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2018/12/30 22:46:03
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
3 War Walkers magnetised will serve you better in more situations than some vibro cannon support platforms. The walkers also scale better in terms of what points you play at and can deep strike which is a good option too!
NuhJuhKuh wrote: 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.
Ah, nice tip. But lol this and Lightning Fast Reflexes working on Wraithguard is so unfluffy. Didn't Wraithguard even have special rules for how slow they were in previous editions?
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2018/12/31 07:37:33
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Their base movement is still the lowest in the codex if memory serves, you can help overcome this with strategies and powers but they're slow by craftworlds standards.
The sword blades are decent anti hoard, especially when used as iyanden with the psytronome, a unit of ten giving 40 attacks on the charge, I think 70 with the psytronome on the charge, they chew through a lot of chaff.
2018/12/31 08:05:51
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I have noticed a lot of MInd War in the recent lists.
I love the power in theory but have yet to find it useful on tabletop.
My problems are 1) too few enemy characters 2) characters are way across the board and too fare away.
I think with a Hemlock, warlock power, maybe some DE allies and such you could wreck some enemies, but I just haven't seen it.
I used to love Fortune but recently have been taking Executioner to clear out some chaff. Most opponents wont try to nullify it as they want to take out Doom.
Speaking of Doom. Have you seen or fielded an elder Farseer without it this edition???
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.
2019/01/03 04:41:32
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Been tinkering with various Ynnari / Craftworld / Coven / Kabal lists over the past year and my ADHD has me wanting to incorporate more Harlequin components into a list. My question is actually around Support Weapons, specifically with Shadow Weavers. If I'm not mistaken, you could theoretically have up to 9 support units (3 squads of 3 units). As I've never used them before, my second question is that after deployment, each support weapon ostensibly becomes its own unit for purposes of declaring firing or being selected for psychic powers.
So in this instance, it would be to babysit the support weapons with an autarch as opposed to trying to cast Guide on them.
The list I've been tinkering with incorporates some pretty durable elements from coven for board control, fire support, objective holding, and psychic support from the Craftworlds detachment, and then some additional shenanigans from the Harlequins detachment.
You're correct, you can take three squads of three which then act independently after deployment, but they must be deployed in their squads.
Automatically Appended Next Post: I think mind war could work with a warlock and farseer on bikes in an aggressive list. Give the warlock embolden to buff the seer to give him 11LD, give the seer mind war and doom, throw in a hemlock for the additional minus two and things like company commanders or orks will have a tough time of it. You've always got smite if there's nothing in range. It's not the optimal option but it's not bad.
This message was edited 1 time. Last update was at 2019/01/03 09:03:22
2019/01/03 14:35:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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.
Yeah being targetable is a pain, it's a shame but I'm going to try it out in some friendlies anyway. I just want to get the thing into combat and chop something up.
2019/01/03 16:29:21
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Been tinkering with various Ynnari / Craftworld / Coven / Kabal lists over the past year and my ADHD has me wanting to incorporate more Harlequin components into a list. My question is actually around Support Weapons, specifically with Shadow Weavers. If I'm not mistaken, you could theoretically have up to 9 support units (3 squads of 3 units). As I've never used them before, my second question is that after deployment, each support weapon ostensibly becomes its own unit for purposes of declaring firing or being selected for psychic powers.
So in this instance, it would be to babysit the support weapons with an autarch as opposed to trying to cast Guide on them.
The list I've been tinkering with incorporates some pretty durable elements from coven for board control, fire support, objective holding, and psychic support from the Craftworlds detachment, and then some additional shenanigans from the Harlequins detachment.
Thanks for the help in advance!
So maybe drop the second group of shadow weavers and add an autarch? If the Autarch is your warlord you also can attempt to regen some CPs (and even more likely if Ulthwe using the Trait)
2019/01/03 21:43:20
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Been tinkering with various Ynnari / Craftworld / Coven / Kabal lists over the past year and my ADHD has me wanting to incorporate more Harlequin components into a list. My question is actually around Support Weapons, specifically with Shadow Weavers. If I'm not mistaken, you could theoretically have up to 9 support units (3 squads of 3 units). As I've never used them before, my second question is that after deployment, each support weapon ostensibly becomes its own unit for purposes of declaring firing or being selected for psychic powers.
So in this instance, it would be to babysit the support weapons with an autarch as opposed to trying to cast Guide on them.
The list I've been tinkering with incorporates some pretty durable elements from coven for board control, fire support, objective holding, and psychic support from the Craftworlds detachment, and then some additional shenanigans from the Harlequins detachment.
Thanks for the help in advance!
So maybe drop the second group of shadow weavers and add an autarch? If the Autarch is your warlord you also can attempt to regen some CPs (and even more likely if Ulthwe using the Trait)
Thanks that's good advice.
I've taken the Shadowseer out and downgraded to a Troupe Master and cut back a few wracks to fit in the Autarch
I’m thinking I’ll run it with my Farseer Skyrunner to 1) keep up with him and be an ablative shield 2) benefit from “Natural Leader” and get shooting re-rolls on everything.
That said, how should I arm them? Star cannon & twin catapults are dead cheap at 55pts post CA2018, but is it worth giving one Vyper either a Bright Lance or EML to fight different targets?
FWIW I typically run my Farseer with DOOM, Executioner and the Beil-Tan psyker relic.
Cheers all!
2019/01/04 16:27:00
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
NuhJuhKuh wrote: Santa was good to me and I got a Vyper squadron!
I’m thinking I’ll run it with my Farseer Skyrunner to 1) keep up with him and be an ablative shield 2) benefit from “Natural Leader” and get shooting re-rolls on everything.
That said, how should I arm them? Star cannon & twin catapults are dead cheap at 55pts post CA2018, but is it worth giving one Vyper either a Bright Lance or EML to fight different targets?
FWIW I typically run my Farseer with DOOM, Executioner and the Beil-Tan psyker relic.
Cheers all!
I have my three equipped with dual Shuriken cannons, which is going to be especially good for you as Biel-Tan. At 60 points, they are the same shots as 2x Shuriken Cannon windriders, but their survivability goes through the roof for a measly 4 points.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2019/01/04 16:38:31
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I did consider that, but felt that it would be a waste of “Natural Leader” if they’re accompanying my Farseer. Also, I’ve just put together three classic Warwalkers with that configuration to take advantage of “Battle Focus” and indeed the BielYan trait
2019/01/04 18:35:52
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
NuhJuhKuh wrote: I did consider that, but felt that it would be a waste of “Natural Leader” if they’re accompanying my Farseer. Also, I’ve just put together three classic Warwalkers with that configuration to take advantage of “Battle Focus” and indeed the BielYan trait
I think you'd be better off having that Farseer accompany the Walkers as they are a bit more survivable. The problem with vypers and even walkers with heavy weapons is the negative to hit for moving and shooting, and vypers are too mobile to sit still in my opinion.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2019/01/06 05:58:34
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
At ITC, what's people thoughts on Axe Guard vs Dual Sword Guard? I'm fine tuning my list (getting close) and wondering if I should take the cheaper swords to take on a horde opponent or the aze shield to be more tanky.
here's where I am currently...
Farseer skyrunner 132
Fire Prism 157
Fire Prism 157
3 Shadow Weavers 111
Hemlock 210
Hemlock 210
Harlequin auxiliary
6 Skyweavers, 5 glaives 300
The thought above is Protect on the Spiritseer and Fortune on the Farseer to make the axe guard really tanky. If I go dual sword instead, I'd opt for Empower on the Spiritseer to make the swords get more wounds through (and it's cast on a 6+, weird), take a cheaper warlock instead of Yriel, giving me 8 more Guardians for the squad, aiming them a more useful webway option.
NuhJuhKuh wrote: I did consider that, but felt that it would be a waste of “Natural Leader” if they’re accompanying my Farseer. Also, I’ve just put together three classic Warwalkers with that configuration to take advantage of “Battle Focus” and indeed the BielYan trait
I think you'd be better off having that Farseer accompany the Walkers as they are a bit more survivable. The problem with vypers and even walkers with heavy weapons is the negative to hit for moving and shooting, and vypers are too mobile to sit still in my opinion.
That's why I'd go with your dual shuricannon option for the Vypers, no negative to hit, full rerolls from Farseer trait. Leave the hvy weapons for the warwalkers IMHO, unless you plan to outflank. But if going Biel Tan, more shuriken ain't all that bad Take your heavy weapons on prisms and fliers.
This message was edited 1 time. Last update was at 2019/01/06 06:02:23
2019/01/06 09:35:05
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
With the Wraithblades I think it's a toss up. They've both done very well for me, in my last game I took both against a custodes army and they were great. I was running my altansar force as iyanden with the psytronome and they both got charges off and chopped up the imperiums finest with applomb. That and some lucky mortal wound output resulted in a turn three tabling.
2019/01/13 05:23:59
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
How many use detachments from more than one trait?
I normally use 2
I really missed the Codex: Craftworlds that introduced the first SwordWind, Wraith, WildRider, etc and Court of the King rules.
WHAT I REALLY LIKED ABOUT that codex was that it implied that Each Craftworld specialized in a certain FORMATION of their units. But most craftworlds had Wraith Units and SwordWind units, Pathfinder formations, etc.
So it was understood there could be a version of the 'black guardians' on some craftworld named XYZ that would work in their Detachment like an Ulthwe one, but they could then bring in their own SwordWind Detachment and a Patrol of their Wild Rider jet bike units.
I don't like that the current edition seems to make you 'ally' different craftworlds if you want different Traits.
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.
2019/01/14 19:07:01
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Q: If a unit of Wraithblades is targeted by the Psytronome of
Iyanden relic and the Wrath of the Dead Stratagem, what is
their Attacks characteristic that phase?
A: 5. When modifying characteristics you always apply
any multiplication or division (rounding fractions up)
before applying any addition or subtraction.
Well, that sucks, and i doubt they'll adjust their faq on how +1 strength and power fists work to mirror it.
At least they've also prevented ynnari from using the new detachments. That could have gotten bad, real fast
2019/01/14 20:38:38
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Would you consider spamming 9 vibro cannon support weapons? For 360 pts you get 45 T5 wounds with an average of 18 auto cannon type shots at 48" range with the consecutive shot bonuses on top. That's a lot of potential damage against T7 tanks and elite infantry, even against knights they'll chip away with the advantage of preventing things like gallants from advancing.
I've got three vibro and six d-cannons I could proxy, might have to give it a try soon.
2019/01/15 01:09:21
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
LoS is a problem for them, they are great weapons honestly, (the rules for them at least, +1 AP and to wound, so always -3ap 2+ to wound) but they dont move and must have good LoS in which they have LoS to you too.
Might try them in one big blob with an autarch, they're a bit bigger footprint than a landraider according to my rough comparison and can all fit within buff range just.
Because they're so cheap you can get a lot of other toys too. If they try to take down the vibros that keeps things like flyers and prisms safe, if you're alaitoc 9 support weapons shouldn't go down too quickly.
2019/01/15 03:33:13
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
slave.entity wrote: Curious how that maths against reapers. They're tougher but reapers are more accurate and can fire and fade with a much smaller footprint to boot.
I chucked some numbers into Mathhammer8thed.com.
9 Vibrocannons with an Autarch will expect to do 11 damage to a knight type target. This better than Reapers who expect 7.8 wounds, but is shy of 3x Fire Prisms (+Stratagem) who expect 12.6 wounds, and are about the same cost as 9 guns + Autarch.
The Vibro cannons do prevent advance, but Fire Prisms don't all need LOS and have better chaff killing with the dispersed fire mode.They can also fly out of combat, whereas if a Support battery blob gets caught in melee, theyre pretty much gone for the game. Vibro-cannons are still a bit meh when not focus-firing all on one target.
2019/01/15 09:32:03
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
The fact that they count as nine separate units is quite interesting.
They can give away a lot of kill points, which isn't great obviously.
But the fact that they are separate units makes them potentially difficult to judge for the opponent to assign firepower to take them down compared to bigger single targets. Also they are not that easy to pin down in melee, because they are separate units.
Automatically Appended Next Post: What do you think of this list?
My only problem with your list is board presence. 3 units of 3 Windriders helps, but, you have nothing backing them up should they die turn 1 or 2 as your Fire Prisms want to stay hidden and your Vibro Cannons won’t be moving. Going first you can do some serious damage, but if you fail to kill that Castellan or allow that unit of 30 Boyz to use Da Jump right at you, then there isn’t much left that you can do in the following turns as you’ll be on the back foot struggling to pick up either Eternal War, Maelstrom or ITC points.
2019/01/15 12:38:30
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I know what you mean, I'd probably not deploy the rangers until I have to to allow them to grab objectives late on if possible.
Maybe scatter laser warwalkers instead of the windriders would be a bit more survivable but I'd lose firepower.
The prisms and vibros can do anti infantry but it's not ideal.