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Made in us
Agile Revenant Titan




Florida

I'm only 1-1 against Orks in 9th. Against mass Smasha Guns, it is more ideal to take loads of one wound infantry and fight over objectives and diminish the opponent's secondary scoring.

If Ghaz is in the army, be patient and wait until you can destroy him in a single turn. I've killed Ghaz via one Farseer casting three powers, Shining Spears shooting, followed by Shining Spears assault. You can only do 4 wounds in a single phase.

Deff Skulls have objective secured across the army.

You can use Forewarning after the Ork player uses Da Jump (see Rare Rules for repositioned units).

I find Orks difficult, but I also rarely face them, so my knowledge is a bit limited.

Good luck

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

I have a game lined up later today

Only small - 1000 points... against Death Guard.

Struggling to put a list together that I feel confident with. My Only saving grace (I think?) is that at 1k points a DG force will be very small so I have the opportunity to outnumber and hopefully win objectively.

As far as the fight goes, I’m at a bit of a loss.

What do we think?

Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

Play the mission, same as always. Build an army around at least 2 secondary objectives. Damage 2 weapons are mitigated somewhat, but Craftworld does not have much D2 weapons (Hornet Pulse Lasers...).

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
Executing Exarch





London, UK

I'm having my first game since September with the aim of moving into proper competitive play later on in the year. Don't know what I am playing against so it's a bit of a take all comers list with the intent to max out at least 2 secondaries (Deploy Scramblers, Engage on all fronts) using units I've had success with in the past.

Let me know what you all think, I can see replacing the Scorpions and Hawks but I am aware I lose their deep strike potential for Engage and/or Scramblers. I was also thinking of replacing the EML with Bright Lances for expert crafters to be more useful on the Walkers and maybe changing the starcannons to lances on the CHE.

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [104 PL, 12CP, 2,000pts] ++

+ Configuration +

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

Craftworld Attribute
. Custom Craftworld: Expert Crafters, Masterful Shots

Detachment Command Cost

Gametype: Matched

The Path of War

+ HQ +

Farseer [6 PL, 120pts]: 0. Smite, 1. Guide, 2. Doom, Shuriken Pistol, Singing Spear

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

+ 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: Bladestorm

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

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

+ Elites +

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

+ Fast Attack +

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

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

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

+ Heavy Support +

Dark Reapers [18 PL, 360pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
. . Exarch Power: Rain of Death

War Walkers [8 PL, 150pts]
. War Walker: Aeldari Missile Launcher, Starcannon
. War Walker: Aeldari Missile Launcher, Starcannon

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

+ Flyer +

Crimson Hunter Exarch [200pts]: Two Starcannons
. Exarch Power: Marksman's Eye

+ Dedicated Transport +

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

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

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

Total: [2,000pts]

   
Made in gb
Walking Dead Wraithlord






 Tyranid Horde wrote:
I'm having my first game since September with the aim of moving into proper competitive play later on in the year. Don't know what I am playing against so it's a bit of a take all comers list with the intent to max out at least 2 secondaries (Deploy Scramblers, Engage on all fronts) using units I've had success with in the past.

Let me know what you all think, I can see replacing the Scorpions and Hawks but I am aware I lose their deep strike potential for Engage and/or Scramblers. I was also thinking of replacing the EML with Bright Lances for expert crafters to be more useful on the Walkers and maybe changing the starcannons to lances on the CHE.

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [104 PL, 12CP, 2,000pts] ++

+ Configuration +

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

Craftworld Attribute
. Custom Craftworld: Expert Crafters, Masterful Shots

Detachment Command Cost

Gametype: Matched

The Path of War

+ HQ +

Farseer [6 PL, 120pts]: 0. Smite, 1. Guide, 2. Doom, Shuriken Pistol, Singing Spear

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

+ 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: Bladestorm

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

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

+ Elites +

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

+ Fast Attack +

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

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

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

+ Heavy Support +

Dark Reapers [18 PL, 360pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
. . Exarch Power: Rain of Death

War Walkers [8 PL, 150pts]
. War Walker: Aeldari Missile Launcher, Starcannon
. War Walker: Aeldari Missile Launcher, Starcannon

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

+ Flyer +

Crimson Hunter Exarch [200pts]: Two Starcannons
. Exarch Power: Marksman's Eye

+ Dedicated Transport +

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

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

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

Total: [2,000pts]


Id swap out the Spirit seer for a bike-lock or foot-lock (warlock) For seer council startegem.
Also, I would personaly drop the CHE in favour of a wraithseer or falcoln or maybe some weapon platforms or just more war walkers.

Also maybe drop hawks and scorpions in favour of banshees and have them jump out of a serpent to try and nab obective/ tie up big shooty tank.

Theory hammer all around though.

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
Regular Dakkanaut





United Kingdom

Can a Wraithseer be a Warlord?

A few people are suggesting it online to give him the ability to target characters with that beasty D-Cannon, but Battlescribe won't give the option and I personally don't see how it could be allowed either?

This message was edited 1 time. Last update was at 2021/05/06 09:44:06


Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

The Wraithseer is a HS choice and cannot be the Warlord. Those giving advice appear to not be aware that the FW book for 9th edition was released several months back which changed the rules for that model.

Some thoughts regarding Deploy Scramblers. Turn 1, a squad of Dire Avengers complete the action in either your deployment zone or the midboard. Turn 2, Warp Spiders enter play from Reserve to complete the action in another area. Turn 3, utilize Web of Deceit to move to the final location. While the Warp Spiders are positioned on turns 2 and 3, keep in mind the Engage on All Fronts as they can also assist in this secondary. With that said, I'm not sure you really need the Swooping Hawks.

I have mixed feelings about the CHE. Some games, it performs very well, while others it gets shot down turn 1.

I do think a Warlock Skyrunner would suit the list better than the Spiritseer, primarily for the Seer Council stratagem.

If you drop the Hawks, you habe enough for another War Walker. I use War Walkers in nearly every game and they are key units.

EML and Masterful Shots have merit to mitigate the mediocre AP for the high strength shots.

Best of luck.



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
Executing Exarch





London, UK

Cheers for the feedback Sarigar and Argive!

You make a fair point about the Hawks, and considering the Warp Spiders can do most of the leg work for scramblers, I'll drop them. Now, I do not have a 4th War Walker available to me currently so would a decent replacement be a Vyper as a relative like for like, or should I consider a squad of Banshees as a utility unit to tar pit enemy shooting, or give some jetbikes a shot?

I'll swap out the spiritseer for a jetlock, I always tend to forget about the seer council stratagem.

I'm with you on the CHE, and I'm bringing it as a bit of a distraction fex to protect my Dark Reapers, who also tend to be enemy target number one. I figure losing the CHE will be less impactful than the Reapers in the long run so if it survives, that's great, and if it dies, I'm not overly fussed as my other stuff survives.

   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Re the CHE if you do take it you can strategic reserve it and it can come on anywhere. Or use cloudstrike, this should get you at least one turn from it.
   
Made in gb
Executing Exarch





London, UK

Not a bad idea at all actually, usually it starts on the board but having it off would keep it alive and I can use it for an easy turn of engage on all fronts. It would also allow me to play a cagey turn 1 so nothing is easy to shoot at should I get not get first turn

   
Made in gb
Walking Dead Wraithlord






kryczek wrote:
Re the CHE if you do take it you can strategic reserve it and it can come on anywhere. Or use cloudstrike, this should get you at least one turn from it.


Fair point


Automatically Appended Next Post:
 Sarigar wrote:
The Wraithseer is a HS choice and cannot be the Warlord. Those giving advice appear to not be aware that the FW book for 9th edition was released several months back which changed the rules for that model.

Some thoughts regarding Deploy Scramblers. Turn 1, a squad of Dire Avengers complete the action in either your deployment zone or the midboard. Turn 2, Warp Spiders enter play from Reserve to complete the action in another area. Turn 3, utilize Web of Deceit to move to the final location. While the Warp Spiders are positioned on turns 2 and 3, keep in mind the Engage on All Fronts as they can also assist in this secondary. With that said, I'm not sure you really need the Swooping Hawks.

I have mixed feelings about the CHE. Some games, it performs very well, while others it gets shot down turn 1.

I do think a Warlock Skyrunner would suit the list better than the Spiritseer, primarily for the Seer Council stratagem.

If you drop the Hawks, you habe enough for another War Walker. I use War Walkers in nearly every game and they are key units.

EML and Masterful Shots have merit to mitigate the mediocre AP for the high strength shots.

Best of luck.




Didint realise he was already loaded up on heavy support.

This message was edited 1 time. Last update was at 2021/05/06 21:32:13


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




Florida

 Tyranid Horde wrote:
Cheers for the feedback Sarigar and Argive!

You make a fair point about the Hawks, and considering the Warp Spiders can do most of the leg work for scramblers, I'll drop them. Now, I do not have a 4th War Walker available to me currently so would a decent replacement be a Vyper as a relative like for like, or should I consider a squad of Banshees as a utility unit to tar pit enemy shooting, or give some jetbikes a shot?

I'll swap out the spiritseer for a jetlock, I always tend to forget about the seer council stratagem.

I'm with you on the CHE, and I'm bringing it as a bit of a distraction fex to protect my Dark Reapers, who also tend to be enemy target number one. I figure losing the CHE will be less impactful than the Reapers in the long run so if it survives, that's great, and if it dies, I'm not overly fussed as my other stuff survives.


Your large Dark Reaper unit should be able to avoid getting shot at for most, if not all, but of the game. Disembark, shoot, use Fire and Fade to get back into the Wave Serpent. CP discipline is key ( I tend to use a lot of CP turns 1 and 2 and wish I had more in latter turns).

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
Walking Dead Wraithlord






 Sarigar wrote:
 Tyranid Horde wrote:
Cheers for the feedback Sarigar and Argive!

You make a fair point about the Hawks, and considering the Warp Spiders can do most of the leg work for scramblers, I'll drop them. Now, I do not have a 4th War Walker available to me currently so would a decent replacement be a Vyper as a relative like for like, or should I consider a squad of Banshees as a utility unit to tar pit enemy shooting, or give some jetbikes a shot?

I'll swap out the spiritseer for a jetlock, I always tend to forget about the seer council stratagem.

I'm with you on the CHE, and I'm bringing it as a bit of a distraction fex to protect my Dark Reapers, who also tend to be enemy target number one. I figure losing the CHE will be less impactful than the Reapers in the long run so if it survives, that's great, and if it dies, I'm not overly fussed as my other stuff survives.


Your large Dark Reaper unit should be able to avoid getting shot at for most, if not all, but of the game. Disembark, shoot, use Fire and Fade to get back into the Wave Serpent. CP discipline is key ( I tend to use a lot of CP turns 1 and 2 and wish I had more in latter turns).


Does this trick require two transports or can you embark on the same transport ?

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




Florida

Same transport works or a different one assuming it has the same Craftworld keyword.

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

Mini battle summary

Played against Necrons last night, 1500 points.

Despite hearing almost every Craftworld player say that the "only way to play CW is vehicle heavy lists" I actually had very few. No grav tanks at all, only one war walker and two weapon platforms.

Managed to field two farseers (one on foot and a skyrunner) as well as a spiritseer and wraithseer. Sooooo much smite - and executioner of course - made for a great way to whittle down his warriors quickly without allowing his reanimations while also letting me use my shooting phase for the big bad units.

I watched 3 battle reps for CW v Necrons ahead of the game and in ALL of them, Eldar conceded by the third turn. Once in the second. I was expecting to be massacred before i even went in so overall a very pleasing and surprising result!

Happy to share the full list if anybody is interested / curious!

Great to roll some dice again finally!

This message was edited 1 time. Last update was at 2021/05/10 08:27:09


Adeptus Mechanicus
Tyranids  
   
Made in gb
Walking Dead Wraithlord






 Crafter91 wrote:
Mini battle summary

Played against Necrons last night, 1500 points.

Despite hearing almost every Craftworld player say that the "only way to play CW is vehicle heavy lists" I actually had very few. No grav tanks at all, only one war walker and two weapon platforms.

Managed to field two farseers (one on foot and a skyrunner) as well as a spiritseer and wraithseer. Sooooo much smite - and executioner of course - made for a great way to whittle down his warriors quickly without allowing his reanimations while also letting me use my shooting phase for the big bad units.

I watched 3 battle reps for CW v Necrons ahead of the game and in ALL of them, Eldar conceded by the third turn. Once in the second. I was expecting to be massacred before i even went in so overall a very pleasing and surprising result!

Happy to share the full list if anybody is interested / curious!

Great to roll some dice again finally!


Please share. Interested to se the comp

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
Regular Dakkanaut





United Kingdom


++ Battalion Detachment 0CP (Aeldari - Craftworlds) [74 PL, 1,500pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Hail of Doom

+ Stratagems +

Specialist Detachment

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 3. Fortune, Shuriken Pistol, Witchblade

Farseer Skyrunner [7 PL, 140pts]: 0. Smite, 2. Doom, 4. Executioner, 4: Fate's Messenger, Shuriken Pistol, Singing Spear, Warlord

Spiritseer [3 PL, 60pts]: 0. Smite, 4. Protect/Jinx, 4: Fate's Messenger, Shuriken Pistol
. Faolchu's Wing

+ Troops +

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

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

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

+ Elites +

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

+ Fast Attack +

Windriders [7 PL, 180pts]
. 6x Windrider - Shuriken Cannon: 6x Shuriken Cannon

+ Heavy Support +

Dark Reapers [9 PL, 175pts]
. 4x Dark Reaper: 4x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Crack Shot

Support Weapons [8 PL, 120pts]
. Support Weapon: D-cannon
. Support Weapon: Shadow Weaver

War Walkers [4 PL, 60pts]
. War Walker: Shuriken Cannon, Shuriken Cannon

Wraithseer [8 PL, 170pts]: 0. Smite, 5. Quicken/Restrain, D-cannon

++ Total: [74 PL, 1,500pts] ++

Created with BattleScribe


Automatically Appended Next Post:
Ignore Fates messenger on the Spiritseer - and I also gave the reaper ex the 2x shots ability instead of crack shot.

This message was edited 1 time. Last update was at 2021/05/10 17:10:10


 
   
Made in gb
Walking Dead Wraithlord






I hope you played this as a battalion and a spearhead because its illegal battalion 4 Heavy slots :S


Automatically Appended Next Post:
Im planning to try something very similar as an ulthwe patrol and a EC spearhead when my area is open for games.

This message was edited 1 time. Last update was at 2021/05/10 19:13:16


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
Regular Dakkanaut





United Kingdom

 Argive wrote:
I hope you played this as a battalion and a spearhead because its illegal battalion 4 Heavy slots :S


Automatically Appended Next Post:
Im planning to try something very similar as an ulthwe patrol and a EC spearhead when my area is open for games.



Yes spearhead - I just built the list in battalion and couldn’t be bothered to rebuild the whole thing in spearhead in Battle Scribe after I decided to switch it lol

Adeptus Mechanicus
Tyranids  
   
Made in gb
Walking Dead Wraithlord






Instead of the shadow weaver wouldn't you be better off with a tempest launcher ?

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
Yellin' Yoof on a Scooter





Salutations!

Recently inherited an Eldar Force and eager to develop and play something a bit different to my Mechanized Greenskins.

However, reading through some of the posts here it appears that there are some abilities and features that are not in the current Codex. Assuming there was a release, similar to the Orks, for the Eldar. Are the key points available somewhere? Much rather pay for new box models (Banshees or a Serpent) than a pretty book that is mostly fluff and pics.

Thanks in advance for your help.

Hope to ask more questions here as the force progresses.

Da Groxx

This message was edited 1 time. Last update was at 2021/05/11 02:47:23


Da Groxx, WarBoss of the Da Aff-Kicka Korps (DAKK) 
   
Made in ca
Fixture of Dakka





Surrey, BC - Canada

Da Dez-Urt Groxx,

In the Psychic Awakening book there were alternative Exarch and Warlock powers as well as the more important Custom Craftworld Traits. They do not change the units in the Codex, but they do make the Craftworld builds a little bit more competitive.

Cheers,

CB

   
Made in gb
Walking Dead Wraithlord






Anyone have a run down of the custom traits and powers saved for the guy?

I know we posted these when the book came out/ was being previewed but I have no idea which thread this would be in.

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
Regular Dakkanaut





United Kingdom

Argive wrote:Instead of the shadow weaver wouldn't you be better off with a tempest launcher ?


Tough call but i like the reliability of the regular reaper launchers. Firing twice with guide at flat 3 damage is too good to pass up in a list that has few 'big guns'.
The infantry killers come from shuriken fire with Hail of Doom and the large amount of smite spam but the shadow weaver was a good back up as it can hide away and still fire.

Argive wrote:Anyone have a run down of the custom traits and powers saved for the guy?

I know we posted these when the book came out/ was being previewed but I have no idea which thread this would be in.


Definitely not here: http://scope40k.com/library/category/7-campaigns?download=44:psychic-awakening-1-phoenix-rising


Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

 Crafter91 wrote:
Mini battle summary

Played against Necrons last night, 1500 points.

Despite hearing almost every Craftworld player say that the "only way to play CW is vehicle heavy lists" I actually had very few. No grav tanks at all, only one war walker and two weapon platforms.

Managed to field two farseers (one on foot and a skyrunner) as well as a spiritseer and wraithseer. Sooooo much smite - and executioner of course - made for a great way to whittle down his warriors quickly without allowing his reanimations while also letting me use my shooting phase for the big bad units.

I watched 3 battle reps for CW v Necrons ahead of the game and in ALL of them, Eldar conceded by the third turn. Once in the second. I was expecting to be massacred before i even went in so overall a very pleasing and surprising result!

Happy to share the full list if anybody is interested / curious!

Great to roll some dice again finally!


I started vehicle heavy when 9th was released, but as the months went on and armies other than Marines hit the table, my army morphed quite a bit. Adding an assault element was key. The number of models with the vehicle keyword diminished as well. War Walkers are still a staple in my army, but units like Shadow Spectres, Reapers, and Wraithblades replaced vehicles with fairly good results. Happy to hear you getting to roll dice again and having solid results.

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

 Sarigar wrote:


I started vehicle heavy when 9th was released, but as the months went on and armies other than Marines hit the table, my army morphed quite a bit. Adding an assault element was key. The number of models with the vehicle keyword diminished as well. War Walkers are still a staple in my army, but units like Shadow Spectres, Reapers, and Wraithblades replaced vehicles with fairly good results. Happy to hear you getting to roll dice again and having solid results.


Funny you mention Walkers - i have taken them in every list up to now because - again - everybody insists theyre one of our strongest units.
Honestly, i haven't had THAT much luck with them. How do you generally field them?

Adeptus Mechanicus
Tyranids  
   
Made in gb
Executing Exarch





London, UK

Usually the best way to run them is in single walker units to avail of expert crafters and masterful shots. They're also tough enough to force some hard decisions for your opponent as it can be much easier to point a killy thing at a full unit and watch it evaporate.

You can start them on or off the board, so they have potential in achieving secondaries like engage on all fronts, or use the model's base as a decent screen during deployment.

I like running them with EMLs and Starcannons as it makes them threatening to a range of targets.

   
Made in us
Agile Revenant Titan




Florida

 Crafter91 wrote:
 Sarigar wrote:


I started vehicle heavy when 9th was released, but as the months went on and armies other than Marines hit the table, my army morphed quite a bit. Adding an assault element was key. The number of models with the vehicle keyword diminished as well. War Walkers are still a staple in my army, but units like Shadow Spectres, Reapers, and Wraithblades replaced vehicles with fairly good results. Happy to hear you getting to roll dice again and having solid results.


Funny you mention Walkers - i have taken them in every list up to now because - again - everybody insists theyre one of our strongest units.
Honestly, i haven't had THAT much luck with them. How do you generally field them?


It varies on opposing army and the rest of my army, but I tend to place them in Reserve and set up solid fire lines and assist with Engage on all Fronts.

Expert Crafters and Masterful Shots have been my go to. Of late, I've been running 2 x 1 each with a Brightlance and Starcannon. In the past, I've run 1 x 3 with Starcannons when I faced a lot of Marines. I'm currently building a unit of 1 x 2 War Walkers with Shuriken Cannons. Cheapish shooting against the non Marine armies. One thing I will be excited for is if we can see an updated rule for Brightlances. I envy the Dark Lances damage opposed to Brightlances.

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




 Crafter91 wrote:
Eldar vs Orks
What do people recommend? I’m thinking lots of Shuriken fire, maybe add Hail of Doom to give no saves to majority of units?

Executioner and Smite for horde units?

Any out-of-the-box ideas welcomed!


Over saturation of fire. Doom and guide as a guaranteed cast. The -1 save wouldn't hurt either. Mobility as well so you can avoid lockdown.

I'm not sure how Smite helps for Horde or Executioner. But if you can math out a way to make a portion of your army take out mmmm 45 boyz a turn that's effective. That much helps bad rolls; and you'll want to be a bit far away to avoid counter threats. You'll want your army to not engage take down key threats per turn.
   
Made in gb
Regular Dakkanaut





United Kingdom

popisdead wrote:
 Crafter91 wrote:
Eldar vs Orks
What do people recommend? I’m thinking lots of Shuriken fire, maybe add Hail of Doom to give no saves to majority of units?

Executioner and Smite for horde units?

Any out-of-the-box ideas welcomed!


Over saturation of fire. Doom and guide as a guaranteed cast. The -1 save wouldn't hurt either. Mobility as well so you can avoid lockdown.

I'm not sure how Smite helps for Horde or Executioner. But if you can math out a way to make a portion of your army take out mmmm 45 boyz a turn that's effective. That much helps bad rolls; and you'll want to be a bit far away to avoid counter threats. You'll want your army to not engage take down key threats per turn.


I'm actually rematching this game on Friday - unfortunately we had to cut it short due to unforeseen events after turn 2.. but i was off to a cracking start at the time!

Annoyingly this likely means that my OP will adjust his list but also affords me the possibility to do the same.

I did like lots of shuriken fire + hail of doom as it helped thin out hordes. I took a unit of hawks for scramblers but i'm in two minds about whether to keep them or not.

I also took a guardian blob which was great but i was restricted as to where i could fit it on the table due to the volume of minis. I wouldn't want him to stop me from webwaying them anywhere useful by screening the table.

Any other thoughts are welcome

Adeptus Mechanicus
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