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Made in ca
Regular Dakkanaut




 Captain Brown wrote:
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.


Hmm thanks. That's a good idea for a start. I understand it was a grand sweeping question too haha. "hey internet/dakka dakka, vague question, solve my problems" You said lot in a succinct clear manner and kind thanks for that.

I will look up some Youtube videos on getting started with Combat Patrol.

I have another question. There was a way for a psyker to give a Wraithknight a 4++ inv. I cannot find that in the codex or Phoenix Rising. Am I blind or is it somewhere else?
   
Made in gb
Executing Exarch





London, UK

It was in one of the Vigilus books, which is not valid in GT matched play games as specialist detachments are banned. For normal matched, open etc. you can use it but most games I've played default to the GT missions.



Had my third league game, against Necrons this time and it was a game of dice unfortunately, with my opponent rolling insanely hot on reanimation protocols (and in general) and my own rolls being generally quite poor with the exception of psychic powers.

I failed a 6" turn 1 charge that I spent a CP to reroll which meant I was unable to kill Lokhust Destroyers. I made a few mistakes as well, but my army was penned in from the get go due to the 6" pregame move and veil of darkness putting 20 warriors in my face turn 1. I didn't have the units to throwaway for screening purposes so it was a hard game not going first.
44-89 loss for me but reckon it would be closer in future games.

   
Made in ca
Regular Dakkanaut




 Tyranid Horde wrote:
It was in one of the Vigilus books, which is not valid in GT matched play games as specialist detachments are banned..


ahh,.. totally forgot those as I had played Orks in the summer which was a new 'dex and,.. well the Super SAG is long gone. Thanks kindly
   
Made in ca
Intoxicated Centigor





I managed to find a decent deal on a Craftworld Vanguard Detachment so my first step towards eldar is happening!

Does a Vanguard detachment/battalion work or the more standard one is needed?
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Rogzor87 wrote:
I managed to find a decent deal on a Craftworld Vanguard Detachment so my first step towards eldar is happening!

Does a Vanguard detachment/battalion work or the more standard one is needed?


That’s the 15 wraithguard, 2 wraithlord, spiritseer box?

That’s a core of an army, and could be played straight up. If you love wraith units and wanted to theme the army around them, there are worse places to start. It’s going to be a block of wraithbone you can park in the middle of the table and own it.

A Start Collecting box is 5 wraithguard, 1 wraith lord, a war walker, and a farseer. If you double that up you get a more well balanced force. Swapping 5 WG for 2xWalkers and an extra character (who you could convert into a spirit seer if you are handy with a knife). This gives you more firepower and some units that move faster than molasses.

Either option is going to need more units added to bring it up to a full army. Probably some fast units to grab objectives and score secondaries. I don’t think there is a wrong answer here. With the exception of having more wraith lords then is sensible, no reason not to get one of each if that’s what floats your boat. And who knows, maybe WLs will be the new hotness in the next codex and you can get a head start on the next power build. Or they could be trash. Thus flows the fate of the Eldar codexes...

   
Made in ca
Intoxicated Centigor





 Nevelon wrote:


That’s the 15 wraithguard, 2 wraithlord, spiritseer box?



Yeah it's that box. My next purchase I planned for is a Farseer on skyrunner and Dire Avengers once I get this stuff assembled/worked on.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Rogzor87 wrote:
 Nevelon wrote:


That’s the 15 wraithguard, 2 wraithlord, spiritseer box?



Yeah it's that box. My next purchase I planned for is a Farseer on skyrunner and Dire Avengers once I get this stuff assembled/worked on.


Heh, sorry if I came across as salty. I’m actually looking forward to a new codex, which rumor has should be in the not to distant future. But we’ve always been plagued with sketchy internal balance, and GW adjusts things with wild pendulum swings. So it makes it really hard to give advice. What’s true today might not be tomorrow. Which is why I normally say go with your heart. Rules come and go, but cool models endure. Core your army around things you love, and shore it up with what you need to make it work.

Farseers on bikes (and wave serpents) tend to do well regardless of edition. Seers are iconic to the faction, and the mobility of the bike helps get them where they need to be. Dire avengers are also not a bad call. Troops are a good thing.

   
Made in ca
Regular Dakkanaut




Was there an update to Melta in 9th edition that affected Fire Dragons?

I know Power swords are +1S but seem to recall Melta got a change? Or was that just Space Marines?

I noticed the FAQ had profiles for flamers.

Thanks,
   
Made in us
Agile Revenant Titan




Florida

popisdead wrote:
Was there an update to Melta in 9th edition that affected Fire Dragons?

I know Power swords are +1S but seem to recall Melta got a change? Or was that just Space Marines?

I noticed the FAQ had profiles for flamers.

Thanks,


No update for the Fire Dragons.

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





London, UK

Up against Death Guard this evening, pretty standard 3x PBCs, Deathshroud, blig blob of terminators. Not expecting to do overly well but the speed advantage should make for a close game.

   
Made in us
Agile Revenant Titan




Florida

Death Guard was opponent dependent for me. There was one player I could never beat. The game was always high scoring for both of us, but he tended to score slightly better on secondaries. Best of luck.

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





Are the swords on wraithlords worth the points? I think it's +2str, 1 higher AP than the wraithlords basic fist but that d6 dmg makes me worry. When the fist just does straight 3 dmg.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Flat 3 damage is something I prefer over a d6, even if it it statistically a little worse (d6 should average 3.5)

The +2S is an interesting breakpoint for something that starts at S7. You wound T4, T7, and T8 easier. There are a LOT of things that live at those toughnesses. The extra AP is a cherry on top. IMHO going from -3 to -4 is not all that. You are already going to cap anything with an invuln. If you are going after things with a 2+ and no invuln, it would be worth it. Technically also things with a 3+, but once someone is fishing for 6’s, you are generally OK.

If I was charging a WL toward the enemy lines looking to carve open tanks, I might spring for the 10 points. But the fists can do solid work on their own, so if another part of my list needed those point more, I think you could skip the sword.

It does look cool though...

This message was edited 1 time. Last update was at 2021/12/02 22:31:27


   
Made in gb
Executing Exarch





London, UK

 Sarigar wrote:
Death Guard was opponent dependent for me. There was one player I could never beat. The game was always high scoring for both of us, but he tended to score slightly better on secondaries. Best of luck.


Do feel like it was the case here, this opponent I'd never played before but losing frequently to my usual DG opponent, I was able to figure out the game plan. In saying that, my list has been tweaked to where I am happy with it in its current state and I knew what to expect from my list. I won, winning 76-73 points. I had some misfortune of whittling two PBCs to 5 and 1 wound respectively and couldn't finish them off through poor rolling, losing 5 points on his TTL secondary. While that was the case, it eliminated a huge portion of his shooting, so I was happy being able to take wounds on vehicles against tanks hitting on 5s most of the time with LFR or Vectored Engines. The mission was Overrun, and I was able to screen effectively against his deathshroud thus denying him chances to reduce my primary scoring.

I'm very happy with the number of psykers in the list now, being able to dish out mortal wounds against terminators was a huge difference from the last time I played. Combinations of Dark Reapers, Smites and Executioner definitely made life easier and I'd recommend others give smite spam a try in the age of really tough multi-wound blobs.

   
Made in us
Agile Revenant Titan




Florida

It looks as though this thread will soon need to be updated. The new box set offers options not available in the Codex, so I imagine the rumored new Codex will soon follow.

I'm very happy to be getting the options back for Autarchs!


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

Got what will probably be my last 2k game with 8th edition Eldar in a couple of weeks time.

Playing against Tyranids which I have never faced in 9th edition.

What tips you got for me and what should I look out for?

Cheers all!

Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

Due to moving and getting settled into a new house, I've not had the chance to play much of late.

A few months back, I began utilizing 2 x Farseers; one with Guide/Fortune, the other (Skyrunner) with Smite/Executioner/Doom. This model tended to push a bit more forward in order to provide Mortal Wound support. Very useful.

I finally got to play again last Sunday with a take all comers style list and did play against Custodes. The list is pretty much the same core that I've run for the past nine months. I'm still finding great utiliity using Dark Reapers and a Lynx as the core fire support elements. Due to Fire and Fade (and a Wave Serpent), the Reapers took zero casualties and only lost a few wounds from the Lynx. My opponent had not played my Craftworld before and was quite surprised by the Wraithblades. It is one of those units on paper seem to be ok, but when buffed they became quite challenging for him to manage. They got to the center objective to contest and earned me 7 Assassinate points and controlled the objective for 2 turns netting another 10 points. Finally, they acted as one of my 'To The Last' units earning another 5 points.

I finally picked up a second Lynx, but unsure if I will run as 2 x Lynx and 1 x 10 Reapers or drop the Reapers entirely. Or, go 3 x 3 Reapers with each Exarch armed with a Tempest Launcher and Rain of Death. A bit high on points, but I may build a Spearhead with Expert Crafters/Masterful Shots around this and see how it fares.

With all that said, I'm really looking forward to a new Codex. I kept notes for every 9th edition game and I'm nearing 100 games now with this army and am ready to build/paint new units and learn to strategies with Craftworlds.

It was interesting reading some reactions regarding the new Hammerhead Railgun. If a Telemon dreadnought did not have -1 damage, I nearly one shotted it with a single Lynx with Jinx cast on it. The Lynx Pulsar on its own appears solid, but opponents tend to not factor in things that improve its efficiency (Expert Crafters, Doom, Guide, Runes of Witnessing, Autarch, etc...)




Automatically Appended Next Post:
Reviewing my 9th edition games as the year comes to a close and (hopefully) will see a new codex in a few months has been interesting. I started the edition trying out multiple army builds and ended up going 20-16. I ran combinations of mechanized lists and Harlequins/Craftworlds and it was fairly mixed.

In March 2021, I began running 1 to 2 large Wraithblade units which saw me getting more wins as I could contest/hold objectives earning me higher Primary objective points. I also reduced the number of vehicles; combined with the 2021 GT Mission secondary change, it created some more challenges for opponents to score secondaries. I moved in the fall of 2021 and began playing in a new meta and played fewer games, well, because I moved, haha.

I did not find any single army to be my issue. Rather, I found certain opponents really challenging.

Prior to Moving: 38-20. Of those games, one of my regular opponents consistently beat me and I had a 4-10 record against him. When I remove him, I went 34-10. He played Death Guard and Ultra Marines primarily. To be honest, I only beat him once with his Death Guard, but had won against Death Guard when facing other opponents.

Post Move. 6-7. This one is interesting as there are two locations where I've gamed. I've played in two local tourneys so far and went 2-1, earning me third, and 1-2. There are two local players whom I'd rate as very good and am 0-3 against out of those 13 games.

Pre Wraithblades: 20-16
Post Wraithblades: 44-27

For myself, the Wraithblades were a game changer. I did not have much luck running Harlequins/Craftworlds, but others have. I suppose it just did not fit my playstyle. In fact, my second game after I relocated was against Harlequins/Craftworld and was absolutely hammered.

For 2021, what were your 'aha' moments with Craftworlds that really improved your games?






Automatically Appended Next Post:
 Crafter91 wrote:
Got what will probably be my last 2k game with 8th edition Eldar in a couple of weeks time.

Playing against Tyranids which I have never faced in 9th edition.

What tips you got for me and what should I look out for?

Cheers all!


I've not faced the new Tyranid monster build that just came out via WD.

However, I recommend reading up on the FW options for the Tyranids. There are two options that can really change an army: one is a flying LoW that is really difficult to ignore, but also very difficult to take down. The other is the Dymacharon(sp?). Hits hard in assault and fairly durable. It also has the ability to get additional movement, so turn 1 assaults do occur. If I recall correctly, the model can effectively move over infantry, so screening can be a challenge.

Tyranids can hinder your psychic abilities via Shadows of the Warp. Ask about it and double check ranges and, if viable, keep your psykers out of its range as Craftworld psychic phase is extremely important.

This message was edited 2 times. Last update was at 2021/12/31 13:29:57


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

The Strands of Fate rule that appears to be confirmed looks extremely powerful. In a 2000 point army, that is 4 dice per round that will be a guaranteed 6. It is a random phase, but outside of Morale, a pocket 6 is clutch in every other phase. Could make some rolling of dice a bit more time consuming; individually rolling dice until you need the '6', as opposed to batch rolling rolling dice.


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 nl
Been Around the Block




 Sarigar wrote:
Could make some rolling of dice a bit more time consuming; individually rolling dice until you need the '6', as opposed to batch rolling rolling dice.



From what I've seen, you 'set' the result of a roll to a 6 before any rolls, so it shouldn't change anything. If you have 20 shots, and want to use one of the dice, you just take a 6 and roll 19 shots.
   
Made in fi
Locked in the Tower of Amareo





Radium wrote:
 Sarigar wrote:
Could make some rolling of dice a bit more time consuming; individually rolling dice until you need the '6', as opposed to batch rolling rolling dice.



From what I've seen, you 'set' the result of a roll to a 6 before any rolls, so it shouldn't change anything. If you have 20 shots, and want to use one of the dice, you just take a 6 and roll 19 shots.[/quote

Well provided you pick the 6 first and not try to fast roll 19 and then decide whether to use the 6 gaining info you wouldn't have which in turn could result in opponent opt to enforce slow rolling(ie 1 attack, to hit, to wound, save damage, repeat) to remove your advantage.

Much like with SOB miracle dices.

2024 painted/bought: 109/109 
   
Made in us
Agile Revenant Titan




Florida

Radium wrote:
 Sarigar wrote:
Could make some rolling of dice a bit more time consuming; individually rolling dice until you need the '6', as opposed to batch rolling rolling dice.



From what I've seen, you 'set' the result of a roll to a 6 before any rolls, so it shouldn't change anything. If you have 20 shots, and want to use one of the dice, you just take a 6 and roll 19 shots.


Saving throws.

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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'm curious to see how competitive CW builds will look like.

CW troops and some Aspects are rather squishy with T3 and lower armor saves and so may have a hard time to hold objectives and survive long enough outside of transports.

Iyanden could be a decent build. Here we have a battle box which offers a decent start.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Italy

 wuestenfux wrote:
I'm curious to see how competitive CW builds will look like.

CW troops and some Aspects are rather squishy with T3 and lower armor saves and so may have a hard time to hold objectives and survive long enough outside of transports.

Iyanden could be a decent build. Here we have a battle box which offers a decent start.


Phoenix Lords are going up in Toughness and I believe one of the leaks mentioned that Aspects are getting an Invul save so that should help a bit when it comes to holding an objective.
   
Made in us
Agile Revenant Titan




Florida

I took the below list to a local event (14 players) and the first tourney of 2022. This location runs 2.5 hour rounds which is a half hour less than I'm accustomed do. As a result, my first game against Custodes only went 4 turns. I did get to finish games 2 (monster mash Tyranids) and 3 (Orks) on time, but I definitely made a few mistakes hurrying through my turns.

Overall, I was pretty happy with the list, although, the Shining Spears did very little in each game. I think I just don't use them very well. I can definitely see a Wraithlord replacing them in near future.

Again, Reapers with Fire and Fade into a Wave Serpent just punished my opponents. I will shed a tear if that goes away when we get an updated Codex. Spectres did reasonable and the Wraithblades did great work in every game and only lost the entire unit on game 3 on the bottom of turn 5. This unit has also done so much work over the past 50 or so games. Even if Protect gets nerfed, a unit with a 4++, -1damage, and potential 5+++ from Fortune will be really good. Definitely looking forward to seeing how they turn out.

At the end of the day, I ended up placing 4th.
Game 1 vs Custodes: Win 63-58
Game 2 vs Tyranids (new Monster rules): Tie 73-73 (I think this was only the second tie in @ 100 games)
Game 3 vs Orks: Win 91-60 (I had so much S8 shooting and got first turn, it countered Ramshackle significantly creating a pretty lopsided game early).

++ Patrol Detachment 0CP (Aeldari - Craftworlds) [39 PL, 12CP, 662pts] ++

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

Warlock Skyrunner [4 PL, 65pts]: 0. Smite, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade

+ Troops +

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

+ Elites +

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

+ Fast Attack +

Shining Spears [5 PL, 110pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance
. . Exarch Power: Lancer

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [67 PL, -3CP, 1,336pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: 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

+ 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

+ Elites +

Fire Dragons [6 PL, 100pts]
. 4x Fire Dragon: 4x Fusion Gun, 4x Melta Bombs
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Crack Shot

Shadow Spectres [5 PL, 130pts]
. 5x Shadow Spectre: 5x Plasma Grenades, 5x Prism Rifle

+ 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

Dark Reapers [5 PL, 106pts]
. 2x Dark Reaper: 2x Reaper Launcher
. Dark Reaper Exarch: Tempest Launcher
. . Exarch Power: Rain of Death

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, 150pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Total: [106 PL, 9CP, 1,998pts] ++

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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well done!
The list has some diversity to battle the enemy at all threat ranges.
The unit of Wraithblades was large enough to have an impact,
while unit of Shining Spears was very small and in this form can only be used for harassing.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Regular Dakkanaut





United Kingdom

 Crafter91 wrote:
Got what will probably be my last 2k game with 8th edition Eldar in a couple of weeks time.

Playing against Tyranids which I have never faced in 9th edition.

What tips you got for me and what should I look out for?

Cheers all!



Well I'm pleased to say that the Craftworld pulled home the big win!

My opponent played a pure monster build with a barbed and a scythed heirodule, a Dimachaeron a hive tyrant, Old One Eye, a Mawloc and 6 carnifexes.

The combination of the armywide 5++ and -1 damage made them very difficult to take down - especially with the amount of D3 and D6 damage we're currently having to use.

My biggest advantage was the use of a large table size. Because of his low model count and Eldar movement being what it is, I was able to maintain good board control.

MVPs were Fire Dragons and Wraithguard which flew around in a Falcon / Wave Serpent and carried out their jobs pretty much perfectly.

Final scores were Eldar 73 to Tyranids 64 so still a very close game and very enjoyable too.

I think, had he given his carnifexes some ranged weapons rather than running an (almost) entirely combat based army, it would have been a much more difficult game to win.

Adeptus Mechanicus
Tyranids  
   
Made in us
Agile Revenant Titan




Florida

Congrats! Playing against the new Tyranids and learned a lot. I definitely feel better equipped if I face it again.

I think taking 'Behind Enemy Lines' will be a solid option as opposed to Engage on All Fronts. The Tyranids race forward, then drop in units that can get into the enemy deployment zone.

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

Got to play against the new GSC. The Rock Grinder and ability to Deny the Witch eveno outside of 24" were the big standouts for me. They have lots of movement and go back into reserve abilities making ROD and Engage on all Fronts high scoring secondaries.

Their downside for them was Take No Prisoners (I earned 13 points). Dark Reapers are purpose built to tackle large Jackal units. My opponent had 3 x 10 Jackal units and the 10 strong Reaper unit destroyed two of them.

I still really struggle taking Spectres in an army where I have Reapers as they both really need Fire and Fade. However, I did run 1x10 Reapers and 2x3 Reapers (Exarch with Tempest Launcher) which did work quite well.

I failed to get Fortune and Protect on my Wraithblades for turns 1,2, and 3 which was a bit painful. They finally went down on the bottom of turn 4. My opponent locked the last one into assault with a unit with Rock Grinders, and if I didn't have the ability to spam MW, the momentum could have really swung; definitely sold me on my psychic support.

At the end, I won 82-81. Super fun game but I think another win will be especially difficult as the Dark Reapers will become priority target 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 dk
Regular Dakkanaut




hi guys, do any of you know if we will have to re-base all our models soon? I mean.. 25mm aspect wariors etc.

   
Made in us
Agile Revenant Titan




Florida

There is no hard rule regarding this outside some events. Recommend checking with organizers prior to attending.

I use my Craftworld army in multiple tourney formats in which some formats indicate to use most current sized base for a model. Therefore, I ordered 28.5 mm base adapters to connect to my 25 mm bases.

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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