Tuesday, 31 October 2017

Asuryani Review - Part Three; Psychic Powers, Tactical Objectives, Stratagems

On to the third part, and we haven't even reviewed a Unit yet.


Psychic Powers

Generic

Smite - The power every Psyker gets. The only differences are lone Warlocks halve the range and only cause 1 mortal wound, unless in a Conclave. Then they cause 1 if the unit is 3 or less models, the normal amount if 4-6 models, and at 7+ they always cause d6 mortal wounds. It's the standard power for use when you really want to wound something, or no other powers are useful/in range.

Runes of Battle

These are available to Warlocks, Spiritseers and the Hemlock Wraithfighter. All the buffs target a friendly Infantry or Biker unit and all the debuffs target an enemy unit, both at 18" range. Choose a power for a Psyker and they get access to both versions, although the Wraithfighter only gets access to the debuff.

Conceal - Your opponent gets -1 to hit for shooting attacks targeting you unit, until your next Psychic Phase. Always useful to slow down your opponent's shooting on a key unit. Really works well for the theoretical Alaitoc Gunline as well.
Reveal - Removes the cover bonus for an enemy unit. Marines in cover have a 2+ armour save, so this is always useful, especially for the Wraithfighter, who can go looking for units to Reveal. It also turns off bonuses like Camoleoline Cloaks.

Embolden - +2 Leadership. Marginal. You have to expect it to need it's Leadership value, which isn't guaranteed. Unnecessary for Iyanden.
Horrify - -1 Leadership for an enemy unit. This however is really good, as you can target a unit you are about to cause lots of casualties to. It can also stack with other abilities that affect/care about Leadership like Mindshock Pods and Mind War for some devastating effects.

Empower - +1 to wound rolls in the Fight Phase until your next Psychic Phase. Good for your close combat units, also means Wraithblades with Ghost Axes will wound all but the toughest units on 2s.
Enervate - An enemy unit gets -1 to wound in the Fight Phase, until your next Psychic Phase. Suddenly their elite combat unit isn't killing anything. Can also make a Wraithlord nigh-unkillable in combat.

Enhance - +1 to hit for an Infantry/Biker unit in the Fight Phase. This can make your Scorpions/Banshees hit on 2s, or negate the -1 for Ghost Axes. A solid choice to accompany melee units.
Drain - As expected, the inverse for an opposing unit. Again, makes their combat unit worse, or makes a normal unit unable to do much in melee.

Protect - +1 to saving throws for the target until your next Psychic Phase. This covers both armour and invulnerable saves.  Really good for that unit you want to keep alive, and frustrating for the opponent.
Jinx - Despite on the surface looking like the opposite of Protect, it works out even better. Opposing Terminators get a 3+ armour save while under this powers effect, making it easier to reduce it with AP to a point where it is useless. They then want to rely on their invul save, only to find that's been reduced too. Similar effects on units with Storm Shields. No matter how many saves a unit has, they will all be reduced.

Quicken - The targeted unit can move again, as if it was the Movement Phase. This means they can even Advance. Jetbikes zipping from one side of the field to the other, as long as a Warlock is near the mid-point of their journey. Combat units are also more likely to successfully Charge if this is used on them.
Restrain - The targeted unit gets it's Move characteristic halved. Think on that. Removing movement options from the opponent can stop Charges, inhibit the ability to reach objectives, or narrow their window for escape. Very versatile if you can time this correctly.

Runes of Fate

These don't have a common theme, other than they are powerful and only available to Farseers.

Will of Asuryan - Did I say they are powerful? This one is actually subtly powerful, but situational. Units within 6" auto pass Morale, and you get +1 to Deny tests. You won't often need this buff, but the times you do and have it in place, it will be amazing. The rest of the time, you'll be casting Smite instead.

Guide - Re-roll ranged weapons. This applies to both Shooting and Overwatch. This is an obvious power, with obvious targets. It also has a range of 24", meaning the Farseer doesn't have to stay near the unit. Good for casting on War Walkers that have outflanked, or Hawks that have come in via deep strike and therefore aren't nearby.

Doom - This has long been my favourite power. Re-rolling failed Wound rolls against the targeted unit until your next Psychic Phase. All of them. It doesn't matter if you are shooting or fighting, your turn or the opponents. This can help reduce the hardiest of opposing units to dust, especially if combined with Jinx.

Fortune - A 5+ "Feel No Pain", that doesn't combo with any similar ability. It's good for keeping a unit alive, and doesn't have the Infantry/Biker restriction of the Runes of Battle powers. Let's your Wraithknight survive all the big guns it's going to attract.

Executioner - An alternative/additional Smite. D3 mortal wounds, and if that slays a model, d3 more. If it didn't say closest enemy unit, it would be great for killing off Astra Militarum weapons teams. Still, a Farseer Skyrunner may be able to get into the perfect positions to cast this and Smite on the correct target.

Mind War - Choose an enemy Character within 18". Roll off and add Leadership. If you win, they suffer the difference in mortal wounds. Combo this with Mindshock pods and Horrify for -3 to their Leadership, and your Farseer's 9 should see many support characters fall.

Tactical Objectives

I'm not going to analyse all 36 tactical objectives, just the 6 that are unique to the Asuryani. As a side note, they all have lovely Eldar artwork.

Combined Strike - Destroy units, with it scaling in points for the more phases of the turn you destroy them in. Rewards a balanced build with the ability to kill units with Psychic Powers, shooting and melee. Also potentially easier to score in the late game when enemy units are smaller and easier to kill, especially with Smite.

Strands of Fate - Control a randomly generated objective. Increase or decrease it's number if your Warlord is a Psyker. A simple on, though having some control over the outcome is nice, I'd still rather have an Autarch Warlord for the regaining of Command Points, than worry about drawing this card at a bad time.

The Hidden Path - If your opponent isn't within 12" of a randomly generated objective, gain a point. Can be hit or miss. Not that difficult to achieve unless it happens to be the one your opponent's whole army is parked on.

Khaine's Wrath - Charge. Gain more points if more units charge. Some armies won't want to see this card. Others will get the d3 points every time.

Master of Runes - Cast Psychic Powers (except Smite). 3 or more powers gives you d3 points. As if you needed encouragement to have multiple Psykers in the army.

Legacy of Sorrow - Kill an enemy Character. Assassinate, but only worth 1 point, not matter how many you kill. Between snipers, Mind War and positioning, this shouldn't be too hard to score the turn you draw it.

Stratagems

With the correct selection of units and precision timing, the Asuryani Stratagems bring a lot of synergy to the army and frustration to your opponent. There are even Craftworld specific ones.

1 Command Point

Command Re-roll - The generic one. Well timed re-rolls for dice you can't re-roll with other abilities. There are more Stratagems now vying for your points, but this one is never to be forgotten.

Vaul's Might - 2 Support Weapons within 6" of each other can re-roll 1s to wound for the Shooting Phase. Especially good on D-Cannons, as they will often be wounding on 2s.

Fire and Fade - Shoot and then move 7"? I thought old school Battle Focus was gone. This can be used on any unit, and as it is post-shot it doesn't matter if they fired Heavy Weapons. Great for keeping Alaitoc units out of 12" range, and probably amazing on a Wraithknight.

Seer Council - If a Farseer is near a Warlock, they can both get +1 to Psychic tests. It's a shame you can only use this once per phase, but at least Farseers can cast multiple powers. Especially good with Eldrad who gets +1 for each Psychic test after he succeeds in one.

Starhawk Missile - Flakk missiles! I'm not sure if the mortal wounds replace the weapons normal damage, or are in addition to. And remember, while most aircraft give you -1 to hit (which this compensates for), there are more units that Fly which don't. Feel free to use this to shoot down Assault Marines and T'au Battlesuits.

Overloaded Energy Field Projectors - For the low cost of 1 Command Point a turn, a Wave Serpent can fire it's Serpent Shield every turn. Great for pouring on the mortal wounds. Can work out quite expensive though, assuming the Wave Serpent doesn't get destroyed. Better saved for a surprise, when your opponent has forgotten this exists.

Supreme Disdain - 6s generate extra attacks in combat. Great for a large unit of Storm Guardians. Or the aforementioned Wraithknight, buffed by the Psytronome of Iyanden and using it's Titanic Feet to push it up to an average of 28 attacks that turn.

Linked Fire - Fire Prism linked fire. Lets all your Fire Prisms target the same thing, as long as one of them has range and line of sight. They all get re-rolls on hits and wounds. Great for killing Knights and Daemon Primarchs if you have multiple Fire Prisms. Especially now they can fire twice.

Unparallelled Mastery - Lets a Farseer cast 1 more Psychic power. That will usually be Smite, but every little helps. Especially good if you drew the Master of Runes Tactical Objective this turn.

Concordance of Power - This requires a Warlock Conclave, but it doubles the range of a Runes of Battle power. Stops your opponent from thinking they are safe. Get targets up to 36" away, again great if your opponent isn't expecting it.

The Great Enemy - Re-roll failed wounds in combat against a Slaanesh unit. Combos with Ancient Doom, and will come into play just as often I guess.

Matchless Agility - Why roll for your Advance, when you can just make it a 6? Perfect for Banshees, as pictured on the card, as  the can Advance and still charge.

Celestial Shield - Give a Guardian unit a 4+ Invul save for the Shooting Phase. Solid, especially the turn you need them to hold an objective. Combos well with other defensive buffs.

Cloudstrike - Put a Vehicle that can Fly in Deep Strike reserve, including any passengers. Great for keeping Fire Prisms safe from Alpha Strike, or delivering a Wave Serpent full of Wraithguard/Wraithblades exactly where they are needed.

Warriors of the Raging Winds Saim-Hann - Lets your Bikers Advance, Charge and re-roll 1s to hit in the Fight Phase. Especially good for Shining Spears.

Pathfinders Alaitoc - When your opponent targets a unit of Rangers for shooting, they need 6s to hit this turn. Keeps a unit of rangers alive, but they should already have minuses to hit from passive abilities and a decent armour save.

Discipline of the Black Guardians Ulthwe - Used at the start of the Shooting or Fight phase. A unit of Guardians gets +1 to hit for the phase. Better with larger units, it even effects their Support Platforms.

Guided Wraithsight Iyanden - Double the range of a Spiritseer's Spirit Mark and turn it into re-roll failed hits rather than re-roll 1s. Really good for the army that should have both Spiritseers and Wraith Construct units. And only 1 Command Point.

2 Command Points

Insane Bravery - Auto pass a morale test. Everyone gets this one. Some Craftworlds won't need to use this at all.

Counter-Offensive - Interrupt the flow of combat. Stops you being slaughtered by a full army charge. Always useful, worth the 2 points. An incentive to not blow all your points to early.

Tears of Isha - Heal a Wraith Construct d3 wounds. Keeps a Wraithguard unit closer to full strength, stops a Wraithlord from dying and forces an opponent to kill an Iyanden Wraithknight to reduce it's effectiveness.

Phantasm - Before the first turn begins, redeploy up to 3 Asuryani units. Great for setting up the refused flank, or to remove units from the opponents line of sight. Even lets you take units from the Battlefield and put them into alternate deployment modes, if the unit allows.

Runes of Witnessing - Turns a Farseer into a Space Marine Lieutenant. Great when combined with Guide on a unit like Dark Reapers.

Lightning-Fast Reactions - Insta-cast Conceal on a unit. Even effects melee. Another one that can catch out an unaware opponent.

Feigned Retreat - If a unit falls back, 2 points lets it shoot and charge normally. Really good for getting out of a bad combat, or leap frogging through bubble wrap.

Forewarned - Lets you attack a unit that came in as Reinforcements, but only if it did so in line of sight of one of your units that is within 6" of a Farseer. Not bad, but the extra restriction is annoying.

Court of the Young King Biel-Tan - An Aspect Warrior unit gains +2 Charge and re-roll 1s to hit in the Fight Phase. If it's within 6" of the Avatar, it gains +3 instead (And the Avatar give a re-roll to the Charge) and can re-roll all misses in the fight phase. Banshees will almost always reach the combat you want them too with this ability. Having the Avatar nearby is just gravy.

3 Command Points

The Avatar Resurgent - If the Avatar is slain in the Fight Phase, 3 points lets you restore him to d6 wounds. Frustrating for your opponent, but limited. If they shoot the Avatar to death, you can't use this.

Variable Command Points

Treasures of the Craftworld - It looks like every faction will get some variant of this. For 1 points, you get an extra Relic. For 3 points you get an extra two. Not sure how often you will want this. Probably never the 3 point version, but I can see wanting 2 Relics occasionally.

Webway Strike - For 1 point, you can set up one Infantry/Biker unit in Deep Strike. For 3 points, you can set up two. This is worth the 3 points, as it lets you Deep Strike two units that you otherwise wouldn't be able to. Great for getting them to the units they need to kill.

That's Part Three done. Part Four will be the first unit reviews - The HQs.

Asuryani Review - Part Two; Warlord Traits and Relics

Now we move on to the Warlord Traits and Relics





Warlord Traits

There are 6 Warlord Traits, plus one for each of the signature Craftworlds. Phoenix Lords can never have a Warlord Trait, but they each have an ability unique to them and their Aspect that is roughly on par. They get that ability even if they aren't the Warlord, so it evens out.

Ambush Of Blades - 6s to hit with 6" of the Warlord get an additional AP. Good for all weapons, better with Shuriken that then gets a better AP with a 6 to wound. Give this to an Autarch, park him near Dark Reapers and you've got a very deadly unit.

An Eye On Distant Events - Enemy units cannot Overwatch your Warlord. Great for a fast moving Warlord, on a Jetbike or with Hawk Wings. Charge in first to protect squads like Striking Scorpions from Overwatch, especially for units with lots of Flamers. This one is let down slightly by the fragility of Aeldari Characters, or if the other unit then fails it's charge. It's a great one for the Avatar though.

Falcon's Swiftness - +2 Movement. Again, great for the faster Warlords. Not sure how much it's needed with all the speed Eldar already have though. I can't see this being chosen often.

Fate's Messenger - An extra Wound and a 6+ roll to stop wounds being lost. Doesn't stack with Ulthwe or Fortune, but does stack with Molten Body, so another good one for the Avatar.

Mark Of The Incomparable Hunter - Gives your Warlord the Sniper rule. Most of the weapons available to characters aren't great with this, and the characters with suitable weapons aren't allowed the trait, being a Phoenix Lord or having the Alaitoc keyword and already having the rule. This one reads as terrible.

Seer Of The Shifting Vector  - The Warlord gets a once per Battle Round re-roll. Useful, but only affects the Warlord's rolls. Not useless, but there are much better ones.

Puritanical Leader Alaitoc -  Auto pass Morale tests with 6" of the Warlord. A good one, for an army that wants to sit at range and punish the opponent, while minimising the effect return firepower has. While the range isn't on par with Astra Militarum, maybe there is an Alaitoc Gunline build to be found.

Natural Leader Biel-Tan - At the beginning of the Shooting Phase, your Warlord basically casts Guide on a unit with 3". Amazing for any of your shooting units like Fire Dragons, without risking failing or Perils of the Warp. If you don't want another Trait for your Biel-Tan Warlord, this frees up a power slot on a Farseer.

Wild Rider Chieftain Saim-Hann - If your Warlord piles-in or Heroic Intervenes, it may move towards the nearest Enemy Character, rather than the nearest unit. If it then fights that target that phase, it gets +1 Attack. Allows you to build a fast moving Autarch that hunts down opposing support character and tries to assassinate them in combat

Fate Reader  Ulthwe - Start of the turn, roll a d6. On 6, gain a Command Point. It says gain, not regain. This doesn't give points back, it adds them. That's insane. Make your Warlord an Autarch to have a chance of regaining as you spend, and as long as the dice are with you you wont easily run out of Command Points. Combine this with the Craftworld Stratagems and smart play will see you to victory every time.

Enduring Resolve Iyanden - The Warlord can deny one Psychic Power per enemy Psychic Phase, or one additional if they are already a Psyker. How do I feel about my Craftworld's Trait?
I'd rather have the Ulthwe one. Don't get me wrong, it's a solid one. Just requires your opponent having Psykers, being within 24" and then you rolling higher than them. Gives the Warlord a Psychic defence I guess. Unless I'm expecting a heavily Psychic-focused meta, I'll probably choose one of the more generic ones. Not bad, just a little situational for my tastes.

Remnants of Glory

These are the Asuryani Relics. Only a few replace weapons, the rest have restrictions as to which model can carry them. Some are Craftworld specific, with Biel-Tan getting 2 while the rest get 1.

Kurnous' Bow - Simply a better Shuriken Pistol, might be worth taking with the Sniper Warlord Trait. Might be. Still requires being within 12" of the target though, and one does 2 damage. So not great for sniping. Given that it's 0 points, it's a good choice if you aren't taking one of the others, or are willing to use a Stratagem for extra Relics.

The Phoenix Gem - When you die, you explode, and if any one suffers wounds from this you come back with 1 wound. Once per game. Shame the Avatar can't take Relics. A nice bit of insurance for a character who wants to be up close.

Shard of Anaris - A better Power Sword, with extra damage and re-roll wounds. Great for an Autarch who already has a Power Sword and maybe the Saim-Hann Warlord Trait.

Faolchu's Wing - Gives the model the Fly keyword and 12" movement. The only character that doesn't already have the option of either Hawk Wings or a Jetbike is the Spiritseer. I guess it also saves you points on those options. Let's Spiritseers keep up with Wraithblades who would otherwise move out of Spirit Mark range due to charges and pile-ins though.

Firesabre - Replaces a Power Sword with slightly better stats and the chance of doing Mortal Wounds. It's okay, but I think I would rather have the Shard of Anaris instead.

Blazing Star of Vaul - A Shuriken Pistol or Catapult gets 2 extra shots. Solid second choice if you are taking extra Relics and have already given someone else Kurnous' Bow.

Shimmerplume of Achillrial - Can only be given to an Autarch. Your opponent gets -1 to hit them, for all attacks. This give -2 if they are Alaitoc, over 12" away and being shot at. A solid choice to keep an Autarch alive. It's a fitting Relic for my signature Autarch; J'Me Iyannar.

The Spirit Stone of Anath'lan Biel-Tan - Allows the Psyker to re-roll failed Psychic Tests, but if they fail the re-roll they can cast no more powers that phase. Farseers already have Runes to do this without the penalty, so this is great for Warlocks and Spiritseers who can only cast one power a turn anyway.

The Burnished Blade of Eliarna Biel-Tan - Replaces a Power Sword. Does 2 damage, and gets +1 Strength and Damage against Orks. Flavourful, but not great unless expecting an Ork-heavy meta.

Shiftshroud of Alanssair Alaitoc - Gives your Infantry Character a -1 to be hit from Shooting attacks, which stacks with the Alaitoc ability. The model also gains infiltrate, setting up wherever you want at the end of the first Movement Phase. Great for avoiding having the character die to Alpha Strike and to keep them alive once they arrive.

The Novalance of Saim-Hann Saim-Hann - Replaces a Laser Lance, so only goes on an Autarch Skyrunner. Makes the Melee attacks stronger, and do more damage on a 6 to wound. Good for hunting down enemy monsters/vehicles/characters with your Windrider Chief.

Ghosthelm of Alishazier Ulthwe - The wearer gets +1 to their Psychic test when casting Smite. Meh. I suppose the Ulthwe had to have something sub par.

Psytronome of Iyanden Iyanden - Once per battle, you can use this to give all Iyanden Wraith Constructs within 6" double attacks characteristic, at the price of d3 mortal wounds each at the end of the Fight Phase. Well worth the cost on everything except the Hemlock Wraithfighter. But best case scenario, picture a Wraithknight, whose 4 attacks become 8. and then makes 24 attacks with it's Titanic Feet. Just picture that, and remember that an Iyanden Wraithknight wont suffer a reduction of WS until it has 6 or less Wounds remaining. The character carrying this is going to be a priority target for the opponent I feel.

That's it for Part Two. Part Three will be the Psychic Powers, Tactical Objectives and Stratagems

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.

Sunday, 29 October 2017

November - The Big Craftworld Review






Codex Craftworlds has released for 8th Edition. So, I'm going to start November by writing a MASSIVE review. I have been playing Iyanden since 2nd Edition, and still have all the Codexes. I'm going to break the review down into parts for ease of reading. Firstly I'm going to look at the Faction-wide rules. Then, a Unit by a Unit review split up by Battlefield Role. Then a focus on Iyanden itself, with an idea of the army I'm going to be trying going forward.

Why use all the Codexes? With each unit, I'll look at what it does in the Codex, compare any changes made from the Index and then talk about its historical roles and efficiency. I'll also be ending with a talk about the units that are missing, some of which have been missing for several editions.

It's going to be a big undertaking and probably take all month. I'll also be playing games with the army throughout the month. I'm excited though, and can't wait to get started

Sunday, 1 October 2017

The Rest of September

September ended up being quite busy, with little time for events.

Konor

Played some more Konor campaign games before the end, helping the Imperial cause as best I could. Most of the players in Antics were siding with Chaos though, so it ended up being an uphill struggle. Globally though, Imperials won.

This did get me a set of the Planet specific Strategems to use, and I'll grab a copy of the missions at some point to play some narrative games.

FFG Nationals

The rest of my time was spent preparing for FFG Nationals. I had volunteered to work the event, which meant being in Liverpool for the Wednesday and returning on the Monday. Much to my surprise, I was asked if I was able to Marshall the Star Wars LCG, Marshall being the FFG term for Head Judge.

It was a long 6 days. Working it meant helping with set up and take down. I Marshalled the LCG and also helped Judge X-Wing. However, it was good. I had fun, the Dark Star lads that went did well across all the games they played and I will totally do it again. My next one will be demoing games for Esdevium at Kidtropolis and the MCM Expo during the October half-term.

Going Forward

Doing events with Esdevium will eat some of my time, but not too much. I'm taking further steps for improvement in my various projects, both event running and game playing.

To further my own events, I've created a Facebook page. This will make sharing them to the various groups on Facebook much easier. Give the page a like here:

https://www.facebook.com/baronadjutanttournaments/

Every like helps make the events reach a wider audience, and therefore gets more people playing the games.

Other than that, I'll be working on the games I'll be demoing end of the month, the usual games at Antics/Dark Star and starting playing in a Mage campaign with some friends. All good times ahead gaming-wise.