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Made in us
Inspiring Icon Bearer





Colorado Springs, CO

 kingheff wrote:
I suspect they are going to legends to be honest. They don't have any HQ choices and I'm pretty sure they stopped you using the ynarri characters instead.
So unless I'm missing something I think you can only take them in auxillary detachments I'm afraid.


Per the 9th edition FW Index: Xenos errata, corsair units (Cloud Dancer Band, Reaver Band, Skyreaver Band) gain:

Corsairs: So long as your warlord is Aeldari, you can include this unit in a Patrol, Battalion, or Outrider Detachment even if that that detachment contains no HQ units. However, if you do so, this Detachment's command benefits are changed to "None".

Additionally, you can use Falcons and Venoms as transports that drop their second faction keyword and gain the Coterie keyword with the same stipulation as above.

Honestly, the biggest downside seems to be that you can't also take things like Wasps, Hornets, etc... In the same way. Which, to be fair, is pretty brutal.

It is strange the way they wrote the Corsairs. For instance, they actually put in a Death Korps of Krieg army list in the Index: AM that specified what units you could take and how to take them (by replacing keywords), but they didn't do that with Corsairs.

Here's hoping that the Corsairs are brought back in some capacity if they ever redo plastic guardians...


One of them filthy casuals... 
   
Made in gb
Screaming Shining Spear





That's really cool, thanks for that info. Might be tempted to run my kitbashed/rogue trader models corsairs in a fun game at some point rather than as storm guardians as I have been.

This message was edited 1 time. Last update was at 2020/08/09 19:08:31


 
   
Made in us
Fixture of Dakka





Has anyone worked out a use for howling banshees yet? I play Iybraesil, so they're kind of my faction's most iconic unit. It would be nice to find a niche for them without feeling like I'm paying a tax for the sake of fluff.

In 8th, they were pretty good at shutting down non-flying vehicles or turning off overwatch before I charged in a harder-hitting melee unit. In 9th, overwatch is less of a thing, and tanks can just gun the banshees down while in melee with them. It doesn't seem fluffy or cost-effective to use them as suicide missiles that force tanks to shoot at them for a turn.

If I send them against a hard target, they just seem to bounce off, but if I send them against a squishy target , it rarely feels like they were worth their points or their seats in the expensive wave serpent they rode in on.

I've tried buffing them with a warlock and Doom to try and turn larger units into an off-brand melee hammer. It sooort of works, but it functionally adds a ton of points to their cost, and failing either psychic power really hurts them.

Any uses for them come to mind? Maybe I can just use them to sprint towards objectives and murder cheap objective holders before instantly dying the next turn? With the way objectives are laid out in 9th edition missions, I might be able to do that without buying them a serpent.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Combat Jumping Rasyat




East of England

Afraid not dude, and I was running 3x5 in a few competitions at the end of 8e. They got slamdunked with the points hike and the obsolescence. You could still run them with expert crafters, giving the exarch piercing strike. That makes a squad reasonably dangerous to gravis, hqs, etc, because you essentially get 2 S7 -3 D3 attacks, rerolling one hit and wound, plus ... some chaff. That worked quite well on them before. Now they're priced fairly high, those chaff need to pull their weight and they just don't whatsoever. Sorry, fresh out of ideas.
   
Made in gb
Screaming Shining Spear





Gotta agree with Groucho unfortunately. The only slight bonus is that with a proper 9th ed table infantry don't necessarily need transports so you could splash in a couple of squads and hide them to keep them going until late game to clear out objectives.
They are still crazily fast which is something of a bonus when it comes to getting into the opponent's deployment zone for certain secondaries I guess.

 
   
Made in us
Longtime Dakkanaut




UK

So, if I'm reading it right, Shadow Spectres now get their prism rifles for free. Meaning a unit of 3 goes from 126 points, to 81 points?

Shadow spectres at 81 points for 3... good?
   
Made in gb
Walking Dead Wraithlord






Niiru wrote:
So, if I'm reading it right, Shadow Spectres now get their prism rifles for free. Meaning a unit of 3 goes from 126 points, to 81 points?

Shadow spectres at 81 points for 3... good?


Nah.. without stacking modifers they are just 1W t3 infantry without an invuln with a 16" gun priced higher than an intercessor... They will die. And die easily.

I run them as alitoic in 8th and they did really well as -2 base with option for -3/-4 with the flamer or guided the prism blaster on exarch worked really well. They seemed like what the warp spiders should be.
Their saving grace was their movement as well. They were left alone completely allowed to harass or they soaked up a huge amount of firepower providing.

I dont think hey can cut it in 9th.

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


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 ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Dakka Veteran





27 points per T3 wound is insanely bad. Less insanely bad than 42 points per wound, but still awful. Better to use swooping hawks or striking scorpions to fulfill that role.

--- 
   
Made in ca
Longtime Dakkanaut




 slave.entity wrote:
27 points per T3 wound is insanely bad. Less insanely bad than 42 points per wound, but still awful. Better to use swooping hawks or striking scorpions to fulfill that role.


Hell, 5 Striking Scorpions with Claw and +1 to mandiblasters and expert crafters can punch through 5 intercessors. And they are 75 points...

This message was edited 1 time. Last update was at 2020/08/10 23:58:04


 
   
Made in gb
Deadly Dire Avenger




Scotland

Sorry if I missed this elsewhere on this forum but I'm confused by the changes to "Look out sir" (cant target <10 wound character models if it is within 3 inches of a 10+ wound monster/vehicle)

If my Wraithlord (10 wounds) is guarding Eldrad, and subsequently falls below his 10 starting wounds, is Eldrad then targetable? The Faq doesn't specify.

https://www.warhammer-community.com/wp-content/uploads/2020/08/klOc84lA6MCml4d2.pdf
   
Made in us
Longtime Dakkanaut




Current wounds =/= Wounds Characteristic.
   
Made in us
Fixture of Dakka





 kingheff wrote:
Gotta agree with Groucho unfortunately. The only slight bonus is that with a proper 9th ed table infantry don't necessarily need transports so you could splash in a couple of squads and hide them to keep them going until late game to clear out objectives.
They are still crazily fast which is something of a bonus when it comes to getting into the opponent's deployment zone for certain secondaries I guess.


Drat. I'll probably keep using them in my casual meta for fluff's sake, but that's too bad. :\


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Deadly Dire Avenger




Scotland

Sterling191 wrote:
Current wounds =/= Wounds Characteristic.


Thanks, makes sense now
   
Made in gb
Walking Dead Wraithlord






tulun wrote:
 slave.entity wrote:
27 points per T3 wound is insanely bad. Less insanely bad than 42 points per wound, but still awful. Better to use swooping hawks or striking scorpions to fulfill that role.


Hell, 5 Striking Scorpions with Claw and +1 to mandiblasters and expert crafters can punch through 5 intercessors. And they are 75 points...


Can they though ?

https://www.dakkadakka.com/dakkaforum/posts/list/772746.page#10378083 - My progress/failblog painting blog thingy

Eldar- 4436 pts


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 ? "


 Eonfuzz wrote:


I would much rather everyone have a half ass than no ass.


"A warrior does not seek fame and honour. They come to him as he humbly follows his path"  
   
Made in us
Fixture of Dakka





 Argive wrote:
tulun wrote:
 slave.entity wrote:
27 points per T3 wound is insanely bad. Less insanely bad than 42 points per wound, but still awful. Better to use swooping hawks or striking scorpions to fulfill that role.


Hell, 5 Striking Scorpions with Claw and +1 to mandiblasters and expert crafters can punch through 5 intercessors. And they are 75 points...


Can they though ?


Probably? 5 mandiblasters that do mortals on a 5+ would do about 1.67 mortal wounds on average. The exarch gets 3 attacks, misses with one, and rerolls it into a hit on a 3+. With those (let's assume) 3 hits, he'll wound on a 3+, so he'll wound twice and then probably reroll the failure into a wound for 3 wounds at ap -3, and each wound that gets through will average 2 damage. So sloppy math says the mandis and exarch attacks alone will kill most of the squad on their own, and then you've got 8 more attacks to clean up with.

EDIT: Oh. And that's without factoring in shooting.

But that math is sloppy and generous to the scorps.

This message was edited 1 time. Last update was at 2020/08/11 05:08:20



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Wyldhunt wrote:
 Argive wrote:
tulun wrote:
 slave.entity wrote:
27 points per T3 wound is insanely bad. Less insanely bad than 42 points per wound, but still awful. Better to use swooping hawks or striking scorpions to fulfill that role.


Hell, 5 Striking Scorpions with Claw and +1 to mandiblasters and expert crafters can punch through 5 intercessors. And they are 75 points...


Can they though ?


Probably? 5 mandiblasters that do mortals on a 5+ would do about 1.67 mortal wounds on average. The exarch gets 3 attacks, misses with one, and rerolls it into a hit on a 3+. With those (let's assume) 3 hits, he'll wound on a 3+, so he'll wound twice and then probably reroll the failure into a wound for 3 wounds at ap -3, and each wound that gets through will average 2 damage. So sloppy math says the mandis and exarch attacks alone will kill most of the squad on their own, and then you've got 8 more attacks to clean up with.

EDIT: Oh. And that's without factoring in shooting.

But that math is sloppy and generous to the scorps.

Dude, I'm a millionaire if I use sloppy math
   
Made in us
Fixture of Dakka





Alright. Let's see...

5 mandiblasters doing mortals on a 5+ is 1.67 mortals.

3 scorpion claw attacks = 2 hits, reroll the miss into 2.67 hits, wounding on 3+ means you get 1.78 wounds, reroll the 0.89 fails into another 0.5963 wounds for a total of 2.3763, 6+ armor saves lower that to 1.98025 unsaved wounds, average 2 (d3) damage means 3.9605 damage.

8 chainsword attacks = 5.36 hits, wounding on 4+ means 2.68 wounds, 3+ save means 0.893 unsaved wounds

So 1.67 + 3.9605 + 0.893 = 6.5235 damage.

And then shooting, assuming 4 pistols and and a shuriken catapult...

6 shots hitting on 3s = 4 hits, 4 hits means 2 wounds, 1/3rd of those wounds will be a 6+ meaning 0.67 wounds at AP-3 and 1.33 wounds at AP 0 means 0.5583 + 0.4333 = 1.002 unsaved wounds.

Oh, but then expert crafters gives us another .67 hits = 0.335 + 0.1675 = 0.5025 wounds. But I"m getting too tired to calculate how many unsaved wounds that turns into.

So if I didn't mess that up (I might have; it's late here), then it looks like EC scorpions with a claw and the 5+ mandiblaster power can do roughly 7.5255 damage plus however much more you get from those 0.5025 EC reroll shooting wounds. Probably a bit more if you're in range to swap a pistol shot for a grenade. The above is still sloppy; I rounded after a few decimal points, and I'm probably not properly accounting for the likelihood of some of the claw damage overkilling a single model, but we're looking at about 3 or 4 dead intercessors .

So you're not quite clearing them in a single turn. I wouldn't count on scorpions to reliably wipe out a squad of intercessors then, but that's not terrible for their price tag. Granted, this assumes you get 5 scorpions into melee unscathed.



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in de
Boosting Black Templar Biker




You might even attack Intercessors in cover for more reliable hitting. EC is a PITA in napkin statistics, though, when i'm bored enough and work is low i might just make a spreadsheet

In general though i think Scorpions are a solid pick atm. They're cheap enough, can score several secondaries (mostly engage on all fronts through deepstrike or raise banners) and pretty tanky for their price with stalker and cover (masters of concealment anyone?). A large unit (prly 9 to dodge blast) with scorpion's sting is an actual threat even when they can't fight first they'll do an average 3 MW at the start of the fight phase.





 
   
Made in ca
Regular Dakkanaut




bullyboy wrote:
Dude, I'm a millionaire if I use sloppy math


Nice. I'm still just a thousandaire. Maybe even just a hundredaire ;-)
   
Made in ru
Screaming Shining Spear




Russia, Moscow

Hmm, seems like with most titanic units they got faq to move through enemy units. But WK didn't?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'll try out a list like this - best of two worlds (2000 pts):

Short version:

Skyrunner Farseer (Warlord)
3x 5 Dire Avengers
3 Wave Serpents
1 Falcon
1x 3 Vibro Cannons

Shadowseer
3x 5 Skyweavers


Long version:

Spoiler:

New Roster (Warhammer 40,000 9th Edition) [107 PL, 9CP, 2,000pts]

Patrol Detachment 0CP (Aeldari - Craftworlds) [61 PL, 1,105pts]

Configuration
Craftworld Attribute
*Custom Craftworld*
Selections: Expert Crafters, Masters of Concealment

Detachment CP

HQ
Farseer Skyrunner [7 PL, 135pts]
Selections: 0. Smite, 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Craftworlds Warlord, Shuriken Pistol, Witchblade
The Phoenix Gem

Troops
Dire Avengers [3 PL, 70pts]
4x Dire Avenger
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Dire Avenger Exarch
Selections: Two Avenger Shuriken Catapults
Exarch Power
Selections: Bladestorm

Dire Avengers [3 PL, 70pts]
4x Dire Avenger
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Dire Avenger Exarch
Selections: Two Avenger Shuriken Catapults
Exarch Power
Selections: Bladestorm

Dire Avengers [3 PL, 70pts]
4x Dire Avenger
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Dire Avenger Exarch
Selections: Two Avenger Shuriken Catapults
Exarch Power
Selections: Bladestorm

Heavy Support
Falcon [9 PL, 145pts]
Selections: Shuriken Cannon, Shuriken Cannon, Vectored Engines

Support Weapons [9 PL, 135pts]
Support Weapon
Selections: Vibro Cannon
Support Weapon
Selections: Vibro Cannon
Support Weapon
Selections: Vibro Cannon

Dedicated Transport
Wave Serpent [9 PL, 160pts]
Selections: Shuriken Cannon, Twin Shuriken Cannon

Wave Serpent [9 PL, 160pts]
Selections: Shuriken Cannon, Twin Shuriken Cannon

Wave Serpent [9 PL, 160pts]
Selections: Shuriken Cannon, Twin Shuriken Cannon


Outrider Detachment -3CP (Aeldari - Harlequins) [46 PL, 9CP, 895pts]

Configuration
Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP [-3CP]

Masque Form
Selections: The Dreaming Shadow: Sombre Sentinels

HQ
Shadowseer [7 PL, 115pts]
Selections: Shards of Light, Shuriken Pistol, Twilight Pathways, Veil of Illusion

Fast Attack
Skyweavers [13 PL, 260pts]
Skyweaver
Selections: Haywire Cannon, Zephyrglaive
Skyweaver
Selections: Haywire Cannon, Zephyrglaive
Skyweaver
Selections: Haywire Cannon, Star Bolas
Skyweaver
Selections: Haywire Cannon, Star Bolas
Skyweaver
Selections: Haywire Cannon, Star Bolas

Skyweavers [13 PL, 260pts]
Skyweaver
Selections: Haywire Cannon, Zephyrglaive
Skyweaver
Selections: Haywire Cannon, Zephyrglaive
Skyweaver
Selections: Haywire Cannon, Star Bolas
Skyweaver
Selections: Haywire Cannon, Star Bolas
Skyweaver
Selections: Haywire Cannon, Star Bolas

Skyweavers [13 PL, 260pts]
Skyweaver
Selections: Haywire Cannon, Zephyrglaive
Skyweaver
Selections: Haywire Cannon, Zephyrglaive
Skyweaver
Selections: Haywire Cannon, Star Bolas
Skyweaver
Selections: Haywire Cannon, Star Bolas
Skyweaver
Selections: Haywire Cannon, Star Bolas

Created with BattleScribe

This message was edited 2 times. Last update was at 2020/08/12 07:55:15


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Screaming Shining Spear





It's a decent list but nearly a thousand points for three squads of bikes that die to bolter fire looks a bit of a risk to me.

 
   
Made in gb
Longtime Dakkanaut




UK

 kingheff wrote:
It's a decent list but nearly a thousand points for three squads of bikes that die to bolter fire looks a bit of a risk to me.



They are the toughest unit harlequins have.

Says a lot really. When they'll soon be more fragile than a single 2W tactical marine.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

A quick note on d3 damage against 2 wound models:

The average damage is 5/3 or 1.67. Not 2 damage.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Screaming Shining Spear





Niiru wrote:
 kingheff wrote:
It's a decent list but nearly a thousand points for three squads of bikes that die to bolter fire looks a bit of a risk to me.



They are the toughest unit harlequins have.

Says a lot really. When they'll soon be more fragile than a single 2W tactical marine.


They're good units for sure but expensive, maybe three three mans instead?

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, in view of the battle report https://www.youtube.com/watch?v=LmdVCMoV130
one lesson is that one should be able to score early in the game.
The Eldar player had a 10 men unit of Wraithblade as a death star unit that was quite fearsome,
while the two units of Wraithguard approached along a flank.

My list above is quite similar, the Skyweavers could score early in the game.
The enemy will need a lot of fire power to remove them.
In the meanwhile the rest of the army will get prepared for the mid and end game.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Screaming Shining Spear





As much as I like winters SEO his reports are more narrative as opposed to competitive. I'd be careful drawing too many conclusions from his videos.


Automatically Appended Next Post:
Don't get me wrong though, a unit of ten axe blades is surprisingly mobile with quicken or with buffs to charge out of deepstrike but 400 PTS is still a massive investment and if your opponent just screens with chaff you can end up getting a pretty poor return on your big investment.

This message was edited 1 time. Last update was at 2020/08/12 17:39:27


 
   
Made in de
Boosting Black Templar Biker




I don't see a viable alternative to wraithblades in staying power. They're just 13* points for a t6 3+/4++ wound. Add protect and fortune, maybe masters of concealment or cover and there's no way they get shot off efficiently. The issue is the old Eldar crux, though: fail a few psychic tests or get denied and it's kinda game over. From there we have to kill the enemy's öargest threats to our ability to score. And for that we have decent options, i just dislike it as plan A.





 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Axe Guard are great, and can reliably get Fortune cast on them, but Protect is often harder. I am using Wrath of the Dead and Hunters of Hidden Relics since they plan to babysit objectives.
   
Made in us
Been Around the Block





Wyldhunt wrote:
Has anyone worked out a use for howling banshees yet? I play Iybraesil, so they're kind of my faction's most iconic unit. It would be nice to find a niche for them without feeling like I'm paying a tax for the sake of fluff.

In 8th, they were pretty good at shutting down non-flying vehicles or turning off overwatch before I charged in a harder-hitting melee unit. In 9th, overwatch is less of a thing, and tanks can just gun the banshees down while in melee with them. It doesn't seem fluffy or cost-effective to use them as suicide missiles that force tanks to shoot at them for a turn.

If I send them against a hard target, they just seem to bounce off, but if I send them against a squishy target , it rarely feels like they were worth their points or their seats in the expensive wave serpent they rode in on.

I've tried buffing them with a warlock and Doom to try and turn larger units into an off-brand melee hammer. It sooort of works, but it functionally adds a ton of points to their cost, and failing either psychic power really hurts them.

Any uses for them come to mind? Maybe I can just use them to sprint towards objectives and murder cheap objective holders before instantly dying the next turn? With the way objectives are laid out in 9th edition missions, I might be able to do that without buying them a serpent.
I have 2 squads of 10 in wave serpents in a ynnari list. Their stats aren't impressive I agree, but they always manage to do work. The wound rerolls from ynnari help out a lot with their strength problem. I leave them with war shout (because ynnari has to, for some reason) and that makes them stick around for a while against non-melee units. Usually vehicles have trouble clearing them in melee, cause you're turning off blast and stuff. Everyone is always surprised by how fast the move, so they manage to get past screens.

it looks like their power swords will be +1 str based on the vanguard marines data sheet. Making them str 4 is a big deal. With that they'll be viable imo.

40K Armies: Ultramarines, Tau, Ynnari, Orks, and Thousand Sons. 
   
 
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