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Nice thread
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So, what is the best combo for dealing with hordes? (orks, tyranids in particular)
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Tabled 2000 points of Black templars primaris by turn 4 with this list:

Spoiler:



++ Battalion Detachment +3CP (Aeldari - Craftworlds) [41 PL, 765pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Farseer [6 PL, 100pts]: 1. Guide, 2. Doom, Shuriken Pistol, Witchblade

Farseer [6 PL, 100pts]: 3. Fortune, 4. Executioner, Shuriken Pistol, Witchblade

+ Troops +

Guardian Defenders [5 PL, 95pts]: 10x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon

Rangers [3 PL, 60pts]: 5x Ranger

Rangers [3 PL, 60pts]: 5x Ranger

+ Flyer +

Crimson Hunter Exarch [9 PL, 175pts]: Two Bright Lances

Crimson Hunter Exarch [9 PL, 175pts]: Two Bright Lances

++ Battalion Detachment +3CP (Aeldari - Craftworlds) [30 PL, 542pts] ++

+ No Force Org Slot +

Craftworld Attribute: Biel-Tan: Swordwind

+ HQ +

Spiritseer [3 PL, 45pts]: 1. Conceal/Reveal, Shuriken Pistol

Spiritseer [3 PL, 45pts]: 4. Protect/Jinx, Shuriken Pistol

+ Troops +

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Guardian Defenders [9 PL, 190pts]: 20x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon
. Guardian Heavy Weapons Platform: Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [9 PL, 134pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [44 PL, 693pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Autarch [4 PL, 77pts]: Faolchu's Wing, Forceshield, Plasma Grenades, Star Glaive, The Path of Command (Codex)

+ Heavy Support +

Dark Reapers [13 PL, 162pts]
. 5x Dark Reaper: 5x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher

Fire Prism [9 PL, 160pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 160pts]: Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [9 PL, 134pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Total: [115 PL, 2000pts] ++

Created with BattleScribe

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 lambsandlions wrote:
FarseerReborn wrote:
Tabled 2000 points of Black templars primaris by turn 4 with this list:

Spoiler:



++ Battalion Detachment +3CP (Aeldari - Craftworlds) [41 PL, 765pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Farseer [6 PL, 100pts]: 1. Guide, 2. Doom, Shuriken Pistol, Witchblade

Farseer [6 PL, 100pts]: 3. Fortune, 4. Executioner, Shuriken Pistol, Witchblade

+ Troops +

Guardian Defenders [5 PL, 95pts]: 10x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon

Rangers [3 PL, 60pts]: 5x Ranger

Rangers [3 PL, 60pts]: 5x Ranger

+ Flyer +

Crimson Hunter Exarch [9 PL, 175pts]: Two Bright Lances

Crimson Hunter Exarch [9 PL, 175pts]: Two Bright Lances

++ Battalion Detachment +3CP (Aeldari - Craftworlds) [30 PL, 542pts] ++

+ No Force Org Slot +

Craftworld Attribute: Biel-Tan: Swordwind

+ HQ +

Spiritseer [3 PL, 45pts]: 1. Conceal/Reveal, Shuriken Pistol

Spiritseer [3 PL, 45pts]: 4. Protect/Jinx, Shuriken Pistol

+ Troops +

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Guardian Defenders [9 PL, 190pts]: 20x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon
. Guardian Heavy Weapons Platform: Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [9 PL, 134pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [44 PL, 693pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Autarch [4 PL, 77pts]: Faolchu's Wing, Forceshield, Plasma Grenades, Star Glaive, The Path of Command (Codex)

+ Heavy Support +

Dark Reapers [13 PL, 162pts]
. 5x Dark Reaper: 5x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher

Fire Prism [9 PL, 160pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 160pts]: Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [9 PL, 134pts]: Shuriken Cannon, Twin Shuriken Cannon

++ Total: [115 PL, 2000pts] ++

Created with BattleScribe

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


 
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 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
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Any chance Wraithknight will get a points drop in Chapter Approved?
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anyone knows Eldar points changes from Chapter Approved book?
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What do you guys think about this tournament results?

http://www.gowarhead.com/2017/11/war-head-triad-iii-coverage.html

It's the most competitive tournament in Finland.
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Hello all

I've heard that Autarch Skyrunner/ banshee mask + 9 Shining Spears are a powerful combo

Can someone explain to me how to properly use this combo to maximize its potential?

Thank you
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up
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Eldar Craftworlds Tactics thread: the only place where players discuss about the best possible way to NERF their own codex

This message was edited 1 time. Last update was at 2018/02/09 12:44:27


 
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Craftworlds units in a Ynnari detachment can choose from craftworlds traits?
E.g. Ynnari Shining Spears with saimm Hann trait (reroll charges)
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Before saying anything else about "nerf this, nerf that", Eldar got 21st place in the GT tournament
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So, what's new in the faqs for Eldar?
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wow, Dark Reapers nerfed to death
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So, what's the actual meta (post-Big Faqs) for Eldar competitive lists?
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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.
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Guys, now that the IK codex is out, is there any use for "our" Wraithknight?

Love the model, but it seems utterly useless to me
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Is there anything Eldar Craftworlds can do now vs an optimized full Imperial Knights list?
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Jinx + Linked fire on 3 Prisms deleted 1 Knight per turn alone.


Which weapon profile?
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Aren't 10-man ynnari dark reapers better at wounding Knights?
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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

10 guided reapers shooting a knight = 11, 9 wounds dealt

Double that with Word of the Phoenix and you have 23, 8 wounds to a knight in a single turn
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Spartacus wrote:
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

10 guided reapers shooting a knight = 11, 9 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
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karandrasss wrote:
So what's our best defense against 3-5 Knight lists? Other than objectives because not everyone plays objectives, sadly.


According to reports and mathhammer,

3 fire prisms in linked fire
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 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?
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Double Autarch skyrunner with reaper laucher? What is their role?
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Hi fellow eldar players. I'd gladly read your opinions in this thread, link below

https://www.dakkadakka.com/dakkaforum/posts/list/760454.page

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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:

1- Shining Spears
2- Dark Reapers
3- Hemlock Wraithfighter
4- Wave Serpent
5- Twenty-men guardian blob from Webway strike
6- Crimson Hunter Exarch
7- D-Scythe Wraithguards

Best HQs:

1- Farseer Skyrunner
2- Autarch Skyrunner
3- Spiritseer

Eldar absolute crap:

1- Wraithknight
2- Banshees
3- Falcon Grav Tank

This message was edited 1 time. Last update was at 2018/07/16 09:14:12


 
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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
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 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 ETC FAQ 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).



You make it sound easy... Got any proof of that?
 
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