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Made in au
Flower Picking Eldar Youth





I need help with my craftworld army, I want to go for a fast-moving playstyle. my main opponents are Tyranids, Necrons, Orks, chaos space marines, and space marine deathwatch. I would like to keep all the troops on my list right now in the final army, besides the guardian defenders, I'm ok with switching them. i chose the ulthwe craftworld, the one with the feel no pain ability.

Army:

++ Battalion Detachment 0CP (Aeldari - Craftworlds) [32 PL, 667pts] ++

+ Configuration +

Craftworld Attribute

Detachment Command Cost

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, Shuriken Pistol, Warlord, Witchblade

+ Troops +

Guardian Defenders [5 PL, 107pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult
. Guardian Heavy Weapons Platform: Starcannon

+ Elites +

Wraithguard [10 PL, 190pts]: Wraithcannon, 5x Wraithguard

+ Heavy Support +

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

Wraithlord [7 PL, 175pts]: Aeldari Missile Launcher, Bright Lance, Flamer, Flamer, Ghostglaive, Starcannon

++ Total: [32 PL, 667pts] ++

ur mum lol 
   
Made in us
Dakka Veteran





Id suggest a couple of wave serpents and maybe some wraith blades. This gives you the ability to webway strike two wave serpents full of units wherever you want, or you could just set them up turn 1 and rush to objectives. You can give your army master of concealment for a bonus if your units are in cover. Also use expert crafters rule so you get tons of rerolls on your weapons for every unit.

Wave serpents are just such a useful unit, they absorb a massive amount of damage and can discharge their serpent shield to do mortal wounds and they have a strategem they lets them do it again. Also make sure you keep your farseer close enough to do psychic mortal wounds with executioner and smite every turn possible.

Wraithlords are good for crowd control with dual flamers and scatter lasers. They are solid in hand to hand with just their fists. You could also do the brightlance option and they will get some rerolls with expert crafters.

Wraithblades also butcher all kinds of threats. I also like having windriders for zipping around and zapping light infantry with shuriken cannons or scatter lasers. I also get a warlock so I can hit high threat units with jinx, then shoot every damn thing you got at them and they will most likely die. Keep your farseer in a position where he can spam mortal wounds on high threat targets.

You need to use your mobility and strategems to flood one area of the board and kill everything there. if youre out of range of half the enemy army they cant even attack you for the most part. by the time they are in range youve already slaughtered the other 50% of their army.
   
Made in us
Fixture of Dakka





Los Angeles

Besides, game skillz, if your buddies are whupping you at 1k, I think it might be that the nids and orks are higher in body count and your list does not produce enough volume fire.


 orks stole my baby wrote:
I need help with my craftworld army, I want to go for a fast-moving playstyle. my main opponents are Tyranids, Necrons, Orks, chaos space marines, and space marine deathwatch. I would like to keep all the troops on my list right now in the final army, besides the guardian defenders, I'm ok with switching them. i chose the ulthwe craftworld, the one with the feel no pain ability.

FNP is nice, but consider using 'Expert Crafters' (found in Phoenix Rising) instead. It will help your W-Lord immensely. The second trait could be the Wrath of the Dead or a few others.

 orks stole my baby wrote:
Farseer [6 PL, 115pts]: 0. Smite, Shuriken Pistol, Warlord, Witchblade
Consider Foalchu's Wings as a relic to give him much needed mobility without needing to be on a bike, or buying that pricey model. If you stay with the Farseer, Guide and Executioner are best, with Mind War situational; at 1k an enemy's army might be really dependent on a lynch pin character.

 orks stole my baby wrote:

Guardian Defenders [5 PL, 107pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult
. Guardian Heavy Weapons Platform: Starcannon
At 1k games, yer gonna need more ObSec to get objective work done, as 9e 40k missions are more about standing in one spot (Retrieving Octarius Data, Banners, etc), which will lead to trading out ....

 orks stole my baby wrote:

Wraithguard [10 PL, 190pts]: Wraithcannon, 5x Wraithguard
Wraithlord [7 PL, 175pts]: Aeldari Missile Launcher, Bright Lance, Flamer, Flamer, Ghostglaive, Starcannon
Daddy WraithLord. I feel he is out of place in 1k games, especially as you have so much weight, points in the w-guard, they holding nearly 20% of your army. Not enough wounds, as Tough as they are, and though dual flamers can hose stuff down, he's too slow to not be swamped but your faster advisaries. He should go.

It pains me to look at my W-Lord model and how little use it gets, so I feel your pain.

And the W-guard should go, too. They'll only kill 5 infantry models, when bugs and orks tend to come in bigger groups. 'Course, I don't know if your frequent 'Nid opponent is using more 'monster' keyword units, in which case, the WraithCannons are good, but overall, neither the D-scythes nor W-Cannons are good. For armor & big target busting, Fire Dragons' toys do a better job (2-dice choice at half range) and Fire-Ds are much cheaper, despite the lesser resilience.

For the W-guards' 190 points, that's 3 units of troops, DAs, Rangers, lots that can have more impact in your small games.

 orks stole my baby wrote:
++ Total: [32 PL, 667pts] ++. War Walker: Aeldari Missile Launcher, Bright Lance
Can you swap the BL for another AML? It would bring more pain to your infantry heavy opponents.

If you stick with being Wraith heavy, I suggest to demote your Farseer to a Spiritseer, to give the W-guard some boost, freeing up some other psy use. Points saved is a unit of Dire Avengers. Will a Farseer's Guide is awesome, you don't have unit to really optimize it, like a full pack of Dark Reapers.

Summary
If you keep your models:
a. Farseer demoted to Spiritseer with the Faolchu's Wings relic. Her reroll to hit will help either undead unit or both.
b. Switch army traits to 'Expert Crafters', sooo good. 2nd choice, Wrath of the Dead (reroll all wound rolls, if I read that correctly).
c. dual AMLs on the WarWalker?
d. Do your buddies allow Forge World rules? You could promote your W-Lord to a Wriathseer? It makes him a psyker, & gives an Invuln Save, too.

Select 'Line breaker' for a secondary and use the War Walker's scoutiness for that. It's not great, but a big table with small armies ...

If you can change things out:
a. Your list has points heavy wraiths, without invulns, in a 1k game. 1k games need more bodies, and you could do with 2 more ObSec troop choices. I suggest one of the Wraith units out for 3 units of DAs, Rangers, etc. Considering bugs & orks? More DAs and use the 'Superior Shuriken' trait from Phoenix Rising. You'll cover more ground, and likely, earn the primary mission points better, and have better range with higher volume fire.


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
 
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