The Eldar used to hold the galaxy in their grip, but the decadence and pride of their race brought a terrible doom. Now they fight an endless battle against the dying of the light. Their peerless technology, supernatural skills, and piercing foresight are the only things standing between them and extinction. Seers, warriors, and civilians alike go to war in the glorious heraldry of the creaftworlds, outclassing the savages of the lesser races with dazzling displays of martial supremacy. Time is running out for the Eldar, but they fight on, determined to blaze brightly once more before the darkness of oblivion claims them forever.
Hello again faithful readers! It's been about a month since the new Eldar codex came out, and I've had the chance to play a few games with the new book. So, this is going to be a big one, as there are a lot of units and stuff to go over, so it will be at least 3 parts, maybe 4. The first part will be going over the units and all their changes. Let's get down to it.
Eldrad Ulthran - High Farseer of Ulthwé
Eldrad Ulthran, High Farseer of Craftworld Ulthwé, has lived for over ten thousand years. In that time he has guided his people, riding out the Fall of the Eldar and the rise of the Imperium. The ripples of causality he sets in motion have changed the face of the galaxy, though many are hidden severed strands of fate. It was Eldrad who prevented the Hrud infestation of proud Saim-Hann that would have otherwise have reduced it to rotting mulch, who thwarted the malefic works of the Necron dynasties, and who stopped the Days of Blood from coming to pass. His psychic might has broken Titans, boiled the blood of Daemons and slain kings and heroes without number. The millennia have taken their toll, and Eldrad's body is slowly turning to psychic crystal. Yet he cannot rest. As the fate of the galaxy teeters on the brink, the hard-won experiences of the past show that the lesser races will only hasten the rising threat of Chaos. If the Eldar are to weather the coming storm, their greatest Farseer must fight on with every weapon and strategy at his disposal.
Eldrad is perhaps one of the most iconic units of the Eldar, and he's pretty good. He comes with the standard Farseer loadout and statline, except for he's T4, thanks to his crystaline body. He also gets a couple of unique items that grant him a 3++ and an AP3 force staff that on a 5+ can generate a Warp Charge after casting a power. He's also a level 4 psyker who can take powers from Sanctic Daemonology, Divination, Telepathy, or the Runes of fate. Any of these choices is pretty good, so it really depends on your army composition. Overall, for his points, he's pretty good, so I think he'd be a good addition to most armies.
Prince Yriel - Autarch of Iyanden
Prince Yriel is arrogant and deadly in equal measure. Whether as High Admiral of Iyanden's grand fleet, commander of the Eldritch Raiders, or master of the battlefield, he leads his warriors from the front, diving into the fray with a wry smile on his lips. Some mistake Yriel's bravery for recklessness, but the prince cuts such fools down without a second thought. It was Yriel and his Eldritch Raiders that saved Iyanden at the last moment from the rapcious hordes of Hive Fleet Kraken, the Corsairs' timely return from exile turning back the Tyranids before they could destroy the craftworld altogether. The tipping point came when Yriel took up the Spear od Twilight - an incredibly powerful but cursed relic - and slew the synapse beast leading the invasion, a creature that could not be harmed by mortal weaponry. Since that day the prince has rejoined his craftworld His destiny has become inextricably intertwined with that if Iyanden, and the fate of the Eldar themselves.
As Eldrad is the super version of a Farseer, so is Yriel a suped-up Autarch. He has the same stat line except he gets an extra wound and attack, which isn't bad, but he is still only toughness 3, so he's prone to being instant-killed. He gets a 3+/4++, but his Cursed rule means that in combat he must re-roll all saving throws of 6, making him that much easier to kill. On the other hand his Spear of Twilight is pretty good. Ap 3 with Fleshbane and Armourbane means that he can threaten most targets, including vehicles, but really it would have been nice to see Ap 2 on it, considering how bad the Cursed rule is. He also has a special attack called the Eye of Wrath, which once a game centers a large blast over Yriel during his initiative step and anything under the template (friend or foe, but not Yriel himself) suffer a S 6 Ap3 hit. It would be awesome if it didn't affect friendlies, but as it is, it just means that you'll be killing all your buddies. Useful in a last stand situation, but not great. Overall, he's one of the poorer choices in the codex. I wouldn't bother other than just for fluffy games.
Illic Nightspear - The Walker of the Hidden Path
Illic Nightspear of Alaitoc has wandered the Path of the Outcast for thousands of years, slaying monsters and men alike as he seeks out the paths that span the stars. Legends fall like footprints in his wake - that he fights the rise of the Necrons, that he searches for the lost Seerstones, and that he seeks to transcend the mortal plane altogether. Such is Nightspear's knowledge of the webway it is said he can arrive unheralded upon any planet, stepping through ancient portals as easily as he draws breath. Over the centuries, Illic's knowledge of that twilight realm have saved many craftworlds from calamity. He has guided countless warhosts through its winding paths to do battle on far-off worlds, always arriving from an unseen quarter to turn the tide of war. Though Illic prefers to fight alone, he has garnered a great following, especially amongst the Pathfinders of his craftworld. His worth to the Eldar does not end with his guidance through the labyrinth dimension, for his accuracy with a long rifle is unmatched in all the galaxy.
Illic Nightspear is basically the Phoenix Lord for Rangers. Unfortunately, that means he kinda sucks, because Rangers suck. That being said, he's not all that expensive and brings some interesting things to the table. He's actually got an Autarch's stat line, but with an incredible BS of 9, meaning you're basically always going to hit. He comes stock with a 5+, but no invuln, which is a really crappy deal for any special character in my opinion. he also has a Power Sword and Shuriken Pistol, so with his WS and I of 6, he's not even too bad in combat. His main use however, is his special rules. He has infiltrate, but can do so anywhere on the board, regardless of enemy placement, and if he's with a unit of Rangers they get to come along. In addition, all of his shots and all the shots of any Rangers he's with are precision shots. That's pretty good for picking out icons and special weapons, but unfortunately, he has nothing that eliminated or reduces Look Out Sir! rolls, which is sort of stupid for a super alien sniper. He also comes with an AP 2 48" range Sniper Rifle that inflicts instant death or a penetrating hit on a roll of 6 to wound/penetrate, which while circumstantial, can be pretty sweet. Again, not the best, but if you're running a Ranger heavy army, not a terrible choice.
Asurmen - The Hand of Asuryan
Asurmen is the first and greatest of the Phoenix Lords, and his teachings led to the creation of the Aspect Warriors, by whose valour the Eldar race is kept alive. During the time of the Fall, Asurmen abandonned his home world and led his disciples to a barren planet, eventually named Asur in honour of its claimant. There, he founded the Aspects of Khaine, and his brightest pupils became the legendary Phoenix Lords. Just as the Avatar at a craftworld's heart embodies the bloodthirsty deity Khaine, Asurmen is the warrior ideal of the Eldar made real. He is a demigod of battle whose legend spans across the stars, for Asuryan has given him the ability to cheat death forever, and kings, Daemons, and star gods alike have fallen to his blade. Though Asurmen vanished millennia ago, there persist reports of him battling the agents of the Great Enemy from the Eye of Terror to the Eastern Fringe. Some even whisper that in these, the darkest of days, Asurmen has returned to lead his people to war once more.
Asurmen is the first Phoenix Lord, and he is really a beast. All Phoenix Lords have an impressive stat line (7 WS,BS and I, 4 S, T, and A, 3 W and Ld 10 with a 2+ save), plus Fearless, and Eternal Warrior, but he is the only one to have an invulnerable save (a 4++, which becomes 3++ in combat). He also comes with a twin-linked Avenger Shuriken Catapult and a +1 S Diresword, which is awesome. He also gets all the stuff that a Dire Avenger gets, which is nice. He also gets to hav D3 Warlord Traits from the Craftworld Eldar table if he's your Warlord, which is ok, but really nothing to write home about. I think that he's worth the points, but I wouldn't actually use him alongside Dire Avengers. Put him with Banshees or Scorpions instead to help them pack a bit more punch, and tank some hits with his good armour and invuln saves.
Jain Zar - The Storm of Silence
A whirlwind of silvered blades, Jain Zar is as deadly a fighter as the Eldar race has ever seen. She is the matriarch of the Howling Banshees, and a fierce heroine to all who follow in her teachings - in every Howling Banshee shrine across the galaxy, the candles of night are kept burning for her return. First to learn the arts of the warrior under Asurmen, Jain Zar was a passionate Eldar swordmaiden famous for her speed and ferocity. Once her training was complete and she donned the mantle of the Phoenix Lord, she was transformed into the Storm of Silence. Since that day she has traveled the webway extensively, teaching the art of the Scream that Steals and the Ending Blade. Jain Zar's weapons are vicious even for an Exarch of the Howling Banshees - the Blade of Destruction, is a long-bladed polearm with which she delivers deadly lightening strikes with ease. Meanwhile, the Silent Death scythes through the foe before they can even get close, lopping off heads and then quickly returning to her waiting hand.
Jain Zar is another close combat monster, though her thing is all about gutting the enemy before they can strike back. She's got all of the Howling Banshee rules, with a couple of changes. Firstly, Her Banshee mask, in addition to causing Fear and denying Overwatch (amazing already), also causes any enemy units within 6" to subtract 5(!) from their WS and I to a minimum of 1. My god. Basically, this means that nothing ever hits her or her unit on anything better than a 5+ (except Khârn) and everyone is going after her and any Exarchs with her. In addition, she has some pretty good Wargear. Silent Death is a 12" S user Ap2 Assault 4 weapon, and the Blade of Destruction is S user Ap 2 Shred. Unfortunately, she doesn't get an extra attack for two close combat weapons, but she's hitting on 3's and with Shred it really helps her reliability. On top of all this, her special rule is called Disarming Strike and allows you to sacrifice an attack in a challenge to take away one of her opponent's weapons that phase. This is amazing against so many things that you could be fighting, but is especially good against anyone with a Daemon Weapon, as you're essentially removing attacks. Lastly, her Warlord trait means that if she Joins a unit of Banshees, they all get to add 6" to their run and charge moves, making them incredibly fast even when footslogging. Well worth the points in any list that is going to be melee-centric.
Karandras - The Shadow Hunter
The eternal master of the Striking Scorpions, Karandras has become synonymous with the slinking shadows that presage a sudden and violent death. His armoured body may lay hidden and dormant for many decades, lurking in the twilight between worlds until the Eldar need his intervention. Just as all seems lost, the Shadow Hunter will burst from legend, his ritual weapons ready to destroy the foe. When he emerges from the darkness, he darts into the midst of the enemy in a blur of emerald armour. First comes the white-hot burst of the Scorpion's Bite, a mandiblaster powerful enough to penetrate the Terminator armour of the Adeptus Astartes. Then comes the main attack as Karandras somersaults into the fray. His energised gauntlet spits a hail of shurikens before its pincer grip crushes bone. Roaring like a predator-beast in his off hand is a biting blade of immense size, its razored teeth chewing the flesh of all those within reach. So does the Phoenix Lord mercilessly slaughter his foes by the dozen before fading into shadow once more.
Karandras is the Striking Scorpion character, and while probably not as great as Jain Zar, he's still a solid character in his own right. He gets the stuff a Striking Scorpion would, though for whatever reason doesn't get the exarch power, which would have taken him from decent to amazing. He is, however, the only Phoenix Lord to have two close combat weapons, and they're pretty great weapons. The first is his Scorpion Chainsword (+1S Ap6), which is ok, but the second is a Scorpion's Claw which houses a Shuriken Catapult. The Claw itself is essentially a Power Fist, but for one huge advantage. It strikes at his initiative of 7, meaning he's instant-killing your characters before they get to even attack. Crazy. In addition, he has a special mandiblaster that wounds on a 2+ (4+ against gargantuan creatures) and ignores armour saves. Yikes. This means that on the charge he has an auto-hit at I 10 that wounds on a 2+, and 6 S 8 Ap 2 attacks at I 7. He can basically beast an entire squad all on his own. He also gets a rule that allows him and a unit of Scorpions to be held in reserve and outflank on turn 2 and come in from any table edge. This would be amazing if they could assault the turn they arrive, but as it is, you may be better off just infiltrating for a probable turn 2 assault. A good choice if you want a good beatstick character.
Fuegan - The Burning Lance
Reborn in fire a dozen times since his inception as a Phoenix Lord, Fuegan the Burning Lance is a figure who generates both terror and inspiration. Though his disciples are many, Fuegan's quest is not to ensure the Eldar's rise from the ashes through patient instruction and cautious strategy. Instead, his plan is to cause so much destruction that he becomes one with the very concept, binding the Dragon of myth to his will. In his footsteps, entire worlds are set ablaze. His gaze is flame, and those who earn his wrath are swiftly reduced to ash and smoke. No matter the Exarch that dons his ritual armour, Fuegan always dedicates himself utterly to the systematic persecution of the Eldar race's enemies, pitilessly burning the champions of the lesser races from the tapestry of history. To wound him is merely to fuel the fires of his anger. Such is the unquenchable wrath of the Burning Lance that legend has it at the Rhana Dandra, Fueagan will be the last to fall - and in falling, the last flame of hope for the Eldar will be extinguished.
Fuegan is the most expensive Phoenix Lord (alongside Asurmen) and also the only one with a different profile (S 5 instead of 4). He is also a total wrecking ball when it comes to dealing with vehicles, fortifications, or heavy infantry. He comes stock with a Firepike (18" meltagun) and Meltabombs, meaning he's dealing with any vehicle he looks at, as well as the Fire Axe. An Ap 1 melee weapon with Armourbane. He also has a slew of special rules to help him on his quest to wreck your shit. Firstly, he gets Feel no Pain, which is nice, since he has no invuln. Second, he gets Crack Shot, the Fire Dragon Exarch power which allows him to re-roll one failed To Hit, To Wound, or Armour Penetration roll a turn, (and there is nothing saying that this doesn't apply to melee... so that makes the Fire Axe all the better). Lastly, he has Unquenchable Resolve. This increases his Strength and Attacks by 1 for each wound he takes, which last the whole game. Ideally, you'll take 2 wounds immediately, and then no more ever again so that you can walk around with a S 7 butcher with 6 Attacks, but more likely you'll just get increasingly stronger here and there. As cool as Fuegan is though, I'm not so sure I would bother most of the time. For the points you spend on him, you could pretty much just get a whole unit of Fire Dragons, and that will do the job better than he will alone. If you do take him, I'd suggest running him with a melee unit rather than with Dragons.
Baharroth - The Cry of the Wind (insert eagle screech)
Baharroth is the Poenix Lord who most embodies hope for the Eldar race - a slim chance for ascension delivered on the point of a blade. Naturally gifted at sword play, marksmenship and the limitless scope of aerial battle, Baharroth learned the arts of war under Asurmen when the Fall was still in living memory. In those times, he was vibrant and youthful, rejoicing in the sensation of the sun on his wings. Since then, he has died and been reborn many times. Innumerable battlefields have felt the pure white light of his anger, and countless terrors have fallen before his might. Though he moves with the grace of a zephyr, Baharroth attacks with hurricane force. Looping and soaring through flak-churned skies, he places pinpoint blasts of blinding laser fire into those who dare trespass on his domain, sending airborne interlopers hurtling down towards an unmarked grave. His flitting shadow is the first and last warning his victims are granted, their doom lunging after them out of war-torn skies.
Baharroth is, to me, the most disappointing Phoenix Lord. He gets basically no rules, and while he's by far the cheapest (only 170, while the rest hang around the 200+ mark), he doesn't bring a lot to the table. He gets the Hit & Run rule, which while its one of the best in the game, it's on a model that isn't really amazing in combat, and who's Aspect is pretty terrible in combat. He also has a rule that forces all units within 6" of him when he Deep Strikes to take a Blind test, which combined with his Herald of Victory Exarch power isn't terrible, but it's really not that reliable. He also gets a Power Sword that causes Blind, so it seems like Blind is what he is centered around, and yet he has a Hawk's Talon (S 5 Ap 4 Assault 3) instead of a Sunrifle (which is S 3 Ap 3 Assault 3, Blind). I dunno. He's an ok harassment unit, but 170 points is a little steep for what he brings to the table. I wouldn't bother, other than for fun games, or if you're playing against Tau (they would hate this bullshit!)
Maugan Ra - The Harvester of Souls
When Asurmen taught the arts of war, it was Maugan Ra that fell furthest from the fold. He fashioned baroque weapons of occult nature, learning how best to kill his prey before they had a chance to strike in turn. Not for him the shining swords of his brethren, but instead dark and sinister artefacts that defied categorization. In Maugan Ra's hands, even the most outlandish weapons share the precision of Kurnous' own arrow. This discovery led to the creation of the Maugetar, a weapon that fires plate-sized shuriken, each covered in bio-toxins so virulent even a scratch causes the Phoenix Lord's victims to detonate explosively, killing all those nearby. Since then, the most morbid of Asurmen's pupils have founded shrines across a hundrer craftworlds, Maugan Ra's Dark Reaper diciples valuing the spectacular long ranged kill above all else. As the 41st millennium winds to its grisly conclusion, the Phoenix Lord has brought hope from the unlikeliest of places, rescuing the lost craftworld of Altansar from its incarceration within the Eye of Terror.
Yeah! Maugan Ra! This is one of the models that first attracted me to the Eldar. A big dude wearing a bone suite with a scythe gun? Awesome. And now he has rules that make him as awesome as he looks.Weirdly enough, he shares none of the special rules of the Dark Reapers, and really, I'm not sure they're the best unit for him to join. He carries the Maugetar, a Shuriken Cannon with 36" range, S 6 Ap 5, Assault 4, Rending, that can instead be shot at S1 Ap 5 Assault 1 Rending, Poisoned 2+, Pinning, and any model killed by the shot gets a Large Blast marker placed over them and everyone under the template takes a S 5 Ap 4 hit with Ignores cover. Really, he's sort of like a suped-up Death Jester. If that weapon isn't good enough for you, just wait. He can shoot it twice in the shooting phase, either at the same target or at different targets. In addition, the Scythe on the blade counts as a Melee weapon that grants +2 S at Ap 3. Finally, he gets the Night Vision rule, which is helpful for keeping him effective even in night-fighting games. I would put him with a unit of Dire Avengers. When you move into position, their already considerable shooting can be supplemented with 8 S 6 rending shots that are hitting on a 2+/5+. That's pretty awesome. Of course you can put him with Dark Reapers, and with their Starswarm and Starshot missiles it'll make a really great anti-everything unit, and he'll be there to pack a wallop if they get assaulted as well. Really, it's all a matter of personal choice.
Autarch
Autarchs have a consummate understanding of the way of the warrior, and the future of the race has been shaped by their excellence in the arts of death. They follow the Path of Command, gaining a wider appreciation of battle than any other and directing the warhost on the most efficient path to victory. Theirs is a burning obsession to see war itself conquered and made subservient to their will. Under their hawk-like gaze, each warhost plays its part in a complex battle plan, and in turn has a role in the grand war that spans the stars. When a craftworld army is led by an Autarch it functions in perfect concert; aerial strikes cut off the enemy commander's supply lines, Aspect hosts strike at the heart of his army, and Windrider hosts enact sweeping flanking manoeuvers. An Autarch will spearhead critical assaults himself. Gifted ritual weapons by the shrines to which he once belonged, he swoops in to cut down enemy leaders with his sword and cripple their war engines with blasts of deadly energy.
Autarchs are an interesting choice and one that I haven't really used a lot, mainly because I prefer the psychic support of a Farseer or Spirit Seer, and rarely play reserve-heavy lists. That being said, they are a decent beat 'em up unit, that can be customised to do basically anything. You start with just a Shuriken Pistol, Plasma and Haywire Grenades, and a 3+.4++. From there you can take either a Warp Jump Generator, Swooping Hawk Wings, or a Jetbike. You can also take either a Banshee Mask or Madiblasters. The Shuriken Pistol can be replaced with a Fusion Pistol. Then you can take up to 2 aspect warrior weapons. A Scorpion Chainsword, Avenger Shuriken Catapult, Lasblaster, Deathspinner, Fusion Gun, Laser Lance (if you took a jetbike only), Power Weapon, or a Reaper Launcher with Starswarm Missiles.You can also take items from the Remnants of Glory list. Now, your loadout will depend on what you want him to do, but I like the idea of giving him a jetbike, Banshee mask, and Laser Lance and Fusion Gun, and then sticking him with some Striking Scorpions. On top of his weapon options, you also get the Path of Command rule which allows you to add or subtract 1 for your reserve rolls, which you get to decide individually for each unit. This is really handy for getting your units when you want them and keeping them off the table if you don't, so he's a must in a reserve heavy list.
Farseer
The Farseers that guide each craftworld are perhaps the most powerful of all psykers, for by leading the Eldar along the paths of fate they can bring salvation or doom to entire races. They are masters of prediction, and even in battle they perform their subtle art, casting up wraithbone runes and interpreting changes in the glowing icons as they circle in the air. Runes of witnessing allow them to follow subtle traceries of cause and effect, whilst runes of warding, when used in conjunction with elaborate ghosthelms, guard them against the dread intrusions of Slaanesh and his dark brethren. So equipped , Farseers can uncover the enemy's intentions, calculate the effects of his clumsy attacks, and steer him to his doom. Farseers fight with a grace that makes the enemy seem dull and slow, flowing around blasts of fire without breaking stride. All the while they shape the future, ending a vital life with a thrust of the witchblade, guiding an ally to a miraculous escape, or coordinating a sudden attack that breaks the enemy's will.
Farseers are largely unchanged from the last edition. They're still Level 3 psykers, but can no longer generate powers from Malefic Daemonology (thank goodness). The Ghosthelm they get allows them to negate a wound they take from a Perils of the Warp by burning a Warp Charge, which is pretty damn handy. The only other thing that has changed is that they lost access to Runes of Witnessing and Runes of Warding. Instead, they get these for free (yes, free) in the form of the Runes of the Farseer rule. Once in each psychic phase, a Farseer may re-roll any number of dice used in a single Deny the Witch test of Psychic Test, potentially negating Perils of the Warp. Wow. This is huge, and I've already used this to great effect. If there is a power that you really need to go off, you can pretty much just make it happen. Save a dice for if you get a Perils, and then throw everything else at the power, then re-roll every dice that failed. Even if the enemy has 20+ dice, it's basically impossible to beat a power going off with 6 or 7 successes. Plus, it makes your focused witchfires just that much easier to do. A huge buff here.
Warlock Conclave
When the Warlocks of the craftworlds join their minds, the fate of worlds can hinge upon their actions. Whilst the Autarchs deliver curt instructions to their squad leaders, the Farseers whisper their subtle intent via telepathic link to the Warlocks that fight alongside them, and in doing so, change the course of battle. Maelstroms of force swirl around each Warlock Conclave, growing more potent the larger the brotherhood becomes.These unknowable energies allow the battle seers to sap the life essence of the foe, conjure blasts of psychic fire to boil out from their mystical third eyes, or grant unnatural strength to those Eldar nearby. As true sons of Khaine, these militant psykers will plunge into combat at the slightest provocation. Witchblades and singing spears are swung in graceful arcs, leaving corsucating webs of energy behind them as the Conclave carves through the ranks of their adversaries. They do so with joy in their souls, for of all the seers of the Eldar hosts, the Warlocks are the fiercest and most violent of all.
The Warlock conclave is a weird choice to me. It consists of between 1 and 10 warlocks, which can be either on foot, or mounted on jetbikes, and they all count as a brotherhood of psykers. They're different, however. If you have up to 3 Warlocks, they are a level 1 brotherhood (meaning they know 1 power off the Sanctic Daemonology or Runes of Battle table), 4-6 is level 2 and 7+ is level 3. They work differently though, in that each Warlock in the conclave generates a Warp Charge point, making this an amazing way to farm Warp Charges (10 dice for a 350 point investment isn't too bad). I think that Sanctic Daemonology is probably the way to go with these guys, as the Runes of Battle don't really offer a unit of Warlocks a whole lot. I think I like this unit, as it is a major threat to most things on the board, especially if you have another psyker or two that can benefit from a massive Warp Charge pool.
Spiritseer
The Spiritseer has a dual existence, caught on the cusp of life and death. The power of life he delivers to the ghost warriors of the craftworlds, not only by placing the spirit stones that animate them within their wraithbone shells, but by using his psychic powers to enhance and invigorate them during battle. The gift of death he brings to those who threaten the craftworld. The Eldar dead sleep lightly, their spirits adrift within the infinity circuit, and they can be roused to great wrath. With whispered words the Spiritseers commune with these spirits, the souls of the living and the dead linking through the veil. By bridging the gap between this world and the next, a Spiritseer can focus the killing power of his charges, resolving the swirl of emotions through which they see the material plane into the bloody spectacle of war. A simple gesture from a Spiritseer can see his enemies assailed by lithe, powerful constructs that are all but indestructible, each immortal hero burning with a cold malevolence from beyond the grave.
Like the Farseers, Spiritseers are relatively unchanged. They still come with a witchstaff, pistol and their 4++, and are still level 2. The main thing that has changed with them is their Spirit Mark rule works a little differently. Instead of nominating a single unit within 12" to be marked, now it's all units within 12". A wraith unit can re-roll to hit rolls of 1 against any Spirit Marked unit both in melee and close combat. This is really great for Wraithguard carrying D-Cannons, or Wraithblades in combat, but not helpful for D-scythe Wraithguard or Helmock Wraithfighters. The other thing that has changed, to probably no one's surprise is that Spiritseers no longer make Wraithguard troops choices. Not a huge deal, since everything can score now, but kind of a pain if you wanted to do a CAD with only wraith stuff. Oh well. They're still a pretty good unit, especially if you just want a cheap HQ choice, or are running a Wraith host.
And with that we have come to the end of Part 1 of our series. Next week we will go through the Troops and Elites sections, followed by the Fast Attack and Heavy Support, and then lastly, all the Formations, the new Detachment, Relics, Powers and Warlord Traits. Tune in next week!
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