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Made in it
Guarding Guardian




Milan, Italy

Hey guys,

I'd like to ask some advices/opinion on my list which is basically what I've used until now with some arrangement due to new points increase. My goal is to bring a competitive list while still being able to bring units I like among the current viable ones.


++ Battalion Detachment -3CP (Aeldari - Craftworlds) [86 PL, 9CP, 1,525pts] ++

+ Configuration +

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

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots

Detachment CP [-3CP]

+ HQ +

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

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

+ Troops +

Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

+ Heavy Support +

Falcon [9 PL, 130pts]: Starcannon, Twin Shuriken Catapult

Falcon [9 PL, 130pts]: Starcannon, Twin Shuriken Catapult

Falcon [9 PL, 130pts]: Starcannon, Twin Shuriken Catapult

+ Dedicated Transport +

Wave Serpent [9 PL, 160pts]: Shuriken Cannon, Twin Shuriken Cannon

Wave Serpent [9 PL, 160pts]: Shuriken Cannon, Twin Shuriken Cannon

Wave Serpent [9 PL, 160pts]: Shuriken Cannon, Twin Shuriken Cannon

Wave Serpent [9 PL, 170pts]: Twin Aeldari Missile Launcher, Twin Shuriken Catapult

++ Spearhead Detachment -3CP (Aeldari - Craftworlds) [25 PL, -3CP, 475pts] ++

+ Configuration +

Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Masterful Shots

Detachment CP [-3CP]

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Craftworlds Warlord, Shuriken Pistol, Witchblade
. Faolchu's Wing

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

+ Heavy Support +

War Walkers [4 PL, 70pts]
. War Walker: Starcannon, Starcannon

War Walkers [4 PL, 70pts]
. War Walker: Starcannon, Starcannon

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

++ Total: [111 PL, 6CP, 2,000pts] ++

Created with BattleScribe

Before the points increase, I used to bring 3x Night Spinners and Autarch Skyrunner in the place of 1x Falcon, second Farseer on foot, 1x Wave Serpent and 1x War Walker. I feel like spinners are currently not so worth the cost, but I'd be glad to be proved wrong. My idea is to focus more on objective grabbing while spreading all my threats in this MSU list: I basically have no "big" threat the enemy can focus on.

Also, just like in 8th, I feel like the best H-weapons are AML and Starcannons, and I tried to bring an even number of each one spread among WW's, Falcons and a WS, while also bringing decent anti-horde fire with heavy shurikens.

PS.: I don't wanna play Dark Reapers and Shining Spears, I don't see them fit in my playstyle and in particular in this list.

Thanks all, and have a good weekend!

Rob.

   
Made in gb
Swift Swooping Hawk





Overall it's a nice list, not sure you need all those serpents though. I'd drop them down to two and double up the avengers.
That's 300+ points of toys to play around with, maybe a couple of spinners and a character or small unit?
   
Made in it
Guarding Guardian




Milan, Italy

 kingheff wrote:
Overall it's a nice list, not sure you need all those serpents though. I'd drop them down to two and double up the avengers.
That's 300+ points of toys to play around with, maybe a couple of spinners and a character or small unit?


Good points, 4 serpents may be too much actually. Do you think spinners are still worth the points? What do you mean doubling up the avengers?
   
Made in gb
Swift Swooping Hawk





Sorry, wasn't very clear, putting two squads in each of the two remaining serpents.
I'm not sure about nightspinners generally tbh, they are too random for my liking, sometimes amazing sometimes they do almost nothing. It was just that you mentioned using them previously.
Personally I think you need more anti infantry, I think three squads of two shuriken vypers would fit the bill nicely but it's pretty dependent on what you have access to.
   
Made in it
Guarding Guardian




Milan, Italy

 kingheff wrote:
Sorry, wasn't very clear, putting two squads in each of the two remaining serpents.
I'm not sure about nightspinners generally tbh, they are too random for my liking, sometimes amazing sometimes they do almost nothing. It was just that you mentioned using them previously.
Personally I think you need more anti infantry, I think three squads of two shuriken vypers would fit the bill nicely but it's pretty dependent on what you have access to.


Right, yeah I could definetely drop 2 serpents in this case, and maybe give the other 2 spirit stones.
For the rest, I'll think about an anti-infantry option. Last, what's your take on having the 2nd farseer on foot? I feel like he's redundant having the same powers as the other (guide is useless in this list and mind war is just too unreliable).

Ty

This message was edited 1 time. Last update was at 2020/07/31 20:20:52


 
   
Made in us
Been Around the Block





For CP considerations, I'd recommend the following.

Remove the Spearhead detachment.

Remove 1 Falcon

Remove 1 Warwalker, make a squad of 3 to replace the Falcon.

Drop at least 2 wave serpents. You have more transport capacity than you have models to transport!

Remove the farseer, put the spiritseer in the Battalion.

You now have ~600 points to play around with.

What secondaries do you like? Infantry are important for some but not for all.

I think there will be solid melee units in every army in 9th even if just as a counter charge unit. Everyone wants to get the center objective and close combat is the best way to move in the charge phase and kill a unit in the combat phase, consolidate and hopefully deny an objective to your opponent during their command phase.

I've had good luck with wraithblades with shields. You already have the spiritseer. Take the specialist detachment for the warlord trait that lets you reroll charges for your blades and there it is.

I use doom and fortune a lot. I like Bieltan though and they get rerolls. Your expert crafters is even better than that.

What do you think?

I'd plus up the infantry in your list. More DA or swooping hawks.
   
Made in it
Guarding Guardian




Milan, Italy

LordoftheSwarm wrote:
For CP considerations, I'd recommend the following.

Remove the Spearhead detachment.

Remove 1 Falcon

Remove 1 Warwalker, make a squad of 3 to replace the Falcon.

Drop at least 2 wave serpents. You have more transport capacity than you have models to transport!

Remove the farseer, put the spiritseer in the Battalion.

You now have ~600 points to play around with.

What secondaries do you like? Infantry are important for some but not for all.

I think there will be solid melee units in every army in 9th even if just as a counter charge unit. Everyone wants to get the center objective and close combat is the best way to move in the charge phase and kill a unit in the combat phase, consolidate and hopefully deny an objective to your opponent during their command phase.

I've had good luck with wraithblades with shields. You already have the spiritseer. Take the specialist detachment for the warlord trait that lets you reroll charges for your blades and there it is.

I use doom and fortune a lot. I like Bieltan though and they get rerolls. Your expert crafters is even better than that.

What do you think?

I'd plus up the infantry in your list. More DA or swooping hawks.


Hey man! Interesting points. I tried to follow your suggestions on condensing everything in the battalion, but in the end I think it would change a bit the point of MSU.
Anyway, wraithblades I never took them in consideration but are a very interesting choice. Do you think 1 unit of 5 is enough, or atleast 2? If I bring a second squad of blades they can't be embarked.
I would drop 2 serpents, 1 walker and1 falcon, then up the avengers to 4 squads of 6 (2 in the Falcons, 2 in 1 serpent and blades in the other serpent).
Do you think spirit stones on serpents are worth the cost, considering I have fewer of them and each will soak more fire than 4.

This message was edited 1 time. Last update was at 2020/08/01 09:16:58


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd drop one unit of DA and one Serpent and include some Fire Dragons.
How do you deal with fast moving tough units approaching your front ranks?
I wouldn't waste my precious starcannon shots and let the FD's get the job quickly done.

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
Been Around the Block





 Enhanced wrote:

Hey man! Interesting points. I tried to follow your suggestions on condensing everything in the battalion, but in the end I think it would change a bit the point of MSU.
Anyway, wraithblades I never took them in consideration but are a very interesting choice. Do you think 1 unit of 5 is enough, or atleast 2? If I bring a second squad of blades they can't be embarked.
I would drop 2 serpents, 1 walker and1 falcon, then up the avengers to 4 squads of 6 (2 in the Falcons, 2 in 1 serpent and blades in the other serpent).
Do you think spirit stones on serpents are worth the cost, considering I have fewer of them and each will soak more fire than 4.


I play a unit of 10. I realize that makes them vulnerable to blasts... but they are there to absorb shots so I WANT them targeted by heavy firepower.

Plus, single units benefit from fortune, protect, and Lightning fast reactions. I also play offensive strategems to increase attacks and such.

Wuestenfux brings up a good point. You may want to consider mixing 5 DA and 5 FD in those serpents. The protection is the same, but if an impulsor or a defiler rolls up to an objective you need to kill it.

I still say you need to consolidate to one detachment for max CP.

9th edition secondaries require list tailoring. Not against certain opponents but to prevent any opponent from scoring.

Imagine taking 1 less vehicle to prevent the possibility of an opponent maxing the "bring it down" secondary.

Or with my Tyranids, I've not been taking any psykers to leave "abhor the witch" open as a secondary I could take to use against Grey Knights or the like.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Wuestenfux brings up a good point. You may want to consider mixing 5 DA and 5 FD in those serpents. The protection is the same, but if an impulsor or a defiler rolls up to an objective you need to kill it.

Indeed, this is how I run a mech Eldar list these days.
Mixing DA and FD in one Serpent and having multiple of these combos.
This contributes to battling the enemy at all thread ranges.

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 
   
 
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