Warhammer 40,000/Tactics/Eldar (9E)

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This is the current 9th Edition's Eldar tactics. 8th Edition Tactics are here.

Why play Eldar?[edit]

The Aeldari 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.

Pros[edit]

  • Speed: Craftworld eldar are still one of the fastest armies around. Outside a few notable exceptions, the slowest movement speed for your infantry is 7". This isn't factoring the extra d6" most of said infantry get effectively for free courtesy of Battle Focus. Indeed, most of your roster that has a movement speed of 10" or more also has the Fly keyword as well, letting them soar over terrain and hostile units completely unimpeded. Lastly, with Heavy Weapons no longer causing hit roll penalties for non-infantry, your vehicles and bikers can make full use of their impressive base movement consequence free.
  • Dedicated Roles: As ever, non-vehicle units in a Craftworld list are specialized to tackle very specific jobs. Infantry in particular are all geared up with the same tools through and through, ensuring that every model contributes to the task at hand equally as effectively. This, especially if combined with the Aspect Warrior's distinctive color schemes (if fluffy painters so wish), can make keeping track of each unit and what they're built to do easier for newer players.
  • Potent Weaponry: Many of the special weapons eldar have access to hit quite hard, with even the humble Shuriken Catapult being capable of slicing through heavy armor with (conditional) ease.
  • Psychic Mastery: Between 3 separate psychic disciplines split into 24 (18) different powers, Craftworld eldar have one of the most extensive psychic support libraries available in the game. This only grows if players choose to supplement their forces with the Ynnari or Harlequin armies for their respective disciplines. If that in itself wasn't enough, actually casting these powers is made relatively consequence free: Farseers are given one free re-roll per psychic phase and the ability to shake of Mortal Wounds incurred from an unlikely perils on a 2+ and when paired with a Warlock (Conclave), they can add as much as a +3 to any of their psychic tests to borderline guarantee their powers are cast successfully.
  • Allies to call on: A rare aspect for a Xenos faction to possess (and as mentioned above), Craftworlders can take Dark Eldar or Harlequin allied detachments to shore up any shortcomings their core army may suffer from.
  • Solid Stratagems: Where psychic support doesn't reach, your suite of stratagems has you covered. Between being able to fire upon an enemy unit arriving out of reserves during their turn, cast an extra psychic power from your Farseer, screw with your opponent by redeploying several key units before the battle begins, or simply the tried and true eldar tradition of moving in, shooting, then running away, you have a good selection of tricks up your sleeve for when the pieces fall into place.
  • Reliable Resolve: Outside the basic Guardian infantry, much of your army has a pretty solid leadership stat. Though it won't make too much of an impact these days due to the changes to Morale, it does ensure your Aspect Warriors and Wraith units will likely be completely wiped out before they ever start having to worry about morale.
  • Great Versatility: While Craftworlders cannot cast nearly as many powers per turn as Thousand Sons or Grey Knights, you have access to more powers and with right stratagems you can cast them with outstanding confidence and, believe me, you need them. All your units are expensive and more fragile than their counterparts of other factions, but with the right psychic/stratagem support you can make even a lowly guardian unit as tough as Custodes and banshees into melee blenders and I'm not even talking what you can make Wraithblades or Shining Spears into.

Cons[edit]

  • Glass Cannons: Though a sight more durable than their clown or evil cousins, your roster suffers from subpar armor and toughness. Your infantry (bar the Wraith units) are well and truly threatened en-mass by the basic weaponry of virtually every other faction in the game while the anti-vehicle weaponry available to most opponents can burn through the slightly weaker armor on your hover tanks with greater ease than they would against their counterparts in other factions. You need to hit first and hit hard.
  • Overly Specialized: Where specialization is fantastic when your Aspect Warriors are doing the job they were built for, it's a death sentence in almost every other circumstance. With universal loadouts and no flexibility available to your infantry (and vehicles, in some cases), your units will struggle to accomplish anything meaningful when caught outside their element. While this can introduce a welcome tactical challenge for more experienced players, newer players may find their units taking severe punishment for seemingly minor mistakes.
  • Limited Range: The maximum range on all of your guns pales in comparison to other armies' equivalents. While your units can close the distance to use them much more quickly due to their mobility, it guarantees they're respectively going to be in range for a retaliatory volley of firepower or even an enemy charge. Unless you completely finish off a unit you're attacking, expect casualties.
  • Cost Inefficient: Much of the Craftworld line is suffering from power creep; many units are overcosted for how they perform on the table and require relatively extensive psychic support to meet expectations (and subsequently spike that unit's total cost due to the psyker tax), especially when units in other armies can do the same role better for less. With the new Space Marine codexes and supplements on the horizon, the competition is set to become stronger and hit harder, farther and faster than we can.
  • Archaic Models: Though there's hope to be had with the new Imperium vs. Xenos direction 9th Edition is taking, Craftworlders are still wallowing in the same ancient model line they've had for literal decades. Virtually all the Aspect Warriors are finecast resin with many of their respective Phoenix Lords even being metalcast. The Avatar of Khaine is no exception. Indeed, even the nameless yet linchpin Warlocks aren't even in plastic.

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.

Do note that while you may take HARLEQUINS and DRUKHARI in allied detachments, you really want a game plan since said detachments are no longer free. Of course, this is only a real concern for Matched Play, which this page will largely be focusing on.

The Craftworld army is divided under several major keywords of note, each with a variety of specialized perks associated with them. For convenience, the major keywords and their associated units are listed in the table below.

Battle Role Aspect Warrior Guardian Spirit Host
HQ Asurmen, Baharroth, Fuegan, Irillyth,
Jain Zar, Karandras, Maugan Ra
Spiritseer, Wraithseer
Troops Dire Avengers Guardian Defenders,
Storm Guardians
Elites Fire Dragons, Howling Banshees,
Shadow Spectres, Striking Scorpions
Wraithguard, Wraithblades
Fast Attack Shining Spears, Swooping Hawks,
Warp Spiders
Heavy Support Dark Reapers Support Weapons Wraithlord
Flyers Crimson Hunter,
Crimson Hunter Exarch
Hemlock Wraithfighter
Lord of War Wraithknight, Skathach Wraithknight,
Revenant Titan, Phantom Titan

The Asuryani units not listed here fall under the Warhost keyword, which just kind of...exists.


Specialization Detachment Keywords[edit]

Introduced in the Vigilus Defiant campaign, several "sub-factions" were made available for players wishing to create specialized, thematic armies while rewarding them with unique tactics and abilities. Any battle-forged Asuryani detachment can be chosen to become either a Windrider Host or Wraith Host at the cost of 1 CP, with all applicable units gaining the respective host keyword associated with them. Do keep in mind; Ynnari detachments are ineligible for these specializations per the recent FAQ, so plan accordingly.

Battle Role Windrider Host Wraith Host
HQ Autarch Skyrunner, Farseer Skyrunner,
Warlock Skyrunner, Warlock Skyrunner Conclave
Spiritseer, Wraithseer
Elites Wraithguard, Wraithblades
Fast Attack Windriders, Vypers
Heavy Support Wraithlord
Flyers Hemlock Wraithfighter
Lord of War Wraithknight, Skathatch Wraithknight

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.
  • Battle Focus: Units with Battle Focus may fire their weapons as though they hadn't moved/advanced that turn. Heavy weapons are exempted from this. This is an ok universal rule that typically only applies to your infantry and bikers (a niche few vehicles like the War Walkers also have it), and with a majority of their default weaponry being Assault class, your foot soldiers can cover surprising distances and remain in peak form while doing so. Having said that, it definitely comes off as average or even subpar when compared to some of the other faction universal rules. Became even less impressive after 9th edition removed penalties for moving and shooting from a number of units.
  • Heroes of Legend: Including Phoenix Lords in your army won't mess with your Craftworld Attribute. They also can never benefit from Craftworld attributes.
  • The Path of War: Objective Secured, 9th Edition Craftworld style. All Asuryani Troop choices in a Battleforged army have this rule.

Core Craftworlds[edit]

These are the classic, original Craftworlds that you may select for Your Dudes. While they are certainly less customizable that the build-a-craftworld attributes listed further below, these have the benefit of unique Stratagems, Relics and named Characters that are otherwise unavailable to you. More elaborated unit recommendations can be found in the Army Building section. Remember that your Ynnari or Conclave units don't gain any benefits from these.

Alaitoc[edit]

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A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called.

In practice, Alaitoc reflects this by encouraging you to play very defensively. Many of your units can become difficult to shoot at range, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons.

Alaitoc Special Rules

  • Attribute – Fieldcraft: Your opponent must subtract 1 from any hit rolls made against your units by models more than 12" away.
    • A universal -1 to hit modifier can be quite handy to reduce the number of saves any of your units will need to make and will ensure any Warlock (Conclaves) don't need to worry about carrying Conceal if that's a factor in your list.
    • An interesting clarification was made in the 9/2019 FAQ in that all models outside 12" suffer the hit penalty, even if the unit they're in is within that bubble. Definitely worth keeping in mind, if only to remove room for interpretation on your opponent's part.
  • Warlord Trait - Puritanical Leader: If all units within 6" of your Warlord are Alaitoc, they automatically pass Morale tests. Illic Nightspear must take this if chosen as your Warlord.
    • This power is probably only worth taking if your warlord will be escorting Guardian squads or maxed out Aspect Warriors. Even then, should you fail a morale test, the odds you'll lose more than two or three models by the end of the phase are pretty slim (and by the time your Aspects will actually start to care, they'll probably already be dead). Completely useless to the Avatar, who already has a better version of this as a default ability.
  • Stratagem - 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.
    • Now that Rangers have lost their native -1 to hit modifier (not that it would've mattered thanks to the hard +/-1 hit modifier cap), this can actually be quite useful in negating a lot of incoming fire against a key unit of Rangers (say one holding an objective near the endgame).
  • Remnant of Glory - Shiftshroud of Alanssair (INFANTRY only): -1 to hit the bearer in the Shooting phase, and the bearer can Deep Strike.
    • This relic hasn't aged well. The -1 to hit aspect of this relic is now redundant due to the hard -1 to hit cap and will only ever come into play if your opponent grants one of his units +1 to hit. The ability to deepstrike could be situationally useful, but since it'd be limited to Farseers, Spiritseers or Warlocks, it's probably not going to be a strong selling point.

Special Unit
HQ

  • Illic Nightspear: At a reduced price of 65 points, Illic Nightspear is a cheap and potent HQ choice that excels at killing enemy Characters. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single S4 AP-3 shot a turn that can target characters freely, deals a flat 3 damage, plus a mortal wound on a damage roll of a 6+. Did I mention that he wounds all non-Vehicle models on a 2+ and hits on a 2+? One or two rounds of shooting are all you'll need to take down squishier characters like Commissars, Warlocks, Apothecaries and Crypteks. Speaking of Crypteks, Illic's last notable perk is that he gets to re-roll all failed hit and wound rolls against Necron units. Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will at most off one single model a turn (two, if you get lucky and roll a 6 for the bonus mortal wound against 1 wound models). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside being made your Warlord and using Puritanical Leader to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments.

Biel-Tan[edit]

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A highly militarized craftworld, Biel-Tan's martial might has been halved following the Fracture of their worldship and the subsequent rise of the Ynnari. Despite this, theirs is a force still to be reckoned with. The path of the warrior is so thoroughly ingrained in Biel-Tan's society that many consider service in one of their numerous Aspect Warrior shrines to be the first step along the greater path of the eldar.

Biel-Tan is arguably the most "thematic" of your choices and the vanilla craftworld that Aspect Warrior enthusiasts benefit from most. Leadership and Shuriken buffs provide considerable support for an infantry focused army and a degree of offensive flexibility other craftworlds may find somewhat lacking.

Biel-Tan Special Rules

  • Attribute – Swordwind: All Aspect Warriors get +1 Ld and you may reroll to-hit rolls of 1 for all Shuriken weapons (including Scorpion Claws, Kurnous' Bow, and any Blazing Star of Vaul).
    • The improved leadership barely makes any difference unless you intend to max out squads (and even then, it's still situational); it is the Shuriken buff that should be the only reason for you to consider this Attribute.
      • Many units have access to some sort of Shuriken weapon: Dire Avengers, Shining Spears, Howling Banshees, Striking Scorpions, Guardians (both types), everything on Jetbikes, almost every vehicle, and more. If you love rolling many dice and want to drown your opponent in tons of saves, take Biel-Tan.
      • That said, remember you have easy access to the same mechanic elsewhere, so by the same token, if you're taking this, take less of the other sources: Autarchs provide no benefit to Biel-Tan Shuriken weapons, and Farseers with Guide provide less benefit than to other Craftworlds. Biel-Tan Dark Reaper Exarchs are specifically in a weird place where they get no improved accuracy with a Shuriken Cannon, as well.
        • Even worse, the introduction of Shuriken-buffing custom attributes such as Hail of Doom and Superior Shuriken offer flat performance upgrades to the weapons themselves which can then be supplemented by Autarch/Farseer support, meaning Biel-Tan is hardly the best attribute (or combination thereof) for spamming Shuriken weapons these days. If you're running Biel-Tan, you'll definitely want to do so more for the unique stratagem or remnants than the attribute itself.
  • Warlord Trait - Natural Leader: At the start of the shooting phase, pick a friendly Biel-Tan unit within 3" of the Warlord. That unit re-rolls all misses for that phase.
    • Functionally, it's very similar to the Guide psychic power. It is slightly worse, however, due to the much shorter range and the fact it lasts only until the end of the active shooting phase. That said, a Farseer can potentially use it in tandem with Guide in order to support multiple units with reroll support. Autarchs are not ideal users of this trait due to their aura already offering re-roll support (hit rolls of 1 instead of all, but it applies to everything within 6" instead of just one unit within 3").


  • Stratagem - Court of the Young King (2 CP): At the start of the Charge phase, pick a Biel-Tan Aspect Warrior unit that contains an Exarch. That unit adds 2 to its charge rolls and will re-roll hit results of 1 in the subsequent Fight phase. If the unit in question is within 6" of the Avatar of Khaine when the stratagem is used (i.e. before the charge movement happens), it adds 3 to the charge roll and can re-roll all failed hits in the following Fight phase instead.
    • While a touch pricey, this can stack wonderfully with the new Ghostwalk psychic power to add 4" to the charge, a perfect way to reliably charge a squad that just arrived on the table from reserves.
      • Howling Banshees deserve some small mention in particular, combine this stratagem with their Acrobatics ability and the Ghostwalk power and you can add up to 6" to their charge rolls, 7" if you have them screening an Avatar on the approach!
  • Remnant of Glory - The Burnished Blade of Eliarna: Replaces a power sword; S User, AP-3 with D2 that gains S+1 and D3 against Orks.
    • Strictly better than a power sword on your Autarch against multi-wound models, but worse than the Shard of Anaris against almost everything, or the Firesabre against single wound models. A pretty easy skip.
  • Remnant of Glory - The Spirit Stone of Anath'Lan (Psyker only): The PSYKER using this may re-roll failed Psychic Tests, but any test that also fails a second time prevents the Psyker from casting any additional powers that phase.
    • Best used on a key Warlock or Spiritseer, who lack the Ghosthelm re-roll support and Perils of the Warp protection that your Farseers have. They can also only cast one power a turn anyways, so failing twice in a row won't penalize you any more than your tragically poor luck already has. That said, Farseers can still make ok use of it, in the event that they fail their second cast of the turn and have already used their Ghosthelm re-roll.

Special Unit Elites

  • Amallyn Shadowguide: A character from the new Warhammer Quest: Blackstone Fortress box, Amallyn serves kind of an awkward role in a 40k detachment. She's one of the few named characters in regular 40k who isn't an HQ choice, and like most named characters, is strictly associated with one particular sub-faction of her kind (Biel-Tan in Amallyn's case). Her stat-sheet is almost virtually identical to your standard Rangers. But for Amallyn's 50 points, what are you getting over a regular squad of rangers? Well, as a relatively cheap character with 3 wounds, Amallyn can sit securely in or behind other units while she takes potshots with her sniper rifle, which benefits from a slightly buffed BS of a 2+. She's also not completely helpless in melee, having one extra attack and a small Power blade to cut through armor a bit more easily than any other of your rangers could. Lastly, and probably most importantly, Amallyn benefits from a 4++ invuln, meaning even if she's caught with her pants down, she'll still at least have a save of some kind. But is she worth it? If she were an HQ choice, definitely. Sadly, as far as your elite choices go, you'll have much more cost effective choices to fill these slots (seeing as she's limited to Biel-Tan, Howling Banshees or Striking Scorpions would probably be better for your army). Additionally, a regular squad of rangers runs only 10 points more and will easily plant more wounds on enemy units per turn than Amallyn could in every circumstance (they have the same Ranger Long Rifle, after all). Plus, said regular rangers can abuse both Alaitoc's attribute and unique stratagem to bolster their defenses drastically. If nothing else, Amallyn can be used if you need an elite choice and need to save as many points as possible for whatever else you're bringing.

Iyanden[edit]

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Once the most populous of the craftworlds, numerous costly invasions of Iyanden by the tyranids, orks and even Chaos have slain four out of every five eldar living within the worldship. With such swollen ghost halls, the eldar of Iyanden have little choice but to rely on Wraith constructs to make up for their vastly diminished manpower.

Iyanden's playstyle very much reflects their fluff; massive casualties will do little to intimidate your blobs of infantry and your opponents will find your vehicles and constructs almost oppressively effective as long as they remain standing.

Iyanden Special Rules

  • Attribute – Stoic Endurance: Units automatically pass Combat Attrition tests. If a unit has a damage chart, then double its current number of wounds for determining its characteristics.
    • Do note, automatically passing Combat Attrition tests isn't morale immunity; units will still lose a model from a failed morale test. In short, this attribute is functionally identical to last edition.
    • The damage chart modifier is arguably the main selling point. With your vehicles now being able to move and shoot without penalty, keeping their statline in top form for most of their life ensures you get the most bang for your buck. The support given to Wraithlords/seers/knights is also quite considerable as well.
  • Warlord Trait - Enduring Resolve: The Warlord may attempt to deny one psychic power in each psychic phase. If your Warlord's a Psyker, they can deny one more power. Prince Yriel must take this if chosen as your Warlord.
    • Between your Warlocks (and their variants), Spiritseers, Farseers (and their skyrunner variants), Hemlock Wraithfighters and even Wraithseers, you won't exactly find yourself wanting for ways to shut down enemy psykers. If for some reason you insist on running an Autarch (or Yriel) as your Warlord and don't have any (or very few) psykers to run support, then it can offer some means of resisting enemy psykers. It really shouldn't be your go to choice though.
  • Stratagem - Guided Wraithsight (1 CP): At the start of your turn, you may pick an 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.
    • The best beneficiary of this stratagem would be your Wraithcannon Wraithguard and ranged Wraithlord/Wraithknight variants. They are the only ones who genuinely benefit from the increased radius, though even your Wraithblades (especially Ghostaxe Wraithblades) can't argue with full re-roll support. D-Scythe Wraithguard and Hemlock Wraithfighters gain no benefit from this.
    • Don't forget, the re-rolls apply against all enemy units within Spirit Mark's radius, giving all your wraith units full-reroll support against anything within that Spiritseer's 2' bubble. Don't be afraid to split your shots.
  • Remnant of Glory - Psytronome of Iyanden (Psyker only): Single-use only, all friendly IYANDEN WRAITH CONSTRUCT units within 6" of the bearer have their attacks doubled for one fight phase, but each such will take 1d3 mortal wounds at the end of the phase.
    • Despite its limit of once per battle, the Psytronome can turn your Wraithblades into extraordinarily vicious melee units that can butcher virtually anything in the game through their sheer volume of attacks. Given the one-time nature of this relic, you may as well splurge and use any and all stratagems and psychic powers that you can to make the most out of each of these swings. If a Spiritseer is wielding the Psytronome, go ahead and spend couple command points to activate Guided Wraithsight and Supreme Disdain to re-roll all misses and proc extra attacks on hit rolls of a 6+. If you're targeting something particularly thick and meaty in the wounds department, have your Spiritseer cast either Empower or Jinx (or both, if you have another spiritseer/warlock accompanying them) and/or a Farseer cast Doom to boost their odds of wounding your target. Lastly, if you can afford it, taking these units in a Wraith Host and using the Wrath of the Dead stratagem can grant a single squad of five Ghostsword Wraithblades a minimum of 35 S6 AP-2 D1 attacks that hit on 3's, wound MEQ/TEQ on 3's, proc additional attacks on hit rolls of 6's and re-roll failed hits and wounds. With this much support, a single 5-statue squad will stand a very real chance at killing an Imperial Knight in a single charge.

Special Unit HQ

  • Prince Yriel: The cheapest Autarch variant you can take, Prince Yriel lacks the mobility options his generic cousins have access in exchange for one extra wound over his Infantry kin. This isn't even mentioning the arsenal those generic Autarchs have access to if they run the Legends gear (when legal). The main selling point Yriel has would be his Spear of Twilight, a murderous melee weapon that deals d3 damage per swing and always wounds on a 2+. Just like your Warlock/Farseer witch blades, this applies to literally everything in the game, from the tiniest Grot to the largest Warlord Titan. Unlike those witch blades, the Spear of Twilight also has a modest AP-2 to carve through some armor as well, making it a legitimate threat to most standard units in the game. Unfortunately, that's about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 3" pistol that shoots d6 S6 AP-2 shots that can only be shot once per battle. Really more of a fancy finishing flourish against a character you don't much care for than an actual weapon. What's worse is that as a dedicated melee character, Yriel suffers from having to re-roll all saving rolls of a 6 from attacks made in the fight phase, making him defensively weaker in a fist fight than any other Autarch variant. If you do take him, make sure he has a reasonably fighty bodyguard unit or a transport to tuck him into when moving him across the field.

Saim-Hann[edit]

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The Wild Rider clans of Saim-Hann are an honor-bound people who put the welfare of their clans second only to that of Saim-Hann itself. The Eldar of Saim-Hann specialize in swift, rapid assaults spearheaded by jetbikes and vypers, striking their foes hard and fast before retreating beyond their vengeful opponent's retaliation.

Your bikers in particular will prove exceptionally mobile when fielded under Saim-Hann, even by eldar standards. Armies looking for raw speed and maneuverability will not be left wanting under the banner of Saim-Hann.

Saim-Hann Special Rules

  • Attribute – Wild Host: Re-roll failed charge rolls. When Bikers advance, Heavy weapons are treated as Assault weapons.
    • When you have a need for speed, Saim-Hann will be your calling card. Windriders can advance their full distance and fire their heavy weapons with no penalty, and Vypers can advance and fire heavy weapons with a -1 to hit. A fantastic perk for securing turn 1 objectives or getting deep into enemy lines before they have time to truly dig in.
  • Warlord Trait - 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.
    • Still a fairly decent trait for character hunting; best used on Autarch Skyrunners due to their strong melee potential and excellent mobility. Avatars and Wraithseers can also make good use of this perk, though between their slower speed, size and lack of the Fly keyword, the opponent will find it much easier to take steps to prevent such melee sluggers from getting to their characters.
  • Stratagem - Warriors of the Raging Winds (1CP): A Saim-Hann Biker can advance and charge in the same turn. It can re-roll hit rolls of 1 in the Fight phase of that turn.
    • Fantastic supporting stratagem for Shining Spears or a Warlock Conclave.
  • Remnant of Glory - The Novalance of Saim-Hann: Replaces an Autarch's Laser Lance. A S+2 (S5, S8 on a turn that you charged) AP-4 D2 lance that deals a flat 4 damage on wound rolls of a 6+ against a target.
    • A very easy choice for an Autarch Skyrunner that's highly effective against most standard targets in the game.

Ulthwé[edit]

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Ulthwé has stood vigil over the Eye of Terror for millennia, constantly warring against the agents of Chaos directly or by the Seers of Ulthwé manipulating others into fighting for them. For those times when Ulthwé must take a personal hand in battle, the legendary Black Guardians are often the first into battle, their heightened discipline and training making up for the relative lack of aspect warriors compared to other major craftworlds.

Ulthwé doesn't particularly encourage any general focus for your army the way the other big four craftworlds do, as while everything in an Ulthwé list benefits from the attribute, none benefit so much so as to buckle down on particular gimmicks to abuse. That said, Guardians and Psykers get an extra toy or two over the competition and having Eldrad himself lead your army is often incentive enough to lead the Damned into battle.

Ulthwé Special Rules

  • Attribute – Foresight of the Damned: Global 6+ FNP.
    • For your vehicles this is essentially a "free" Spirit Stones upgrade, which is a nice 10 free points per vehicle, although other Craftworlds can buy the Stones and apply their attribute (meaning that Iyanden and Alaitoc have more durable Wave Serpents). For everything else, the overall defensive net effect is comparable to Alaitoc. For example, against 3+ to hit armies Alaitoc will net 25% less hits whilst Ulthwé will result in 20% less wounds taken, factoring in full rerolls (chapter masters everywhere...) Alaitoc will net 14% less hits. If you intend on staying far away from your enemy, take Alaitoc; if you will come closer than 12" or want to field Eldrad Ulthran, take Ulthwé. Together with Ulthwé's special Stratagem this will let you make the most out of a max size Guardian squad. Warlocks like it too, since it gives them a(n unreliable) way to soak Perils wounds.
  • Warlord Trait - Fate Reader: If your army is Battleforged, and your Warlord is on the battlefield, roll a d6 at the beginning of each turn; on a 6 you gain a command point. Eldrad Ulthran must take this as his trait if chosen as your Warlord.
    • A situational and somewhat useful trait. Due to being affected by the "Tactical Restraint" rule per the 2019 April FAQ, it's not as enticing to take (especially if you're running an Autarch as your Warlord).
  • Stratagem - Discipline of the Black Guardians(1CP): At the start of a shooting or fight phase, you can pick an Ulthwé 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.
  • Remnant of Glory - 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?
    • You'll ideally want to give this to a supporting Spiritseer. You'll (very likely) already be running Eldrad in an Ulthwé list, who'll likely be benefiting from the Focus Will power to fire off psychic tests with +3 to his results (+4 if he's paired with a Warlock (Conclave)), and Spiritseers are your cheapest psyker characters capable of casting a standard smite. You can of course opt to give this to a regular Farseer if for some reason you simply can't/won't bring Eldrad.

Special Unit HQ

  • Eldrad Ulthran: Now 155 points in 9th edition. Your premiere psyker and probably the reason you're running Ulthwé in the first place. He may as well be the Phoenix Lord of Farseers given his statline; T4, a 3++ invulnerable save topped off with his 6+++ courtesy of Ulthwé's attribute and a grand total of 3 psychic casts and denials per turn. His casting gets better after his first successful power goes off, adding 1 to all tests he makes for the rest of the phase due to his Spirt-Link ability. Between that and his innate Ghosthelm re-roll, failing to cast most of his powers would require some rather bad luck. Offensively, Eldrad comes equipped with his Staff of Ulthramar, a S+2 (S5) AP-2 Dd3 beatstick and an ever standard witch blade. However, with a grand total of two melee attacks, you should not commit your single best caster to combat unless absolutely necessary.
    • He is considered a Farseer, so sticking a Warlock near him to use Seer Council isn't a bad idea given it will allow his first power to be cast on a +1, and the other two to be cast with a +2. 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).
    • If you want a supercharged psyker, Eldrad is a perfect candidate to cast Focus Will on. You're likely pairing him with a Warlock (Conclave) anyways for the Seer Council stratagem and when combined with the former point, will let you add 4 to all psychic tests made after the first power goes off. No other faction will be able to conventionally deny any power you cast on a 9+.

Custom Craftworld Attributes[edit]

Like the Space Marines' Successor Tactics, the Eldar can now create their own Craftworld Attributes by combining any two of the following 22 attributes from the Phoenix Rising book to truly make a Craftworld of Your Dudes. The main detraction, obviously, is the lack of any new/unique relics/stratagems/characters inherent in any custom craftworld you make, but that can easily be circumnavigated by simply taking a secondary detachment of the classic craftworld you want to double-dip into.

  • Children of Khaine: When an Aspect Warrior model with this attribute rolls an unmodified 6 to wound with a melee weapon, their damage is increased by 1.
    • This can be brutal for Howling Banshee/Striking Scorpion Exarchs using an Executioner/Scorpion Claw, and makes your aspects potentially more threatening towards MEQ/TEQ units, but is unreliable. Stratagems like Supreme Disdain do not help anymore to fish for extra hits that proc this trait. As the rulebook FAQ/Errata states: "If a hit roll scores additional hits, those additional hits do not benefit from any other rule that triggered on the original attack’s hit roll".
  • Children of Morei-heg: When resolving an attack on a model in a unit with half or more of its models missing, get +1 to-hit.
    • An ok attribute that can help a player really on the backfoot in a match, but this does nothing for single-model units such as characters, monsters or vehicles. Given the universal 3+ BS/WS everything in your army has, coupled with the plentiful buff/reroll powers and abilities you have access to, this perk just seems less useful than others listed here.
  • Children of the Open Skies: Any unit with the Fly keyword adds 2" to their movement when they advance.
    • This brings Ride The Wind up to an 8" guaranteed advance.
  • Children of Prophecy: Each single die roll of a 1 is counted as a 2 when making psychic tests.
    • A fantastic ability for a psyker heavy army, this can potentially be the difference between a failed or passed psychic test for your lower WC powers. It absolutely does work when you would otherwise Perils - since 1s count as 2s, you actually rolled double 2s, and not only did you not Perils, if the power was WC4, you case it successfully. Even if something forces you to Perils despite this, if you live, and the power was WC4, you'll still cast it!
  • Diviners of Fate: Everything gets a 6++ invuln save.
    • Comparable to Ulthwé, but not as good since it won't apply nearly as often. It does allow you to pick a secondary power though. Obviously useless on everything that already has an invuln of 5+ or better.
  • Expert Crafters: Each unit can re-roll one hit and one wound roll whenever they make a ranged or melee attack.
    • One of the best custom attributes you can take, as literally every unit it the game benefits from such flexible re-rolls. These are obviously get the most bang for their buck on weapons with low shot volume and high damage output, such as a bright lance, AML, or d-cannon. The fact that it applies to your army universally also lets you combine this with virtually any other custom attribute.
  • Grim: When a unit takes a morale test, you can re-roll the die.
    • One of the least useful perks you could take. MSU is looking to be king this edition and with your generally good leadership, most MSU squads won't typically be worrying about morale. This is compounded by the rework of morale only ever costing players one model from the failed test itself while the subsequent Combat Attrition rolls only cause models to flee on a roll of a rather unlikely 1 (or 2, if your unit is at half strength). If you want to avoid morale casualties, just take Iyanden.
  • Hail of Doom: When a model with this attribute uses a shuriken weapon to attack an opponent within 12", its AP is increased by 1 (e.g. AP0 becomes AP-1). Does not stack with any AP granted by weapon abilities (the 6+ AP-3 effect).
    • Given the short range of most shuriken weapons, this will be active quite frequently. Pair either with Masterful Shots so that cover bonuses don't negate this attribute or Martial Citizenry if you were planning on fielding a lot of guardian infantry.
  • Headstrong: Add 1 to charge rolls.
    • An ok power that stacks nicely with the Ghostwalk Rune of Fortune. It also reduces that deepstrike charge distance to a slightly more manageable 8", so there's that.
  • Hunters of Ancient Relics: All models within 3" of an objective add 1 to their attack characteristic.
    • A very situational but arguably decent perk if you know you're going to be playing games full of tactical objectives. If the mission type has none, you're wasting a custom attribute slot. If you think this trait will give you 1 attack every time your unit fights near an objective, think again, it says MODELS withing 3", thus on average only half of your shining spear blob of 9 is going to benefit and even then there is so much counterplay to be had by the opponent... It is so much worse than +1A on the charge, there are better attributes, don't waste it on that one.
  • Martial Citizenry: Guardian models re-roll hit rolls of 1.
    • Between Autarchs, Guide, Biel-Tan's attribute, and Ulthwé's unique stratagem, you're not exactly short of ways to buff guardian units with the same or similar ability while still offering standard buffs for non-guardian units. Still, if you're spamming guardians and support platforms, it is undeniably useful.
  • Masterful Shots: Targeted enemy units don't receive the benefit of cover.
    • A decent if situational and underwhelming attribute that wrecks the Raven Guard chapter tactic and makes any non-LoS blocking terrain useless to your enemy. Dark Reapers in particular can make quite a bit out of this attribute.
  • Masters of Concealment: Your units gain the benefit of cover when targeted by ranged attacks from 12" or further away.
    • Half of the Raven Guard chapter tactic. Slightly less useful on a majority of your infantry units comparatively, but it does make your vehicles and wraith units a touch tankier at range.
  • Mobile Fighters: Units that disembark from a transport re-roll hit rolls of 1.
    • Fire Dragons and Wraithguard can become slightly more dangerous when rolling around in a Falcon/Wave Serpent (which you would/should likely be doing with them anyways). Also works in melee, if you'd rather go that route.
  • Savage Blades: When your models charge, are charged, or heroically intervene, re-roll melee hit rolls of 1.
    • Yet another "re-roll 1s" perk, this one helps your melee units make the most out of their initial combat phases. Pairs nicely with Headstrong if you want a melee focused army.
  • Strike and Fade: Your units may either A) Fall back and charge in the same turn or B) move in any direction you wish when consolidating.
    • A very strong attribute for melee armies, particularly Wraithblades/lords, Shining Spears, and to a lesser extent, Howling Banshees.
    • This attribute cannot be paired with anything else on this list. As such, and since it really only benefits melee units, you'll likely want to use it for a dedicated secondary Vanguard or Outrider detachment using Howling Banshees/Wraithblades or Shining Spears so that you're not shorting your general/ranged units a usable attribute.
  • Students of Vaul: At the start of your turn, all Vehicles auto-heal 1 wound a turn.
    • Necrons aren't the only ones with "Living Metal" anymore! A great defensive trait that reduces the need for Bonesingers to potentially take up valuable elite slots (though having one still wouldn't hurt in vehicle heavy lists).
    • While a very nice trait, do consider that healing only one wound a turn will honestly have minimal effect when those tanks are facing dedicated anti-vehicle weaponry or massed firepower. Iyanden's attribute may be more attractive to you; though your vehicles won't heal on their own, anything with a degrading statline will retain peak combat effectiveness far longer than anything with this attribute would.
  • Superior Shuriken: Add 4" to the range of Shuriken weapons.
    • Shuriken Catapults/Pistols achieve a range of 16", Avenger Shuriken Catapults 22", and Shuriken Cannons a range of 28". The addition of 4" is actually significant, as it allows even your basic Guardian Defenders to safely engage targets outside of most rapid fire and charge ranges. Unfortunately this trait has no direct compatibility with Hail of Doom due to its specific 12" range limit, but can still pair with it regardless if you want to maximize the potential of shuriken weaponry.
    • Very powerful against marines as this trait allows your guardians to come in and shoot a unit right out of reserve without being in range of Auspex scan, not only that but it effectively renders the primaris infiltrators 12" deepstrike denial special rule useless.
  • Vengeful Blades: When your models charge, are charged by, or heroically intervene into Chaos units, re-roll all melee hit rolls.
    • Savage Blades, but conditionally better. Or worse, depending on if Chaos units are even present.
  • Warding Runes: All your models have a 5++ FNP against mortal wounds.
    • Actually better for or against psykers than Ulthwé's perk. Recommended pairing with Children of Prophecy if you're planning on going heavy on the psykers.
  • Webway Warriors: You may use the Webway Strike stratagem once per detachment with this attribute you take.
    • With the changes to Strategic Reserves and detachments now costing CP to take, this is an inefficient attribute that gets exponentially expensive the more you try to use it (which kind of defeats the purpose). While Webway Strike is indeed a superior stratagem to placing units in reserves, it's not worth shorting yourself an attribute for everybody not deepstriking (or following their arrival once they do) in your main detachment, nor is it worth spending 3 CP (at minimum) to grab another detachment to use it again. Especially since you can just spend 3 CP to deepstrike two different units anyways.
  • Wrath of the Dead: Wraith Constructs with this attribute re-roll any wound rolls of 1.
    • This works for all attacks, melee or ranged, so whether it's a volley of Wraithcannon fire or a couple swings from a Wraithlord's Ghostglaive, this is a solid supportive trait for those looking to build a Wraith host.

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.

Universal[edit]

  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.
    • Though dramatically neutered with the rework to Overwatch, it still does guarantee that whoever your Warlord charges doesn't even get the opportunity to consider it. Add insult to injury by using this to tie up your opponent's flamer units.
  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. 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 a Wraithseer with a D-cannon. Warlock/Farseer Skyrunners geared with the Blazing Star of Vaul can also swamp an enemy character with 6 shuripult shots with a Singing Spear flourish, but not much else really has the toolkit to make much use of this. If your opponent is cool with using Legends datasheets, you can dust off that old Autarch with the Reaper Launcher if that's more your style.
  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.

Specialist Detachment Specific[edit]

These are very specific traits which can be taken by applicable Warlords within their Specialist Detachments. While they can be quite potent, they do only apply towards units with the respective Specialist Detachment keyword, meaning you'd have to very specifically design your army around these traits to take full advantage of them. If you can spare 1 CP and still want a regular trait for your warlord, you may use the Field Commander stratagem to give one of your HQ units within a Specialist Detachment the respective trait associated with it.

  • Windrider Host - Wind Rider: This trait allows any WINDRIDER HOST units within 6" of your Warlord/Field Commander to charge even after falling back earlier that turn. While this sounds good in practice, the utility pales somewhat when your standard units are Windriders (who probably shouldn't be in melee) and Vypers (who also shouldn't be in melee). That said, the ones who really benefit are your HQ choices themselves. A Warlock Conclave armed with Singing Spears can be particularly frightening to enemies relying on their Toughness to tank hits, while an Autarch Skyrunner can be shockingly lethal if armed with a Novalance for MAXIMUM PAIN, and will be a bitch to get away from. Alternatively, this opens up some tactical options for applying pressure on key enemy units, though keep in mind; this can make your Warlord considerably more vulnerable since he'd have to be participating in the charge-retreat-charge shenanigans as well.
    • The Strike and Fade custom Craftworld Attribute completely invalidates this trait, as it applies to your entire army at all times. Given the unit restrictions and heavy CP cost specialist detachments tend to incur, you may want to just take a supplementary Strike and Fade detachment if you just want to abuse this mechanic.
  • Wraith Host - Revered by the Dead: Built primarily for your fighty Wraith units, this allows any WRAITH HOST WRAITH CONSTRUCTS within 6" to reroll failed charge rolls. This is very redundant for Saim-Hann, given their attribute simply applies to all your units regardless. Instead, this can be particularly handy for Iyanden Wraith armies, with a Spiritseer for cost efficiency and RoB support, or a Wraithseer as a durable, hard-hitting buff vector for his Wraith body guards (plus it gets the re-rolls too!). Going with this trait means you're going heavy with Wraithblades, physically inclined Wraithlords and Wraithseers, or planning to have your Wraithknight up in the thick of it. If you prefer to keep your enemies at a modest distance, it may be better to stick with a vanilla trait instead.

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 charge(s) gives 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.
16 - 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.

Secondary Objectives[edit]

For the love of Isha make sure you're doing what you can to score objectives, rather than just trying to murder all of your opponent's stuff. Keep in mind you can only take one from each category. Also keep in mind that these are only the generic ones, there are a few mission-specific ones too.

  • Purge the Enemy These ones focus on killing specific things. Put some thought into these when you actually see your opponent's army.
    • Assassinate: 3 VP for each Character you kill. Theoretically pretty easy against armies that rely on 'em, like Guard or even other Craftworlds, rangers knocking out commissars or warlocks, which are low toughness, low wound units can score this pretty easily. Against tougher stuff, you could send a plane in to unload on a somewhat out of place character too.
    • Bring it Down: 2 VP for any Monster or Vehicle you kill with 10 or less wounds, 3 VP for any with over 10 wounds. Probably pretty good with tank-heavy lists being sorta common with the start of 9th, though make sure you actually have enough stuff that can kill tanks. Ironically, your own tanks are good for scoring this typically.
    • Titan Slayers: 10 VP if you kill one Titanic model, but you max out at 15 if you kill more than one. Pretty niche but almost an auto-take against knight lists.
    • Slay the Warlord: 6 VP for killing the warlord. Straightforward, though most tend to keep their warlords wrapped in groups of infantry or out of sight. Unless they've only got one character, which is quite unlikely, you're likely better off taking assassinate.
      • Unless/Until they change your Warlord Traits or D-Cannon profile, a Wraithseer with Mark of the Incomparable Hunter can still easily and hilariously massacre enemy warlords due to being able to snipe characters while ignoring LoS all together. You may get more mileage out of Assassinate if you're fighting character heavy armies like the Guard or other Eldar, but this can be a very strong choice against armies who build around a central HQ unit like (Chaos) Space Marines, Orks and Tyranids. Keep tabs on the upcoming Forge World Compendium, since that'll be the soonest we (might) see any changes to the D-Cannon and Wraithseer profiles.
  • No Mercy, No Respite Loss based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective.
    • Thin Their Ranks: Essentially 1 VP for every 10 models you kill, or 1 for a model with 10 wounds. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. Blast weapons are your friend here.
    • Attrition: At the end of each turn, you win 4 VP if you have killed more enemy units then the enemy killed your units. Heavily dependent on your list as well as theirs. With this, play for keeps. Focus on destroying one unit first before moving onto the next.
    • While We Stand, We Fight: Select the three most expensive models in your army. Yes, models, we are counting all the wargear options. For each of these models that remains at the end of the game, you earn 5 VP. Pretty good if you have stuff like night spinners that sit back and just crap shots out while taking relatively few in comparison. Less good on planes since those tend to have to get close to your enemy sooner or later.
    • First Strike: 5 VP if you kill an enemy unit during the first turn, adding 3 more VP if you kill more enemy units than they kill your units during the first round. Ehh... you give up 7 possible points just by taking this, so you probably wanna pass.
  • Battlefield Supremacy Movement based stuff, here we go! You should probably auto-take one of these given just how fast your army is overall.
    • Engage on All Fronts: Score 2 VP if you have units totally within 3 table quarters and more than 6" away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6" away from the center of the table. Should be relatively easy to score, unless you're essentially playing gunline Eldar and have a billion tanks hiding on your side of the board. Units that shine include jetbikes, things with deepstrike, planes, Hornets, some aspect warriors... a lot of stuff, really.
    • Linebreaker: 6 VP at the turn's end if you get 2+ units (excluding Aircraft) in the enemy deployment zone. Axe and shield Wraithblades that are getting buffed up with your plentiful sources of those are a good candidate. Protect, Fortune and their shields make them nigh impossible to shift. Once more, other fast things that do work up close also are ideal for this. Shining Spears, Banshees, even a Wave Serpent can score this for a bit.
    • Total Domination: 3 VP if you own more than half the board's objectives. Fast and durable units are quite good for this. Wave Serpents with Spirit Stones are a good pick but anything with inherent -1s to hit or even a squad of Dire Avengers can hold objectives just fine, especially if it's got some sorta cover that you can hide them in.
  • Shadow Operations A lot of these are action based. They each have their own rules but all universally share some traits. You can't perform them if you've advanced or fell back with the unit you want to do it with or are within engagement range of an enemy unit. Character auras don't work while they are doing this, and the action fails if your unit does basically anything. Moves, advances, charges, falls back, shoots, casts a psyker power, or heroically intervenes. One thing to note is that Warp Spiders can use their Flickerjump and still do these for you.
    • Investigate Sites: Your Infantry units (excluding Character) gain a new action each turn. If they move within 6" of the table center and end the turn with no units (excluding Aircraft) within 6" of them, you win 3 VP. Unless they're in cover, good luck having these survive until the next turn to score it again. However, axe and shield Wraithblades can take a hell of a beating as previously mentioned and do count as infantry.
    • Repair Teleport Homer: Your Infantry units (sans Character) gain a new action each turn. If they move so they're totally within the enemy DZ and have them survive until your next command phase, you win 5 VP. Rangers can do this for you if they are in a secluded corner behind cover with their inherent deepstrike and are a prime candidate to do so, given you cannot deepstrike until turn 2 nor score secondaries until turn 2 either.
    • Raise the Banners High: Your Infantry units gain a new action each turn in an attempt to emulate Dawn of War. When they move next to an objective that isn't within range of an enemy unit (excluding Aircraft), they can choose to plant a flag at the start of your next command phase so long as they still aren't threatened. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. Keep in mind that this is done at the start of your turn, so you can freely advance onto objectives in the previous turn and do this just fine.
  • Warpcraft One more thing that we shine at, given our abundance of psykers. These give you a new power that functions similar to an action. You can perils off of these and they can be denied, though if you try and use these you cannot use any of the psyker's other powers.
    • Mental Interrogation: Your Psyker units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy Character within 18" and gain 3 VP. It has the same range as Smite, which isn't all that long but Farseers and Warlocks on bikes and Hemlocks are pretty damn fast and can get into position for this. Something to consider is having one psyker on a bike roll up, and cast this, and have another that's not too far off cast Quicken on the first to pull him back into safety.
    • Psychic Ritual: Your Psyker units gain a new power. Score 5 VP if you get a Psyker unit within 6" of the table center and cast this special power on a 3+, maxing out at 15 points if you do it three times in a game. A similar case to Investigate Sites where this'll be hard to do without cover, never mind you're giving up a psyker's potential and will be leaving them exposed otherwise.
    • Abhor the Witch: You can't take any Psyker units for this. Good fucking luck with that but if you're an absolute madman and take this, you gain 5 VP for any PsykerCharacter you kill and 3 VP for any other Psyker units killed.

Stratagems[edit]

Universal[edit]

Standard strategems that can be used by any and all Craftworlds, though Ynnari detachments are now exempt from using these.

Offensive

  • 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. Can be extremely usefully against Obliterators and Havocs as everybody and their dog gives them mark of Slaanesh to use Endless Cacophony.
  • 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.
  • 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.
  • 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 devastation. Even regular Wraithguard are no slouch in close combat and every exploding attack hurts all the more.
  • Vaul's Might (1 CP): If a Support Weapon is within 6" of another Support Weapon, they can both reroll 1's to wound. Against many targets, this can ensure that you make the most out of each shot that lands on a target; D-Cannons and Vibro Cannons in particular deserving special mention.

Defensive

  • 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.
    • Stack with Fortune and Protect 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).
  • Forewarned (2 CP): Used whenever an enemy unit arrives onto 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 as if it were their shooting phase. This is arguably your best defensive stratagem, as you can completely fuck over an opponent by blowing up their reserves before they get a chance to fire their guns even once. Dark Reapers guided by your Farseer are the best candidates to use this stratagem on, since they'll always hit on a 3+ while re-rolling misses. Their ability to switch between single-shot S8 flat 3 damage missiles or 2-shot S5 flat 2 damage missiles makes them exceptionally versatile at dealing with virtually any kind of unit that may be placed in reserves.
    • A note on Drop Pods and other transports: The RAW specifically states you target the unit that arrives, in this case the Drop Pod or transport itself, and not whatever comes charging out.
  • 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.
  • 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.
  • 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.

Mobility

  • Cloud Strike (1 CP): As Webway Strike below, but with an Eldar Vehicle that can Fly instead. This stratagem is effectively designed for any of your hovertanks and is a fantastic way to protect them in the event you don't see yourself getting the first turn. Unlike your other "reserves" stratagem, Webway Strike, Cloud Strike cannot deepstrike more than one unit. It also can't be used alongside Webway Strike, but you can still place units in Strategic Reserve alongside this stratagem.
    • 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.
  • Feigned Retreat (2 CP): Pick an Asuryani unit that has fallen back this turn; it can now shoot and charge despite having fallen back. An extremely useful stratagem for your hit-and-run units like your Shining Spears, especially since the FLY keyword no longer lets units fall back and shoot.
  • 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.
  • 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.
  • Webway Strike (1/3 CP): This lets you deep strike a single Infantry or Biker unit of your choice! Pay 3 CP instead to deepstrike two such units. This is still an excellent stratagem for any non-Vehicle or Monster units you want to either protect for the opening turn or to outflank vulnerable positions in your enemy's lines. As they follow standard deepstriking rules, this is the superior choice to Strategic Reserves but can be used in conjunction with it.
    • 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)
    • Special note on guardians, although they can use this to deep strike into shuriken catapult range, just bear this will also put you're brittle unbuffed guardians at risk of auspex scan and other stratagems (Unless you took the Superior Shuriken Custom Craftworld Trait for that sweet, sweet 4" you know your girlfriend loves).

Utility

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Aspect Warrior Stratagems Each of these nine stratagems are dedicated to one of the nine standard Aspect Warrior Shrines. Each can only be used once per battle and only on a single squad of their respective aspect, so choose and invest wisely. Functionally, each of these are the same; the aspect warrior Exarch in the chosen squad may keep their original Exarch power and take one of the six other powers in addition to it as opposed to replacing it with one.

  • Exemplar of the Avenger Shrine (1 CP): A Dire Avenger Exarch gets to keep their Battle Fortune ability and take another power.
  • Exemplar of the Banshee Shrine (1 CP): A Howling Banshee Exarch keeps their War Shout ability in addition to another power.
  • Exemplar of the Dragon Shrine (1 CP): A Fire Dragon Exarch gets to keep their Crack Shot ability in addition to a single other power.
  • Exemplar of the Hawk Shrine (1 CP): A Swooping Hawk Exarch keeps their Herald of Victory ability in addition to a single other power.
  • Exemplar of the Hunter Shrine (1 CP): A Crimson Hunter Exarch keeps their Marksman's Eye ability in addition to a single other power.
  • Exemplar of the Reaper Shrine (1 CP): A Dark Reaper Exarch retains Crack Shot as well as one of their other powers.
  • Exemplar of the Scorpion Shrine (1 CP): A Striking Scorpion Exarch keeps their Sustained Attack ability in addition to one of their other powers.
  • Exemplar of the Spear Shrine (1 CP): A Shining Spear Exarch retains Expert Hunter as well as one of their other powers.
  • Exemplar of the Spider Shrine (1 CP): A Warp Spider Exarch gets to keep Iron Resolve in addition to another power.

Specialist Detachment Stratagems[edit]

Introduced in the new Vigilus Defiant Campaign, These can be used to grant access to new traits, relics and/or Stratagems to applicable units within any Battle-Forged detachment by adding additional keywords to said units. It should be noted that you may not select any detachments with Ynnari units, unfortunately.

  • General Stratagems: Stratagems that aren't gated behind specific Specialist Detachments, but can still be used to augment them.
    • Field Commander (1 CP): This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait. Usefulness may vary, though if you have the CP to spare and do have a significant unit investment in your Specialist Detachment, this can definitely help maximize your unit synergy.
  • Windrider Host (1CP): For the folks who like to go fast, this lets you add the WINDRIDER HOST Keyword to any Vypers, Windriders and any AUTARCH/FARSEER/WARLOCK SKYRUNNERS (as well as the Warlock Skyrunner Conclaves) within your Detachment. This sort of detachment screams for SAIM-HANN, though it is a shame that Shining Spears aren't invited to the party.
    • Nimble Escape (2CP): Use in the fight phase after a wind rider host unit has fought. That unit can move and advance as if it were the movement phase. If the are any enemy units within 1", you can fall back... yes, that means you can charge in, fight, then fall back out of combat before your opponent had a chance to swing. DAMN.
    • Tempest of Blades (3 CP): Used in the shooting phase, this lets you improve the AP of all shooting attacks made by WINDRIDER HOST units within 6" of a Farseer Skyrunner by -1 for the rest of the phase. While this is certainly useful, (especially if you're running lots of Scatter Lasers), it's also very expensive, and can end up being somewhat redundant on weapons that have decent rending already.
  • Wraith Host (1CP): This stratagem transforms the chosen Asuryani detachment into a Wraith Host Specialist Detachment, granting the WRAITH HOST keyword to SPIRITSEERS and any WRAITH CONSTRUCTS. Most of the perks associated with this specialization are very melee-focused, so while Wraithguard and (oddly) Hemlock Wraithfighters can benefit, it may be best to shelve them in exchange for the bladed variants or their larger kin. Suffice to say, this specialist detachment works best under Iyanden, particularly if you're fielding Wraithlords/seers/knights.
    • Wrath of the Dead(1CP): Used at the beginning of the Fight Phase, this grants one additional attack to each model in a WRAITH HOST WRAITH CONSTRUCT unit of your choosing. This of course, stacks quite wonderfully with many of your other fight-based stratagems (Supreme Disdain comes to mind) as well as several of your Runes of Battle/Fate. Spice with the Psytronome of Iyanden if you want to guarantee the death of whatever you're trying to punch.
    • Spirit Shield (2 CP): Used at the end of your Movement Phase, this lets a Spiritseer throw its 4+ invulnerable save to a WRAITH HOST WRAITH CONSTRUCT unit within 6" until your next turn. Ghost Sword Wraithblades or Wraithguard with Shimmershields? Season with Protect and Fortune if you wish for T6 3 wound models with 2+/3++ saves and 5++ FNPs. Not to mention Bonesinger/Stratagem healing support, and you have one of the tankiest infantry units in the game. Additionally, with some thoughtful positioning, you can throw this on a Hemlock Wraithfighter or a Wraithknight for some additional protection if you're expecting them to get focused down. Just make sure the Spiritseer who is sacrificing his invuln is out of LoS and is hanging back for the rest of your turn.

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 (Thousand Son's daemon princes have access to 18 also.) and moreover only from their specific discipline, while Eldar can cast 24 different powers (different variations of warlocks powers are being considered separate powers)! And almost all of them may find some big use. Additionally, all but one of our powers don't need a line of sight against their targets, feel free to hide your psykers as needed.

Exclusive to your Farseers, who can pick any two of these to pair with Smite (or a Rune of Fortune). Their near universal WC of 7 means that on paper, you've only got about a 50% of them going off. Having said that, each Farseer is allowed to freely re-roll any one psychic test a turn and you have access to a couple options to boost your psychic test results to virtually guarantee a crucial power of yours goes off smoothly. Your Runes of Fate are extremely flexible powers capable of supporting your entire army freely (which makes Farseers superior support options to Warlocks/Spiritseers for your vehicles and larger wraith constructs, ironically) and also provides offensive alternatives to Smite if the situation calls for it.

  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.
    • RAW it affects ranged weapons. RAI it also affects the lances on Shining Spears and the spears on Warlock Conclaves even in melee, as the points cost for both of those weapons falls under the "ranged weapons" section at the back of the codex, in much the same way as a Deathwatch Watch Master and the relic bolter shells boosting the damage of his melee attacks.
  2. Doom: WC 7. Targets a single enemy unit within 24". Re-roll all failed to-wound rolls from asuryani unit attacks against the targeted enemy unit until the next psychic phase. Works better the harder the target is to wound, of course.
    • Bear in mind that your opponent will typically be particularly wary of Doom, so try to keep the Farseer casting it out of denial range. If you expect your opponent to attempt to deny the witch, have a supporting warlock (conclave) cast Focus Will on your Farseer for a touch of insurance.
  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).
    • Now that Smite is limited to once per caster, Executioner is essential to purely offensive Farseers.
  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.
    • Due to the rework to the morale system, the first part of this power isn't terribly useful these days. Rather, you're likely taking this to supplement your psychic defenses.
    • 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 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 8-13" 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.

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 Asuryani 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 when attacked by Asuryani units.
    • Conceal can no longer lower hit modifiers beyond an end result of a -1, so it's certainly no longer the enabler of cheese it used to be. It still does come in handy when stacked with powers like Protect, however.
    • 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.
    • With the drastic changes to morale (and with your generally good leadership), the only practical reason you'll want to take Embolden is if you're trying to buff a Farseer to use Mind War against enemy characters. This is a bit of a niche role, but it is a fantastic way to snipe tanky HQ units hiding deep in enemy lines.
    • With leadership bombs largely being defanged by the new Combat Attrition mechanic, taking up a Rune of Battle slot to cast this isn't really advised in most circumstances. It can pair with Embolden to help snipe enemy characters with Mind War and can still pair with the Hemlock to force enemies to take the Morale test at least, but it's not remotely as useful a tool as it used to be.
  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.
    • Just like Conceal, Drain can no longer stack hit modifiers beyond the -1 it provides, so this power is better used to support units like Striking Scorpions or Wraithblades than Howling Banshees most of the time.
  4. Protect/Jinx: WC 7. Target allied unit gets +1 to all saving throws or target enemy unit gets -1 (including invulnerable saves) from Asuryani unit attacks.
    • 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 in 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, 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, especially with the PHANTASM strat.
    • 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 gets +1 to wound or target enemy unit gets -1 to wound in melee.
    • 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 lets you relive the glorious days when S4 couldn't hurt your Wraithlords/Wraithknights. Small thing, but still nice.

Specialist Detachment[edit]

  1. Twilight of Gloom: WC 6 WRAITH HOST WRAITH PSYKER exclusive power. Gives a friendly WRAITH HOST WRAITH unit within 18" the benefit of cover. Potentially useful if you are fighting a lot of low AP weaponry. This power can be particularly handy for Wraithlords/seers, Hemlock Wraithfighters, and Wraithknights, due to the difficulty for such large models to attain cover naturally.

A newly announced psychic discipline which made its debut in Phoenix Rising. Replaces Smite, so is usable by virtually every psyker in your army (bar the Wraithseer, who doesn't have any form of smite at all). This may be more useful to units like your Warlocks, whose smites are virtually useless due to their reduced range and damage, though it only makes it more difficult deciding which of their 3 powers is worth their 1 cast per turn.

  1. Ghostwalk: WC 6. A friendly unit within 6" gains +2 to their charge rolls until the next psychic phase.
    • This can make a significant difference for deep striking units like Striking Scorpions or Wraithblades, who'd only have to make a much more likely 6-7" charge instead of an 8" one.
    • Special mention goes to Biel-Tan Aspect Warrior units and Howling Banshees. Biel-Tan's Court of the Young King stratagem adds 2" to charge rolls (+3" next to the Avatar who also lets you re-roll failed charges), and Banshees add 3" to their charges whenever they advance. Either give one Howling Banshee unit a long-bomb charge, or spread the love and have multiple units charge out of deepstrike.
  2. Fateful Divergence: WC 4. Select one Craftworld unit within 6". They can re-roll a single hit roll, wound roll, or save roll. Lasts until your next psychic phase.
    • A niche power that can be used in lieu of the CP reroll if you're worried about a particular unit, but arguably inferior to similar powers such as Guide/Doom and Fortune (ironically).
    • Worth considering for units like Shining Spears, whose Exarch can have a 2++ invuln save with the right combo of psychic and exarch powers.
  3. Witch Strike: WC 4. Add 2 damage to a friendly psyker's melee weapons.
    • Potentially useful, if highly situational, on Skyrunner Warlock/Farseer units. A notable example: a Windrider Host Farseer Skyrunner carrying the Howling Skysword of Galaleth will do a flat 5 damage per swing using this power (which can very consistently be cast thanks to its paltry WC value), instantly killing most characters who fail a single save. Outside that particular example, it's a bit too situational to use.
    • Pairs nicely with Jinx, which can help make up for your Seers' complete lack of AP in melee.
    • While a Warlock Conclave is a viable target, only one model within will actually benefit from it.
  4. Crushing Orb: WC6. Select one visible enemy character within 18" and roll 3d6; for each result of 5+, the target takes a mortal wound.
    • Arguably worse than just using Mind War and generally worse than the smite you're giving up for this power. You can take Crushing Orb with the former if you're really wanting to make a character hunting psyker, but you'll forgo any possible offensive/defensive/supportive roles for that psyker. Skip this one.
  5. Focus Will: WC 6. Select a friendly Craftworld Psyker within 6". Until the end of your psychic phase add 2 to any psychic tests they make.
    • The best supporting power in the Fortune discipline, Focus Will can turn your linchpin psyker (who will almost assuredly be a Farseer) into a psionic juggernaught. A Farseer with this buffing them will virtually never fail any of their casts while your opposing psykers will find it much harder (or impossible, depending on your luck) to deny your whim.
    • Eldrad can manifest powers with ridiculous ease if buffed with this. Offensively, you can cast Executioner on a 5+ and follow up with Smites that manifest on a 2+ and 3+ respectively (which do D6 damage on an 8+). Alternatively, a supporting Eldrad can cast Smite or Will of Asuryan on a 3+ then manifest any Guide/Doom/Fortune casts on a paltry 4+.
    • If you really want to maximize your psychic rolls, use this on Eldrad and pair a Warlock Conclave with him and use the Seer Council Stratagem to give Eldrad +3 to his first cast and +4 for any follow up powers. Power Overwhelming! +4 to cast is not only a super smite on 7+ but also a power that is essentially undeniable for anyone but Black Templars and Khorne worshipers with their stratagems to deny on 4+. Also Guide, Doom and other powers going off on 3+...
  6. Impair Senses: WC 6. Pick one enemy unit within 18". They can shoot normally at units within 18", but beyond that, they can only pick the closest.
    • A fantastic supporting power, this allows you to suppress or redirect major threats to your backline units like your Dark Reapers or Fire Prisms by forcing them to target something much closer and (hopefully) much more disposable. Hemlock Wraithfighters, though far from disposable, are sturdy enough to consider utilizing this power if you have far more vulnerable units in your army (like Dark Reapers). Otherwise, Warlock Skyrunners are quick enough that they can easily dive into a comfortable position to debuff an enemy unit outside their LoS.
    • Rangers can serve as excellent buffers when tactically deployed around a target affected by this power. Their ability to deepstrike can allow you to plop a squad within this power's effective threshold to force your opponent to target them and they're cheap enough that the loss of one or two such units won't cripple the rest of your army (after all, the real meat and potatoes of the average Eldar list is certainly not in the Troop selection).

Armory[edit]

Ranged Weapons[edit]

Shuriken Weapons: The unique weapons of the Craftworld Eldar and their bolter equivalent. Though short in range, all shuriken weapons are classified as "assault", meaning that any of your infantry or bikers with Battle Focus can freely advance and fire them with no penalties to their accuracy. Though their default statlines only render them particularly reliable against GEQ targets, the signature ability of all shuriken weaponry confers a juicy AP-3 effect on a wound roll of a 6+, threatening even MEQ forces occassionally.

  • Shuriken Pistol:(0pts) (12" Assault1 S4 Ap-0 D1) A complimentary sidearm for Farseers, Warlocks, Spiritseers and a number of your Aspect Warriors. They differ from their rifle-sized cousins only in rate of fire.
  • Shuriken Catapult:(0pts) (12" Assault2 S4 Ap-0 D1) Standard armament for Guardian Defenders and the gun traditionally pictured when one mentions the eldar.
  • Twin Shuriken Catapult:(0pts) (12" Assault4 S4 Ap-0 D1) Two shuriken catapults strapped together. The default underslung gun for jetbikes and hovertanks.
  • Shuriken Cannon:(10pts) (24" Assault3 S6 Ap-0 D1) The first "heavy" weapon, the shuriken cannon is typically reserved for jetbikes and vehicles. Unique from other heavy weapons in that it is assault and as such is significantly more mobile than others.

Scatter Laser:(10pts) (36" Heavy4 S6 Ap-0 D1) A GEQ grinder and multilaser equivalent.

Starcannon:(15pts) (36" Heavy2 S6 Ap-3 D3d) A MEQ/TEQ mulcher. Eldar plasma weaponry.

Bright Lance:(20pts) (36" Heavy1 S8 Ap-4 D6d) A Tank/Monster terminator. A space elf lascannon.

Aeldari Missle Launcher:(20pts) Starshot(48" Heavy1 S8 Ap-2 D6d.) or (48" HeavyD6 S4 Ap-1 D1 Blast) A flexible weapon that does its best work against single models like vehicles or against infantry squads like skitarii or pathfinders. Also your longest ranged generic option.

Plasma Grenade: (0pts) (6" Grenade D6 S4 Ap-1 D1 Blast.) the xenos love child of Frag and Krak. A Grenade that does work against GEQ and can reasonably threaten MEQ, though it's generally not healthy for the units who can take these to be within such close proximity to them. If nothing else, a decent deterrent against enemy charges in close quarters.

Melee Weapons[edit]

  • powersword:
  • power glave:
  • Starglaive:
  • witchbade:
  • Singingspear:

Vehicle Wargear[edit]

Crystal Targeting Matrix: (5pts) Heavy weapons become Assault when vehicle advances.

Spirit Stones: (10pts) 6+++ FNP.

Star Engines: (10pts) Roll 2D6 when advancing instead of d6.

Vectored Engines: (10pts) If advanced, enemy Ranged weapons are -1 to hit.

Remnants of Glory[edit]

Any non-named Asuryani Characters can take one of the following relics if your warlord is part of a battle-forged Asuryani detachment. To take additional relics or if your warlord part of a non-Asuryani detachment, you can use the Treasures of the Craftworlds stratagem.

Universal[edit]

  • 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. Ideal for your Warlock/Farseer Skyrunner to maximize their ranged potential.
  • 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. Though somewhat potent, Kurnous' Bow is still limited to the single shot Shuriken Pistols are normally restricted to, which means the Star of Vaul will likely give you considerably more mileage against a wider array of enemies (particularly if equipped on a Skyrunner).
  • 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 bearer's power sword deals d3 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. While it's certainly useful, the fact that hit modifiers no longer stack makes the Shimmerplume pale compared to some of the offensive toys you could kit your Autarch out with instead. Besides, if you're properly screening your Characters, the only time any non-sniper hit rolls should be able to target him is if he's currently in melee.

Specialist Detachment Specific[edit]

  • Windrider Host - Howling Skysword of Galaleth: This Relic is essentially a buffed Witch blade (seeing as it replaces one), doing a flat 3 damage instead of d3. It's a decent choice, though compared to your vanilla relics (like the Novalance), it'll probably only see use as a secondary pick if you're overflowing with CP for the extra Relics.
    • As mentioned earlier, this relic pairs very nicely with the Witch Strike rune of fortune, granting your farseer/warlock a melee weapon that deals a flat 5 damage per swipe; more than sufficient to one-shot many supporting characters and enough to bring any non-Infantry HQ to their knees. You may want to bring another warlock that knows the Jinx power to help compensate for the lack of AP.
  • Wraith Host - Warp-Spawn Bane: A buffed up Witch staff, this relic also ignores the invulnerable saves against both Psykers and Daemons. This can be quite fantastic for a Spiritseer up in the thick of it with some Wraithblade Bodyguards, though you'll want to be careful about who/when you charge with your less-than physically inclined Psyker.

Craftworld Unit Analysis[edit]

Common keywords are AELDARI, ASURYANI, and the <CRAFTWORLD> placeholder for Biel-Tan, Iyanden, Ulthwé 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.

As far as Games Workshop is concerned, the only unit and wargear options legal for official matched play tournaments are those found within Codex: Craftworlds, Imperial Armour: Xenos and any updated datasheets found within Chapter Approved or supplementary books (such as Phoenix Rising). There are additional options that are no longer considered tournament legal found within the original Xenos 1 index (which has since been supplanted by Warhammer: Legends) that are available for Open/Narrative play. These "unsupported" units and wargear still do have point values for matched play and are certainly viable for casual/local Matched Play events that endorse them, but Games Workshop has made it clear that they have no interest in keeping those options up to date any longer. As such, use any units marked as (Legends) at your own discretion.


HQ[edit]

  • Autarch: The Craftworld's generic captain-type character used as a buff vector while having all the wargear options to somewhat fit into every niche, so long as you take the version of the legend. Regardless of which version you choose, he can buff <CRAFTWORLD> units within 6" to allow them to re-roll 1s to hit for both shooting and melee attacks. You've got much better buffs in the form of Guide from your Farseers that this is less relevant, though on the other hand for 80 points minimum, you've got a guaranteed aura until he dies while that Guide cast could fail and needs to be applied every turn to just a single unit. In addition, if you select one as your Warlord he can get you command points back on a dice roll of 6, which is a nice little benefit, the only other source of which is locked behind the Fate Reader warlord trait. The Wargear options in the Codex are very limited, giving him only a Star Glaive, essentially a Power Fist equivalent and grenades for the Autarch on foot. If you are going to take him, definitely consider the legends variant which gives him plenty more options to work with and, as of 9th, are mostly free

too.

The fastest Autarch variant with the most flexible weapon loadouts available if you're not using legends, the Skyrunner is an ideal supporting character for other bikers. Tag one to a squad of Shining Spears, Vypers or even Warlock Conclave Skyrunners to have a veritable little deathball.

The "default" Autarch sold by GW, the ability to deepstrike and leave the battlefield can give him virtually unlimited coverage to support your units, though the Skyrunner is almost quick enough to simply dart between locations to perform the same role. The SHW Autarch can more easily hide among your troops or simply bow out in a pinch, however.

The cheapest mobility upgrade and potentially the fastest (see Warp Spiders), giving your Autarch 4d6 inches of bonus movement. As with anything dice based, a few bad rolls can severely undermine your repositioning options compared to your other choices but it's hard to argue with the WJG's price tag being cheaper than the on foot option at a fixed 73 points. Nice job, GW.

Weapon Loadout Options: Originally the most flexible of your HQ choices, almost all of your non-default weapon choices are now considered as a Legends variant and no longer officially supported for competitive play. Bummer, though at least you can use them in friendly matches or some third party competitive stuff if the organizers allow for it.
  • Mandiblasters: The Autarch's default headpiece. Just like the Striking Scorpions he took this from, it slaps a mortal wound on enemies in melee combat on a 6+ before any fighting actually begins. Honestly this is a very lackluster perk since the Autarch will have significantly more trouble proccing it compared to a standard squad of Striking Scorpions simply due to their higher body count.
  • Fusion Pistol: A sidearm that lets your autarch side swipe a S8 AP-4 blast at anything 6" or closer to him. Given that your stock Autarch is practically a dedicated melee unit these days, not all that bad.
  • Power Sword: Comes stock on the winged and Skyrunner Autarchs in the codex, and an option for the regular and Warp Spider Autarchs in the Index. S+1, AP-3, D1. Its main use is being taken to upgrade to one of the three power sword relics available to Eldar players, though it only costs something if you're putting it on a Swooping Hawk Exarch.
  • Starglaive: Exclusive to the footslogging Autarch in the codex, essentially a Scorpion's Claw (Sx2, AP-3, Dd3) and god-awful in comparison. At S3, making you a mediocre S6 with this, and hitting on a 3+ due to the unwieldy rule it seriously pales in comparison and restricts you to fighting infantry and light vehicles, compared to the power fist of marines giving you the flexibility to hit tanks with some success.
  • Laser Lance: Exclusive to Skyrunner Autarchs in both the codex and legends, and has both a ranged and melee profile - R6"/melee, S6/U, AP-4, D2, melee becomes SU+2 if you charge. Honestly the best melee weapon available, and you're gonna take a Saim-Hann Skyrunner Autarch, you're gonna give them this, you're going to upgrade it to the Novalance relic, and you'll dress him up as the lost Shining Spears Phoenix Lord.

Legends
Any and all Autarchs can take anything in this list, however they become classified as a "Legends" variant and are thus illegal in any competitive play banning Legends units. Still worth noting for those few that do or for those who only play casually. Shares the point cost of any wargear in the codex.

  • Banshee Mask: Not a weapon per-say, but still a wargear option. Of the two headgear options, the Banshee Mask is arguably the superior option due to it disrupting overwatches on the charge, though with the changes to Overwatch in 9th both are pretty mediocre. This is immensely valuable on a Skyrunner Autarch due to his incredible mobility. Have a secondary melee squad of Wraithblades, Striking Scorpions or Shining Spears (arguably the best option) tag along so they can join the Autarch in combat without fear of eating any overwatches.
  • Scorpion Chainsword: a S:U+1 melee weapon. You're better off taking pretty much any other melee option but it beats hitting the other guys with his fists. Still, take the Power Sword over this though.
  • Shuriken Pistol: Interestingly, this is only standard on the Legends Autarch profiles, and got dropped upon modern iterations. No real reason to take this, given you can upgrade to a Fusion Pistol for free and most other options will beat its range.
  • Avenger Shuriken Catapult: Like the name suggests, the index Autarch can take the Dire Avenger's Shuriken Catapult variant. Generally this would be a hard pass, since the only thing these guns have going for them is that the Autarch can dual-wield them and the 18 inch range. Given basically any other option is free, you should probably consider those instead.
  • Death Spinner: The Warp Spider's signature gun. The higher strength and AP value on these guns make them a reasonable choice on faster autarchs intended for anti-infantry duties. You can also take two of these, much like the ASCs previously.
  • Fusion Gun: Costing ten points, this is in the codex as an option for the Skyrunner Autarch, though all other Autarch become Legends class units if they take it. Just like the Fire Dragons and Storm Guardians whipping these guns around, your Autarch will want this for any anti-tank/monster needs you may have. Skyrunners can make excellent use of these, but the real MVP abuser of this gun would probably be an Autarch running a Warp Spider jump pack.
  • Lasblaster: From the armories of the Swooping Hawks, the lasblaster provides the same volume of fire that two avenger shuripults or death spinners can provide at longer ranges, but at weaker strength with no chance of AP. Free, like both of those options but you'll pretty much be limited to shooting at GEQs but you'll still have a harder chance at killing them than either of the two aformentioned options. Probably skip this thing.
  • Reaper Launcher: Here's the good option! This one is totally free to take as of current and is likely to be your preferred choice for Autarch weapons. Some notable loadouts to consider are; a vanilla Autarch camping in a corner with some Dark Reaper buddies or a Saim-Hann autarch skyrunner equipped with this and the Nova Lance. When paired with the Mark of the Incomparable Hunter warlord trait, your autarch can snipe enemy characters from across the table with ease (flat 3 damage hitting on 2+ and re-rolling 1's? Wounding most characters on a 2+ or 3+? Yes please!).
  • 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 are tied to Farseer, such as Forewarned, Unparalleled Mastery, Seer Council, and Runes of Witnessing, all making Farseers even more versatile. Ironically, because Guide and Fortune work on your Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers, and Doom supports everything, 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+.
Weapon Loadout Options: Outside of the ranged weapons that come stock on your Farseer (Skyrunner), you do have your pick of melee weapons to kit him out with.
  • Witchblade
    • Free and very effective against anything relying on toughness to shrug off damage. In the "best" timeline, your Farseer isn't using this because Farseers don't usually thrive in melee combat, so you're only taking it to keep costs down.
  • Singing Spear
    • Take this if you can spare the points. Farseers can thrive in mid-field areas where they can still support your backfield gunlines while also debuffing/smiting enemy forces with their varied psychic powers. A singing spear can let your Farseer also contribute a powerful ranged hit on opponents that get a little too close to your side of the field.
  • Warlock: Your cheapest and frailest HQ choice, Warlocks are fantastic (and necessary) force multipliers for most of your aspect warriors, and due to the dual functionality of the Runes of Battle, are extremely flexible and can adapt to changes in the field a bit more easily than some of your other HQs. That said, your Warlock honestly won't be bringing much to the table on his own due to his lower strength smites and single cast limiting your options. Defensively, a 4++ isn't much when he only has 2 wounds with GEQ stats. Single Warlocks desperately need to keep out of line of sight with a full bodyguard ready to keep them safe if there's anything that poses an immediate threat to them on field. Unfortunately, caution must also be taken even when using their powers, as they lack the protections your Farseers have and even a single perils of the warp runs a very serious risk of killing the Warlock and wounding nearby friendly units. While these guys are cheap(ish) at 50 points a pop, they're hardly disposable, so save your CP re-rolls for his casting for the real likelyhood of him failing.
    • 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, 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.
Weapon Loadout Options: Your Warlock has exactly two choices in weapons he can bring on top of his shuriken pistol. The Skyrunner also gets the standard issue twin shuriken catapult all jetbikes get, so that's neat.
  • Witchblade: The free default blade in most cases is all you'll need. You generally don't want to make your Warlock an easy target due to his frailty, so keeping him away from most direct combat situations is advised. No need to pay for features you're not using!
  • Singing Spear: If you do want your Warlock participating in fights, paying the extra 5 points for a decent ranged attack is probably worth it. This is of particular note for the Skyrunner version due to the fantastic overlapping range it shares with the shuriken catapults the jetbike has.
  • Warlock Conclave: Your only non-character HQ unit serves as a very handy toolbox, albeit with a catch or two compared to the rest of your choices for this slot. Even at MSU, being able to know two different powers gives them an unparalleled flexibility as a vector for Runes of Battle, though you'll need to take at least four or more models in the unit to really take advantage of that. At a newly reduced price to 35 points per dude, it's certainly a much more feasible feat these days. Ideally, your Warlock Conclave can function as an elite bodyguard unit for a linchpin Farseer (like Eldrad himself) in generic lists or Yvraine (who really benefits from having expendable psykers as a bodyguard) in a Ynnari detachment. Keeping company with a Farseer opens up the extremely handy Seer Council stratagem that can be used in conjunction with the Concordance of Power and Unparalleled Mastery stratagems to unleash a deluge of psychic casts per turn when needed. When building your list, keep in mind that while the Conclave can cast more powers and stronger Smites the more models it has, the unit can get extremely expensive quickly.
    • Warlock Skyrunner Conclave: For 13 more points per dude, bump up each model's toughness and wound count by one and give them all the the power and mobility of a jetbike. Despite the price reduction, skyrunner conclaves are still potentially the most expensive HQ choice you can take depending on how many you're looking to run, so keep that in mind while building your lists.
Weapon Loadout Options: Aside the complementary shuriken pistol your Warlocks pack, they have the same choice of melee weapons your stand alone Warlock and Farseer get. If they are riding a Skyrunner, they also get a twin shuriken catapult per bike.
  • Witchblade: Your Warlocks' default weapon is honestly all they should really need in most cases, especially since trading these out for Singing Spears gets very pricey very fast.
  • Singing Spear: Even at an otherwise measly 5 points a pop, it adds up very quickly when you slap them on every model in your squad. Due to being free game to your opponent, you may generally want to avoid overpaying on a supporting unit that can easily get spanked off the board if your opponent so desires. A minor exception is if you're taking a Skyrunner Conclave; you're already paying out the ass to field a Conclave on jetbikes and the Singing Spears get really nice synergy with the underslung catapults. The added mobility and durability afforded by the jetbikes also makes them significantly harder to immediately deal with, so you may as well give them the extra offensive presence to match.
  • Spiritseer: Essentially a Warlock+, Spiritseers are largely identical to their infantry counterpart outside a few key differences. Firstly, they have twice as many wounds as the Warlock, guaranteeing that they'll survive at least one Perils of the Warp. Secondly, a slightly buffed BS/WS of a 2+ and a fully fledged smite makes them a bit more competent in a direct fight. Lastly, Spiritseers provide a specialized buff to Spirithost units (Wraith units) that allows them to re-roll failed hits against enemy targets within a relatively dangerous 6" of the Spiritseer. All of these extra bonuses are available for only a paltry 10 points over a regular Warlock. Suffice to say, you should always take a Spiritseer over a Warlock unless you're A). Particularly tight on points, B.) Planning on sticking one on a jetbike for maximum mobility or C.) Intending on directly supporting a Farseer for those Seer Council stratagems. Outside those particular circumstances, Spiritseers are superior to Warlocks in virtually every way (though in the case of supporting Wraithlords/Seers/Knights, they're ironically inferior to Farseers).
  • Wraithseer (Forge World): Your sturdiest generic HQ unit by far, Wraithseers are stacked with a staggering 12 wounds at T8 and a 3+/5++ save, making them nigh indestructible compared to your other choices for this slot. This durability is slightly hampered by two things: as characters with 10+ wounds, they're free game for everybody with a gun and they suffer from a degrading statline. The latter issue can easily be worked around; Iyanden practically removes the damage table while Bonesingers and/or Tears of Isha can heal Wraithseers d3 wounds a turn each. Offensively, the Wraithseer packs heat in the form of any standard heavy weapon, a Wraithcannon, or a D-Cannon as their ranged option with a complimentary Ghostspear for close encounters. The changes to Heavy Weapons this edition are nothing but good news for the Wraithseer, who can now enjoy moving and shooting without incurring penalties to hit its targets. Like prior editions, Wraithseers are highly synergistic with other Wraith units (specifically Wraithguard/blades and Wraithlord) and benefits from Spiritseer support. As such, they tend to operate best in a spirit host-type detachment, but can still shine on their own with proper support. Speaking of support, Wraithseers have access to 3 unique powers (with only one cast per turn and no Smite of any kind), two of which are strictly designed to support their Wraith buddies.
Psychic Powers: The Wraithseer's ability to cast/deny one power a turn can be quite handy, if only to protect against opposing psykers in non-Spirit Host lists. Armies sporting a few Wraithlords and Wraithblades/guard can, however, find a few of these powers a bit handy.
    • 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.

Even if you don't have it cast any powers, it can still at least deny one enemy cast and can still easily tear most enemies apart at range or in melee; more than can be said for the rest of your psykers (granted, their powers are considerably more useful/flexible). Currently at 100pts base, Wraithseers are definitely a force to consider for people good with Forge World kits.

Weapon Loadout Options: Though the complimentary ghostspear is quite good for dealing with anyone who strays too close, the Wraithseer's ranged arsenal is actually quite varied and can be tailored to help shore up areas of your army that may be lacking. That said, one of these guns in particular stands out among the others for obvious reasons.
  • Shuriken Cannon
    • A decent mid-strength gun that allows your Wraithseer to advance and shoot, though the lack of Battle Focus means it'll suffer a -1 to hit when it does. As cool as that is, it doesn't have either the volume of fire or impact per shot to really be worth taking over any of your other choices.
  • Scatter Laser
    • Probably the most acceptable choice of the standard selection, the scatter laser offers just a touch more in the dakka department than the shuricannon does and is marginally cheaper for it. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range.
  • Starcannon
    • A good MEQ/TEQ killer at a reasonable price, the starcannon can soften up a smaller unit of infantry just enough that a followup charge can easily clear it out. That said, a single starcannon often doesn't provide enough ranged pressure on its own to be worth taking on your Wraithseer.
  • Bright Lance
    • Bright lances are normally a pretty good choice for dealing with enemy tanks or monsters, and that much is still true here. Only the melee ghostspear hits up to four times per turn at a higher strength with extra bonuses against enemy vehicles and is free to boot. Compared to your other ranged options, the bright lance might seem like a decent option if you want to shave off a few points, but it just does so much worse comparatively that you may as well just skip it entirely.
  • Aeldari Missile Launcher
    • The AML provides both anti GEQ/MEQ support in addition to its anti tank/monster role, so it's a decent option. The variable number of shots does make it a bit worse than the scatter laser or even shuricannon if you explicitly intend on using it for anti infantry, though the new blast rule does make it substantially more useful when targeting blobs here and there.
  • Wraithcannon
    • An...odd inclusion, especially as no kits outside wraithguard exist for the weapon, but it can still take it somehow. Though the Wraithseer can still fully advance and fire it (with hit penalties), it still is limited to a single shot per turn and and as advancing normally prevents you from charging into combat (a very strong selling point of the Wraithseer), you'd be much better off just sticking a regular D-Cannon on it.
  • D-Cannon
    • This is the Wraithseer's pride and joy, though this puppy is staggeringly expensive. Though it's nearly half again the price of the Wraithseer itself, the D-cannon can easily take advantage of its ability to ignore line of sight to tear tanks, monsters and superheavies a new asshole. The variable d3 shots also gained the blast rule, letting it actually chunk portions of infantry more reliably than before. A fantastic way to abuse the ability to ignore line of sight to take advantage of the Mark of the Incomparable Hunter warlord trait to snipe enemy characters with a S12 gun, making the Wraithseer one of the best character hunters in the game. Keep in mind though, having a 145 point freely targetable warlord that presents such a danger to your enemies' characters, tanks and monsters will make it that much more of a priority mark for your opponents, and only one Wraithseer in your entire army can be used to snipe like this.


Special Characters[edit]

  • The Avatar of Khaine: A fragment of the Aeldari god of war, the one to whom all Aspect Shrines derive their "aspect" from, and virtually every other faction's punching bag. At a hefty 235 points, the Avatar of Khaine is a significant investment in both point and CP cost for anyone looking to make full use of his abilities. What he brings to the table as an HQ is full charge re-roll support and total morale immunity to all friendly Asuryani units within 12", a nice bonus for any melee infantry focused army. Individually, 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 melee prowess is the only offensive thing he has going for him. 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 a turn. Though horde-based builds are considerably weaker due to the addition of blast weapons and unit cohesion being more restrictive than ever before, you don't want the Avatar getting bogged down in a sea of trash that even your Banshees or Striking Scorpions can deal with.
    • The Avatar's abilities provide diminishing returns in Saim-Hann or Iyanden lists, which both effectively cover the charge and morale support, respectively. Ulthwé is also useless to the Avatar himself, since he already has a native 5++ FNP courtesy of Molten Body. Instead, the best pure-strain craftworld for the Avatar is Biel-Tan which not only provides workable buffs that will apply to the rest of your army, but also offers a nice bonus on their signature stratagem for having the Avatar.
    • Though the Avatar is locked out of taking a relic, he is the only Special Character in your army that lets you pick and choose which Warlord Trait he has. This gives him a surprising level of flexibility to bolster his offensive presence or support the cluster of infantry you no doubt have nipping at his heels.

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 if said Exarchs didn't trade up for another power). 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 an expensive Phoenix Lord at 160 points, but damn well worth the price for an Aspect Warrior list.
    • With some support, Asurmen can be disgustingly tanky in a fight. Cast Protect on him to bump his saves up to a 2+/2++ when in combat, which can be further supported with Enervate/Drain if you so desire. That said, your opponent may simply bow out and try to light him up with ranged firepower to reduce/negate some of this buffed durability, so try to have a squad or two of Striking Scorpions/Howling Banshees help surround priority targets.
      • Keep that support rolling and he's very deadly in a fight as well. Anything that adds +1 to wounds brings his mortal wound output up from 16.67% to 33.33%, not something to ignore when casting buffs on a single model with 5 attacks.
  • Baharroth: Baharroth is your discount Phoenix Lord, running you a modest 120 points to field. 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 135 points, he is a costly beatstick, but a good one at that.
  • Irillyth (Forge World): Irillyth as a Phoenix Lord sits in that funky area where he kind of handles like his aspect warriors, but also differs from them rather substantially. The only thing he really has in common with his Shadow Spectre pupils is his ability to shoot at a target multiple times with his upgraded prism rifle, Spear of Twilight, up to a total of four times (as opposed to his aspect's limit of three times) so long as each previous hit lands. With each of these shots dealing a flat 2 damage at S6 and AP-3, they're practically tailor made to murder Primaris marines. Aside the extra 6" of range and additional damage per single hit, that's about where the similarities end. In something of a downgrade, the Spear of Twilight completely lacks the dispersed mode (heavy flamer) flamer profile regular prism rifles have. Also unlike his aspect, Irillyth is actually fairly deadly to infantry in melee and deals 1+d3 damage for attacks he makes after a charge and with his Reaper of Souls ability, he can re-roll failed wound rolls against said infantry to make the most of it. Irillyth is also able to deepstrike, again differing from his aspect in his deployment options. However, Irillyth does have one notable edge over the other Phoenix Lords in that his special ability, The Spectre of Death affects all Shadow Spectres on the field regardless of his proximity (or even presence if he's still in reserve) where literally every other Phoenix Lord only affects their respective students within 6" of them. At a price of 150 points, he's a bit on the steeper side, but he can be a solid choice against MEQ focused armies.
  • Jain Zar: Right off the bat, Jain Zar is a terrifying melee combatant who wields both Silent Death (an assault 4 S4 AP-3 weapon) and the Blade of Destruction (a buffed Executioner that hits at S6 AP-3 DD3 with re-rolls for failed wounds) on the mostly standard Phoenix Lord statline. Combined with the flurry of special abilities native to her aspect, such as overwatch immunity, advancing after charging with an extra 3" added if she does so, she will find it particularly easy to get stuck into combat and do some heavy damage. Jain Zar wouldn't be a Phoenix Lord if she didn't offer any incentives to run her aspect with her, so in comes her Cry of War Unending ability. This grants Jain Zar and all Howling Banshees within 6" the Always Fight First rule (and all the caveats that come with it), which might have some niche use if enough Banshees can fully cut off enemy units from pulling out of the fight. Jain Zar's last notable ability, Storm of Silence is arguably her main selling point now. Allowing her to make attacks equal to the number of enemy models within 2" of her, this transforms Jain Zar into a GEQ/MEQ blender that can single-handedly wipe entire squads off the board in a single fight phase. Unfortunately, this kind of discourages having more than a squad of banshees accompany her since outside acting as meatshields on the approach, they'll more likely just get in the way in the fight phase.
  • Karandras: Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and currently runs at 135 points. He comes with a host of special abilities: 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 wounding everything below T8 on a 2+, letting him take on anything short of a Super-Heavy, and Enhance means his attacks explode on a 5+, or 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 150 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.

Troops[edit]

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: Look at how they massacred my boys. The changes to unit coherency and addition of Blast profiles puts these guys in a disadvantageous position to start with, but the bump to 10 points a model is particularly painful considering how limited their use is. Bringing a Heavy Weapon Platform honestly makes them more vulnerable than if they just go bare-bones since by bringing it, you put the unit to 11 models and subsequently maximize the first Blast weapon that targets them; with their garbage T3 5+ statline, that's not exactly a promising prospect. It also doesn't help that the platform itself now costs 12 points before you plug a gun into it, making them extremely expensive for what you're getting out of it. Though they are just as fast as any other elf in spandex, they need to get punishingly close (as in Rapidfire and Charge range) just to fire their basic weaponry. They currently have two reliable niches; Objective securing through bodies, and suicide deepstrike assaults.
    • Ulthwé lists may find some extra utility with these guys due to the 6++ FNP and Discipline of the Black Guardians stratagem.
    • These guys can be quite tough to move when fully entrenched if you're willing to invest the CP and psychic support. A Farseer can throw Fortune on a squad for a 5++ FNP while using Celestial Shield will grant a squad a 4++ Invuln save that can be bumped into a 3++ by a Warlock casting Protect on them. This'll make them surprisingly tanky and can make a hell of a difference for objective-based games.
Heavy Weapon Platform Loadout Options: As stated, every 10 Guardians per unit allows them to take a Heavy Weapon, maximum of two. The standard fare is available to them, though at an extra 12 points before you even put a gun on it, you'll certainly be paying a premium for the privilege.

10 points with 24" range, assault 3 S6 ap0 D1(or ap -3 on a 6 to wound) A great option for Guardians on the move, Battle Focus makes this the only "heavy" weapon that lets your Defenders run and gun with no penalties. Ideal for Biel-Tan lists.

10 points with 36" range and heavy 4 S6 ap0 D1. The cheapest choice is also a solid one. Long ranged anti-GEQ firepower works fairly well with large squads of Guardians, especially if you go big enough to field a pair of them.

15 points 36" range, heavy 2 S6 ap-3 Dd3. A mid-tier choice for mid-tier units, the Starcannon cuts out some of the "all-or-nothing" attitudes your shuriken weaponry has regarding armor. A good supplementary choice against MEQ armies, but unless your Guardians are close enough to contribute their firepower as well, don't expect it to clear squads on its own.

20 points, 36" range heavy 1 S8 ap-4 Dd6. If you have the 25 points to spare and if you plan on having your Defenders hang back and defend key locations, the bright lance is good, if the pricey choice for contributing firepower against monsters and tanks. You can also buff these to hit on a 2+ for Ulthwé Guardian Defenders, but one would argue the AML would be a better choice.

20 points, with two profiles either heavy 1 S8 ap-2 Dd6 or heavy d6 at S4 ap-1. Not only does it perform decently against both single heavy targets and groups of small targets, but your Guardian Defenders arguably get the most out of this particular gun than anyone else who can take it (namely Ulthwé ones). Discipline of the Black Guardians grants the ever-reliable accuracy most other units (even Dark Reapers) can't quite compare to and the Starshot Missile offers a clutch anti-Fly option that can smack Mortal Wounds on airborne targets. Their exceptional range also makes them fantastic for backline Guardians acting as deep-strike buffers or objective defenders so that they can contribute something crossfield. The addition of Blast for the d6 S4 profile gives it a solid edge against blobs of units, though with the new changes you probably won't see that many of them these days.

  • Storm Guardians: Though these guys got off slightly easier than their Defender cousins, Storm Guardians aren't in a great place either. At 9 points a model, they're a bit of a premium for the single shuripult shot and single attack they come stock with. Their only saving grace is that they can bring two special weapons without needing extra models to do so, making them slightly less vulnerable to Blast weaponry. Having said that, these guys are still ludicrously frail at a 5+ save over their pitiful T3, so don't be surprised when half the squad is viscerally splattered across the battlefield because a Space Marine scout growled at them. They can be made shockingly durable through a combination of Protect, Fortune, and the Celestial Shield stratagem, though investing that much support into a squad of Storm Guardians would be rather a wasteful outside of securing objectives in the final turns of a match. You could attempt to use them as a distraction, but at a whopping one attack at S3 with no AP for each elf in the squad, your opponent is liable to deliberately ignore them since the worst they'll often do to most baseline infantry is give them a rather firm back massage.
Weapon Options: Aside from the complimentary Shuriken Pistol, each storm guardian has their choice of taking either a chainsword or aeldari blade. Two of every eight Storm Guardians can instead take one of two special weapons and arguably serve as the primary reason to even take these guys at all.

The default blade that is complete trash. The only benefit it provides is that it allows Storm Guardians to re-roll failed hits in the fight phase. Seeing as how this is strictly worse than just gaining another attack, never take this.

A completely free upgrade that grants Storm Guardians an extra attack. Always take this.

One of exactly two units in the entire Craftworld codex who has access to the bog-standard flamer. One or two of these in a standard unit is actually quite useful against GEQ armies. Their range meshes nicely with the rest of the squad's shuriken pistols and serves quite well as a prelude for and against charges.

Serves the exact opposite purpose the Storm Guardian's flamer does. In a similar vein to taking a bright lance or AML on a Guardian Defender squad, you take these to supplement your existing forces rather than replacing them, as the Storm Guardian squad as a whole likely won't contribute jack shit to the type of targets the fusion gun is designed for. Additionally, these guns crank the cost of the guardian holding them up to 19 points, making them excruciatingly pricey. On the plus side, Ulthwé S. Guardians can take advantage of their unique stratagem for +2 to-hit fusion guns, something even your Fire Dragons can't quite match.

Kind of a "special weapon" in its own right, only two models per squad can take a power sword in lieu of their aeldari blade. The AP is nice, but each model wielding the sword only gets one attack at S3 a turn. Give this a skip.

  • Dire Avengers: Dire Avengers are honestly your best troop choice this edition. By default, each Avenger is equipped with a slightly superior 18" Avenger Shuriken Catapult and Plasma Grenades, simultaneously giving them a bit more breathing room over their Guardian competitors and making them a bit more dangerous in close-quarter engagements. Their ability to successfully land overwatches on a 5+ also makes them one of the better, more cost-efficient screening units available to you now, only being outperformed by units equipped with flamers in this regard. If your opponent does happen to charge them and makes it into combat, the Exarch can also be kitted out with one of the several dedicated melee loadouts available to him in order to put up a halfway decent fight against GEQ or MEQ foes. All of these traits combined make Dire Avengers one of your most tactically flexible units, a rather rare niche that shouldn't be taken for granted considering how hyper-specialized the rest of your infantry tends to be. Currently, due to the introduction of blast weaponry, morale changes, and the slew of Exarch Powers available to you, you should almost always take these guys in the standard 5-elf squad sizes.
Exarch Powers: Dire Avengers Exarchs by default have the Battle Fortune ability, granting them a 4+ invulnerable save. This can either be exchanged for one of the following powers, or you may pay 1 CP for one particular Dire Avenger Exarch to keep Battle Fortune and take one of the following.

While the Exarch is part of the unit, all non-Grenade ranged weapons score an additional hit on an unmodified hit roll of a 6.

  • Can prove somewhat handy, especially with bigger squads or on Exarchs dual-wielding ASCs. Equivalent to +1 to hit (and stacks with it), even on Overwatch (where it works fine, unlike real modifiers). Offensively speaking, this is the best power of the bunch (Avenging Strike would be better if you could reliably lose only a few members, but that's challenging compared to losing none or many).

Squads accompanying an Exarch with this force opponents to subtract 1 from wound rolls made by melee weapons against them.

  • Basically a free, constant Enervate debuff. Given your Exarch can actually participate in melee to a decent degree, this isn't a bad trait to take for objective defenders expecting company.

Straight up morale immunity for a squad containing an Exarch with this power. As in, you auto-pass all morale tests, don't roll any dice.

  • The appeal of this ability really waned with the changes to morale (namely, Combat Attrition tests) and the simple fact that you'd get far more mileage out of two 5-man squads rather than one 10-man squad; a 5-man Dire Avenger squad is far more likely to simply get flat-out wiped before a Leadership test will be required and even if one does occur, losing more than 1 model is extremely unlikely. Stick to something that actually improves your Exarch's combat performance.

This Exarch has a WS/BS of 2+.

  • A pretty good trait that is great for either ranged or melee exarchs. Precious few troop choices in the game can get a built in BS/WS of a 2+ with the abundant access to hit rerolls and performance buffing psychic powers you have. If you're sticking to ranged combat, this is going to be worse than Bladestorm, which is functionally BS2+ for the entire unit; only take this if you really plan on getting into melee, or are obsessed with your Exarch's grenades.

All ranged non-grenade weapons fired by this Exarch gain AP-3 at all times, losing the "critical hit" AP-3 on a wound roll of 6 rule.

  • This is an ok if selfish power that will reliably punch through MEQ armor on a consistent basis. Should obviously only be used by double ASC exarchs. Has a bit of synergy with the Hail of Doom attribute to achieve a consistent AP-4 on the Exarch and a lesser AP-1 for the rest of his squad. Overall though, if your rolls are halfway decent, you'll likely get better performance out of the Bladestorm ability since the whole squad benefits.

While your Exarch is alive and the squad itself has taken at least one casualty, you add 1 to each model's hit and wound rolls.

  • This is also a very good power; you will invariably lose at least one model from your units as the battle progresses and these roll buffs apply for all attacks made by every remaining model. The only downside is also an upside: your opponent won't willingly leave an injured squad alive, so be prepared for this to turn into the real power being that your Dire Avengers can control your opponent's flow.
  • This is probably one of the few reasons to take a fully maxed out squad of Dire Avengers; more bodies simultaneously means that the squad in particular is more likely to last longer (assuming your opponent doesn't single-mindedly focus on wiping them) and you'll have more models to take advantage of the permanent boost to their offensive capabilities.
  • Adding +1 to their wound rolls is actually a very significant buff; now they wound everything in the game on a 5+ (which also now triggers their AP-3 effect on their shuripults, making them surprisingly effective at chip damage), but they now also wound most MEQ targets on a 3+ and GEQ targets on a 2+. Cast Doom on hardier targets and have an Autarch hang out nearby to maximize their potential.
Exarch Weapons: Your Dire Avenger Exarch arguably has the most flexible loadout choices among all the other aspect warriors. If you don't want to spend any extra points on him, he just packs around an avenger shuriken catapult just like his less obsessed kin.

Exactly what it sounds like, your Exarch simply dual-wields two ASC's. Given you're doubling his ranged output for a measily 3 points, you'll almost always want to take this on any standard loadout. As they're counted as two individual guns (not "twin-linked"), you may choose separate targets for each gun, so there's that going for him too. Now that the ASC is free, there's literally no reason not to take two outside melee-oriented Exarchs.

Shave 6" and half the shots from your ranged weapon, but get a power axe equivalent. Though it is now free and has some utility against harder targets like Space Marines or Orks, it may be better to either spring for the Shimmershield or just stick to pure ranged loadouts.

Completely forego any ranged weapons on your Exarch in exchange for a squadwide 5++ invulnerable save. Now that the Powerglaive itself is free, this is definitely worth considering on larger squads or when you don't/can't spend the CP to let the Exarch keep Battle Fortune.

Again, sacrifice a bit of your ranged firepower to get a power sword equivalent that's AP-2, but slaps a mortal wound in addition to any damage dealt on a wound roll of 6. Since your Exarch is naturally S3 and would've needed to roll a 5 or 6 just to wound most MEQ units anyways, this is a reasonably decent loadout for Exarchs you expect to be up on the front lines. Season this with a Warlock casting either Protect or Empower on him or posse up with Asurmen to more efficiently lay the smackdown on enemies in melee.

  • Rangers: Deep Striking Snipers that can target characters regardless of restrictions. Awesome. They also gain a 3+ Save in cover, but they lost their innate -1 to hit modifier. They're equipped with Ranger Long Rifles and Shuriken Pistols for close encounters (though if they ever have to use their pistols, you've probably already written them off as deceased). As mentioned, Rangers excel at picking off independent characters by sniping them with their rifles. Though they are only S4, shoot only once and lack any AP, they do plant a Mortal Wound on the target when a wound roll of 6 is made. It might seem inconsequential, but these extra wounds can and will be the difference between a dead Painboy or Commissar, or even prove pivotal in softening up a Captain or Overlord. At a new 15 points per model, they're the most expensive (per model) troop choice you can take, but having one or two squads screen or snipe at key targets won't hurt.

Dedicated Transport[edit]

  • Wave Serpent: Your most durable Falcon-chasis tank and your only dedicated transport is still as much of a staple as it has been for years. The signature Serpent Shield provides solid protection against any multi-damage weapons by dropping the damage each incoming shot deals by 1 (to a minimum of 1), making it fantastic at shaking off plasma-type weaponry or anything dealing a slightly less threatening d3 damage. Of course, if the situation calls for it, you can dispel this shield to effectively have your Wave Serpent cast smite on a nearby foe, though doing so disables the damage reduction ability you'd otherwise get. Keep tabs on your surroundings and only commit to doing so if you're confident you've dealt with anything that can immediately threaten the tank or if you're positive the Wave Serpent isn't going to last the turn. A spacious 12 transport slots inside the Serpent grants you a lot of flexibility with the cargo you can stuff in it; you can fit two MSU Aspect Warrior squads alongside two additional support HQs, a MSU Wraithguard/blade squad or a MSU Guardian Defender squad with a Heavy Weapon Platform. Even if you're not necessarily wanting to use it to transport units, it still makes a rather effective vector for heavy weapons that doesn't compete with the rest of your vehicles for the significantly more crowded Heavy Support slots. It's a fine transport unit with front line tank defensive and offensive capability, though such a potent vehicle comes at a cost, being 150 points in its cheapest form. This means it is not a simple through away unit like the Imperial Chimera, rather, it should be factored into well orchestrated plan of battle.
Weapon Loadout Options: Wave Serpents have a fairly basic selection of weapons to mount on its chassis. Like every other tank based on the Falcon, it features an underslung twin-linked shuriken catapult that can be swapped out for a single shuriken cannon. As it is your dedicated transport, it does eschew some of the more specialized and unique weapons in exchange for a twin heavy weapon. The only real downside to these twin weapons is that they count as a single weapon; even if they're effectively just two heavy weapons strapped together, they both must target the same unit when firing.
  • Twin-Linked Shuriken Catapults: Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Wave Serpents looking to keep it cheap. The wounding potential this has is fairly comparable to the cannon and honestly is preferable unless you want to run triple cannons for the range and strength synergy.
  • (Twin) Shuriken Cannon: Upgrading the underslung gun into a shuriken cannon is generally not necessary, as your Wave Serpent will often be trying to get in close to drop off its payload of aspect or wraith melee units in enemy lines. If you're planning on taking a Wave Serpent to primarily act as a durable tank that doesn't take up your precious heavy support slots, the extra range the cannon has over the catapults is certainly welcome. The twinned version mounted on the turret is an excellent and reasonably priced choice for transporting units quickly, since you can still contribute their firepower even while advancing. This particular perk is somewhat diminished if you're slapping a CTM on the Serpent of course, but it's still a viable choice if you're trying to take the cheapest possible transport without sacrificing mobility options. Obviously pairs perfectly with an underslung cannon.
  • Twin Scatter Laser
    • Your cheapest and best anti-GEQ choice, the twin scatter laser lets you blast 8 S6 shots at ranges that surpass any shuriken variant available to you. This should probably be your default choice in a standard list where you aren't hurting for anti-vehicle weapons.
  • Twin Starcannon
    • A good middle of the road option, the twin starcannon seems a little lackluster compared to your other options in this slot. Being twinned does give it a serious boost however, as 4 S6 AP-3 shots will virtually erase any MSU MEQ squad you come across, with the underslung catapults/cannon able to clean up the rest of what's left.
  • Twin Bright Lance
    • A good choice that gives your Wave Serpent a fairly effective anti-tank/monster option for a workable price. It serves fairly nicely as a tank/transport cracker if you're carting around Banshees/Wraithblades and can give embarked Fire Dragons/Wraithguard an extra push if whatever they tried to blow up managed to survive their efforts. It does face fairly stiff competition from the twin AML though.
  • Twin Aeldari Missile Launcher
    • If you have the points, the twin AML is your most flexible choice and one certainly worth considering if you can afford it. Either 2 S8 shots or 2d6 S4 shots let your Wave Serpent threaten a wide variety of targets, particularly now that they count as Blast weapons. Keep in mind, you are unable to shoot these in melee if your Wave Serpent gets caught up in the crowd and the FLY keyword doesn't let you freely fall back and shoot anymore.
Vehicle Upgrade Options: Your Wave Serpent and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available. Unlike most of those tanks, most of these are actually useful to the Wave Serpent and warrant a look if points allow.
  • Crystal Targeting Matrix
    • Now that these let you fire all of your weapons after advancing (with a -1 to hit penalty, of course), these will let you maximize your Wave Serpent's speed for mere pennies on the dollar you're spending on the tank itself. If the battlefield is on the smaller side or you're using weapons with longer range like the AML or Scatter Laser, you can probably just skip these and not advance. It doesn't hurt to keep your options open though.
  • Soul Stones
    • Wave Serpents, being a defensive tank possibly carrying cargo worth more than it is, definitely want to purchase these if at all possible (especially if you're running Iyanden or Alaitoc). The Serpent Shield pairs beautifully with these, since it reduces the number of FNP rolls you'll need to make against anything dealing more than 1 damage to the tank.
  • Star Engines
    • A nifty but somewhat unnecessary upgrade. Wave Serpents have pretty good movement on their own already, but the 2d6 advance may all but guarantee you get your Wave Serpent where it needs to be as soon as turn one. If you take these and plan on using them, taking a CTM is all but required so that you can fire your weapons while taking advantage of your superior advance rolls.
  • Vectored Engines
    • Kind of a similar boat as the star engines. They stack well with them and the CTM in particular and if want to make your Wave Serpent as durable as possible for those initial turns, this'll help with that. Keep in mind, in most circumstances, you'll want to skip these entirely if you're running an Alaitoc list; Vectored Engines are redundant due to hit modifiers no longer stacking beyond -1.

Elites[edit]

  • Bonesinger (Legends): 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 55 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 and equal to a Spiritseer when it comes to casting Smite, 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.
    • Per 9th edition, these guys aren't in the Chapter Approved Munitorum Field Manuel, so they've fully been placed into Legends. Here's hoping they get a refresh when they finally give the Eldar line some TLC, but don't hold your breath.

Aspect Warriors[edit]

  • Fire Dragons: Your dedicated anti-vehicle Aspect Warriors, Fire Dragons are your cheapest option for blowing up tanks. Unfortunately, that "cheap" aspect reflects in their statline; T3 with 1 wound and only a 3+ save will make these guys melt faster than the tanks they just shot up. Due to this, these guys require a Falcon (your more offensive option for MSU squads) or Wave Serpent (defensive option for a max squad or two MSU squads with space for psyker/autarch support) to actually make it to their intended targets, which will effectively double the cost to field these guys. Alternatively, you can use the Webway Strike stratagem to just drop these guys on top of a vulnerable target, though you'll be outside the bonus roll range of their fusion guns and they'll be left completely high and dry once they fire off once.
    • These guys were ripped off hard by the new Primaris Eradicator Space Marines, a squad entirely armed with Melta-type weaponry. It wouldn't be so bad if they weren't only 5 points more than the Fire Dragons. That mere 5 points gives you three T5 3W marines that, if they target the same unit (which they almost always will), get to shoot twice (that's 6 melta shots) at a range of 24" (they get their roll two, pick the highest damage roll bonus at your maximum range). Actual bullshit.
    • Unless the Exarch is carrying a flamer (see below), it's generally easier to just never throw the melta bomb, but if you can be bothered to remember this, the bomb is better only against T8+ vehicles, and the benefit against T8 is vanishingly slight. It's also better any time the target is down to 2 or 1 wounds remaining.
    • Fire and Fade is an excellent way of getting these guys into cover after blowing up their target.
Exarch Powers: Vanilla Fire Dragon Exarchs get the bonus of Crack Shot, letting them re-roll 1s for their hit rolls. However, trade this in or pay 1 CP to pick one of these other perks instead/in addition.

The Exarch's accompanying unit may change their fusion gun characteristic to Pistol 1 at the start of their shooting phase.

  • Basically garbage, since neither you nor your opponent will typically have any interest in staying in melee long enough for pistols to come up.

Your Exarch may re-roll one of the damage dice made by an attack using the Fire Pike, but only against VEHICLEs.

  • It certainly helps get the most out of that particular gun, though it's still not an ideal weapon to use. Very anti-synergistic - outside of melta range, it helps your damage less than melta does, and within melta range, it has diminishing returns with it.

Turns your Exarch into mini-Fuegan. Their melee weapon gains AP-2 D2, and grants wound re-rolls.

  • A decent pick for the very likely possibility of melee combat your Exarch will face.

When your Exarch's unit advances, roll 3D6 and discard whichever 2 results you don't like.

  • Extremely handy for getting in close enough to do their job and potentially get out somewhat safely. This should typically be your default - it's the only Exarch power you can take that fundamentally helps the unit do the job you took it to do.

Your Dragon's Breath flamer wielding Exarch may forego his overwatch shot against a charging unit and roll 1d6. On a 2+, the charging enemy unit takes D3 mortal wounds.

  • Notably doesn't seem limited by the flamer's 8" range and nothing can really argue with a source of borderline guaranteed mortal wounds.

Your unit's Exarch forces enemy melee attackers to subtract 1 from their hit rolls in melee against the unit.

  • Basically the Banshee's War Cry ability, and a pretty good defensive perk, unfortunately, though it no longer stacks with Drain and Lightning Reflexes.
Exarch Weapons: Fire Dragon Exarchs have a couple side choices they can take just in case the basic fusion gun isn't quite packing enough heat for you.

Pay 15(!) additional points and trade out the basic fusion gun for +6" of range, which is +3" to the improved damage range as well. Yes, that's all you get. It was debatable in 8th with 3 points, but 9th has moved it to the 'forget it' tier. You can almost get a new Fire Dragon for the price. Maybe the new codex will improve upon it, like it did for Imperial melta weapons, but the point cost could have waited, as well. The amount of warpdust, they snore in the rules dept. must be hard even on a Haemonculus.

Swap your fusion gun for an assault 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. 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.

  • The Exarch's Crack Shot (and Battle Focus) doesn't apply to the flamer, and the melta bomb doesn't re-roll wounds against monsters, on top of only having 4" of range. This means the flamer is often worse than the fusion gun it's replacing - for example, against TEQ during your Shooting phase, even in the 6.01-8" band. Often, you're better off with the fusion gun, and you can stop counter-charges by having something else, like the Wave Serpent these guys rode in on, charge the potential counter-chargers.
  • Howling Banshees: These extremely fast armor-shredding ladies excel at diving deep into enemy lines and shutting down Overwatch and gunline infantry. A base 8" movement with the ability to advance and charge (adding 3" to the charge if they do so) can make these gals blisteringly fast for ground-locked foot infantry and can even allow turn 1 charges with the right positioning. The Exarch granting her squad a -1 to hit modifier in melee can make it particularly challenging for these dedicated gunline units to actually retaliate as well, making them surprisingly survivable when in combat. A much needed buff to their strength (courtesy of the power sword buff all factions will be receiving) will finally allow Howling Banshees to carve through GEQ targets with much greater ease and will allow them to go toe-to-toe with Space Marines in combat (in theory). Having said that, due to the wound buff many Space Marines received, Banshees will still struggle to clear any single squad off the board that they don't dramatically outnumber due to their low attack output per model. Though their buffed strength reduces the necessity of a Warlock babysitter, Banshees will also find it challenging to earn their points back against MEQ/TEQ units without one. This, of course, is assuming they aren't shot off the board before they even make it into combat. With a paltry T3 and 4+ save, Banshees are easy prey to virtually every basic gun found among the other factions and are prone to evaporating the moment you point something with a scope towards them. Keep them inside Wave Serpents and/or hug cover until the last possible second.
Exarch Powers: Howling Banshee Exarchs by default have the War Cry ability, slapping a -1 to-hit modifier on enemies in melee with them. They can replace this with one of these six alternate powers (or you may use the Exemplar of the Banshee Shrine stratagem to keep War Cry in addition to one of these.)

Your Exarch's unit gains a free 5+ FNP against melee attacks.

  • Effectively the only "unit-wide" power aside from the default War Cry, this provides your girls with an extra layer of durability and saves you a potential Fortune cast. If you spend a CP to keep War Cry, you have a surprisingly durable melee squad on your hands, though you're definitely sacrificing some offensive output for this.

For Exarchs with Executioners, whenever they fight, you can drop their total attack output by 1, but add +3S and deal a flat 3 damage per hit.

  • This turns your exarch into a hell of a MEQ/TEQ butcher, with a side specialty of character hunting. If you're taking the executioner, you may as well consider slapping this on your exarch for some added oomph.

So this is where Jain Zar's ability went. At the start of combat, your Exarch may select an enemy model within 1" and reduce their attack characteristic by 2, to a minimum of 1.

  • This works on every model from the lowliest guardsmen to the burliest Imperial Knight. This is a great tool for suppressing key combat characters (especially if multiple exarchs swarm the model in question) and can make your Banshees the ultimate tarpit unit.

Your Exarch adds 1 to their attack characteristic, 2 if they're using Mirror Swords.

  • A solid power that turns your Exarch into a mini-Jain Zar, but doesn't really help the rest of her squad.

Your Exarch's unmodified to hit rolls of 6 in melee cause a mortal wound on top of any other damage.

  • This means your Exarch deals at least one mortal wound in a round of combat approximately 42% of the time, up to 53% if using Mirrorswords. Another pretty decent power, if considerably more limited and situational compared to others on this list.

When the Exarch and her squad successfully charge an enemy squad (or squads), roll a D6. On a 4+, pick an enemy unit within 1" and deal D3 mortal wounds to them.

  • Actually a pretty good power, as your banshees will generally struggle to fail a charge given their insane mobility.
Exarch Weapons: Howling Banshee Exarchs also have a collection of exotic blades to swing around if the basic power sword just doesn't quite cut it.

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 Mirror swords 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 usually worth taking. The Piercing Strike exarch power does give it a useful niche as a character/TEQ killer since the bump up to a flat D3 hitting at S6 will outright kill terminators, primaris marines and very possibly an unlucky character. This does turn the unit of banshees itself into a bit of a tax for the exarch however, as they won't be contributing much to the kind of fight your exarch'll be getting into.

A free upgrade, the mirror swords drop the exarch's shuriken pistol in addition to the power sword. While this causes her AP to drop to -2 as well, it does allow her to re-roll all failed hit rolls in melee combat. For the discount banshee exarch, this is probably the recommended choice, especially if the squad is going to be thrown at GEQ-type blobs of infantry. Tailor made for the Whirling Blades exarch power, granting the exarch 5 attacks when using mirror swords!

Now officially supported for plastic banshees! For 6 points you trade your Power Sword in 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 bit worse than the sword in melee, obviously, since you've paid 2 more points and reduce your AP by 1. Suffice to say, it is completely superior to the pistol due to having triple the "shots" and a standard AP-2 instead of AP-3 only on a 6+. Oddly, the triskele is considered S4 for the ranged attacks while its melee profile is S-user (S3), so it is more effective at range than in combat. While this makes it perfect for softening up enemies on the charge, it does find itself underperforming compared to all your other options in actual melee. Given that melee is the focus of the banshee's aspect...make of it what you will. It's a shame you can't replace the pistol with this instead, then it'd totally be worth considering more freely.

  • Striking Scorpions: A Deep Striking brawler unit, Striking Scorpions are... dissapointing for such a cool unit. Armed with Shuriken Pistols and their own special chainswords, which don't give them a bonus attack but instead have +1S. Kinda crap, though their Exarchs, who have some pretty neat powers as listed below, can take upgraded melee weapons that are actually capable of inflicting consistent damage. Each model also has a pair of Mandiblasters, a pair of lasers attached to their helmets that go off at the start of the fight phase before any attacks are made - on a 6 (or 5 with an exarch power) they'll inflict a single mortal wound. Nothing to really write home about but it is still free damage. In addition, Scorpions have an inherent +1 bonus to hit things in cover, which helps not only with their shooting but in melee combat. Enemy units still count as in cover but gain no benefit from it at all in the fight phase. While having an above average armor save of 3+, they still suffer from the squishy t3 1 wound statline all your other infantry have.
    • If you are gonna take these guys, you should be throwing them at GEQs; squishier targets that have lower armour saves and lack much melee ability. Of course, this is overlooking the fact that Banshees are practically an upgrade for only 2 points per model more, set to receive +1S on their own swords which already have an inherent -3 AP and the same number of attacks. So if they're mediocre at melee, what should they be used for? Well, given they've got innate deepstrike and a 3+ armor save (boosted to 2+ in cover), with the ability to get a free -1 to hit via an Exarch power, they look somewhat similar to the Rangers of 8th, though without the ranged part. However, they are also ten points cheaper for the same number of bodies and may not be a bad choice for grabbing some objectives.
Exarch Powers: Striking Scorpion Exarchs utilize the Sustained Assault power by default, granting an additional attack on a hit roll of 6+ with attacks generated this way not triggering this power. Certainly a good power, but you may want to consider trading it in or paying 1 CP for one of these other fancy abilities instead.

So long as the Exarch and his unit are completely on or in cover, enemies suffer a -1 to hit modifier on their ranged attacks against them.

  • Outside Alaitoc lists, this can provide an extra layer of protection in the right circumstances, but you may just want to spring for one of the more offensive powers so that your Scorpions can actually kill people more consistently.

Your Exarch gets +2 Strength. S10 Scorpion Claw smacks anyone?

Your Scorpion Claw deals a mortal wound on top of all other damage on unmodified wound rolls of a 6.

  • Not a bad choice by any means, fishing for mortal wounds is a significant reason to take scorpions after all.

Your Exarch and his squad gain Always Fight First while fully on or in terrain features or cover.

  • Your scorpions will probably have more opportunities to take advantage of this mechanic than other units since it's much easier to corner your enemies in the close quarters environments you ideally want your scorpions sticking in. That said, it's still situational.

Your Exarch and his unit may fall back 6" as if it were their movement phase at the end of the fight phase.

  • This lets your scorpions swoop in, fire their mandiblasters, slap some faces a bit then bounce back a reasonable distance before your enemy has a chance to cut them off or surround them. Just remember not to take this when using attributes or stratagems that let you do this anyway.

Your Exarch and his unit's mandiblasters add 1 to their rolls, going off on a 5+.

  • Doubling the chance for these to go off is no joke and is certainly one of the better choices for more generalized lists.
Exarch Weapons: Striking Scorpion Exarchs have a surprisingly diverse selection of arms and armaments that can deliver quite a sting to a variety of enemies.
  • 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. As your Exarch drops his pistol for this, he won't be able to contribute to ranged firepower while in combat. As the default Scorpion chainsword doesn't grant additional attacks, there's never a reason to not chose this over it in combat.
  • 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 breakpoint 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?
  • Have your Exarch toss away his chainsword and pistol so he can unleash his inner Ork and dual-wield 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. On a sad note, due to being index exclusive, they don't get to benefit from Biel-Tan's shuriken weapon buffs despite functioning exactly like one.
    • 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.
  • Shadow Spectres (Forge World): Shadow Spectres are a rare breed of Aspect Warrior; one that can excel against many forms of infantry (GEQ, MEQ and TEQ are all viable targets for them) and can even do decent work against lighter vehicles or monsters. Offensively, Shadow Spectres are kitted with the dual profile Prism Rifle that can fire single coherent 18" S6 AP-3 shot or a dispersed 8" d6 shot S5 AP-1 auto-hitting plume of fire. The coherent mode, in particular, is interesting, as a successful hit allows Shadow Spectres to fire at the same target again, up to a total of 3 shots as long as each prior shot lands. This in particular makes them great at killing any flavor of Space Marine (Primaris or otherwise), while the dispersed flamer profile heavily discourages the opponent from retaliating with a charge (melee is a notable weakness for the Spectres). Defensively, Shadow Spectres come stock with heavy aspect armor (3+), a shockingly sturdy set for a fairly mobile unit that flies (though Warp Spiders are similarly defensive) that's also complimented by an inbuilt -1 to hit modifier. Though gone are the days this modifier can be stacked to a value of -4, it's still a nice way to mitigate how many shots actually land on your T3 elves.
    • Exarch Note: Though the exarch is finally the same base price as a regular Shadow Spectre, they, unfortunately, are still the only Aspect that doesn't have a suite of Exarch Powers. Hopefully, this will also be addressed when Forge World releases updated indexes.
Exarch Weapons: Shadow Spectre Exarchs have a pretty ghastly selection. I'm serious, none of his weaponry offers anything of note that the basic prism rifle can't compete with (if not outperform entirely). If you're taking an Exarch, it'll likely be for the extra wound as well as the morale roll debuff he inflicts on nearby enemies.

Spend 5 points and lose 6" of range, a point of AP, and the Heavy Flamer mode, but, on average, double the damage from the single-shot mode. In the new Marine Meta where every model has at least 2 wounds, this weapon has become slightly more attractive against Space Marines. Despite being able to one-shot non-Gravis/Terminator marines, the loss of range is actually a pretty big deal, as it puts your specters at a much greater risk of being charged. Against any other faction, the basic prism rifle is significantly superior.

The Shadow Spectre's answer for any METAL BAWKSES thrown their way. Completely free 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 it costs nothing, 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]

  • Wraithblades: Angry Ghost Elves. Expensive and reassuringly scary Heavy Shock Troops that clock in at 40 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.
Weapon Loadout Options: Wraithblades have exactly two different melee weapon choices depending on if you want to kit them out offensively or defensively.

The offensive loadout, and the most expensive version, ghostswords grant an additional attack per model (3 base, 4 on the charge) at S6. Designed to overwhelm enemy units in a flurry of attacks, ghostswords excel at slaughtering any and all infantry they're sent up against and, if supported with a Spiritseer, can even put a dent in lighter vehicles through the sheer volume of saves they'll need to make. Wraithblades with ghostswords need a Wave Serpent to cart them around if you plan to get them into combat by your second turn, as they cannot afford to take fire while they slowly footslog it across the field. If points are extra tight, you can attempt to Webway Strike them into a position to charge backline infantry, though the likelihood of making that charge immediately after deepstriking them is rather low.

Your defensive and cheapest wraith infantry unit, ghostaxe Wraithblades hit harder for potentially more damage per swing than their ghostsword variants. Why does this make them defensive instead of offensive? The extra strength conferred by the axe isn't quite enough to give it any higher likelihood of wounding targets outside the T6/7 range than the swords do and the lowered melee accuracy coupled with fewer attacks per model make it challenging for ghostaxes to compete with the swords without extensive psychic support. In exchange, the Wraithblade does enjoy a very nice 4++ invuln save that can be boosted with Protect for a 2+/3++ T6 unit with 3 wounds per model. Outside very heavy focused fire or mortal wound spam, not much will break even an MSU squad of ghostaxe Wraithblades. While they can stand to risk running across the field a little more than their ghostsword kin can, using a Wave Serpent is still highly recommended to get them into position. Wave Serpents also let you more safely cart along the Spiritseer(s) needed to supplement your Wraithblades' slightly worse combat skills where the odd sniper might be able to sneak a shot in on them otherwise.

      • 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. Within total of 4 movements, 2 advances, and a rerollable charge chances are pretty high that you reach close combat in turn 2.
  • Wraithguard: These guys are still your reliable and durable heavy-hitters. Clocking in at 38 points per model with T6 and 3 wounds, these guys are very tough and have a metric crapton of firepower to boot due to their S10 ranged profiles. Their movement is pretty slow, coming in at 5" and lacking Battle Focus, and their weapons have very short ranges, so get a Wave Serpent for them to ride in. Add in a Spiritseer/Autarch 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 D1d3, though only A1.
Weapon Loadout Options: Just like the Wraithblades, Wraithguard squads can equip one of two guns to deal with opponents at close range.

At Assault 1 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. Alternatively, Wraithguard equipped with wraithcannons is fantastic candidates for a Webway Strike, being able to drop in on a key target and unleash a salvo on important backline targets. Having a Spiritseer, Autarch, or Farseer around to help make sure the shots hit home is always recommended. 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 freely.

A 10 point upcharge will give your Wraithguard the privilege of S10 AP-4 flamers, but will drop their damage per hit down to a flat 1, their range down to 8" and only output d3 shots per gun. It also jumps the total cost per model to a staggering 48 points, making them the most expensive infantry unit you can field. D-Scythes are still strong weapons in and of themselves; auto-hitting anything at S10 and AP-4 will leave a mark and the d3 shots give the Wraithguard a bit more flexibility to engage larger infantry squads. This also makes them one of the better candidates to spend your one overwatch per turn on, making them great VIP screens. That said, even though their auto-hitting nature allows them to freely advance every turn, they are cripplingly slow and with the much-reduced threat range, these guys effectively require a Wave Serpent if you want them to shoot anything as soon as turn 2; the cheapest combination of which will run you 398 points. Alternatively, you could just take two squads or a maxed-out squad of Wraithguard and deepstrike them for 18 points less.

Fast Attack[edit]

  • 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. Previously held back by the penalties for moving and shooting heavy weapons, these speedy little gunboats have become a hell of a lot more attractive in 9th. They fared better than most in terms of points increase (a paltry 5 points per model) making them arguably the most attractive (and affordable in actual dollars) means of getting extra fire support outside of the heavy support slots. Alternatively, 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 and your choice of heavy weapon.
Weapon Loadout Options: As mentioned, Vypers come equipped with an underslung twin shuriken catapult which can be upgraded into a shuriken cannon if so desired. The main selling point however, would be the heavy weapon loaded on the gunner seat, which can be any one of your five standard heavy weapon choices.
  • Twin Shuriken Catapult
    • The default under-gun for your Vyper is your cheapest and weakest option. It does put out a respectable four shots at close range, something your Vypers are easily able to dart in and out of, though a max range of 12" makes it challenging to utilize in conjunction with the much longer reaching turret mounted weapon.
  • Shuriken Cannon
    • The ideal choice for Biel-Tan Vypers, going with two shuricannons per bike allows each model to churn out a decent six S6 shots to apply pressure on smaller MEQ/GEQ units. For other craftworlds, upgrading the underslung twin shuripult into the cannon allows you to more reliably contribute extra firepower at ranges more in line with your other heavy weapon choice.
  • Scatter Laser
    • Your GEQ gimper synergizes decently with a shuriken cannon for Vypers in a position to act as turrets and are your cheapest choice in heavy firepower. Going this route means that your Vyper will struggle to break through tougher targets with good armor, but it'll be pretty effective at clearing out standard infantry squads.
  • Starcannon
    • The MEQ murderer, the starcannon does very well against most armored infantry due to its good AP values, range, decent rate of fire and variable damage letting it cripple or outright kill multiwound models like primaris marines or Terminators. Where other units taking starcannons would possibly struggle to wipe a MSU squad of MEQ or TEQ in a single turn, two to three Vypers geared with Starcannons can focus-fire down such squads and use their underslung weapons to finish off any survivors.
  • Bright Lance
    • Your Monster mulcher will burn through all but the sturdiest of armor. With Vypers priced as they are, a "unit" of three can dart up the map and deal horrendous damage to enemy vehicles or monsters. The lucky shot with the underslung weapon (ideally a shuricannon to maximize wounding potential against such targets at safer ranges) can also provide some extra chip damage in case the (rather limited) bright lance shots fail to fully finish off the target.
  • Aeldari Missile Launcher
    • An all-rounder weapon, the AML can be very useful for laying down hard/multi-hitting firepower across the board. Previously one of the least recommended options, now with both the loss of the move and shoot penalty and the addition of the blast keyword, AML Vypers can present a pretty serious threat for their points. Possibly the safest bet if you're taking Vypers for a tournament list.
  • Windriders: Windriders are your discount Fast-Attackers, and for what you're dropping on them, you get fairly decent value. The now universal ability to freely move and shoot all heavy weapons without penalty, while appreciated, honestly doesn't change too much for your jetbikers unless you have a thing for Scatter Lasers. 60 points will buy you three of these puppies armed with twin shuriken catapults which, considering their speed and relative durability, is a pretty reasonable deal if you're simply trying to fill slots in a Brigade or looking for something cheap to get downfield before your opponent can really react. Despite a slightly higher T4 and extra wound per model, these guys are still rather frail and will quickly melt if exposed to any kind of special weaponry, particularly anything that deals more than one damage per shot.
Weapon Loadout Options: Windriders have only three choices of underslung gun to pick from, all of which perform somewhat similar roles. Adjust depending on what craftworld you're running and whether or not you want them to play a primary role in your army.
  • Twin Shuriken Catapult
    • The default gun is probably your ideal choice for the average Windrider. The relatively short range isn't too much of an issue due to how quickly your Windriders can jet across the field and performs comparably if not better than the cannon against your more ideal targets. A great loadout choice for Windriders just filling slots for Brigade detachments.
  • Shuriken Cannon
    • With twice the range and 50% more oomph per shot, you'd assume the shuricannon would be a flat upgrade over the twin catapults. Unfortunately, while the extra strength is nice, you're trading sheer volume of fire for a marginal improvement in wounding potential that is barely noticeable outside rather niche circumstances and the improved range isn't terribly important considering how quickly your Windriders can get in range for their TSCs. The final nail in the coffin; these are the same price as your Scatter Lasers, which are flat out better. These may have some minor appeal in lists that benefit from shuriken buffs (like Biel-Tan, or Hail of Doom), but the same could be said for the free TSC.
  • Scatter Laser
    • Formerly only really useful for Saim-Hann Windriders or the ones sitting still like turrets, the Heavy Weapon changes have made Scatter Lasers the go-to upgrade for Windriders looking to hit above their weight. Though you lose any and all rending potential (which, to be frank, you shouldn't be counting on that conditional AP anyways), you maintain the volume of fire put out by the TSCs while gaining the higher strength profile granted by the shuricannon. The only major downsides of the Scatter Laser is that you can't advance and fire (Unless, of course, you stick with Saim-Hann) and that they increase the cost of your Windriders by 50%.
  • Wasp Assault Walker (Forge World): Wasp Assault Walkers are literally just War Walkers with little jump jets and a slightly fancier tail vane. That said, that's not necessarily a bad thing, as War Walkers (and Wasps by extension) are pretty cost efficient as durable heavy weapon platforms. Spend 25 points more per walker to grant them an extra wound, the Fly keyword and the freedom to deepstrike rather than simply outflank. The ability to move and shoot heavy weapons without penalty really benefited your War Walkers, so it needn't be stated how much more the Wasps appreciate this new lease on life. That said, these guys compete pretty heavily with their fellow Forge World unit, the Hornet. Both run 65 points base line, but the Hornet is significantly faster, slightly tankier (yet one more wound with a 3+ save, though it does lack an invuln), can take vehicle upgrades and has a really good signature weapon in the Hornet Pulse Laser. Against weapons with substantial AP, the Wasp does beat out the Hornet due to its 5++ save and, in niche situations, having Battle Focus lets shuricannon loadouts advance without penalty (that said, the Hornet can advance and fire any heavy weapon due to the CTM it can take). Ultimately take what suits your taste, even if that taste is for lots of chicken leg walkers.
Weapon Loadout Options: Despite being Forge World exclusive, the Wasp Assault Walkers' selection is just as standard as its ground-bound variant. Alongside simply being a better War Walker, the Wasp also has the privilege of not taking up your hotly contested Heavy Support slots. You may mix and match these as you see fit.
  • Shuriken Cannon
    • A decent choice for Biel-Tan walkers, though it is somewhat point inefficient compared to your Windriders or even the vanilla war walker for this role. Not to say that it doesn't benefit greatly from having Battle Focus and the ability to deep strike and ambush backline gunners, it's just that by the time your walkers are able to deep strike outside your deployment zone, any of your biker units could have easily rushed into position with their superior movement speed.
  • Scatter Laser
    • Honestly a pretty great choice for dealing with infantry and arguably your second most cost effective scatter laser platform (Saim-Hann windriders excluded). The sheer mobility and deployment options the Wasp possesses allows it to get into an ideal position to act as a turret to pick away at enemy lines, though the usual problems from the lack of AP apply.
  • Starcannon
    • Giving your Wasp a pair of these can make it an ideal executioner of smaller MEQ/TEQ squads like inceptors or aggressors while posing a decent threat against light vehicles, but the drastically reduced number of shots will make the Wasp struggle against model heavy units or particularly tough vehicles/monsters. While reasonably priced guns, you should probably field no more than one or two Wasps kitted out with starcannons if you want them to effectively earn back their points.
  • Bright Lance
    • A solid choice for your Wasps, kitting it out with two of these lets it effectively hunt harder targets like dreadnoughts fairly reliably. Like most units with access to them, it does face some minor overlap with the AML now due to costing the same and should probably only be picked over it if you are expecting vehicle/monster heavy armies.
  • Aeldari Missile Launcher
    • The most flexible, if expensive choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. The Wasp can take great advantage of this weapon's range alongside its flexible deployment/movement to grant it near perfect coverage over the battlefield.
  • 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. This can be augmented in a pinch by the inbuilt Lightning Assault ability, which incurs a -1 to-hit penalty against units targeting the Hornet if it advances. Unfortunately, taking advantage of this ability does disable 5/6 of its guns for the rest of the turn, though this can easily be addressed by slapping a CTM on it to make that a complete non-issue. At 65 points baseline with the ability to take up to three Hornets per slot makes them quite reasonable vectors for heavier firepower and is certainly among your best "offensive" units in the Fast Attack category.
Weapon Loadout Options: In addition to the standard fare of heavy weapons available to most vehicles, Hornets also have access to their own unique gun; arguably the best in its arsenal.
  • Shuriken Cannon
    • A decent, if sub-optimal choice. The Shuricannon is the poor-man's option for when you want a Hornet with none of the trimmings or special features. You can still shoot these after advancing, though since you'll suffer a -1 to hit penalty for doing so (and the fact that the CTM completely invalidates this issue for the rest of your heavy weapons)
  • Scatter Laser
    • The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, though like the rest of the standard heavy weapons, it's arguably outdone by the pulse laser even in this regard.
  • Starcannon
    • While the starcannon is just over half the price of the pulse laser, it is completely outclassed by it in every regard. Avoid taking this.
  • Bright Lance
    • A decent choice, for an anti-vehicle/monster Hornet, but it's arguably worse than the pulse laser in most matchups.
  • Aeldari Missile Launcher
    • The most flexible choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. Like several of the Hornet's options, it is pretty outclassed by the pulse laser due to the AML's variable and unreliable number of shots and/or damage output per shot.
  • Hornet Pulse Laser
    • The signature Hornet pulse laser, while expensive at 25 points per, is honestly the most attractive due to its excellent range, rate of fire, solid AP values and a flat 2 damage letting it slaughter GEQ, MEQ, TEQ, light vehicles and even slightly weaker monsters in quick order. It can also prove effective against heavier targets due to its good strength and AP, all things considered. Pair with a CTM to ensure you can keep accurate on the move.
Vehicle Upgrade Options: As fully fledged vehicles, Hornets are completely eligible for any and all vehicle upgrades. Of course, if multiple Hornets are taken in a single slot, all of them must be upgraded in the same manner as one another.
  • Crystal Targeting Matrix
    • Virtually a required upgrade, a mere 5 points allows your Hornet to advance and fire any of its weaponry (at a -1 to hit, but that's better than nothing). Though you shouldn't constantly advance these just to indulge in the free -1 to hit penalty it puts on anyone shooting at it, it ensures that your Hornet can still use its fantastic Pulse Lasers (which, let's be real, are what you're taking on this thing) if it needs to get out of dodge as quickly as possible.
  • Soul Stones
    • Like most vehicles, Hornets can appreciate the potential to ignore incoming wounds, but taking these can drastically increase the price of your Hornet(s), especially if they're packing pulse lasers. Like literally every vehicle, don't take these if you're running your hornets under Ulthwé.
  • Star Engines
    • A nifty but largely unnecessary upgrade. Hornets are plenty fast as is and there's almost no instance a standard advance won't provide the extra speed you'll need. That said, if you do really want to go fast, you can pair this with the CTM so that you can still fire your weapons and cross the board in record time.
  • Vectored Engines
    • A bit redundant now, the only reason to take this upgrade is if, for some reason, you anticipate a large number of +1 to-hit buffs cancelling out the Hornet's natural Lightning Assault ability. A hard pass.

Aspect Warriors[edit]

  • Shining Spears: Taking a glance at their stats, they look like Windriders with +1 Ld, but they are 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 a S6 AP 4 D2 weapon (the Exarch can upgrade to a 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 catapults! It's very easy to forget about them. Honestly, they are the hidden gem of the CW Index and borderline OP in a Ynnari list. A minimum unit is effectively immune to morale, and for 102 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.
    • These guys got a significant points drop in CA 2019 which seems fair given that ynnari shining spears are now incomparably inferior to what they once were.
Exarch Powers: Shining Spear Exarchs have Expert Hunter as standard issue powers, giving them wound re-rolls against Monster and Vehicle units. Like the others, you may replace or pair this power with one of these using the respective stratagem.
  • Blademaster:Your Exarch's paragon sabre does a flat 3 damage.
    • Generally speaking, hot garbage - the situations in which this is better than a Star Lance paired with Lancer are so few you may as well ignore them.
  • Heartstrike: Your Exarch's melee weapons generate a mortal wound on an unmodified hit roll of a 6 on top of all other damage dealt.
    • Never take this - like Blademaster, this will almost always behave like Lancer but worse, assuming you take the Star Lance you should be taking.
  • Lancer: *The Exarch generates an additional hit on an unmodified hit roll of 6 while using a Laser/Star Lance.
    • Notably works at range and melee, and will generally behave like +1 to hit, which it will also stack with. This power plus a Star Lance should always be your choice over Blademaster or Heartstrike; while it will stack with Expert Hunter, if you're choosing between them, Lancer is better against lighter targets, and Expert Hunter is better against heavier ones.
  • Skilled RiderThe Exarch (and only the Exarch) has a 3++ invulnerable save against shooting attacks (1 better than stock).
    • A Warlock Skyrunner tagging along casting protect gives the Exarch a disgusting 2++ invulnerable save, bar a potential followup FAQ. As of now, there's nothing saying you can't use CP rerolls on them, either. The downside is that you have to take shots on the Exarch to use this, so anything that gets through will kill off the most valuable squad member.
  • Swooping Dive: While the Exarch is alive, the entire unit adds 1 to all charge rolls made.
    • Generally speaking, the best option available, since Shining Spears really want to be in melee to do their jobs.
  • Withdraw: While the Exarch is alive, the entire unit may fall back at the end of the fight phase 6" like it was their movement phase.
    • Useless if your opponent Falls Back (or dies), so it's primarily useful when you're on the receiving end of a charge, allowing you to functionally fall back, shoot, and then charge, without any CP or specialized detachment investment, instead of being forced to choose between falling back and shooting, or hanging out in melee without the charge bonus to your strength.
    • Alternative take, this is far and away the best Exarch power as it allows you to move out of combat in your opponents fight phase to move shoot and charge normally in your turn. Wrap your spears around an enemy unit in your turn preferably one that doesn't pose a threat to them in combat, wait out their shooting phase in combat, then at the end of their turn, back your unit out no strings attached.
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 5 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: Your dedicated anti-GEQ unit, Swooping Hawks are designed to drop in, unleash a hailstorm of lasblaster fire then jump away to rinse and repeat. Whenever they do drop in next to, or scoot over an enemy unit, they can drop grenades on said unit (roll one die per model in the enemy unit, but no more die than Swooping Hawk models in your unit) and deal a mortal wound for every 6+ rolled. This ability is unreliable at best, but between the Quicken power and Fire and Fade stratagem, you can fire it off multiple times a turn if you position yourself carefully. Unfortunetly, Swooping Hawks rely entirely on their volume of fire to deal any semblance of damage, as S3 with 0 AP isn't going to do much of anything to tougher units with a moderately decent armor save and to say Swooping Hawks are helpless in melee wound be a dramatic understatement. That said, having a rather impressive 4 shots per gun and the universal truth letting anything wound everything on a natural 6 to wound means that if nothing else, Swooping Hawks can still inflict a surprising amount of chip damage compared to your other units. Their actually decent 24" weapon range also grants them a lot more wiggle room than every other aspect warrior not wearing a skull mask.
    • Like their Fire Dragon cousins, Swooping Hawks have also been co-opted by an Imperial faction, this time by the Adeptus Mechanicus. Of course, because the Imperial equivalents can't be worse than the dudes they're ripping off, their Pteraxii Skystalkers get one more shot per gun, have the same grenade ability (only going off on a 5+ and adding 2 to the roll against vehicles, giving them the Haywire ability we lost) and actually having halfway decent melee capabilities. This is also completely discounting their loadout that equips this deepstriking unit with 12" flamers.
Exarch Powers: Swooping Hawk Exarchs have Herald of Victory as their default power, uniquely granting +1 Leadership to all <CRAFTWORLD> units within 3" of them. This does have its own minor uses, such as buffing a Mind War Farseer or supporting blobs of Guardians. Outside those specific uses, this generic ability certainly doesn't compare to the selection below, so don't feel compelled to waste a command point on HoV's behalf.
  • Intercept: Your Exarch and the unit accompanying him may reroll hit rolls against units that Fly.
    • Kind of handy given the general abundance of that keyword, but not the most useful of these powers.
  • Suppressive Fire: When your Exarch fires overwatch, the charging enemy must subtract 2 from their charge rolls.
    • This can make your Swooping Hawks a fantastic screening unit against combat heavy armies.
  • Exarch Evade: Your Exarch confers a squad-wide 5+ invulnerable save.
    • A good defensive power for fighting a variety of different armies.
  • Rapid Assault: When your Swooping Hawks successfully charge/get charged, your Exarch adds 2 to their attack characteristic for the turn.
    • You don't want Hawks in combat, pass. Funnily enough though, this does give him/her more attacks than a stock melee aspect's Exarch
  • Swooping Barrage: Your Exarch and his unit add 1 to all Grenade Pack rolls, triggering mortal wounds on a 5 and 6.
    • Just like the scorpions, doubling your chances to deal mortal wounds (especially since all your hawks need to do is land near or move over enemy units) is awesome, especially when running larger units.
    • Do note that you can trigger their Grenade Pack more than once per turn. Have them run over a squad, then get a nearby Warlock to quicken them and they can do it again.
Exarch Weapons: Swooping Hawk Exarchs can take a power sword in addition to trading in their lasblaster for either gun below:
  • Power Sword
    • This does not replace your lasblaster and can be taken with either of the two below. For 5 points it gives you a bit of melee bite, especially because you will typically have them within charge range of a lot of units if you make use of their grenade packs. However, you don't want to have your Hawks to end up in close combat anyway and 2 power sword attacks won't make any noticeable impact. In the end it feels like a waste to spend points on equipment you don't want to use in the first place, and you are better off spending these on other units (like spears for your Warlocks and Farseers).
  • 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.
  • Sunrifle - Legends
    • 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 if any damage was done. 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.
  • 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" and gain the Fly keyword 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. They also finally re-learned how to deep-strike!
Exarch Powers: Warp Spider Exarchs have Iron Resolve, granting them rerolls to failed Morale tests. Due to their smaller unit sizes and good leadership, this isn't the best vanilla power and unless you really plan on maxing out squad sizes, there's little need to spend a command point to keep this and whatever much superior ability listed below you want.
  • Surprise Assault: On a turn in which your Warp Spider Exarch and his unit set up on the field, each model can reroll a hit roll for their deathspinners.
    • A nice supportive power that negates any real need for a Swooping Hawk/Jump Pack Autarch to accompany your dudes.
  • Withdraw: Like Shining Spears and Striking Scorpions, Warp Spider Exarchs and their unit may fall back 6" at the end of the fight phase as if it were their movement phase.
    • Now that units with fly can no longer fall back and shoot freely, this ability is slightly more useful, but only if you fall back during your opponent's turn. If for some reason you have your Warp Spiders fall back after your turn's fight phase, all you're doing is leaving them at the mercy of your opponent's subsequent shooting and charge phases. Don't be that stupid.
  • Whim of Deceit: Your Exarch and his unit can exit the battle field at the start of your movement phase and redeploy at the end of it via Deep Strike rules. This can only be done once per battle.
    • This is slightly underwhelming; it can certainly act as a get out of jail free card and it removes the unpredictable variance the jump pack's 4D6 movement can cause, but it seems less useful compared to a few of the other perks here.
  • Spider's Lair: If your Exarch and his unit are fully on or in cover or terrain feature and an enemy unit successfully charges them, roll a D6. On a 3+, that enemy unit takes d3 mortal wounds.
    • Now this is the kinda power you're going to want! Given how ridiculously maneuverable Warp Spiders are, it's very easy to put them in a position of deep cover where enemy units will be highly encouraged/tempted to dive in after them. That said, savvy opponents will catch onto this tactic quick and will sooner attempt to smoke your spiders out of hiding than risk that kind of damage.
  • Flickering Assault: Your Exarch and his squad pile in 6" instead of 3".
    • Again, Warp Spiders aren't really meant for melee. Sure, they can survive in it due to their 3+ armor, Flickerjump rules and semi-capable Exarch wielding powerblades, but why would not use units like Shining Spears for that purpose instead?
  • Spider's Bite: Your Exarch's powerblades get a +1S buff and deal 2 damage per swipe.
    • A much more usable melee buff than the others here, but once again, why not just take a squad of Shining Spears if you want fast, hard-hitting melee units?
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.
  • 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.
  • Spinneret Rifle - Legends
    • It's 7 points more than two deathspinners and with a guaranteed -4 AP, but with Rapid Fire it kinda sucks. You need to be within 9" to get your 2 shots, which won't happen unless you deep-strike them as close as possible (and you'd need them to get any use out of this). While statistically better than even two deathspinners against high armor value, TEQs and MEQs shouldn't really be your preferred targets in the first place. Not really a good option.

Flyers[edit]

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: A solid flyer that holds the unique privilege of also being a Psyker, the Hemlock is a strong pick for your flier slots. 240 points gets you 16" Assault 2d3 S12 AP-4 D2 shots that autohit, hurting everything in the game on a 3+. That said, the variable number of shots can leave the impact of these little bombing runs feeling a little less impactful than what some of the other fliers you have are capable of. The 12" -2Ld aura (-3 with Horrify) to enemies is also no longer the strong selling point it used to be, now that failed morale tests only ever cost units one model while the rest of the casualties are completely determined by luck. Instead, what the Hemlock lacks in offensive presence it makes up for entirely with its support capabilities. As a Psyker, your Hemlock can attempt to supplement its own offensive prowess with a Smite cast or can support both itself and allied forces by debuffing enemy units with one of its Runes of Battle. It's also arguably the quickest flier you have (as eldar go, that's saying something), as the D-Scythes are considered assault class, it can freely advance up to its full movement of 80", which, combined with the size of its base, means it can reach anywhere on the table from anywhere on the table.
Psychic Powers: The Hemlock Wraithfighter, as mentioned, is one of the precious few Vehicle units in the game that is also a Psyker, but it comes with a slight caveat. Aside Smite (which can be replaced with a Rune of Fortune if you wish), each Hemlock may only know one Rune of Battle and may only target enemy units with it (effectively, they only know the hex half). With only one cast and denial available per turn, you'll have to choose wisely based on how you want your Hemlock to synergize with your army.

Runes of Battle

  1. Reveal: Use this to negate cover saves on your target. The Hemlock's D-Scythes punch through armor with laughable ease, only models a 2+ armor save and no invuln save to fall back on will have any hope of surviving a blast from these soul-shredders. If you're looking to support other units with this power, take it on a warlock.
  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: The target takes a -1 modifier to hit in the Fight phase. For a number of reasons, you should never take this on a Hemlock; use a warlock if you're looking to cripple enemy units in the fight phase.
  4. Jinx: Use this to debuff your target's saves (armor and invuln!) by -1. This is the best supporting power for an offensive mindset, not only does it let the Hemlock perform even better against targets with invuln saves, but it'll let the rest of your army contribute against them more effectively as well.
  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: For when you don't want your opponents to hit as hard in melee. Potentially usable, if you've got some Striking Scorpions or Howling Banshees in the pocket that you're planning on dropping deep behind enemy lines. That said, a Warlock Skyrunner would probably be a better candidate to fill that support role.

Runes of Fortune Yes, the Hemlock can trade away Smite for one of these if you so desire! These are a bit more flexible and allow the Hemlock to directly support allies on the field instead of strictly debuffing enemies. That said, at 240 points, you have much cheaper and more practical options for doing so.

  1. Ghostwalk: Directly increase another allied unit's charge by 2". As a flier that can't charge personally, this is strictly supportive and best reserved for units like your Warlocks.
  2. Fateful Divergence: Gives any one unit within 6" a free hit/wound/save re-roll. Honestly not bad; the Hemlock's footprint is pretty big and can cover a much wider radius than a simple warlock/farseer can. Additionally, giving itself a potentially life-saving save re-roll isn't a bad idea considering what you're spending on the guy.
  3. Witch Strike: Buffs an allied Psyker's melee damage. Not a great pick in general, even worse on the melee-incompetent Hemlock.
  4. Crushing Orb: Throw 3d6 at an enemy character and deal mortal wounds for each 5+ you get. Not bad; your Hemlock can easily get into range of an enemy character and the ability to freely target them isn't something you should take for granted. But, its performance is kind of lackluster and you have a very real chance of doing virtually no damage using this power.
  5. Focus Will: Buff an allied Psyker's casting abilities. Really not a good choice on your Hemlock for several reasons. Just take a Warlock if you're trying to support other psykers this way.
  6. Impair Senses: Force a target to shoot only the closest unit outside 18". Out of the batch, this one is probably the best support power you can bring, as forcing larger targets to focus on your much more durable Hemlock over your squishier infantry can really screw with your opponent's gunline units. Just be careful if said unit has anti-vehicle weaponry; you can no longer stack hit modifiers to become immune to ranged attacks so getting too bold can cost you your flier.
  • Crimson Hunter: The standard Crimson Hunter is notably cheaper than the Exarch variant, at the cost of having the Exarch power (obviously). Two bright lances and a pulse laser make this thing the bane of vehicles and monsters, particularly any of which that Fly due to the reroll wounds Skyhunters gives. It does somewhat worse against other hard-to-hit flyers, though unless you're strapped for points you'll likely wanna grab an Exarch.
  • Crimson Hunter Exarch: 30 points more than the base version for everything it has, and a more flexible loadout and a fine selection of Exarch powers. Like the normal variant, it has a Pulse Laser, and can swap the Bright Lances for starcannons. The ability to move and shoot their heavy weapons without penalty was a major blessing for both Crimson Hunter variants, but the Exarch in particular benefits all the more from it, given its basically a direct upgrade. Like the normal Crimson hunter, it can serve an anti-monster/vehicle role or as an anti-MEQ/TEQ unit. The default underslung Pulse Laser is a significant threat to any multiwound models not packing storm shields and the semi-flexible loadout options give them a little more customizable utility when compared to Hemlocks or standard Hunters.
    • However, if you spend a CP to make your CHE have marksmans eye and Hawkeye, it boosts its expected damage output (v a collection of 8 common vehicles) significantly and makes it hit harder than the hemlock for fewer points. Use bright lances with this combo.
Exarch Powers: One of the defining features the Crimson Hunter Exarch has over its basic version is Marksman's Eye, the aforementioned ability to re-roll hit rolls of 1. Now that the exarch is always firing at its BS2+, this ability honestly worth spending the CP to keep in addition to one of the following perks.
  • Aerial Predator: Ranged attacks deal 1 more damage against enemies that fly.
    • D4 pulse laser shots and either D1d3+1 (usually 3) damage starcannon shots, or D1d6+1 (usually about 4.5) bright lance shots. Whichever combo you choose is sure to leave a hell of a dent in a significant portion of the game. Because the damage benefit triggers only against targets you already re-roll wounds against, you should generally always choose starcannons for this, as you'll get +4 damage out of it instead of +2, due to the doubled rate of fire - between the guns being cheaper and your wound re-rolling making up for the strength difference, the starcannons should end up outperforming the bright lances against just about anything. Works wonders considering the pesky primarine repulsor bricks have FLY just as those damn Rapetides.
  • Evade: A free 5++ invulnerable save.
    • Can't argue with that! Pair with Iyanden, Alaitoc, or Ulthwé for particularly durable combinations.
  • Hawkeye: Whenever you make an attack, you can ignore any hit roll or ballistic skill modifiers.
    • Now that hit modifiers are heavily capped and thus are far less relevant than ever, this is pretty much only worth taking if you aren't taking this in an Iyanden detachment.
  • Strafing Assault: Attacks against targets that don't fly re-roll wound rolls of 1.
    • This gives your CHE a boost against the many myriad of tanks/monsters
  • Eye of Khaine: Units targeted by your CHE don't receive the benefits of cover.
    • Since all of your guns are AP-3 or AP-4 to begin with, you can reliably give this one a miss.
  • Aerial Maneuvering: You may pivot 180° instead of just 90°.
    • This one is laughably unnecessary since virtually all craftworld fliers can bounce back and forth between any two points on the board like coke addicts thanks to their Wings of Khaine rule. Unless you're trying to confuse and misdirect your opponent with semi-random twists and turns along the way, it's better to pick something that actually boosts your CHE's damage or accuracy.
Exarch Loadout: Unlike their standard counterparts, Crimson Hunter Exarchs can choose to pair their built in pulse laser with either two bright lances or two starcannons.
  • Bright Lances
    • These are the most expensive choice, but they have the most synergy with the pulse laser. The bright lances also offer the highest potential damage output against a single target; a few lucky rolls can let your Crimson Hunter vaporize a tank with a single S8 four-shot volley. On the other hand, the d6 damage of the bright lances can be just as much of a curse as a boon given the fewer shots per turn and highly variable damage compared to the slightly weaker yet more consistent starcannons.
  • Starcannons
    • For the cheaper, more flexible approach. Four S6 shots and two S8 shots can fully wipe a MSU MEQ squad and severely threaten a TEQ squad or monster. The d3 damage of the starcannons might not have quite the same impact the bright lances have against harder targets, though having double the number of shots per gun does let it compete or even outperform it against anything T5 and lower. Especially potent with Aerial Predator.
  • Nightwing (Forgeworld): The main fighter/interceptor for Craftworld Eldar, making its status as a forgeworld model all the more confusing. Clocking in at 160 points and armed with two Bright Lances and two Shuriken Cannons, it resembles a Crimson Hunter at a lesser cost. In addition, it comes with a Crystal Targeting Matrix. That fact combined with its Vector Shift ability's extended wing mode grants it a +1 to hit to cancel out the penalty for advancing and shooting its weapons at a target you specify, at the cost of hard to hit until you swap back. That artillery piece on the other side of the board that's bothering you can kiss its safety goodbye! If instead operating with retracted wings, you get a 5++ and a bonus 4" to advances you make (up from 20"), making it even faster and slightly more durable than a standard Crimson Hunter. However, given its nature of encouraging you to run it directly at a specific enemy unit, it's almost certainly gonna find itself in harm's way.
  • Phoenix (Forge World): The second most expensive of all the Aeldari Flyers at 235 points, it has more wounds than the rest of your flyers AND more shots than all of them too! Built-in CTM means you can advance and fire your weapons with a slight loss in accuracy. 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 give you more dakka with 4 shots which will fry most MEQ/TEQs. The two Bright Lances are a questionable choice, being the most expensive but grant even more AP at the cost of a point of strength and variable damage output. Nightfire missiles average 7 shots a turn can be used as an anti-horde option, and includes a -1 to hit debuff if it successfully wounds something. Phoenix Missiles are similar to Starcannons with only D6 variable shots and flat 2 damage, making them ideal for murdering the hell out of enemy Terminators or Primaris Space Marines . Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and of course have the rend effect.

Heavy Support[edit]

  • Dark Reapers: Dark Reapers are a rare instance of your current day Aspect Warriors not only being competent at their job without a dedicated Warlock/Farseer holding their hands, but they're among the best in the game at it. Their signature Reaper Launchers are fantastic all-purpose weapons that excel at both anti-vehicle/monster and anti-MEQ/TEQ roles and are almost guaranteed to erase a squad of Primaris Marines each turn, regardless of what armor they're wearing. Their first firing mode, S8 AP-2 D3 will simply murder Gravis Marines wholesale and several of these successfully connecting with a tank will chunk its health significantly. This flat damage is particularly useful against Necron constructs with Quantum Shielding. The secondary mode, dropping to S5 AP-1 D2, trades sheer strength for an extra shot per, making it fantastic for clearing out virtually every other flavor of Space Marine infantry you can think of. And of course, the guaranteed hit on a 3+ doesn't hurt either (though the hard hit-modifier cap this edition has somewhat devalued this perk). Due to their guns' 48" range, these guys are ideal for camping in your backline, holding objectives or valuable chokepoints in the terrain and are excellent candidates for the Forewarned stratagem when paired with a Guide Farseer.
Exarch Powers: Dark Reapers Exarchs come with the Crack Shot ability, allowing them to re-roll hit rolls of 1 for their ranged attacks. But, just like all the other Aspects, they can either trade in Crack Shot or pay 1CP (one use only) to take one of these supplemental powers. Generally speaking, you should do this - unless you're bringing a Tempest Launcher, Rapid Shot is strictly better than Crack Shot.
  • Rapid Shot: Your Exarch adds 1 to the number of ranged shots he makes per turn.
    • Pretty decent, it lets him double-tap or triple-tap Reaper Launchers and Missile Launchers. This ability is better for the Tempest Launcher than Rain of Death, below - assuming you would only use it when you ought to, Rapid Shot is negligibly better (8 instead of 7 35/36 shots on average). It's also worse than Crack Shot (which is 76, which is better than the 8/7 this provides), so you should only take this on your Tempest Launcher when you're burning CP on taking 2 powers. On any other weapon you can take, this is better than Crack Shot, and the effects will stack if you take both.
      • The AML can potentially outperform the reaper launcher if paired with this, but you're really spiking the cost of your exarch when you do so. At that point, why not just spring for an extra Dark Reaper model for another flat 3 damage to stack on the Exarch's flat 6?
  • Rain of Death:The Exarch may re-roll the 2D6 used to determine the number of Tempest Launcher shots he makes per turn.
    • A subpar option that really loses value whenever the new blast rule comes into play, since that strips the variability of the gun away entirely.
  • Grim Visage: When an enemy unit is within 6" of a Dark Reaper squad with this Exarch, they subtract 1 from their Leadership.
    • First, if a enemy unit is 6" away from your Dark Reapers, you're either playing them wrong or your opponent is playing you right. You already have tons of leadership debuffing abilities and powers, this is not worth either trading Crack Shot or 1CP for.
  • Long-Ranged Fire: Your Exarch and the squad he's in add 6" to their weapon ranges.
    • This is the only ability that affects the entire Dark Reaper squad and it's pretty ok. Reaper Launcher ranges already cover a majority of any standard tabletop, but this does grant considerable wiggle room for those squads table corner camping.
  • Deadly Touch: When your Exarch makes an unmodified wound roll of 6 in melee (what the actual fuck GW?), it deals a flat 2 mortal wounds on top of any other damage done.
    • While that's certainly impressive, I think it goes without saying that this is a dedicated gunline unit. Bar the most desperate last stand or gamble, there's no reason you should commit these guys to melee; their guns will always do more damage than their Exarch will even if he rolls nothing BUT 6's in melee (unless they're charging something insanely durable, like a forge world titan).
  • Focused Fire: Your Exarch may target and shoot enemy Character models within 18" of him even if he's not the closest enemy model.
    • Despite the 18" caveat, this is very easily workable and a very good power (especially if paired with a MotIC Autarch/Wraithseer) for when you want to go character killing. The Tempest Launcher can be particularly brutal against GEQ/MEQ characters (especially since it ignores LoS) while the Reaper Launcher serves fantastically for MEQ/TEQ or <10 wound monster characters. Like all exarch powers, there's no limit on the number of squads who can take this power, so stuff 3 MSU squads with this power in a Wave Serpent with a MotIC Reaper Launcher Autarch, a Jinx Warlock and perhaps a Doom/Mind War Farseer. The standard Reapers can split fire at whatever nearby foes might pose a threat to your drive-by deathstar while your Warlock and Farseer debuff the hell out of that character you want dead. Then unload either 4 S8 AP-2 3 Damage shots into that character, or 6D6 S4 shots if you wish to cheekily hide out of LoS, rerolling hits of 1 and all failed wound rolls.
Exarch Weapons: The fare afforded to Dark Reaper Exarchs in exchange for their Reaper Launcher.
  • Reaper Launcher
    • Completely free now that their cost was incorporated into the unit itself. When in doubt, the default reaper launcher is still a fantastic choice and should be kept when you're looking to save points.
  • Tempest Launcher
    • Pay 10 more points to trade in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn't need LoS to help with clearing out blobs. Now that this is a blast weapon, it is arguably the bane of Termagaunt/Conscript/Boy squads. Just remember it has a shorter range than the Reaper Launchers. Although this choice lessens the anti-vehicle damage of your squad, the overall damage will increase, because the Exarch alone will typically take out several single-wound models each round. If you are not super-short on anti-vehicle weapons or are not planning to keep your Reapers in your deployment zone all game, this should be your default choice.
  • Shuriken Cannon
    • Hard pass. The Tempest Launcher (now the same price) is much better at clearing out infantry and has consistent AP, something the slightly higher strength shuricannon lacks. Yes, the S6 profile does hit targets a little harder but you could just keep the reaper launcher for that.
  • Aeldari Missile Launcher
    • Now that your Exarchs have the reaper launcher factored into their initial cost, the AML did not age well for them. Pay 20 points more, and you get an anti-vehicle gun with considerably more variable damage that is also moderately effective against blobs courtesy of its d6 blast profile. If you want to hit tanks hard, stick with the reaper launcher. If you want to delete infantry, take the tempest launcher.
  • Falcon: At 125 points baseline, the Falcon is sitting pretty as your jack-of-all-trades tank. The change to Heavy weapons was a major boon to all your grav tanks and the Falcon is no exception. The built in Pulse Laser acts like a more consistent bright lance, firing two S8 shots for a flat 3 damage apiece. This gives it a touch of flexibility as it can either slap 6 wounds against a target vehicle or potentially kill two TEQ models; this may not seem like much on it's own, but that's where the partnered heavy weapon comes into play. And of course, the Falcon has enough trunk space to fit a squad of Aspect Warriors that it can ferry into the fray.
Weapon Loadout Options: Falcons, just like all the Wave Serpent, can choose to fit its turret with any of the standard heavy weapons available to many of your units. Additionally, like literally all of its sister tanks, it has the option to upgrade the underslung twin-shuriken catapult into a shuriken cannon.
  • Twin-Linked Shuriken Catapults
    • Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Falcons looking to keep it cheap. On your tanks that you plan to keep further away, however, it will probably be in your best interest to upgrade to a shuricannon.
  • Shuriken Cannon
    • Upgrading the underslung gun into a shuriken cannon is recommended if you can afford the points; it has a more workable range that can mesh with the rest of your Falcon's armament. Although you could take one on the turret as well, it is recommended to run the single one in addition to two of your other heavy weapons instead to give your tank a bit more flexibility in its targets.
  • Scatter Laser
    • The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, and compliments the underslung shuricannon rather well. The pulse laser can help deal with the targets these two weapons would otherwise struggle to crack. You may opt to supplement this further by having a squad of Fire Dragons ride inside as well.
  • Starcannon
    • A good middle of the road option, the starcannon seems a little lackluster compared to your other options in this slot. Its performance is overshadowed by the much superior pulse laser built into the tank, which in turn would appreciate being paired with either the bright lance or AML for more synergy. That said, when paired with the pulse laser it turns the Falcon into a pretty effective MEQ hunter.
  • Bright Lance
    • A good choice that pairs rather well with your pulse laser to make a fairly effective anti-tank/monster platform for a rather decent price. Put a CTM on this and slap a squad of Howling Banshees or Dire Avengers inside to help screen or deal with whatever fell out of the enemy transport you just cracked open, and you have a rather flexible unit on your hands.
  • Aeldari Missile Launcher
    • While the AML doesn't quite punch through enemy armor the way the pulse laser or bright lance do, it still pairs quite nicely with the former due to their similar strength and damage values. The obvious perk that the AML has over the bright lance is that it can actually deal with infantry blobs without needing a squad of aspect warriors to shore up that shortcoming, made better with the addition of Blast. Since it is the same price as the bright lance, you may as well take this if you have the points to spare.
Vehicle Upgrade Options: Aside one or two exceptions, the Falcon and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available.
  • Crystal Targeting Matrix
    • When you need to get around fast, the CTM has your back. This grants your tank the ability to advance and fire your heavy weapons as if they were assault; a very useful perk that pairs exceptionally well with your engine upgrades. Keep in mind; the Falcon lacks Battle Focus and will still suffer a -1 to hit penalty when advancing and firing, but that's a small price to pay.
  • Soul Stones
    • Iyanden and Alaitoc Falcons might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend.
  • Star Engines
    • A nifty but largely unnecessary upgrade. Falcons have pretty good movement on their own already, but you won't be able to fire most of your weaponry whenever you take advantage of this. This changes if paired with the CTM of course, but stacking these upgrades can get pricey.
  • Vectored Engines
    • Kind of a similar boat as the star engines. They stack well with them but are next to useless with Alaitoc's attribute, but a turn you advance with your Falcon is a turn you choose not to shoot anything. This changes if paired with the CTM of course, but stacking these upgrades can get pricey.
  • Fire Prism: The Grav-Tank with the big gun. 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 Focused 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 usually not worth taking. 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 or more of them and make extensive use of the Linked Fire stratagem. Though the Fire Prism definitely benefits to the Heavy Weapon rework, it's largely unaffected by the change; it does allow the tank to reposition without penalty, but outside getting surrounded by enemies in combat (that it can now shoot at), it's likely not going to move very much, if at all.
    • When shooting without Linked Fire it is advisable to use either the Dispersed or the Focused 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 save 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.
Weapon Options: Due to the Fire Prism being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry.
  • Twin-Linked Shuriken Catapults
    • Your default option for when you want to pay as little as possible for the Fire Prism. If you're planning on using this outside of emergency overwatch shots against backfield deepstrikes, you should probably reconsider what type of tank you want to bring. At the ranges your main prism cannon typically fires at, your TWSC isn't going to be contributing jack.
  • Shuriken Cannon
    • Probably the choice to take if you can afford the extra points. At a more workable 24" range, your backline fire support will have a much easier time finding targets to safely engage with this compared to the TWSC.
Vehicle Upgrade Options: Just like everything using the Falcon-chasis, your Fire Prism has its pick of all your vehicle upgrades. Arguably only two are useful to it though.
  • Crystal Targeting Matrix
    • Now that your Fire Prism can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Fire Prism (and make up for the lost accuracy by using the Linked Fire stratagem), but with the 60" range on the Prism Cannon in addition to losing the ability to shoot twice (having moved more than half the tank's total movement forgoes the second shot), it doesn't really seem worth investing in.
  • Soul Stones
    • Iyanden and Alaitoc Fire Prisms might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but of course Ulthwé gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend.
  • Star Engines
    • A fairly useless upgrade for your Fire Prism. With a range of 60" on their main gun, Fire Prisms will very rarely be wanting for the extra possible mobility these provide. If you do take this, bringing a CTM is a must, since it'll allow you to fire the prism cannon even after advancing.
  • Vectored Engines
    • These can be potentially handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Fire Prisms under any other circumstance.
  • Night Spinner: The artillery Grav-Tahk, with 2d6 blast 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. It faces rather stiff competition from Shadow Weaver Support platforms which function almost identically to the Night Spinner. For a mere 5 points more than the tank, you can get an effective 3d6 shots that can be focused or split as you will and, if necessary, an additional two shuripult shots from the accompanying guardian. Against many targets, the difference in weapon strength (the Night Spinner's S7 to the Shadow Weaver's S6) is negligible, as is the damage difference (D2 against D1). Lastly, though the Night Spinner is more physically durable, it does suffer from a degrading statline while the Support Platforms don't. That said, where Night Spinners really shine where the Support Platforms fall short is against MEQ/TEQ targets, namely Primaris Marines. This anti-Primaris niche can not be understated as Marines are everywhere these days (and with Games Workshop currently force-feeding their players more and more Primaris units, that's unlikely to change anytime soon) and you'll want any and every anti-marine tool at your disposal. A well placed Night Spinner can rain hell on Primaris marines from afar, hidden behind ruins and terrain, and any failed save (if they even get one with those occasional AP-4 crits) will result in a dead marine, more than can be said for the Support Platforms.
    • When combined with the Doom psychic power some night spinners can prove extremely dangerous even to T8 units as re-rolling your wound rolls will yield a considerable number of AP -4 2d shots, only 8 need to get through to destroy a land raider.
    • This unit is almost a perfect counter to tau triptide lists, as your opponent will be forced to take these hits on their drones as each hit is 2 damage.
    • With the recent points drop they are no longer mathematically worse than a fire prism. I hope you all magnetized.
Weapon Options: Due to the Night Spinner being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry, which is basically identical in use to a Fire Prism.
  • Twin-Linked Shuriken Catapults
    • Your default option for when you want to pay as little as possible for your Night Spinner. Though ideally you won't want enemies within the range these can fire at, they can contribute more consistent firepower to help supplement your main cannon's variable number of shots.
  • Shuriken Cannon
    • Probably the choice to take if you can afford the extra cost. At a more workable 24" range, your Night Spinner will have a much easier time finding targets to safely engage with this compared to the TWSC. Its strength values and potential rending also compliment your main Doomweaver cannons, seeing as how they function virtually identically to each other.
Vehicle Upgrade Options: Just like everything using the Falcon-chasis, your Night Spinner has its pick of all your vehicle upgrades. Arguably only two are useful to it though, again like the Fire Prism.
  • Crystal Targeting Matrix
    • A fantastic choice that lets your Night Spinner maneuver without completely sacrificing accuracy in order to do so. Due to not needing line of sight to target enemy units, this upgrade isn't usually necessary, but it does keep your options open when you're in doubt.
  • Soul Stones
    • Iyanden and Alaitoc Night Spinners might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend.
  • Star Engines
    • A fairly useless upgrade for your Night Spinners. With a range of 48" on their main guns and the ability to ignore line of sight, your Night Spinners will very rarely be wanting for the extra possible mobility these provide. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn.
  • Vectored Engines
    • These can be potentially handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Night Spinners under any other circumstance.
  • Support Weapons: Now a single model unit rules-wise, with one guardian per gun being some sort of decoration. Similarly to the War Walkers, your Support Weapons are the "poor man's" option for Heavy Support slots. Costing between 35 to 60 points per platform, depending on your flavor of gun, these are excellent long range fire-support options for players looking to save points for other slots or when trying to cheaply fund a Brigade detachment. Additionally, Support Platforms can be taken in squadrons of up to 3 models in a single slot and act as individual units after deploying in coherency. If positioned carefully, you can set up and move your Support Platforms so that everything on the table is within their firing arcs. This is made considerably easier when two of the three gun choices ignore line of sight when firing, letting you stick them in deep cover for extra protection. Another positive note is that as a GUARDIAN unit, it can take advantage of the Celestial Shield and Ulthwe's Discipline of the Black Guardians stratagems to bolster one of your gun's durability/accuracy in a pinch (admittedly probably best saved strictly for D-Cannon platforms though). That all said though, these Support Weapons are one of the two vehicles in the Craftworld Codex that lack the FLY keyword, and unlike the War Walkers, also lack any non-webway gate deepstriking options (stratagems or otherwise). This hampers their mobility and deployment options significantly, makes them vulnerable to being tied up in melee and prevents them from being able to scale buildings beyond the first floor. Because of this, you need to be very mindful with their initial deployment if you want to get the most bang for their buck.
Weapon Loadout Options: In addition to a standard issue Shuriken Catapult (presumably wielded by the otherwise decorative Guardian Defender included with the platform), your Support Weapons come in three unique flavors, each with their own uses.
  • Shadow Weaver
    • Discount Night Spinners, a single Shadow Weaver platform costs a third of the cost of a vanilla Night Spinner tank and packs half the total number of shots the tank can bring. Since it's not remotely as maneuverable or quite as durable as the tank, why bring it? Well, a maxed out "unit" of Shadow Weavers is a point cheaper than the Night Spinner with 3d6 LoS-ignoring shots that can be split against multiple targets as opposed to 2d6 shots that can only target one unit. Against GEQ-type armies or units, this is considerably more useful since the extra point of strength and damage per Night Spinner shot is negligible against such targets. Additionally, where the Night Spinner suffers from a degrading statline, your three 5-wound platforms don't and due to their smaller size and ability to spread out independently, are much easier to tuck away into deep cover where the enemy can't see/shoot them.
  • D-Cannon
    • The most expensive option with half the range of the other two guns, but with considerably more punch. Like the Shadow Weaver, the D-Cannon can shoot its d3 shots at targets regardless of LoS. This compensates for its otherwise average range, especially when those shots are slamming those targets with staggering S12 AP-4 hits that'll ruin the day of any multi-wound targets relying on toughness and/or high armor saves to protect it. In terms of utility and range, units like your Fire Prism will outperform it individually, though you can take two of these guns for slightly less than the cost of a single Fire Prism for more average shots while also having access to those Guardian stratagems mentioned above.
  • War Walkers: For 60 points you can get one of these on the table with two Shuriken Cannons, or replace said Shuricannons with any other standard Heavy Weapon. It inherently has the 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. The new Heavy Weapon rules benefit the War Walker immensely, as it can now canter through the battlefield without worrying about any drops to its accuracy for doing so (so long as it's not advancing). War Walkers are respectably durable for their cost, made especially better with their ability to take up to 3 in a single Heavy Support slot. Though it is still completely unremarkable in melee, it can now shoot at targets trying to punch its knees out.
Weapon Loadout Options: Your War Walkers are arguably your single-most cost effective platforms for your standard Heavy Weapons, given what they bring to the table for how much you're paying. As mentioned, each War Walker can take two of these in any combination you desire.
  • Shuriken Cannon
    • Shuriken cannons are a great choice for War Walkers looking to take advantage of their impressive mobility to harass key infantry units in your Opponent's flanks or backline gunners. This also makes them very well suited as part of a Biel-Tan detachment.
  • Scatter Laser
    • The cheapest choice, and not a bad one at that. Two of these on a War Walker keeps the total cost at 60 points for 8 S6 shots a turn.
  • Starcannon
    • A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, if you have a couple of War Walkers equipped with these, they can prove very effective at slaughtering MEQ targets wholesale.
  • Bright Lance
    • A good choice, especially when taken in pairs, for dealing with enemy tanks or monsters. Despite their mobility, War Walkers are quite content to sit in one spot as needed and just provide heavy fire to key targets across the field.
  • Aeldari Missile Launcher
    • Probably the best choice for mixed lists if you have the points. Two AMLs effectively gives each War Walker either 2 S8 AP-2 D1d6 shots or 2d6 S4 AP-1 shots for a very wide variety of targets. Just like the bright lance, taking two of one or one of each will double the cost of your War Walker, so make sure you plan accordingly for it.
  • Wraithlord: The Eldar answer to the Space Marine Dreadnought. The new edition hit it with a point mark up (a round 100 pts bare-wraithbones), but the changes to combat, overwatch and heavy weapons breathed new life into the statue. Wraithlords were already monstrous to face in combat (S7 AP-3 punches or S9 AP-4 sword swings), but now that they can fire all their (non-blast) weapons in combat on top of the melee attacks themselves? When equipped with flamers and shuricannons, it'll be particularly daunting to attempt to body-block the Wraithlord with hordes (not that they'll be particularly prominent this edition) while the impressive Melee statline can deal devastating damage to anything a little more its scale. The degrading statline is still quite troubling, but the T8, 3+ statline renders it impressively durable against anything not designed to blow up tanks and can be easily complimented with the Iyanden attribute to make a Wraithlord that'll remain in its prime until it's effectively dead anyways. Don't forget you can heal them once per turn with the Tears of Isha stratagem.
Weapon Loadout Options: In addition to the optional and exclusive Ghostglaive, Wraithlords have their pick of any standard Heavy Weapon topped off with a couple of wrist-mounted choices that can let your giant statue fill a number of roles on the field.
  • Shuriken Catapult
    • A Wraithlord's default wrist guns that are free of charge. These are always a viable choice, but typically you'll be sticking with them when you want a mid to long range loadout on your Wraithlord.
  • Flamer
    • One of the few units in your entire army list that can take standard flamers, and damn does it know how to use them. Though taking one or two of these can spike your Wraithlords' point cost a bit, they are shockingly effective on CQC loadouts where the (2)D6 autohitting shots can soften up targets on the charge (yours or theirs). Now that the Wraithlords using these can use them in melee, they've become even better. If you're loading your Wraithlord with longer ranged firepower via bright lances or missile launchers, you'll probably want to avoid taking these so you aren't overpaying on the Wraithlord. However, they will be getting a boost to 12" in range so they will posess the same range your catapults do.
  • Shuriken Cannon
    • Shuricannons are fantastic for CQC Wraithlords, as they are the only "heavy" weapons that can be fired after advancing. They synergize decently with the shuripults if you want to keep it dirt cheap, though the flamers are arguably a better pairing all things considered. In close combat, they're also the only weapon that doesn't suffer an accuracy drop from being fired in melee, making them great all-rounders.
  • Scatter Laser
    • The cheapest choice that pairs very nicely with the flamers for sheer volume of fire. As always, it's a decent anti-GEQ choice for Wraithlords keen on keeping some distance between them and their foes.
  • Starcannon
    • A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn on their own. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, a pair of shuripults costs nothing and can potentially pick off the remaining squaddies left in the wake of these bippers.
  • Bright Lance
    • While the bright lance is a decent answer for bigger, stronger targets like enemy tanks and monsters, the Wraithlord arguably isn't a good wielder of them. They do pair relatively nicely with the Ghostglaive when tank-busting is the name of the game, but with only one shot apiece, the Wraithlord will start struggling against larger squads of units.
  • Aeldari Missile Launcher
    • A mixed bag, the AML can function against a much wider array of targets than a lot of the Wraithlord's other choices here, but it is tied with the bright lance as the most expensive option and encourages a more sedentary playstyle for the Wraithlord; something other units in your army can do more cost effectively than it can. A pair of these matched with a couple flamers can unleash 4d6 shots (2d6 at AP-1 of course) against a single target and be semi-reliably followed up with a charge for maximizing damage, though such a loadout maximizes your Wraithlord's point cost. Keep in mind: though the addition of blast to the d6 profile gives it a particular strength against infantry hordes, the d6 profile can't be fired in melee combat.
  • Warp Hunter (Forge World): A Falcon-chassis tank that decided the Pulse Laser didn't have enough oomph, and tossed the twin heavy weapon turret in exchange for a giant Distortion gun. The onboard D-Flail isn't quite as powerful as a conventional D-Cannon (S10 as opposed to S12), but it makes up for this slight weakness by a longer base range of 36" and a slight bump up from Heavy d3 to Heavy 2d3 when targeting infantry blobs of 10 or more models. It's also now a blast weapon, which means that against 11+ model units you're automatically hitting 6 times! Not that they'll be that common these days. Additionally, it has an autohitting Heavy d6 12" S10 AP-4 D1d6 flamer profile for ripping apart anything that gets a bit too close. While these weapons make the Warp Hunter quite versatile against infantry and vehicles alike, it does have a few shortcomings compared to the other tanks in your Heavy Support list. At a staggering 205 points, it is still your single-most expensive Falcon chassis tank while not really offering anything that outshines one of your cheaper options. Yes, the D-Flail can punch holes in tanks, but Fire Prisms can do so for cheaper and farther away. The rift profile may shred infantry, but the Night Spinner does so with more shots and more consistent damage for considerably less. It is, however, flexible enough to perform well for any real role in your list and is certainly worth considering if you can spare the points and want said flexibility.
  • Lynx (Forge World): At a whopping 370 points base (10 more than the cheapest Wraithknight loadout), 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 slew of 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 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.
Weapon Loadout Options: Your Lynx has two primary choices for their main weapon and is privileged with its fair choice of standard heavy weapons it can sling as a side arm.
  • Shuriken Cannon
    • Your standard choice and debatably the weakest choice. Sure, you can advance and still fire this, but that niche is completely unnecessary on a vehicle that can turn itself into a standard flier and back at will. You'll either want to take something to reduce the cost you're paying or compliment the main gun you're using.
  • Scatter Laser
    • The cheapest choice and the best for maximizing how many shots you put out a turn. This should probably be your "default" if nothing else really interests you.
  • Starcannon
    • Normally a decent enough choice, the starcannon offers very little to compliment the lynx compared to your other options. As they say, go big or go home.
  • Bright Lance
    • A decent enough choice to pair with the pulsar, aside the drop in strength, the bright lance shares the same AP and damage values as the Salvo mode, making it a fairly decent follow up against hard targets.
  • Aeldari Missile Launcher
    • A solid enough choice for either of the main guns, the AML can both compliment the strengths or offer coverage over whatever main gun it's tethered to. Just note, if you take one of these with the sonic lance, you're spending 405 points on a single 16 wound tank without upgrades. Consider what else you can buy for that pile of points (and cash, if you're looking to actually buy one) before you settle on it.
  • Lynx Pulsar
    • The default cannon and a pale imitation of the "real deal" pulsars that can be found among your super-heavy tanks, the Lynx Pulsar has two firing modes. The first, Salvo, fires two S12 AP-4 Dd6 shots a decent 36" down range, making it an effective vehicle/monster killer. The second mode, Saturation, fires 48" 2d3 S7 AP-3 Dd3 shots across the table, making it better at dealing with MEQ/TEQ squads. If you want to take a pulsar but don't want to be burdened with some kind of Super Heavy detachment tax, then the lynx pulsar can fill that role. You'd be better off just taking two Fire Prisms for what you're paying though; literally every profile on their prism cannon is better than what the lynx pulsar provides for under half the cost.
  • Sonic Lance
    • For a staggering 60 point upcharge, you get a single profile cannon with a tragically impotent range of 18". However, it makes up for this literal shortcoming with a hellstorm of fire; 3d6 shots at AP-3 will shred all Infantry on a 2+, letting it punch through any single squad a turn, bar perhaps the biggest blobs of Boyz/Gaunts. Against anything else, it wounds non-infantry on a 4+, reasonably better than many dedicated anti-infantry guns in the game. This would be a fantastic weapon if not for the fact that it brings the Lynx just shy of 400 points, a price that could be better spent on cheaper, cost effective options that can do the job just as reliably.
Vehicle Upgrade Options: Like a lot of your fully fledged tanks, you may choose to enhance the Lynx with the standard selection of bits and baubles that improve its performance offensively and defensively.
  • Crystal Targeting Matrix
    • A measly 5 points to allow you to shoot when you advance your Lynx is nothing on such an expensive unit, though wasted if you aren't advancing with it.
  • Soul Stones
    • A worthy upgrade to consider, a 6+ FNP can come into play quite frequently given the 16 wounds the Lynx has (in an ideal world). Pair this with the usual Iyanden/Alaitoc or Students of Vaul craftworld attributes to maximize your durability.
  • Star Engines
    • Given that you can shift the Lynx into a flyer with a minimum movement of 20", you're not ever going to find a situation you regret not taking this. So don't.
  • Vectored Engines
    • Less of a hard pass compared to the star engines, the vectored engines are marginally more useful when you're trying to get the lynx out of dodge. However, as every gun on the lynx is classified as heavy (bar the shuricannon), you're sacrificing all the firepower you spent 370-440 points on for the turn unless you also bought a CTM.
  • 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]

  • Wraithknight: Your one and only non-Forgeworld Lord of War and the eldar answer to the Imperial Knight. 9th edition changes to detachments have made taking just one of these cost 3 CP in addition to the rather hefty 325+ points you need to drop on it. As far as how the Wraithknight performs? It's a potent titanic unit that has access to the strongest conventional arsenal available to you and can easily perform in a ranged or melee role regardless of loadout. The Wraithknight also has access to a wide array of support powers courtesy of the Farseers you're undoubtedly bringing to make each attack land hard and true. That said, the Wraithknight's suite of weaponry generally pales when compared to the Imperial Knight; most Imperial variants are simply stacked with guns and have a much more diverse selection of attributes, relics, traits and allies tailor made to support them. Wraithknights don't even have a built in invulnerable save unless they specifically take a loadout with one, which usually gimps how effective it is at range.
Weapon Loadout Options: Wraithknights come 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. Each Wraithknight also comes with a primary weapon loadout that you can compliment with an assortment of shoulder mounted Heavy Weapons.
  • Shuricannons are a legitimate waste of a slot here. Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons that you can still advance and shoot (with penalties). Skip this one.
  • The Scatter Laser is the best anti-horde choice you can pair with your Wraithknight. Two of these can help alleviate the low shot volume the double Heavy Wraithcannons suffer from and can still contribute towards harder targets for the lucky chip damage here and there. It's also your cheapest choice, so stick with it as the default if you're short on points.
  • A good premium option that pairs very nicely with the Suncannon for rather obvious reasons. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option.
  • 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+. Though the most expensive option, these are probably going to be your go-to in most circumstances.
  • Still a viable TEQ killer now Heavy 2d6 AP-3 and 2 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.
  • 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.
  • Skathach Wraithknight (Forge World): Essentially a premium Wraithknight, the Skathach variant shares the exact same statline of the standard WK, though it serves a significantly different role than the basic version. To start, the Skathach lacks the melee potential the normal Wraithknight has since it can't take the sword. Additionally, all of the guns available to it lack the eye-watering strength that the Heavy Wraithcannons posses. In exchange, the Skathach is far more equipped to face infantry hordes and lighter vehicles due to its much higher shot volume compared to its basic brother. Additionally, the regular WK lost the ability to deepstrike in the transition from 7th to 8th where 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.
Weapon Loadout Options: Skathach Wraithknights share the same Titanic Wraithbone Fists, shoulder-mounted heavy weapons and Titanic Feet that regular Wraithknights have. Unlike the regular version, 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 primary weapons with each other 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.
  • Shuricannons are a legitimate waste of a slot here. Skathach Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons is rendered moot. Skip this one.
  • The Scatter Laser is the best anti-horde choice you can pair with your Skathach Wraithknight. Pair these with your Deathshroud Cannons to erase blobs indiscriminately. It's also your cheapest choice, so stick with it as the default if you're short on points.
  • A good premium option. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option.
  • 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.
  • 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.
  • 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 available if you're looking to pinch pennies.
  • Scorpion (Forge World): Your first superheavy tank and the most suited to taking on anything from infantry blobs to enemy tanks. With a BS of a 2+ and a range of 60" on the twin Scorpion Pulsar, you can safely camp this in your back line and thoroughly erase any single unit with its jaw-dropping 4d6 S12 AP-4 D3 (D6 on wound rolls of 6+) shots a turn. Hilariously, the pulsar is now considered a blast weapon, so you should probably get ready to laugh maniacally as that 11+ model squad of termagaunts is completely incinerated by a guaranteed 24 lances from this beast. The inability to target more than one unit a turn with this potentially high shot volume does mean that your super tank will struggle to earn back its points in most standard games (and at 700pts base, it's got a lot of work to do to be worth it). Defensively, it is equipped with the same Distort Fields all your Forgeworld Titanic vehicles come with and is relatively stacked at T8 and 26W. Take it as either Iyanden, Alaitoc or make one of the custom attributes the Students of Vaul to capitalize on this durability.
Weapon Loadout Options: The Twin Scorpion Pulsar is your only primary weapon and the single reason you'd consider bringing this tank. It does, however, have one standard heavy weapon equipped in addition that you can equip as you see fit.
  • Shuricannons are the default option and the only one that will work if you need to advance your Scorpion and didn't spring for the CTM for some reason. It is a...decent choice that has the potential to rend, but the inconsistency of it isn't really worth taking over the scatter laser.
  • The Scatter Laser is the cheapest choice and arguably the best to pair with the pulsar for laying down as many shots a turn as possible. 4 S6 shots at a 36" range is quite nice as a source of supplemental firepower for what it costs. May as well take it.
  • The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume and range that would allow it to perform even decently as an add-on to your Scorpion. Pass.
  • A pretty hard pass. You're not hurting for high strength or high AP firepower, and the very variable d6 damage just can't compare to the flat 3 or 6 damage the pulsar deals per wound.
  • Another weapon to skip. It doesn't matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it's just far too temperamental to pair with the pulsar.
Vehicle Upgrade Options: The Scorpion can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering.
    • A measly 5 more points lets your Scorpion advance and fire all of its weapons, albeit at a -1 to hit penalty. For anyone looking to take advantage of the Scorpion's distort fields, this is a must.
  • Given you're spending at least 700 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won't be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you'll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this.
  • Never take this. There's virtually never a time you'll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves.
    • A decent way to supplement your distort fields with a hit modifier. If it really comes down to the details, this should never be picked over the CTM; the extra durability is pointless if your 700 point tank isn't able to do anything while taking advantage of it. But, you'll rarely be in such a situation where you can't just go ahead and spend the 15 points to take them both, all things considered.
  • Cobra (Forge World): The premier anti-tank/superheavy available to craftworlders at a hefty 610 points, the Cobra's main armament consists of the D-Impaler; a Heavy d6 S16 AP-5 gun dealing 2d6 damage per shot! Additionally, each shot does an extra d3 mortal wounds per wound roll of a 6+ you make. When it has 15+ wounds (or 8+ for Iyanden Cobras), it hits on 2's, so you'll have plenty of opportunities for those wound rolls! Aside this primary gun, it only has one other standard Heavy Weapon (of your particular choice) that it can fire, meaning that while this tank can all but ensure whatever it shoots gets thoroughly erased; it is particularly ineffective against horde/infantry-focused armies. Like most Titanic models of the Craftworlders, the Cobra can take advantage of inbuilt Distort Fields to confer movement-based invuln saves, though this can only be reasonably done for the 9-16" 5++ range (with CTM support to remove the penalties somewhat). Should your Cobra become the center of your opponent's attention, you'll probably want to make sure no allied models are within a foot of the thing should it be close to death; if you roll a 4+ when the Cobra dies, everything within 2d6" takes d6 Mortal Wounds as the Cobra implodes into a Warp-Rift. You could try to take advantage of this and suicide bomb a severely wounded Cobra deep into enemy lines to quite literally rip a hole in their defenses, though it requires a fair bit of luck on your part and plain ignorance on your opponent's. Still a pretty hilarious way to get the last laugh though.
    • As it is now, you probably shouldn't bother taking this. 610 points is a simply staggering price tag for something that can only shoot one target per turn. Yes, S16 AP-5 and 2d6 damage will make jaws drop as quickly as the tank it just shot. But the damage dealt per hit and number of successful hits is wildly inconsistent considering what you're paying for it. Three fire prisms with their lance profiles, though a mere S12, will give you 6 guaranteed shots against that same single target with re-rollable hit/wound rolls for significantly fewer points and CP (remember, you're dropping 3CP just for the option to take one of these). The cobra does still have a higher potential damage ceiling, but a majority of non-titanic models will never exceed 20 wounds at most, so the extra damage tends to be wasted. If you do find yourself facing down the barrel of a multitude of Titanic units, it may prove somewhat more useful. Emphasis on may.
Weapon Loadout Options: The D-Impaler is your one and only main weapon and the single reason you'd consider bringing this tank. It does, however, have one standard heavy weapon the Cobra can side arm in situations that call for it.
  • Shuricannons are the default option and the only one that will work if you need to advance your Cobra for some reason (though you really should never advance the Cobra, or that's 540 points you're not using that turn). It is a...decent choice that has the potential to rend, but the inconsistency of it isn't really worth taking over the scatter laser.
    • The Scatter Laser is the cheapest choice and arguably the best to pair with the D-Impaler for laying down as many shots a turn as possible. 4 S6 shots at a 36" range is quite nice as a source of supplemental firepower for what it costs. May as well take it.
  • The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume or range that would allow it to perform even decently as an addon to your Cobra. Pass.
  • A pretty hard pass. You're not hurting for high strength or high AP firepower, and the singular d6 damage can't really compare to the 2d6 damage each D-Impaler shot deals, ignoring the potential for mortal wounds.
  • Another weapon to skip. It doesn't matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it's just far too tempermental to pair with the D-Impaler.
Vehicle Upgrade Options: The Cobra can take any and all of the standard vehicle upgrades, and with the points you're spending on it, several of these are seriously worth considering.
  • A measily 5 more points lets your Cobra keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Cobra's distort fields, this is a must.
  • Given you're spending at least 540 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won't be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you'll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this.
  • Never take this. There's virtually never a time you'll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves.
  • Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it's only active if you advance (and it's very challenging to find a legitimate reason to advance and forgo a round of shooting your D-Impaler), it isn't worth investing in.
  • 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 (note that with the Chapter Approved update it always counts as Stationary when moving, so the CTM has no use anymore). 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".

Conclave Titans[edit]

These are the largest and most powerful aeldari war machines you could ever use... if they weren't so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a ≥3000 point list and even then, they'll leave virtually no wiggle room for any other units you might want to support them with. Another significant downside is, unlike literally everything else listed on this page, Revenant and Phantom titans are <Conclave>, not <Craftworld>. According to forgewold xenos index the <Conclave> is the same as craftworld. Therefore you can use stratagemts, powers and get attributes. If you do field one of these titans, take advantage of their prodigious range to rain hell upon your foes from the other side of the table (or from a table away, if you're playing a big enough game) to keep these behemoths alive.

  • 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. 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.
Weapon Loadout Options: Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Cloudburst Missile Launcher ( 2d6 S8 AP-2 D1d3 that adds +1 to hit against units that fly). Outside of that, they have exactly two choices in primary armament.
  • 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?
  • 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).
  • 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.
Weapon Loadout Options: Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Voidstorm Missile Launcher ( 2d6 S8 AP-3 D1d3 that adds +1 to hit against units that fly). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis.
  • The default gun wedged into the missile silos, the Starcannon is the default and cheapest choice in this slot. With only two S6 shots, there's precious little this weapon can really contribute to targets that you'll actually want your Phantom Titan engaging. Given you're already nearly 2400pts for this, just go ahead and spend the extra 7 points to replace this with a bright lance. You have far more cost-effective means to field starcannons if you really want them.
  • For just a couple pennies over the starcannon, give your Phantom a single shot gun more in line with the Voidstorm Missile Launcher profile (S8) that can be used in conjunction with it as a finishing flourish, as needed. May as well take it.
  • 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.
  • 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.
  • The anti-titan melee option, this Sx2 (S18) AP-5 armblade does a flat 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 to help contribute a smidge more firepower to compensate for the loss of other ranged options. Unfortunately, it's also the only primary weapon that costs additional points to take over either of the guns.

Fortifications[edit]

  • 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)(remember, hills[i.e. simple LOS blocking terrain] are not considered to be terrain features) 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. (remember, hills[i.e. simple LOS blocking terrain] are not considered to be terrain features)
    • 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.

Ynnari Overview[edit]

Ynnead rune 1.jpg
The reborn aeldari from all walks of life, united in their war against Slaanesh under the banner of Ynnead and his chosen champions. At least in fluff, or in notably segregated squads as far as the crunch goes. All non-character Ynnari units function virtually identically to their original counterparts, with some minor caveats listed below. To declare a detachment Ynnari, simply include Yvraine, the Visarch or the Avatar of Ynnead in any Battle-Forged detachment and choose to make it a Ynnari detachment. In this instance, all <Craftworld> units become Reborn Asuryani.

Restrictions[edit]

Bad news out of the way first. Once a detachment is designated as Ynnari, it and all units within lose access to all vanilla eldar Attributes, Relics, Stratagems, Psychic Disciplines and named Characters. For Craftworlders, this means all of the Phoenix Lords, Eldrad, Yriel, Illic and the Avatar of Khaine may not be included in a Ynnari detachment. In order to remain Battle-Forged, these detachments must follow the Battle Brothers rule and maintain only Craftworld, Drukhari or Harlequin units in any single Ynnari detachment. Craftworld Aspect Warriors also lose access to the list of Exarch Powers introduced within the Psychic Awakening book, restricting them to their default abilities. Additionally, Ynnari units cannot be targeted by or benefit from an allied vanilla detachment's psychic buffing or debuffing powers.


Pros[edit]

  • Excellent Toys for Your Dudes: The Ynnari have access to some really good Warlord Traits and Relics, some of which can make your characters nearly an army all on their own.
  • Proficiency at Punching: When benefitting from Soulburst, Ynnari factions can be among the best CQC factions in the game; a borderline universal WS of 2+ on the charge makes units like Harlequin Troupes, Wraithblades or Shining Spears absolutely menacing. This is more a testament to those Craftworld, Harlequin or Dark Eldar units themselves being beasty units, not really by any virtue of Strength from Death.
  • Noteworthy Figureheads: Yvraine and the Visarch are both fairly good characters in their own right. Yvraine's psychic prowess can rival or even surpass a Farseer while the Visarch functions both as a cheapish bodyguard and potent beatstick. The Yncarne can be quite effective as well, but its point cost requires you to really build around it to get the most out of it.
  • Stick to your roots: Taking any of the eldar factions as Ynnari no longer strips them of their unit's original faction wide rules, such as Battle-Focus or Power from Pain. Though this doesn't go so far as to let them keep their original Attributes, Stratagems or Powers, it at the very least doesn't strip everything from them now.
  • Universal Soulbursts: Where previously Soulbursts were limited to one or two individual infantry/biker units, they now affect every unit in your list across the board at the same time. Shame only a fraction of the army really benefits from it.

Cons[edit]

  • Situational Trait: When your units aren't soulbursting, they may as well not have any attribute at all. To say the Soulburst mechanic itself is a pale shadow of its former glory would be a dramatic understatement. It does absolutely nothing for any infantry or vehicle designed for ranged combat and melee units need to be the ones charging into combat to really take advantage of it themselves.
  • Perpetually Being Nerfed: This faction has a notorious history of back-to-back nerfing extending all the way back to late 7th edition. They certainly deserved it at first, even during the first half of 8th edition. However, from how zealously GW has continued to bludgeon this faction with the nerf bat, it's not that far of a stretch to say that running a Ynnari detachment is a significant downgrade from just sticking with the classic factions at this point.
  • No VIPs Allowed: Despite characters such as Jain Zar or Eldrad being considered part of the Ynnari in every respect in the fluff, no named characters are allowed in the Ynnari outside of the original Triumvirate. Indeed, despite the Ynnari having the largest and strongest Avatar of Khaine in the books, you can't take one in a Ynnari detachment.
  • No Unique Units: Outside the Triumvirate, the Ynnari have no native units truly their own. Every single unit they can draw from is simply copy-pasted over from one of the original eldar factions, meaning for the purposes of matched play, you're just playing a slightly gimped version of that army. This rings extra true for Aspect Warriors, who despite receiving fancy new interchangeable Exarch Powers, get to take none of them if taken as Ynnari.
  • Sucky Stratagems: Your new stratagems, as mentioned, are garbage. With maybe one or two notable exceptions, your stratagems have very situational uses or are completely useless at worst and are overpriced or just copied from one of the original eldar factions at best.
  • Lack of Synergy: Losing access to the Runes of Battle/Fate/Fortune and Phantasmancy Discipline flat out sucks for a lot of your dudes. Indeed, even your craftworld Ynnari units can't take advantage of enemy debuffing powers like Jinx or Doom anymore. Unfortunately, the Ynnari don't have much in the way to replace some of these support options which can lead to several units performing considerably worse than they would in a purestrain faction.
  • Notable Tax to Play: The Triumvirate special characters are arguably an overcosted tax to run a Ynnari detachment. The only real exception to this is Yvraine, who is a potent psyker in her own right. This issue has been slightly addressed through the occasional point cost drops they've received.

Special Rules[edit]

  • Reclaim the Galaxy: Objective Secured, Reborn Style.
  • Allies of the Reborn: Beast, Incubi and Scourge units may be included in a Ynnari detachment without disabling Strength from Death for anybody else, though they themselves don't get the ability. Explicitly for Dark Eldar Ynnari lists, but worth noting if you plan on taking another Ynnari detachment using them.
  • Revered Figurehead: Yvraine or the Visarch may embark on any Aeldari Transport even if it normally restricts models to a different faction.
  • Reborn Asuryani - Strength from Death: Whenever any unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. If they already could or just charged, they also add +1 to their hit rolls. This is your one and only attribute and it's...ok. This greatly benefits units such as your Howling Banshees, Striking Scorpions, Shining Spears or virtually anything in your army with "Wraith" in its name, but it also does absolutely nothing for units that do all their work at range, such as Dark Reapers or Fire Prisms. Even if your units aren't necessarily guaranteed to fight first due to AFF's interactions regarding enemy charges, the +1 to-hit gained from charging with the ability active is certainly nothing to scoff at.


Warlord Traits[edit]

Due to the way Ynnari detachments now work, so long as a named Ynnari character is in the detachment, you may take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish.

  1. Lord of Rebirth: Heal one wound a turn automatically and ignore wounds on a 5+, a solid choice for a tanky warlord like a Wraithseer.
  2. Warden of Souls: Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance. The Yncarne has this by default.
  3. Walker of Many Paths: A free hit/wound reroll every turn with a 5+ CP refund when you use a stratagem. A flexible choice that helps keep your options open when you don't know what to expect.
  4. Fear of the Grave: All enemy units within 6" of your warlord subtract 1 from their leadership, 2 if it's during a turn a unit was killed by the warlord. Stacks very well with leadership bombs courtesy of the Visarch and nearby Hemlocks, Wraithseers or Horrify Warlocks.
  5. Favoured of Ynnead: Consolidate 6" instead of 3" in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord's entourage behind. Yvraine has this by default.
  6. Master of Death: Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable. The Visarch has this by default.


Ynnari Tactical Objectives[edit]

11 - Spirit Sanctuary
Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Completely random and unreliable, but a bit easier to achieve than the vanilla version in a rare twist.
12 - Harness the Spirits
Successfully casting a power from a Ynnari Psyker generates 1VP. Yvraine or a Farseer can make this one easy pickings.
13 - For Ynnead's Glory
Get 1VP if three or more units were killed by attacks made by Ynnari units this turn. Kind of a tall order for a single VP all things considered.
14 - Surety of Purpose
Get d3VP if you achieved at least two other tactical objectives this turn.
15 - Death's Every Visage
Score 1VP if you destroy a unit in the Psychic/Shooting/Fight phase this turn. Score d3VP if you destroy a unit in all three of them. Worse than the vanilla version.
16 - Soulsurge
Score 1VP if you destroy three or more units with attacks made by Ynnari units while they are benefiting from Soulburst in a single turn. Kinda fucked up that the more challenging version of For Ynnead's Glory doesn't offer any more VP for the extra effort needed (you'll need to wipe 4 enemy units in a single turn to get this; one to trigger the Soulburst and then the remaining 3 for the objective). Made somewhat easier if by some miracle you manage to pull off the Souls of the Strongest stratagem beforehand.

Ynnari Stratagems[edit]

A subset of stratagems to further enhance your Ynnari detachments.

  • Fire and Fade (1cp): Copy-paste of the vanilla version. This lets your selected unit move 7" after shooting, no charging or advancing allowed. Still useful for units like your Fire Dragons.
  • Lightning-Fast Reactions (2cp): Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful in a pinch, but a little less spammable compared to Alaitoc lists.
  • Deadly Misdirection (2cp): Identical to Feigned Retreat, this one lets you shoot and charge after falling back.
  • Artefacts of Death (1/3cp): The ever standard extra relic(s) stratagem, nothing special.
  • Webway Ambush (1/3cp): Your flavor of deep striking Infantry, Biker or Beast stratagem. Situationally useful.
  • Exalted of Ynnead (1cp): Pick one of your non-warlord/named HQ characters and give them a warlord trait, no duplicates allowed. Doesn't make them a real warlord and you can only do this once. Actually quite handy, as there are some good traits to choose from.
  • Inevitable Fate (2cp): Pick an enemy unit at the beginning of the fight phase and all your Ynnari stuff re-roll wound rolls against it. Can be handy, but kinda pricey.
  • A Taste for Death (1cp): Used when a unit's ranged weapons wipe an enemy unit, they add +1 to-hit in melee till the end of the turn. Objectively useless, as they'd be benefitting from Soulburst if they kill a unit and since most decent ranged weaponry can't be fired while in combat, they'd need to charge and would cap on their hit bonus from the Soulburst itself.
  • The Great Enemy (1cp): Largely the same as Inevitable Fate, but limited to Slaanesh targets and only buffs one of your units. A fluffy strat that stacks with your Ancient Doom for both re-rollable hit and wound rolls that benefits quite a lot from a Soulburst, but your opportunities will be very slim.
  • Back from the Brink (2cp): When one of your Infantry/Biker characters dies, use this and roll a D6. On a 4+, they come back with D3 wounds and sets up as close to where they died as possible. Can only do this once per character. Can come in handy if your opponent fucks up your plans.
  • Reborn Together (1cp): Add +2 Leadership to all Ynnari units that have another Ynnari unit within 6" of them. Sort of helpful if you're worried about leadership bombs or casualties screwing your morale.
  • Whispering Spirits (2cp): Basically the opposite of Reborn Together, targeted enemy unit subtracts 2 from their leadership when within 1" of your dudes. Stacks obscenely well with the myriad of leadership debuffs at your disposal.
  • Acolyte of Ynnead (1cp): If one of your psykers attempts to manifest a Revenant power in the same phase that you destroyed a unit, add 3(!) to their psychic test. On a Farseer, it guarantees a cast of whatever you want to go off. An allied vanilla detachment's Farseer spamming Smite/Mind War/Executioner can help create opportunities to use this.
  • Ynnead's Net (2cp): A Ynnari biker can advance and charge in the same turn. Shining Spears still have a place in this army!
  • United in Death (1cp): Pick a Reborn Asuryani, Reborn Drukhari and a Reborn Harlequin unit. All of them get +1 Attack in the fight phase if they're Soulbursting. Yikes, try making that happen in a Matched Play game.
  • Shrine of the Whispering God (2cp): Pick up to three Incubi units and they get Strength from Death. Handy, if useless to a Craftworld based Ynnari list.
  • Souls of the Strongest (1cp): Kill the enemy warlord, and all units with Strength from Death are soulbursted for the rest of the game even if no other units are destroyed in subsequent turns. Best take some rangers to make it work, but can take the pressure off of trying to kill something before combat every turn if you manage it.

Revenant Discipline[edit]

Ynnari Psyker units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army. A reminder, Ynnari units can no longer select or benefit directly (or indirectly) from any Runes of Fate and Battle, as they cannot be targeted by them anymore. Offensive powers from allied vanilla detachments such as Executioner and Mind War are good powers to take on an allied vanilla detachment supporting a Ynnari one, as they can help trigger SfD or be used to help trigger stratagems or Tactical Objectives.

  1. Gaze of Ynnead: Essentially a simplified Smite, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2.
    • With the nerf to casting Smite (specifically each individual psyker only being able to attempt to cast it once per turn), this is your next best source of direct mortal wounds for Farseers and Warlocks dedicated to offensive roles. Spiritseers are better off just casting Smite since they only have the one cast.
    • The math changes for both Yvraine, Farseers, and for any other buff you can come up with to casting the power. However, any buff that increases the casting total, like Yvraine's, tends to make Gaze worse, not better: Yvraine's Gaze deals 1.74 mortal wounds, but her Smite deals 2.08. In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more. The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast. It can be a solid offensive tool in the hands of Yvraine, but you'll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power.
  2. Storm of Whispers An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 6" of the caster; every roll of a 6 hits the unit in question with a mortal wound.
    • This power is hot garbage. Assuming you pull it off - and you will 26/36 of the time for a standard caster, or slightly better than 2/3 of the time - each unit suffers, on average, half a mortal wound (or, in other words, every nearby enemy unit will suffer 13/36 of a mortal wound, on average, or slightly better than 1/3). That means a normal caster needs to be within range of five units for this to compete with Smite, and Yvraine needs to be within six. Stay the hell away from this power - you're seriously better off casting Smite additional times, even despite the casting penalty.
  3. Word of the Phoenix: WC 5, this ability no longer triggers Soulburst, but rather allows the targeted Ynnari Infantry or Ynnari Biker within 18" to heal 1d3 wounds or resurrect one model, who comes back to unit coherency with a single wound remaining. Accordingly, this is best used on as elite targets as possible (to maximize how many points you're returning to the table) with as few wounds as possible, both to maximize your chance to res rather than heal, and so that your res restores as high a percentage as possible of the target's total wounds. For example, it'll repair Vypers at range just fine (since it doesn't care about the presence or absence of Biker), but you'll get overall better performance on a Warlock Skyrunner Conclave.
  4. Unbind Souls A WC 6 debuff that allows units to re-roll wound rolls for melee attacks against the targeted unit. Now that Doom is more or less off the table for Ynnari units, this is the next best thing. It synergizes fairly well with the new Soulburst as it is relatively easy to cast without much hassle - and while it is easier to cast than Doom, the double nerf of shorter range AND being melee only really hurts.
  5. Shield of Ynnead A slightly more challenging WC 7 power that grants all Ynnari units within 6" of the Psyker a 5++ invulnerability save. This works for literally everything in your army that doesn't already have a 5++ or better (e.g. this won't do anything to protect your Psykers) and can be a fantastic tool for your Wraith units, vehicles, or even the ever standard Aspect Warriors.
  6. Ancestor's Grace: This WC5 power allows the targeted friendly unit within 18" to re-roll 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 use an Autarch, who will benefit multiple units automatically with his aura (so long as you're using primarily <Craftworld> Eldar in your Ynnari detachment).
    • As even your Craftworld Ynnari units can no longer benefit from Guide, this is the only option you have that can support your ranged units. Consider just parking an Autarch with a reaper launcher for your backline gunners in a Craftworld-focused list.
  • Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you're bringing back 36 dead points. Plus, they need Ancestor's Grace, since they're allergic to Archons.

Relics of Ynnead[edit]

Your range of relics for your generic characters. Cannot be taken on your named Ynnari characters, as per the usual standard.

  • Hungering Blade: For you, Autarch exclusive, as it replaces his Star Glaive/Power Sword. S+3 AP-3 flat D2 sword that swats an extra mortal wound on targets for every wound roll of a 6. A decent upgrade if you plan on having him up front.
  • Song of Ynnead: An 18" S5 AP-1 replacement for a shuriken pistol. Follows shuriken AP-3 rules and every time it kills an enemy model, its unit subtracts 1 from its leadership till the turn ends. Since it shoots three times, this can devastate enemy leadership in conjunction with other debuff powers/abilities. Very good for horde-based armies.
  • Mirrorgaze: A standard "-1 for hit rolls against the bearer" relic. Notably affects all hit rolls and isn't limited to infantry.
  • Soulsnare: Once per game, you can pick a unit within 6" of the bearer and roll a D6. 1 does nothing, 2-5 deals D3 mortal wounds and heals the bearer for the damage dealt, and a 6 deals D6 mortal wounds and heals for all lost wounds on the bearer. Basically a pocket mini-smite with some crazy benefits if you get lucky and obviously pays off more on characters with big health pools.
  • The Lost Shroud: Halve all damage received, rounding up, with a 5+ FNP for good measure. Crazy good ability that can take the edge off strong weapons, but largely underwhelming on any characters with less than 6 wounds total.
  • Corag Hai's Locket: Whenever the bearer destroys a unit, permanently add 1 to their movement and attack characteristics. There is no cap to this, meaning you can get some ridiculous stats if the owner of this racks up the kills. Stacks beautifully with Soulbursts and Warden of Souls.

Special Characters[edit]

HQ

  • Yvraine: The Emissary herself, running a slightly cheaper 115 points with the advent of Psychic Awakening. With the drastic rework Soulburst received and Word of the Phoenix being retooled into a healing power, Yvraine is now more geared towards close combat than she used to be. In practice, this means she can very easily roll around with some Ghost Sword Wraithblades or even a Warlock Conclave while healing them and getting them to reroll wounds with the right psychic powers. Indeed, Warlock Conclaves can serve very nicely as a bodyguard unit since if any of them die, Yvraine gets to generate a new power from the Revenant Discipline and can optionally revive any of those Warlocks who fall using Word of the Phoenix. Just beware that despite her ability to regain wounds as Aeldari die within 7" of her on a 4+ and a 4++ invuln save, she's still T3 and will fall quite quickly if you're not careful.
    • There are still the two differing schools on how she runs in a Craftworld Ynnari detachment: A very aggressive role where she accompanies a unit to push them as far into enemy lines as possible before potentially dying after causing considerable havoc, or a more passive supporting role accompanied by a Warlock Conclave and/or Farseer while dolling out healing, re-roll buffs and pain in equal measure. Do keep in mind which detachments your supporting Farseers and Warlocks are in if you want them to double-dip into the Revenant Discipline with her, or if you want them to provide the more offensive powers otherwise exclusive to vanilla Craftworlds.
  • The Visarch: Now actually a better combatant than Yvraine. With Psychic Awakening's updated point cost dropping the Visarch to a bargin-bin 80 points, he is a steal of a deal both as a close combat character and as a cheap way to field a Ynnari detachment. 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 and given his Warlord Trait he'll be bifurcating people pretty regularly. 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+ which plugs one of her biggest weaknesses right now, good job buddy 2 years and you've finally found a use.
    • Oh the Visarch he's the odd one of the three ain't he? He's the cheapest Ynnari character, and this reflects in the limited support he offers compared to Yvraine or the Yncarne. 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 he could back up you're hefty CQC units but Yvraine or an Autarch do that infinitely better, you could have him help set up a leadership bomb but Warlocks, your own stratagems, or an errant Hemlock do that better, you could have him- you get the idea. On top of this with being able to take any Ynnari character as your Warlord there is next to no reason to bring him save for being a beat stick.
      • He does give Ynnari units within 6" rerolls 1 to hit in combat, and given how the army works now, he can replace an Autarch for your front line attackers.
  • The Yncarne: 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 it's not like GeeDubs is gutting the character of this army at every turn) coming in at 280 points might seem like a lot but she's equipped with 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, S7 A7 with her Warlord Trait, whatever it is hitting is dying. With the "rework" of SfD the Yncarne can't fight twice, but with her Warlord Trait hits much harder weirdly making her kill half as much, more efficiently (i.e. she'll only drop one Imperial Knight a turn in combat not 2) this all being said the Yncarne is a flying, monstrous character that can cast two of your six Revenant Discipline powers granting her impressive flexibility. 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 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 Inevitable Death allowing her to teleport wherever a unit friend or foe died within 1" letting her appear where and when she's needed.
    • 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, or Venom.

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.

Pros

  • Unrivaled Flexibility: Corsairs are, for eldar at least, the single most customizable faction of space elves you can field. Their basic troops have free reign over the basic weapons of both Craftworlders and Dark Eldar while having a significant chunk of their special weapons available to them as well.
  • Your Dudes: Between the Forge World kits, Craftworlder, Dark Eldar and even Harlequin bits available, Corsairs have a lot of leeway to really make your merry band of elf pirates truly your own.
  • Lightning Fast: Corsairs have the single fastest troop choice in the game, in their Skyreavers. An infantry unit with a 16" movement with fly lets them secure/contest objectives as early as turn one if positioned properly. Now as far as actually holding that objective...

Cons

  • Extremely Limited Range: Forge World is on the brink of just axing the entire line. Of their entire range, two of them (the Reaver troop choices) come from the same kit while the only other corsair unit is just an upgrade kit for Windrider jetbikes. Of course, these kits are now completely out of print meaning that if you don't have an existing army of Corsairs, you're just going to have to pretend those Dark Elves are space pirates.
  • Expensive to Use: And I'm not just talking about purchasing the models themselves. As one of two factions without a native HQ unit (and thus, no Warlord), you must pay full price for the detachment they're in if you want to use them at all, even if they're the only detachment you bring.
  • Lack of Support: Forge World has neglected more than just their model range. Corsairs are possibly the only faction in the game that lacks any and all subfaction traits (like Craftworld Attributes, Drukhari Obsessions or Masque Forms), stratagems, and while some other factions might also lack psychic support, the Corsairs can't even take advantage of the Runes of Fate/Battle/Fortune or Harlequin powers. Indeed, they can't even join the Ynnari, something every other Eldar faction is at least able to do.
  • Fragile Units: Corsairs are arguably the frailest of all the eldar. Craftworlders have generally better armor or Wraith units to tough through the fire, all Dark Eldar at least get a universal FNP and have access to units like the Talos to sponge the blows and even the Harlequins have semi-reliable invuln saves inbetween their otherwise non-existent toughness and death. Corsairs lack any means to supplement their poor 5+ armor and pitiful T3, meaning they'll start dropping rapidly if your opponent stares at them for too long.

Special Rules

  • 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. With the changes to Overwatch, this ability is virtually useless to you now. Sure, a single unit might get lucky and will be able to peel away slightly, but then the rest of your army will be left at the mercy of any future charges made during the turn.
  • 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.

Wargear 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.

The three Corsair units also come with a few extra exclusive options for their perusal (some like the Brace of Pistols being manditory) that can give them even more flexible applications based on what you need them to do.

Corsair Unit Analysis[edit]

A quick overview of the Corsair specific units available for selection can be found within this collapsible box for those interested in using them.

HQs 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 may bring an HQ-less Corsairs Patrol, Battalion or Outrider Detachment, though you forgo any command benefits for the detachment to do so. Additionally this means faction-specific stratagems, auras or psychic powers cannot affect them. Fielding Corsairs more as a supplementary force as opposed to your core army is strongly advised.

Troops

  • 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

  • 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

  • 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.
    • Pay No Attention to the rules behind the curtain: "The Felarch may replace its lasblaster with [...]", but doesn't have a lasblaster.

Heavy Support

  • 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). Honestly a decent choice these days due to the changes made to heavy weapons and vehicles.

Army Building and Tactics[edit]

Gathering Your Troops[edit]

Looking to bolster your ranks? Here are a few key recommendations for building or expanding a new army.

  • Farseers: Get one. It doesn't matter if you're wanting to form the Biel-Tan Aspect Warrior Swordwind, field an Iyanden Wraithhost, or swarm the battlefield with Saim-Hann jetbikes. The versatility of your Farseers often form the core support of virtually any Craftworld army and they are the only psykers in the Craftworld codex truly capable of supporting every single unit you can field alongside them.

Army Composition[edit]

These are specific builds that focus on a particular Aspect of strength.

  • Bikers:
  • Wraithhost:
  • Aspect Warriors:
  • Guardians:

Allies[edit]

The Aeldari are one of two umbrella xenos factions (the other being Tyranids) that have any access to allied forces, Drukhari, Harlequins and the Ynnari in your case (and Corsairs, but they're practically squatted at this point). This grants you a fairly substantial range to supplement your forces and help compensate for any particular weaknesses you may find in your Craftworld list.

  • Drukhari: My god can this faction combination create some fast games. Take a Farseer on Skyrunner, some Vypers and some mandatory Dire Avengers for a patrol detachment, bring 2 other Drukhari Patrols (which they get for free CP) of reavers, wyches in raiders each with a Succubus and go to town. The reaver jetbikes are superior to yours with the ability to take special weapons and hit harder in combat, plus their combat drugs and power from pain means they can last longer too. This army works because you will charge your opponent turn 1. You will tag down their tanks with squads of bikes, you will smite and executioner their units to death, and you will laugh as you zip around the board to any place you need to be. The Vypers are important for anti- tank but you can also bring a Crimson Hunter AND a Razorwing jetfighter for total aerial domination. Having great fun playing this army.
  • Harlequins:
  • Ynnari:

Matchups and Counterplay[edit]

Last but not least, here are some general tactics and counterplay advice on dealing with the various factions you may find yourself facing.

Imperium[edit]

  • Space Marines - You're in for a rough one. With all Space Marines (bar scouts) set to receive 2 wounds per model and many of their weapons getting buffed statlines (you know, when they're not just receiving buffed versions of our aspect warriors), you'll find it quite difficult to face them in a head-to-head fight. Dark Reapers are the only aspect warrior worth bringing against them; their multi-wound reaper launchers are invaluable and are the only infantry with conventional weapons that can reliably down a squad of marines in a single salvo. Wraithblades are the only infantry models you want anywhere near them in melee; Ghost Axes with Scattershields can hold their own relatively well and are more likely to drop to fully drop a marine per successful attack, but you'll need a support Spiritseer or Farseer to ensure they actually land their hits. Jetbikes and Vypers are a little better suited to skirmish against marines at range, though they'll evaporate against the buffed Heavy Bolter and are dramatically inferior to marine Bikers (so don't try to race them). I'll be real, your opponent will have to either be (willfully) incompetent or new to the game for you to have a good chance at victory, otherwise you're going to have to focus heavily on secondary objectives to keep pace in the current meta.
    • Black Templar - Space Marines with an emphasis on close combat, the Black Templar also specialize in shutting down enemy psykers; a problem for your Warlocks, Farseers and Spiritseers if you are expecting their support.
    • Blood Angels - One of the most famous close-combat Space Marine chapters, the Blood Angels certainly aren't lacking for ways to get into melee and tear your squishy eldar inside out like the rabid vampires they are. Storm Guardians, Fire Dragon Exarchs and Wraithlords equipped with Flamers can discourage Blood Angels from getting too close while Shadow Spectres and D-Scythe Wraithguard can absolutely ruin the day of anyone attempting to charge them. In general though, you'll want to try to pick the Space Marines off at range where you can.
    • Dark Angels - A gunline faction of Space Marines that's effectively immune to morale and absolutely loves plasma. They're somewhat more vulnerable to being tied up in melee than some of the other factions listed here, but that doesn't necessarily mean they're bad at fighting in it. To hit modifiers will severely discourage them from attempting to overcharge their plasma weapons while units with native invulnerable saves (like your Shining Spears, Ghost Axe Wraithblades) generally won't give a shit about the plasma's AP values. In addition, with the changes to the Inner Circle rule their Deathwing units are much harder to kill, bring doom and be prepared to use it against units with this rule as your normal high strength multi-damage weapons will only be wounding on 4s.
    • Imperial Fists - Space Marines who specialize with Bolters and are able to neutralize cover bonuses. They also have anti-building and anti-vehicle stratagems and Doctrines, so you'll want to take a care if you're fielding any tanks. Your Wraith Units can generally tough out their bolter-spam and aren't terribly bothered by the bonuses Imperial Fists bring to the table.
    • Iron Hands - A 6+++ FNP, 5+ Overwatch and doubled wounds on vehicle damage tables make the Iron Hands a bit daunting to approach. This is made more potent by their Devastator Doctrine letting them casually cruise about and fire their Heavy Weapons without penalty, rerolling 1's to hit for good measure. Goddamn! You won't want to take half measures on Iron Hands vehicles; bring them down as quickly as you can. Wraithguard, Fire Dragons, Hemlock Wraithfighters, Fire Prisms and Dark Reapers are honestly your best bets to quickly punch through their armor.
    • Raven Guard - Sneaky marines who'll be particularly tough to crack open at range and have several tools for rapid deployment and battlefield control. Thankfully, your new Masterful Shots Custom Craftworld Attributes completely negates their primary Chapter Tactic while Hail of Doom and Masters of Concealment have particularly useful synergy in countering them. That said, many if not most of your units will need to get within that 12" range to even attack at all, so it's not like their tactic in and of itself will pose much trouble. You will ideally want screening units to ensure the Raven Guard cannot set up around your valuable gunline units.
    • Salamanders - Pyromaniac Marines who ignore AP-1 shots and can re-roll one hit and wound roll per unit. Thankfully, since your weapons mostly tend to have either 0 AP or -3 AP, their extra tankiness won't really affect you so long as you don't take Hail of Doom as an attribute. Salamander players looking to abuse their exclusive Doctrine or play true to their fluff will typically come packing with a fair few flamers, so you'll want to avoid getting into close combat when possible. If you insist on doing so, at least make sure you have some Howling Banshee screens to shut down their overwatch before you commit anything more to the charge.
    • Space Wolves - A particularly unorthodox chapter of Space Marines that has access to particularly brutal close-combat units. Yet another faction to generally avoid close combat with.
    • Ultramarines - Vanilla marines, in every aspect. While they have access to their own unique psychic discipline, relics and units (like Roboute Guilliman), much of what they do is pretty much what most generic custom chapters can do.
    • White Scars - If there's any SM faction that could rival your mobility, it'd be the White Scars. All of their units get the ability to advance and charge while their Bikers essentially gain your Battle Focus, only made better by letting them move and shoot heavy guns without penalty. Combined with their unique stratagems and psychic discipline which buffs their mobility even more, you'll find it borderline impossible to outflank these speedfreaks.
  • Deathwatch - The Space Marines designed to slaughter anything not human (heretic or no), and they certainly pack the tools to do it. Try to spam Mortal Wounds against Kill Teams utilizing a Terminator or Storm Shield to tank high AP hits before you light up whatever's left of their squad and beware the hell of their Frag Cannons.
  • Grey Knights - Everybody's a psyker and everybody is able to kill you at range or in melee. They're one of two factions in the entire game that can spam Smite without the Warp Charge increasing, though most non-elite units will only deal a single mortal wound. Save your denial roles for powers from their disciplines and engage them at range; they're significantly less dangerous and have a relative lack of dedicated gunline units. As an elite subdivision of an already elite faction, you won't find it hard to outnumber whatever force your opponent is bringing to bear. With the introduction of their Tides (combat doctrines), you'll want to pay attention and avoid engaging them in matchups that compliment their current tide. You can prevent them from changing their current Tide by denying any of their Psykers attempting to use Warp Shaping.
  • Astra Militarum - A horde-friendly army with no shortage of heavy armor, Astra Militarum can spam bodies and tanks from table edge to table edge and be cost effective doing it. Their main weakness is a mediocre ballistic skill and generally non-existent weapons skill (with a few select exceptions), but they make up for it by being able to fill the air with so many shots that you'll still lose something valuable by the end of the turn. Close Combat is a bit of a shortcoming for Guard players; Howling Banshees in particular can semi-reliably carve through them without support and as long as the Exarch is up and has her War Cry ability, the retaliating Guardsmen will struggle to do the same. Dealing with their Leman Russ tanks can be a bit trickier now that they can't really be tied up in melee, so ideally you'll want to use Wraithguard or Fire Dragons to pop them whenever possible. If you can get rid of any potential screening units, you can Webway Strike a squad of Wraithguard and drop them on top of a vulnerable tank to deal crippling or lethal damage to it. Alternatively, if you are looking for more cost effective options, a D-Cannon Support Platform can punch through heavy armor outside LoS. Lastly, the lynch-pin unit of many Guard lists are their officers. Whenever possible, try to focus down any officers to prevent them from supporting units with their signature Orders; a squad or two of Rangers can usually pick off any infantry officers within a turn or two while a Fire Prism or two can burn through any tank commanders hunkered downfield.
  • Adeptus Mechanicus - The Imperium's cyberpunk tech support is a mixed bag; very flexible and abundant special weapons make their basic troops particularly adept at handling virtually any standard threat while their heavier vehicles and servitors can weather no small degree of firepower before falling. Their Skitarii units share very similar statlines to aspect warriors like your Dire Avengers or Howling Banshees; reliable accuracy both at range and in melee make them significant offensive threats, but they crumble easily enough to most standard weapons. Caution should be taken around their basic Vanguard troops; not only do they put out a significant amount of dakka, but they can also debuff the toughness of anything they engage in melee. For you, this means any S4 attacks coming in on your living infantry will wound them on a 2+, a "privilege" normally reserved for nurgling swarms. Ad Mech notably lacks much in the way of in-house psychic support and are vulnerable to your offensive powers.
  • Adeptus Custodes - The most elite standard army you could face, bar a pure Imperial Knight list, that is an absolute nightmare to face in melee. Though they are exceptionally durable, they do have a notable weakness to mortal wounds, particularly those incurred from psychic powers. You also won't find it challenging to outnumber and outmaneuver them. Under ideal conditions, don't attempt to match their close combat game under any circumstances.
  • Adeptus Sororitas - Bolters, Flamers and Melta. The holy trinity abounds in the Sisters of Battle armies and should be expected whenever you see them take to the field. Though it is in somewhat short supply, using long range units like Rangers, Dark Reapers and Fire Prisms will let you engage the sisters well outside their conventional ranges. Despite their reliable saves, sisters are also notably squishy underneath all that armor and faith; massed fire from Guardian blobs, Dire Avengers, Windriders or War Walkers will invariably whittle through them reasonably well enough. If you're bringing psykers, keep in mind that much like the Grey Knights, every single unit of sisters can attempt to deny the witch. Unlike the Grey Knights, they are limited to only 1d6 for their denials, but they have several oppressive ways to buff their rolls and debuff your psychic tests if they're close enough. Keep your Warlocks at bay.
  • Imperial Knights - Very big, very scary robots that can fuck your shit up sideways if approached carelessly. More often than not they'll be used to supplement detachments composed of the other Imperial factions (like the Adeptus Mechanicus, with whom they share a lot of synergy with), but they still occasionally are fielded as a pure-strain army. In the case of the later, you'll effortlessly be able to outnumber them and maintain much higher control over the table, giving you an advantage in objective-based game modes. Your Wraithguard, Fire Prisms, D-Cannon Support Weapons and Wraithknights can deal severe damage to them with enough support. You'll have no real trouble providing it either, as again they lack much in the way of stopping your Psykers from buffing or debuffing whatever you need so that you can reliably break through their defenses.

Chaos[edit]

  • Chaos Space Marines - These guys play similarly enough to regular Space Marines that many of the same tactics that apply to them apply here as well. Key differences do start with their Daemon Engines, which regenerate automatically each turn if not completely destroyed, as well as the ability to summon in Daemon allies if they so desire. With the new legion supplements there's a wealth of sneaky combo's that CSM can pull of, so you'll want to keep tabs on the characters in their armies. With the wealth of viable death star units in the CSM codex, sniping out these lynchpin characters will quickly dismantle their cohesion.
  • Thousand Sons - The only other faction in the game that can spam Smite to hell and back without penalty and has enough native psychic potential to rival and even outclass your own. Multi-wound weapons are arguably a must against these guys, as any 1-wound weapons actually increase their Rubric marine's saving throws by 1 (even the invuln save). Tzaangors are actually fairly threatening to engage in melee against, so much like the Death Guard, you'll want to keep your distance as you lay fire upon their ranks. You'll want to save your deny the witches for any major psychic powers your opponent attempts to cast.
  • Death Guard - Slow, thick and pestilent, Death Guard represents the best of what papa Nurgle has to offer; Disgustingly Resilient models that can shake off hits left and right as they gradually creep across the table. High strength/AP weapons are a must and any guns that deal multiple wounds (like Starcannons and Reaper Launchers) are ideal in order to overload any lucky FNP rolls they may get once you punch through their toughness and armor. You will have absolutely no trouble outrunning Death Guard units and keeping them from getting into combat with your much squishier infantry models.
  • Chaos Daemons A general rule of thumb with Chaos daemons is that they all rely almost entirely on their invulnerable saves to deflect incoming attacks. This is exacerbated by their generally lower toughness (T3 infantry on average, Chaos God dependent). To this end, you should prioritize maximizing the number of shots your units put out as opposed to harder hitting firepower. You'll also want to bring a few psykers to both lay down mortal wounds to get through their invuln saves and to run interference against their psychic powers (particularly against Tzeentch).
    • Khorne - Notably the only daemon faction without Psykers (given how Khorne hates them, this is unsurprising), Khorne daemons are particularly vulnerable to your psykers and mortal wound spam in general. As an army entirely focused on melee units, they are also very vulnerable to being picked off at range, something you should have absolutely no trouble accomplishing. Bring down any Skull Cannons they may have brought and stay the hell out of melee with these guys.
    • Nurgle - An army wide 5+++ FNP gives all Nurgle daemons some defense against mortal wounds and effectively two chances to shake off any damage that breaks through their 5++ invuln save. Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game.
    • Tzeentch - A native buff to their standard invulnerable save means most of their standard units benefit from a 4++. Units to watch out for would be their Flamers and Blue Scribes, the later of which can make your Psykers permanently lose any power they fail at casting within 12" of them.
    • Slaanesh - The subjects of She-who-thirsts and effectively the only faction you'll ever face who'll trigger your Ancient Doom ability (not that it really matters). Much like Khorne, Slaanesh daemons are dedicated melee combatants only with a heightened emphasis on speed over power. Suffice to say, pick them apart at range where you can. Dire Avengers are a cheap and decent option to intercept incoming charges due to their better overwatches.
  • Chaos Knights - Evil Knights that individually are more flexible in their loadout than their imperial counterparts. As a dedicated Super-Heavy list, they are heavily limited by their minimal model count and being focus fired. Wraith units and D-Weapons in general are excellent Knight-B-Gone tools that can erase or cripple knights after a single volley. Psychic powers, namely Guide, Doom and Jinx are highly recommended to ensure every shot you make counts. Offensive powers like Smite are also great tools to bypass their toughness and armor/invuln saves. Special note, in a Battle-Forged Knight list, you can opt to use leadership buffs/nukes and Mind War against their nominated Character to lay down a large number of mortal wounds a turn. Defensively, hug LoS blocking terrain like your life depends on it; in many cases it does. You may also wish to place your more valuable units (like Wraithguard or Fire Prisms) in reserve so that they can be protected in the event you fail to get first turn.
  • Renegades and Heretics - Effectively Chaos Imperial Guard, only worse due to their lackluster support due to being a Forgeworld faction. Much of what applies against the guard still applies with Renegades, though you'll need to keep aware of any potential allies they take as they'll likely present a greater threat.

Xenos[edit]

  • Craftworld Eldar - By now, you should have a solid idea on how they play, seeing as how that's what this entire page discusses. Try to focus on outmaneuvering your opponent and focus on taking down their psychic support whenever possible. Pay attention to whatever Exarch Powers they elect to give their exarchs where applicable and put their aspect warriors in generally unfavorable matchups when you can.
  • Dark Eldar - Your edgy kin are just as fast and deadly as you, though they're a bit frailer. They lack any native psychic support, which gives you a slight advantage if you choose to go that route, but they make up for it by their units being a bit more flexible and deadly, especially in melee. Their poisoned weaponry doesn't give a damn about your Wraith units' high toughness, so caution should be taken when facing large numbers of splinter rifle wielding kabalites.
  • Harlequins - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves make it difficult to successfully wound them on the approach, especially since they can simply move through terrain and models to get to your dudes. Wraithblades and Wraithlords can match or even overpower them in a straight up fistfight, but beware any Fusion Pistol wielding Troupes; they'll ruin your day. Where applicable, flamers from Storm Guardians, Fire Dragons, Wraithguard (D-Scythes) Wraithlords and Shadow Spectres are ideal for both overwhelming their invulnerable saves and heavily discouraging close range charges. Dire Avengers, with their 5+ overwatches and plasma grenades are also reasonably decent charge screens and the Exarch (if geared for melee combat) can perform almost as well as any one of their troupe models in a fight. Otherwise, just focus on overloading their invulnerable saves with sheer volume of fire. Guardian Defenders, Swooping Hawks, Windriders and Dark Reapers can do well in this matchup if they can get the first shots in. Alternatively, mortal wound spam courtesy of Rangers, Striking Scorpions, Swooping Hawks and the ever obvious Smite/Executioner powers to circumvent their invulnerable saves. In the case of your standard units, this is somewhat unreliable however. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam is a very reliable option that can and will dispose of entire troupe squads at a time.
  • Ynnari - Ultimately, the Ynnari will play just like any of the prior eldar armies mentioned, only with an obvious predilection towards melee combat. They'll honestly probably be easier to deal with than if the player had just run those factions in their vanilla incarnations, since Ynnari lists sacrifice a lot of the original synergistic psychic and stratagem options for more generic, overpriced, situational and arguably useless equivalents.
  • Orks - A tough horde of Boyz who'll do their damnedest to close the distance and beat you to death in an ideal world. Though you can avoid a significant amount their ranged game due to your abundance of -1 to hit options and their abysmal ballistic skills, you should also not underestimate ranged lists in the slightest as they can and will wipe units through sheer volume of fire alone. Your Wraith units can safely tango in melee with Orks, though you'll want to keep an eye out for Power Klaws. For the rest of your infantry, use your superior speed to kite their units while dashing into cover wherever possible and pick away at them from range. Their relatively low armor saves makes them easy prey from these kinds of hit and run tactics.
  • T'au - One of the shootiest armies in the game, and honestly one of the most vulnerable to your numerous to-hit modifier debuffs. Even though you can't go beyond a -1 to hit modifier anymore, an average BS of a 4+ makes it tremendously easy for units like your Warp Spiders, Shadow Spectres, Hornets and any Flier you field to become extremely difficult to shoot while you can engage them in relative safety. They also have virtually no defense against your psychic powers and have next to no dedicated melee units outside of any Kroot they may have fielded. To this end, Howling Banshees in particular are an anathema to the T'au due to their ability to completely shut down overwatch, especially since they're the only faction in the game that can still overwatch more than once a turn and with more than one unit at a time.
  • Necrons - Extremely tough metal skeletons that will. Not. Die. You'll need to focus down entire squads at a time or they'll slowly start replenishing lost models thanks to their reanimation protocols. Characters and any Vehicles with Living Metal also need to be focused down quickly, as their automatic healing makes attempting to chip them away an exercise in futility. They are particularly vulnerable to your vast array of psychic powers as the only way they can deny the witch is to upgrade their canoptek vehicles with Gloom Prisms. Take down any such vehicles and drown their units with psychic mortal wounds to make quick work of the rank and file they fielded.
  • Tyranids - These space bugs are well renowned for two things; hordes and monsters. Both are particularly adept at melee combat and many of their units can either match your speed or even surpass it. Try to keep your distance and focus down any Synapse Tyranids that you can. Take a care with their innate Shadow in the Warp, as it can particularly interfere with your Warlock's casting. Warlock Conclaves can overcome this by using their Concordance of Power stratagem to cast safely outside the range of SitW if needed.
    • Keep tabs on any units like the Venomthrope or Malanthrope, who can buff nearby tyranids with to-hit modifiers and take them down as soon as possible. Fire Prisms excel at killing single-model units like these, the Linked Fire stratagem in particular deserving a mention. Dark Reapers, as ever, serve as a handy counter to hit-modifiers and can even be used as snipers with the appropriate exarch power.
  • Genestealer Cultists - Unlike Imperial Guard (whom they may take as "allies" btw), many of the Genestealer units in this faction are not ideal targets to engage in melee. Between their Aberrants, Acolytes and Purestrain Genestealers, these guys will tear through your infantry (and even Wraith units, in the case of Aberrants) like tissue paper. Be extra cautious of squads deep-striking into your back lines and keep a Farseer paired with a squad of Dark Reapers to heavily discourage this tactic with the Forewarned stratagem. Lastly, you'll want to focus down any of their Patriarchs or other Psykers before they can cause havoc by disrupting your units.