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Games Workshop Warhammer 40k - Aeldari Dice Set

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No Named Characters (apart from the YNNARI ones, duh), SOLITAIRES or ANRATHE units. No, you still can’t have Jain Zar or Prince Yriel in a Ynnari Army, despite the fluff. When setting up the Yncarne via the Inevtiable Death ability, it may be placed anywhere outside of engagement range of a unit. That means that while your army targets a unit in the shooting phase for destruction, the Yncarne can on be on hand to teleport right into that unit’s place, anywhere outside of engagement range, shoot, then charge into another enemy unit. What’s more, because charging units are no longer required to only fight units they declared in the charge, a second charging Aeldari unit could conceivable destroy an enemy unit, allowing the Yncarne to teleport in, then activate, pile-in, and fight against an entirely different unit so long as the Yncarne had completed a charge that turn. Even Aeldari engines of war are swift and agile, including tanks like the Fire Prism , which uses an intricate crystalline matrix to focus energy into either destructive pinpoint spears of light that can pierce the most formidable armour or deadly blasts that can obliterate hordes of armoured infantry. Harlequins

Warding Runes- Wannabe Ulthw é Warriors, with a 6++ and 5+++ vs Mortal Wounds, giving you some niche protection army wide, and at least a chance of survival for non- ASPECTS and VEHICLES against higher AP weaponry.

Both of these have wide use throughout the index, however, for my money these are screaming to be used on Spiritseers attached to Wraith- units. Unlike in 9th edition, the Spiritseer synergizes very well with Wraiths by granting a critical bonus to hit as well as other advantages. The opportunity to further enhance the capability of these deadly and durable units, I think, really makes them a particularly interesting choice in a way they just weren’t in 9 th edition. Five Coolest Units Their long lives and powerful abilities allowed them to spend their days pursuing their desires. Striving for perfection in whatever pleased them led to hedonism and immoral practices. The extremes of the Aeldari psyche and combined hubris and debauchery spread throughout their Empire led to the creation of their downfall. The chaos god Slaanesh, called ‘She Who Thirsts’ by the Aeldari, was spawned. 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 . The Aeldari are a long-lived race, but in the aftermath of the Fall, they faced a slow demise, and a horrifying afterlife – for Slaanesh has staked its claim on each Aeldari soul in death. In response, the Asuryani bound themselves to soulstones, which capture their souls at their deaths to prevent Slaanesh from taking them. In times of great need, these soulstones are embedded in wraithbone constructs, so that the dead can bolster the armies of the living. There are many such constructs, including the mighty Wraithlord , the towering Wraithknight , and beyond. Fire Prism 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.

The Guardian Defenders are the primary source of Fate dice generation showcased for the Aeldari. The Battleline unit’s Defenders of Fate ability lets you make new Fate dice if the Guardian Defenders are in range of an objective marker, which is incredibly valuable – especially when used in conjunction with the Farseer’s Branching Fates skill. In contrast with many other armies’ Battleline troops hitting on a 4+, the Defenders retained their 3+ Ballistic Skill – but they’ll also still have 3 Toughness, so once and enemy unit gets to them, they’ll rarely see to fight tomorrow. Their heavier weapons also got the 10 th Edition Strength increase, so overall, Eldar players can be really happy with their troops as well as the one character showcased.

Wings: I look forward to using this as effectively a scout move I get to do at the end of my opponent’s first turn, assuming I go second. Seems fantastic for shifting up a Serpent loaded with goodies. Plus, if you do manage to roll twelve 5’s and 6’s, this will be pretty strong. Even some 4’s thrown in there wouldn’t be too bad.

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