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Games Workshop - Warhammer 40,000 - Craftworlds Spiritseer

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Good Go-wide Shooting: The combination of the Expert Crafters Craftworld trait and a variety of cheap platforms for heavy weapons lets you chip down your opponent’s units with a thousand cuts (and re-rolls). Craftworld Warlord traits are sadly pretty weak compared to newer ones, though there are still some choices that are at least valid.

The following builds using these have some real merit, and should be starting points for many lists:

~ last updated 24/08/22 ~

Decapitating Strike: Unmodified hit rolls of 6 from the Exarch inflict an extra mortal. Probably a better combination with Mirrorsword than Whirling Blades, but still bad. D+ Rarely can a Wraithseer be risked upon the battlefield. Armed with a Distortion Cannon, Wraithspear and Wraithshield, and wreathed in eldritch energy, a Wraithseer is still a potent foe despite its ancient age. 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 A Spiritseer more or less sets the standard for a generic psyker HQ, with a decent statline, good powers, and enough protection to get by against most things. It sits in the same tier as the Primaris Psyker and other, similar “cheap” options for the HQ slot, bringing some useful utility to an army while not costing an arm and a leg in the process. If you’re looking for a nice little buffing character and especially if you have some units that want melee bonuses, the Spiritseer is a prime choice.

Diviners of Fate: All models have a 6++. Currently, defensively, this is inferior to Alaitoc and inferior to Ulthwe against D1 weaponry on infantry. However, you get to take this and another, so it could be worth a look if you really want one of the others and don’t have any particular needs. C Yriel : If you ever want to take a Foot Autarch in an Iyanden list you should probably take him instead. However, you very rarely want to do either of these things.

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Their armour is decorated by arrays of gleaming precious stones, which Imperial scholars believe both power and guide these daunting constructs. This is a decent bonus – the main Eldar infantry weapon is the shuriken catapult, which is a powerful but short-ranged Assault weapon. Battle Focus lets you use an advance to get units with these into a firing position without the normal penalties to hit.

I’m very happy with the results and my progress so far. Working on this project alongside some friends, who are also progressing their armies during the pandemic, has really motivated me. In fact, I had my first tabletop game in about 20 years just the other day – a game of Warhammer 40,000 using the first 500 points of this army, all fully painted! We had an absolute blast. The Asuryani soul drawn from the Infinity Circuit resides within the wraithbone construct until such time as its power begins to fade and it can no longer function or it is destroyed, the spirit within tragically lost to the Warp and the hunger of Slaanesh.

Now, up-front – there’s a bit of debate out there as to exactly how this works in 9th because of the change to how Assault weapons and Advancing works. This definitely lets you ignore the Advance/shoot penalty on Assault weapons, but whether it enables you to use grenades or pistols after advancing is something that could go either way. Based on the way other abilities have been revised recently our current feeling is that this probably is meant to let you do that (especially as it did in 8th), but be aware that it isn’t 100% a settled debate (so ask your TOs). You’ve also got some alternate options for the Exarch. There’s a free melee build you probably shouldn’t bother with, but what some people are trying out is the shimmershield/glaive option. This trades the Exarch’s guns for a shield that gives the whole unit a 5++, handy for holding positions if you want to take 10-model squads without Asurmen.

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