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![[Post New]](/s/i/i.gif) 2020/11/15 06:28:11
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Swift Swooping Hawk
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++ Battalion Detachment 0CP (Aeldari - Craftworlds) [106 PL, 2,010pts, -1CP] ++
+ Configuration +
Craftworld Attribute
. Custom Craftworld: Expert Crafters, Masterful Shots
Detachment CP
+ HQ +
Farseer Skyrunner [7 PL, 135pts]: 0. Smite, 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Warlord, Witchblade
Warlock Skyrunner [4 PL, 65pts]: 4. Protect/Jinx, 5. Focus Will, Witchblade
+ Troops +
Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Battle Fortune
Dire Avengers [3 PL, 65pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Avenger Shuriken Catapult
. . Exarch Power: Avenging Strikes
Rangers [3 PL, 75pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol
+ Fast Attack +
Hornets [18 PL, 300pts]
. Hornet: Spirit Stones, 2x Hornet Pulse Laser
. Hornet: Spirit Stones, 2x Hornet Pulse Laser
. Hornet: Spirit Stones, 2x Hornet Pulse Laser
Shining Spears [5 PL, 110pts]
. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance
. . Exarch Power: Swooping Dive
Warp Spiders [4 PL, 90pts]
. 4x Warp Spider: 4x Death Spinner
. Warp Spider Exarch: Death Spinner
. . Exarch Power: Web of Deceit
+ Heavy Support +
War Walkers [12 PL, 210pts]
. War Walker: Starcannon, Starcannon
. War Walker: Starcannon, Starcannon
. War Walker: Starcannon, Starcannon
+ Flyer +
Crimson Hunter Exarch [11 PL, 200pts, -1CP]: Two Starcannons
. Exarch Power: Evade, Exemplar of the Hunter Shrine, Marksman's Eye
+ Dedicated Transport +
Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon
Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon
Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon
Wave Serpent [9 PL, 170pts]: Spirit Stones, Twin Shuriken Catapult, Twin Starcannon
++ Total: [106 PL, -1CP, 2,010pts] ++
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List updated 11/16/20************************************
-Dropped the Shining spears down to 3 so they can have a lower footprint and mess with my opponents back field objectives by turn 2.
-Switched the war walkers to being one squad of 3 to better benefit from guide and forewarned.
-Dropped 2 squads of dire avengers and brought one squad of rangers to keep opponents from using pre game moves as effeciently and hopefully buy myself 9'' more of board space to work with
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This message was edited 1 time. Last update was at 2020/11/17 04:41:24
  Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
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![[Post New]](/s/i/i.gif) 2020/11/15 12:05:17
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Agile Revenant Titan
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Hornets are cheaper with your configuration. Hornet (80), 2 Starcannon (5 each), Spirit Stone (10). 100 points per Hornet (same points if you are taking Hornet Pulse Laser).
I take a very similar list. I've found I do not gain many points for the Primary Objectives in early rounds and need to prioritize targeting to ensure my opponent does not get a large lead on the Primary.
Since your list is vulnerable to Bring It Down, it helps to know what secondaries you will choose. This type of list does well with Engage on All Fronts and Deploy Scramblers (although I use 1x5 Warp Spiders to cement this objective). The third can be a bit tricky with your list. I tend toward kill more than my opponent per round, but your list has 3 x 1 War Walkers, which could complicate that mission (I use 1 x 3 War Walkers). I figure yoiur 65 point Dire Avenger unit will go for Deploy Scramblers in the mid board on turn 1.
A lot of people rate a Warlock on Bike, but I prefer a Warlock Conclave on foot (2 models). You are casting Jinx as your primary ability (I assume). Jinx does not require LoS . Cast the power from a safe distance and use Concordance of Power to double the range. You can use Seer Council as normal. Protect for the Shining Spears works just as well. Some folks may be baited into shooting at them for a turn (with a 2++)
I would have the Farseer with Focus Will. Cast it first to support whichever model, then cast the other two powers, with assistance from Unparalleled Mastery. I found this to maximize the Warlock and Farseer. The psychic phase has also utilized a lot of my CP in games. If you don't want to spend as many CP in the Psychic phase, take Seer of Shifting Vector for whichever model is the Warlord for a psychic test reroll.
Eliminators are popular where I am. Be sure to provide your opponent with a solid bait target that also forces the Eliminators to come in from Reserve in LoS of the Hornets so you can use Forewarned. They may jot want to drop in to shoot a War Walker, but a Wave Serpent is much more enticing.
Try to keep 2 CP available to use Feigned Retreat. It is inevitable your vehicles will end up in assault. Try not to lose to much of your shooting.
I like the CHE a lot, but would likely only field it if I were to use Fortune. A 5++/5+++ is quite tanky for a model that will get a lot of attention. The 3 damage Pulse Laser is vey useful when facing Marine armies. I see several 3 wound Marines in lists nowadays.
I am on the fence with Masters of Concealment. It seems pretty easy for opponents to get within 12" to negate it, but the added durability on turn 1 is hard to deny.
Good luck and let us know how it fares.
I've tried a lot of Craftworld variations, and I ended up returning to fielding a lot of vehicles despite its vulnerability to Bring It Down.
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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) 2020/11/16 13:01:07
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Deadly Dire Avenger
Milan, Italy
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Sarigar wrote:Hornets are cheaper with your configuration. Hornet (80), 2 Starcannon (5 each), Spirit Stone (10). 100 points per Hornet (same points if you are taking Hornet Pulse Laser).
I take a very similar list. I've found I do not gain many points for the Primary Objectives in early rounds and need to prioritize targeting to ensure my opponent does not get a large lead on the Primary.
Since your list is vulnerable to Bring It Down, it helps to know what secondaries you will choose. This type of list does well with Engage on All Fronts and Deploy Scramblers (although I use 1x5 Warp Spiders to cement this objective). The third can be a bit tricky with your list. I tend toward kill more than my opponent per round, but your list has 3 x 1 War Walkers, which could complicate that mission (I use 1 x 3 War Walkers). I figure yoiur 65 point Dire Avenger unit will go for Deploy Scramblers in the mid board on turn 1.
A lot of people rate a Warlock on Bike, but I prefer a Warlock Conclave on foot (2 models). You are casting Jinx as your primary ability (I assume). Jinx does not require LoS . Cast the power from a safe distance and use Concordance of Power to double the range. You can use Seer Council as normal. Protect for the Shining Spears works just as well. Some folks may be baited into shooting at them for a turn (with a 2++)
I would have the Farseer with Focus Will. Cast it first to support whichever model, then cast the other two powers, with assistance from Unparalleled Mastery. I found this to maximize the Warlock and Farseer. The psychic phase has also utilized a lot of my CP in games. If you don't want to spend as many CP in the Psychic phase, take Seer of Shifting Vector for whichever model is the Warlord for a psychic test reroll.
Eliminators are popular where I am. Be sure to provide your opponent with a solid bait target that also forces the Eliminators to come in from Reserve in LoS of the Hornets so you can use Forewarned. They may jot want to drop in to shoot a War Walker, but a Wave Serpent is much more enticing.
Try to keep 2 CP available to use Feigned Retreat. It is inevitable your vehicles will end up in assault. Try not to lose to much of your shooting.
I like the CHE a lot, but would likely only field it if I were to use Fortune. A 5++/5+++ is quite tanky for a model that will get a lot of attention. The 3 damage Pulse Laser is vey useful when facing Marine armies. I see several 3 wound Marines in lists nowadays.
I am on the fence with Masters of Concealment. It seems pretty easy for opponents to get within 12" to negate it, but the added durability on turn 1 is hard to deny.
Good luck and let us know how it fares.
I've tried a lot of Craftworld variations, and I ended up returning to fielding a lot of vehicles despite its vulnerability to Bring It Down.
Hey Sarigar, I too play something similar and very vehicle-intensive. What do you use as mid-field objective holding and/or countercharge? WB and spears? How do you see a harlequin patrol (1 skyweaver squad, 1/2 foot troupes).
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This message was edited 1 time. Last update was at 2020/11/16 13:01:25
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![[Post New]](/s/i/i.gif) 2020/11/16 13:17:48
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Agile Revenant Titan
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I play conservatively regarding objectives in the early rounds. The goal I set is to prioritize my opponents units that will give them a lead on holding primary objectives: allow only 5-10 points to my opponentin the first few rounds. I will hold 1-2 objectives with multiple units while trying to ensure maximum distance as much as possible. This keeps me in the game. I play primarily against Marines these days, and Craftworld shooting is inherently geared to deal with 3+/multi wound models. Add Expert Crafters and the shooting is very efficient.
My lists have no real counter charge. I try to minimize how much can be assaulted and/or I will throw away a unit in a remote location of the table hoping my opponent will take the bait. Vypers have suited this role well. I am not overly impressed with their firepower, but their mobility with some firepower is enough for opponents to chase them down, kill them, and be stuck in a remote portion of the table. I've got 40 painted Wraithguard/Wraithblades and have pretty much shelved them until a new codex. Shining Spears are still very good, but do need psychic support if running a medium to large unit.
I've tried several games with Harlies/Craftworlds and have had very little luck. I'd like to field more games with them as I build my Harlequin collection, but I think Harlequins are better suited played as a solo faction.
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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) 2020/11/17 04:43:21
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Swift Swooping Hawk
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Sarigar wrote:I play conservatively regarding objectives in the early rounds. The goal I set is to prioritize my opponents units that will give them a lead on holding primary objectives: allow only 5-10 points to my opponentin the first few rounds. I will hold 1-2 objectives with multiple units while trying to ensure maximum distance as much as possible. This keeps me in the game. I play primarily against Marines these days, and Craftworld shooting is inherently geared to deal with 3+/multi wound models. Add Expert Crafters and the shooting is very efficient.
My lists have no real counter charge. I try to minimize how much can be assaulted and/or I will throw away a unit in a remote location of the table hoping my opponent will take the bait. Vypers have suited this role well. I am not overly impressed with their firepower, but their mobility with some firepower is enough for opponents to chase them down, kill them, and be stuck in a remote portion of the table. I've got 40 painted Wraithguard/Wraithblades and have pretty much shelved them until a new codex. Shining Spears are still very good, but do need psychic support if running a medium to large unit.
I've tried several games with Harlies/Craftworlds and have had very little luck. I'd like to field more games with them as I build my Harlequin collection, but I think Harlequins are better suited played as a solo faction.
Hey thanks for the great replies on my list, definitely gave me something to think about so I changed the list a little more accordingly. My only big question now is whether I should drop the shining spears for another farseer to get another smite and executioner to throw from behind my wall of wave serpents. I think the wave serpents will deal enough mortals on their own though and I like the idea of having a shooting and melee threat that I can push to my opponents back objectives
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  Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
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![[Post New]](/s/i/i.gif) 2020/11/17 15:29:25
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Deadly Dire Avenger
Milan, Italy
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Sarigar wrote:I play conservatively regarding objectives in the early rounds. The goal I set is to prioritize my opponents units that will give them a lead on holding primary objectives: allow only 5-10 points to my opponentin the first few rounds. I will hold 1-2 objectives with multiple units while trying to ensure maximum distance as much as possible. This keeps me in the game. I play primarily against Marines these days, and Craftworld shooting is inherently geared to deal with 3+/multi wound models. Add Expert Crafters and the shooting is very efficient.
My lists have no real counter charge. I try to minimize how much can be assaulted and/or I will throw away a unit in a remote location of the table hoping my opponent will take the bait. Vypers have suited this role well. I am not overly impressed with their firepower, but their mobility with some firepower is enough for opponents to chase them down, kill them, and be stuck in a remote portion of the table. I've got 40 painted Wraithguard/Wraithblades and have pretty much shelved them until a new codex. Shining Spears are still very good, but do need psychic support if running a medium to large unit.
I've tried several games with Harlies/Craftworlds and have had very little luck. I'd like to field more games with them as I build my Harlequin collection, but I think Harlequins are better suited played as a solo faction.
Ty Sarigar, very interesting points. I too find myself doing well against SM with a mechanized list, what I really struggle against is CC armies, especially those who can virtually charge in turn 1. So yeah, as usual it depends on local metagame. Automatically Appended Next Post: @ OP
I think you're good with that shining spear unit, I wouldn't really change it for a 2nd Farseer. Depending on your playstyle and local metagame you may need to change something accordingly, but I like it as it is.
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This message was edited 2 times. Last update was at 2020/11/17 15:33:04
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![[Post New]](/s/i/i.gif) 2020/11/17 22:45:01
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Swift Swooping Hawk
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Hey @enhanced, thanks for the reply. I’m gonna leave it how it is and try some games with it but my god does this list look horribly boring to play.
I agree with sarigar on the harlies/craftworld lists too. Their stats and abilities really don’t have synergy and generally craftworlds just dumbs down harlies abilities and tactics
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  Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
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![[Post New]](/s/i/i.gif) 2020/11/21 12:58:11
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Deadly Dire Avenger
Milan, Italy
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Helvost wrote:Hey @enhanced, thanks for the reply. I’m gonna leave it how it is and try some games with it but my god does this list look horribly boring to play.
I agree with sarigar on the harlies/craftworld lists too. Their stats and abilities really don’t have synergy and generally craftworlds just dumbs down harlies abilities and tactics
Well, I think it comes down to what you play in your list. A CWE+harlies list just did 1st place in a recent big tournament. https://www.40kstats.com/midmomaelstrom
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This message was edited 1 time. Last update was at 2020/11/21 13:00:55
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![[Post New]](/s/i/i.gif) 2020/11/21 14:29:59
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Agile Revenant Titan
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Enhanced wrote: Sarigar wrote:I play conservatively regarding objectives in the early rounds. The goal I set is to prioritize my opponents units that will give them a lead on holding primary objectives: allow only 5-10 points to my opponentin the first few rounds. I will hold 1-2 objectives with multiple units while trying to ensure maximum distance as much as possible. This keeps me in the game. I play primarily against Marines these days, and Craftworld shooting is inherently geared to deal with 3+/multi wound models. Add Expert Crafters and the shooting is very efficient.
My lists have no real counter charge. I try to minimize how much can be assaulted and/or I will throw away a unit in a remote location of the table hoping my opponent will take the bait. Vypers have suited this role well. I am not overly impressed with their firepower, but their mobility with some firepower is enough for opponents to chase them down, kill them, and be stuck in a remote portion of the table. I've got 40 painted Wraithguard/Wraithblades and have pretty much shelved them until a new codex. Shining Spears are still very good, but do need psychic support if running a medium to large unit.
I've tried several games with Harlies/Craftworlds and have had very little luck. I'd like to field more games with them as I build my Harlequin collection, but I think Harlequins are better suited played as a solo faction.
Ty Sarigar, very interesting points. I too find myself doing well against SM with a mechanized list, what I really struggle against is CC armies, especially those who can virtually charge in turn 1. So yeah, as usual it depends on local metagame.
Automatically Appended Next Post:
@ OP
I think you're good with that shining spear unit, I wouldn't really change it for a 2nd Farseer. Depending on your playstyle and local metagame you may need to change something accordingly, but I like it as it is.
What armies are you facing getting turn 1 charges? I've not encountered that as of yet and would like to look deeper into those.
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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) 2020/11/21 19:28:53
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Deadly Dire Avenger
Milan, Italy
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Sarigar wrote: Enhanced wrote: Sarigar wrote:I play conservatively regarding objectives in the early rounds. The goal I set is to prioritize my opponents units that will give them a lead on holding primary objectives: allow only 5-10 points to my opponentin the first few rounds. I will hold 1-2 objectives with multiple units while trying to ensure maximum distance as much as possible. This keeps me in the game. I play primarily against Marines these days, and Craftworld shooting is inherently geared to deal with 3+/multi wound models. Add Expert Crafters and the shooting is very efficient.
My lists have no real counter charge. I try to minimize how much can be assaulted and/or I will throw away a unit in a remote location of the table hoping my opponent will take the bait. Vypers have suited this role well. I am not overly impressed with their firepower, but their mobility with some firepower is enough for opponents to chase them down, kill them, and be stuck in a remote portion of the table. I've got 40 painted Wraithguard/Wraithblades and have pretty much shelved them until a new codex. Shining Spears are still very good, but do need psychic support if running a medium to large unit.
I've tried several games with Harlies/Craftworlds and have had very little luck. I'd like to field more games with them as I build my Harlequin collection, but I think Harlequins are better suited played as a solo faction.
Ty Sarigar, very interesting points. I too find myself doing well against SM with a mechanized list, what I really struggle against is CC armies, especially those who can virtually charge in turn 1. So yeah, as usual it depends on local metagame.
Automatically Appended Next Post:
@ OP
I think you're good with that shining spear unit, I wouldn't really change it for a 2nd Farseer. Depending on your playstyle and local metagame you may need to change something accordingly, but I like it as it is.
What armies are you facing getting turn 1 charges? I've not encountered that as of yet and would like to look deeper into those.
I was thinking about orks in particular: with Da Jump and some lucky rolls they can easily charge you in turn one. Goffs lists in particular are indeed hard to manage.
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![[Post New]](/s/i/i.gif) 2020/11/21 21:51:35
Subject: [2000] - Craftworld Eldar - Returning from the Fall
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Agile Revenant Titan
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Thanks. In general, I am not sure this type of list would fare well against a lot of Ork builds, but I will admit I have very little experience facing Orks.
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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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