Hi all, just wondering whether the eldar phoenix bomber rules are in the aerenautica book, as IA 11 appears to longer be available, or is it. I just picked up the Phoenix Bomber (some of the final parts of my corsair list are coming together) I have AI but am wondering if there are. As the title says anyone got a reference for where i can get up-to-date rules for the Phoenix and Nightwing? They’re not in IA11 only the.

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E,dar is the current Edition’s Eldar tactics. The Aeldariotherwise known as the Eldarare all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40, 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 rulrs 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 edar 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.

You can still absolutely take separate detachments of Harlequin or Dark Eldar forces to supplement your Craftworld armies. Revenant and Phantom Titans. Introduced in the Vigilus Defiant campaign, several “sub-factions” were made available for players wishing to create specialized, thematic armies while rewarding them with unique tactics and abilities.

Any battle-forged Asuryani detachment can be chosen to become either a Windrider Host or Wraith Host at the cost of 1 CP, with all applicable units gaining the respective host keyword associated with them.

This opens up a few additional stratagems and perks exclusive to units with these keywords that they can take advantage bombsr alongside all the other Craftworld standard fare. Applicable Windrider Host Units: Applicable Wraith Host Units: Choose one of riles for Your Dudes.

More elaborated unit recommendations can be found in the Army Building section. Remember that Corsairs, Ynnari, or Conclave units don’t gain any benefits from these. 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 ledar of the Craftworld Eldar’s legendary heroes and personifications eldsr an aspect of Khaine, heroes that entire Craftworlds rally around in times rulfs need, lead your army.

Only dorks with wings and people with mind bullets get to lead the army now. These are very specific traits which can be taken by applicable Warlords within their Specialist Detachments. While they can be quite potent, they do only apply towards units with the respective Specialist Detachment keyword, meaning you’d have to very specifically design your army around these traits to take full advantage of them. It is not possible to be prepared for an explicit tactical objective. For most cases, achievement is purely situational.

However, rulfs some cases there are some tricks to make achieving them easier. Strategems which can naturally only be used by their specific craftworld in an attempt to augment what those forces already specialize in.

The Eldar have always been psychic power-houses in their many iterations throughout 40k’s history, eldaar edition sees the return of reliable psychic tests, as well as more reliable ways to stop psykers.

Looking at matched play rules we can see that almost every single army can cast only 6 powers other than Smite per turn and moreover only from their specific discipline, while Eldar can cast 18 different powers different variations of warlocks powers are being considered separate powers!

And almost all of them may find some big use. Additionally, none of our powers ever needs a line of sight, feel free to hide your psykers as needed. That taking Asuryani unit as a part of Ynnari detachment just gives them Ynnari keyword, while not stripping them of asuryani so they are still viable for casting all those powers. Congrats now you can cast 21 powers per turn in matched play. Take a Farseer with the first two powers, and a Farseer with the second two – for this example, we’ll use the latter.


The first Farseer should cast Doom; if they need to use the re-roll for it, they should do so, and then cast Smite, and the second Farseer will ensure Guide goes off without a hitch.

Done this way, the odds of the two powers you really care about going off will always happen with This math was done with WC7 powers, of course – you don’t need the re-roll nearly as much for Will of Asuryan or Smite, and they’ll go off with Elddar and Spiritseers always know one pair of powers, but these count as individual powers for all casting purposes, meaning the psyker in question can choose which to cast, and doesn’t block another from casting the “twinned” power.

All powers have a range of 18″, are active for one full round, can buff only Asuryani Infantry and Bikerand debuff everything. In every Serpent there will be enough room for one or two psykers to support the unit, you just have to decide which power to take! Counts as a Rune of Battle. Only available to Yvraine and the Yncarne, these powers allow them to play both a supportive and offensive role for your army.

As the majority of Eldar units only carry one weapon type for the whole unit, with the only options to change usually being for Exarchs, the majority of weapon analysis will take place in the unit analysis itself for that relevant unit. Many units have access to the five iconic Eldar Heavy Weapons. Do note that Wave Serpents get the respective twin version, which in the case of Scatter Laser, Star Cannon and Shuriken Canon gets a small price discount compared to two single weapons.

Non-special Asuryani Characters can take anything below, and if you have an Asuryani Warlord you may take one for free phooenix your list. Ynnari may only do so by using the Stratagem phoeni of the Craftworlds”. You can still take your Aeldari brethren in separate detachments however. There are a number of Units and Edlar choices that have been squatted with the new Codex.

They are still available bmber the Index but are no longer “officially” supported. Given everything is cheaper across the board this is not a bad thing but you do need to make what version you are using very clear on your list. Sadly, Phoenix Lords can’t take a Warlord Trait. All of them buff their own aspect in some fashion rulee of them provide re-rolling of 1s to hit; as a result, Fuegan and Maugan Ra don’t buff their Exarchs.

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

All of them are aspect warrior s, but none of them have the actual keywords of the aspect they represent. There are no Phoenix Lords for the Crimson Hunters, Warp Spiders, or Shining Spears that last is because Drastanta is busy challenging Jaghatai Khan to a bike race, but for the other two, we have no idea who their Phoenix Lord even isalthough it’s worth noting that Karandras is just faking it; the real one works for the Dark Eldar. You must also declare one of them as your Warlord.

This adds the Ynnari tag to everything in the same Detachment as them. In return you get access to Strength from Death and the most overpowered psychic power in the game so it’s not as bad a deal as it sounds. All Units in this section have the Path of War ability which eldxr the old Objective Secured, and will be referred to as such.

All Eldar Flyers have special rule called rldar of Khaine”, which means they advance 20″ without rolling, and more bomver, it gives the old vector-dancer: This rule mean that now Eldar flyers can potentially fly between 2 points all the time, good luck positioning your Crimson Hunters in a 6″ bubble near Asurmen.

GW really went for the throat on Superheavies with their first edition of Chapter Approved. If it’s any consolation to you Titan owners out there, at least titans from all factions got similar treatment, so if nothing else, it’s an unbiased “fuck you”. Eldar vehicles went up in toughness and resiliency but also skyrocketed in price just like all vehicles in rulles edition.

The LoW units have been hit the hardest, and now there’s just not much that they bring to the table for how much they cost both point wise and financially!

Now that most of them have the degrading statlines typical of larger units, one bad turn of concentrated fire can completely cripple your LoW and render them essentially useless for the rest of the game.


The worst is knowing the simple fact that infantry in general are far more reasonably priced and can do do their jobs better and more efficiently than that titan that cost you points to field and your left kidney to purchase.

Just imagine how many Fire Dragons or Wraithguard in Wave Serpents you can field for that, and they are going to be considerably harder to take down in one go. Almost all of the eldar LoW have been hit hard, Distort Fields, what were once Titan-grade Holo-Fields, now only ever confer invulnerable saves if the unit moved a considerable distance per turn.

This is on top of the degrading characteristics Movement, BS, WS, etc that eventually render your titan entirely worthless. The phoebix truth is: Don’t take Eldar Titans, they are overpriced, inflexible, not cost effective, and are still much squishier than their Imperial counterparts. If you insist on taking any LoW, it’s borderline mandatory to use Iyanden’s Craftworld Attribute Double your wounds when referencing your Degrading Statlines. This means that you won’t get the Craftworld Bonuses for Titans – as awesome as -1 to hit or count as double-wound Titans would be, we won’t have it.

They can still be targeted by Runes of Fate, however. A unique little sub-division of eldar, the Corsairs are to the Aeldari as the Death Korps of Krieg are to the Imperial Guard; an overpriced Forge World exclusive faction with a fancy little twist bo,ber the standard way they’d normally play.

Unlike the Kriegers, the Corsairs are considerably less popular and as such, have significantly fewer units to play around with. Regardless, Corsairs offer a much more flexible way to play your eldar factions, and practically encourage you to go wild with conversions to really make your dudes If bombed worried that your Craftworlders are too specialized, or that your Harlequins lack a reliable gunline, don’t fear!

Plug in a squad or three of Reavers to a Harlequin Patrol detachment and sit their cheap grumps back on those objectives while your Players really go ham on those Tau Fire Warriors! Need a little more durable artillery to back up your paper-thin Kabalites?

Phoenix – 1d4chan

The Rulex Falcon may be just for you! Corsairs are unique in that basically everything available to your standard Aeldari Troop choices is basically open game to your pirates.

Most of their loadout selection can be found between these two factions:. Sadly, there currently aren’t any Corsair-specific HQ units in 8th Edition. The caveat, however, is the loss of any bonus CP you’d have gained from the detachment had it remained “pure”.

Additionally, this doesn’t change any of the tags on the Corsairs themselves, meaning all Stratagems, auras and non-Ynnari psychic powers cannot affect them. Fielding Corsairs more as a supplementary force as opposed to your core army is strongly advised.

The premiere tank of the Craftworlds, Wave Serpents outclass Falcons as durable transports that offer no small amount of firepower for considerably less cost than any other grav tank that you can field. While a good amount of eldar cheese has been toned down since 8th edition launched, there are still a couple units that can perform spectacularly when grouped together.

Alaitoc is probably the default Attribute for many armies, specialized or no, simply because an army wide -1 to hit modifier benefits almost every unit you can field. Melee units will find this perk quite situational as they will either be in a transport, in melee combat and generally un-targetable in the meantime or at ranges that don’t confer the attribute’s bonus.

Tailor made for Aspect Warriors, Biel-Tan favors taking small elite squads of infantry and compliments anything Shuriken. Synonymous with Wraith units, it should come as no surprise that Iyanden offers the most incentives to field anything Wraith related. It is also the ideal Craftworld for a vehicle heavy list, or for maxing out footdar infantry unit sizes due to their built in commissar-esk rules the old commissars, before the dreaded Chapter Approved.

To all the jetbike fans, this’ll let you slap heavy weapons back on your bikes so you can relive those 7th edition memories of “relentless” jetbikes. On the other hand, all your dedicated melee forces will enjoy re-rollable charges, making Saim-Hann very fight-friendly indeed.

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