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![[Post New]](/s/i/i.gif) 2018/12/27 13:14:40
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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bullyboy wrote:
Definitely looking at the shadow weavers and war walkers in my lists, although I'm wondering of the warwalkers sporting starcannons are a strong way to go. yes, they're 66pts compared to 54pts with the scatter lasers but 3 of them are throwing out some serious firepower. I do like your thought process though on horde clearance (add that with the shadow weavers for some extra fun).
If you're going with significant numbers of SWs then I'd personally double down on the starcannon walkers. At 66 points they're a fantastic light vee that can threaten anything on the board with doom support due to their weight of fire and hefty innate AP, while at the same time being a unit that doesn't cripple you if several go down during the course of the match.
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![[Post New]](/s/i/i.gif) 2018/12/27 23:13:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Dakka Veteran
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I just snagged 3 wraithlords. Thinking about running them naked as cheap distraction carnifexes. T8 10w 3+/6+++ Ulthwe trait for 85 points seems reasonable. It's no plagueburst crawler yeah, but it's also cheaper, faster, and doesn't mind getting stuck in CC.
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![[Post New]](/s/i/i.gif) 2018/12/27 23:55:50
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Emboldened Warlock
Widnes UK
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slave.entity wrote:I just snagged 3 wraithlords. Thinking about running them naked as cheap distraction carnifexes. T8 10w 3+/6+++ Ulthwe trait for 85 points seems reasonable. It's no plagueburst crawler yeah, but it's also cheaper, faster, and doesn't mind getting stuck in CC.
I assume you know it won't be the most competitive thing ever, but it could work. I wouldn't do completely naked though, at least give them swords so they are actually somewhat of a threat to things.
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Ulthwe: 7500 points |
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![[Post New]](/s/i/i.gif) 2018/12/28 00:44:27
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Dakka Veteran
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Yeah they're not competitive but at 85 points they're good enough a casual pick.
I feel like anything that inflates their points cost is a bit of a waste though. The sword lets them swing at S9 D6 damage instead of S7 flat 3 damage. I doubt they're ever going to connect with anything worth swinging the sword at, and if they do the S7 AP3 flat 3 damage fists will do just fine.
Practically speaking the sword is only better against T8 targets which I highly doubt are ever going to be chargeable by wraithlords. I expect these guys to run in, tank some hits, kill some infantry, and die. To that end I might even pay the 12 points for double flamers before paying the 10 points for a sword.
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![[Post New]](/s/i/i.gif) 2018/12/28 00:48:58
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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I think shuricannons or flamers aren't much of a waste on them. As good of a platform for shuricannons as anything else really.
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![[Post New]](/s/i/i.gif) 2018/12/28 01:28:10
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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The Marine Standing Behind Marneus Calgar
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The sword will also let you wound T4 on a 2+. It’s not just for carving heavy armor, but also non chaff infantry.
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![[Post New]](/s/i/i.gif) 2018/12/28 01:46:42
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Dakka Veteran
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Seems like if your wraithlord manages to get into CC with anything at T4 you've already won the game
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![[Post New]](/s/i/i.gif) 2018/12/28 01:56:28
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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The Marine Standing Behind Marneus Calgar
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slave.entity wrote:Seems like if your wraithlord manages to get into CC with anything at T4 you've already won the game 
Not everyone screens with cultists or guard. Lots of MEQ out there. Especially as you move away from top table competitive lists.
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![[Post New]](/s/i/i.gif) 2018/12/28 09:18:30
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Screaming Shining Spear
Russia, Moscow
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I'd put at least one shuriken cannon on Lord so he could shoot and then use fire and fade to move additional "7 to enemy. No flamers - catapults cost nothing and feel simply better to me.
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This message was edited 1 time. Last update was at 2018/12/28 09:20:56
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![[Post New]](/s/i/i.gif) 2018/12/28 12:09:28
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Screaming Shining Spear
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Lord's can work well supporting an assault style force with a couple of shuriken cannons or with, personally for me, star cannons providing some backfield melee threat for a gunline.
They're not the most powerful selection in the codex but they provide a decent threat to any army that wants to get in close to your lines and with the points drop they're a very viable option if not the most competitive.
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![[Post New]](/s/i/i.gif) 2018/12/28 12:22:00
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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A trio of naked/glaive Ulthwe lords is also a baseline Spearhead and just enough to get Eldrad on the board.
Just a thought.
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![[Post New]](/s/i/i.gif) 2018/12/28 14:20:43
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Hissing Hybrid Metamorph
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Hey friends, how would a Wraith Construct army fair these days?
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![[Post New]](/s/i/i.gif) 2018/12/28 22:33:57
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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They are pretty good at busting elite infantry and heavy targets but will definitely struggle against hordes. My advice is don't run a pure Wraithost, you will need some Troop choices to provide anti-horde firepower, CPs and ObjSec.
Having said that, I think that a Wraith-heavy army is definitely viable after the Chapter Approved points drops. Not top-tier by any stretch but good enough for fun games and non-tourny play.
I would build your Wraithlords with Shuricannons and Glaives and your Wraithknights with either shield/glaive or shield/suncannon with scatter lasers. This will give you as much anti-infantry firepower as you can muster while still hitting hard in melee against heavier targets. For shooting big targets, a big blob of Wraithguard with cannons in the Webway can do a lot of damage once you have cleared chaff screens away.
Wraithguard with D-scythes and Wraithblades have some mileage but need Wave Serpents to get them places. This is no bad thing as an army of all T7/T8 targets will definitely make life harder for your opponent, particularly if stacked with the Alaitoc or Ulthwe traits. The Hemlock is also good and is a Wraith unit as well as another psyker.
Back these up with a sprinkling of HQs and 3 MSU Ranger squads for feeding CPs and grabbing objectives and you should have a decently competitive force.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2018/12/28 22:35:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Legendary Master of the Chapter
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Seems like wraithknight going down in price means i can include one my 2k list. I bought the eldar craftworld box, and will post a list I am planning up that uses the uthwe ruleset.
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This message was edited 1 time. Last update was at 2018/12/28 22:35:41
From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2018/12/29 12:57:23
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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What's your take on a wraithseer warlord, with incomparable hunter for d-cannon sniping?
Would be targettable but could be fun and fluffy in a wraith list, and doesn't need line of sight.
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![[Post New]](/s/i/i.gif) 2018/12/29 14:50:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Dakka Veteran
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Shadenuat wrote:I'd put at least one shuriken cannon on Lord so he could shoot and then use fire and fade to move additional "7 to enemy. No flamers - catapults cost nothing and feel simply better to me.
This is pretty awesome. Works best with a single wraithlord, though I suppose even just FnF 1 of the 3 is not bad. If I'm running 3 wraithlords I'm still fairly tempted to just run them naked as carnifexes basically. 85 points is soooo cheap. That's 8.5 points per T8 wound.
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![[Post New]](/s/i/i.gif) 2018/12/29 15:18:28
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Hissing Hybrid Metamorph
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Karhedron wrote:
They are pretty good at busting elite infantry and heavy targets but will definitely struggle against hordes. My advice is don't run a pure Wraithost, you will need some Troop choices to provide anti-horde firepower, CPs and ObjSec.
Having said that, I think that a Wraith-heavy army is definitely viable after the Chapter Approved points drops. Not top-tier by any stretch but good enough for fun games and non-tourny play.
I would build your Wraithlords with Shuricannons and Glaives and your Wraithknights with either shield/glaive or shield/suncannon with scatter lasers. This will give you as much anti-infantry firepower as you can muster while still hitting hard in melee against heavier targets. For shooting big targets, a big blob of Wraithguard with cannons in the Webway can do a lot of damage once you have cleared chaff screens away.
Wraithguard with D-scythes and Wraithblades have some mileage but need Wave Serpents to get them places. This is no bad thing as an army of all T7/T8 targets will definitely make life harder for your opponent, particularly if stacked with the Alaitoc or Ulthwe traits. The Hemlock is also good and is a Wraith unit as well as another psyker.
Back these up with a sprinkling of HQs and 3 MSU Ranger squads for feeding CPs and grabbing objectives and you should have a decently competitive force.
Thanks for the advice, luckily I built by current Wraithlord with that loadout, unluckily my Wraithknight has duel heavy wraith cannons. But I'm thinking I might do half wraith host, half guardian style units (tanks, defenders, wind riders, etc.) to fill in the anti-infantry role and works for my Craftworld's fluff.
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This message was edited 1 time. Last update was at 2018/12/29 15:18:47
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![[Post New]](/s/i/i.gif) 2018/12/29 17:26:09
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Tiberius501 wrote:[Thanks for the advice, luckily I built by current Wraithlord with that loadout, unluckily my Wraithknight has duel heavy wraith cannons. But I'm thinking I might do half wraith host, half guardian style units (tanks, defenders, wind riders, etc.) to fill in the anti-infantry role and works for my Craftworld's fluff.
Dual Wraithcannon is a bit over-costed and the lack of an invulnerable save can hurt but at least it is not as bad as it was. Stick some shoulder guns on and run him on a flank where he can use his range and mobility to bust tanks while avoiding the worst of enemy reprisals.
Still overpriced compared to most Imperial Knights but at least he is easier to buff with Psykers and/or Autarch.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2018/12/29 19:15:50
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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My 2c regarding Wraithguard/blades:
They’re tough as hell, but still need support. I like to accompany my Wraith-cannon webway bomb with my Biel-Tan “Natural Leader” (its a fantastic warlord trait, especially for a psyker), and my Wraithblades with a stock Autarch in a Wave Serpent. Speaking of Wave Serpents, they make decent weapon platforms if you go with dual Star Cannons/Bright Lances and CTM.
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![[Post New]](/s/i/i.gif) 2018/12/29 21:01:19
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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I have had success putting a D-scythe Wraith unit in the webway with a Warlock. He casts Quicken to get them in range. They shoot, with an option of using Fire and Fade. Two units in the webway is 3cp, but it can be impactful.
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![[Post New]](/s/i/i.gif) 2018/12/29 21:52:36
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Fifty wrote:I have had success putting a D-scythe Wraith unit in the webway with a Warlock. He casts Quicken to get them in range. They shoot, with an option of using Fire and Fade. Two units in the webway is 3cp, but it can be impactful.
You can make it cheaper on CPs if you give the Warlock the Alaitoc Relic, Shiftshroud of Alanssair. Or even just put the Warlock on a Jetbike and Advance him towards wherever the Scytheguard appear.
Having said that, I don't much fancy this tactic. Quicken has a WC7 meaning you only have just over a 50% chance of pulling it off and you can bet your opponent will try to Deny it. The problem is that if it goes wrong, your expensive Scytheguard are going to be left swinging in the breeze and you can bet your opponent will do everything in their power to make sure you won't get so good a chance again.
In any case, I thought this was not legal. Didn't the March FAQ ban further movement after arriving from Reserves after Chaos players started abusing Warp Time?
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2018/12/30 01:28:23
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Combat Jumping Rasyat
East of England
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You can't quicken a unit that's deepstruck that turn, so that combo doesn't sound legal.
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![[Post New]](/s/i/i.gif) 2018/12/30 01:58:02
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Hissing Hybrid Metamorph
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Karhedron wrote: Tiberius501 wrote:[Thanks for the advice, luckily I built by current Wraithlord with that loadout, unluckily my Wraithknight has duel heavy wraith cannons. But I'm thinking I might do half wraith host, half guardian style units (tanks, defenders, wind riders, etc.) to fill in the anti-infantry role and works for my Craftworld's fluff.
Dual Wraithcannon is a bit over-costed and the lack of an invulnerable save can hurt but at least it is not as bad as it was. Stick some shoulder guns on and run him on a flank where he can use his range and mobility to bust tanks while avoiding the worst of enemy reprisals.
Still overpriced compared to most Imperial Knights but at least he is easier to buff with Psykers and/or Autarch.
Wow, I hadn't realised how good the suncannon was, I just took the anti-tank option without really looking at the others... that and 2 scatter lasers seems pretty damn nice with the 5++ as well. Hmm, I'm gunna have to try and break these guns off now!
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This message was edited 1 time. Last update was at 2018/12/30 01:58:27
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![[Post New]](/s/i/i.gif) 2018/12/30 08:08:21
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Unshakeable Grey Knight Land Raider Pilot
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Good way to think about the Suncannon WK, its just a Sword and board WK that you pay +30 points for to have an extra shooting attack. The feet are better or the same in close combat than the sword in 95% of situations anyway, so its still a close combat optimized WK really.
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![[Post New]](/s/i/i.gif) 2018/12/30 09:54:11
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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There was a really good article on frontline gaming a while ago about Wraithguard; my take away from it (maybe not the exact intent of the author mind!) was the D-Scythe dudes are great targets for “Matchless Agility” as the scythes are assault weapons anyway, and hit automatically. If you include the 3.5” disembarkation from a Wave Serpent (because it’s “within” and not “completely within”, and they have 40mm bases), any turn they start in a transport, and you have 1CP to burn, they have a threat range of 3.5+5+6+8=22.5” without having to rely on a Quicken going off.
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![[Post New]](/s/i/i.gif) 2018/12/30 15:44:50
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Screaming Shining Spear
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Trashpanda.
Even though the Seer is now cheap....he has drawbacks.
T7 and 12 wound targetable model with mostly junk psychics.
They say with the new wraith strategems he could have a purpose.
expensive HQs tend to buff this edition AS WELL as fight. So you need to find more than 1 roll for him.
I love the Distortion Cannon, but the short range hurts. If games had loads of los blocking terrain he would be great.
Alas most boards cannot conceal a ripper swarm in 8th
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koooaei wrote:We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice. |
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![[Post New]](/s/i/i.gif) 2018/12/30 15:48:23
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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grouchoben wrote:You can't quicken a unit that's deepstruck that turn, so that combo doesn't sound legal.
Is that in an FAQ? I must have missed it.
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![[Post New]](/s/i/i.gif) 2018/12/30 16:08:01
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Swift Swooping Hawk
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admironheart wrote:Trashpanda.
Even though the Seer is now cheap....he has drawbacks.
T7 and 12 wound targetable model with mostly junk psychics.
They say with the new wraith strategems he could have a purpose.
expensive HQs tend to buff this edition AS WELL as fight. So you need to find more than 1 roll for him.
I love the Distortion Cannon, but the short range hurts. If games had loads of los blocking terrain he would be great.
Alas most boards cannot conceal a ripper swarm in 8th
Sadly IA:xenos stilll remain largely ignored and barely updated aside minor codex releases, so Wraithseer is stuck with Spirit Host keyword and without Wraith Host or Wraith Construct ones so the new stratagems/detachment from nihilus are useless for him.
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This message was edited 1 time. Last update was at 2018/12/30 16:08:35
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![[Post New]](/s/i/i.gif) 2018/12/30 17:00:33
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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Fifty wrote: grouchoben wrote:You can't quicken a unit that's deepstruck that turn, so that combo doesn't sound legal.
Is that in an FAQ? I must have missed it.
Main FAQ, page 5. It's not in magenta any more, so it's been that way for a while.
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![[Post New]](/s/i/i.gif) 2018/12/30 22:42:01
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Combat Jumping Rasyat
East of England
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Give me your opinions, oh collective, on two alternative buys: 3 support platforms vs 3 war walkers. My starter-CWE force as it currently stands is: 20 Guardians 10 DAs 10 Scouts 6 Fire Dragons 6 Banshees 6 swooping hawks 3 shining spears/windriders 2 hemlocks/CHEs 1 Wraithknight 1 Wraithlord 5 WG/WBs Wave Serpent Avatar & HQs. I want to be able to plug in a small gunny unit to various lists. I like the look of Star Walkers (nice profile, fairly resilient, now cheap) and Shadow Weavers (cheap indirect fire, I play a lot of ITC). Both have their merits. Which would you buy & paint first? Many thanks in advance.
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This message was edited 1 time. Last update was at 2018/12/30 22:42:41
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