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Made in dk
Been Around the Block




Cpt. Icanus wrote:
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.


yeah, I went that way with vipers too recently. could see that on walkers also. problem is that those 36 s4 -1 shots are just too good to say no to, Imo. so much horde control, range control, a huge anti deep strike tool with forewarned and decent anti tank. They are just always exactly what I need if I dont have them. they are probably a bit too expensive though. I must say, that if I see threats forming to taking them out I pop fortune on them and get -1 cover on them. seeing my opponent put heavy fire into t5 5++ 5+++ at minus - to hit is ok, imo.

This message was edited 1 time. Last update was at 2021/08/20 08:56:45


 
   
Made in us
Agile Revenant Titan





Florida

Are folks facing more armies with light infantry? This may be the issue I am (not) seeing. I've not been to a tourney in about 2 months and the local player base is not playing with lots of light infantry. I see one Sisters army, but not loaded with basic infantry and no infantry based AdMech (likely still does not have all those built and painted).

I'm attending a tourney the following weekend and am debating adding AML to my War Walkers to give it a try. I see a lot of value if facing new Orks, Admech, Admech, Sisters, or even Drukhari. I think some of my builds are getting dated as I've not played against much of the newer armies.

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
Been Around the Block




Yeah it’s deffinetely a meta choice. So good vs t3 infantry. Admech, sisters. Anything t3 but marines too. Used to be good vs orks too nut at t5 idk. Havent tried yet. But even vs toucher stuff idk whats better than those starshots. I mean, the bl is just too sketchy and while the starcannon is great in many ways, i cant live with d3 Dam these days.
   
Made in us
Agile Revenant Titan





Florida

I've tweaked one of my more commonly used builds to incorporate the War Walkers. I've had other input to swap the War Walkers for Spectres: which is the exact unit I dropped to add the War Walkers, haha haha.

Thoughts?

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [72 PL, 12CP, 1,430pts] ++

+ 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

+ HQ +

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

Warlock [3 PL, 50pts]: 0. Smite, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade

+ Troops +

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

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

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

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

+ Fast Attack +

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

+ Heavy Support +

Dark Reapers [18 PL, 320pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot

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

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

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Spirit Stones, Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [30 PL, -2CP, 566pts] ++

+ Configuration +

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

Detachment Command Cost [-2CP]

+ HQ +

Farseer Skyrunner [7 PL, 140pts]: 0. Smite, 2. Doom, 4. Executioner, Shuriken Pistol, Singing Spear
. Blazing Star of Vaul

+ Troops +

Storm Guardians [3 PL, 56pts]
. 8x Storm Guardian - Aeldari Blade: 8x Aeldari Blade, 8x Plasma Grenades, 8x Shuriken Pistol

+ Elites +

Wraithblades [20 PL, 370pts]: Ghostaxe and Forceshield, 10x Wraithblade

++ Total: [102 PL, 10CP, 1,996pts] ++

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

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
Been Around the Block




that list looks amazing. lots of flat 3 dam. actually, im not sure the walkers are BETTER than 10 spectres per se. those are really, really good too. Very flimsy but Amazing damage. they can basically drop in and remove a target too, so its all about what you think the meta will be.

   
Made in us
Agile Revenant Titan





Florida

The challenge I found using Spectres is they really need Fire and Fade, which is generally reserved for the Reapers. Both units, if left available, become a top priority for opponents.

I can take 9 Spectres for 234 points: I have 8 painted and painting one more would not be difficult to be ready by next weekend.

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
Trigger-Happy Baal Predator Pilot




Scotland

Currently building my first box of new banshees. Does anyone have any recommendations for equipping the exarch? I'm considering just using the power sword option but I do like the executioner.
   
Made in dk
Been Around the Block




I usually go executioner but it doesn't really matter. they shouldn't target anything bigger than intercessors. they can actually chop those up pretty good.

I used to run 10 banshees a lot. Not the last couple of months, though. with hunters its 31 attacks. thats 10ish wounds on interceptors that need sixes for saves and can't fire overwatch. so 4-5 dead, more with rerolls and maybe you kill yet another before that with the pistols. They hit you back at minus 1 so maybe lets say 5 survive thats 15 attacks back. 8 hit, 5 wounds, you make 2 saves, 3 die and then you' probably kill them in your turn between shooting and fighting. They are much better vs t3 infantry like sisters or admech. plus they look cool : ) probably still the beast reason to take them.

they break apart to indirect fire and you have to do everything perfect with them to get them into combat. if they get caught in enemy fire of any kind they just die in my experience.

but I do love them.


Automatically Appended Next Post:
im going through craft world trials to see if anything other than the usual suspects could be worth it. what about that one that gives a melee weapon +1 dam on 6s to wound? sounds pretty good if you can get a lot of attacks. were not too good at that tough. has anybody tried the global 6++. is it any good?

also, the avatar.. never tried him. looks so bad. anyone used him recently? would love to give the model a spin.

This message was edited 1 time. Last update was at 2021/08/21 19:35:11


 
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Cheers scoundrel. I'm going to run 5 in a serpent with 5 sheild, glaive and avenging DA's and head towards some objectives with my wraithblades. Running crafters and hunters. I live in a SM world so thanks for the math.
   
Made in us
Agile Revenant Titan





Florida

I've used the following traits over the last few months: Savage Blades, Wrath of Dead, and Hunters of Ancient Relics. All of these were utilizsed in an assault based detachment. Of those, Hunters of Ancient Relics is the primary selection, then combined with one other depending on build and preference.

I've used the Avatar recently, but the army required a very different playstyle. The core of the build had 2 x 10 Wraithblades, 3 Wraithseers, the Avatar. Avatar and Wraithblades are most expensive units.

I'd choose To The Last, Retreive Octarius Data, and one other. I'd literally hide the Avatar and place the Wraithblades on two objectives. I'd generally score 15, 12, and try for 10 on respective secondaries and 40-45 on primary, except in missions that required hold two, hold more. There are three of those missions in the GT Missions book. In nearly every game, the Avatar did not get into assault, but his aura for fearless and reroll charges were very important. This list also requires a reasonable level of LOS blocking terrain.

List below for reference.

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [25 PL, 12CP, 550pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Children of Prophecy, Superior Shurikens

Detachment Command Cost

Gametype: Matched

+ HQ +

Farseer Skyrunner [7 PL, 140pts]: 0. Smite, 3. Fortune, 4. Executioner, Shuriken Pistol, Singing Spear

Warlock Skyrunner [4 PL, 70pts]: 0. Smite, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord

Yvraine [6 PL, 120pts]: 1. Gaze of Ynnead, 2. Storm of Whispers

+ Troops +

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

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

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

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

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [76 PL, -3CP, 1,450pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Hunters of Ancient Relics, Wrath of the Dead

Detachment Command Cost [-3CP]

+ HQ +

Avatar of Khaine [12 PL, 200pts]

+ Elites +

Wraithblades [20 PL, 370pts]: Ghostaxe and Forceshield, 10x Wraithblade

Wraithblades [20 PL, 370pts]: Ghostaxe and Forceshield, 10x Wraithblade

+ Heavy Support +

Wraithseer [8 PL, 170pts]: 0. Smite, 6. Empower/Enervate, D-cannon

Wraithseer [8 PL, 170pts]: 0. Smite, 3. Enhance/Drain, D-cannon

Wraithseer [8 PL, 170pts]: 0. Smite, 4. Protect/Jinx, D-cannon

++ Total: [101 PL, 9CP, 2,000pts] ++

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


This message was edited 3 times. Last update was at 2021/08/22 00:36:12


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





Is anyone having great success with shining spears and if so what’s your basic strategy and the tactics to execute it
   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

I tend to run Spears in a unit of five with a Star Lance + Skilled Rider exarch. They're normally solid vs marines and great for hunting ObSec units with the shuriken catapults. I usually have them in a detachment with Hunters of Ancient Relics for charging said units down with extra attacks and the rerolls from expert crafters.

They're a good unit for trading and with quicken you can happily tag tanks on turn one and surround them/point them with the size of the unit.

They have bad matchups sometimes but they're versatile and if they have no good targets initially, they have the speed to net points for secondaries.


I had my tournament at the weekend (first one in years) and ended up finishing 2-3 and 47th out of 80 players. I played against Death Guard, Orks, Dark Angels, Daemons and Guard. The terrain was okay, it was a bit hit and miss and the games against Orks and DA were on the same table, which made for some cagey gameplay I wasn't used to.

First time playing Orks, DA and Daemons so was a bit of a learning curve and I'd say with more practise and more knowledge on Orks and Daemons especially, I'd have made those games a good bit closer. That being said, those were matchups I had no right winning with my list as the Ork kill bosses ripped through my units and the Daemons list was Belakor, LoC and 3x Exalted Keepers.
The loss to DA was frustrating as it was game 3 and I was tired, so I lost the game by 9 points, something that could have been avoided if I had not made some simple mistakes.

Did come home with Best Painted Unit of the day though, so a small victory for the Craftworlds!



This message was edited 1 time. Last update was at 2021/08/26 15:02:32


   
Made in us
Dakka Veteran





PM me some pictures if you want
   
Made in gb
Executing Exarch






Nice conversions!

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

Finished a local small one day event. It had an interesting mix of armies, but no Drukhari or Adeptus Sororitas. There was one AdMech army, but that player lost his first game.

Game 1 vs Goff Orks, Mission 11. To be fair, my opponent is a long time Ork player, but is still learning the new Ork Codex. With that, I think he made some mis-plays during the game. Highlights were me getting a turn 1 charge (I went second) with 10 Wraithblades into 15 Kommandos, wiping them. Then, Ghaz and Beast Snagga Boyz jumped in on turn 2. With Protect and Fortune cast, the Wraithblades had one model left by the end of the game. But, it stopped Ghazkull from doing anything else. The rest was me playing objectives and shooting Ork units off the table. Win with 91 points.

Game 2 vs Space Wolves/Castelan Knight, Mission 12. The Castelan Knight was over 600 points. I got first turn and pondered if I could destroy the Knight on turn 1. I gambled and decided I could not and went after the Space Wolves to pull him off objectives and prevent him fromm maxing out Retrieve Octarius Data. The plan worked and by the end, the Knight and 2 Bladeguard were left on the table. I lost my last Wraithblade on the bottom of turn 5, which was a To The Last unit. Win with 73 points.

Game 3 vs Death Guard, Mission 13. This was against my buddy whom I regularly face. I've played 6+ games against his Death Guard and won once. Once again, history repeated itself. This was a twofold issue. (1) I tendmto struggle to score primary points on hold 2 objective missions, and (2), I have been unable to stop,this Death Guard from scoring. In the end, I scored 15 primary points and 37 secondaries (and 10 for painted). I lost 63-91.

By the end, Death Guard took first, followed by Orks (different army than my round 1), and I took third. The new Thousand Sons took fourth.

All in all, 3 fun games. As more and more codexes get released, I definitely am feeling the like games are getting more and more difficult. The biggest challenge I am facing are units with -1 damage abilities. Isolated in a few units, such as Marine Dreadnoghts, it is manageable. However, in a Death Guard army with this ability across most of the army almost large amounts of the units with models having 3+ wounds each, my army loses a lot of efficiency in removing units.

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [103 PL, 12CP, 2,000pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Hunters of Ancient Relics

Detachment Command Cost

+ HQ +

Farseer [6 PL, 120pts]: 2. Doom, 3. Fortune, 5. Focus Will, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord
. Faolchu's Wing

Warlock Conclave [4 PL, 80pts]: 0. Smite, 1. Conceal/Reveal, 4. Protect/Jinx
. Warlock: Witchblade
. Warlock: Witchblade

+ Troops +

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

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

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

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

+ Elites +

Wraithblades [20 PL, 370pts]: Ghostaxe and Forceshield, 10x Wraithblade

+ Fast Attack +

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

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

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, 320pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot

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

War Walkers [12 PL, 210pts]
. War Walker: Starcannon, Starcannon
. War Walker: Starcannon, Starcannon
. War Walker: Starcannon, Starcannon

+ Dedicated Transport +

Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Cannon, Twin Shuriken Catapult, Vectored Engines

++ Total: [103 PL, 12CP, 2,000pts] ++

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

This message was edited 1 time. Last update was at 2021/08/29 11:55:35


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
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

Looked like you had a good weekend, and with an interesting list. I see a lot of discussion regarding bringing units with weapons that don't need LoS and was wondering if this was an issue with your games? Being able to ping a dark reaper exarch at some poxwalkers or similar is always a nice thing to have but you do have some fast units to draw LoS on your opponent.

Were you satisfied with the AML on the walkers and the shredding fire exarchs? I am swapping out the BLs on my walkers back to AMLs to see if I can manage any blobs of infantry in my coming games.

I'm participating in a league over the coming weeks and I have DG, CSM (Slaanesh) and the new TSons in my group so keen to see how I fare with more experience against Death Guard. Spamming D1 shots seems to be the way to go but it is counter to what the meta needs right now and the best way to deal with them is to use speed and deny primaries over trying to get them yourself.

This message was edited 1 time. Last update was at 2021/08/31 09:53:14


   
Made in us
Agile Revenant Titan





Florida

I played a few practice games with non LOS shooting. Ultimately, I was unimpressed and removed them altogether. Against Death Guard, the obvious target is Pox Walkers in an attempt to prevent Spread the Sickness secondary. However, Reaper Tempest Launchers would generally be out of range on turn 1 and Shadow Weavers damage output was too minimal. YMMV.

AML on War Walkers. To be honest, I'm on the fence.
1. One of my three 'To the Last' units. I lost the unit in one game, but I was facing a Castellan Knight which excels at high levels of damage.
2. Range. I like having some standoff shooting.
3. Lots of shots. Round 1 was against Orks with a few large squads. I thought 36 shots would be great, but S4 vs T5 left me unimpressed.
4. S8 shooting. This was solid, but the D6 damage did swing out of favor in my third game. I really don't like this type of damage.

I've got an idea about getting to things out of LOS. I'm dropping the Hornets and putting in a Farseer Skyrunner with Doom, Executioner, Smite and Singing Spear. He will be placed in reserve via Webway Gate. I will also place the Star Cannon equipped War Walkers in reserve as they can come on any board edge. I suspect this will challenge opponents.

Good luck in the league and let us know how things are playing out.

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






Came up with a sneaky little move yesterday that I may use again...

I had a Wave Serpent with an embarked unit of wraithblades and a spiritseer with Falchao's Wing relic.

Disembarked the spiritseer in front of the wave serpent, then moved 12" with the relic.

Matchless agility on Wave Serpent for a 22" move over the top of the Spiritseer but within 7"

Use Psychic phase as you see fit, shoot, then fire and fade him back into the Wave Serpent.

For 2cp, i was able to whizz a unit of blades over the table and still benefit from my psychic phase. Thought I would share - I quite liked it!

This message was edited 1 time. Last update was at 2021/09/01 08:23:41


 
   
Made in us
Agile Revenant Titan





Florida

If I drop my Dark Reapers, I may actually put another unit in the Wave Serpent, haha. Thanks for the trick. I may give it a shot some time in the future.

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





If you wanna blast hordes off the table. Shadow specters are the best unit. They move fast or can drop in from deep strike. Can murder hordes on dispersed firing mode or can murder 2 and 3 wound targets with focused mode
   
Made in us
Agile Revenant Titan





Florida

warpedpig wrote:
If you wanna blast hordes off the table. Shadow specters are the best unit. They move fast or can drop in from deep strike. Can murder hordes on dispersed firing mode or can murder 2 and 3 wound targets with focused mode


I've got them. I found two challenges running them.

1. It is very difficult to run both a large Reaper unit and Spectre unit. Fire and Fade is extremely important. Both units are priority targets for my opponents and I need to ensure return fire is very minimal. We use terrain sufficient that I have the ability to keep a Wave Serpent out of LOS from most shooting. I generally have Reapers firing for 5 turns at near or full strength. This rarely, if ever, occurred for me with Spectres.

2. Non LOS shooting can wreck Spectres as opposed to Reapers who Fire and Fade into a Wave Serpent. Of late, I've faced a bit more than usual non LOS shooting which was another reason for me to put the Spectres away (for now).

They are not a bad unit at all, but I've run into a few challenges in games which has led me to swap them out for War Walkers.

The one thing I've done this edition is to add more units to the collection and play a lot of combinations. As opposing armies shift, I've had the ability to tweak my list accordingly. Spectres had their moment for a few months and I think my local meta has shifted a bit, forcing me to shift as well. I'm sure the meta for me will shift again and Spectres will make their return. (I hope so as I own 30,hahaha).

This message was edited 1 time. Last update was at 2021/09/07 11:13:31


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
Furious Fire Dragon




USA

I have a question on Howling Banshees. I was going to necro an old thread specifically about them, but dakka says that's in poor form. So here I am.

I just got two boxes of five, and I plan to build them as separate squads. If the need arises, I can always run them as a single 9 model unit, but having two Exarchs keeps the flexibility of two squads.

As such, my question is about the general consensus regarding load-outs. Is it just executioner and forget the rest? I find the prospect of the triskele interesting, but it seems those aren't looked upon favorably.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

Executioner is the go to as it deals some higher strength and extra damage hits that you can use rerolls on for extra damage. Mirrorswords don't benefit from the extra strength power weapons get and to be honest I've not looked at the triskele properly. Make two exarchs and that'll give you flexibility. I use a unit of 5 in my list but I find they don't do very much and haven't been able to use them effectively as I've got no delivery for them, which they surely need.

I'm bringing a different list to a practise game and thought I'd try out a variation on Scoundrel's falcon gun boat list. It's also mildly inspired by my opponents FSE shere he uses Breachers in Devilfish and that makes for sticky units on objectives.
I packed a bunch of psychic powers into this list as I feel that I need more buffs to keep my army at least on an even footing with 9th armies and children of prophecy can help reduce the need for CP rerolls if my psychic powers don't go off and makes smites more reliable if I face an army where mortals are an effective means of damage.
I'm running mobile fighters as a bit of a semi-serious joke as it can allow me to drop guide on the Farseer and use it more offensively. Dark Reapers can become more consistent with rerolling 1s and an extra reroll of the 2 with expert crafters. It also benefits the Dire Avengers which is a bonus.
Not sure about the Wraithseer yet, I could throw in a night spinner for ignoring LoS but don't have a turret ready for that yet.
The list gives up plenty of secondary options in abhor the witch and bring it down. Can use To The Last, ROD and Engage as secondaries but would mean playing conservatively with my blades, wraithseer and the Reapers just do their thing.
Thoughts?

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [61 PL, 12CP, 1,155pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Mobile Fighters

Detachment Command Cost

Gametype: Matched

The Path of War

+ HQ +

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

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

+ Troops +

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

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

Rangers [3 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Heavy Support +

Dark Reapers [18 PL, 330pts]
. 9x Dark Reaper: 9x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
. . Exarch Power: Rain of Death

Falcon [8 PL, 145pts]: Bright Lance, Spirit Stones, Twin Shuriken Catapult

Falcon [8 PL, 145pts]: Bright Lance, Spirit Stones, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Spirit Stones, Twin Shuriken Cannon, Twin Shuriken Catapult

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [44 PL, -2CP, 845pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Children of Prophecy, Expert Crafters

Detachment Command Cost [-2CP]

The Path of War

+ HQ +

Spiritseer [3 PL, 60pts]: 0. Smite, 5. Quicken/Restrain, Shuriken Pistol
. Faolchu's Wing

Warlock Conclave [4 PL, 80pts]: 4. Protect/Jinx, 5. Focus Will, 6. Empower/Enervate
. Warlock: Witchblade
. Warlock: Witchblade

+ Troops +

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

+ Elites +

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

+ Heavy Support +

Falcon [8 PL, 135pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Catapult

Wraithseer [8 PL, 170pts]: 0. Smite, 6. Empower/Enervate, D-cannon

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Spirit Stones, Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [105 PL, 10CP, 2,000pts] ++

   
Made in dk
Been Around the Block




 Sarigar wrote:
Finished a local small one day event. It had an interesting mix of armies, but no Drukhari or Adeptus Sororitas. There was one AdMech army, but that player lost his first game.

Game 1 vs Goff Orks, Mission 11. To be fair, my opponent is a long time Ork player, but is still learning the new Ork Codex. With that, I think he made some mis-plays during the game. Highlights were me getting a turn 1 charge (I went second) with 10 Wraithblades into 15 Kommandos, wiping them. Then, Ghaz and Beast Snagga Boyz jumped in on turn 2. With Protect and Fortune cast, the Wraithblades had one model left by the end of the game. But, it stopped Ghazkull from doing anything else. The rest was me playing objectives and shooting Ork units off the table. Win with 91 points.

Game 2 vs Space Wolves/Castelan Knight, Mission 12. The Castelan Knight was over 600 points. I got first turn and pondered if I could destroy the Knight on turn 1. I gambled and decided I could not and went after the Space Wolves to pull him off objectives and prevent him fromm maxing out Retrieve Octarius Data. The plan worked and by the end, the Knight and 2 Bladeguard were left on the table. I lost my last Wraithblade on the bottom of turn 5, which was a To The Last unit. Win with 73 points.

Game 3 vs Death Guard, Mission 13. This was against my buddy whom I regularly face. I've played 6+ games against his Death Guard and won once. Once again, history repeated itself. This was a twofold issue. (1) I tendmto struggle to score primary points on hold 2 objective missions, and (2), I have been unable to stop,this Death Guard from scoring. In the end, I scored 15 primary points and 37 secondaries (and 10 for painted). I lost 63-91.

By the end, Death Guard took first, followed by Orks (different army than my round 1), and I took third. The new Thousand Sons took fourth.

All in all, 3 fun games. As more and more codexes get released, I definitely am feeling the like games are getting more and more difficult. The biggest challenge I am facing are units with -1 damage abilities. Isolated in a few units, such as Marine Dreadnoghts, it is manageable. However, in a Death Guard army with this ability across most of the army almost large amounts of the units with models having 3+ wounds each, my army loses a lot of efficiency in removing units.



love this. cool breakdown. I have very similar thoughts when playing, I feel. I would not have gone for that knight either. Actually, your chain of thought there makes me think of your DG problem. I play a lot against them and I struggle but I usually win that matchup. Our DG player is not a top player, but he is decent and he knows the book well. I feel focusing on removing their plague burst crawler is so key. my opponent is starting to pox screen them like crazy so I often can't get to them. having them around for 4-5 turns is devastating. but the cool thing is than now, because of this local meta development, he has fewer poxies up the board which means im having a bit less stress on objectives.

If there is no crawlers or you get them/it early its all about butchering their marines, imo. they are obsec, are tough and have decent (for dg) mobility. I always feel that once they are gone, it gets easier. the 6xAML s4 profile on the walkers are brilliant for clearing poxies. How did they perform for you?

Thing is, if you kill the crawlers and maybe myphitics they really can't crack your armor outside of melee so in my experience you can then jet around the table scoring, baiting and controlling the board. Its I rough matchup, though. oh, and then there is Morty. He is killable with the right plan and dice but I usually try to make him busy somewhere unimportant instead. Sometimes that goes wrong and then you can find yourself in real trouble real quick.

Did the 2man conclave work well?
   
Made in us
Agile Revenant Titan





Florida

Thank you. I enjoy sharing ideas and learning new ideas with Craftworld armies.

I've got two local Death Guard opponents; one whom I win every game and the other whom I've not yet beaten (he has other armies in which I've won games against).

In all fairness, I get outplayed against the one opponent. I score quite well, but he simply scores more and I've yet to find ways to mitigate his scoring. Spread the Sickness and the new hold 3 objective secondary generally earn him 12+ points each. The third secondary objective can be a bit hit or miss. The army's durability makes it exceptionally difficult to remove units from objectives. So, I am still developing more strategies.

One Death Guard player runs three Plagueburst Crawlers, but I tend to outplay him. The other runs two. LOS plays a big part on how much I will dedicate to destroying them. They do a fair bit of damage, but I'm finding it can be a bit of a trap targeting them. Death Guard are a slowish moving army and if I ignore the infantry too long, they get to multiple onjectives and I can't effectively root those models out. Again, still learning various strategies after @ 12 games against them.

The AML on the War Walkers are ok, but the S4 setting has not been quite as good as I had hoped. The shooting requires assistance from Doom, Runes of the Farseer and/or Guide. I really thought 36 shots at 20 Pox Walkers would inflict more damage; it hasn't and then Pox Walkers can be brought back. Killing 10 Pox Walkers with 6 AML is not a sure thing, surprisingly. The S8 version, combined with Jinx, is quite useful. I tend to get better results when firing the S8 mode. I've managed to destroy a Plagueburst Crawler from one volley of War Walker armed with AMLs.

The 2 strong Warlock Conclave has been extremely useful. I've played them in most of my games for @ 1 year now. Seer Council stratagem in turns 1 and 2 are clutch. Concordance of Power is exceptionally important and becomes game changing. 2 models are only 80 points and easy to keep out of LOS. I build my Farseer and Warlock Conclave to hang in the backfield out of LOS to cast items such as Fortune, Jinx/Protect, and Guide. I've lately added a Farseer Skyrunner with Doom, Smite, and Executioner, which has been pretty good.


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
Been Around the Block




 Sarigar wrote:
Thank you. I enjoy sharing ideas and learning new ideas with Craftworld armies.

I've got two local Death Guard opponents; one whom I win every game and the other whom I've not yet beaten (he has other armies in which I've won games against).

In all fairness, I get outplayed against the one opponent. I score quite well, but he simply scores more and I've yet to find ways to mitigate his scoring. Spread the Sickness and the new hold 3 objective secondary generally earn him 12+ points each. The third secondary objective can be a bit hit or miss. The army's durability makes it exceptionally difficult to remove units from objectives. So, I am still developing more strategies.

One Death Guard player runs three Plagueburst Crawlers, but I tend to outplay him. The other runs two. LOS plays a big part on how much I will dedicate to destroying them. They do a fair bit of damage, but I'm finding it can be a bit of a trap targeting them. Death Guard are a slowish moving army and if I ignore the infantry too long, they get to multiple onjectives and I can't effectively root those models out. Again, still learning various strategies after @ 12 games against them.

The AML on the War Walkers are ok, but the S4 setting has not been quite as good as I had hoped. The shooting requires assistance from Doom, Runes of the Farseer and/or Guide. I really thought 36 shots at 20 Pox Walkers would inflict more damage; it hasn't and then Pox Walkers can be brought back. Killing 10 Pox Walkers with 6 AML is not a sure thing, surprisingly. The S8 version, combined with Jinx, is quite useful. I tend to get better results when firing the S8 mode. I've managed to destroy a Plagueburst Crawler from one volley of War Walker armed with AMLs.

The 2 strong Warlock Conclave has been extremely useful. I've played them in most of my games for @ 1 year now. Seer Council stratagem in turns 1 and 2 are clutch. Concordance of Power is exceptionally important and becomes game changing. 2 models are only 80 points and easy to keep out of LOS. I build my Farseer and Warlock Conclave to hang in the backfield out of LOS to cast items such as Fortune, Jinx/Protect, and Guide. I've lately added a Farseer Skyrunner with Doom, Smite, and Executioner, which has been pretty good.

yup. were at the almost exact same spot with list development for 9th, it seems : ) I've gone up to four psykers almost always recently. if I run two detachments I always do it and often I go for 2 detachments because of that. Still debating if its the right route to go in the long run, but it just seems strongest. two farseers is so nice. I had a crazy turn with super smite, smite, executuioner vs dg that cleared like 5-6 plague marines. It can spike, but they are pricey and still pretty frail. if a screen drops they just die. For one thing 4 psykers, makes the sisters matchup better. Will deffineltely swop one warlock sky runner for the 2elf conclave and try it out.

I also think crawlers can be dangerous to sink shots into. and as said, now our little meta has changed so he defends then better. then I can do other stuff. how does he get to the objectives early? you should have those vs DG, id say. first turns should be like 15-10-10 in hold one/more missions preferably. sometimes more if you go for raise banners. Those first 2-3 turns are your time time shine, Imo. after that, DG is flooding objects wit rough staying power.

DG are so amazingly slow. they can send spawns up for you to kill or they can do early myphitics. thats basically it. myphitics are the worst. they are hard to kill and you have to kill them. just everything into them t1 if they are one unit. and if they are several units you'll have to take out one or two fast. that usually means his crawlers are free to kick ass from the back field. I think that setup is the worst DG scenario for me. but still, thats one objective they challenge. you hopefully have wave serpents and DA on 3+ : )

how exactly do you play the 2man warlock conclave? I mean, if opponent runs any indirect, they just die t1, right?

   
Made in dk
Been Around the Block




one more thing: I see 3x5 rangers from time to time in stead of dire avengers. how is his ever a good choice? what do they do? I thought they could forward deploy. they can't. they dont even have a innate -1 to hit. If they could all pop the alaitoc strat I guess they could hold an objective but in their current orm I just dont see them ever doing anything. and that 5+ save at 13 points makes avengers a 100 percent auto buy for me. or am I missing something?
   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

Regarding your 2 man conclave question, you keep them in wave serpents to keep them alive on turn one, and you can also use your opponent's lack of knowledge on whether it is a targetable unit or not. Even one turn getting a 36 inch Jinx off is a major boost.

Rangers have appear unbidden, which gives them deepstrike, great for ROD and they get +2 to their covers so they're sitting on a 3+ save which isn't awful. I ran one squad in the list I posted above, and they performed as expected, even dishing a couple of mortals out which was welcome.

The DG matchup is hard, I lost 92-70 in my last game and I don't think there was much I could do. The AML I brought on my war walkers didn't do much against poxwalkers, as Sarigar has also experienced. I am tempted to switch back to my BLs purely for the AP as they're not as catch all as I'd hoped.

This message was edited 1 time. Last update was at 2021/09/13 09:09:43


   
Made in dk
Been Around the Block




 Tyranid Horde wrote:
Regarding your 2 man conclave question, you keep them in wave serpents to keep them alive on turn one, and you can also use your opponent's lack of knowledge on whether it is a targetable unit or not. Even one turn getting a 36 inch Jinx off is a major boost.

Rangers have appear unbidden, which gives them deepstrike, great for ROD and they get +2 to their covers so they're sitting on a 3+ save which isn't awful. I ran one squad in the list I posted above, and they performed as expected, even dishing a couple of mortals out which was welcome.

The DG matchup is hard, I lost 92-70 in my last game and I don't think there was much I could do. The AML I brought on my war walkers didn't do much against poxwalkers, as Sarigar has also experienced. I am tempted to switch back to my BLs purely for the AP as they're not as catch all as I'd hoped.


Im sorry the AMLs aren't working for you guys. they are seriously cutting apart sisters, poxies and even marines for me. 36 s4 -1 shots with buffs and masterful just works so well for crowd control in my games. but yeah, maybe they are too expensive in the long run. its almost 300 points after all.

I can see how rangers could potentially be ok rodders. but for that I just go 5xscorpoins. Same price but with stalker they are 2+ -1 to hit. I think thats the best unit to do it with.

This message was edited 1 time. Last update was at 2021/09/13 10:04:00


 
   
Made in us
Agile Revenant Titan





Florida

The locals I face are all aware that the Conclave does not have the Character keyword: we all game together enough and I've been using them for the past year. Out of all my opponent's, there are only two players who actively try to remove the Conclave with indirect fire. Other players either don't have indirect fire or do not want to use it on an 80 point unit. In tournament games, I leave it up to my opponent to review my list and developed their own strategy and answer any questions they have.

Tyranids Horde is exactly right. I place the Conclave in the Wave Serpent along with the 10 Dark Reapers. Then, the Wave Serpent is placed out of LOS.

I played against the new Orks and thought the AML would cut through them. T5 made a big difference. My local opponents have dropped the Pox Walkers to 10 models per squad, reducing the AML effectiveness.

The AML at S8 and D6 damage is where I am getting better utility. I recently one shot a Pagueburst Crawler with 3 War Walkers with AML (and Jinx). The AP2 is significant, and Jinx is really the only item that has me wanting to try them a few more games.

I read online about Rangers being utilized. If it fits a player's strategy, it seems to work. I personally don't use them, but I've also developed my own preferences with ROD and Engage on all Fronts, so I do not think they are required.


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. 
   
 
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