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Games Workshop - Warhammer 40,000 - Combat Patrol: Aeldari

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There are many elite units which excel at one battlefield role, rewarding an observant commander who can be flexible on the fly. Harlequins must be used with even more precision – they’re faster and deadlier yet as they caper across the warzone, but their only real armour is surprise.

Get ready for the new Tyranid codex by grabbing this Hive Mind notebook , which is perfect for jotting down your favourite Space Marines recipes. Sign up for our newsletter , so you don’t miss any of the latest Tyranid updates. While different Aeldari armies might choose to focus on specific aspects of the combat arts, they have a host of iconic units at their disposal. These are likely to be some of your mainstays. Farseer Arguably, Vypers and Walkers are the MOST efficient units at 500pts and both continue to be highly valuable in two thousand point play making them an excellent starting point for a collection.The single biggest common mistake that I see new players make- or players returning to 40k from earlier editions- is not considering secondary objectives when they build their lists. Yes, 40k is narratively about goofy science fiction carnage in the grim darkness of the far future, but it is also a game that tells a story about rival commanders participating in a battleplan that may be much larger than the micro-engagement depicted on the actual table. This abstract narrative complexity is accounted for with victory points, very few of which are scored directly by destroying enemy units. Glass hammer playstyle for Kabals/Wych Cult s– Your units are largely T3 with 4+ to 6+ saves, and they’re riding around in mid- to low-Toughness transports. If they get focused down, they’re probably going to die. You’ve got an army-wide 6+ invulnerable save with several key units having a 5+, and Covens units come with a 5+ to ignore wounds as well, but those won’t do much to save you if your opponent decides they really want something dead. Your best bet is to kill their stuff first, which your high damage output should be able to assist with. Building an effective 500pt list is a much like building a 2k list; it's a matter of thinking about what obstacles your list is likely to encounter and making sure it has ways to overcome them. With so few points at your disposal, however, every unit needs to offer an effective answer to one or more of these obstacles. Here are some questions you should ask yourself during list construction: A: It’s easy. If it were me, I would take the Custom Craftworld traits “Children of Morai-Heg” and “Hunters of Ancient Relics,” because those are clearly what the designers actually had in mind narratively for my Craftworld, (Iybraesil,) and those happen to not be remotely competitive. But with this list you can really take anything that ISN’T Hail of Doom, Masterful Shots, or Children of Prophecy. As for the Farseer powers, I would swap EXECUTIONER for MIND WAR, and then decide whether or not it is reasonable to hang onto GUIDE; it probably is unless your opponent’s list is tragically squishy. You may also want to consider not starting the Guardians in the Webway if your opponent is not an experienced player.

Unlike in 2k games where you can afford some units in your list that are only there to screen or only there to score secondaries, in 500 point play every unit in your list needs to be able to reliably perform at least two of the following jobs: objective control, secondary scoring, target elimination, screening, trading up, buffing or debuffing key units. High mobility– Drukhari infantry start at a base speed of 7″, and it only goes up from there. Hellions and Reaver jetbikes scream across the board at speeds that other lists simply can’t match, and you can mount your infantry in excellent transport options to make them even faster. That’s right – these alarmingly acrobatic assassins can make a cameo in Aeldari armies of both the smooth and spiky varieties.

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The board is so small in 500pt games that melee units, even slow melee units have no trouble reaching combat on turn 2. If your opponent has claws and teeth and swords at her disposal, your forward-most objective holders are going to be tangling with them turn 2. Also, because melee units fight on both players turns, their damage output is significantly higher than that of shooting units once they are engaged. What are you going to do about 10 Genestealers or some terminators with axes the size of a Volkswagen Beatle?

The result? Tense, involved, but straightforward games that can be played in less than an hour.* There’s still plenty of nuance for Warhammer 40,000 experts to enjoy – swapping out Enhancements and Secondary Objectives to mix up their playstyle, and mastering each faction’s Combat Patrol in turn, without having to build up a full Incursion or Strike Force-sized army. The Aeldari are an ancient and once-proud race whose hubris caused their demise. As their civilisation reached new heights of technology and culture, and they came to dominate the galaxy around them, they began to seek stranger and darker pleasures.As a means of calming their tempestuous emotions and keeping their ancient enemy at bay, most Aeldari devote themselves to specialised Paths, on which they hone one skill, sometimes to the point of obsession. Aspect Warriors are the Aeldari who walk the martial paths. Each Aspect Shrine is built around the teachings of a Phoenix Lord, legendary figures inspired by the various ways the Aeldari god of War, Khaela Mensa Khaine, engaged in battle. As the Cicatrix Maledictum tore the galaxy in two, the Greater Daemon of Khorne emerged into realspace, declaring that only he could eradicate the Blood Angels. Trapped between a bloodthirsty daemonic horde and an all-devouring xenos swarm, the Blood Angels seemed to have gone out of the frying pan and into the fire (which is just how a Haruspex likes its Space Marines to be cooked). If you, like me, enjoy playing as the most villainous jerks in sight, then you’ll find yourself right at home with the True Kin. Seriously. Nobody else even comes close. There is no great scheme here, no grand plan. The Drukhari kidnap, torture, and kill sapient beings not because they necessarily have to, but because they want to. If the Chaos Space Marines are the “mustache-twirling” villains of the setting, these assholes are twirling entire beards , which they harvest from people they kidnap specifically to fill spots in their beard farms. You don't need enough heavy weapons fire to be able to eliminate a Tyranid Hive Tyrant in a single turn, but you should have some way to damage robust units at range. Brightlances and D-Cannons can be highly efficient here, but so is high volume small arms fire if you cast DOOM on the target or GUIDE in a list making use of the custom Craftworld trait, “Hail of Doom.” Honestly, the way the game stands at the moment volume of fire combined with GUIDE or DOOM tends to be the most optimal approach for target elimination, partially because squads using this approach can threaten any target in the game- large units of Dire Avengers are especially good at this.

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