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2017/10/28 05:17:12
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Care to talk about your list a little bit? What were the MVPs andwhat under preformed?
Sure.
First, the enemy forces (maybe I miss something): Stormraven transporting 10 assault marines + chaplain and an armored (T8) dreadnought. His warlord was a captain biker. 3x primaris intercessor squads, 3x razorback/ autocannon full of 10man marines squad, 1 full lascannon predator. 2x deepstriking primaris reavers units.
He had turn 1
Eldar MVPs:
- linked fire is brutal
- guided Dark Reapers + doom + Forewarned destroy everything
- Rangers absorbed 3 turns of autocannon fire from everything he had
- Webway assault 20 man guardians + 2 shuricannon plats killed his warlord
- 2x CH exarchs killed turn 1 the doomed stormraven
- 107 shuriken weapon shots most rerolling 1's (autarch or biel tan trait) can cripple anything
Mission was controlling objectives and destrying heavy support (eternal war mission n.4 i think)
I just unleashed fire upon the enemy ignoring objectives, he was going to give up by turn 2 but we continued till turn 4 to see what would have happened.
Conclusions.
Based on this game, I think the Eldar - SM matchup is strongly in favor of Eldar, unless fighting against a Gulliman parking-lot (and even then probably it would be a closeup)
I have yet to try this list against AM power lists (imperial soup) and Horde lists.
Sure a heavy CC - alpha strike force should be a more tough situation for a shooty Eldar list like this, if I don't get turn 1
This message was edited 2 times. Last update was at 2017/11/10 12:28:57
2017/11/15 19:47:21
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Helvost wrote: Fuegan, Karandras, and Asurmen are by far the best phoenix lords. I could see a list semi-effectively use Fuegan, Asurmen and Karandras together with like 20 fire dragons, 20-30 dire avengers and 20 striking scorpions either deep striking or in serpents with a lot of warlock support. It would probably be best with the Biel-tan craftworld so you get lots of free re-rolls to hit and the warlord trait that is essentially a free guide for a unit of fire dragons. The fire dragons might actually survive a round of shooting with asurmen's save and the striking scorpions could pop up where ever needed and lay down a lot of attacks. Especially if you hit a squad with the enhance power to get exploding attacks on 5+. It would be hard to fit all of the 'buff' characters you need in the list like warlocks and an autarch for the scorpions
WOW that is a vision
2017/11/24 21:07:22
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
also to consider: for the price of a dual-cannon WK, you could take three Fire Prisms, which even unlinked will do average of 10 unsaved wounds to any T8 3+ target, compared to the average of 5.10 unsaved for a dual-cannon WK.
this.
2018/06/11 07:32:27
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Some thoughts about Dark Reapers still being top notch for dealing with knights:
10-man unit (340 points)
- can be concealed
- always 3+ to hit
- 10 shots (average for 3 fire prisms= 12 shots)
- straight 3 wounds per hit
- can fire twice if ynnari
- can be guided
- no CP points to spend
- can be Forewarned with farseer stratagem
Mathhamer says:
3 fire prisms shooting a Knight with linked fire= 12, 6 wounds dealt
FarseerReborn wrote: Some thoughts about Dark Reapers still being top notch for dealing with knights:
10-man unit (340 points)
- can be concealed
- always 3+ to hit
- 10 shots (average for 3 fire prisms= 12 shots)
- straight 3 wounds per hit
- can fire twice if ynnari
- can be guided
- no CP points to spend
- can be Forewarned with farseer stratagem
Mathhamer says:
3 fire prisms shooting a Knight with linked fire= 12, 6 wounds dealt
Double that with Word of the Phoenix and you have 23, 8 wounds to a knight in a single turn
Yeah If youre going Ynarri, a big reaper unit is still a pretty strong take no matter what you face. My numbers for guided Reapers are a bit different though, only str 8 really gimps them:
Correct
2018/07/01 12:07:58
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Galef wrote: Yes, Jinx makes a huge difference. Until the rules for them change, I will be taking 2 Hemlocks in just about every game I play. I take Jinx on both for redundancy (not to cast twice, obviously, but so that I still have it if one of them dies) and the other Hemlock just uses Smite.
Combined with a Doomseer and 3 Prisms, I doubt a Knight list will ever be an issue for me. I also use the Alaitoc trait, which can be very annoying for Knights.
-
Could you please post an army list for anti-knight?
2018/07/02 15:14:17
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Data04_exe wrote: Hey Guys,
i consider starting a new eldar army. I am aiming for 1000 points for a start. I only own the codex so far.
Maybe you can help me - what units are good? Sadly i am completely lost, due to the crazy viability of most units. Is there a unit-ranking of some sort for orientation? (forgive me if i missed it on the 70+ pages)
As far as i know good units are shining spears, dark reaper and the hemlock flyer. What about HQ and core? Is there a MSU Meta with 3X5 Ranger? Do you guys go for a Brigade oder Battalion with Outrider? Sorry for all the questions, but i am a Eldar-Noob
Thank you very much!
Edit: I really like the Alaitoc-mechanic (the -1 to hit over 12" ?). I would probably aim for a list with this rule..
You already pointed out the stronger units. In order of efficiency, my personal take is:
Data04_exe wrote: Thanks for all the help!
What do you guys think of this for a start: (~1100 Points)
Battalion Alaitoc:
Autarch Skyrunner
Farseer
5 Dire Avangers in Wave Serpent
2 X 5 Ranger
5 Shining Spears
5 Dark Reapers
1 Hemlock
Question:
What Relics/Warlord Traits would you recommend?
Thanks again!
edit: Psy-Power you would probably take the -1 to hit and doom (reroll to wound) right? I usualy play Necrons so the Psy-Phase normaly is a Auto-Skip for me
That would be a very solid & strong choice, sir
2018/07/31 11:30:27
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Therion wrote: There’s a very real way to taking down Knights.
If they play Raven, and you get 1a, you Vect the Rotate Ion Shield. Seer Council and the re-rolls make Doom and Jinx reliable. That’s a step the Knight can avoid with better deployment, but the spells aren’t mandatory for the Eldar opener.
Against Taranis, you need to let them Rotate, and you just blast through it and Vect the Darkest Hour.
The list I used recently at a major tournament does 36,6 wounds to T8 5++ without Doom and Jinx from the vehicles and flyers. Sufficient to say, even to 4++ it’s enough for a one shot. If you get the spells off, there’s a realistic chance the first Knight pops before the Prisms even Link, so they get to put their 12 wounds of damage against a second Knight.
Gallants are just target dummies because they can be boxed in with flyers and blocked from moving. If Gallants get 1a you need to Vect the Full Tilt. The always taken BA Captains don’t really change anything, except that you need to keep moving and outranging the 24” threat range, and Vecting the Upon Wings of Fire every turn.
In short, Vect and the 6+/6+ refund, flyers and Prisms are an answer to everything.
I hope this helps anyone who is struggling in the matchup.
This isn’t to say there doesn’t exist a chain of events that will lead to an Eldar loss, but it’s most certainly Eldar favored matchup. The BA+Custo+Astra soup is the easiest, then comes the Crusaders/Gallants+BA+Astra and lastly the Castellan+BA+Astra as the most tricky one if you get a long deployment (range will be an issue so you need to wreck the infantry and BA first and leave the Knight for later.
EDIT:
To the above poster, regarding targeting: By rulebook RAW it's correct you only nominate targets, you don't designate weapons, but wherever the ETCFAQ is in effect you need to nominate at least one weapon per target when you're declaring targets. This makes Lightning-Fast Reactions and Rotate Ion Shields easy to use (you pop defensives wherever the biggest enemy gun is going).