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Games Workshop Warhammer 40k - Aeldari Dice Set

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I’m sure we’ll explore the full implications of this over the next few weeks – suffice it to say that no power on earth is going to stop me running a hilarious mixed Aeldari/Drukhari combined arms list with Yvraine and Scourges in it. My power level is rising by the moment. Wrap Up Speed and precision are the name of the game, as most Aeldari units – from Aspect Warriors to Fire Prisms – can move fast and hit hard, but can’t weather much return fire. Aeldari armies are highly mobile, a specialised scalpel that can bring down a much more powerful opponent by careful application of incredible force. 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. The Weeping Stones: Each time the bearer’s unit destroys an enemy unit, roll a dice and add it to your Fate pool.

Kurnous’ Bow- A Str 5 Shuriken Pistol with +6” Range and +2 Shots, if it wounds, it just does a Mortal Wound instead of normal damage. It’s fine, Mortal Wounds are nice, but you need to Wound in the first place, making this still a bit unreliable and fairly low damage despite ignoring saves. As with the Battle Focus ability we previewed yesterday, Strands of Fate is explored in the upcoming Codex: Aeldari – but the datasheets in the Eldritch Omens booklet list it too, so you can start using it right away. Suppressing Fire- Roll 3D6 for one enemy unit you targeted in your Shooting Phase. If you beat their Ld, they cannot Overwatch, Set to Defend, or perform Actions until your next Shooting Phase, and any Actions they were performing immediately fail. For 15pts this can be pretty significant, especially given the greater number of Actions related to Missions now, as well as the support it can offer to units about to hit melee. The average on 3D6 is 11, so most things shy of Custodes will be susceptible to this. Jinx reduces an enemy unit’s Sv Characteristic by 1, to a minimum of 6+. This is a very powerful debuff, making your pleth The birth of a chaos god consumed the heart of the Aeldari Empire, swallowing hundreds of worlds. Slaanesh slew vast numbers of Aeldari and defeated their gods – the survivors of their pantheon imprisoned or scattered. Additionally, where once the Aeldari were deathless now their souls are claimed by Slaanesh to sustain her. Without soul stones or infinity circuits to protect their souls they are lost forever.Regardless of which Codex they are from, they gain YNNARI , and lose their previous Faction Keyword. This does mean they get Strength From Death below, as well as have the Keyword for relevant Stratagems and special rules (eg Auras). Note it’s not 100% clear if you only change the Keywords in your Keyword section, or everywhere on the Datasheet – this could mean things like Troupe Masters keep their reroll wound aura as SAEDATH only, of which none of your units will be. This seems…odd, but wait for an FAQ. Few weapons in the Aeldari’s eclectic arsenal are as iconic or as feared as the prism cannon. A sophisticated firing array focuses a laser through a crystal prism to amplify shots into thin beams of light that lance through tanks or saturated pulses of energy that annihilate infantry. Multiple Fire Prisms can combine Linked Fire to chain beams of light from one prism to another to ensure their prey cannot escape.

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. 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 Character Survivability: Way down in 10 th edition. With few options for Lone Operative and the universal removal of Look Out, Sir, Eldar characters find themselves reliant on their Bodyguard units for protection. Unfortunately, those bodyguard units are often T3 1W bodies that a volley of lasguns or a particularly stiff breeze could murder.An absolutely classic and stealthy Eldar Aspect Warrior, Scorpions excel in an infiltration and heavy assault role. They punch much higher than their weight thanks to their Mandiblasters. Howling Banshees The Farseer has lost a Wound, his Eldritch Storm psychic power became a shooting weapon, but he retained his Shuriken pistol, his Singing spear in both melee and ranged, and his Witchblade. He also received two very strong new abilities:

Synergy. The Aeldari are able to combine their mastery of fate and psychic powers to pull off devastating combos. Children of Morai-Heg- Ynnari Light. If a unit is below Starting Strength, get +1 to Hit rolls. Great for your units, worthless for CHARACTERS and VEHICLES . Still, this is actually a powerful ability to offset casualties and ensure your units are still able to contribute reliable output as the game goes on. TheChirurgeon: It seems like they’re valuing the Imperial Knights’ re-rolls ability at around 5-10 points per model, which seems low to me. I’d have rather seen a fix to Towering than these point hikes for non-FW stuff but it’s ultimately whatever since Chaos Knights will just run a bunch of War Dogs. The Desecrator might still be playable. If your Detachment is Battle-Forged (which will be most armies) and only has ASURYANI units in it (though there are exceptions for YNNARI , covered in their section). Headstrong- Saim-Hann v1.5, granting you reroll Advance and Charge rolls. Both are solid benefits to have across your army, whether it’s to help get into range with Battle Focus units, ensuring combat is made, or just moving around for the mission.A Detachment Rule has also been showcased for the Battle Host Detachment called Unparalleled Foresight. While Games Workshop promised us that rerolls will be less widespread in the 10 th Edition, they seem to be giving them to every other faction. Aeldari have received the strongest version showcased yet, as this Detachment Rule let’s each unit reroll a Hit roll AND a Wound roll each time they shoot or fight. Of course, you have to make an army using the Battle Host Detachment to access this rule, but it seems like a small price to pay to have an insane amount of rerolls. Superior Shurikens- +3” Range to all Shuriken Weapons. Not terrible, given there’s tons of them in the book, and helps bring them into a bit of a healthier range for maintaining safe distance on your squishier units

Rules: Unparalleled Foresight makes all your units a bit more reliable with some unconditional re-rolls. As with the other indices, Eldar will come with six unique stratagems. Typical of Eldar play, most of these stratagems focus on movement or capabilities enabled by movement. Most are near direct reflections of a 9th edition predecessor while others have been wholly reworked. What stands out as missing is the capability to Forewarn against reinforcements (you’re fishing for sixes with Overwatch like everyone else), however, I think players will find a lot utility in what they have here. We’ll focus on the two that I think are going to see the greatest amount of use. Horrify reduces an enemy unit’s Ld by -2, and imposes Fight Last, which can cripple an offensive or an ongoing melee, protecting your units from being killed first, or to shut down Interrupts. The Ld reduction is icing on the cake. Firesabre- Replacing a Banshee Blade or Starglaive, you get +3Str AP-4 D2 that does an additional Mortal Wound on 6s to Wound. It’s not bad as far as melee weapons go, though it’s a fairly minor upgrade for a Starglaive.When Farseers stand with their troops on the field, they can bring more acute powers to bear, enveloping whole units of the enemy in coruscating Eldritch Storms. A Farseer’s ability to parse Branching Fates allows them to make your Fate dice go even further, changing the result of a roll to a 6, so you might want to hold onto those low rolls. Fortune allows them to bless a unit, worsening incoming Wound rolls by 1. 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. 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. TheChirurgeon: This is a good step in the right direction, but it’s not a very big step. I think there are probably some notions internally at GW that the meta is still adjusting, but that they didn’t want to see what adjusting to Eldar and indirect in their current states might look like. The Fate Dice nerf was very necessary and it’s good to see, and the point hikes are good but to Wings’ point they definitely don’t prevent Eldar from being the game’s top faction. Though hopefully they’ll slide down to like a 60% faction from the current 65% mark they’re sitting at. There’s plenty of guidance on how to paint your chosen subfaction, as well as fascinating lore on their histories, victories, and defeats.

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