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2019/09/07 14:48:56
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Tyranid Horde wrote: For those who run Night Spinners, how many do people run? I'm usually running triple fire prisms but I could make space for a few spinners.
IMHO - Night Spinners as a concept is cool. Gamewise I have found them situational.
Give them the Skathach Wraitknight version of the cannon, and I would auto-include
No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester The Gatling Guns have flamethrowers on them because this is 40k - DOW III
2019/09/07 16:39:39
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Maxamato wrote: If you play Mechdar on a competitve level, what should be included (beside if serpents, of course)?
I can't say how competitive it would be in larger events, but I run 6 Serpents with CTM and 1-2 Autarchs. I also like Crimson Hunter Exarch in the list (2000 pts).
I am lacking indirect fire which I found is especially importantin ITC format. Need to solve that issue.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
2019/09/08 03:04:42
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
In competitive eldar, running an air wing of 3x crimson hunters exarchs is a must. Most lists can't hurt them and they are the ultimate tank hunters and character assassins. Even better if you can support them with a hemlock in a separate detachment.
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2019/09/08 07:44:51
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I can't say how competitive it would be in larger events, but I run 6 Serpents with CTM and 1-2 Autarchs. I also like Crimson Hunter Exarch in the list (2000 pts).
I am lacking indirect fire which I found is especially importantin ITC format. Need to solve that issue.
Thanks.
But why CTM? Which Weapons do you have on the Serpents?
I like the list. It is a lot more fliers than I anticipated , but they are extremely useful. How do the non Exarch CH perform? I have never used them before.
Your fliers provide the additional weapon variations I put on my Wave Serpents. I run 2 x Twin Scatter Lasers, 2x Twin Brightlances, and 2 x Twin Starcanon. All with underslung Cannon and CTM. With their mobility, I can set up to shots offsetting the -1 to hit penalty with CTM.
I've run 4 fliers max in the past but started dialing them back a bit when my opponent managed to remove all my non fliers, thus me losing the game. I've been a bit hesitant to run four again, but admit it is still quite a powerful build.
I wish Asurman was a bit cheaper. I try to include him, but I end up with too little left to cut out of the list to drop.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
2019/09/08 11:31:04
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
True for Asurmen because I will get i.e. an additional CH or 3 WW with Scatlaser. It is a difficult decision.
Haven't played the CH yet but from paper he looks good. So, also not sure. I could/should also include two more Serpents?
I have run the serpents similar to your's and that was good but the idea here is always to advance to get the -2 to hit.
So, in theory, all my vehicles were to hit with -2.
Another topic:
Has anyone tryed out to run 3 WK with HWC?
2019/09/08 11:41:53
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I can't say how competitive it would be in larger events, but I run 6 Serpents with CTM and 1-2 Autarchs. I also like Crimson Hunter Exarch in the list (2000 pts).
I am lacking indirect fire which I found is especially importantin ITC format. Need to solve that issue.
Thanks.
But why CTM? Which Weapons do you have on the Serpents?
Asurmen is here to provide a bit CC power and of his 4++ bubble. But isn't mandatory because he is expensive.
Also not mandatory are the CH I guess?
What do you think?
Are you putting the dire avengers in the serpents and rushing them forward to capture objectives? That's the only reason I'd take triple shuricannon serpents over scatter. I prefer scatter serpents with twin shuriken catapults because they're a lot cheaper and do better against horde units with invulns like genestealers or daemons. I'm not really concerned with shooting wave serpents at power armor so scatter lasers lacking AP isn't an issue. Wave serpents are there to clear chaff so 12 shots with the budget serpents is better than 9 shots with the shuricannons. Against power armor the starcannons on the CHE's will suffice.
The Asurmen pick with max units of dire avengers is interesting, but even with the 4++ I don't think they have the durability to position aggressively. Competitive Alaitoc really wants to hang back and pick off key targets from afar using scatter lasers, pulse lasers, and starcannons before swooping in to score points in the late game. So your troops units will generally be playing a defensive role and avoiding LOS while camping nearby objectives. And since that's the case, Asurmen won't really help the survivability of dire avengers because imperial guard mortar teams have no AP anyway and that's the only thing that should ever be firing at your objective holders. Even if you can't keep your troops out of LOS, a competitive opponent will rarely need to fire high AP weapons at T3/4+ units to kill them. All eldar troops die to any amount of anti-horde, invuln or not, due to their low toughness.
The other issue I'm seeing with this list is a distinct lack of units with jinx. Jinx is an incredibly powerful spell, perhaps nearly as powerful as doom or death hex which are the two most powerful offensive spells in the game. Bringing down a knight from a 4++ to a 5++ or a unit of plaguebearers from a 5++ to a 6++ WILL win you games. I'd consider dropping the crimson hunters and bringing a hemlock and a warlock skyrunner for jinx redundancy.
Automatically Appended Next Post: One additional point in favor of cheap scatter serpents over expensive shuricannon serpents: shuricannon serpents will almost certainly lose their Alaitoc bonus after they fire since they only have 24" range. There are TONS of scary enemy units that can cover that 12" distance in one turn and negate your Alaitoc trait which makes serpents SIGNIFICANTLY less durable and therefore significantly worse at performing their intended role of screening for your jetbike psykers.
This message was edited 3 times. Last update was at 2019/09/08 12:08:22
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2019/09/08 11:51:57
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Yeah, the idea was to “rush forward“ with the troops.
Regardeing Asurmen: I see your points there and it was also my concern.
Argh, true. Jinx is missing.
So, you mean drop Asurmen, the CH's and reduce the 10 DA to min sqaud? Instead I should include Hemlocks? Is one sufficent or should it be 3? Or would be multiple Skyrunner Warlocks enough?
One hemlock is sufficient since you can only cast jinx once. Competitive Alaitoc does not rely on hemlocks for damage because getting within 16" of an enemy unit to flame them with heavy d-scythes is often a death sentence for your fragile T6 3+ flyer with no Alaitoc bonus and no invuln.
Two units with jinx is plenty. Additional warlocks are of course always nice for conceal, protect, and quicken, but it might be tough to fit them in. With eldar psykers having redundancy on doom and redundancy on jinx is always a huge luxury because it allows you to position aggressively with one of your doomers/jinxers in the early game, and still have a backup doom/jinx in the late game.
EDIT: Yeah your new list is a LOT scarier. The CTMs on the serpents are perfect for the scatter lasers. You will shred their chaff and tanks from a nice, safe distance of 36" away while your opponent cries at not being able to hit anything in your army.
This message was edited 2 times. Last update was at 2019/09/08 12:03:28
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2019/09/08 12:06:54
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Jinx is also very important. Using Doom and Jinx is exceptional.
Remove Asurman and recommend a Skyrunner Warlock with Jinx.
You could split the DA squads to offer more objective camping and easier to stay out of LOS. Two squads can still start in a single Wave Serpent.
You are taking the -2 to be hit with your Wave Serpents when you advance , but they will also take a -1 to hit penalty as well. You may want to upgrade the Autarch to be a Skyrunner to assist with the Wave Serpents.
Left over points would be to upgrade CH to CHE. The reroll 1 to hit has been very important for me.
EDIT: I missed your updated list. I don't think you need the Warlock as you have the Warlock Skyrunner. I think one to two Wave Serpents should have Twin Brightlances.
This message was edited 3 times. Last update was at 2019/09/08 12:14:21
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
2019/09/08 12:11:00
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Is the minus 1 to hit enough for the serpents? I have always the feeling that is too less but I have played alot if Fliers in the past.
Vectored engines only makes sense if you have a serpent full of fire dragons or wraithguard, because if you're advancing serpents to get them closer to the enemy, then they will for sure lose their Alaitoc bonus. So -1 to hit with the serpent shield is basically as good as it gets
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2019/09/08 12:19:45
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
3 CHEs with doom/jinx is enough to pop a disco lord in one turn, easily. I did it yesterday. PB spam is always tricky for eldar but the same rule applies, doom/jinx it, shoot everything at it, and it dies.
The idea is to stay as far away from the enemy as possible to maximize your Alaitoc buff and reduce their numbers before they close in and start assassinating your psykers. Once your psykers are dead, plaguebearers, leviathan dreads, and knights become a serious problem so protect your psykers at all costs.
This message was edited 2 times. Last update was at 2019/09/08 12:27:53
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2019/09/08 15:26:21
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Overall, I like the list, but I very much enjoy mechanized Craftworld armies. The War Walkers are a nice addition. I don't know your local area, but my experience is that I would need more than three troop choices to hold and contest objectives. That would be my only consideration.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
2019/09/15 22:21:14
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I'm going to start 40k in a few days and was looking at what to buy first. I'm planning to spend around 200€ to start out, I was thinking about the Craftworlds army box, a box of guardians and rangers and a Warlock (is there any way to still get the model in the screenshot I have attached?) . Would this be decent to start out? Should give me around 1k points to start out and when I get used to the army hopefully the psychic awakening should have happened with some buffs to aspect warriors.
This message was edited 2 times. Last update was at 2019/09/15 22:22:18
2019/09/15 23:20:36
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Amorphium wrote: I'm going to start 40k in a few days and was looking at what to buy first. I'm planning to spend around 200€ to start out, I was thinking about the Craftworlds army box, a box of guardians and rangers and a Warlock (is there any way to still get the model in the screenshot I have attached?) . Would this be decent to start out? Should give me around 1k points to start out and when I get used to the army hopefully the psychic awakening should have happened with some buffs to aspect warriors.
Hey man!
Welcome to the grind. Congratulations on picking an awesome army!
Are you referring to the start collecting box ? (the one with wraiths 5x 1x wraith lord 1x farseer 1x War walker?)
Its basically the start collecting box + with the wave serpent and guardians as extra. Not sure if they sell this where you are from though. The wave serpent is very good unit and will offer a lot of flexibility!
I would suggest getting a skyrunner version of seer/warlock as well. If you pin/magnetise the head you can run it as either a seer or warlock. This warlock is no longer available from GW shop. But they have a very similar sculpt on their store: The rangers are a good choice, but bear in mind they are sadly finecast. Metal one son ebay can be found but tend to be a little bit more pricey. But if you are not bothered go the finecast route.
I would recommend giving eBay a serious considerations. people often re-sell unwanted new boxes of models or kits still on sprues/older kits. It can be a real treasure trove and allows you $$$ to go a bit further.
Hope this helps.
This message was edited 2 times. Last update was at 2019/09/15 23:21:46
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
Mechanized eldar is the only game in town for ITC.
You've got your mandatory air wing of crimson hunters exarchs, your core doom/jinx jetbike psykers, your minimum 3 squads of troops, and finally some amount of wave serpents/night spinners/hemlocks/normal crimson hunters to fill up the rest.
If you wanna get creative there are sometimes footdar-oriented builds involving a Yncarne, 2-3 death jesters, Maugan Ra, Eldrad Ulthran, and a battalion of shardnet wyches. But those lists are far more difficult to play and don't place nearly as highly as pure mechdar in ITC. 3 x 3 MSU tempest reapers still shows up sometimes but it's rare (which usually means, not great).
This message was edited 3 times. Last update was at 2019/09/16 14:34:44
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2019/09/16 14:37:11
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I have a CHE in the process of getting painted but it's not full assembled by a long shot so I was planning on going for 3 Fire Prisms, 3 Wave Serpents, jetseer support with a jetbike autarch as the core and filling things out from there.
I can't remember the last time I saw war walkers in a top placing ITC list. Profile-wise they are solid. But nothing in the eldar book beats an air wing of crimson hunter exarchs.
I've been playing the CHE air wing a lot recently and it's pretty apparent why they're so strong in ITC. The vast majority of units in 40k simply cannot interact with them, while they will just sit there at 36"-48" nuking hard targets in the early game and then flying behind enemy lines assassinating characters in the late game. Of the handful of units in the game that can actually threaten a CHE, the strongest weapons will be wasted on -3 to hit while the rest are wasted on -2 to hit. Each CHE easily tanks multiple knight crusaders worth of shooting.
This message was edited 3 times. Last update was at 2019/09/16 14:49:45
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2019/09/16 15:32:35
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Tyranid Horde wrote: I have a CHE in the process of getting painted but it's not full assembled by a long shot so I was planning on going for 3 Fire Prisms, 3 Wave Serpents, jetseer support with a jetbike autarch as the core and filling things out from there.
How do War Walkers do in ITC?
I'm used to play one squadron of 3, all starcannons. For just under 200 pts they are surprisingly resilient and versatile. Alaitoc and their forcefield can tank quite some hits and if your opponents tries to ignore them 12 starcannon shots can be very painful. Especially with some psi-support.
There are better units in our book but I still refuse to just triple crimson hunters/fire prisms/hemlocks and found that walkers can at least replace one of these slots. Have to admit, it's more for aesthetical than competitive reasons. My tradeoff to the hobby part of the game.
2019/09/16 16:20:25
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I wonder if cheap scatwalkers can be used to fill detachments, as a screening unit and a bait unit for enemy chargers. They're fairly cheap, have large bases and tougher than they look - that invul works even in CC. And even slightly faster than Sentinels for example.
This message was edited 1 time. Last update was at 2019/09/16 16:22:02
2019/09/17 08:26:59
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I'm planning to run three as shuriken cannon walkers to benefit from the Biel-Tan army trait and they don't receive any penalties from moving/battle focusing around the place.
Dropping in behind objective camping units that are going for engineer is surely a good way to make them good distraction units?