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![[Post New]](/s/i/i.gif) 2021/01/15 09:03:50
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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New to Eldar and to 9th ed, so sorry for the noob question - i'm putting my list together and wondering about my HQ choice(s).
I like the idea of having a good number of opportunities to cast psychic abilities from different areas on the table - was looking into farseers but I can't find the rules regarding whether they can join other units, particularly warlocks, in 9th edition?
Can it still be done?
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![[Post New]](/s/i/i.gif) 2021/01/18 10:43:02
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Swooping Hawks & Baharroth - do people rate them? I rarely see people playing them but the ability to descend on objectives seems very useful - and the ability to re-ascend is very unique!
Be good to get some personal experience advice before I shell out on a unit.
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![[Post New]](/s/i/i.gif) 2021/01/18 16:00:52
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Cpt. Icanus wrote:Baharroth is not worth it, a squad of hawks or two can be pretty good to get to table quarters, scramblers and objectives. They should be weighed against scorpions, which are tougher and cheaper, but lack mobility (also hawks get more shots and the grenade pack, where scorpions need to charge, but when they do they get a good amount of s4 attacks and some mw, too).
I'm undecided on Scorpions. I've got a unit of 6 Fire Dragons with a falcon transport for decent firepower with good mobility. I HATE that you can't disembark after the vehicle moves now though - ridiculous.
Why do you say that about Baharroth?
kingheff wrote:I've just added a squad of hawks to my list for the express purpose of having them jump into the sky and hiding for while we stand we fight/deploy scramblers secondaries.
Hawks hit like a gentle breeze but they can be very useful as long as you don't want them to kill anything.
I quite like the idea of being able to drop onto an objective late in the game and steal it from an (ideally already weakened) enemy unit. That or plant them on an objective early and hold it until a more resilient unit arrives to protect it and then they can move along to the next.
I hear what you're saying about the guns but assault 4 means there are plenty of shots to fire - combine that with a successful Doom cast and you could be dishing out a fair few save rolls.
Biggest problem i'm finding with Eldar weaponry is that the infantry guns are short range, which is problematic in itself given that you don't really want your enemies getting within charging distance.
Even if your enemy doesn't want to get close - a unit of SM sm can safely sit 24" away and spray the hell out of me and unless I want to move away from my position I can't return fire.
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![[Post New]](/s/i/i.gif) 2021/01/19 09:41:35
Subject: Re:Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Do transports have to be dedicated?
I can't find anything in the mini rulebook or the eldar codex that says they do. Does anybody know of a rule that says more than one unit can share a transport vehicle. Not at the same time of course, but have one unit disembark and another embark in a subsequent turn?
Automatically Appended Next Post: Crafter91 wrote:Do transports have to be dedicated?
I can't find anything in the mini rulebook or the eldar codex that says they do. Does anybody know of a rule that says more than one unit can share a transport vehicle. Not at the same time of course, but have one unit disembark and another embark in a subsequent turn?
Ignore me - i'm being an idiot.
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This message was edited 1 time. Last update was at 2021/01/19 10:35:43
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![[Post New]](/s/i/i.gif) 2021/01/22 16:38:19
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Anybody making any major changes following the recent FAQ revisions?
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![[Post New]](/s/i/i.gif) 2021/01/22 17:51:24
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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mokoshkana wrote: Crafter91 wrote:Anybody making any major changes following the recent FAQ revisions?
You mean as of two weeks ago?
Well yes..... ?
Sarigar wrote:I've played in two small events, one x 3 round and one x 5 round with the new FAQ. I've gone 4-4 overall (1-2 and 3-2) with basically the same army.
Positives:
While We Stand We Fight. In 6 of 8 games, I earned 10-15 points. When earning only 10 points, it was because of me getting a unit of War Walkers too close. Dark Reapers and a Lynx survived 6 out of 8 games. Two of my losses were complete blowouts where I essentially lost my army. The other two losses were actually close games.
Lowered Points: Dire Avengers point values feel about right now. The lowered points allowed for me to take another entire unit. Having more objective secured helped treme. Warp Spider Exarch picked up the second Deathspinner for free, but they rarely fired; just use them to aid with Deploy Scramblers.
Fire and Fade: I used it with Dark Reapers and a Wave Serpent and didn't lose them except for the two blowout games. Very useful.
Overall, I found the point changes more useful. I definitely need 5-6 Troop choices in a list primarily to act as an objective secured spoiler. Their mobility would allow for my army to react to contest objectives. In this manner, going second didn't punish my army and actually opened up a bit more shooting for me. Opponents would get onto objectives first allowing me the ability to prioritize targets. A close second is the roll for first turn. I can set up much more defensive, preparing to go second, though knowing I can reposition three units.
The downside, still, is fast moving armies. My two blowouts were against IG and a Khorne army. Both armies got first turn and both have solid abilities for additional movement. My army needs more space and time in order to create pockets on the table in order to maneuver. Both armies denied me that and crushed me hard. The learning lesson here is to better screen, which will likely come from cheap bodies such as Guardians or even Dire Avengers (solid overwatch capability). Another option is a unit of Swooping Hawks where I can reduce enemy charge distances by 2". A third option, though not quite as impactful, IMO, are Vibro Cannons to deny Advances for some units. I suppose I should have used my Vypers to screen, and definitely something I should habe a better understanding of.
Another challenge for me is that the armies I am facing of late are different. After facing Marines primarily since late 8th edition, these last two events have been different. Out of 8 games, only 2 have been against Marines (which I solidly won both). My army is skewed towards Marines. However, 150 Guardsmen don't care how many Stacannons are in my army, or Dark Elder invulnerable saves care not about ignore cover and -3 AP. I am playing in a three round event tomorrow and if two games are against non Marines, I will definitely have to reconstruct my list.
The FAQ is not a total fix, but does help.
Yes, i think Fire and Fade is a great update - Fire Dragons will certainly benefit.
I picked up on them lowering the VP awarded for Bring it Down too which will benefit most Eldar lists.
Have to let us know how you get on tomorrow!
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![[Post New]](/s/i/i.gif) 2021/01/28 09:47:02
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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I took the plunge... managed to find 9 (8 + Exarch) on good old eBay and the seller accepted an offer of £24.
Unpainted metal models which i'm very pleased with as the tiny joint to the base seems like it would be a bit flimsy with finecast / plastic.
Happy days!
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This message was edited 1 time. Last update was at 2021/02/02 10:18:53
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![[Post New]](/s/i/i.gif) 2021/02/02 10:26:48
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Hawks arrived today - if nothing else they're lovely minis. Very much looking forward to painting them!
I also have a bit of a bundle on the way (absolute bargain) but I don't intend to keep it all. Any thoughts on which minis should stay/go is welcome.
Farseer (got 2 already)
Wraithlord (got one already)
Falcon (currently running a wave serpent and a falcon)
hemlock
3 shining spears (old style)
6 banshees
8 dire avengers
6 scorpions
1 Vyper
6 fire dragons (got 6 already)
20 guardians (got 20 already)
Thoughts?
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![[Post New]](/s/i/i.gif) 2021/02/10 10:10:00
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Does anybody play / rate shadow spectres?
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![[Post New]](/s/i/i.gif) 2021/02/24 14:28:50
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Sarigar wrote:
Skathach Wraithknight [22 PL, 455pts]: 2x Inferno Lance
Wraithknight [21 PL, 385pts]: Shuriken Cannon, Starcannon, Titanic Ghostglaive and Scattershield
Wraithknight [21 PL, 385pts]: Shuriken Cannon, Starcannon, Titanic Ghostglaive and Scattershield
++ Total: [101 PL, 6CP, 2,000pts] ++
Created with BattleScribe
Those Wraithknights would make up more than half of your overall points value!... I would drop down to one wraithknight and use the extra 600+ points for 4-6 additional units - consider warwalkers / a flyer perhaps if you're going for firepower? The main thing done by Wraithknights is carry big targets on their heads which (done correctly) can act as a great distraction while your smaller units which still pack a punch flood the field - no use if you have no units to do that.
Would certainly be interested to see this list in action but once those knights are down, you're high and dry with what you have left. It's a very 'all or nothing' list with little to no back up plan.
Just one man's opinion though!
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![[Post New]](/s/i/i.gif) 2021/03/19 10:41:03
Subject: Re:Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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What approach would people take to Imperial Guard lists?
Lining up a game for when the world reopens again (darn covid) and the guy i'm playing has told me he uses a tank heavy list with a sh*t tonne of meat shield guards
Any tactical thoughts? I'm thinking combat might be the way to chew through the guards with wraithblades / banshees?
Deepstriking some reserves behind the lines had crossed my mind but with that many tanks / terrain it's going to be hard to find a 9" space if he sits them along the back.
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![[Post New]](/s/i/i.gif) 2021/03/29 07:58:01
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Of the top of my head i am thinking about aeldari missile launchers on my war walkers and guardian weapon platforms as they can be used for infantry or tanks. Also switching out windrider shurikens for scatter lasers.
Swooping Hawks also crossed my mind - i have 10 of them that could be put to use and assault 4 guns could be handy, as well as their grenade packs.
Executioner / smite would be useful for chipping away too so I would be tempted to field as many psykers as possible.
The guy seems so sure of himself - i'm not going to be upset if I lose, I just don't want to prove him right and be shot off the board by the end of the second turn. Would be nice to have him on the ropes a bit!
Any advice is welcome!
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This message was edited 1 time. Last update was at 2021/03/29 07:58:16
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![[Post New]](/s/i/i.gif) 2021/03/29 11:17:39
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Sarigar wrote:Design your army around the objectives and develope your strategy around that concept. My lists at the beginning of 9th and now look very different because of this and it performs much better.
Good advice - you're absolutely right. I think I got a bit distracted by the OP army and began to take my focus off the objectives.
That's helpful, thanks
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![[Post New]](/s/i/i.gif) 2021/04/15 15:16:58
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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iGuy91 wrote:Hey Folks. I'm a stranger to Craftworlds. I need to help my buddy out. My friend is a very relaxed kind of player, and he expressed concern that he has an upcoming game vs space wolves where that player wants to bring 12 Thunderwolf Cavalry.
The best advice I could give him is fire and fading 10 dark reapers, with 2 farseers to cast guide/doom/smite/executioner and a spiritseer to hit a squad of thunderwolves with Jinx. Backing all that up is a nice 20 man guardian bomb from deep strike. By my math, the psychic power combo plus dark reapers should eat 6 thunderwolves a turn?
His models are fairly limited and dated. I'm trying to help him put together something that can at least hang with a list like that. Any advice would be appreciated. I think he was planning on running Expert Crafters/Martial Citizenry for his craftworld.
Sounds like a bit of a douche... but there's a way around it.
Tell your friend to field at least one, if not two hemlock wraithfighters
Equipped with 2 heavy d-sythes that automatically hit D3 times each and will wound on 2s, AP4, causing 2 damage.
They'll rinse through them in no time AND best of all, as they're flyers, they can't be charged unless his Thunderwolves sprout wings.
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![[Post New]](/s/i/i.gif) 2021/04/20 20:11:28
Subject: Re:Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Upcoming casual tournament between friends.
One list, knockout style comp so needs to be fairly well rounded.
Only 1,200 points so really having to choose wisely
Thoughts welcome
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [69 PL, 1,200pts] ++
+ Configuration +
Craftworld Attribute
Detachment Command Cost
+ HQ +
Farseer [6 PL, 120pts]: 0. Smite, 2. Doom, 4. Executioner, 4: Fate's Messenger, Shuriken Pistol, Singing Spear, Warlord
. Faolchu's Wing
Warlock Skyrunner [4 PL, 70pts]: 0. Smite, 1. Conceal/Reveal, Shuriken Pistol, Singing Spear
+ Troops +
Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Battle Fortune
Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Battle Fortune
Guardian Defenders [9 PL, 142pts]
. 15x Guardian Defender: 15x Plasma Grenades, 15x Shuriken Catapult
. Guardian Heavy Weapons Platform: Shuriken Cannon
+ Elites +
Fire Dragons [12 PL, 138pts]
. 5x Fire Dragon: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Crack Shot
Wraithblades [10 PL, 200pts]: Ghostaxe and Forceshield, 5x Wraithblade
+ Fast Attack +
Windriders [7 PL, 120pts]
. 6x Windrider - Twin Shuriken Catapults: 6x Twin Shuriken Catapult
+ Heavy Support +
War Walkers [8 PL, 140pts]
. War Walker: Aeldari Missile Launcher, Shuriken Cannon
. War Walker: Aeldari Missile Launcher, Shuriken Cannon
+ Dedicated Transport +
Wave Serpent [9 PL, 150pts]: Twin Shuriken Cannon, Twin Shuriken Catapult
++ Total: [69 PL, 1,200pts] ++
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![[Post New]](/s/i/i.gif) 2021/04/21 06:26:11
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Not at all, but I like to have the extra command points where I can. Open to suggestions though! Automatically Appended Next Post: I’m also not set on Craftworld attributes. Plan to play a custom.
Masterful Shots is a must for a few of the guys I’ll be playing against. Beyond that, I’m torn on the second between Expert Crafters, Hail of Doom or potentially even Superior Shurikens.
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This message was edited 1 time. Last update was at 2021/04/21 06:39:46
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![[Post New]](/s/i/i.gif) 2021/04/22 08:40:45
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Tyranid Horde wrote:It may be worth considering Biel-Tan for this list as you can take advantage of the rerolls for shuriken and the aspect warriors can benefit from the extra LD which could be clutch in keeping one guy on an objective to net you a few VP. It also opens up the spirit stone relic for reroll potential on your warlock.
If you're going down custom craftworlds, you could split your war walker squadron to avail of Expert Crafters for the rerolls and it forces split firing instead of just focusing down the one squad and the single detachment you're using allows for that. The same could be done with your jetbikes. Superior shurikens would also be good too, and that combo might be a bit better than using something + masterful shots.
Interesting thought with Biel Tan for sure. I did consider splitting the walkers and bikes but doing so would mean i can only guide / protect one such unit rather than all of them.
I think for that reason, it may be better to keep them as a single unit, but time will tell.
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![[Post New]](/s/i/i.gif) 2021/04/29 23:36:48
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Eldar vs Orks
What do people recommend? I’m thinking lots of Shuriken fire, maybe add Hail of Doom to give no saves to majority of units?
Executioner and Smite for horde units?
Any out-of-the-box ideas welcomed!
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![[Post New]](/s/i/i.gif) 2021/05/03 06:58:35
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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I have a game lined up later today
Only small - 1000 points... against Death Guard.
Struggling to put a list together that I feel confident with. My Only saving grace (I think?) is that at 1k points a DG force will be very small so I have the opportunity to outnumber and hopefully win objectively.
As far as the fight goes, I’m at a bit of a loss.
What do we think?
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![[Post New]](/s/i/i.gif) 2021/05/06 09:43:50
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Can a Wraithseer be a Warlord?
A few people are suggesting it online to give him the ability to target characters with that beasty D-Cannon, but Battlescribe won't give the option and I personally don't see how it could be allowed either?
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This message was edited 1 time. Last update was at 2021/05/06 09:44:06
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![[Post New]](/s/i/i.gif) 2021/05/10 08:26:14
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Mini battle summary
Played against Necrons last night, 1500 points.
Despite hearing almost every Craftworld player say that the "only way to play CW is vehicle heavy lists" I actually had very few. No grav tanks at all, only one war walker and two weapon platforms.
Managed to field two farseers (one on foot and a skyrunner) as well as a spiritseer and wraithseer. Sooooo much smite - and executioner of course - made for a great way to whittle down his warriors quickly without allowing his reanimations while also letting me use my shooting phase for the big bad units.
I watched 3 battle reps for CW v Necrons ahead of the game and in ALL of them, Eldar conceded by the third turn. Once in the second. I was expecting to be massacred before i even went in so overall a very pleasing and surprising result!
Happy to share the full list if anybody is interested / curious!
Great to roll some dice again finally!
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This message was edited 1 time. Last update was at 2021/05/10 08:27:09
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![[Post New]](/s/i/i.gif) 2021/05/10 16:55:49
Subject: Re:Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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++ Battalion Detachment 0CP (Aeldari - Craftworlds) [74 PL, 1,500pts] ++
+ Configuration +
Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Hail of Doom
+ Stratagems +
Specialist Detachment
+ HQ +
Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 3. Fortune, Shuriken Pistol, Witchblade
Farseer Skyrunner [7 PL, 140pts]: 0. Smite, 2. Doom, 4. Executioner, 4: Fate's Messenger, Shuriken Pistol, Singing Spear, Warlord
Spiritseer [3 PL, 60pts]: 0. Smite, 4. Protect/Jinx, 4: Fate's Messenger, Shuriken Pistol
. Faolchu's Wing
+ Troops +
Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Battle Fortune, Bladestorm
Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Battle Fortune, Bladestorm
Guardian Defenders [8 PL, 160pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
+ Elites +
Wraithblades [10 PL, 200pts]: Ghostaxe and Forceshield, 5x Wraithblade
+ Fast Attack +
Windriders [7 PL, 180pts]
. 6x Windrider - Shuriken Cannon: 6x Shuriken Cannon
+ Heavy Support +
Dark Reapers [9 PL, 175pts]
. 4x Dark Reaper: 4x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Crack Shot
Support Weapons [8 PL, 120pts]
. Support Weapon: D-cannon
. Support Weapon: Shadow Weaver
War Walkers [4 PL, 60pts]
. War Walker: Shuriken Cannon, Shuriken Cannon
Wraithseer [8 PL, 170pts]: 0. Smite, 5. Quicken/Restrain, D-cannon
++ Total: [74 PL, 1,500pts] ++
Created with BattleScribe Automatically Appended Next Post: Ignore Fates messenger on the Spiritseer - and I also gave the reaper ex the 2x shots ability instead of crack shot.
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This message was edited 1 time. Last update was at 2021/05/10 17:10:10
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![[Post New]](/s/i/i.gif) 2021/05/10 20:54:32
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Argive wrote:I hope you played this as a battalion and a spearhead because its illegal battalion 4 Heavy slots :S
Automatically Appended Next Post:
Im planning to try something very similar as an ulthwe patrol and a EC spearhead when my area is open for games.
Yes spearhead - I just built the list in battalion and couldn’t be bothered to rebuild the whole thing in spearhead in Battle Scribe after I decided to switch it lol
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![[Post New]](/s/i/i.gif) 2021/05/11 08:42:18
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Argive wrote:Instead of the shadow weaver wouldn't you be better off with a tempest launcher ?
Tough call but i like the reliability of the regular reaper launchers. Firing twice with guide at flat 3 damage is too good to pass up in a list that has few 'big guns'.
The infantry killers come from shuriken fire with Hail of Doom and the large amount of smite spam but the shadow weaver was a good back up as it can hide away and still fire.
Argive wrote:Anyone have a run down of the custom traits and powers saved for the guy?
I know we posted these when the book came out/ was being previewed but I have no idea which thread this would be in.
Definitely not here: http://scope40k.com/library/category/7-campaigns?download=44:psychic-awakening-1-phoenix-rising
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![[Post New]](/s/i/i.gif) 2021/05/11 13:22:13
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Sarigar wrote:
I started vehicle heavy when 9th was released, but as the months went on and armies other than Marines hit the table, my army morphed quite a bit. Adding an assault element was key. The number of models with the vehicle keyword diminished as well. War Walkers are still a staple in my army, but units like Shadow Spectres, Reapers, and Wraithblades replaced vehicles with fairly good results. Happy to hear you getting to roll dice again and having solid results.
Funny you mention Walkers - i have taken them in every list up to now because - again - everybody insists theyre one of our strongest units.
Honestly, i haven't had THAT much luck with them. How do you generally field them?
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![[Post New]](/s/i/i.gif) 2021/05/13 08:51:00
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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popisdead wrote: Crafter91 wrote:Eldar vs Orks
What do people recommend? I’m thinking lots of Shuriken fire, maybe add Hail of Doom to give no saves to majority of units?
Executioner and Smite for horde units?
Any out-of-the-box ideas welcomed!
Over saturation of fire. Doom and guide as a guaranteed cast. The -1 save wouldn't hurt either. Mobility as well so you can avoid lockdown.
I'm not sure how Smite helps for Horde or Executioner. But if you can math out a way to make a portion of your army take out mmmm 45 boyz a turn that's effective. That much helps bad rolls; and you'll want to be a bit far away to avoid counter threats. You'll want your army to not engage take down key threats per turn.
I'm actually rematching this game on Friday - unfortunately we had to cut it short due to unforeseen events after turn 2.. but i was off to a cracking start at the time!
Annoyingly this likely means that my OP will adjust his list but also affords me the possibility to do the same.
I did like lots of shuriken fire + hail of doom as it helped thin out hordes. I took a unit of hawks for scramblers but i'm in two minds about whether to keep them or not.
I also took a guardian blob which was great but i was restricted as to where i could fit it on the table due to the volume of minis. I wouldn't want him to stop me from webwaying them anywhere useful by screening the table.
Any other thoughts are welcome
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![[Post New]](/s/i/i.gif) 2021/05/14 08:22:47
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Sarigar wrote:I think Spiders a more versatile than Hawks for Deploy Scramblers and Engage on all Fronts. If you are getting limited space to move, Spiders have great mobility even without deep striking.
Wraithblades (Axe and Shield) with Protect and Fortune can really absorb a ton of attacks and Orks will likely not have much to stop you from casting. A largish unit of 8-10 and get them onto midboard objectives to hold the line and help contest the objective.
I don't have spiders just yet - HATE the miniatures. Was hoping we might get new ones this year so i'm putting off buying them...
Wraithblades are a love of mine but they're an expensive unit in a 1,500 point game. Again, at present I only have 5 at my disposal, but i have considered them.
QUESTION: If i run two war walkers in a single unit with Aeldari Missile Launchers, can I roll for their shooting at the same time? At D6 blast, i could have multiple shots at auto 6 rather than D6 but if the one shot kills enough minis to get the unit below 11, obviously that goes out of the window if i roll for them one after the other. My thinking is that if theyre part of the same unit they can fire at the same time? Bit of a grey area.
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![[Post New]](/s/i/i.gif) 2021/05/14 12:19:41
Subject: Re:Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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I think i'm settled on a list
Managed to squeeze in the wraithblades and a spiritseer. Dropped vehicles again (let's see if it pays off!)
I also upped the hawk unit size to 9. I fugure 36 shots + grenade packs will hopefully be a good way to clear out some Boyz. Even more so if i can combine it with a 20man guardian blob.
Thoughts welcome! Wish me luck!
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [73 PL, 1,499pts] ++
+ Configuration +
Craftworld Attribute
. Custom Craftworld: Expert Crafters, Hail of Doom
+ HQ +
Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 3. Fortune, Shuriken Pistol, Witchblade
Farseer Skyrunner [7 PL, 140pts]: 0. Smite, 2. Doom, 4. Executioner, 4: Fate's Messenger, Shuriken Pistol, Singing Spear, Warlord
Spiritseer [3 PL, 60pts]: 0. Smite, Shuriken Pistol
. Faolchu's Wing
+ Troops +
Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Bladestorm
Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Bladestorm
Guardian Defenders [8 PL, 160pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult
+ Elites +
Wraithblades [10 PL, 200pts]: Ghostaxe and Forceshield, 5x Wraithblade
+ Fast Attack +
Swooping Hawks [8 PL, 149pts]
. 8x Swooping Hawk: 8x Lasblaster
. Swooping Hawk Exarch: Hawk's Talon
. . Exarch Power: Evade
Vypers [3 PL, 70pts]
. Vyper: Aeldari Missile Launcher, Shuriken Cannon
Windriders [7 PL, 150pts]
. 5x Windrider - Shuriken Cannon: 5x Shuriken Cannon
+ Heavy Support +
Dark Reapers [9 PL, 175pts]
. 4x Dark Reaper: 4x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot
War Walkers [8 PL, 160pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
++ Total: [73 PL, 1,499pts] ++
Created with BattleScribe Automatically Appended Next Post: Smashed it!! The vehicleless list has prevailed once more. Was a very very close game for two turns and then Eldar started to pull ahead.
Secondaries were scramblers, EOAF and Psychic Ritual. Managed to score well on them all and even do well on Primaries (5/5/15/15)
Final score:
Eldar 78
Orks 33
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This message was edited 1 time. Last update was at 2021/05/14 22:26:54
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![[Post New]](/s/i/i.gif) 2021/05/17 08:30:25
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Sarigar wrote:you generally will not win games if you don't actively score your own secondaries.
This.
I have only played 3 games of 9th so far (darn covid) but have quickly learned that secondaries are how Eldar make up their shortfalls for primaries.
Engage on all fronts and Deploy Scramblers have always been strong for me so far. can generally score 25 points from these quite easily.
I also used Wraithblades with Matchless agility to ensure they get onto objectives quickly. I also keep a Spiritseer nearby to buff them (rerolling 1s helps with -1 to hit axes and a protect spell will improve their saves to 2+ 3++).
Good luck!
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![[Post New]](/s/i/i.gif) 2021/05/19 07:50:38
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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popisdead wrote:Crafter91 wrote:I don't have spiders just yet - HATE the miniatures. Was hoping we might get new ones this year so i'm putting off buying them...
Sarigar wrote:Regarding Spiders: Fair point. I enjoyed first painting them in the I'd 90s when they were released. I did not enjoy painting the those models in 2020 (I no longer owned the models from the 90s).
Shrugs, I love the models. I dont' see any reason to slag classic Jes Goodwin sculpts. I've been painting mine and they are a fun to paint and look great on the table.
Perhaps 'hate' was a bit strong - but i'm not a fan. Partially down to the sculpts but mostly down to the lack of poses available. I'll hold out for fresh sculpts for a bit longer. My Hawks have been reliably scoring scramblers so far so i'm not in a rush to replace them.
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