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Games Workshop Warhammer 40k - Aeldari Dice Set

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Bladestorm- Grants exploding 6s to a units’ Shuriken weapons. Given the vast amounts you can have in the army, this can be pretty devastating for only 1CP. Dire Avengers, Windriders, War Walkers, even the humble Guardian can all benefit from this and really lay on the pain. Children of the Open Skies- +1” Mv, or +2” if you have FLY , alongside Advancing a minimum of 3” like Biel-Tan, this makes for an exceptionally speedy force, able to reliably press board control and mission play, whilst also able to get into position or out of danger a bit easier.

No surprises here – everything that fires good Indirect (fires Indirect good?) gets a modest point change, though honestly modest is the correct term here. The first seriously successful Guard list we’ve seen was maxed out on Basilisks and Manticores, so they clearly did need a hike, but honestly having less brutal counterfire to deal with from big Knights might smooth that out quite a bit. Unlike those upstart humans whose petty concerns have set the galaxy aflame, the Aeldari had already seen the ruin that Chaos can cause before mankind had thought to hit one stone with another. This ancient race exists on the brink of extinction, but make no mistake – their elegant weaponry and finely tuned psychic ability to manipulate fate make them a lethal force to tangle with in the new edition of Warhammer 40,000. Overview The Phoenix Plume- A SWOOPING HAWK Exarch gets a 4++, and also grants a 5+++ to their unit. Hawks are already a nuisance to deal with, so giving them a shrug makes them even tougher. Combines well with the Winged Evasion Exarch Power for maximum frustration.

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You still count as an ASURYANI Detachment, even if including non- ASURYANI units. This means you get all the same rules described above. Very similar changes to Imperial Knights, but Chaos were already a bit more inclined to run lighter on big Knights, and this isn’t going to change that (and it probably hits them correspondingly less hard). The special Armigers are still great datasheets, as is the Desecrator, and either a Desecrator & Dogs or (maybe) a Desecrator, Tyrant and Dogs still seems very potent. Starhawk Missile- When an ASURYANI model shoots an Aeldari Missile Launcher at an AIRCRAFT , you can use this for 1CP to make a single shot with +1 to Hit, doing 2D3 Mortal Wounds if you Hit. It’s pretty niche, obviously, but a decent enough option to have if needed. Applies to any ASURYANI , so feel free to use on your Vehicles, but note it affects an Aeldari Missile Launcher, so doesn’t apply to both their Missiles (in the case of WRAITHLORDS or WAR WALKERS ), nor does it work on Twin Missiles (sorry WAVE SERPENTS ).

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.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. 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. TheChirurgeon: In the change that’s going to make me absolutely crazy, Lords of Skulls go up in points: +60pts in CSM and a staggering +105pts in World Eaters. What in the actual hell led to that decision I will never understand. 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

After these awesome rules showed for the Aeldari, the Stratagem revealed by Games Workshop is a bit underwhelming. Fire and Fade won’t change much from the 9 th Edition version, as it will still cost 2 CP, and let’s a unit at the end of the Shooting phase make a normal move – however, it can’t embark on Transports, not even if the unit using the Strat is a Harlequin unit (they can in the current rules). This Stratagem is also very strong, it just doesn’t bring anything new to the table like the other rules and datasheets showcased in the Warhammer 40k Aeldari Faction Focus. As far as Abilities remember how I said there were “bad” rolls for the Fate Dice above? Well, the Farseer says, “screw that” with Branching Fates. Yeah…not really sure how to feel about that one as it changes a die to a 6. And it’s once per turn. So…I’m betting we’re gonna see a lot of Farseers running around, probably close to things with really big guns…

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. Handy when your Guardian Defenders are sitting at Toughness 3.* And unlike their psychic peers from the other, lesser races, Aeldari do not suffer damage if their powers fail.

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