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Made in gb
Longtime Dakkanaut




kingheff wrote:
I know what you mean, I'd probably not deploy the rangers until I have to to allow them to grab objectives late on if possible.
Maybe scatter laser warwalkers instead of the windriders would be a bit more survivable but I'd lose firepower.
The prisms and vibros can do anti infantry but it's not ideal.


I’d be more inclined to go with 1 squad of 5/6 Windriders and either 1 squad of 3, or a squad of Hawks. I’d also prob drop the Scatter for Shuriken Cannons as well, depending on preference though.

Makes the big squad a bit more of a target, but makes it easier to protect and support with powers and stratagems. The Hawks then also have the ability to only be on the table turns 2, 4 and 6 if you want (or 1, 3 and 5) to limit their exposure to death. All depends on the game you’re playing though.
   
Made in gb
Screaming Shining Spear





Originally I thought about a squad of nine for lighting reflexes etc but soon abandoned that idea because of board presence.
A unit of hawks isn't a bad shout, I do love hawks even if they are flimsy.
I would probably keep the scatter lasers just because of the range makes it easier to keep them at a distance to keep the -1 to hit.

 
   
Made in us
Longtime Dakkanaut





So what are some best practices when running Craftworld and/or Ynnari vs. competitive ITC Orks? Our local meta has been absolutely over-run with folks running 120 or more Boyz, the Loota spam, etc... and while my lists always feel competitive, I always feel more stressed vs. Orks than anything else.

When running Ynnari I often do a 6 and 4 man Harley Haywire bike unit to answer the Knight meta, and they're no slouches vs. weak hordes... but I still feel like I need another anti-horde tool in the toolbox.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





That's why im thinking 5 Iyanden wraithblades in a serpent with spiritseer (with psy power +1 to wound). They hit a unit of 30 orks and use the wraith sight strat. With psytronome, that's 30 attacks (35 if going with vigilus detachment), hitting on 3s rerolling, wounding on 2s with -3 AP. You may not even need the serpent if the terrain works (may need movement psy then)
   
Made in us
Longtime Dakkanaut





I love the sound of it, and might have to steal the idea. ;-)

So... stupid question, but if I have BOTH a Craftworld and Ynnari Battalion, the Ynnari ones now have access to Craftworld strats, right?

Can the Craftworld Farseers, for example, buff Ynnari units?

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in es
Swift Swooping Hawk





NewTruthNeomaxim wrote:
I love the sound of it, and might have to steal the idea. ;-)

So... stupid question, but if I have BOTH a Craftworld and Ynnari Battalion, the Ynnari ones now have access to Craftworld strats, right?

Can the Craftworld Farseers, for example, buff Ynnari units?


Unless i'm forgotting something they should be able as all Craftworld powers affect asuryani infantry/biker keyword units.

About the horde dealing vs Orks, Dark reapers exarchs with tempest, and Support weapons with SW are our best options i think.
   
Made in gb
Sadistic Inquisitorial Excruciator




Anyone have any advice for an all infantry Craftworld army? I have pretty much every unit in the Codex frequently in triplicate and over a dozen Warlocks, but I own zero wave serpants, grav tanks, wraithknights or Warwalkers. [I do own three Wraithlords, and a single ViperJetbike.]

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I wanna share with you guys a cool tactic I used yesterday against a Blood Angels player.
We were using the long deployment (football field, I can't remember the name), but despite being quite far back in my deployment, he used a Stratagem that allowed his 15-man Death Company unit to Move+Advance before the game began.

That put the unit in a position to move in his turn and be only a 7" rerollable charge away from my Spears, Windriders, and a Fire Prism.
I'd never used the redeploy Strat before, but I realized that I really wanted my Storm Gaurdians in front of those units, so I used the Strat to move the Spears & Prism away, and put the Storm Guardians way in front of everything.

I specifically placed the SGs 10" away from the Death Company (they were that close to my deployment even before the first turn began). That prevented them from moving their full distance as they could not Fly over the SGs and still land 1" away from them. So the max they could move was 9". And everything behind the SGs was just far enough behind them to prevent Pile-in to those units.

I was pretty proud of thinking of this on the spot and wanted to share it with you guys. I'm pretty sure it allowed me to win the game overall, since the DCs were only able to kill the SGs, rather than my Spears, WRs & a Prism. All of which made big contributions to later turns.

I also killed a Storm Raven solely with 2 Skyrunner Autarchs with Fusion guns & twin-cats. That freed up my Prisms, who were going to fire at the Raven, to link Fire and kill one of his 2 Armigers.

-

This message was edited 1 time. Last update was at 2019/01/16 14:24:11


   
Made in gb
Longtime Dakkanaut






HATE Club, East London

That seems like the very best way to use Phantasm. And in terms of CP usage, it balances out with what he spent to use Forlorn Fury, so well worth it, in my opinion.

I've never had cause to use it as I don't play very often and no-one has tried to pull a stunt like that on me. The simple "bluff" method of using it to misdirect my opponent seems not useful enough. WIth the new missions in CA2018 though, setting up in full first, then moving three units after my opponent sets up in full might be far more worthwhile.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in us
Longtime Dakkanaut




 Fifty wrote:
That seems like the very best way to use Phantasm. And in terms of CP usage, it balances out with what he spent to use Forlorn Fury, so well worth it, in my opinion.

I've never had cause to use it as I don't play very often and no-one has tried to pull a stunt like that on me. The simple "bluff" method of using it to misdirect my opponent seems not useful enough. WIth the new missions in CA2018 though, setting up in full first, then moving three units after my opponent sets up in full might be far more worthwhile.


There's a player at my LGS that does this every time he drops first post-CA. it's delightfully infuriatingly fluffy.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

We were indeed playing a CA mission, but I actually deployed last. I should have just put the SGs in front from the beginning, but due to the limited terrain, I put them in cover, thinking he wouldn't be able to get that close.
But he rolled a 5 to Advance, putting those DC too close for comfort, so I used the Strat to place them exactly where they would prevent their full movement.

-

   
Made in us
Screaming Shining Spear





USA

AdmiralHalsey wrote:
Anyone have any advice for an all infantry Craftworld army? I have pretty much every unit in the Codex frequently in triplicate and over a dozen Warlocks, but I own zero wave serpants, grav tanks, wraithknights or Warwalkers. [I do own three Wraithlords, and a single ViperJetbike.]


I love all infantry lists....but they never seem to work.

So now I use 5 tanks and a plane....not my normal playstyle but for 8th....you cannot beat vehicles.

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in gb
Longtime Dakkanaut






HATE Club, East London

For an all infantry army, careful use of the Webway stratagem will be essential. Maybe include some Rangers too, to deploy late. Don't set up on the edge of your deployment zone without a good reason -sit at the back and the enemy may have to come to you. Large defender or stprm guardian squads can survive surprisingly well if protected by a celestial shield, matchless agility, Fortune and Protect and choose the Iyanden or Ulthwe traits. Alaitpc even more so, if you can stay ver 12" away. Do you have Wraithguard? They can soak up a LOT of damage.

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

 Galef wrote:
I wanna share with you guys a cool tactic I used yesterday against a Blood Angels player.
We were using the long deployment (football field, I can't remember the name), but despite being quite far back in my deployment, he used a Stratagem that allowed his 15-man Death Company unit to Move+Advance before the game began.

That put the unit in a position to move in his turn and be only a 7" rerollable charge away from my Spears, Windriders, and a Fire Prism.
I'd never used the redeploy Strat before, but I realized that I really wanted my Storm Gaurdians in front of those units, so I used the Strat to move the Spears & Prism away, and put the Storm Guardians way in front of everything.

I specifically placed the SGs 10" away from the Death Company (they were that close to my deployment even before the first turn began). That prevented them from moving their full distance as they could not Fly over the SGs and still land 1" away from them. So the max they could move was 9". And everything behind the SGs was just far enough behind them to prevent Pile-in to those units.

I was pretty proud of thinking of this on the spot and wanted to share it with you guys. I'm pretty sure it allowed me to win the game overall, since the DCs were only able to kill the SGs, rather than my Spears, WRs & a Prism. All of which made big contributions to later turns.

I also killed a Storm Raven solely with 2 Skyrunner Autarchs with Fusion guns & twin-cats. That freed up my Prisms, who were going to fire at the Raven, to link Fire and kill one of his 2 Armigers.

-


Phantasm is the strat I think. It's really good for mech lists. When deploying first with 4 Serpents I've put two on each flank, then use Phantasm to pick a flank to put all 4 on. The opponent basically get's no useful information to go on from my deployment.

I'm not sure if you have to dice off to determine which player uses pre-game move strats first though. Might come up if you play vs the same Blood Angels opponent again.

   
Made in gb
Sadistic Inquisitorial Excruciator




 Fifty wrote:
For an all infantry army, careful use of the Webway stratagem will be essential. Maybe include some Rangers too, to deploy late. Don't set up on the edge of your deployment zone without a good reason -sit at the back and the enemy may have to come to you. Large defender or stprm guardian squads can survive surprisingly well if protected by a celestial shield, matchless agility, Fortune and Protect and choose the Iyanden or Ulthwe traits. Alaitpc even more so, if you can stay ver 12" away. Do you have Wraithguard? They can soak up a LOT of damage.


I've got 20-30 Wraithguard. Conventional wisdom seems to be to deepstrike them, but to me it makes more sense to stick them on the board and webway in Fire Dragons as those guys arn't doing squat if they start on the board outside transports.

Previous editions I've focused on big blobs of Seer supported wraithguard and wraithlord supported by in cover rangers and very far away reapers, backed up by deepstriking Swooping Hawks. I'm unsure if this is viable in 8th however, as Wraithguard seem to have gotten a lot worse in terms of durability, as have rangers.

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Moosatronic Warrior wrote:
I'm not sure if you have to dice off to determine which player uses pre-game move strats first though. Might come up if you play vs the same Blood Angels opponent again.

I'm under the impression that Strats can be used a reaction to events, regardless of sequencing, so long as the Strat guidelines are met. So I only use the Strat because he rolled high enough on his Advance to make me worry. The timing was valid for my Strat, so it could be used.
But even if we rolled off in this case, I think the outcome would have been the same. I would have placed the SGs so that even with a 5-6" Advance, the DC could not Fly over the SGs and thus had to stop 1" in front of them.

-

This message was edited 1 time. Last update was at 2019/01/17 19:52:44


   
Made in us
Fixture of Dakka





I love my infantry, but so much of CWE infantry is too close-range to play unsupported. I play mostly-infantry lists with 2-3 vehicles/MCs, typically.
   
Made in us
Furious Fire Dragon




USA

 Galef wrote:
Moosatronic Warrior wrote:
I'm not sure if you have to dice off to determine which player uses pre-game move strats first though. Might come up if you play vs the same Blood Angels opponent again.

I'm under the impression that Strats can be used a reaction to events, regardless of sequencing, so long as the Strat guidelines are met. So I only use the Strat because he rolled high enough on his Advance to make me worry. The timing was valid for my Strat, so it could be used.
But even if we rolled off in this case, I think the outcome would have been the same. I would have placed the SGs so that even with a 5-6" Advance, the DC could not Fly over the SGs and thus had to stop 1" in front of them.

-
He's already played his stratagem, so you are fine. Just wait until he completes the action and you are free to play yours. He cannot take his back and claim sequencing as he's already done it.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 mokoshkana wrote:
He's already played his stratagem, so you are fine. Just wait until he completes the action and you are free to play yours. He cannot take his back and claim sequencing as he's already done it.
Yep, that's my take as well.

-

   
Made in us
Screaming Shining Spear





USA

So is there any good lists with the Avatar or Asurmen?

The Eldar special characters always seem overpriced and rarely get used in any edition. I guess that is probably true of most armies.

I think Eldrad is the most cost beneficial of them all?

Concensus?

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in us
Dakka Veteran





Eldrad is a top tier competitive unit like Yvraine. Avatar and Phoenix lords can be fun but they are not bleeding edge competitive like Eldrad. I could see Amallyn Shadowguide being used if someone was looking to fill out a vanguard. She does almost nothing in gameplay terms though. Too bad. Could be kind cool if she could screen for characters like a sort of one-man ranger squad.

--- 
   
Made in gb
Combat Jumping Rasyat




East of England

Storm guardians are hord-priced now (6ppm), and sync well with an Avatar for his fearless buff. 24-model Blobs with -1/2 to hit and 4++ are pretty tasty, but their offensive output hinges on stacking lots of buffs that you might want going elsewhere.

This message was edited 1 time. Last update was at 2019/01/19 09:21:05


 
   
Made in cn
Unshakeable Grey Knight Land Raider Pilot




 admironheart wrote:
So is there any good lists with the Avatar or Asurmen?

Concensus?


There's was an Avatar list that won a big ITC Tourney a little while ago, don't have any details sorry but someone might. It was before Chapter Approved too I think.

-----------------------------

Question for the tactica thread:

Since Wraithguard gained the option of D-Scythes in 6th(?) Edition, we've been unable to mix weapons options within the unit. Hypothetically, if we were allowed to do this, would you?

Same thing for Wraithblades (i.e. a mix of Swords and axe/shields), as they seem to be the Talk of the Town lately.

This message was edited 1 time. Last update was at 2019/01/19 15:44:41


 
   
Made in us
Sneaky Lictor





Chicago, IL

Nvm ninja’d

This message was edited 1 time. Last update was at 2019/01/19 16:45:13


 
   
Made in us
Furious Fire Dragon




USA

I'm building 3x war walkers and I'm debating on the load out. I'm leaning towards 2 with dual Bright Lances and 1 with dual Missile Launchers or 3 with one BL and one Missile Launcher as more of a heavy weapon hybrid. Thoughts?

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in kw
Agile Revenant Titan




Florida

Recommend using small magnets. Weapon utility and points values are very fluid these days. Gives you the most flexibility.

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
Combat Jumping Rasyat




East of England

Star cannons are boss, especially when targetting a doomed unit. And shuricannons transform the walker into a scout role, harrassing flanks and capping distant objective. I'd definitely magnetise them.
   
Made in ie
Regular Dakkanaut




 mokoshkana wrote:
I'm building 3x war walkers and I'm debating on the load out. I'm leaning towards 2 with dual Bright Lances and 1 with dual Missile Launchers or 3 with one BL and one Missile Launcher as more of a heavy weapon hybrid. Thoughts?


Option 1) is how I built my first squadron, but option 2) is how I'd build them now! If nothing else, makes desicions about which model to take damage first easier, as they're all the same.

Having said that, double Starcannons are relatively cheap now, and with access to Guide and Doom, those 12 S6 -3 D3 shots are gonna sting. 18 Shuriken shots not to be sniffed at either.

So, maybe magnetize if you can? Otherwise my recommendation is 1 BL + 1 AML each
   
Made in us
Painlord Titan Princeps of Slaanesh




May I suggest this:

https://www.youtube.com/watch?v=0Lkb23Veb6U

He's clear and relatively concise and most importantly easy to understand and follow.
   
Made in us
Furious Fire Dragon




USA

NuhJuhKuh wrote:
 mokoshkana wrote:
I'm building 3x war walkers and I'm debating on the load out. I'm leaning towards 2 with dual Bright Lances and 1 with dual Missile Launchers or 3 with one BL and one Missile Launcher as more of a heavy weapon hybrid. Thoughts?


Option 1) is how I built my first squadron, but option 2) is how I'd build them now! If nothing else, makes desicions about which model to take damage first easier, as they're all the same.

Having said that, double Starcannons are relatively cheap now, and with access to Guide and Doom, those 12 S6 -3 D3 shots are gonna sting. 18 Shuriken shots not to be sniffed at either.

So, maybe magnetize if you can? Otherwise my recommendation is 1 BL + 1 AML each
Starcannons don't do much for me as I have 3x Hornets with the Hornet Pulse Laser that's vastly superior (although 12 points more). As for Shuriken Cannons, I have three vypers that would fill that need, so I'm mostly interested in backfield heavy weapons for my war walkers.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
 
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