taufeedenzanid.cf - Free ebook download as PDF File .pdf) or view presentation slides online. The craftworld Eldar are an ancient and enigmatic race that cross the galactic technological mastery of the Eldar that worlds were created for their pleasure. Следите за обновлениями, делайте свои копии знаний и не говорите потом, что мы вас не предупреждали. Voice of taufeedenzanid.cf МБ.
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Will be uploading pictures as I get them – have full list for Eldar and co. Eldrad. pts. Prince Yriel. pts. Illic NightSpear. 88pts. Asurmen. It is also the ideal Craftworld for a vehicle heavy list, or for maxing out footdar infantry unit sizes due to their. Warhammer 40, Craftworld Eldar CYOA. (Jumpchain-Compliant!) The Eldar. An ancient race, born some sixty million years ago in the War in Heaven.
In addition. In an instant. As the debauchery and murder cults spread and multiplied. The majority of their fellows laughed at their ideas. These first defectors were known as the Exodites. The ancient and undefeatable Eldar Empire had ceased to exist. The Eldar race lived on. The Path would allow the Eldar race to survive the Fall.
The Exodites survived the cataclysm. These survivors became the Craftworld Eldar. On their primitive and beautiful worlds. Many became little more than feral. The most extreme of these individuals left and formed colonies on distant planets. Eldar Craftworlds Unlike the Exodites. These Eldaar gathered on massive trading ships and fled from the core Eldar worlds.
They were cast adrift. The great psykers of the Eldar devised a system known as the Eldar Path. The Eldar civilization forever distant and alien to these hearty kinsfolk. To them. The Craftworld Eldar recognized the inherent dangers of their psychic minds. They preached self-control and righteousness in thought as well as deed.
The Eye of Terror is the gravestone of those once powerful worlds. These limitations keep the Eldar from succumbing to the wild emotions. Some of the mighty trade ships were consumed by the expanding Eye of Terror.
The Eldar had truly suffered a Fall. Their civilization was insular. The birth of Slaanesh tore real space asunder. The Path is designed to harness the expansive minds of the Eldar. Worlds were forever sucked into the warp.
Prior to their civilizations destruction. The Inifinity Circuit is a giant repository of all the soulstones of the craftworld.
They became the Craftworlds. To protect the soul of dying Eldar the soulstones and infinity circuit were created. Unlike humans. The entirety of the new Eldar race was contained within.
The innovations of the Path and the Craftworlds The loss of an Eldar life is terrible and irreplacable. Their numbers are slowly dwindling. Their courtship rituals are long and ritualized. This circuit can be tapped by the psychic powers of living Eldar. From here. Eldar gestation is a long. Despite their potent abilities to see the future unfold the future that is revealed is bleak.
Compared to their once vast empire. Instead of a temporary home used to flee the destruction of their worlds. An eternity of agony. As the Path system developed. The god still harbors a taste for Eldar souls. The inhabitants naturally expanded the great ships.
Their Craftworlds are scattered and separated. It endures that hellish place as the Eldar have a special connection with the Warp. With such powers. Only the strongest psykers and keenest minds can parse the skeins of fate for patterns and design.
The Path system itself hinders the passions and emotions necessary for the continuation of the species. No matter the shrine. In this way. Some of these shrines. As a result. The path system has many branches and parts. An Eldar can follow one branch of a path for sometime. The Eldar have no qualms using their abilities to adjust and steer events in such a way as to limit their exposure to dangers.
To the Eldar mind. These dedicated few are called Aspect Warriors. The skeins of fate are for the Eldar Farseers to untangle and weave as they see fit for the the survival of their race. These shrines simply a militarized branch of the Eldar Path system. There are many Aspect Shrines. Their skills at war are It is this ability that has allowed them to survive for so long against the myriad threats of the Galaxy. There is a purpose to all the Eldar do.
Long ago. Only a rare few can focus their multi-faceted minds enough to follow a path completely. It is limited by the http: They possess limited flight abilities. It runs parallel to the Warp. Most Eldar will wander on the path of the Warrior at least once. Super human.
The movements are honed over decades if not centuries of practice. Eldar have long been masters of anti-gravity technology. The Webway is a series of extra-dimensional pathways that allow the Eldat to move rapidly through space and time.
Such Eldar are known as Exarchs. Eldar forces move about using an ancient construct called the webway. Eldar on the Move Typically. A rare few become obsessed with the path of the warrior. Their forces can sweep in from the skies.
As a result of the combination of the Webway and their Skimmer technology. These cursed souls become obsessed with their one aspect of war and become tangled in the Path. Unlike most naval forces on Ammoriss.
The Eldar have advanced technology. Combined with the Eldars natural poise. This limitations mean that Eldar will still have to travel the remaining distances using standard real space methods.
Such individuals are known as Princes. Much of their society is bound up in ancient pacts and aeons old alliances between loose knit clans and bloodline pacts.
These Eldar are known as Autarchs. In addition to the Guardians. The final potential leader for an Eldar War Host is the mysterious and powerful Farseers. In a Craftworld. The first if the Path of the Outcast.
Both Paths are extremely difficult and many never return to their homes. They will lead their loyal followers into battle for personal gain. Two other primary Paths will round out the forces of a War Host. Their psychic minds allow them to see a myriad of possibilities. These four groups will form the nucleus of any Eldar War Host. It is not uncommon for them to be led by a former Aspect Warrior.
As such. Only in times of great need would a full levee be called. Eldar leaders fall into a number of categories. As the incarnations of the Path of the Warrior. On the Craftworld. The other is the Path of the Corsair. The Exarchs and warriors in their Aspect Shrines stirred with desire. Titles and position are less noteworthy to the Eldar. Leadership in the Eldar War Host is consensual. It is not uncommon for a Host or Troupe to have a fanciful name that somehow refers the leader.
These sub-leaders than have an assortment of followers loyal to them through pacts. Leaders are able to lead. They struck without warning. Heeding the Call To the other factions on Ammoriss.
The Farseers had foreseen such events and they stood ready. When psychic dreams of power and glory began to emanate from Ammoriss. One thing was clear. The smaller sub-units within a Host are referred to as a Troupe. Pirate lords. Of course. Without hesitation. From there. The exact nature of the threat was unclear. The sub-leaders. Their Farseers had told them that beneath the crust of Ammoriss. The organization of the fighting force is no different than that of other Eldar formations.
The Eldar are highly attuned to the vibrations and flows of the Warp. The North Ammoriss Office of Strategic Intelligence was unable to predict or understand the purpose of the Eldar attacks.
For example. No one is required to take orders from another. Eldar War Hosts are rather loose bonds of individuals.
To the Eldar however. The Eldar had been monitoring the human presence on Ammoriss for decades.
Under the direction of the Farseers. So the Eldar had come. They heard the siren call of power and glory. The Farseers knew that they had to simply delay their opponents long enough to locate the source of the psychic disturbances.
To other races the Eldar actions were mercurial. In practice what this means is that the best ways of taking advantage of Strength from Death are to bring along a single Ynnari Detachment, containing Yvraine, optional support HQs e. Leave the rest of your detachments as pure Craftworlds. This way the only real loss is access to the Warlord traits, Path of Command, and a free relic. Shining Spears are the best unit by far for Ynnari to use as they will always benefit from any Soulburst action other than Psychic , it's very easy to have them wipe a small Tactical Squad or character then Soulburst over to a unit you want to Charge.
Swooping Hawks enjoy extra move actions for Grenade Pack trolling, and 80 shots in one turn is still 80 fucking shots in one turn. Fly also means they can easily use a Charge action to bounce in and out to tie up vehicles as well or support the Spears download blocking off any Fall Back routes.
Dark Reapers only have the Shoot action as a viable Soulburst action but that is all they need to fire two barrages of insanely accurate rape across the board. That said they can definitely use a move action to reposition. Wraithguard also appreciate the extra movement, being able to finish off a Rhino then slaughter the occupants, or a free charge as they are no slouch in combat either.
Should you elect to combine the skills of the Aeldari as a whole into one detachment, fielding a Reborn Warhost may be the best option for you depending on what you wish to bring. This particular section will focus primarily on the Craftworld options for obvious reasons. Jump to: Universal [ edit ] Standard strategems that can be used by any and all Craftworlds, as well as Ynnari. The Avatar Resurgent 3 CP: If the Avatar of Khaine is slain in the Fight Phase, do not remove it as a casualty.
Instead, roll a d6 after the unit that killed it has resolved all its attacks; the Avatar then comes back to life with that many wounds remaining. Needless to say, this greatly increases the danger an Avatar poses in close combat. Celestial Shield 1CP: Stacked with Fortune to become freakishly hard to budge.
Cloud Strike 1 CP: You cannot use both Cloud Strike and Webway Strike in the same game, you have to choose one or the other. Absolutely hilarious for Deep Striking in a bunch of Hemlocks right where you need them.
Only works once though. Remember that you drop down during the Movement Phase so the vehicle has to sit still for a turn. Concordance of Power 1 CP: Use this stratagem whenever a Warlock Conclave successfully casts a Runes of Battle psychic power. The range of the power is doubled.
It can't be stated how useful a 36" Range Jinx and Restrain can be, especially with Primarchs or Flyrants on the table. Feigned Retreat 2 CP: Pick an Asuryani unit that has fallen back this turn; it can now shoot and charge despite having fallen back.
Not as useful on Swooping Hawks or your tanks, since they could already shoot after falling back due to the FLY keyword , but everyone else benefits from it, given the short range of most of your guns. Incredible for your Shining Spears as they benefit greatly from being able to fall back while abusing FLY , shoot and charge again.
Fire and Fade 1 CP: After a friendly Asuryani unit shoots, it can move 7" as if it was the movement phase; however, it may not advance as part of this extra move and will be unable to charge that turn.
Still a small price to pay for getting move-shoot-move back. It gives a great mobility boost as well as Advance-Shoot-Move is possible. Finally it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase for Non-Ynnari.
FAQ confirms that Swooping Hawks can still drop grenades on any unit it flies over with this. If you want to see the game table flip: Bonus points if they are Ynnari, and Yvraine is tucked away within 18".
Congrats on officially becoming That Guy. Forewarned 2 CP: Used whenever an enemy unit arrives from the battlefield within eyesight of a friendly unit that is within 6" of a friendly farseer. That friendly unit may make an out-of-sequence shooting attack. Unlike other similar stratagems, this one doesn't force a -1 to-hit penalty, and can be outside of 12"! This is actually really broken. Your opponent's gotta be REALLY careful not to get his deep striking unit shot to shit from Dark Reapers who could see them, or even humble guardians taking down a Lictor before it could do shit to them.
A note on Drop Pods: The RAW specifically states you target the unit that arrives, in this case the Drop Pod itself, and not whatever comes charging out. The Great Enemy 1 CP: Used whenever a friendly Asuryani unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the Slaanesh keyword. Lightning Fast Reactions 2 CP: All attacks against that unit are resolved at -1 to hit for the rest of the phase.
One fun but costly idea is to combine this with the Celestial Shield Stratagem on Guardians to really infuriate your opponent. Bonus points for doing it with Alaitoc in the shooting phase to stack it with the Craftworld Attribute, though you will probably lose friends for it.
Linked Fire 1 CP: When a target is selected for a Fire Prism's Prism Cannon, do not resolve the hit until the end of the phase. Once all other shooting is completed, the first Fire Prism may resolve its shots against the target selected. If at least one other Fire Prism linked fire with it, it gets to re-roll its hit and wound rolls as well.
Combined with Pulse Laser Discharge, this stratagem can wreak absolute havoc on almost everything in the game. Having Fire Prisms shooting S12 AP-5 lances twice each irrespective of line of sight or range re-rolling hits and wounds can absolutely devastate any vehicle from Rhinos to Imperial Knights.
Conversely, rapid Dispersed Blasts can all but evaporate any individual blob you want off the board with a barrage of D6 S6 shots assuming you have only two Fire Prisms fielded, that's still 4D6 shots, assuming they haven't moved much. Hilariously you can also use Linked Fire to nuke your opponent's special snowflake character, as long as the character is the closest model to the first Fire Prism the others can also target it.
Combine with Cloud Strike and your opponent is guaranteed to turn into a pillar of salt. Matchless Agility 1 CP: Used whenever a friendly unit advances. Instead of rolling a die, you automatically advance 6" with the unit.
Makes Footdar lists hilariously broken outside of Matched Play. Still damn useful in Matched Play as well. During the shooting phase, pick a Wave Serpent that discharged its shield on an earlier turn.
It can now discharge the shield a second time. Because apparently the Wave Serpent really needed the extra boost. Phantasm 2 CP: Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly units and re-deploy them. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement.
Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Once the deployment is finished, you can place that Fire Prism he could've sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them. Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn't base your core strategy around it.
Try to save it for tournaments or games against irregular opponents and if you're confident you can afford the CP or potential risk to your important units. Runes of Witnessing 2 CP: Used at the start of any phase. Pick a friendly Farseer. Given you want that dick up front spamming Smite and Executioner, this is awesome for supporting the unit he's with. Also pretty nice on that Farseer in the Dark Reaper blob that they just guided.
Seer Council 1 CP: Starhawk Missile 1 CP: If you hit, do D3 mortal wounds instead of rolling to wound. Supreme Disdain 1 CP: Used whenever a friendly unit is chosen to fight in the fight phase.
This does stack with Striking Scorpion Exarchs or Scorpions buffed by Karandras, and can definitely make that unit of Banshees or Wraith Blades even more horrifying. Even regular Wraithguard are no slouch in close combat and every exploding attack hurts all the more.
Tears of Isha 2 CP: Used at the start of your turn. Select a Wraith Construct model, and it regains 1d3 wounds lost earlier. Your Wraithlords will appreciate this as they walk up the battlefield with a degrading stat line and no form of invulnerable save. Note that for 70 points, you can field a Bonesinger to do the same job, but that has its own downsides, like the need for the Bonesinger to keep up with what it's healing.
Take extra relics, Eldar style. Note that this is the only way that Ynnari armies get to take relics, as they can never have a Craftworlds Warlord so don't get the 1st "free" relic. Unparalleled Mastery 1 CP: They can attempt to cast one additional power.
Oh hell yes. Slap this on Eldrad and one-up those Tzeentch Chaos Sorcerers.
Vaul's Might 1 CP: If a Support Weapon is within 6" of another Support Weapon, they can both reroll 1's to wound. Pretty useless given the low volume of fire: Two D-cannons will give 3 hits on average and therefore 0. Use Doom or the standard CP reroll instead.
This lets you deep strike a single Infantry or Biker unit of your choice! Pay for the 3 CP instead to deep strike a second unit. You cannot use both Cloud Strike and Webway strike in the same game, you have to choose one or the other. Aside from the obvious Fire Dragons or D-Cannon Wraithguard just about every eligible unit can benefit from being able to be placed where you want, when you want.
Craftworld Specific [ edit ] Strategems which can naturally only be used by their specific craftworld in an attempt to augment what those forces already specialize in. Alaitoc - Pathfinders 1 CP: At the start of an enemy shooting phase, pick a unit of Alaitoc Rangers in cover. All attacks that target that unit in this phase will only hit on a 6, irrespective of modifiers.
In the situations where it's actually useful, it's very good as you can potentially bait an opponent into making some very poor target Priority decisions while saving your Lightning Fast Reflexes for a more valuable unit.
At the start of the Charge phase, pick a Biel-Tan Aspect Warrior unit that contains an Exarch you should always have one, they are free. That unit adds 2 to its charge rolls and will re-roll hit results of 1 in the subsequent Fight phase. If the unit in question is within 6" of the Avatar of Khaine when the stratagem is used i.
Iyanden - Guided Wraithsight 1 CP: At the start of your turn, you may pick an Iyanden Spiritseer.
Particularly helpful if your Wraithguard are lugging Wraithcannons. Honestly this screams Wraithstar. The whole thing costs a total of Points.
When a Saim-Hann Biker unit advances, use this to let the unit still charge, and it can re-roll hit rolls of 1 in the Fight phase of that turn. The big deal is the fact that you can move your Platforms and D-Cannon Support Weapons without taking a hit to accuracy.
General Stratagems: Stratagems that aren't gated behind specific Specialist Detachments, but can still be used to augment them. Field Commander 1 CP: This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can't be used on named characters or to give your warlord a second warlord trait.
Usefulness may vary, though if you have the CP to spare and do have a significant unit investment in your Specialist Detachment, this can definitely help maximize your unit synergy. Windrider Host 1CP: Nimble Escape 2CP: Use in the fight phase after a wind rider host unit has fought. That unit can move and advance as if it were the movement phase.
If the are any enemy units within 1", you can fall back Tempest of Blades 3 CP: While this is certainly useful, especially if you're running lots of Scatter Lasers , it's also very expensive If you ran just a Battalion, you just burned half your total CP to do this once and can end up being somewhat redundant on weapons that have decent rending already.
Wraith Host 1CP: Most of the perks associated with this specialization are very melee-focused, so while Wraithguard and oddly Hemlock Wraithfighters can benefit, it may be best to shelve them in exchange for the bladed variants or their larger kin. Wrath of the Dead 1CP: Spice with the Psytronome of Iyanden if you want to guarantee the death of whatever you're trying to punch.
Spirit Shield 2 CP: Ghost Sword Wraithblades or Wraithguard with Shimmershields? Additionally, with some thoughtful positioning, you can throw this on a Hemlock Wraithfighter or a Wraithknight for some additional protection if you're expecting them to get focused down. Just make sure the Spiritseer who is sacrificing his invuln is out of LoS and is hanging back for the rest of your turn. Despite how durable wraith units are, they don't appreciate having to slowly slog it across the field with either melee or flamer-range weapons while your opponent lights them up with all manner of heavy firepower from half a table away.
Wave Serpents can comfortably fit a squad of 5 blades or guard accompanied by a Spiritseer or Yvraine or both if you wish! This can be made extraordinarily terrifying if the Spiritseer is using a Psytronome of Iyanden, giving each Wraithblade within his 6" bubble a staggering 6 attacks on the charge for a 5-statue squad, that's 30 S6 AP-2 attacks!
While this costs each affected squad d3 Mortal Wounds, you're at worst losing 1 Wraithblade in exchange for what's likely the entirety of the squad they just charged. Just be careful that if you do this, you don't accidentally leave your Spiritseer to the wolves while your Wraithblades charge off to make Khaine proud. While they're basically throw-away units after they open up on their first target, they can do surprising amounts of damage when operating under Strength from Death.
Watch your opponent pop an artery when your Fire Dragons immediately incinerate those Space Marines that tumbled out of that rhino you roasted literally seconds before them.
Depending on how important those Fire Dragons are, consider taking a non-warlord Autarch or Warlock to provide re-roll support or defensive buffs so that they can do their jobs effectively and potentially even survive the following turn.
A squad of Howling Banshees grouped up with a elf Warlock Conclave can prove a relatively competent strike-squad that can handle most standard infantry relatively well. A Drain-Empower casting conclave can significantly buff the survivability and damage output of the Howling Banshees, who will be able to relatively reliably wound infantry up to and including MEQ squads. Drain on top of the H. The Warlocks can also try to join the fray with their Witchblades, though MEQ targets and above can usually shake off their attacks using their standard saves.
Commit them only if you're certain they can survive your opponent's next combat round. As far as the number of Warlocks you're taking, if you're confident that you can keep your Warlocks safe remember, they're not characters in a conclave , feel free to take just 4 and fill the rest of the Serpent with more Banshees. Going half-and-half will reduce your Banshee's total attack output, but will ensure your warlocks can survive a couple casualties before dropping a tier on their powers. Alternate Take: If you have the points to spare and are able to take a secondary detachment, consider just taking a Supreme Command detachment of Warlocks rather than cramming in a Conclave in your primary detachment.
You will maximize the number of Runes of Battle your Warlocks can cast while simultaneously maximizing the number of Banshees crammed in the Wave Serpent with them. Additionally, these individual Warlocks are in fact Characters, and will be considerably easier to keep safe from enemy fire. As for the Horrify power, it is better reserved for units like the Hemlock Wraithfighter, which is far more suited for the Leadership bombing role than banshees are.
With the Codex returning Howling Banshee's Overwatch immunity alongside acrobatic advances and charges which they can now perform both in the same turn , getting into melee combat is easier than ever for these aspect warriors. Banshee Exarchs have a passive that is basically the Drain power which stacks with a Drain Warlock to make them absurdly resilient in melee.
Depending on whether or not you're going MSU with the Banshees, a standard 5-Banshee squad can appreciate having a 5-Dire Avenger squad tag along inside the Wave Serpent as a screening unit of sorts to give them a bit of cover fire. Be careful though; Unless Jain Zar is within 6" of your banshees, they no longer strike first in melee. Take a full unit of 10 with a Reaper Launcher or Missile Launcher on the Exarch with Yvraine as your Warlord, and spam Word of the Phoenix on them ; combine, if you are feeling saucy, with a Farseer for Guide, and either Doom for if the enemy gets close or Fortune if you're just worried about surviving the reprisal.
Just make sure you keep your range to survive your opponent's reaction to this. Make sure you take a screening unit like Kabalites or Corsairs to maximise Soulburst potential, and to protect from Deep Strike. If you don't have Yvraine, Alaitoc can instead field an Autarch with a Fearless aura, allowing you to safely spam multiple large units that all re-roll 1s to hit, and can take an incredible punching from range.
If you're extra concerned about ranged enemy reprisal, a Conceal Warlock can go camp with them to give anyone trying to bip your Reapers a -2 to-hit penalty. Shadow-Star Forge World; best under alaitoc: A group of Shadow Spectres accompanied by a Warlock Skyrunner casting conceal can be a force to be feared indeed.
On top of a much lower likelyhood of even being hit in the first place thanks to their Holo-Fields. Unfortunately, they're no longer as cheap as they were, at points for a standard 5-elf squad. An autarch joining in with Swooping Hawk wings can keep up with the Shadow Spectres and give them re-roll 1s support for their coherent beams for your MEQ blending needs as well.
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Of special note, Shadow Spectres can become even more of a pain to get rid of if using Alaitoc's "-1 to hit" rule, making them borderline untouchable at range assuming your Warlock is still casting conceal on them, that's -3 to hit from 12" or further! But beware of Adeptus Custodes Venerable Land Raiders- they get a Stratagem that lets them ignore all of those penalties entirely. However, given how expensive it is to do this, the Custodes will have more things to worry about from a mobile army like the Eldar, like being able to actually score objectives though why they aren't just spamming Jetbikes against Eldar instead is another question entirely.
And though the heavy Flamer profile on their Prism Rifles will likely give your opponent pause especially since the Spectres can simply leave combat and light them up come your turn , CQC is a definite shortcoming for the Spectres; most of their to-hit bonuses will be negated though not all of them and they hit back about as hard as a stiff sneeze in the wind. Heavier melee units like the Custodes, Grey Knights, Blood Angels, and other Eldar Wraith units can generally tough out the overwatch and slaughter your Spectres in short order if you let them get too close.
You can take more Warlocks with less important powers like Protect, Embolden, or even Conceal if you're worried, but this is meant to punch things, not be durable.
Cast any non-Quicken buffs on the Spears, then Quicken them. The most important trick here is simply noting that Quicken works best on fast units, and Shining Spears are both fast, and most in need of the help, since their otherwise tremendous guns are very short range.
If you want to pull this trick more than once, you'll want Skyrunners, so your buffers can keep up with your Spears. Wraithstar Iyanden Only: Take a unit of 5 Wraithblades with Ghostswords, a Spiritseer with Enhance, and a Farseer with Doom and Fortune, with one of the characters carrying the Psytronome of Iyanden.
Sadly, this is a one-time thing per battle, so make sure your priorities are clear before committing to a target. Scorpion Star: Let them Charge into something in Cover.
Pull the Supreme Disdain Stratagem and Drown your enemies in saves. Not really cost efficient, but really fun to pull off. HQ Choice Recommendations: Autarchs are highly versatile HQs that have access to the Shimmerplume of Achillrial, making them extremely difficult to hit even if enemy units get a chance to shoot at him unimpeded. Works wonderfully as a force multiplier for squads of Dark Reapers, especially if given the Mark of the Incomparable Hunter trait and a Reaper Launcher to not only stay at range, but also to snipe your opponent's characters.
Farseers and Spiritseers are perfectly viable as well, and can take the Shiftshroud of Allansair for consistent -2 to hit modifiers can also take in conjunction with at Autarch and his Shimmerplume if you can spare the CP for it. Warlocks as secondary HQs are a must, as stacking the Conceal power with other to hit modifiers is what makes Alaitoc units so incredibly hard to kill.
Special Character Recommendations: A perfect pick for all the Shadow Spectres you're inevitably going to field is Irillyth , as while he cannot abuse Alaitoc's attribute the way his aspect warriors can, he gives all Spectres an 18" fear bubble that can make the Morale phase for your opponent just as dangerous as your shooting phase.
Troop Choice Recommendations: Rangers are a given; they're your second cheapest troop choice and combined with their innate -1 to hit modifier, ability to deep-strike and 36" range guns, they are perfect for securing objectives outside your initial deployment zone, acting as buffers against enemy deep-strikers, character hunting, and just being a general pain in the ass to get rid off. Alaitoc also offers a unique stratagem that requires enemy units shooting at a squad of rangers to roll specifically a 6 in order to hit them, letting you save the Conceal power for more important units doing the killing.
Guardian Defenders are a good secondary choice; while they can't contribute much firepower outside that 12" the Alaitoc attribute needs to stay effective, they can still plant a lot of bodies on an objective and can be a pain to clear off if utilizing the Celestial Shield stratagem and Protect psychic power. Lastly, their Heavy Weapon platforms can contribute a little bit of extra firepower with a bit more oomph than Ranger Long Rifles or Shuriken Catapults can provide.
Elite Choice Recommendations: Shadow Spectres are an obvious choice for lists allowing Forge World units. Fast flying infantry that have powerful guns that can not only punch through MEQ and TEQ targets with relative ease, but also effortlessly burn through horde armies with impunity. The dispersed mode on their guns can generally discourage even somewhat durable targets from getting too close, and anything trying to shoot them at range has to deal with a -2 to hit modifier at minimum.
Howling Banshees and Striking Scorpions appreciate the extra protection Alaitoc provides, though other craftworlds particularly Biel-Tan and Saim-Hann offer better perks that they can utilize much more effectively.
Fast Attack Choice Recommendations: Warp Spiders can easily bump up to a -4 to hit modifier much the same way Shadow Spectres can; Flicker Jump, Conceal and Lightning Fast reflexes can all be stacked if your Spiders find themselves in a pinch, though keeping enemy units further than 12" away may prove challenging since that just happens to be the range of their Death Spinners. Swooping Hawks are a cheap, fast and shooty choice that can reliably keep enemy units securely outside that 12" danger-zone other Craftworld units need to be mindful of and offer a reliable source of Mortal Wounds for dealing with those feisty hordes.
Shining Spears get an honorable mention since, even though they're a melee-focused unit, their speed and relative durability make it fairly tempting to bulk it up with to-hit modifiers. As a biker unit, a Warlock Skyrunner can also putter along and cast Conceal for a relatively reliable -2 modifier as well. Forge World Hornets happen to be the only vehicles that can also get a consistent -4 to hit modifier and are also the only units that can do so without Psyker support.
However, as they need to constantly advance to get up to that point, abusing to hit modifiers on them limits their weapon loadout strictly to Shuriken Cannons and as such, may not necessarily be desirable candidates for this slot. Flyer Recommendations: Hemlock Wraithfighters may no longer be able to cast Conceal themselves, but this attribute will at the very least allow them to keep the -2 to hit modifier they used to have before the Codex's release.
Hemlocks are powerful fliers even without the added durability, S12 auto-hitting shots will make short work of MEQs, Monsters and Tanks alike, though the limited number of shots launched per turn makes it less effective against horde-based armies directly. Indirectly, Horrify combined with its Mindshock Droppods make for one of the most potent leadership bombs possible with the added bonus of being strictly from one source. Stack this with Irillyth and some Shadow Spectres to ensure any infantry that survives a salvo from either the Hemlock itself or the nearby Shadow Spectres tucks their newly formed shit-tails between their legs and books it.
All the other craftworld flyers do indeed prefer the Alaitoc attribute as well, though the Hemlock is arguably the best choice if you're going to use this slot at all. Heavy Support Choice Recommendations: Dark Reapers. Even if the -1 to hit modifier had no effect on Dark Reapers, these guys are too good at what they do to not be an immediate consideration for this slot. With 48" range guns, it'll be quite some time before most enemy units can slog up to a range that negates Alaitoc's attribute.
If they ever even make it so close alive to begin with. On the flipside, Dark Reapers are also a perfect counter to other armies abusing to hit modifiers themselves. Alternatively, Fire Prisms offer long range, flexible fire support that can stack the Linked Fire stratagem and Pulse Laser Discharge to erase one particular target a turn. War Walkers and Heavy Weapon focused Wraithlords also appreciate the added durability Alaitoc offers, especially if they were going to spend their time as backline gunners.
Lord of War Choice Recommendations: Unfortunately, while a -1 to hit modifier is welcome, particularly on your backline super-tanks, Iyanden's damage table modifier is far more useful considering just how much firepower it'll attract. It's best to save your points for pretty much anything else for the standard detachment slots. Honestly if you're running a Footdar list it's this or Biel-Tan.
The main advantage an Aliatoc Footdar list has is that the -1 to Hit will help your melee units actually get close enough to charge in the first place, something a lot of people overlook. Autarchs again have incredible flexibility that let them fill whatever niche you may need in your detachment. Need re-roll support and an extra Fusion gun for your Fire Dragons?
Whatever your Aspect Warriors can do, your Autarch can do slightly better while supplementing their specialized skills.It's best to save your points for pretty much anything else for the standard detachment slots.
Having Fire Prisms shooting S12 AP-5 lances twice each irrespective of line of sight or range re-rolling hits and wounds can absolutely devastate any vehicle from Rhinos to Imperial Knights. They are still available in the Index but are no longer "officially" supported.
Sadly, there currently aren't any Corsair-specific HQ units in 8th Edition. All of your bipedal titans, however, benefit from the extra Spirit Host synergies provided by Spiritseers and the Psytronome, so there's that to consider.
Though they manage to somewhat assist the Mazatian PDF, they leave the battle with major casualties due to being stuck in a place where the battle was the thickest. And though the heavy Flamer profile on their Prism Rifles will likely give your opponent pause especially since the Spectres can simply leave combat and light them up come your turn , CQC is a definite shortcoming for the Spectres; most of their to-hit bonuses will be negated though not all of them and they hit back about as hard as a stiff sneeze in the wind.
Your opponent's gotta be REALLY careful not to get his deep striking unit shot to shit from Dark Reapers who could see them, or even humble guardians taking down a Lictor before it could do shit to them.
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.
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