Aeronautica Imperialis - Faction Review - Aeldari - Asuryani
The Aeldari
The Aeldari are one of the ancient races of the galaxy. They were plying the void long before humanity had even evolved on Holy Terra, and as such, their technology is highly advanced. The Aeldari’s method of warfare in Warhammer 40,000 relies on hitting the opponent hard and fast—then not being hit in return. Their aircraft in Aeronautica Imperialis follow this same principle.
All their planes are fast, highly manoeuvrable, and armed with powerful short- to medium-ranged weapons. They also have access to some potent long-range firepower, which they need to soften up the enemy before closing in for the kill. Once in close, they should use their speed and agility to position for the perfect shot and make full use of the Tailing rules. Tailing is essential not only to maximise damage dealt in a turn, but also to avoid return fire.
That said, the Aeldari are fragile. While they do benefit from Holo-fields, they should rely more on manoeuvrability than on defensive tech or Structure Points. Their best defence is not being in the enemy’s sights at all.
The Aeldari excel against small, elite enemy forces, where their manoeuvrability becomes a significant asset. However, they will seriously struggle against swarms of opponents with weapons that throw lots of dice, I'm thinking of the Orks here. Years ago, when I played Battlefleet Gothic, the Eldar were a powerful fleet, fast, manoeuvrable, and armed with strong weapons. But they were vulnerable to low-powered, high-volume attacks that effectively ignored their Holo-fields. In Aeronautica, Ork Shootas, Imperial Multilasers, and Tau Burst Cannons are excellent against the Aeldari. The main challenge will be getting those weapons on target. A skilled Aeldari player will outmanoeuvre many foes,but the sheer number of Ork planes could make that very difficult.
Within this article are several examples of Aeldari aircraft with suggested weapon loadouts. Each loadout includes the average amount of damage it can inflict during a single round of firing at each range.
- Nightwings
- Phoenix Bombers
- Vampire Raider
- Vampire Hunter
- Nightshade Interceptor
- Hemlock Wraithfighter
- Pulsar Platform
- Night Spinner Platform
The Nightwing is the Aeldari’s air superiority fighter, designed to enter combat outnumbered and still emerge victorious. It is exceptionally fast and highly manoeuvrable, boasting a minimum speed of 2 and a maximum speed of 8 (which can be increased to 9 with the Star Engines upgrade). It also has access to all eight Ace Manoeuvres, making it the fastest and most agile aircraft in the game. On top of this, it benefits from the Jink special ability, which allows it to move one hex in any direction during the Targeting Step of the Firing phase. This lets the Nightwing easily reposition for the perfect shot, or move out of danger. When flying the Nightwing, it’s essential to use this agility to get into tailing positions, this is where it can consistently deliver extra damage each round.
The Nightwing is armed with Shuriken Cannons [8/4/0 5+]. For an additional 3 points, it can be upgraded with one of several secondary weapon systems. If you want to double down on short- to mid-range dogfighting firepower, Twin Scatter Lasers [6/4/0 5+] are a great choice. If you prefer fewer but more powerful shots, go with Twin Starcannons [3/2/0 3+]. For added tactical flexibility, Twin Brightlances [1/2/2 2+(6+)] offer long-range punch. Lastly, there's the Twin Missile Launcher [2/2/2 3+(6+)], a ground-attack-only option, and my least favourite. I usually leave ground targets to other aircraft.
Nightwing Loadouts 1 and 2 are particularly effective at short range. On average, a Nightwing using Loadout 1 can remove 1.56 Structure Points from an enemy during a single Firing Phase. The downside is a lack of long-range firepower.
Loadout 3, with its Brightlances, offers solid firepower at all ranges. This allows the fighter to stay out of harm’s way while still remaining effective on the offensive.
My initial three Nightwings all use Loadout 1.
After several games, I’ve found the Nightwing to be a fantastic little fighter. Loadout 1 is excellent—its high volume of short-range dice makes its attacks very reliable. Loadout 2 is just as effective in a different way: it rolls fewer dice, but the higher strength of its weapons can damage enemy fighters more easily.
Finally, in every game, I take the Star Engines upgrade, and in most games, I also include Holo-fields.
The Phoenix comes with Shuriken Cannons [8/4/0 5+] as its basic weapon, but it can also be upgraded with one of three additional options: Twin Pulse Lasers [2/3/2 3+], Twin Starcannons [3/2/0 3+], or Twin Bright Lances [1/2/2 2+(6+)]. In my opinion, the Starcannons are the least useful—they offer little in terms of tactical flexibility. Personally, I favour the Twin Bright Lances. They provide the ability to engage at all ranges with strong accuracy and the potential for extra damage on a 6+. It's also worth noting that unlike the Nightwing, the Phoenix's Bright Lances include the Aerial Attack rule, an important distinction that prevents the Pheonix using them in Strafing runs.
The Phoenix also has a Missile Array [3/2/0 4+] with unlimited ammo, which can be upgraded (for 2pts) to either Plasma or Krak Missiles. Both options have the same profile: [2/2/2 3+(6+)], with an ammo count of 2. The key difference is range—these missiles can be used at long range, unlike the standard array. The choice between them depends on mission needs: Krak Missiles enhance your ground attack firepower, while Plasma Missiles add to the Phoenix’s air combat effectiveness.
Rounding out its arsenal is a Bomb Rack [4/0/0 2+(5+)], making it an excellent strike craft against ground targets especially when combined with its speed.
Both Loadout 1 and Loadout 2 offer the Phoenix strong firepower across all ranges. At short range, each can deal nearly 2 Structure Points of damage on average per round—an impressive output for such a fragile platform.
I also like using the Phoenix as a long-range sniper in the early turns of the game. It can hang back, using its Nightfire Missiles and Pulse Lasers to soften up targets. Keep in mind, though, that Nightfire Missiles have only two shots, and once they’re gone, a big chunk of that long-range damage potential is lost.
There’s also the option to not upgrade the missile launchers. While this reduces the plane’s overall cost and maintains versatility (the standard Missile Array can target both ground and air units), you lose out on range and punch. It’s a valid choice depending on the points available and mission goals.
In my own Asuryani lists, I include Phoenix Bombers sparingly—mainly when I need access to a Bomber. A Phoenix with Loadout 1, Star Engines, and Holo-fields costs 33pts. That’s expensive for a 2 Structure Point aircraft, but it can play a support role early on, chipping away at enemies from long range while benefiting from its Holo-fields. Later in the game, it can use its speed and manoeuvrability to close in and deliver devastating short-range attacks.
The Vampire Raider is the Aeldari's only aircraft with a Transport Capacity, making it an essential choice for playing the full range of scenarios in Aeronautica Imperialis.
This is a fast and reasonably agile dropship, especially when compared to similarly sized bombers of other factions. That said, it will need to lean heavily on its speed and manoeuvrability to protect its 5 Structure Points. Unlike other Aeldari craft, however, it does not have the Jink special rule, which makes careful positioning all the more critical.
The Vampire Raider comes armed with a nose-mounted Scatter Laser and two wing-mounted Twin Shuriken Cannons. These cannons can be upgraded to Twin-Linked Pulse Lasers, offering increased firepower for dogfighting. The Raider can also exchange 1 point of Transport Capacity to equip a Phoenix Missile Launcher, but this is a rather strange and questionable option. If you're taking a Raider, you're taking it for its transport role, so sacrificing that capacity for a limited-use weapon (Ammo 2) that doesn’t offer much damage output seems inefficient.
Importantly, the Vampire Raider has a Transport Capacity of 3. Thanks to its speed and decent agility, it can usually reach the landing zone without too much trouble. However, it’s an expensive aircraft, and when it’s manoeuvring into position to deploy troops, it becomes predictable and that’s when it’s most vulnerable. Aeldari players need to be patient: use its weapons and speed to harass the enemy early in the game, softening up the opposition. Once key threats are eliminated, the Raider can safely make its way to the landing zone.
The aircraft also benefits from the Jump Troop special rule, meaning it doesn’t have to land to deploy its passengers, giving it a huge advantage over many other transport craft.
In summary, the Vampire Raider is a vital component of the Aeldari sky host but only when the scenario calls for Transport Capacity. If it’s being used, it should always be equipped with Holo-Fields to boost its survivability and ensure it can complete its mission. It’s expensive, but I will definitely be including it in my force when transport is needed.
The Vampire Hunter is the Asuryani’s heavy bomber. Having played several ground attack scenarios with the Aeldari, I find myself a little unsure of its exact role. I say this because, so far, the Phoenix Bomber has more than proven its worth when it comes to eliminating ground targets.
That said, the Vampire Hunter does bring some notable strengths to the table. It is faster than the Phoenix Bomber, albeit less agile, and it is significantly more durable with 5 Structure Points. Like the Vampire Raider, however, it lacks the Jink special rule, which means you can’t rely on it to evade incoming fire in the same way that many other Aeldari craft can.
The Vampire Hunter is also very well-armed, with a nose-mounted Scatter Laser, Twin-Linked Pulsars, and a Phoenix Missile Launcher. Combined, these weapons offer considerable firepower, especially during Strafing Runs. In this role, the Vampire Hunter truly excels at ground attack from mid to long range and even outclasses the Phoenix Bomber. I particularly like the idea of using it to 'snipe' ground defences from range, where its durability and firepower can be fully leveraged without exposing it to close-range retaliation.
(The values in brackets throughout this article indicate average expected damage after the Phoenix Missile Launcher runs out of ammo.)
Despite all this, the Vampire Hunter is an expensive aircraft, and its role in the sky host is less immediately clear than other options. Like the Vampire Raider, it is scenario-dependent. If the mission includes multiple hard ground targets that require sustained firepower, the Vampire Hunter can be a valuable asset. Otherwise, for most general purposes, I find the Phoenix Bombers continue to do the job at a lower cost and with greater flexibility.
The Nightshade Interceptor is flown by the Aeldari Aspect Warriors of the Crimson Hunter shrine. It is a fast fighter aircraft - and fast is the keyword here. With a maximum speed of 9 and a Throttle of 4, combined with access to all 8 Ace Manoeuvres, this aircraft is extremely difficult for your opponent to predict and corral on the tabletop.
The Nightshade is equipped with Twin Bright Lances, which have the Aerial Attack rule. This weapon profile means the Nightshade is most effective when engaging enemies at medium to long range. Here is where it differs most clearly from the Nightwing. While the Nightwing excels at getting in close and overwhelming its target with numerous low-powered shots from Shuriken Cannons and Scatter Lasers, the Nightshade is more of a long-range precision hunter, relying on a few powerful shots to do the damage. Because it operates further from the front lines, the Holo-Field upgrade is particularly useful on this aircraft, more so than on the Nightwing.
However, my main issue with the Nightshade is its cost. At 25 points, you're paying a premium for what is, essentially, a very specialized aircraft. For the same cost, you could field a Nightwing equipped with Twin Bright Lances and Star Engines. The Nightwing is almost identical to the Nightshade, same speed, same manoeuvrability, but it comes with an extra weapon and only slightly lower throttle. Additionally, it's worth noting that the Nightwing’s Bright Lances lack the Aerial Attack restriction, giving it more flexibility.
Overall, I won’t be using the Nightshade Interceptor in my games. That is a bit of a shame, because I’m a big fan of the Aspect Warriors, and I really wanted to like this aircraft. Unfortunately, its narrow role and high cost just don’t justify its inclusion in my current Aeldari air wing.
It is equipped with Twin Heavy D-Scythes [3/3/0 2+(3+)]. These weapons are only effective at short and medium range, but if they hit, they can easily cause serious damage. With a base damage on a 2+, and extra damage on a 3+, this is arguably the most potent weapon profile in the game. However, since the weapon only rolls three dice, I’ve found its performance to be unreliable. In some games, the Hemlock is absolutely devastating. In others, it seems to contribute almost nothing. The swingy nature of its damage output makes it a bit of a gamble.
To get the most out of this aircraft, it should ideally be used as a bomber or transport hunter, chasing down enemy aircraft with three or more Structure Points. In this role, it needs to fully leverage its speed and manoeuvrability to get into tailing positions and deliver devastating short-range fire.
The Hemlock is expensive points-wise, and as such, it’s not a staple in every list. However, I like to include one when facing opponents who field slow-moving transports or bombers. In those scenarios, it can shine.
The Asuryani Ace upgrade might also be worth considering for the Hemlock. A re-roll on its Heavy D-Scythes could significantly improve consistency, but it does make an already expensive aircraft even more costly.
Usually, I say that points should only be spent on upgrades if you can’t afford another aircraft, but the Aeldari are different.
I regularly take Holo-Fields and Star Engines on most of my aircraft. The other upgrades I generally avoid.
Holo-Fields have saved my Aeldari aircraft more times than I can count, helping keep them in the sky when they should’ve been shot down. This upgrade works against enemy 6s when shooting at long or medium range. They’re especially useful against the Imperium’s Lascannons, Tau Railguns, and missiles from all factions, these all deliver a small number of powerful long-range shots. Against Ork Shootas or Tau Burst Cannons, however, Holo-Fields are ineffective. At just 2 points, this upgrade is a bargain, and I take it on every aircraft against all opponents except the Orks. The Holo-Field almost always guarantees saving at least one aircraft per game. In addition, if you can make sure your Aledari fighters are at a different altitude to the attacker, they can only hit on 6s, further enhancing the effectiveness of this upgrade.
Star Engines are an excellent upgrade, especially on the Nightwing. Whenever I have the points, I equip my Nightwings with Star Engines, which lets me move my fighters into perfect firing positions.
Mindsight is very mission-specific, only really useful when Night-Fighting rules are in play. Even then, it’s best suited to aircraft with weapons that fire at medium or long range. I usually skip this upgrade, preferring to outfit my aircraft with short-range weapons instead.
The Asuryani Ace upgrade is solid and can be taken by one aircraft in a force. It allows you to discard and reroll a dice, perfect for critical moments like bombing runs or that vital attack with the Hemlock Wraithfighter.
Spirit Stone is a fairly useless upgrade. It allows you to reroll your handling roll; however, the Aeldari already have the best handling values in the game. You might find some limited use for this upgrade in missions with the Extra Damage or Dense Clouds rules, but otherwise, leave it at home.
Next, I like to include a single Hemlock Wraithfighter, which can be used either to dogfight enemy fighters or hunt down their tougher bombers and transports. Like the Nightwings, I usually upgrade it with Star Engines and, depending on the mission, Holo-Fields and the Asuryani Ace upgrade.
For missions requiring bombers, my choice depends on the objective. If I need transport capacity or a more durable aircraft, I go with the Vampire Raider. If the mission calls for taking out ground defenses, I include Phoenix Bombers.
Finally, ground defenses are always worth taking in any game where defending landing zones or key ground assets is important.
I hope you enjoyed this review and found it useful. If you have any questions, please drop them in the comments below, I love to hear from you all.
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No matter which aircraft you choose or how you build your force, remember that the skies are a dangerous place. Strategy, positioning, and quick thinking are key to survival. So, gear up, plan your moves carefully, and always watch your six—because in Aeronautica Imperialis, the enemy is never far behind.
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