Games Workshop Warhammer 40k - Eldar Farseer Skyrunner

£13.945
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Games Workshop Warhammer 40k - Eldar Farseer Skyrunner

Games Workshop Warhammer 40k - Eldar Farseer Skyrunner

RRP: £27.89
Price: £13.945
£13.945 FREE Shipping

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Description

The Aeldari live on the brink of extinction. As such, their Farseers have become adept at reading future events, seeing the many strands of fate ahead of their people and the consequences of following each one. Taken at the right time, a simple action can avoid calamitous outcomes, aiding the Aeldari in their continued struggle for survival.If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling twelve D6. Hail of Doom – automatic wounds on 6s to hit with Shurikens, which count as 6s to wound as well (so trigger extra Shuriken AP). Real nice mob you have here, sure would be a shame if some kind of Blast were to come along and ruin it. Credit:Boon

Biel-Tan is my first love, and I have not one but two lists using the Craftworld to show you – one that confronts the challenges of staying pure Asuryani head on, and one that gives into the sinister lure of clown town, and brings some Harlequins along for the ride. Pure Biel-Tan This is done through the casting of Seer Stones, fragments of Wraithbone and other psycho-sensitive materials that react to the convoluted, probabilistic skeins of space-time. By reading the throw of these stones, the Seers can often determine what will be the most beneficial course of action, though it is rare that they can discern true results any great distance into the future. Will of Asuryan seems pretty weak to me as Eldar have other ways to mitigate Leadership if you need it.

The Roster Breakdown

Traveling Players allows you to bring a Harlequin Patrol with no penalty, with some deeper integration that gives you wide flexibility in accessing things like Warlord traits Eldar Jetbike (Farseer Skyrunner only) - Aeldari Jetbikes are swift, graceful mounts that enable their riders to soar across the battlefield raining death upon their foes.

The impact isn’t just that you get to wound the lady and prevent her from treating her Character Geminae as ablative wounds, but also she can revive a Geminae once per turn for free but would have to burn her act of faith to heal herself The Gate creates a little bubble around it where strategic reserves can arrive as if they were coming in off your board edge – within 9” of the enemy, even directly into combat and counting as charging, if needed. It also massively discounts putting stuff into Strategic Reserves to use with it – you get to halve your CP spend, rounding down , so anything up to 9PL of units is totally free, and you can do 29PL for 1CP. Don’t forget, too, that Phantasm now lets you pull stuff into Strategic Reserves – so if you have a gate, you can be hyper aggressive with Scorpions or Karandras (or both!) then just pull them into the gate if you go second, saving their fragile bacon and making it much easier to get them into the fight later in the game.

Shredding Fire might get there as a second Dire Avenger option for a big unit – it isn’t cheap, but it lets their shurikens get extra AP on a 5 rather than a six, good if you’re planning to go wild with combos. The rest of this section is fine, but not spectacular. Foot Autarchs have some cool builds, but aren’t any cheaper than bike ones if you take a mobility option, meaning Sunstorm probably leaves them in the dust. They also have the bizarre issue, as in Eldritch Omens, where the Autarch that’s on the cover of the codex isn’t a legal build. Yriel and Illic both still do some OK things, but Yriel is a foot Autarch with no mobility tools, and Illic is too highly priced to be a draw. Finally, if you just want the cheapest relevant HQ possible in some sort of skew build (or are going hard on Wraiths), Spiritseers exist. if she dies first, due to being required to take wounds because she was the first damaged, then when she dies she is tethered to the location of the surviving geminae and can’t just set up freely elsewhere. With these runes, Farseers can learn to identify the course of reality that benefits them the most, and steer their people accordingly. On a personal level, their destiny is set in stone -- a peculiar side-effect of the Farseer's obsession with the metaphysical sees their bodily form eventually turn into delicate psychocrystal.

Using a small brush, touch up any areas that require refinement or correction. Add additional highlights to bring out the details, such as using Fire Dragon Bright to further highlight the red robes or White Scar to add further highlights to the white helmet. Take your time and pay attention to the smaller details. When the transformation is almost complete, the senescent Farseer makes a journey to the Dome of Crystal Seers, joining his predecessors as an inert statue linked to the Infinity Circuit forever. Using a smaller brush, apply Evil Sunz Scarlet as a highlight to the raised areas of the robes and bike. This will add depth and dimension to the model. What that adds up to is that if you decide you want your Warlord in a Harlequins Patrol, doing so is surprisingly plausible – you lose the ability to buy additional Craftworld Relics, and access to Craftworld-specific relics, but not much else – and this is something you may well want to do, as we’ll look at in the final article today.

Both the Eldar standout special rules have been previewed on Warhammer Community, and both look decent. Boon: The secondaries I think are where this codex is going to struggle the most competitively. This is extra hard because I think secondaries are more important now than ever with the increased scoring on primary vs last year (all primaries are capable of netting 63 points vs 60 previously, one less Domination mission). The army just won’t have the throw-away action units many have for reliable secondaries like RND and doesn’t want to be over-extended for things like Engage. Psychic Interrogation is an extremely enticing secondary, but it also requires concessions in list construction or on table play that could be hamstringing the army. Without a strong reliable option out of the codex, I think the army will be forced to select against the opponent’s army which rarely leaves good options in competitive play. Using a medium-sized brush, apply a basecoat of Mephiston Red to both the Farseer’s robes and the Skyrunner bike. Ensure complete and even coverage on both surfaces. General improvements to weapons across the board, notably including significant boosts to shuriken weapons, and d3+3 damage shots in quite a few places other than the expected bright lances.

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.The other big (literally) splashy toy here is the Avatar, who certainly looks at least interesting thanks to the Webway gate existing. He’s expensive, but hugely resilient to big shots, and can be buffed to the gills with Farseer powers. Being able to place a Webway gate and then pull the Avatar with Phantasm when needed (i.e. against Tau) puts him in an interesting spot where it’s probably overpriced, but lists that can work with him might exist. Psykers of unparalleled ability and renown, the Aeldari Farseers meticulously plan and execute strategies covering thousands of years and unimaginable distance. Even their smallest actions are capable of effecting enormous change; they are the butterfly's wings and the hurricane in one. Wrath of Khaine and The Hidden Path are both things I want to see more on the table to properly evaluate. Wrath is super swingy, essentially giving you 1VP if an Aspect Warrior unit kills something in the shooting or fight phases, and 4VP if you manage both with different units. That’s a strong rate in a category this army may sometimes struggle with, but leaves you open to some big blowouts if things go wrong and your Aspect Warriors get rolled up. Realistically, if you’re planning around this you should probably have at least one Phoenix Lord in your army, as they have the keyword and are pretty much guaranteed to still be operational in the mid-game. The Hidden Path is a complete departure from most Battlefield Supremacy choices, essentially creating a game of king of the hill on one objective that’s >6” from your deployment zone, giving you incrementing rewards for each Command Phase you hold it in. Alternatively, if your army has a Webway Gate in it (which it genuinely might!) that becomes the objective instead. It’s slightly harder to hold (you have to completely prevent the opponent being within 3” in your Command Phase) but has the payoff that you get to place it, and that being near a Webway Gate is going to be an extremely bad idea for the opponent a lot of the time.



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