Switch Theme:

Codex: Craftworlds Tactics Thread v2.0 - 9th Edition  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

I can definitely see AMLs being much more catch-all and I've had a couple of crusade games against sisters where they've been excellent so I'm keeping them in my list for now.

Seeing the discussion about farseers, I've tweaked my comp list (different from the one above) a little bit to include a doom/executioner seer as I found the single guide/doom seer wasn't quite enough and forced weird interactions to ensure I'm in range for various buffs and debuffs. It also made the seer council strat less used and that's sorely needed.

Personally not a huge fan of Rangers as my set of Warp Spiders and Dire Avengers manage rod and engage fine on their own.

   
Made in us
Agile Revenant Titan





Florida

Those are the same units I use and I've maxed ROD in every game I played (@20+ games).

I'm experimenting with the second Farseer. So far, I Outflank with a unit of War Walkers and spend 1 CP to Webway Strike the Farseer Skyrunner with Doom, Executioner, and Smite. It is an added flexibility I am liking so far.

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




Guys, im putting together some new lists. Have games vs orks and sororitas Sunday and Thursday.

Need some inspiration so; Would some of you guys be so kind as to share some units/combos/traits or just some comments on what ever works for you these days?

Thanks in advance.
   
Made in us
Agile Revenant Titan





Florida

My most recent comments on games are on p68. I'm in the process of relocating and have not played in nearly two weeks.

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






Quickly falling in love with Swooping Hawks.

Played them for a few games now and they're basically a guaranteed 12 points for Retrieve Data.

Turn 1: Retrieve in Q1

Turn 2: Fly them off the table and use another unit to retrieve in Q2

Turn 3: Bring down and retrieve in Q3

Turn 4: If you can make the move over to Q4 to retrieve then do it, if not, fly off the table again and retrieve in turn 5.

80 points well spent and if you give them the Evade ability for the 5+ invun it helps keep them on the table if they find themselves in a tough spot.

Generally though, nobody prioritises them as a target anyway.

Anybody got any other units that are really good at scoring a specific secondary?
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

I agree that swooping hawks are really good for ROD. They have yet to fail me in my half dozen games of 9th so far. They've also helped me get some EOAF as well while doing it. I would say they are my most consistent unit for getting secondaries.
   
Made in dk
Been Around the Block




 Crafter91 wrote:
Quickly falling in love with Swooping Hawks.

Played them for a few games now and they're basically a guaranteed 12 points for Retrieve Data.

Turn 1: Retrieve in Q1

Turn 2: Fly them off the table and use another unit to retrieve in Q2

Turn 3: Bring down and retrieve in Q3

Turn 4: If you can make the move over to Q4 to retrieve then do it, if not, fly off the table again and retrieve in turn 5.

80 points well spent and if you give them the Evade ability for the 5+ invun it helps keep them on the table if they find themselves in a tough spot.

Generally though, nobody prioritises them as a target anyway.

Anybody got any other units that are really good at scoring a specific secondary?



Yeah they are good. I usually do it with scorpions. they are only 65 and they give you that third ROD that can be difficult. I can usually manage 2 pretty easily with DA and then the fourth is typically an end game luxury thing. but if you want to be certain, hawks are good for sure.

A 50 point warlock to do veil or interrogation is good, obviously. can't think of anything else.





Automatically Appended Next Post:
Has anybody had any succes with running 3x crimson hunter exarchs? they seem decent. It is a lot of points, though.

I own three now have only used one and it was pretty good actually.

Also, I have a spare falcon an a wave serpent now. and tons of bits. Is there any of the forge world grav tanks that can be kit bashed easily? the lynx is too big and the hornets are too small, guess.

This message was edited 1 time. Last update was at 2021/09/20 15:43:45


 
   
Made in us
Agile Revenant Titan





Florida

I've maxed ROD in over 20 games, having only scored 8 out of 12 once. One squad of Warp Spiders gets me 2-3 quarters and DA will get the other 1-2. ROD is pretty much a defacto secondary playing Craftworld armies.

I've played several games using To The Last where my 10 Wraithblades, 10 Dark Reapers, and 3 War Walkers are the three most expensive units. In most games, I earn 10-15 points, but there have been a few I've only earned 5.

I've not used 3 Crimson Hunters in 9th. They can only assist in getting Engage on all Fronts which puts them dangerously close to enemy shooting if trying to achieve that secondary. Move blocking, while still possible, is more difficult, and their general lack of getti g out of LOS really turned me away from running 3. I've run 2, which was OK in a Marine meta, but in today's local meta, I would not try it.

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




but look at this (haven't chosen psychics and exarch powers on this. but its exploding sixes for DA, skilled rider for the SPs and a fortune/guide farseer with faulchos and a doom/exe farseer on bike). You give the three flyers the 5++ and they are always -1 to hit.

you then go 2x6 dire avengers in a-1 to hit -1 dam serpent onto both centerfield objectives. while you hold the back field with remaining avengers. you can give fortune and the 5+++ to the most exposed serpent.

your opponent HAS to shoot at those two Serpens or you'll score 15 on primaries the first couple of turns. That means your CHEs should be able to get some juicy shots in. Its 6 lance shots and 6 pulselaser shots at 2+ with rerolls. and nobody should be able to hide from them as they are so mobile.

you're avengers will get in trouble, obviously once their serpents are dead, but they still pop 14 shots with exploding sixes. plus plasma grenades. And then the 2x4 spears come in to help secure those objectives. I feel this could be really good.

Needs some adjustment, obviously. maybe going down to 5 man DA squads, so you can get a sixth. maybe get some swooping hawks/scorpions for ROD. maybe downgrade a sky runner warlock to a footie for veil.


++ Battalion Detachment -3CP (Aeldari - Craftworlds) [117 PL, 9CP, 1,990pts] ++

+ Configuration +

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

Craftworld Attribute

Detachment Command Cost [-3CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, Shuriken Pistol, Witchblade

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

Warlock Skyrunner [4 PL, 65pts]: 0. Smite, Shuriken Pistol, Witchblade

Warlock Skyrunner [4 PL, 65pts]: 0. Smite, Shuriken Pistol, Witchblade

+ Troops +

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Battle Fortune

Dire Avengers [5 PL, 66pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Battle Fortune

+ Fast Attack +

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

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

+ Flyer +

Crimson Hunter Exarch [11 PL, 210pts]: Two Bright Lances
. Exarch Power: Marksman's Eye

Crimson Hunter Exarch [11 PL, 210pts]: Two Bright Lances
. Exarch Power: Marksman's Eye

Crimson Hunter Exarch [11 PL, 210pts]: Two Bright Lances
. Exarch Power: Marksman's Eye

+ Dedicated Transport +

Wave Serpent [9 PL, 180pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Cannon, Vectored Engines

Wave Serpent [9 PL, 180pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Cannon, Vectored Engines

++ Total: [117 PL, 9CP, 1,990pts] ++

This message was edited 1 time. Last update was at 2021/09/21 09:27:19


 
   
Made in us
Agile Revenant Titan





Florida

I've had a similar tactic used against me; opponent ran a Venom up on a central objective with an embarked obsec unit.

I charged the Venom with a DA unit taking the objective away from my opponent until he removed the DA the following turn. That was fine as he lost points on Primary. I definitely was not going to shoot at a Venom so once destroyed it dropped out an obsec unit sitting on the objective. Troops embarked in a vehicle do not count towards holding an objective.

Be careful about throwing Wave Serpents midboard. It is an easy way to slingshot your opponents onto midfield objectives. Your opponent would need two models to be on the objective to take it from a lone Wave Serpent.

I would not recommend on accounting for much damage output from DA. In 9th, their shooting profile is very minimal.

Do you face many vehicles/high wound monsters? Three CHE with Brightlances seems a bit excessive. Are your Ork and Sisters opponents running large numbers of vehicles? Both of those armies seems to excel with large numbers of infantry models.

You have one too many HQ choices for a Battalion. It is an easy fix to run one Battalion and one Patrol.

Good luck and let us know how it fares.




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

Definitely found out the hard way regarding giving my opponent easy charges against my wave serpents. Got one charged by some blightlord termies which gave my opponent a tonne of movement with pile ins and consolidation which ended up giving him the win as I couldn't shift them.

In my local meta, I find our flyers far too fragile even with a 5++. They're hard to hide and if you want to net points for engage then you're at risk of being an easy target. Losing stacking maluses to hit really hurt them. I may try one or two in future games, it's been a while since I've used them in 9th.

   
Made in dk
Been Around the Block




yeah, I dont think its viable either. it was just a thought. the 3 birds dont do anything better than ten reapers in a serpent.

in regards to DA in a serpent on points I just dont agree. I've tried all other ways to hold objectives in that book (that I could think of at least. feel free to drop some suggestions : ) and nothing does it as well.

Wraith blades dont have obsec and are clumsy. plus they dont shoot. They never work for me.

spears are to fragile and just work better for a. patrolling the backfield destroying stuff that need destruction or b. as super offensive units that engage aggressively.

in my experience opponents seem to respond in three ways to your t1 serpent on both points.

a. they just move up with a few models to make you not score the point. you then kill them with other units and rinse and repeat. also, its not super easy to always get two models there. Serpents are big. And what ever you put there dies. so I dont see this option very often.

b. they shoot the things dead. and let me make another move. this is the most normal thing to do, and they can only kill one most of the time. fortune if needed. that means you get one of the points you went for always. sometimes both. most of the time and they now have to kill 12 avengers and find a solution at the other point too. also, you have a turn to back the situation up or shift the board focus before they act.

or c. they go all out and flood one of the two objectives with both obsec and some smashing power. sometimes they will charge the DA to death but and loosing everything is worst case scenario. I often find I can either screen one unit with the other, do some fancy placement or deliver a strong volley of overwatch to make some of them survive. Either way you have now acchieved something I almost always want with elder; to have him focus a lot of stuff to one point.

Often I feel like unloading the DA and then opening up on whatever challenges you at the point with 9 Shuriken canons and 20 shurikens with exploding sixes plus 2d6 plasma grenade shots on your turn, kills a lot of stuff. in the sisters game he went for me with fire from an melta immolator, 5 retributors (2 mlelta 2hb) and moved up ten sisters with 2 multi meta shots. The serpent survived with 2 wounds left. I then popped out the DA killed all ten sisters and one squad of 5 spears moved up and killed all the retributors. The serpent could (should) have been dead, but it really doesn't matter that much. Now they need to do something and you are controlling what to throw in next or how to react. sometimes you can fire n fade one of the DA squads into the serpent if needed. then target choices gets even more annoying for him next turn

I know this is just a boring example, but I often feel I can manage the dynamic that follows after that initial move.

oh, yeah sorry with the 4 HQ slots. just threw together some stuff prolly just drop a psyker and take a 6th DA squad.



   
Made in us
Agile Revenant Titan





Florida

It gets a bit more complicated to describe tactics via word only, but I will try to convey how I score 40-45 points from holding Primary Objectives. This applies only to missions requiring hold one, hold two, hold more than opponent. I still struggle with the three missions that require hold two, hold three, hold more.

I only try to hold two objectives early game. I rarely, if ever, try to hold more than that. To do this, I place units on each objective and try to mitigate enemy shooting and, most important, assault. With the mobility of Craftworlds and stratagem Phantasm, this works very well. I work to score 10 points and look for the opportunity to score a 15 in one round. I will play a bit conservative and not over expose units. We utilize a fair amount of terrain as well as plenty of LOS blocking terrain.

In most games, I quickly move my 10 Wraithblades onto a midboard objective. This is the one objective I will likely not utilize multiple units to take, though it depends on what my opponent has. With Protect, Fortune and Hunters of Ancient Relics, opponents generally will not get close and only opponents unfamiliar with Wraithblades try to shoot at them. If I anticipate a quick moving enemy obsec unit, I may utilize a DA squad to move up with the Wraithblades to get an Obsec onto the objective.

I then look to limit my opponent to hold one or two objectives. In 9th edition, we always get a turn to react and target priority is key. If my opponent got too aggressive and pushed onto a midboard objective, I have gotten turn one charges with my Wraithblades destroying whatever tried to claim the objective. Otherwise, I develope target priority to clear off an objective (it is rare my opponent tries to hold 4 objective on turn 1, but will adjust accordingly). The goal is to keep primary objectives scoring close. I tend to score over 30 points with secondary objectives which is generally enough to win games. In many games, my opponent will score 35-45 points on Primary, but I already will accept this based on my ability to score secondaries.

Early into 9th edition, I tried out what the internet was advising; throw Wave Serpents with DA on midfield objectives to score. I quickly realized opponents would not shoot at the Wave Serpent. Rather, they would charge it. The Wave Serpent overwatch was useless as well as its assault capability. This move easily got two enemy models onto the objective and now I lost it in my next turn. Opponents set up to ensure not to destroy the Wave Serpent in assault as that would cause the DA to disembark and potentially regain control of the objective. From that, I learned to do the same if my opponent put a lone vehicle on an objective.

Of late, I tend to have two challenges.

1. One particular opponent when he plays his Death Guard. I've not been able to mitigate him scoring 30+ points on secondaries which ends up me losing the game despite scoring 75-85 points.

2. There are three missions with an objective in the center of the board. Then, I face a Space Marine player to takes Oath of the Moment and Direct Assault. Finally, they get first turn. They tend to score closer to 40 points on secondaries and I don't score 40 on secondaries (I tend to score 30-36 secondary points).

It is getting more and more challenging as more codexes are released and opponents which provides new secondaries that are easy to get a high score (Dark Angels, Space Marines, Death Guard, Blood Angels, Drukhari immediately spring to mind).

Of note, I have yet to play against the new Sisters and new Grey Knights (I've played against their previous codexes), but I've been able to play against every other Codex so far.

If placing single Wave Serpents on midboard objectives are working for you, don't let me sway you. We all play in our own metas and I can only attest to my personal experience.





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




all good points.

10 wraith blades are fantastic too. I just feel they are a weird unit somehow. do you use quicken on them a lot?


Automatically Appended Next Post:
the DA just have that versatility. they can move, they can ROD, they are msu and can split up and go places to do stuff. Steal objectives late game sometimes. but yeah, they melt rediculously fast when challenged.

This message was edited 1 time. Last update was at 2021/09/21 23:17:04


 
   
Made in us
Agile Revenant Titan





Florida

I rarely cast Quicken on them. There are a few missions where a midfield objective (IE: outside of my deployment zone) in which I use Matchless Agility in order for the unit to get to the objective on turn 1. I've played well over 40 games now with large unit(s) of Wraithblades and getting to that single objective is really the biggest move I need. That unit is in assault in turn 1 or turn 2 in nearly every game.

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




Any tips for smaller games? I've been playing a lot of 1k games lately, and I'm finding that our more powerful wombo combo units (like reaper bombs) are too expensive to fit in well, but most of our other units just seem really underwhelming for their points compared to the 9th edition books I've been facing.

Do I just need to embrace throwing suicide avenger squads onto objectives or something?
   
Made in us
Agile Revenant Titan





Florida

I played only a few smaller games in a league months back. I found the game play very different at 1000 points and less, and using GT 2020 Incursion missions. I don't think I discovered anything significant as far as successful units or strategies.

However, I did enjoy 1250 and 1500 point games and felt they played a bit different. I generally could fit an army comfortably in a single detachment. Combined with the smaller army, I felt I had a lot more options available with Stratagem usage. Things I rarely utilized appeared more viable. For myself, 1250 points on a 44x60 board was the most enjoyable game size. Sadly, I was the minority and once the leagua ended, 2000 point games returned as the defacto standard.

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





Anyone ever try using a 10 man shadow specters squad in a wave serpent to fire and fade and shoot each turn as a mid field defense unit. There’s really nothing that can stand up too well to their guns unless it’s a heavy duty target. Any objective secured units would get slaughtered. Even hordes.
   
Made in ca
Fixture of Dakka





Surrey, BC - Canada

Wyldhunt wrote:
Any tips for smaller games? I've been playing a lot of 1k games lately, and I'm finding that our more powerful wombo combo units (like reaper bombs) are too expensive to fit in well, but most of our other units just seem really underwhelming for their points compared to the 9th edition books I've been facing.

Do I just need to embrace throwing suicide avenger squads onto objectives or something?


Well you do need a few small Dire Avenger units. I have found War Walkers with missile launchers to be excellent in smaller games. Wraithguard are quite effective as your opponent likely has fewer units able to face them. Other than hordes, your Shining Spears can find smaller enemy targets to pick off. Similar to Sarigar, I have found stratagems to be more effective, at least the best ones like Fire and Fade…it tends to be obvious on which unit will receive it in smaller games (less competition).

Some of my thoughts.

CB

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





Florida

warpedpig wrote:
Anyone ever try using a 10 man shadow specters squad in a wave serpent to fire and fade and shoot each turn as a mid field defense unit. There’s really nothing that can stand up too well to their guns unless it’s a heavy duty target. Any objective secured units would get slaughtered. Even hordes.


It is not legal. The Wave Serpent transport capacity rules state it cannot transport models with the 'jump pack' keyword. Spectres have the 'jump pack' keyword.


Automatically Appended Next Post:
For folks in the US, the FW Lynx is available for order. I've wanted to try running two in a list for awhile now and ordered one last night.

This message was edited 1 time. Last update was at 2021/09/28 12:59:40


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





Damn that sucks.
   
Made in gb
Regular Dakkanaut






Bit of a fun list for taking on Necrons this weekend. Decided to break out the ol' Avatar of Khaine.

On paper he is not worth his points but on the odd occasion I have taken him, he seems to pull his weight. And you know - fun

Thoughts welcomed!

++ Patrol Detachment -2CP (Aeldari - Craftworlds) [57 PL, 1,021pts, -2CP] ++

+ Configuration +

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

Detachment Command Cost [-2CP]

+ HQ +

Avatar of Khaine [12 PL, 200pts]

Spiritseer [3 PL, 60pts]: 0. Smite, 4. Protect/Jinx, 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: 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

+ Elites +

Wraithblades [20 PL, 296pts]: Ghostaxe and Forceshield, 8x Wraithblade

Wraithguard [10 PL, 175pts]: Wraithcannon, 5x Wraithguard

+ Heavy Support +

Wraithseer [8 PL, 170pts]: 2. Witch Strike, 5. Quicken/Restrain, D-cannon

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [52 PL, 979pts] ++

+ Configuration +

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

Detachment Command Cost

+ HQ +

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

+ Troops +

Guardian Defenders [8 PL, 144pts]
. 18x Guardian Defender: 18x Plasma Grenades, 18x Shuriken Catapult

+ Fast Attack +

Swooping Hawks [4 PL, 85pts]
. 4x Swooping Hawk: 4x Lasblaster
. Swooping Hawk Exarch: Hawk's Talon
. . Exarch Power: Evade

+ Heavy Support +

Dark Reapers [9 PL, 160pts]
. 4x Dark Reaper: 4x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot

War Walkers [12 PL, 210pts]
. War Walker: Bright Lance, Shuriken Cannon
. War Walker: Bright Lance, Shuriken Cannon
. War Walker: Bright Lance, Shuriken Cannon

+ Flyer +

Hemlock Wraithfighter [12 PL, 240pts]: 0. Smite, 4. Protect/Jinx

++ Total: [109 PL, 2,000pts, -2CP] ++

This message was edited 1 time. Last update was at 2021/09/29 09:14:23


 
   
Made in dk
Been Around the Block




interesting! will be back with comments.
   
Made in gb
Regular Dakkanaut






I have since tweaked it by removing the Hemlock in place of a Wave Serpent, allowing for the Wraithguard to carry D-Sythes instead of Wraithcannons and fire/fade them in and out.

Not sure which version of the list i prefer
   
Made in us
Agile Revenant Titan





Florida

With 8 Wraithblades, this should be one of your most aggressive midboard units. It needs Protect and Fortune. Fortune will be key as Necrons real way of dealing this type of unit is via Ctan Shard models. They can put out quite a few mortal wounds. I'd really look at taking Fortune/Executioner for the Farseer. If you really want to keep the Spiritseer, then make that model the Warlord and give it the Warlord Trait "Seer of the Shifting Vector".

I would personally choose a Wave Serpent. I think it will provide a bit more flexibility, but it would be for the Dark Reapers. They will provide more consistent shooting than the Wraithguard.

Good luck and let us know how it fares.

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

Had a game against the new 1k Sons book and was pretty impressed at their psychic phase, albeit very long. Made a few mistakes by walking off the objective a few times and trying to manoeuvre around his denies. I did get a 77-71 win but if I'd ironed out my mistakes it would have been a cleaner and more decisive victory.

His army was very much a mid-range army and I took on the stance of the defender so it was a lot of reactionary moves to his plays by playing more conservatively, avoiding deny the witch tests on my own key powers.

Managed to contest the mid-board from turn three onwards with my buffed Wraithblades, that got fortune and quicken off to charge into his big blob of terminators and cut down quite a few as I'd managed to bait out his 3CP damage reduction stratagem in the shooting phase so he didn't have the CP to withstand the blades. I also got some key denies on his mortal wound output so I was able to clear the remaining terminators in the following turn.

I did feel my Dark Reapers suffered a lot due to some of my powers getting denied like guide, doom and had jinx denied more than once that game.

The extra farseer on bike did well for me, being able to contest Wrath of Magnus with executioner and smite did help in denying my opponent a few times.

This message was edited 1 time. Last update was at 2021/10/01 15:23:17


   
Made in us
Agile Revenant Titan





Florida

Thanks for the info!

One point that stood out was getting out of deny the witch range. I am surprised more people don't premeasure this. For Craftworld armies, I've found this exceptionally important to do.

I've been a huge fan of a large unit of Wraithblades. They contest the midboard very well. Glad to see others utilizing them.

For the Dark Reapers, there are a couple things to aid when Guide/Doom/Jinx become unavailable. (1) Expert Crafters and Masterful Shots. (2) Runes of the Farseer for reroll 1's to wound. Many times, Reapers need a 3 to wound. To get more mileage, get another unit such as War Walkers within range of the Farseer.

The Craftworld trait, Warding Runes, is interesting. More and more armies in 9th have the ability to generate Mortal Wounds. Are we at a point where getting a 5+ to ignore mortal wounds necessary?

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

Premeasuring denies was something my opponent didn't do, which I suppose with more practise he would get used to but for the most part 1k Sons don't seem to care too much with their army wide +1 to cast (which I'm very jealous having to pay 1CP every turn for!). Being able to avoid 3D6 denies was crucial in getting important powers off too.

I used a unit of 5 out of a wave serpent but I am considering adding another 1 or going for the full 10 and deep striking or slogging them up the board. 5 feels okay, but absolutely need backup to chew through units. The 6+ to generate extra attacks stratagem did help and I'm considering swapping a psychic power so they can get access to +1 to hit in melee to generate more, more reliably. How do you tend to use your 10 man squad?

I had EC and MS on the Reapers but had some atrocious rolling to hit. I didn't even consider Runes of the Farseer, that would have been useful in the turns I didn't have Doom!

Warding Runes seems interesting, especially against GK and 1kSons. I'd need to have proper sit down and think about how I could replace one of my Craftworld traits. I find Expert Crafters and Masterful Shots too good to pass up on but I could see dropping Hunters of Ancient Relics for it. It would have been really useful in keeping more Wraithblades alive as well as some of my obsec units.

   
Made in us
Agile Revenant Titan





Florida

I've recently moved and am assessing the New meta. If I am encountering more MW I will strongly consider Warding Runes.

Most games, I run 8-10 Wraithblades with Axe and Shield. I start them out of LOS or set up in the open, but prepared to move them via Phantasm. Turn 1 usually has me move + Matchless Agility to get on or very near a midfield objective (Hunters of Ancient Relics is significant with this size unit). Turn 1 casting is important as the Wraithblades are now visible and will be shot at or assaulted. Fortune is most important and Protect is second most important. If my list has it, I may cast Conceal on them for a -1 to be hit. It is a rare game I lose a unit of 10. 2+, 3++, 5+++ is very hard to chew through. The one hard counter, but one I rarely see is abilities that ignore invulnerable saves. Marines and Chaos have psychic abilities and IIRC, the Nightbringer ignores in assault.

The 6+ extra hit only works if I cast Enhance to remove the -1 to hit penalty. I've not bothered really. By ensuring proper Pile In moves the unit gets 36-40 attacks on their initial assault. I tend to have something that gives reroll 1's to hit and/or wound which generally cripples most opposing units.

It is an expensive unit, but it has been the only thing that can survive the deadly midboard objectives.

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




I just feel they dont get the job done. and they are so rigid. slow, no shooting, weak in melee. I mean, d3 dam and -1 to hit? its just.. sketchy at best.

I feel like revisiting assurmen and DA spam. Maybe even 10-15 guardians with celestial. Put them on points and see what the opponent does to remove them. You can apply protect and fortune here too. and this guys can move, do actions, shoot and just be places and do stuff. for cheap.
   
 
Forum Index » 40K Tactics
Go to: