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![[Post New]](/s/i/i.gif) 2022/03/01 20:08:32
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Longtime Dakkanaut
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Corsair Voidscarred are looking a little interesting...
85 points gets you 6 bodies:
- 5 rapid fire shuriken rifle shots (this is pretty meh)
- 19 power sword attacks
- any 6s to hit in either phase auto-wounds
- a caster equivalent to a spiritseer (but with the powers options of a -farseer-)
By comparison, a spiritseer is 70 points.
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![[Post New]](/s/i/i.gif) 2022/03/01 22:48:13
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Growlin' Guntrukk Driver with Killacannon
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Yeah I'm really looking forward to trying out Corsairs in my army, especially the Elite version with Psyker powers. Hopefully the box set comes out soon.
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![[Post New]](/s/i/i.gif) 2022/03/02 12:41:58
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Niiru wrote:Corsair Voidscarred are looking a little interesting...
85 points gets you 6 bodies:
- 5 rapid fire shuriken rifle shots (this is pretty meh)
- 19 power sword attacks
- any 6s to hit in either phase auto-wounds
- a caster equivalent to a spiritseer (but with the powers options of a -farseer-)
By comparison, a spiritseer is 70 points.
How are you getting shuriken rifle shots AND power sword attacks? The models can have pistol and power sword OR a different gun
I do really like how they can have a psyker in the unit. It seems very cost effective in terms of points, and the squads of 6 fit nicely into Falcons Automatically Appended Next Post: The Red Hobbit wrote:Yeah I'm really looking forward to trying out Corsairs in my army, especially the Elite version with Psyker powers. Hopefully the box set comes out soon.
In the last war-com post about this topic (chaos and the rest of the contents {terrain and such} were revealed) they said "will be available to preorder soon". Im hoping because the units are in the codex this means preorders will be up this weekend or next.
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This message was edited 1 time. Last update was at 2022/03/02 12:44:09
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![[Post New]](/s/i/i.gif) 2022/03/02 13:00:49
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Ladies Love the Vibro-Cannon Operator
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Troops in the new CWE codex don't seem very promising if you ask me.
They all seem to have T3 and 5+/5++ save so that I'd stay away from them.
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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 |
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![[Post New]](/s/i/i.gif) 2022/03/02 17:23:04
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Powerful Phoenix Lord
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wuestenfux wrote:Troops in the new CWE codex don't seem very promising if you ask me.
They all seem to have T3 and 5+/5++ save so that I'd stay away from them.
Guardians are actually 4+. Not that it matters with all the AP-1 out there, but still.
I look at it this way, Dire Avengers used to be considered a decent Troop option. They had 4+ save and 18" catapults for 11ppm. Guardians now get that for only 9ppm.
The only downside is that you need 10min instead of 5.
But Rangers are still Troops if you want to man-made (which I will certainly be doing).
With all the other super good units in the Codex, it's probably a good thing that our Troops are only "meh".
In a slightly related note, would it be better to take 2 Patrols over 1 Battalion? You'd have to spend 2CP on the second Patrol, but it means you only have to take 2HQs and 2 Troops min. But you'd also get 4 Elites, Fast, Heavy.
While that's 2 less Elites than a Battalion, it's an extra Fast and/or Heavy
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![[Post New]](/s/i/i.gif) 2022/03/02 17:44:16
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Growlin' Guntrukk Driver with Killacannon
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I personally would recommend a Battalion since our Eldar appears to be very CP hungry, plus we've got a lot of great units in the Elite spot.
I need to work in Wraithlords, Fire Dragons, Striking Scoprions, and Dire Avengers and I'll be using all 6 slots for that.
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![[Post New]](/s/i/i.gif) 2022/03/02 17:48:37
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Longtime Dakkanaut
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Robcio wrote:Niiru wrote:Corsair Voidscarred are looking a little interesting...
85 points gets you 6 bodies:
- 5 rapid fire shuriken rifle shots (this is pretty meh)
- 19 power sword attacks
- any 6s to hit in either phase auto-wounds
- a caster equivalent to a spiritseer (but with the powers options of a -farseer-)
By comparison, a spiritseer is 70 points.
How are you getting shuriken rifle shots AND power sword attacks? The models can have pistol and power sword OR a different gun
I do really like how they can have a psyker in the unit. It seems very cost effective in terms of points, and the squads of 6 fit nicely into Falcons
Because I'm terrible at writing when tired lol. It was meant to be an "or". Which is why I said the rifles option is pretty meh, compared to the (I think anyway) much better powersword loadout.
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![[Post New]](/s/i/i.gif) 2022/03/02 20:14:44
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Powerful Phoenix Lord
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The Red Hobbit wrote:I personally would recommend a Battalion since our Eldar appears to be very CP hungry, plus we've got a lot of great units in the Elite spot.
I need to work in Wraithlords, Fire Dragons, Striking Scoprions, and Dire Avengers and I'll be using all 6 slots for that.
I've never needed lots of Elites but rather Fast Attack. I currently only own 4 Elites: 1 Scorpion unit, 1 Fire Dragon unit and now my Warlock Skyrunner and WL are Elites too. Since my Farseer makes the Warlock slotless, that means I'll only ever need 3 Elites anyway.
I hear you on the CP hunger, though. Hopefully Strands of Fate mitigates that a bit
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![[Post New]](/s/i/i.gif) 2022/03/02 21:03:45
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Growlin' Guntrukk Driver with Killacannon
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Aspect Warriors and Wraithlords have always been my favorite Eldar units so I've got plenty of those, with Wraithlords moving to Elites I've actually got plenty of free space under Heavy Support now.
I figure after a few test games you'll get a good feel for how much CP you're willing to forgo. As I recall you have a lot of Windriders so two patrols might be the right way to go, or perhaps a Patrol + Outrider Detachment.
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![[Post New]](/s/i/i.gif) 2022/03/02 22:21:57
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Powerful Phoenix Lord
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The Red Hobbit wrote:Aspect Warriors and Wraithlords have always been my favorite Eldar units so I've got plenty of those, with Wraithlords moving to Elites I've actually got plenty of free space under Heavy Support now.
I figure after a few test games you'll get a good feel for how much CP you're willing to forgo. As I recall you have a lot of Windriders so two patrols might be the right way to go, or perhaps a Patrol + Outrider Detachment.
I've actually converted all my WRs to be Spears since WRs aren't ever going back to Troops and Spears are just bettering every way (that counts). I also have 3 Shroud runners now too, so yeah I need lots of Fast Attack.
2 Patrols gets me 4 total slots (one more than a Battalion) for less CP than an Outrider detachment.
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This message was edited 1 time. Last update was at 2022/03/02 22:22:48
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![[Post New]](/s/i/i.gif) 2022/03/02 23:14:15
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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i dont understand in the footsteps of the ancients. if you have this then you can't take a second trait, right? So why ever take this over just taking a named one? what am I missing.
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![[Post New]](/s/i/i.gif) 2022/03/02 23:24:54
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Growlin' Guntrukk Driver with Killacannon
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Wouldn't it be -2 CP either way? Patrol + Patrol (-2CP) versus Outrider (Warlord) + Patrol (-2CP)?
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![[Post New]](/s/i/i.gif) 2022/03/03 00:44:08
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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hmm.. so I just discovered that shurcannons are now heavy3 so no more advancing wave serpents/vypers/warwalkers with 2 or 3 of these. Loved those builds.
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![[Post New]](/s/i/i.gif) 2022/03/03 01:10:31
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Mutated Chosen Chaos Marine
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Scoundrel80 wrote:hmm.. so I just discovered that shurcannons are now heavy3 so no more advancing wave serpents/vypers/warwalkers with 2 or 3 of these. Loved those builds.
I'm pretty sure only Infantry get the -1 to hit. Vehicles can still move and shoot heavy weapons without penalty.
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![[Post New]](/s/i/i.gif) 2022/03/03 02:39:49
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Powerful Phoenix Lord
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The Red Hobbit wrote:Wouldn't it be -2 CP either way? Patrol + Patrol (-2CP) versus Outrider (Warlord) + Patrol (-2CP)?
Outriders, Vanguards and Spearheads do not refund CPs. So an Outrider detachment is gonna cost 3CPs regardless.
If they did refund CPs, I wouldn't even bother with Patrols or even Troops.
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![[Post New]](/s/i/i.gif) 2022/03/03 03:53:52
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Growlin' Guntrukk Driver with Killacannon
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Ahhh I see, I've always run Patrols or Battalions myself so I missed that exemption.
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![[Post New]](/s/i/i.gif) 2022/03/03 07:57:34
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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l0k1 wrote:Scoundrel80 wrote:hmm.. so I just discovered that shurcannons are now heavy3 so no more advancing wave serpents/vypers/warwalkers with 2 or 3 of these. Loved those builds.
I'm pretty sure only Infantry get the -1 to hit. Vehicles can still move and shoot heavy weapons without penalty.
yes but the can't advance with them.
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![[Post New]](/s/i/i.gif) 2022/03/03 09:53:47
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Mutated Chosen Chaos Marine
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Scoundrel80 wrote: l0k1 wrote:Scoundrel80 wrote:hmm.. so I just discovered that shurcannons are now heavy3 so no more advancing wave serpents/vypers/warwalkers with 2 or 3 of these. Loved those builds.
I'm pretty sure only Infantry get the -1 to hit. Vehicles can still move and shoot heavy weapons without penalty.
yes but the can't advance with them.
Ah, missed you mentioning advancing
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![[Post New]](/s/i/i.gif) 2022/03/03 11:13:58
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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eh, can ten guardians bring 2 weapon platforms now?? it says "1-2 of the following models."
edit: nah. read the blablabla now
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This message was edited 1 time. Last update was at 2022/03/03 11:23:43
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![[Post New]](/s/i/i.gif) 2022/03/03 16:53:40
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Niiru wrote:Robcio wrote:Niiru wrote:Corsair Voidscarred are looking a little interesting...
85 points gets you 6 bodies:
- 5 rapid fire shuriken rifle shots (this is pretty meh)
- 19 power sword attacks
- any 6s to hit in either phase auto-wounds
- a caster equivalent to a spiritseer (but with the powers options of a -farseer-)
By comparison, a spiritseer is 70 points.
How are you getting shuriken rifle shots AND power sword attacks? The models can have pistol and power sword OR a different gun
I do really like how they can have a psyker in the unit. It seems very cost effective in terms of points, and the squads of 6 fit nicely into Falcons
Because I'm terrible at writing when tired lol. It was meant to be an "or". Which is why I said the rifles option is pretty meh, compared to the (I think anyway) much better powersword loadout.
Gotcha, that makes more sense XD. Yeah the sword and pistol loadout seems to have more damage output. The thing is its not enough damage to really balance out how quickly they will die into any MEC units that they don't completely wipe. I think they are decent bully/ versatile units if you take a bit of a mix, especially with the psyker, but not super strong.
That said,
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![[Post New]](/s/i/i.gif) 2022/03/03 17:30:52
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Ladies Love the Vibro-Cannon Operator
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Galef wrote: wuestenfux wrote:Troops in the new CWE codex don't seem very promising if you ask me.
They all seem to have T3 and 5+/5++ save so that I'd stay away from them.
Guardians are actually 4+. Not that it matters with all the AP-1 out there, but still.
I look at it this way, Dire Avengers used to be considered a decent Troop option. They had 4+ save and 18" catapults for 11ppm. Guardians now get that for only 9ppm.
The only downside is that you need 10min instead of 5.
But Rangers are still Troops if you want to man-made (which I will certainly be doing).
With all the other super good units in the Codex, it's probably a good thing that our Troops are only "meh".
In a slightly related note, would it be better to take 2 Patrols over 1 Battalion? You'd have to spend 2CP on the second Patrol, but it means you only have to take 2HQs and 2 Troops min. But you'd also get 4 Elites, Fast, Heavy.
While that's 2 less Elites than a Battalion, it's an extra Fast and/or Heavy
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Good to know that Guardians are now 4+.
In view of the detachments, the good old Battalion gets my first attention.
I'm not planning to run too many FA units.
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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 |
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![[Post New]](/s/i/i.gif) 2022/03/03 23:05:14
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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can warlocks still swop their smite for tunes of furtune powers? I not, who has them? I can see that eldrad has them and that the ulthwe helm grants aces. but not warlocks with the new book?
Automatically Appended Next Post:
one thing; where does it say that eldrad gets the fate reader WT? I want him to have it but I can't see anything like that on his data sheet? just watched the AoW guys play where he had it. And TTT did the same thing the other day, I think. Automatically Appended Next Post: One more question: does fateful divergence circumvent the "you can only regenerate one cp per battleground" rule? if you cast this and roll a six with seer of the shifting vector in the same battleground would you get one or two cp back for that battle round?
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This message was edited 3 times. Last update was at 2022/03/03 23:19:23
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![[Post New]](/s/i/i.gif) 2022/03/03 23:42:15
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Long-Range Land Speeder Pilot
UK
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Scoundrel80 wrote:can warlocks still swop their smite for tunes of furtune powers? I not, who has them? I can see that eldrad has them and that the ulthwe helm grants aces. but not warlocks with the new book?
Runes of Battle only for Warlocks.
Runes of Fate/Fortune for Farseer and Corsair Way Seeker.
Runes of Battle/Fortune for Spiritseer.
Ulthwe relic hat looks like the only way to get a single pick from Runes of Fortune onto a Warlock.
Scoundrel80 wrote:Automatically Appended Next Post:
one thing; where does it say that eldrad gets the fate reader WT? I want him to have it but I can't see anything like that on his data sheet? just watched the AoW guys play where he had it. And TTT did the same thing the other day, I think.
Warlord Traits page of the codex lists what named characters get, Eldrad does get fate reader.
Scoundrel80 wrote:Automatically Appended Next Post:
One more question: does fateful divergence circumvent the "you can only regenerate one cp per battleground" rule? if you cast this and roll a six with seer of the shifting vector in the same battleground would you get one or two cp back for that battle round?
Neither rule notes any ability to overcome the 1cp limit, so still capped at 1cp I believe.
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![[Post New]](/s/i/i.gif) 2022/03/03 23:43:48
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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last one: if I advance and then shoot with swooping hawks, then I can't take of and redeploy, right? they have to be able to make a battle focused move and then can't do that if they advanced, I guess. Automatically Appended Next Post: Insularum wrote:Scoundrel80 wrote:can warlocks still swop their smite for tunes of furtune powers? I not, who has them? I can see that eldrad has them and that the ulthwe helm grants aces. but not warlocks with the new book?
Runes of Battle only for Warlocks.
Runes of Fate/Fortune for Farseer and Corsair Way Seeker.
Runes of Battle/Fortune for Spiritseer.
Ulthwe relic hat looks like the only way to get a single pick from Runes of Fortune onto a Warlock.
Scoundrel80 wrote:Automatically Appended Next Post:
one thing; where does it say that eldrad gets the fate reader WT? I want him to have it but I can't see anything like that on his data sheet? just watched the AoW guys play where he had it. And TTT did the same thing the other day, I think.
Warlord Traits page of the codex lists what named characters get, Eldrad does get fate reader.
Scoundrel80 wrote:Automatically Appended Next Post:
One more question: does fateful divergence circumvent the "you can only regenerate one cp per battleground" rule? if you cast this and roll a six with seer of the shifting vector in the same battleground would you get one or two cp back for that battle round?
Neither rule notes any ability to overcome the 1cp limit, so still capped at 1cp I believe.
thanks, man. Automatically Appended Next Post: trying to build list for tomorrow. I want to try everything but can't decide whats better. so many routes to go.
so this is what I got so far:
ulthwe
Eldar ulthwe 2000
Eldrad 145, fate reader, smite, fortune, guide, will of Asyryan
Farseer on bike 120 seer of the vector, ghost helm, Doom, smite, executioner, ghost walk.
Autarch on bike 100
Warlock sky runner 60: empower
Warlock sky runner 60: enhance
10 guardian defenders 90
10 guardian defenders 90
5 scouts 65
10x dire avengers, stand firm 130
6x fire dragons 153, dragons bite
6x scorpions 132 super mandis, biting blade
10x banshees 195 piercing, mirror
Falcon pulse, 2x shuriken canon 150
Falcon pulse, 2x shuriken canon 150
Wave serpent, 3x shuriken canon 150
5x warp spiders, surprise assault 115
5x Swooping hawks, winged evasion 95
Comments
Im going for full strands shenanigans, decent amounts of obsec and 2 falcon deep strikes with 6 dragons in one and 6 scorps in the other. Anti tank is 6 dragons and 2 pulse lasers. idk if thats enough.
powers are so hard. I sort of feel I need ghost walk for the scorpion charge out of the falcon. with a strands 6 and ghost walk its an auto. Will of asyryan seems fun, but I dont know how good it actually is. I want focus will on one farseer, but then again; I can't see them ever casting it.
So now they are just melee buffers. a tad bit lame maybe. any comments?
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This message was edited 2 times. Last update was at 2022/03/04 00:03:34
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![[Post New]](/s/i/i.gif) 2022/03/04 12:44:22
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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[DCM]
Procrastinator extraordinaire
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Mine isn't far off yours Scoundrel, I did play this list on Wednesday and found the pieces didn't synergise overly well and as I was playing Grey Knights, the strands of fate dice for the psychic tests really didn't help too much compared with the old full rerolls. The relic to make tests undeniable was really nice though and Eldrad with reroll tests is very nice. My list needs more refinement, but the guardian bomb worked well with the Ulthwe strat and the Autarch being around to offer reroll hits of 1 was helpful too. My opponent brought a pretty hardcore tournament list so it wasn't the best game to learn a new book, but I appreciate that without his Callidus Assassin making 4+s all the time to make my strats more expensive won't be a common occurrence in games. HQ Eldrizzle Fate Reader 140 Farseer Skyrunner, Relic Hat 120 Autarch, WJG, DS 110 TR 5 Rangers, GF, WN 75 5 Rangers, WN 70 20 Guardians, 2xBL 200 EL 10 Howling Banshees, Exarch, MS 180 6 Striking Scorpions, Exarch, BB 107 5 Dire Avengers, Exarch, 2xSC 60 2 Warlock Skyrunner 70 2 Warlocks 40 FA 3 Shroud Runners 105 6 Warp Spiders, Exarch, WoD 135 6 Swooping Hawks, Exarch 108 HS Falcon, BL 160 Falcon, BL 160 DT Wave Serpent, BLs 160 Total 2000 I also ran a deepstrike Biel-Tan list against GSC, which worked less than well due to the deployment and board control shenanigans of the GSC. I went first so they were very much a counter to what I made the list to be as a counter attacking army. Cagey game overall. Biel-Tan HQ Autarch, WJG, Reaper, Biel-Tan WL Trait 115 Farseer Skyrunner, Spirit Stone, Doom, Executioner, Impair Senses, Fateful Divergence 120 Farseer, Singing Spear, Wing(-1CP), Guide, Fortune, Ghostwalk 90 TR 20 Guardians, 2x BL 200 5 Rangers, weavewire, gloomfield 75 5 Rangers, weavewire, gloomfield 75 EL 10 Dire Avengers, Exarch w/2x cats, stand firm 130 10 Dire Avengers, Exarch w/2x cats 120 10 Howling Banshees, Exarch w/mirrorswords, 4++ 200 1 Warlock Skyrunner, Weeping Stones (-1CP), Conceal/Reveal 70 FA 6 Warp Spiders, Exarch w/2x deathspinners, Web of Deceit 135 6 Swooping Hawks, Exarch 108 HS Falcon, Bright Lance, CTM 170 5 Dark Reapers, Exarch, Reapers Reach 165 DT Wave Serpent, 2x BL 160 Wave Serpent, 2x BL 160 1998 It'll take a few games until I feel comfortable with the army and what different things do, but so far I feel like fire dragons are a very expensive trap in a falcon, I was intending on running them in my Biel Tan list but Reapers are just more versatile for around the same points mark. I think the secondaries aren't worth building around and instead just go for the GT secondaries. I think my next list will be Shuriken spam with Hail of Doom and Expert Crafters, lots of shots means more units can be squeezed in and it wouldn't look a lot different to the Biel-Tan one above.
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This message was edited 2 times. Last update was at 2022/03/04 12:50:08
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![[Post New]](/s/i/i.gif) 2022/03/04 13:08:21
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Ladies Love the Vibro-Cannon Operator
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Both lists look more like a fund of models.
In a battallion, the standard troop choices could indeed be 2x5 Rangers (for backfield occupation) and 1x20 Guardians (as a shock-and-awe unit). Not sure how Corsairs fit into this mix.
HQs shouldn't be lumbering but have greater mobility. This was quite useful in former editions with an Autarch on jetbike (quite a threat for enemy HQs to finish them off) and a Skyrunner Farseer (to get out of harm's way and cast where needed).
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This message was edited 1 time. Last update was at 2022/03/04 13:09:09
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 |
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![[Post New]](/s/i/i.gif) 2022/03/04 13:13:55
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Has anyone thought about a Wraithhost? Not sure if Iyanden for the -1ap and psytronome or if a mix of one of the custom craftworlds.
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![[Post New]](/s/i/i.gif) 2022/03/04 14:45:43
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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Robcio wrote:Has anyone thought about a Wraithhost? Not sure if Iyanden for the -1ap and psytronome or if a mix of one of the custom craftworlds.
Plausible in Iyanden but to be honest, now that Protect doesn't affect invuns, even with the -1 damage, wraiths are overcosted now IMO.
we can probably expect to see a fair few units take a pts bump in 3 months time but i think wraiths will come down
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Adeptus Mechanicus
Tyranids |
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![[Post New]](/s/i/i.gif) 2022/03/04 15:07:47
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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[DCM]
Procrastinator extraordinaire
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wuestenfux wrote:Both lists look more like a fund of models.
In a battallion, the standard troop choices could indeed be 2x5 Rangers (for backfield occupation) and 1x20 Guardians (as a shock-and-awe unit). Not sure how Corsairs fit into this mix.
HQs shouldn't be lumbering but have greater mobility. This was quite useful in former editions with an Autarch on jetbike (quite a threat for enemy HQs to finish them off) and a Skyrunner Farseer (to get out of harm's way and cast where needed).
Indeed, it does look that way and the lists don't play how I want them but it was fun to play with the new stuff and see what could be done. I did find the 2x5 Rangers to be effective in carrying out actions and screening, and the extra range on shuriken catapults makes a guardian bomb very reliable. The aspect warriors were fairly good in general and it did create a dilemma of what would be the best Guide target now that it works in close combat. The HQs were actually quite mobile, the Jump Generator is worth the points and the Wing relic gives the foot Farseer much needed mobility with some mortal wound output.
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![[Post New]](/s/i/i.gif) 2022/03/04 22:42:09
Subject: Codex: Craftworlds Tactics Thread v2.0 - 9th Edition
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Regular Dakkanaut
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yeah, mobile buffs and the ability to shift the board and direct might to new areas was key before, but it is even more key now, it seems. Reason is, I think, because the buffs are a lot more rigid now with core requirements etc. I run autarch skyrunner, farseer sky runner, warlock sky runner. I actually cut a second warlock sky runner last moment and I sort of missed him actually. So yeah, the buffs game is still backbone to eldar play, imo. My buffs are pretty easy to distribute with eldrad being the only slouch. Thats why I deck him out super back line with guide, fortune and.. will of asyryan. More on that one later.
I got my first game in to day and I love, love, love this book. So well designed. its a very cleverly designed upgrade that feels like a sidegrade. feels a bit like the sisters book did, but prolly a bit stronger.
The army just feels so fresh and versatile. I can run almost every unit now and build something around the various themes. with the old book you had to cheese up and exploit narrow, broken stuff to have a chances even at kitchen table games. so few units could compete. Now you can build so many cool armies. The depth here is completely bonkers. And I haven even theory crafted the ynnari or Harley’s in to my contemplations. I feel there are so many combos across all the psychics, the stats, the exarch powers, craft world traits and the relics an WTs.
some notes:
- strands are in-sane-ly cool and very powerfull. The thing is, that there are so many combos here. For example the mechanic is one of the biggest buffs to eldar survivability in general. Every one has invulnerable saves now, so those 6s for saves are so good. its that wave serpent that lives, that character that stays alive, its a 10 attacks d2 banshee exarch that doesn't die or its the one meta shot that doesn't oneshot your war walker controlling these strands, adding and reroling them cleverly with 2 farseers (mandatory now I think) was just so big here.
I could have lost the game t2 but had managed to reroll my self into 4 sixes for saves that turn, and it more or less solidified the game in my favor. Managing the dice seriously makes me visualize that farseer who stands in the hill during the battle studying the runes haha : ) no but, its such a cool little minigame, that can really impact the board. Super strong for auto 7s (8s for first spells by ulthwe casters) in psychic too.
- Which leads me to psychic powers. These took a big hit, but its a good thing. They feel so much more sophisticated now. Quicken is somehow the exception, Imo, as is just I bit boring now. Not even letting them shoot after q seems a bit sad. But overall the buffs are still super good. Executor is still brutal, fortune, hey take more effort. i had a sequence that felt really good and felt very spicy when it mapped out. my executor/doom seer on bike had the helm and ghost walk. I just wanted to go deepstrike 5-10 scorpions (I ran 6) then ghostwalk them and then strands of fate in an auto six to get an auto deep strike charge. It worked wonders.
- Btw: I can believe there is no cap for mandiblaster MWs? I couldn’t find it anywhere. they killed a dreadnaught no problem. 6 mw with the super mandis and I did even roll overly good.
Back to psychic: That dreadnaught was doomed and that just so good with mandi blasters especially. So psychic and strands of opens up a lot of play. if you do a seer council in requisition for +1, your guys can auto 8. With focus will, ulthwes first cast and what not you can auto super smite! It hink there is a lot og potential in going through that stuff thoroughly. Also, all of the sudden those silly “24 inches range, if you go 10+” rules make a lot more sense : ) brilliant design, Imo.
- My grav tanks just melted away like nothing. No feel no pains hurts more than I thought. But I guess I could have played them more defensively. one got melted by 5 long fangs., another got ripped apart by murderfang and the last got smashed by a dread with axe and shield.
- Omg we can alpha strike now. These drop pod falcons are just so cool. They (together with all the other deepstrikes) makes our army feel fast in a very different way from say drokhari or.. white scars or something. Harleys too. The warp spiders are completely bonkers with the upgrade that gives them 1d6 shots more when coming out of deep. 5 guys roll a staggering 12 d6 s6 ap-2 d1 shoots. i dont know what lives through that. and the 2d6 battle focus jump is so cool. Strong but not op. At all. Its still super risky and they got In trouble in my game when I nulled 2+2 no rerolls. Just tough luck. I love that. They killed a long fangs squad turn 2 and 2 outriders on turn 3. loved them.
- Banshees got gotchaed by some 6inch space wolf heroic intervention strat, that I semi-forgot and then god fight lasted by armor of russ. So after reading rules about fighting tiers and eligibility for 45 minutes the edge was then off my gals. They still killed the super bike captain and a few marines but ultimately got murdered. I think they traded decently, but I misplayed them a bit. They seem so well designed now. A true glass cannon but with options like protect and fortune, they perform pretty well even when blind sided like in this game.
- Firedragons coming out of falcons is the best thing since yoghurt. Love that they can’t go back inside now with fire and fade. You can STILL make clever moves like that but its not as auto and non-interactive as putting these or 10 reapers into complete safety every turn.
- Love how they boosted our resilience and board presence. We still. melt. But small things like the occasional 5++ and the baby transhuman on guardians, a few auto saves with strands etc. add up. It feels super good, fresh and well balanced Imo.
- Yeah, I too think 2x scouts and 10 guardians should probably be the standard troop tax. I ran 10x3 guardians just to see what I could get of the ulthwe strat. They where good, no doubt, but 270 points is a lot. Honestly, though, they protected my back field so well. He had some stuff in reserve (some silly anti psyker space wolf marines) and he could really steal a backline objective because these guys threatened forewarned and black guardians for 20 shuriken shots at 2+ within 18. You can get rerolls too (if within obj) og exploding sixes. Not that you’ll want to put in all those cp but its still a play. Same goes for overwatch and then Black Guardians to hit on 5s (thats legal, right?) long story short; I like them.
- I missed the feeling of sheer efficiency that expert crafters gave, but I sort f think we’ll be good without it. We can still be very efficient if we put effort into it.
- we have a few action denial stuff and I just wanted to mention how cool a swiss ar knife spell will of asyryan is. Used it to take an objective by granting obsec late game, and had guardians not break where they probably would have AND shooting while taking and aspen scan action on an obejctive. For 3vp. It just felt amazingly dope.
- Will test shining spears next time. They just seem so easy to kill now..
- Only gripe: the autarch on bikes has the most dull load out options imaginable.
All in all; this book makes me so hyped on 40k. Even more than the wonderful custodes book I got for my other army last month.
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This message was edited 2 times. Last update was at 2022/03/04 23:00:23
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