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Games Workshop Warhammer 40k - Aeldari Dice Set

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The Eldar are going to be a ton of fun for those who enjoy the richness and depth of movement, positioning, and overlapping supporting abilities of the different units to create an army that is far greater than the sum of its individual parts. In tenth edition, they are bringing an even deeper bench of options than before that will enable you to build out a fun, effective, and unique force that best suits your sense of narrative or style of play. Whether you are new to the game, an experienced veteran, or an avid hobbyist they are the type of faction that rewards a thoughtful approach in list construction, tabletop play, and theme. And who knows, maybe they’ll even get some rad new plastic Aspects Warriors and Phoenix Lords soon! The Wings Ynnari Corner Nothing too complicated here, pretty much just a ~15% hike to anything with Towering and a gun, and slightly more on Canis Rex. That’s certainly going to force some decisions on Knight players – early play has seen a lot of three big Knight lists, but it seems pretty likely that two will now be the norm, and it’ll be interesting to see which ones. Mythic Hero presumably ends up as pretty much an auto-take with fewer Bondsman abilities to hand out, and at the other end of the spectrum it does seem plausible that just going in on one of the bigger threats like a Castellan gets more attractive now that each big Knight is a greater proportion of your army. Protect gives a CORE unit +1 to their Sv Characteristic, to a max of 2+. Helping offset even a single pip of AP can be significant, especially on already harder to shift units like Wraithblades or Shining Spears, but still useful on other units as well. Generally better than Conceal, as you can still get Light Cover, and bypass Ignore Cover rules, so it’s worth the extra Warp Charge. For each ASURYANI unit in a Detachment, you can take a HARLEQUIN , KABAL, WYCH CULT , INCUBI or SCOURGE unit, provided they match the same Battlefield Role. So if you have a unit of GUARDIANS (Troops), you could take one unit of KABALITE WARRIORS, WYCHES or TROUPES . Note you do not get Strands of Fate if you do this, as per those rules every unit must be ASURYANI and the same Craftworld, which by the very nature of including non- ASURYANI units, precludes you from it. This is pretty stupid, so expect it to be FAQ’d eventually.

Then there’s the Crusade section, which is a cool way to grow and develop your army as you play games, as units earn experience and gain new skills and armaments. Tell epic stories of conflict and triumph as you blood a force of fresh troops and mould them into hardened veterans armed with legendary relics of war. TheChirurgeon: Death Guard can take seven-model Plague Marine units. Honestly, this is kind of nice for allowing them slightly more freedom to create lists and I’ll admit that sometimes 7 models is the right number (though usually it’s the number of warpflamers I want). And it does let you do the odd combo of a 5-man and a 7-man pair of units in a single Rhino with no characters, which sure is a thing you can do. Also, Plagueburst Crawlers are one of the very few sources of Indirect that don’t take a nerf, which is a nice little bit of help, though they’re also still shooting AP-1 indirect guns. The Eldar are at it again, using their psykers to alter their fate and get an advantage over the rest of us. This week Warhammer Community revealed the core mechanic for the Aeldari in their faction focus, and it’s very similar to their ability in the previous edition.PSYKERS can’t use Runes of Fate, but can use Revenant. You can still use Runes of Battle and Fortune, as well as Phantasmancy, though remember your Harlequin components won’t have the SAEDATH Keyword to use the bulk of the powers. The results are pretty consistent; if the difference between the sample average and the population average is -4 or worse then it’s better to re-roll. Unparalleled Foresight: Each time an Aeldari unit is selected to shoot or fight it may reroll one hit roll and one wound roll. There’s plenty of guidance on how to paint your chosen subfaction, as well as fascinating lore on their histories, victories, and defeats.

The Fire Prism is all about the Prism Cannon, which is absolutely devastating in both Focused and Dispersed modes of fire. The chassis itself is tough enough and fast enough to make that weapon a considerable threat. Combine with Strands of Fate to make it’s shots REALLY hurt. Corsair Voidscarred Conceal grants Light Cover to a CORE unit, offering a decent level of extra protection to your Infantry and Bikes, though with middling Armour or built in Invulnerables already, this might not always be useful.Lightning Fast Reactions- Grants a unit -1 to be Hit for a Phase, which offers a nice defensive boost. This is always great, providing a solid defensive boost to pretty much all your units for only 1CP, you just need to be aware of it being baited out by a canny opponent so they can turn their attentions elsewhere. It doesn’t work on MONSTERS , but everything else is fair game, so yes, you can have ninja-flipping WRAITHBLADES .

Forewarned- A unit within 12” of a FARSEER can shoot at an enemy Reinforcement that arrived within 18” of them that turn (the chosen unit, not the FARSEER ), at the end of the opponent’s Reinforcement Step. Not cheap at 2CP, and requires a Farseer nearby to guide them, but this works on any unit you arrive near. Crisis Suits arriving within range of some War Walkers with Bright Lances, have at it. Warp Spiders onto a unit of Acolyte Hybrids, ouch time for them. A unit of Terminators thinking they’re clever and appearing near some Wraithguard, they’re gonna have a bad time. This can cause some serious headaches to your opponent’s game plans, so be sure to have a Farseer around your heavy hitters to “dissuade” enemy arrivals. The Aeldari Battle Host Detachment rule takes this mastery of fate further, letting you re-roll one Hit and Wound roll each time you shoot or fight – they’ve not suffered for millennia to fail on that vital coup-de-grâce. To rectify these situations, adjustments have been made to the points costs of these formidable units, aligning them more accurately with their performance on the battlefield. In addition, Death Guard Plague Marines can rejoice as they are once again eligible to be taken in squads of seven, sparing you from leaving two unfortunate models on the sidelines. It’s pretty clear some kind of balance pass was necessary after the first round of events and so it’s good to see Games Workshop taking this much-needed step. Whether it’s enough is going to be an interesting question, but we’re mostly of the mind that 10th is a pretty fun edition when you move away from some of the listbuilding extremes we’ve seen early on and anything that takes us closer to that environment is a plus. Ynnari look like they rule this time around, both because their marquee units are great, and because the cross-faction interactions are more permissive than they’ve been since early 8th Edition. As anyone who was playing around that time can attest, this can only end extremely well.Falcon’s Swiftness- +2″ Mv, Ignore Difficult Ground and always Battle Focus 6″. A nice spread of speed buffs for a footslogger, and whilst those with movement upgrades already will be ignoring Difficult Ground, the other boosts are still worthwhile. X+++, or ‘shrug’, ‘Feel No Pain’ or ‘Ignore Damage roll’ depending on how you’re feeling, means it is a dice roll to ignore each point of damage, which is taken after any failed saves. Using this Rule in tandem with the Strands of Fate let’s Aeldari armies manipulate dice like no other, which is one of the strongest combinations shown so far. Unit Spotlights of the Warhammer 40k Aeldari Faction Focus

The overarching theme of the Aeldari will be the level of reliability with which they take to the table. Many of their army rules are geared towards the idea that when the Eldar commit their ever-waning forces to battle, that the game plan plays out exactly as the runes have foretold it would. This theme is carried out at each level, starting at the top with the Faction Rule.Savage Blades- Units get an extra -1AP in the first round of combat. This is decent enough, though really the units that you want in melee already have a high AP already, and the units you don’t want in melee won’t get too much benefit from this in the first place. It’s not terrible, but there’s better melee focused traits. Points cost. While their units are very good, you are paying a premium for things that won’t take a punch. Speaking of which… The Aeldari are a highly mobile army full of specialised units that can boost their already devastating powers by examining the skeins of destiny, discerning exactly where to place a surgical strike. They then nimbly retreat, their battle lines dodging reprisal like the tide retreating from the shore. Faction Rules

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