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Made in gb
Longtime Dakkanaut





London, UK

 Korlandril wrote:
Yeah I understand. I would prefer a short write up or even bullet points for each unit then?


If you're going to do this, you should make the focus be competitively minded. It is a tactics thread after all.
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Longtime Dakkanaut





London, UK

Tier lists aren't a good assessment of how units or an army works.

I respect that it can be easy to list things in tiers and I also respect that everyone has different ways they like to play the game, but the best way to assess how good a unit is, is based on whether they see play in the competitive scene or not. It's not a simple "hot or not", you can see how much a certain unit appears in competitive lists because there are always "techs" that make appearances in some lists.

Once you get the competitive units out of the way, you can discuss the potential of units that are semi-competitive and so on.

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London, UK

Of course I am suggesting a tier list, and I didn't state otherwise. Tier lists are not a good assessment of how units or an army work. Tier lists are fundamentally based on the competitive meta and the listing should reflect that rather than stating something is Tier 1, 2, 45, etc.

Your way is fine to an extent (korlandril), but has absolutely no reasoning as to why you've tiered them this way. Stating what something does or saying not as good as X isn't sound reasoning.

Edit: In addition, you'd ideally want to pair individual unit analysis with maths/stats and their synergies with other units, and differentiate between what is tier 1 for a Crimson Hunter and what is tier 1 for a Dire Avenger.

This message was edited 4 times. Last update was at 2019/11/25 09:44:56


 
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London, UK

Moosatronic Warrior wrote:
Teir lists are a bit subjective, if there are stats available that reflect a units use in competitive games, then include that in the unit review.

 Korlandril wrote:
Ok, how's this then roughly:

Dire Avengers
A cheap Troop choice when taken as a 5-man squad while still with some good capability. 5+ overwatch, 4+ save. Always take an Exarch for a free extra wound.



I don't think there needs to be a description of the units rules, or for every power/ability to be covered. How about something like:

Unit: Dire Avengers

Tournament stats: (I'm not sure what form these actually take!)

Ways to play them: (people post how they run the unit, and all the ideas are listed) eg...


I run them as 58pts for a 5 man unit with an Exarch with 2x Catapults, and the Shredding Fire Exarch power. This configuration is cheap to fill out a battalion. It's fast with good firepower for it's cost, but isn't very durable, so I like to run them in Wave Serpents.

I'm a mad cat who likes to run a full unit of 10 with the Avenging Strikes Exarch power in a Wave Serpent. The plan is for my Serpent to get blown to bits, taking an Avenger or two with it, so that the squad gets +1 to hit and wound!




This would work, and as for tournament stats, you could easily list the frequency of said unit appearing in ITC lists for the past year and how many units were taken. Maybe state that they're a troop tax for CP etc. Not every unit that is taken are taken because they're good, it's because they're cheap filler units!
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London, UK

Flyer spam was a top table list in tournament play for a reason and also the reason behind people's eyes rolling back in their head every time you tell them that you play Eldar.

You can't ignore them or you lose the game.
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London, UK

They're down to 11 from 13, the leak is not including wargear as far as I'm aware.

This message was edited 1 time. Last update was at 2019/11/27 12:50:31


 
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London, UK

Yeah, they did that for the CHE on the WH community website and I had to do a double take to understand what they were on about. I don't think I ever consider the base cost of a model without wargear.
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London, UK

Have you tested out the list yet? I'd be interested to see how it plays!
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Longtime Dakkanaut





London, UK

Kebabcito wrote:
What's the eldar meta now? aren't SP and DR too nerfed?


Spears and Reapers got a big enough boost from PA with their Exarch traits to see play in tournament lists again, especially Spears. Coupling that with points drops for both units means they're probably pretty viable.

Reapers are gonna compete against Fire Prisms which I believe have been reduced in points too.

With CA coming out it's hard to tell exactly what will make the meta lists but it's likely to be largely the same as currently seen: flyers!
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London, UK

You can outrange most of that ignoring LOS stuff for the most part though with the option to stick an extra 6" on the squad's weapon range. Add fire and fade into the mix and your opponent has a very hard time removing them.
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Longtime Dakkanaut





London, UK

I was bringing five banshees specifically to disrupt gunlines but they're nowhere near as versatile as the banshee mask autarch.

It's a pretty big loss for us I think.
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Longtime Dakkanaut





London, UK

The Autarch on foot is meant to be the Yriel model, so it does have one in an indirect way.

Jet-autarchs are still very much a viable unit and in matched competitive play they're a cheap enough chance at more CP.

I'm not surprised about the bonesinger, it was a made to order model a few years ago and with no access it fits the criteria for moving into legends.

With the warlocks being so cheap now they might get pushed out in favour of the cheaper, probably more useful psykers.

This message was edited 1 time. Last update was at 2019/12/05 10:08:01


 
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London, UK

If it's wysiwyg I'd have no problem playing against it.

Complaining about how someone models a unit is ridiculous.
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London, UK

Legends aren't matched play legal, which I think the majority of people use, not just tournament players.
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London, UK

Honestly a super cool list! Interesting to see that the War Walkers have been split up into separate units, works around the secondaries well (I assume ITC?).
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Longtime Dakkanaut





London, UK

Been playing with this list recently as there are now a lot of marines at my local while still maintaining some semblance of a take all comers list.
I think the obvious changes that could be made is to drop the Dark Reapers but they have been really effective when hidden well and with psychic support and the potential for an added 6 inches to their weapons they're a real menace and do well against intercessors.

Thoughts?

++ Battalion Detachment +5CP (Aeldari - Craftworlds) [57 PL, 7CP, 1,019pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masters of Concealment

Detachment CP [5CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Craftworlds Warlord, Shuriken Pistol, Singing Spear

Farseer [6 PL, 110pts]: 0. Smite, 3. Fortune, 4. Executioner, Shuriken Pistol, Witchblade

+ Troops +

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

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

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

+ Heavy Support +

Falcon [9 PL, 120pts]: Crystal Targeting Matrix, Starcannon, Twin Shuriken Catapult

+ Flyer +

Crimson Hunter Exarch [9 PL, -1CP, 176pts]: Two Starcannons
. Exarch Power: Exemplar of the Hunter Shrine, Hawkeye, Marksman's Eye

+ Dedicated Transport +

Wave Serpent [9 PL, 159pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Starcannon

Wave Serpent [9 PL, 159pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Starcannon

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [23 PL, 1CP, 510pts] ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masters of Concealment

Detachment CP [1CP]

+ HQ +

Warlock [2 PL, 45pts]: 1. Fateful Divergence, 4. Protect/Jinx, Shuriken Pistol, Witchblade

+ Heavy Support +

Dark Reapers [13 PL, 315pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
. . Exarch Power: Rain of Death

War Walkers [4 PL, 75pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

War Walkers [4 PL, 75pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [29 PL, 1CP, 471pts] ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masters of Concealment

Detachment CP [1CP]

+ HQ +

Warlock [2 PL, 45pts]: 1. Conceal/Reveal, 5. Focus Will, Shuriken Pistol, Witchblade

+ Heavy Support +

Fire Prism [9 PL, 142pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 142pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 142pts]: Twin Shuriken Catapult

++ Total: [109 PL, 9CP, 2,000pts] ++

Created with BattleScribe
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London, UK

 Argive wrote:
 Tyranid Horde wrote:
Been playing with this list recently as there are now a lot of marines at my local while still maintaining some semblance of a take all comers list.
I think the obvious changes that could be made is to drop the Dark Reapers but they have been really effective when hidden well and with psychic support and the potential for an added 6 inches to their weapons they're a real menace and do well against intercessors.

Thoughts?

++ Battalion Detachment +5CP (Aeldari - Craftworlds) [57 PL, 7CP, 1,019pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masters of Concealment

Detachment CP [5CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Craftworlds Warlord, Shuriken Pistol, Singing Spear

Farseer [6 PL, 110pts]: 0. Smite, 3. Fortune, 4. Executioner, Shuriken Pistol, Witchblade

+ Troops +

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

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

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

+ Heavy Support +

Falcon [9 PL, 120pts]: Crystal Targeting Matrix, Starcannon, Twin Shuriken Catapult

+ Flyer +

Crimson Hunter Exarch [9 PL, -1CP, 176pts]: Two Starcannons
. Exarch Power: Exemplar of the Hunter Shrine, Hawkeye, Marksman's Eye

+ Dedicated Transport +

Wave Serpent [9 PL, 159pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Starcannon

Wave Serpent [9 PL, 159pts]: Crystal Targeting Matrix, Shuriken Cannon, Twin Starcannon

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [23 PL, 1CP, 510pts] ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masters of Concealment

Detachment CP [1CP]

+ HQ +

Warlock [2 PL, 45pts]: 1. Fateful Divergence, 4. Protect/Jinx, Shuriken Pistol, Witchblade

+ Heavy Support +

Dark Reapers [13 PL, 315pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
. . Exarch Power: Rain of Death

War Walkers [4 PL, 75pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

War Walkers [4 PL, 75pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Spearhead Detachment +1CP (Aeldari - Craftworlds) [29 PL, 1CP, 471pts] ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masters of Concealment

Detachment CP [1CP]

+ HQ +

Warlock [2 PL, 45pts]: 1. Conceal/Reveal, 5. Focus Will, Shuriken Pistol, Witchblade

+ Heavy Support +

Fire Prism [9 PL, 142pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 142pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 142pts]: Twin Shuriken Catapult

++ Total: [109 PL, 9CP, 2,000pts] ++

Created with BattleScribe


Id try 3x3 reapers. Tou get a lot more value out of exarch traits and expert crafters and dont have to worry about guide.


I am personally not a fan of MSU reapers. Guide on the big unit in an army that hasn't got many other guide targets and the ability to get it to go off with focus will I find is immensely more valuable than a single reroll.
While MSU is useful in some aspects, they also can't be fire and faded into LoS blocking cover, or used as a good forewarned target with the Farseer.
Made in ie
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London, UK

 Sarigar wrote:
What successes and/or challenges are you all facing? So far, I've only played against Space Marines and it has been a real uphill battle for myself.

The secondary "Bring It Down" is yielding my opponent nearly/all points. Craftworld vehicles perform reasonably well, but by turn 4, they are generally crumbling.

I have had little success with Witchcraft secondaries. I've found the Craftworld psychic powers critical or getting within range to cast for the secondary gets the psyker promptly eliminated.

Dire Avengers are ok, but nothing special. Objective Secured is critical, but they fall apart very quickly once exposed.

I've had luck with 2x5 Warp Spiders to garner secondaries such as Engage on All Fronts or Line breaker. The innate-1 to hit ability does help as well as the ability to move anywhere on the table once per game.

All in all, it has been much more challenging than 8th and ITC missions.

Every opponent I have faced indicated the unit of 2-3 Hornets is a significant threat. It stands to reason facing Marines with Hornet Pulse Lasers.

I've utilized a 2 strong Warlock Conclave and have had success with casting , but it has generally been for Jinx (extending its range via stratagem).

Controlling the Primary Objectives has been quite a challenge against Marines. They wreck whatever is on the objectives prior to my next command phase.

Some ideas was to use 3 Nightspinners and pick the secondary, While We Stand, We Fight. But, I could not have Wave Serpents in the list, which seems like a bad idea.

Right now, I'm definitely facing significant challenges against Marines (lots of folks on the bandwagon atm).

Thoughts?



Thought I'd drop my experiences after a few games. I am one win (vs Dark Angels), one loss (vs Custodes). Both games I went second.

For the first game against Custodes, I basically brought my 8th edition list Mechdar without roughly 300 or so points so tweaked it a bit to fit.

Like you, I have found that giving away all points for "Bring it down" is somewhat unavoidable, the likes of Wave Serpents and Falcons are necessary for protecting the squishy guys inside. This brings me onto Dire Avengers, I have tried them both with a shimmershield and without, and the results ended up with 5 dead avengers should anyone decide to focus fire them. They remain hidden in tanks but they don't survive holding primaries for very long. They could be useful to use on backfield objectives like raise the banners, but I mainly take them as a tax unit. Guardians I see have potential, hiding 10 of them on an objective is useful with the potential to screen thanks to the size of the unit. 1CP for a 4++ isn't bad either.

War Walkers for me have been the big performer in both games, their cheap body and double star cannons work very well coupled with expert crafters and masterful shots. The custodes player mentioned he found them very pressuring as single units, being able to flank the board and effectively force him to deal with denying me secondary points with 70 point models. They were very useful in screening his dreadhost bomb and in the game against DA, their drop pods and DW Knights. They also easily net points for line breaker or the engage on all fronts secondaries should they be chosen.

I used 3 fire prisms in my first game and they actually performed well, hiding and moving around to link fire proved to be pretty useful. Not entirely sure how effective these would be in a game against marines though, so replacing them with Falcons in future games.

My gameplay tended to focus on rushing down objectives early game to net full primaries in turns 2 and 3 while limiting what my opponent can shoot at by keeping things in deepstrike in the case of the war walkers. I tried striking scorpions and they were okay but not stellar by any means and I brought some swooping hawks who did better, their fire rate made them a distraction and they're an okay screen/charge preventer with the supressing fire ability.

As far as I see, it's gonna be tough playing Eldar for a while without souping in Harlequins.

This message was edited 2 times. Last update was at 2020/08/25 13:16:10


 
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London, UK

Leo_the_Rat wrote:
What would you want the Harlies to do for you and, if you don't mind explaining why?


Fast, Combat units to go with shining spears, great screens, troupe masters are strong and big squads of skyweavers are reasonably reliable for the points you pay.

I don't play them personally as I'm a bit of a purist, but I know a few that do and they're getting good success from them.
Made in ie
Longtime Dakkanaut





London, UK

With the smaller board sizes and the prevalence of having a lot of cover to work with, masters of concealment is a bit redundant and it makes more sense to actually negate cover through using masterful shots. The difference between a starcannon causing 5+ saves or 6+ saves to an intercessor is huge and when facing a lot of infantry, concealment isn't the way to go. You want to be killing things so they don't shoot back, not shoring up on the hopes of being 12" away for a little bit of extra survivability.

I'm personally not sold on the vibrocannons, or any support weapons for 9th edition, it is way to easy for them to be countered with strategic reserves being a factor and unless you're hanging guys back, you can't screen for them.

Kingeff, I like the list, especially the vypers and war walkers, but I am not seeing the best synergy with expert crafters. I know you have a guide/doom seer to help, but it might be worth thinking about fortune instead of guide to make a unit really hard to kill instead of MoC route.
Made in gb
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London, UK

Sounds like you had a great game NuhJuhKuh!

Seeing as you scored so highly, were you happy with the secondaries you'd picked? Were there any other points to note during the game that you'd like to discuss?
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Longtime Dakkanaut





London, UK

I have a game this weekend and seeing as how my mechdar has struggled with primaries I thought I'd try to bring in some more bodies (infantry) to focus on scoring the secondaries more easily than before. Ideally, the secondaries I'm after are: Linebreaker, Deploy Scramblers and Engage on all Fronts. The list focuses more on the objective game than the killing game which I feel Eldar are quite capable of doing right now and if there are more suitable secondaries I'm not stuck for swapping some of them out.

I'm trying to decide between Hunters and Masterful Shots currently, as Hunters only really impacts some units in combat some of the time (makes Spears and scorpions killier, and war walkers entertaining) while MS works pretty much all the time.

Early game plays can vary too, with most tanks having the potential to be a tough nut to crack on turn one and have the speed to cap objectives and still leave the threat of an ObSec unit after if they die. War walkers can be deployed turn one or avail of their own deepstrike for more disruption or back field harassment.

The likes of Hawks, Spiders and Scorpions can work on scramblers while having the potential to screen and deepstrike for free. The Spears are good for disruption and can achieve a good charge using quicken and/or be durable with the 3++ or protected with a 2++.

Thoughts? If I had some Vypers I'd definitely consider a few of them as they're so cheap for such a good fire base. Another option is to drop the spirit stones on the falcons to make room for warlocks on jetbikes for extra movement but aren't as easy to hide like their foot slogging counterparts.


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [108 PL, 12CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Hunters of Ancient Relics

Detachment CP

Gametype: Matched

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 2. Doom, 3. Fortune, Shuriken Pistol, Witchblade

Warlock [3 PL, 50pts]: 4. Protect/Jinx, 5. Focus Will, Shuriken Pistol, Witchblade

Warlock [3 PL, 50pts]: 3. Ghostwalk, 5. Quicken/Restrain, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. Faolchu's Wing

+ Troops +

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

+ Elites +

Striking Scorpions [3 PL, 75pts]
. 4x Striking Scorpion: 4x Plasma Grenades, 4x Scorpion Chainsword, 4x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Scorpion's Claw
. . Exarch Power: Ambush

+ Fast Attack +

Shining Spears [10 PL, 175pts]
. 4x Shining Spear: 4x Laser Lance, 4x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance
. . Exarch Power: Skilled Rider

Swooping Hawks [4 PL, 80pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster
. . Exarch Power: Swooping Barrage

Warp Spiders [4 PL, 90pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Death Spinner
. . Exarch Power: Web of Deceit

+ Heavy Support +

Falcon [8 PL, 140pts]: Spirit Stones, Starcannon, Twin Shuriken Catapult

Falcon [8 PL, 140pts]: Spirit Stones, Starcannon, Twin Shuriken Catapult

War Walkers [12 PL, 210pts]
. War Walker: Starcannon, Starcannon
. War Walker: Starcannon, Starcannon
. War Walker: Starcannon, Starcannon

+ Flyer +

Crimson Hunter Exarch [11 PL, 200pts]: Two Starcannons
. Exarch Power: Evade

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon

Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon

Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon

++ Total: [108 PL, 12CP, 2,000pts] ++

Created with BattleScribe
Made in gb
Longtime Dakkanaut





London, UK

I see where you're coming from, but as Heavy Intercessors aren't out yet, this won't affect my game this week . Custodes are a thing however, but against armies with a low model count, it's easy to play the objective game and win that way. Starcannons are generally the best TAC weapon for the cost right now and we realistically don't have anything more reliable.

In terms of foot HQs, I've always found them to be fine, they have decent transport options and their threat range is fine from disembarkation as they are mostly for buffing the units I have. Like I said, I could drop the spirit stones and scorpions claw to upgrade two characters to bikes.

I picked the Spiders and Hawks not for their damage output, but for their ability to move around the board and redeploy. 80 and 90 point units are perfect for that, especially if they're maxing out secondaries like scramblers and linebreaker fairly early on and the screening they can provide is pretty decent too.

I was also considering a unit of fire dragons to slot in somewhere, they're another 3+ save unit to the army and can be a threat that has to be dealt with. Their cost however is pricey and they have the potential to do nothing.
Made in gb
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London, UK

Thank you both for your input, I think I'll tweak the list to allow for Jetlocks which means simply dropping the scorp claw and spirit stones to include them.

In relation to the fire dragons kingheff, I made a double patrol list to include them, at the expense of a war walker and a squad of avengers. This also allowed me to add some AMLs on to the remaining walkers, who are their own entries in the heavy slot. The fire dragons are an increased threat and sitting in a falcon or wave serpent makes their transport a "must kill" for the opponent. What do you reckon?

If I were to drop a wave serpent, I think the double patrol helps a little better to squeeze a hard hitting heavy support (combining the walkers), elite or fast attack unit with the 160 point hole the serpent makes.

NuhJuhKuh, what would your argument be for the Hemlock over the CHE? Would the psychic power be of value over the CHE?


++ Patrol Detachment -2CP (Aeldari - Craftworlds) [65 PL, 10CP, 1,180pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Hunters of Ancient Relics

Detachment CP [-2CP]

+ HQ +

Farseer Skyrunner [7 PL, 140pts]: 2. Doom, 3. Fortune, 3. Ghostwalk, Shuriken Pistol, Singing Spear

+ Troops +

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

+ Elites +

Fire Dragons [6 PL, 115pts]
. 4x Fire Dragon: 4x Fusion Gun, 4x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Dragon's Bite

+ Fast Attack +

Swooping Hawks [4 PL, 80pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Lasblaster
. . Exarch Power: Swooping Barrage

+ Heavy Support +

Falcon [8 PL, 130pts]: Starcannon, Twin Shuriken Catapult

Falcon [8 PL, 130pts]: Starcannon, Twin Shuriken Catapult

+ Flyer +

Crimson Hunter Exarch [11 PL, 200pts]: Two Starcannons
. Exarch Power: Evade

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon

Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [44 PL, 820pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Hunters of Ancient Relics

Detachment CP

+ HQ +

Warlock [3 PL, 50pts]: 5. Focus Will, 5. Quicken/Restrain, Shuriken Pistol, Witchblade

Warlock Skyrunner [4 PL, 65pts]: 1. Fateful Divergence, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. The Phoenix Gem

+ Troops +

Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Bladestorm

+ Elites +

Striking Scorpions [3 PL, 65pts]
. 4x Striking Scorpion: 4x Plasma Grenades, 4x Scorpion Chainsword, 4x Shuriken Pistol
. Striking Scorpion Exarch: Scorpion Chainsword, Shuriken Pistol
. . Exarch Power: Ambush

+ Fast Attack +

Shining Spears [10 PL, 175pts]
. 4x Shining Spear: 4x Laser Lance, 4x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance
. . Exarch Power: Skilled Rider

Warp Spiders [4 PL, 90pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Death Spinner
. . Exarch Power: Web of Deceit

+ Heavy Support +

War Walkers [4 PL, 75pts]
. War Walker: Aeldari Missile Launcher, Starcannon

War Walkers [4 PL, 75pts]
. War Walker: Aeldari Missile Launcher, Starcannon

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon

++ Total: [109 PL, 10CP, 2,000pts] ++

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Made in gb
Longtime Dakkanaut





London, UK

The person I'm up against gave me a list of Iron Hands, Word Bears, Knights and Tzeentch Daemons, so there's a range of stuff there. I do like to make lists fairly tailored to the meta, hence the starcannons for the anti-heavy infantry.

The Hemlock sounds like a good idea when you put it that way, I didn't magnetise the flyer as that's a pretty big job that I have no experience with! Another option could be to run some Wraithblades (another unit I have in the pile of shame) as a straight swap for the CHE for another threat unit that gives me an additional combat threat and get them up the board in a wave serpent. Detracts a little from the Aspect Host "theme" but could be better.

This message was edited 1 time. Last update was at 2020/09/24 18:13:42


 
Made in gb
Longtime Dakkanaut





London, UK

@NuhJuhKuh, I'll give the axe and shield combo a try at some point! Just have to get magnetising I do think Banshees could be a shout when they get their power sword upgraded, as I did find their disruption to be quite useful in 8th edition, albeit countering overwatch a lot harder then.

@Gangrel767, I have to agree with you, getting those weapons fitted in was something I was intending to keep in my list as they do really benefit from Hunters. With the scorpions hitting first in combat always I feel that the claw could be a decent deterrent, and at worst, a target where other things in my army won't get shot. How have you found Dark Reapers? They seem quite squishy but they'd be an option if I decided to drop the CHE.
Made in gb
Longtime Dakkanaut





London, UK

Brave man bringing an avatar NuhJuhKuh! I like the list and it's themed very well.

You'll have to let me know how you get on with your Dark Reapers, especially as you're lacking guide and doom for more rerolls.

On my side, I decided to bring the double patrol list to my game (a few posts above) and ended up playing against mass daemon engine Word Bearers. His list threw up some issues to do with a lack of high strength weapons, as I didn't really have enough in the list to deal with a Discolord, maulerfiend, forgefiend, a rhino and two venomcrawlers.

The mission was Rise of the Machine Spirit from the grand tournament mission pack and I chose bring it down, engage on all fronts and deploy scramblers as secondaries and he picked engage on all fronts, raise the banners and bring it down.

I realised by my turn one that bring it down was a bad move against his list, as I didn't have the best tools to deal with his daemon engines, and his masters of possessions were extremely good at buffing their invulnerable saves and providing them with rerolls. Something other than bring it down would have been much better.

He managed to get a turn one charge charge off with his warptimed maulerfiend and make an 11 inch charge into one of my falcons and pop it after other units had plinked a few wounds off it. The other falcon got reduced to one wound and effectively neutered it for the remainder of its life. My turn one was underwhelming, the disadvantage of getting charged turn one, failing to deny his psychic powers and generally poor rolling put me on the back foot. I made the mistake of charging his discolord with my shining spears, who I'd protected and quickened to cause a bit of chaos and doomed the discolord. I managed to get it down to three wounds, but a 3++ was hard to get past, even with shots from the CHE, laser lances and the extra attacks from Hunters of Ancient Relics. If I was smarter, I'd have gone for his other daemon engines as I would have more reliably killed at least one of those off.

In turn two, he knocked 10 wounds (I failed 5, 4+ armour saves) off my CHE with a forgefiend and cleaned it up with a squad of havocs. Needless to say, I didn't have board control and getting him shifted off objecitves was tough going but when I got to my turn 2, I focused on forcing the objective game by dropping in the hawks and scorpions in his deployment zone, and the warp spiders in my own to start deploy scramblers and guarantee engage on all fronts.

I managed to start turning the game in turn 3 by dragging my opponent off objectives or contesting the ones I couldn't shift him off. By turns 4 and 5, I was scoring 15 points for the primaries while maxing engage on all fronts and giving him 0 points for the primaries.

The game ended with a win for me, scoring 77 points to his 65. It was fun, but had I picked some other secondary over bring it down, I would have likely scored more points. It was my fault in turn one for even giving him the opportunity to make a charge with any of his units on turn one, and that would have likely made the game a bigger win for me.

In terms of the units I ran, the war walkers with the AML/Starcannon combo were excellent, providing decent fire and eating his troops and an obliterator and knocking the last four wounds off a venomcrawler and knocking wounds off a rhino. For 75 points, the fire they took and the points they killed made them completely worth it by the end of the game. I actually really liked the Scorpions, Hawks and Warp Spiders. For their cost, they were essential in achieving scramblers, engage on all fronts, helping to shift marines off objectives and in general, being a nuisance for my opponent. The fire dragons were okay, two of them died when getting out of the falcon when it went down turn one, but they did help against the vehicles and plinked a few wounds off a few things before they died. I misplayed with the spears, I shouldn't have charged the discolord turn one, so they were an expensive loss.

I'll probably need to play some more games with the list to work out some of the kinks, but so far, it did what I want by getting an easy 25 secondary points in engage and scramblers.
Made in gb
Longtime Dakkanaut





London, UK

That looks like a really fun list Kingheff, I'm actually picking up some vypers on eBay as they look like excellent platforms for their points and the extra shuriken shots is a big help with hordes.

@NuhJuhKuh, you could definitely use your rangers to do actions like scramblers, their natural deepstrike is great for that if you don't mind giving up their character targeting abilities for a turn. They're also more durable than the average aspect warrior so they're tough to shift if you're doing anything like teleport homers.
Made in gb
Longtime Dakkanaut





London, UK

War walkers will probably beat out Vypers if heavy bolters become a viable option thanks to their extra toughness.
Made in gb
Longtime Dakkanaut





London, UK

Solid bit of maths there, which is a great help to my conscience as I've been trawling eBay for some Vypers to try out myself!

Bit late to the party, but this was an interesting read and shows you the state of Eldar (not you space clowns) and how they're doing.
https://www.goonhammer.com/the-october-2020-40k-meta-review/

 
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