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Made in us
Screaming Shining Spear





USA

Weidekuh wrote:
Like we deal with all elite infantry. jinx and doom are brutal for tough units. Lowering the invul save is just crazy good to make those heavy weapons work. But even just shuriken fire will shred them with those debuffs.

5 Dire Avengers: 12 shots, 8 hits, 4.4 wounds. 2.2 on a 5+, 2.2 on a 3+.
I'd say around 2-3 wounds against custodes bikes for a 64 point troop unit is pretty ok.

Smite and Executioner are good too.


I think your math is off.
12 shots. 8 hits.
Then 2.64 wounds. (or 4.4 with Doom)
Then with no jinx or doom you get .437 wounds ( .654 wounds with doom)
With jinx and doom you get 1.45 wounds

So that will take a whole squad 3 turns of shooting to kill 1 bike....If you get doom and jinx off.....if.

Huricane Bolters will eliminate all horde units long before then.


Automatically Appended Next Post:
My thoughts are 113 point Wraithlords.

4 attacks....2.68 hits 1.79 wounds .89 chance to pass armour for a d6 roll. (3.5damage)

With Doom and Jinx

2.23 wounds with 1.49 chance to pass armour for 5.229 damage.

So each wraithlord can take down 1 bike a turn.

Conversely when the 24 hurricane shots are unleashed.

20 hits 3.3wounds and 1 damage after saves.
WL laugh at them. Your Dark Reapers and such have 1 round before they are toast.

better fire and fade into a Wave Serpent to save 1 squad.

WraithGuard suffer more damage.

24 Hurricane bolter shots. 20 hits 6.61 wounds and 2.18 damage after saves. So they can hold their own.

Each WraithGuard has .224 chance to do d6 damage per shooting. with a 50/50 chance to kill 1 bike.
In a shoot out you will lose almost 3 WG for each flying hippo ...that is not point advantage to us.

I think Wraithblades deal an average of 1 damage per round with no Jinx and Doom.


This message was edited 1 time. Last update was at 2018/02/14 16:03:23


 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.
 
   
Made in us
Regular Dakkanaut




 admironheart wrote:

I think your math is off.
12 shots. 8 hits.
Then 2.64 wounds. (or 4.4 with Doom)
Then with no jinx or doom you get .437 wounds ( .654 wounds with doom)
With jinx and doom you get 1.45 wounds

So that will take a whole squad 3 turns of shooting to kill 1 bike....If you get doom and jinx off.....if.

Huricane Bolters will eliminate all horde units long before then.


Automatically Appended Next Post:
My thoughts are 113 point Wraithlords.

4 attacks....2.68 hits 1.79 wounds .89 chance to pass armour for a d6 roll. (3.5damage)

With Doom and Jinx

2.23 wounds with 1.49 chance to pass armour for 5.229 damage.

So each wraithlord can take down 1 bike a turn.

Conversely when the 24 hurricane shots are unleashed.

20 hits 3.3wounds and 1 damage after saves.
WL laugh at them. Your Dark Reapers and such have 1 round before they are toast.

better fire and fade into a Wave Serpent to save 1 squad.

WraithGuard suffer more damage.

24 Hurricane bolter shots. 20 hits 6.61 wounds and 2.18 damage after saves. So they can hold their own.

Each WraithGuard has .224 chance to do d6 damage per shooting. with a 50/50 chance to kill 1 bike.
In a shoot out you will lose almost 3 WG for each flying hippo ...that is not point advantage to us.

I think Wraithblades deal an average of 1 damage per round with no Jinx and Doom.




His math was closer, you actually didnt include Jinx in your Avengers numbers. It ends up around 2.22 Damage with both Doom and Jinx involved.

After hitting, wounds, and invul each Wraithguard has a .2777 chance to get through without doom or Jinx. Not much better, but that is a noticeable difference.

Wraithlord's main issue will be actually getting into combat were he will still struggle (even with Doom and Jinx) to kill even 1 Custard Bike. 1.58 hits get through for 3-6 damage (assuming just fists for cheaper reliable damage). With one round of shooting with their missiles and then one charge into that Wraithlord, he is probably going to be looking pretty shabby.

I know I am looking into Wave Serpents more to keep my squishies safe for a round before I can dump buckets of dice on them. But honestly, Craftworld units have a nice variety of rending and good damage units that should chew through Custards pretty easily.
   
Made in ch
Devastating Dark Reaper



Rovaniemi

 admironheart wrote:
Weidekuh wrote:
Like we deal with all elite infantry. jinx and doom are brutal for tough units. Lowering the invul save is just crazy good to make those heavy weapons work. But even just shuriken fire will shred them with those debuffs.

5 Dire Avengers: 12 shots, 8 hits, 4.4 wounds. 2.2 on a 5+, 2.2 on a 3+.
I'd say around 2-3 wounds against custodes bikes for a 64 point troop unit is pretty ok.

Smite and Executioner are good too.


I think your math is off.
12 shots. 8 hits.
Then 2.64 wounds. (or 4.4 with Doom)
Then with no jinx or doom you get .437 wounds ( .654 wounds with doom)
With jinx and doom you get 1.45 wounds

So that will take a whole squad 3 turns of shooting to kill 1 bike....If you get doom and jinx off.....if.

Huricane Bolters will eliminate all horde units long before then.


"whole squad". I'm talking about a minimum squad of Dire Avenger. A standard troop option. They are not the best but they do pretty good against the bikers on a point basis with Doom and Jinx. In my opinion, you should always have Doom and Jinx anyways.


Custodes bikers are T6, W4, 2+, 5++ 90 Points per Model.
Minimum squad of Dire Avengers is 64 Points for 5 (4 + Exarch with two Shuricat)

12 shots on a 3+ -> 8 hits
8 hits on a 5+ with Doom -> 4.4 wounds.

With jinx the bikers have a 3+, 6++ save. Every 6 to wound roll has -3AP (Shuriken). You wound on a 5+, so 50% of the wounds are -3AP.
2.2 wounds on a 3+ save -> 0.73 unsaved wounds
2.2 wounds on a 6+ save -> 1.83 unsaved wounds

--> 2.56 unsaved wounds.

So ~100 Points of Dire Avengers kills one biker (90 points). I'd say for a standard troop unit that is decent. It may not be superspectacular but it's solid. Guardian Defenders would be even better per point. Also Doom and Jinx work for any other unit you shoot at them too. And you really want to Doom and Jinx custodes biker close to you... Because as you said, Hurricane Bolters kill t3, 4+ infantry pretty damn hard. Positioning and cover can help to mitigate some damage, but you want to kill them fast.
   
Made in nl
Sneaky Lictor




 admironheart wrote:
Weidekuh wrote:
Like we deal with all elite infantry. jinx and doom are brutal for tough units. Lowering the invul save is just crazy good to make those heavy weapons work. But even just shuriken fire will shred them with those debuffs.

5 Dire Avengers: 12 shots, 8 hits, 4.4 wounds. 2.2 on a 5+, 2.2 on a 3+.
I'd say around 2-3 wounds against custodes bikes for a 64 point troop unit is pretty ok.

Smite and Executioner are good too.


I think your math is off.
12 shots. 8 hits.
Then 2.64 wounds. (or 4.4 with Doom)
Then with no jinx or doom you get .437 wounds ( .654 wounds with doom)
With jinx and doom you get 1.45 wounds


Actually you forgot avenger shuriken catapults have bladestorm So:

12 avenger catapult shots with rending factored in result in 0.74 usw total.

With doom this results in 1.22 usw.

With jinx it's 1.08 usw

Jinx + doom is 1.81 usw

So you'd need two 5 man squads and 1 or 2 spare guardians to kill a single biker, as they have 4 wounds O.o. On the other hand 12 bolter shots would do 0.37 usw, so not too shabby for some troops (sm special weapons should even that out though).

**edit** changed math to take their 4++ into account

Math:
Spoiler:

I separated the calculations for wounds that rend and wounds that don't.

No jinx/no doom
Wounds(rending) * chance to pass armor * chance to pass fnp
1.32 * (1/2) * (5/6) = 0.55
Wounds(regular) * chance to pass armor * chance to pass fnp
1.32 * (1/6) * (5/6) = 0.19

No jinx/doom
Wounds(rending) * chance to pass armor * chance to pass fnp
2.2 * (1/2) * (5/6) = 0.91
Wounds(regular) * chance to pass armor * chance to pass fnp
2.2 * (1/6) * (5/6) = 0.31

Jinx/no doom
Wounds(rending) * chance to pass armor * chance to pass fnp
1.32 * (2/3) * (5/6) = 0.72
Wounds(regular) * chance to pass armor * chance to pass fnp
1.32 * (1/3) * (5/6) = 0.36

Jinx/doom
Wounds(rending) * chance to pass armor * chance to pass fnp
2.2 * (2/3) * (5/6) = 1.21
Wounds(regular) * chance to pass armor * chance to pass fnp
2.2 * (1/3) * (5/6) = 0.60

Lol dum spess mereen
12 shots, 8 hits, 2.64 wounds
2.64 * (1/6) * (5/6)


This message was edited 1 time. Last update was at 2018/02/14 22:51:32


 
   
Made in nz
Unshakeable Grey Knight Land Raider Pilot




Weidekuh wrote:
 admironheart wrote:
Weidekuh wrote:
Like we deal with all elite infantry. jinx and doom are brutal for tough units. Lowering the invul save is just crazy good to make those heavy weapons work. But even just shuriken fire will shred them with those debuffs.

5 Dire Avengers: 12 shots, 8 hits, 4.4 wounds. 2.2 on a 5+, 2.2 on a 3+.
I'd say around 2-3 wounds against custodes bikes for a 64 point troop unit is pretty ok.

Smite and Executioner are good too.


I think your math is off.
12 shots. 8 hits.
Then 2.64 wounds. (or 4.4 with Doom)
Then with no jinx or doom you get .437 wounds ( .654 wounds with doom)
With jinx and doom you get 1.45 wounds

So that will take a whole squad 3 turns of shooting to kill 1 bike....If you get doom and jinx off.....if.

Huricane Bolters will eliminate all horde units long before then.


"whole squad". I'm talking about a minimum squad of Dire Avenger. A standard troop option. They are not the best but they do pretty good against the bikers on a point basis with Doom and Jinx. In my opinion, you should always have Doom and Jinx anyways.


Custodes bikers are T6, W4, 2+, 5++ 90 Points per Model.
Minimum squad of Dire Avengers is 64 Points for 5 (4 + Exarch with two Shuricat)

12 shots on a 3+ -> 8 hits
8 hits on a 5+ with Doom -> 4.4 wounds.

With jinx the bikers have a 3+, 6++ save. Every 6 to wound roll has -3AP (Shuriken). You wound on a 5+, so 50% of the wounds are -3AP.
2.2 wounds on a 3+ save -> 0.73 unsaved wounds
2.2 wounds on a 6+ save -> 1.83 unsaved wounds

--> 2.56 unsaved wounds.

So ~100 Points of Dire Avengers kills one biker (90 points). I'd say for a standard troop unit that is decent. It may not be superspectacular but it's solid. Guardian Defenders would be even better per point. Also Doom and Jinx work for any other unit you shoot at them too. And you really want to Doom and Jinx custodes biker close to you... Because as you said, Hurricane Bolters kill t3, 4+ infantry pretty damn hard. Positioning and cover can help to mitigate some damage, but you want to kill them fast.


Re your calculations: The biker will almost undoubtedly have a +1 invuln bonus from the Custodes detachment - you would be silly to play them without it. So a 4++ base going to 5++ with Jinx.

This may be the source of some of the discrepancies.
   
Made in nl
Sneaky Lictor




Ah, I missed that. Well, fourth time's the charm, I updated the outcomes and math. Good catch!

Edit: spelling

This message was edited 1 time. Last update was at 2018/02/14 22:53:12


 
   
Made in au
Fresh-Faced New User




I play custodes and on the weekend played 3 games against craftworld/ynarri lists. Shining Spears and Dark reapers were the units i struggled to deal with. The spears can be hidden/deep striked to avoid being thinned out and their guns will weaken a squad of bikes then the charge will finish them off. While a big unit of reapers shooting twice will finish off a 3 man bike squad as well. Even buffed with guide and the stratagem and bikes doomed a guardian bomb managed to only kill a bike from the squad each game. Throw in some 2/3 smites and an executioner you can easily wipe of 3x3 squads of bikes in a turn.
   
Made in us
Longtime Dakkanaut




shocker that the very best units in the codex, and maybe the best unit in the game, smash the bikers everyone was flipping out about.
   
Made in au
Annoyed Blood Angel Devastator





RE: flying hippo circus, I'm seriously considering running a trio of war-walkers, two with SCs and one with BLs. Is it worth it? 250 points for 4 SCs, 2 BLs, 18 wounds with scout... it seems pretty decent?

Not sure whether taking two lords with dual shuri + sword or three walkers with four SCs and two BLs total is more optimal, especially with the lord's degrading stats. I guess both have their uses, and would depend on army composition.

This message was edited 1 time. Last update was at 2018/02/15 05:01:53


 
   
Made in us
Screaming Shining Spear





USA

Shinymarine wrote:
I play custodes and on the weekend played 3 games against craftworld/ynarri lists. Shining Spears and Dark reapers were the units i struggled to deal with. The spears can be hidden/deep striked to avoid being thinned out and their guns will weaken a squad of bikes then the charge will finish them off. While a big unit of reapers shooting twice will finish off a 3 man bike squad as well. Even buffed with guide and the stratagem and bikes doomed a guardian bomb managed to only kill a bike from the squad each game. Throw in some 2/3 smites and an executioner you can easily wipe of 3x3 squads of bikes in a turn.


So what were your results?

Did you win any....or all?

What was the army makeup of the ones you lost to? Was it more mission oriented loss or did your units get hit too hard?

 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.
 
   
Made in gb
Longtime Dakkanaut





UK

 Puganaut wrote:
RE: flying hippo circus, I'm seriously considering running a trio of war-walkers, two with SCs and one with BLs. Is it worth it? 250 points for 4 SCs, 2 BLs, 18 wounds with scout... it seems pretty decent?

Possibly a bit fragile but hard to alpha and the firepower is impressive. Probably the best target for Guide you will find.

 Puganaut wrote:
Not sure whether taking two lords with dual shuri + sword or three walkers with four SCs and two BLs total is more optimal, especially with the lord's degrading stats. I guess both have their uses, and would depend on army composition.

I would probably opt for the WWs. I like my Wraithlords but opponents on jetbikes will out-maneuver them. I guess they will create a zone of risk but unless you are running a wraith-heavy or mechanised army, your opponent will likely have other targets for his hurricane bolters.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in au
Annoyed Blood Angel Devastator





 Karhedron wrote:

I would probably opt for the WWs. I like my Wraithlords but opponents on jetbikes will out-maneuver them. I guess they will create a zone of risk but unless you are running a wraith-heavy or mechanised army, your opponent will likely have other targets for his hurricane bolters.


I completely forgot the jetbike bit. I could definitely see lords in a gunline list, providing said zone of risk whilst laying down some pretty heavy dakka. Personally I'd prefer the WWs tbh, bit more of an active counter but both are reasonably TAC. Cheers for the advice!
   
Made in au
Fresh-Faced New User




 admironheart wrote:
Shinymarine wrote:
I play custodes and on the weekend played 3 games against craftworld/ynarri lists. Shining Spears and Dark reapers were the units i struggled to deal with. The spears can be hidden/deep striked to avoid being thinned out and their guns will weaken a squad of bikes then the charge will finish them off. While a big unit of reapers shooting twice will finish off a 3 man bike squad as well. Even buffed with guide and the stratagem and bikes doomed a guardian bomb managed to only kill a bike from the squad each game. Throw in some 2/3 smites and an executioner you can easily wipe of 3x3 squads of bikes in a turn.


So what were your results?

Did you win any....or all?

What was the army makeup of the ones you lost to? Was it more mission oriented loss or did your units get hit too hard?


I lost all 3 games, the first game went to end of turn 6 and saw me left with my 3 units of guardsman sitting in my deployment zone and in itc scoring I lost 20-36. My list had a battalion of guard/sisters/assassins and a vanguard of 3x3 bikes with a vexila and bike captain. His list was a ynarri battalion ( cat lady, warlock, 2 squads of dark elder warriors, a 9 man shinning spears, and a 9 man reaper squad, plus a craftworld batt that have 2 wave serpents, 3x3 reaper squads, 2 farseers, 4x5 man ranger squads and a 20 man guardian squad.

I had a good alpha turn one and did a decent job of removing his screen but he passed all 12 3+ saves on his big reaper squad and then managed to get all his psychic stuff off so the big unit of reapers killed a bike squad.turn 2 I made a mistake trying to kill a crippled wave serpent in cc instead of charging his warlocks, and between Celestine fluffing her rolls and some decent invuls on his farseers didn’t kill either of them. One of my bike squads managed to then only put 2 wounds on a wave serpent, then got charged but the shinning spears and got killed, by the end of turn 3 I only had the captain, Celestine and my guard squads left and thanks to los and some lucky rolls dragged it out till 6.


Game 2 I removed the assassins and a unit of bikes for a termi captain and more vexillas a took a 6 man squad of bikes. He took an unchanged ynarri detachment but with an autarch and 4 less spears but his craftworld stuff dropped the 3x3 man reaper squads, a wave serpent and a squad are of rangers for 2 night spinners and another big squad of guardians.

I got stomped this game he was wise to my sisters Alpha strike movements this time and blocked half my possible movement space with his rangers which made getting to his reaper squad impossible. The lack of assassin and close sisters meant he got all his powers off on my bike squad so doomed,jinxed plus soulburst and guide on his reapers, while Celestine died turn 1 thanks to me poorly taking a wound on overwatch then when his spear unit charged she had to eat it all, in my turn 2 Celestine and the termi captain managed to not even kill the 5 man unit of spears. And then his two units of rangers game down and caused 3 wounds on my bike captain, by turn 3 all I could really do was kill a wave serpent and kill any left of chaff so a unit of guardians, his warrior squads, leaving him with 2 night spinners and his fire base of reapers and psykers so by end with only a vexilla and guard I called it.

   
Made in ie
Flower Picking Eldar Youth





So , there has been some interesting discussion on potential upcoming nerfs to Guard with the March update. I was wondering what my fellow Farseers think will change with Codex Craftworlds? Anything in particular you would like to see adjusted?

I guess it goes without saying that reapers will see significant points adjustments. It's pretty hard to argue against that really, they do seem pretty incorrectly priced. I find it bizarre they even got released in that state tbh they are a blatantly under-costed unit in what was otherwise a pretty well done codex imo. I wonder will Shinning Spears also see a nerf bat swung their way? I really hope they don't get hammered too hard because they are probably my favorite Unit and this is the first time I ever remember the being actually usable!

I hope they nerf Cat lady/Soulburst to be honest. Most armies are paying 2 cps to shoot again or 3 cps to fight again, the Ynnari ''soup' essentially gives that to Spears/Reapers/Guardians blobs every turn it ends up being a massive swing. If you look at in purely in the cp conversion term it's like + 10-15 cps to your army. Combine that with keeping your Craftworld specific stratagems on your Ynnari eldar units and it gets kinda ridiculous. It will be interesting how they address this because you also don't want to destroy people who genuinely like having a Ynnari army, perhaps they will need a Necron like rework. They might need to go in a different direction with Ynnari.
   
Made in us
Dakka Veteran






Backwoods bunker USA

Played and won Eldar vs Custodes. 1200 points.

Alatioc:
Autarch
Farseer
2 Warlock
8 Dragons
5 Spectres
3x5 Rangers
Avatar
Wave Serpent

Vs

2 Jetbike Captains
3 JetBikes
3 Terminators
5 Wardens
1 Vexilla

Used the Rangers to screen, Bikes would kill them and consolidate into the Dragons behind them. Used Feign Retreat, then Doom, Guide, Jinx. Then would wipe out 2-3 Bikes shooting Melta and the Avatar CC.

When I ran out of Rangers, I used Spectres and Wave Serpent to screen. Terminators and Wardens were slow to keep up.

Had some lucky rolls to end up winning but overall, found Doom, Guide, Jinx and 1/2 range Melta to be effective. Dragons being able to Advance and shoot are somewhat fast moving.

No Ynnari, no Reapers, no Spears.
   
Made in es
Swift Swooping Hawk





 Eldrad Ulthran wrote:
So , there has been some interesting discussion on potential upcoming nerfs to Guard with the March update. I was wondering what my fellow Farseers think will change with Codex Craftworlds? Anything in particular you would like to see adjusted?

I guess it goes without saying that reapers will see significant points adjustments. It's pretty hard to argue against that really, they do seem pretty incorrectly priced. I find it bizarre they even got released in that state tbh they are a blatantly under-costed unit in what was otherwise a pretty well done codex imo. I wonder will Shinning Spears also see a nerf bat swung their way? I really hope they don't get hammered too hard because they are probably my favorite Unit and this is the first time I ever remember the being actually usable!

I hope they nerf Cat lady/Soulburst to be honest. Most armies are paying 2 cps to shoot again or 3 cps to fight again, the Ynnari ''soup' essentially gives that to Spears/Reapers/Guardians blobs every turn it ends up being a massive swing. If you look at in purely in the cp conversion term it's like + 10-15 cps to your army. Combine that with keeping your Craftworld specific stratagems on your Ynnari eldar units and it gets kinda ridiculous. It will be interesting how they address this because you also don't want to destroy people who genuinely like having a Ynnari army, perhaps they will need a Necron like rework. They might need to go in a different direction with Ynnari.


Some points reajustment to Dark reapers it's almost asured or just some ability rewording (Inescapable accuracy only works vs vehicles or units with the Fly keyword)

about the Ynnari fix, i don't think they need a nerf, a quick Faq for Stratagems like specific craftworld ones only work for units who belong to such Craftworld detachments or rewording the Ynnari keyword so it overwrites the Craftworld one to force players to fully commit into Ynnari detachments. Also worth to notice some guy said the Ynnari wouldn't be a footnote and will be expanded with more units in the future (maybe with even a proper dex) .
   
Made in de
Boosting Black Templar Biker




That would have to be a brb errata considering stratagems for according detachments only. Seeing how ynnari and chaos abuse the system and more to come once more subfactions drop along the way (gsc come to mind).
Not going to beat a dead reaper, but they need tweeking. Just not the utter ndrfhammer pls.
On the other habd i would love a slight buff to Dire Avengers, preferrably for 10 man squads, scorpions and the wraithknight.





 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

 Eldrad Ulthran wrote:
So , there has been some interesting discussion on potential upcoming nerfs to Guard with the March update. I was wondering what my fellow Farseers think will change with Codex Craftworlds? Anything in particular you would like to see adjusted?


•The Avatar needs some serious readjustment. If they're not going to redesign him, they need to at least drop his cost by 75 points.
•Every Autarch that isn't a Skyrunner needs a point decrease.
•Striking Scorpions are in the same boat. It'd be hilarious how bad they are if it wasn't so sad. Either drop them to 9ppm, or redesign them from the ground up.
•Banshees need a point reduction as well. Just like Scorpions, there is no universe where they should cost more than Genestealers.
•Wraithlords need Implaccable. And probably something else.
•Spiritseers need to go up in cost to at least 55ppm.
•Warp Spiders need to be redesigned. Make their guns get an extra shot for every 5 models in the target unit or something.
•Shadow Spectres need a point reduction. 27ppm MAX.
•Dire Avengers could probably use a small reduction in points, something like 10 or 11ppm. They're not bad, but they suffer a bit from master of none syndrome.
•Reapers need to be seriously nerfed, obviously. They'd still be a bargain at their old 36ppm. They should also lose their 'Inescapable Accuracy' rule on a turn where they move.
•Shining Spears could also go up a bit. Adjusting them to their base cost from the index while retaining their weapon costs from the codex would put them in a good place at 37ppm.
•Most of the Phoenix Lords could probably use a minor point decrease. You should also be able to take them as your general.
•Wraithknights need some serious point reduction.

This message was edited 2 times. Last update was at 2018/02/18 18:01:41


 
   
Made in es
Swift Swooping Hawk





TBH a little part of me still hopes they choose to remake warp spiders into the Anti horde option of Eldar armies they were on 2nd edition.

This message was edited 1 time. Last update was at 2018/02/18 18:34:25


 
   
Made in us
Sneaky Striking Scorpion



Minneapolis

 Lord Perversor wrote:
TBH a little part of me still hopes they choose to remake warp spiders into the Anti horde option of Eldar armies they were on 2nd edition.



I think hawks are the most point efficient anti-horde at the moment. I rather dislike everything having rending other than lasblasters & scaterlasers. It means almost all our anti-infantry firepower pays for armor pen whether you want it or not. And if shuricatapults / cannons can pierce marine armor...why take banshees or starcannons? At least with the latter you get d3 damage for killing warriors / terminators / light vehicles.
   
Made in us
Fixture of Dakka





 Eldrad Ulthran wrote:
So , there has been some interesting discussion on potential upcoming nerfs to Guard with the March update. I was wondering what my fellow Farseers think will change with Codex Craftworlds? Anything in particular you would like to see adjusted?

Reapers will go to 40.
Spears will go to 55.
Yvraine will go to 200 and soulburst.

Wave Serpents will probably go to 160.

Nothing will go down in points.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Fixture of Dakka






I think DR and SS will only go up by 5pts each, no change to Yvraine but changes to Ynnari keywords. WS might go up but i dont really see that happening.

   
Made in us
Furious Fire Dragon




USA

 Fafnir wrote:

•Most of the Phoenix Lords could probably use a minor point decrease. You should also be able to take them as your general.

You can make them your warlord, they just don't get traits.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

mokoshkana wrote:
 Fafnir wrote:

•Most of the Phoenix Lords could probably use a minor point decrease. You should also be able to take them as your general.

You can make them your warlord, they just don't get traits.


Might as well be the same thing, really. Eldar command traits are pretty mediocre, but they're not nothing.

This message was edited 1 time. Last update was at 2018/02/19 07:45:24


 
   
Made in gb
Fresh-Faced New User




Hi guys, had a game vs Death Guard at the weekend and struggled with numbers and those Plagueburst Crawlers (they're really tough!). Any advice?

My list:

Spoiler:

Craftworld - Alaitoc
Skyrunner Farseer (Warlord, Seer of Shifting Vector, Doom, Guide)
Skyrunner Autarch (Laser Lance + Banshee Mask)
Spiritseer (Quicken / Restrain)

1x 10 Guardians
2x 5 Rangers

1x 5 Shadow Spectres

1x 5 Windriders (5x Shuriken Cannons)
1x 5 Shining Spears (Exarch with Sunlance)

2x 1 Fire Prisms (CTM and Shuriken Cannon)

1x 1 Hemlock Wraithfighter (Jinx)


His list (from memory)
Spoiler:

Typhus
Necrosius
Lord of Contagion

3x 5 Plague Marines (Powerfist Champion + 1x Blight Launcher per unit)
2x 20 Cultists (Autoguns)
1x 20 Poxwalkers

1x Myphitic Blight Hauler

2x 1 Plagueburst Crawlers (kept the 9" plague flamer things and Heavy Slugger on both)


Game was Resupply at 1500 pts. He played it well, kept all his Infantry within 7" of the zombies and used Cloud of Flies + Dead Rise Again stratagems for the first 3 tuns to generate a huge blob of Pox Walkers that I couldn't target. Myphitic Blight Hauler trundled up giving everything within 7" a +1 armour save. I'm not sure if I just didn't perceive the threat from the Poxwalkers late game (when the objectives were revealed) but I ended up feeding the horde to a maximum of 67 zombies. It was either feed the horde of leave the stuff with guns alone to advance up into better positions and drag me down with weight of fire.

My Fire Prisms + Hemlock seemed completely ineffective against the Plagueburst Crawlers and even Linked Fire with the 2 of them was plinking off 5-6 wounds per turn which just seemed like a waste given the points differential. Hemlock eventually got killed by combined Smites and the Flamer things from the PBC's. Shining Spears tried charging a PBC and bounced, ending up isolated and got flamed by the other PBC in the next turn. Mortars from both then went to work and weight of fire from them just ground down my Windriders. Bad positioning from me got the Shadow Spectres caught by the auto-hits from the flamer (forgot the PBC's can move 10" and then auto-hit 9"). Held the Guardians in Reserve and they came down T3 when the Objectives were revealed, they helped thin the Poxwalkers out a bit but tbh it felt like a drop in the ocean at this point and I was trying to keep them from being charged and feeding the horde more, or at least lead the horde away from my objective if he did charge them...

Game ended up as a 5-3 victory to the Eldar, but only a late game shunt from the Farseer to grab his objective swapped the score from a 6-2 loss. Required a Guided Fire Prism to blast the last 2 wounds from a Doomed Plagueburst Crawler he had camping his objective as the Farseer Advanced onto the Objective (he'd swarmed mine with zombies). Eldar also had First Blood and Line Breaker.

This message was edited 3 times. Last update was at 2018/02/19 11:46:17


 
   
Made in is
Angered Reaver Arena Champion





After seeing a few games locally with the Aeldari I feel like the -1 to Hit craftworld trait just needs to go(along with that same abiity on other armies).

Almost anyone who is running things to win tends to go straight for the -1 to Hit because it is damn strong, and with long range Aeldari units it is ridiculous.

I'd personally love to see how Dark Reapers fare when two things are removed:

* Ynnari Soulbust
* Alaitoc trait

I feel those two things are too good of a force multiplier for the Reapers.

Also, did people see the results of the GT? I am actually surprised I didn't see more Aeldari in the top 10 compared to ITC. I know the scoring was a bit special, but even then I would have thought Aeldari would have been doing better.
   
Made in us
Dakka Veteran






Backwoods bunker USA

Wait - Dark Reapers can’t get both Ynnari and the -1 hit Alatioc trait correct?

I mean they can be both Ynnari and Alatioc, it they won’t have the -1 hit trait?
   
Made in us
Fixture of Dakka






They get stratagems not traits.

   
Made in nl
Longtime Dakkanaut





 KiloFiX wrote:
Wait - Dark Reapers can’t get both Ynnari and the -1 hit Alatioc trait correct?

I mean they can be both Ynnari and Alatioc, it they won’t have the -1 hit trait?
A Detachment containing any Ynnari is no longer a Craftworld Detachment (page 116 of the eldar codex) so it gains no trait. Nor does it unlock stratagems.
However the units are legal targets for stratagems unlocked with a 2nd Detachment that is all Craftworld. (providing they have the correct Asuryani or <Craftworld> keyword.

That is why tournament lists have a Ynnari detachment and an Alaitoc detachment.
And yes then they can use things like the Saim-Han stratagems to make a Ynnari Shining Spear unit (that also has the <Saim-Han> keyword) charge after advancing.
   
Made in is
Angered Reaver Arena Champion





 KiloFiX wrote:
Wait - Dark Reapers can’t get both Ynnari and the -1 hit Alatioc trait correct?

I mean they can be both Ynnari and Alatioc, it they won’t have the -1 hit trait?


You can't have both, but people are playing an Ynnari Detachment(usually Yvraine with Reapers) with other detachments being Alaitoc. However, if you were to remove Ynnari from the equation you'd still be having a unit that can shoot more or less everything off the table with a -1 to Hit them while they themselves always hit on 3. So I would love to see how a unit of Reapers perform in an Ynnari army and also an Alaitoc army. A part of me wonders if they were originally playtested without Alaitoc or Ynnari setup which is why they were costed as they are.

In short I am really wondering how they were playtested to begin with and what setups and how they performed.

This message was edited 1 time. Last update was at 2018/02/19 19:38:13


 
   
 
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