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Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

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To round it all off, most of the green gems on the weapons were done by painting two coats of Ork Flesh straight out of the pot. Mark of the Incomparable Hunter: Ignore Look Out Sir. Used to be powerful with missile-toting autarchs or Wraithseers, but updates over time have killed both those combos, leaving this with no real use case. D

All three forms of Farseer see some play, with bikers being the most common, foot as the second and Eldrad coming in third just because Ulthwe isn’t that heavily used. Despite the fact that the Wraithlord construct exists in realspace, the spirit which controls it is never able to perceive reality as well as those who are still alive, as a soul in a Spirit Stone inhabits a dimension that is in both realspace and the Warp simultaneously.If that type of roll involves one D6 (e.g. a hit roll), do not roll a dice; that roll is treated as an unmodified roll of 6. After the cataclysmic Fall of the Eldar in the 30th Millennium following the birth of the Chaos God Slaanesh, the Craftworld Eldar began to walk both the Eldar Paths and make use of Spirit Stones to protect their souls from being devoured by the eternal hunger of Slaanesh, She Who Thirsts. When an Eldar dies, his or her Spirit Stone is reverently grafted to the Wraithbone core of his or her Craftworld in the place known as the Dome of Crystal Seers, joining and mingling with the countless souls of the past Eldar already present within the Craftworld's structure. The resulting gestalt psychic entity is known as the Infinity Circuit, and is an integral part of a Craftworld's life, subtly providing guidance to the living Eldar dwelling within the Craftworld and protecting them against Warp-spawned perils. Powerful Psychic Powers: While the Warp Charge values are probably higher than they should be relative to how the game’s design has evolved, the effects of the better Eldar powers are some of the strongest in the game, and you get the extra flexibility of being able to swap Smite for utility options. Linked Fire (1CP) : We’ll explain this in the Fire Prism section. If you have them, you’re spamming this. B+

You hate to see it folks. Craftworlds are a bit of an odd case in that it’s hard to pinpoint a single factor for why they’re so bad in 9th Edition, but they are consistently one of the weaker factions in the stats, and playing them on the table feels like an uphill struggle. Realistically, unless you’re doing something clever, Seer of the Shifting Vector is a massive standout, and if one of the others is right for you then it’ll probably be pretty obvious. Relics Attribute – Wild Host: Re-roll charges. In addition, BIKERS can treat Heavy weapons as Assault when they advance. If the animating soul within the Wraithlord specialized in close infantry assault when it was alive, it will seek to tear apart its enemies with great energized fists or cleave several apart with a swing from its Wraithblade. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

Smite

As noted above, a Wraithlord's armament is often chosen to complement the nature of the spirit controlling the construct, as their predisposition towards different types of combat follows them beyond death -- those who prefer melee combat will still attempt to tear their enemies limb from limb or cleave foes with a massive Ghostglaive.

Attribute – Stoic Endurance: Your units automatically pass combat attrition tests, and your vehicles count as having double wounds remaining for statline purposes. 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 In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com. The most common setup sees Dire Avengers fielded in units of 5 led by an Exarch with two guns, usually riding in a Wave Serpent (two squads can fit in one, which is nice). This unit weighs in at a mere 55 points, making filling out detachments pretty reasonable, and thanks to Battle Focus and their 18” range can bring their powerful anti-infantry firepower to bear a surprising distance when jumping out of their ride.

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Howling Banshees have one function and are exceedingly good at it, meaning that in the right metagame they can be very handy. Celestial Shield (1CP) : Gives a GUARDIAN unit a 4++ vs shooting. Powerful on a Guardian bomb, especially combined with Protect for a 3++. Can also be handy to try and save a Support Weapon in a pinch, as they have the right keywords. B All have a few things in common, having the Path of Command, which gives re-roll 1s to hit to units within 6″, and 6+ CP regen on CP you spend if they’re your warlord. They also all have a 4+ invulnerable save and a 3+ base save. Buff them. Guardians can use the Celestial Shield stratagem to give the whole squad a 4++ against shooting for a phase. This can be improved to a 3++ by Protect at which point your models are suddenly a pain to shift (unless you immediately roll all 1s and 2s as happens every time I manage to set this up).

The Smite nerf included in the new beta rules (which most tournaments are using) is definitely a significant detriment to bringing large numbers of Spiritseers, but even with it in place they are strong- “just” getting to cast two, three, or four Smites is still going to be a lot more incoming damage than most people want to deal with, especially on big/tough targets like vehicles and HQs. Superior Shurikens: +4″ range on Shuriken weapons. Lets Dire Avengers in particular reach surprisingly far with their guns, and on 9th’s small board gives lets you operate very effectively. B Webway Warriors: You can use Webway Strike an extra time for each detachment in your army with this trait. Very much not worth a slot now you can use Strategic Reserves as an additional source of Deep Strike. D 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 Craftworld Warlord traits are sadly pretty weak compared to newer ones, though there are still some choices that are at least valid.Hunters of Ancient Relics: +1A while within 3″ of an objective. Once again, this makes Shining Spears extremely good, and they are essentially unchallenged as the best unit in the book, so this gets an A. 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 Guardian Defenders are in some ways a great summary of the Eldar army as a whole – in most cases they are way more fragile for their cost than similar units in other armies, but are also phenomenally more dangerous if you can get them into the right place at the right time (and the army gives you the tools to do this).

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