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

From 1d4chan

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

Why play Eldar?[edit]

The Aeldari Elves 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.


  • 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.
  • 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. Especially since they don't suffer -1 to hit for heavy weapons.
  • 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 can make keeping track of each unit and what they're built to do easier for newer players.
  • Aspect squad Exarchs can be upgraded to absolutely shred. A Banshee Exarch properly tooled up is arguably better than Jain Zar, and is much cheaper. Exarchs are true murder machines this edition.
  • Many of the special weapons eldar have access to hit like a truck, with even the humble Shuriken Catapult being capable of slicing through heavy armor with (conditional) ease.
  • 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, not counting Ynnari or Harlequin armies. If that in itself wasn't enough, actually casting these powers is made relatively consequence free: Farseers are immune to Perils 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.
  • Craftworlders can take Dark Eldar or Harlequin allied detachments. Your allies are actually decent unlike some factions.
  • 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.
  • Outside the basic Guardian infantry, much of your army has a pretty solid leadership stat.
  • 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. 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.
  • Eldar vehicles like the Falcon and Fireprism have lots of smooth paneling that is not only easy to paint on, but also offers a lot of real estate to do elaborate freehand details, or exotic patterns like scales, tiger stripes, or flames. Compared to other factions with blocky armor and more exposed mechanicals, painting Eldar to look good takes more skill, but rewards it with having more potential.
  • Battle Focus allows for all the move-shoot-move shenanigans you might want.


  • Though a sight more durable than their clown or evil cousins, your roster suffers from subpar armor and toughness compared to many other factions. Your infantry (bar the Wraith units) are well and truly threatened en-masse 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. This is even more crucial in 9th edition now that hit modifiers no longer stack, removing the one major (spammable) defense you had.
  • You know how Imperial factions have troop choices that you actually want to take, because they're that good? Flexible, cost efficient and, most importantly, deadly? Yeah, we don't do that here. Your troop slots are inarguably a tax due to how expensive per model they are and/or how little they actually contribute once they're on the table. You're pretty much only ever going to want to take the bare minimum troop choices necessary to field a Battle-Forged army if you're wanting to stay competitive.
    • Not helping things is that the Dire Avengers, one of your most reliable units who can fight worth a damn, got thrown into the overcrowded Elites slot. Though at the same time they did get a lot better.
  • You pay a bit of a premium for your aspect warriors and wraiths, point wise. The latter moreso than the former but expect to pay between 17 and 25 points per model for the most part, up to 30 in the most extreme of circumstances and 40 for your small wraith units. And that's without any upgrades. You're gonna feel losses when you take them
  • 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 static loadouts and no flexibility available to your infantry (and some vehicles), 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.
  • The maximum range on most of your guns is notably shorter 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 or exploit Battle Focus to hide after shooting, expect casualties.
  • 9th ed has focused on cramming your army into one detachment rather than 8th encouraging multiple, combine that with the new codex putting more units into the elite slot on top of those that resided there... yeah, you might be hurting for slots a bit.
  • Though the start of 2022 came out swinging with some much needed model revamps, with even the first brand new unit in years... a significant portion of your army is still made out of fine-cast resin, debatably the highest percentage out of any other 40k faction. Swooping Hawks, Warp Spiders, Striking Scorpions and Fire Dragons are the big ones that fall into this category and while aesthetically they've aged rather well... for resin at least, they're still notably subpar compared to the current standards of today. Some of the older plastic kits are also starting to show their age, such as the Dire Avengers, Vypers and Falcon variants.
  • Battle Focus has a good few restrictions on it.

Required Reading[edit]

New to the game, or to Craftworld Eldar and don't quite know where to start? What do you require in order to play Craftworld Eldar, you might ask? Well, here's a quick run down of the books you'll need/want in order to play.

  • Warhammer 40,000 Core Rules - Though the standard rules to actually play the game are freely available, actual battlefield information like detachments, game modes and detailed battle round information are only in the $65 Core Rulebook. It's recommended that, if you or your friends don't have a copy, at least somebody in your immediate gaming group grab one.
  • Codex: Aeldari - The new codex has come alongside a refresh to a decent amount to the model range. Not only does this contain all the rules you'll need to put together an army for the Eldar, but also rules to put together Ynnari, Harlequins and Corsairs.

Recommended Reading[edit]

These are supplemental books or services that can greatly enhance your options for playing the game, be it through additional units or rules or updates to your core Codex that (for some reason) GW decided you need to pay extra for.

  • FAQs - The rule adjustments that are or aren't too important to put behind a paywall and as such, the only entry of note on this list that is well and truly freely available. These are usually released shortly after a codex's release to clarify the hastily, sloppily written rules or rule interactions that often make their way into the codex before it was rushed out for sale. Very occasionally, a unit's stat sheet is tweeked a bit or entire rules are added/removed. Given that they're free (rare, for GW), it doesn't hurt to keep tabs on the FAQ page.
  • Imperial Armour Compendium - With Forge World's model line having their models' rulesheets handled by the same team responsible for the Core Codices, Forge World units are more accessible than ever for the casual and competitve player (...you know, aside the price tag). In a surprising move of convenience, all currently supported Forge World units from all factions are included in this compendium, making it a one-stop-shop for any and all factions you might be dipping into. Just don't get too attached; Forge World is known to squat models from their range relatively unannounced, sometimes including entire subfactions. Casualties from just last edition include all the remaining Corsairs, Wasp Assault Walkers and the Phoenix Bomber.
  • Chapter Approved - What, you thought Warhammer 40k was a one-time buy? No, it's a biannual subscription! In order to play with the most up-to-date point adjustments, rules and supplements, you need to get this. No, buying the codex doesn't entitle you the relevant point adjustments to that codex's roster. Of course, you don't need these if you aren't playing in official tournaments and aren't concerned with keeping up with the balance. Or if you just use a 3rd party list builder app that keeps track of point adjustments and is updated accordingly, but we wouldn't possibly condone that. Officially.
    • Warhammer App: An addon/alternative to lugging around the whole damn library of books you may need, the Warhammer App is a subscription (because of course it is) based service that serves as a slightly functioning replacement to the digital books that you used to be able to buy. Whenever you buy a Codex (yes, you'll still need to buy the physical edition), it comes with a code you can use to add it to your App, where upon you can use the included list builder feature to construct a detachment for use in game. On launch it was a hot, overpriced, buggy mess that was way more of a hassle to navigate and use than it was worth. Several patches and a price reduction later... it's still far from ideal. But, if the convenience of having all your books condensed into the app is truly important to you, this'll probably work out for you... even if other 3rd party apps do it better.
  • Warhammer Legends - Are you an old school player looking to dust off some of your older, out of print models? Happen to come across an OOP Autarch or Bonesinger model on ebay for a steal of a deal? Well, for the stuff GW decided wasn't good enough to keep making and officially supporting, you can still thankfully find a fair number of rules for these long forgotten units/loadout combinations under the Warhammer Legends website. Illegal for GW organized tournaments and no longer (re)balanced regularly, the rules on these pages are effectively set in stone and will likely fall behind as power creep grows... but at least you can still bust out your old Corsairs or Firestorm tanks once in a while for a friendly game.

Faction Keywords[edit]

There are four three distinct AELDARI groups that all eldar armies fall under: ASURYANI, DRUKHARI, ANHRATHE and finally HARLEQUINS. 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
Troops Guardian Defenders,
Storm Guardians
Elites Dire Avengers, Fire Dragons, Howling Banshees,
Shadow Spectres, Striking Scorpions
Wraithguard, Wraithblades, Wraithlord
Fast Attack Shining Spears, Swooping Hawks,
Warp Spiders
Heavy Support Dark Reapers Support Weapons Wraithseer
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.

Special Rules[edit]

  • Advanced Positions: Infiltrate.
  • Battle Focus: Ever a core aspect of Craftworld infantry, Battle Focus returns to its 7th edition glory... kind of. Any unit with Battle Focus (typically infantry, with a few exceptions) that moves may advance and shoot any Assault or Pistol weapons. If they choose to do so, for the purposes of shooting, they're treated as though they were stationary that turn. Alternatively, during the shooting phase, once a unit has shot and they have not advanced or intend to charge this turn, they may make a d6" move as though it were their movement phase. They cannot use this move to embark onto a Transport. Additionally, any Battle Focus move that interacts with any terrain results in a -3 modifier to the d6 roll (to a minimum of 0). This can and will reduce your Battle Focus roll to 0 if you don't roll a 4+ and try moving over terrain.
    • Move-Move-Shoot and Move-Shoot-Move rules are back! Unfortunately, they're not quite that good. It's certainly an upgrade over last edition, but the terrain modifier can severely limit the effectiveness of this rule on certain maps. If you don't want to be harshly penalized and want to duck in and out of LoS, you'll need to do so from fully behind terrain features rather than next to or within them. This can be... problematic for Aspect Warriors like Fire Dragons or Dire Avengers who need to get in close to do their work.
  • Favored of Khaine: The universal rules for the Phoenix Lords.
    • 4++.
    • Lose a maximum of 3 wounds per phase.
    • No relics or warlord traits.
  • Sudden Assault: Deep Strike.

Detachment Rules[edit]

asuryani detachments gain these.

  • Leaders of the Warhost: You can only take one Autarch per detachment.
  • All asuryani Troops have Objective Secured.
  • Exarch Powers: Building up on the Exarch abilities introduced last edition, each Aspect Warrior Exarch can have additional points invested in them to grant them (and sometimes their whole squad) additional abilities to enhance their utility, offensive prowess or defensive capabilities. The point values tend to range between 10-30 pts and each Exarch may only have one, but choosing one will also confer the Exarch an additional Wound and either +1 to their Ballistic Skill (Crimson Hunter, Dark Reaper, Swooping Hawk, or Fire Dragon) or +1 Attack (Howling Banshee, Striking Scorpion, Shining Spear, or Warp Spider) or no additional benefit (Dire Avengers). The abilities granted to the squad are dependent on the Exarch staying alive, so do the obvious thing and keep him/her safe.
    • Note that taking any one asuryani detachment gives you the ability to assign Exarch Powers to any Exarch you have, including those not in the qualifying detachment.

Army Rules[edit]

If your entire army is asuryani and from the same craftworld, you gain these.

  • Strands of Fate: The big mono-faction power given to the Eldar. Each round you roll 6d6 and keep a number of dice dependent on the size of the game. Depending on the results of the dice you keep, you can treat one of the rolls as a natural 6 (and this will only treat one die as a 6 for psychic tests and charge rolls):
    1. Advance Roll
    2. Charge Roll
    3. Psychic Test - This doesn't work on Deny the Witch.
    4. Hit Roll
    5. Wound Roll
    6. Saving Throw - This works on either armor or invuln, though not FNP, as FNPs aren't saves.
    • That means you lose out on some Strands of Fate utility if you don't take any psykers, as 3s on Strands of Fate become unusable.


These are the classic, original Craftworlds that you may select for Your Dudes. While they are certainly less customizable than 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.


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.

Special Rules[edit]

  • Attribute – Fieldcraft: Any unit with this attribute is treated as being in Light Cover when targeted by a ranged attack from 12" or farther away. If said unit with this attribute is infantry or biker and entirely on/within a terrain feature, it gains Dense Cover as well. Additionally, any Infantry unit with this trait can ignore any/all modifiers to their Move characteristic and Advance rolls.
    • In a fluffier reform, this attribute now only provides a hit modifier debuff if your units are actually hiding within terrain as opposed to standing out in the open. It also enables your units to easily dive into and out of terrain without having to worry about difficult terrain crimping their movement rules. Note that even Alaitoc can't Battle Focus move through Area Terrain, as the -3 modifier to it is neither a modifier to your Move characteristic nor to an Advance roll.
  • Warlord Trait - Master of the Ambush: In the command phase, your Warlord may select a Alaitoc Infantry Core unit within 9". For the rest of the turn, that unit may perform attacks with ranged weapons without failing any actions they are otherwise taking. Additionally, on the First Battle Round before the First Turn begins, you can select the Warlord and one additional Rangers unit and redeploy them anywhere on the field 9" away from any enemy models or their deployment zone.
    • A flexible trait that makes sure that your forward striking Aspects can still try for secondary objectives without sacrificing their firepower for the turn. Alternatively, this can be useful for backline units less as immediate risk so that they can still participate in the fight while working on whatever you have them otherwise tasked on. The redeployment aspect can be useful in certain circumstances, but the limit to the HQ and a squad of Rangers does kind of limit their offensive and defensive potential. Use this to potentially snag control of an objective outside of both deployment zones early on or to get an angle on a squishy support character.
  • Stratagem - Pathfinder Ambush (1 CP): On your opponent's reinforcement stage, select an enemy unit arrives onto the battlefield then pick a unit of Alaitoc Rangers on the battlefield or in strategic reserves. If they're in strategic reserves, you may place them on the battlefield within 18" of the target unit but 9" away from all enemy models. You may then immediately make a ranged attack as though it were your shooting phase against (and only against) that selected enemy unit.
    • A crappier version of the former Forewarned stratagem. If some enemy character enters the battlefield via Deep Strike, this may give you a modest opportunity to shave off a few wounds or (if you're extremely lucky) even kill them upon arrival. Unfortunately, Rangers are hardly the offensive powerhouses that Dark Reapers or Fire Dragons tend to be, so don't expect miracles. Especially if the unit you're targeting has more than one model; I can almost assure you that you'll hardly get much done in that regard.
      • A reasonable thing to consider against Genestealer Armies that like to hide away characters like Broodlords for a surprise flank.
  • Remnant of Glory - Shiftshroud of Alanssair (INFANTRY only): While the bearer is in cover, they cannot be selected as a target of a ranged attack by enemy units more than 12" away unless they are the closest available model.
    • Semi-useful, but ultimately something that can be safely passed. This guarantees that your key character cannot be targeted, even by enemy snipers, but in most cases your opponent isn't going to be able to target your characters anyways. Unless you have absolutely no interest in keeping your characters alive, in which case you wouldn't be taking this relic anyways.


  • Illic Nightspear: At a reduced price of 6590 points, Illic Nightspear is a cheap(ish) and potent HQ choice that excels at killing enemy Characters. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single shot a turn at BS2+ 48" Heavy 1 S6 AP-3 D3, Ignores Look Out, Sir, and +1d3 mortal wounds on unmodified 4s to wound. Against most support characters you'll face, he'll need 2 shots to murder them, so don't expect him to drop something in a single round. Illic's last notable perq is that he gets +1 to hit and wound rolls against Necron units (the hit buff will almost never matter, but the wound buff can, even though it doesn't help his mortal wound output). 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 off 0-4 unit members a turn (typically exactly 1 for W1 targets). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside of 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. His biggest problem is his wound rolling, though - his output skyrockets if you slap Doom on the target first, especially because against a target with a good invuln but toughness less than 6 (like Space Marine HQs with their T4-5 Sv2+-3+/4++) or low-wound chaff where you need the mortal output to kill a bunch of members, you can re-roll wound rolls of 1-3 despite having succeeded, to fish for mortals.

He does combo very well with Strands of Fate, especially with his Warlord Trait (+1 strength to ranged attacks, 1MW on a 6 to wound). Hitting on 2s you are almost guaranteed to get to the wound roll - putting in a 6 to wound means his target takes d3+1 mortal wounds and has to save at -3 for a 3 damage shot. That will kill most characters in the game outright if they fail their save, or severely weaken them if not. Thanks to the MW output, he can even clear regular infantry quite efficiently.


A Craftworld that was a bit late to leave during the Fall of the Eldar and was consequently sucked into the Eye of Terror, leaving many to believe that the Craftworld was lost with all souls aboard. However, a recent expedition by the Phoenix Lord Maugan Ra into the Eye has found that Altansar actually miraculously survived all that time in the Warp. Making their way back into realspace with the aid of the Phoenix Lord, Altansar has quickly established itself as a new Aeldari power in the galaxy and taken a keen interest in the Ynnari, building an alliance with them. Other Craftworlds are suspicious about Altansar as they feel that there is no way that the lost craftworld remained uncorrupted and unchanged for so long exposed directly to the Warp. Sure enough, the Altansari never raise their voices above a hushed whisper and never reveal their faces publicly, leaving many Aeldari creeped out by them... Currently, they are floating around the Segmentum Terra.

Altansar has a somewhat niche playstyle, not particularly powerful but some of their rules are great for fighting daemons, psykers and other Warp-related phenomena. Wraith Hosts benefit quite a bit from this Craftworld choice too.

Special Rules[edit]

  • Attribute - Grim Survivors: When a model with this attribute charges, is charged, or performs a Heroic Intervention, they gain -1AP to their melee attacks for the first round of combat. In addition, they gain +1 to Combat Attrition rolls. It's certainly fluffy, and your Striking Scorpions, Storm Guardians, and Ghostsword Wraithblades will appreciate the extra AP pip, but it is still not exactly a stellar attribute.
    • If you plan on running Warlock Conclaves with Witchblades, this can bump them up to AP-2; couple with Jinx against a key target and you can have effective AP-3 weapons that wound everything in the game on a 2+. This can be a nifty way to burn through a particularly tough elite unit with a high armor save.
  • Warlord Trait - Master of Rune-Warding: If your Warlord is a psyker then they gain an additional Deny during your opponent's psychic phase. If your Warlord is not a psyker, they can Deny one psychic power as if they were. In addition, you get to reroll Deny the Witch tests. Obviously not useful against every army, but might be worth considering if you know you're going up against Grey Knights, Thousand Sons or other Craftworlders.
  • Warlord Trait - Beacon of Light in the Darkness: Pick a friendly Altansar unit within 9" of your Warlord during the Command Phase. That unit can perform actions while Advancing or Falling Back, and make shooting attacks without that action failing. Not bad.
  • Warlord Trait - Weavers of the Blade Storm: Pick a friendly Altansar Core unit within 9" of the Warlord during the Command Phase. They get "unmodified 6s auto-wound" for all shooting attacks they make with shuriken weapons. This one is actually decent, use it on a large squad of Guardians or Dire Avengers and they'll become pretty killy.
  • Relic - Saviour Stone: Pick one of the die you rolled for Strands of Fate, you can make it one pip higher or lower. This can be quite handy for trying to guarantee a pocket auto-6 for any one phase of the battle, but is fairly luck based and only lets you modify one of the die you roll.
  • Relic - Emblem of the Broken Chain: Another Command Phase buff where you pick a friendly Altansar Core unit within 6" of the bearer, and that model can reroll advances and charges for that round. Great relic for Banshees, which can advance and charge in the same turn.
  • Strategem - Inexhaustible Hatred (2CP): Pick an Altansar unit in the Fight phase making a melee attack against a Daemon unit (excluding Vehicles and Monsters), and they gain +1 to-wound in that phase. It kind of sucks, because you really want that bonus against vehicles and monsters. A bit situational and on the pricey side to boot.
  • Strategem - Defiant to the Last (2CP): Pick an Altansar unit during your Command Phase, they gain ObSec. Nice. Especially because there is no other keyword restriction here, it can be used on a character or vehicle. Paying 2CP to gain 5VP is a nice trade and it might just win you the game if you're smart about using it.
  • Strategem - Withering Volleys (1/2CP): Aeldari Missile Launchers and Reaper Launchers gain +1AP. If you use it on Dark Reapers, it becomes 2CP. Another good one. War Walkers with missile launchers certainly come to mind first here.
  • Strategem - Thrice-Layered Wards (1CP): Use during the opponent's Psychic Phase on a Altansar unit, they gain a 4+ save to dodge MWs during that phase. Again, a matchup-specific rule but positively trolltastic against Grey Knights or Thousand Sons as it blunts a hefty amount of their psychic cutting power.


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. Consistency is the name of the game; universal hit re-roll support and a minimum cap to Battle Focus moves can help ensure all your forces are less likely to get screwed over by poor rolls than others.

Special Rules[edit]

  • Attribute – Swordwind: Each time a unit with this attribute Advances or makes a Battle Focus move, treat a roll of a 1-2 as a 3. Additionally, each time a unit with this attribute is selected to shoot or fight, you may re-roll one hit roll.
    • A bit more usable than last edition's Swordwind. The increased consistency in advancing/battle focus moves can be very valuable for infantry-focused armies, though keep in mind that this trait will not help when you try to battle focus move over terrain. Otherwise, the hit re-roll support is a fantastic tool for low-shot high damage units like Fire Prisms, Heavy Support Platforms and Wraithguard.
  • Warlord Trait - Natural Leader: During the Command phase, pick a friendly Biel-Tan Core unit within 6" of the Warlord. For the rest of the turn, each model within the unit may re-roll any hit rolls they make.
    • Functionally, it's basically the Guide psychic power. It is slightly worse, however, since it only lasts until the end of your turn. That said, a Farseer can potentially use it in tandem with Guide in order to support multiple units with re-roll support or in lieu of Guide for further psychic flexibility. Autarchs can use this trait, but given the native re-roll support Biel-Tan offers on top of the Autarch's aura offering complete re-rolls of 1's, there's a smidge of redundancy to using this as his trait.
  • Stratagem - Wrath of the Shrines (1 CP): In the Shooting or Fight phase, select a Biel-Tan Aspect Warrior unit. Whenever that unit makes it's respective attacks, any unmodified hit roll of a 6 generates 1 additional hit on the target unit.
    • Pairs reasonably well with the hit re-roll support from the Craftworld Attribute.
  • Remnant of Glory - The Spirit Stone of Anath'Lan (Biel-Tan Psyker only): The PSYKER using this knows one additional power from their respective discipline and can re-roll one psychic test per turn.
    • A pretty solid relic for any psyker, Farseers included, if only because of the extra psychic power they can learn because of it.


  • 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.


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 forces shockingly resistant to the standard weaponry that might've felled Eldar from other Craftworlds.

Special Rules[edit]

  • Attribute – Stoic Endurance: Each time a combat attrition test is made for this unit, add 1 to the roll. Additionally, reduce the AP characteristic of weapons with AP-1 or AP-2 targeting units with this trait by 1 (AP-1 becomes AP0 and AP-2 becomes AP-1).
    • The combat attrition buff might as well not exist. The incoming AP reduction buff is better the better the Sv of the unit (2+ will notice the most, 7+ the least) and is more useful when Invuln is both worse than Sv (so the buff can do something) but not very much worse (so the Invuln can pick up the slack when your opponent switches to good AP weapons to kill you). You also want this on as low toughness as you can, both because improved saves do nothing if you're not wounded and because strength and penetration are usually paired together - e.g. incoming meltaguns will ignore your buff, so you want to field units your enemy didn't want to use meltaguns against. That means you want to avoid Iyanden's signature Wraith spam; as an example, your faction traits will do significantly better supporting Fire Dragons than Wraithguard. That said while the overall buff is higheest for models with the worse to start with, it still buffs you Wraith units, the kind of 'mid-teir' anti tank like Autocannons or even massed heavy bolters will be dropped to ap - by this, heavy bolter grade weapons especially struggle despite there damage two as they wound on a 5+ and here AP is negated by this. Just so long as you think of this as an army wide toughness bonus that more notable on weaker units you'll have a grasp on how this works.
  • Warlord Trait - Enduring Resolve: Your Warlord receives a 5+++.
    • A better Warlord trait for a defensively minded player looking to keep their linchpin Autarch/Farseer in the fray for as long as possible.
  • Stratagem - Guided Wraithsight (1 CP): During your Shooting or Fight phase, you may pick an Iyanden Spiritseer and a Iyanden Spirit Host unit. Until the end of the phase, that Spirit Host unit is considered to be within range of the Spiritseer's Spirit Mark ability.
    • Immensely improved utility over last edition. Your Spiritseer can be on the opposite side of the battlefield and provide re-roll support to a group of Wraithblades stuck in combat or a squad of Wraithguard about to unload into a Leman Russ.
  • Remnant of Glory - Psytronome of Iyanden: At the start of your Command phase, select one friendly Iyanden Spirit Host unit within 9" of the bearer. Until your next Command phase, add 1 to their Attacks characteristic and Wraithguard gain Battle Focus.
    • Though it was nerfed in potency, the ability to use it more than once does help compensate for the lost burst damage. Additionally, giving Wraithguard battle focus can help them keep just outside an opponent's reach while they unload their devastating firepower into them.


  • 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. His value is what he provides to his troops, as his re-roll 1s to hit aura applies to both Iyanden Core and Anhrathe units, while both units also count as half their power ratings when using Strategic Reserves. This means that you can stash up ludicrous amounts of guardians and rangers for a surprise attack AND you can take as many Corsairs and Voidscarred as you want since he himself carries the Anhrathe keyword. Unfortunately, that's about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 6" pistol that shoots one S6 AP-2 D2 shot, which isn't much. His legendary Spear of Twilight has also similarly suffered, being Sx2 (No longer auto-wounding on 2s) though now at AP-3 D3. 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.


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.

Befitting their more volatile temperaments, the warriors of Saim-Hann are a particularly blood-thirsty bunch who excel at closing the gap to engage foes in melee combat. Aspect Warriors and Wraith units who prefer to directly bathe in the blood of their foes will be hard pressed to not get in and out of combat as needed.

Special Rules[edit]

  • Attribute – Wild Host: Units with this re-roll failed Charge rolls. They can also Charge in the same turn they Fell Back.
    • Holy hell did this get a buff. Now your de-facto melee faction, this allows your Shining Spears and Howling Banshees to get maximum value by rapidly leaping into and out of combat to maintain their bonuses from charging. You no longer get any dedicated Biker support, but the ability to fall back and charge again faction wide is well worth the trade off.
  • Warlord Trait - Wild Rider Chieftain: Add 1 to your Warlord's Attack characteristic. Additionally, they may make a Heroic Intervention if they are within 6" horizontally and 5" vertically of an enemy unit. If they make a Heroic Intervention, they can move up to 6" to do so.
    • The extra attack is nice on melee oriented Autarchs, as is the consistency to get into combat, but it's not a go-to trait by any means.
  • Stratagem - Warriors of the Raging Winds (1CP): A Saim-Hann Biker can advance and charge in the same turn.
    • Fantastic supporting stratagem for Shining Spears. The loss of re-roll support does hurt the efficiency of this stratagem, but it's still nice if you want to get that turn 1 charge off.
  • Remnant of Glory - Talisman of Tionchar: Each time the bearer makes a melee attack, if they had Charged or performed a Heroic Intervention, add 1 to the Strength characteristic and Damage characteristic and further improve the AP of their weapon by 1.
    • If paired with Wild Rider Chieftain, this can make a Star Glaive Autarch extremely lethal in melee combat, putting out 6 attacks at S7, AP-4, D3.


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. If nothing else, Ulthwé is so well rounded in perks that they can be prepared for a little of everything when you don't know what to expect.

Special Rules[edit]

  • Attribute – Foresight of the Damned: Each time a unit with this shoots or fights, it may re-roll a wound roll. Psykers gain +1 on their first Psychic test each phase. All units have a 6++ and a Mortal-only 5+++.
    • Damn, that's a lot to keep track of. While the global 6++ invuln is nice, it certainly has lost a fair amount of value due to the near-universal 5++ invuln save most of your Aspect Warriors now have. At least your Wraith and Vehicle units get to benefit from the enhanced durability. Offensively, the wound re-roll support is fantastic due to how rare such re-rolls are outside of Doom support. And, of course, the psychic supremacy Ulthwé is known for shines through on their enhanced psychic abilities, though you'll need to invest in numerous psykers if you want to really take advantage of it. Oh, the 5+++ FNP against MW is nice too, especially since it's faction-wide as well.
  • Warlord Trait - Fate Reader: When you roll the dice for your Strands of Fate, you may choose to keep one additional die.
    • Absolutely maximize the number of opportunities you can get for a "natural" 6 to put in your pocket for later.
  • Stratagem - Discipline of the Black Guardians (1CP): At the start of a shooting or fight phase, you can pick an Ulthwé Guardians 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. 2+ BS D-Cannons can be extremely potent, as can the humble Guardian Defender swarm.
  • Remnant of Glory - Ghosthelm of Alishazier (Psyker only): The bearer knows one additional Runes of Fortune power. Additionally, any power successfully cast on a 9+ cannot be denied.
    • Something to note; the helm specifies that the bearer can learn one Rune of Fortune power. The helm's only restriction is that it's taken on a Psyker. So yes, you can have a Warlock or Spiritseer cast a power of your choice from the Runes of Fortune, should you wish. Of course, that's only a minor footnote when one considers that that roll of a 9+ completely guarantees that the power(s) you cast cannot be denied, even by stratagems or abilities by the likes of the Sisters of Battle or Black Templars. This can be very valuable, so you should probably still take this on a Farseer who can potentially get the most out of it.


  • Eldrad Mini.jpg
    Eldrad: Eldrad continues to show other, lesser Farseers how to dominate the battlefield through mind bullets. Lesser Farseers have lost their ghosthelm's ability to re-roll a psychic test per turn. Eldrad can now completely re-roll all three of his tests. Eldrad may have dropped down to a 4+ invulnerable save like his contemporary kin, but now he can only be wounded on a 4+ regardless of the abilities or strength of the weapon that struck him. Lastly, if some fool were to engage him in melee, he can put down up to 3 Marines a turn with his S5 AP-2 D2 attacks that always wound on a 2+. Like other Farseers, Eldrad can learn any powers of his choosing from the Runes of Fate and/or Fortune, but unlike them he can learn and cast up to three of them a turn instead of just two. As such, Eldrad is the best psyker to lead your armies and is one of the best psykers in the whole game. It's strongly recommended that you take a squad of Warlocks and spring for the Seer Council stratagem to make his casting much easier (A bonus of +2 to his first test and +1 for the rest. +4/3 if you use Focus Will on him) and to thoroughly protect him from any who would try to do him harm.

Far-Flung Craftworlds[edit]

Custom Attributes return under a different name. Most of the top-tier options from last edition were simply rolled into the mainline Craftworlds, so unless you have something specific in mind, you may want to stick with them. Aside from "In the Footsteps of the Ancients" and "Hail of Doom", you may mix and match any two perks on this list as you see fit.

  • In the Footsteps of the Ancients: When you paint your dudes something different but still want to use one of the main five traits. This perk is mutually exclusive from everything else on this list, but it lets you take the unique perks, Warlord trait and Stratagem associated with one of the main five. This does not apply to relics (for some fucking reason) or named characters, so it's still ultimately inferior to just running the originals. This is quite literally just for tournaments and the like that require WYSIWYG to be paint specific which is apparently a thing. There is no reason, in a more lax setting, to bother with this.
  • Children of Khaine: Unmodified 6s to wound in melee gain +1D. A nice if unreliable perk for melee-oriented factions.
  • Children of Morai-Heg: Any unit below starting strength adds +1 to hit. Not an ideal power given it's conditional on your dudes dying and it doesn't benefit single-model units at all.
  • Children of Prophecy: You may re-roll any dice rolls of a 1-2 for all psychic tests. A pretty good perk for psyker heavy lists if you want consistency.
  • Children of the Open Skies: Everyone gets an extra 1" of movement, 2" if they fly. All advance rolls treat 1's and 2's as 3's. If you need to go fast, this is the perk to do it. It's a bit better than last edition since everybody gets to speed up, not just the fliers.
  • Diviners of Fate: So long as everyone has access to Strands of Fate, roll an extra d6 for it. Honestly can be nice if you're desperate for as many nat 6 substitutes as you can get, but you can probably give this a pass.
  • Elite Citizenry: Add 1 to everyone's leadership and each unit can re-roll one hit roll during the fight phase. A pretty easy pass.
  • Expert Crafters: Each unit that shoots or fights can re-roll one wound roll. A little less versatile than last edition but this is still a pretty useful perk. Especially with the nerf to Doom, your non-Core units will certainly appreciate all the aid they can get. If you're thinking of using this trait though, why not just run Ulthwe?
  • Grim: Add 1 to the Combat Attrition tests of units with this perk. Another solid pass.
  • Hail of Doom: When a model with this attribute uses a shuriken weapon to attack an opponent, an unmodified 6 automatically wounds (and counts as a natural 6 for the Shuriken rule). An amazing Shuriken buffer that's worth considering simply due to the near omnipresence of the weapon. With enough Shuriken spam in your list, you won't even need anti-tank. Pairs well with Superior Shuriken or Masterful Shots. Expect this to be nerfed soon. As of the latest FAQ now takes both slots, but still totally worth it!
  • Headstrong: You can re-roll advance and charge rolls for everyone with this. A very useful ability for melee-oriented armies.
  • Hunters of Ancient Relics: Units with this can shoot while performing an action without failing it.
    • A very situational but arguably decent perk if you know you're going to be playing games full of tactical objectives.
  • Masterful Shots: Targeted enemy units don't receive the benefit of light cover. A downgrade from last edition, but still quite good due to the amount of cover on modern boards.
  • Masters of Concealment: Your units gain the benefit of light cover when targeted by ranged attacks from 12" or further away.
  • Mobile Fighters: Units that disembark from a transport add 1 to their attack wound rolls. This applies to both shooting and melee. Don't pair this with Howling Banshees, who already get a non-stacking +1 to wound from charging.
  • Savage Blades: When your models charge, are charged, or heroically intervene, improve the AP of their weapons by 1. This is far more useful on units with lower natural AP like Storm Guardians or Striking Scorpions but is useful none-the-less.
  • Swift Strikes: Unless your units fell back, when you pick a unit with this trait to shoot, they're treated as having remained stationary. At first glance, this looks to be redundant since Battle Focus already does this. But, unlike Battle Focus, this applies to all weapon types, faction wide. The only exclusion to using this is the act of falling back, so advancing and firing Heavy weapons is on the table with this.
  • Students of Vaul: Damage 1 weapons that successfully wound a vehicle allow them to add 1 to their armor save. Though enhanced durability is always welcome, not a lot of players are going to be targeting your Wave Serpents or Falcons with bolters or lasguns until after they've fired off all their lascannons and melta rifles at them. Not a priorty pick.
  • Superior Shuriken: Add 3" to the range of Shuriken weapons. Shuriken Catapults and Pistols achieve a range of 21", and Shuriken Cannons a range of 27". The addition of 3" is pretty nice, as it almost gives your Guardians and Dire Avengers standard bolter ranges on their weapons.
  • Vengeful: When your models make melee attacks, natural 6's score an additional hit. Another useful if situational perk on a melee-oriented faction.
  • Warding Runes: All your models have a 5+++ against mortal wounds and a 6++. This is a third of Ulthwé's current trait, so if you're wanting this, you may as well just run Ulthwé.
  • Webway Warriors: When a unit arrives from reserves for the first time, their attacks until the end of the turn score an additional hit on a natural hit roll of 6. Not that great, since you'll benefit from this situational perk a maximum of one time per unit you already had sitting out half the match.
  • Wrath of the Dead: Wraith Constructs (aside from Aircraft) can perform Heroic Interventions as though they were Characters. Pairs fairly naturally with Vengeful and has some solid utility on Wraithblades, Wraithlords, and Wraithseers.

Warlord Traits[edit]

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

  1. Ambush of Blades: In the command phase, select a <Craftworld> Core or <Craftworld> Character unit within 9" of your Warlord. Until your next Command phase, improve the AP of melee attacks they make 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. Storm Guardians, Seer Councils, and Striking Scorpions are probably your best recipients for this. 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.
    • Works really well with the current Ynnari rules. Harlequins are strong, but you know what's better? Harlequins with bonus AP. Combos really well with the buffs Ynnari provides, and all the insane strats that Harlequins give you.
  2. Walker of Many Paths: Once each turn, you may re-roll a hit, wound or damage roll for an attack made by your Warlord. Non-Phoenix Lord characters are usually not great at fighting or shooting, so you can usually pass on this. May be decent paired with an Autarch with Fusion Gun. The Visarch curiously takes this.
  3. Falcon's Swiftness: Add 2 to your Warlord's Movement. They can ignore Difficult Terrain and any Battle Focus moves they make are a flat 6" instead of d6". Not bad, but you're usually better off paying for wings/bikes for your characters than spending a precious CP.
  4. Fate's Messenger: Once per turn, you may turn the damage characteristic against a weapon's attack you failed a save for your Warlord to 0. To specify, if you failed two saves against the same weapon, you can only nullify one of those failed saves. All your characters are fragile anyways, saving 1 wound roll usually won't be a big deal. Make sure you use your built-in character protection to limit the amount of damage they're taking. Savvy opponents can also bait this out with low damage attacks before sending in the Thunder Hammers or Railguns.
  5. Mark of the Incomparable Hunter: For each ranged attack made by your Warlord adds 1 Strength and deals an additional mortal wound on unmodified wound rolls of a 6. Combo this with an Autarch with missile launcher to get some nice strength breakpoints.
    • The loss of the Sniper ability is unfortunate, but frankly this is a better deal. S5 Twin Shuripults that deal an extra MW on 6's can be particularly vicious infantry killers for something normally taken as more of a bonus to the jetbike HQ itself. Illic Nightspear takes this.
  6. Seer of the Shifting Vector: So long as your Warlord is on the field, roll a d6 for every Command Point spent (by you or your opponents). Every unmodified 6 nets you a Command Point. There is no limit to the number of CP you can recycle/steal, should your luck hold, other than the normal restriction of 1 per turn. This costs 1 CP to give to a character and will almost always generate 1 or more CP per game, so the only reason not to take this is in a 2000 point game is if you spend a lot of CP pregame. Works best on a safe, backfield character that is likely to survive until late in the game.

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. GW updates these every few months, the ones below are accurate as of the Nephelim rules.

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, +1 for their warlord. 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: 1 VP for any Monster or Vehicle you kill with 9 or less wounds, 2 VP for 10-14, 3 VP for 15-19, and 4 VP for 20+ 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. Auto-take vs either flavour of Knights.

Loss based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective.

  • No Prisoners: Essentially 1 VP for every 10 wounds worth of stuff you kill. An extra VP at the end of the game for 50-99 wounds destroyed, and 2 VP for 100+ wounds killed. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. Blast weapons are your friend here.
  • Grind Them Down: At the end of each turn, you win 3 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.
  • Wrath of Khaine (Codex): Score 1 VP for any units killed by Aspect Warriors units, up to 1 per turn for ranged and 1 per turn for melee. Score another 2 VP (4 total) if you did both ranged and melee in the same turn. Usually not worth it. Shining Spears are very helpful for this, as they are good both at range and melee, and have the speed to get to whatever target you want.

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, Hornets, some aspect warriors... a lot of stuff, really. Planes are not eligible for these points unfortunately.
  • The Hidden Path (Codex): If you have a Webway Gate, you can set it up within 6" of your DZ, but if you lack that you can mark an objective in your DZ. If you have that gate, you gain a number of VP equal to the round number if you have a unit within 3" of the gate while the enemy doesn't. You gain a number of VP equal to the round number if you control the indicated objective with an Asuryani unit (meaning no Harlies or Commorite allies). A pretty safe take in any case, especially if you secure the gate/objective with some artillery or rangers. Since units can get short charges out of webway gates, you can keep a deadly but slow melee threat in reserve and shred anything that tries to move in, like Wraithblades with swords or the Avatar.
  • Linebreaker: 2 VP for one unit in the enemy deployment zone, or 4 VP at the turn's end if you get 2+ units (excluding Aircraft). 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. Turn 1 Falcon deep strikes and unloading its contents help you get this first turn, after that focus on cheap, fast units like Vypers, Banshees, or War Walkers suicidally entering their side of the board.

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. Two things to note: Warp Spiders can use their Flickerjump and still do these for you, and Dire Avengers can do these and still shoot.

  • Retrieve Nephelim Data: Your Infantry or Biker units gain a new action each turn. For each separate table quarter (excluding a 6" bubble around the centre of the board) you complete this action in, add 1 to your Retrived Data tally. Fails if you roll over the number of models in the unit (troop units get a bonus of 1), so you want to do this with large squads to guarantee success. Get 4 VP for doing this in 2 quarters, 8 VP for 3, or 12 VP for all 4 quarters. A very reliable way to gain 8 or 12 points, consider this a staple.
  • 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 they can choose to plant a flag which completes at the end of your turn. 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.
  • Scout the Enemy (Codex): Your Infantry gain a new action, sacrificing their shooting in order to perform this once they're over 6" away from your DZ. You gain 2 VP if this action was performed outside the enemy DZ, but 4 VP if you do it while within the enemy DZ. This is notably better on Rangers, who complete this at the end of the turn; any other units complete it at the start of the next or when the game ends, giving your opponent a chance to stop them. You're not likely to max this one, as only one unit can attempt it per turn, and you'd need four turns in your enemy's DZ (or 2 outside and 3 inside).

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. Keep in mind that using a psychic action consumes all your psychic powers for the turn, so you want to do this with your Spiritseers or Warlocks, not Farseers if you can help it.

  • 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 3 VP for any Psyker Character you kill and 2 VP for any other Psyker units killed. Autotake vs Grey Knights or Thousand Sons if you're eligible, but you should never leave home without your psykers.
  • Psychic Interrogation: Your Psyker Character units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy Character within 24" and gain 3 VP. If you equal or beat their leadership on your psychic test, gain 1 CP (!!). Outranges most psychic powers and denies, so smart positioning means this is almost guaranteed to go off. Farseers and Warlocks on bikes are pretty damn fast and can get into position for this easily. 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. Usually a pretty good choice, just make sure you keep their characters alive long enough to farm some points.
  • Warp Ritual: Your Psyker Character units gain a new power. Score 3 VP if you get a Psyker unit within 6" of the table center and cast this special power on a 3+, 4 VP the second time you do it, and 5 VP for a third time (12 VP total). Hard to do without cover or a beefy unit giving your squishy psykers protection, never mind you're giving up a psyker's potential and will be leaving them exposed otherwise. Nevertheless a reasonably consistent secondary, just not as good as Psychic Interrogation.
  • Scry Futures (Codex): Your Psyker units gain a new power. Psykers can cast this power on a 4+ at each objective, scoring 3 VP for this action. Obviously better the more objectives there are, as you can get some flexibility on which of the opponent's objectives you want to do this to. Critically this does not require a Character to cast, so your Hemlocks and Wraithseers can actually help out here.


  • Avengers of Asuryan (2 CP): One Dire Avengers unit that's below their starting strength can shoot twice. With the improved avenger catapults, this can be incredibly very potent for wiping out a unit before they can even flee. Put 10 in a Wave Serpent and hope 1 dies when the tank explodes, then laugh as you shred anything in your way.
  • Bladestorm (1 CP): Any Asuryani or Harlequins unit that rolls a natural 6 to hit with a shuriken weapon scores an additional hit. Nice way to sneak through some extra damage, usually on your Dire Avengers or jetbikes.
  • Fire and Reposition (1 CP): When an Outcasts unit moves using Battle Focus, they can move through terrain without any penalty.
  • The Great Enemy (1 CP): Used whenever a friendly Asuryani/Harlequins/Ynnari unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the Slaanesh keyword. Can be extremely usefully against Obliterators and Havocs as everybody and their dog gives them mark of Slaanesh to use Endless Cacophony.
  • Lightning Fast Reactions (1 CP): Used when a friendly non-monster unit 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. Expect to use this a fair bit given most of your foot soldiers are pretty squishy. Can also be used on tanks and other things to improve mobility too.
  • Matchless Agility (1 CP): Instead of rolling a die, your unit automatically moves 6" when using Battle Focus. Nerfed by GW. Reroll a Battle Focus die. Usually not worth it.
  • Martial Citizenry (1 CP): During the shooting or fight phase, a Guardians unit can re-roll 1s to hit without needing to be near an objective.
  • The Avatar Resurgent (1 CP): When your Avatar of Khaine dies before they can fight, they won't get removed until the end of the phase and, more importantly, they can make their attacks as well as make two extra swings before crumbling.
  • Battle Psykers (2 CP): When a unit of warlocks with 4+ models casts one power from the Runes of Battle discipline, they can use BOTH powers.
  • Multifaceted Mind (1 CP): Allows a Farseer, Shadowseer or Yvraine to cast after performing a psychic action, such as any of the secondary objectives or boosting the Eldritch Storm.
  • The Phoenix Reborn (1 CP): Any time a Phoenix Lord dies, you can trigger this to resurrect them on a 4+ with d3 wounds. Can only be used once on each lord. Worth saving a CP for if you think your Phoenix Lords are in trouble, they are usually a huge pain to kill.
  • Unparalleled Mastery (1 CP): One Farseer, Shadowseer, Yvraine or the Yncarne can cast an additional power after successfully casting the first. Ohhh, expect to use this a lot to one-up Tzeentch's bitches.
  • Champion of the Aeldari (1 CP): The typical "another character gains a WT", though this one is special in that it also allows you to provide a WT to a Harlequins character as well.
  • Relics of the Shrines (1 CP): An equivalent to the "sergeant gains relics" stratagem, though this provides 2 Exarchs access to a relic from the Aspect Shrine Relics list.
  • Seer Council (1 CP): Before battle, once per game, you can select a Farseer and a Warlocks unit with at least 2 or more models. As long as the Farseer is within 6" of the Warlocks, they can add 1 to all Psychic tests they make. If they are within 3", enemy units cannot target the Farseer with ranged attacks.
    • Much better than its prior incarnation simply because you don't have to keep spending CP to keep up the improved casting. Plus, your Farseer becomes much harder to snipe out. Your Warlocks, unfortunately, don't really get any direct benefit and absolutely will be targeted with extreme prejudice if your opponent tires of your psychic shenanigans.
  • Treasures of the Aeldari (1 CP): The typical "another character gains a relic" stratagem, also allowing you to provide gifts to Harlequins.
  • Eldritch Storm (3 CP): The space elf version of the Orbital Strike, used only once per game. Nerfed by GW, this is almost never worth it anymore. One Farseer marks a location within 24" during the command phase. During your psychic phase, any Farseer within 24" of this point can make a special WC5 psychic action to empower it, making it deal an additional Mortal Wound cast it. During your shooting phase, any units within 6" of this point take d3 MWs on a 2+ (4+ for Infantry Characters) 4+.
    • The issue with this is that it's requiring a LOT of setup for it to actually work. Considering that you won't often have multiple Farseers on the field, much less want them in range to get shot off the map by either an enemy psyker or conventional gunfire, and the fact that your enemy will have a clear spot to see where the explosion will be, it's best to only consider using this when you're sure it'll hit. After the new nerfs, this is only statistically worth it if you're catching 13+ units in the bubble, which is essentially impossible to do.
  • Feigned Retreat (1/2 CP): Pick a unit that has fallen back this turn; it can now shoot or charge despite having fallen back, though spending 2 CP allows you to do both. 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 (2 CP): After a non-Aircraft unit shoots, it can move 7" as if it was the movement phase; however, it will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back for your Harlequins. 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. Only usable once per game for some fucking reason, even though dark eldar and tau can do it all they'd like (though the latter only can do it with specific units). Thanks GW.
    • Now that Battle Focus essentially does the same thing, it begs the question on why you'd use this stratagem? The first is the Harlequins, who not only don't get Battle Focus, but can also use this move to jump back into their transports. The second is for consistency. Battle Focus is a very swingy d6" movement with penalties for moving into/over terrain. A flat 7" is not only better than the best possible roll, but doesn't seem to incur a 3" penalty to the unit you used this on. In a Craftworld detachment though, this is basically designed for your vehicles, who don't benefit from Battle Focus (some can but that's wargear, and also less reliable). Combo with your Fire Prisms or War Walker squads to keep them safe from return fire for an extra turn.
  • Forewarned (2 CP): Used whenever an enemy unit arrives onto the battlefield within eyesight of a friendly <Craftworld> unit that is within 12" of a friendly <Craftworld> 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.
  • Linked Fire (2 CP): When a target is selected for a Fire Prism's Prism Cannon, you can combine its fire with up to two nearby Fire Prisms within 12", forcing them to sacrifice their shooting. The first tank can only fire using the Focused profile, but it gives that profile two extra shots per additional tank and makes all shots pierce through enemy invulns. Simply put, this is how you destroy anything short of a titan, as S14 AP-5 demolishes most defenses and 3d3 damage per shot can overcome most damage mitigation rules.
    • 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.
  • 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 non-Titanic units and re-deploy them or throw them into Strategic Reserves without spending extra CP. 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.
  • 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 in mind this will also put your brittle unbuffed guardians at risk of auspex scan and other stratagems.
  • Grenade Pack (1 CP): After a Swooping Hawks unit moves or advances, mark one unit that they flew over during their move. Roll a d6 for each model in your unit, the unit will suffer a mortal wound for each 4+ (-1 for non-vehicle or monster Characters to a maximum of 6.
  • Fusion Charges (1 CP): Melta bombs for Fire Dragons. Used in the fight phase, one model can roll to hit an enemy Vehicle, dealing 2d3 mortals on a hit. Very handy if you just failed to kill a big scary vehicle in charge range, send your dragons in and sneak in the last few wounds.
  • Resonator Shard (1 CP): A unit with a doomweaver, shadow-weaver, or d-cannon can re-roll to hit if they're within 12" of a unit with the Resonator Shard keyword.
  • Shield Discharge (1 CP): Any unit with a Serpent Shield (Guardians) or a Wave Serpent shield can sacrifice their shield to force an enemy within 12" to be unable to overwatch and take a -1 to hit in melee for the next turn. Though overwatch isn't as much of a nuisance as it was in previous editions, that melee penalty can help your Storm Guardians or Striking Scorpions get an edge over.
  • Starhawk Missile (1 CP): When a model with a missile launcher fires at an aircraft model, they can only make one attack with a +1 to hit, dealing 2d3 mortal wounds on a hit.
  • Wireweave Grenades (1 CP): During the movement phase, a Shroud Runner can fire these upon an enemy unit within 12", rolling a d3. This d3 is going to represent how many mortal wounds this unit suffers, the penalty to their movement, and the penalty they take to their charge roll. All of this is incredibly useful, as this can save fragile guardians from a charging mob, whether it's from the charge being just out of reach or because you killed the frontmost model who let them charge at all.

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 Sons have access to 18, Grey Knights have 20. (These numbers are only this high because we're factoring in psychic powers from their respective sub-factions.)) 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 up to two of these to pair with Smite. The formerly universal Runes of Fate have been nerfed and all supporting powers can now only benefit Asuryani Core and Asuryani Character units. Additionally, the range on all powers has been nerfed to 18" standard, with a particularly high Psychic test being required to target units at the former 24" range most of these powers had (mostly a WC of 10 or higher) but you'll want to be within 18" of who you want the powers to affect.

  1. Guide: WC 6. Targets a single friendly Asuryani Core or Asuryani Character unit within 18". Re-roll all failed to-hit rolls for the unit's ranged weapons until the next psychic phase. Works better the less accurate and more populous the unit is, of course - you won't see much bang for your buck if you have the Farseer cast this on themselves.
  2. Doom: WC 7. Targets a single enemy unit within 18". Re-roll all failed to-wound rolls from Asuryani Core or Asuryani Character unit attacks against the targeted enemy unit until the next psychic phase. Works better the harder the target is to wound, of course. Arguably the best psychic power in the game, you want this to go off. Save your psychic Strands of Fate for this one.
    • 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 6. A single friendly Asuryani Core or Asuryani Character unit within 18" gets a 5+++. 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. Considering it can be used on Characters, you can use it on the Avatar to let it survive that much longer when paired up with his intrinsic halves-all-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 6. One friendly Asuryani Core or Asuryani Character unit within 18" of the Psyker automatically passes combat attrition tests, can shoot while performing actions without failing, and gains Objective Secured. Honestly a pretty usable upgrade that can come in clutch if you need to hold onto that last objective or perform one last action to get you ahead in VPs.
    • 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 objective game.
  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. If you get a WC of 10 or more, you roll 2d3 instead of 1d6.
    • Pair a group of 4+ Warlocks that know Embolden and Horrify with a Mind War Farseer. You can give the Farseer an effective leadership buff of +4 over the enemy character to greatly enhance the odds that they take some serious mortal wounds

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" and are active for one full round. The blessing portion of the powers can buff only <Craftworld> Asuryani Core and occasionally <Craftworld> Asuryani Character units. Fortunately, the malediction portion can debuff everything. In every Wave Serpent, there will be enough room for one or two psykers to support the main unit, you just have to decide which power(s) to take!

  1. Conceal/Reveal: WC 6. Blessing: a <Craftworld> Asuryani Core unit within 18" gains the benefits of Light Cover until your next psychic phase. Malediction: An enemy unit within 18" of the Psyker loses the benefits of cover.
    • Reveal is substantially more useful than Conceal, as it removes all forms of cover from a target unit.
  2. Embolden/Horrify: WC 7. Blessing: One <Craftworld> Asuryani Core/Character within 18" receives +2 to their Leadership and Always Fights First until your next Psychic Phase. Malediction: One enemy unit within 18" of the Psyker receives -2 to their Leadership and Always Fights Last until your next Psychic Phase.
    • Much like Conceal/Reveal, the offensive part of this spell is substantially more useful in most circumstances. You can pair the two together if you plan on using a Mind War Farseer.
  3. Enhance/Drain: WC 6. Blessing: A <Craftworld> Asuryani Core unit within 18" gains +1 to hit whenever they make a melee attack until your next Psychic phase. Malediction: An enemy unit within 18" of the Psyker gets a -1 modifier to their melee hit rolls until your next Psychic Phase.
    • Compared to your other Runes of Battle, which were generally buffed with additional effects, Enhance and Drain stayed pretty basic. Drain is a reasonable tool to help protect units engaged in melee against dangerous foes while Enhance can pair very nicely with re-roll 1 effects (like the Autarch's Path of Command) to borderline guarantee all your unit's melee attacks land true.
  4. Protect/Jinx: WC 7. Blessing: A <Craftworld> Asuryani Core unit within 18" improves its Sv characteristic by 1 (to a maximum of 2+). Malediction: An enemy unit within 18" worsens its Sv characteristic by 1 (to a maximum of 6+).
  5. Quicken/Restrain: WC 6. Blessing: A <Craftworld> Asuryani Core/A character unit within 18" can Normal Move, Advance, or Fall Back, but then it can't shoot or charge this turn. Malediction: An enemy unit within 18" goes to half Movement and can't perform actions, automatically failing any actions it's currently performing, which lasts until your next Psychic phase.
  6. Empower/Enervate: WC 6. Blessing: A <Craftworld> Asuryani Core unit within 18" gains +1 to wound whenever they make a melee attack until your next Psychic phase. Malediction: An enemy unit within 18" of the Psyker gets a -1 modifier to their melee wound rolls until your next Psychic Phase.
    • When deciding between this and Enhance/Drain: Always buff/debuff the part that has the lower probability for a bigger effect (basic probability calculus). As an example, your Storm Guardians will typically hit on 3+ and wound on 5+, hence they will benefit more from Empower than from Enhance. On the opposite end, enemies with low accuracy but high strength weapons will suffer more from Drain than from Enervate. Just keep in mind that plusses and minuses don't stack, so don't give +1 to wound to your banshees or -1 to hit to enemy power fists. If both chances are equal, use Enhance/Drain - being hit or wounded can have rider effects from stratagems and so on, and since wounding requires hitting, the hit buff/debuff is more broadly useful.

Now, something Farseers and Spiritseers can freely learn without sacrificing Smite.

  1. Fateful Divergence: WC 6. You gain a command point. That's a new one, and very nice if you don't have another way to generate CP.
  2. Witch Strike: WC 5. Target friendly Psyker within 24" will automatically deal 1 mortal wound on a successful wound roll during the fight phase instead of normal damage (the attack sequence ends and you go on to the next attack). Pretty bad.
  3. Ghostwalk: WC 6. A friendly <Craftworld> Asuryani Core or <Craftworld> Asuryani Character unit within 12" gains +2 to their charge rolls until the next psychic phase. A fantastic means to improve the odds of a successful charge out of reserves, or a way to guarantee the critical 9" charge if combined with Strands of Fate.
  4. Crushing Orb: WC6. Select one visible enemy unit within 18". Roll 3d6; on each 4+ (2+ if the target is a Vehicle or Monster, or 6+ models), you deal a mortal to the target. Much better than its previous incarnation and a reasonably reliable way to slam mortals onto a monster or vehicle, although it can't hold a candle to Smite.
  5. Focus Will: WC 6. Select a friendly Craftworld Psyker within 24". Until the end of your psychic phase add 2 to any psychic tests they make. Still the best psyker support you can provide to a key Farseer.
  6. Impair Senses: WC 6. Pick one enemy unit within 18" that is visible to the casting Psyker. That unit cannot benefit from any allied Aura abilities from your opponent's army until your next psychic phase. This can be a good way to shut down support for a deathstar unit or a way to negate cheese tactics revolving around aura spam.


Ranged Weapons[edit]

  • Shuriken Weapons: The unique weapons of the Craftworld Eldar and their bolter equivalent. Though their default statlines only render them particularly reliable against GEQ targets, the signature ability of all shuriken weaponry confers an additional -2 to AP on unmodified 6 to wound, bringing them to AP -3 or AP -4. This can threaten just about any unit in the game that relies on their armour saves, and always combos well with Doom.
    • Shuriken Pistol:12" Pistol 1 S4 AP-1 D1. A complimentary sidearm for Farseers, Warlocks, Spiritseers, and a number of your Aspect Warriors and assorted others. They differ from their rifle-sized cousins only in the rate of fire and range.
    • Shuriken Catapult: 18" Assault 2 S4 AP-1 D1. Standard armament for Guardian Defenders and the gun is traditionally pictured when one mentions the Eldar. The improved range means that now they aren't risking charges just to fire their guns, but expect most other forces to shoot at them well beforehand.
      • Avenger Shuriken Catapult: 18" Assault 3 S4 AP-2 D1; having AP-2 base means this beats out a Shuriken Cannon against some highly specific targets - mainly Sisters of Battle, since the target has to be W1 with a good save. Other than that, you can generally treat it like 1.5 Shuriken Catapults. Considering AoC it is now almost 2 times better against those models. AP-4 seems not as much an overkill too now when there are 1+ save terminators in cover that you need AP5 to push to invulns.
      • Twin Shuriken Catapult: 18" Assault 4 S4 AP-1 D1. Two shuriken catapults strapped together. The default underslung gun for jetbikes and hovertanks.
    • Shuriken Rifle: 24" Rapid Fire 1 S4 AP-1 D1. The shuriken catapult's big brother, the rifle to its carabine, trading volume of fire for the safety and power projection of an extra bit of range, allowing your shooty Corsairs to soften the enemy for your more close-and-personal units.
    • Shuriken Cannon: 24" Heavy 3 S6 AP-1 D2. The first heavy weapon, the shuriken cannon is typically reserved for jetbikes and vehicles. With the changes to both the Shuriken rules and its own statline, this weapon has become something more of a threat against MEQ and the like, though it will still suffer against vehicles.
    • Shuriken Math: the odds of a successful wound getting the AP benefit are higher the harder it is to wound something, so Shuriken is a more powerful ability with worse S, while the usual rules for improving AP apply, so it's also more powerful on a gun with worse AP. Here's the breakdown of effective average penetration for the Shuriken Weapons above:
Shuriken Math
Toughness Save S4 AP-1 S4 AP-2 S6 AP-1
Effective AP Wound+Penetrate Odds Effective AP Wound+Penetrate Odds Effective AP Wound+Penetrate Odds
1-2 3+/7++ -1.4 47.22% -2.4 61.11% -1.4 47.22%
2+/5++ 33.33% 44.44% 33.33%
3 3+/7++ -1.5 38.89% -2.5 50.00% -1.4 47.22%
2+/5++ 27.78% 36.11% 33.33%
4 3+/7++ -1.67 30.56% -2.67 38.89% -1.5 38.89%
2+/5++ 22.22% 27.78% 27.78%
5 3+/7++ -2 22.22% -3 27.78% -1.5 38.89%
2+/5++ 16.67% 19.44% 27.78%
6 3+/7++ -2 22.22% -3 27.78% -1.67 30.56%
2+/5++ 16.67% 19.44% 22.22%
7 3+/7++ -2 22.22% -3 27.78% -2 22.22%
2+/5++ 16.67% 19.44% 16.67%
8-11 3+/7++ -3 13.89% -4 16.67% -2 22.22%
2+/5++ 11.11% 11.11% 16.67%
12+ 3+/7++ -3 13.89% -4 16.67% -3 13.89%
      • Note this doesn't necessarily mean that you should fire your shuriken catapults and stuff at vehicles and expect to kill them. Sure, they'll be more likely to do damage, should a wound go through but you're not looking at a lot of them doing so
  • Heavy Weapons: Standard fare on a majority of your vehicles that actually have options. Compared to their equivalents in other armies, your Heavy weapons tend to have slightly better AP but pay for it with their reduced range/strength values.
    • Scatter Laser: 36" Heavy 6 S6 Ap-0 D1. A GEQ grinder and multilaser equivalent. Most of the time, worse than a Shuriken Cannon (e.g. against MEQ), relying more on the volume of fire to kill targets rather than AP. Perfect for hunting ork mobs.
    • Starcannon: 36" Heavy 2 S7 AP-3 D2. Eldar plasma weaponry, MEQ/TEQ mulcher and capable of some hurt on your average vehicle. Consider it as something of a side grade to your shuriken cannons, more strength, and more reliable AP but fewer shots. It'll fry the aforementioned targets more consistently but it absolutely does not want to be aimed at hordes.
    • Bright Lance: 36" Heavy 1 S8 AP-4 D3+3. A Tank/Monster terminator. A space elf lascannon. It finally got its damage output changed from d6 to 3+d3, making it a very consistent damage dealer and a solid choice for some heavy, long-range firepower.
    • Aeldari Missile Launcher: Choice of two profiles: 48" Heavy 1 S8 AP-2 D1d6 or 48" Heavy 1d6 S4 AP-1 D1, Blast (the latter is basically a long-range Plasma Grenade). A flexible weapon that does its best work against single models like vehicles or against GEQ infantry squads. Unchanged from the last edition and because it's a more generalist option, tends to fall flat compared to other specialized weapons. You'll probably wanna pass most of the time.
  • Plasma Grenade: 6" Grenade 1d6 S4 AP-1 D1, Blast. The xeno 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.

Melee Weapons[edit]

  • Power Sword: Our classic butter knives, now with some extra added bite! The +1 to strength pushes all our standard space-elves to strength four, letting them cleave through GEQs and even MEQs that little bit easier. As always with power swords, anything without an invulnerable save will suffer under their -3 AP.
  • Power Glaive: S+2 AP-2 D2. A bit more of a MEQ hunter, wounds more reliably and does more damage, with slightly less AP.
  • Star Glaive: Sx2 AP-3 D2. It's a powerfist, sorta. Noticing a theme with the glaives?
  • Witchblade: One of the melee weapons legitimately unique to the Eldar, it has a strange profile at first glance, with S User AP-1 D2, but it always wounds on 2+. Always. On everything. Unless it doesn't because it has transhuman or some other rule.
    • Singing Spear: A worse witchblade, except it also includes a shooting profile of 12" Assault 1 S9 with no AP, but D3 (why the S is different is anybody's guess, since it doesn't change how the weapon performs). Given this makes your psyker less of a threat in melee and will hurt pretty much nothing with its lack of AP, pass this one.

Vehicle Wargear[edit]

  • Crystal Targeting Matrix: (10pts) Your vehicle may ignore modifiers to its ballistic skill. This doesn't prevent the vehicle's BS from dropping whenever it drops to a lower bracket on it's damage table.
  • Spirit Stones: (10pts) When referencing your vehicle's damage table, double the number of remaining wounds it has for the purpose of determining stats.
  • Star Engines: (10pts) Add 3" to the vehicle's move characteristic.
  • Vectored Engines: (20pts) Once per battle, during your command phase, you may activate your vehicle's Vectored Engines. It gains Battle Focus for the turn. Very expensive, but can keep your Fire Prisms alive for an extra turn.


Any non-named Asuryani Characters can take one of the following relics if your warlord is part of a battle-forged Asuryani detachment. However, you could instead take two of the Aspect Shrine Relics in place of a regular one.

  • Aegis of Eldanesh: Autarch only. This provides a 2+ save and reduces incoming damage by 1, making for a tanky model. A definite recommend if you plan on throwing him into anywhere where they'll be in very fierce combat.
  • Faolchu's Wing: Infantry only. The bearer's Movement is set to 12", and he gains fly. Whenever the bearer flies over one enemy unit, you can deal d3 mortal wounds on a 2+. Useful for speeding up a Spiritseer or a Bonesinger that should accompany some wraith units.
  • Firesabre: Replaces a Starglaive or Banshee Blade. This beast is a much more respectable S+3 AP-4 D2, and on a 6+ inflicts a Mortal Wound on top of the base damage, it's given a good little bump when fighting single models. Nice for fighting Characters with an Invuln. The only issue stems from the fact that Autarchs with wings aren't especially good for character hunting, and Skyrunners will be trading in the Power Sword for a Lance anyway. Not much of an improvement over the base Star Glaive, you're better saving your CP unless you REALLY need that AP-4.
  • Kurnous' Bow: The bearer's Shuriken pistol gets three shots at S5 that deal mortal wounds. Though somewhat potent, Kurnous' Bow is still limited by its Strength, 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). Combos well with the Hail of Doom custom trait, exploding 6s strat, and a few Strands of Fate 6s on hits and wounds to become a CP intensive MW machine.
  • The Phoenix Gem: The first time the bearer is slain, he resurrects with 1d3 wounds on a 2+. Gone is the explosion, gone is the potential cheesing with the Ynnari. All that's left is the desperation to save your precious HQ. The good news is that you now wait until the end of the phase that your character died in to bring them back, keeping them safe from further focus fire.
  • Shard of Anaris: Replaces a Starglaive or Banshee Blade, making it S+1 AP-3. 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 toughness models. However, if you're planning on breaking hordes, this allows you to easily wipe them since the shard provides 3+d3 extra attacks. Interestingly, this is actually worse than the base star glaive against most things in the game you would want to dedicate a melee monster character to kill. Always pass, unless you find that guard conscripts are ruining your day.
  • Sunstorm: Replaces a jetbike, granting it a monstrous 20" movement as well as ObSec - a curious but powerful addition since characters don't tend to get this rule. That said, this can make for a very nimble pincushion of a biker Autarch or a biker Farseer who wants to cover everyone with their casting.
  • The Weeping Stones: Psyker only. While the bearer is on the field, you can roll an additional d6 for Strands of Fate.
  • The Avenging Blade: Replaces the Dire Avenger Exarch's Diresword, giving an S+2 weapon that deals a mortal wound every time. This bump in strength can help with overpowering T4 or T5 infantry, but now that MEQ tend to have multiple wounds, don't expect to see your exarch murdering much. If you want a melee exarch, the D2 power glaive is a better choice and doesn't cost CP.
  • Cronescream: The Howling Banshee Exarch's relic, which replaces nothing. Once per battle during the fight phase, you can trigger this, dealing d3 mortal wounds to an engaged enemy and then another mortal wound for each charge this unit has made during the battle. You know how they can often fall back and then use their stratagem to charge again? Now you can weaponize it further. Critically can also be used after you have been charged by something else that threatens to wipe your Banshees in melee, like Incubi, Repentia, or Harlequins.
  • Dragon's Fury: The Fire Dragon Exarch's relic, which replaces nothing. Instead, enemies charging this unit take a -2 to their rolls. Maybe this would prevent the charging rage of a dreadnought or maulerfiend, but don't expect a leman russ to care.
  • Khaine's Lance: The Shining Spear Exarch's relic, which replaces nothing. When charging, they can make an engaged enemy suffer d3 mortal wounds and makes them fight last on a 4+, which is a decent rider on their favored action.
  • Shadowsting: Replaces the Striking Scorpion Exarch's Biting Blade. Provides an extra-meaty chainsword with S+3 AP-2 D2 that still gives two extra attacks, making them a better option for killing MEQ and higher. Since you pretty much always want your Scorpion exarch to have the auto-wound power, this doesn't provide much benefit.
  • Shrine Skull: Only usable on a Dark Reaper Exarch with a Reaper Launcher, not any of the other guns. Whenever the exarch kills someone, that unit takes -1 to their combat attrition checks until the next turn. Remember kids, morale tricks are almost never worth it.
  • The Spider's Bite: Replaces the Warp Spider Exarch's Powerblades. S+2 AP-3 D2 sounds alright, and a natural 6 to wound deals an additional wound, though you're still only dealing this like once per turn. While Spiders tend to be close-ranged, this won't do much beyond a dead model or two a turn.
  • The Swooping Plume: The Swooping Hawk Exarch's relic, which replaces nothing. This grants the exarch a 4++ invuln and the rest of the squad a 5+++ FNP save. This makes your Hawks surprisingly durable when combined with their redeploy ability.

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.


  • 2022 Autarch.jpg
    AutarchInfantry: After going for years without an official model (you know, unless you managed to hold onto an OoP or Made-to-Order one), your standard Autarch has returned from retirement, bringing nearly all his/her tools of war with him/her. The customization options for your Autarch are quite unparalleled for an Eldar character, and not just aesthetically. Between Swooping Hawk Wings, Warp Spider Generators, a Skyrunner (which unfortunately remains a finecast-resin/plastic hybrid) or just running on his/her two legs, the Autarch has several means of getting around the field to do the job you gear him/her to do. In case that wasn't made apparent by the Autarch's panoply of guns and blades, he/she can do pretty much anything. With both a BS/WS of a 2+, there's no enemy your Autarch will lack the skills or tools to face. Though, should luck not be on your side to the degree even your Strands of Fate rule leaves you high and dry, a new ability granted to Autarchs, Superlative Strategist, allows you perform a command re-roll twice each phase. And he/she doesn't even need to be your Warlord to do it. Of course, the Path of Command aura still supports nearby units with a re-roll 1s to hit buff, but the limit to Core units does prevent your Autarch from supporting many of your Vehicles and Characters (himself included).
    • Variants: Your flavor of Autarch, tailor fit to your every need. Only the standard Autarch may board transports, though with how quickly the other two are able to deploy and maneuver about the battlefield, you're not really any worse off for taking any one version over the other. Take what fits your needs best.
      A regular old Autarch, no trimmings, excess fluff, or tricks. Also the only one able to embark on transports, if you'd like to have him/her accompany a particular squad of Aspect Warriors in a Falcon/Wave Serpent for a special job. Alternatively, if you plan on loading one up with a Reaper Launcher and/or just want to park him on some backline objective as cheaply as possible, this'll be the one for you.
      It's back! This nifty little tool was tuned up since the last time your Autarch was allowed to take it for a spin and frankly, it's seriously worth considering. The Warp Generator bumps up your Autarch's movement to a terrain-ignoring 12", the ability to Deep Strike and grants him/her a 2d6 Battle Focus move (though a double 1 causes him/her a mortal wound). Probably the most flexible option, though keep in mind it prevents your Autarch from boarding transports should the need arise.
      The first plastic Autarch variant, completely compatible with the armory re-introduced with the new Autarch model. This is the fastest infantry Autarch at 14" movement coupled with the ability to rapidly re-deploy each turn courtesy of the Winged Descent ability. While the Codex hard-locked their weapon choices to what the model came with out of the box, GW was pressured by enough backlash to correct their colossal fuckup and provided a revised datasheet that restored the entire loadout to this variation. Considering they not only bragged about how the weapons were designed to be compatible with all Autarch plastic kits but even depicted an otherwise illegal-to-field Autarch on the cover of the Codex in question, it's the least they could've done.
      Your swiftest, most durable Autarch variant. Unfortunately, by default the Skyrunner is still quite dated to look at, but between all the new bits and Shining Spear revamp, converting a fully plastic one is certainly within the realm of possibility. Your Skyrunner Autarch currently wins the race when it comes to speed and durability, but these perks come at the cost of a larger profile and a higher price-tag.
    • Weapons and Wargear: Oh boy, there's a lot to go over here. The default kit your Autarch goes to war with is a Star Glaive and a Shuriken Pistol with a handful of Plasma Grenades (which you'll never use), but you're strongly encouraged to mix it up. To better represent the Autarch's combat mastery, and befitting their high ranking station, several of the Autarch's weapons perform even better than the standard issue versions Aspect Warriors are equipped with.
      • Standard:
        Your Autarch's least impressive gun, and one you're almost assuredly not taking unless you absolutely need every point you can get for something else. Though if you're that desperate for points...why are you taking an Autarch? Switch this out for literally anything else.
        The Fusion Pistol hits pretty damn hard, but the atrocious 6" range almost guarantees that you're only ever using it while in melee. Unfortunately, the Fusion Pistol still sits at S8 and only gets the d6+2 damage at half range like most normal melta weaponry, but since you're likely firing this off in combat...it's not a bad thing. A successful wound with this thing can very well slaughter most characters you may face in combat, so if you plan on having your Autarch fisticuff with anyone, consider bringing this.
        Well, you don't currently have a Phoenix Lord for the Warp Spiders. Why not have your Autarch fill those shoes? The Death Spinner in your Autarch's hands is a potent anti infantry weapon effective into most targets at Assault d6 S6 AP -2 Blast. Combine this with the Scorpion Chainsword and your Autarch will be able to drop in, blast a hole in a Guardsman squad, then swoop in to sweep away the few guys still standing. Replaces your pistol.
        The premier choice for any Autarch that wants to lead from the rear. The Reaper Launcher is unchanged from prior editions; a single S8 AP-2 D3 shot or two S5 AP-2 D2 shots. Replaces your pistol.
        Your choppy choice, for when you need your Autarch to slice through hordes of models as quickly as possible. The effective S5 AP-1 makes it ideal against units like Guardsmen, Skitarii, Ork Boyz, Terma/Hormagaunts and Necron Warriors. This is made better by the extra attack granted by the blade. Replaces the Star Glaive.
        The default blade for your Autarch is the hardest hitting. An effective S6 AP-3 D2 allows your commander to efficiently bisect a Space Marine in a single swing or carve up a potent character in a duel.
        This is the best offensive option, especially if you plan on having a fellow squad of Striking Scorpions or Wraithblades assist him/her in melee. Just like the regular Howling Banshees, when your Autarch attempts to charge an enemy unit, they cannot fire overwatch or set to defend. Also applies Always Strikes Last on the charge, like with Banshees.
        Every natural wound roll of a 6 against non-Vehicle targets generates a mortal wound on top of all other damage dealt. If you're looking to maximize potential damage, this is the option for that, but one would argue the ability to both ignore overwatch and force opponents to fight last in all circumstances consistently would be more beneficial than the fickle, luck based mortal wounds you might get.
      • Available to Skyrunner:
        When your Autarch wants to hop out with the Fire Dragons he just kicked out of the Falcon, he may as well be equipped like one. This bad boy hits damn hard at S9 AP-4 d6+2 like all Dragon Fusion Guns. Replaces pistol or laser lance.
        Little to note here, the Banshee Blade is the weakest melee weapon available to your Autarch, but it cuts the deepest at AP-4. This is frankly ideal if you're expecting to go against the likes of the Sisters of Battle or Skitarii, but you'll probably get more mileage out of one of the other melee options. Replaces a laser lance for the Skyrunner, so you'll likely never take it.
      • Skyrunner:
        I mean, it's on your bike. Since you're not going to be able to pick up much else in the way of guns, you'll likely be relying on this.
        Skyrunner exclusive and not the worst pick if you're putting your Autarch on a jetbike. The unfortunate thing is that it does taper off in effectiveness if your Autarch remains in combat for the turn after the charge, so unless he/she's accompanied by a full squad of Shining Spears, you may consider something with a little more staying power.
HQ Infantry Psyker
99070104001 EldarFarseer01.webp
For generations, the Farseer has been the psychic glue that has and continued to hold Craftworld armies together. In 9th edition, this is no different. As one of the most flexible supporting psykers in the game, it's borderline mandatory to bring one due to the massive amount of utility they can provide your army. Complete hit rerolls, complete wound rerolls, tossing out mortal wounds left and right, Farseers can do a bit of everything for everybody. Well, as long as they're Core or Characters. That's right, all Runes of Fate and Fortune that grant boons to your forces in some way, direct or not, require them to have one of those two keywords to be of use. That is a shame, but fortunately all of your Aspect Warriors and Guardian units are core. Unfortunately, Farseers alone are not as reliable at casting their powers as they were last edition; the changes to the Farseer's ghosthelm make it so that they're completely immune to suffering Perils of the Warp, but their ability to re-roll one psychic test per turn and 5++ FNP to Mortal Wounds is now gone. For what it's worth, the good news is that your Farseer does know Smite and any two powers from the Runes of Fate and/or Fortune, so they are more flexible now than they have ever been before.
Variants: Farseers have two modes of transportation: their feet or atop a skyrunner.

Your default option, and the one you pick if you don't plan on moving him much over the course of the game or plan on cramming him into a transport to do so. Slightly less durable and lacks a touch of offensive presence compared to the skyrunner, but a good option for remaining cost effective.

Seat your Farseer atop a jetbike and get him where he needs to go on the double! Though mobility isn't the highest concern for your Farseer given the range of their powers, it can be a very convenient repositioning tool should things go awry with your plans. It also provides your Farseer with an additional point of toughness, an extra wound and a Twin Shuriken Catapult to provide an all around buff to your Farseer's survivability. Not a bad choice if you only want to give as much protection to your premier psyker as possible.

Farseer Weapons: The same two blades they've always had. Pick your favorite, even if you need to Frankenstein a plastic Witch Blade onto the infantry model since they don't naturally come with one.

The free, melee only option and probably the better of the two. Keeps the point cost down by a bit and still lets you wound everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a slight edge compared to the Singing Spear against targets with anything resembling an armour save. You generally don't want any of your psykers in combat anyways given the low volume of attacks they have..

In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any <T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable.

HQ Infantry Psyker
Spiritseer New.jpg
Now free from competing Warlocks! Spiritseers continue to functions as a sort of Warlock+ unit and a solid discount HQ if you're just looking for something cheap to lead your forces. A WS/BS of a 2+ does ensure that should your Spiritseer ever commit to actual combat that he can actually hit his targets, but when all he's packing is a piddly Shuriken Pistol and a Witchstaff... he generally shouldn't be involved in it. His unique aura ability encourages him into the support role, as it grants Wraith units within 6" of him re-roll 1's to wound in both melee and shooting. Very much an improvement to the previous edition where your psyker had to be within range of the enemy rather than your units. His one Rune of Battle can be used to further support those Wraith allies of his (only the Wraithguard/blades though), but he lacks the protections and flexibility a Farseer or group of Warlocks would have should he fail his one cast per turn. If price is no concern, or you aren't invested in absolutely maximizing your Wraith unit potential, you may generally want to give this guy a pass. Though Warlocks are no longer HQ's, two of them (in a unit) run about the same price your Spiritseer does and they don't take up a unit slot if you have a Farseer. Additionally, if you also have a Farseer, Spiritseers cannot be used for Seer Council support What's worse is that the former main selling point over a Warlock, having a fully functional Smite, is no more thanks to that particular buff Warlocks received. In short, if you're looking to take the cheapest HQ or make a Wraith deathstar, take a Spiritseer. If you want literally anything else out of your HQ slot, give this guy a pass.
Avatar of Khaine
HQ Monster
My god... after all this time, the face of the Craftworlds got a glow up and my god does it bring a tear to the eye. Now towering over the mere mortal Aspect Warriors, the Avatar of Khaine has finally become something to behold. Not just aesthetically either. As the Aeldari god of war, Khaine can use his Wailing Doom to deal bloody (handed) death to all manner of foes with his multiple attacking profiles. His Piercing Strike profile, advertised as being able to lay low a Titan in a single melee phase*, is tailor made to ruin the day of elite or single model unit; 7 attacks at S14 AP-5 and d6+2 will indeed lay low practically everything without a solid invuln save or some ability that prevents damage altogether (like your Phoenix Lords' Favoured of Khaine ability, for example). Alternatively, should your foe foolishly attempt to bog down the Avatar in a tide of bodies, his Sweeping Blows (like the name suggests) trades sheer strength and damage to double the number of strikes he makes, going from 7 to 14 separate S7 AP-2 D2 attacks. Though units with heavier armor may be able to shake off a glancing blow, the staggering number of attacks hitting on a 2+ will almost assuredly doom the "lucky" son of a bitch anyways. Now, that ranged profile he used to have? Instead of a random d6 hits, the Avatar instead picks a target at 12" away (if it's a unit with multiple models, he has to pick the one closest to him) and strikes. If it hits (pretty likely with that BS2+), that unit and every unit between the Avatar and them is hit by the attack. Unfortunately, this does reduce the total potential output against a unit (only killing one model per unit), but at S12 and d6+2 damage, any multi-wound unit isn't walking away scratch free. Defensively, the Avatar lost his FNP rule, but in exchange received a full 2+/4++ save at T8. Should something manage to make it through that statline, the Avatar halves the damage of every attack that lands true (rounding up).

Long story short? This guy has become an absolute beast on the battlefield and is a solid pick to form the core of a Craftworld Deathstar. There are a couple drawbacks that do warrant consideration though. The first (and obvious) issue; his price point. This towering monstrosity is pretty pricey at 270pts and may find it challenging to fit into smaller armies without severely limiting the number of boots on the ground. Second, his upgraded statline, while extremely beefy, does now degrade. While his accuracy with the blade in combat never depreciates, he does become slower and lose attacks as he brackets. Coupled with being much bigger and freely targetable, as well as not having any healing options for him, this can be a major problem if you can't get him stuck in. Which brings up the next major con: While 10" is respectably quick, it's not ideal when your massive melee monster needs to spend a turn or two slogging across the battlefield. You have zero options for speeding him up and if your opponent doesn't need to guard anything in particular, they can potentially spend the whole day kiting this thing from one end of the table to the other. The last major downside? The Avatar of Khaine can no longer take any Warlord Traits or equipment what-so-ever (so never make him your Warlord). Regardless, his upgraded base kit more than makes up for these flaws and if you need something to drop kick an enemy Landraider off the table, you can't go wrong with the Avatar of Khaine.

  • GW, prone to over exaggeration, would have you believe the Avatar can somehow not get shot off the table before it walks up to a Warhound Titan and pokes it in the shin. If you load your dice as well as your opponents, then maybe it'll win. Against a regular Imperial Knight, it'll almost assuredly cut that thing in half.

Phoenix Lords[edit]

Sadly, Phoenix Lords can't take a Warlord Trait. That's right, these millennial patriarchs of craftworld military doctrine and martial champions apparently lack the tactical acumen to lead their forces more efficiently than the nameless Warlocks trying to figure out where the pointy part of the witchblade is supposed to go. The one can only excuse this by mentioning that they're arguably too consumed by war and with too alien a viewpoint to be an effective leader when compared to an Autarch or Farseer.

Phoenix Lords are remarkably durable (by Eldar standards at least) with an average statline of M7, WS/BS 2+, S/T 4, W6, A6, Ld9, and a 2+/4++ save as well as the ability to only take up to three wounds each phase, similar to Ghazghkull. Not all Phoenix Lords are created equally, obviously, and they all have various perks and draws to differentiate themselves from each other and to accentuate their respective Aspect (or, you know, do whatever Maugan Ra is doing). Every single one of them has a 6" aura that grants the aspect warriors of their temple ObSec and +2 Ld. Unfortunately, some of them (like Maugan Ra and Jain Zar to an extent) don't really function well themselves when paired with their students and thus are less attractive options to pick up for your army. You know, aside from the fact that only two of the following characters (three if you count Irillyth) actually has a model less than 20 years old.

  • Asurmen: Has a S+2 AP-3 3D sword, which inflicts an additional 1d3 Mortal Wounds on a nat 6 to wound, and twin souped-up Avenger Shuriken Catapults for ranged combat. Sadly, he lost a lot of his support powers and now only has the ObSec aura given to all the Phoenix Lords. Arguably, his is only worth it because the Exarch Power that grants Avengers ObSec on their own is only usable once, so you can use this to make sure others can snag objectives. Also comes with a 3++ for added durability.
    • With some support, Asurmen can be disgustingly tanky in a fight. He's got a 2+/3++ save that doesn't need Protect, but he can be supported with Enervate/Drain if you so desire. That said, your opponent may simply bow out of fighting him and try to light him up with excessive fire. Even if he can only lose three wounds in a phase, you don't exactly have a way to heal him for the next barrage.
  • Baharroth: Baharroth is surprisingly the most durable of the Phoenix Lords, thanks to his insane maneuverability, but is not cheap at 160 points. The only way for him to die is if you mess up your positioning. He has the same Sudden Assault and Cloudstrider abilities his Swooping Hawks have as well as the Phoenix Lord's ObSec aura for fellow hawks. Unlike normal Hawks though, he can teleport out of combat instead of consolidating. That means you can shoot, charge, attack, and escape before the opponent has a chance to swing back in melee. You can drop him wherever his support abilities are needed. He also has a super lasblaster with S6 AP-2 D2 that auto-wounds on a nat 6 to hit, and an S+1 AP-3 D2 sword that scores an additional hit on a nat 6 to hit.
  • Fuegan: If you thought Fire Dragons were awesome, wait until you get a load of this guy. His Firepike got a major buff by gaining two modes, either a tank-cracking S10 AP-4 D4+d6 or a less-lethal S6 AP-3 D4 beam that burns through any models in between him and his marked foe, and he packs his trusty Fire Axe which is AP-4 D3 (note Fuegan is S5!) to hack infantry. He's pretty kitted out as is and pairing him with his dragons allows him to at least mitigate their mob management. Also gets a special rule to be a little bit better in melee with +1S and +1A after he's taken some damage earlier in the game.
  • Irillyth (Forge World): Irillyth is... interesting. At 140 points, he's just barely more expensive than a standard squad of his Shadow Spectres. At his base level, he brings the rather standard Phoenix Lord statline (-2 attacks) to the table with the only major standout point being his 12" movement and the ability to deep strike. His main weapon, Spear of Starlight, is essentially just a buffed up Prism Rifle at Assault 3 S8 AP-4 D3 which trades the dispersed firing mode his students get to use for a rather snappy melee profile of S+1(5) AP-3 D2, although with only 4 attacks instead of 6. This turns him into a certified Space Marine murderer who can easily hang out with a squad or two of his disciples in order to pop in unannounced and vaporize a rather troublesome backline squad of Devastators or Heavy Intercessors. His Reaper of Souls ability was also re-tooled to the bog-standard 6" +2 Leadership and ObSec aura every Phoenix Lord grants their disciples. Not the best power he could've given them, as a generic Autarch could've done that much, but at least he himself can operate comfortably at the same ranges his charges tend to work at. Defensively, he's a bit of a tank these days; though his rather unimpressive T4 won't turn any heads, a defensive lineup of a 2+/4++ save hidden behind a -1 to-hit debuff can make him extraordinarily challenging to move, especially if supported with psychic powers. All things said and done, Irillyth is looking much better this edition, though he's still something of a niche pick and offers little to no synergy with the rest of your army on his own... like most Phoenix Lords.
    • Ever due to GW's fickle nature (and the likely low sales of this particular model), Irillyth is no longer actively available for sale on Forge World's website. It remains to be seen if GW will continue to support his profile in the future with occasional Made-to-Order sessions or even convert him into plastic, but it's equally if not far more likely that he's off to join the likes of the Vampire, Wasp Assault Walker and Phoenix in Warhammer Legends retirement.
  • Jain Zar: Jain Zar is still a terrifying melee combatant who wields both Silent Death (an Assault 6 S6 AP-3 weapon) and the Blade of Destruction (an Executioner that can either hit at S+2 AP-2 D2 to hack up marines or AP-3 D1 with double hits to blend hordes) on the mostly standard Phoenix Lord statline. Combined with the flurry of special abilities native to her aspect, such as preventing overwatch or setting to defend, advancing after charging with a -1 hit penalty to enemies that always strike last on that fight phase, she will find it particularly easy to get stuck into combat and do some heavy damage. With how powerful the banshees are this edition, you'll absolutely be seeing her fighting alongside her disciples for a follow-up charge.
  • Karandras: Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and currently runs 150 points. He has Advance Positions as well as exploding attacks (6s to hit generate a single additional hit and a natural 6 to wound deals 2 mortal wounds on non-vehicle units with super-Mandiblasters). His Scorpion's Claw Arhra's Bane is a power fist with no hit penalty with a stronger shuriken catapult strapped on. 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 cowering in cover. This doesn't account for his chainsword, which doubles his attack output and lets him rip apart chaff easily (and with Doom and strands of fate wound dice can be up to 24 mortal wounds on top of the normal damage!!)
  • Maugan Ra: Our shooty Lord is expensive at 160 points and the slowest of them at M6, but his new model looks appropriately edgy as fuck. His Maugetar got another rework, now being 36" Assault 6 S7 AP-2 D2 that deals a MW on a 6 to wound - a sizeable buff to his anti-infantry prowess, especially when each kill he makes counts as double for morale. Not to mention that this still allows him to slip away with Battle Focus. The scythe end of his gun is also a powerful S+2 AP-2 D2, making him decent at taking on enemy characters or heavies.


All Units in this section have the Objective Secured. Though your choice is between two flavors of Guardians and Rangers, they have all received not inconsequential buffs that makes them substantially more viable than they used to be. Make no mistake, they are still brittle little snowflakes who will die to a stiff breeze, but at least they may accomplish something before then.

  • Guardians2022.jpeg
    Guardian DefendersCore, Infantry, Guardians: In a slightly unexpected twist, Guardian Defenders received more than just a visual upgrade this edition. A new look brought in a few new toys as well as a slightly buffed up stat-line that finally makes Guardians respectably flexible on their own merits. The first, and biggest upgrade to their kit is their 18" range Shuriken Catapults, which now have a consistent AP-1 active at all times. Not only does this mean that Guardians can safely engage targets outside of immediate charge range, but they're now somewhat less reliant on the Shuriken rule to chip through enemy armor. Conversely, the bump up to a 4+ save means that when facing such weapons, your Defenders might actually stand a reasonable chance at surviving standard arms fire directed their way. Still, at T3 and 1W a model, keep them in cover whenever possible.
    • To encourage your Guardian Defenders to, well, Defend objectives, they've received the aptly named Defenders rule, which grants them re-rolling of hit rolls of 1 while within range of an objective. Not the most glamorous of abilities, but assuredly a useful one as it allows you to prioritize your Autarch/Farseer support on more premier units once you've secured your objectives.
    • Heavy Weapon Platform Options: As ever, every 10 Guardians in a squad can take one of these guns to supplement their Shuriken Catapults. Everything on here is now a heavy weapon, so if you plan on keeping your Guardians fast and light on their feet (Battle Focus moves), you may want to skip bringing one. However, these will all pair quite nice with the Swift Strikes custom trait, allowing your elves to move and shoot the platform guns freely.
      Your flexible, swingy option. Take your pick of either a blast d6 S4 AP-1 shot or a single S8 AP-2 d6 shot. Having the best range of any of your other weapons does mean that even a backfield baby-sitter squad can contribute the odd shot here or there, but it does maximize the price tag on your Guardian squad. The lack of consistency can also lead to some rather disappointing moments as well, so if you do take it, don't expect miracles.
      Your Monster/Vehicle killer, and the option you take if you want your Guardians to potentially contribute against targets typically outside their weightclass. The d3+3 damage this thing got finally gives it a more reliable niche over the AML, though keep in mind that this weapon in general doesn't synergize well with the role Guardian Defenders are typically stuck with. Unfortunately, if your Guardians are baby-sitting an objective, they do not get to re-roll its 1's to hit, as they only get to re-roll 1's from Shuriken Weapons.
      A solid anti-horde choice, the Scatter Laser hits a very nice balance between high strength and volume of fire that lets it reliably chew through low-armor, one-wound models at a respectable clip. Should probably be the default choice against infantry heavy armies.
      The bigger version of your standard arms received a slight tweaking, one your Guardians honestly don't much appreciate. Turning into a true Heavy weapon means that moving and shooting this puppy now incurs hit penalties and you can no longer advance and shoot this at all. Combined with the 24" range, this is honestly not the best pick for Guardians trying to be Defenders of a position, yet at the same time is less efficient for Guardians you intend on moving frequently. The bump up to a flat 2 Damage is more than welcome, however, as this guarantees a successful wound will kill virtually any standard non-Character infantry model not covered in gold armor.
      In a slightly awkward position, Starcannons are your premier MEQ killers due to their reliable AP, but now that the Shuriken Cannon also deals a flat 2 damage a shot, it faces a bit of unfriendly competition with it. At only 2 shots a round, the Starcannon is simply incapable of matching the potential body count the Shuricannon can wrack up, especially against targets with lower armor values. Fortunately, a longer range and more consistent AP does give this weapon a lot more potential when it comes to participating in objective holding squads.
  • StormGuardians2022.jpeg
    Storm GuardiansCore, Infantry, Guardians: In a very welcome update, Storm Guardians finally emerge not only in full plastic kits, but with a few notable upgrades over their predecessors to make them legitimately viable. First, the combination of Serpent Shields and an up-armored 4+ save makes these guys more durable than ever before. Granted, this doesn't really mean much with their paper thin T3 and 1W keeping them on their feet. These guys can actually outfight other similar GEQ units and when combined with their Flamers or Fusion Guns, make for reasonably cost-effective objective assaulters. This is complemented/enforced by their new Stormblades rule, granting them re-rolls of 1s to hit against any enemy units within range of an objective marker. To help with this, and to give some utility to the otherwise useless weapon platform that comes with the new Guardian kit, Storm Guardians can take a Serpent Shield to protect themselves on the approach. Functioning like a mini-Wave Serpent, the SS grants the squad a 5++ and ensures all ranged attacks fail to wound your Storm Guardians on 2s. This latter perk... does nothing against a vast majority of the S3-5 standard arms of the opponents you're ideally rushing these guys at, but it does ensure the odd multi-laser or enemy Scatter Laser doesn't completely wreck the squad.
    • Wargear Options: Each Guardian is equipped with a Shuriken Pistol and a Guardian Combat Weapon. Two per ten Guardians in a squad may take a Flamer or Fusion Gun instead of the standard loadout. Two per ten Guardians may take an Aeldari Power Sword in lieu of the Guardian Combat Weapons they could otherwise take. Every 10 Guardians per squad may take a Serpent's Scale Platform.
    • No more choice between Aeldari Blades and Chainswords. These grant AP-1 to all two attacks each Storm Guardian gets and seeing as how the general strategy with S3 attacks is to simply bury your opponent in them... this is what allows them to do that.
      Still suffering with the limit of two per squad of ten...sucks. Power Swords can threaten tougher, harder targets, but unfortunately, if any such targets are Marine flavored, it'd take both Power Sword wielders combined to drop a single one in combat given their singular base attack per model. This isn't exactly a cost effective use of your points or Storm Guardians, so you should probably save the points you'd waste on these to put towards a squad of Howling Banshees or something that actually poses a threat to them.
      The same pistol your other elves get, at the very least they'll have something to shoot with while closing in for the charge on your guys without special weapons, plus you can advance and still shoot them. On the downside, you can't advance and charge in the same turn with new battle focus. All the same, shuriken procs will let you have a semi-reasonable chance at doing a bit of damage shooting these en-masse
Your best supplemental option for fighting infantry. Not much to say, 12" of d6 autohitting fire at S4 can soften up or crisp infantry for the inevitable charge. Pairs well with the blades your guardians have, given their shared nature of drowning your enemy in saves.
If you want your Storm Guardians to have a bit of bite against bigger targets, but ultimately couldn't/didn't spring for Fire Dragons. The buffed D6+2 at half range still does wonders for this gun, even in the hands of your weakest soldiers. These are good guns, but remember; one of the big appeals of Storm Guardians is their cheaper price point. Don't take these at the detriment of your workhorse units.
  • 2022 Eldar Rangers.png
    RangersCore, Infantry, Outcasts: Finally, shedding their resin cloaks for some rather dapper plastic ones, Eldar Rangers return to the field as your "stealthy" sniping unit with a slightly tuned up kit. They spent their downtime between editions practicing their marksmanship, and a buffed up BS 2+ now reflects their deadly accuracy as Character snipers, as does their retained ability to ignore Look Out, Sir rules to target them. However, despite their Snipers still causing a MW on a natural 6 to-wound and the extra AP-1 their Ranger Long Rifles received for good measure, they still are Heavy 1 S4 weapons, meaning your Rangers will struggle to snipe heavily armored, tougher targets without some rather lucky (or unlucky on your opponent's side) rolls. They'll also falter when firing at particularly numerous squads of infantry and cannot defend themselves in a fist fight. Fortunately, Rangers have received a couple of tools to supplement their defenses (of which, you can only take one for every five models in the unit).
    • Rangers are your current troop choice MVPs. As the cheapest squad choice MSU, they're great for filling out mandatory slots for Battalion/Brigade armies. Additionally, the Strands of Fate special rule can potentially net you easy mortal wounds on targets of interests, such as characters or harder elite targets.
    • Wargear Options: Each Ranger is equipped with a Ranger Long Rifle. One per Five Rangers in a squad may take a Gloom Field or Wireweave Net.
      Though not quite as good as their former defensive rules, the Gloom Field does come damn close. A unit equipped with one of these forces enemy units targeting them from 18" away or further to treat the Rangers as though they are in dense cover, meaning they do get that -1 to hit when an enemy tries to shoot them.
      If you're worried about a unit diving onto your Rangers, this little trick just might save their lives. Once per game, if your Rangers holding this get charged, you can force the enemy to subtract 2 from their charge rolls and deal d3 MW to them on a roll of a 2+. The -2 to the enemy charge just might spare your elves from a grisly end and give them a chance to escape, or for you to mop up the interlopers with a countercharge of your own... ideally with Banshees or something, not the Rangers.
  • Corsair VoidreaversCore, Infantry, Anhrathe: So remember how that new Kill-Team box came with Eldar Corsairs, which are now squatted by Forge World? And remember how the last Kill-Team box had a unit of Sisters that got rules for use in the main game? You now get that in the main codex AND they're also usable for your Commorite brethren. While they won't harm anything due to lacking the necessary subfaction keywords, they do get a bit of an offensive edge as any natural 6s to hit automatically wound and count as having rolled a nat 6 to wound, triggering the AP boost of Shuriken weapons on top of the rilfes bonus -1 to AP. They're also very flexible in loadout, being able to go either ranged or melee, giving you a means to cover any range, though special weapons will limit you to 18" at the most rather than letting you enjoy the full range of the shuriken rifles, and the rifles being Rapid-Fire limits your range if you want the full firepower.
    • That said, they come with some serious caveats. The most glaring is that these cannot take up compulsory troop slots (without having a full Anhrathe detachment, but you'll need Yriel for that), so you'll still need to buy boxes of Guardians and Rangers. The second is that they don't benefit from Battle Focus or Strands of Fate, meaning that they're going to be exposed if they do fire without nearby cover. Being essentially spiky guardians, they'll absolutely need the protection, even if it means blowing CP to let them fall back.
    • Wargear Options: Each Corsair comes with a Shuriken Pistol and Power Sword. While all models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield or replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon.
      A Blaster lent by/stolen from the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily, albeit far less reliably than fire dragons or bright lances.
      A Shredder, the same one the Dark Eldar get, much like the blaster. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.
      Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.
      A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-Vehicle units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers.
      A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two on occasion before factoring in the Shuriken bonus.
      While effectively a Bolter shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. The strike through is not a joke, there profile is the same as a bolt gun except with -1 AP. . . so just like a bolter versus armor of contempt except shuriken sixes do -2 rather then -1, though flatly better VS anything not a space marine. There not a terrible idea for a unit hanging back though and may let them land some support to the mid table.
      Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models.

Dedicated Transport[edit]

You've got one. To be honest, it's all you'll ever need. Well, maybe not. Look at Falcons for more shenanigans.

Wave Serpent
Vehicle Transport
Your most durable Falcon(ish)-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 by granting transhuman, preventing wounds from going through on rolls of 1-3, alongside a 5+ invuln. This makes most anti-tank weapons being thrown against it much less effective, and grants you some degree of protection from them. Tau railguns won't really care about the second part of course. If the situation calls for it, you can dispel this shield with a stratagem to deny overwatch, alongside granting whatever you target with it a -1 to hit. However, doing so does strip your serpent of this ability. 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 throwaway unit like the Imperial Chimera, rather, it should be factored into well orchestrated plan of battle. Depending, you'll either want to build it on it's base to get higher and snipe things, or build it lower to better hug terrain and hide from return fire. Building it without the base is also a possibility, especially since it'll prevent the flight stem from snapping off too.
Heavy Weapon Options: Your Wave Serpent comes equipped with a chin mounted Twin Shuriken Catapult and a Twin Shuriken Cannon mounted on the vehicle turret. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Twin Shuriken Cannon on the turret can be swapped for a Twin Scatter Laser, Twin Starcannon, Twin Bright Lance or Twin Aeldari Missile Launcher.

When you're just looking for the cheapest transport you can field, honestly there's nothing wrong with sticking to the Twin Shuriken Cannon. With the buff they've received, these things are quite capable and flexible infantry mulchers. With some luck, they're quite adept at slicing through MEQ targets and dropping more elite infantry compared to your other options. Pairs quite wonderfully with the chin mounted Shuricannon for ease of dice rolling.

The increase from 4 to 6 shots per Scatter Laser did wonders for this gun. The Twin Scatter Laser now matches the Firestorm for sheer volume of shots, with all the transport capacity and durability the Wave Serpent brings to bear. Oof, but the Firestorm isn't legal for matched play anyway. Coupled with the extra four shots provided by the chin mounted Twin Shuripult, this thing can put out a lot of dakka, ideal for incinerating hordes of infantry on the approach.

Normally, one Starcannon tends to be a bit underwhelming these days, especially with the Shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the Twin Starcannon is a much more appealing option due to being able to chunk a majority of any standard MSU squad it's pointed at. It does so reliably as well, thanks to the consistent AP-3 it has over the Shuricannon's fair weather Shuriken rule. That said, swapping out the chin mounted Twin Shuripult for a Cannon is recommended if you're going to lean into that anti-MEQ role for this tank.

Your Monster/Vehicle killer and what you take when you want your Wave Serpent to functionally be a watered down Fire Prism. Two S8 AP-4 d3+3 shots can put a serious dent or blatantly blow a hole in enemy armour as a potential prelude to a volley from the Fire Dragons or Wraithguard you just disgorged.

A flexible option for flexible transports. 2d6 S4 AP-1 shots with blast has a lot of potential against blobs, but the tragedy of the Twin AML not being two separate missile launchers does mean you are only guaranteed 3 hits against a 6-10 man squad. That's statistically unlikely, but you shouldn't pretend like it won't happen at the worst possible time. The alternative mode, 2 S8 AP-2 d6 shots, also has a lot of potential against big single entity beat sticks, but it just can't compete with the Twin Bright Lance's considerable consistency when gunning for the big boys. If you have points to burn and want to maximize your transport's utility while your more specialized units ride within, go ahead and pick this up. Anotherview best option for Wave Serpant the Twin missile launcher is because Wave Serpent hard to kill thank Wave Seprent shield and also it only cost 10 point missile launcher compare to bright lance cost you 20 points. Missile worth only two reason either it only anti- vehicle option for that unit or it going around long enough want start targeting infantry. Simple put it once done destroy tough target you will start target soften targets.

Vehicle Upgrade Options: Your Wave Serpents are eligible for all the vehicle upgrades available to you and honestly, they're all really good for them. If you're looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs.

An upgrade that lets your vehicles ignore hit penalties when shooting. Further allows you to give this thing the role of a Firestorm if you give it scatter lasers, I guess. Other uses for this upgrade should be obvious all the same.

A downgrade from the previous iteration, at least for your Wave Serpent. Now, this allows it to ignore degrading profiles until your tank's down to 3 wounds. This lets you maintain its top speed and good shooting for a small cost, the former of which is far from a bad thing on a transport.

Wave Serpents are Transports. Their job is to get whatever's inside of them to their destination as quickly as possible. This upgrade increases the distance it can move by 3". Not a mandatory take given just how fast it is, but one worth considering all the same.

Once per battle, you can use this in your command phase to grant battle focus to your tank. Very much a situational upgrade, though using it in a turn when your normal movement won't quite let it get behind cover may keep your wave serpent alive one turn longer, and thus its cargo.


Here's where most of the signature Aspect Warriors the Craftworld Eldar are known for reside. This edition has given many of them a new lease on life and they are finally able to do the jobs they trained for on their own merits, no strings attached! Having said that, your Warlocks have also taken up residency here along side your Wraith units as one of the few non-Aspect infantry units within this category.

Infantry Psyker
Despite their fancy plastic debut, Warlocks as a whole have been ever so slightly downgraded compared to the codex of yesteryear. No longer split into separate Warlock/Warlock Conclave datasheets, your Warlocks have lost the rank and privileges of being an HQ and have been relegated to your increasingly bloated Elites slot. Fortunately, the good news is that for every Farseer you take, you may take a Warlock(s) unit without consuming a slot. Considering Farseers are practically an auto-include in most lists you might make, this helps mitigate some of the intense slot competition for the units you're taking these guys to support. So, what happened to Conclaves and Character Warlocks? Well, the number of models a Warlocks unit can have is now between 1-6. If there's only one Warlock in the unit (starting size), his point price tag doubles but he gains the Character keyword. If there's 2 or more, they are considered a Conclave. If the unit's size numbers between 4-6 models, then the Warlocks may know two different Runes of Battle and cast/deny two powers a turn. In addition to Smite, which they now finally have the ability to cast without restrictions or damage caps.

Having said all of that, Warlocks are still incredibly useful force multipliers for your army and are easily tailorable to any particular playstyle you have in mind for your army.

Variants: Warlocks have two modes of transportation: their feet or atop a skyrunner. If you saddle up on the jetbikes, however, the maximum unit size drops down to 3.

Warlocks with nothing but the blades in their hands and the runes on their belts. Having a lower profile definitely helps when you're trying to keep your squad of Warlocks from getting blown off the map, especially if you decide to load them up in a transport to get them where they can be of use.

Seat your Warlocks atop jetbikes and get them where they need to go on the double! Compared to a single model Warlock Skyrunner or a Farseer Skyrunner, a group of Warlocks being on jetbikes does come with a distinct drawback. As they massively increase in physical size, they become substantially harder to hide/shield from incoming fire and while an extra wound at T4 makes these guys reasonably more durable than their land bound counterparts, they're still quite squishy models. This is doubly so since a Skyrunner unit can only have a maximum of 3 models per squad. You can still learn and cast up to two separate Runes of Battle with this variant, but you'll need to max the squad to do so. You may wish to consider your options carefully before investing in more than one Warlock Skyrunner.

Warlock Weapons: Warlocks are equipped with a Shuriken Pistol and a Witch Blade. They may trade that Witch Blade for a Singing Spear.

The free, melee only option. If you need some Warlocks but want to keep them as cheap as can be, this is your option. Still wounding everything in the game on a 2+, the Witch Blade now does a flat 2D and has a single AP-1 pip! This gives it a slight edge compared to the Singing Spear against heavily armored targets, though you generally won't want Warlocks in combat against such things anyways.

In a bit of a mix-up from last edition, Singing Spears got a minor tweaking. Though they still wound everything in the game on a 2+ in melee (dealing a flat D3 per wound), their throwing profile no longer does so. Granted, a ranged profile of S9 is still going to wound any <T5 target on a 2+ anyways, it is a noticeable change worth mentioning. Additionally, the Singing Spear still lacks AP of any flavor, so the Witch Blade may actually be more desirable in many circumstances.

Corsair Voidscarred
Infantry Anhrathe
The second half of the Voidscarred gift, this half comprising of all the more unusual specialists the kill-team can bring in. Being essentially veteran Corsairs, they gain all the basic perks that come with being corsairs as well as all the risks. They still won't get Battle Focus and can't be used as a compulsory choice for Elites.

Fortunately, this band can pick-and-choose between each model getting rifles or swords, allowing for your one bird-boy to make way more use from it.

Specialists: The Voidscarred specialize by picking up different specialists, allowing them different perks for taking them along and keeping them alive.

A corsair picking paired Hekatarii Blades (S:User AP-3) rather than getting a power sword, but when charging, they can deal a mortal wound on an engaged enemy on a 2+ or two mortals on a 6. Sadly, that loss to strength makes them suffer considerably as they make as many attacks as a Felarch but won't mean much on anything T4 or higher.

Your defender, this specialist comes with Channeler Stones, which lets them negate the damage suffered from their first failed save. This isn't as helpful as it sounds, as it doesn't help much against Blasts or any rapid-fire weapons you'll face, and a canny enemy can easily cheese it out with something impractical like a pistol or a rifle before opening the full fury of that gunline on a defenseless pack of corsairs.

Your resident psyker, the Way Seeker can pick one power from either the Runes of Fate or Fortune, though the buff powers will only work with other Anhrathe units, meaning either Corsairs or a second pack of Voidscarred. Consider running Fateful Divergence on him if his unit is just gonna babysit a backline objective for a chance to grab a free CP every so often, rather than a buffing power for the previous reason.

Also worth considering is that any casting has to originate from the Way Seeker's model, similar to how the Thousand Sons cast, meaning positioning is important. Also helpful (though RAW we have no clue if this is just from the Way Seeker or a native rule) is the Lodestar Helm, which negates all Perils - a far cry from the potential disasters Forge World's corsairs risked from Perils.

Wargear Options: Each Voidscarred comes with a Shuriken Pistol and Power Sword, with one model equipped as such being able to equip Faoulchú. While any models can replace both these weapons with Shuriken Rifles, the Felarch can also buy a Mistshield and replace their pistol with a Neuro Disruptor. One model per five can instead replace their sword with either a Corsair Blaster or Corsair Shredder, while one per ten can get either a Wraithcannon or Shuriken Cannon at ten models. One model per ten can also replace their Shuriken Rifle with a Ranger's Long Rifle and can replace their Power Sword with a Fusion Pistol at ten models.

A Blaster lent by the Dark Eldar. Assault 1 S8 AP-4 D1d6 is a pretty powerful gun to wreck tanks and monsters pretty handily.

A Shredder lent by the Dark Eldar. Assault d6 S6 AP-1 D1 with Blast makes this a good weapon for mobs. If you plan on taking on GEQ or some MEQ, you can rely on this to blow things up without problems.

Only available to a voidscarred with a pistol and sword, this gives you a hawk that will negate cover for their shooting. Fortunately, the Voidscarred can pick which models can take rifles rather than replacing all of them, allowing this to see more use.

As with any other melta pistol, this will serve as a convenient way to pop tanks while up close. That said, this has an interesting use because it only replaces your power sword, allowing you to perform some gunslinger play with both pistols - not that it'd be worth too much with how limited a shuriken pistol is.

Provides your Felarch a 4++ save, which means a bit more for a close-ranged squad. Fortunately, the corsairs are plenty equipped to fight in melee with their power swords, and this can offer a measure of protection if you go with the rifles.

A weapon more familiar in the hands of the spooky space clowns, the pistol has a decent S6 AP-3, but any non-Vehicle units will suffer mortal wounds just from a successful hit. This makes the pistol a better implement if you're facing higher-toughness enemies like Orks or Plaguewalkers.

Better suited if you're going shooty with your corsairs, as this lets you pick out single models to hit. The corsair perks work especially well for them, as that 6 to hit will always guarantee your mortal wound.

A man-portable Shuriken Cannon, which means it is Heavy for you unfortunately. While you can fire it on the move, you'll always be doing it at a loss and you won't have any way to fire after advancing. Thankfully, these cannons pack a decent punch and can still reasonably nail a marine or two without much of a hassle before factoring in the Shuriken bonus.

While effectively a shuriken catapult, they come with two major differences. Their range is upgraded to a more welcome 24", but these guns are now Rapid Fire 1, meaning their firepower is cut in half unless they get right up and personal to fire at full power. While dual wielding sounds radical, it comes with the serious drawback of making them even more useless in combat.

Your most devastating weapon, being Assault 1 S10 AP-4 D3+d3. Rolling a natural 6 to wound deals a mortal wound on top of everything else, making it an equally worthy weapon to break tanks alongside the Blaster, though this will require you to grab 10 models.

Aspect Warriors[edit]

Your trademark specialists, each trained in a specific discipline designed to bring down particular foes with frightening efficiency... and/or die horribly when asked to do literally anything outside of that niche. Many of the Aspect Warriors in this category got a much needed retooling to bring them back to the level of lethality they should've had from the start. The "bad" news is that many of them got minor price hikes for it, but considering their new lease on life (and the fact that Craftworld Eldar are supposed to be an elite army), this is hardly a concern.

  • DireAvengers01.jpg
    Dire AvengersCore, Infantry, Aspect Warriors: In a contentious move, Dire Avengers have migrated from Troops to Elites as your generic, better than average gunslingers. Fortunately, this transition did come with a couple, admittedly minor, buffs to compensate. First, the Avenger Shuriken Catapult gets an extra shot at a default AP-2 over the standard Shuripult. This means a bare-bones squad of 5 is putting out 18 (assuming two ASCs on the Exarch) S4 AP-2 GEQ-shredding shots a turn which can also scare the occasional marine; modestly impressive for 12 points a dude. Of course, these guys still kept their Plasma Grenades if you wanted to chuck a d6 blast at a large group of enemy models, though it's hard to choose that over a flat 3 shots at a stronger AP value. Dire Avengers have always ever been presented as a generalist Aspect Warrior and for once, the squad Exarch can actually compete against dedicated melee Aspect Warriors reasonably well and ensures that the squad can at least defend itself at range or in close quarters. Objectively, Dire Avengers also have value in that they can shoot and perform actions without interruption should the Exarch still be standing.
    • Exarch Weapons: Your Dire Avenger Exarch is equipped with an Avenger Shuriken Catapult, Plasma Grenades and a Shuriken Pistol. He may take and additional Avenger Shuriken Catapult or, alternatively, he can trade his Avenger Shuriken Catapult out for a Diresword or a Power Glaive.
      The default option, though unlike most other Exarch default weapons, the Dire Avenger can dual wield these puppies. Being a free weapon that doubles the number of shots your Exarch puts out a turn and being two separate guns that can split their shots between two different targets, there's literally no reason not to double up on these if you don't plan on having your Exarch fight in melee.
      If your Exarch wants to fight off the unclean mon-keigh hordes or needs to slice through some invulnerable saves, this is his go to option for melee combat. A successful wound with this S+1 weapon results in 1 MW, an excellent tool for breaking past enemy Harlequin/Daemon invulnerable saves. Having said that, this is still not as potent as 6 ASC shots or even 3 Power Glaive stabs, so this can be reliably skipped.
      Should your Exarch feel more up to skewering Space Marines or Orks over simple Guardsmen or Tau, you can swap out his ASC for a S+2, AP-2 D2 polearm. Honestly quite dangerous all things considered, as that statline gives the Exarch pretty solid odds at dropping 3 marines a fight phase.
      Swap out the exarch's shuripistol to give him a 4++ invulnerable save. You can finally take this alongside a Avenger Shuriken Catapult if you so desire, though you might still prefer taking it with the Power Glaive for melee.
    • Exarch Powers: Unfortunately, your Dire Avengers aren't cool enough to receive +1 to their BS or +1 Attack like any of the other Aspect Warriors. Fortunately, unlike several other Aspects, all the Exarch's abilities benefit the whole squad.
      So long as your Exarch is alive, the whole unit may make ranged attacks while within engagement range of an enemy - effectively, their guns become Pistols. In the inevitable melee your Dire Avengers may find themselves in, this can actually get far more accomplished than the pitiable melee strikes they would throw out otherwise.
      The Shuriken rule occurs for the unit on a 5+ instead of a 6. Considering their rate of fire, this will occur reasonably often against valid targets, which are T7- and Sv4+ or worse, but this ability just plain costs too much - more than twice as much as a model, meaning you can just add 2 more Avengers and still save points.
      Your Dire Avengers regain Objective Secured. If they already had it (Asurmen's aura), then each Dire Avenger counts for two models. Add 1 leadership to everyone for good measure. Honestly a steal of a deal compared to the other two. If you want a premier objective contester, you'll not be wanting with a maxed out squad of these guys shepherded by Asurmen.
  • 99810104011 FireDragonsNEW 01.webp
    Fire DragonsCore, Infantry, Aspect Warriors: After being utterly humiliated by the mon-keigh Eradicators for several years, the Fire Dragons finally pulled themselves from the gutter and resolved to do something about it. The first thing they did is hit the gym; a new T4 and a 3+/5++ save makes these guys surprisingly durable for still-living Eldar and makes them reasonably more resistant to the standard firearms the survivors who spilled out of the tank/transport they just blew up tend to carry. Now as to how they blew that tank up? The Craftworld Bonesingers saw fit to make sure the Dragon Fusion Guns these Aspect Warriors carry aren't on the same level as any old melta. Though they lack the range the Eradicator Melta Rifles have, Dragon Fusion Guns now strike at S9 and always deal d6+2 damage, regardless if the target is at half range or not. Fire Dragons, as ever, still face rather stiff competition with Wraithguard when it comes to bringing down big targets. Fire Dragons remain the "discount" option, though their new S9 weapon profile at least means that they're just as likely to wound tanks and monsters as the S10 Wraithcannons are, if not more so due to their ability to re-roll wound rolls of 1 against such targets. Wraithguard do have a substantial edge in durability and potential melee combat, but are nearly twice as expensive for it.
    • Exarch Weapons: Your Exarch is equipped with a Dragon Fusion Gun. He may trade it for a Firepike or a Dragon's Breath Flamer.
      With the nice buff to S9 and d6+2, Dragon Fusion Guns are now reliable Leman-Russ/Dreadnought crackers that, in a statistically average world, can melt a hole in one with a single salvo. Probably your standard pick for the Exarch.
      The closest thing your Fire Dragon Exarch has to a Melta Rifle. A boost to 18" gives it a bit more leeway over the standard Fusion Gun, but in general you're going to want the whole squad contributing to what you're trying to bring down. Fortunately, the Firepike does offer a higher damage profile of d6+4 to at least provide a minor benefit over a regular old Fusion Gun.
      In case you want to roast the former occupants of a transport you cracked, or expect a pugnacious opponent to instigate a fist-fight with your Fire Dragons. Aside an increased S6 profile, the variable d6 shot profile can make this weapon wildly inconsistent. At least it has the same range as the rest of your squad's weaponry.
    • Exarch Powers: Extra abilities you can purchase for your Fire Dragon Exarchs to give them more utility or potency.
      Add 4" to your Fire Dragon squad's Fusion Gun range. A range of 16" makes these guys less vulnerable to enemy countercharges, especially if you Battle Focus move away after you fired off a salvo.
      Your Fire Dragons auto-wound any target they successfully hit within 9" of them. While S9 basically auto-wounds most things (especially since the squad re-rolls 1's against Monsters and Vehicles), not having to worry about that step of the process is very nice. Of course, since you're even closer to that target than normal, you'd better have an escape plan in mind. Heavily consider investing in a Guide Farseer if you want to make the most of this one.
      If your Exarch shoots a Monster or Vehicle within half range with a Fusion Gun/Firepike, add 2D to the damage he deals. If he does so with the Dragon's Breath Flamer, add 1D and you can re-roll wound rolls for that attack. In other words, your Exarch gets a d6+4/6 Fusion Gun/Firepike at half range or a D2 flamer that re-rolls wound rolls. In general, the Fusion Gun/Firepike is the better choice as you only get these benefits against large, predominantly single-model targets.
  • 2019 Banshees.jpeg
    Howling BansheesCore, Infantry, Aspect Warriors: Howling Banshees, long intended to be your anti-MEQ combat duelists, finally hit their stride this edition. Their Banshee Blades (now distinct from Power Swords) provide an additional +1S, meaning that your Banshees actually have a solid 50-50 shot at wounding Space Marines unaided in combat. As for getting stuck in? Your Banshees are still just as fast as ever; the ability to advance and charge gives them a much greater threat range than most close combat specialists are afforded. But this is hardly the thing that really makes Howling Banshees so utterly lethal these days. Their trademark masks still shut down any option for Overwatch, as always, but now they also prevent said unit from setting to defend as well. Additionally, in the turn they successfully charged a unit, they now force the target to fight last. That's right, Howling Banshees can now suppress key targets and force them to fight after any and all of your units have done so. When paired with their 3 (4 for Exarch) attacks per model, swinging at S4 AP-4(!) D1, Howling Banshees can effectively butcher any non-Custodes level opponents in melee, wounding T4 and below foes on a 3+. Why a 3+? Because the next best thing; when they successfully land a charge against a target, your Howling Banshees also add 1 to their wounding rolls for the ensuing fight phase. Goddamn. Of course, should your opponent get a chance to actually fight back, not only do your Banshees still retain their -1 to-hit modifier in combat, but they now have the Aspect standard 5++ invulnerable save to help protect against any AP weapons. Do keep in mind though, despite all the buffs the Howling Banshees received, they're still 1W, T3 models and should never be on the receiving end of a charge. Or in the reticle of a gun.
    • Also, it goes without saying... these ladies are a hard counter to the Tau.
    • Exarch Weapons: Your Exarch is equipped with a Shuriken Pistol and a Banshee Blade. She may trade the Banshee Blade for a Triskele or an Executioner. She may trade both the Shuriken Pistol and the Banshee Blade for the Mirror Swords.
      The standard option and not a terrible one if you need to keep your exarch on the cheap. Having said that, you should strongly consider upgrading to the Mirror Swords or the Executioner, as they give your Exarch a considerable boost in lethality; be it against more targets (Mirror Swords) or tougher targets (Executioner).
      Unfortunately, the Triskele still replaces your Banshee Blade instead of the Shuripistol so it cannot be taken in conjunction with one or the Executioner. This is a shame, because as far as ranged weapons go, the Triskele far outpaces the Shuripistol. 18" range, 3 "shots" instead of only 1 and a boost to S5 AP-3 for all profiles make this thing substantially better at softening up or even killing a few models before the banshees make contact.
      If you find yourself facing down a MEQ army, this is the upgrade you want. S+2 (S5) AP-3 and D2 means every successful swing (and failed save) with this results in a dead marine. Additionally, this buff up to S5 means that on a successful charge, you're wounding those marines on a 2+. This also gives your Exarch a pretty decent character-hunting niche, as she can single handedly plant 8 wounds on a target should each strike land true. This is, of course, before adding in any chip damage her Exarch Powers or Banshee disciples might add.
      When you want to blend up damn near whatever you throw your ladies at. These blades now properly double your Exarch's attacks from 4 to 8, only trading down from AP-4 to AP-3 to do so. This is a good trade. On the charge, you're wounding GEQs on 2s now and even MEQ targets aren't exactly thrilled having to make so many high AP saves. Unless you're expecting smaller, elite armies, you should probably make this your default option. Combine this with the exarch power boost and you're looking at even more whirling, screaming death coming outta your Exarch.
    • Exarch Powers:
      4++ against melee attacks for the entire unit. Direct upgrade, very much a nice one.
      When the unit finishes a charge move, pick 1 enemy unit within Engagement Range of the Exarch and roll 1d6; on a 1, nothing happens, and on a 2+, the enemy unit suffers 1 mortal wound and takes -1 to Combat Attrition tests until the end of the turn.
      +1D for the Exarch's melee attacks. Fighting Death Guard? Take this and an Executioner and give 'em some hell for Isha.
  • 99810104007 StrikingScorpionsNEW 01.webp
    Striking ScorpionsCore, Infantry, Aspect Warriors: Striking Scorpions, as ever, fill that deep-striking brawler niche that they've carved out for themselves and serve as your backline ambushers for when your opponent leaves an opening for them to exploit. A further buff to their Scorpion Chainswords puts your basic squad's strength stat at S5, meaning that, unlike Howling Banshees, Striking Scorpions can remain in combat and consistently wound MEQ toughness targets on a 3+ without needing to bow out and "re-charge". Furthermore, the entire unit has Sustained Assault, which is simply exploding (2 hits landed instead of 1) nat 6s to hit. Despite that, and the extra attack their swords give them over Howling Banshees, the AP-1 does hold it back against targets in thick armor. That is where their reworked Mandiblasters come in, however. On any unmodified wound roll of a 6, you also deal 1 Mortal Wound against your non-Vehicle/Monster opponents. There's no cap for this, so if you're very lucky, you can deal quite a lot of unavoidable damage to infantry. A slightly greater 3+/5++ save statline does make them slightly tankier than Howling Banshees, but their lack of a -1 to-be-hit modifier and lack of a "force opponent to fight last" rule puts them at an overall greater defensive disadvantage against anything they're fighting with actual AP.
    • Exarch Weapons: Your Exarch is equipped with a Scorpion Chainsword and a Shuriken Pistol. He may trade the Chainsword out for a Scorpion Claw and he may trade out both for the Biting Blade.
      If you don't want to invest anything in your Exarch. Not the worst choice, but you should really consider spending just a smidge more for a Biting Blade.
      Despite being even bigger, this puppy still hits at S5, but it does get AP-2 and D2 for its trouble. Plus, it gives an additional attack over the regular Scorpion Chainsword. For a piddly 5pts more, why not?
      Replaces the Striking Scorpion's Chainsword. Currently garbage; Sx2(6) AP-3 D2 makes for a solid MEQ butcher, but this only really makes a difference against T5/6 Sv2+/3+/4+ targets like Gravis Marines or Custodes. The built in Shuripult still only has a range of 12" and remains an Assault weapon, which means you generally won't find many opportunities to use it (if you're using your Striking Scorpions correctly, that is). Stick to the Biting Blade for the +1A. Funnily enough, even though it replaces the chainsword, the current failcast model is sculpted with it replacing the pistol.
    • Exarch Powers:
      A selfish power, but one with some solid utility. Every melee hit scored by the Exarch against a non-titanic unit auto-wounds (this means your Mandiblasters do nothing and neither does additional S, so always take a Biting Blade with this. To be fair it'd be pretty damn broken if it auto-procced Mandiblasters). Works fantastically with the Biting Blade simply because of the volume of strikes made (7 attacks between the blade, Exarch Power buff, and base). This can give the Striking Scorpion a shocking degree of effectiveness against monsters and vehicles that might otherwise shrug off piddly S4/5 attacks.
      The only power that benefits the whole squad and one that's pretty useful in terrain-dense maps. Adding 1 to hit rolls made and improving the AP of their chainswords by 1 makes the entire unit much more consistent and lethal when in terrain, but keep in mind that this only works when the whole unit is in terrain.
      Your Exarch's mandiblasters go off on a 5+ instead of a 6+. Even before you consider how badly overcosted this is, you need to realize that it's strictly worse than the Shining Spears equivalent power, as the Spears one gives the Exarch 5+ Mandiblasters in addition to what it does, instead of replacing an ability with it. Hard pass.
Shadow Spectres Forge World
Core Infantry Aspect Warriors
Shadow Spectres Forgeworld.jpg
Ghost themed aspect warriors with mini fire prism guns. Shadow Spectres are fantastic MEQ-murderers thanks to their S6 AP-3 D3 Prism Rifles and also great GEQ-grinders with the alternate d6 S5 AP-1 Blast profile. It took them a minute to play catchup with their Codex-standard brethren, but GW finally graced these guys with the same standard perks afforded to the modern-day Aspect Warrior. Having said that, the same unfortunately can't be said for Shadow Spectre Exarchs, who despite having their own stand-alone model for sale, are the only Aspect Warrior Exarchs who don't have any exarch powers or alternative weapons. Still, a 3+/5++ save behind a -1 to-hit modifier is hardly the worst defensive statline for these guys, even if they're still T3 underneath all that armor. Offensively, as mentioned, these guys still pose a serious threat and are one of the few "mid-range" combatants available to you. Their 10" move, ability to Fly, deep-strike and post-shooting move courtesy of Battle Focus make these guys quite maneuverable compared to practically anyone else; the only Eldar infantry able to reliably outspeed these guys are the Swooping Hawks (though they can just go wherever the fuck they want to) and Warp Spiders. Considering that the price for coming in third in the speed category is the ability to drop virtually any elite infantry in a single unsaved shot or blow a hole in a guardsmen formation, this is a very fair trade-off.
Exarch weapons:

Every Shadow Spectre Exarch forgot the keys to their Shrine's weapon locker and their Bonesinger locksmith retired, so they're stuck with the basic Prism Rifle.

Exarch Powers:

Shadow Spectres Exarchs never really paid attention when Irillyth was trying to teach them new tricks. What's so hard about "pew-pew-BOOM"?

Spirit Host[edit]

Your ghost warriors are among your heaviest hitters and are able to take a hell of a beating (thanks in no small part to the new Wraith-wide modifier subtracting 1 damage from any successful multi-wound weapon striking them), but they pay for that offensive/defensive potency with a swollen point cost and a rather plodding pace when on the battlefield.

Core Infantry Spirit Host
99120104031 EldarWraithguard01.webp
Methodical, stoic and purposeful, Wraithguard are the premier heavy destroyers of anything within 12" of them. With both their D-Scythes and Wraithcannons hitting at a staggering S10 AP-4, no unit without an invulnerable save or a 2+ armor value will have a ghost of a chance defending against the sheer firepower these statues bring to bear. Unfortunately, despite their resilient T6, 3+ defensive profiles, Wraithguard are even more helpless in melee than before. Evidently, death has rendered them unable to remember how to properly make a fist, so the only thing they can seem to do is fire their guns point blank into the people fighting them in melee. Well, the Wraithcannon Wraithguard at least. As of currently, with the Blast rule preventing such weapons from being fired at targets within engagement range of them, D-Scythe Wraithguard are actually helpless in a fist fight and prone to getting tied down if you can't shield them from oncoming enemies. At the price you're paying to bring even a single squad of them, you're going to want to make sure they can freely fire their weapons on command and at every possible opportunity you can manage.
Weapons: The entire squad may be equipped with either Wraithcannons or D-Scythes.

Your classic Tank/Monster/Titan-be-gone tool, Wraithcannons in general were solidly buffed compared to last edition. A range buff up to 18" gives Wraithguard much more flexibility at engaging targets of opportunity (especially if they're arriving out of reserves) and a damage buff of d3+3 (and an extra Mortal Wound on a roll of a 6 to wound) means a full, successful volley of Wraithcannon shots at a target is doing no less than 20 damage. One or two lucky rounds of shooting these cannons is more than enough to severely cripple or destroy any vehicle up to and including Imperial Knights.

Another weapon that received a bit of a tweaking and a general buff overall. Though the addition of Blast absolutely cripples the Wraithguard if they get tied down in melee, as does the removal of auto-hitting targets you fire them at, the range jumping up to 12" (which now makes D-Scythes a viable option for deep-striking Wraithguard) and boost to d6 shots per D-Scythe ensure that whatever infantry blob you want dead dies quite completely. The extra 1 Mortal Wound per wound roll of a 6 certainly does a lot to boost the death count and, considering the sheer number of shots your D-Scythes are capable of putting out, can actually still melt a hole in larger, hardier targets just as easily. Potentially more so than the singular Wraithcannon shots.

Core Infantry Spirit Host
In their fuming quest to cut up everyone who they feel is responsible for their predicament, Wraithblades are your heaviest hitting melee infantry. Though substantially more expensive, slower and bulkier than your Howling Banshees or Striking Scorpions, Wraithblades are much more durable and are better suited for extended combat against heavier-hitting foes that would otherwise lay low your squishy warriors. Due to their abysmal movement speeds, you are almost required to take along a Wave Serpent if you have any intention of using your Wraithblades before the final turn of the match. To this end, you may as well spring for a Spiritseer/Autarch/Farseer/Warlock companion or two to make the most out of that party bus once it arrives at your destination.
Wargear: The entire squad may be equipped with either Ghostswords or Ghostaxes and Force Shields.

This choice is the more "offensive" option, granting yet more attacks to cleave through hordes of infantry as quickly as you can manage. All things considered, you may want to switch to the axes if you're taking these guys. The crazy degree of durability afforded to the Force Shields frankly outweighs the weight of attacks your Wraithblades can put out, especially since Howling Banshees can do so almost as well these days at well less than half the price per model.

The same old shield from 8th, this is what you take when you don't want anyone to move you. A 3+/4++ statline now protects your Wraithblades, who still enjoy -1D from multi-damage weapons that manage to slip through. Cast on Fortune and watch your Wraithblades weather the fiercest firepower your opponent can muster while they hack away at everything in reach with their S7 AP-3 Ghostaxes. Wraithblades have been properly re-trained on their use too, for they no longer suffer the -1 to-hit penalty when using the hatchets.

Core Monster Spirit Host
In another interesting move, Wraithlords have decided to shack up with their smaller brethren in the Elite slots, adding yet further competition to a very crowded category. In a way, this is more of a benefit than when they were in your Heavy Support slots; by moving to Elite, Wraithlords can function as a jack-of-all-trades unit without imposing on the slots needed for more specialized heavy hitters (such as the Fire Prism or Dark Reapers). Wraithlords changed very minimally since 8th edition, but they did receive two very welcome buffs to their durability and general effectiveness that cannot be glossed over. First, and most importantly, Wraithlords dropped down to 9 wounds. Normally the drop in total durability would be frowned upon, but this particular case warrants an exception to the sentiment. Just like Wraithseers, Wraithlords no longer suffer a degrading statline and as such will remain in top form even when a stray bolter shell will end them. Additionally, the -1 to all multi-damage weapons gives these guys substantially more protection against D2-3 weapons; this is a borderline must due to the Wraithlord's complete lack of an invulnerable save. Otherwise, your Wraithlord is as tough as ever; T8, 3+ save and 9W keep your former Exarch on the field. But, if that still doesn't quite cut it, consider this. The Wraithlord is now a core unit. That's right, for the first time, it can fully benefit from all Runes of Battle, Fate and Fortune completely.
Wargear: Wraithlords can take a Ghost Glaive, up to two Shuriken Catapults and/or Flamers and up to two Shuriken Cannons, Scatter Lasers, Starcannons, Bright Lances and/or Aeldari Missile Launchers.

The trademark blade of your Wraithlord. You'll want this if you intend to duel opposing Dreadnoughts, Monsters or Tanks; S9 d3+3 damage a swing can do a hell of a lot of damage, if you don't just outright murder your opponent in a single round of combat. Alternatively, the Ghostglaive was finally graced with an alternate profile to help deal with tarpits; Sweeping Blow hits at a reduced S7 AP-2 D2 profile, but it doubles your Wraithlord's attack output. This lets it easily mow through tarpits be they GEQ or MEQ. All things considered, this is almost a must have for your Wraithlords now.

The first of two wrist-mounted weapons (or shoulder if that appeals to you for some odd reason), flamers are your best anti-GEQ/Horde deterrent. (2)d6 S4 shots at 12" can wrack up quite a body count even before you take aim with any of your bigger guns, much less when you charge into melee. Not to mention, should a tarpit attempt to bog you down, these things serve quite excellently at cleaning up the chaff clamouring at your Wraithlord's shins.

Though a slight buff to 18" of range and a default AP-1 does give these guns marginally more offensive oomph to the flamers, 2 shots per catapult isn't exactly turning any heads. You may pick off a model or two here, or chip away a wound on something bigger, but let's be real. The only reason you're taking these is because they're free or you don't intend on sending your Wraithlord into the fray. Which, let's be honest... is kind of a waste of this thing's potential.

The glow up this thing got frankly did wonders for any Wraithlord packing one around and frankly makes it your best generalist infantry slayer. Against the hordes, it does falter compared to your Scatter Laser and even with the Shuriken rule, it's not ideal compared to the Starcannon or the Bright Lance against heavily armored, multi-wound targets. Having said that, a flat 2 damage per shot with the potential for AP-3 is nothing to sneeze at.

If you're expecting tarpits or hordes of weak infantry... this is the gun for you. 6 shots at S6 is honestly pretty impressive for a single gun, even more so if you dual-wield them for 12. Of course, the lack of AP and single damage per shot definitely curtails this gun's effectiveness against tougher targets. Having said that, as the Imperial Guard continues to prove, there's something to be said about volume of fire alone.

If you're facing high armor, multi-wound infantry like Space Marines and don't want to rely on the unreliable Shuriken rule to punch through armor, the Starcannons have you covered. Two of these things blasting holes in infantry before the charge gives you solid odds at deleting the average squad of Marines and can even plink off some wounds on a monster or two.

When you need to delete enemy Monsters before you pull out the Ghost Glaive. Of course, you can bring it/them with the Ghost Glaive if you want a dedicated Monster dualist, though unless you brought some flamers, you're going to struggle to deal with of infantry swarms.

As ever, your flexible jack-of-all-trades gun. Can pair nicely with the two flamers if you're looking to lay down as much (potential) dakka as possible on swarms of enemies, but you can't fire it in that mode in melee. Alternatively, the single shot profile can deal a hell of a punch to a bigger target, but it's generally not going to be as reliable as your Bright Lance in this regard.

Fast Attack[edit]

Though not as contested as the Elite and Heavy Support slots, Craftworlders have some solid and cost efficient Bikers and Vehicles populating this category. Oh, and a few Aspect Warriors too, though you'll likely only pay much mind to the Shining Spears at this time.

  • Windriders.jpg
    WindridersCore, Biker, Guardians: Your cheapest biker unit and something you take as a budget harrier and turn 1/2 objective diver. They're a great vector for fielding Shuriken Cannons or Scatter Lasers if you're looking for more anti-infantry Heavy Weapon platforms and they're cheap enough to where you can generally slot them in when you've got a bit of a budget left over from filling out your main force. But, you get what you pay for and even though these guys are T4 and have a 4+ save, they only have 2 wounds each and as such are prone to dropping like flies if your opponent even briefly starts focusing on them. Use these guys to quickly claim objectives early on until your dedicated holders can catch up then have these guys dive behind or around enemy lines to harass them or flush out units camping behind cover.
    • Weapon Options: Your Windriders are equipped with Twin Shuriken Catapults. Each may upgrade to a Shuriken Cannon or a Scatter Laser.
      Still a solid option, especially if you want to keep these guys on the cheap (which is half the appeal, after all). The increased range is more than welcome for these guys. If you want to be able to advance and shoot your guns, these are also your only option.
      Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. These guys are probably the best platform for taking as many Scatter Lasers as you want and it's a perfectly valid strategy to simply park these guys to use like turrets if all you need them to do is lay down the firepower.
      For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place.
Shroud Runners
Core Biker Outcasts
Shroud Runners.jpg
The first truly new unit the Eldar have received in quite a while and it's...interesting. It's functionally a Scatter Laser Windrider with a tag-along sniper and a touch more utility due to a few special perks. First, is that it can gain Light Cover as if it were infantry and if it does so, it adds and extra 1 to any saving throws for good measure, getting it up to a 2+ which can shrug off melta shots on occasion. Combined with the extra wound each one has, this does make them a sight more durable than regular Windriders. The Ranger Rifle, however, is kind of awkward. Just like your regular Rangers, the Ranger Long Rifle does allow your bikers to take potshots at characters, but with only the one shot each, it's kind of a crapshoot if any of them actually accomplish something of note with it. At least they can freely move and shoot with it since they're bikers, in addition to being able to fire their scatter lasers at a 2+ as well. The final main selling point of these guys is their optional 9" pre-game move they can make once both parties have finished deploying, potentially letting you quickly snag an objective or getting into an opportune position to unload your Scatter Lasers.
Even though the Vyper is completely plastic, it's honestly due for a visual tune up. Tangents aside, Vypers serve as your most mobile (conventional) heavy weapons platform and are respectably durable enough to survive a few errant volleys from standard arms fire. As with virtually every vehicle you own, the Vyper's ability to fly over terrain to get a solid angle on enemy units is a highly valuable trait to have when hunting particular targets. The ability to take Star Cannons or even Bright Lances alongside the twin shuripults equipped on these bikes dramatically enhances the flexibility of these over standard Windriders; a team of 3 with Bright Lances can make for a shockingly lethal vehicle hunting squad for a bargain-bin price tag over splurging on a Fire Prism or Crimson Hunter in the event you had something else in mind for your main focus.
Weapon Options: Your Vypers are equipped with Twin Shuriken Catapults and a Shuriken Cannon. They may replace the Shuriken Cannon with any other standard heavy weapon.

Even if you decide to specialize your Vypers against bigger, harder targets, the twin shuripults it still comes stock with are excellent at clearing away the basic chaff your bigger guns (AML or Bright Lance) may struggle to deal with. Don't snub it.

For the first time in ages, the Shuriken Cannon actually has a niche that it can be in without losing strictly to the Twin Shuripults or the Scatter Laser. The bump up to D2 guarantees a dead MEQ unit per unsaved wound compared to the two unsaved wounds required of the Shuripults or Scatter Laser. However, these are neither as maneuverable or as long ranged as either of the two other choices and if rate of fire is the name of the game, the cannon solidly comes into last place.

Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Paired with the twin shuripults, each Vyper can pump out 10 anti-infantry shots a turn, enough to even overwhelm a few MEQ/TEQ armor saves. That said, if you just want these enmasse, you may want to stick with Scatter Laser Windriders.

A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you're massing up on them. One alone can often be a bit underwhelming, so you may want to take a squad of Vypers at least two models large both with starcannons to deal with harder targets.

An excellent option when it comes to dealing with enemy vehicles. A group of Vypers equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way.

Flexible and expensive as ever. The AML is what you take when you can't quite decide what you're wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn't hurt to consider it.

Hornet Forge World
Eldar Hornet.jpg
Your new fast-attack non-aspect MVP, the Hornet took quite kindly to the new edition. Lightning Assault now applies a -1 to hit modifier to the Hornet at all times which, combined with the defensive statline of 3+ T6 8W, makes for a shockingly durable little vehicle. They retain the ability to squadron up to three models per unit, though you can have as few as a single model per if that suits your tastes. At 80 points minimum, they're actually priced quite nicely for the kind of firepower they can bring to bear. Like before, they have access to every conceivable vehicle upgrade and standard heavy weapon depending on what role you want them to fill. Think of 'em kinda like war walkers that trade off the invuln and the scout move for a couple more wounds and damn near double the speed.
Weapon Options: Your Hornets are equipped with Shuriken Cannons. They may replace the Shuriken Cannons with Hornet Pulse Lasers and/or any other standard heavy weapon.

The Hornet's signature gun. These puppies are now slightly worse than starcannons, running AP-2 instead of AP-3. They're not by any means a bad gun, but considering that everything they can do the starcannons can do for the exact same price, you may as well run those instead.

Your cheapest option. By no means bad, it's generally outperformed by the Hornet pulse laser/starcannon against MEQs and scatter lasers

Still a great option against hordes and low armor units, even more so these days due to the increased rate of fire. Each hornet can fire out 12 of these a turn, on a body more durable than your Windriders. And for 30 points more than two of them, you're getting double the wounds and are up to T6, meaning anti-infantry weapons will really struggle to put this thing down.

A bit more efficient at dealing with MEQs and TEQs compared to the shuricannon and a decent choice if you're massing up on them. Double up on 'em and one of these guys can fry most of a MSU marine squad on its own just fine.

An excellent option when it comes to dealing with enemy vehicles. A group of Hornets equipped with Bright Lances can make for a very effective biker/vehicle kill team, though you will feel every shot you miss. Still, unlike some of your other units, these are on platforms sturdy enough to survive at least a round or two of firepower directed their way.

Flexible and expensive as ever. The AML is what you take when you can't quite decide what you're wanting your Vyper to do but want to be prepared regardless. Taking this does slightly undermine the cost effectiveness of this unit, but if you have a bit of scratch left over after building your main force, it doesn't hurt to consider it.

Vehicle Upgrade Options: Like most other full-blooded hover tanks, your Hornets have their pick of Vehicle Equipment, so long as their whole unit is kitted out identically.

An upgrade that lets your vehicles ignore hit penalties when shooting. Would've been ideal on this last edition when the -1 to hit when moving with heavy weapons applied to all units rather than just infantry.

Solid pass, the hornet doesn't have a degrading statline so this is quite literally just a waste of points to take.

Largely unnecessary. Your Hornets won't generally be wanting for the extra speed; they're already damn fast and there's little that extra 3" of movement would do to make or break how your Hornet performs that turn.

Probably the only one you'd like to consider on a hornet, granting them a once per game battle focus move.

Aspect Warriors[edit]

  • Shining Spears 2022.jpg
    Shining SpearsCore, Biker, Aspect Warriors: Despite the new rides and new, more streamlined helms, your Shining Spears haven't really changed all that much. They're still very much a shock unit that does almost all of their good work on the charge and because their strength wanes in turns they didn't charge, they can quickly lose value if they can't get in and out of combat. Fortunately, as a FLYing biker unit, they can breeze over terrain and units alike to get out of dodge. However, your Shining Spears are not reaching their full potential if you aren't running them as Saim-Hann. Re-rolls to their charges, the ability to charge after falling back and even having access to a stratagem (honestly tailor-made for them) that lets them advance and charge, you can very easily cause havoc in enemy infantry lines simply by diving rapidly in and out of combat. Just keep in mind that you can't freely fire off the shooting profile of your Laser Lances while you so rapidly do so, but that won't be an issue against most of the targets you'll be facing.
    • Exarch Weapons: Shining Spear Exarchs are armed with a Laser Lance. They may trade it for a Paragon Sabre (why would you) or a Star Lance.
      A pretty solid weapon, even in the hands of your Exarch. That said, consider bumping up to the Star Lance though, as it's simply a better Laser Lance.
      If you'd rather trade the immediate power the Laser Lance has on the charge for something slightly more adept for sustained combat, this would be the choice for you. You get one extra attack and can re-roll all hit and wound rolls you make with it. This finally gives it a slight niche over a laser lance, though it's no more stronger than one and deals less damage per successful wound. One good use of this is in conjunction with the Heart Strike power, allowing MW on a 5+ to wound.
      Here we go. A stronger Laser Lance that hits at S8 to give your Exarch a noted punch against heavier vehicles and monsters. Practically mandatory if you're hunting them, though your other bikers will have a tougher time wounding them.
      Anti-infantry weapons that can soften up targets prior to charging, though keep in mind that the Shuriken rule can let them punch outside of their class if you get lucky and roll a 6 to wound.
      So the Exarch remembered you can strap other weapons to the bottom of jetbikes. He just didn't tell the class. A Shuriken Cannon can go a long way in helping off MEQ units more efficiently than the Twin Shuripult does and is able to so from farther away. Just keep in mind that you can't fire this after advancing.
    • Exarch Powers:
      Each time a model makes an attack in the turn they charged, add +1 to their hit rolls. A pretty solid pick; Shining Spears are built for the charge. This further rewards playing them correctly.
      Each time the Exarch makes an unmodified wound roll of a 5+ in melee, they deal 1 mortal wound in addition to all other damage dealt. Not bad, if a bit selfish. Consider something that benefits the whole squad but it'll also let you do a bit more harm to targets with invulns. Can be a great source of mortal wounds with the Paragon Sabre.
      When the unit consolidates, it can move 6". A good way to keep up momentum, but you may elect to not get into engagement range of your next target so that you might properly charge it following a hail of shuripult/cannon and laser lance shots.
  • 99810104010 SwoopingHawksNEW 01.webp
    Swooping HawksCore, Infantry, Aspect Warriors: Though the Swooping Hawks missed out on some fancy (and much needed) new duds, they did at least reap the benefits of the (much needed) rework to their statline. First and foremost, their Lasblasters. At first blush, a minor buff from S3 to S4 only really gives these guns something of an edge over fellow GEQ infantry and a slightly easier time wounding MEQ targets. While this is certainly a welcome change, the more important detail is that these guns now automatically wound on a hit roll of a 6, which considering the rate of fire per Lasblaster, is a reasonably common occurrence. The complete and total lack of AP does mean that anything with a good armor save is likely to not really care about this enhanced wounding potency, but against your ideal GEQ targets, you drown foes in a tide of saving throws. One of the better changes to these guys that gives them a bit more maneuverability over their Warp Spider competition is their enhanced Skyleap; instead of making a Battle Focus move, you can straight up remove these guys from the battlefield and replace them anywhere else following Deep Strike rules. Same turn. It now takes borderline willful negligence to allow these Hawks to get tethered down in melee at all.
    • Exarch Weapons: Your Swooping Hawk Exarch is equipped with a Lasblaster. He may trade it for a Hawk's Talon and can also take a Power Sword.
      A solid enough gun now, to be sure, but you may as well spend a touch more for the Hawk's Talon. It's this, but better in every way.
      An upscaled Lasblaster, the Hawk's Talon hits at S5 and has AP-1. It even has the exact same hit-rolls of 6 auto-wound rule. Unless you're bleeding for points, there's no reason not to splurge for this.
      Hard pass. Swooping Hawks are not built for melee and should not engage in it willingly. If you give this to your Exarch, he stands a reasonable chance at potentially taking down an enemy model or two before he dies, but it almost assuredly won't be worth the trade. Considering how easy it is for you to keep your guys out of melee (aside lucky counter-deepstrike charges), you can safely give this a pass.
    • Exarch Powers:
      Your Swooping Hawks can fall back and shoot. A reasonably useful perk to have in the (un)likely event your Hawks get engaged in combat, but the spike in price to your Exarch is a bit steep for something you should be actively avoiding in the first place.
      Roll 3d6 for a unit that your Swooping Hawks shot. If the result is greater than their Leadership, they can't fire Overwatch, Set to Defend, or take any actions, failing any that they were in the middle of doing. Honestly a pretty good power for an Objective-based game; 3d6 dice are reasonably likely to overcome the average Leadership score of the average infantry unit. Being able to disrupt/prevent enemy actions from gaining them VPs can potentially give you an edge in such scenarios. Even without that, being able to shut down overwatch for units like Striking Scorpions or Wraithblades can be quite valuable if you need to get them stuck in.
      Ranged attacks taken against this unit have a -1 to hit modifier. As ever, a solid defensive utility for a reasonably squishy and somewhat expensive unit, though you may find much more utility to be had with Suppressing Fire.
  • 99810104008 WarpSpidersNEW 01.webp
    Warp SpidersCore, Infantry, Aspect Warriors: Sadly passed over in the model refresh (for now), these Warp Spider models are set to enter their 30th year service soon. Fortunately, their model's decrepit age hasn't slowed down their performance on the tabletop (thank God). Warp Spiders have become particularly vicious infantry blenders due to the rework to their Death Spinners; ones that will be challenging (and frustrating) for your opponents to pin down. Their trademark Death Spinners have fallen just a bit short of becoming heavy flamers; d6 S6 AP-2 shots per gun with the blast rule means that a squad of Warp Spiders can damn near match if not surpass the consistent firepower laid out by the Swooping Hawks against the right targets. Unlike the Swooping Hawks, they'll find MEQ targets much easier prey thanks to their higher strength and AP values. Should whatever's left of the enemy attempt a retaliatory charge, your Warp Spiders have regained the ability to flickerjump a short distance away in lieu of Overwatch, potentially even behind an obscuring piece of terrain. Speaking of, your Warp Spiders care not one whit about terrain; though they move slightly slower than your Swooping Hawks, they can ignore modifiers and terrain altogether when moving. Their variant of Battle Focus further enhances it by allowing them to move 2d6 instead, though double 1s will result in a dead model courtesy of the mortal wound it inflicts. In terms of initial deployment, Warp Spiders retain their ability to Deep Strike and, depending on your loadout, can even re-deepstrike over the course of the battle if you so desire.
    • Exarch Weapons: Your Warp Spider Exarch is equipped with a Death Spinner. He may take a second Death Spinner and can also take a pair of Power Blades.
      A solid enough gun now, to be sure, but you may as well spend a touch more for two of these.
      It's what it says on the tin. No reason to not take this. It's not like you can build the Exarch without them.
      Hard pass. Warp Spiders are not built for melee and should not engage in it willingly, just like Swooping Hawks. All the same, as of now if you wanna give him two death spinners you have to also take these.
    • Exarch Powers: Amusingly, Warp Spiders are counted as a melee aspect, meaning these give your exarch +1 attack rather than the boost to their shooting for some reason.
      A once-per-game trap you can set if your Warp Spiders are wholly in a terrain feature at the end of their movement step. Until your next turn, any enemy unit that ends their movement in that terrain (any movement) takes d3 mortal wounds on a 2+. If you can sneak your Warp Spiders into an enemy bunker and somehow survive, you can potentially flush them out or punish them for sticking in there. However, given it only has one use, you might have better uses for the 15pts this trick costs,
      When your Warp Spiders enter the battlefield from their deepstriking ability for the first time, they get one extra shot with their Deathspinners each. This can be nice if you have a priority target and you need as much burst firepower as you can muster.
      A once-per-battle perq that lets your Warp Spiders redeploy via deepstriking rules instead of making a Battle Focus move. Again, quite useful if your Warp Spiders find themselves in a pinch that their Flickerjump ability won't save them from.


Note: All Eldar Flyers have special rule called "Supersonic", which allows them to pivot up to 90° before moving as opposed to after. This is a hard nerf from Wings of Khaine, as if they pivot before moving, they cannot pivot after. It also, despite the name of the rule, doesn't contribute towards their movement or advance rolls. Whether you pivot before or after moving is generally irrelevant. You can potentially misdirect opponents or peel away before you run into the edge of the battlefield, but since facing isn't a concern when it comes to firing your weapons, it won't really affect how you will play with it.

Hemlock Wraithfighter
Aircraft Spirit Host
Hemlock 02.jpg
Your flying psychic jet of death got a slight buff for it's Heavy D-Scythes, which now shoot a straight d6 shots at S12. Though still a very swingy result, the addition of Blast to this rule can virtually guarantee the death of infantry formations with the sort of cruel efficiency that'll leave your Crimson Hunters jealous. Because it hits so damn hard, you can also blow holes in every flavor of vehicle known to man (elf?) as well. However, it's far less consistent than the Crimson Hunter against vehicles in this regard due to the immensely swingy number of shots and hard limit of D2 per failed save. What's worse, the Heavy D-Scythes are no longer auto-hitting weapons, so you'll definitely lose a few of the shots you make to that little nerf. Fortunately, you can still toss out a psychic power each turn for offensive or supporting abilities. Just keep in mind no psychic power you can cast will directly benefit the Hemlock itself anymore, as it is neither a character or core unit.
Nightwing Forgeworld
The primary fighter/interceptor of the Asuryani, and a forgeworld exclusive model. It's safe to say that Forgeworld picked the wrong aircraft to mothball. Designed to be another anti-aircraft vehicle, Nightwings get to add 1 to hit strictly when shooting at other aircraft. Considering they're armed with Twin Shuricannons and Twin Bright Lances, they're not exactly the best at it, especially compared to the Crimson Hunter (who only needs their targets to have the fly keyword). The Shuricannons do give the Nightwing a bit more of an (ironic) niche against ground-bound infantry compared to the Crimson Hunter, but only against lower armor higher body-count units. Why? Because Crimson Hunters now freely have access to Starcannons, making them better MEQ killers comparatively. With the loss of Wings of Khaine, your Nightwing does have a slight maneuverability advantage due to it's ability to shift into a hovering state, though that comes with its own set of drawbacks. In general, you're probably going to prefer taking the Crimson Hunter due to its greater offensive utility and upgrade potential should you choose to invest in it.

Aspect Warrior[edit]

Like your Heavy Support, you only have one. In this case, it's pretty much the MVP of your Flyer slot.

  • CrimsonHunter2.jpg
    Crimson HunterVehicle, Aircraft, Aspect Warriors: No longer divided into two separate data sheets, the Crimson Hunter now can be upgraded into being an Exarch by purchasing one of their Exarch Powers. The good news is that you no longer need to run them as an Exarch in order to change their loadouts or really take advantage of their offensive prowess. These guys are still extraordinarily vicious anti-fly units that add 1 to their hit rolls and can re-roll failed wound rolls against anything and everything with the keyword. Even against units that aren't flying, the pair of Bright Lance and the Pulse Laser can utterly dominate vehicles and monsters with impunity. The Starcannons, when paired with the Pulse Laser, can wipe out a MSU of elite infantry with laughable ease. Keep in mind that the Wings of Khaine rule is gone now, so keep your angles in mind before you dive deep into enemy territory. Unlike every other Aspect Warrior, you don't have an inbuilt invulnerable save to help keep you safe from retaliatory strikes.
    • Weapon Loadouts: Crimson Hunters are equipped with a Pulse Laser and their choice of either Starcannons or Bright Lances.
      Think of it similar to a longer range bright lance crossed with a dragon fusion gun, sorta. S9 with only AP-3, though it'll deal D3+3 wounds and has two shots rather than one.
      Between the two Bright Lances and two Pulse Laser shots, you will deal a minimum of 18 damage to a target successfully shot with all these guns, something only the sturdiest of vehicles can hope to shake off.
      If you'd rather focus your efforts on anti-MEQ duties, these are the guns for you. Good as they are, and with the Pulse Laser giving that extra bit of firepower needed to more reliably wipe out entire squads at once, you're paying a bit of a premium for this particular platform. If you truly need an anti-MEQ plane, consider a Hemlock with its flat D2.
    • Exarch Powers:
      Ranged attacks against units that fly automatically hit. Ignoring hit modifiers entirely to thoroughly say "fuck you" to enemy aircraft can be a very effective means to dominate the skies. Once the skies are yours, you can immediately do the same to any enemy hovertanks or even jump infantry. Keep in mind, the extra 30pts this costs is quite considerable and your Exarch is already quite well-equipped to take down anything flying anyway, with 2+ BS and +1 to hit.
      Units your Exarch targets do not receive the benefits of cover. A solid power against factions that like to abuse cover, but a touch situational. Virtually useless against the vehicles and aircraft you'll likely want to prioritize first. Given the high AP of your guns, doesn't do too much usually.
      Your Exarch gets a 5++. Now it can be like every other Aspect Warrior. Pretty much always worth taking, as you want the durability buff and the 2+ BS.

Heavy Support[edit]

Another supremely bloated section for you happens to be your Heavy Support slots. They're packed with all manner of grav-tanks, Guardian crewed platforms and walkers as well as a psychic Wraith construct. Pick whatever suits your fancy.


Support Weapons
Eldar Support Weapon.jpg
Your cheapest Heavy Support options are not to be underestimated. Support Weapon teams have access to a relatively unique roster of guns that are tailor made to wreck someone's day from a distance quite alien to a substantial portion of your non-tank roster. Long story short, you take these guys if you still want to hit harder targets fairly hard, but want to save points for one of your other slots. You can still take up to 3 of these guys per unit, though they have lost the ability to split off and act independently.
Heavy Weapon Options: Support Weapons come equipped with a Shadow Weaver. They may exchange it for either a Vibro Cannon or a D-Cannon

Your cheap artillery platform. d6 S6 AP-2 D1 is good for killing GEQ targets and stripping wounds off of MEQ targets, but you'll want to take a couple of these if you want to genuinely notice whenever they shoot something with it.

This gun got a lot more potential since the number of shots it got bumped up to d6. In addition, 2 or more Vibro Cannons into the same (non-FLY) targets hit automatically, a third gets plus 1 to wound and each unsaved wound is a dead marine from up to 48" away. Definitely worth a shot.

The most expensive, but most devastating option. Though your shortest ranged weapon at 24", you can hit some poor sonovabitch with a d3 S12 AP-4 d3+3 Blast that ignores LoS to thoroughly ruin his day. Unmodified 6's to wound with this also plant on a MW for good measure. Best reserved for tanks, monsters and titans.

War Walker
War Walker.jpg
Your discount standard heavy weapon platforms, War Walkers are the cheapest option available to you for bringing any of the standard heavy weapons to the field in bulk. Because they can be equipped with any two heavy weapons, they are immensely flexible and can perform anything from anti-infantry duties to anti-vehicle duties as well as any mixed combination you desire. They're also blessed with a respectably durable statline complete with a 5+ invulnerable save in case your opponent brought some anti-vehicle weapons of their own. Keep in mind, though a walker, this thing is basically helpless in melee so try to keep a tasteful distance from the mon'keigh you're gunning down.
Heavy Weapon Options: War Walkers are equipped with two Shuriken Cannons by default, but are free to mix and match them with any other standard Heavy Weapon.

When you want to keep it dirt cheap or expect a mix of GEQ/MEQ targets, you can't go wrong with these. Not much to say about them that hasn't already been said.

A War Walker equipped with two of these can make for a rather frighteningly cost effective GEQ killer, not even mentioning if you took more than one such equipped War Walker. If you take a full unit of War Walkers, consider having at least one equipped with bright lances (or pair a scatter laser with a bright lance per walker) in case your opponent brought some vehicles to contest yours.

Two starcannons can easily decimate MEQ/TEQ units, but you'll likely want at least four spread out across two-to-three other War Walkers to ensure the complete death of a MEQ unit in case a shot or two missed.

Your Monster/Vehicle killer, wonderfully effective if dual-wielded. One or two War Walkers with bright lances can safely erase enemy monsters or vehicles quite handily, assuming their shots landed true. Consider bringing another one with shuricannons/scatter lasers to help balance the unit against infantry.

A flexible option for flexible chicken walkers. The flexibility is extraordinarily useful, but these things dramatically spike the price of your War Walkers, which may somewhat undermine the point of bringing them. That said, ultimately a War Walker with two of these is still cheaper than a Wraithlord or Wave Serpent with two of these.

Vehicle Transport
Falcon 1.jpg
The classic Falcon continues to serve as a jack-of-all-trades tank capable of carting a family of six to and from glorious battle or just firing its array of weaponry at whatever type of target you equipped it to handle. Each Falcon is equipped specifically with a Pulse Laser that is best suited against more elite targets due to its multi-damage profile and high strength. As ever, you can pair the falcon with one heavy weapon of your choice. To this end, you can double down on the Pulse Laser's anti-vehicle/monster specialty or you can equip it with something more tailored towards infantry to ensure it can do a little of everything. Just keep in mind that if you do equip it with something like a shuricannon or scatter laser that it's going to generally struggle to off any one type of target on it's own in as little as one turn. Fortunately, that's where the transport capacity can come in handy; whatever the Falcon may have struggled to kill the Aspects embarked inside may very well be able to finish off. As far as comparisons go, when held up to it's Wave Serpent cousin, the Falcon is the discount, offensive option while the Wave Serpent functions as the defensive premium version. Unfortunately, Falcons are in a rather hotly contested unit category with the likes of Support Platforms and Fire Prisms while the Wave Serpent sits comfortably in it's own dedicated slot. If your focus is heavy in Aspect Warriors like Fire Dragons or Howling Banshees, a Falcon can do the job while functioning like a Great Value Fire Prism. If you plan on maxing out those Aspect Warrior squads or plan on going heavy with your vehicles, you may consider splurging for the Wave Serpent instead.
Heavy Weapon Options: Your Falcon comes equipped with a chin mounted Twin Shuriken Catapult as well as a turret-mounted Pulse Laser and a Shuriken Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Shuriken Cannon on the turret can be swapped for a Scatter Laser, Starcannon, Bright Lance or Aeldari Missile Launcher.

When you're just looking for the cheapest transport you can field, this is it. If you upgrade the underslung shuripults to a cannon as well, you can get a solid amount of work done between the two of them as well as the pulse laser.

The increase from 4 to 6 shots per scatter laser did wonders for this gun. Paired with the underslung shuripults/cannon, this can put out a respectable amount of anti-infantry firepower while still being a threat to bigger targets courtesy of the pulse laser. Consider this loadout if you plan on dumping Fire Dragons out of the Falcon to help cover their weakness against hordes.

Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the pulse laser is functionally an upgraded starcannon and pairs quite well with it when it comes to killing MEQ/TEQ targets.

Your Monster/Vehicle killer and the ideal partner for the pulse laser for the job. This pairing gets slightly more done than the Wave Serpent's twin bright lance and is cheaper to boot, so consider this setup if you don't quite have the funds for a Fire Prism.

A flexible option for flexible transports. This pairs reasonably well with the Pulse Laser and can be used in conjunction with the underslung shuripults/cannon if you fear you'll be swamped with enemies, though the scatter laser will be the more ideal companion for that. Still, flexibility to adapt is it's own reward.

Vehicle Upgrade Options: Your Falcons are eligible for all the vehicle upgrades available to you and honestly, they're all really good for them. If you're looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs.

Turn your vehicle's weapons from Heavy to Assault when it advances. A very solid choice on your Falcon, especially if it's doubling as a transport. Spending a couple points to allow it to shoot (albeit at a reduced accuracy) while it speeds about so isn't a bad investment at all.

Probably the best pick for your Falcon. It lacks the protections of the Wave Serpent, so any extra layer of defense helps when it comes to keeping this thing on the field.

Though they aren't dedicated transports like their hardier cousins, Falcons are still fully able to act like one. If loading dudes up in this is part of your gameplan, consider upgrading the Falcon with this to get it's passengers where they need to be as quickly as possible.

Another durability upgrade, which also stacks very nicely with Spirit Stones, CTM and the Star Engines. A -1 to-hit modifier can help save your Falcon's bacon from the rogue lascannon or railgun shot while you're zipping up the field.

Fire Prism
Fire Prism.jpg
The Grav-Tank with the big gun. The Lance mode on its Prism Cannon is the highest-stat weapon in the conventional Eldar arsenal. The Focused mode (Heavy 2 S14 AP-5 D3d3) is what you take to obliterate tanks and knights, and the Dispersed mode (Heavy 3d3 S6 AP-2 D2 with Blast) is great against MEQ and lower. With the removal of the "double-tap if you move less than half your total movement" rule, you are free to reposition your Fire Prism as much as you'd like without sacrificing volume of fire. Honestly, the Fire Prism is now your go-to Heavy Support when you're expecting anything around T7/T8; the reworked Linked Fire stratagem, though requiring your Fire Prisms to be in much closer proximity to each other, allows them all to dump their collective firepower into a single target. Unlike the prior version of this stratagem, which gave hit/wound re-rolls, it now allows all those shots to ignore invulnerable saves. This makes Fire Prisms extremely useful Titan-Be-Gone tools and general all-around murder machines.
Heavy Weapon Options: Your Fire Prism comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Prism Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish.
Vehicle Upgrade Options: Your Falcons are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.

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, but with the 60" range on the Prism Cannon, it doesn't really seem worth investing in.

Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Fire Prisms.

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.

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
Night Spinner.jpg
Your anti-GEQ/MEQ artillery tank. The Doomweaver received a slight buff, gaining a consistent AP-2 to better deal with armored targets, but is otherwise virtually identical to how it behaved before; launching 2d6 S7 D2 shots at anything within 48", LoS be damned. There's precious little to say about it; it faces competition from the Support Platform Shadow Weaver as a cheaper artillery piece against GEQ targets. It is notably more efficient against MEQ targets and can even slice through lighter vehicles and tanks for some respectable damage, but is considerably outclassed in this regard by the Fire Prism. Still, it's ability to ignore LoS can be quite valuable in the right battlefield.
Heavy Weapon Options: Your Night Spinner comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Doomweaver. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish.
Vehicle Upgrade Options: Your Night Spinners are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.

Now that your Night Spinner can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Night Spinner, but with the 48" range on the Doomweaver and the ability to ignore LoS, it doesn't really seem worth investing in.

Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Night Spinners.

A fairly useless upgrade for your Night Spinner. With a range of 48" on their main gun and the ability to ignore LoS, you'll very rarely be wanting for the extra possible mobility these provide. Hard pass.

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.

Warp Hunter Forge World
A niche alternative to the Fire Prism, the Warp Hunter honestly struggles to justify it's rather steep point cost. It's main weapon, the D-Flail, can either shoot a 24" Heavy d3 S12 AP-4 Dd3+3 Blast shot that ignores LoS or it can fire a 12" Heavy 3 S12 AP-4 Dd6 profile that automatically hits the target. Compared to the Fire Prism, which is considerably stronger than it for a substantial discount... it's very hard justifying the price tag to bring one of these. The only thing this tank has over the Fire Prism is that it can ignore LoS, which to be honest, isn't worth the dramatic fall off in damage you're trading off for the Warp Hunter.
Heavy Weapon Options: Your Warp Hunter comes equipped with a chin mounted Twin Shuriken Catapult as well as a D-Flail. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish.
Vehicle Upgrade Options: Your Warp Hunters are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.

Now that your Warp Hunter can move and shoot without penalty, this upgrade is somewhat unnecessary. However, with how limited the range is on the main gun, you may consider having the option open.

Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Warp Hunters.

A fairly useless upgrade for your Warp Hunter. Hard pass.

These can be potentially handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. It's a bit pricey, but if you grab this and the CTM, you can fire the Rift profile of your D-Flail without worrying about potential accuracy drops.

Lynx Forge World
When you want a super-heavy tank, but don't want to pay super-heavy prices or take up super-heavy slots. The Lynx puts out a delightfully consistent 6 S9 AP-4 D3 shots that can burn a hole in most other vehicles or wipe out any 5-man infantry squad, be they GEQ, MEQ or TEQ. It is now somewhat outclassed by the Fire Prism in terms of raw power, though the Lynx is a sight more durable thanks to it's greater wound total covered by a 5++ distortion field invulnerable save.
Heavy Weapon Options: Your Lynx comes equipped with Lynx Pulsar and a Shuriken Cannon. The Shuriken Cannon may be exchanged for any standard heavy weapon.

When you're just looking for the cheapest Lynx you can field, this is it. It's reasonably effective at killing GEQ/MEQ, but you may consider getting a scatter laser or starcannon for consistency.

6 high powered multi-damage shots paired with 6 medium powered single-damage shots can to terrible things to any 6-10 man squad of infantry. Alternatively, it gives the Lynx the flexibility to focus the Lynx pulsar on a priority tank or monster while contributing some firepower towards a random infantry squad you don't really care for.

Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. However, the multi-damage and consistent AP-3 lets this pair reasonably well with the Lynx pulsar if you're trying to kill as many marines as you can in a single shooting phase.

Your Monster/Vehicle killer and a good partner for the Lynx pulsar if you really hate that enemy vehicle.

A flexible option, but honestly not that ideal for a Lynx. You're already getting a solid rate of fire for a high damage weapon on the main gun, so a bright lance would be better for anti-vehicle/monster consistency. The d6 blast profile is blatantly inferior to the scatter laser, especially when the pulsar itself has a solid 6 shots of it's own.

Vehicle Upgrade Options: Your Lynx tanks are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.

Turn your vehicle's weapons from Heavy to Assault when it advances. A reasonable choice, but your main gun has a range of 48". Advancing is rarely going to be needed to get into range of something important to your opponent.

A solid investment for your not-so-super-heavy tank to keep it around as long as possible.

You can give this a solid pass; if you need to advance, you already get to move a solid 12" due to the Speed of Vaul rule this thing has.

Another durability upgrade, which also stacks very nicely with Spirit Stones and CTM. Your Lynx is already pretty pricey, spending a touch more to maximize it's durability isn't a bad call. Just keep in mind you need to advance to get the benefits, which reduces your offensive capabilities.

Aspect Warrior[edit]

  • DarkReapers2022.jpeg
    Dark ReapersCore, Infantry, Aspect Warriors: Despite your long-range Aspects of Death stomping into the scene with a fresh new look, they continue to do what they've always done best; blowing shit up from across the battlefield with impunity. Their Reaper Launchers are unchanged and due to this, Dark Reapers are experts at killing MEQ, TEQ and DEQ targets with their high strength and consistent, multi-damage profiles. There have been a few changes that have generally nerfed the Dark Reapers from their former glory that should be addressed, however. First and most importantly, they have lost their "always hit on a 3+" ability and do not have Battle Focus. This means that you're going to want to find a very safe place to plant your Reapers because you do not want them to move unless absolutely necessary. Also, if you move them into a position where they're going to be exposed, you won't have any means to duck them back behind cover. Second, each squad can have no more or less than 5 models, so if you were looking to park a squad of 10 in the back field, you're going to need another unit slot for that. Fortunately, at least your Dark Reapers can ignore Dense Cover when shooting at targets so they do have that going for them still.
    • Exarch Weapons:
      The go-to default is still a fantastic choice for a bare-bones Dark Reaper Exarch. Considering your other "free" choice is the shuricannon, you'll want to keep this if you're looking to go as cheap as possible.
      Basically a hybrid Reaper Launcher/Tempest Launcher for Exarchs not quite sure what to expect. The higher single-shot damage ceiling can come in handy against harder targets, but there's something to be said for the consistency offered by the Reaper Launcher. The d6 S4 Blast shots can give it more of an impact against weaker infantry, but the Tempest is far more efficient at it and can even ignore LoS.
      When you want your Exarch to pretend he's Maugan Ra, you can give him this. But, since Maugan Ra silenced the dude who made his Maugetar, your Exarch is just going to have to imagine that he's causing the level of carnage his Phoenix Lord is able to dole out because let's be real. The only place he'll actually accomplish anything with a shuricannon is in his dreams.
      Despite the addition of a third "barrel" in the new model, the Tempest Launcher still only fires 2d6 blast shots. Suffice to say, it's still an excellent horde clearing tool and being able to ignore LoS and dense cover can make it a pretty effective tool for dealing with enemies encamped inside terrain features.
    • Exarch Powers: Like Maugan Ra, your Dark Reaper Exarch is largely self-centered when it comes to his skill selection. Fortunately, he does have one perk that benefits the whole squad.
      The Exarch gets one extra shot with his Reaper Launcher or shuricannon. Alternatively, he can completely ignore cover with his AML or Tempest Launcher. The extra shot with the Reaper Launcher is particularly nice when you're looking for sheer damage output. Completely ignoring cover for the Tempest Launcher is also quite handy, though keep in mind that your Dark Reapers already ignore dense cover.
      Your Exarch adds 1 to his ranged wound rolls. A pretty nice way to give yourself better odds at getting through T8 targets, though you may consider just getting a Doom Farseer to benefit the whole squad instead (they'll stack, but with diminishing returns).
      Your squad can move and shoot without penalty. The only power that benefits the whole squad, not just your Exarch. With the range these guys tend to have, moving and shooting isn't strictly necessary, but it's much appreciated for when the need potentially arises. If you had to pick one, go with this perk.

Spirit Host[edit]

Wraithseer Forge World
Monster Spirit Host
99590104063 EldarWaithseer01.webp
Wraithseers have seen a lot of ups and downs over the past edition and a half. Dropping from an HQ choice to your rather crowded Heavy Support options while losing the Character keyword didn't do it any favors, but the downgrade from 12 to 9 wounds at least means its statline no longer degrades with damage. Its former direct competition, the Wraithlord, became a melee juggernaut in no small part due to the multiple profiles afforded to its ghostglaive that sadly still elude your Ghost Spear. Additionally, Wraithlords pack a lot more heat with their two wrist-mounted guns and being able to wield not one but two heavy weapons on top of that. If that wasn't enough, Wraithlords also became Core, meaning they can benefit from every psychic power in the book while the Wraithseer can't. Lastly, the recent LoS changes regarding weapons that ignore them (D-Cannons) gimps an otherwise unique niche that the Wraithseer held over it's martial kin. Well... at least Wraithlords are Elites now and aren't directly competing for slot-space anymore.

To this end, what does a Wraithseer bring to the table that a Wraithlord doesn't? Well, this eldritch statue might not be able to directly benefit from psychic powers, but it can cast a Rune of Battle on/for its allies. It can also cast Smite, which when paired with its D-Cannon, does give it considerable opportunities to land Mortal Wounds on harder single targets compared to what a Wraithlord can muster. Though it lacks the attack output the Wraithlord can dish out against swarms, it is by no means unable to handle itself in a fight and is just as tanky to boot. The ability to shoot its D-Cannon while ignoring LoS-blocking terrain, while gimped, can still come in handy in flushing out key units from cover if needed. All in all, the Wraithseer is still a powerful and potent unit that can get some solid work in for you, though you may wish to consider taking more traditional heavy hitters if you're just looking to hit/shoot something really damn hard.

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.

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 decent option when you want to kill infantry of any flavor. If you're otherwise running your Wraithseer barebones, you may as well take this, though you should really just get the damn D-Cannon.

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 at half again the range. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range.

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 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.

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.

Lords of War[edit]

With the current rules behind taking a Super-Heavy Detachment or a Super Heavy Auxiliary Detachment in place, taking any one of these options is impractical at best. If you want a single Wraithknight or Super-Heavy tank, you can drop 3CP for exactly one of the following options, but then they don't get to benefit from any detachment attributes, like Iyanden's damage table modifier. Alternatively, if you're simply stacked with points and CP (hint, you're not), you can take the Super-Heavy Detachment for 6CP and take between 3-5 of the following units and actually have them benefit from detachment traits. Even in situations where the heavy firepower of a Wraithknight or Cobra might seem tempting, it cannot be overstated how much more efficient it is to simply take a squad of Wraithguard in a Wave Serpent or throw down a couple D-Cannon Support Platforms. If you're not worried about being competitively viable or just want to play a "friendly" game with the big boys, go nuts.

Titanic Spirit Host
Wraithknights have, for the most part, languished in obscurity ever since the close of 7th edition. This is because, despite how durable these guys are (the most durable they've ever been with a new 5++ invulnerable save and -1D to multi-damage weapons), they are grossly impractical to field. Though recent changes to the CP tax to the Axillary Super-Heavy Detachment have improved your stratagem flexibility, the jaw-dropping point cost for this behemoth still makes it a tough sell. Yes, each of it's weapons can deal titanic death to anything you point it at. But, arguably, you can get the same or similar results from units substantially lighter on the points. Twin Wraithcannons will utterly eviscerate enemy vehicles, but two Fire Prisms can do the exact same for about the same price. Plus, they are substantially easier to hide out of LoS. Still, if you want to field one (to be fair, it is a cool model), just make sure you take whatever precautions you can to support it. Which, admittedly, isn't much; changes to most of your psychic powers have dramatically restricted the direct support your Wraithknight can receive. No longer good in melee unless you take Ghostglaive.
Weapon Loadouts: Wraithknights are equipped with a Titanic Ghostglaive and a Scattershield. The Ghostglaive can be replaced by a Suncannon or Heavy Wraithcannon, and the Scattershield can be replaced with a Heavy Wraithcannon. They can also take two Shuriken Cannons, Scatter Lasers, or Starcannons on their shoulders.

Shuricannons are a good middle ground option, able to take on any non-vehicle threat reasonably well, but suffer compared to the Scatter Laser and Starcannons at their specialized roles.

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 d3 S16 AP-4 d3+6 dmg with an extra d3 mortal wounds on a wound roll of 6, which will punch through most armor saves and wound basically everything in the game on a 2+. Though expensive, these are powerful. Make sure you keep them away from melee; even though they can fallback and shoot, only 5 attacks hitting on 3s wont exactly scare off your opponent's melee heavy hitters.

A bit of the best of both weapon worlds at the cost of your Scattershield. Unlike with Fire Prisms, you will always have to deal with enemy invuln saves, and while both weapons are Blast, when attacking big stuff or small groups, you're still liable to roll crap for number of attacks. Hope you have a few Strands of Fate Saving Throw dice queued up; you'll need 'em. With a bit of luck (or Strands of Fate), you'll roll through TEQ and most vehicles. As with the other ranged only loadouts, try to avoid enemy melee units, as stomps are not what they used to be.

Still a viable TEQ killer now Heavy 2d6 S8 AP-3 D3 with Blast. 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. Avoid this loadout, as it has mediocre ranged and melee damage. Your opponent can safely ignore this all game and mop up the rest of your army at their leisure since you're down 450 points.

Now the cheapest variant, giving you either a Knight-fighting S+6 AP-4 D6 or tripling your attacks ad S:User AP-3 D2 so you can eradicate anything below Terminators. If you're expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. What this loadout does work well for is as a huge distraction for the enemy. They won't want to ignore it, as it will shred everything in melee, but at T8 with a 4++ invulnerable save and -1 damage received, it won't be easy to kill. Take advantage of the distraction to get your fragile elves into position.

The most well-rounded of the loadouts, this sacrifices the 4++ invuln of the Scattershield to give you a real shooting threat. You still have the default 5++, so this isn't a huge loss in durability in exchange for the ability to pick and choose one thing to fucking explode at range per turn.

Skathach Wraithknight Forge World
Titanic Spirit Host
A Wraithknight+, Skathach Wraithknights are identical in statline to their vanilla kin save for two key differences. The first major change, simply enough, is their primary weapon loadout options. With the ability to mix and match both of it's unique guns with each other or the Scattershield, the SWK has the most flexible playstyle of your titanic units. Additionally, with all of its primary weapons having a minimum of d6 shots, the SWK is much better suited to clearing out infantry in any loadout than the standard WK is (with the potential exception of the Suncannon). The second major difference, and debatably the selling point of the Skathach, is it's ability to freely deepstrike. With its webway shunt generators, the SWK can remain safely in reserves and pop onto the table at your whim (following the typical deepstrike rules, of course). Additionally, at the start of any movement phase, you may have it re-enter your reserves so long as it's not in combat. From there, it is free to re-deepstrike as you see fit. The only major issue you'll need to keep in mind is that if you have it leave the battlefield this way and the game ends before it can return to the battlefield, it's considered slain.
Weapon Loadouts: Skathach Wraithknights are equipped with two Shuriken Cannons and Deathshroud Cannons. They may trade their Shuriken Cannons for Starcannons or Scatter Lasers. They may exchange one or both of their Deathshroud Cannons for Inferno Lances. Skathach Wraithknights may also exchange a Deathshroud Cannon or Inferno Lance for a Scatter Shield.

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. 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.

Anti-infantry cannons that'd make a Warp Spider Exarch weep with envy... even if he's the only one envious of the things. A Blast weapon with two profiles (Focused; 48" d6 S8 AP-2 D2 or Dispersed; 12" 2d6 S7 AP0 D1 Auto-Hitting), the Deathshroud Cannon gains the same juicy AP-4 per wound roll of a 5 (regardless of profile) in a manner similar to the smaller deathspinners Warp Spiders use. While the addition of Blast gives these guns a bit of heft against larger squad sizes, 55pts for a very temperamental (2)d6 shots doesn't inspire much confidence when the purpose of these man-mulchers is to pulp infantry wholesale. Sure, an unsaved Focused shot will murder any standard Marine (unless they're in Gravis armor), but that won't exactly feel like an accomplishment when that was the only Marine you managed to kill and the remainder of the squad unloads their Lascannons or Multi-Meltas into you. Having said that, these guns, particularly if used in the dispersed mode, can do serious work against most infantry or horde-inclined factions like the Imperial Guard or Orks.

A rapidly firing (in theory) fusion gun, the Inferno Lance feels a bit... underwhelming for a titanic melta weapon. While it thankfully received the d6+2 half-range damage buff most melta weapons received, it is still only hitting targets at a very standard S8 AP-4 with a variable d6 shots per lance. So long as you're at least reasonably lucky, it can put out a lot of damage against vehicles and can even be used to reasonable effect against MEQ/TEQ squads. However, the inconsistency of the d6 shots can and very likely will leave you high and dry at the worst possible time. If you're simply looking for a competitive anti-vehicle/monster unit, consider just sticking with Fire Dragons, Wraithguard, Dark Reapers or even D-Cannon Support Weapons. These options will attract considerably less attention than a foot-tall titan dominating the tabletop, will be substantially easier to tuck out of LoS or in cover and are pennies to the proverbial dollar you're spending to field this thing. Granted, you're likely not thinking about competitive viability when you're looking to bring a Lord of War, so if you have it and want to use it, go nuts.

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
Titanic Vehicle
Your first super-heavy grav-tank and the best one suited for all-around murder. Twin Scorpion Pulsars have a high enough rate of fire to wipe out squads of infantry wholesale and hit hard and deep enough to blow through most enemy vehicles. Super heavy vehicles as well. Unfortunately, two major things hold it back. First, is its limited firepower. Aside the complimentary heavy weapon, your Scorpion can shoot exactly one target a turn. It'll damn likely kill that target, but that's basically all it'll do for the turn. Considering the... considerable point investment you made to field one of these, it might not be the most economic option worth considering. If your opponent went vehicle heavy or invested a lot in more elite units, the Scorpion may well earn it's points back, but that's a mighty if that's really dependent on elements well outside your control. The second issue is, while this tank is exceptionally durable, it's going to be a fire magnet. If your opponent is packing some serious heat of their own on more cost efficient platforms, you're going to need to pray you get first turn.
Heavy Weapon Options: Your Scorpion comes equipped with a Twin Scorpion Pulsar and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish.

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. Never mind that you don't really want to actually put yourself even closer into harm's way to use its pitiful range.

The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12" of range in comparison. 4 S6 shots at a 36" range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they'll be all the more likely to wander within range of this thing though.

The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn't all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon.

A pretty hard pass. You're really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can't really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that'll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn't all too terrible

Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it'll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound.

Vehicle Upgrade Options: Your Scorpion is eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.

Ignoring hit modifiers may help your Scorpion deal with enemy fliers or other shenanigans

A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink.

A fairly useless upgrade for your Warp Hunter. Hard pass.

Fairly useless. Pass.

Cobra Forge World:'
Titanic Vehicle
When compared to the Scorpion, what the Cobra lacks in volume of fire it more than makes up for in sheer power. A dedicated Vehicle and Titan slayer, the D-Impaler strikes at a jawdropping Heavy2d3 S16 AP-5 D6 (yes, flat 6) statline, tossing on d3 mortal wounds per wound roll of a 4+ to emphasize that particular point. Bar the literal worst possible rolls, you will decimate any vehicle you point this massive D at with impunity. The drop down to BS3+ does hurt a bit compared to before, but your Farseers can more than make up the difference with the Guide rune of fate. Defensively, the Cobra is identical to the Scorpion; A 3+/5++ save covering a T8 model with 26 wounds will keep it in the fight for quite a while, but the degrading statline will really hinder its performance if it takes too much fire. Believe me, this thing will not go unnoticed by your opponent. Much like the Scorpion, you'll want to take every measure in the book to keep this thing alive and kicking as long and hard as possible. Unlike the Scorpion, the Cobra is a bit more of a niche pick it handles infantry much worse, at max getting half the shots that its pulsars would.
Heavy Weapon Options: Your Cobra comes equipped with a D-Impaler and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish.

Aside keeping it cheap, you should probably give this a pass.

The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12" of range in comparison. 4 S6 shots at a 36" range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they'll be all the more likely to wander within range of this thing though.

The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn't all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon.

A pretty hard pass. You're really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can't really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that'll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn't all too terrible

Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it'll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound.

Vehicle Upgrade Options: Your Cobra is eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs.

Ignoring hit modifiers may help your Cobra deal with enemy fliers or other shenanigans

A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink.

A fairly useless upgrade for your Warp Hunter. Hard pass.

Fairly useless. Pass.

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.

Revenant Titan Forge World
Titanic Spirit Host
After languishing for over two years as a ludicrously overcosted resin statue, the Revenant Titan is... still overcosted. Of the two major Conclave titans, the Revenant is the only one that you may potentially take into a standard game. At 1500pts, you won't have much room for an accompanying army so you'll need to keep all accompanying units as cheap as possible if you want any board presence. In terms of durability, the Revenant is nearly unrivaled; 32W at T9 with a 3+/4++ save makes all but the heaviest firepower a trivial matter. Offensively, Revenants are reasonably flexible at engaging infantry, monsters, vehicles and even other Titans. However, consider how many Fire Dragons, Dark Reapers, Wave Serpents, Fire Prisms and even Wraithknights you can bring to the table for the 1500pts this one model costs.
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 . Outside of that, they have exactly two choices in primary armament.

The default loadout, each Pulsar is a Heavy 6 S12 AP-4 D4 cannon that'll let your Revenant engage targets very flexibly and from a respectable distance; something your glass-jawed titan would rather stay at considering their lack of a melee-friendly invuln. Likely your go-to in most circumstances.

Though the Sonic Lance has a rather unholy 3D6 shot output per lance, it's one of the few blob-blender weapons in the game that didn't get the Blast keyword. Would that be a bit overkill for a weapon that wounds all non-Vehicle/Monster units on a 2+? Maybe, but you aren't dropping 1500 points to deal in "maybe"s. Having said that, even though each individual hit only deals 1 damage, their AP-3 and (theoretical) volume of hits will easily carve through GEQ, MEQ and TEQ targets indiscriminately and being able to wound everything else on a 4+ isn't the worst possible outcome for such a specialized weapon. The thing that really hurts this weapon compared to the Pulsar is the paltry 18" range it has. Using this in a match involving enemy knights or titans severely increases the odds something with a rather big sword will tackle it come their turn, obviously alongside the dramatically reduced damage output the Revenant would be dealing to said titans when trying to shoot them.

Phantom Titan Forge World
Titanic Spirit Host
Phantom Titan.jpg
The biggest, baddest, priciest model in the entire Eldar arsenal. At 3000pts to field and a minimum of $860 for the privilege to actually own one, you will never field even one of these in any conventional games. But, if you happen to be particularly loaded and know a few rich friends, you might get to break out your premier titan in an Apocalypse game. At 60 wounds at T9, the Phantom Titan is one of the most durable units in the game and with weapons leaning upwards of S14-S18 and all primary weapons dealing between 5 to 12 flat damage a hit, one of the most powerful. No other non-Titanic unit in the game can hope to stand against a Phantom Titan's sheer firepower and survive. To this end, the only units that a Phantom Titan should really pay attention to are opposing Titans. Due to this thing's massive pricepoint, opposing players can field a substantial number of opposing Imperial Knights, Wraithknights or other "conventional" titans that are able to overwhelm a Phantom Titan through sheer numbers... which is honestly kind of saying something.
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 D2 Blast). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis.

The Starcannon is the default 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. May as well swap it for the Bright Lance.

  • Like the Starcannon, what the Bright Lance brings to the table is so pitifully minor compared to your main weapons that you'll likely forget that it even comes with your Phantom Titan. It is a bit more in line with the Voidstorm Missile Launcher and as such tends to contribute a bit more than the Starcannon will against the targets your Phantom Titan will even bother paying attention to. No reason not to pick 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 ranged weapons. Firing 8 shots at S14 at AP-4 120" downrange, whatever it's hitting is not having a good time. Each hit also deals a flat 5 damage, a hefty value that'll eviscerate enemy vehicles, monsters and knights in short order. It has ever so slightly less total potential against single targets, but the consistent number of shots makes it more ideal in the event you need to target squads of infantry.

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 Pulsar fires off, this Heavy 2d3 blast weapon causes 3 Mortal Wounds per wound roll of a 4+ in addition to the 8 damage each hit deals. It's a tough call, but this makes the D-Bombard more ideal for dealing with superheavy vehicles and lowerscale titans compared to the Pulsar.

As mentioned in the main entry above, the Wraith Glaive is the single highest stat weapon in the entire Aeldari range. S18 AP-5 D12 will destroy a majority of all non-superheavy vehicles in a single swing, most superheavy/knight models in as few as two or three swings and will very likely put down most other true-blooded titans in full round of combat, assuming you rolled well. Considering many of the invulnerable saves other titanic targets have tend to only work against ranged attacks, this is your best tool for killing enemy titans if/when you encounter them. For virtually everything else, it's complete and total overkill, though overkill is the name of the game with this fucking thing.


  • Webway Portal: This massive gate, should you choose to actually use it instead of just setting it up as battlefield decor, is a pair of T8 14 wound arcs with a 3+/5++ save that lets you set up units from combat reserves and counts as Light+Heavy Cover as well as being Inspiring to ALL Aeldari units, giving even allied Dark Eldar and Harlies a +1 to Leadership. Also helpful is that units that emerge from here can be set up within 9" of an enemy unit - including into engagement range so they can count as having charged without worrying about overwatch, which helps a lot for Wraithblades and Wyches, and it halves the CP cost of throwing units into combat reserves. While this sounds fairly handy, since it allows you to effectively deep-strike units that normally cannot do so, whether big guns like Support Platforms or ambushers like Scorpions, a lot of the appeal dies down when Combat Reserves already has them come in from the table edge. You might assume that there's a bit more tactical wiggle-room by having them come out of the middle of the table as opposed to the edge. But then you'll realize that with the massive footprint this thing requires to be set up (12" from your opponent's deployment zone and any units they have outside of that DZ), finding the ideal place to set up the portal in the first place will be borderline impossible. You're also sacrificing the modicum of flexibility the whole of the table edge affords for setting up units for the very obvious and limited Webway gate that towers over the battlefield for all to see, several tables away. If that wasn't bad enough, the few stratagems that exist to supplement the Webway Portal are Harlequin exclusive. You can use them, but you must bring a supplementary detachment of Harlequins to use them.
    • TL;DR - A fantastic looking centerpiece that looks really good for aeldari-themed terrain... and that's it. Precious few units in your roster lack the ability to deep-strike (either natively or through a stratagem), especially with the changes to reserves granting those select few units who can't deep-strike a means to do so.


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 replace the Craftworld keyword with Ynnari and you are in business! You've got to live with certain restriction, but you gain certain perks for it instead and these perks can be very powerful in the right hands.

Ynnari are pretty much the only faction in the game that can mix and match units from various armies in the same Detachment, giving you an unrivalled degree of flexibility. You can include Asuryani, Drukhari, Harlequins, Incubi and Scourges all together fighting side-by-side - the only off-limits units are any Haemonculi Covens and Corsairs. Ynnari have a good selection of unique characters and psychic powers as well, giving them a strong Herohammer approach to play. However, for the privilege of taking the death elves, you must abide by some particular caveats...

Ynnari have had a BIG revamp with the new codex. Rather than being a standalone army with their own mediocre knockoff rules, Ynnari now function as something of an unusual Asuryani army that willingly undergoes certain restrictions to gain other key benefits.

When you designate a Detachment as Ynnari, it can include Harlequins, <Kabal> and <Wych Cult> units as well as Incubi and Scourges (with some caveats, see below) alongside Asuryani units in the same detachment. Just as long as you have an Asuryani unit in the same battlefield role for each non-Asuryani unit you intend to take. These Detachments are, for all intents and purposes, considered Asuryani detachments and all <Kabal>, <Wych Cult>, <Saedath> and <Craftworld> keywords all get replaced with the Ynnari keyword.


  • Ynnari Harlequins can no longer take Pivotal Roles and Ynnari Drukhari can no longer take Lords of Commorragh or Favoured Retinues (so no Ynnari Trueborn or Hekatrix Bloodbrides). You also can't take any Phoenix Lords (despite Jain Zar's sponsorship being a major plot point), no corsairs, no Avatar of Khaine (even though the Ynnari have one in lore) and no Solitaires.
  • You lose the Runes of Fate discipline on your Asuryani psykers. No Fortune, no Mind War. Fortunately, it gets replaced by the new Revenant discipline, which is a really good selection of powers. You still get to use Runes of Fortune too.
  • If you elect to take Incubi or Scourges then you see a points increase: +4pts per model for Ynnari Incubi (which leaves them in a questionable spot) and +2pts for Ynnari Scourges (which might just about still be worth it).
  • Though you can mix units from other armies in the same Detachment, your dedicated transports can only hold models of their army type - so you cannot, for instance, have Wyches riding around in Wave Serpents or Dire Avengers riding around in Venoms. The exceptions are Yvraine and the Visarch, who can hop into any transports.
  • Finally and perhaps most importantly, while your mixed detachment counts as an Asuryani detachment which gives your troops ObSec and the Leaders of the Warhost rule, not every unit in your army will have the Asuryani keyword despite being drawn from the same "Craftworld". This will mostly matter for things like Strats due to how Dark Eldar don't share the same keywords aside from Ynnari.

The old Ynnari-exclusive Relics, Warlord Traits and Strategems are mostly gone too, but you get to use the Asuyrani ones from the new book. The Relics and WTs are a big loss as many of them were very nice, but hardly anybody is going to weep for the Strategems.

Special Rules[edit]

  • All troops gain Objective Secured, regardless of which army they came from.
  • Strength from Death: Fights First applies across your entire army, and +1 to-hit for both melee and range attacks if the unit has taken any casualties. This special rule effectively optimizes many of your close combat units by allowing them to punch and counterpunch enemies to death with WS+2, but also offers something for your shooters too. However it works best on large squads that won't be wiped by a single volley of shooting, that or Wraithblades.

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. Warden of Souls: Ynnari get a single Warlord Trait, and that’s this one, which heals your warlord for a single wound in each of your Command phases and gives them +1 to their Strength and Attacks whenever they’re within engagement range of an enemy unit that’s below Starting Strength. This also happens to be Yvraine's trait.

Ynnari Stratagems[edit]

Like the other Craftworlds you only get one stratagem.

  • Inevitable End (1 CP): This gives a unit that’s shooting or fighting +1 to wound if it targeted a unit that was below Half Strength. This is a much better bonus than the +1 to hit, since it’s a lot easier to control how many models are in an enemy unit than your own. And +1 to wound is pretty much always useful, since the times you’ll be wounding on 2+ are pretty rare, particularly in melee. The big downside is that your target has to be below Half Strength to use this Stratagem, so merely cutting a unit of 10 down to 5 won’t get you there. That makes this far more situational than we’d like, but in the right situations it’ll be money for finishing off an enemy unit – Custodes jetbikes spring to mind as something where letting one of your weaker units finish off the final model could be worth 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, and are probably the single most compelling reason to bring Ynnari besides the Yncarne. None of these powers are locked behind a Core word, so you can use them to buff any Ynnari Drukhari or Ynnari Harlequins you bring along.

  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. Unchanged from its previous incarnation, apart from the fact now that the D6 roll takes a -2 penalty if targeting a single model, so this power is a bit impractical for sniping characters - a shame.
    • 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 9" of the caster; every roll of 4+ deals a mortal wound to the unit in question. This is a large improvement from the last iteration of the power, which was statistically inferior to Gaze of Ynnead even in optimal circumstances.
  3. Word of the Phoenix: WC 6, this power allows the targeted Ynnari Infantry or Ynnari Biker within 6" to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Still a strong power that allows you to restore a high-damage squad of elves - Scourges, Fire Dragons, Warp Spiders, Dark Reapers, etc.
  4. Unbind Souls A WC 6 debuff to any enemy unit within 18" that means any melee attack against them auto-wounds on unmodified 6s. As the last version of this power allowed rerolling wounds, this might represent a nerf. However with the lack of native Doom, this is your next-best option.
  5. Shield of Ynnead A WC 6 power that grants one non-Titanic Ynnari unit within 12" of the Psyker a 4++ invulnerability save. This works for absolutely anything now, from Wraithguard to Warlocks and even aspect warriors despite any pre-existing invulns, though you've lost the bubble wrap ability.
  6. Ancestor's Grace: This WC 7 buff grants the targeted friendly Ynnari unit within 18" a +1 to-wound roll in melee. Extremely scary if you manage to cast this on a Wraithknight or some Ghostaxe Wraithblades.

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]

  • The Lost Shroud: Your one unique relic, and thankfully it's a damn good one. Each time an attack is allocated to the bearer, that attack is -1 Damage, and you get +1 to your save roll if it was D1. This is basically Disgustingly Resilient and All is Dust all rolled into one, and it goes beautifully on a bike-bound Autarch or Farseer that you really need to keep alive.


  • Yvraine: The Emissary of Ynnead herself, and she gains the Asuryani keyword this time. For 135 points you get a goth girlboss with a Phoenix Lord-esque statline and Kha-vir, the Sword of Sorrows, a magic sword with a S+1 AP-3 D2 damage profile that also inflicts 2 MWs on an unmodified roll of 6 (and ends her attack sequence). She has a runesuit that gives her Transhuman Physiology (wound rolls of 1-3 auto-fail) and a 4++ invul. She can cast two powers from the Revenant Discipline to begin with (likely going to be Word of the Phoenix and Shield of Ynnead) and gains more in mid-game, which is nice given how powerful these spells are, and her familiar allows her to reroll psychic tests. Rules-wise she retains her Herald of Ynnead ability to hitch a ride in any Ynnari transport she desires, but also has Battle Focus and Strands of Fate now. A very lovely support character, a bit on the pricey side but you definitely get what you pay for.
  • Visarch: Our resident pointy-eared Jorah Mormont to Yvraine's pointy-eared Daenerys Targaryen, long struggled to be anything other than a bad Autarch, but there is a lot more incentive to bring him as something other than a tax HQ choice in a Ynnari patrol this time. The Visarch has got himself a substantial upgrade for his magic Choppa, the cronesword Asu-var the Sword of Silent Screams, which now has a S+2 AP-4 D2 profile and also negates invul saves on any wound rolls of 4+. The Visarch is quite tough as Eldar units go, with a 2+ armour save, a 4++ invul, 6W and the Champion of Ynnead rule that allows him to regain wounds (and also pick up extra attacks if a character eats it) if any friendly Ynnari models near him die. He hands out a reroll 1s to-hit aura (melee and range) for every Ynnari Core unit within 6". He now acts as a Bodyguard for Yvraine, so if you have her in your detachment, you can bring him then he takes up no HQ slot. Unfortunately though, he's gone up to 95 points and he still might lose out to an Autarch just through their sheer superior customisation options despite his beatstick profile. If you have the points to spare then there's nothing wrong with bringing him.
  • The Yncarne: Oh boy, here they come killin' again. The Yncarne has seen a big points cost drop, 250 points (down from 290). And Jesus Christ, what a character you get for that. The Yncarne is the Ynnari answer to the Avatar of Khaine, and has the epic cronesword Vilith-zhar, the Sword of Souls, with two brutal profiles: either a piercing strike (S+4 AP-4 DamD3+3 that ignores invuls) or a sweeping anti-horde strike (SUser AP-4 D1 Ax2), plus a new Soul Energy 6" magic flamer that licks enemies with S7 AP-2 D1 auto-hitting EVERY enemy unit within range. And they're not just a monster on offense, either; the Yncarne is very hard to kill with T7 W12 and halving all damage (rounded up) with a 4++ invul for good measure. The Yncarne starts out knowing all of the powers from the Revenant discipline, has Battle Focus and Strands of Fate, and has a 12" aura to allow friendly Ynnari infantry to ignore combat attrition modifiers (not that this matters). On top of all that, the thing can not only fly over terrain but also set up in waiting off the board and appear within 1" of a just-wiped unit, friend or foe, though it cannot do so within engagement range of an enemy unit and it cannot charge or heroically intervene in that turn. All of this adds up to a ridiculously powerful deathstar/character assassin with a monstrous threat range and pretty much any enemy squad dies within a single round of it getting within arms-reach.
    • Note: The Yncarne can't charge after arriving in this way so you ideally want him popping up on your opponent's 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.

Craftworld Legends[edit]

The retirement home for all the GW/FW models of yesteryear. Like all units placed under the Warhammer Legends banner, the data sheets for these models are available for casual play and possibly for smaller, locally run tournaments free of charge. Having said that, Games Workshop all but disavows them in any official capacity; these models are well out of print (with an exceptionally probable likelihood of never returning) and will rarely, if ever get updates to their data entries. These units are banned from any official tournament run by GW or GW stores and will likely become progressively more and more irrelevant as the meta shifts and evolves over time. If you have a couple of these units lying around, feel free to call a friend or two for a good ol' nostalgia trip. Otherwise... well, hopefully they look good on your shelf.

Legends HQs[edit]

  • Autarch (Weapon Options): Thanks to the revamp, all prior Autarch variants have been resurrected from Legends hell. They even took most of their toys with them, only leaving a few unremembered scraps behind. Despite that, if you truly wish, you can slap one of these on your Autarch at the cost of it becoming a "legends" variant. Shares the point cost of any wargear in the codex.

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" range. Given basically any other option is free, you should probably consider those instead.

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.

Legends Troops[edit]

  • Corsair Reaver Band (Forge World): Your foot slogging space elf pirates. With the new edition came some new rules that finally makes these guys a fully viable troop choice; Allies of Convenience is a new ability granted to all (3) of your Corsair units that allows them to be included in a Battle-Forged <Craftworld> or <Kabal> detachment without interfering with their abilities, bonuses and/or other requirements. With the rework they've received, they're certainly worth considering as well. Though they gain no bonuses or support options from your psykers and stratagems, their 9-point per model cost combined with their reworked Reckless Abandon (units with this may make a heroic intervention as though they were a Character) makes them a half decent meat-shield for particularly important characters or units. Additionally, the main selling point of the Reavers remains fully intact; for every 5 models in the squad (to a max of 15), you can equip one of them with a heavy/special weapon of your choice and goddamn do they have a selection of toys to play with. Even without spending a single point, you can have the entire squad equipped with lasblasters, shardcarbines, shuriken catapults or spar-glaives to fill effectively any conceivable role you'd need them to. Unsurprisingly, it's not all great news for your space pirates. With a pitiful GEQ statline of T3 and a 5+ save, these guys will perish by the score if even one of them stumbles over a curb, even more so if your opponent points at them with anything resembling a gun. Additionally, these guys will not benefit from Objective Secured and, especially combined with their tragically frail bodies, are terrible for trying to contest front-line objectives.
Standard Weapon Loadout: Your corsairs have the extraordinarily unique honor of having not just one or two standard arms loadouts, but four. None of these options change the price tag on your corsairs in any shape or form, so it's entirely dealer's choice on what you have them take into battle. Regardless of the main four, all your reavers also come equipped with a Brace of Pistols (12" Pistol 2 S4 AP0 D1) so that they can always pop off a shot or two regardless of where they're at.

The standard weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24" range, allowing them to actually engage enemy forces at a relatively safe distance.

I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. Yes, it has S4, giving it marginally more of a chance wounding GEQ and MEQ targets than the Lasblaster. Only with half the range and half the number of shots. Yes, it has the potential of an AP-3 if you're particularly lucky. The odds of that lucky "crit-hit" going off consistently aren't remotely good enough to genuinely factor it into your game plan however. Frankly speaking, whatever the 'pult does, one of the other two guns can do better, or more than makes up for the difference through their other selling points. If you really want some shuriken catapults on your front lines, just take some Dire Avengers.

For the edgy space elves who aren't quite there yet, the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-<Vehicles> on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18" firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-<Monster> unit who can whittle down scores of enemy infantry on the side

Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you're still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Literally on par with chainsword Storm Guardians in a fight, which isn't exactly worth bragging about. You'll want to stick with any of the other ranged options, especially since the biggest selling point of the reavers is the massive hoard of ranged special weapons at their beck and call.

Special Weapon Loadout: This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair reavers will make tactical marines blue with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit.

+20pts The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You'll probably want to pass on this particular option since, as a heavy weapon, it isn't particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they're camping on objectives.


+15pts The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn't really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you're going to be facing a lot of heavy support units for a squad of reavers you plan on planting around backline objectives.

+5pts Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared reaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it'll do little to improve your reaver's effectiveness against larger, tougher targets.

+10pts A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile.


+10pts The shuriken cannon is... really not a great choice here. It doesn't really offer anything the other weapons in this category don't blatantly do better nor does it provide any particular utility worth considering. Give this one a pass.


<tab name="Dissonance Pistol"> +5pts Felarch Only. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for.

Legends Elites[edit]

  • Bonesinger: Your only dedicated healing support whose out of print metal model and datasheet has been discontinued for official use. As a 70pt psyker character only equipped with a Psytronome (S3 AP0 d3 with only a single attack) and no ranged weapons, the Bonesinger is built and intended to do all his work in the Psychic phase. As a dedicated psyker he leaves a lot to be desired; he can only cast/deny one power a turn and that power is exclusively Smite. Alternatively, he can use that psychic phase to heal a nearby Vehicle or Wraith Construct for d3 wounds. This makes him, all things considered, a pretty terrible support unit compared to most other faction equivalents, as a majority of them still have at least a modicum of an offensive presence alongside their respective support roles or are simply better at the job than he is. Having said that, Bonesingers are one of the few support units capable of healing infantry, monsters and vehicles where others, like the Techmarine and Apothecary, are strictly dedicated to one particular unit type.

Legends Fast Attack[edit]

  • Corsair Skyreaver Band (Forge World): Literally just the Corsair Reaver Band with jetpacks. Unfortunately, these guys are no longer troops and occupy a much more contested Fast Attack slot. Note: I just acessed the Forge World Legends doc and it lists Skyreavers as Troops. All things considered, they're still not terrible; just like reaver bands, these guys can be included in Craftworld/Kabal detachments without breaking Battle-Forged bonuses and have immensely flexible loadouts to suit your needs.
Standard Weapon Loadout: Just like the regular reavers, skyreavers can outfit themselves with one of four different standard weapons.

The default weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24" range, allowing them to actually engage enemy forces at a relatively safe distance.

I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. The sheer speed of the skyreavers make these slightly more effective than when taken on their ground-bound kin, but they still pale in comparison to the other two ranged options. Frankly, you'll get more bang for your buck just getting Windriders with twin shuripults.

For the edgy space elves who aren't quite there yet, the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-<Vehicles> on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18" firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-<Monster> unit who can whittle down scores of enemy infantry on the side.

Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you're still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Their impressive movement speed will allow them to easily close the gap and tie up targets in melee which, if nothing else, is useful for tying up static gunline infantry hanging in the backfield of your opponent's deployment zone. Don't expect them to get much accomplished though.

Special Weapon Loadout: This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair skyreavers will make tactical marines blue with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit.

+20pts The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You'll probably want to pass on this particular option since, as a heavy weapon, it isn't particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they're camping on objectives.


+15pts The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn't really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you're going to be facing a lot of heavy support units for a squad of skyreavers you plan on planting around backline objectives.

+5pts Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared skyreaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it'll do little to improve your reaver's effectiveness against larger, tougher targets.

+10pts A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile.


+10pts The shuriken cannon is... really not a great choice here. It doesn't really offer anything the other weapons in this category don't blatantly do better nor does it provide any particular utility worth considering. Give this one a pass.


<tab name="Dissonance Pistol"> +5pts Felarch Only. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for.

  • Corsair Cloud Dancer Band (Forge World): Corsairs on Jetbikes. At 22 points per model, they're a touch pricier than Craftworld Windriders and are for all intents and purposes, completely identical in statline and battlefield role. At least when taken bog-standard. Unlike their basic brothers, cloud dancers have twice the number of heavy weapons to choose from and as such, can fill dramatically different roles when upgraded. At least, if you're willing to splurge on them because goddamn do they get pricey when you start putting the bells and whistles on them. Just like the corsair infantry, including cloud dancers in your craftworld or kabal detachment will not interfere with their Battle-Forged status and will not interfere with any abilities/stratagems/powers that require a purestrain list. Unfortunately, this also means that they don't benefit from any such things themselves, so depending on what you need these guys to do you'll get considerably more mileage out of taking the vanilla bikers instead.
Special Weapon Loadout: With twice the weapon selection as their standardized kin, cloud dancer bands can be tailored to a wider variety of battlefield roles to fill any tactical holes you may have in your formation. This freedom of choice doesn't come cheap though, so make sure you know exactly what you want before you sink too much into these guys.

The default gun, and ideally one you're immediately dumping in favor of one of the more unique choices available to you. If you just want twin shuripults, take Windriders. They're cheaper and can benefit from shuriken buffing attributes and abilities. No arguments, just take them instead.

+10pts See the entry for Twin Shuriken Catapults. There is literally no reason to take these instead of one of the other choices on the list. Hard pass.

+20pts Now we're cooking. Though this'll spike your cloud dancers to a pricey 42 points per model, you'll have an exceptionally fast anti-vehicle/monster platform that can easily flank and toast targets with high armor/tougness.

+15pts 5 points more expensive than when taken on the corsair infantry for some reason.

+10pts Also exactly like the Shuripult and Shuricannon in the sense that you shouldn't take these on cloud dancers when you have the functionally identical windriders that can do so for less.

+15pts The cloud dancer-unique dissonance cannon is... woefully underwhelming for the pricetag. 37 points for two 24" S5 AP-2 D2 shots isn't really that great a deal, even with the occasional auto-wounding on unmodified hit rolls of 6. Still, a successful wound does almost guarantee a dead marine and in this day an age, that's worth more than you might expect.

+5pts Felarch Only. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for.

  • 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. Unless you're playing by GW's rules, in which case don't expect to see/use these in tournament settings anymore.
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.

Legends Flyers[edit]

  • Phoenix (Forge World): Now Legends, so play it as a CH or a Nightwing in competitive play. 210 points for 16 wounds flyer. 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. No more options for Starcannons or Bright lances, or nightfire missiles. Phoenix Missiles are similar to Starcannons with only D6 variable Str6 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.
  • Vampire Raider (Forge World): Legends now, and no longer a LOW but a Flyer (still Titanic though). Insanely cheap for 32 T8 wound with a flat 4+ invul. Unfortunately now that it's legends, you won't see it in competitive play.
    • Colossal Flyer rule is gone.
    • FW Legends makes it only 400 (!) points.
    • Since it's Aircraft and a Flyer, it can never hold objectives (change from 8th where it was LOW and got around the Boots on the Ground restriction).
  • Vampire Hunter (Forge World):Legends now, and no longer a LOW but a Flyer (still Titanic though). Insanely cheap for 32 T8 wounds with a flat 4+ invul. Unfortunately now that it's legends, you won't see it in competitive play. Twin Pulsar is 60" Heavy 9, S12 AP -4 Damage D3+3, fewer shots than the Scorpion. Still pretty mean for it's points.
    • Colossal Flyer rule is gone.
    • FW Legends makes it only 600 (!) points.
    • Since it's Aircraft and a Flyer, it can never hold objectives (change from 8th where it was LOW and got around the Boots on the Ground restriction).

Legends Heavy Support[edit]

  • Firestorm (Forge World): Good news! The Firestorm received both a Power Level and Points value, so you can use it in every mode of play! Bad news!It's now been banished to legends! It's a shame, but it's an outcome we all knew was going to happen. At a new value of 130 points, the Firestorm is a bit of a steep buy for 12 scatter laser shots, even if those shots have twice the range compared to the stand-alone scatter lasers. What's worse is that the firestorm scatter laser now only receives its hit bonuses against <Aircraft>, a considerably more niche category that typically tends to be around T6-7, meaning what shots do land will be rather ineffectual at actually hurting it. Thankfully, at least the firestorm no longer suffers hit penalties against everything else, making it a pretty solid GEQ shredder. In general though, two war walkers armed with scatter lasers will very much perform the same role for about the same price tag and none of the drawbacks (namely, no degrading statline and can divide fire between multiple targets). If nothing else, the firestorm has an underslung twin shuripult that can be swapped out for a shuricannon, can take any of the standard vehicle upgrades and can transport up to six infantry models. That's cool, I guess.

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.
  • Guardians: Unless you're running a Vanguard, Outrider or Spearhead detachment, you're going to need some flavor of troop to hold the line. Now that the Guardian kit can be assembled as Storm Guardians or Guardian Defenders without having to purchase a shitty stand-alone upgrade sprue, picking up a box of these guys is strongly recommended as a baseline. Guardian Defenders are now damn near as good as last edition's Dire Avengers offensively while Storm Guardians (ironically) are particularly tanky objective assaulters. Both of them also get re-roll support while within range of objectives on top of their Objective Secured abilities.
  • Rangers: These are the dudes you bring to fill slots on the cheap. 65 points for 5 bodies isn't a terrible trade when you're trying to save for your Aspects, especially when these guys were built to hunt Characters, a specialty many of your other units will struggle to fulfil. If you're lucky with your Strands of Fate Rolls, you can guarantee those Mortal Wounds on a character you're shooting at. Rangers are perfect for holding objectives in the back field due to their range and potential defensive utilities you can spring for and actively benefit from venturing into enemy territory to snag VPs, depending on your picked objectives.
  • Dire Avengers: Although Dire Avengers are no longer troops, these guys will still give you a great bang for your buck. Literally. $35 for a squad of 5 Dire Avengers is frankly a goddamn steal compared to the GW standard pricing these days and you can easily shave another $5-$10 dollars off if you pick them up off of a third party site like Ebay (New in Box, of course). For a majority of standard lists, three squads of these guys will have you set.
  • Wave Serpents: Wave Serpent grav-tanks have almost always had a particularly valuable role in any Craftworld army and still hold the title as your most durable standard vehicle. As a dedicated transport, it's a fantastic choice if you're looking to provide heavier firepower without taking up your rather competitive Heavy Support slots and is essential to get squads of melee units across the field in one piece. Having at least one will open up your tactical options substantially and will at the very least provide a solid heavy weapon platform that your opponent will need to focus down in order to shift it.
  • Wraithguard/blades: The single biggest drawback to the Eldar factions as a whole is their infantry's paper-thin frailty. Wraith units in general offer you a key exception to that rule by offering extremely hard-hitting, tough-as-hell statues that can easily chunk a wide variety of enemy units you throw them at. Having at least one Wraith unit is advised if only to draw fire away from your much squishier units.
  • Aspect Warriors: In general, most of your Aspect Warriors are actually good now! Some are certainly better than others, but all in all, they now properly stand as the elite specialists that they were always meant to be. In a way, Aspect Warriors can also function as "troops" in specialized lists. If you bring their Phoenix Lord, any respective Aspect Warrior within 6" of them is blessed with Objective Secured. Depending on your game plan, this can let you save points (and money) by not taking obligatory troop units. Keep in mind, this may impact your other strategic options negatively still (Starting CP, potential Strands of Fate if you have accompanying Eldar armies).
  • Forge World: Though a bit of a premium, many of the Eldar non-LoW units (that are left at least) are actually pretty solid units these days. Neither overpowered nor overpriced (point wise), units like the Shadow Spectres, Hornets and Wraithseers can actually get some reasonable work done in many more situations than some of your core units can currently. And, of course, the resin they're made out of is much better quality than the fine-crap the majority of your other Aspect Warriors are made of. Having said that, don't go too crazy and build your entire army out of FW stuff; you'll never know if/when GW suddenly decides to pull the plug and banish these premium-priced models to Legends.

Army Composition[edit]

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

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

Other Detachment Recommendations[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: You can take a Patrol detachment of these guys for any Battalion or larger of Asuryani you field at no penalty what-so-ever. If you want to focus on the Asuryani gunline units like Dark Reapers or Fire Prisms, you can take a few Harlequin Troupes to serve as your extremely killy front-line assaulters. Alternatively, double down on your lethality and support them with Howling Banshees and Striking Scorpions to slice apart melee-deficient factions like the Necrons or T'au.
  • Ynnari: If you have dreams of a truly united Eldar force, the Ynnari will be your best friend. As one of the few (if not the only) faction in the game that lets you mix and match units from different armies in the same detachment (with minor restrictions and/or caveats), you really can cherry pick the best units for the job you have in mind.

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.


  • Space Marines - The Codex giveth, and GW taketh away. With your new Codex, many of your weapons got a bump to be able to handle Space Marines. Now, with the new Armor of Contempt rule, all those extra pips of AP your weapons received in the codex pretty much mean nothing against Marines now. With all AP being reduced by a value of 1 against nearly the entire SM Codex, even your Shuriken Crits are less effective than they used to be. Fortunately, at least your forces are generally more lethal and durable to compensate. Now that all of your Aspect Warriors at least have a baked in 5++ save, your specialists all have a chance of shrugging off most conventional weaponry that would absolutely otherwise kill them. It's no reason to become complacent though; Space Marines absolutely still have the tools to reliably drop your infantry with their standard weaponry at range or up close. Despite the recent buff to their armour, your Guardians and Scorpions can still do work with the sheer number of attacks and mortal wound output they can generate (respectively). Banshees are a good option if you're looking to engage them in melee. Victory will be obtained by striking first and striking hard; if you can dictate the engagement, you'll have much greater odds of cleaning up key Space Marine units before they can wreak terrible havoc on your forces. Unfortunately, this bites both ways. If you lose initiative or allow your opponent opportunities to shoot or charge your forces unimpeded, you will suffer dramatically for it. Lastly, keep an eye on your opponent's chapter; though Space Marines in general are one of the most flexible factions in the game, each mainline chapter has a particular specialty. Avoid playing into their strengths while you search for weaknesses to exploit.
    • 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, 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; Striking Scorpions in particular can reliably carve through them without support with their sheer number of attacks and innate 3+ save, assuming they survive any 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 also 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 bit of a weakness to mortal wounds, which cut through their fancy 2+/4++ and force them to use a 6+++ Feel no Pain. You also won't find it challenging to outnumber and outmaneuver them. Under ideal conditions, you don't want to attempt to match their close combat game under any circumstances, though in the event you're feeling suicidal, Striking Scorpions that get the drop on them can do work thanks to mortal wound output and volume of attacks. At range, which is your strength, focus on volume of fire with a decent amount of AP. Leave the guardians to sit on objectives (or the shelf at home), Dire Avengers, Warp Spiders, Night Spinners and such can throw some decent shots out at them.
  • Do note they can also take Sisters of Silence, which will fuck with psychic abilities too. They're less of a threat in melee and come in with a similar statline to your own heavy infantry. However, they have an aura that gives a -1 to psychic tests, which stacks up to -3 in 18", while also being unable to be affected by psychic powers at all and a slight bonus to attacking psykers. Warlocks in particular will have a bad time if they're caught on their own, though your typical anti-infantry weapons that'll work against the custodes will also shred these. Aim to do such before they get close.
  • 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. Using long range units like Rangers, Dark Reapers and Fire Prisms will let you engage the sisters well outside their conventional ranges which they'll struggle at. 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. Also worth noting they get Armour of Contempt too, just like marines which will let them ignore a point of AP.
  • 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 Space Marines - These guys play similarly to regular Space Marines, albeit with a bit more of melee flavour 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. Overall this will be an easy matchup for now, given they've got an old book and still have single wound marine models. Don't go too hard on 'em.
    • Thousand Sons - The only other faction in the game that can spam Smite to hell and back and has enough native psychic potential to outclass your own. Multi-wound weapons are a must against these guys, as any 1-wound weapons actually increase their Rubric marine's saving throws by 1 (even the invuln save). Combine that with Armour of Contempt and they can be absurdly hard to shift. 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, even if it means eating a smite or two.
    • Death Guard - Slow, thick and pestilent, Death Guard represents the best of what papa Nurgle has to offer; Disgustingly Resilient models that can tank hits left and right as they gradually creep across the table. High strength/AP weapons are a must, though guns that deal multiple wounds (like Starcannons and Reaper Launchers) will be less effective against them than regular marines, as they reduce the damage by 1. Howling Banshees, with the Exarch having an executioner and the power for +1 Damage to her melee weapon will shred them nicely though. You will have absolutely no trouble outrunning Death Guard units and keeping them from getting into combat with your much squishier infantry models. Their plague marines no longer have their FNP, making smite a decent option to get rid of them. Don't get too close though; with their new rules, your infantry will get wounded on 2's.
  • Chaos Daemons A general rule of thumb with Chaos daemons is that they all rely almost entirely on their new Daemon Saves to deflect incoming attacks. Instead of Invulns, Daemons have two values for their Armour saves that cannot be ignored or modified in any way (barring mortal wounds, funnily enough) 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, something you've got an abundance of both of. You'll also want to bring a few psykers to both lay down mortal wounds to get through their Daemon Saves and to run interference against their psychic powers (particularly against Tzeentch). Be warned, there are now little if any penalties for souping Daemons together with the new Codex. Watch for Monster Mash combos and Tzeentch ranged attacks.
    • 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, given they'll go through any armour you've got like paper.
    • Nurgle - Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game. With the update, their Plaguebearers are now T5 with two wounds but are insanely pricey for what they do. Their nurglings lack ObSec, but their improved Beasts of Nurgle will automatically heal back to full wounds unless they're outright destroyed.
    • Tzeentch - A buff to their Daemon save means most of their standard units benefit from a 3+ in range. 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. 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. Swooping Hawks are a good choice with their ability to pretty much redeploy after shooting and guns that'll drown them in saves.
  • 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. Especially given this faction's basically dead now too.



  • 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 putting their aspect warriors in generally unfavorable matchups and focus on taking down their psychic support whenever possible. Rangers are especially good for picking off the odd warlock or possibly a spiritseer. Farseers will be more difficult, though. Do note that you should have no trouble at all dealing with the armour your own statline provides, or any of the other factions below.
  • Dark Eldar - Your edgy kin are just as fast and deadly as you, though they're a bit frailer and cheaper too. 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. Wyches are equally deadly and surprisingly versatile, with the drugs they can take to enhance various aspects of them. A lot of their mobility comes from their transports, which can easily be popped by anything with a weapon that can remotely pull anti-tank duty. Once you do so, mopping up the infantry taking cover within should be no challenge in the slightest. Lastly be aware that your dark kin are well suited to exploiting any openings in your formation as you close around them, a misplaced unit of aspect warriors, or badly parked wave serpent can be enough dor them to snowball an advantage.
  • Harlequins - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves, along with the inability to reroll against them 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 overpower them in a straight up fistfight, but beware any Fusion Pistol, or even Neuro Disruptor wielding Troupes; they'll ruin your day. However, that massed bolter-equivalent fire that shreds your guardians? Those'll work just as well on the clowns too. Sure, AP might not mean anything at all to them but even five shuriken catapult shots against their coin-flip saves will typically drop a squad, if everything goes right. Swooping Hawks, literally anything with a flamer or scatter laser and Dire Avengers in particular have a good volume of fire and are reasonably prices and make for decent threats against them, along with any other source of massed attacks to overwhelm their saves. If you choose to engage them in melee though, for god's sake make sure you strike first. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam, alongside executioner is a very reliable option that can 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.


  • 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.
  • 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.


  • Necrons - Extremely tough metal skeletons that will. Not. Die. You'll need to focus down entire units at a time or they'll slowly start replenishing lost models and wounds thanks to their reanimation protocols and living metal respectively. 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, and get a bit of defence through a specific dynasty. Drowning their units with mortal wounds does deny them their reanimation, combine that with limited psychic defence and smite spam will do work versus them.
  • 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, and particularly vulnerable to scatter lasers.
  • Tau - Howling Banshees. These fine ladies can completely counter the typical Tau gameplan simply by charging them; Overwatch becomes meaningless and Banshees utterly hose any Tau unit they can engage in melee (granted, pretty much fucking anything will beat Tau in melee). With the ability to advance and charge on top of a base 8" movement, that's a very easy feat to achieve. Storm Guardians also have a natural affinity against the Tau, and they can dispel their Serpent Shield platform to shut down overwatch on a target they're ready to charge, but keep in mind they're not remotely as lethal as their Banshee sisters at the same job. They can, at least, pack a few Fusion Guns to deal with Tau vehicles and battlesuits. Lastly, Shining Spears. If you're concerned about Tau Battlesuits potentially leaping out of range or behind intervening cover to get away from your Banshees, Shining Spears will excel at hunting them down. Another solid strategy would be to focus on your psykers. Like the Necrons, Tau are virtually defenseless against the onslaught of powers you can churn out a turn. Do take as much a chance to deploy everything you can in deepstrike/reserves, Tau have some disgustingly good shooting that can ignore line of sight requirements.
  • Leagues of Votann - Space dwarfs! While not exactly xenos, they aren't imperium aligned though are still technically human. They're a close-range shooting faction with some okay melee support. Slow, decent armour (Ignores a point of AP and also prevents rerolls for both wounds and damage. Don't bring doom on your Farseers.) and they've got a mechanic that lets their to hit rolls auto-wound, which can go up to a 4+. On the bright side, you don't really care much about that last one, thanks to having a nigh-universal T3. Abuse your high mobility to weave in and out of cover, try and tie them up in melee and you should have a pretty good time actually.