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2019/02/04 16:47:39
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I did not get to play the winner of our tournament. Apparently he is rated 15 or something like that at ITC.
I glanced at his list. It was like 30 pink horrors, 2 units of 28 plabue bearers each, 2 daemon princes of Tzeench and some other stuff that I'm not familiar with.
How would you fight an army like that?
This message was edited 1 time. Last update was at 2019/02/04 16:48:06
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.
2019/02/05 00:17:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
admironheart wrote: I did not get to play the winner of our tournament. Apparently he is rated 15 or something like that at ITC.
I glanced at his list. It was like 30 pink horrors, 2 units of 28 plabue bearers each, 2 daemon princes of Tzeench and some other stuff that I'm not familiar with.
How would you fight an army like that?
Not an Eldar player but I’m curious what the list was. What you named is less than 1100 points though so some important bits are probably missing.
2019/02/05 01:42:36
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I know he had like a character/champion and about 8 chaos terminators.and some sorcerors...Probably more but I cannot recal.
Now I think he Had an Unlcean One and perhaps another Nurgle demon.
Automatically Appended Next Post: Oh and how he referenced it ....I don't think that was his competitive list.....but look up top players in ITC, Look for a Nurgle guy and I'm sure you could find something close.
I just know that big mobs of anything are hard to take down. Horrors that split and Plague Bearers are just rouch....Especially if your worried about the big monsters while the rest claim all the objectives. From his list I think you have a hard time scoring points as he only has a limited number of things to target....so you would have to go for board/objective control and that is going to be hard with 100+ guys that don't drop too easily.
This message was edited 2 times. Last update was at 2019/02/05 01:47:15
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.
2019/02/05 16:05:19
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Hello all. So I've been a long time chaos player but found myself looking for a new army. Ended up choosing Eldar and picked up 2 of the previous starter boxes. But this has left me needing to pick some troops to fill a battalion.
At the moment have farseer skyr, warlock skyr, 6 wind riders, 2 fire prisms. About 750 pts.
Was thinking at least 1 unit ranger (how big is good?). But from there lost with balancing boots on the ground to keep bikes from bring only target. Plus how to getting troops up fields to claim other objectives
Any thoughts would be great.
2019/02/05 18:57:40
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
A unit of rangers is fine and one or two units is a perfect and cheap pick up. You could also add in a unit or 2 of guardian defenders in 20 man blobs and put them in the Webway to shock your opponent, or to storm guardians with fusion guns in wave serpeants.
2019/02/06 01:40:07
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Might have just found out how Sean Nayden's Yncarne list works... in a YouTube comment of all places. Turns out it's pretty format-specific.
MUST READ ABOUT WEIRD YNARI LIST!! I dont want to blow up anyone's spot but I did have the pleasure of playing Sean Nayden with a very VERY similar list to the one you cant figure out this past weekend and it plays very weird indeed.... Basically ALL the characters sit back hopefully in a magic box with the 20 guardians around them so they cant be targeted. They are in the box so all the non LOS needing infantry that can shoot them just goes on the turrets and they fill the whole box so they cant be charged.... The two wych squads go to deepstrike with the spears and rangers and the last wych squad just chills with the characters or sits on an objective. The rangers will come down turn 2 for a secondary defensive screen and objective sitter. the Yncare pops up if need be the disrupt and the wychs and spears come down and tri tip screening units to stay safe from shooting and just be annoying and the bikes just kill everything... it is a list that tries to nullify the shooting phase as much as possible and come back late game... very weird i had trouble playing against it with knight and guard for sure but im no pro and Im sure this has other strats against other armies... it was dirty... HOPE YOU SEE THIS MAN ITS SUPPER COOL.
---
2019/02/06 06:24:58
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
don't know what he means by "can't be charged", that isn't a thing I don't believe. You will simply fight through the walls vs the Guardians.....and probably chew through them easily. That's my understanding anyway. i think there was an issue last year with model placement and walls, but was addressed with just can discount the wall and strike at contents.
This message was edited 1 time. Last update was at 2019/02/06 06:26:06
2019/02/06 06:35:29
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Reminds me of a Necron list I heard about that apparently won an event using 3 Necron Seraptek Heavy Constructs that would just sit on buildings and shoot all game while being immune to charges. I don't know exactly how this would work except judging by the model I could maybe see players abusing model placement rules by sitting the body on top of a building and leaving the legs dangling over. That would guarantee no room for 2nd floor charges while also keeping it relatively easy to balance the model on different building shapes/sizes.
There are definitely some silly things we can do with terrain when it comes to GW's ruleset. I don't have enough experience with ITC magic boxes to comment there.
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2019/02/06 18:30:10
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
bullyboy wrote: don't know what he means by "can't be charged", that isn't a thing I don't believe. You will simply fight through the walls vs the Guardians.....and probably chew through them easily. That's my understanding anyway. i think there was an issue last year with model placement and walls, but was addressed with just can discount the wall and strike at contents.
This is probably that ITC nonsense where there are buildings that completely block LOS.
Automatically Appended Next Post:
slave.entity wrote: There are definitely some silly things we can do with terrain when it comes to GW's ruleset. I don't have enough experience with ITC magic boxes to comment there.
This is not GW's rule set. ITC has its own made up rule that there have to be pieces of terrain that COMPLETELY block LOS. Can't see into or out of the building.
This message was edited 1 time. Last update was at 2019/02/06 18:31:42
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2019/02/07 04:36:00
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
bullyboy wrote: don't know what he means by "can't be charged", that isn't a thing I don't believe. You will simply fight through the walls vs the Guardians.....and probably chew through them easily. That's my understanding anyway. i think there was an issue last year with model placement and walls, but was addressed with just can discount the wall and strike at contents.
This is probably that ITC nonsense where there are buildings that completely block LOS.
Automatically Appended Next Post:
slave.entity wrote: There are definitely some silly things we can do with terrain when it comes to GW's ruleset. I don't have enough experience with ITC magic boxes to comment there.
This is not GW's rule set. ITC has its own made up rule that there have to be pieces of terrain that COMPLETELY block LOS. Can't see into or out of the building.
Can't see in them, but I don't think there are any reasons they can't be charged, even if no physical contact possible.
2019/02/07 08:09:36
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
bullyboy wrote: don't know what he means by "can't be charged", that isn't a thing I don't believe. You will simply fight through the walls vs the Guardians.....and probably chew through them easily. That's my understanding anyway. i think there was an issue last year with model placement and walls, but was addressed with just can discount the wall and strike at contents.
This is probably that ITC nonsense where there are buildings that completely block LOS.
Automatically Appended Next Post:
slave.entity wrote: There are definitely some silly things we can do with terrain when it comes to GW's ruleset. I don't have enough experience with ITC magic boxes to comment there.
This is not GW's rule set. ITC has its own made up rule that there have to be pieces of terrain that COMPLETELY block LOS. Can't see into or out of the building.
Can't see in them, but I don't think there are any reasons they can't be charged, even if no physical contact possible.
ITC brought out a new ruling for their enclosed buildings. Essentially, if you can make it into 1” range you make the charge, even if the model charging can’t physically fit, due to a wall. Apparently, you just count as being “in the wall” of all intent and purpose. The physical model just remains on the other side of the wall.
So, even if the building is full, or they’ve left a gap that is too small for your models bases, you can still complete the charge and fight.
It’s a bit dumb, but, then again, the whole enclosed ruins thing is a bit dumb imo.
2019/02/07 12:22:56
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I'm curious why ITC went out of their way to create their magic bunker rules. It's cool to see Yncarne winning tournaments but I'd definitely be a little disappointed if the list only works due to magic bunkers.
---
2019/02/07 13:07:40
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
slave.entity wrote: I'm curious why ITC went out of their way to create their magic bunker rules. It's cool to see Yncarne winning tournaments but I'd definitely be a little disappointed if the list only works due to magic bunkers.
Simply because they make terrain that represents enclosed buildings, and have publicly said that they’ve invested too much time and money into their development and creation, to either drop or change them, so, instead the rules change for them.
2019/02/07 15:08:18
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
slave.entity wrote: I'm curious why ITC went out of their way to create their magic bunker rules. It's cool to see Yncarne winning tournaments but I'd definitely be a little disappointed if the list only works due to magic bunkers.
Simply because they make terrain that represents enclosed buildings, and have publicly said that they’ve invested too much time and money into their development and creation, to either drop or change them, so, instead the rules change for them.
To be fair, slightly more robust rules for holding buildings would be terrific for 40k, and would be something that really helps differentiate infantry from everything else. I really like the ITC rules albeit up to the point people try gaming them soooooo hard.
One of the rare things I do like more about Bolt Action though is holding proper buildings.
11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted)
2019/02/07 16:53:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
slave.entity wrote: I'm curious why ITC went out of their way to create their magic bunker rules. It's cool to see Yncarne winning tournaments but I'd definitely be a little disappointed if the list only works due to magic bunkers.
Simply because they make terrain that represents enclosed buildings, and have publicly said that they’ve invested too much time and money into their development and creation, to either drop or change them, so, instead the rules change for them.
To be fair, slightly more robust rules for holding buildings would be terrific for 40k, and would be something that really helps differentiate infantry from everything else. I really like the ITC rules albeit up to the point people try gaming them soooooo hard.
One of the rare things I do like more about Bolt Action though is holding proper buildings.
Terrain Guidelines
In ITC events using any missions, the following modification to Ruins type terrain should be used: Ruins: For this event, the bottom level walls of all ruins are considered to block LoS even if they do not actually do so. This means existing openings in them such as those created by windows, doors, bullet holes, etc. block LoS. This rule does not mean the players create walls where none existed. If in doubt as to where to define these barriers, clarify with your opponent before the game begins.
That garbage is why I will not play ITC. If they want their terrain to function as complete LOS blocking terrain, it WYSIWYG, then fine. But don't make all ruins LOS blocking. That's just dumb. Also forcing that onto every table gives armies with the ability to shoot regardless of LOS a massive advantage.
We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k
2019/02/08 21:21:20
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
slave.entity wrote: I'm curious why ITC went out of their way to create their magic bunker rules. It's cool to see Yncarne winning tournaments but I'd definitely be a little disappointed if the list only works due to magic bunkers.
Simply because they make terrain that represents enclosed buildings, and have publicly said that they’ve invested too much time and money into their development and creation, to either drop or change them, so, instead the rules change for them.
To be fair, slightly more robust rules for holding buildings would be terrific for 40k, and would be something that really helps differentiate infantry from everything else. I really like the ITC rules albeit up to the point people try gaming them soooooo hard.
One of the rare things I do like more about Bolt Action though is holding proper buildings.
Terrain Guidelines
In ITC events using any missions, the following modification to Ruins type terrain should be used: Ruins: For this event, the bottom level walls of all ruins are considered to block LoS even if they do not actually do so. This means existing openings in them such as those created by windows, doors, bullet holes, etc. block LoS. This rule does not mean the players create walls where none existed. If in doubt as to where to define these barriers, clarify with your opponent before the game begins.
That garbage is why I will not play ITC. If they want their terrain to function as complete LOS blocking terrain, it WYSIWYG, then fine. But don't make all ruins LOS blocking. That's just dumb. Also forcing that onto every table gives armies with the ability to shoot regardless of LOS a massive advantage.
Totally disagree, and I'm playing here. The game is much better with LOS blocking terrain, you should have to move to compete. The tables/rules have been great so far.
2019/02/09 05:52:05
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
slave.entity wrote: I'm curious why ITC went out of their way to create their magic bunker rules. It's cool to see Yncarne winning tournaments but I'd definitely be a little disappointed if the list only works due to magic bunkers.
Simply because they make terrain that represents enclosed buildings, and have publicly said that they’ve invested too much time and money into their development and creation, to either drop or change them, so, instead the rules change for them.
To be fair, slightly more robust rules for holding buildings would be terrific for 40k, and would be something that really helps differentiate infantry from everything else. I really like the ITC rules albeit up to the point people try gaming them soooooo hard.
One of the rare things I do like more about Bolt Action though is holding proper buildings.
Terrain Guidelines
In ITC events using any missions, the following modification to Ruins type terrain should be used: Ruins: For this event, the bottom level walls of all ruins are considered to block LoS even if they do not actually do so. This means existing openings in them such as those created by windows, doors, bullet holes, etc. block LoS. This rule does not mean the players create walls where none existed. If in doubt as to where to define these barriers, clarify with your opponent before the game begins.
That garbage is why I will not play ITC. If they want their terrain to function as complete LOS blocking terrain, it WYSIWYG, then fine. But don't make all ruins LOS blocking. That's just dumb. Also forcing that onto every table gives armies with the ability to shoot regardless of LOS a massive advantage.
Totally disagree, and I'm playing here. The game is much better with LOS blocking terrain, you should have to move to compete. The tables/rules have been great so far.
Edit: Most people (apparently) have no problem with ruins being LOS blocking, that's not the issue. The ITC's stance on terrain has been really good for gameplay in my group, much better than GW and its skeleton scaffolding 'terrain' kits at the very least.
But if a unit can be positioned so it is completely immune to being assaulted (and/or shot?) while in a ruin as some have said, then there's a problem.
This message was edited 1 time. Last update was at 2019/02/09 05:54:25
2019/02/09 08:26:33
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
admironheart wrote: What does a Footdar army with an Avatar or Asurmen look like?
Do you go with Bieltan?
Even though it is Footdar do you use 5 or 6 Wave Serpents to deliver your cargo of Dire Avengers +?
It's not hyper competitive but it works well. Especially with the avatar's morale buff allowing for maxed out units which helps with buffs etc.
Personally I think serpents are a bit expensive for transporting avengers, throwing some fire dragons inside makes more sense to me. Or you can just go entirely infantry based with webway strike.
Biel tan is definitely the way to go, avengers take down screens better than most, free re-roll ones makes them even better.
2019/02/09 20:59:29
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Guys, I am back into the game for 8th edition for the first time. I played and stopped a little after beginning of seventh. I decided to delve back into the game with eldar. I currently own 40 guardians (w/ 4 Shuriken cannons/4 bright lances) 40 storm guardians (8 have fusions guns) 15 dire avengers, avatar, Eldrad, 3 warlocks, Spiritseer, 10 Wraithblade (axes and shields) 4 wave serpeants, 1 heavy weapon platform (not built so can make into anything). What’s the most competitive build I can probably do? Obviously running elthwe. I know, alaitoc is supreme, but I love the lore, love Eldrad and like to be different.
2019/02/09 21:57:22
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Eldrad is good. Sometimes you may want a Farseer. Sometimes you may want both. I would pick up a Generic Farseer and an Autarch of some manner. The free rerolls are almost as good as Doom.
Doom is your MVP in every game.
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.
2019/02/10 04:27:06
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
General question- a few pages back I was told that Banshees just weren't worth the points. In a 2000pt game what would you use to fill the elite slots required by a brigade detachment or do you never build to the brigade level?
2019/02/10 04:58:05
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I was wondering if an asurmen + avatar lead footdar list was viable working around a core of maybe 30 dire avengers and I'd toss in some other aspects though I haven't figured out just quite yet what.
2019/02/10 05:02:30
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Leo, I have banshees in my list almost every game.
I have played too many 'flamer' type deamon and other lists that just wreck my hth units.
I normally have a Wraithlord, AutarchSkyrunner, or Wraithblades. If you do not have a sacrificial WaveSerpent then I find that my hard hitting units will sometimes run up agains things like Knights or above that will chew them up on overwatch.
I like the Index Banshee mask or the actual unit of Banshees to prevent overwatch. Anything else is just a bonus.
KEEP in mind that the Exarch will make the enemy less of a threat to the Banshees with War Shout. I forget that so often.
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.
2019/02/10 13:39:30
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
It's the same Yncarne list he's been running. I posted about it a couple of days ago. Hopefully we get to see it on stream today.
slave.entity wrote: Might have just found out how Sean Nayden's Yncarne list works... in a YouTube comment of all places. Turns out it's pretty format-specific.
MUST READ ABOUT WEIRD YNARI LIST!! I dont want to blow up anyone's spot but I did have the pleasure of playing Sean Nayden with a very VERY similar list to the one you cant figure out this past weekend and it plays very weird indeed.... Basically ALL the characters sit back hopefully in a magic box with the 20 guardians around them so they cant be targeted. They are in the box so all the non LOS needing infantry that can shoot them just goes on the turrets and they fill the whole box so they cant be charged.... The two wych squads go to deepstrike with the spears and rangers and the last wych squad just chills with the characters or sits on an objective. The rangers will come down turn 2 for a secondary defensive screen and objective sitter. the Yncare pops up if need be the disrupt and the wychs and spears come down and tri tip screening units to stay safe from shooting and just be annoying and the bikes just kill everything... it is a list that tries to nullify the shooting phase as much as possible and come back late game... very weird i had trouble playing against it with knight and guard for sure but im no pro and Im sure this has other strats against other armies... it was dirty... HOPE YOU SEE THIS MAN ITS SUPPER COOL.
---
2019/02/10 17:07:38
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!