Iyanden - Ebook download as PDF File .pdf) or view presentation slides online. Codex: Eldar Exodites for Warhammer 40, 7th Edition. Uploaded by. Gudel, the Citadel Device houden a Codex Eldar Supplement and all associated marks, logos,. T . never succumbed to corruption, or so the Eldar of Iyanden. Eldar Iyanden Codex Supplement [BOOK] Free Book Eldar Iyanden Codex Supplement PDF [BOOK] Download free book Eldar Iyanden Codex.
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Iyanden - A Codex book. Read 2 reviews from the world's largest community for readers. For thousands upon thousands of years, the Eldar of. WARHAMMER 40, CODEX: IYANDEN. Official Update for 7th Edition, Version Page 53 – The Storm Breaks. Replace the number 3)' result with the . 3rd Edition Ork Codex Pdf 6th Edition Tau Codex Pdf 7th. . Forge World- Codex Craftworld Eldar EpicUK- IYANDEN A CODEX ELDAR SUPPLEMENT.
Refresh and try again. Open Preview See a Problem? Details if other: Thanks for telling us about the problem. Return to Book Page. Iyanden - A Codex: For thousands upon thousands of years, the Eldar of Iyanden have sailed through the sea of stars, defending the galaxy's eastern rim from the threat of Chaos. They have won great victories against the most horrific of foes, but have known terrible tragedy also. Yet Iyanden endures, with the souls of the departed fighting alongside the few who have survived.
Together, the l For thousands upon thousands of years, the Eldar of Iyanden have sailed through the sea of stars, defending the galaxy's eastern rim from the threat of Chaos. Together, the living and the dead must fight for their race's survival in a galaxy riven by war.
Iyanden is a page full-colour hardback supplement to Codex: It contains 32 pages of new, rich and expanded background detailing craftworld Iyanden, along with original art, box-outs, a timeline, and iconography of Ghost Warrior houses.
It features a showcase of glorious Citadel miniatures presenting the colour schemes and iconography of the Iyanden craftworld. In addition to this it comes with warlord traits, wargear and psychic powers to help transform your Eldar collection into a mighty Iyanden warhost. You can even take a Wraith Lord or Wraithknight as your Warlord. It also includes battle scenarios - some of which you can use to relive epic battles from the Iyanden's history - plus there are stratagems for use in your games of Cities of Death and Planetstrike.
Iyanden is designed work alongside the rules found in Codex: Eldar, which you will need in order to field an Iyanden collection on the tabletop. Get A Copy. Hardcover , Standard Edition , 72 pages. More Details Original Title.
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Community Reviews. Showing Rating details. Sort order. Jul 28, Callum Shephard rated it did not like it. I have no words. This level of incompetence is something I would not expect from this publisher even on its worst days. Let's make this clear: Games Workshop has had a successful history with releases alien races, the eldar specifically, of late.
They have a vast amount of talent which can deal with them competently. They have Phil Kelley, the best writer GW has at the moment, who loves the eldar and created a book for them which stayed strong over several editions despite a lack of updates. They ha I have no words. They have Jeremy Vetock, writer of Codex: Tau Empire, the single best alien codex we have had since Codex: Dark Eldar. One which has been near universally lauded and highly regarded in terms of both rules and background.
This is the first major supplement of its type. One which needs to sell fans on the idea, needs to be well written and crafted to a degree where players will accept the high price. Well written enough to accept the limited availability, some of the problems behind the idea and a writer who can take advantage of the additional space.
Giving the faction the fluff it deserves and making people want to buy it. They need to get this written as close to perfection as humanly possible. So, who did they give it to? Matt Ward. The strategically shaved ape. The one screaming about how he is the best writer in the business and furiously pleasing himself over images of Guilliman.
The man who has succeeding in doing at least as much damage to the hobby as the endless price hikes. The same one who has repeatedly proven for over the better part of a decade that he has no writing talent in any area of tabletop wargaming. Now, i'm all for giving someone a second chance. Or an twelfth by this point. Yet they're choosing to risk an entirely new line of books on a writer who has only proven himself disliked and incapable of writing good background lore.
One who most recently A Succeeded in an act of massive character assassination by turning the High Elves into the Ultrameri Ald meri Dominion and B Tried to make the Wood Elves irreverent by giving effectively all their traits and attributes to one optional High Elf Army.
I have honest questions for Games Workshop by this point: Is Ward the brother-in-law of someone high up in the company? Is he blackmailing the CEO and chairman to keep printing his stuff? By this point I would have more respect for them if he had illicit photos of depraved activities than knowing they willingly stamped "approved" on one more major balls up by Ward. Still, I can't hold this off for much longer. Let's take a look at everything wrong with this monstrosity starting with its rules.
Rules Now, the supplement has already earned the ire of a few websites due to the number of pages which actually place emphasis upon special rules. Those relevant specifically to 40K in general, making Iyanden an individual force and making it a distinct army to field. Out of the one-hundred-and-ten pages, how many do you think actually focus upon special rules, army stats and items.
The answer: Two entire pages which actually try to make the army distinct and stand out from the book it is based upon. Bare in mind that, whatever its quality, the last time he did something like this with Codex: Blood Angels a good half of its pages gave it stats, unique units and a distinct playing style.
Here you have perhaps 1, words in total to do the same, including basic details such as permitting wraithguard being taken as troops etc. It also goes without saying that it's pretty bad. Now, being fair some of his rules and equipment are at the moment far more tame than usual. While this might be due to a lack of interest in the subject matter probably due to the lack of excuses to throw in "for they can never be Ultramarines" at some point a few of his rules and items aren't as balls out broken as you'd expect.
They don't suddenly give all of your units jetpacks or the ability to ignore plasma weapons, but without that it shows another big flaw on Ward's part: His rules are childishly simplistic. All were so hideously overpowered that all you need to do is run forwards with the right units and the enemy will die in front of you. Unlike Tau Empire or even the Imperial Guard for all the crap Cruddance gets, you don't need to think that much to put together a neigh unstoppable list because his rules were so blatantly broken.
Here he's unable to use a lot of that sheer raw power and many items come across as downright generic. Something completely unremarkable you'd usually overlook and forget about anywhere else because they require no thought or timing on the player's part. All you need to do is just remember you have them and you get a slight bonus once in a while. They don't stack in effect with anything else or allow for ingenious tactics on the part of the army's player.
This isn't to say that every rule needs to be complex or some intelligence test, but these like many in the book are simply bland. Of course it doesn't take much to get Ward back into his old "lol, insta-kill everything" ways. Many of the other items Gifts of Asuryan to be specific just rely upon you getting halfway decent rolls to slaughter everything in sight.
One highlight of this is the Soulshrive, a master crafted close combat weapon which is S3 AP2 and gains a point of strength every time you kill something. So you can throw an Autarch at a group of gaunts with some Striking Scorpions and have the guy walk out with a weapon between S7 and 10 if you're lucky. Then you have the Spear of Teuthlas yes, Arienal's special weapon a singing spear which is range 18" S9 AP - with rending, fleshbane, armourbane and everything you'd ask for to up and murder something quickly.
These are two examples of several very killy weapons which are definitely something which are far too easily to use and cripple the enemy. It's just a case of being in vaguely the right place and the right time. Admittedly this is an upgrade of what we would have seen from this author before, but the lack of skill required to really implement them in games is very eyebrow raising and they're not the only ones.
Others such as the Celestial Lance emphasizing only upon turning its carrier into a single minded combat monster, not enhancing the army as a whole. There are very few items and rules beyond dictating how wraithguard now take up troops choices and the like actually help to bolster the army overall. Not just individual units or specifically give it elements to bolster your characters.
Having armies driven purely by extremely buffed HQ units was something 40K was supposed once to be moving away from in some respects, but here it's just in full force.
The few elements which do buff up the army overall are not devoted to specific troops choices but are given entirely over to HQ units. Something which gives any wraith unit within a 12" bubble around the caster both Furious Charge and Battle Focus.
These are actually really good ideas and help to cover the army's obvious flaws without breaking anything in a severe way. There's still some elements of risk involved with using them and it gives the army a degree of mobility to make it more familiar to eldar players.
The problem is that it again devotes nearly everything of importance to who you have taking up your HQ slots not any Elite or Fast Attack choices.
Even when Ward tries to place more focus upon said units he just ends up turning them into glorified HQ choices with things like the Heroes of Iyanden.
A rule which allows a player to declare a wraithknight or wraithlord to be a Warlord without having them take up an HQ slot. That's more or less it as the devoted army rules go. Two pages of stuff which seems to have either been written by Ward bored out of his skull or determined to repeat the mistakes of the past. Only a handful of elements are actually halfway decent and even then they don't have anything to balance them out and make the Iyanden force ultra-reliant upon which unit choices are leading it.
What do we get beyond this that actually counts towards games? Pages upon pages devoted to Cities of Death rules, scenarios and stuff trying to get you to buy other Games Workshop books. Older codices did have these but it was usually only one or two per book at most, not the vast majority of its content. They didn't need more than that and even then they barely got used. That last detail is the real crux of the problem here.
Having been playing 40K since early , I've seen few games actually make real use of the special scenarios. While you will get a few devoted to certain scenarios and ideas for games which serve as a break from the norm, many will just stick with the few listed in the rulebook.
Few if any players will actually feel the need to utilise most of the book if any. At best a store might try to boost it by having a campaign surrounding them but beyond that these are going to be barely used.
The problems with scenarios are only made worse when you consider that many scenarios are devoted to the Battle for Iyanden during the conflicts with Hive Fleet Kraken, the campaign itself is extremely limited. Even if you tried to substitute the one army for another, you're repeatedly going to run into the problem of scenario specific rules designed for eldar and tyranids. Those which are devoted to other factions either feel inconsequential or not very well tied into the plot, usually also being very faction specific and isolated.
Craftworlds review. This time, we will cover most of the units in the.
In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Ghost Sword Wraithblades or Wraithguard with Shimmershields?
Depending on how important cractworld Fire Dragons are, consider taking a non-warlord Autarch or Warlock to provide re-roll support or defensive buffs so that they can do their jobs effectively and potentially even survive the following turn. Unlimited Soulbursts of each type on any turn can easily compensate for the lost attributes and Battle Focus.
Wraithlords love the added durability, of course, and synergize quite well with a Wraithseer casting Enliven to give it a better chance to get into glorious melee combat.
Out of all crfatworld Aspect Warriors, they offer the single longest range fire support and can flexibly bring down a wide variety of targets that your Banshees, Scorpions and Dire Avengers will be struggling with. Cast any non-Quicken buffs on the Spears, then Quicken them.
Synonymous with Wraith units, it should come as no surprise that Iyanden offers the most incentives to field anything Wraith related. Warlocks and Spiritseers love getting the chance to shake off the odd Mortal Wound they may pick up from the stray Perils that occasionally crop up in Psyker-heavy detachments as well.
Applicable Wraith Host Units: Sadly, this is a one-time thing per battle, so make sure your priorities are clear before committing to a target.
Dark Reapers are always a welcome supplement, as they can soften up a target from afar before you have your Banshees, Wraithblades or Shining Spears swoop in for the kill.
Granted, it may be more cost effective to stick with the standard fair offered in the more conventional detachment slots. Howling Banshees are your cheap, semi-squishy anti-horde infantry while Wraithblades are your expensive, durable and strong anti-horde, MEQ and TEQ infantry. The main advantage an Aliatoc Footdar list has is that the -1 to Hit will help your melee units actually get close enough to charge in the first place, something a lot of people overlook.
Unfortunately, no other unit in this slot can directly benefit from soulbursts, but can at least attempt to trigger it for any of your infantry or bikers in a pinch. A Guardian heavy list benefits from this as it allows you to max out the Squad sizes for double Weapon Platforms in one drop. The near-immunity to morale phases lets you max out their unit size to ensure the maximum amount of Lasblaster shots and mortal wounds they can dish out a turn, and can fill the mid-range anti-horde roll your wraith units might struggle with.
So technically they gain no real special rule advantage in the Craftworld army list except Ancient Doom, but that is both a strength and a cocex.