something like a Succubus, Solitaire or Venom.
      • Suggestion: If your opponent is deepstriking something onto the field, you can utilize the Forewarned Stratagem if you have a Farseer and some Dark Reapers to slap that fresh unit off the board during your opponent's turn. The viability of this depends entirely on if your opponent deep strikes and if they deep strike in an optimal position, but the potential hilarity of seeing your opponent's face as his squad of Inceptor Marines explodes into a swirling deamon of death could well be worth it.
    • Our Avatar of an Eldar God (Even though the Ynnari have an Avatar of Khaine and it's the biggest and scariest one, but whatever) is comparable to Khaine's avatar both give out a fearless bubble, but one also let's you reroll charges, the other gives your dudes fnp. One has 3+/5++/5+++, the other has 3+/4++/6+++ (that 6+++ can also be given to your dudes) One's attacks hit slightly harder, the other has slightly more attacks. You can pay CP to bring one back to life, the other naturally regens wounds as your dudes die. So the question is why is she 87 more points? The answer is because she is a psyker with access to WotP and Ancestors Grace making her much better at supporting your dudes. More over she's fast, like night and day faster thanks to Inevitable Death she able to redeploy on a moments notice right where you need her. Only issue she HAS to start in reserves which means unless you merc a thing turn 1 you're waiting till turn 2 for her to show up.


All Units in this section have the Path of War ability( which is the old Objective Secured, and will be referred to as such).

  • Guardian Defenders: A bunch of citizen-soldier Elves given a gun and some training. They are not warriors, they're artists, cooks, tailors, teachers, florists; just regular people drafted to defend the Craftworld from the horrors of the 40k universe or die trying ( and still have better stats than Imperial Guard Veterans). They still do what they always did, but they're no longer quite as outclassed by other options, due to how toughness works now. 80 points per 10-Elf Squad is good, plus they can still take their Heavy Weapons platform. Now that they are no longer dead the second a Heavy Bolter looks at them funny, they can potentially be tarpitty, thanks to Celestial Shield and Craftworld tactics giving them a much-needed survivability boost. Combine this with Objective Secured, and you have a unit that is very good at sitting on an objective, taking pot shots with their Heavy Weapon. However, thanks to the new Psychic rules in addition to Warlocks now being limited to your HQ slots, they will always have far more important things to Conceal (like the Aspect Warriors doing the actual killing), which for many cases, means your Guardians will be short on the psychic support they used to have access to. That said, the number of bodies they can take makes them a good pick to camp objectives in cover on your side of the board while providing fire support with one of the many awesome Heavy Weapons choices (anything you can pick is going to be a good choice due to the cost, with the Bright Lance being very popular, but make sure you tailor it to your army), or they can take a Shuriken Cannon on the platform and support the rest of the army with sudden Shuriken Rushes via Battle Focus. Don't expect your Guardians to perform miracles; what they are is a cheap and reliable unit that can provide fire support and will hold an objective to the last Elf (although, remember that they are cowards relative to Aspect Warriors) to defend the Craftworld. If you don't have the Psyker support to bring up their toughness or have a plan to deep strike them, a squad of rangers (especially Alaitoc) will tank more hits even with a smaller squad size and do more damage at long range over the course of the game.
    • It's actually possible to get them up to a 3+/3++/5+++ against shooting by combining Fortune and Protect with Celestial Shield. Ulthwe get a 6+ FNP for free so don't really need to use the Fortune. It's also possible to get them to -2 to be hit (-3 for Alaitoc) as well so they're now more durable than you think if there are Psykers close enough to support them.
    • Ulthwé Guardians are also more accurate than Aspect Warriors with their exclusive stratagem, and functionally ignore the penalty for moving with Heavy Weapons. They are now one of the better choices for getting Heavy Weapons onto the table if you go Ulthwé. In cover you're looking at a 4+ with a 6+ FNP and things can get silly with Celestial Shield and Protect. The platform alone has a 2+ and 6++ FNP in cover so if you really need to tank hits and save CP it's not a bad choice.
    • Hilariously enough, Guardians make amazing blobs when you take them in squads of 20 and buff them with the proper Runes, Stratagems, and Craftworld Attributes. Bubblewrap an Autarch for the precious re-rolls. Cast Will of Asuryan and every blob within 6" ignores morale (or take Iyanden for their built-in Commissar). And you can use Webway Strike to deepstrike up to 40x Guardians wherever you please - in cover, on top of objectives, or in shuriken range of whatever you want gone (80x shuriken catapult shots coming from out of fucking nowhere is not a pretty sight). This actually makes Guardians one of the best anti-horde options in the Codex.
    • 10-Elf Unit Costs including Heavy Weapon Platform + Heavy Weapon
      • Aeldari Missile Launcher: 110 Points
      • Bright Lance: 105 Points
      • Shuriken Cannon: 95 Points
      • Scatter Laser: 95 Points
      • Starcannon: 100 Points
      • Modeling Note: You don't actually need to magnetise a Weapon Platform, thanks to the slot already being a pretty good way of holding the gun in place. However, you might want to insert a pin for each gun, so the tag can more easily stay in the slot (especially for the Starcannon, as it's an awkward fit, even if you're gluing).
    • Note: Heavy Weapons Platforms count as squad members in every way - their deaths count against Morale, they can flee, and they can fit in a Wave Serpent. For 224 points, you can fit a squad of Shuriken Cannon Defenders squad in a triple Shuriken Cannon Wave Serpent, with room left over for a buffing model.
  • Storm Guardians: They are faster and they can assault out of Wave Serpents, so they suck a bit less than in 7th. Sadly they are quite a niche unit outside of some very specific roles. They are the cheapest option to get Fusion Guns and Flamers onto the board, and at 56 points per 8-Elf Squad are the cheapest way to fill out a Brigade Detachment, so they do have that going for them. Sadly, they lost their high initiative with nothing to compensate for that other than being able to shoot their decent pistols in melee. And their "exquisitely crafted" Aeldari blades are..... different, now allowing you to reroll misses which is something that would be amazing on almost any unit other than the one that got them... One niche they do have in the Codex is a cheap bodyguard unit for characters in an Ulthwe detachment. With the Guardian exclusive stratagems they are more accurate than Aspect Warriors and stick around decently enough with a Warlock helping them, so can compete with other Aeldari melee options, but the support they need to do so might be better served on other units. Like the Aspect Warriors doing the actual killing. If we are also considering allies: Wyches, however are strictly better for tarpitting and are only a little more expensive, and Troupes are by far the better pick for actual melee combat, though you can easily field 2 Storm Guardian squads for the same cost.
    • TL;DR: They're alright for Ulthwe armies, especially if you're tight on points. Cheap Fusion guns hitting on a 2+ for the cost of 1CP is not a bad thing, and is something the Fire Dragons can't do. They are worth it for Ynnari, who can make good use of them as a screen and as Soulburst fodder (Wyches are still better for Tarpitting), plus double tapping Flamers and Shuriken Pistols will do nasty things to blobs of Guardsmen. They're also decent in an Iyanden list; they might be less durable than Ulthwe Storm Guardians, but they're still dirt cheap (for CW Eldar) and the attribute makes them effectively immune to morale and lets you max out the unit size without too much worry, which makes stacking buffs and strats onto them to turn their damage output into something silly more attractive. Hard pass for everyone else.
  • Dire Avengers: Now 12 Points per model, including gear, making them considerably more useful again thanks to their range and special features that set them apart from the Guardians. They always Overwatch on a 5+, regardless of any other modifiers (remember that you do have Grenades, so if your opponent is 6" away when charging...). The Exarch has a 4++ Invulnerable save and a number of interesting options that can help them out in shooting, holding the line, and melee. While they are usually considered a Jack-of-All-Trades unit, they do actually excel at harassing slower melee units with their good effective range, good move, assault weapons and possibly battle focus. With some luck and strategy, they can kite Orks, Terminators, Tyranid Warriors or Flayed ones across much of the board. And when they do get caught, they have improved overwatch and an exarch to hit back, even if he will probably be the only one doing so. This strategy does have its counters as a fair few unit are easily capable of catching them and they are somewhat expensive even as skirmishers. At 60 points for a 5-Elf squad, they are a very reasonable way to fill out a Batallion to keep costs down if you don't want to take Rangers. With the addition of Objective Secured they are good at grabbing and holding objectives with their mobility and bonus to Overwatch, especially if said objective is in cover for that nice 3+.
    • With Asurmen and a Warlock around it is entirely possible to get a unit up to a 2+/3++ with a 5+/6+ FNP depending on if you have Fortune or are Ulthwe.
    • Exarch Weapons: Dire Avenger Exarchs can trade in their Avenger Shuriken Catapult for one of the below:
      • Power Glaive and Shuriken Pistol - It's basically a Power Axe and gives the squad some bite in melee if they get charged or have to charge to support another unit.
      • Power Glaive and Shimmershield - Gives the unit a 5++ Invulnerable save. Expensive and while it does give a good chunk of survivability, it's 20 points that you could be spending elsewhere. The new AP system, in combination with the ease of getting that sweet 3+ from cover, means that in 8th your Dire Avengers will probably not need a Shimmershield invuln against anything short of a plasma gun or a lascannon. And these scary weapons are usually aimed at something bigger, than your Troops anyway. Maybe useful for tarpitting, but you probably don't wanna do it. Plus the Exarch already has a 4++ for if you want to tank shots with that so it honestly feels like a waste.
      • Diresword and Shuriken Pistol - Power Sword with -2 AP and deals additional Mortal Wounds on a 6. For some reason costs the same as a Power Sword. Given you are going to be sending them into melee as a supporting charge, and given you're probably wounding on 5+ or 6+ anyway, it's not a terrible investment if you plan on using the Avengers for that. The cheapest way of kitting out your Exarch if you want to keep points down. The Glaive is the same price, but the Diresword is objectively the better weapon.
      • Two Avenger Shuriken Catapults - Yes, you heard me correctly. Two Catapults, not Twin Catapults. Because everyone gets Split Fire you can very easily hose different targets and the extra dakka makes your Overwatch sting more. While at 5 points, it is the most expensive option as you're paying for two Avenger Catapults, this is actually cheaper than just buying another Dire Avenger so they are helpful for both 5-Elf and 10-Elf squads. If you're going MSU/Ynnari then this is a great default choice. Besides that it's just fun to picture, especially when pulling shenanigans like using feigned retreat to run away, shoot both guns, and charge back in getting 2 attacks while holding a gun in each hand.
  • Rangers: Deep Striking Snipers that can target characters regardless of restrictions. Awesome. They also gain a 3+ Save in cover and anything firing on them has -1 BS to hit, meaning that they can be a nightmare to get rid of, especially if they are Alaitoc and/or a Warlock is nearby. Sniper units all have an essential Character Hunting role to play in 8th Edition, and they are fantastic units to spread out to deny your opponent the ability to Deep Strike exactly where they want to, so these guys are a strong contender for any of your Troop slots regardless of Craftworld. They are 12 points per model, making each 5-Elf Squad 60 Points each.
    • Remember: Snipers won't kill an Ork Warboss alone, but they can sure as hell take out the Painboy buffing him up, or snipe that Commissar keeping that Conscript blob from breaking the second your Wraithguard or Shadow Spectres open up on them.
    • Note: Due to Heavy Weapons no longer Snap Firing on the move, and the Rangers also having pistols (for if you need to use Battle Focus), these guys are a lot more mobile than you might think.
    • They are now the best unit to take for a Brigade Detachment to get those precious command points.
    • Deployment: If you have some larger ruins on your table, make sure to place one or two of the objective markers on the very top of those, and then let your Rangers appear right there. Perfect for trolling sluggish, ground-bound armies.

Dedicated Transport[edit]

  • Wave Serpent: All those Serpents you definitely didn't get during 6th Edition have been made great again. It is still the most survivable Grav-Tank, but now by a larger margin: not only does it have an extra wound compared to its shorter brethren, ye olde Serpent Shield will now reduce any multiple damage results by 1 (to a minimum of 1). Firing it off (and disabling the shield in the process) will basically auto-cast the Smite psychic power. Any weapons loadout you slap on it will be useful, be it the cheap triple Shuriken Cannon for some Bladestorm goodness or Bright Lances to hunt tanks (don't forget to take a Crystal Targeting Matrix if you opt for a Heavy Weapon), you won't be disappointed. At now only 28 points, Twin Starcannons are a good choice for scaring the hell out of TEQs and Primaris Marines. Missile Launchers are as versatile as ever and Scatter lasers will threaten infantry of all types well. So basically just take what your Army might need. Oh, and did we mention that it's our main transport? The one that brings Fire Dragons, Banshees and Wraithguard to their targets?
    • Mathhammer: Twin Shuriken Catapults will generally outperform the Shuriken Cannon against infantry, and will be level with the Cannon vs MEQ due to the higher rate of fire. The main advantage of Triple Cannons is the range, but if you are really short on points then you lose nothing by going Double Cannons + Twin Catapults if you plan to be advancing close enough to drop off some Fire Dragons, Howling Banshees, Wraithblades or Wraithguard.
    • Always charge with a Wave Serpent if possible. they make incredible tarpits, tough enough to survive multiple rounds locked in melee. fall back (shoot + fly) next turn, shred that enemy unit in the shooting phase, then charge in again with a 2nd wave serpent to keep tying it up. Because you can simply FLY over infantry it's pretty easy for it to tarpit tanks and artillery.
    • Beta Rules: With the Beta rules functionally killing off Alpha Strike lists that use a lot of Deep Strike stratagems in favour of Gunlines, the value of these have skyrocketed considerably as a method of delivering units into your opponents face fast. (as if we didn't already have enough reasons to take these)


  • Amallyn Shadowguide: 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.
  • Bonesinger: A psyker that only knows Smite, but can repair friendly <craftworld> vehicles and wraith constructs for 1d3 instead of manifesting Smite in the psychic phase. Noticeably worse than most models capable of repair, since those don't give up their Psychic power to do so (of course that's because this is the only psychic repairman model in the game), and worse than most models capable of healing infantry, since it can't resurrect the dead, but is among the very rare (Cawl is the other one) set of models capable of repairing both vehicles and infantry. It is also the only form of healing support the Aeldari get (as the Renewal Rune of Battle doesn't exist anymore). Another advantage it has over other repair units is that it can still toss out a regular Smite when there's nothing around in need of patching up which is not a bad thing. At 70 points, you have to carefully decide if it's worth fielding over spending the same points on more stuff. It is strictly better than a Warlock (but nearly twice the cost) and equal to a Spiritseer when it comes to casting, but takes up one of your very crowded Elite slots. Has no gun, but its basic melee weapon does 1d3 damage for whatever reason. With base S3 strength and 1 attack, if your Bonesinger is in melee combat, you definitely messed up somewhere. If you're taking Wraithlords or Wraithknights and you aren't Iyanden (though even Iyanden lists can hardly say no to a healer if you're fielding anything Wraith), consider making room for one of these in your list a priority. Due to his price tag, make sure you have a cheap screening unit or two (like Rangers or Dire Avengers) so that if the Wraith unit(s) he's following get focused down, he still has someone to cower behind.
    • If you are taking one to babysit a Wraithknight you should always take the Faolchu's Wing so you can keep up with them.
      • Unfortunately, while there was a brief Made-to-Order window during the pre-order week for Craftworld's Codex, there is currently no actively stocked Bonesinger model. Unless you don't mind converting Farseers or Warlocks, or are willing to spend twice as much as they originally cost on ebay, you're kinda shit out of luck. Perhaps if GW ever gets around to making plastic Aspect Warriors, they may make an updated Bonesinger model.

Aspect Warriors[edit]

  • Fire Dragons: Even with the changes to Meltaguns and Fusion guns, Fire Dragons are still the same reliable anti-tank Aspect Warriors. Now you see that vehicle, FWOOOM, now you don't. They haven't changed much; they are still your awesome Vehicle and Monster Hunting Aspect Warriors who get to re-roll 1s to wound against Vehicles and Monsters in the Shooting phase, plus the Exarch re-rolls 1s to hit. As always, Fuegan gives this buff to all friendly Fire Dragons within 6". They used to face stiff competition from the Wraithguard for this, and while they still do, they have the advantage of being cheaper and easier to put in transports. Tactics are simple: Shove them in a Transport, vomit them out next to something big, and pull the trigger. If they are somehow still alive by the next turn, embark and carry on. Fucking Autarchs. An impressively excellent choice, particularly for Ynnari, since you'll usually be close enough to what you murder to Soulburst into a double tap. Remember they are 25 points per model, gear included, so you really can't throw these away.
    • Fire and Fade is an excellent way of getting these either into cover.
    • Exarch Weapons:
      • Fire Pike (replaces fusion gun)
        • Pay 3 additional points for +6" of range, which is +3 to the improved damage range as well. This was really nice in 7th edition when you could hide the Exarch at the back to protect them from fire and still have them in Melta range. Now with the 8th Edition wounding rules, it's not even needed, you need to ask yourself if "is it really worth the extra 3 points?" The short answer is no; you should be committing the entire unit to killing things, so you shouldn't be attacking things more than 12" out to begin with, and the damage buff in the 6-9" band isn't worth the points, full stop.
      • Dragon's Breath Flamer (replaces fusion gun)
        • Trade your Fusion Gun for a Heavy Flamer for no points change. Used to be an infuriating weapon for certain Ynnari Alpha Strike builds that exploited Cloudstrike in 7th to vomit a bunch of Double Tapping Heavy Flamers and Melta shots onto your opponent's backline; now, it's more a utility weapon, and one that is criminally underrated. If you're Ynnari, you can crack open a vehicle with the fusion guns, then roast the disembarkers with the Heavy Flamer when you Soulburst from the cracked transport. It also discourages counter charges against your Fire Dragons, the value of which really is not something you can just dismiss. Remember, the Exarch can still chuck Melta Bombs, so it's not like you've given up all your melta (compared to the fusion gun the bomb does the same damage against T8 and slightly less against T7).
  • Howling Banshees: Your absurdly fast Glass Cannon shock troops. Their melee threat range is very respectable, with M8, charging after advancing, and +3" to charge rolls combining to an average total threat of 21.5" (and even better under Saim-Hann), with Overwatch immunity, and, provided the Exarch is alive, enemies are at -1 to hit them, but when they get there, they have 2 attacks apiece with Power Swords (and Shuriken Pistols, but whatever); they're too fragile on the approach to simply footslog (although Alaitoc can help with that), and when they get to the opponent, they just won't hit very hard - they'll start struggling even against T4, and Storm Shields just make them sulk in the corner. You can make them hit hard with enough babysitting, like a Warlock with Empower, but they're at their best exploiting that -1 to hit penalty, which can be stacked with Enervate to make them surprisingly tanky, given their otherwise terrible T3/W1/4+ defensive statline: TH/SS Terminators swinging back on 6+ is glorious. Jain Zar's buff for them is Always Strikes First, which you shouldn't ever actually need - Asurmen's 5++ is actually better for them. As a general rule, since they cost nearly half as much as Shining Spears, anything 2 Banshees can kill, 1 Shining Spear can kill more reliably from farther away - take Banshees for their melee tarpitting, not for murdering.
    • Banshees can have a use as an alternative to Scorpions to shut down a enemy's scary fire support unit. For only 1CP you can use Webway Strike to place a unit of Banshees near that Devastator Squad and ignore Overwatch. However, they don't benefit from +3" charge distance since they couldn't advance.
    • For obvious reasons Banshees excel at quickly shutting down static gunlines. Remember that the salty tears of a Tau or IG player, when bottled, can fetch a high price in Commoragh.
    • Exarch Weapons:
      • Executioner (replaces power sword)
        • Pay 3 points to upgrade the power sword to +1S D1d3. S4 is a nice breakpoint to be hitting given you're only going to be charging infantry with high armour saves anyway, but Mirrorswords are actually better in practice, since the unit is doing most of the work, and they're stuck at S3 - and with an Empower warlock on hand, it's not worth paying points for more S, usually.
      • Mirror Swords (replaces power sword and pistol)
        • Completely free, and completely superior against absolutely everything - even against a 2+ save, you'll break even, and against anything else, you'll do better. The Exarch does lose her pistol, though.
    • Alternative Take: Mirrorswords provide rerolls to hit, when buffed you won't miss anyway(Autarch, Enhance). The Executioner provides near auto hit 2+ wound attacks(assuming T<5, Empower) with D3 damage, so why would you take Mirrorswords?
      • Triskele (replaces power sword) - Index Only
        • An interesting weapon. Basically, for 9 points you trade your Power Sword for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. Ends up faring a lot worse than the sword, obviously, since you've paid 5 points overall to reduce your AP by 1, but does roughly triple the damage of the pistol against most targets. Really a terrible idea. Hard pass.
  • Striking Scorpions: Your sneaky Ninja-Elves with Chainswords, Shuriken Pistols, and Mandiblasters for 14 Points per model. A Deep Striking brawler unit, Striking Scorpions are capable of burying a unit in S4 hits with their Shuriken Pistols and Chainswords. That said they aren't as effective as say Flayed Ones or Vanguard Veterans at this role. The Mandiblasters are interesting, as at the beginning of each Fight phase, each Striking Scorpion within 1” of an enemy can deal a mortal wound on a 6 before any attacks go off (which is going to be very useful now the Emperor's Children rules are out, meaning you are getting some sort of attack off first). The Exarch’s attacks can also explode on a 6 (the extra attacks can’t produce extra attacks), and if Karandras is within 6” the entire unit gains exploding attacks on a 6 (these extra attacks can’t produce extra attacks either). They also get a +1 bonus to hit things in cover, which helps not only the pistols and grenades - units remain in cover in the Fight phase, they just gain no benefit from it, so the +1 applies in melee as well (meaning the explosions happen on a 5+). In either case you can get another +1 from a friendly Warlock or Spiritseer, getting you to exploding 5+ in the open and 4+ in cover. And they have the ever reliable 3+ save to boot. All in all, an fun and fluffy melee unit that can find a place in most Aeldari armies as a backline harasser and/or character assassination unit. They are still expensive, and enemies facing Eldar will likely bring armour piercing weapons, so don't expect them to make back their points using them recklessly.
    • Exarch Weapons: The Striking Scorpion Exarch may replace their Scorpion Chainsword and/or Shuriken Pistol with the below. Replacing both is allowed so you can take Scorpion Claw and Biting Blade:
      • Scorpion Claw (replaces Shuriken Pistol)
        • Buffed in the Codex and is a viable option again! Pay 12 points to trade your pistol for a S*2, AP-3 D3 damage Power Fist. It no longer has the penalty to hit so you swing at your full WS and your hits can explode without buffs or Shadowstrike. You still lose your pistol so your Exarch won't be able to contribute to ranged firepower while in combat but given we lose our Chainsabres in the Codex we will want to be upping the quality of our attacks now, not quality.
      • Biting Blade (replaces Scorpion Chainsword)
        • Gives a 1 point improvement to S, AP, and D, for 8 points - easily worth it against almost all targets. Not a bad choice at all, especially against 2 wound models and characters. Very few things you will send Scorpions against are T10 so Strength 5 is always a nice break point to hit. The cheaper option (if you only want one weapon upgrade) that lets you keep your pistol. And who doesn't love a weeb as hell BFS?
      • Chainsabres (replaces pistol AND scorpion chainsword) - Index Only
        • Unleash your inner Ork and have shooty choppas that shoot choppy dakka. These are awesome in 8th Edition. First of all, you're really now carrying a second pistol, rather than having given up one. Secondly, adds +1A. Costs 12 points total and there are a number of tricks available to the Eldar to get those dice exploding on 5+ or even 4+. If you are fighting infantry instead of assassinating characters this one will be your choice.
        • Modelling Note: Need Chainsabres? Clip the right hand off the Biting Blade and use the Exarch's Chainsword along with it to dual wield Chainswords. Add some shuriken pistols and green stuff and you're done.
  • tl;dr: Mathhammer makes these a unit you can't just drop down and expect a unit to die like Flayed Ones, and MSU is probably a bad idea even if you really should be taking as many Exarchs as you can, but Deep Striking units have a role that is hard to quantify.
    • Note 1: While the above sounds awesome, remember that bundling all of those buffs together is going to be very expensive and very impracticable. Karandras, a Farseer, naked Autarch and one unit of 5 Striking Scorpions without Exarch upgrades is 445 Points, and you have to somehow get them all together and have that group make their points back somehow. So that means piling everything into a Wave Serpent which defeats the point of Deep Strike or bring mobility upgrades which is silly just to buff one unit. Going MSU also means you won't have the volume of attacks and Mortal Wounds to get the job done, but there is a very strong argument for bringing as many Exarchs as Eldarly possible.
    • Note 2: The key thing about any Deep Striking units is that the value they have in tying up key units such as badly positioned Support Heroes, Vehicles or Heavy Weapons Teams, and the effect they have on disrupting your opponent's deployment (and information it provides on your opponent's deployment and game plan by having fewer drops). The value of both is very hard to quantify. A 95 Point unit keeping a Hellblaster/Captain duo, Leman Russ, Basilisk or Predator from effectively firing the entire game by forcing them to constantly Fall Back is a good trade. As is preventing that Conscript Blob from firing in the first place.You can also use them defensively by Deep Striking to prevent a unit from being charged directly. The primary role of the Striking Scorpions is disruption, while taking killing as much as they can. If you want an close combat Aeldari unit good at killing and only killing in the Elite slot, take Incubi, Grotesques, Wraithblades or a Solitaire. All of them are considerably more expensive once you factor in Transport costs.
  • Shadow Spectres (Forge World): For an army known for extreme specialization, Shadow Spectres are oddly flexible. Though they are a mixed bag of flighty and shooty, Shadow Spectres are also surprisingly resilient with their 3+ save and -1 penalty to hit them (one of the best defensive buffs in the game). Use their 10" move to stick'em in cover and/or keep a Warlock nearby to make your opponent stroke out from your 2+ save on top of a -2 to-hit. They all come stock with a Prism Rifle for melting most tarpits and MEQs they may come across. In addition, the spectres come with a fear bubble that makes all enemies within 6" of them roll 2D6 on morale tests, discarding the lowest roll. Ideally this isn't the kind of range you'll want your semi-squishy Shadow Spectres to be in, but if something does try to punch them to death, their Holo-Fields (which work in Melee too) and 3+ save may just stall the ankle-biters long enough for you to just fly out of combat and light them up come your next turn.
    • Chapter Approved: They received a slight nerf, bumping up to 33 Points per model now, putting them at a more sensible price point now similar to Shining Spears or Primaris Aggressors who both have similar Infantry shredding roles. While they're not quite as spammable as before, they're still well worth their points given how simultaneously resilient/mobile/shooty they are. If you're desperately short on points and still want to field them, their minimum squad size is technically 3, so you can skim a few points by going bare bones that way.
    • Inexplicably, they have to pay more for their Exarch, unlike every other ASPECT WARRIOR unit in the game, so there's a reason to opt out of taking him - but he's probably worth the 5 points, bringing +1W, +1A, and most importantly, enemy units within 6" of him add an unkept low die to morale checks (relevant primarily for using Heavy Flamer mode). Just remember that if you don't want him (and unlike most Exarchs, he doesn't offer any compelling weapon options), you can choose to leave him behind to save on points.
    • With Ynnari, the Exarch has extra synergy with Drukhari Phantasm Grenade Launchers, Harlequin Death Jesters, Horrify from a Warlock unit and The Visarch's Sword.
    • And now with Alaitoc attribute, they are one of the most resilient units in the game; if you manage to cast conceal on them and put them in cover, you get a 2+ save with -3 to hit that Lightning-Fast Reflexes can boost to a -4 (3+ heavy weapons on the move need 8+ to hit you) on a fast unit that can fly to get out of dodge. Also a very good tarpit, with their holofields working in melee - Warlocks can apply both Drain and Enervate to keep them around for an incredibly long time.
    • Diffuse (Heavy Flamer) mode: The Prism Rifle's Diffuse mode is functionally a heavy flamer with the profile of Assault D6 auto-hitting at S5 AP-1. While the Coherent mode has more than double the range, the Diffuse mode is a reliable anti-horde weapon and makes for an excellent deterrent against enemy charges. Even against harder targets like MEQ and TEQ, the Diffuse mode is all but guaranteed to get a few wounds in just from the sheer volume of saves the enemy will have to make. However, due to the number of ways to ignore or counter Overwatch in 8th Edition, it may be challenging to find many opportunities to use this mode defensively; as the tiny range puts them in perfect range for a charge (as well as negating one -1 to Hit bonus if you are Alaitoc)
    • Coherent Mode: Coherent Mode sacrifices the overwhelming volume of fire diffuse mode automatically hits with in exchange for harder hitting single shots at range. While each gun has the POTENTIAL to hit 3 times each, each successive shot requires the prior shot to land; you miss once and the shooting stops. Without re-roll support, you can expect between 7-9 (10-12 with said support) successful hits on average per 5-elf squad. Due to the higher strength and AP value (S6 AP-3), Coherent mode is ideal for burning through MEQ targets and can even act in an anti-monster/vehicle role in a pinch. Additionally, for Spectres trying to avoid close combat (As well as Alaitoc Players trying to keep up that free -1), this mode is essential for keeping them alive.
    • Exarch Weapons
      • Prism Blaster
        • Spike your cost from 37 to 42 in exchange for losing 6" of range, a point of AP, and the Heavy Flamer mode, but, on average, double the damage from the single shot mode. While this has the potential to match the damage of the rest of your squad combined (if you roll well), it's not worth the lost AP, range and Diffuse mode. Stick with the Prism Rifle.
      • Haywire Launcher
        • The Shadow Spectre's answer for any METAL BAWKSES thrown their way; costs 2 points (37 to 39), and is a 24" Heavy 1d3 S4 AP-1 gun that packs on a Mortal Wound per wound roll of a 4+ and D3 Mortal Wounds on a 6+ on top of any other damage it may do to the targeted vehicle. Considering how cheap it is as far as upgrades go, you may actually consider it. But when you consider that the extra 6" of range is basically worthless since the rest of your Shadow Spectres can't contribute shit towards that particular target at that range, and that both of the Prism Rifle modes are more likely to wound that vehicle (from either volume of shots, or harder hitting, higher AP shots) anyways, you may as well stick with the vanilla loadout. Besides, between Dark Reapers, Wraithguard, Fire Dragons, Fire Prisms and Bright Lance/AML platforms, there are plenty of better options for dealing with tanks than this gun.

Spirit Host[edit]

New Codex Note: Wraithguard and Wraithblades gained +1 Toughness in the new Codex, putting them at T6. With new to wound mechanic it doesn't feel like much but T6 is this very sweet spot where puny humans and other eldar need 6s to wound you which is pretty neat by itself. But do not fool yourself as this does not solve your biggest problem by any means and that is high S multiple damage weapons which still wound you on 3+ anyway.

  • Wraithblades: Angry Ghost Elves. Expensive and reassuringly scary Heavy Shock Troops that clock in at 35 Points per model. Like other Wraith units, they are extremely durable by Eldar standards, but will draw a lot of fire. Massed lasgun or bolter fire will bring them down, and the Drukhari just see your T6 as adorable (as is tradition in WH40K, constructs like Wraith and Necrons are still vulnerable to poison, even though walker vehicles aren't). Like their ranged brethren, you want to put the unit into a Double Cannon Wave Serpent with a character to support, then drop them next to a high value target, charge in the transport to soak up Overwatch, and watch the carnage unfold. Bringing Yvraine is a solid option for an assault Ynnari list as she will cause them to deal far more damage over the course of the game than the one shot Psytronome will ever do (especially if you can keep them charging), and she can ride with them in the Wave Serpent. However, you do lose access to the always useful Guided Wraithsight, you expose Yvraine to a lot more danger than she would be in a backfield gunline and in matched play, Yvraine is essentially locked into spamming Word of the Phoenix on the Wraithblades, which does limit your soulburst opportunities.
    • Weapon Options:
      • Ghostswords
        • With the default Ghostswords they have 4 Attacks on the charge hitting at WS 3+, S6, AP -3 and Damage 1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. Given they will always be in a Wave Serpent they don’t need much in the way of support but they do appreciate Psyker support or an Autarch Bubble. Become absolute nightmares if any Iyanden characters bring the Psytronome of Iyanden as they get the option to double the attack characteristic a Wraith unit has at the cost of the Wraith unit taking d3 Mortal Wounds. 6 Attacks per Wraithblade at S6 and AP-3 is going to turn anything short of a superheavy into a fine mist. Toss in Enhance from a Spiritseer nearby and even Conscript Blobs are suffering critical existence failure. Don't forget to give them Fortune from a Farseer as well to mitigate the mortal wounds afterwards.
      • Ghostaxes
        • Absurdly expensive, spiking your cost by 16 Points per model, but gives your unit a 4++ Invuln and a terrifying melee statline of WS 4+, S7, AP-3 and d3 damage with 3 attacks on the charge. If they are going to demolish TEQ and Dreadnought statlines in short order but they absolutely need a Spiritseer (the preferable option) or Warlock (the cheaper option) with them casting Enhance. All things considered it's only really worth it for the 4+ Invuln as you will probably get more damage out of just punching things. The amount of points you need to sink into them to get the Axes hitting reliable is sadly too high. However, with the addition of the Protect power, you can give your wraithblades a 2+/3++. TH/SS terminators wish they could be as durable as these guys now. With the exception of mortal wound and poison weaponry, Ghostaxe wraithblades will be all but impossible to move while chewing nicely through whatever they can get their bony hands on.
          • Try a setup of 10 Wraithblades with Ghostaxes, a Spiritseer with Quicken, two Warlocks with Protect and Enhance, one Farseer with Fortune and whatever you like as a second power, garnished with an Avatar of Khaine. Best served as Alaitoc in order to protect them on their approach. It will be absurdly difficult for your enemy to get rid of that unit, which will still demolish everything in close combat even after losing half of its strength. Although definitely not cost effective (around 1000 points) and not recommended for tournaments, it is massive fun to play. With in total 4 movements, 2 advances and a rerollable charge chances are pretty high that you reach close combat in turn 2.
  • Wraithguard: Still as powerful as 7th edition rules with pretty much the same points cost. Clocking in at 40 Points per model with T6 and 3 wounds these guys are very tough and have a metric crapton of firepower to boot. Their move is pretty slow coming in at 5" along with the short range of the weapons so get a Wave Serpent for them to ride in. Add in a spiritseer if you're taking Wraithcannons and you've got a pretty nice little combo. They also have quite decent melee ability at S5 AP-1 and d3 damage, though still just one attack. One thing to note is that they don't have Battle Focus meaning there's no reason not to take them as part of a Vanguard Ynnari detachment. Add in Yvraine to a unit of these and cast Word of the Phoenix on them for that instant soulburst action to shoot twice in one turn. Works incredibly well with both the below weapon options.
    • Weapon Options:
      • Wraithcannons
        • At S10, AP-4, D1d6, they are murder against heavy enemies and strip wounds from Vehicles like crazy. However, remember that Fire Dragons are cheaper, fit into Transports better, and have much the same role so they do face some competition if you are tight on points. Having a Spiritseer or Farseer around to help make sure the shots hit home is always nice. When in doubt the default Wraithcannon will serve you well. Notably, unlike the Dragons, these guys are not only durable, but can Fall Back and then Shoot; this is typically not a concern against the things they're good at murdering, but see below.
      • D-Scythes
        • Pay 5 more points per model to turn the Wraithcannon into a flamer: Assault 1d3 auto-hit, but only D1, and only 8". The net effect on damage out is that you go from 2.33 (after accuracy and rolling for damage) to 2; switched to a more standard roll once per model with the Codex, so variance is now less of an issue, but you can no longer re-roll the entire unit for a single command point. The damage difference is fantastic against Quantum Shielding, where they actually do far more wounds per point, and the rate of fire increase is easily worth it against hordes, but again, Dragons have better damage out per point (here, you'd always take a Heavy Flamer on the Exarch to compete); the reason to field Wraith is that you can back out of a fight and shoot anyway, which is where D-Scythes really shine, since it's usually hordes who try to stop you this way. 5/10/15 "shots" on a Conscript or Boys blob doesn't sound like much until you realise that it's an average of 4.17/8.33/12.50 dead infantry plus the additional casualties inflicted in the Morale Phase. Depending on leadership (4 for Conscripts, 6 for Guardsmen/Boys) you can end up causing a significant chunk of damage in the Morale phase, or force your opponent to burn some CP.

Fast Attack[edit]

  • Shining Spears: Taking a glance at their stats, they look like Windriders with +1 Ld, and at 31 points per model, they are a lot more expensive. That is before you look at their special abilities and weapons, and the fact that they got to keep their 3+ armor save. You gain an S6 AP 4 D2 weapon (the Exarch can upgrade to an S8 version for basically 2 extra points) in addition to the Twin Shuriken Catapult, and a 4+ invulnerable save vs shooting allowing for some shoot, charge, withdraw, shoot shenanigans that will leave the Mon'Keigh raging. They have been vastly improved from 7th Edition, and can cause some serious damage when charging, though their cost might be prohibitive. Remember to always shoot the Twin Shuriken Cannons! It's very easy to forget about them. Honestly, they are the hidden gem of the CW Index and borderline OP in an Ynnari list. A minimum unit is effectively immune to morale, and for 95 points, you can either shoot anything 28" away for up to 6 damage (by Advancing and then shooting the Lances at no penalty, thanks to Battle Focus), or shoot and reliably charge anything 22" away for up to 20 damage. Even better with a Warlock Skyrunner along to cast Quicken, of course; an Alaitoc Warlord Skyrunner can support them with a morale immunity bubble if you're worried about making the unit large.
    • Just make sure you blast Sabaton whenever you declare a charge with these guys. You will thank me later.
    • Exarch Weapons: Shining Spear Exarchs can trade in their Laser Lance for any of the below:
      • Paragon Sabre
        • Trap. It costs the same as a Laser Lance, so it's effectively free, but you not only give up the Lance's shooting profile, you drop to S3 all the time, and D1; S3 is useless against the Shining Spears' primary targets, which are Monsters and Vehicles. The Exarch is re-rolling wounds against your main target anyway, and it's not like the Aeldari are starved for To-Hit buffs anyway, so what's the point? The Exarch already has a ton of attacks for a unit leader, so you want to up the quality of your Exarchs attacks which leads to:
      • Star Lance
        • Pay 2 more points for a buffed up Laser Lance with S8 on charges and shooting. A minimum unit is still 2 Laser Lances and a Star Lance, but you'll have 4 Laser hits and 3 Star hits in melee. Easily worth it.
  • Swooping Hawks: The anti horde option. Assault 4 on the Lasblasters means that the unit has an absurd threat range when on the board, and Deep Striking within 12" or moving over the enemy sprinkles mortal wounds on each model due to grenade packs - not great against small targets, but great on hordes. Do note that are are capped at 1d6 roll per Swooping Hawk model against a single unit you flew over per turn, though you can spam this every turn. With their Lasblaster being only S3 they do appreciate Doom, to-hit re-rolls and big unit sizes, so going MSU with these is a bad idea. However, at 13 Points per model, they're cheaper than Scourges and Assault Marines and can cause Mortal Wounds and can redeploy at will. Skyleap is a good "get out of jail free" option since they auto arrive from reserve next turn. Bounce at will, ladies. The Exarch adds +1 Leadership to all friendly <CRAFTWORLD> models in 6", so he can buff a Farseer with Mind War. For some reason they forgot how to use Haywire Grenades.
    • If you go MSU with these guys, don't take any Upgrades and have them drop in and out on Objectives, or act as chaff to screen more valuable units. At 65 points for 5 with no upgrades they are still able to put out up to 5 Mortal Wounds per turn, plus 20 Lasgun shots, so they will be making their points back even if they're going to be tossed under the bus to protect the Wraithguard or Dark Reapers.
    • Note: The new FAQ confirms that you are safe to Skyleap from Turn 3 onwards meaning that their usefulness has improved dramatically.
    • Exarch Weapons: Swooping Hawk Exarchs can trade in their Lasblaster for either gun below:
      • Sunrifle - Index Only
        • Lasblaster that costs 4 points more and gives you -2AP, which will probably negate any armour save your typical targets have. Additionally it causes -1 to Hit on an unsaved wound. Note that this is an unsaved wound, so they only need to fail their save to get hit with the debuff, the "Feel No Pain" abilities aren't saves so don't prevent it. Unfortunately this -1 to Hit debuff lasts only until the end of the turn, therefore it will only have an effect on the consecutive close combat phase, making it rather useless. You could potentially support one of your close combat units like Scorpions or Banshees with it, or imagine the trolling when you kill someone in Overwatch with it! However, most probably you will take this weapon for the AP, not for the blinding effect.
      • Hawk's Talon
        • Lasblaster that costs 3 points more and gives you S5. This is the more straight-forward upgrade for the anti-infantry role the Hawks are designed for. Definitely worth the points, although equally good as the Sunrifle. Take whatever tastes better.
      • Power Sword
        • This does not replace your Lasblaster and can be taken with either of the above. This is definitely worth mentioning, as Hawks have a brutal Overwatch and FLY, and you will generally have them within charge range of a lot of units if you make use of your grenade packs. With only 4 points it gives you a bit of melee bite, but you really don't want to be in the position of using it. Only take this if you definitely have no other way of spending these points (like Spears for your Warlocks and Farseers).
  • Warp Spiders: These were one of the main reasons everyone hated playing against Eldar in 7th. While they lost most of their mobility tricks, the one they kept is still hilariously good: instead of advancing, they can increase their move by 4D6" without any other restrictions. That's right, Warp Spiders are now faster than jetbikes almost half the time. Their guns work in much the same way, 2 Shots at Str 6 with an AP of -4 if you roll a 6. Their Flickerjump ability doesn't actually move them, but imposes a -1 to hit in the enemy shooting phase, although rolling snake eyes will kill one of them. For the love of Khaine keep these guys in cover. A 3+ save isn't much when you're always in Rapid Fire and Charge range. 2+ save and -1 To Hit? Now we are getting somewhere! Also because the Spiders rely so much on drowning opponents in saves, and because they can re-roll morale tests, going MSU isn't really the best idea with these guys. With the Fire and Fade Stratagem they also get JSJ back, which again favours big units. The Codex makes them 18 points per model, and confirms that they can use the Jump Packs to Fall Back- in fact, they even get the FLY keyword when using it so they can still shoot afterwards! Bounce at will! And finally, they re-learned how to deep-strike!
    • Exarch Weapons: Warp Spider Exarchs can trade in their Deathspinner for either gun below. The Exarch also has the option to pay 4 points to buy a pair of Powerblades, very useful now we know they can Warp out of combat at will.
      • Powerblades
        • AP-2 and +1A; your Warp Spiders don't want to be in melee, but if they do find themselves there, this is absolutely worth the cost. Still, you're better off saving your points and playing them as dedicated to being shooty.
      • Spinneret Rifle - Index Only
        • It's 4 points cheaper than two Deathspinners and with -4 AP, but with Rapid Fire it kinda sucks. You need to be within 9" to get your 2 shots, which won't happen if you deep-strike them (and you'd need them to get any use out of this). While statistically better than even 2 Deathspinners against high armor value, TEQs and MEQs shouldn't really be your preferred targets in the first place. Not really a good option.
      • Two Deathspinners
        • Warp Spiders rely on popping up in cover near a high value target and drowning them in armour saves. This helps them be better at that. Always take this if you can afford the extra 8 points since it's definitely cheaper than another Warp Spider.
  • Vypers: Extremely resistant (by Eldar standards) and mobile Heavy Weapons Platform with 16" of movement, going up to 20"with a maxed out unit. Can take any Eldar Heavy Weapon in addition to the Twin Catapult (upgradeable to Cannon) it gets by default. It's a nice little unit, but the usual rules to moving and advancing with Heavy Weapons do apply unless you are Saim-Hann, who can move and shoot these without penalty regardless of weapon thanks to them counting as Bikers. Still, you can get two Double Cannon Vypers for five Shuriken Cannon Windriders, who are way less durable, so there is that to consider. It is also worth noting that Vypers do not suffer from the same degrading stats that other vehicles have when taking damage. As of the Codex, they are both Vehicles and Bikers. Typically, you don't want one, but three: with Shuriken Cannons as Biel-Tan or any heavy weapon as Saim-Hann.
    • Saim-Hann Vypers are much more useful as heavy weapons platforms, as their Craftworld Attribute negates the penalty for firing heavy weapons after moving. Give them a Bright Lance and Shuriken Cannon combination, and you'll be reasonably versatile at killing whatever comes your way.
    • Remember that Ynnari Vypers are eligible for Soulburst actions now, due to the Biker tag - but you'll get more use out of Shining Spears and Dark Reapers, depending on how you intended to exploit that.
    • Due to their price point, single Ulthwe and Alaitoc Vypers aren't bad as Heavy Weapons platforms in a Gunline List (especially to fill slots in a Battalion Detachment), as they are more durable than other Craftworld Vypers, and will be faster and cheaper than taking an extra Guardian Squad, or using up a very valuable Heavy Support slot. 65 Points stock plus that 16" move means that you can easily respond with them to protect more valuable Gunline units like Dark Reapers or Characters from Deep Strikers.
  • Windriders: The eldar jetbikes squads are back in the Fast Attack slot (though to be fair, with the new Detachment rules, they don't even need to be Troops anymore) costing 23 points per model, but you're not going to field that - you have many superior options for getting twin shuriken catapults upfield and into position. In fact, you're not going to field shuriken cannons on them, either, for similar reasons. What you're going to do is not take them at all unless you're Saim-Hann, in which case, you're going to realize that for 33 points a gun, you can have a scatter laser in position now to shoot anything you need shot.
    • Mathhammer puts the Shuriken Catapults and Cannons level against MEQ and against GEQ they actually fall behind due to a lower volume of fire. So the only reason you buy the Cannons now is for the extra range.
    • Alternative Take: At 69 Points for a minimum Squad they aren't bad for a blisteringly fast, and cheap objective grabbing unit (especially in Maelstrom) with a respectable 12 Shuriken shots per unit. Their cost also makes them excellent for filling out a Brigade detachment, especially when you factor in other aspects like maneuverability, firepower and utility.
  • Wasp Assault Walker (Forge World): You know what doesn't suck? A War Walker that deep strikes and flies. Retains the loadout configurations of the ground walker, 5++, can still form up into squadrons, still has a profile that doesn't degrade with a bonus Wound for good measure, Battle Focus, you name it. What do you need them to do? Shred infantry, murder tanks, hunt TEQs, harass careless characters... the Wasp can do it all. All this, and not hobbled by melee; just bounce out and keep shooting. As a Fast Attack unit, the Wasp Walker is exceptionally durable (by eldar standards at least) and can bring its two Heavy Weapons of any choice for roughly the same price as a Windrider Squad (depending on your loadout, obviously). In Saim-Hann detachments, Vypers are more ideal since they're one of the 3 biker units that benefit from moving heavy weapons without penalty, and are marginally cheaper for it. Alaitoc and Ulthwe are great for more generic lists, while Shuricannon Wasps do enjoy Biel-Tan's re-roll support (though you have cheaper, more ideal shuriken platforms for that Craftworld perk).
    • Chapter Approved: They received a hefty point discount in the new Chapter Approved, dropping from 90 points to 65 base. This makes them far more reasonable to field than before; essentially you pay 15 points more than a standard War Walker for the Fly keyword, standard Deep Striking, and the extra wound. If you're needing to save your Heavy Support slots for something in particular, like Fire Prisms, Dark Reapers or Wraithlords (or just want to field a metric fuckton of War Walkers for some reason), it's damn hard to say no to these.
    • Once upon a time this lovely unit was part of Corsair list as Troop choice and lovely and gentel Corsair princes out there still await those days to return.
  • Hornet (Forge World): A speedy and sturdy vehicle, the Hornet is essentially a jacked up Vyper: T6 at 8 Wounds with no degrading statline keeps it on the field for quite a while, even under relatively sustained fire at peak efficiency. 85 points base with the option to include 2 more models per squad, each Hornet starts off with two Shuriken Cannons and the option to trade them in for any standard heavy weapon and one exclusive one in the Hornet Pulse Laser. While the 48" Heavy 3 lasers shoot at S6 AP-3 for 2 damage per hit (they also completely obsolete the Starcannon), unless you want to pay 30 points per gun, consider the more cost effective Dark Reapers before forking out the points for that upgrade. Speaking of upgrades, Hornets are able to take any and all vehicle equipment upgrades, so long as all models in the squad are geared up the same way.
    • Note: Hornets can be exceptionally difficult to bring down: Vectored Engines combined with their Lightning Assault Special rule means that every time they advance, all enemies that try to shoot them get a -2 to hit modifier on top of the 3+ armor and 8 wounds Hornets have. If taken in an Alaitoc detachment, this bumps up to a -3 to hit modifier at 12" or greater. Lastly, if you're still feeling insecure about that potential 6 that might hit your hornet, you can utilize the Lightning-Fast Reflexes stratagem to boost up to an unprecedented -4 to hit modifier. For 357 Points, you can field a full squad of 3 Hornets armed with two Shuriken Cannons and a Vector Engine apiece. Cruise across the field and lay down 18 S6 shots with plenty of potential AP-3 action while only the most accurate and lucky of armies can even have an honest chance of ranged retaliation. If you really want to commit to this semi-deathstar, have a Farseer Skyrunner join in casting Guide and Doom to make the most out of those 18 shots. Keep in mind though; that's over 500 points for 4 models. 4 fairly durable and hard to shoot models, but any strong, auto hitting weapons (like Wraithguard D-Scythes), units with infallible aim (like Dark Reapers), snipers who can pick off the Farseer, or any hard-hitting melee units (All the modifiers don't work in melee, only against ranged weapons or at range) could make your super expensive deathstar into super expensive rubble real quick. Keep your distance and keep moving.
    • Another Take While abusing the synergy between Lightning Assault and Vectored Engines is fun, a Hornet with 2 Hornet Pulse Lasers and a Crystal Targeting Matrix costs 150 points and will generally outperform the Falcon and Fire Prism in the long range Anti-Armour Fire Support roles for considerably less, freeing up your Dark Reapers (and heavy support slots) and Wave Serpents (who can more comfortably go for Triple Cannons and Vectored Engines now AT is covered) for other targets.


Note: All Eldar Flyers have special rule called "Wings of Khaine", which means they advance 20" without rolling, and more importantly, it gives the old vector-dancer: pivot up to 90°, move 20-60", and then pivot again up to 90°, which is something even Dark Eldar do not get. This rule mean that now Eldar flyers can potentially fly between 2 points all the time, good luck positioning your Crimson Hunters in a 6" bubble near Asurmen.

  • Hemlock Wraithfighter: Easily the best flyer for the Craftworld Eldar (though it faces some stiff competition from the Dark Eldar for the title of "Best Aeldari Flyer"), and overall one of the best support units in the list. For 210 points you get 16" Assault 2d3 S12 AP-4 D2 shots that autohit, wound easily, and do lots of damage, though the 16" range does put you in Rapid Fire range of Plasma Guns and Hellblasters, and Bikers and Assault Marines with Melta can easily swoop in and cause serious damage, so be careful with your positioning. The 12" -2Ld aura (-3 with Horrify) to enemies is very strong in this morale meta, especially if it forces your opponent to burn CP auto-passing morale tests. Don't forget the psychic power too! See below for a breakdown, as all have their niche. It also keeps Vector Dancer, so it's easy to keep it on the board, too! One of the reasons this is the best Flyer you can take in the Codex is that it can actually use its automatic 20" advance and still shoot - note that this makes its Movement 20-80", which, combined with the size of its base, means it can reach anywhere on the table from anywhere on the table. It also has built-in Spirit Stones for a 6+++ FNP, unlike the other Flyers, who can't take anything from Vehicle Equipment.
    • Note on Psychic Powers: The Hemlock knows Smite and 1 Runes of Battle power, but can only cast the Debuff portion of the latter (all of which have 18" of range):
      1. Reveal: Use this to negate cover saves on your target; Jinx is objectively better against the preferred targets of the Hemlock. Reveal looks like a good spell to help your ground troops but its generally better left to a Warlock to pick up.
      2. Horrify: Use this to apply a -1 Ld modifier on your target - if you're trying to make a morale bomb, this is a convenient way to improve your Mindshock Pods.
      3. Drain: Don't take this; the target takes a -1 modifier to hit in the Fight phase, but you're better off relying on the Airborne rule to protect you from melee, and regardless, Enervate is far better against nearly everything in the game, even if you're trying to protect something else in your army from being murdered. Looks good on paper to support some Howling Banshees but they're always going to have a Warlock with them anyway.
      4. Jinx: Use this to debuff your target's saves (armor and invuln!) by -1, which is like Reveal, but far more broadly useful for making your D-Scythes wound extremely durable targets, like TEQs in cover.
      5. Restrain: Target halves their Move. Careful not to use this on an enemy Flyer without reading its datasheet - for many of them, what you'll end up doing is applying a buff, since you're reducing their problem of being forced to move a minimum distance. It's not really useful against the Hemlock's preferred targets, but can be used to help hold a particularly fast target relatively close to the rest of your army so they can kill it.
      6. Enervate: This is Drain, but modifies the wound roll, which is better. Still not a great choice for a Hemlock, but can be useful, particularly protecting other elements of your army.
      • Note on Craftworlds: The only real Craftworld Attribute that benefits Wraithfighters directly is Alaitoc, as the to-hit modifier helps keep your relatively fragile fighter safe on the approach or at range. Iyanden is moderately useful at best, since all it does is maximize its travel speed, but since its Heavy D-Scythes auto-hit, the damage table isn't as relevant to it as other vehicles. Biel-Tan, Saim-Hann and Ulthwe are all useless, as they offer no possible benefits to the wraithfighter. As such, it may be in your best interest to field these in an Auxiliary Alaitoc detatchment while the rest of your army is in a more standard primary detachment.
      • tl;dr: Use Horrify to improve your Mindshock Pods, Jinx to upgrade your Heavy D-Scythes and help the boots on the ground, and Enervate to protect other elements of your army from a potent melee threat. The rest are situational and/or usually best left to the Warlocks to handle.
  • Crimson Hunter: This is a Crimson Hunter Exarch that is even less accurate, since it doesn't re-roll 1s to hit, and is only marginally cheaper. Generally, skip - take an Exarch or don't take a Crimson Hunter at all (although a Hemlock is still better).
  • Crimson Hunter Exarch: For 15 points more than the base version it gains re-rolls of 1s to hit. Has twin Bright Lances and a Pulse Laser, and can swap the bright lances for starcannons. Re-rolls failed wounds against targets with fly, but at only BS4+ re-rolling 1s against enemies with Hard to Hit, and with low shot volume for dealing with jetbikes and jump infantry, broadly worse than just taking a Jinx Hemlock for solving the same problems. Oddly enough our dedicated fighter aircraft is worse at shooting down planes than the earth-bound Dark Reapers.
    • Note: Crimson Hunters have the ASPECT WARRIOR keyword, so they have 5++ when 6" from Asurmen. Nice
    • Note: Alternative take: Crimson Hunters and Exarchs are actually quite good. From the cost and armament (4 heavy long-range shots) point of view they are very comparable to a Falcon with CTM and a Brightlance or two War Walkers with 4 Brightlances, while being cheaper than a Predator with 4 lascannons. Compared to these, the Crimson Hunter hits and wounds equally or better, while having a very similar resilience (-1 to hit, T6, 3+ save vs. T6, 4+ save, 5++ vs. T7, 3+ save, Soulstones). Being very mobile and having a high base will make it almost impossible for your enemy to hide from you, but prevents it from holding any objectives. All in all it's a matter of personal taste which of these three you take. Compared to the Hemlock its advantage is that it does not have to get close to risk losing that additional -1 from Alaitoc or being threatened by FLYing close combat forces.
    • One thing to remember is that due to Wings of Khaine, an Alaitoc CHE can easily sit in the backlines taking pot shots at targets while being -2 to Hit putting it into DISTRACTION CARNIFEX territory against low BS armies like Imperial Guard, Orks or Tau. This is something that no other Aeldari flyer can do for the points you pay for it.
  • Nightwing (Forgeworld): Corrected from Fast Attack to Flyer in errata. Clocking in at a ridiculous 139 points but effectively benefiting from many of the flyers’ best upgrades, the Nightwing Interceptor is one of the undiscovered gems of the Aeldari hangars. Sure, a payload of just a twin linked shuriken cannon and a twin-linked bright lances might sound like a small arsenal to put on your Flyer of choice, but thanks to the embedded CTM and the quite versatile movement you acquire with the Vector Shift ability, you can dash right in to make that tank at 60” go boom without penalties on to hit. All in all, the Nightwing Interceptor is a little solid choice that won’t turn the tides of the battle by itself, but when paired with other specialist units- which abund in the CW Codex- or even another Nightwing, becomes a fearsome threat for every responsible player. And hey, if you still don’t feel the bells ringing, it has the same Wounds and Toughness of a Hemlock Wraithfighter to boot.
  • Phoenix (Forge World): Corrected from Fast Attack to Flyer in errata. The cheapest of all the Aeldari "Flyers" when taken stock, and it has more wounds then most of the Space Elf flyers AND more shots than all of them too! Built-in CTM means you can shoot the underslung heavy weapons at the closest unit without the -1 to hit penalty. Due to flyer movement this is a little trickier to utilize than other eldar flyers, so watch out. The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it's more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers. Twin StarCannons are very expensive but 4 shots semi-guarantee death (even with the FAQ errata for D3 damage instead of 3). Nightfire missiles averaging 7 shots a turn can be used as an anti-horde option, and includes a debuff if you wound the enemy. Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they're unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad. Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and since they are assault, can shoot even at far targets without the -1 to-Hit penalty.
    • Chapter Approved: Though it took a 50 point price bump in the 2017 Chapter Approved book, it's still quite usable and puts out a fair quantity of firepower for its point cost. The built-in CTM also helps get the most out of all the guns this thing brings to bear, indeed more than can be said for the Crimson Hunter (Exarch).

Heavy Support[edit]

  • Dark Reapers: Easily one of the best units in the Heavy Support slot in the entire Aeldari Faction (which is saying something, given the competition they face), if not the entire game. Costing 34 points per model, meaning a base unit is only 105 points, they always hit on a 3+ in the Shooting phase, no matter what, meaning they get a combination of the old Relentless and Skyfire rules + a way to ignore debuffs that cripple other back-line gun-platforms. Reaper Launchers hit at S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out infantry. Take a full unit of 10 with a Reaper Launcher or Tempest Launcher on the Exarch with Yvraine as your Warlord, and spam Word of the Phoenix on them. Just make sure you keep your range to survive your opponent's reaction to this. With their range of 48" (plus even on the move they do not suffer any minuses thus they have a threat range of 54") that exceed more than half all Aeldari weapons they are a great choice for a decent firebase that can nuke anything while having a 3+ armour and most probably -1 (up to -3) to hit makes them borderline DISTRACTION CARNIFEX that no sane person can ignore.
    • Rules Note: The 16/11/2017 FAQ confirms that Dark Reapers can have their BS modified like any other unit but they still always hit on a 3+ in the Shooting Phase due to their Inescapable Accuracy ability. This also applies during Soulbursts, as the Strength From Death rules state that you shoot as though it is the shooting phase.
    • Strategical Note: There is a seriously wicked way to mess with deep-striking armies. Use Forewarned strategem on them and now you can shoot at any unit that is in your LoS up to 48", still benefiting from Guide. That is essentially a round of free shooting from 10 DR what can be better, probably tears of Space Marines, Grey Knights or Scions ...
    • Deployment Note: You really don't want to lose your 10-men squad to some wicked Alpha Strike, therefore make some preparations. You can set them up out of LoS and move them into firing position in your first turn, however, they can still be threatened by deepstrikers or planes. Another possibility is to put them in the Webway, spending a precious CP. Buying a Wave Serpent or Falcon with heavy weapons for them and letting them disembark in the first turn is viable as well. However you decide, remember that each casualty hurts and that you want to use as much firepower from this unit as possible.
    • Exarch Weapons: Dark Reaper Exarchs can trade in their Reaper launcher for any of the below:
      • Aeldari Missile Launcher: Pay 3 more points to get the same versatile missile launcher that we all know and love. A sidegrade that makes your Starshot missiles go from D3 to D1d6, meaning more or equal damage on average against targets with 1 or 4-6 wounds but less damage against targets with 2 or 3 wounds, and your Starswarm missiles change completely, losing 1 S, AP, and D, in exchange for going from 2 shots to 1d6, which is worse against basically anything with multiple wounds, but usually better against single-wound targets. It also opens up the Starhawk Missile Stratagem, however you don't gain the +1 to hit from it.
      • Tempest Launcher: Pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn't need LoS to help with clearing out blobs. It's going to average more hits than the Missile Launcher's anti-infantry mode, though you won't have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.
      • Shuriken Cannon: Pass. While it is technically the cheapest Shuriken Cannon in the game, your Reapers should never be close enough to make use of it. We have far better options to field Shuriken Cannons. If you are that short on points you can't even afford a basic Reaper Launcher then you should take a long, hard look at your list first.
  • Falcon: The archetype of Eldar Grav-Tank still remains what it always has been: A platform for multiple different heavy weapons with some transport capacity. The inbuilt Pulse Laser is a Heavy 2 S8 AP-3 gun that does a solid 3 damage per shot, making it reasonably effective against any MEQ, TEQ, vehicles and monsters thrown your way. The Codex gave it a much needed price drop, putting it at 135 Points meaning that that tax for the Pulse Laser is now gone! Filling one full of Fire Dragons and slapping on a CTM with Starcannons or Bright Lances is viable again. That said, it is still outperformed by Dark Reapers and the Night Spinner as an anti-vehicle or anti-infantry platform respectively, and Wave Serpents still outclass it in general utility, durability and point-cost without competing with other units for a slot.
  • Fire Prism: The other archetype of Grav-Tank. The Lance mode on its Prism Cannon is probably the highest-stat weapon in the Eldar arsenal (not counting superheavies, of course), with S12, AP-5, and D1d6. The Focussed mode (D3 shots, S9, AP-4, D1d3) is more suited for hunting 2-wound infantry like TEQ, and the Dispersed mode (D6 shots, S6, AP-3, D1) is great against single-wound targets like MEQ. It can double tap the main gun at the same target with the same profile, as long as it moves under half its current move or remains stationary. With its 60" range you will probably stay out of range of any counter-fire most of the time, therefore the CTM is optional depending on your game plan. Unless you face a pure horde army without any big targets the Fire Prism will probably always earn back its points, especially if you field two of them and make extensive use of the Linked Fire stratagem.
    • When shooting without Linked Fire it is advisable to use either the Dispersed or the Focussed mode, because then an unlucky hit or wound roll won't hurt you that much.
    • On the other hand use Linked Fire to make sure the few precious Lance shots come through
    • Statistically, Focused mode is actually marginally better than the Lance on anything with a 3+ armour safe at T7 or T8. For your opponent it is also more difficult to negate multiple shots via CP re-rolls of invulnerable saves. However, having a random number of shots as well as a random amount of damage makes this mode less reliable against big targets than the Lance mode.
    • When using Linked Fire the first Fire Prism always resolves all of its shots at the end of the shooting phase, which limits its usefulness on cracking up transports. Because your shooting phase will be over, you won't be able to shoot at the passengers any more.
  • Night Spinner: With 2D6 shots and D2 on its main cannon, all while keeping the rending effect and barrage-like ability to fire without LoS, the Night Spinner is looking good. Be sure to get a Crystal Targeting Matrix so you can make full use of that amazing 16" move. This thing is gonna eat Primaris Marines for breakfast. The only thing that hurts is that it lost the torrent fire mode. Costs 140 points with the catapult, the same as a base Falcon with catapult/cannon.
    • For an extra 10 points you can take both a Shuriken Cannon and a Crystal Targeting Matrix which gives you a unit that is very good at both clearing objectives and responding to incoming threats before they happen.
  • Support Weapons (formerly Vaul's Wrath Support Battery): Now a single model unit rules-wise, with one guardian per gun being some sort of decoration. The battery of 1 to 3 weapons needs to be deployed in formation, but counts as independent units thereafter. Despite effectively being an antigrav platform, the battery lacks the FLY keyword and instead counts as a VEHICLE. This means that you may not place it in the upper floors of ruins and buildings, but only on the ground. The gun options are all very expensive with a situational use at best, and are outclassed by other heavy support choices or even infantry in transports most of the time:
    • Shadow Weaver: Works just like the Night Spinner, but has only 1D6 shots, S6 and D1. In order to get the same damage output one needs to field 4 of these which is way more expensive than a Night Spinner (220 vs. 140 points). This is even before you factor in the higher strength, mobility, durability and the Shuriken of the Night Spinner. In short: This weapon is terrible. The only reason one could take these is to cheaply fill up heavy support slots for a brigade detachment.
    • Vibro Cannon: Long time ago it used to be a pretty funny weapon, now it just makes D3 shots with S7, AP-1 and D3 damage. The more Vibro Cannons shoot at the same target, the better the wounding and the AP. However, because it needs a line of sight and the model being relatively small it will be rather challenging to find a target to shoot at, and pretty much impossible on maps with ruins. Even if it finds a target, most of the time it won't do any notable amount of damage. The only funny thing is that if the target does get damage, it may not advance in the next turn - this can be used to troll large horde units of Orks or Tyranids.
    • D-Cannon: The most expensive, but at the same time the only reasonable weapon. Without the need of LoS and its lovely D-profile it can provide a nice way of zone denial. Whatever gets in its range will get hurt. All in all the D-Cannon is not a point-effective choice, but it is definitely fun to use.
  • War Walkers: For 70 points you can get one of these on the table with two Shuriken Cannons, or replace said Shuricannons with any other standard Heavy Weapon. The codex returned its ability to flank, essentially allowing you to deep strike, though with an additional caveat of placing the unit within 3" of a table edge on top of the usual 9" from enemies rule. As far as a Heavy Weapon platform goes, it sacrifices staying power for mobility and durability, making it more of a skirmisher-type unit than an anti-tank/monster platform. A 4+/5++ on top of a decent toughness with the ability to flank makes it ideal for assaulting backline infantry or objectives deeper in enemy territory. It also has the benefit of being a modestly priced Heavy Weapons platform and no degrading statline to hamper its accuracy or mobility the more damaged it is. Recommended in Ulthwe or Biel-Tan detachments where it appreciates the extra durability or Shuriken Cannon support respectively. Also an ideal Heavy Weapons platform if you're looking to cut down on costs for other unit categories. Falls behind Dark Reapers, Fire Dragons, Fire Prisms or Wraithguard in the anti-tank/monster game, and if outflanking your enemy isn't a priority, Falcons/Wave Serpents or Windriders are recommended Shuricannon platforms instead.
    • It's also worth noting that having them sit backfield in cover taking shots with a Heavy Weapon is still viable (heck, it was their only use in the Index compared to just spamming CTM Hornets), and is cheaper than taking a Guardian Squad or Vyper per Heavy Weapon if you just wanted the Heavy Weapons.
    • Alternative Take: Compared to Devastator Squads, these are amazing ways to deliver Heavy Weapons for less. 190 Points gives you two War Walkers with 2 Bright lances, and 2 Missile launchers for a nice Swiss Army setup totaling 12 Wounds at T6 with 4+/5++. This is actually Cheaper than a maxed out 2 Lascannon, 2 Missile Launcher Devastator Squad which is 10 Wounds at T4 and a 3+ for 42 points more than the War Walkers. The Walkers also don't need to pay for any mobility options and they deep strike for free (You only get that -1 to hit for one round of shooting). 3 Walkers with this setup is 285 Points, steep but will cost considerably less than a Rhino to protect that Devastator Squad from Alpha Strikes, and will cost less than 2 5-man Devastator Squads for a comparable number of Heavy Weapons. They are even more cheaper than Centurion Devastators as well.
  • Wraithlord: A decent equivalent of a SM Dreadnought having two more wounds (up to 10 now), though stat-wise it's ahead having S7, T8, 10W, compared to S6, T7, W8 for the Dreadnought, and the Dreadnought variants are going to cost more on average once both are kitted out. The Dreadnought does not have a degrading statline though if you go Iyanden it's a complete non-issue, and Ulthwe can give it 6+ FNP (like the Venerable), and Alaitoc gives it permanent Smoke Launchers, and every Craftworld can heal it with a Bone Singer or Tears of Isha. So while the degrading statline sucks there are a lot of ways around it as long as you plan around it. It is still a good heavy weapons platform for a 103 points stock and again, is comparable to the Dreadnought as a Heavy Weapons platform. However, if you want a manoeuvrable heavy weapon platform with an invulnerable save, War Walkers and Wasps get the same job done for less. The main advantage is that Wraithlord (again like the Dreadnought) can actually do something in CQC, and they benefit from the Spiritseer's Spirit Mark as well as the Wraithseer's Enliven/Deliverance powers. One advantage it does have over our Walkers is that it does not have to pick two Heavy weapons, or any at all for that matter, and as a Spirit Host, can actually be healed via Bonesingers and Stratagems. Plus the plastic Wraithlord has some pretty cool looking modelling options like a sniper rifle style Bright Lance in its hands or the ability to attach the Heavy Weapons to its arms so your model looks far more unique and less derpy than the Bird Walker if that is important to you.
    • Can take Flamers/Shuriken Catapults and a Ghostglaive which is S:+2(9) AP:-4 D:d6 + a pair of shoulder mounted heavy weapons. In this edition, Wraithlord can again punch everybody with his bare fists S:User(7) which now are a source of reliable 3 damage at S7, AP-3. Fully loaded WL with Flamers, Ghostglaive and a pair of Bright Lances is going to cost you a whopping 171 points (though to be fair, why would you give the Sword and Flamers to a BL Wraithlord?). On a side note for the physically inclined, a Spiritseer/Warlock with the Ennervate power can make a melee Wraithlord effectively immune to any retaliatory punches at or below S4 from any one particular unit it may be fighting. This can come in handy against many MEQ or GEQ-type enemies that rely on AP or volume of hits rather than sheer strength to wound.
    • Not terrible unit with Starcannons all considered. Two Starcannons and Two Shuriken Catapults is 133 points and with Guide and Doom support can on average kill 6 Marines or 3 Terminators per turn very reliably (plus it can charge the survivors and tear them a new one), which is more than any other weapon setup it can carry. If you're expecting it to have to deal with blobs, Double Scatter Lasers and Double Catapults will kill 10 Guardsmen on average, with Flamers pushing that to 12.
    • It does have a penalty to move and shoot while carrying Heavy weapons unlike the Wraithknight so Shuriken Cannons seem to be the better choice for a melee Wraithlord you want moving quickly up the board as Double Flamers and Double Cannons do nasty things to infantry blobs.
    • TL DR: Good and definitely comparable to a Dreadnought. Still overshadowed by other options as a Heavy Weapons platform. Useful in the right detachment but you definitely need a plan for it. You can't just stick one down and expect it to wreck things, you need some finesse and it needs the proper support. If you just want big guns and only big guns, take a War Walker, or even a Crimson Hunter.
  • Warp Hunter (Forge World): Once upon a time some Eldar bonesinger in Yme-loc stuffed some weed and had a good smoke. After that he realized that Doomsday ark is cool and wanted one for himself. So he took a Falcon chassis, slapped a huge warp-vacuum cleaner onto it, and said LET THERE BE FWOOSH! And there was FWOOSH!
    • Chapter Approved: Chapter approved is a case of GW pissing on FW's face, as it severely nerfed most of their units by slapping huge point increases on them. At an extreme price of 290 basic (including twin Shuripults) it gives you 36" Heavy D3 10 -4 D6 gun, that gets to Heavy 2D3 when targeting 10+ model units. Also doesn't require LOS to fire. While a 50 point price bumps stings something fierce, I suppose it got off easy compared to some of the lords of war who are now straight up unplayable even in the games that could let you field them before now.
    • If you want some EXTRA FWOOSH, it has auto-hitting Heavy D6 12" vacuum-mode that can actually put some hurt (usual profile lands an average of 1,33 hits while standing still! Compare that to 3,5 average hits in vacuum-flamer mode.) But vacuum-flamer is short-ranged and puts you in danger of getting your gun stuck between your buttocks. Now it's not just overpriced, it's STUPID overpriced and useless in competitive play even considering you deep-strike them using strategem. Fuck you, GeeDubs.
  • Lynx (Forge World): At a staggering 325 points base, the Lynx comes stock with a Shuriken Cannon and a Lynx Pulsar with the option to trade in the Shuricannon for any other standard heavy weapon, as well as its Lynx Pulsar for a Sonic Lance. Depending on how dead you want your targets, the Sonic Lance fires off a 18" Heavy 3D6 (a good average of 8-13 shots!) that always wound infantry on a 2+ at AP-3, or you can stick with the vanilla Lynx Pulsar for some long range heavy bombardment at S7 or S12 depending on the mode. In addition to the sheer firepower this thing can lay on the table, it's capable of shifting from a ground-bound hover tank into a skyward Lumbering Flyer to deliver its steaming payloads on unsuspecting targets far more quickly than they may have anticipated. Keep in mind that as a lumbering flyer, it's not nearly as maneuverable as any other flyer the eldar can take, so plan ahead before you rush your pricey flying tank into a tight spot. At toughness 7 with 16 Wounds and only a 3+ save (and no -1 to hit even while airborne), it can very easily succumb to massed fire if carelessly positioned.
  • Firestorm (Forge World, Open/Narrative Play only): A Falcon-Chassis tank that functions as an effective anti-air platform, the Firestorm's main gun fires 12 Scatter Laser shots up to 60" away, gaining a to-hit bonus against any units with the FLY keyword, and suffering a to-hit penalty against anything without it. Otherwise, it is functionally a Falcon, retaining the same statline and vehicle equipment options available to the other tanks in this category. It is even able to transport up to 6 models, even if the range on its Scatter Lasers encourages a sedentary gun-line role for the tank. Despite Forge World providing a data-sheet with updated rules for the Firestorm, it is unfortunately restricted to Open and Narrative play; no point values have been assigned to this unit and, for the foreseeable future, will not be.

Lords of War[edit]

Chapter Approved 2017: GW really went for the throat on Superheavies with their first edition of Chapter Approved. Despite several of these super expensive (both ingame and financially) and behemoth models already being impractical at best in the few games they can be fielded, several of them got massive price hikes upwards of 60% on top of their original costs. There's literally no reason to take anything bigger than a Wraithknight (if there's ever a call for one of them either), because anything and everything those titans can do, your ever humble infantry/vehicles can do more effectively for so much less. If it's any consolation to you Titan owners out there, at least titans from all factions got similar treatment, so if nothing else, it's an unbiased "fuck you".

A short introduction: 8th Edition changed a lot. Eldar vehicles went up in toughness and resiliency but also skyrocketed in price(just like all vehicles in this edition). The LoW units have been hit the hardest, and now there's just not much that they bring to the table for how much they cost (both point wise and financially!). Now that most of them have the degrading statlines typical of larger units, one bad turn of concentrated fire can completely cripple your LoW and render them essentially useless for the rest of the game. The worst is knowing the simple fact that infantry in general are far more reasonably priced and can do do their jobs better and more efficiently than that titan that cost you 1200 2000 points to field and your left kidney to purchase. Sigh. Just imagine how many Fire Dragons or Wraithguard in Wave Serpents you can field for that, and they are going to be considerably harder to take down in one go.

Almost all of the eldar LoW have been hit hard, Distort Fields, what were once Titan-grade Holo-Fields, now only ever confer invulnerable saves if the unit moved a considerable distance per turn. With Damage tables limiting how far that distance goes (and you'd be delusional to field a Revenant and not expect every big gun within eyesight pointed at it), worn down titans would be lucky to get so much as a 6++ to keep them around. Even when at full strength, your Titans will likely only be benefiting from a 5++, as a 4++ would need you to advance and thus forgo a turn of shooting on your most powerful unit (which is usually a bad idea, y'know...). This is on top of the degrading characteristics (Movement, BS, WS, etc) that eventually render your titan entirely worthless. Meanwhile, Imperial titans have a consistent 4++ that works against Mortal Wounds (What the Hell FW???) and don't even have to take a single step to keep it active. The sad truth is: Don't take Eldar Titans, they are overpriced, inflexible, not cost effective, and are still (much) squishier than their Imperial counterparts. If you insist on taking any LoW, it's borderline mandatory to use Iyanden's Craftworld Attribute (Double your wounds when referencing your Degrading Statlines).

Keep in mind that although the Revenant and Phantom Titans are <ASURYANI>, they are do not have a <CRAFTWORLD> keyword (they have <CONCLAVE> instead, which will likely mean Conclave-dedicated stratagems from FW in the future). This means that you won't get the Craftworld Bonuses for Titans - as awesome as -1 to hit or count as double-wound Titans would be, we won't have it. They can still be targeted by Runes of Fate, however. They are all <SPIRIT HOST> so if you want to toss a few Spiritseers within 6" of that enemy Warlord Titan just to ensure some hits... feel free to.

  • Wraithknight: This infamous beast has taken a bit of a gimping in 8th Edition, it's only S8 instead of S10 base (but with the x2 Str Sword is Str 16 in melee, and seriously S10 base would mean S20, which is stronger than a damn Volcano cannon, and it still hits as hard as that in spite of the nerf), it does have 24 wounds but as it loses wounds its effectiveness is reduced. Also, it got a significant price increase from 295 points to 402 points before weapons in the new edition, which is what should've happened with 7th Edition. Another hilarious thing is that while 452-540 points for 7th edition Wraithknight seems fair to me, for the 8th edition Wraithknight it feels like a ridiculous overprice. For what it's worth, it is in the same price range as an Imperial Knight but to be fair, lacks a lot of the firepower that a Knight has and much like the rest of your army, needs support from your Psykers to perform at a similar level. 452-540 can buy you a nice number of Aspect Warriors with Transports and support Psykers to boot so the Wraithknight is generally impracticable outside of massive points games.
    • Same as an Imperial Knight this one is now something that is rightfully LoW, this basically means that it is sturdy, hits hard and can fall back and still shoot/charge, but at the same time, WK feels much weaker/more overpriced (now more properly priced) than some Imperial Knight. The standard loadout has not changed much:
      • WK comes stock with Titanic Wraithbone Fists (which you won't be using believe me) and a stomp equivalent Titanic Feet that can be used now as a weapon (now go to), Titanic feet if chosen as a weapon gives 3 attacks instead of 1, pumping Attacks up to 12 (4*3), having S:8, AP-2 and dealing d3 damage each. And this is a statistically better weapon against everything short of another Superheavy. Interesting note: Iyanden WKs near a Spiritseer with the Psytronome of Iyanden can make 24 feet attacks. Stack this with the Guided Wraithsight Stratagem for re-roll support and if you're feeling particularly fighty, slap on the Supreme Disdain Stratagem - due to wording of Titanic Feet, every 6's to hit roll magically generates 3 attacks instead of one. Stomp.
      • Double Heavy Wraithcannons (+100 points): A go to long-range vehicle/monster wrecker now each one is an Assault 2 S16 AP-4 d6 dmg, which will punch through most armor saves and wound basically everything in the game on a 2+. While these potent cannons can cast down everything from Leman Russ tanks to other Wraithknights, it does nothing to ease how many points you'll be spending to field this beast.
      • Suncannon and Scattershield (+138 points): Still a viable TEQ killer now Heavy 2d6 AP-3 and d3 dmg. A bit more survivable with a scattershield but quite a bit weaker with variable shots and still forced to roll to hit after. But if you look closely you'll see it's actually Avenger knight minigun, but it's not Heavy 12.
      • Sword and Board (+50 points): Now the cheapest variant, and the most situational dealing flat 6 damage and wounding everything on 2+ due to Str 16, but with only 4 attacks hitting on 3+ it might find its use only in matchups against other Superheavies, ranged loadouts in particular. If you're expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. Against anything else, take the Suncannon or Wraithcannons; stomping attacks are considerably more effective against everything else.
      • And just as usual there is an option for two shoulder pads mounted Heavy weapons. Starcannons seem much more useful considering WK does not suffer -1 to hit for firing heavy weapons on the move.
  • Skathach Wraithknight (Forge World): Essentially a premium Wraithknight, the Skathach variant costs 520pts base and shares the exact same statline of the standard WK. While the regular WK lost the ability to deepstrike in the transition from 7th to 8th, the Skathach retains this ability as well as the ability to leave the battlefield and re-deepstrike on the next turn. Take caution, however, as if the game ends before it gets a chance to return, it is considered slain. The weapon loadout available to the Skathach Wraithknight is a bit more flexible this edition than it used to be; it can mix and match the Deathshroud Cannon, Inferno Lance and Scatter Shield as you see fit. Take two, one of each, or pair one or the other with a scattershield depending on what you want this behemoth to do. Physically the Skathach variant retains the Wraithknight Fists, Titanic Feet, and shoulder-mounted heavy weapons the standard version has, though it loses the option to take a Suncannon, Ghostglaive, and Heavy Wraithcannon in lieu of these choices:
    • Deathshroud Cannon (45p): Take these when you want your Wraithknight to become the biggest Warp Spider in existence. The loss of templates hurts the effectiveness of this once formidable blob blender. It retains its two firing modes; being able to fire a focused blast at 10" for Heavy 2D6 shots at S7 AP0, or a dispersed blast at 48" for only Heavy D6 S8 AP-2 shots doing D3 damage apiece. Similar to its tinier Deathspinner cousins, the Deathshroud cannon gets a juicy AP-4 for every wound roll of a 5+ you get. While it will still effectively end whatever infantry (and even some light vehicles) it blasts with this gun, it can no longer indiscriminately erase those 20+ conscript blobs marching across the field in one shooting round the way it used to. Bringing both of these puts your SWK at 610pts before shoulder weapons.
    • Inferno Lance (60p): This puppy is essentially what you get if you upsized a Fire Dragon's Fusion Gun and churned out the dakka; 24" Heavy D6 S8 AP-4 for D6 damage that lets you roll 2D6 and discard the lowest roll at half range. This gun will let you ruin the day of whatever tank that looks at you funny. Keep in mind though, unless all those puny little infantry models within that 12-24" range are either more eldar or armed with nothing but knives, expect heavy amounts of return fire. Bringing two on a SWK will cost you 640pts sans shoulder guns.
    • Scattershield (20p): The option to make your overcosted titan less so, this will give the SWK a 5++ at the cost of one of its other unique cannons. Honestly the best choice since it'll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost effective vehicles you may be fielding with it. A Deathshroud+Scattershield SWK is the cheapest loadout at 585pts before shoulder weapons while an Inferno Lance+Scattershield is 600pts sans said shoulder guns.
    • Chapter Approved 2017: Despite most Forge World units larger than a Rhino getting horrific point increases, the Skathach received a significant reduction on its Deathshroud Cannons, dropping from 80 points per cannon to 45.
  • Scorpion (Forge World): The cheapest way to access the powerful Eldar Pulsar, which does an average of 18 damage against heavy vehicles, and 22.5 damage against anything T6 or squishier. Giving it a CTM will help in those times you want to fly up to something and blast it without the -1 penalty. Always keep it moving to get the invuls.
    • Errata July 2017 fixed the typo in the notes - it does 3 damage standard, increasing to 6 damage on 6's to-wound. A lateral change, since it can't do huge damage spikes any more but is more reliable due to less barely-scratching damaging rolls of 1
  • Cobra (Forge World): Gun no longer ignores void shields. Nor is is barrage, but the Cobra explodes in a fun manner!
  • Vampire Raider (Forge World): After a year and a half of being merged in 7th, the two Vampires are separate entries again. The Vampire Raider distinguishes itself by its insane transport capacity of 30 units that can easily drop passengers up to 70" away in only one turn. That's fuck'n fast! in addition, the Raider enjoys a rather sturdy 32 wounds at T8 with the Distort invuln save usually reserved for Titans. Unlike said titans, it's actually rather likely the Raider will be making full use of the 5+ or 4+ profile. The built in CTM allows it to fire off its Scatter laser and both Twin Pulse Lasers (Heavy 4 S8 AP-3 3 damage profiles each) against the closest threats without penalty; a plus for a rather fast aerial unit. Not only does it enjoy the Wings of Khaine special rule, but it may also shift to a Hover mode to remain sedentary should you need. Doing so costs it Hard to Hit, Wings of Khaine and Airborne abilities, so be cognizant of its surroundings if you do so. Keep in mind, the Vampire Raider benefits from Craftworld Attributes, so taking it in an Iyanden or Alaitoc detatchment will maximize its efficiency/durability and is highly recommended (especially if you want to drop 10+ Wraithguard/blades on your opponent all at once) In addition Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12" to ranges meaning bolters right under it can't Rapid Fire at them anymore, and it never gets a penalty for firing heavy weapons.
    • Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot) as they are Lords of War, so they are able to control objectives, and do not count as Flyers for "Boots on the Ground".
  • Vampire Hunter (Forge World): Essentially a Scorpion that moves faster, has more HP, -1 to hit and is currently out of production from FW. Being able to fire the Pulsars in any direction was a huge improvement. Twin Pulsar is Heavy 4 D6, Str12, AP-4 D D6 and 6's to wound do an extra D6 damage, and it never gets a penalty for firing heavy weapons. With Craftworld attributes affecting vehicles this is one of the best flyer available. If you go Iyanden your precious LoW is staying effective for twice as long; something no other army can claim. Alaitoc and Colossal Flyer will always confer a -2 to hit which can go even to -3 with stratagems which is hilarious for a LoW. With 8 pulse laser shots and 4d6 S12 pulsar it can be the most annoying DISTRACTION CARNIFEX to get rid of and surely the most mean.
    • Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12" to ranges meaning bolters right under it can't Rapid Fire at them anymore. And it no longer gets -1 to hit when moving (which will be nearly always).
    • Chapter Approved 2017 puts the cost of The Vampire Hunter (not the Raider) at a ridiculous 1500pts - a whopping 62% increase!
    • Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot), but Lords of War, so they are able to control objectives, and do not count as Flyers for "Boots on the Ground".
  • Revenant Titan (Forge World): Elegant scout titan that can fly, and is the equivalent to the Imperium's Reaver/Scout Titan. With a toughness of 9 and 32 wounds, you would expect that the Revenant titan would be rather difficult for your opponent to put down without a titan of their own. But, having only a 3+ Armor save and an invulnerable save entirely reliant on moving/advancing as far as possible means that even S5 weapons with any AP value stand an honest chance of shaving off some wounds. What's worse, is that while the Revenant has an impressive 32" movement (with an auto 18" advance) and the ability to give no fucks about ground-bound things like terrain and enemy units, the Revenant's damage table drops that movement down to 24", 18" and 8" respectively, making it mandatory to advance just to keep some semblance of an invuln save as it gets worn down. Additionally, as it is <Conclave>, not <Craftworld>, you cannot use Iyanden's Craftworld attribute to keep this monster effective as it gets hurt. Granted, now that this thing costs 2000 (seriously, what the flying fuck?) points for only 8 more wounds than a single Wraithknight, who can also have an invuln save not reliant on movement, there is absolutely no reason to take this. Ever. Literally everything it can bring to the table even other eldar Titans can do cheaper.
    • Cloudburst Missile Launcher: A built-in anti-flyer weapon, the CML fires 2D6 S8 AP-2 rockets that deal D3 damage a pop. Even with the bonus against flying units, it's a very mediocre weapon given the price of the unit.
    • Pulsar: The default loadout, each Pulsar is a Heavy 2D6 S12 AP-4 cannon that does D6 damage on a normal wounding roll, and 2D6 on a wound roll of 6+. All in all a pretty good weapon, but again is relatively underwhelming for a Titanic unit given that it's a Heavy weapon as opposed to a Macro. I guess at least it can fire Overwatch and has massive range?
    • Sonic Lance: One of the few good blob-blenders that still exist. Each Sonic Lance, while pitifully ranged at 18", fires an unholy 3D6 shots that wounds Infantry on a 2+ with an AP of -3 to erase most standard saves. That said, taking these means that your Revenant is always going to be in range of some heavy hitting weapon or another. Additionally, if your opponent is smart and fielded Monsters, Vehicles, or a Titan of their own, then you'll only hurt those on a 4+. Not ideal odds for such a pricey unit. Unless your opponent is idiotic enough to field only infantry against your Revenant, it's probably better to stick with the Pulsars. 60" range great for staying out of mid-to-long ranges and S12 will wound basically all infantry on a 2+ anyways with most vehicle/monsters getting hit with a harder AP that wounds on a 3+ doing D6 damage instead of just 1 at the cost of D6 more shots (inconsequential for most infantry units anyways, with their 5-10 man average).
    • Chapter Approved 2017: The base cost of this titan went from an already pricey 1200pts to a ridiculous 2000pts! Considering it has nearly the same damage output as the Scorpion/Vampire Hunter or 2 Lynx's and its durability isn't even that good, this price is either a stupid oversight or the big F you from GW to FW. Seeing as how you could field about 4 standard Wraithknights, or for 400 points more, you could just field an arguably more effective Phantom Titan (who's far more reasonably priced, at least as far as these behemoths go), if you insist on going with some shape or form of titan, you should probably consider either of those two options instead.
  • Phantom Titan (Forge World): At 60 wounds with access to the only Macro weapons in the entire Aeldari arsenal, the Phantom is basically the best (and only real) option when it comes to dealing with equivalent enemy titans. Despite nearly being twice as durable as a Revenant titan with access to heavier firepower, the Phantom clocks in at only 400 points more than its half-sized kin. In addition to all the other standard Titanic unit rules, the Phantom can also buff other <Conclave> units (if you're playing in such an absurdly high-point Apocalypse game to begin with) by letting them re-roll failed to-hit rolls once every turn. The Phantom has a heavier Titanic Stride than the Revenant, the Voidstorm Missile Launcher, and can mix and match or double up on the Dire Pulsar, D-Bombard, or Wraith Glaive.
    • Dire Pulsar: The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom's two Macro weapons. Firing 2D6 shots at S14 at AP-5 120" downrange, whatever it's hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2D6 damage as opposed to just a D6.
    • D-Bombard: Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the D. Pulsar fires off, this Macro weapon causes 3 Mortal Wounds per wound roll of a 6+ in addition to the 2D6 damage each salvo causes. It's a tough call, but this makes the D-Bombard more ideal for dealing with enemy titans compared to the Pulsar.
    • Voidstorm Missile Launcher: A slightly buffed Cloudburst Missile launcher with AP-3 and doing D3 damage a hit that comes regardless of the primary loadout you take.
    • Wraith Glaive: The anti-titan melee option, this Sx2 (S18) AP-5 armblade does a straight 9 damage a cleave, proccing additional attacks on hit rolls of a 6 (with the extra attacks not proccing more). Since this will bypass Void Shields, it's honestly the most reliable anti-titan weapon you can give the Phantom. Additionally, while not exactly amazing, it does have a built in Starcannon/Bright Lance to help contribute a smidge more firepower to compensate for the loss of other ranged options.


  • Webway Portal: For 120 points you can finally pick this giant arc. Fluffwise, it is the very reason of Eldar trollobility to suddenly appear and disappear without a trace. Crunchwise, it's a massive arc with T8, 14 wounds, 3+ and 5++ which lets you deepstrike one unit a turn. It can be set up anywhere on the battlefield more than 12" from enemy deployment zone and their units during your deployment (and like all scenery must be 3" away from any other scenery - which makes it VERY difficult to place) and, like any other structure, is completely immobile. During deployment, the owning player may set up any of their AELDARI units in the Webway (aka Necron style Tomb World), where-upon they may be set up 9" away from enemy units and completely within 3" of the gate in a fashion very much like standard deep-striking. Of course, if the gate is destroyed, all units that were in the gate's Webway (This doesn't affect units using the Webway Strike stratagem ) are slain. On the one hand, it does let you save some CP for not using aforementioned Webway Strike Strat and allows you to deep strike units the stratagems do not cover, like Wraithlords and Support Weapons. You can also use this in tandem with said stratagems; if you utilize the Cloud Strike Stratagem for fliers or grav-tanks, you can use the Portal to Deep Strike a squad of Howling Banshees or Wraithguard, as an example. Still, the restriction for model placement (9" away from the enemy and within 3" of the gate itself) can be problematic against horde-based opponents, who can clog up the gate and keep anything from actually leaving it. Even though it is impressively durable, without built-in weapons to defend itself with, a canny opponent can shut down hundreds of points worth of your army without even firing a shot. The model itself is still very nice though, so don't restrain yourself from using it as a piece of terrain for Aeldari-themed battlefields if you don't actually want to use it.
    • Keep in mind, that to use Webway Gate specific Stratagems from Harlequins Codex you need to have a small detachment of this nice and deadly murderclowns (and pray to any god of your choice for this to be FAQed and Labyrinth Laughs and Webway Ambush to be accessible to all AELDARI, as it actually affects all of them). You also need a Fortification Detachment just to field the Portal, so to effectively use this piece you need to chew up 2 detachments.
    • Also remember that it actually isn't a bad way to make sure that your Vehicles survive if you aren't going first, as the gate has high toughness and has a 5++. Something to consider for that Fire Prism of yours.
    • Deploying this thing is difficult, due to it's massive footprint and that it can't be within 3" of any other scenery. Just hope that your table has a 12" x 8" area of totally clear terrain otherwise you can't place it.
    • RAW all models must be set up "Wholly" within 3" of the portal. Since the struts are so small, RAW you can't deploy anything larger than a Wraithlord because anything bigger wont' fit completely within 3" - meaning even the photo on the box of the WraithKnight is illegal. Look for an FAQ or just play RAI. Or just model your Phantom Titan to be balancing on one tiptoe, ballerina style, on a 3" base.
      • Or just put it between the arcs, which, considering their size, won't be a problem.
        • The arcs must be set up with the bases 5" apart (the tips would be about half an inch apart), the overlap between the 3" from either leg (since you must measure to the nearest part of the webway portal) is too skinny to fit anything between them while being within 3" of either leg. RAW you don't measure from the arch, you measure to the nearest part of the arch... which is the base.File:Geometry3.jpg
          • To be honest, it may simply be more practical to upgrade to the Skathach Wraithknight if deepstriking Wraithknights are such a priority. It'd be roughly the same cost as a Webway Portal + Wraithknight combo anyways, though it comes with an arguably more flexible weapon loadout and the ability to leave the battlefield and re-deepstrike at will; an ability the one-and-done Webway Portal doesn't confer. Additionally, the Skathach is only limited by the standard Deepstriking rules when it comes to deployment where as the Standard WK would be forced to come out of the extremely visible and extremely present Webway Portal, making it harder to predict and prevent deployment. Finally, you'd only be utilizing just the one extra detachment for the Superheavy as opposed to two for the Superheavy and Fortification detachments.

Corsair Overview[edit]

A unique little sub-division of eldar, the Corsairs are to the Aeldari as the Death Korps of Krieg are to the Imperial Guard; an overpriced Forge World exclusive faction with a fancy little twist on the standard way they'd normally play. Unlike the Kriegers, the Corsairs are considerably less popular and as such, have significantly fewer units to play around with. Go figure. Regardless, Corsairs offer a much more flexible way to play your eldar factions, and practically encourage you to go wild with conversions to really make your dudes... partly because the only visible difference between a standard Corsair Reaver and a Guardian Defender is literally just the helmet bit. If you're worried that your Craftworlders are too specialized, or that your Harlequins lack a reliable gunline, don't fear! Plug in a squad or three of Reavers to a Harlequin Patrol detachment and sit their cheap grumps back on those objectives while your Players really go ham on those Tau Fire Warriors! Need a little more durable artillery to back up your paper-thin Kabalites? The Corsair Falcon may be just for you!


  • Corsairs have the most flexible weapon loadouts of all the Aeldari factions, allowing you to either specialize against a particular unit type (like GEQ or MEQ), or kit them out to handle a wide range of threats.
  • With the 2017 CA dropping their point costs, most of the Corsair units are actually pretty reasonably priced for what they bring to the table.
  • Troop choices with 16" moves that fly make securing or contesting objectives considerably easier compared to most ground-bound armies.
  • Between the Craftworlders, Dark Eldar and Harlequins, as well as the Forge World upgrade kits, Corsairs have more opportunities for conversions than any other Non-imperial army; fantastic for making your dudes.
  • Corsairs are now one of the few playable factions that can still mix and match with other detachments that share a generic faction keyword (Aeldari, in this case) while remaining Battleforged in Matched Play. While said detachments featuring Corsairs are limited to Patrols, Battalions and Outrider variations (And negate any bonus CP all the detachments that they're in would contribute), this can let you field Shard-Carbine flying troops in an Asuryani list, or field the comparatively impregnable Falcon in an Drukhari list (though obviously the Pirates can't/won't share their ride with their less restrained kin).


  • In the transition from 7th to 8th edition, most Corsair units have been liquidated. For some reason, this also included their HQ choices such as the Corsair Princes, Barons and Void Dreamers.
  • With only 5 unit data-sheets (2 of which are copy/pasted from Craftworld/Drukhari codexes), this is also the single smallest faction in the game. If you're all about diversity, look elsewhere.
  • As a Forge World army, its units are also the most expensive financially. Not that there's many of them left to choose from.
  • Corsairs have all the frailty of the Dark Eldar, meaning that a single stiff wind could very easily wipe out an entire squad of your dudes. While they have access to the Falcon now, with no means to repair or mitigate damage received, it'll suffer all the more for it.
  • For the time being (which will probably be a very long time), Corsairs lack any and all faction traits to shore up their weaknesses. With all the other Aeldari armies having Craftworld Attributes, Drukhari Obsessions and Masque Forms, they can all perform more effectively both in defensive and offensive roles compared to the Corsairs. Coupled with your lack of unit choices, this leaves the Corsair faction with very little in-house incentive to pick them compared to what all the other Aeldari factions offer.
    • Even though the new FAQ has made Corsairs a fantastic way to patch up some of the shortcomings of the average Aeldari army, it may still be more practical to simply take an allied detachment from one of the primary eldar factions instead. While Corsairs don't interfere with Stratagems or Attributes, they don't benefit from them either. Additionally, they negate any bonus CP their detachment would've contributed, which can be particularly punishing near the endgame. Allied Craftworld, Harlequin or Drukhari detachments still provide their detachment's bonus CP and even open up their own set of Stratagems for use as well, allowing for greater tactical flexibility.

Special Rules[edit]

  • Reckless Abandon: Unique to Corsair units, this risk/reward ability triggers only if an enemy unit that is charging your squad loses a model to your overwatch fire. If these lofty requirements are met, you can move said squad 3" in any direction away from the dudes charging them. Borderline useless on the Cloud Dancer Jetbikes, though Reavers and Sky Reavers have an honest chance of triggering it between the Brace of Pistols each model has along with any flamers they might have tugged along with them. Don't get cocky though, that 3" potential reposition may not be enough to get your Corsairs out of their charge, and they are absolutely pathetic in a fist fight. Not that you'd want to use corsairs defensively, but with most deep-strike/infiltration at 9" max, the 3" back-out makes an instant charge all but impossible.
  • Dancing on the Blade's Edge: This ability continues the risk/reward trend and allows Corsairs to roll an additional dice on Moral tests if they so wish, discarding the lowest highest result (the typo in the original Imperial Armour: Index Xenos was corrected via FAQ). If any models bail however, then one additional model flees along with whoever you lost from the test itself. This ability is pretty double-edged; on one hand, it could reduce or negate loses through morale tests for your pirate elves with some good rolls. On the other hand, bad rolls could just finish the job your opponent started on your fairly cowardly thieves.


Corsairs are unique in that basically everything available to your standard Aeldari Troop choices is basically open game to your pirates. Most of their loadout selection can be found between these two factions:

  • Craftworld Weapons: Shuriken Catapult, Lasblaster, Flamer, Fusion Gun, Shuriken Cannon, Scatter Laser and Aeldari Missile Launcher.
  • Drukhari Weapons: Shardcarbine, Blaster, Splinter Cannon, Shredder and Dark Lance.

  • Brace of Pistols: The default pistols for Corsairs, these nifty handguns make up for their rather pitiful 8" range with a hail of dakka. Roll one d6 and everyone in that squad using their Brace of Pistols fires that many times (A 5 man squad armed with these can potentially shoot 30 times)! To top it off, these pistols always wound their target on a wound roll of 4+ (Vehicles are a 6+), with any wound rolls of 6 getting a -1 AP bump to help lay on the pain. These weapons, access to grenades and flamers, and Reckless Abandon make your Corsairs a daunting target to charge.
  • Dissonance Pistol: A fancy sidegrade a Corsair Felarch can take, this pistol hits at 12" for a pretty respectable S5 AP-2 that'll bump up to S6 AP-3 on hit rolls of 6. Clocking in at 5 points, this makes for a decent upgrade if you have the points to spare. Since the Voidsabre is trash, think of this as your Felarch's melee upgrade, as it replaces the Lasblaster instead of the Brace of Pistols.

  • Void Sabre: A glorified Power Sword Corsair Felarchs can take. Running at 10 points rather than 4, and having the exact same stats and capabilities as a Power Sword, this is in all honesty a complete waste of what could have been a Vehicle Upgrade for your Falcon.
  • Spar-glaive: A user-strength melee weapon that basically acts like a Chainsword; anyone using it in the fight phase makes another attack using the same pitiful profile. You can replace any Corsair (Sky)Reaver's main gun with this and just like the Shardcarbine and Shuriken Catapult, is a free "sidegrade". These are moderately decent on Skyreavers, which basically would turn into flying Storm Guardians with strictly better pistols. That said, the other options available to your dudes are strictly better.

  • Dissonance Cannon: Unique to Corsair Cloud Dancer Bands, this Heavy 2 S5 Ap-2 hits for d3 damage with any to-hit rolls of a 6 boosting it to S6 AP-3. The fact that this heavy weapon is exclusive to the already overcosted Cloud Dancer jetbikes (no advancing and -1 to hit on the regular move) makes them practically worthless; Shuricannons fire more shots at the exact same range a turn and are cheaper with the exact same AP-3 on 6s, remaining S6 no matter what you roll. If you're needing hard-hitting anti-armor, Dark Lances cost the exact same and run Bright Lance statlines.

Corsair Unit Analysis[edit]

A quick overview of the Corsair specific units available for selection.


Sadly, there currently aren't any Corsair-specific HQ units in 8th Edition. That said, you don't need any; per the 28/09/18 FAQ, so long as your army's Warlord is AELDARI, you can include any and all Corsair units in any Patrol, Battalion or Outrider Detachments, even if there's no HQ unit in them. This also means that Corsairs are eligible to be YNNARI again, since said detachments would still maintain their original designation (ASURYANI, DRUKHARI, or HARLEQUIN). The caveat, however, is the loss of any bonus CP you'd have gained from the detachment had it remained "pure". Additionally, this doesn't change any of the tags on the Corsairs themselves, meaning all Stratagems, auras and non-Ynnari psychic powers cannot affect them. Fielding Corsairs more as a supplementary force as opposed to your core army is strongly advised.


  • Corsair Reaver Band: The most versatile troop choice among the Aeldari, it'll run you 80 points base for a 5-elf squad armed with Lasblasters and a Brace of Pistols. However, for 7 points less each, you can freely swap out said lasblasters for either Shuriken Catapults or Shardcarbines (Dropping the cost to 50 Points including Felarch), and for every 5 models in the unit (maximum of 15), one of them can swap out their gun for one of several heavy or special weapons, including Flamers, Fusion Guns, Shredders, Shuriken Cannons, Dark Lances, Blasters, and even Aeldari Missile Launchers. While the Reavers have all the flexibility of an SM Tactical Squad and can do a lot on the field, don't forget that they're still squishy little Eldar with only a 5+ armor to save their skins. These will be your best objective holders, though even if they're geared defensively, you'll need to keep them out of LoS or in cover to survive.
    • Chapter Approved: Interestingly, aside the Wraithseer, the only Eldar units to receive point drops were all of the Corsair units, including the Reavers, Skyreavers and Cloud Dancer Jetbikes. Reavers dropped from 9 points per model to 7, and the Felarch from 14 to 12.
    • Felarch Weapons: While the corsairs as a whole have their fair selection, their Felarch only has the Dissonance Pistol and Void Sabre to choose from, aside the standard fare. The Dissonance Pistol could find some use, if you would like a little extra bite on your squad leader. The Void Sabre could find some use on a spar-glaive squad of Reavers, though a squad with that kind of a loadout is basically begging for death.
    • Note on Costs: The default loadout for each Reaver is a Lasblaster (7p) and Brace of Pistols (2p). In almost every circumstance, you should absolutely replace the Lasblasters with Shardcarbines or Shuriken Catapults, since it will drop the cost of each model almost by half.
    • The Brace of Pistols is a mandatory take, so it may be a good idea to build around engaging at close range to make the most of it. A Shredder/Flamer with a squad of Pistol/Spar-Glaive or Pistol/Shuriken Reavers can dish out an unholy amount of shots despite being a relatively small squad. Works doubly so on Skyreavers, who can get right in the face (Preferably 9") of a squad to use their shredder for double the shots.
  • Corsair Skyreaver Band: There's only one real difference between these guys and the normal Corsair Reaver Band. Jetpacks, and some of the best jetpacks available to most infantry at that too! All the flexible goodness of the land-bound Reavers given a nice 16" move with the Fly and Jetpack keywords. These guys will serve primarily as your objective contesters and forward skirmishers, as they can easily get into enemy territory as soon as Turn 1 if positioned carefully. Recommended special weapons for these guys would be the Splinter/Shuriken Cannons or Flamers for anti-infantry or the Fusion Gun/Blaster for anti-vehicle; you can give them heavier firepower through the Dark Lance or AML, but given how often your Skyreavers will be moving around, they'll be less effective with them compared to your ground-bound Reaver kin will be. Additionally, do note that at 100 points base for a 5-elf squad, or 205 base for a 10-elf squad, they can get expensive fast.
    • Chapter Approved: Like their Reaver brothers and sisters, the Skyreavers received a slight drop from 12 points a model to 10 (17 to 15 for the Felarch). It's not much, but that 10 point difference does make quite an impact.
    • Note on costs: Identically to their Reaver twins, the default guns for the Skyreavers are the Lasblaster (7p) and Brace of Pistols (2p). Again, replacing the Lasblaster with either the Shardcarbine (recommended), Shuriken Catapult or Spar-Glaive drops their total cost by a little over a third of their original price.

Dedicated Transport[edit]

  • Corsair Venom: A small paper boat with a Splinter Cannon and either a Twin Splinter Rifle or a second Splinter Cannon. Now that the Twin Rifle is free but the second Cannon runs you another 15 points, it may not be too bad an idea to keep the Twin rifle. Just ask yourself, is the difference between 24" Rapid Fire 2 and 36" Rapid Fire 3 worth 15 points? Either way, it transports a single 5-elf squad of Reavers. It's also now 2" faster than the Raider, so zip around and crap out a massive amount of poison.
    • Alternative Take: One thing people have missed out about the Twin Linked Splinter Rifles is that closing in to Rapid Fire the thing results in either 1) The Venom dying to Lasguns, Bolters, Melta Guns or a random Krak Grenade following a round of Rapid Firing Bolters, 2) The Venom just getting charged (6" move plus 6" Charge ain't hard to make) which loses you a turn of shooting for the passengers, assuming the Venom survived combat, 3) You not quite getting into Rapid Fire Range Turn 1 resulting in you losing the unit 4) A combination of the above. Remember that while Venoms can be spammed, they are not exactly expendable. You take the additional cannon for extra firepower at range while skirting just outside the range of weapons that can reliably threaten it.

Fast Attack[edit]

  • Corsair Cloud Dancer Band: Corsairs with Jetbikes. While they have nearly the same statline (worse leadership unless you pay 5 extra points for the Felarch to bring it back up) as Windriders, they have a few extra options they can take, like Dark Lances, Splinter Cannons and Dissonance Cannons (of which, only the Splinter Cannon and Shuriken Cannon aren't Heavy Weapons). All in all, they are a pretty decent and relatively durable unit that is very flexible, though their lack of any rules to alleviate the penalty for moving with heavy weapons does hurt their effectiveness as a vector for heavy firepower.
    • Chapter Approved: Their cost was dropped down to 27 points per model, making them considerably more cost effective than they used to be.
    • Note on Modelling: With the Corsair Jetbike bits from Forge World moving to the "Last chance to buy" category, it looks like future players looking to field Corsair Cloud Dancers will either need to get lucky on ebay or kitbash some miscellaneous Aeldari jetbike bits if they don't want to rely on "counts as" rules. Fortunately, since Corsairs are all about stealing their kin's rides, there are plenty of opportunities to get creative with your dudes pimped out bikes.

Heavy Support[edit]

  • Corsair Falcon: Functionally, the Corsair Falcon is the exact same as the Falcons Craftworlders have, and has access to all the bells and whistles that come with theirs. While the Corsair Falcon does have some transport capacity, being able to tote up to 6 Corsair Reavers along with it, its main use is as a fast, fairly durable heavy weapons platform (given that it is your only Heavy Support choice). A Falcon equipped with two Starcannons and a Shuriken Cannon will be quite versatile, and better able to deal with MEQ and TEQ targets that your Shard Carbine Corsairs may struggle with. If you want to give the Falcon some extra support, you can spice up a Corsair Reaver squad with Shard Carbines and take either a Splinter Cannon for anti-infantry, or a Dark Lance for anti-tank, and have the Reavers hang out in the Falcon until they're needed.

Army Building and Tactics[edit]

Army Building[edit]

  • 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 ($85): 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 $60 odd bucks this bundle will save you will easily cover the cost of a squad or two of those.
      • Craftworlds Army ($165): 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 $165 makes this bundle a touch harder on the wallet, but 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 an exclusive plastic Spiritseer (until they eventually release the model separately, like they did with Eldrad), 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.
      • 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 being the only exception 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.

  • 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. Only Corsair units enjoy an exception to this rule (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, so 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.


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.

  • 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 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 <CRAFTWORLD> units after all, and the Psytronome applies to all 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 wolves while your Wraithblades charge off to make 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.
  • 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.

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.

  • 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 Yvraine as your Warlord, and spam Word of the Phoenix on them; combine, if you are feeling saucy, 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. That is 20 of your pick out of Heavy 1 S8 AP-2 D3 or Heavy 2 S5 AP-2 D2 per turn. Just make sure you keep your range to survive your opponent's reaction to this. Make sure you take a screening unit like Kabalites or Corsairs to maximise Soulburst potential, and to protect from Deep Strike. If you don't have Yvraine, Alaitoc can instead field an Autarch with a Fearless aura, allowing you to safely spam multiple large units that all re-roll 1s to hit, and can take an incredible punching from range. If you're extra concerned about ranged enemy reprisal, a Conceal Warlock can go camp with them to give anyone trying to bip your Reapers a -2 to-hit penalty. This is particularly useful when using maxed out and/or multiple squads of Reapers.
  • Shadow-Star(Forge World; best under 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 as 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 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 also take an Enhance Warlock, if you like, and 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 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 30 S6 AP-2 Attacks, hitting on Re-rollable 2s, Wounding on a re-rollable 2+ or 3+ against Infantry, and it is 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. 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.
  • 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.

Craftworld Unit Recommendations[edit]

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.

  • 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: None. Even in 2000+ point games, the only conventional LoW you can take that even benefits from a Craftworld perk is the Wraithknight. Unfortunately, while a -1 to hit modifier is welcome, Iyanden's damage table modifier is far more useful considering just how much firepower it'll attract. It's best to save your points for pretty much anything else for the standard detachment slots.

    • 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.

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.

  • 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.

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).

  • 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. Iyanden is the best Craftworld by far for fielding units such as these, as the damage table ruins their effectiveness in other craftworlds.

    • A Guardian heavy list benefits from this as it allows you to max out the Squad sizes for double Weapon Platforms in one drop. Also having a 20-Elf blob of Guardians dropping out of the webway is glorious. Ulthwe does this better, but Iyanden also doesn't fear the return fire as much.

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.

  • 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.

      • 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.

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.

  • 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). 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.

Reborn Elves vs. Regular Elves[edit]

For Matched Play, taking a Reborn Craftworld detachment can be a powerful, albeit situational choice. While the loss of Battle Focus is hardly a concern for most of your units (only select units such as the War Walker that don't benefit from Soulbursts lose out on anything of note) your Craftworld units retain their Craftworld for Stratagem and Aura benefits, they sacrifice the relatively potent Attributes that make many of units far more effective at their jobs. Additionally, as each soulburst can only trigger once per turn, only on your turn, taking full advantage of SfD requires considerably more planning and preparation, where only parts of your army can ever benefit from the Reborn Detachment trade-off. As such, Reborn Warhosts are best served in small, focused detachments with the remainder of your army present in a strictly Craftworld detachment.

For Narrative/Open play, almost all those cons go out the window. Unlimited Soulbursts of each type on any turn can easily compensate for the lost attributes and Battle Focus.

You have a good number of units that benefit more from Word of the Phoenix and Strength from Death than they ever would Battle Focus. Having Yvraine spam Word of the Phoenix on some Dark Reapers? On some Striking Scorpions in combat? On Warp Spiders? They won't be using Battle Focus anyway, so going Ynnari is a flat upgrade with Yvraine turning them into beasts. Heck, your Howling Banshees or Wraithguard/Blades likely just leapt out of a Wave Serpent alongside Yvraine anyway, because who in their right mind exposes them to fire while they footslog it?

Something else to remember, wraith units in your army don't even have Battle Focus. So technically they gain no real special rule advantage in the Craftworld army list (except Ancient Doom, but that is both a strength and a weakness). So technically if you wanted to run an all wraith army you would get more mileage from Ynnari's Strength from Death. Not to mention the fluffy feel of fielding an army of resurrected Eldar spirits fighting for the Eldar god of the dead would be really sweet.

However, one caveat caused by the Codex: you lose all Craftworld traits and all Codex Warlord abilities. This is a significant change so you must decide what you want out of Soulburst or Craftworld Attributes and Warlord Traits. Note that after the 16/04/2018 FAQ, you do keep access to the Craftworld Stratagems.

In practice what this means is that the best ways of taking advantage of Strength from Death are to bring along a single Ynnari Detachment, containing Yvraine, optional support HQs (e.g. a Quicken Warlock), maxed size units of Shining Spears and Dark Reapers, and possibly some Swooping Hawks. Leave the rest of your detachments as pure Craftworlds. This way the only real loss is access to the Warlord traits, Path of Command, and a free relic. Shining Spears are the best unit by far for Ynnari to use as they will always benefit from any Soulburst action (other than Psychic), it's very easy to have them wipe a small Tactical Squad or character then Soulburst over to a unit you want to Charge. Swooping Hawks enjoy extra move actions for Grenade Pack trolling, and 80 shots in one turn is still 80 fucking shots in one turn. Fly also means they can easily use a Charge action to bounce in and out to tie up vehicles as well (or support the Spears buy blocking off any Fall Back routes). Dark Reapers only have the Shoot action as a viable Soulburst action but that is all they need to fire two barrages of insanely accurate rape across the board. That said they can definitely use a move action to reposition. Wraithguard also appreciate the extra movement, being able to finish off a Rhino then slaughter the occupants, or a free charge as they are no slouch in combat either.

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.

  • 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). In the meantime, they serve as excellent vector for RoB buffs not only for your Warlord, but for any additional Craftworld screening units you may have fielded alongside them. If you are taking wraith units, Spiritseers are excellent supporting characters that can ensure that they make the most out of their soulbursts, and can be used to compensate for the Ghost Axe's reduced accuracy if you decide to field that variant of Wraithblade. Lastly, Farseers may not be able to directly support Corsair, Dark Eldar or Harlequin units, but can still serve as an offensive Psyker that can still cast Doom, Executioner and Smite on enemy forces.

  • Special Character Recommendations: Yvraine is practically mandatory. Not only do you need a Ynnari Special Character as a Warlord, but she is also the cheapest way to access the potent Word of the Phoenix psychic power. 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. 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, and can be used as a vector for Soulbursts (only if they die during your Fight Phase though, for matched players) in desperate circumstances. Alternatively, Dire Avengers are well rounded troop choices. Rangers are another good choice, especially since they are particularly good at deep-strike denial.

  • Elite Choice Recommendations: Wraithguard and Wraithblades are excellent and fluffy choices that don't really sacrifice anything to be taken as part of a Ynnari detachment. All of their weapons are guaranteed to cause a unit of your choice to die horribly, and they can benefit from Soulbursts quite immensely. Shadow Spectres prefer being part of an Alaitoc detachment so that they can exploit to-hit modifiers, but are still extremely durable (for Eldar) infantry choices that, when spamming the Dispersed mode of their Prism Rifles, love to Soulburst additional salvos of Coherent Beams into nearby enemies, or to use their good movement to relive the "move-shoot-move" tactics of yesteryear. Howling Banshees, when supported with Warlocks, can be an excellent means to tie up enemy units in melee combat; should they kill the unit they engaged, they can attempt to immediately tie up another squad, or try to bounce out of harms way.

  • Fast Attack Choice Recommendations: Shining Spears, if you're not fielding Howling Banshees or Wraithblades, should be your immediate go-to for Melee combat. A Warlock can cast Quicken on them to ensure they get well within charging range so that they can swoop in and slaughter MEQ squads before using their Soulburst to retreat to safety, or to immediately engage another target. Vypers are technically Biker units, so they can benefit from the odd Soulburst that may trigger near them, and are modestly priced Heavy Weapon platforms that are particularly durable for their cost.

  • Flyer Recommendations: None. No unit you could field here gets any direct benefit from being in a Ynnari Detachment, and should be fielded in a secondary Craftworld Detachment to at least gain some benefit of use.

  • Heavy Support Choice Recommendations: Dark reapers, when paired with Yvraine spamming Word of the Phoenix, are a rage-inducing source of heavy firepower that can fire anywhere from 20-40 shots in a single salvo (maxed out squad size) that all but guarantees that something important on your opponent's team just got blown up. Unfortunately, no other unit in this slot can directly benefit from soulbursts, but can at least attempt to trigger it for any of your infantry or bikers in a pinch.

  • 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. As the Soulburst mechanic (thankfully) no longer applies to anything in this category, and as Wraithknights are already shadows of their former glory, it's best to simply pretend this slot doesn't exist.
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