Games Workshop 99120104057" Start Collecting Craftworlds Miniature

£9.9
FREE Shipping

Games Workshop 99120104057" Start Collecting Craftworlds Miniature

Games Workshop 99120104057" Start Collecting Craftworlds Miniature

RRP: £99
Price: £9.9
£9.9 FREE Shipping

In stock

We accept the following payment methods

Description

Suggested starting kits: Start Collecting! Astra Miliatrum, Cadian Defence Force, Basilisk, Manticore Headstrong: +1 to charges. Helps Shining Spears charge from deep strike and that really is enough to get this an A Stratagem – Pathfinders 1CP: A Rangers unit in cover can only be hit on an unmodified 6 for the rest of the phase. Guardian Defenders are in some ways a great summary of the Eldar army as a whole – in most cases they are way more fragile for their cost than similar units in other armies, but are also phenomenally more dangerous if you can get them into the right place at the right time (and the army gives you the tools to do this).

Boon Note: Do not forget that Fire & Fade counts as a Normal Move and will allow you to embark following a prior movement phase disembarkation. Very good. A+ Attribute – Wild Host: Re-roll charges. In addition, BIKERS can treat Heavy weapons as Assault when they advance. Farseers get access to this Discipline, and while the powers only have one effect each they’re some spicy, spicy stuff in here.Webway Strike (1/3CP): Deep Strike one INFANTRY or BIKER unit for 1CP or 2 for 3CP. Fantastic with Guardians or Scatter Bike blobs, but currently most commonly used with Shining Spears, with Wraithblades and Skyrunner Conclaves also getting a look in. This is a supremely useful ability to have access to. A

Where they differ is in the costs and the rest of their stats. The foot Autarch has plasma grenades and a star glaive to use with his 4A (-1 to hit, Sx2, AP-3, d3 damage) and weighs in at 80pts. Being cheap is his main attraction, and he can be a good choice to slot into a gunline army (and is another good user of Faolchu’s Wing). As well as their runes, Farseers also have a Ghosthelm, giving them a general 5+++ FNP against mortal wounds and a 2+++ FNP against wounds from rolling a Perils of the Warp. This is a decent boost in a smite-off, but more importantly means you actively want to roll a double 6 on your casts a lot of the time, and very nearly don’t have to worry about perils at all. I have literally never had a Farseer die to perils in several years of playing Eldar. If you want to get even more bang out of your Farseer, remember that you have access to the Seer Council and Unparalleled Mastery stratagems to boost their casts or get an extra one, both great tastes that taste great together (though for my money I usually only go for the extra cast if I still have the re-rolls in hand). Why play them: You've got a fascination with the biologically odd, or are a big fan of H.R. Giger's artwork. But seriously, if you want to lead an army that will literally (during the game) instil terror into your enemies and use a plethora of weird and wonderful alien technology, but can also rip the face off someone in hand-to-hand combat, the Tyranids are for you.

Many Craftworlds Eldar characters are legends not only to the Eldar, but their names strike fear into their enemies’ hearts (if they have them).

Expert Crafters & Masterful Shots: If you want to go wide with lots of small shooting platforms, this is very strong – it makes your damage output very reliable and lets you wither an opponent down over time. At the moment Faolchu’s Wing on a Farseer, Shard of Anaris on a Wing Autarch or the Phoenix Gem on someone are the main choices. If you’re Saim-Hann, obviously consider the Novalance from their section as well! Aspect PowersWith safety and the vast resources of the Eldar Empire, the Aeldari became insular. They ceased looking outwards for new inspiration, preferring to explore their desires and hedonistic impulses. The Eldar Empire became darker; twisted needs and terrible acts becoming commonplace as they slaked their lusts on each other and the many lesser races that populated the galaxy. 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. the Spiritseer included is only available in the set. A regular Spiritseer exists, but it´s an old resin model which are generally of questionable quality and should be avoided when possible) Even without a codex of their own, Craftworlds Eldar have undergone some rapid developments following Games Workshop’s drive to encourage armies to play to their strengths.

Children of Morag Hei: Get +1 to hit rolls if half the models in your unit have been destroyed. Way too hard to set up for a pretty mild payoff. D Why play them: They’re random and hilarious. Set your units in the direction of the opposition, and then charge them directly in. Laugh maniacally when an Ork slaughters a Space Marine Terminator at one eighth the points cost.

Weight limits

Phantasm almost needs an article all of its own (and indeed we talked a bit about it in our deployment tactica). For 2CP, at the start of the first Battle Round (i.e. after you know who’s going first) you can redeploy up to three units. They have to stay on the board (i.e. you can’t move something “into” Webway Strike) but you can move a Transport with everything inside. Why play them: With certain Aeldari units aimed at the correct targets, your opponents will drown in their own tears. It takes skill and grace to field them, but it’s immensely rewarding planning a well-laid trap.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
  • Sold by: Fruugo

Delivery & Returns

Fruugo

Address: UK
All products: Visit Fruugo Shop