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Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ru
Longtime Dakkanaut




UK

And so here it is, the new thread for the new Codex: Craftworlds release. I started this thread a little early, but it seemed about time to do so as all of our discussions the last few days have been about the things we already know in the new Codex anyway. The Index is now dead... except perhaps for Autarchs, though I'm sure that will continue to be discussed here for a long time to come (or until an FAQ is made!)

I'll also be updating this original post whenever I update the website Tactica with new information, or any new odds and sods I find that might be useful to my pointy-eared brethren. For now, the summaries for the HQ and Troops sections have been drafted and uploaded, along with a few loadout entries. I have also had a lovely volunteer Dawnstrider working on some of the other entries for me, so watch this space (or that space) for those.

If there's anything you'd like to see on the site to make life easier, let me know. And if anyone comes up with a useful strategy or piece of information that would be good for us to keep in the Tactica instead of lost on the forum, let me know that too.

And remember everyone:

Blood runs,
Anger wakes,
Death rises,
War calls!


And just because I've been asked what the link was, and I'm not sure if my Sig is showing up properly, he's the link to the website tactica:

TheWebway.org

huh, wierdly I can't get Dakka to format it as a clickable link...



++++Tactica Update+++

As always, these things got more complicated than expected. I solved the problem, but it's now very very late so I can't finish the job. So half the site is going to be offline for 24 hours. Apologies.

+++++++++++++++++++

This message was edited 7 times. Last update was at 2017/10/31 18:51:04


The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
Made in us
Regular Dakkanaut




Supporting the new thread with some tactics:

So warlord traits and artifacts. What looks good??

I like the idea of a suto seer council.

Biel-tan Supreme command
Farseer
2xwarlock skyrunner/Spiritseer


Give one warlock warlord/spiritseers reroll once per round, and the other one the spirit stone relic, and all 3 of your caster get 1 reroll a turn. The relic and warlord trait are like having 2 additional CP per turn for you warlocks (more or less, not quite as strong as a CP can be, but some times a full rerolling is better so it's a wash).

If all 3 are sky runners than it's basicly like bringing a wind rider squad as well, and biel-tan will give them reroll 1's for thier shurikan catapults. It might even be worth it to take the sining spear which ithink is a cost effective upgrade. i have math hammer all them yet. Edit: Math i think backs them up for hunting for a few wounds off the top of any high toughness models Chimera/Rhinos/Land raiders/knights and good for sniping low armor save models like guard. No good against relatively low T with decent armor like marines or terminators.

This message was edited 3 times. Last update was at 2017/10/27 20:24:35


 
   
Made in us
Moustache-twirling Princeps





NC

What are people thinking for Alaitoc - specifically number and approach to Shadow Specters?

   
Made in us
Agile Revenant Titan





Raeford NC

After a few games this weekend, I will be able to post an after action review on my Wraith heavy army.

For all the GW hate, they've done something right as I've been playing 40K since 1989. Very excited for 8th edition! 
   
Made in ru
Longtime Dakkanaut




UK

 Sarigar wrote:
After a few games this weekend, I will be able to post an after action review on my Wraith heavy army.


Nice! Will be interested to hear how it goes.

The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

I'm probably sounding like a broken record at this point from the last thread, but with less bloat from the old thread, I'm wondering what might work well as a solid core to build around an Avatar.

Right now, I see him having some severe mobility issues, what with being unable to be dropped in via stratagem or vehicle. Moreover, a lot of the faction traits (lol Biel Tan) don't tend to play well with his own buffs. It means that you end up paying a large amount of points for a unit that I'd be left to think requires a fair bit of care in developing an entourage for, and I'm looking for as much insight as possible for making this big flaming lug work.
   
Made in us
Moustache-twirling Princeps





NC

 Sarigar wrote:
After a few games this weekend, I will be able to post an after action review on my Wraith heavy army.


Looking forward to it. You doing CWE or mixing in Ynnari?

Post your lists man!

   
Made in gb
Sneaky Striking Scorpion




Scotland

Nice one, subd.

Long time Eldar player here looking forward to hearing what everyone is saying about the codex. I've got my own Iyanden/wraith army and I'm looking forward to getting it used.

Cheer's
   
Made in ru
Longtime Dakkanaut




UK

 Fafnir wrote:
I'm probably sounding like a broken record at this point from the last thread, but with less bloat from the old thread, I'm wondering what might work well as a solid core to build around an Avatar.

Right now, I see him having some severe mobility issues, what with being unable to be dropped in via stratagem or vehicle. Moreover, a lot of the faction traits (lol Biel Tan) don't tend to play well with his own buffs. It means that you end up paying a large amount of points for a unit that I'd be left to think requires a fair bit of care in developing an entourage for, and I'm looking for as much insight as possible for making this big flaming lug work.


I actually think the Avatar can would plugged into a lot of lists. He doesn't specifically need much of an entourage, as he is immune to long-range attacks anyway from being a Character, so you just need to make sure you have -something- closer to the enemy than the Avatar is. A small squad of guardians in a circle around his feet can do the job of meatshield while he walks across the board.

So you could pretty much just keep it barebones like that, and have him be a huge distraction carnifex that requires the enemy to get in close to deal with... and that's exactly what the Avatar wants!

Just make sure he has a cheap meatshield around him, and I think he'll do pretty well. They are immune to morale too remember, so they should last a turn or two.

The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
Made in se
Furious Fire Dragon





The codex has substantial cost reductions for many units, and gives you several options not available before such as deep strike stratagems, more psychic powers and warlord traits, and five different craftworld traits.

If you're playing Ynnari, it's not as big of a deal as if you're playing pure craftworlds, but you still get some nice price cuts and the potential to bring a craftworld detachment or two in your Ynnari army for extra versatility and power.

I think the codex does a lot of things right, and makes many Eldar units much more playable than before. The few nerfs there are in there are offset by buffs to those same units, such as the Hemlock being unable to cast half of the Runes of Battle powers, but being cheaper and having stronger shots.

Craftworld Sciatháin 4180 pts  
   
Made in us
Fresh-Faced New User




 em_en_oh_pee wrote:
What are people thinking for Alaitoc - specifically number and approach to Shadow Specters?


For myself, I am looking at two scenarios given my 15 spectres and three exarchs. If I use 3 units of 5 it is for general purpose work and probably one unit hanging back to protect the dark reapers from those pesky assault marines. Otherwise a unit of 10 and a unit of 5 will be to use as a small alpha strike. If places 18" out they will be in range of guide from the farseer, outside the Altioc bubble range, and I"ll be more than happy to use [Lightning fast Reaction] on them for a -3 to hit. Next turn, move, possibly advance and hose down a few more units followed by [Fire and Fade].
   
Made in au
Regular Dakkanaut




 em_en_oh_pee wrote:
What are people thinking for Alaitoc - specifically number and approach to Shadow Specters?


At least a unit of 10. Makes most use of new conceal being targetable.
And also can deep strike them if need be.

Depends on the rest of the army tho. At -2 with alaitoc they are hard to deal with anyway, adding conceal makes them even harder obviously.
But if you are going a brigade, you’d want to run them as 3x3 or 4 man units to fill up slots.
It’s always a trade off.
   
Made in us
Speed Drybrushing






Chicago, Illinois

I think that the Quicken power makes a number of units immediately functional, specifically Striking Scorpions. If you can get that power off onto them, it's practically a guaranteed charge right after they come onto the board. It has a similar effect on units disembarking from a transport. The only catch is that it has a TN of 7, which can be a little sketchy for a Warlock with no gear to help get there.

On another topic, I do really like the points reduction. The bike-heavy list I'd played at a 2K event was able to either fit a third Crimson Hunter or a third Wave Serpent (while also upgrading two 5-man Avenger squads to 10 each).

Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
tumblr - I paint on Twitch! - Also a Level 2 Magic Judge  
   
Made in gb
Longtime Dakkanaut




UK

As an update to the Tactica, with a lot of help from Dawnstrider we now have some basic summaries for all the HQ, Troops and Elites units. So progress has been made!

I have also added in the first of many FAQ's - The often seen favourite of "Can I use Ynnari in a Craftworld army". I think I've answered it right :p and hopefully clearly too. We shall see!


The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
Made in au
Devastating Dark Reaper




Australia

 Magc8Ball wrote:
I think that the Quicken power makes a number of units immediately functional, specifically Striking Scorpions. If you can get that power off onto them, it's practically a guaranteed charge right after they come onto the board. It has a similar effect on units disembarking from a transport. The only catch is that it has a TN of 7, which can be a little sketchy for a Warlock with no gear to help get there.
This is why I quite like the Biel-Tan spirit stone relic - throw it on a Spiritseer/Warlock with Quicken, rather than your Farseer. Your Farseer can manage without it thanks to her inbuilt re-rolls.
   
Made in au
Fresh-Faced New User




 Khaine wrote:
 Magc8Ball wrote:
I think that the Quicken power makes a number of units immediately functional, specifically Striking Scorpions. If you can get that power off onto them, it's practically a guaranteed charge right after they come onto the board. It has a similar effect on units disembarking from a transport. The only catch is that it has a TN of 7, which can be a little sketchy for a Warlock with no gear to help get there.
This is why I quite like the Biel-Tan spirit stone relic - throw it on a Spiritseer/Warlock with Quicken, rather than your Farseer. Your Farseer can manage without it thanks to her inbuilt re-rolls.


You beauty, I just double checked my codex, I thought the relic had to be on the warlord. You are correct, the spirit stone on a warlock makes them a bit more reliable. I'm thinking along the same lines, with using quicken to get in a charge. Or use it to bring some out flanking war walkers(or whoever) within 3" of the warlord, to gain a second guide from the Biel Tan warlord trait.

Overall, the codex looks pretty good, just got to find the nice combos. Vypers with dual cannons are reasonably cheap, war walkers are a bit cheaper. HQ's seem good, troops are usable. Warp Spiders are cheaper and can DS, so I;m very happy.

I made a quick list if anyone cares to offer advice
https://www.dakkadakka.com/dakkaforum/posts/list/743173.page#9670458
Thanks. looking forward to reading the thread as things progress..
   
Made in it
Been Around the Block




Nice thread
   
Made in us
Longtime Dakkanaut





One thing I like about the new book is that it seems to be best played with synergies between different units, strategems, psychic powers and attributes. It's not a case of take this unit and spam it......keep in bubble of this guy, and roll dice.
It's more about maneuver, the right use of strategems to maximize the effect you are trying to achieve. Feels like Eldar to me.....subtle, but powerful.
   
Made in us
Regular Dakkanaut




 Fafnir wrote:
I'm probably sounding like a broken record at this point from the last thread, but with less bloat from the old thread, I'm wondering what might work well as a solid core to build around an Avatar.

Right now, I see him having some severe mobility issues, what with being unable to be dropped in via stratagem or vehicle. Moreover, a lot of the faction traits (lol Biel Tan) don't tend to play well with his own buffs. It means that you end up paying a large amount of points for a unit that I'd be left to think requires a fair bit of care in developing an entourage for, and I'm looking for as much insight as possible for making this big flaming lug work.


the avatar is actually in a pretty good spot. he can do a great job toboost a unit up the table for a turn one charge:

10 scorpions
1 avatar
biel tan detachment
2cp

you deploy your avatar against your intended target with some small degree of freedom of where that actually is. you advance the avatar. then you drop your scorpions with a small chain of probably no more than 5 scorpions and as little as no chain at all to get into range of the avatar you use the young king strategem and you have a nice turn 1 charge. From thier the avatar xan go about his day.

One low point with the avatar is that he really is only worth throwing at vehicles or big bad. units that are really tough tl get your hands on even more so if you're goingn7" a turn at the enemy unit of choice.
   
Made in us
Lax Imperial Governor




Inside Yvraine

Give it to me straight, fellas. Are banshees and scorpions still garbage?

My issue with them for the past couple of years hasn't been an inability to get them into combat, rather it's that they tend to hit like a wet noodle once they get there.

This message was edited 1 time. Last update was at 2017/10/28 09:25:29


"They said to forget the power of technology and science, for so much has been forgotten, never to be re-learned? They said to forget the promise of progress and understanding, for in the grim dark future there is only war? Hold my drink." - Roboute Guilliman, 999.M41 
   
Made in us
Longtime Dakkanaut






Banshees can move across the board as good as, if not better than Harlequins, they are a great supporting melee unit, and if you give them use of CP's they can gain a +1 to wound making them actually dangerous, when they have Power weapons and can wound up to T5 on 4+ or T3 on 3+ its not bad.

They WILL get into combat now for sure, if that is what you are worried about, and Avatar actually makes them faster and better also.

I wouldnt say they are high end competitive, but are for sure a lot better.

IDK about Scorpions sorry.

15k+
10k+
5k
:Harlequin: 3k

Reading/Writing LD, be kind!

https://maddpaint.blogspot.com 
   
Made in us
Longtime Dakkanaut





In addition to the above, having Doom on their intended target will work wonders.
   
Made in gb
Regular Dakkanaut




Would like to point out that you really want 1 warlock on your army.

It has been said in the previous thread that they aren't worth it and that Spirit Seers are always strictly better.

However, with the new Seer Council stratagem, you really need 1 warlock with your most important warlock power so you can use the stratagem and get off that important power. The stratagem doesn't with with Spirit Seers, hence the need for the Warlock.

For me it will be a Warlock with Quicken as both halves of that power I want to be able to reliably cast, Quicken being the most important of all the powers to me.
   
Made in ru
Horrific Howling Banshee




Moscow

Ynnari Banshees are supersonic maidens of death. And Executioner is now what, 50% cheaper?

Scorpions cost less than assault marines now. I think since you won't lose many points if they die now, it's possible to use them in their actual role to try and tie up something shooty in melee for a turn. Although in some ways I think they returned to a power claw delivery system they were in previous editions, so it's better to pack them into a WS in minimal squads of 5.

This message was edited 2 times. Last update was at 2017/10/28 12:10:22


 
   
Made in us
Longtime Dakkanaut





Will pick up book today, but what my current force has and what I plan to add to boost CPs (was running Vanguard before)

Farseer
Yriel or aurtach
2 units rangers
Guardians or Dire Avengers

Spiritseer
wraithguard (webway)
wraithscythes in serpent
wraithaxes on foot
wraithlord, BL, AML
wraithlord, sword, shuricannon, flamers
Bonesinger
Hemlock

3 warlocks or spiritseers

Not sure on points....also have extra serpent lying around. Will be running Iyanden. Bonesinger topping up wounds on WLs, farseer casting fortune on wraithblades. Like the wraithguard coming in from webway.
   
Made in es
Furious Fire Dragon





Adding a quick snippet, for those testing the codex soon (will do myself this sunday)

Fortune it's being rewritten to *overwrite* a current saving throw against mortals like the Avatar one or the Ulthwe trait bonus.

So we can use Fortune on Ulthwe units unlike with the index description.

   
Made in gb
Fresh-Faced New User





With the Hemlock, as the spirit stone rules are written in the ability section rather than a vehicle upgrade or weaponry, is this included in the base cost of the hemlock? I.e. Does it cost 200 or 210 points. I'm going with 200 currently.

Also what is everyone's thoughts on hemlocks vs Crimson Hunter Exarchs, I'm planning on running 2 hemlocks and 1 Crimson hunter, but not sure if 3 hemlocks would be better?
   
Made in au
Regular Dakkanaut




I played a game today with a hemlock, crimson hunter and Phoenix vs 2 hemlocks. The hemlocks are still so reliable. The hunter and Phoenix just don’t seem as much as a threat. Against any target they are at best hitting on 3s, then when the negative modifiers add on and the wounds drop off and it degrades the gap widens. But, it is 40 points cheaper in an army that can do a lot with 40 points.
   
Made in us
Regular Dakkanaut




I think scorpions edge out banshees in any situation other than vehicles. Also if say scorpions are weak to being screened, but I'd argue the scorpions are kind of designed to kill most screening units.

So against anything infantry the scorpions will almost always get more value. This is due to mandiblasters, the plus one to hit, and the search going ham with his scope claw. The +1 also boosting your pistol is also another nice edge of thier banshee sisters. Also the turn one charge potential with native deep strike and young king is really good.

Banshee can also young king turn one deep strike, but they require another cp for webway portal. The banshee excel at killing high armor stuff like vehicles, but are out shined in ever way by shining spears in that reguard. Terminators and tyrants warriors are also better taken down by shining spears.

The best thing about the banshee is they ignore over watch is which is, undeniably, q good feature. Even more so if your going for a melee centric force.

sadhvikv wrote:
With the Hemlock, as the spirit stone rules are written in the ability section rather than a vehicle upgrade or weaponry, is this included in the base cost of the hemlock? I.e. Does it cost 200 or 210 points. I'm going with 200 currently.

Also what is everyone's thoughts on hemlocks vs Crimson Hunter Exarchs, I'm planning on running 2 hemlocks and 1 Crimson hunter, but not sure if 3 hemlocks would be better?


Yes
   
Made in ru
Longtime Dakkanaut




UK

sadhvikv wrote:
With the Hemlock, as the spirit stone rules are written in the ability section rather than a vehicle upgrade or weaponry, is this included in the base cost of the hemlock? I.e. Does it cost 200 or 210 points. I'm going with 200 currently.

Also what is everyone's thoughts on hemlocks vs Crimson Hunter Exarchs, I'm planning on running 2 hemlocks and 1 Crimson hunter, but not sure if 3 hemlocks would be better?



RAW, you only pay for wargear, not abilities.

There was an option in a different army codex (someones combat shield I think) that was listed as an ability but not in wargear, and GW FAQ'd it to say that actually you should be paying for the shield. This was never done for the Hemlock though, and until it is you get the stones for free.

The
Webway
- An Eldar Tactica, as well as a work-in-progress.  
   
 
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