40K: Ranking The Craftworld Attributes

All five of the Craftworld Eldar Attributes are out – let’s see how the compare to each other!

Now that all the Craftworld’s Attributes are out we’re going to take the plunge and rank them vs each other. We’re not including any of the unique stratagems however – we’re just looking at the Attributes. This is not a ranking of who will be the best over-all, we don’t have all the info to do that…yet.

So with that said, let’s dive into the Eldar Craftworld Attributes!

 

#5 – Saim-Hann: Wild Host

Saim-Hann is #5 on our list as the weakest attribute. I know what you’re thinking, “If I build a Saim-Hann Army with all Scat-bikes this thing is great!” And yes – it’s very thematic. Re-rolling failed charge rolls for units is nice, but why are you charging into close-combat with all those jetbikes? Are you suddenly using Shining Spears? “Oh..yeah – I don’t even know what that unit is, but I’d just use Saim-Hann for the second part of the ability!” Yeah – that’s the point. It’s really only useful for a small subset of units in the ENTIRE book. That means if you’re specialized, you’re fine – if you didn’t this isn’t that beneficial to you. That is why it’s ranked last when compared to all the Craftworld Attributes.

#4 Iyanden: Stoic Endurance

Hey look – the Eldar have been hanging out with Commissars! But really, this attribute seems a little underwhelming because, sure, it really helps out folks who want to run full sized Guardian Squads. And I know that losing a Wraithguard model to a morale test isn’t fun…But it’s not like the Eldar are really hurting in the Leadership department. The second part of the ability is really, really powerful for a unit like the Wraithknight – We acknowledge that! For other units…it really only applies to units with the damage table and that’s your vehicles. Sure, they will get to function at full capacity longer so it’s not terrible, but it’s not super impressive either. And If you want to run a Wraithguard heavy force (which is kind of the theme) then you’re sort of missing out, aren’t you?

#3 Biel-Tan: Swordwind

Swordwind is probably the most generically offensive attribute of all the armies. We were going back and forth on this one in particular because Aspect heavy armies are going to love it (looking at you Dire Avengers). Also, if you’re running a lot of quick vehicles with Shruiken Cannons – watch out. For the most part, you’re probably hitting on 3+ already and now you don’t need to spend a psychic power to get a re-roll, you can weaken your target. Re-rolling 1s is pretty solid and it can impact the entire army (well, anyone with a shuriken weapon). The additional 1+ Leadership is just a nice bonus, too.

#2 Ulthwe: Foresight of the Damned

Everything in your army has a 6+ “Feel No Pain” save. That’s just going to make your somewhat fragile army 16.6% tougher. The only reason it’s not #1 is because it doesn’t stack with other abilities that do the same thing (like in so many OTHER instances). Would that have broken the game? We don’t know! But it would have made Ulthwe even tougher.

#1 Alaitoc: Fieldcraft

Fieldcraft is a blanket -1 to hit your army at ranges over 12″. You know what army can dance around other armies and make themselves really tough to pin down? You guessed it: Eldar! And that’s not taking into account Battle Focus or things like that. Anytime you can give your opponent a -1 to hit you, you’re going to increase your survival rate more so than getting a 6+ save. Think about it, you’re stopping them before they even get to roll to-wound, which is much better than after they have already shot and wounded. Getting into a long range fire fight with Alaitoc is going to be a quick trip to Deadsville.

 

That’s our ranking for all the Eldar Attributes – what do you think of this list? How would you stack-rank the Attributes? Let us know in the comments below!

  • Spade McTrowel

    I might rate SH a bit higher.
    That charge re-roll applies to all units that can use the Craftworld Attribute. Scorpions, Banshees, … maybe Wraith constructs.

    • Heinz Fiction

      Yeah I’d say it’s quite good if you want to run a close combat heavy list. However, Eldar are probably not the best army to do so…

  • MelonNeko

    I use shining spears and will continue to do so!

    • Red_Five_Standing_By

      And they are 6 points cheaper now!

      • kloosterboer

        Do we know the new points costs?

      • MelonNeko

        hurray! with the dire avengers points drop, my army might be about the same size as it was in 7th again

  • uatu13

    The Biel Tan ability is really underwhelming, and pretty un-fluffy…

    • Joey

      Its not that unfluffy, since everyone is trained to use shurikenweapons more effective. Only sad that the focus on aspectwariors doesn`t come through. Maybe with the stratagems?
      But when i want to play Biel Tan with many Aspectwariors, there shouldn´t be that much room for shurikenweapons that are not in dire avengers, serpents, or the pistols from scorpions and banshees.

      • uatu13

        It would fit better with Ulthwe, that uses mostly guardians and storm guardians as troops. For Biel-Tan it basically boosts Dire Avengers and pistols for Banshees and Scorpions…yippie!

    • EmperorOfMankind

      What would have been better?

      I play Biel Tan and I am pretty happy.

      • uatu13

        How about something that actually benefits aspect warriors? Maybe +1A for close combat aspect warriors and +1 shot or +6″ range for the ranged units?

        Hell, even something that let boosted aspect warriors around the avatar would have made more sense than this.

  • I_am_Alpharius

    I’m going to go out on a limb and say the Attributes are all useful. So long as you plan your army to take advantage of its benefits…..

    ;P

  • Bootneck

    Surely both Ulthwe and Alaitoc are identical in terms of actual numbers – both essentially mitigate 16.6% damage in one way or another.

    However the 6+ fnp is better because its useful vs everything including mortal wounds from things like smite which wont roll to hit.

    Plus Alaitoc is only is only mitgating ranged damage if your siting back and camping while the Ulthwe is everything.

    • Bootneck

      Thats also assuming that the Ulthwe unit doesn’t already have some kind of FNP from another source.

      • Ravingbantha

        Depends on the FAQ for this, GW has stated that FNP rules from different abilities will stack. A Death Guard commander with tenacious survivor can take both saves

        • Tyr

          … except that the Ulthwe ability specifically says it doesnt stack with similar abilities…

    • Heinz Fiction

      Thats not entirely true. Alaitoc trait mitigates 16.6% damage only if the enemy would hypotetically be hitting on 1+. At 3+ it mitigates 25% of damage dealt, at 4+ it’s 33% and at 6+ it’s 100%, as you can’t score hits anymore.
      Also it can prevent special weapon rules from triggering that require a high hit roll (shuriken weapons for example).

      The Ulthwè trait however helps in almost every situation. Only when multi damage weapons are hitting single wound targets it goes down in effectiveness, as it mainly reduces overkill damage in that case.

      • Brad Parks

        True, but Ulthwe can stop all wounds, including those fired within 12 inches, in the fight phase and psychic powers.

        • Heinz Fiction

          Pretty much. Alaitoc is stronger situationally but can be played around by the enemy. My Tyranids wouldn’t mind it, as they don’t have much long range fire power anyway…

          • James Regan

            indeed, it’s will effectively neuter ork shooting, but given they don’t really care…

    • Dulahan

      There’s also the fact Alaitoc’s is against the first and largest pool of dice, while Ulthwe’s is against the last and smallest number.

      • Heinz Fiction

        As these rolls are calculated multiplicatively, this doesn’t matter. You could do the saving throws first and the hit rolls last and the result would be the same.

        • Tyr

          Well… it does matter in that a small pool can have more swingy results. A large pool will almost always give you a consistent bonus, while small amounts of dice rolled gives you a higher chance of extreme results. On average, its the same, but in game, it might matter.

          • Heinz Fiction

            Good point

      • Charon

        Doesn’t matter in this case, you are looking at rerolls where you want to reroll a higher number of dice.

    • Jared McWilliams

      The alaitoc one is better, simply because attacks that do multiple damage exist. Attacking a model and hitting it with a wound that does 2 damage when it has one wound means the 6++ FnP like save needs to be passed for both. The chance of that happening are 3%. If the attack does three or more damage to a 1 wound model you might as well not roll.

      The field craft one is better, of course it has the problem that once you get within 12″ that benefit is gone too, but generally Eldar can manage to move quickly and stay out of that range fairly well compared to other units with similiar powers.

  • Russell White

    Hmm wonder what about the “minor” craftworlds? I always liked Mugen Ra’s home turf the Altansar

    • I_am_Alpharius

      No special Attributes for any minor Craftworld. Only the 5 major ones.

  • BaronSnakPak

    “but why are you charging into close-combat with all those jetbikes?”

    Because tying up tanks in melee, so they cant shoot in their phase, then disengaging and being able to fire in your phase is a very valid tactic. You can make shooty armies useless with Saim-Hann.

  • Talos2

    All look useable. I think you’ll probably find yourself unpopular if you do the last one

    • BaronSnakPak

      Tell that to Ravenguard players.

      • LankTank

        And Alpha Legion

  • fenrisful2

    The revealed craftworld specific stratagems should have been included in this:
    Iyanden: Guided wraithsight 2
    Ulthwé: Black Guardians 1
    Biel-Tan: Avatar resurgent 3
    Saim-Hann: ???
    Alaitoc: Pathfinders 4

    Pathfinders being the worst and Black Guardians the best.

  • 301stFeinminsterArmoured

    Whatever, Alaitoc is a little underwhelming to me, especially when alpha-strikers are going to be unaffected by it. Biker Spam may be annoying, but backing it up with reliable combat troops does make it sound a lot better. Lack of obsec for bike units stinks, but you still have credible options in most unit types.

  • Macfeegle

    I’m pretty sure you’ve got Biel-Tan wrong.
    Only Aspect Warriors benefit from the shuriken bonus, not all the vehicles in the army as well.

    • Jay Arr

      The Aspect Warriors are the only ones who get increased leadership–all units with the attribute (which does include vehicles, I believe) get the bonus with Shurkien weapons.

      • Macfeegle

        Good point. I misinterpreted the application of the attributes.

  • So, the one that’s just an old Universal special rule, is now second best? Okay…

  • Alyson Cruise

    Please read the attributes carefully before writing about them.

  • Da Gargoyle

    I like the Stoic Endurance and Wild Host as the best options, but I run my own Craftworld, so they are not going to be for me.