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Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

£20.995£41.99Clearance
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These runic designs have featured prominently in Games Workshop's publications for many years and have become synonymous with the Eldar aesthetic. In this guide, I have collected together as many of these designs as possible, in case they may prove useful to other Eldar collectors and fans. Please get in touch if you spot any errors or have any suggestions/additions, although do bear in mind that this guide is in no way official and that there is a reasonable amount of subjective interpretation at work. Either way, a single Wraithlord can turn the tide of battle for the Craftworld Aeldari; the legends of the fallen heroes within continuing to grow even in death.

And the whole point of the article was that if you use the strat it isn’t a 50/50 chance of getting the powers off, lol. But, hey, I guess you missed that =P Did you read the article before commenting? With Seer Council you have a 72.2% chance of casting a WC 7 power successfully. With a re-roll ability it goes up even more. Now that we’ve got through all the pre-amble of covering units and special abilities, we’re ready to go through the units in the Eldar army. As with pretty much all earlier codexes, the units are a distinctly mixed bag, and we’re not going to dwell for too long on the ones that don’t quite get there. HQ Farseer Despite the fact that the Wraithlord construct exists in realspace, the spirit which controls it is never able to perceive reality as well as those who are still alive, as a soul in a Spirit Stone inhabits a dimension that is in both realspace and the Warp simultaneously. Witch Staff: This is a handy weapon that is S user and AP – but has the Soul Blaze, Fleshbane and Armourbane special rules. While not great at close combat, at least your Spiritseer will force an armor save or two. And don’t forget Soul Blaze! Spiritseers come with the usual rules for all Craftworld models- Ancient Doom for rerolls against Slaanesh and Battle Focus for improved mobility when shooting. A Shuriken Pistol and Witch Staff (melee, AP0, Dmg2, always wounds on 2+) round out their armament; the Witch Staff, although very similar to the Witchblades carried by other Eldar, is interesting because of its fixed damage and because it cannot be exchanged for the usual Singing Spear.Fleet: Fleet is a great rule, but the Spiritseer will often be in a unit that does not have fleet and this will be lost. Buff them. Guardians can use the Celestial Shield stratagem to give the whole squad a 4++ against shooting for a phase. This can be improved to a 3++ by Protect at which point your models are suddenly a pain to shift (unless you immediately roll all 1s and 2s as happens every time I manage to set this up). As noted above, a Wraithlord's armament is often chosen to complement the nature of the spirit controlling the construct, as their predisposition towards different types of combat follows them beyond death -- those who prefer melee combat will still attempt to tear their enemies limb from limb or cleave foes with a massive Ghostglaive.

Iyanna Arienal - Iyanna Arienal, called "the Angel of Iyanden", is the greatest and nominal leader of Iyanden's Spiritseers. Despite the psychic angst and the censure of her kin, she is steadfast and resolute in her task, and never hesitates to lead squads of Wraithguard into battle, devoting every one of her waking moments to the restoration and betterment of her Craftworld. Hail of Doom: Adds -1AP on Shurikens within 12″ (although not on a 6 to wound). Not really useful for primary Craftworld builds, but a Guardian bomb alongside Harlequins has shown up occasionally as a successful tool in combination with the above, and that’s plausibly likely to increase in popularity since Guardians got a price cut. C+ In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com.

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All have a few things in common, having the Path of Command, which gives re-roll 1s to hit to units within 6″, and 6+ CP regen on CP you spend if they’re your warlord. They also all have a 4+ invulnerable save and a 3+ base save. Bladestorm: Unmodified hit rolls of 6 with the unit’s non-grenade ranged weapons score an additional hit. With a two-gun Exarch in a min-size squad (the “default” loadout) that’s worth an extra two hits each time they shoot, which is a nice increase in efficiency on a unit that’s already playable. A FA3: 2x Shining Spears, Exarch: Heartstrike, Khaine's Lance, Paragon Sabre, Shuriken Cannon [125 pts, 6 PL] If that type of roll involves more than one D6 (e.g. a Psychic test), treat one of those dice as an unmodified roll of 6 (do not roll that dice), then roll any other dice and add up the results as normal.

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