Tuesday 31 October 2017

Asuryani Review - Part One; Esoterica

Time to kick off my long planned Craftworld Eldar review.

I'll be revealing my thoughts on the units and abilities in the Craftworlds Codex, while also offering a look at how those units have been portrayed on the table top in previous editions and discussing any changes since the Xenos Index. I'm hoping that this ends up being pretty comprehensive and that 9th edition isn't too close :)


Part One - Esoterica

Warhosts of the Asuryani 

This section of the Codex details how the <Craftworld> keyword works. It's identical in nature to <Regiment> and <Chapter> and other such army building tools. It also opens up access to certain Strategems, Relics, Warlord traits and the Craftworld Attributes, as I'll detail later.

This hasn't changed from the Index.

It's something that hasn't mattered since the Craftworld supplement in 3rd Edition, and normally just suggests how the army should be built rather than giving incentives for it. 3rd is the only other edition that has directly given benefits for building the army to a specific Craftworld's flavour.

Ancient Doom

Re-rolls in combat against Slaanesh units, but a debuff to Moral tests if such units are within 3". It may not come up often, at least until either Emperor's Children or Slaanesh Daemons get their model ranges re-done/added to.

This also hasn't changed from the Index version.

Still, the rule has existed for flavour since 6th Edition. The only change here is how the rules work for Morale. Shame there has been little reason to play a full Great Enemy army since before then.

Battle Focus

To keep the Aeldari's speed and mobility, they are able to shoot their non-Heavy weapons as if they haven't moved. Even if they advance. It mostly allows you to close with the enemy quickly without suffering the -1 to shoot Assault weapons while you Advance, it also allows you to shoot Pistol weapons while Advancing. Makes some units better than they first appear. Also encourages Shuriken Cannons on vehicles and weapons platforms for maximum mobility.

While this is the same rule as in the Index, the way it has been phrased has changed to be clearer.

In 2nd Edition, we had a higher Movement stat than other armies to show how fast and agile the Eldar are. 3rd Edition saw all infantry moving 6", so we were given Fleet, an option to move an extra d6 instead of shooting,  to compensate. 4th Edition onwards followed suit, while making Fleet a universal special rule. It's with 6th Edition that this became the dreaded Run then Shoot/Shoot then Run ability. Of course, the eagle-eyed will spot a way of bringing this back.

The Path of Command

Re-rolling 1s to hit for <Craftworld> units within 6" of the Autarch. Also, if the Autarch is the Warlord, every time you spend a Command Point for Strategems, you get it back on a roll of a 6. This is really good now that the Aeldari have a wide variety of powerfully synergistic Strategems. The only reason to not make the Autarch the Warlord is if you haven't taken an Autarch.

The Index only had the re-roll ability, so this is purely improved.

4th Edition brought us the Autarch, as a way of making your own Aspect Leader/Wildrider Chieftain. It's ability was about reserve manipulation which is irrelevant in 8th Edition.

The Ynnari Question/Heroes of Legend

It's stated that if your Detachment contains any units with the Ynnari keyword, you lose access to Path of War and Craftworld Attributes. The Phoenix Lords however do not stop you having these rules, though they themselves don't benefit from the Craftworld Attribute.

The Path of War

This is the Objective Secured rule. It only applies to Troops units in the army, but is still potent. Guardians can be taken in units of 20, and their Shuriken Weapons are good at thinning down similar opposing units.

This was added to all armies post Index, after Codex Space Marines contained a similar rule.

Interestingly; in 7th Edition, if you took the Craftworld Warhost super-detachment you didn't get access to this. Didn't stop people building their army that way though.

Craftworld Attributes

If all the units in your Detachment share the same <Craftworld> keyword, then they get an ability. Much the same way that Chapter Tactics work. In reverse order of preference:-

Saim-Hann: Wild Host

Re-rolling charges is okay, but most units in the Asuryani aren't looking for combat. The second half removes the -1 to hit for Bikers moving and firing Heavy Weapons. This not only brings back the packs of Jetbikes with Scatter Lasers but makes Vypers much better. They become truly mobile weapons platforms, especially when you can activate their Blade Wind ability. I rate this lowest because it has a low amount of units it benefits. It is really good for the Bike armies though, as you would expect from Saim-Hann. Lowest here isn't bad. Just the lowest of the five.

 In 3rd Edition, the Craftword supplement had an alternative Force Org chart that made Fast Attack compulsory choices and lowered the amount of Elites, Heavy Support and Troops you were allowed. It also added the Wildride Chief  to lead them. Their final benefit was the ability to re-roll Difficult Terrain tests for Skimmers. 4th Edition onwards saw the Jetbikes moved to Troops to make the "All Jetbike" army easier. 8th's variety of Detachments has removed the need for this.

Alaitoc: Fieldcraft

This will probably be a contentious choice for fourth best, but hear me out. Being harder to it at range is excellent, especially on Rangers whom have an obvious synergy with it. However, the armies weapons want to be closer than this rule finds comfortable, especially if the opposing force is looking for close combat. This would be amazing on a gunline-style army. Still, with careful positioning and use of mobility you may stay outside of 12" longer than armies like the Raven Guard who share this rule.

In 3rd Edition, they came up with an enhanced version of Rangers called Pathfinders for Alaitoc. Over time these have essentially merged with the Rangers leaving one distinct unit.

Biel-Tan: Swordwind

Aspect Warriors get increased Leadership. Not bad, but again only effects certain units. The real gem of this attribute is re-rolling 1s to hit while firing Shuriken Weapons. That's catapults, cannons and pistols. That's a lot of the armies guns. Add that to Battle Focus wanting your bigger guns to be Assault Weapons, and you've got a close range, fast moving, very shooty force. The units that can't be equipped with those weapons, like Dark Reapers, can hang out with an Autarach to get the same benefit.

In 3rd Edition, Biel-Tan Aspect Warriors became troops while the Guardian units became Elites. Post this, it was felt that having the Dire Avengers as Troops was enough if you wanted an all-Aspect Warrior army.

Ulthwe: Foresight of the Damned

Many would put this as the best Attribute. There are two reasons I won't. The first will be discussed when I talk about the best Attribute. The other is it seems boring. It's generically powerful, as it increases the resilience of all your units. But it doesn't lend itself to any direction in army building. Granted, too much direction and you get the Saim-Hann trait, but none means this will probably be the default Asuryani army for a long while. At least it can't stack with similar abilities. Otherwise you'd have all the Vehicles taking Spirit Stones for the double save.

3rd Edition gave Ulthwe Black Guardians increased WS/BS and brought in the Warlock Conclave. Later editions made those the default for Craftworld Eldar, rather than the Ulthwe exception.

Iyanden: Stoic Endurance

The best Attribute. Why?

Because it's my Craftworld!

Well, that and it is also excellent. Units only lose one model to Morale, not matter how much you lose the test by, and models with a damage chart double their remaining wounds before checking their variable stats. Obviously the second ability is good for Wraithlords and Wraithknight, which the Craftworld are famed for. But all vehicles except the War Walker and Vyper benefit from this. Your opponent has to almost destroy them before their stats drop to near-uselessness. The Morale rule is great for Wraithguard, as losing a few wont then wipe out the rest on a bad role. But that also applies to Aspect Warriors in small squads, and allows you to take large squads of Guardians without fear that heavy casualties will continue their toll in the Morale Phase.

3rd Edition created the Spiritseer to help lead the Wraith-units, as they had a rule that inhibited them if a friendly Psyker wasn't nearby. The Craftworld supplement also moved Wraithguard and Wraithlord to Troops. 4th kept Wraithguard as Troops as long as you took a Spiritseer in the army. Subsequent editions ended that nonsense, but kept the Spiritseer around.

That's it for Part One. Part Two will be the Warlord Traits and Relics.

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