Games Workshop 99120104057" Start Collecting Craftworlds Miniature

£9.9
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Games Workshop 99120104057" Start Collecting Craftworlds Miniature

Games Workshop 99120104057" Start Collecting Craftworlds Miniature

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

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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.

Executioner (WC7): Executioner does d3 mortal wounds to the nearest unit within 18″ (note that it doesn’t need line of sight), and then if any die does another d3. This is an exceptionally good alt-smite and one of the best examples of the genre if you can get it to double tap. Having a real chance of just vapourising an entire Sisters unit that’s hiding behind a wall is crazy good for a single cast, and even against bigger targets where the effect never works just having the option on another Smite is good. An important tactical recommendation is that when you’re going after multi-wound units like Intercessors with this, and have some smites to cast as well, you should start by smiting, because if you roll a 1 or 3 for the damage then there will be a model left with a single wound – at which point you pop this for the big damage. This is especially important in 9th, as you can no longer re-roll the damage dice, so getting the opponent down to 1W first is even more helpful. Overall, this is just absurdly potent, and much like Doom is basically always great, not needing any setup. A Headstrong: +1 to charges. Helps Shining Spears charge from deep strike and that really is enough to get this an A Instead of the shield + sword he can get two big guns. That makes him a lot more expensive and leaves him without an invulnerable safe. So you get to do something useful Turn 1 - with a good chance of dying turn 1 for dessert. For a 415 point model, nonetheless. And even with shooting, 4 shots at 3+/2+ aren´t all that reliable. Against things with a 5+ invulnerable safe, you are looking at 1.5 wounds on average. Sure, it´s D6 damage - but that is 9 damage at best for 415 points.High Mobility: Units tend to be fast relative to similar options in other armies, most vehicles FLY and your characters can ride jetbikes to get them wherever they need to be. This ability appears on all units in the codex other than grav-tanks and planes. In a turn where a Craftworld unit charges or is charged by a unit with the “SLAANESH” keyword, they can re-roll failed hit rolls. However, as long as any SLAANESH units are within 3”, units with this ability add 1 to their morale tests, making it more likely that you’ll fail.

Illic Nightspear : A victim of the stern cap on the power level of snipers that was seen in early codices. He isn’t quite powerful enough for his cost, and in a pure Craftworld army you normally want to be spending your HQ slots on force multipliers, not lone operators. Masterful Shots: Ignore Light and Heavy cover. Deceptively powerful, and a common partner to Expert Crafters. B+That said, the Wraithlord is far from being useless. Personally I run them with 2 Flamers and a Ghostglaive. In that loadout he becomes a great all-rounder. His flamers give him a neat anti-infantry tool against hordes while the glaive cuts through everything between Terminator armor and a Leman Russ. To use him to his full effect you´ll probably want to bring a Spiritseer. Yriel : If you ever want to take a Foot Autarch in an Iyanden list you should probably take him instead. However, you very rarely want to do either of these things. Vaul’s Might (1CP): Lets two support weapons re-roll wound rolls of 1 for a phase if they’re close to one another. Has always looked terrible, and Expert Crafters makes it look comically terrible. F 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. Now that we’ve got through all the pre-amble of covering units and special abilities, we’re ready to go through the units in the Eldar army. As with pretty much all earlier codexes, the units are a distinctly mixed bag, and we’re not going to dwell for too long on the ones that don’t quite get there. HQ Farseer



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