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2018/10/31 20:27:36
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Spartacus wrote: I wonder what was the purpose of the DE patrol is? Stratagems? Would it not be better to flesh out the Supreme command detachment as a CW battalion?
for access to Agents of Vect.
2018/10/31 20:47:02
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Spartacus wrote: I wonder what was the purpose of the DE patrol is? Stratagems? Would it not be better to flesh out the Supreme command detachment as a CW battalion?
for access to Agents of Vect.
If you're Webway Portalling 2 Squads, you wouldn't even have enough to do it once though. It that one party trick really worth gimping the list so hard?
Seeing as he won plenty, apparently it is. A lot about this list's doesn't make sense to me but I love seeing Wraithguard on the table at all.
This message was edited 1 time. Last update was at 2018/10/31 21:06:46
2018/10/31 21:37:47
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Gives me some crumb of hope for the squads of axe, cannon and sword wraiths I'm taking down to my local gw store tomorrow. With an avatar too for good measure.
2018/10/31 22:02:04
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
kingheff wrote: Gives me some crumb of hope for the squads of axe, cannon and sword wraiths I'm taking down to my local gw store tomorrow. With an avatar too for good measure.
The avatar is great but you really want to take advantage of his leadership bubble if you can, which the wraithguard better not need lol
2018/10/31 22:06:13
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
kingheff wrote: I'm curious how this list was run. With the 3 units of wraiths being too big to fit in transports I guess two would go in the webway but the third is left foot slogging?
You are full LoS blocked if in ground floor terrain features for ITC rules (unless you have ignore LoS weapons), and most LoS weapons are S4/S5 0AP or -1ap, Nids has some strong ones, S8, -2ap, D3. there are some LoS ignore that is stronger but most dont take (Thunderfire cannons IMO are great for this).
So infantry can get away with walking
Edit: spelling
This message was edited 3 times. Last update was at 2018/10/31 22:09:11
You know theres this thing called a manticore everyone seems to have forgot about.
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder
2018/10/31 23:03:52
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Hey all, I brought a fluffy-ish Biel-Tan to my local gaming club at the weekend. I wanted to try out Shining Spears and Striking Scorpions in this edition and they were fairly lack lustre. It could have been the match-up or me playing them wrong, but I think I should have just loaded up on more shuriken weapons.
Let me know what you all think of this:
List 1750pts
Battalion Detachment:
1 Farseer w/ spear, doom, mind war
1 Spiritseer (warlord), w/ the spirit stone of anathlan, jinx/protect and Biel-Tan Natural Leader (pseudo-Guide)
3x 5 Dire Avengers inc. Exarch
10 Guardians w/ shuriken cannon platform
6 Striking Scorpions inc. Exarch w/ claw
6 Fire Dragons inc. Exarch
3 Shining Spears inc. Exarch
3x Wave Serpents w/ triple cannons (two had vectored engines)
Spearhead detachment:
1 Farseer w/ fortune and executioner
5 Dark Reapers inc. Exarch
2x 2 War Walkers w/ double shuriken cannons
My opponent brought Space Wolves, consisting of 45 fenrisian wolves, 5 cyberwolves, 2 lords on wolves (1 which makes dogs autopass leadership in a 12" bubble), a rune priest, 15 long fangs (5 Las, 5 Plas, 5 Missiles), an attack bike and some bikers.
I've spoilered the report to read at your leisure to give a bit of context to the list. TLDR: I won soundly.
Spoiler:
He set up first and I deployed my two farseers, dragons and dire avengers inside their respective serpents and largely huddled everything into a corner in case I didn't get first turn. I paid a CP for the guardians to set up in the webway, with my scorpions and war walkers with their own special reserve rules.
The mission was pitched battle or something, I just set out to kill everything.
Turn 1
I got first turn despite his +1 to take first turn which was great for me. I drove everything forward and shot up his wolves as I felt I needed to neuter his charges as much as possible. I used the spears as a screen for one wave serpent between some terrain after flying up and using fire and fade to retreat 7 inches. The reapers ate some of the long fangs with the spiritseer beside them and the spiritseer protected one wave serpent. I flew one serpent out to the side with a 5 man squad of avengers to see if my opponent would direct some wolves that way.
He did, which split his force in two and away from the 12" autopass morale bubble. He took some wounds off my serpents across the board and assaulted the isolated serpent and my spears which shielded my other serpent. Isolated serpent bit the dust and killed two of my avengers inside. My spears were wiped too and he consolidated towards my serpent.
Turn 2
The guardians came forth from the webway on the same flank as my war walkers, behind his advancing line of doggies, bikes and warlord. The scorpions jumped from their hiding spot to aid the 3 remaining avengers who were tying up 15 dogs and a lord. My other avengers disembarked with the farseers and the dragons did the same. The two serpents backed up a bit and the reapers moved up to get a target on his warlord. I fortuned a serpent closest to the long fangs, doomed and jinxed his warlord, failed executioner and mind war on different targets even with rerolls.
I obliterated the majority of his wolves in this turn with the pincer move of the walkers and the guardians on one side and the avengers on the other. The dragons killed off his bikes and attack bike and I proceeded to murder his warlord with the dark reapers. The scorpions charged and whiffed/didn't do anything worth their points other than kill half a dozen doggies.
His turn two involved charging his remaining wolves into the dire avengers, failing a charge with one squad and making it in with the other. Didn't get very far with them as they died to overwatch and killed two avengers. The rest died to morale on that side. The other lord and his dogs wiped the avengers and the scorpions but they were far away from my main force and were out of the game.
Turn 3
I rearranged my army into good positions and shot the wolves that were left, wiping the squad and putting the lord to one wound. I killed a long fang squad and killed another to a man and that was pretty much my turn.
My opponent called it there, seeing as I was in a much stronger position by the end of my T3.
Overview
Probably a really good match-up on my side, my weight of shots didn't care about the autopass morale bubble and any combat he got wasn't enough to put a dent in my army by the time he got there. I feel like the list I brought doesn't care about first turn due to the low model count on the board at the start of the game and the ability to strike in a pincer move with the guardians, walkers and the potential support of the scorpions.
The scorpions were disappointing and I don't think I'll be taking them again. Maybe it was a mismatch in terms of opponent, wolves aren't infantry so the mandiblasters couldn't deal out any mortal wounds. The 25% chance of a charge is also horrible so I guess they'd need their own transport to get them into combat. I still like them a lot though.
Tyranid Horde wrote: Hey all, I brought a fluffy-ish Biel-Tan to my local gaming club at the weekend. I wanted to try out Shining Spears and Striking Scorpions in this edition and they were fairly lack lustre.
So whatever he's doing works well against stacking minus to hit - only one unit of WG had D-Scythes. Rolling up against that many Eldar flyers for a whole tournament would give me nightmares.
2018/11/02 16:24:18
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I suppose Hemlocks only kill 2-3 WG per turn. And the remaining WG could potentially one turn the Hemlocks provided they hit with the wraithcannons on the following turn.
This message was edited 1 time. Last update was at 2018/11/02 16:45:14
2018/11/05 11:21:43
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
What do we do against the ork guns? I'm about to have a game with a buddy who's intent on running ~10 of the autohitting buggers. I plan to use the trusty guardian bomb, dark reapers and some shining spears as my core, but what else? Even serpents seem like a liability at this point, considering the points costs of those things. Then again, roll over and let them have their way isn't quite my style... what do you think? Is it time for warwalkers and wraithheavy lists?
2018/11/05 11:37:20
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Cpt. Icanus wrote: What do we do against the ork guns? I'm about to have a game with a buddy who's intent on running ~10 of the autohitting buggers. I plan to use the trusty guardian bomb, dark reapers and some shining spears as my core, but what else? Even serpents seem like a liability at this point, considering the points costs of those things. Then again, roll over and let them have their way isn't quite my style... what do you think? Is it time for warwalkers and wraithheavy lists?
They are T5, 6 wounds 5+ save so you should have decent time just killing them. If you go first, likely 60% chance vs orks, you should be able to remove quite a lot of them before they even shoot. Do you use ITC rules? Hiding your skimmers will protect from shooting as they don't ignore LOS.
Once you thin numbers they are much less scary. 3 will average 7.5 wounds vs falcon. 5.8 vs wave serpent so 6 wouldn't even in average kill a wave serpent while costing 270 pts
This message was edited 1 time. Last update was at 2018/11/05 11:37:44
2024 painted/bought: 109/109
2018/11/05 12:07:25
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
War walkers with twin star cannons should do well against them, coming in at 240 pts for a squad of three. Wraithlords with twin star cannons should do well too, with the ability to charge into big units of boyz, slowing up the green tide.
2018/11/05 12:18:08
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
kingheff wrote: War walkers with twin star cannons should do well against them, coming in at 240 pts for a squad of three. Wraithlords with twin star cannons should do well too, with the ability to charge into big units of boyz, slowing up the green tide.
Tip. Don't plan too much about charging into big boys of boyz to slow them down. Fairly sure most big mobs of boyz you will be seeing are coming out of deep strike or da jumped and then charging needing 8" with reroll 1 or both dice. So plan more for ensuring those deep striking boyz don't make havoc on your lines.
2024 painted/bought: 109/109
2018/11/05 15:09:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
kingheff wrote: War walkers with twin star cannons should do well against them, coming in at 240 pts for a squad of three. Wraithlords with twin star cannons should do well too, with the ability to charge into big units of boyz, slowing up the green tide.
Tip. Don't plan too much about charging into big boys of boyz to slow them down. Fairly sure most big mobs of boyz you will be seeing are coming out of deep strike or da jumped and then charging needing 8" with reroll 1 or both dice. So plan more for ensuring those deep striking boyz don't make havoc on your lines.
I wasn't saying that as a general rule, just that wraithlords are tough enough to survive melee against boyz, bogging them down to protect more valuable units. Even 90 choppa attacks ends up causing only 3.33 wounds against a wraithlord.
2018/11/05 23:34:19
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I've modified a list I made before to help against the green tide after the ork codex release. I have dire avengers creating a screen against the teleporty Boyz and then 2 20 man guardian blobs to deal with them. One guided and one with reroll ones from an autarch should be enough to really cripple 2 squads of boyz. Then shining spears and dark reapers to clean up or deal with the ork (relatively) light vehicles
2018/11/08 22:06:02
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I find Wave Serpents pretty good too. Go triple shuricannon and that is 9 S6 shots at BS3+, even on the move. They are tough enough to take a charge better than Guardians or Avengers (who can shelter inside or behind them). Next turn, the Serpents withdraw and still shoot (thanks to Fly) and your short-ranged infantry unload on them. Then maybe charge in some Striking Scorpions to finish them off.
Wraithguard with D-scythes are not a bad choice either. T6/3+ with 3 wounds each mean they can take a pounding. Their guns are possibly overkill but 5xD3 autohits each time they fire or get charged is not bad and they can withdraw from combat and still shoot thanks to their "Implacable" rule.
I stand between the darkness and the light. Between the candle and the star.
2018/11/09 13:34:46
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Well, 50 points for a 2+ sniper shot feels a bit much, i agree - especially as she's locked into Biel-Tan and an elite choice.
That said, the phase crystal is pretty nice, though, i think i'll take Illic for +30 points over her every single game. If she had been a HQ it might be an auto-take for Biel-Tan armies, but, Illic for +30 or a 5 man Ranger squad for +10 is just better.
2018/11/09 15:48:01
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Also, character protection. Typically, you want them shooting at your Rangers instead of your Reapers, but for an army without a backfield soft target, she might have a use.
2018/11/11 14:32:46
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!