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Made in us
Agile Revenant Titan





Florida

Be aware the list will entice opponents to choose Assassinate with 5 fairly squishy characters.

The rest is similar to a list I run. The psychic phase will be critical to maximize, especially as Craftworld has very little activity in the Command Phase. Understand the psychic powers and how Seer Council and Focus Will work as you really need powers such as Fortune, Protect, Jinx, and Doom to be cast reliably.

I tend to not upgrade the weapons on the Wave Serpent as it entices me to shoot with them, which exposes it to return fire. This can be fatal as you really want the Reapers firing a full/near full strength for most of the game.

Be prepared to utilize Phantasm. Don't allow Wraithblades to be shot turn 1 without getting Protect and/or Fortune on them first. Some armies can shoot many of them off the board without those powers cast.

Best of luck. 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 dk
Regular Dakkanaut




Yeah, the assassinate problem can only be solved through a. going down to three psykers and a wraith seer, b. my first setup with 2x wraithseers. that setup was a counter to assassinate. But its just too little value for to many points, Imo. or c. compromising on the psyker support. I think you need the MW from the doom seer and the fortune from the other farseer. Jinx/fortune is mandatory. so the compromise is quicken and the second cast of jinx/protect. Can we live without that?

the reaper serpent could be naked. I agree. But im just not sure I can create a screen good enough to not have them be tagged at some point and then the ekstra gus are super good. also, by your logik (which makes perfectly sense, why even give them spirit stones?).

Btw can I disembark the reapers while the serpent is in melee (presumed that they can all disembark without being in engagement range of cause), then fall back with the serpent and finally fore and fade the reapers back in? or does the fall back hinder that last embark.

I can see how the 2-detachment setup is strong for eldar. I run it all the time myself. but I really have a feeling one should go for a single detachment. we need those cp so badly. for seer council, fire n fade, lightning fast etc, etc. Thats why I feel farseer, farseer, warlock and then wraith seer from the heavy support slot is the best way. do you think the optimization of craftworld traits is more important than the cp-thing?

With this build making it one detachment would mean the melee units would miss out on preroll ones and the shooting units would miss out on masterfull.

This message was edited 2 times. Last update was at 2021/10/25 09:58:36


 
   
Made in gb
Regular Dakkanaut





United Kingdom

How do people best use Wraith Guard within a mixed list? (i.e. not a wraith list).

I really enjoy wraithblades but whenever I have played their shooty counterparts, I have never deemed them to be worth their points cost.

They're good at killing what they fire at, but slow movement and short range usually means that they don't get to pick many targets.

I've considered giving them a serpent but i have other units i like to fire and fade - plus it's already an expensive unit without also paying for a transport.

Do people rate them at the moment?
   
Made in us
Agile Revenant Titan





Florida

Scoundrel80 wrote:
Yeah, the assassinate problem can only be solved through a. going down to three psykers and a wraith seer, b. my first setup with 2x wraithseers. that setup was a counter to assassinate. But its just too little value for to many points, Imo. or c. compromising on the psyker support. I think you need the MW from the doom seer and the fortune from the other farseer. Jinx/fortune is mandatory. so the compromise is quicken and the second cast of jinx/protect. Can we live without that?

the reaper serpent could be naked. I agree. But im just not sure I can create a screen good enough to not have them be tagged at some point and then the ekstra gus are super good. also, by your logik (which makes perfectly sense, why even give them spirit stones?).

Btw can I disembark the reapers while the serpent is in melee (presumed that they can all disembark without being in engagement range of cause), then fall back with the serpent and finally fore and fade the reapers back in? or does the fall back hinder that last embark.

I can see how the 2-detachment setup is strong for eldar. I run it all the time myself. but I really have a feeling one should go for a single detachment. we need those cp so badly. for seer council, fire n fade, lightning fast etc, etc. Thats why I feel farseer, farseer, warlock and then wraith seer from the heavy support slot is the best way. do you think the optimization of craftworld traits is more important than the cp-thing?

With this build making it one detachment would mean the melee units would miss out on preroll ones and the shooting units would miss out on masterfull.


Regarding psychic support, you missed one option: Warlock Conclave. They do not have the Character keyword, but have the Warlock Keyword so Seer Council is still an option. And it opens up Concordance of Power.

I put Stones in my Wave Serpent mainly due to Plagueburst Crawlers. 3 of them can do quite a bit of damage and my local opponents know the damage Reapers put out. You are correct if the Wave Serpent is in assault. I tend to avoid that scenario in most games. When that happens, I've typically lost anyways.

I've played it as a single detachment and have not been happy with it; the loss of those two Craftworld traits are significant. I just play with 10 CP instead of 12. Of note, most of my CP usage is on turn 1. Many games, I have just the one per turn that is reserved for Fire and Fade.

Play a few games and see what works for you. I've gotten a good deal of games in with mine and this is where I've ended up. YMMV.




No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Regular Dakkanaut





United Kingdom

Deleted.

This message was edited 1 time. Last update was at 2021/10/26 08:55:09


 
   
Made in us
Agile Revenant Titan





Florida

 Crafter91 wrote:
How do people best use Wraith Guard within a mixed list? (i.e. not a wraith list).

I really enjoy wraithblades but whenever I have played their shooty counterparts, I have never deemed them to be worth their points cost.

They're good at killing what they fire at, but slow movement and short range usually means that they don't get to pick many targets.

I've considered giving them a serpent but i have other units i like to fire and fade - plus it's already an expensive unit without also paying for a transport.

Do people rate them at the moment?


Sadly, I've played them once in the last 6 months or so. I'm at the point of just waiting for a new book.

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
Agile Revenant Titan





Florida

As it is looking like we are still months away from a new Codex, I'm going to try something a bit different just, well, because it's not something I've tried before. In a larger tourney, I think it would catch some folks off guard, but good players with very efficient armies will still outplay me. In a smaller tourney, Ill be curious as I will play in one next month.

++ Vanguard Detachment -3CP (Aeldari - Craftworlds) [66 PL, 9CP, 1,114pts] ++

+ Configuration +

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

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

Detachment Command Cost [-3CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, Shuriken Pistol, Witchblade

+ Elites +

Wraithblades [20 PL, 333pts]: Ghostaxe and Forceshield, 9x Wraithblade

Wraithblades [20 PL, 333pts]: Ghostaxe and Forceshield, 9x Wraithblade

Wraithblades [20 PL, 333pts]: Ghostaxe and Forceshield, 9x Wraithblade

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [44 PL, 886pts] ++

+ Configuration +

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

Detachment Command Cost

+ HQ +

Farseer Skyrunner [7 PL, 140pts]: 3. Fortune, 4. Executioner, 5. Focus Will, 6: Seer of the Shifting Vector, Shuriken Pistol, Singing Spear, Warlord

Warlock Skyrunner Conclave [30 PL, 600pts]: 0. Smite, 4. Protect/Jinx, 5. Quicken/Restrain
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear

+ Troops +

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

+ Fast Attack +

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

++ Total: [110 PL, 9CP, 2,000pts] ++

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
Regular Dakkanaut




I love it.

but tell me: are two detachments really the best option here? they both have the same traits.
sell one warlock and one blade, make the spiders into hawks and swop the guardians for 3x5 DA. Then everything would fit into a single battalion and you get more action utility plus better screening.

Just my 2 cent.
   
Made in us
Agile Revenant Titan





Florida

Interesting. Let me see how it can fit. I've got the models you mentioned.


Automatically Appended Next Post:
Updated list. Single Battalion.

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [116 PL, 12CP, 1,998pts] ++

+ Configuration +

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

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

Detachment Command Cost

+ HQ +

Farseer [6 PL, 115pts]: 1. Guide, 3. Fortune, 5. Focus Will, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade

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

Warlock Skyrunner Conclave [27 PL, 540pts]: 0. Smite, 4. Protect/Jinx, 5. Quicken/Restrain
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear

+ Troops +

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

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

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

Storm Guardians [6 PL, 70pts]
. 10x Storm Guardian - Aeldari Blade: 10x Aeldari Blade, 10x Plasma Grenades, 10x Shuriken Pistol

+ Elites +

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

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

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

+ Fast Attack +

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

++ Total: [116 PL, 12CP, 1,998pts] ++

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

This message was edited 1 time. Last update was at 2021/10/28 14:34:14


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

Would you mind elaborating on your game plan? I'm struggling in my meta currently, had a heavy loss against new Deathwatch (BT turn one, Blood Angels turn two) on Tuesday and looking to change things up.

Tried running a couple of falcons for that game but they're just paper and with DW negating strats like LFR, it wasn't a fun time.

This message was edited 1 time. Last update was at 2021/10/28 14:44:28


   
Made in us
Dakka Veteran





 Crafter91 wrote:
How do people best use Wraith Guard within a mixed list? (i.e. not a wraith list).

I really enjoy wraithblades but whenever I have played their shooty counterparts, I have never deemed them to be worth their points cost.

They're good at killing what they fire at, but slow movement and short range usually means that they don't get to pick many targets.

I've considered giving them a serpent but i have other units i like to fire and fade - plus it's already an expensive unit without also paying for a transport.

Do people rate them at the moment?


I'm not sure if I "rate" them, as I think they cost too many points, their guns are unreliable, and they can be easy to kill. That being said, I use them all the time because I like the models.

I most often put them in the webway or use Fire and Fade to help them move up a flank and score objectives. A Wave Serpent isn't necessary, as they can move fast enough on their own. They also, typically, want to go further up the field than the Wave Serpent does, which can make things awkward.

Expert Crafters helps them, of course, as they have so few shots. Sometimes they whiff horribly, sometimes they kill a tank in a single volley. Their firepower isn't bad, just unreliable.

I try to keep them in cover and away from stuff that can kill them. ST 5 and lower can really struggle to hurt Wraithguard, and I usually charge them into whatever hapless Troops unit is in front of them just to reduce incoming fire. Then they can fall back and still shoot their next turn.

D-Scythes are not worth it in my experience -- too few shots, too little damage, too many points, and Overwatch is a moot mechanic most of the time. At least wraithcannon can potentially obliterate their target.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
Made in dk
Regular Dakkanaut




 Sarigar wrote:
Interesting. Let me see how it can fit. I've got the models you mentioned.


Automatically Appended Next Post:
Updated list. Single Battalion.

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [116 PL, 12CP, 1,998pts] ++

+ Configuration +

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

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

Detachment Command Cost

+ HQ +

Farseer [6 PL, 115pts]: 1. Guide, 3. Fortune, 5. Focus Will, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade

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

Warlock Skyrunner Conclave [27 PL, 540pts]: 0. Smite, 4. Protect/Jinx, 5. Quicken/Restrain
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear
. Warlock Skyrunner: Singing Spear

+ Troops +

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

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

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

Storm Guardians [6 PL, 70pts]
. 10x Storm Guardian - Aeldari Blade: 10x Aeldari Blade, 10x Plasma Grenades, 10x Shuriken Pistol

+ Elites +

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

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

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

+ Fast Attack +

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

++ Total: [116 PL, 12CP, 1,998pts] ++

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


wow. this is really something. seems very good. just push objectives and block them with wraiths. then fly around and delete units with the 9man conclave, basically. right?love how you sneaked in 10 guardians with obsec,
   
Made in us
Agile Revenant Titan





Florida

 Tyranid Horde wrote:
Would you mind elaborating on your game plan? I'm struggling in my meta currently, had a heavy loss against new Deathwatch (BT turn one, Blood Angels turn two) on Tuesday and looking to change things up.

Tried running a couple of falcons for that game but they're just paper and with DW negating strats like LFR, it wasn't a fun time.


Secondaries will generally be the same as most of my other games: ROD, Engage on all Fronts, and possibly To the Last.

The list would be a bit more passive. Wraithblades generally sit on two objectives near my side of the board (assume this is a hold one, hold two, hold more mission) with a DA squad backing them up. Hawks, Storm Guardians, and DA achieve ROD, while also contributing to Engage on all Fronts.

The idea is to score 10 points each turn of Primary except for whichever turn I think I can get a 15. Max ROD, get 10-15 from To the Last, and 10 or so from Engage on all Fronts. Primary is still very important. I score well on Secondaries, but have fallen into a trap and over extend my army and risk losing some points on Primary. When I play a bit more reserved, I score better on Primary.

The challenge with Craftworld lists (from my experience) is limiting my opponent's score. However, this list does not give away easy secondary choices. I expect to lose the Warlock Conclave, but if I can have the lasdt model or two survive, I'll happily run them away to not lost To the Last points.

If I can score 80+ points, including paint, I can generally win the game.


This message was edited 1 time. Last update was at 2021/10/29 10:01:50


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




omg I got my ass kicked today. have had the longest and weirdest winning streak with craft worlds, but it ended today and it seems im out of tricks. the book simply doesn't hold up in the meta.

As mentioned, I recently peeked out a super tight win vs sisters, but I sort of felt that was it. my local guys got the eldar's number, so to speak.

Today I was crushed by an ork freebooters build inspired by the very succesfull build that is winning tourneys now.

The list is a bizare math beast with so many s5-6-8 shots hitting on +3 and +4 mostly and it is absolutely lethal in melee too. Every thing is flat 2-3 dam and the boss on sgiugadino with cunning de facto has 10-12 flat 3 hits plus flat 3 mortals. It has less alpha strike potential than the tourney winner, but it is more resilient and can back the dakka up on objectives too.


The game

I knew it would be bad, so I was actually glad to get first turn. I wanted to castle completely but because 2 ridiculously cheap forward deployed throw away units of kommandoes would take my important (if I was to at least be able to score 10 semi-reliably in this game) deep right midfield objectives immediately, I had to peek out with a few units. I used a falcon, som DA and psyker support of farseer/warlock on bike to take the objective and kick him off. I buffed and quickened my 9 wraith blades to the center objective. 6 spears stayed back to counter punch. the reapers popped in n out to delete one dakkajet.

His t1
Between the speed wargh rule and the freebooter +1 to hit (and plus 2 and 3 later on to completely hose one of our staples; lightning fast) The second dakkajet just flew through my ranks and smashed my backfield with 36 s6ap1(2 maybe?) shots. it was bonkers. when he told me it costs 120 points I couldn't believe it haha. He killed some stuff back there and then deleted the falcon, one unit of DA, a warlock on bike and almost killed the doom seer too. and honestly, the amount of fire hitting decently with crazy damage profiles was completely overwhelming compared to the last time, I played 9th orks. this build is so amazingly good.

(other units that I have to highlight were the defkoptas with what feels like 2d3 flat 3 krak missiles PLUS 6 s6 ap1 attacks each in melee. Wow. and the gang of 3 warbikes that hit me with a stunning 36 s5ap1 volley hitting on 4s. And the squid catapult shooting indirect hitting on 3s with s8(and 6 I think) flat 2-3 (iirc) and a plus one to wound : )

long story short I retreated, regrouped and fought hard to keep him from scoring grind and abhor the witch while clearing him of objectives to try and rack up points. I had engage, ROD and to the last with spears, wraiths, reapers. pretty good setup normally, but I didn't max any of them and in the end it was something like 48-72.

my biggest take away is that I just can't play those wraiths. they suck up so much focus from my part with all the buffs and in the end they just melt right there on the center objective and do nothing. I rolled subpar for their defense, but it wasn't a crazy whiff. They are just not good enough, Imo. ill give them one more spin, though quicken is key to keep them active, and in this game, my q-warlock died t2.

man, I love eldar, but this was brutal. I know the original build was built to break t3 with sisters and drukhari as main targets. lets just say; counters for those armies are counters for craft worlds too. Putting it mildly.
   
Made in us
Agile Revenant Titan





Florida

I've played only one game against the new Orks, but it was when the book was first released and players had not yet gotten the optimal build out yet. I am yet to face this build, though there is one local player who has a version of it he's been playtesting.

The Craftworld book is really close to being completely outdated. As more and more codexes get released and more folks run optimal builds, it really feels like two different games. I had one of this games against Drukhari. Many newer codexes just have more of everything.

For tourneys, I've had reasonable success in one day events (3 rounds). However, two-day events (5 rounds)and I am at the mid tables. I can't score 95-100 points per game and can sneak into playing for top finishes in one day events. Not so much for two day events: skill and army efficiency becomes unavoidable.

I'm hoping we get a new book in the first few months of 2022. I've played nearly 100 games with my Craftworld and am very ready to actually play with a 9th edition Codex.

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





Had a friendly game yesterday against an imperial guard list. He had a baneblade. 3 leman Russ. 2 chimera. An arty vehicle. And about six squads of infantry and mortar teams.

My army was 3x6 jetbikes. 3x3 support weapons equipped with d cannons. Wave serpent with 12 dire. avengers. 3 war walkers with AML. 2x5 shadow specters.

He got first turn and killed two support weapons and 4 jetbikes. Nothing catastrophic.

My first turn I moved up the support weapons 6” and from behind cover I killed a tank commander, leman Russ, chimera, and brought another chimera down to 1 wound. The d cannons made very short work of them.

I moved jetbikes around to contest objectives. I regretted not deploying my war walkers into the table to do additional damage to his infantry going to objectives and to finish off the severely wounded chimera. I was playing for “bring it down” so killing the vehicles was great.

His next turn he dropped some scions and took an objective from me. His shooting was largely ineffective again because my positioning gave him few options.

Next turn I rushed his objectives with jetbike squads and shot the infantry off. I only equip them with shuriken catapults to keep them cheap but they do the trick with volume of dice.

I move and advance the d cannons to get in range of the baneblade for next turn I deploy my war walkers and shadow specters. War walkers blast his final leman Russ off the table. The shadow specters delete infantry units. His army at this point is almost gone. The scions he deployed are wiped out by jetbikes and wave serpents.

His third turn the baneblade moves ip to try and shoot my units off the objectives. I now have all four. Shooting is extremely bad.

My third turn I have total board control. I kill the bane blade with 5 support cannons despite horrible rolling. It would’ve died no matter what due to the sheer volume of fire I was about to put on it. He concedes the game.

D cannon spam seems to be hard to deal with because of how hard hitting it is and it firing from non line of sight. This is coupled well with jetbikes that are extremely mobile and can shoot infantry off objectives and the other deep strikers that can respond decisively. Would have to play more enemies to see how good it really works.
   
Made in dk
Regular Dakkanaut




sounds good. If he has deep strikers then you probably screen the d´s with avengers, right?
   
Made in us
Dakka Veteran





He had a few squads of scions that deep strikers to contest an objective for one of my turns but they only killed two jetbikes. The next turn my jetbikes scooted over to them and shot them + some fire from some other Shuriken equipped units nearby.

The major thing I would’ve done differently was instead of deep stroking my three war walkers I would have deployed them turn 1 to get more firepower on the table and had a strong single unit to cast forewarned on to punish deep strikers

I think I forgot to mention I took expert crafters and forgot to even take a second custom craftworld trait. With expert crafters your D cannons almost always hit snd wound. With strength 12 there isn’t anything they don’t wound on a 3 already. Once deployed a squad of three d cannons becomes 3 individual units so each of them has one reroll hit snd wound.

I am considering what to use for the second custom trait. I was thinking the -1 AP to Shuriken weapons to boost all my jetbikes for infantry hunting or maybe masters of concealment to give everyone a save boost amd hopefully add more durability to the jetbikes and support weapons.

This message was edited 1 time. Last update was at 2021/10/31 15:36:10


 
   
Made in gb
Regular Dakkanaut





United Kingdom

Anybody gone up against Grey Knights yet? I've played them a handful of times now and HOLY HELL.

They make Eldar Psykers look like caravan fortune tellers.

EVERY unit in their army is a psyker. Smite going off at every turn, Vortex of Doom is like exectutioner on steriods (2x D3 mortal wounds plus 1MW to each unit within 3".

Also might as well mean unlimited denies. Not to mention the amount of 4+ invun saves that the army has.

I managed to beat with with my wolves army by taking abhor the witch which was super easy to score well on, but good lord my Eldar took a pasting against them!

   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

I played them yesterday against a guy who regularly top 3s events.

Got slapped pretty hard and ended up with a 47-94 loss. The amount of denies is way harder to deal with than 1k Sons and their 5+ FNP versus mortals was so good against my smite/executioner seer. Had multiple turns where guide and doom didn't go off, same with jinx and protect.

I have 5 psykers in my army and that did help mitigate them somewhat, but their plusses to deny hurts a lot when the max we realistically can get is +1 on two models.

Feel like it is an unwinnable matchup, but the dreadknight spam is much more beatable compared to terminators, dreads and the heavy weapons lists.

   
Made in gb
Regular Dakkanaut





United Kingdom

Got an upcoming mini tourney at a local club in a few weeks

Feel like i've got enough experience with Eldar now to give them a whirl in a friendly tournament setting.

It's a small one in a single day, four games each at a mere 650 points per player.

From my experience, small Eldar lists are tough to get right because units are very 'single purpose'

Any thoughts on how to run it?

I'm thinking Spiritseer HQ with a unit of 5 wraithblades to charge the midboard

2 units of 5 dires

5 Warp Spiders

3 reapers

Toying with the idea of either a single support weapon with a D-Cannon to screen my back board and hide or taking a single walker to give me the option of bringing him on from reserves and getting me into table quarters.

Of course feel free to scrap all of the above but i'd be interested to get opinions on how to best put a list of this size together.
   
Made in us
Agile Revenant Titan





Florida

Most of my 9th edition games have been at 2000 points. However, with what you described, the War Walker would be a nice fit. Although not knowing table size or experience at that points level, I am unsure how useful putting it in Reserve will be (I do like that ability and use it quite a bit).

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in gb
Regular Dakkanaut





United Kingdom

Tables are tiny at 44" x 30" so you're right, there may be difficulty with reserves. Incidentally it's why I opted for Warp Spiders in place of Swooping Hawks.
   
Made in us
Agile Revenant Titan





Florida

 Crafter91 wrote:
Tables are tiny at 44" x 30" so you're right, there may be difficulty with reserves. Incidentally it's why I opted for Warp Spiders in place of Swooping Hawks.



Spiders have been a staple in my lists for the past year or so; great use of 90 points.

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

Entered a local league and got assigned to a division with Guard, Death Guard, Space Wolves, Custodes, Necrons and Grey Knights, which is a good enough mix.

Played my first game against guard, which with their new buffs from tank commanders and 2+ saves on Russes, was a tough enough matchup, especially as I didn't get turn 1 and was less than ideal, as manticores with rerolls on their shot output was devastating. Managed to hold out with some decent play in denying primaries, the mission was the scouring, so denying hold 2 and hold 3 was tough but manageable, and being able to have enough minis leftover let me swing 15 points for primaries in the final turn, leaving me with a 67-66 win. Closer than I'd like, as I made some misplays early on. I found engage on all fronts was a very difficult secondary against Guard to maximise, their speed with chimeras (infantry squads inside) and valks (melta vets inside) caused a lot of issues, needing to focus fire on them, which allowed his tank commanders free reign to do what they liked. Either way, despite the low scoring result and the close win, I'm pleased with my play and against armies with less alpha strike potential, I feel I can do quite well against the armies in the league.

Some notes from the game:
The wraithseer was a good distraction, it didn't do much but soaked up enough firepower and did threaten chimeras to contest the midboard and forced my opponent to disembark his troops.
The shining spears taken as a 3-man unit served me well, it soaked some fire that would have gone elsewhere as well as mince any squads left in the open. Gave me engage points and denied my opponent primaries in the turns he didn't unload his infantry squads.
The wraithblades were largely uncontested when fully buffed with protect and fortune, and netted me the last ROD tick so I could max that secondary.
The Dark Reapers did work as usual, murdering their way through armour, buffed and unbuffed.
I was quite impressed with the Falcon, I didn't expect much from it but the extra armour provides target saturation, protection for the farseer and conclave T1 and offers just a little bit extra damage output and speed. I did consider putting the falcon in the patrol to help the DA squads, but ignoring cover was quite powerful in the long run.


My list is spoilered, but if you're interested, feedback is helpful!

Spoiler:

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [47 PL, 12CP, 940pts] ++

Craftworld Attribute: Expert Crafters, Hunters of Ancient Relics

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

Warlock Skyrunner [4 PL, 65pts]: 3. Ghostwalk, 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: Bladestorm

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

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

+ Fast Attack +
Shining Spears [5 PL, 105pts] 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult. Shining Spear Exarch: Laser Lance. Exarch Power: Skilled Rider

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

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


++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [57 PL, -3CP, 1,060pts] ++

Craftworld Attribute: Expert Crafters, Masterful Shots

Detachment Command Cost [-3CP]

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

Warlock Conclave [4 PL, 80pts]: 3. Enhance/Drain, 4. Crushing Orb, 4. Protect/Jinx. Warlock: Witchblade. Warlock: Witchblade

+ 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

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

War Walkers [4 PL, 80pts] War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

War Walkers [4 PL, 80pts] War Walker: Aeldari Missile Launcher, Aeldari Missile Launcher

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

This message was edited 2 times. Last update was at 2021/11/15 12:14:55


   
Made in gb
[DCM]
Procrastinator extraordinaire





Edinburgh, UK

Second league game finished with a win against Custodes, 84-72 ending with tabling my opponent on T5, robbing him of a chance to get any primaries as he went second.

He had a scions detachment which got him 8 points for ROD, but I screened well with my units in the final quarter of the board to deny him deepstriking them from 5" away. He did have 4 melta vets do 25 damage to my Wave Serpent containing Dark Reapers, thanks to exploding 6s.

Wraithblades again were excellent when fully buffed, and tied up a Telemon from T2 onwards, taking very little damage in return once the dread was bracketed.

Something discussed before was the executioner seer, and it worked really well in this game. It did a lot of work whittling squads down even with 6+++ to ignore mortals.

   
Made in ca
Regular Dakkanaut




Hi Guys,

Friendly no longer tournament competitive player here. (life's focusses are too busy but I still get enough games in in a year to play)

I have an Eldar army I bought off a friend in highschool decades ago for $20 and painted it a couple years ago. I have added a little to it to bring it up to not strictly lead infantry. My aim here is to find a focus/list idea to be able to play it and have fun and not worry about being super competitive but be able to hold my own and not get wiped out too fast. It is nearly all 1991 era Jes Goodwin sculpts (hence the decades old and why it was $20) and all painted and I really love these models. I painted them fairly well for a table top (granted today that standard is a lot higher than 18 years ago when I got back into the game).

So I'm hoping for some list ideas and secondaries (I'm mainly a fairly good AoS player and we have secondaries now but different... same but different,.. I guess) I don't have the rulebook but friends let me peak at it so I know there "are" secondaries, and can refresh them in my memoruy and I've played long enough. the other issue is I'm a dad, mortgage, most the people I play are causal competitive (want to win, not playing net-lists, etc). So I'm not really able to run out and buy a lot like units of shining spears or a bike-seer council, or whatever.

I do understand Craftworld is deny primaries and earn secondaries and this Christmas break I'm hoping to get a few 40k games in. I own the codex and Phoenix rising just not the 9th ed BRB.

Here is what I own:
FW Avatar
A couple infantry Farseers
At least 4 infantry Warlocks
All the old Phoenix Lords
Prince Yriel
Eldrad
a couple spirit seers
a couple autarchs
20 Guardians,
10 Dire Avengers
20 Howling Banshees
10 Swooping Hawks
10 Fire Dragons
10 scorpions
10 Warpspiders
6 Dark Reapers
10 Rangers


Falcon (this can be proxied to a WS)
2 Wave Serpents
Wraithfighter
3 War Walkers (weapon options aren't an issue, we aren't that WYSIWYG)
3 Wraithlords
Wraithknight

I have the ability to take one D-cannon support and put a Psyker on top (little confersion) for a Jet-seer if that's a necessary requirement to play.

I also have about 20 Harlequin troupe, and multiples of their infantry characters if a detachment of them really goes a long way (no bikes though,..)

And I have the triumvirate of Ynead.

In past editions I would tend to put some banshees in a WS for counter charge, some DAs in another, Fire Dragons in the falcon (or proxied WS) then deep strike stuff in and around to focus fire enemy to wipe one out one at at time. Having only played one game of 40k (in the summer with the new Ork dex) I'm not certain this tactic would hold up. Perhaps it would?

Thanks kindly for any tips and help
   
Made in ca
Fixture of Dakka





Surrey, BC - Canada

popisdead,

You have lots of figures and vehicles to make various style of Eldar armies. Only figures that you lack (other than what you mention about Shining Spears and Seers on bikes) is Wraithguard who are one unit that can hold an objective for more than a turn.

There is loads of advice on this thread about which units are most effective and which ones are sadly lacking. If your group is more casual than competitive, you have all you need to play.

I would start with lots of Combat Patrol games to try out your units with a Warlock or Spirit Seer and see how they play...and how to seize objectives from your opponent by concentrating on eliminating every enemy near one. Eldar are not an army that can swamp the field and contest them all...you have to preserve what you have on the field or the game ends early.

Good luck.

CB

53 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 ca
Gor with Big Horns





Hello and good evening everyone!

I am looking to start Eldar/Craftworld so trying to skim/read through this.

However! How affective is like a primarily Wraith army?

Wraithguard, wraithblades, wraithlords, wrathknights and Spiritseers? Probably some Waveserpents to transport and Farseers.

Also are Dark Reapers good? I haven't played Eldar since 3rd edition and played Biel-Tan back then. Which all the Aspect Warriors were troupe choice. Same with those FW Shadow Spectre Aspect warriors and an Avatar? I'm really tempted to buy those from FW. They look really cool.

I don't have any models atm. Just going to start slowly buying/working on them.

This message was edited 1 time. Last update was at 2021/11/22 06:20:52


 
   
Made in gb
Regular Dakkanaut





United Kingdom

Wraithblades- excellent.
Wraithlords - Personally not a fan, but others are
Wraithseers - Brilliant but on the expensive side
Spiritseers - meh but semi-essential in wraith lists
Wraithknights - I'm yet to play one (not a fan of enormous 'miniatures'.

Dark Reapers are excellent. Unmodifiable 3s to hit with flat 3 damage is just too good to leave out.

Wave Serpents are a bit of a staple in CW lists but they're good for the kind of list you're questioning because you can sit 5 Wraithblades and a Spiritseer inside one quite nicely.

Avatar currently sucks for his points cost but i'm expecting him to be a monster in the next codex.
   
 
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