Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2018/11/18 22:47:07
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Looks a bit light on anti tank to me. You've maybe got too much anti infantry if anything. Swap out the reapers and banshees for another unit of fire dragons maybe? Taking out the windriders for two more vypers or spears looks good to me too. Using vehicles backed up by autarch support looks like your best melee option, it's not really what the army is built for though so I'd imagine it being more of a counter charging situation.
2018/11/19 18:02:09
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
It's in line with all deep strike abilities, and that function actually works now. Before this fix you couldn't legally use the non-standard deployment mode.
2018/11/21 05:26:10
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Hey folks,
I know CA 2018 is right around the corner, but I'm looking to start a second army besides my AdMech and I'm researching if Eldar are the right thing for me.
I want to play a really mobile army comprised of mechanised Infantry and tanks or flyers. The Eldar psy power is an added bonus for me.
Would such a army work? I play in a quite competitive environment and want at least be able to give my opponents a run for their money.
Also with the rumored nerf to Alaitoc's -1 to hit: Which Craftworld would be most suitable for this playstyle? And is there a reason to run Craftworld vs Ynnari?
2018/11/23 17:42:16
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Three squads of guardians riding in serpents backed by fire prisms, crimson hunter flyers, HQ's on bikes with some shining spears should be pretty competitive and fulfill your requirements pretty handily.
A rough 2000 pts list has autarch, farseer and warlock on jetbike, three squads of ten guardians with platform, three wave serpents, a squad of eight shining spears, three fire prisms and four crimson hunters two of which are exarchs.
With plenty of shuriken fire Biel tan works well for the re-roll ones.
This message was edited 1 time. Last update was at 2018/11/23 18:48:09
2018/11/23 18:23:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
lash92 wrote: Hey folks,
I know CA 2018 is right around the corner, but I'm looking to start a second army besides my AdMech and I'm researching if Eldar are the right thing for me.
I want to play a really mobile army comprised of mechanised Infantry and tanks or flyers. The Eldar psy power is an added bonus for me.
Would such a army work? I play in a quite competitive environment and want at least be able to give my opponents a run for their money.
Also with the rumored nerf to Alaitoc's -1 to hit: Which Craftworld would be most suitable for this playstyle? And is there a reason to run Craftworld vs Ynnari?
I played this list in a tournament a few weeks ago. Not the most ultra-competetive but real fun. Went 3 wins and 2 draws. Next time i would swap the hemlock for another prism and spirit seer and drop the cannon on the 10-man guardian squad to get all the chsracters into the serpents. A lone hemlock is basically a suicide unit and fire prisms are crazy good!
Budzerker wrote: So... how do we beat orks. Lootas out of LoS behind a Grot shield especially...
Webway portalling in a Guardian bomb might help. Obviously not possible T1 so use for first round of shooting to clear out the grot screen on one facing so as to give the Guardians somewhere to land and a proper LOS. I am trying to decide if Striking Scorpions might actually be useful to clear them out.
I stand between the darkness and the light. Between the candle and the star.
2018/11/25 20:57:25
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I used 15 D scythe Wraithguard in Shuricannon Wave Serpents to squash a 120 man Catachan melee horde yesterday. They use the extra move from disembarking plus advance to get in range and melt about 30 enemies in your shooting phase, then again when they get charged. They're tough enough to survive mostly intact then you just fall back and melt some more.
I've had no experience with Orks since the new codex came out but I imagine they will be a similar kind of enemy to face.
Ulthwe Battalion
Eldrad
Warlock
10 Rangers
12 man Guardian Squad
15 D-ScytheGuard
3 WSerpents
1498
Im thinking about ditching Eldrad from the list next time and just going with a Spiritseer, then adding more Wraithguard
2018/11/26 08:23:49
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Not fast enough to shoot on T1. Ful loota star(which I think he's mostly worried about) will cause 9 wounds past save. Needs 2 of those to down one wraithguard(damage 2) so 4 guard dies. Then they will shoot again. So you would be looking at 2 squads having lost 4 members in average once they are out of transports so make sure to disembark AFTER you have dealt with loota star or prepare to lose most of them if that loota star is still alive.
Also don't count on orks charging you anymore. They have become more of shooty army with the codex funnily enough.
Seriously high rate of fire will thin down by sheer weight of numbers. That 2+ grot screen save doesn't last forever. Alternatively if you have high rate of S3-S4 AP-1 weapons you MIGHT consider firing grots directly and to bypass the ork T4 and deal with grot T2 instead. You lose 1/6 of wounds going to lootas though.
CP expensive solution is to have the dark eldar allies and use the vect to stop the grot screen strategem when you shoot with your best anti-infantry gun and vaporize most of squad(rule Q: can ork use that strategem again for next gun?). Going to be expensive CP wise but ork army could get screwed by losing that huge firepower just like that.
This message was edited 2 times. Last update was at 2018/11/26 08:27:57
2024 painted/bought: 109/109
2018/11/27 03:08:16
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
tneva82 wrote: Not fast enough to shoot on T1. Ful loota star(which I think he's mostly worried about) will cause 9 wounds past save. Needs 2 of those to down one wraithguard(damage 2) so 4 guard dies. Then they will shoot again. So you would be looking at 2 squads having lost 4 members in average once they are out of transports so make sure to disembark AFTER you have dealt with loota star or prepare to lose most of them if that loota star is still alive.
Also don't count on orks charging you anymore. They have become more of shooty army with the codex funnily enough.
Seriously high rate of fire will thin down by sheer weight of numbers. That 2+ grot screen save doesn't last forever. Alternatively if you have high rate of S3-S4 AP-1 weapons you MIGHT consider firing grots directly and to bypass the ork T4 and deal with grot T2 instead. You lose 1/6 of wounds going to lootas though.
CP expensive solution is to have the dark eldar allies and use the vect to stop the grot screen strategem when you shoot with your best anti-infantry gun and vaporize most of squad(rule Q: can ork use that strategem again for next gun?). Going to be expensive CP wise but ork army could get screwed by losing that huge firepower just like that.
If mass 2 Damage shooting is the scariest thing about Orks right now, I'd suggest that Wave Serpents filled with something must be an auto-include. They would laugh off that kind of shooting, protect your more vulnerable stuff and add some decent Shuricannon fire.
2018/11/27 03:56:13
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
tneva82 wrote: Not fast enough to shoot on T1. Ful loota star(which I think he's mostly worried about) will cause 9 wounds past save. Needs 2 of those to down one wraithguard(damage 2) so 4 guard dies. Then they will shoot again. So you would be looking at 2 squads having lost 4 members in average once they are out of transports so make sure to disembark AFTER you have dealt with loota star or prepare to lose most of them if that loota star is still alive.
Also don't count on orks charging you anymore. They have become more of shooty army with the codex funnily enough.
Seriously high rate of fire will thin down by sheer weight of numbers. That 2+ grot screen save doesn't last forever. Alternatively if you have high rate of S3-S4 AP-1 weapons you MIGHT consider firing grots directly and to bypass the ork T4 and deal with grot T2 instead. You lose 1/6 of wounds going to lootas though.
CP expensive solution is to have the dark eldar allies and use the vect to stop the grot screen strategem when you shoot with your best anti-infantry gun and vaporize most of squad(rule Q: can ork use that strategem again for next gun?). Going to be expensive CP wise but ork army could get screwed by losing that huge firepower just like that.
If mass 2 Damage shooting is the scariest thing about Orks right now, I'd suggest that Wave Serpents filled with something must be an auto-include. They would laugh off that kind of shooting, protect your more vulnerable stuff and add some decent Shuricannon fire.
True wave serpents are loota hard counter. For those orks will likely be using smasha guns(32pts, averages over 1 hit per gun, equal t at 2d6, d6 damage),kustom mega kannons(more expensive, bit more hits, s8) or traktor kannon(45pts, 1 autohit, s8, vs flying vehicle 2d6 pick highest damage and auto explosion). In particular expect smasha guns to be very popular. Good thing is they are just t5 6 wounds though for 32pts not that soft.
But yeah. Wave serpent is good spoil for loota star. Only 9 damage per 2 shot round. If they get 3 shots per loota(1/3 chance, cp reroll used for 1 shot) they average wave serpent. And shoot twice means one will be wrecked in any case but that's bit dissapointing result. Of course 3 shots on first salvo means average one dead and one seriously dented one.
2024 painted/bought: 109/109
2018/11/27 15:47:30
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Hi guys, i was looking for some eldar to expand my collection, i was wondering if someone could give me a sort of tier list, so that i dont buy something i will never play. Thank you
(consider i know almost nothing about eldar in 8th)
2018/11/27 15:51:08
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Chapter Approved 2018 is expected to drop in the next few weeks. If you can, hold off on making any decisions until then, especially if your criteria is unit capability and not hobbyist interest.
2018/11/27 21:01:03
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Sterling191 wrote: Chapter Approved 2018 is expected to drop in the next few weeks. If you can, hold off on making any decisions until then, especially if your criteria is unit capability and not hobbyist interest.
Makes sense. Any rumors about that?
2018/11/27 21:09:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Budzerker wrote: So... how do we beat orks. Lootas out of LoS behind a Grot shield especially...
Probably the best thing you can do is take night spinners or a unit of shadow weavers. Just bait out the stratagem and then shoot something else. Or another okay idea is just to remove the grots with a really efficient weapon...like scatter bikes (what are those things) very good at killing grots and orks though.
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
2018/11/27 22:06:37
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Budzerker wrote: So... how do we beat orks. Lootas out of LoS behind a Grot shield especially...
Probably the best thing you can do is take night spinners or a unit of shadow weavers. Just bait out the stratagem and then shoot something else. Or another okay idea is just to remove the grots with a really efficient weapon...like scatter bikes (what are those things) very good at killing grots and orks though.
Also worth to consider swooping hawks 24" assault 4 guns can work quite well to clear Grots or even T3 hordes with enough mobility to properly position themselves.
2018/11/30 23:44:28
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Yes, Hawks are excellent for mowing down Grots. A basic 65 point squad has great mobility and will kill 8-9 grots per volley. They are not bad vs Ork boyz either.
I stand between the darkness and the light. Between the candle and the star.
2018/12/03 15:57:22
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Sterling191 wrote: Because charging with Windriders and Vypers is such a brilliant idea...
Agreed, however an Autarch and Spears will definitely benefit from that too. Farseers and Warlocks are situational, but there are times that it could be beneficial.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2018/12/03 16:27:28
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Sterling191 wrote: Because charging with Windriders and Vypers is such a brilliant idea...
Agreed, however an Autarch and Spears will definitely benefit from that too. Farseers and Warlocks are situational, but there are times that it could be beneficial.
Spears aren't listed as a unit which can be part of the formation.
"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar
2018/12/03 16:40:25
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Sterling191 wrote: Because charging with Windriders and Vypers is such a brilliant idea...
Agreed, however an Autarch and Spears will definitely benefit from that too. Farseers and Warlocks are situational, but there are times that it could be beneficial.
Spears aren't listed as a unit which can be part of the formation.
Yikes, missed that one. Well, perhaps one of the stratagems gives them some sort of super hammer of wrath charge?
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2018/12/03 17:25:40
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!