Windrider Host: The 11th-Edition Aeldari Jetbike Detachment
How to play Windrider Host in 11th edition β the 2-DP jetbike hit-and-fade detachment that lives in Strategic Reserves and vanishes between turns.
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.
Windrider Host is the Aeldari jetbike and skimmer detachment: a 2-Detachment-Point package that refuses to sit still, striking from reserves and fading back out. It reflects Warhammer 40,000 11th edition (10th-ed Codex: Aeldari + Faction Pack v1.0).
This is SprueSentry strategy commentary, not official rules. Some stratagems were errata'd in the June 2026 pack; points weren't cleanly confirmed, so verify against the current codex, pack and the Warhammer 40,000 app before a game.
What the Ride the Wind detachment rule does
Your Asuryani Mounted and Vyper units can start in Strategic Reserves and, when they arrive, are treated as if the battle round were one higher β so they can come on early and almost anywhere legal. Even better, at the end of the opponent's turn you can pull eligible units back into Strategic Reserves (1 unit at Incursion, 2 at Strike Force, 3 at Onslaught) to redeploy next turn. And Windriders gain the Battleline keyword, so your core jetbikes score and screen. It's the ultimate hit-and-fade engine: appear, strike, disappear.
Stratagems and when to use them
- Death from on High (Shooting/Fight) β re-roll Wounds for a Mounted/Vyper unit that arrived from Reserves this turn. Your alpha-strike amplifier.
- Wind of Blades (Movement) β a Mounted/Vyper unit can shoot and/or charge even though it Advanced or Fell Back.
- Focused Firepower (Shooting) β +1 AP to a Mounted/Vyper unit's ranged attacks.
- Spiralling Evasion (defensive) β a 4+ invulnerable save against the opponent's shooting.
- Daring Riders β a unit arriving from Reserves can set up more than 8" from enemies (tightened from 9" in the pack) for aggressive placement.
- Overflight β a Mounted unit that killed an enemy this phase makes a 7" move.
Enhancements worth taking
- Mirage Field β -1 to Hit against the bearer's unit, hardening your fast attackers.
- Firstdrawn Blade β the bearer's unit gains Scouts 9" for an aggressive first-turn reposition.
- Seersight Strike β the bearer's Psychic weapons gain Anti-Monster 2+ and Anti-Vehicle 2+, turning a mounted psyker into a tank hunter.
- Echoes of Ulthanesh β a chance to generate CP for pushing the bearer up the board.
Key units
- Windriders β the core; they gain Battleline here, so they score and screen while providing the mobile shuriken and scatter-laser firepower the army is built on.
- Autarch Skyrunner β leads Windriders and auto-Advances the unit, plus a CP discount.
- Warlock Skyrunners β join a Windriders unit to grant Ignores Cover, plus psychic support and the Seersight Strike carrier.
- Vypers β cheap fast skimmer weapons platforms for hit-and-fade.
- Shining Spears β hard-hitting jetbike melee that loves the reserve-and-redeploy rule.
When to pick Windrider Host
Take it for a fast, evasive, hit-and-fade skimmer army that excels at board control, late-game objective grabbing, and picking off targets before vanishing. Choose it over Warhost when you want a focused mobility archetype rather than an all-comers mix. At 2 DP it leaves 1 DP for a support.
Sample gameplan: deploy most of your Mounted and Vyper units into Strategic Reserves (Ride the Wind), scoring up front with a couple of Windrider units thanks to Battleline. Flood in where the enemy is weakest, using Daring Riders for tight placement and Death from on High to re-roll Wounds on the alpha strike. Use Wind of Blades to shoot or charge after Advancing, and at the end of the opponent's turn pull exposed units back into Reserves to redeploy and repeat.
Common questions
How many Detachment Points is Windrider Host?
2 DP, leaving 1 DP at a 2,000-point game for a support detachment like Armoured Warhost or Path of the Outcast.
What is the Windrider Host detachment rule?
Ride the Wind: your Asuryani Mounted and Vyper units can arrive from Strategic Reserves early, and you can pull eligible units back into Reserves at the end of the opponent's turn (1/2/3 by game size) to redeploy. Windriders also gain the Battleline keyword.
What units are best in Windrider Host?
Windriders as the scoring, screening core (they gain Battleline), plus Vypers, Shining Spears and an Autarch Skyrunner and Warlock Skyrunners to lead and buff them for hit-and-fade play.
How does Windrider Host play the hit-and-fade game?
Deploy most units into reserves, strike where the enemy is weak, then at the end of the opponent's turn remove exposed units back into Strategic Reserves to redeploy next turn β appearing, striking and vanishing repeatedly.
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.