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![[Post New]](/s/i/i.gif) 2018/04/29 19:39:53
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Jervis Johnson
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Serpent spam meta shift is already on the way at least in some tournament scenes. A recent one here was won by 5 Serpents and 3 Flyers, while an army with 8 Serpents and one Flyer placed second (Lost overall win due to soft scores). Neither had any Dark Reapers.
Funnily enough I’d think an Eldar flyer spam with couple Serpents would do well against Serpent spam. The Crimson Hunter is points per wound caused very effective against Serpents. The Flyers aren’t as good in Maelstrom missions though.
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This message was edited 3 times. Last update was at 2018/04/29 19:44:35
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![[Post New]](/s/i/i.gif) 2018/04/29 21:47:27
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Interesting. Do you know what the cargo was? I am guessing mostly MSU Avengers.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2018/04/29 22:11:34
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Jervis Johnson
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No cargo. Farseer, foot Autarch with the fly relic, 3x5 Rangers and just Serpents everywhere. Tournament missions here are Eternal war and Maelstrom simultaneously (Two missions in one battle) and Serpents just dont die.
You can cram in a combination of 8 to 11 Serpents and Crimson Hunters in 2K pts depending how much of a supporting cast you want.
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This message was edited 1 time. Last update was at 2018/04/29 22:12:44
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![[Post New]](/s/i/i.gif) 2018/04/30 10:50:00
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Hrm, I’m not surprised that something like Serpent spam could be coming back, however I do think that it’d be counted pretty quick overall. It’ll be tough for hard core gun lines to remove though – especially as I presume they were running Alaitoc?
A couple of my lists feel like they’d be ok, due to having more of a fast moving psychic and/or assault focus to them – whilst having some supporting fire. 13 T7 wounds isn’t much when you’re considering mortal wound spam or things like thunder hammers.
8 will be a pain to deal with for a lot of people though.
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![[Post New]](/s/i/i.gif) 2018/04/30 11:05:54
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fresh-Faced New User
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Found a site where it might be helpful to take a look at tourney list
https://diceshot.com/category/eldar/
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![[Post New]](/s/i/i.gif) 2018/04/30 12:02:07
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Not seeing any pure lists there :/ Lots of interesting Craftworld Ynnari + Dark Eldar battalions there though.
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![[Post New]](/s/i/i.gif) 2018/04/30 14:14:48
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Bush? No, Eldar Ranger
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What's peoples view on the Avatar post FAQ?
Currently pondering a Scorpion Slingshot with Court of the Young King
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![[Post New]](/s/i/i.gif) 2018/04/30 16:53:47
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deadly Dire Avenger
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Lithanial wrote:What's peoples view on the Avatar post FAQ?
Currently pondering a Scorpion Slingshot with Court of the Young King
What about him changed that might have made him worth fielding?
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![[Post New]](/s/i/i.gif) 2018/04/30 20:10:40
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Bush? No, Eldar Ranger
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Mostly the wealth of possible CP, making the high cost stratagems associated with him more realistic. That and Court of the Young King being the only reliable way to get a charge off out of deep-strike.
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![[Post New]](/s/i/i.gif) 2018/05/01 15:11:25
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deadly Dire Avenger
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Saim-Hann gives re-roll fail charges which is better and there's better use of stratagems imo. His issue wasn't really the CP needed it was more his statline and cost. Also the avatar himself cannot deepstrike so...
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![[Post New]](/s/i/i.gif) 2018/05/08 10:25:27
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Boosting Black Templar Biker
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I'm going to run into Necrons tomorrow for thw first time in 8th. I will pick Alaitoc to mitigate tesla, anything else i need to consider? He likes to run lots of scarabs and a ctan nightbringerand a blob of tesla immortals hence the alaitoc trait. Hints and experiences?
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![[Post New]](/s/i/i.gif) 2018/05/08 14:50:41
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deadly Dire Avenger
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Make sure you completely finish off his units that have reanimation protocol. It's worth loosing some shots to ensure the unit completely dies.
I've personally found Eldar to have the upper-hand against Necrons (as it should be!!), but admittedly I haven't played against them a ton and that might just be my list.
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![[Post New]](/s/i/i.gif) 2018/05/09 07:15:08
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fresh-Faced New User
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darkarchonlord wrote:Make sure you completely finish off his units that have reanimation protocol. It's worth loosing some shots to ensure the unit completely dies.
I've personally found Eldar to have the upper-hand against Necrons (as it should be!!), but admittedly I haven't played against them a ton and that might just be my list.
Seconded.
Do not let those units live. Finnish them off so dont spread out too widely so you can consentrate your fire and eliminate the whole unit (the most important thing vs necrons)
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![[Post New]](/s/i/i.gif) 2018/05/11 14:19:44
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Stoic Grail Knight
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So I slapped together a cheap kitbashed Winged Autarch so I can just run him as the plain Index version if I feel the need.
I'm trying to figure out what Relic I want to give him to give him a role as a decent tarpit. Cast protect on him and he is 2+/3++.
My first instinct is to go for the Shard of Anaris to give him a bit of bite. I've always liked the Shard of Anaris, and I used to run it frequently in prior editions. I'm not as thrilled that it no longer super charges vs characters though, and it doesn't stack with Doom very well.
The Shimmerplume is a very nice defensive choice, as he can pair it with Lightning Relfexes to be -2 to hit in melee, which when combined with protect will make him very difficult to take out. He can do the same thing if the enemy targets him with shooting. Right now I'm leaning towards the Shimmerplume as I doubt he would really kill anything with the Shard either, and the extra evasiveness makes killing the warlord deceptively difficult. Does the opponent go for slay the warlord vs a potentially -2 to hit 2+/3++ unit?
Finally I'm looking at the Pheonix Gem. A single get out of jail free card which can protect my Warlord from death. Once he goes down he can suck the life out of a nearby friendly unit, or enemy unit he is engaged in CQC with and he can safely escape on his glorious wings. My only real concern with the Pheonix Gem is making it work from a practical standpoint, as ideally I won't ever use it, and logistically getting it to go off in close combat on enemy phase is not necessarily practical.
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![[Post New]](/s/i/i.gif) 2018/05/11 17:39:39
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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akaean wrote:So I slapped together a cheap kitbashed Winged Autarch so I can just run him as the plain Index version if I feel the need.
I'm trying to figure out what Relic I want to give him to give him a role as a decent tarpit. Cast protect on him and he is 2+/3++.
My first instinct is to go for the Shard of Anaris to give him a bit of bite. I've always liked the Shard of Anaris, and I used to run it frequently in prior editions. I'm not as thrilled that it no longer super charges vs characters though, and it doesn't stack with Doom very well.
The Shimmerplume is a very nice defensive choice, as he can pair it with Lightning Relfexes to be -2 to hit in melee, which when combined with protect will make him very difficult to take out. He can do the same thing if the enemy targets him with shooting. Right now I'm leaning towards the Shimmerplume as I doubt he would really kill anything with the Shard either, and the extra evasiveness makes killing the warlord deceptively difficult. Does the opponent go for slay the warlord vs a potentially -2 to hit 2+/3++ unit?
Finally I'm looking at the Pheonix Gem. A single get out of jail free card which can protect my Warlord from death. Once he goes down he can suck the life out of a nearby friendly unit, or enemy unit he is engaged in CQC with and he can safely escape on his glorious wings. My only real concern with the Pheonix Gem is making it work from a practical standpoint, as ideally I won't ever use it, and logistically getting it to go off in close combat on enemy phase is not necessarily practical.
run him as a foot autarch with Falchou's Wing. get yourself a star glaive plus 2 weapons of your choice, and wreck face. because he no longer has the jump pack keyword, he can also fit inside transports before flying around.
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![[Post New]](/s/i/i.gif) 2018/05/12 11:48:50
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Stoic Grail Knight
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I could see Gaive + Falchou's Wing being superior to Swooping Hawk Wings + Shard of Anaris, but it still loses out on durability which is what I want on the Autarch.
I ran a winged Autarch last night with just the default kit and Shimmerplume. The Shimmerplume and Lightning Reflexes helped him wall some terminators, and Doom from the Farseer let him actually get a couple of wounds through. I also liked the Fusion Pistol though a bigger gun would have been more helpful.
He isn't terrible with his base kit. Little Ninja Elf gracefully dodging power fists and thunderhammers letting me grab a nearby objective
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This message was edited 1 time. Last update was at 2018/05/12 11:51:32
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![[Post New]](/s/i/i.gif) 2018/05/12 20:17:10
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Screaming Shining Spear
Russia, Moscow
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For winged Autarch, I'd go with Anaris. It may not look like much but due to re-rolls on re-rolls it works on up to T5 more or less, allowing to dispatch various supporting characters. Fusion pistol is also a nice surprise. The only issue is the price, it's just a penny less expensive than the Best Autarch, aka Bike Autarch. The cheapest foot Autarch (Star glaive, Banshee mask, Shimmerplume/Wing, +2 Move/Legendary Fighter/+1W&6+++, Ulthwe/Alaitoc) at least has a benefit of actual lower price - just a bit more expensive than, say, a Spiritseer.
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This message was edited 4 times. Last update was at 2018/05/12 20:23:53
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![[Post New]](/s/i/i.gif) 2018/05/15 03:27:06
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Unshakeable Grey Knight Land Raider Pilot
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http://www.belloflostsouls.net/2018/05/40k-breaking-harlequin-leaks-point-values-and-stratagems.html
Details of Webway gate leaked. Could be some shenanigans to be had with the strats, but seems like a dangerous gambit.
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![[Post New]](/s/i/i.gif) 2018/05/15 03:29:24
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Regular Dakkanaut
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I don't see a whole lot of use for it as Craftworlds, the risk is simply too high of losing the contents unless we get equivalent stratagems to the emergency exit ones harlequins are getting.
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![[Post New]](/s/i/i.gif) 2018/05/15 07:46:24
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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WindstormSCR wrote:I don't see a whole lot of use for it as Craftworlds, the risk is simply too high of losing the contents unless we get equivalent stratagems to the emergency exit ones harlequins are getting.
I think it now depends on points cost. If getting 2 in your army is reasonably easy to do, it could be very useful. Just depends on whether or not the points cost is relative to a wave serpent and/or 1-3CP.
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![[Post New]](/s/i/i.gif) 2018/05/15 07:59:06
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Kdash wrote: WindstormSCR wrote:I don't see a whole lot of use for it as Craftworlds, the risk is simply too high of losing the contents unless we get equivalent stratagems to the emergency exit ones harlequins are getting.
I think it now depends on points cost. If getting 2 in your army is reasonably easy to do, it could be very useful. Just depends on whether or not the points cost is relative to a wave serpent and/or 1-3CP.
It's 120pts, as the leaked previously said.
But the gate is a lot worse than normal deepstrike. You have to set it up at deployment, more than 12" from the enemy deployment zone, and then it cannot move. It's very far from the flexibility DS offers. And if your opponent can put a couple units close the the gate, then you can't use it anymore, since you have to be wholly within 3" of the arches, and more than 9" away from any enemy unit.
It looks good, it's great for narrative games as it's quite cinematic to get out of the gate, or could be used as a piece of terrain without the rules.
But as a model in an army, I can't see any decent use.
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![[Post New]](/s/i/i.gif) 2018/05/15 08:42:16
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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fresus wrote:Kdash wrote: WindstormSCR wrote:I don't see a whole lot of use for it as Craftworlds, the risk is simply too high of losing the contents unless we get equivalent stratagems to the emergency exit ones harlequins are getting.
I think it now depends on points cost. If getting 2 in your army is reasonably easy to do, it could be very useful. Just depends on whether or not the points cost is relative to a wave serpent and/or 1-3CP.
It's 120pts, as the leaked previously said.
But the gate is a lot worse than normal deepstrike. You have to set it up at deployment, more than 12" from the enemy deployment zone, and then it cannot move. It's very far from the flexibility DS offers. And if your opponent can put a couple units close the the gate, then you can't use it anymore, since you have to be wholly within 3" of the arches, and more than 9" away from any enemy unit.
It looks good, it's great for narrative games as it's quite cinematic to get out of the gate, or could be used as a piece of terrain without the rules.
But as a model in an army, I can't see any decent use.
Thanks. Thought it had been shown but i'd forgotten!
I agree in normal sense, yes, however the stratagem changes that completely. You still have to be within 3" but can now be within the 9" of an enemy unit. This and the fact that you have another stratagem that allows you to deploy a unit if it gets destroyed (if Craftworlds get access to those stratagems anyway...)
Might not be that great for a Wraithknight though, as a unit getting into combat with the gate will likely prevent the Wraithknight from deploying due to the required space restrictions.
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![[Post New]](/s/i/i.gif) 2018/05/15 22:26:07
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Agile Revenant Titan
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The Webway Gate appears pricey at first glance. I'm waiting to see exactly what and how much I can place within 3" as it allows any Craftworld model to exit from it. As we can't use both Webway Strike and Cloudstrike Stratagem, this may offer a flexibility I am not immediately seeing.
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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. |
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![[Post New]](/s/i/i.gif) 2018/05/15 23:58:53
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Defending Guardian Defender
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Since the Webway Gate can be taken in a fortification detachment- don't Craftworlds / Drukhari implicitly have access to the webway gate stratagems? (By taking the webway gate as a Harlequin Fortification Detachment)
If that's the case, it may be worth it to try and get some stuff closer to the enemy lines by T2. It's tough to compare the CP cost to just webway striking two units, though.
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![[Post New]](/s/i/i.gif) 2018/05/16 05:13:46
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Swift Swooping Hawk
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Dageran wrote:Since the Webway Gate can be taken in a fortification detachment- don't Craftworlds / Drukhari implicitly have access to the webway gate stratagems? (By taking the webway gate as a Harlequin Fortification Detachment)
If that's the case, it may be worth it to try and get some stuff closer to the enemy lines by T2. It's tough to compare the CP cost to just webway striking two units, though.
a leaked pic of the Webway stats shows it have just the Aeldari Keyword.
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This message was edited 1 time. Last update was at 2018/05/16 05:16:52
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![[Post New]](/s/i/i.gif) 2018/05/16 05:38:17
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fixture of Dakka
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It also has "More than 12" from enemy Deployment Zone and any enemy models and more than 3" away from any terrain features or the center of any objective markers."
So.. it is literally impossible to deploy if you are playing by the normal GW rules, b.c your opponent can easily place terrain/objectives in places so you cant deploy it, if you are lucky and place objectives 1st, you can place them so you will have room. Also some deployment types makes it even more hard to place, like Search and Destroy or Vanguard.
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![[Post New]](/s/i/i.gif) 2018/05/16 10:34:39
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Agile Revenant Titan
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I'm sure there can be some strategies involved for those who are trying to prevent you from placing the Webway exactly where you want it, but I don't see it being impossible to be placed.
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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. |
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![[Post New]](/s/i/i.gif) 2018/05/16 20:19:45
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Longtime Dakkanaut
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Dageran wrote:Since the Webway Gate can be taken in a fortification detachment- don't Craftworlds / Drukhari implicitly have access to the webway gate stratagems? (By taking the webway gate as a Harlequin Fortification Detachment)
If that's the case, it may be worth it to try and get some stuff closer to the enemy lines by T2. It's tough to compare the CP cost to just webway striking two units, though.
Unfortunately not, the leaked pics of the stratagems have the "Harlequin" keyword meaning CWE and DE can only use the basic gate abilities, not the enhanced stratagems. :(
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2018/05/16 20:22:56
Subject: Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Fixture of Dakka
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Sarigar wrote:I'm sure there can be some strategies involved for those who are trying to prevent you from placing the Webway exactly where you want it, but I don't see it being impossible to be placed. The thing is something like 13-14" long, with 3" away you are talking about a 19-20" gap from terrain and objectives. Place an Objective between 2 terrain pieces.. boon no more WWG. At least tournaments they are preset objectives.
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This message was edited 1 time. Last update was at 2018/05/16 20:23:15
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![[Post New]](/s/i/i.gif) 2018/05/16 20:26:08
Subject: Re:Codex: Eldar Craftworlds - A Portal Opens, The Craftworlds Emerge, Battle Begins!
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Deadly Dire Avenger
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Karhedron wrote: Dageran wrote:Since the Webway Gate can be taken in a fortification detachment- don't Craftworlds / Drukhari implicitly have access to the webway gate stratagems? (By taking the webway gate as a Harlequin Fortification Detachment)
If that's the case, it may be worth it to try and get some stuff closer to the enemy lines by T2. It's tough to compare the CP cost to just webway striking two units, though.
Unfortunately not, the leaked pics of the stratagems have the "Harlequin" keyword meaning CWE and DE can only use the basic gate abilities, not the enhanced stratagems. :(
Since the stratagems do not have to target a Harlequin unit, as long as you have a harlequin detachment you can use them on whatever.
That being said, I'd expect versions for Craftworlds and Dark Eldar in the box. GW wouldn't put them into the Harlequins Codex...
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This message was edited 1 time. Last update was at 2018/05/16 20:26:18
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