Howdy partners, Reecius here form Frontline Gaming to bring you a slightly overdue review on the new 8th ed Codex Craftworlds …. Check the Tactics Corner for more great reviews. Part 1 of this review will cover the army and Craftworld wide special rules, psychic powers, Warlord Traits, relics, and stratagems. Codex: Craftworlds is a seriously awesome book. Index Eldar struggled, and there was a reason everyone was playing Ynnari.
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Looking for an intro to the goody-good Eldar? Look no further! The first part of our Codex Review series for the Craftworlds codex begins, starting with the universal special rules and abilities available to the book. Click below to read on, or check out the Tactics Corner for more reviews and strategies. Eldar have been big dogs in the competitive scene for a long time now. Although they were largely just a spoiler army in 5th edition or, later in the cycle, a garbage choice overall , all through 6th and 7th edition the meta was strongly influence and sometimes even dominated by Eldar armies of various stripes- from Wave Serpents to Seer Councils to Lynxes to Scat Packs to Wraithknights to D-weapons.
Before we can get to the units in the book, however, we have one other thing we need to cover first: the special rules and abilities unique to the Craftworlds. Battle Focus. Any Eldar with this ability which excludes most of their vehicles, Wraithguys, and one or two others can move and even advance while still shooting normally, but not with Heavy weapons.
They cannot assault when they advance other than Howling Banshees , so melee units come in at a bit of a disadvantage overall- though many of them are still good. Present on all units except for vehicles, Ancient Doom is a bit of a two-edged sword. The standard ObSec rule all codices get- you control objective markers if any of your troops are in range, regardless of enemy presence unless they have a similar rule, in which case they cancel out.
Since a lot of the popular Eldar troops tend to be taken in small units, this is actually a pretty useful rule- even just one Ranger or Guardian can keep an objective in line no matter how many enemies are there. Craftworld Attributes. This is where a lot of the real meat of the book starts. There are five different Craftworlds you can choose from, but… well, there is actually only one Craftworld to choose, realistically speaking. The big strike against it, however, is not stacking with other such bonuses- it means that an Ulthwe Avatar basically has no ability, and ditto for a Hemlock.
Iyanden is… weird, but not bad. Iyanden units will never lose more than one model on a failed morale check- great for larger units, but a bit less useful on small ones. It also doubles the number of wounds remaining when calculating degradation profiles on its vehicles and monsters, which can make many of them surprisingly effective even when heavily damaged. However, as Eldar mostly play the MSU game with their units, its value is somewhat lower than what it might otherwise be.
Biel-Tan is even less exciting, although it does have some broad applicability. Biel-Tan, if not for some other factors, would be a bottom-tier Craftworld. Not as bad as Saim Hann, however. They also can ignore the penalty for moving with a Heavy weapon… but only with bikes, which is to say two units in the entire codex and not great ones at that.
Saim Hann is pretty much garbage tier and you should never field them unless you are desperately fluffy and dedicated to your faction with no interest in winning games. Alaitoc is hands-down the best of the subfactions and virtually every competitive Eldar army you see is going to use them unless they have a really specific gimmick going on.
There are, however, some more notable examples that we can pick out as both important to be aware of and emblematic of the set as a whole. Forewarned, meanwhile, gives you an excellent tool against enemy reserve units. Make sure you have a few good shooting units with good lanes of fire around and you can really discourage the enemy from putting down single units in your backfield. Lightning Fast Reactions gives you another defensive measure- it can be used when the enemy shoots at one of your units that has the Infantry or Fly keyword which means almost everything and grants them a -1 to hit bonus.
Finally, Fire and Fade gives Eldar back the old jump-shoot-jump and pop-up attack of years past, albeit at a cost. Although none of the Craftworld warlord traits are obvious standouts, most of them are useful to some degree or another.
An Eye on Distant Events prevents the enemy from firing Overwatch at your warlord- great for locking down a big squad before you send something else in to do the real work. The relics are perhaps the place where the Craftworlds are most lacking compared to other books; although there are useful tools there, for the most part they are not ones that are going to be game-changing, nor are they ones that you can build a strategy around.
The basic choices available to all Craftworlds are where most of the good stuff is. The Phoenix Gem gives you a chance of resurrecting when you die by doing mortal wounds to nearby models- not only can this keep your warlord in the fight just a teensy bit longer, but in a lot of cases it can help take those last few wounds off of a stubborn enemy as well.
Shard of Anaris is an upgraded power sword that rerolls failed wounds and does d3 damage- a nice weapon, though not many units can actually use it. Psytronome of Iyanden doubles the attacks of nearby Wraith models, which can really let a squad of Wraithblades or a Wraithlord go full ham on something twenty-four attacks! And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart! Posted on December 6, by abusepuppy in 40K , Review , Tactics.
Tags: AbusePuppy Craftworlds eldar tactics. I think things like this show why giving negative one to hit as a trait was a terrible idea. The fact that one option is the de-facto choice for competitive Play points to a huge problem with it existing. I think that assumes a shooting heavy meta, which is certainly the case now, but with Nids, Blood Angels and hopefully daemons having powerful close range that can shift.
But the -1 to hit seems to be disproportionately effective vs armies that can really only do shooting AdMech, Guard, Tau. Especially since Eldar can pretty easily stack -1 penalties, which is almost certainly going to be heavily abused in the competitive scene. If ravenguard chapter tactics and its equivalents become the army to beat, then imperial guard armies would likely transition from cadian heavy to scion heavy. Tyranids, at least, still tend to use a significant amount of shooting components- Biovores, Exocrines, Hive Guard, Flyrants, Dakkafexes, etc.
You forgot to touch on what the Designers Commentary means for our faction. The remnants need a fix. The power sword swaps only apply to 1 HQ choice, and the shuriken pistol swaps are absurd — as if anyone cares about a pistol..
Weak choices. Also apparently a shard of the sword of a god is pretty pathetic compared to a particularly fancy Imperial Guard or SoB sword.
Even the legendary weapons of Prince Yriel and the Phoenix Lords are mediocre. Toss Jinx on the target and he is averaging 6. Asurmen with the extra mortal wounds, Karandras with his no penalty power fist are all great. Swooping Hawks are great in close combat! I actually think that in almost all cases Shard of Anaris is better than Admonishing Blade or Sword of Conquest, though.
Rerolling wounds is a very powerful ability, and even more so this edition. Beside, the comment was on the weapons themselves. And they are all solid weapons that those characters carry. Thanks for that, AP. I was getting kind of annoyed when Reece did the eldar preview articles touting how awesome everything is with all the buffs on them. Love you on Chapter Tactics and was just going through some of these review.
Oddly Eldar. Got 2 boxes of wake the dead and was wondering what you thought would be good choices to round out the army? For the current mixed Knight and horde meta.
Name Required. Mail will not be published Required. Email address:. Craftworlds Codex Review: Special Rules. Ancient Doom Present on all units except for vehicles, Ancient Doom is a bit of a two-edged sword. The Path of War The standard ObSec rule all codices get- you control objective markers if any of your troops are in range, regardless of enemy presence unless they have a similar rule, in which case they cancel out. Craftworld Attributes This is where a lot of the real meat of the book starts.
Remnants of Glory The relics are perhaps the place where the Craftworlds are most lacking compared to other books; although there are useful tools there, for the most part they are not ones that are going to be game-changing, nor are they ones that you can build a strategy around. About abusepuppy AbusePuppy is the one who has been ruining 40K for everyone this whole time. He is also searching for the six-fingered man and is one of the three people who know the secret recipe for coke not the soda, the illegal drug.
Subscribe Subscribe to our e-mail newsletter to receive updates. Little Scraps of 8th. Looking forward to this series! Fair point. You never get something for nothing. If nothing else, you are giving up options. Re-roll charges on Shining Spears is not objectively terrible. Ooh, Panda, you sassy bitch! Leave a Reply Click here to cancel reply. Dend on Taking Command of Your Points! Reecius on Taking Command of Your Points! Venkarel on Taking Command of Your Points! Newsletter Subscribe to the Frontline Gaming email list!
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This is the current Edition's Eldar tactics. The Aeldari Eldar , are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40, In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Each unit plays a very particular role, usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad's weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging.
Review of 8th ed 40k Codex: Craftworlds aka: Eldar Part 1 of 3.
Craftworlds Codex Review: Special Rules