Switch Theme:

Codex: Craftworlds Tactics Thread v2.0 - 9th Edition  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fixture of Dakka





Crafter91 wrote: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.

Baharroth has a special place in my heart, but he's been a bit confused since the removal of the IC and HIt & Run rules. When he could join a hawk squad, he was a great way to boost the unit's mobility (hit & run), keep your hawks shooting, get an extra grenade pack, and put an unexpectedly chunky body in the middle of a normally squishy unit. Right now, he doesn't hit very hard, he doesn't benefit from his own reroll aura, his sword's special rule is very situational, and he competes for slots with psykers. I still take him in casual games, but he's neither a beatstick in his own right nor a real force multiplier for your hawks (a seer with Doom and/or Guide does way more for your hawk units). He's also harder to keep alive in 9th than in 8th. In 8th, I could deploy a few deepstriking units with him and let him wander off to isolated areas of the table to bully shooty units or take objectives. Now, he's targetable if he doesn't have a body guard (and hawks aren't exactly durably body guards in their own right).

I'm pretty happy with hawks this edition. They don't do much damage against marines, but their raw volume of fire is awesome if you're ever facing something with low toughness and/or bad saves. Such armies just don't happen to be very popular in the meta right this moment. When I use them, I've been leaning towards the 5+ grenade pack exarch power. It isn't reliable, but a couple units dealing mortal wounds on a 5+ can chip away at a key target in a pinch, and an obscure(ish) rule that does mortal wounds tends to freak my opponents out a bit. Basically, hawks are mobile, have reach, and are easy to hide. They don't hit all that hard, but they can chip in wherever you need them to.

Compared to bikes, I find they're easier to hide, especially if you have CP for a Fire and Fade. They also let you do a bit of a reserves heavy beta strike list; just hide them in deployment, sky leap on turn 1, then bring them in with the rest of your reserves on turn 2.

Argive wrote:What are people's thoughts on Shadow specters?

I haven't used them much yet this edition, but they seem a lot better than they were. They're pretty good at killing marines. They no longer cost CP to deepstrike. Their blast profile means that they can scare hordes just as much as they scare marines. That said, they're squishy and hard to hide. Even when you could stack to-hit modifiers, I frequently found that they weren't very durable, and now they can't even do that. I think they might fall into the same category as drukhari scourges: reasonably hard-hitting, but difficult to keep alive after they show up.

Also, I'm a dork who loves overly complicated gimmick rules, and part of me is sad that the spectres keep getting less weird each edition.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Walking Dead Wraithlord






At -3 I found that people just left them alone after taking some pot shots and hitting on 6+.
But at -1 max its just no protection I don't think..

Was considering asurmen and protect for a 4++ blob but that's just too much investment.

The one thing on paper they have going for them is the AT capability. I like the AP & ROF better than the reapers.

If when I do get to play I'm keen to try out irylith as well. Hes got very decent shooting.


https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Dakka Veteran





 Argive wrote:
What are people's thoughts on Shadow specters?


I've played a few games with them and I've been pleasantly surprised. While I didn't think their 9E rules were bad, I did think their 8E rules were better. However, experience has shown that they're extremely good at killing any sort of infantry, so long as you can keep them alive. (I usually play with Expert Crafters and Masters of Concealment.)

With their two modes of fire Shadow Spectres can kill any sort of infantry. The dispersed shot tends to be overkill against its optimal targets (guardsmen and the like), so you often only need to fire a few blasts into light infantry to kill them off. The focussed shot is optimal for killing Marines. Pretty obvious stuff.

Since you can deploy the Spectres out of reserves and they had decent range you can usually pick and choose your targets. However, Spectres die quickly, even with a -1 to hit and 2+ save in cover. Try to block off LOS with terrain, and, ideally, place them so they can kill anything that can shoot back. The flank is usually the best place for them, as the edge of the board naturally limits attackers. The Spectres can knock off the enemy's flanking troops, and then work their way towards the center.

I find Doom to be an excellent power for Spectres, as it allows them to gun down tanks and monsters, or completely obliterate a horde of light infantry. Fortune can be good for some extra survivability, but it will only keep them alive against fairly feeble small arms fire. Fire and Fade is your best friend. They are good targets for Forwarned.

The Exarch does nothing, and neither does Shadow of Death rule.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
Made in gb
Walking Dead Wraithlord






yeah shame that. Pretty gutted they decided to just forget the whole exarch power being a thing.

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in gb
Screaming Shining Spear





 Argive wrote:
 kingheff wrote:
 mokoshkana wrote:
 kingheff wrote:
 mokoshkana wrote:
Hawks being one of your most expensive units means you are paying a lot for nothing in return. If you are hiding them, then they aren't shooting. If they are on the board, they are durable like a wet paper bag, so they will fold to anything that looks at them.

A ten man squad is going to do about 7 wounds to MEQ and then they will be stuck on the table for a counter attack. Tack on the avg one MW from grenade pack, and they've managed to kill 4 primaris, which means the squad is still alive.


The hawk squad is 117 points (the list is designed to have lots of cheap stuff to make them one of the three most expensive) so losing out on that isn't really a big loss. They're in the list only for the secondaries they can help me score which is something that really needs to be thought about in list design these days.

@Crafter91 I use very little infantry at the moment for that reason, my lists tend to be very vehicle heavy.
Honestly, I think you could achieve the same thing with min Jetbike squads. Just as fast, hit about the same (more penetration potential at a shorter range) for half the cost.


They're not infantry and they wouldn't count as one of my three most expensive units so whilst I think min squads of windriders are good (though I prefer vypers personally) they are unable to replicate the job I have in mind for this list which I'll put below for illustration purposes.

Spoiler:
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [74 PL, 12CP, 1,223pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Hail of Doom, Masterful Shots

Detachment Command Cost

+ HQ +

Autarch Skyrunner [6 PL, 110pts]: Laser Lance

Spiritseer [3 PL, 60pts]: 0. Smite, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord
. Faolchu's Wing

+ Troops +

Dire Avengers [6 PL, 109pts]
. 7x Dire Avenger: 7x Avenger Shuriken Catapult, 7x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Avenging Strikes

Dire Avengers [6 PL, 109pts]
. 7x Dire Avenger: 7x Avenger Shuriken Catapult, 7x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Avenging Strikes

Dire Avengers [6 PL, 109pts]
. 7x Dire Avenger: 7x Avenger Shuriken Catapult, 7x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Avenging Strikes

Dire Avengers [6 PL, 109pts]
. 7x Dire Avenger: 7x Avenger Shuriken Catapult, 7x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Avenging Strikes

+ Fast Attack +

Swooping Hawks [8 PL, 117pts]
. 6x Swooping Hawk: 6x Lasblaster
. Swooping Hawk Exarch: Hawk's Talon
. . Exarch Power: Evade

Vypers [6 PL, 100pts]
. Vyper: Shuriken Cannon, Twin Shuriken Catapult
. Vyper: Shuriken Cannon, Twin Shuriken Catapult

Vypers [6 PL, 100pts]
. Vyper: Shuriken Cannon, Twin Shuriken Catapult
. Vyper: Shuriken Cannon, Twin Shuriken Catapult

+ Heavy Support +

Wraithlord [7 PL, 100pts]: Shuriken Catapult, Shuriken Catapult

Wraithlord [7 PL, 100pts]: Shuriken Catapult, Shuriken Catapult

Wraithlord [7 PL, 100pts]: Shuriken Catapult, Shuriken Catapult

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [56 PL, -3CP, 840pts] ++

+ Configuration +

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

Detachment Command Cost [-3CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade

Warlock Skyrunner [4 PL, 65pts]: 4. Protect/Jinx, 5. Focus Will, Shuriken Pistol, Witchblade

+ Fast Attack +

Hornets [5 PL, 90pts]
. Hornet: 2x Hornet Pulse Laser

Hornets [5 PL, 90pts]
. Hornet: 2x Hornet Pulse Laser

+ Heavy Support +

Support Weapons [8 PL, 90pts]
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon

Support Weapons [8 PL, 90pts]
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon

Support Weapons [8 PL, 90pts]
. Support Weapon: Vibro Cannon
. Support Weapon: Vibro Cannon

War Walkers [4 PL, 70pts]
. War Walker: Starcannon, Starcannon

War Walkers [4 PL, 70pts]
. War Walker: Starcannon, Starcannon

War Walkers [4 PL, 70pts]
. War Walker: Starcannon, Starcannon

++ Total: [130 PL, 9CP, 2,063pts] ++


I really like this list.
Personaly i would tweak it to find room for asurmen seeing as you are taking so many DA.


Thanks!
I have done lists with asurman (I've toyed with one with added banshees with 5+++ in combat) but I wanted to try one out using the shields for the 5++ allowing me to spread out rather than bunching up around asurman. I think it's one of the strengths of the list, lots of small pretty durable stuff to spread out whilst still hitting decently hard.


Automatically Appended Next Post:
Speaking of asurman I do wonder if you could combo him with deepstriking spectres. Their firepower is good and with protect they go to a 2+/4++, I think they're just a bit too expensive for competitive play but they will definitely do good work against gravis marines or plague marines which is no bad thing.

This message was edited 2 times. Last update was at 2021/01/19 07:04:20


 
   
Made in gb
Regular Dakkanaut





United Kingdom

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.

This message was edited 1 time. Last update was at 2021/01/19 10:35:43


Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

 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?



They do not. It is a term that has been utilized for several editions. The movement phase of the rulebook details what can embark inside a transport (multiple units can embark at the same time up to max transport capacity).

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Regular Dakkanaut





United Kingdom

Anybody making any major changes following the recent FAQ revisions?

Adeptus Mechanicus
Tyranids  
   
Made in us
Furious Fire Dragon




USA

 Crafter91 wrote:
Anybody making any major changes following the recent FAQ revisions?
You mean as of two weeks ago?

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Agile Revenant Titan




Florida

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.

This message was edited 1 time. Last update was at 2021/01/22 17:38:07


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Regular Dakkanaut





United Kingdom

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!

Adeptus Mechanicus
Tyranids  
   
Made in gb
Screaming Shining Spear





 Crafter91 wrote:
Anybody making any major changes following the recent FAQ revisions?


Only the changes I listed above, which during testing is working out extremely well but that's only against myself using either marines, craftworlds or drukhari.
The hawks are working out great for while we stand plus their ability to fly off the table turn one and come back when I need them is really good. Still happy running my avengers without Asurman, even though I love him. The ability to have them do what I need doing without worrying about auras is very useful from a mission perspective even if they die quicker.
I'm hoping to get a real game (on TTS) this weekend to try it in a real game.

 
   
Made in us
Agile Revenant Titan




Florida

 Crafter91 wrote:
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!


Bring It Down is important. It is not an auto take for my opponents. Those that did scored much lower (3 games); the highest score against me was 7 points.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Regular Dakkanaut





United Kingdom

 Crafter91 wrote:
Swooping Hawks - do people rate them?

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!

This message was edited 1 time. Last update was at 2021/02/02 10:18:53


Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

I think you will be much more happier with metal over forecast with the Hawks. Very good unit for Deploy Scramblers.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in ca
Regular Dakkanaut




 Sarigar wrote:
I think you will be much more happier with metal over forecast with the Hawks. Very good unit for Deploy Scramblers.


Eldar suffer from finecast terribly. People may also consider 1991 era Swooping Hawks. classic models that really pop with a classic paint style
   
Made in gb
Combat Jumping Rasyat




East of England

Or convert scourges, they look awesome and the kit isn't old enough to vote. The big downside is drawing LoS much easier however :/
   
Made in ca
Fixture of Dakka





Surrey, BC - Canada

Old metal Swooping Hawks are great and quite stable despite their wings. Due to 9th they are also not that expensive for older models.

My two cents,

CB

   
Made in gb
Regular Dakkanaut





United Kingdom

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?

Adeptus Mechanicus
Tyranids  
   
Made in gb
Walking Dead Wraithlord






Do you need to get rid of any of these ?
I think you could slot these in lists easily. Maybe not competitive (3 shining spears on their own probably wont do much)

The only one that stands out is the farseers.

You really do not need any more than two unless 2 on bike and 2 on foot. I have more farseers than I could possibly field

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


AngryAngel80 wrote:
I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in gb
Sneaky Striking Scorpion






 Argive wrote:
Do you need to get rid of any of these ?
I think you could slot these in lists easily. Maybe not competitive (3 shining spears on their own probably wont do much)

The only one that stands out is the farseers.

You really do not need any more than two unless 2 on bike and 2 on foot. I have more farseers than I could possibly field
I agree with everything here, plus don't know what changes a new codex might bring in the not too distant future. Probably after the Farseers Fire Dragons currently aren't that great if needing to drop another unit.

~500pts Asuryani painted new colour scheme
~7500pts Asuryani assembled some with old colour scheme
 
   
Made in us
Agile Revenant Titan




Florida

I've kept a log for my 9th edition games. The intent was to help track how objectives were impacting my army.

To date, I've played 29 games with 15-14 record.
Against Marines: 9-7
Non Marines: 6-7

Using pure Craftworld: 14-8
Using Craftworld/Harlequin support: 1-6

Two of my most recent losses were due to time. A local event went to 2 1/2 hour rounds and my first two games went to turn 4, ultimately costing both games. However, what it further cemented was how I p,at a Craftworld army.

In nearly every game, my opponents tend to lead at the end of turn 2-3, but turns 4-5 is where I make up the deficit. My strategy has been to stay at range and wear down the other army, then start capitalizing on objectives. Combine this with secondaries Engage on all Fronts and Deploy Scramblers, I tend to score fairly well on secondaries.

However, the list struggles significantly against large model count armies; Imperial Guard and Tyranids, both ran by the same opponent have thoroughly beaten me. Both of these armies had high model counts, great backline support fire , and high mobility (pregame moves, orders, psychic support, etc...). This limited my mobility, a key ability I utilize. Additionally, both armies do not care about Starcannons.

Another army that wrecked mine was an all Khorne army. While my firepower was significant, my mobility was drastically hindered based on the other army's speed. A huge takeaway from this kind of loss was acknowledging I need more screening ability.

The change to While We Stand We Fight and Bring It Down has helped tremendously. It gives me a third secondary I've score 10-15 points with while mitigating what used to be an auto include for my opponet.

I also learned that I suck using Craftworld/Harlequins together. I've been painting Harlequins and wanted to use them. However, both factions needed a lot of CP and I found myself not having the synergy with the detachment. Back to Craftworld until the Harlequins are painted. As a note, I rarely use an unpainted model which will have an impact on my army builds.

Ultimately, I've had to adjust my list slightly to add screening. My choice also happened to be obsec and with a points reduction and has worked ok in my past two games. Below is how my list has evolved.

Battalion
Farseer
Warlock Conclave (2) Protect/Jinx
Warlock (Warlord) Focus Will

4 x 5 Dire Avengers
1 x 8 Dire Avengers
1 x 15 Guardians

1 x 1 Hornet
1 x 5 Warp Spiders

1 x1 Lynx
1 x 8 Dark Reapers
1 x 3 War Walkers

1 x 1 CHE

1 x 1 Wave Serpent

This message was edited 3 times. Last update was at 2021/02/06 12:55:00


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Screaming Shining Spear





Getting a 50%+ win rate with Craftworlds is nothing to be sneezed at, good job.
It's intersting what you say about Star cannons. I've been moving away from star cannons in my lists, mostly because of Death guard.
I did some testing and, I think, the age of the flat 2/D3 damage seems to be on think ice.
I've been looking at single damage/D6 damage shots. So basically a lot of shuriken, missile launchers and pulse lasers.
Star cannons are still the kings of killing marines but I think hordes and Death guard love armies designed to kill marines.
I still think your list looks great though. Hopefully your modifications work well and you can report back with positive news.

 
   
Made in us
Agile Revenant Titan




Florida

I'm still not overly convinced on reverting Starcannons to Shuriken Cannons at this point (on vehicles). However, I adjusted the number of vehicles to increase the number of Troop choices in my army. I've gone from 3 to 6 Troop choices, which I feel offers me more flexibility.

With the change to DA power level, I put 4x5 DA in Strategic Reserve for 1 CP. Each Exarch has 2 Avenger Catapult and Shredding Fire. This adds quite a bit of flexibility to my army, especially when you factor in a unit of 3 War Walkers and Warp Spiders start in Reserve.

I've used Webway Assault for the Guardian unit and had players ensuring I didn't put over half my army in Reserve; 7 units looks like a lot to hold back. Again, horde armies will foil this as they can easily deny my ability to enter the board outside my own deployment edge or zone.

I'm hoping to play the new Death Guard this week as I'm very curious. If Mortarion is in a list, Jjjnx and Doom are critical and it would be worth exposing my psykers early to ensure they can get range.


My math skill is questionable. Can the following statistically eliminate Mortarion in a single round of shooting? Assume Jinx and Doom, Expert Crafters are in effect.

(# Shots x Strength, Damage, AP)

8 Dark Reapers, Rapid Fire ( 9 x S8, 3D, 2AP) [Reaper Launcher]
1 Lynx ( 6 x S9, 3D, 3AP) [Lynx Pulsar]
1 CHE (2 × S8, 3D, 3AP, 4 x S6, D3, 3AP)[Pulse Laser, 2 Star Cannons]
2 Hornet (8 x S7, 2D, 2AP) [Hornet Pulse Laser]
3 War Walkers (12 x S6, D3, 3AP)[Starcannon]
1 Wave Serpent (4 x S6, D3, 3AP)[Twin Starcannon]

This message was edited 1 time. Last update was at 2021/02/07 14:04:58


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Screaming Shining Spear





Don't get me wrong, I'm not advocating for the complete banishment of things like star cannons just that I think a list needs greater variety of firepower, which yours does.
The reapers, Lynx and CHE pump out a good amount of heavier damage shots.
It's a bit lacking in horde clearance but you've got fast moving stuff that can block and screen and you've got a plan which is a good start.
I'm also not good enough at maths to work out the likelihood of you taking down Morty in a round but I'd guestimate with Doom and Jinx you should be fine, with Jinx being the key power. Making him take 5++ saves drastically improves the odds.

 
   
Made in us
Agile Revenant Titan




Florida

 kingheff wrote:
Don't get me wrong, I'm not advocating for the complete banishment of things like star cannons just that I think a list needs greater variety of firepower, which yours does.
The reapers, Lynx and CHE pump out a good amount of heavier damage shots.
It's a bit lacking in horde clearance but you've got fast moving stuff that can block and screen and you've got a plan which is a good start.
I'm also not good enough at maths to work out the likelihood of you taking down Morty in a round but I'd guestimate with Doom and Jinx you should be fine, with Jinx being the key power. Making him take 5++ saves drastically improves the odds.


No worries, I get what you're saying. As it stands, I truly do not think I can build an army that can handle hordes as well as compact, durable lists. As a result, I build on what I most reasonably expect to see on the table. Marines are still the most popular, followed by Chaos Marine variants in a distant second. Of the games, I've faced, IG, Tyranids, Craftworld, Sisters, Orks, Drukhari, Knights only a single time each. Of those, only two would be what I considered a horde army, and both crushed me. The others were competitive games. I'll accept I'll lose against the horde lists and just try to garner as many points as I can.

The Warlock Conclave (2 models) having Focus Will cast on them (Warlock who is Warlord with reroll trait) , then casting Jinx, use Concordance of Power has been fantastic. It is easy to stay out of Deny range and it does not require LOS. The Farseer, Warlock, and Warlock Conclave is my defacto HQ for my Battalion and a bargain at 250 points.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Screaming Shining Spear





I'm tending to go for a warlock on bike, farseer and spiritseer combo these days. I make the spiritseer with warlord (shifting vector obvs) to cast jinx with the farseer using the strat for a +1 to cast with the warlock to cast focus will for a total of +3 for the farseer. Meaning Doom, Executioner and Smite are more likely to go off, with the D6 smite going off on an 8+ which is tasty.
I do really like the conclave with strat for jinx too though.

 
   
Made in gb
Regular Dakkanaut





United Kingdom

Does anybody play / rate shadow spectres?

Adeptus Mechanicus
Tyranids  
   
Made in gb
Screaming Shining Spear





 Crafter91 wrote:
Does anybody play / rate shadow spectres?


Offensively they're very good but they are fragile and expensive.
If you are able to fire and fade behind a ruin with the long range shot I think they're interesting but they are squishy and you have to have a plan if you want to get more than one round of shooting out of them.

 
   
Made in ca
Regular Dakkanaut




I heard on the Honest Wargamer Pete (the falcon) mentioned a craftworld list that won a tournament. He said it was particularly average for a list.

I don't know if this was the LV Nopen or what it was. He mentioned talking to the Art of Wargaming guys.

Anyone hear about this list? I hope I am not confused about what he was saying. Maybe it will come to light soon with Nick Nanavati.
   
 
Forum Index » 40K General Discussion
Go to: