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Made in us
Agile Revenant Titan





Fayetteville NC

I got to play against an IG army this weekend. Different army and different player from my previous post.

Broadly speaking, you need to know what secondaries you will choose and ensure your army can score them. As an example, 10 Hawks can put out 40 or so shots ag against an IG squad and likely destroy it. But, what happens to the Hawks? Generally, they get shot off the board. A small unit of 5 would suit you better for secondaries such as Deploy Scramblers and Engage on all Fronts.

There are a lot of ways an IG army can be built. The IG player this past weekend had a Baneblade, Leman Russ tanks, but only 50 or so infantry models. He called the game on turn three as he was left with @ 20 infantry. He had first turn, but did not swarm the table which provided me room to mauever into assault, table quarters, and multiple objectives. This was in stark contrast to my previous IG opponent from a couple months past. I had Deploy Scramblers locked up in three turns because he gave me the space to do so. Three of my units never fired a shot or got into assault, but we're conducting actions and/or scoring me points with Engage on all Fronts (Storm Guardians, Warp Spiders, Striking Scorpions).

To damage an IG army, the Wraithblades with Axe and Shield performed well (Fortune). Shining Spears worked well for a turn one assault, then consolidate into a tank with multiple blast weapons. However, this was also due to putting his units in a position to allow me to take advantage of this. Both of these units also went into assault on or around objectives, which was key to ensure I maintain the ability to maneuver other units. I ran three, separate D Cannons which were a real threat that were able to position out of LOS and in range.

Craftworld has a lot of units that can compete against IG. However, I think Craftworld is overpaying for a lot of these units and it would be a bad idea to try and outshoot an IG army. Design your army around the objectives and develope your strategy around that concept. My lists at the beginning of 9th and now look very different because of this and it performs much better.

Hope this helps.

This message was edited 1 time. Last update was at 2021/03/29 10:37:39


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






 Sarigar wrote:
Design your army around the objectives and develope your strategy around that concept. My lists at the beginning of 9th and now look very different because of this and it performs much better.


Good advice - you're absolutely right. I think I got a bit distracted by the OP army and began to take my focus off the objectives.

That's helpful, thanks
   
Made in ca
Regular Dakkanaut




Hi folks,

Being an armchair 9th ed general (covid and all, I played Aeldari in 8th last march) but I started listening to Splintermindi an Aeldari podcast I found on iTunes for some enjoyment in the background while working.

They made a point being to not go for Ob Sec and primaries but instead focus on secondaries (Bring it Down, Attrition, Engage on all Fronts being key) and remove your opponents ability to score their primaries, particularly turns 3-4.

Is this how people are finding Craftworld at the moment?

Thanks,
   
Made in us
Emboldened Warlock





NJ, USA

It's probably fairly solid advice, in that it's really hard for Craftworlds to score primary (or at least to score the 15). Secondaries are much easier for us if we have taken them into account in army design. It's a risky strategy though because some units are really really tough to remove, and if the opponent has one of those sitting on each of the two center objectives, you're simply not removing both in one turn (I'm looking at you, Death Guard!).

For the greater glory of the Zoat Empire!


 
   
Made in us
Agile Revenant Titan





Fayetteville NC

I began 9th like most, trying to figure out how the missions work. As time progressed, my army design focussed on secondaries as I struggled to score primaries. Once I got comfortable with my secondaries and averaging 30 points each game (Deploy Scramblers, Engage on all Fronts, Grind Them Down, and post FAQ, While We Stand We Fight), I began tweaking my list in order to find ways to score more primary points.

In the last 8 games, I've scored 45 in 7 out of 8 games (time was called on one game ending it on turn 3). I kept the units that aided me in Deploy Scramblers and Engage on all Fronts, and began using more assault focused units. The army is now broken down into 2 detachments. Roughly, one shoots and the other assaults. I'm a bit challenged on a third secondary objective, but it has been an overall increase in points due to scoring higher on primaries.

The list morphs a bit but below is roughly what has been able to increase my scoring:

Detachment 1 (Patrol)
Hunters of Ancient Relics, Headstrong

Autarch Skyrunner
Yncarne
8-10 Storm Guardians
8-9 Wraithblades
5 Striking Scorpions
5-8 Shining Spears

Detachment 2 (Spearhead)
Expert Crafters, Masterful Shots
Farseer
Warlock Conclave (2 models)
1 Vyper
5 Warp Spiders
1 Lynx
1 x 3 D Cannon
1 x 2 War Walker

My Shadow Spectres arrived this week, so the list will get tweaked more.

Units that have an inate abilities to arrive via reserves have been very useful (War Walkers, Scorpions, Spiders. Using Webway Strike and Strategic Reserve has also been quite important and their usage varies game by game. Terrain can vary quite a bit based on venue. I still encounter players who don't screen very well and it is typically game over for them as my army hits on multiple fronts while garnering Engageon all Fronts. It also creates significant challenges for target priority.

Phantasm has its uses, but I've been trying to set up a bit more defensive as I tend to spend CP a bit too quickly.

Spiders and Web of Deceit should be an auto include for Deploy Scramblers. Even if opponents screen out their deployment zone, drop them into a protected area in no man's land, deploy scrambler, then move 4d6+7 the following turn into their deployment zone to complete deploy scrambler. Don't worry about them shooting until Scramblers is completed.dd

The assault capability has been key. Previously, I dismissed running Wraithblades (in truth, I think I displayed them badly and I shelved them for awhile). I'd balked running them on foot, but I've found they really need to move to the center of the board, which is not nearly as far as I'd thought. Running 5 felt too small, but 8 had the bulk I felt I needed. Fortune is critical to this unit, and having a bigger unit yields better utility when Fortune is cast. Protect is a nice addition for sure, but have found if given the choice, it is more important to ensure Fortune is cast.

The Yncarne is not a unit I would necessarily recommend. I painted the model about a year ago and just want to use it. However, I will say the model has been working very well in every game. The reposition mechanic is very powerful and opponents have been challenged countering it. The Vyper can be utilized as a bait unit, setting up in hopes my opponent will move close enough to shoot it off the table, then the Yncarne repostions in order to set up Heroic Intervention.

D Cannons moving independently have been interesting. I may paint more up as I'm starting to see the allure of running 6-9 of them.

Ultimately, I am changing my mind on the premise Craftworld are unable to score primaries. I'll get another game or two in tomorrow with a unit of Spectres and see if the trend of maxing primaries continues.



Whoah....I have played 40K for over 30 years.  
   
Made in ca
Regular Dakkanaut




I want to finish my Wraithknight. I have the arms magnitized. he is airbrushed up for a base coat and I'm wondering which weapon options are smartest to finish painting.

i only have one. thanks kindly. much appreciate the last two responses as well
   
Made in us
Agile Revenant Titan





Fayetteville NC

Currently, all the options under perform for the points. Despite that, I still played a few games with 1-3 Wraithknights because I like the model. The best option I've had is to go with Sword/Scattershield and keep the points as cheap as possible (360 points?). It will be sin an Auxiliary detachment which will not get Craftworld benefits, but you can cast Fortune on it as it has the Asuryani keyword for added durability.

Whoah....I have played 40K for over 30 years.  
   
Made in ca
Regular Dakkanaut




thanks kindly, much appreciated.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Hey Folks. I'm a stranger to Craftworlds. I need to help my buddy out. My friend is a very relaxed kind of player, and he expressed concern that he has an upcoming game vs space wolves where that player wants to bring 12 Thunderwolf Cavalry.

The best advice I could give him is fire and fading 10 dark reapers, with 2 farseers to cast guide/doom/smite/executioner and a spiritseer to hit a squad of thunderwolves with Jinx. Backing all that up is a nice 20 man guardian bomb from deep strike. By my math, the psychic power combo plus dark reapers should eat 6 thunderwolves a turn?

His models are fairly limited and dated. I'm trying to help him put together something that can at least hang with a list like that. Any advice would be appreciated. I think he was planning on running Expert Crafters/Martial Citizenry for his craftworld.

This message was edited 1 time. Last update was at 2021/04/13 12:26:36


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Executing Exarch






 iGuy91 wrote:
Hey Folks. I'm a stranger to Craftworlds. I need to help my buddy out. My friend is a very relaxed kind of player, and he expressed concern that he has an upcoming game vs space wolves where that player wants to bring 12 Thunderwolf Cavalry.

The best advice I could give him is fire and fading 10 dark reapers, with 2 farseers to cast guide/doom/smite/executioner and a spiritseer to hit a squad of thunderwolves with Jinx. Backing all that up is a nice 20 man guardian bomb from deep strike. By my math, the psychic power combo plus dark reapers should eat 6 thunderwolves a turn?

His models are fairly limited and dated. I'm trying to help him put together something that can at least hang with a list like that. Any advice would be appreciated. I think he was planning on running Expert Crafters/Martial Citizenry for his craftworld.


Ehhh... Sounds joyful... Running 12 TWC is very oppressive and will be hard to deal with... You can probably reliably kill 1 unit maybe in T1/2. But not two. Therefore the second unit will hit his lines and cripple the army in all likely hood.
If I was your friend id find someone else to play with coz clearly the other dude doesn't care weather his opponent will have a fun game or stand a chance of winning.
What models does he have ?

Failing that- ensure there are plenty craters /terrain and use those to slow them down. A 10 man reaper blob with guide and doom and guardians should deal with one unit.
But the second unit will be problematic.

A sound tactic would be to bait and switch a flank with phantasm. I.e. put the heavy guns / reapers on far flank/corner and hope he puts all the TWC to mirror and then phantasm those guns to the other side of the board to buy time.

Also, warlock instead of spirit seer because of Seer council startegem. The psychic will be crucial and he needs to ensure it goes off. To that end in order to be as efficient as possible, I'd run a patrol with Eldrad and warlock and a blob of 20 black guardians, and the rest as an expert crafters spearhead. and just go all in on heavy weapons in order to outshoot the wolves. However the amount of storm shields will be hard to overcome. So MW will be his friend Executioner/smite.

Another thing to consider, a warlock conclave unit with at least 4 dudes in it. That way you can get Jinx and Restrain. Double up the range to 34" for both powers with startegem.

1. Cast Doom+Guide + Jinx Vs the nearest unit(Unit A) and aim to shoot them up to high heavens.

2. Secondly use restrain+ craters to halve/reduce the movement of the furthest unit (Unit B). Hopefully this will mean you don't get charged by the second unit and destroy the first unit or only get charged by remnants of first unit.

Hopefully he can get some sort of counter charge unit in the form of wraithguard with axes and shields. Dealing with those TWC with only shooting might prove diffciult. Especially as we have no idea what else he is brining.

even if he does turtle up T1/2 in order to shoot the cav it might be too late to win in the remaining turns and catch up on the primariy VP's so there is also that to consider.


This message was edited 1 time. Last update was at 2021/04/14 22:43:37


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
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

@Argive - Yeah, the opponent has a bit of a rep for being like that, but my friend doesn't like to back down either. lol.

He's got a dated kind of aspect warrior force. Wave Serpents, Banshees/Scorpions/DarkReapers/DireAvengers/Firedragons.

So, he could probably use phantasm to move the wave serpents around, get extra value out of essentially moving the transport, and the squad(s) inside.

Good thinking with the warlock as well.

I am assuming he will get one of those units in. As Cav, I was thinking of suggesting he use a wave serpent or something to build a wall he'll need to assault to break through to get to the squishier bits.

I also suggested to him he take a unit of 5 rangers for scramblers, and a unit of 5 scorpions to do scramblers in the marine deployment zone. Seems like a good way to get some secondaries with minimum investment.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Executing Exarch






 iGuy91 wrote:
@Argive - Yeah, the opponent has a bit of a rep for being like that, but my friend doesn't like to back down either. lol.

He's got a dated kind of aspect warrior force. Wave Serpents, Banshees/Scorpions/DarkReapers/DireAvengers/Firedragons.

So, he could probably use phantasm to move the wave serpents around, get extra value out of essentially moving the transport, and the squad(s) inside.

Good thinking with the warlock as well.

I am assuming he will get one of those units in. As Cav, I was thinking of suggesting he use a wave serpent or something to build a wall he'll need to assault to break through to get to the squishier bits.

I also suggested to him he take a unit of 5 rangers for scramblers, and a unit of 5 scorpions to do scramblers in the marine deployment zone. Seems like a good way to get some secondaries with minimum investment.


I dont think a wave serpent would hold up a unit of TWC rocking thunder hammers.
Anyway I wish your fiend luck.

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
Fresh-Faced New User






 iGuy91 wrote:
Hey Folks. I'm a stranger to Craftworlds. I need to help my buddy out. My friend is a very relaxed kind of player, and he expressed concern that he has an upcoming game vs space wolves where that player wants to bring 12 Thunderwolf Cavalry.

The best advice I could give him is fire and fading 10 dark reapers, with 2 farseers to cast guide/doom/smite/executioner and a spiritseer to hit a squad of thunderwolves with Jinx. Backing all that up is a nice 20 man guardian bomb from deep strike. By my math, the psychic power combo plus dark reapers should eat 6 thunderwolves a turn?

His models are fairly limited and dated. I'm trying to help him put together something that can at least hang with a list like that. Any advice would be appreciated. I think he was planning on running Expert Crafters/Martial Citizenry for his craftworld.


Sounds like a bit of a douche... but there's a way around it.

Tell your friend to field at least one, if not two hemlock wraithfighters

Equipped with 2 heavy d-sythes that automatically hit D3 times each and will wound on 2s, AP4, causing 2 damage.
They'll rinse through them in no time AND best of all, as they're flyers, they can't be charged unless his Thunderwolves sprout wings.


   
Made in gb
[DCM]
Tyrant of Badab






HATE Club, East London

So I've recently had my arse handed to me a couple of times by a friend who plays Drukhari. Their new codex is brutal! I want to build a list that can at least compete with him and I own more Eldar than anything else. We've played so far at 1000 points. He brought two patrols. The first was A Master Succubus with Bloodbrides in a Raider, supported by Hellions, Reavers and Scourges. The other was an Archon with regular Kabalites in a Raider, supported by Incubi in a Venom. He has absolutely detroyed me when I have used fluffy Firstborn marines. It hasn't even been a contest.

Do Craftworlds have much of a chance?

I don't have any Wraithknights, fliers (except some FW Phoenix Bombers, which I suppose I could proxy as Crimson Hunters, as he plays a proxy, unpainted army, so doesn't mind the same from me), Wraithblades, mounted psykers or Shining Spears (though I could proxy some). I have LOTS of everything else.

I am realising that I need to focus more on Secondaries, and think a squad or two of Warp Spiders will help. Maybe even some Striking Scorpions, as long as I remember they are for objectives, not fighting! I know Dark Reapers have a good rep right now. Do Howling Banshees have any place in an army right now? I haven't played much 9th edtion at all due to lockdown, but I never got much use out of them in 8th. For troops, do I just want minimal Dire Avengers in Wave Serpents or Falcons? What HQ is best? Still a Farseer? Again, I have pretty much all options available.

This message was edited 1 time. Last update was at 2021/04/17 17:35:49


Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.
My blog - over 30 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Executing Exarch






I'd try heaps of guardians of the black veriaety.
1x Ulthwe patrol
Eldrad
Warlock
2x 20 man blobs. Put one in the web way the other one start on the field

Then another Patrol - Expet crafters patrol

Cheap HQ + some AT vehicles

So maybe something like this ?
Spoiler:
++ Patrol Detachment -2CP (Aeldari - Craftworlds) [29 PL, 4CP, 569pts] ++

+ Configuration [4CP] +

Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

Craftworld Attribute: Ulthwe: Foresight of the Damned

Detachment Command Cost [-2CP]

+ HQ [11 PL, 205pts] +

Eldrad Ulthran [8 PL, 155pts]: 0. Smite, 1. Guide, 2. Doom, 4. Executioner, Armour of Last Runes, Ghosthelm, Runes of the Farseer, Shuriken Pistol, Spiritlink, Staff of Ulthamar, Witchblade

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

+ Troops [18 PL, 364pts] +

Guardian Defenders [9 PL, 182pts]
. 20x Guardian Defender [160pts]: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 22pts]: Shuriken Cannon [10pts]

Guardian Defenders [9 PL, 182pts]
. 20x Guardian Defender [160pts]: 20x Plasma Grenades, 20x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 22pts]: Shuriken Cannon [10pts]

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [24 PL, 430pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Students of Vaul

Detachment Command Cost

+ HQ [3 PL, 60pts] +

Spiritseer [3 PL, 60pts]: 0. Smite, 5. Quicken/Restrain, 6: Seer of the Shifting Vector, Psyker, Rune Armour, Shuriken Pistol, Spirit Mark, Warlord, Witch Staff

+ Troops [2 PL, 55pts] +

Dire Avengers [2 PL, 55pts]: Defence Tactics
. 4x Dire Avenger [44pts]: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch [11pts]: Avenger Shuriken Catapult, Plasma Grenades
. . Exarch Power: Battle Fortune

+ Fast Attack [3 PL, 55pts] +

Vypers [3 PL, 55pts]
. Vyper [3 PL, 55pts]: Blade Wind, Explodes, Starcannon [15pts], Twin Shuriken Catapult

+ Heavy Support [16 PL, 260pts] +

Falcon [8 PL, 130pts]: Explodes (Hover Tank), Hover Tank, Pulse Laser, Starcannon [15pts], Transport, Twin Shuriken Catapult

Falcon [8 PL, 130pts]: Explodes (Hover Tank), Hover Tank, Pulse Laser, Starcannon [15pts], Transport, Twin Shuriken Catapult

++ Total: [53 PL, 4CP, 999pts] ++



So you wana shoot the raiders with the AT guns + MWs and then shuriken death the contents of the raiders idealy.
at 1k pts he might struggle with 40 guardians plus platform

Keep one blob on the board and the other in reserve.
Make a wall of guardians protecting your characters and objective so he will be forced to remove them.
Cast protect on the blob and use celestial shield strat althought tanking on a 2+ on the platform might do the trick. And then just blast with your AT and MW to dela damage and shuriken+doom anything that comes close.


This message was edited 3 times. Last update was at 2021/04/17 18:20:39


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 gb
[DCM]
Tyrant of Badab






HATE Club, East London

The Guardian blob would face a guaranteed turn 2 charge from the Wyches, even if the transport was down. A smaller squad just to get in the way might be good... 20 of them with protect would still fold in a turn. I suppose if they do that, they have protected something else.

I think Falcons and Vypers might be a good tool to use. Mobile enough to get shots at his raiders whilst not getting charged, hopefully.

This message was edited 2 times. Last update was at 2021/04/17 22:12:28


Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.
My blog - over 30 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Executing Exarch






 Fifty wrote:
The Guardian blob would face a guaranteed turn 2 charge from the Wyches, even if the transport was down. A smaller squad just to get in the way might be good... 20 of them with protect would still fold in a turn. I suppose if they do that, they have protected something else.

I think Falcons and Vypers might be a good tool to use. Mobile enough to get shots at his raiders whilst not getting charged, hopefully.


I have to say I don't know the ins and out of the new drukhari codex.
Realistically with a 3++/6+++ (2+/3++/6++ on platform) against shooting and a 4+ /6+++ in combat, is the entire 20 guardian blob going to die in one turn? Especially if you manouver and use terrain.

Even if the wyches do get through you will have 2 smites as well as executioner to deal with whatever is left of the squad.

Alteratively you could flip it and use the falcons as a barricade and hide the guardians behind them so if the wyches charge the falcons they can tickle it until they die in the psychic phase.

I think he might struggle to get rid of the tanks as well as 42 fairly tanky bodies (for space elfs)

This message was edited 1 time. Last update was at 2021/04/18 00:08:12


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
[DCM]
Tyrant of Badab






HATE Club, East London

The ten of the souped up wyches deliver 41 attacks, hitting on 2+, wounding other elves on 3+ and re-rolling 1s, with extra ap on a 6. That means that they can take out enough that the rest will probably be lost to morale. A few might survive. Maybe I should work out the exact likelihood of any survivors.

If the points imbalance weren't so bad, it might be worth the exchange as the wyches could then be easily killed.

The Falcons would probably be a better bet as they only deal one damage per wound, so wounding on 5+, and the Falcons keeping their save for most of the attacks would mean it probably survive, especially if it had Spirit Stones. If the Succubus was there too, it would be destroyed, but then that leaves the wyches and succubus potentially exposed, which is good.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.
My blog - over 30 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Executing Exarch






I was more concerned about the incubi.
In that list the spirit seer has restrain with a reroll to slow down and potnetialy prevent charge from either threat units. Forgot to give him falochus wing for a 12" movement meaning he has at least a 31-36" threat range with that power.

So potentially you could sacrifice him to slow down the blood brides. But tbh. Should be getting in his face with the guardians and psychic IMO.

Depending on if you get T1 or not.
Kill the raider and he potentially looses 1-2 on average in explosion. Then you only need to kill 8 with shuriken catapults or just throw a flacoln in their way.

Could drop the vyper for another set of platofrms as well as spirit stones for extra tankiness.

This message was edited 2 times. Last update was at 2021/04/19 04:14:47


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
Executing Exarch




I don't think you need spirit stones in an Ulthwe detachment.
   
Made in gb
Executing Exarch






Leo_the_Rat wrote:
I don't think you need spirit stones in an Ulthwe detachment.


You wouldn't take falcons in an ulthwe detachment..

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
Fresh-Faced New User






Upcoming casual tournament between friends.

One list, knockout style comp so needs to be fairly well rounded.

Only 1,200 points so really having to choose wisely

Thoughts welcome


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [69 PL, 1,200pts] ++

+ Configuration +

Craftworld Attribute

Detachment Command Cost

+ HQ +

Farseer [6 PL, 120pts]: 0. Smite, 2. Doom, 4. Executioner, 4: Fate's Messenger, Shuriken Pistol, Singing Spear, Warlord
. Faolchu's Wing

Warlock Skyrunner [4 PL, 70pts]: 0. Smite, 1. Conceal/Reveal, Shuriken Pistol, Singing Spear

+ Troops +

Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Battle Fortune

Dire Avengers [2 PL, 60pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Shimmershield & Power Glaive
. . Exarch Power: Battle Fortune

Guardian Defenders [9 PL, 142pts]
. 15x Guardian Defender: 15x Plasma Grenades, 15x Shuriken Catapult
. Guardian Heavy Weapons Platform: Shuriken Cannon

+ Elites +

Fire Dragons [12 PL, 138pts]
. 5x Fire Dragon: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Crack Shot

Wraithblades [10 PL, 200pts]: Ghostaxe and Forceshield, 5x Wraithblade

+ Fast Attack +

Windriders [7 PL, 120pts]
. 6x Windrider - Twin Shuriken Catapults: 6x Twin Shuriken Catapult

+ Heavy Support +

War Walkers [8 PL, 140pts]
. War Walker: Aeldari Missile Launcher, Shuriken Cannon
. War Walker: Aeldari Missile Launcher, Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [9 PL, 150pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [69 PL, 1,200pts] ++
   
Made in gb
Executing Exarch






Are you limited to one detatchement?

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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"  
   
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Fresh-Faced New User






 Argive wrote:
Are you limited to one detatchement?


Not at all, but I like to have the extra command points where I can. Open to suggestions though!


Automatically Appended Next Post:
I’m also not set on Craftworld attributes. Plan to play a custom.

Masterful Shots is a must for a few of the guys I’ll be playing against. Beyond that, I’m torn on the second between Expert Crafters, Hail of Doom or potentially even Superior Shurikens.

This message was edited 1 time. Last update was at 2021/04/21 06:39:46


 
   
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[DCM]
Procrastinator extraordinaire





Edinburgh, UK

It may be worth considering Biel-Tan for this list as you can take advantage of the rerolls for shuriken and the aspect warriors can benefit from the extra LD which could be clutch in keeping one guy on an objective to net you a few VP. It also opens up the spirit stone relic for reroll potential on your warlock.

If you're going down custom craftworlds, you could split your war walker squadron to avail of Expert Crafters for the rerolls and it forces split firing instead of just focusing down the one squad and the single detachment you're using allows for that. The same could be done with your jetbikes. Superior shurikens would also be good too, and that combo might be a bit better than using something + masterful shots.

This message was edited 1 time. Last update was at 2021/04/21 14:40:23


5000 Fir Farillecassion Eldar W/L/D 4th Ed Codex - 14/7/1 6th Ed Codex - 9/1/0 7th Ed Codex - 4/1/1 8th Ed Codex - 20/6/2 9th Ed - 2/1/0
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Fresh-Faced New User






 Tyranid Horde wrote:
It may be worth considering Biel-Tan for this list as you can take advantage of the rerolls for shuriken and the aspect warriors can benefit from the extra LD which could be clutch in keeping one guy on an objective to net you a few VP. It also opens up the spirit stone relic for reroll potential on your warlock.

If you're going down custom craftworlds, you could split your war walker squadron to avail of Expert Crafters for the rerolls and it forces split firing instead of just focusing down the one squad and the single detachment you're using allows for that. The same could be done with your jetbikes. Superior shurikens would also be good too, and that combo might be a bit better than using something + masterful shots.


Interesting thought with Biel Tan for sure. I did consider splitting the walkers and bikes but doing so would mean i can only guide / protect one such unit rather than all of them.

I think for that reason, it may be better to keep them as a single unit, but time will tell.
   
Made in ca
Longtime Dakkanaut





Surrey, BC - Canada

Bit of a modeling tactical question for the team. So I have finished nine Shining Spears, but I am interested if I should keep them on the large clear round bases, or mount them on the smaller clear round bases and use shorter supports? It seems to me that it would create a smaller profile and allow them to be clumped closer together...perhaps even allowing them to fall in behind a building. I do not envision them as holding objectives for any length of time, so board control is not a concern.

Now before some cries: "Mount them on the bases they came with." I actually built the nine from eBay purchases of bits and broken model lots. So they were missing the bases, and I asked my gaming group to provide the large clear round ones I have fitted them on with magnets for now. So many broken bits were used, that there are in fact a total of 14 ruined jetbikes employed to make 9 functional ones). They are also mostly metal (no resin), so they would be from the era of the smaller round bases.

Thoughts?

CB

44 successful trades in the Dakka Swap Shop. I have an ongoing Sale Thread there with painted Empire, Elysian and Tau units looking for a new home. Unpainted Bretonnian metal units and figures for sale.
Finished Forge World Elysian Army | Finished Tau Sept Cadre | Finished Ork Waaagh | Alaitoc Eldar Warhost | Building Necromunda and Terrain
Finished Order of Our Martyred Lady - Sisters of Battle | Finished Necromundian Imperial Guard Regiment | Finished a 1/72 Flower Class Corvette - HMCS CHILLIWACK
DC:70S++G+M++B+I++PW40k-89-+D+++++A+++/aWD088R+T(M)DM+  
   
Made in gb
Executing Exarch






I'd put them on the current jetbike bases. Three reasons:

1. Larger base = Better stability. Especialy if you have metal parts you dotn want to be knocking them over.

2. Consistency - Logicaly, Current jetbike bases will be used when spears get a plastic kit. Its more of an "if" really, but nonetheless IMO good sense and maybe some future proofing. (Spears are going to get a plastic kit right ? Right? Riiiiiight!?)

3. More coverage. Bigger bases will mean getting more dudes into combat. Yes it will mean they are easier to shoot but also fulfilling their primary function which is to wreck face.

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 ca
Regular Dakkanaut




 Argive wrote:


3. More coverage. Bigger bases will mean getting more dudes into combat. Yes it will mean they are easier to shoot but also fulfilling their primary function which is to wreck face.


Isn't this the opposite? smaller bases you can cram more in. Having watched a Space Wolf player in 4th ed deliberately shrink bases (put wolves on 25 mm, etc) it was pretty gamey to have the models on smaller models. Especially with snaking them through two rhino's who were 26 mm apart.

These days the rules don't matter as much having smaller bases vs larger aside from smaller effects. You may get 1-2 more or fewer models changing in a situation but the game is decided upon tactical play more than an extra model attacking. Dice are too variable to pick apart granularities.

So I concur with argive, put them on nice fancy large bases you build with care and detail. It will really jazz up your army.
   
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Fresh-Faced New User






Eldar vs Orks
What do people recommend? I’m thinking lots of Shuriken fire, maybe add Hail of Doom to give no saves to majority of units?

Executioner and Smite for horde units?

Any out-of-the-box ideas welcomed!
   
 
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