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Games Workshop Warhammer 40k - Aeldari Dice Set

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Few weapons in the Aeldari’s eclectic arsenal are as iconic or as feared as the prism cannon. A sophisticated firing array focuses a laser through a crystal prism to amplify shots into thin beams of light that lance through tanks or saturated pulses of energy that annihilate infantry. Multiple Fire Prisms can combine Linked Fire to chain beams of light from one prism to another to ensure their prey cannot escape. Early battles have revealed that the sheer presence of colossal war machines, looming over terrain and decimating vulnerable units, can be exceedingly potent. This holds particularly true for armies fielding towering units like Imperial and Chaos Knights, armed with devastating weaponry. Furthermore, the Indirect Fire ability, employed by units like the Desolation Squad, has proven to be a challenge for many opposing armies to counter. Very similar changes to Imperial Knights, but Chaos were already a bit more inclined to run lighter on big Knights, and this isn’t going to change that (and it probably hits them correspondingly less hard). The special Armigers are still great datasheets, as is the Desecrator, and either a Desecrator & Dogs or (maybe) a Desecrator, Tyrant and Dogs still seems very potent.

When it comes to manipulating fate the Aeldari are known to tug at those strings. This pool of dice is nothing new to the game. What makes it unique is that you start with 12D6 and can choose to re-roll all the dice for a better pool. But each time you do you lose one die from the roll. These dice are then “fixed” at the number and you can use them to replace the die rolls above. Asuryani, or Craftworld Aeldari, fled from their soon to be destroyed homeworlds on continent sized space vessels, known as Craftworlds. These remnants of the Empire have scattered across the galaxy. Connected to each other through the webway these Aeldari seek to protect themselves from Slaanesh by adhering to the rigid behaviour standards of the Asuryani Path. On death they transfer their spirits to soul stones to protect them. The five most politically significant Craftworlds are the Alaitoc, Biel-Tan, Iyanden, Saim-Hann and Ulthwé. Drukhari To rectify these situations, adjustments have been made to the points costs of these formidable units, aligning them more accurately with their performance on the battlefield. In addition, Death Guard Plague Marines can rejoice as they are once again eligible to be taken in squads of seven, sparing you from leaving two unfortunate models on the sidelines. Webway Warriors- Exploding 6s for the turn you’re set up from Reinforcements. Very niche, and generally Vengeful is better for melee focused troops, what with being always active, however this can be very nasty for Shooting units when combined with the various ways to manipulate Strategic Reserves, Deep Strike, and arrive from Reinforcements turn 1.Children of Prophecy- Your PSYKERS can reroll 1s and 2s when Casting or Denying. Offers decent reliability for their powers, which are pretty crucial to the running of the army, though the cost of a more widely applicable army ability can be sorely felt. The Avenging Blade- A DIRE AVENGER Exarch upgrades their Diresword with a +1 Str, and that’s it. It’s fine, but it’s Avengers in combat.

Lightning Fast Reactions- Grants a unit -1 to be Hit for a Phase, which offers a nice defensive boost. This is always great, providing a solid defensive boost to pretty much all your units for only 1CP, you just need to be aware of it being baited out by a canny opponent so they can turn their attentions elsewhere. It doesn’t work on MONSTERS , but everything else is fair game, so yes, you can have ninja-flipping WRAITHBLADES . Masterful Shots- Ignore Light Cover is a potent army wide buff, especially given the already good AP on your weaponry, and whilst not totally applicable to all units, it will help the bulk of your army pretty significantly. Spider’s Lair- Once per game you can booby trap an Area Terrain piece at the end of your Movement Phase if your unit is wholly within it. Until the start of your next turn, enemy units treat that Terrain as Difficult Ground, and takes D3 Mortal Wounds on a 2+ each time they finish a move within it (except Pile In and Consolidation). Not bad as a denial tool for 15pts, even though it’s once per game and can be avoided, the ability to help dictate your opponents pace or position can be important indeed, especially if used on a key piece they were intending to move through in their turn. Lastly, on a 2+ Fortune will make your units harder to wound, which is nice for the generally low-toughness army.The Guardian Defenders are the primary source of Fate dice generation showcased for the Aeldari. The Battleline unit’s Defenders of Fate ability lets you make new Fate dice if the Guardian Defenders are in range of an objective marker, which is incredibly valuable – especially when used in conjunction with the Farseer’s Branching Fates skill. In contrast with many other armies’ Battleline troops hitting on a 4+, the Defenders retained their 3+ Ballistic Skill – but they’ll also still have 3 Toughness, so once and enemy unit gets to them, they’ll rarely see to fight tomorrow. Their heavier weapons also got the 10 th Edition Strength increase, so overall, Eldar players can be really happy with their troops as well as the one character showcased.

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