Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
ive read the articles relating to picking a craftworld and currently i have my eyes on either saim hann or ulthwe
but seeing as we have a community of eldar players here, i figured id get an opinion
so.... what can you guys tell me about each craftworld? what are their greatest strengths? weaknesses?
please no pointers to the tactica's, what im looking for is a players reflexive opinion on the craftworlds, not a reference to a tactica and in essence a static response
Nids: Hive Fleet Venom
OK but were getting a new Codex in a few months that might invalidate some of this stuff...
Note personal opinions are there for the sake of completness and honesty. They are in Brackets so you know what to ignore.
Alaitoc; Strict followers of the Eldar paths. So lots of them become outcasts to escape the oppressive atmosphere, at least while young. They come back as rangers to fight for their home craftworlds, if needed.
Advantages; Pinning tables (mess with the enemy before game starts), lots of Rangers and an Elite ranger type called a Pathfinder.
Disadvantages; Based around troops with heavy Weapons. So they loose steed and manouverability typical of Eldar Forces. (personal thought, a bit boring, sit and shoot)
Biel-Tann; Defenders of the Maiden Worlds, to use as a core of recreating the Eldar Empire. (optimists).
Advantages; Based on Aspect warriors, so can specialise greatly. Generally 2 flavors Shooty basedon Reapers with heavy support on top. Or Mechanised filled with Dragons, Banshees and Scorpions; fast, deadly and fragile
Disadvantages; Vypers and Guardians crammed into Elites. forces can be overspecialised against the wrong foe (like 3 squads of Banshees against Hormagaunts or Ork Boyz)
Iyanden; Ghost Warriors. Craftworld mostly destroyed by Tyranids, they are forced to rely on Wraithguard and Wraithlord to make up they're armies.
Advantages; Wraithlords as a Troop Choice. Plus you can take more Heavy Support. Wraithguard are fairly Hardy.
Disadvantages; Wraithguard get expensive with spirit seer and Serpent etc. You will be tough but light on numbers.
Saim-Hann; slightly more primative/barbaric than other craftworlds. Live in Clans and zip around on jetbikes. Probably say dude a lot.
Advantages; Dubious. Jetbikes simply arnt worth the points. Vypers are but then you get called Cheesey. A balanced Saim-hann army is fast but fragile, can take anything just about. If your very good and concentrate. Or are lucky. Vyper lists will win you games but loose you friends.
Disadvantages; Choose jetbikes and suck OR Vypers and get used to the word Cheese. Or try a balanced one and be out numbered heavily. But respected.
Ulthwe; Trapped near the eye of Terror they have lots of Pychers but devotion to the path of the seer means they have less time/people to be a standing army of Aspect Warriors, so they dont get as many. To make up for it they get better Guardians as they have a standing Army of them. (I dont play these guys. The Pychic and Dark thing works great for Eldar just the Black Guardians make no sense, to me. Less Aspects because we cant have a standing army because we need more Eldar studying to be Seers. But we have a standing Army of Guardians. Why not just assign the Black Guardians to shrines???) These guys are popular because they're balenced and a bit more interesting than Vanilla.
Advantages; Seer Council (lots of hardy psykers), Black Guardians are better than normal. If you choose a Balanced list you basically get 2 units improved for free.
Disadvantages; Fewer aspects.
Ulthwe Strike Force; Same guys as above, but these are strike force send down narrow webways to hit and run where needed.
Advantages; Lots of Black Guardians, Webway Portal to get reinforcements up close and personal. Fun, like playing dark eldar only as "good guys".
Disadvantages; half your army starts in reserve in the webway; Big scary things dont fit in the small tunnels (no Falcons, Wraithlords) even fewer Aspects (one total, plus Reapers).
(personal peve, end up playibg a horde. For an endangered race.)
Last edited by Gallowglacht; August 3rd, 2006 at 18:03.
Of course, a tactica is obviously not written by a player with his own reflections and preferences... :rolleyes: all I can say here is if you want to know my opinions, read the tactica.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
no offence about the tactica, i was just saying that i wanted a few opinions, not a pointer to one that i've already read
Nids: Hive Fleet Venom