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Made in us
Agile Revenant Titan





Fayetteville NC

I got in a couple games on Sunday against Dark Angels and Salamanders. However, I would not consider my opponents to be very experienced players, so it was difficult to really assess the efficacy of a few key changes to the build. But, from it, I was able to further refine the list as I did like having some assault capability. Things I did notice is to not upgrade Storm Guardians with special weapons; waste of points. I realigned psychic powers to what had a better flow with the army.

I'll also dropping the Lynx for a bit. Ive played about 15 games with it and have lost it 2, maybe 3 times. It really is a solid platform, but would like to vary the list up a bit. The Banshees are in the list simply because I painted the new models and like the new kits.


++ Patrol Detachment 0CP (Aeldari - Craftworlds) [45 PL, 12CP, 745pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Hunters of Ancient Relics, Savage Blades

Detachment Command Cost

+ HQ +

Spiritseer [3 PL, 60pts]: 0. Smite, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Psyker, Rune Armour, Shuriken Pistol, Spirit Mark, Warlord, Witch Staff

+ Troops +

Storm Guardians [6 PL, 70pts]
. 10x Storm Guardian - Aeldari Blade: 10x Aeldari Blade, 10x Plasma Grenades, 10x Shuriken Pistol

+ Elites +

Howling Banshees [3 PL, 80pts]: Acrobatic, Banshee Mask
. 4x Howling Banshee: 4x Power Sword, 4x Shuriken Pistol
. Howling Banshee Exarch: Shuriken Pistol & Executioner
. . Exarch Power: War Shout

Wraithblades [20 PL, 280pts]: Fires of Wrath, Ghostaxe and Forceshield, 7x Wraithblade

+ Fast Attack +

Shining Spears [5 PL, 110pts]: Aerobatic Grace, Ride the Wind
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance, Twin Shuriken Catapult
. . Exarch Power: Skilled Rider

+ Heavy Support +

Wraithseer [8 PL, 145pts]: 0. Smite, 6. Empower/Enervate, Eldritch Wraith Construct, Ghostspear, Psyker, Starcannon, Wraithshield

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [69 PL, -3CP, 1,255pts] ++

+ Configuration +

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

Detachment Command Cost [-3CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 3. Fortune, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Witchblade
. Faolchu's Wing: Remnant of Glory

+ Troops +

Dire Avengers [2 PL, 55pts]: Defence Tactics
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Plasma Grenades, Two Avenger Shuriken Catapults
. . Exarch Power: Shredding Fire

Dire Avengers [2 PL, 55pts]: Defence Tactics
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Plasma Grenades, Two Avenger Shuriken Catapults
. . Exarch Power: Shredding Fire

+ Fast Attack +

Warp Spiders [4 PL, 90pts]: Flicker Jump, Warp Jump Generator, Warp Strike
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Two Death Spinners
. . Exarch Power: Iron Resolve

+ Heavy Support +

Dark Reapers [18 PL, 280pts]: Inescapable Accuracy
. 7x Dark Reaper: 7x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot

Falcon [8 PL, 140pts]: Explodes (Hover Tank), Hover Tank, Pulse Laser, Spirit Stones, Starcannon, Transport, Twin Shuriken Catapult

Falcon [8 PL, 140pts]: Explodes (Hover Tank), Hover Tank, Pulse Laser, Spirit Stones, Starcannon, Transport, Twin Shuriken Catapult

War Walkers [12 PL, 210pts]
. War Walker: Explodes, Power Field, Scout Vehicle, Starcannon, Starcannon
. War Walker: Explodes, Power Field, Scout Vehicle, Starcannon, Starcannon
. War Walker: Explodes, Power Field, Scout Vehicle, Starcannon, Starcannon

+ Dedicated Transport +

Wave Serpent [9 PL, 170pts]: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones, Transport, Twin Shuriken Catapult, Twin Starcannon

++ Total: [114 PL, 9CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






How are you finding the wraithseer ?

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
Agile Revenant Titan





Fayetteville NC

I like him while supporting the Wraithblades. My Storm Guardians, Wraithblades, Wraithseer , and Spiritseer all moved together supporting one another. Opponents had to prioritize what to shoot. I like having another caster and Empower was a fairly good power.

However, neither of the games I used him in were overly competitive. I'll try him out again tomorrow morning and see how he fares, especially with the Craftworld traits assigned.

Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






 Sarigar wrote:
I like him while supporting the Wraithblades. My Storm Guardians, Wraithblades, Wraithseer , and Spiritseer all moved together supporting one another. Opponents had to prioritize what to shoot. I like having another caster and Empower was a fairly good power.

However, neither of the games I used him in were overly competitive. I'll try him out again tomorrow morning and see how he fares, especially with the Craftworld traits assigned.


Thanks for the feedback. Im keen to hear how they do. I love the unit and was runing at least 2 most games in late 8th.
Post 9e Imperial armour I was very disappointed in their changes.

I'm thinking about making a list where they are the smite train and hide them behind terrain blasting with d cannons.
I'm not sure if giving up smite is worth it for any of the other powers. Was considering taking witch strike/ ghostwalk but just dont know. Sadly I just going off theoretical.

This message was edited 1 time. Last update was at 2021/03/10 00:06:37


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
Swift Swooping Hawk





Oklahoma

@sarigar I really like your list except for the dark reapers and the lack of doom. Doom is better than guide most of the time

. The dark reapers have some reallly bad match ups and I find that they hardly make their points back by the time you factor in their whole combo. 280 + 170 + 135 so 585 plus one CP a turn for fire and fade, it just never adds up. Even if you kill 5 intercessors every turn you still don’t make your points back. It used to be good up until 9th but the toughness of everything makes them really not all that good.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Agile Revenant Titan





Fayetteville NC

I've played about 15 games now post FAQ. The challenge I found with Reapers and Hornet Pulse Lasers are the AP2. To overcome it, I've used a Warlock Conclave to cast Jinx at 36"; add in Masterful Shots,/Expert Crafters and they have been fine. Ive lost the unit only twice. They are also one of my WWSWF units in which I get 10-15 points nearly every game. (Lynx and War Walkers being the other two units).


The lack of Doom is deliberate. The Farseer rarely goes forward. I get better utility using Guide and Fortune. I can spend 2 CP in a clutch shooting phase to get reroll 1's to wound for all units within 6" of the Farseer. Combined with Expert Crafters, I've not missed Doom. It keeps the Farseer and Warlock Conclave safe for the most part. The Farseer will generally try to be kept out outside of 24" for as long as possible. And in truth, my opponents always rate the Conclave as the real psychic threat they hate dealing with.

I've been experimenting with various lists the last few weeks. I ended upmtweaking the list just a bit more just to see if I've gotten a balance of shooting and an ability to contest the primary objectives, which has been the biggest challenge. Adding in some assault capability is where I think the challenge really lies.

I keep making slight tweaks as I look at the collection and see what models I've got painted and try something new. I'm hoping I'll find that sweet spot I'm comfortable with. Below is what I'm running tonight. Hoping it will work as I've got a one day event the end of this month and a two day event the end of next month. I'd like to get games in to feel comfortable with as many scenarios as I can prior.

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [42 PL, 12CP, 719pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Hunters of Ancient Relics, Savage Blades

Detachment Command Cost

+ HQ +

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

+ Troops +

Storm Guardians [6 PL, 84pts]
. 12x Storm Guardian - Chainsword: 12x Chainsword, 12x Plasma Grenades, 12x Shuriken Pistol

+ Elites +

Wraithblades [20 PL, 320pts]: Ghostaxe and Forceshield, 8x Wraithblade

+ Fast Attack +

Shining Spears [5 PL, 110pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance
. . Exarch Power: Skilled Rider

+ Heavy Support +

Wraithseer [8 PL, 145pts]: 3. Ghostwalk, 6. Empower/Enervate, Starcannon

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [71 PL, -3CP, 1,280pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots

Detachment Command Cost [-3CP]

+ HQ +

Farseer [6 PL, 115pts]: 1. Guide, 3. Fortune, 5. Focus Will, Shuriken Pistol, Witchblade
. Faolchu's Wing

Warlock Conclave [4 PL, 80pts]: 0. Smite, 4. Protect/Jinx, 6. Empower/Enervate
. Warlock: Witchblade
. Warlock: Witchblade

+ Troops +

Dire Avengers [2 PL, 55pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Shredding Fire

+ Fast Attack +

Warp Spiders [4 PL, 90pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Two Death Spinners
. . Exarch Power: Iron Resolve

+ Heavy Support +

Dark Reapers [18 PL, 280pts]
. 7x Dark Reaper: 7x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot

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

Support Weapons [8 PL, 140pts]
. Support Weapon: D-cannon
. Support Weapon: D-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

+ Dedicated Transport +

Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon

++ Total: [113 PL, 9CP, 1,999pts] ++

Created with BattleScribe (https://battlescribe.net)


Whoah....I have played 40K for over 30 years.  
   
Made in gb
Sniping Hexa




East of England

Doom is 24", which I find to be plenty. I don't get to whack it on any unit I want, but it does amazing work against assault and bully units contesting the midfield. They can't stay out of range of it, even if my Farseer is tucked away in my backfield.
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

@Sarigar I really like that list, Doom is probably the best psychic power in the game and you're brave for not using it. Although I can see how you've been gettin around it, I just find it too good not to bring.

I'm also loving that folks are seeing the value in a good conclave. I think a 36" restrain or jinx can be pure gold in the right circumstances.
   
Made in us
Agile Revenant Titan





Fayetteville NC

I got to play last night against a Grey Knights player. Very different with the amount in regards to opposing psychic abilities. Overall, I won the game in no small part to being able to score and contest on primary objectives. In one of the rare games, I got 45 points on primary, while still able to get 30 points in secondaries.

The Wraithblade unit was very good. Ironically, I never got Protect cast on the unit, but did manage Fortune most turns; staying out of Deny the Witch range. I learned Grey Knights have a lot more deny attempts than I can cast as well as bonuses to deny. By the end of the game, 1 Wraithblade survived. They got into assault on the central objective on turn 2 there They stayed. Very solid unit. Use of Enervate and Fortune were critical in their survivability. Savage Blades and Hunters of Ancient Relics added a lot of hits in assault. I launched an assault and got the bonus to reroll '1'. Then, my opponent would assault them, triggering reroll of '1' again. Very good combo and will look at the potential of adding Enhance.

I liked the Wraithseer, but felt the Starcannon was mediocre. Starcannons need Expert Crafters as I would not put Guide on the Wraithseer. It made it all the way to my opponents 'home' objective before falling. It moved up with the Wraithblades which created a solid assault element. Ultimately, I will likely downgrade the Stacannon to a Shuriken Cannon or just eliminate the weapon altogether.

The Falcon was ok. Nothing fantastic, but a clear threat to Paladins ultimately creating target priority challenges.

The Reapers, again, were the big threat. In turn one, my opponent thought he could weather a round of shooting from them, then lost 4 Paladins in one volley. My opponent rated them as the top tier target and once I had to use Fire and Fade on another unit, he focussed everything he could on the Reapers. The last one failed morale on turn 4. Most of the time, they wounded on 2 or 3, and Expert Crafter was generally enough for my reroll to wound.

The D Cannons really did little until turn 5. I played them a bit passive in order screen out deep strike. On turn 5, they got to fire killing the last 3 Paladins. Expert Crafters with these are scarily efficient. Just need to hope to not roll a '1' for damage.

The one unit I was disappointed in was the Spiritseer. I could not get the model close enough to get his ability to work. He may be the model that needs Falchou Wing. Not sure if he is worth it. Need another game.

War Walkers all in separate units were very useful. It upped their efficiency by way of Expert Crafter as well as added flexibility for coming in from reserves. This was a solid change I actually never tried before.

Overall, I felt a bit lacking in long range shooting, but the exchange to get assault capability was well worth it. I've got a squad of Scorpions I'm going to fit into the list and see what kind of utility I can get.


Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






 Sarigar wrote:
I got to play last night against a Grey Knights player. Very different with the amount in regards to opposing psychic abilities. Overall, I won the game in no small part to being able to score and contest on primary objectives. In one of the rare games, I got 45 points on primary, while still able to get 30 points in secondaries.

The Wraithblade unit was very good. Ironically, I never got Protect cast on the unit, but did manage Fortune most turns; staying out of Deny the Witch range. I learned Grey Knights have a lot more deny attempts than I can cast as well as bonuses to deny. By the end of the game, 1 Wraithblade survived. They got into assault on the central objective on turn 2 there They stayed. Very solid unit. Use of Enervate and Fortune were critical in their survivability. Savage Blades and Hunters of Ancient Relics added a lot of hits in assault. I launched an assault and got the bonus to reroll '1'. Then, my opponent would assault them, triggering reroll of '1' again. Very good combo and will look at the potential of adding Enhance.

I liked the Wraithseer, but felt the Starcannon was mediocre. Starcannons need Expert Crafters as I would not put Guide on the Wraithseer. It made it all the way to my opponents 'home' objective before falling. It moved up with the Wraithblades which created a solid assault element. Ultimately, I will likely downgrade the Stacannon to a Shuriken Cannon or just eliminate the weapon altogether.

The Falcon was ok. Nothing fantastic, but a clear threat to Paladins ultimately creating target priority challenges.

The Reapers, again, were the big threat. In turn one, my opponent thought he could weather a round of shooting from them, then lost 4 Paladins in one volley. My opponent rated them as the top tier target and once I had to use Fire and Fade on another unit, he focussed everything he could on the Reapers. The last one failed morale on turn 4. Most of the time, they wounded on 2 or 3, and Expert Crafter was generally enough for my reroll to wound.

The D Cannons really did little until turn 5. I played them a bit passive in order screen out deep strike. On turn 5, they got to fire killing the last 3 Paladins. Expert Crafters with these are scarily efficient. Just need to hope to not roll a '1' for damage.

The one unit I was disappointed in was the Spiritseer. I could not get the model close enough to get his ability to work. He may be the model that needs Falchou Wing. Not sure if he is worth it. Need another game.

War Walkers all in separate units were very useful. It upped their efficiency by way of Expert Crafter as well as added flexibility for coming in from reserves. This was a solid change I actually never tried before.

Overall, I felt a bit lacking in long range shooting, but the exchange to get assault capability was well worth it. I've got a squad of Scorpions I'm going to fit into the list and see what kind of utility I can get.



I was wondering why the wraithseer isn't expert crafters..

I always found the spiritseer to be very sub par... His aura NEVER works IMO. Even If he gets close enough he's easy pickings for literally any unit bar a vehicle as he's so squishy.
I think a skyrunner Autarch would work better in your list then the spirit seer. You could keep him back to support the backline fire power T1/2 and then swoosh him forward to join the wraithblades and buff them up as well as bringing his attacks to bear.

This message was edited 1 time. Last update was at 2021/03/11 23:16:39


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
Agile Revenant Titan





Fayetteville NC

There were two reasons for the Wraithseer not being in the Expert Crafters detachment

1. Utilize assault capability to support Wraithblades.
2. Paint scheme. I ensure there is no confusion for my opponent when looking at the models to determine which Craftworld they belong to. This sometimes can create a less optimal option for myself, but my games tend to be more enjoyable. This was a real pet peeve of mijne in previous editions when multiple detachments were more prevalent.

I am looking at the Autarch as an option as well as looking at the feasibility of putting the Farseer and Warlock on bikes.

Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






 Sarigar wrote:
There were two reasons for the Wraithseer not being in the Expert Crafters detachment

1. Utilize assault capability to support Wraithblades.
2. Paint scheme. I ensure there is no confusion for my opponent when looking at the models to determine which Craftworld they belong to. This sometimes can create a less optimal option for myself, but my games tend to be more enjoyable. This was a real pet peeve of mijne in previous editions when multiple detachments were more prevalent.

I am looking at the Autarch as an option as well as looking at the feasibility of putting the Farseer and Warlock on bikes.


I find expert crafters really useful for big wraiths in assault. I used to run wraithlords with just fists and shuri catapults and one heavy.
With shuri canon you could advance them and still get some dakka. But I prefer holding them back for 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
Agile Revenant Titan





Fayetteville NC

Would you use Expert Crafters over Savage Blades?


Automatically Appended Next Post:
I've tweaked the list slightly based on the feedback. The Autarch Skyrunner and Expert Crafters made more sense to me than Savage Blades. I've spread the shooting threats around a bit to make target selection a bit more difficult for my opponents. Ive opted for Doom, but will definitely need to be careful on positioning. It may also be a good time tomswap some psychic powers around as manynare getting used to me using Jinx at 36". This list can still perform the three objectives I play: WWSWF, Deploy Scramblers and Engage on all Fronts.


++ Patrol Detachment 0CP (Aeldari - Craftworlds) [56 PL, 12CP, 970pts] ++

+ 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 Command Cost

+ HQ +

Autarch Skyrunner [6 PL, 110pts]: 4: Fate's Messenger, Laser Lance, Warlord
. Shimmerplume of Achillrial

+ Troops +

Storm Guardians [6 PL, 70pts]
. 10x Storm Guardian - Chainsword: 10x Chainsword, 10x Plasma Grenades, 10x Shuriken Pistol

+ 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: Scorpion's Sting

Wraithblades [20 PL, 320pts]: Ghostaxe and Forceshield, 8x Wraithblade

+ Fast Attack +

Shining Spears [5 PL, 105pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Laser Lance
. . Exarch Power: Skilled Rider

+ Heavy Support +

Wraithseer [8 PL, 150pts]: 0. Smite, 6. Empower/Enervate, Bright Lance

Wraithseer [8 PL, 150pts]: 0. Smite, 3. Enhance/Drain, Bright Lance

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [60 PL, -3CP, 1,030pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots

Detachment Command Cost [-3CP]

+ HQ +

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

Warlock [3 PL, 50pts]: 0. Smite, 4. Protect/Jinx, Shuriken Pistol, Witchblade

+ Fast Attack +

Warp Spiders [4 PL, 90pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Two Death Spinners
. . Exarch Power: Iron Resolve

+ Heavy Support +

Dark Reapers [18 PL, 245pts]
. 6x Dark Reaper: 6x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot

Support Weapons [8 PL, 140pts]
. Support Weapon: D-cannon
. Support Weapon: D-cannon

War Walkers [4 PL, 80pts]
. War Walker: Bright Lance, Bright Lance

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

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

+ Dedicated Transport +

Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon

++ Total: [116 PL, 9CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

This message was edited 1 time. Last update was at 2021/03/12 15:18:34


Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






Can your Expert Crafters, Masterful Shots detachment psyker buff the other units outside of their own crwaftowlrd as they are different craftworld?? I vaguely remember an FAQ about this and having to change up my lists..

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
Agile Revenant Titan





Fayetteville NC

Yes. Fortune and Protect both use the keyword Asuryani.

Interestingly, the Autarch Path of Command utilizes 'Craftworld', and can't buff the other detachment.

Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






 Sarigar wrote:
Yes. Fortune and Protect both use the keyword Asuryani.

Interestingly, the Autarch Path of Command utilizes 'Craftworld', and can't buff the other detachment.


Rgr

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
Agile Revenant Titan





Fayetteville NC

Played against Necrons with Silent King and the Void Dragon today. I really enjoyed looking at a well painted Necron army and the Silent King makes me very excited for future Craftworld model releases.

This was only the second time playing Necrons, and like the first time, it was a custom Dynasty allowing a free 6" move and the entire army having objective secured.

Use of Forewarning was important to mitigate some shooting as I was going second. My opponent got a bit aggressive moving Scarabs up. This allowed me to get a turn 1 charge off with the help of Headstrong and Ghostwalk. Wraithblades backed up by an Autarch (and Fortune) was really crippling for my opponent. In turn 2 he shot up the Storm Guardians, but expended a lot more shooting than expected due to Celestial Shield. The Yncarne was then repositioned at the Storm Guardian position. My opponent would not risk an 11" charge at the Yncarne ( I would have at least tried). That meant turn 2 psychics, shooting, and then the Yncarne charging killed the Silent King in a single turn. This is where most people disagree with me, but being able to put Jinx on something like the Silent King fro 36" away is absolutely game changing.

I'd seen on another thread the negativity and bashing of Craftworld armies. One comment was that they lack mobility. I cannot understand that line of thinking based on games I play. I take Engage on all Fronts every game and get 10-12 points every time. If you look at the far end of the table in the picture, this was the bottom of turn 3. There are War Walkers, Guardians, and out of sight, Striking Scorpions. The Necrons pushed too far forward and allowed me to hit them at multiple fronts, ultimately losing him the game.

Below is the list and aside from some minor tweaks, this has been one of the most entertaining army lists I played with quite a bit of synergy. It plays all phases of the game and competes on objectives. This latter part is important as I got 40 primaries this game and 45 the previous game with a somewhat similar army.

The Yncarne is a model I'm excited to further explore. The one teleport move was essentially as 23" move in which my opponent had no way to respond. We discussed the rules pre game to avoid 'gotcha' moments, but my opponent indicated this single move changed the entire game. That was very revealing.

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [68 PL, 12CP, 1,195pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Headstrong, Hunters of Ancient Relics

Detachment Command Cost

Gametype: Matched

+ HQ +

Autarch Skyrunner [6 PL, 110pts]: 4: Fate's Messenger, Laser Lance, Warlord
. Shimmerplume of Achillrial

The Yncarne [15 PL, 290pts]: 1. Gaze of Ynnead, 4. Unbind Souls

+ Troops +

Storm Guardians [6 PL, 70pts]
. 10x Storm Guardian - Chainsword: 10x Chainsword, 10x Plasma Grenades, 10x Shuriken Pistol

+ Elites +

Striking Scorpions [3 PL, 70pts]
. 4x Striking Scorpion: 4x Plasma Grenades, 4x Scorpion Chainsword, 4x Shuriken Pistol
. Striking Scorpion Exarch: Biting Blade, Shuriken Pistol
. . Exarch Power: Scorpion's Sting

Wraithblades [20 PL, 360pts]: Ghostswords, 9x Wraithblade

+ Fast Attack +

Shining Spears [10 PL, 145pts]
. 3x Shining Spear: 3x Laser Lance, 3x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance
. . Exarch Power: Skilled Rider

+ Heavy Support +

Wraithseer [8 PL, 150pts]: 3. Enhance/Drain, 3. Ghostwalk, Bright Lance

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [41 PL, -2CP, 800pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots

Detachment Command Cost [-2CP]

+ HQ +

Farseer [6 PL, 120pts]: 2. Doom, 3. Fortune, 5. Focus Will, Shuriken Pistol, Singing Spear

Warlock Conclave [4 PL, 80pts]: 0. Smite, 4. Protect/Jinx, 6. Empower/Enervate
. Warlock: Witchblade
. Warlock: Witchblade

+ Troops +

Guardian Defenders [8 PL, 160pts]
. 20x Guardian Defender: 20x Plasma Grenades, 20x Shuriken Catapult

+ Fast Attack +

Vypers [3 PL, 55pts]
. Vyper: Starcannon, Twin Shuriken Catapult

+ Heavy Support +

Lynx [12 PL, 235pts]: Spirit Stones, Starcannon

War Walkers [8 PL, 150pts]
. War Walker: Bright Lance, Starcannon
. War Walker: Bright Lance, Starcannon

++ Total: [109 PL, 10CP, 1,995pts] ++

Created with BattleScribe (https://battlescribe.net)


[Thumb - 20210314_153607.jpg]
End of Turn 2

This message was edited 3 times. Last update was at 2021/03/14 23:26:03


Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






Excellent analysis as ususal.
Im glad you liked the autarch in. I think he is great coz he can synergise with a lot of stuff both backline and then go agressive on the front line.

Did you webway the wraithblades or walk them up theboard?

Also the guardian celestial shield thing is great isint it. Im glad the pt reduction kicked in and made them somewhat viable. Stormies are only 1pt more than they were in 8th. I think it works even better with ulthwe/ storm guardians and unlocks Eldrad in theory.

I think the fear most people have is that the warlock conclave can be picked off very easilyu by things like mortars. In this match up it was fine but against LOS ignoring weaponary they are kind of a liability. I almost always juts opt for deploying my psykers more aggressively and into the midbaord to counter the shorter range and often cats protect over jinx. This usually doubles up the guardian bait as they will try to remove the guardians to remove the screen to get at the farseer, if just screen removal is not enticing enough prospect.

Im not familiar with the Lynx but I see you feature it in a lot of lists. Is it really that good ? I will need to look its rules up.

Also the yncarne mechanics is very good but also very easy to misplay hence people not playing it. (I just havent got around to building an painting the model lol). You can really make the opponent pay for wrong target priority but at the same time leave yourself open if you mess up.

The mobility that the Yncarne brings is not coming from CWE though. I think part of the issue is people dont like DS as a mobiltty. Things like shining spears and vypers are plenty fast but youre not going to see normal windriders on the board and war walkers are pretty static once deployed. Not being able to advance and fire shuri canons on vehicles sucks. The vehicle mobility and heavy weapon fire issue was resolved for everyone. I guess part of the sentiment is the Movement speed advantage isn't that all that great, and there is no defence boost to speak of at all for moving fast which is more of a lore to table top rule conversion gripe...

This message was edited 1 time. Last update was at 2021/03/15 02:38:48


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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
Agile Revenant Titan





Fayetteville NC

Thanks for the feedback. I've been playing a lot of different units in 9th since we do not have a new Codex yet. At least in tournaments, Craftworlds have not been the Codex to beat, and I've had a lot of fun discovering what can work this edition. I do think the Codex is lacking a bit for 9th as I could get a 4-1 record in previous editions to now finishing at 3-2 in which one loss was an utter blowout. It is only a difference of one game, but I'm finding the games against non Marine armies more difficult. The army is harder to play right now as opposed to 6th, 7th, or 8th edition.

I started the Wraithblades on the table. Assessing Necron shooting and the ability to use Phantasm, I was comfortable having them start on the board. I think use of Webway will be a game time decision.

I tend to include at least one squad of Guardians in my armies. I've got 60 or so painted and still find uses for them. They always end up destroyed, but that use of Celestial Shield burns up more of my opponent's resources. That is the real key. It happened again yesterday. I think the trick is to only put one unit on the table at a time to ensure opponents can only target a unit with Celestial Shield.

The Conclave has a real problem with LOS ignoring weapons. What I've discovered is my opponent is challenged with target priority. Death Guard and IG have great no LOS shooting, but my opponents are reluctant to shoot at an 80 point unit when looking at the other stuff on the table. This is a hard metric to measure, but I really think they get ignored because of this reason. I Will try a game on Wednesday to challenge that theory. I will use 4 in a Conclave to be able to cast Protect and Jinx with a +2 or +3. With 4, it gets pricy at 160 points and folks may be more willing to direct resources at them.

Regarding mobility, I acknowledge folks are not referring to the Yncarne, and I could easily not mentioned that model. The game changes over editions. Craftworld has the mobility, but not necessarily as a movement stat, although they are higher than most other armies. I find it to be a baffling complaint when reading about how bad Craftworld armies are.

I painted the Yncarne over a year ago and really like the model. I just want to use it and am excited to really learn the ins and outs of it. Rule of cool and I'm not too sussed over having the most efficient build as we are working with an early 8th edition Codex playing 9th edition. When the new Codex drops, the Army design will most likely change as well.

The Lynx was an eBay rescue this year after the now FW book came out. This was a good combination of cool visual aesthetics and solid rules. In my opinion, the Lynx is a mostly 9 edition model. The Lynx Pulsar is 48", S9, AP3, D3 at 48" on a 16 wound tank that has the fly keyword and a 5++. In today's game, there is enough terrain to block LOS to it. If I don't have Reapers, this makes for a solid Fire and Fade recipient. I think it is aggressively pointed. I recommend reviewing the rules at a minimum.

And the list will morph again once the Shadow Spectres arrive. They were finally available again on the FW site, so the purchase was made.

This message was edited 1 time. Last update was at 2021/03/15 12:13:21


Whoah....I have played 40K for over 30 years.  
   
Made in us
Emboldened Warlock





NJ, USA

I’m strongly considering using three Wraithlords with flamers and no shoulder weapons (expert crafters, ancient relics) as mid field objective “brawlers”. I don’t expect them to survive even past turn two, but if they get a few swings in that’s fantastic and they will absorb some firepower to remove. Their role would be to advance or charge to midfield objectives ASAP. The balance of my army is shootier than it really out to be for 9th edition, to give context.

Has anyone else experimented with this? Pros? Cons? I know it’s outside the usual “optimal” norm for these units, but I have sixteen other S8 weapons in my shooting elements, along with plenty of S6 shots.

Thanks!

V

For the greater glory of the Zoat Empire!


 
   
Made in gb
Executing Exarch






Might as well stick a star cannon on them. Its only 15 pts.

Ive played with 3x wraithlords and 2-3 wraithseers in 8th a lot.

They are tough but any dedicated AT weapon will mulch them due to a paltry 3+.. The key is to use terrain to make it hard to focus fire on one and also give more urgent targets. Like a wave serpent packed with wraith blades/ psykers will draw more AT fire then a wraithlord.

You should also prioritize AT platforms to make hurting them harder.

However, once they start degrading its very meh.. I played them as backline platforms with masters of concealment giving them a 2+ for more durability

This message was edited 1 time. Last update was at 2021/03/17 18:12:19


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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
Agile Revenant Titan





Fayetteville NC

The closest I've used is two Wraithseers. I liked the T8 and ability for additional assault. However, having a 5++ and not degrading were two key factors choosing them over Wraithlords. Argive is spot on regarding terrain as 9th edition makes it easier for me to keep those models out of LOS.

A lot also depends on what else is in your army. For example, if the rest of your list is jetbikes and infantry, it makes things a bit easier for your opponent when choosing what to target with the anti tank styled weapons.



If you can move around some S8 weapon options and you using Expert Crafters, placing a Brightlance on one or more of them could have merit.

This message was edited 1 time. Last update was at 2021/03/17 18:50:57


Whoah....I have played 40K for over 30 years.  
   
Made in us
Emboldened Warlock





NJ, USA

Agreed, makes sense. I currently use three with shuriken catapults and shoulder weapons.

The rest of my army is war walkers, falcons, wave serpents, with a smattering of guardians, fire dragons, and striking scorpions.

Lots of ranged power already!

Wraithseers are definitely superior at the moment, as they sadly have been most of the last decade or two. I just can’t stand them..


Automatically Appended Next Post:
Also agreed on the targeting priority. My first target is anti-tank melee (blightlords etc.), followed by ranged antitank. My army is very heavily invested in armor, so if I can remove the efficient threats I have half a chance, despite Eldar’s difficulty in brawling in the middle (which is the gap I’m looking to fill).

This message was edited 1 time. Last update was at 2021/03/17 19:13:26


For the greater glory of the Zoat Empire!


 
   
Made in us
Agile Revenant Titan





Fayetteville NC

 Verthane wrote:
Agreed, makes sense. I currently use three with shuriken catapults and shoulder weapons.

The rest of my army is war walkers, falcons, wave serpents, with a smattering of guardians, fire dragons, and striking scorpions.

Lots of ranged power already!

Wraithseers are definitely superior at the moment, as they sadly have been most of the last decade or two. I just can’t stand them..


Automatically Appended Next Post:
Also agreed on the targeting priority. My first target is anti-tank melee (blightlords etc.), followed by ranged antitank. My army is very heavily invested in armor, so if I can remove the efficient threats I have half a chance, despite Eldar’s difficulty in brawling in the middle (which is the gap I’m looking to fill).


I finished a game tonight using more assault elements: 2 Wraithseers and 9 Wraithblades (axe/shield). This was my third game using these in the army and have been very impressed. Previous lists were heavily invested in vehicles and long range shooting. However, the Army struggled competing for the primary objectives. I built a Patrol using Headstrong and Hunters of Ancient Relics and it hits hard and can hold the center area very well. Your statement sounds similar to the issues I faced and, so far, I've been happy with the changes.

I converted my Wraithseers from Wraithlords as I was not a big fan of the FW kit ( assuming it is the aesthetic you don't like).

Whoah....I have played 40K for over 30 years.  
   
Made in gb
Executing Exarch






 Sarigar wrote:
 Verthane wrote:
Agreed, makes sense. I currently use three with shuriken catapults and shoulder weapons.

The rest of my army is war walkers, falcons, wave serpents, with a smattering of guardians, fire dragons, and striking scorpions.

Lots of ranged power already!

Wraithseers are definitely superior at the moment, as they sadly have been most of the last decade or two. I just can’t stand them..


Automatically Appended Next Post:
Also agreed on the targeting priority. My first target is anti-tank melee (blightlords etc.), followed by ranged antitank. My army is very heavily invested in armor, so if I can remove the efficient threats I have half a chance, despite Eldar’s difficulty in brawling in the middle (which is the gap I’m looking to fill).


I finished a game tonight using more assault elements: 2 Wraithseers and 9 Wraithblades (axe/shield). This was my third game using these in the army and have been very impressed. Previous lists were heavily invested in vehicles and long range shooting. However, the Army struggled competing for the primary objectives. I built a Patrol using Headstrong and Hunters of Ancient Relics and it hits hard and can hold the center area very well. Your statement sounds similar to the issues I faced and, so far, I've been happy with the changes.

I converted my Wraithseers from Wraithlords as I was not a big fan of the FW kit ( assuming it is the aesthetic you don't like).


What are you guys on about!
they are basically wraithlords but with a bit of bling and a spear! I love my wraithseers. I kind of regret not splashing on a webway gate and chopping the heads off the statutes. Would have made a good conversion.

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
Emboldened Warlock





NJ, USA

 Sarigar wrote:


I finished a game tonight using more assault elements: 2 Wraithseers and 9 Wraithblades (axe/shield). This was my third game using these in the army and have been very impressed. Previous lists were heavily invested in vehicles and long range shooting. However, the Army struggled competing for the primary objectives. I built a Patrol using Headstrong and Hunters of Ancient Relics and it hits hard and can hold the center area very well. Your statement sounds similar to the issues I faced and, so far, I've been happy with the changes.

I converted my Wraithseers from Wraithlords as I was not a big fan of the FW kit ( assuming it is the aesthetic you don't like).


Makes sense. Thanks, I will have to give Headstrong a second look. It’s promising!


Automatically Appended Next Post:
 Argive wrote:


What are you guys on about!
they are basically wraithlords but with a bit of bling and a spear! I love my wraithseers. I kind of regret not splashing on a webway gate and chopping the heads off the statutes. Would have made a good conversion.


Different tastes for different folks! I was annoyed when they first came out and got dramatically better rules than my beloved Eldar Dreadnoughts, er, wraithlords. I also am not terribly fond of spears — although between wraithseers and shining spears GW is clearly trying to tell me that I should start liking them!

This message was edited 1 time. Last update was at 2021/03/18 04:46:26


For the greater glory of the Zoat Empire!


 
   
Made in us
Agile Revenant Titan





Fayetteville NC

 Argive wrote:
 Sarigar wrote:
 Verthane wrote:
Agreed, makes sense. I currently use three with shuriken catapults and shoulder weapons.

The rest of my army is war walkers, falcons, wave serpents, with a smattering of guardians, fire dragons, and striking scorpions.

Lots of ranged power already!

Wraithseers are definitely superior at the moment, as they sadly have been most of the last decade or two. I just can’t stand them..


Automatically Appended Next Post:
Also agreed on the targeting priority. My first target is anti-tank melee (blightlords etc.), followed by ranged antitank. My army is very heavily invested in armor, so if I can remove the efficient threats I have half a chance, despite Eldar’s difficulty in brawling in the middle (which is the gap I’m looking to fill).


I finished a game tonight using more assault elements: 2 Wraithseers and 9 Wraithblades (axe/shield). This was my third game using these in the army and have been very impressed. Previous lists were heavily invested in vehicles and long range shooting. However, the Army struggled competing for the primary objectives. I built a Patrol using Headstrong and Hunters of Ancient Relics and it hits hard and can hold the center area very well. Your statement sounds similar to the issues I faced and, so far, I've been happy with the changes.

I converted my Wraithseers from Wraithlords as I was not a big fan of the FW kit ( assuming it is the aesthetic you don't like).


What are you guys on about!
they are basically wraithlords but with a bit of bling and a spear! I love my wraithseers. I kind of regret not splashing on a webway gate and chopping the heads off the statutes. Would have made a good conversion.


I've seen more with the Spears bent. I know they can be straightened out, but I've had models bend affainmover time and I don't like how it looks.


Automatically Appended Next Post:
I got another game in last night against a Thousand Sons army led by Magnus. With less shooting than normal, dropping Magnus on turn 1 was not likely (and did not work at all). However, my opponent banked on getting first turn and placed a full squad of Thousand Sons on the central objective behind a ruin (mission 32). He underestimated the Wraithblades as they moved into position and quickly dispatched them and held the center. This is exactly what I've been trying to problem solve for awhile: hold/contest objectives. It became a bit of a back and forth through the rest of turn 1 and turn 2, but turn 3 was the back breaking moment. Magnus assaulted the Wraithblades on the bottom of turn 2 and whiffed hard: Magnus wounded 5 times and I miraculously rolled 5 x 4++ taking no damage. I inflicted some damage back. On turn 3, Magnus then went down, the Yncarne, who teleported where a Jetbike squad was destroyed, dropped Arhiman and a Sorcerer, and a Wraithseer dropped another Sorcerer in assault. With that, the game was all but wrapped as I'd taken a large lead in secondaries and was clear to pull well ahead in primaries.

I finally opted to break my army down into 2 Patrols: broadly speaking one Patrol shoots and the other Patrol assaults. Using two separate Custom Craftworld detachments really opened up the army efficiency and have been fairly happy with the balance. The army has play in every phase of the game now and truly feels like a take all comers list.

This was my second game with the Yncarne and pleasantly surprised as it survived two games in a row. I don't think the model is game winning, but the teleport ability is really useful. I literally stuck the model in the back of my deployment zone near my Lynx until the moment was right to teleport. It is a model I can't quite plan out how to use, but feels like it is the model that can be inserted as the need arises. For myself, this is a really important tool that is hard to quantify. In two games now, the model has teleported to a key location and removed key characters. It appears very difficult for opponents to plan for a model to move 3/4 across the board, in their turn, and have accept the Yncarne gets to hit first before they can react. Very powerful tool, but a lot of points and I imagine will cost me games in the future if I play carelessly with it.

I tried two Farseers instead of the Farseer/Warlock Conclave. Yep, switching back to using the Conclave. Seer Council and Focus will are are very powerful combo for these psykers and having a 36" Jinx ability that can remain out of Deny the Witch range is huge. I never got Jinx off all game and failed to cast Guide twice.

All in all, until I receive the Shadow Spectres, I'll continue playing this dual Patrol combination; it's fun, has flexibility, and allows me a fairly deep tool box of options.

This message was edited 1 time. Last update was at 2021/03/18 12:59:13


Whoah....I have played 40K for over 30 years.  
   
Made in gb
Fresh-Faced New User






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.
   
Made in us
Agile Revenant Titan





Fayetteville NC

This is one list I've gotten utterly crushed by: @140 Catachan /deep strike (plasma shooting) infantry supported by multiple tanks with no LOS shooting. The board is very saturated with bodies that deep strike is very risky. Craftworld vehicles go down by weight of fire.

Move,Move,Move and First Rank, Second Rank were back breaking. Total board control and the amount of dice, albeit S3 shooting, brought down units in quick order.

I've modified my army extensively since then, and would like another shot at that kind of army. Durable assault elements, in my mind, would help tremendously. A largish brick of Wraithblades, especially with Protect and Fortune, would help push the tide back to give room for shooters such as Shadow Spectres, who may have some space to drop if you can clear enough away. Ultimately, the list needs enough to ensure the IG can't own the entire board and all the objectives.


Whoah....I have played 40K for over 30 years.  
   
Made in gb
Fresh-Faced New User






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!

This message was edited 1 time. Last update was at 2021/03/29 07:58:16


 
   
 
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