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Eldar... help me out?

2K views 8 replies 9 participants last post by  Antioch 
#1 ·
Can someone gimme the lowdown on how Craftworlds work on the new Eldar? I haven't had a chance to look yet, and I'm curious if the same army designs are possible.
 
#2 ·
well the answer is yes and no really.

You can make the old craftworlds, if you really want to but limiting your own choices and sticking to the fluffy choices associated with the old lists.

However none are as powerful as they once were, and all the "benefits" associated with the old lists are gone so:-

Aliatoc: Rangers are still a staple troops for any list so you can base an aliatoc army around them. Pathfinders are also upgrades for rangers and cost the same as they did before. However there is no disruption and they only get ap 1 on 5/6 plus they have ranger stats. also they cant deploy or move through impassable anymore.

Iyanden: Wraithlords cannot be troops anymore, and wraithguard only count as troops in squads of 10 [or they are elite], But wraithguard have improved weapon and T6.

Saim Hann: No longer get extra fast attack and limited HS slots. However jetbikes are troops.

Biel Tan: Avengers are troops and warpspiders are now fast attack so can fill all your slots with aspects if you like, but still only 3 max of elite and fast attack so for example no 60 firedragon armies of armies filled with reapers and wraithlords.

Ultwe: No more black guardians. No seer council. Warlocks start off more expensive but come with Witchblades. however farseers can have 10 warlocks as a bodyguard as standard.

However there is only 1 list now so you can still take pathfinders or jetbikes or wraithguard etc as troops in any army and the only real flavour comes from what you give to the list yourself. My own opinion is very split on the new codex, there are aspects that i like and some that i dont. I dont think they are overpowered in the new codex although many things got a boost, and i also dont feel they have been broken beyond using, and that some choices now leave them very strong in a competative setting.
 
#4 ·
yeah its too bad that they just kind of mention the craftworlds but dont do much more than that. Personally i think the new codex is very nice, and they resemble the highly specialized at one thing aspect that they were really intended for.
 
#6 ·
This really gets to me; all the poeple crying that Gw killed the craftworlds. Newsflash: they didn't. You can make any craftworld you want, only now they aren't borken like before. All the craftworlds are just as useable in spirit, though perhaps not as the exact same list. This is a good thing, since it's pretty much commonly accepted that most of the Craftworld lists were just too powerful. Now, you can use an old craftworld, or make your own, or anything else. You have what is perhaps the most freedom a codex player has ever experienced for creating his own army style ever. Craftworlds aren't dead, they just aren't broken. Fixing craftworlds and granting untoforseen freedom is, in my eyes, worth the invalidation of small parts of some lists exploiting a (mostly) overpowered codex.
 
#8 ·
Here's the breakdown. You get three shots per Dire Avenger using Bladestorm. If you've got nine and an Exarch (we'll figure the exarch in a second), you've got 27 shots excluding the Exarch. Depending on how the exarch is armed, you're getting either two shots from a shuriken pistol (so 29 total), three shots from a regular avenger catapult (30 total), or five shots from the dual catapults for a total of a maximum of 32 shots every other turn. You'd think it'd come out to be more than that, though. :?
 
#9 ·
The Son of Horus said:
Here's the breakdown. You get three shots per Dire Avenger using Bladestorm. If you've got nine and an Exarch (we'll figure the exarch in a second), you've got 27 shots excluding the Exarch. Depending on how the exarch is armed, you're getting either two shots from a shuriken pistol (so 29 total), three shots from a regular avenger catapult (30 total), or five shots from the dual catapults for a total of a maximum of 32 shots every other turn. You'd think it'd come out to be more than that, though. :?
Having just used it, it's nasty effective if the Avengers are mounted in a Serpent so they can spray their shurikens to maximum effect, then hop back in the Serpent and fly to a different part of the table, then unload and obliterate some more next turn.

It doesn't particularly matter how many shots you get. It's just great to see your opponent's face as you're rolling that many dice outside of CC.
 
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