Aeldari Β· detachment

Warhost: The 11th-Edition Aeldari Generalist Detachment

How to play Warhost in 11th edition β€” the 3-DP all-comers detachment that doubles down on Battle Focus tokens and Aeldari mobility.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Warhost is the Aeldari generalist: the flexible, tournament-safe 3-Detachment-Point detachment that can field any mix of Guardians, Aspect Warriors, vehicles and psykers, and the best place to start. It reflects Warhammer 40,000 11th edition (10th-ed Codex: Aeldari + Faction Pack v1.0).

This is SprueSentry strategy commentary, not official rules. The June 2026 pack updated a couple of its stratagems; points weren't cleanly confirmed, so verify against the current codex, pack and the Warhammer 40,000 app before a game.

What the Martial Grace detachment rule does

Warhost leans directly into the Battle Focus army rule: you gain an extra Battle Focus token each battle round, and your Agile Manoeuvres get better β€” the 'Swift as the Wind' manoeuvre adds 1" to Move, and you add 1 to any Agile Manoeuvre that needs a D6 roll. It's the "more of the good stuff" detachment: no niche gimmick, just a deeper mobility economy that lets you out-position any opponent. That extra token every round is quietly one of the strongest generalist effects in the faction.

Stratagems and when to use them

  • Feigned Retreat (Movement) β€” an Asuryani unit that Falls Back can still shoot and charge this turn. The classic Aeldari escape-and-retaliate.
  • Blitzing Firepower (Shooting) β€” a unit's ranged weapons gain Sustained Hits 1 inside 12". Your close-range damage spike.
  • Fire and Fade (end of Shooting) β€” an Infantry unit makes a D6+1" move after shooting (it then can't charge or embark). Hit and vanish.
  • Skyborne Sanctuary (end of Fight) β€” an unengaged unit near a friendly Transport can embark, pulling fragile units to safety.
  • Webway Tunnel β€” remove an Infantry unit near a board edge into Strategic Reserves to redeploy.
  • Lightning-Fast Reactions (defensive) β€” -1 to enemy Hit rolls against a unit.

Enhancements worth taking

  • Timeless Strategist β€” gain a further Battle Focus token each round, stacking with the detachment rule for an enormous mobility economy.
  • Phoenix Gem β€” the first time the bearer dies, on a 2+ it returns at full wounds. Resilience on a key character.
  • Gift of Foresight β€” use the Command Re-roll stratagem for 0 CP once per round.
  • Psychic Destroyer β€” +1 Damage to the bearer's ranged Psychic weapons.

Key units

  • Autarch β€” the command backbone that feeds the Battle Focus token economy and buffs a core unit.
  • Guardian Defenders / Storm Guardians β€” cheap Battleline that holds objectives and makes full use of the +1" Move manoeuvres.
  • Aspect Warriors β€” specialist tools the all-comers list mixes and matches.
  • Wave Serpent β€” a durable transport that pairs with Skyborne Sanctuary and Fire and Fade repositioning.
  • Farseer β€” psychic support and the Psychic Destroyer carrier.

When to pick Warhost

Choose it when you want a flexible, tournament-safe all-comers army that can field any Aeldari mix rather than committing to one archetype, and the best beginner pick for learning Battle Focus. It costs the full 3 DP, so it uses your whole 2,000-point budget and can't take a support detachment β€” the trade-off for its deep, token-rich flexibility.

Sample gameplan: bank the extra Battle Focus token each round and use Agile Manoeuvres (now +1" Move and +1 on D6 rolls) to control engagement ranges. Screen and hold objectives with Guardians, deliver Aspect Warriors in Wave Serpents, then Fire and Fade or Feigned Retreat to shoot and slip out of retaliation. Hold Blitzing Firepower for a key close-range volley and Skyborne Sanctuary to tuck a unit back into a transport after combat.

Common questions

How many Detachment Points is Warhost?

3 DP β€” the full budget at 2,000 points, so it can't be paired with a 1-DP support. It's a single self-contained generalist package. To combine detachments, take a 2-DP core (like Windrider Host or Eldritch Raiders) plus a 1-DP support instead.

What is the Warhost detachment rule?

Martial Grace: you gain an extra Battle Focus token each battle round and your Agile Manoeuvres improve (+1" Move on Swift as the Wind, +1 to Agile Manoeuvre D6 rolls). It deepens the core Battle Focus mobility economy rather than adding a niche gimmick.

Is Warhost good for beginners?

Yes β€” it's the recommended starting detachment. It's the flexible all-comers generalist, works with almost any Aeldari collection, and teaches Battle Focus token management before you move on to specialised Corsair, Harlequin, Aspect or Wraith detachments.

What's the best enhancement in Warhost?

Timeless Strategist, which grants another Battle Focus token each round on top of the detachment rule β€” giving you an unusually deep pool of Agile Manoeuvres to dominate positioning all game.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.