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Made in us
Agile Revenant Titan





Florida

Unless you alter your list slightly, Engage will be difficult.

If you took DA as units of 5 strong, they become Power Level 2. Then, you could place 4 squads in Strategic Reserve for 1 CP. It read like you are facing Space Wolves, so DA shooting is fairly poor and you can premeasure well enough to avoid turn 1 charges. They also can perform Retrieve Octarius Data coming from Strategic Reserve.

If you play carefully, To the Last has merit with War Walkers, Lynx, and a Fire Prism to keep alive.

You also have a lot of anti marine shooting. Don't throw away the Dire Avengers and try the secondary of destroying more than your opponent.


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 dk
Regular Dakkanaut




theres still options for tinkering with this build. I could go down to 5man avengers and free up 55 points.

Maybe another squad of DA as I feel they are important for screening and scoring.

Could also be a squad of deep striking scorpions to help with octarious data.

another option is to remove the lynx and buy the devastating 8-10 reapers and maybe upgrade a falcon to a serpent for them to be safe in. thing is, though, that I wanted something else for this list. also, with the spearhead I am pretty low on CP so between fire and fade every turn, maybe a few DA squads in reserve, forewarned and stuff like that I might run out very fast.

Does this list make sense to you guys at all?

This message was edited 2 times. Last update was at 2021/08/10 09:40:19


 
   
Made in us
Agile Revenant Titan





Florida

Reapers are solid until you face an opponent with no LOS shooting. This is why the Wave Serpent is important to consider. If you won't be at risk of this, then leaving the Serpent at home is perfectly fine.

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 dk
Regular Dakkanaut




actually, now that I´ve been looking at the fire prism profiles for a few days, they just make no sense. they are weak. straight up. even with the double tap. I mean, 2 shots at s12 -5 is cool, but d6 dam? just not good enough for the points. the dispersed is decent, I guess, but not anywhere near great.

I might get rid of the two and buy me another lynx plus something else.
   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

They're not really weak, they're just average and situational units that are struggling in a mobile metagame. The points is a tad high but they're much more viable than previously this edition. Those lance shots should probably never be used as the Focused and Dispersed profiles are what sells it.

Another Lynx is fine but running two restricts your movement and the ability to hide them is pretty much null and void, so much so that if you don't get turn one, you're losing at least one of them.

Personally, a Wave Serpent and a full squad of Reapers is your best bet. What are you planning on using forewarned on? That's a situational stratagem to be worried about CP usage.

   
Made in us
Longtime Dakkanaut




UK

I'm seeing a lot of Lynx mentions lately, is this suddenly a good unit? I've not been keeping up to date on cwe stuff, as they hadn't had any updates in years (as far as I knew anyway)

The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
Made in us
Agile Revenant Titan





Florida

The Lynx became a solid choice when the 9th edition FW book was released.

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 us
Longtime Dakkanaut




UK

 Sarigar wrote:
The Lynx became a solid choice when the 9th edition FW book was released.


I remember there being some idle talk about it back then, but thought it was still considered overpriced and too fragile. I'll have to revisit.

The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
Made in dk
Regular Dakkanaut




 Tyranid Horde wrote:
They're not really weak, they're just average and situational units that are struggling in a mobile metagame. The points is a tad high but they're much more viable than previously this edition. Those lance shots should probably never be used as the Focused and Dispersed profiles are what sells it.

Another Lynx is fine but running two restricts your movement and the ability to hide them is pretty much null and void, so much so that if you don't get turn one, you're losing at least one of them.

Personally, a Wave Serpent and a full squad of Reapers is your best bet. What are you planning on using forewarned on? That's a situational stratagem to be worried about CP usage.


yeah, forewarned wasn't the best example. I always use it, though. Thats why the 3 war walkers are one unit. amazing utility, imo. 36 s4ap-1 shots vs da jump boys and and such assets. 6d6 vs most other things. vanguard vets and stuff like that can be decimated completely before a charge. 8 s8 ap-2 dam vs bigger stuff. the AMLs long range make them very strong backfielders, imo.

my point was just that with only 9 cp left and strats like seer council, linked fire etc to play preferably every turn id love to avoid spending one on fire and fade for the reapers. But its actually a b.s. point, as id probably end up using fire n fade every turn anyways with this list : ) its so good.


one more thing; my opponent tomorrow changed to death guard. and I think he is bringing mortarion. would you shoot lance or focused with the prisms against him? I mean, you wound on 3s anyways so even vs him, the lance would not be worth it, I feel. on the other hand.. d3 dam is super bad vs -1 damage..



   
Made in us
Agile Revenant Titan





Florida

I would not even shoot at Mortarion and stay away from him for as long as possible.

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 dk
Regular Dakkanaut




agreed. I have never shot at him, honestly. I always avoid for 1-2 turns and then feed him something that will hopefully survive one round of fighting with him. then its usually over.

Have only faced him with custodes and marines but with elder, I feel I can take him out. doom with a plus 3 from council and focus will plus a reroll should be able to go through without being denied all too easy. then 36 inch jinx from the 2 man council (thanks for the advice) with a reroll. thats the tough one but at least he won't be able to deny mostly. and then just 4d3 s9 hits from the prisms with full rerolls, 6s9d3 hits from the lynx, 8 s8 shots from the falcons and 6 s8 shots from the walkers all into him. with a little luk my farseer kan even doom/execute him for a few wounds too. I feel its manageable at least with eldar. and it would be a fun thing to actually achieve. or maybe its just a waste still.
   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

With Eldar against Death Guard, your movement will be king. Keep away for the most part as their auras can be a bit of a nightmare to deal with and your fire prisms' best target may be the blightlord termies, if you jinx and doom them, but even then, a really tough nut to crack and they're difficult to shift from the mid-board.

Wouldn't recommend shooting Morty either.

   
Made in dk
Regular Dakkanaut




yeah, its brutal. Even spears just bounce off of them. I always beat them, though, with my best build. Our DG player is not super good with them and I just score secondaries, hold my back objectives and deny him key points in few but concentrated engagements. Movement, as you say, is key. Also, those mortars are nuts against us.

Thing is, though, this build I want to test (2 prism, 3 falcons, 1 lynx, 3 AML walkers, 4 psykers, 5x6 dire avengers) doesn't have the speed. It doesn't have the strong center piece either. like 9 spears or 10 wraith axes.

Instead I want to try to castle a bit. Shoot them off the objectives, screen cleverly. Chose banners, the kill more secondary and a third and try to see if I can win with a different build and a different strategy.

im still torn on whether to bring three prisms and cut the lynx (especially because I have to proxy the lynx) or go 2 lynx and cut the prisms. Ive never tried any of the two, actually.
   
Made in us
Agile Revenant Titan





Florida

Go after the indirect fire vehicles as a priority.

The challenge will be to ensure not allowing the primary objective score to get out of hand. Death Guard hold mid board very well. Keep that in mind to try and tie on primary. Then, outscore on secondary objectives. I build to score Engage and Retrieve Octarius Data and those get me 22 points pretty easy. Then, select a third to get you another 8-10 and a win is very achievable.

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 dk
Regular Dakkanaut




yeah, primaries will be so tough. you saw my first build. All dakka no mission or secondary focus. the exact opposite of normal Elder play. Now I added 2x5 scorpions with stalker to deep in and score linebreaker and maybe octarious too.

I want the third to be either grind them down or take no prisoners. I have never played those. not even with marines. its gonna be a whole new game, but I think the list has the oomph to clear him off the mid board. I dont know the mission yet, but if there are six objectives, raise the banner could still be viable. Does this look solid even without the lynx or should I try and fit it in again?

Thanks for all the chat, btw. Love to discuss stuff!



++ Battalion Detachment 0CP (Aeldari - Craftworlds) [66 PL, 12CP, 1,178pts] ++

+ 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

+ HQ +

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

Warlock Skyrunner [4 PL, 65pts]: 4. Protect/Jinx, 5. Focus Will, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade

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

+ Troops +

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

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

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

+ Elites +

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

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: Stalker

+ Heavy Support +

Fire Prism [9 PL, 155pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 165pts]: Spirit Stones, Twin Shuriken Catapult

Fire Prism [9 PL, 165pts]: Spirit Stones, Twin Shuriken Catapult

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [43 PL, -3CP, 820pts] ++

+ Configuration +

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

Detachment Command Cost [-3CP]

+ HQ +

Farseer Skyrunner [7 PL, 135pts]: 0. Smite, 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade

+ Heavy Support +

Falcon [8 PL, 150pts]: Shuriken Cannon, Spirit Stones, Starcannon

Falcon [8 PL, 150pts]: Shuriken Cannon, Spirit Stones, Starcannon

Falcon [8 PL, 145pts]: Aeldari Missile Launcher, Spirit Stones, Twin Shuriken Catapult

War Walkers [12 PL, 240pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Total: [109 PL, 9CP, 1,998pts] ++


3x6 avengers in the cars to go up and score primaries at some point or screen. what ever comes up. If he has a lot of indirect, the 2x5 avengers go in reserves (kind of making the scorpions obsolete but it will be ok, I hope.)

falcons, prisms and walkers shoot hard from the backline and try to stem the tide. I think it could work. One problem is: how do I get to those plague burst crawlers? if he runs three and stays out of sight that could end me. But he mostly gets gredy for those entropy shots and therefore moves them out to get LOS and then I will crush them one by one, I guess.

which prism profile do I use for plague marines, termies, poxies and vehicles respectively? are there any rule of thumb here? il enver get 2+ wounding either way except for lance fire so idk..

Any other tips are welcomed.



Automatically Appended Next Post:
BTW: its just so obvious that the right call is ALWAYS 10x reapers in a vectored serpent over any other heavy support option. they are simply amazing. that 3 dam is exactly what I want vs DG. But not today : ) actually, one of the reasons for this is that my little playgroup finds them very NPE to play against. they dont ask me to not run them, but I know they'll be happy to not see them today.

This message was edited 1 time. Last update was at 2021/08/11 13:04:55


 
   
Made in us
Agile Revenant Titan





Florida

If they stay out of LOS, then they don't fire the sponsons. D6 indirect fire shots is acceptable in many cases, especially with as many small units you have.

Play the mission and avoid Mortarion as much as possible. Don't worry if the Scorpions never see combat as long as they are scoring points for you.

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 us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Hey guys, I started my Crusade league with my new Iyanden army (freshly painted this afternoon, because why not wait until the absolute last minute?). I don't know that I have much new information to share, but maybe more data is worthwhile for its own sake. It was a 25 PL combat patrol against a meka-ork list running 2 Deff Dreads, 3 Killa Kans, and a Defftrike. I'm only just now realizing that isn't a legal Combat Patrol list since it wasn't a patrol detachment, but it was definitely an honest mistake and he did start with 0 CP. Anyway, my list was:
Spoiler:
25 PL Iyanden Combat Patrol
Spiritseer, Empower/Enervate, Ghostwalk [Relic: Psytronome of Iyanden]
Wraithblades, Axes
5 Dire Avengers, Shredding Fire
5 Dire Avengers, Shredding Fire
Wraithseer, D-cannon, Protect/Jinx
Right off the bat I was nervous because I had exactly one anti-tank gun, and whose efficacy was still in question. I'd talk about the mission and strategy, but I tabled him at the top of turn 5 so it's more relevant to talk about the math. Firstly, the D-cannon was great with the Spiritseer around, but it was very swingy. In the early turns, it dumped 5 or 6 wounds on a target, but later on it rolled double 1s against the Kans (fortunately I was far ahead at that point). The fact that he could fire out of line of sight mitigated a lot of damage, too.

The heroes that game, however, were the Dire Avengers. Shredding Fire is just the way to go. Firstly, they are just consistent chip damage, dealing 2 wounds to most vehicles. Secondly, it was resilient chip damage. Bladestorm has a tiny bit higher output with a 5 models, but my lone remaining Exarch continued to put wounds on. The math works out that the Exarch is about half the squad's damage (except against hordes).

Lastly, the Wraithblades with Protect and Enervate were a solid anvil, you couldn't ask for better. On the other hand, Ghostwalk was a dud. I'm not sure if pushing them forward is even useful. I'm already planning to shoot and scoot to whittle the enemy down. They did a great job of breaking the enemy spearhead without moving much. After the Wraithblades were worn down, I wished I had Smite on the Spiritseer instead.

Oh, and the Psytronome is completely nuts. There's some subtlety, where you want to use Guided Wraithsight preemptively because it carries into your opponent's turn, and you can use Psytronome on their turn. Most units would have a hard time against buffed Wraithblades, so the threat of that insane counter-attack is a strong deterrent.

   
Made in gb
Executing Exarch






Hey guys

What do you think about this?

Spoiler:
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [48 PL, 12CP, 798pts] ++

+ Configuration [12CP] +

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

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

Detachment Command Cost

+ HQ [21 PL, 375pts] +

Avatar of Khaine [12 PL, 200pts]: Daemon, Khaine Awakened, Molten Body, The Wailing Doom

Farseer [6 PL, 120pts]: 0. Smite, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Singing Spear [5pts]

Warlock [3 PL, 55pts]: 0. Smite, 4. Protect/Jinx, Psyker, Rune Armour, Shuriken Pistol, Singing Spear [5pts], Warlord

+ Troops [27 PL, 423pts] +

Guardian Defenders [9 PL, 147pts]
. 15x Guardian Defender [120pts]: 15x Plasma Grenades, 15x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 27pts]: Starcannon [15pts]

Guardian Defenders [9 PL, 147pts]
. 15x Guardian Defender [120pts]: 15x Plasma Grenades, 15x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 27pts]: Starcannon [15pts]

Storm Guardians [9 PL, 129pts]
. 16x Storm Guardian - Aeldari Blade [112pts]: 16x Aeldari Blade, 16x Plasma Grenades, 16x Shuriken Pistol
. Storm Guardian - Special Weapon [17pts]: Fusion Gun [10pts], Plasma Grenades

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [70 PL, -3CP, 1,201pts] ++

+ Configuration [-3CP] +

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

Detachment Command Cost [-3CP]

+ HQ [30 PL, 580pts] +

Autarch Skyrunner [6 PL, 110pts]: Laser Lance [5pts], Peerless Agility, Ride the Wind, The Path of Command, Twin Shuriken Catapult
. Shimmerplume of Achillrial: Remnant of Glory

Warlock Skyrunner Conclave [24 PL, 470pts]: 0. Smite, 5. Quicken/Restrain, 6. Empower/Enervate, Psyker (Conclave), Ride the Wind
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade
. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Elites [32 PL, 471pts] +

Fire Dragons [12 PL, 130pts]: Assured Destruction
. 5x Fire Dragon [100pts]: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch [30pts]: Dragon's Breath Flamer [10pts], Melta Bombs
. . Exarch Power: Crack Shot

Shadow Spectres [10 PL, 156pts]: Shade of Twilight, Shadow of Death (Aura), Spectre Holo-field
. 5x Shadow Spectre [130pts]: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch [26pts]: Plasma Grenades, Prism Rifle

Wraithblades [10 PL, 185pts]: Fires of Wrath, Ghostaxe and Forceshield, 5x Wraithblade [185pts]

+ Heavy Support [8 PL, 150pts] +

Falcon [8 PL, 150pts]: Aeldari Missile Launcher [20pts], Crystal Targeting Matrix [5pts], Explodes (Hover Tank), Hover Tank, Pulse Laser, Spirit Stones [10pts], Transport, Twin Shuriken Catapult

++ Total: [118 PL, 9CP, 1,999pts] ++

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 dk
Regular Dakkanaut




 Argive wrote:
Hey guys

What do you think about this?

Spoiler:
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [48 PL, 12CP, 798pts] ++

+ Configuration [12CP] +

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

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

Detachment Command Cost

+ HQ [21 PL, 375pts] +

Avatar of Khaine [12 PL, 200pts]: Daemon, Khaine Awakened, Molten Body, The Wailing Doom

Farseer [6 PL, 120pts]: 0. Smite, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Singing Spear [5pts]

Warlock [3 PL, 55pts]: 0. Smite, 4. Protect/Jinx, Psyker, Rune Armour, Shuriken Pistol, Singing Spear [5pts], Warlord

+ Troops [27 PL, 423pts] +

Guardian Defenders [9 PL, 147pts]
. 15x Guardian Defender [120pts]: 15x Plasma Grenades, 15x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 27pts]: Starcannon [15pts]

Guardian Defenders [9 PL, 147pts]
. 15x Guardian Defender [120pts]: 15x Plasma Grenades, 15x Shuriken Catapult
. Guardian Heavy Weapons Platform [1 PL, 27pts]: Starcannon [15pts]

Storm Guardians [9 PL, 129pts]
. 16x Storm Guardian - Aeldari Blade [112pts]: 16x Aeldari Blade, 16x Plasma Grenades, 16x Shuriken Pistol
. Storm Guardian - Special Weapon [17pts]: Fusion Gun [10pts], Plasma Grenades

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [70 PL, -3CP, 1,201pts] ++

+ Configuration [-3CP] +

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

Detachment Command Cost [-3CP]

+ HQ [30 PL, 580pts] +

Autarch Skyrunner [6 PL, 110pts]: Laser Lance [5pts], Peerless Agility, Ride the Wind, The Path of Command, Twin Shuriken Catapult
. Shimmerplume of Achillrial: Remnant of Glory

Warlock Skyrunner Conclave [24 PL, 470pts]: 0. Smite, 5. Quicken/Restrain, 6. Empower/Enervate, Psyker (Conclave), Ride the Wind
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 60pts]: Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade
. Warlock Skyrunner [3 PL, 55pts]: Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Elites [32 PL, 471pts] +

Fire Dragons [12 PL, 130pts]: Assured Destruction
. 5x Fire Dragon [100pts]: 5x Fusion Gun, 5x Melta Bombs
. Fire Dragon Exarch [30pts]: Dragon's Breath Flamer [10pts], Melta Bombs
. . Exarch Power: Crack Shot

Shadow Spectres [10 PL, 156pts]: Shade of Twilight, Shadow of Death (Aura), Spectre Holo-field
. 5x Shadow Spectre [130pts]: 5x Plasma Grenades, 5x Prism Rifle
. Shadow Spectre Exarch [26pts]: Plasma Grenades, Prism Rifle

Wraithblades [10 PL, 185pts]: Fires of Wrath, Ghostaxe and Forceshield, 5x Wraithblade [185pts]

+ Heavy Support [8 PL, 150pts] +

Falcon [8 PL, 150pts]: Aeldari Missile Launcher [20pts], Crystal Targeting Matrix [5pts], Explodes (Hover Tank), Hover Tank, Pulse Laser, Spirit Stones [10pts], Transport, Twin Shuriken Catapult

++ Total: [118 PL, 9CP, 1,999pts] ++


looks great. versatile, broad list that looks fun to play. If were talking optimal units I dont think the avatar is good enough for its price. it just sems to die before it can do much, Imo. And the melee guardians are too weak too, I think. I guess if its just for obsec bodies on an objective getting celestial shield or what ever, they are fine.
   
Made in gb
Executing Exarch






I used the avatar in a recent game against custodes and was very impressed.

at 200pts hes not a bad beat stick. Melta sword is pretty cool not gunna lie
But to be honet, the main function though is his fearless bubble so that the guardians and warlocks can ignore morale.

Yes the stormies are there for ob sec bodies to advance up the board protecting characters/absorb fire power with celestial shield. I like the idea of using the heavy platform and fusion to shoot in late game taking advantage of expert crafters.
The idea is to have the guardian squads sit out the first couple rounds and use his aura to ignore morale

The idea is to put the fire dragons in the falcon and bomb it up the board straight towards the biggest threat unit.have the fire dragons do a suicide run and pull the falcon back.

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 dk
Regular Dakkanaut




ok so my big game vs DG went down yesterday.

We had a very dense terrain set up for us with very few clear firing lanes, so I was a bit fearful how my shooting army would cope. I was, however blessed with some good options for my flying tanks to take advantage of big obscuring terrain pieces, that my opponent would have to walk/drive around. Huge obscuring rock in the center, woods to the right at the right midfield objective, area of dense/difficult ground industrial complex (basically woods) to the left on the left midfield objektive. Containers, obscuring/breachable buildings all over the place. pretty symmetrical battlefield in all areas. we played scorched earth with six objectives.

my secondaries were octarious, linebreaker, no prisoners (so stupid. if I kill his entire army I get like 10 points haha) as I had planned on testing that dynamic out. normally my elder armies are not about killing really, so I thought that would be interesting.

He didn't bring morty but to my disgust he had 3 plague burst crawlers. He played a crazy 400point blob of 10 termies, 10 marines, 5 marines and 40 poxies. and 3 melee deathshroud dudes in teleportarium. He also had a psyker and all the buffing chars. 3 I think.

His secondaries were grind them down, to the last and the scorched earth specific which was a mistake, Imo, and made my go all out for his marines as they where the only units that could reasonably do the raze action. The to the last units where the termies, 10 marines and one plague burst.

we set up and were able to hide aprox. 80 percent of our armies. I went first, phantasmed the centerfielded 3x warwalkers and their psychic support to the right were I could get line of sight on the poxies going for the objektive closest to the one crawler I could get LOS on with prisms and 2 falcons. Sadly, and obviously, not the To the last one, but still pretty cool. I knew the 3 crawlers was the biggest threat as my army is a lot of armor. those entropy cannons wreck and the indirect is just devastating for eldar. with his flat 3 start they can open up my tanks easily too. my plan was too have the war walkers clear the poxies if the rest of my army could break the crawler. if not, the walkers would finish the crawler. The phantasm was a big decision as it put me on 7 cp right off the bat. way to tight for me playing eldar. It felt a bit greedy but i think it was the right thing to do.

I now had to make the grander plan. If we did nothing he would just win straight up. so I had to be proactive. problem is, that my army is not the usual super mobile eldar we-go-where-ever-we-please-all-the-time list. He had setup very defensively, to lure me out probably, but I felt he couldn't blow my to pieces if I could just smash one crawler per turn. I opted to go soft on the two center objectives with one falcon on each. 6 DA inside. I then put 5 da with shimmer on my weakest left backfield objective hoping he couldn't kick me of 3 places at once.

psychic. guide on war walkers, protect there too as they were frontline right next to the right falcon at that point. maybe should have put it on the falcon. with thise defensive buffs its all about making bad targets for your opponent and I felt the 6 missile launchers where more important. I dint dare go dep with my warlocks so one focus willed the doom seer and the other buffed the walkers saving throws too.

shooting: linked fire and 2 falcons barely managed to kill the crawler and the 36 starburst shots from the walkers killed the pox blob. so mission accomplished but I felt stretched out a bit too far.

DGs t1. he mvoes the terminators out in the center. I felt the had a long way to go and make any thing except bolter plings and suck up fire. so they didn't scare me. idk why he dint teleport them in. he then moved out all over the board to wards the objectives.

to crawlers on the left killed the left falcon and one DA died in the crash. he got a few mortar shots off on my back field avengers too but didn't clear either marker.

so my t2 I score 15. amazingly good. I try to spread my remaining backline stuff out to screen for the death shroud termies deeping in next turn. so I switch around on the backline to make everything work and thereby stretch out even thinner. only one prism on both back line objectives as the remaining 3 DA leave the marker to screen for deep. the right side is pretty strong with me dominating that midfield with walkers, all the psykers, 2 falcons. the crawler there is dead and his ten marines are coming up to challenge me with his termies as a potential second wave. I go 2 squads of scorpions in his right side back field to do my second octarious and score 4 for linebreaker.

the psychic phase goes bonkers. my doom seer goes doom on the marines and then perils and super smites them, then masterful for executioner. I end up putting 9 mw on that unit and suddenly the doom is overkill.

I focus all my left side fire on the to the last crawler sticking out its head on the left after killing my falcon there. love how the linked fire offers flexibility. then all my other fire on the marines on the right. 5 more marines and a lot of poxies will overrun the left but I have let it go.
the linked fire is simply not enough to kill a crawler. I end up tapping just 4 w. not good. but on the right my walkers and falcons make short work of the last marines. huge. they were a to the last unit and obsec for the objective we are fighting for there. their quick demise lets me put a lot of fire into the term blob and 3 buffing chars coming forward.

his turn 2 proves I strong comeback is possible with DG always. he slaughters all the remaining DA on the left, takes over the mid objective there and kills the prism holding my back objective. on the right he teleports in the flamer dude and deathshoruds in. he flames the one squad of scorpions and charge it. one exarch survives miraculously. his terminators kill a war walker and miss their charge. he charges one of the falcons with shrouds but misses. he scores grind and my turn.

i kind of stall this turn. my assets a getting fewer. i fly down a falcon to his end zone and screen it from charges with the remaining scorpions. plan is to get behind enemy lines points and deliver DA next turn. I move the remaining falcon back to protect the right midfield objective without disembarking the DA.

so everything into the ten termies. with psychics and shooting I kill a few. The left flank collapses. but as my last effort I kill the five marines that were on their way down too raze my left backline objective. now now unit overthrew can do that and im sitting hard on the right side one. Thats big. scor line breaker

his turn he shoots another prism and moves on to take my left back field objective. on the right he kills the scorps and gets his termie charges on the falcon. the other falcon gets charged by the flamer dude and barely survives. or maybe that was on my last turn. problem is that NONE of his three chars get their charges, so they are left alone as their terminator friends charge away. he scores grind again.

At this point it felt very swingy. I was leading on points but was really struggling to make it all come together. on my t4 I close the noose, though, as everything just pans out my way. Fall back with the falcon to have the termies just stand there. all my DA come out and surround them. I kill 2 with psychics and they get jinxed and doomed. everything moves up to shoot. even the psykers. DA end up saving the day once again in the late game. I just love 6mans. 14 shots with exploding sixes. times 2. with doom and jinx they just chew through that huge blob bit by bit. between than and all the jet bikes and one of the war walkers I opt to fre one crack missile at the psyker. it goes through and a lucky 6 kills him. no more denies no more terminators.

so we end the game here.

we count the points and t5 scoring and its something like 83-61 and what a cool game it was. no prisoners must be the worst secondary in the game. I kill EVERY thing but 2 tanks and some poxies and get 9 points? come on. I made a few mistakes along the way spend cp on -1 start two times and had the target die anyways without extra strain on my opponents shooting. nah, actually on the first prism it forced him to use an entropy canon from the other crawler, so I guess that was ok. I forgot forewarned when his termies came in even though I had set that up all game long. stupid. the takeaway for me is that 9 CP is just not enough for me with eldar. I ran out so fast

DA and psykers where my mvps. Prisms are fun but it love to see them vs an arme that doesn't outer the d3dam profile completely. Falcons went down easily but in a way they carried the whole game for me. hard to explain. They just simply do it all. they deliver troops. they bait, they put out serious damage. they were engaged in every deciding aspect of the game. I think im bringing 4 next Time ; )

thanks for the help on developing a somewhat different list.




Automatically Appended Next Post:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [66 PL, 12CP, 1,178pts] ++

+ 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

+ HQ +

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

Warlock Skyrunner [4 PL, 65pts]: 5. Focus Will, 5. Quicken/Restrain, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade

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

+ Troops +

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

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

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

+ Elites +

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

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: Stalker

+ Heavy Support +

Fire Prism [9 PL, 155pts]: Twin Shuriken Catapult

Fire Prism [9 PL, 165pts]: Spirit Stones, Twin Shuriken Catapult

Fire Prism [9 PL, 165pts]: Spirit Stones, Twin Shuriken Catapult

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [43 PL, -3CP, 820pts] ++

+ Configuration +

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

Detachment Command Cost [-3CP]

+ HQ +

Farseer Skyrunner [7 PL, 135pts]: 0. Smite, 2. Doom, 4. Executioner, Shuriken Pistol, Witchblade

+ Heavy Support +

Falcon [8 PL, 150pts]: Shuriken Cannon, Spirit Stones, Starcannon

Falcon [8 PL, 150pts]: Shuriken Cannon, Spirit Stones, Starcannon

Falcon [8 PL, 145pts]: Aeldari Missile Launcher, Spirit Stones, Twin Shuriken Catapult

War Walkers [12 PL, 240pts]
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher
. War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

++ Total: [109 PL, 9CP, 1,998pts] ++

This message was edited 4 times. Last update was at 2021/08/12 12:20:58


 
   
Made in us
Agile Revenant Titan





Florida

Thanks for sharing. Glad to read it worked out well for you.

How did AML armed War Walkers work out? I've been a bit skeptical of AML (on paper), but have not actually tried them. I tend to use Star Cannons and an occasional Brightlance (Not a huge fan of the BL, however). You had the perfect weapon to face Pox Walkers, but how useful were they when firing at Terminators or vehicles?


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 us
Dakka Veteran





Couple lucky wraithseers will kill Morty. D cannons and ghost spears are brutal.
   
Made in gb
Regular Dakkanaut





United Kingdom

@Scoundrel

Make room for Asurmen to give the dires a 4+ invun save. Improve to 3+ with protect
   
Made in dk
Regular Dakkanaut




 Sarigar wrote:
Thanks for sharing. Glad to read it worked out well for you.

How did AML armed War Walkers work out? I've been a bit skeptical of AML (on paper), but have not actually tried them. I tend to use Star Cannons and an occasional Brightlance (Not a huge fan of the BL, however). You had the perfect weapon to face Pox Walkers, but how useful were they when firing at Terminators or vehicles?



i too was skeptical towards the AML at first. at first I only ran them on falcons or single warwalkers and found them underwhelming. the 1d6 shots on the frag profile was to dicey and the -2 ap on the krak profile was too weak. But when you have 6 of them on the same unit its just a whole different story. the-2 and masterful is usually enough to take terminators and most vehicles to 5+ with is often their ++save. add in jinx and they almost feel like ´bright lances. I shot at death shrouds with them here and it went decent. thing is, the star burst is the better profile against anything less than t8. especially with masterful shots. because of the -1 ap They just shred stuff apart. if you can put jinx out, have doom in the mix and guide the squad maybe (not super important) watch terminators, bikes, vehicles go down with ease. anything with more than 6 models in it is in trouble and anything with 10+ models is completely screwed. even vs units that dont trigger blast were talking 6d6 shots. also, if you need the walkers to hold a position, they can really do it. protect on them for t5 6w 3+/4++ and fortune for the 5+++ on top. Thats so good. its one if the few eldar units that can actually get lots of shots. Its almost like a medium sized guardian bomb every turn if you do it right/get lucky : )

and they wreck with forewarned and similar ekstra activations.
   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

Sounded like a good game Scoundrel, you sound like you managed to play around their lack of speed and went for the stuff that hurt. I always find PBCs to be a nuisance with their flat three and additional splash damage. After my tournament I may return to Falcons and see how they do. I fear in my meta there is just too much out there to reliably kill one a turn even with spirit stones.

Just an FYI, you cannot protect War Walkers as Protect/Jinx specifies Infantry and Bikers only, so unfortunately no fun with vehicles, as a trio of vehicles touting a 4++ would be too good.

 Sarigar wrote:
Thanks for sharing. Glad to read it worked out well for you.

How did AML armed War Walkers work out? I've been a bit skeptical of AML (on paper), but have not actually tried them. I tend to use Star Cannons and an occasional Brightlance (Not a huge fan of the BL, however). You had the perfect weapon to face Pox Walkers, but how useful were they when firing at Terminators or vehicles?



I've tried AML in past games on the Walkers, and while they do have a good dual purpose, the -2AP is a big let down, even with Jinx and Masterful shots. Since replacing the AML with BLs, I am more reliably taking things like heavy infantry and tanks without the need for additional support. So you lose the crowd control but gain the opportunity to strip armour saves. The D6 is still swingy though, and I hope that changes with the new codex.

Played a game last week against Dark Eldar for the first time in 9th, and while trading early on went well, my opponent's dice were with him, nailing many 5++ and 6++ saves on his raiders and other units which basically meant my turn one was pointless and it negated my first turn advantage. He Vect'd fire and fade which strapped me for CP and by the end of T2, I was down to nothing. Had a small argument when I caught my opponent over-moving his minis and over-measuring his ranges, so the game was tense from there on out having to basically be over his shoulder in case of further gak. I suppose if I rolled a bit more on the average, I would have stood a better chance, but the toughness of his troops and the speed of others made it a very difficult game and I conceded on turn 3.

For my latest list and the one I have submitted for the tournament at the end of the week, I have replaced the D-Cannon Support platform and vectored engines on one Wave Serpent with a squad of Banshees and a starcannon on the Vyper. Hopefully with Hunters of Ancient Relics, the banshees have a good chance of going through T3 infantry and/or tying up some vehicles.

This message was edited 1 time. Last update was at 2021/08/16 14:17:04


   
Made in dk
Regular Dakkanaut




oh, sorry. Protect won't work on the walkers. My bad. But fortune will, right? it just says asuryani unit.

im not sure id ever take bright lances over AML any more. when they get d3+3 its a nother case. Right now they are just not good utility imo. Going into 3+ saves (most armies tend to have that) you make it 5s and vs a lot of tough targets, witch are the ones you use this weapons on mostly, you'll force them to hit their invulnerable saves. so, while -3 or 4 is obviously better, the d6 s4 -1 shots from the AML as an option makes the combined package just too good to pass on imo. Star canons are cool, but that d3 dam is just so horrendously bad vs. a lot of stuff these days.

This message was edited 1 time. Last update was at 2021/08/17 11:15:31


 
   
Made in us
Agile Revenant Titan





Florida

Fortune works on War Walkers; quite well in a unit of three, actually.

Frankly, the main reason I've not dropped the few Brightlances in my army is simply me being lazy and not magnetizing and painting more weapon options.

I played a game yesterday against Death Guard where I had a unit of two War Walkers, each with a Star Cannon and Brightlance. From turns 2,3,4, and 5, I rolled a 4 for damage once. Everything else was less. Against Death Guard and the -1 damage, this again proved to me I need to swap out the 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 dk
Regular Dakkanaut




Yeah, its just so swingy. we need a book..
   
Made in de
Boosting Black Templar Biker




I still run my walkers with shuricannons, their access to battle focus makes them really versatile and them being cheap allows me to throw them into the grinder if necessary without too much regret. Their output is still reasonable and they don't care for saves, t5 or reduced damage anyways.





 
   
 
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