Defend at All Costs
Each time a Dire Avenger, Guardian, Support Weapon or War Walker model makes an attack, if its own unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.
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This is SprueSentry strategy commentary, not official rules. The parts of this detachment amended in the Aeldari Faction Pack version 1.3 Rules Updates are confirmed against that document. The rest of the stratagem and enhancement lists come from the 10th-edition Codex: Aeldari and are cross-checked across two independent community rules mirrors. Detachment Point costs and enhancement points are checked against the official Munitorum Field Manual web edition but move with dataslates, so confirm them in the Warhammer 40,000 app before a game.
Each time a Dire Avenger, Guardian, Support Weapon or War Walker model makes an attack, if its own unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.
1CP. A Dire Avengers or Guardians unit re-rolls Wound rolls against enemies within range of an objective marker.
1CP. A targeted Dire Avengers or Guardians unit within range of an objective subtracts 1 from Wound rolls against it this phase.
1CP. A Storm Guardians unit adds a flat 6" to its Move instead of rolling to Advance, and is eligible to shoot and charge in a turn it Advanced.
1CP. After an enemy destroys a Dire Avengers or Guardians unit, a War Walkers unit shoots that enemy out of sequence. Once per battle round.
1CP. A Dire Avengers or Guardians unit's ranged weapons gain [PISTOL] this phase.
1CP. An unengaged Guardians unit goes into Strategic Reserves with every destroyed Guardians model returned to it.
Asuryani model only. The bearer has an Objective Control characteristic of 5.
Asuryani model only. In the Deploy Armies step, up to two Guardians units gain Infiltrators.
Asuryani model only. While leading a Dire Avengers or Guardians unit, once per battle round use Fire Overwatch on that unit for 0CP, hitting on 5+, or 4+ within range of an objective you control.
Asuryani model only. Rewritten by the pack: while leading a Storm Guardians unit, re-roll the attacks roll for flamers and the Damage roll for fusion guns in that unit.
The cheap objective core that hits on better than its Ballistic Skill wherever the game is being decided.
See the box: price and offersThe best-quality body the detachment rule names, and the Warding Salvoes and Shield Nodes target.
See the box: price and offersNamed in the rule, so D-cannon and Wraithcannon batteries fire at +1 to hit around objectives.
See the box: price and offersAlso named in the rule, and the Vaul's Vengeance counter-punch unit.
See the box: price and offersThe aggressive melta and flamer squad that Time to Strike and Breath of Vaul are written for.
See the box: price and offersWar Walkers appear in both, and grav-tanks give a static scoring core the reach it lacks.
Adds a mobile objective-securer to an army built to hold ground.
Rangers screen the Guardian line and knock enemy scoring units off their actions.
How to play Guardian Battlehost in 11th edition β the 2-DP infantry detachment that makes Guardians and Dire Avengers accurate, resilient objective-holders.
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Guardian Battlehost is the Aeldari objective-holding infantry detachment: a 2-Detachment-Point package that turns cheap Guardians and Dire Avengers into disciplined defenders who hit hardest where the game is won. It reflects Warhammer 40,000 11th edition (10th-ed Codex: Aeldari plus the Aeldari Faction Pack, currently version 1.3, legal for matched play from 26 August 2026).
This is SprueSentry strategy commentary, not official rules. This is a codex detachment, so the pack doesn't reprint it in full, but its Rules Updates section rewrites one enhancement, and that rewrite is confirmed against the document. The rest of the lists come from the 10th-edition codex, cross-checked across two independent community rules mirrors. DP costs and enhancement points move with dataslates, so confirm them in the Warhammer 40,000 app before a game.
Each time a Dire Avenger, Guardian, Support Weapon or War Walker model attacks, if its own unit and/or the target is within range of an objective, it adds 1 to the Hit roll. Because the buff triggers whether you or the enemy are near a marker, your infantry fire at full accuracy from their own objectives and into anything contesting one. It's a simple, always-on payoff that makes a Guardian horde punch well above its cost on an objective-dense mission.
Take it for a horde-lite, objective-holding Aeldari list built on massed Guardians and Dire Avengers rather than Aspect Warriors or Wraiths. It shines on objective-dense (Take and Hold) missions where the +1 to Hit is almost always live, and at 2 DP it leaves 1 DP for a support. Choose it when you want board control and resilient scoring infantry over alpha-strike damage.
Sample gameplan: deploy Guardians and Dire Avengers on or just behind your objectives, using Ethereal Pathway to Infiltrate two squads forward. Fire at full accuracy from your own markers, screen with Storm Guardians and push them up with Time to Strike to melt priority targets. Defensively, stack Shield Nodes on the squad the enemy commits to, recycle a broken unit with Cost of Victory, and hold War Walkers back as a Vaul's Vengeance counter-punch. Win on scoring, not tabling.
2 DP, leaving 1 DP at a 2,000-point game for a support detachment like Armoured Warhost or Path of the Outcast.
Defend at All Costs: your Guardians, Dire Avengers, Support Weapons and War Walkers add 1 to the Hit roll whenever their own unit or the target is within range of an objective marker β so your infantry fire at full accuracy on and around objectives.
Guardian Defenders and Dire Avengers as the accurate, resilient objective core, Storm Guardians as an aggressive melta/flamer squad, plus Support Weapons and War Walkers that also benefit from the objective +1 to Hit.
Yes β that's its specialty. Its +1-to-Hit rule is almost always live on objective-dense missions, and its stratagems and enhancements (Shield Nodes, Craftworld's Champion, sticky objectives) reward holding and contesting ground.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.