Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

£20.995
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Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

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Price: £20.995
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History abounds with tales of enormous statues magically coming to life in defence of primeval crypts or to avenge ancient wrongs. The image of these towering constructs shuddering into animation is ingrained in the Human psyche, and explains the visceral reaction most Humans have when first encountering the Wraithlords. Starting with their psychic might, the regular Farseers know two powers and get two casts and two denies each, and also have access to the Runes of the Farseer special rule, allowing them to re-roll one or both dice from a cast or deny each phase. This is an incredibly powerful boost, giving you a really good chance to land a key power and stop your opponent’s best one each phase. From a maths point of view with this, when you fail a cast you should (essentially) always keep a dice showing 4+ and re-roll a 3 or less. Denying can obviously be different – if you need to roll a double six then keeping a four isn’t going to help you! The other cool thing with this is that there’s no requirement to have failed the cast to re-roll – so if you roll a 1 and a 6 when casting a key power and your opponent has denies, it can be worth re-rolling the one, as you can’t possibly fail and it might make the deny harder. You can also use this to fish for a super smite if you’ve done all your key casts and have this still available. Avenging Strikes: If any model in the unit has died, add +1 to the whole unit’s hit and wound rolls. This is tough to set up, but when it goes off it really goes off. Kind of needs you to be running squads of 10, preferably with Asurmen, but is good there. B+ Students of Vaul: Vehicles regain a wound at the start of each of your turns. Extremely marginal and it’s a crime that it doesn’t work for Wraith Constructs. C Falcon’s Swiftness: +2 Move. Honestly kind of fine, and flips over to being actively good if you’re bringing the Avatar, as almost none of the other mobility options in the book work with him. C+

I’m very happy with the results and my progress so far. Working on this project alongside some friends, who are also progressing their armies during the pandemic, has really motivated me. In fact, I had my first tabletop game in about 20 years just the other day – a game of Warhammer 40,000 using the first 500 points of this army, all fully painted! We had an absolute blast.A Spiritseer stands with one foot planted on a ruined piece of architecture. The miniature carries a witch staff in one hand and an Aeldari blade in the other. A shuriken pistol rests in a holster attached to the Spiritseers sash. Expert Crafters: Re-roll one hit and one wound each time a unit shoots or fights. The cornerstone of the most common Eldar archetype right now, and an enormously potent force multiplier. A+ Diviners of Fate: All models have a 6++. Currently, defensively, this is inferior to Alaitoc and inferior to Ulthwe against D1 weaponry on infantry. However, you get to take this and another, so it could be worth a look if you really want one of the others and don’t have any particular needs. C Children of Khaine: Aspect warriors do +1D in melee on an unmodified 6 to wound. Cool on paper, but the only worthwhile melee aspect is Shining Spears, who don’t need the help. D

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 Craftworld Warlord traits are sadly pretty weak compared to newer ones, though there are still some choices that are at least valid. 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. Marching at the head of a spirit host, wordlessly guiding their actions, a Wraithseer still retains many of their former powers and instinct for battle.Eldar trooos have oscilated wildly in viability over time as point cuts and hikes have slammed into them, so it’s something of a relief that at the moment the dial is turned towards them being at least OK. The January FAQ handed price cuts to all four options here, meaning they all have plausible uses. Guardian Defenders If your metagame is full of Tau or Guard Tank Commanders, Banshees are a strong addition to your list, but anyone who’s paying attention to the metagame will be aware that this is very much not what you’re currently gunning for. Wraithblades Guardian bombs are reasonably well positioned for a resurgence right now – they’re seen fringe use alongside Harlequins already in 9th, and Guardians returning to their 8pt price tag means slotting the full setup into a list isn’t too unreasonable (though the platforms run you 22pts each now). Especially if you can set up Protect and Celestial Shield the squad takes some real dealing with once it lands and will do plenty of damage over time – just make sure you don’t put it too near nasty melee threats. Storm Guardians The creation of a Wraithlord involves empowering an Asuryani Spirit Stone with the soul of a dead Craftworld Aeldari warrior from the Infinity Circuit of their craftworld. The soul is then placed into the forehead of a Wraithlord construct.

Spiritseers come with the usual rules for all Craftworld models- Ancient Doom for rerolls against Slaanesh and Battle Focus for improved mobility when shooting. A Shuriken Pistol and Witch Staff (melee, AP0, Dmg2, always wounds on 2+) round out their armament; the Witch Staff, although very similar to the Witchblades carried by other Eldar, is interesting because of its fixed damage and because it cannot be exchanged for the usual Singing Spear. The Asuryani soul drawn from the Infinity Circuit resides within the wraithbone construct until such time as its power begins to fade and it can no longer function or it is destroyed, the spirit within tragically lost to the Warp and the hunger of Slaanesh.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+



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