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2019/11/12 16:20:53
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I'm out of touch but doesn't Eldar deal with this by staying out of range and essentially always having first strike?
You're not staying out of range of 48-72" guns.
You couldn't outrange everything when flyer spam was dominant either, but they couldn't do significant damage until your Hemlocks got in H.D-scythe range.. Do Lascannons ignore hit modifiers now or something?
2019/11/12 16:31:51
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
You couldn't outrange everything when flyer spam was dominant either, but they couldn't do significant damage until your Hemlocks got in H.D-scythe range.. Do Lascannons ignore hit modifiers now or something?
What part of "Cawl grade reroll aura" is so difficult to understand?
2019/11/12 16:34:41
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
You couldn't outrange everything when flyer spam was dominant either, but they couldn't do significant damage until your Hemlocks got in H.D-scythe range.. Do Lascannons ignore hit modifiers now or something?
What part of "Cawl grade reroll aura" is so difficult to understand?
Rerolls existed before?
2019/11/12 16:35:52
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
And they worked fundamentally differently. Accuracy maluses no longer prevent rerolls for marines boosted by a chapter master. It makes a massive difference, especially in the context of every marine unit getting additional AP and additional boosts based on individual chapter choices.
This message was edited 1 time. Last update was at 2019/11/12 16:36:37
2019/11/12 16:37:32
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
And they worked fundamentally differently. Accuracy maluses no longer prevent rerolls for marines boosted by a chapter master. It makes a massive difference.
What's BS 5+ from 48" (full rerolls make them closer to 4+) away killing 5-7 flyers?
2019/11/12 16:39:17
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Every unit I listed is capable of killing a flyer per turn, and it’s not remotely an exhaustive list. Marine shooting against a target without an invulnerable Save is hyper lethal right now.
2019/11/12 16:59:04
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Sterling191 wrote: Every unit I listed is capable of killing a flyer per turn, and it’s not remotely an exhaustive list. Marine shooting against a target without an invulnerable Save is hyper lethal right now.
Did they get + to hit vs. fly in the recent releases? Wondering how could 4 Lascannons hitting at 5+ even with rerolls kill a flyer reliably.
On the flipside, what's up with all the Aggressors?
2019/11/12 17:03:18
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Put simply, the minuses to hit made our fliers durable, the chapter masters rerolling makes our minuses to hit a lot less effective.
Against non marine lists the fliers are still very strong, there are a lot of marines out there now so flier spam is taking a hit.
Iron hand fliers like the stormhawk are very good against other fliers, imperial fists drown them with bolter fire etc.
To be fair it's not just eldar flier lists that are struggling with new marines though.
2019/11/12 17:05:20
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Sterling191 wrote: Every unit I listed is capable of killing a flyer per turn, and it’s not remotely an exhaustive list. Marine shooting against a target without an invulnerable Save is hyper lethal right now.
Did they get + to hit vs. fly in the recent releases? Wondering how could 4 Lascannons hitting at 5+ even with rerolls kill a flyer reliably.
On the flipside, what's up with all the Aggressors?
Contemptor Mortis units are BS2+. Furthermore, their Lascannons are at AP-4, they can potentially get additional accuracy bonuses, and may be packing a free wound reroll.
As I’ve been saying for the better part of a page and a half, accuracy maluses do not carry the day anymore.
2019/11/12 17:13:35
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
I played MSU reapers last game against custodes and they had a hoot of a game. Didn't need guide/doom for them to work. They could pot shot whatever was required. Thrown in an autarch for extra bit of fire power and support for good measure and that's a very very efficient spearhead.
Problem is they are 1W t3 infantry so unless you position perfectly, have good terrain etc thye might get blown up along their wave serpent.
Wve serpent + master crafters + concealment with dual BL+CTM did good work for me me too.
Thrown in some single entity scat/BL War Walkers & vibro guns and I think tis a potent mix. Eldar storm guardian with fusion up front wasn't too shabby. I like this new rules, offers lots of redundancy.
I can see a lot of MSUBL units rolling around. Heck I might even try 10 man guardian squad with BL platform just make sure the back man doesn't move so he can shoot at full BS while the rest fan out for a screen.
For me personally I have never played flyer spam, so these new traits really make my lists of hodge poddge units come to life. Except I haven't faced centurion spam or IH... Trouble is CHE is still the most efficient I think so if that's getting deleted I don't know how MSU spam is going to cope.
Bit mad, but maybe serpents with dual BL/ML +CTM,3x +3 x falcons with CTM. Like a very mobile mech wall that doesn't need to castle or need any strat/psychic support?
I find I'm running out of heavy slots in my list building very fast now days lol.
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 ? "
I'm afraid I think Reapers are out, competitively speaking. There are so many SM armies at the moment, and they all have at least one thunderfire, and often more than one, as well as eliminators. Reapers are such a soft target for SM lists now. It's a shame, because I really like MSU Reapers with quickfire exarchs.
2019/11/13 10:52:36
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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 ? "
I tried out MSU Reapers using the ignores cover trait and using tempest launchers with rerollable 2D6 shots as the exarch trait.
I don't think I'm a fan of MSU units of Reapers in comparison to just guiding a big unit of them and dooming something to watch it die.
I'm still in the camp that thinks Alaitoc is still the best option as well. I realise that Marines are prevalent right now but it's not worth teching your whole craftworld trait for the marine matchup.
This message was edited 1 time. Last update was at 2019/11/13 11:49:10
War Walker, 2x Scatter Laser War Walker, 2x Scatter Laser Fire Prism Fire Prism Fire Prism
I was against Orks (another race that really doesn't care about negative hit modifiers) and won despite those stupid teeth dice constantly rolling 5's and 6's. A few observations:
-Wave serpents are still tough as old boots when people are using D3D and 2D weapons for anti-tank, the 11 S6 shots provided nice dakka. I had 5 Avengers and 3 Reapers in each Serpent which worked well to give no obvious targets.
-Reapers do good work in 3 man squads with fast shot. The tempest Launcher is a great weapon, but I like having 4 crack missiles out of 3 dudes that have a reroll to hit and wound. They are fragile though, and you have to use their range and small footprint to avoid damage. Having a 2+ Sv in the open means they are not trivial to remove. The AML is a nice option when points are tight, it's better than the Reaper against vehicles.
-War Walkers. I haven't run individual Walkers before. 54pts seems like a bargain for the combination of speed, durability, and firepower they provide. I'll be using these more often for screening/objective grabbing.
-Avengers are nice now. The Exarchs 4 shots at AP-3 with rerolls seem like the best way to run them.
-Prisms are still scary when linked (although the requirement to shoot one at the end of the phase can be problematic). Master Crafters really helps them feel decent without linking too.
-Crimson Hunter Exarchs are still great even with negative hit modifiers not being as good as they were.
-MSU worked well and made me a lot less reliant on strategems and psychic powers. Stacking buffs on a big unit is still really powerful, and may be the way to go, but it can be a weakness when all your eggs are in one basket.
This message was edited 2 times. Last update was at 2019/11/13 14:16:36
2019/11/13 14:37:19
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
Your list is actually quite similar to how I run mine except I run 10 Dark Reapers as a unit instead of 3x3 and I run Rangers instead of DA. It's back one or two pages I think.
Absolutely love Wave Serpents and I think they'll be the saving grace against the marine tide coming into the meta, especially if they're untouched by CA:2019.