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Made in us
Longtime Dakkanaut




Los Angeles

This isn't going to win any tournaments.  But because I have the models (except the Harlies), I'd like to see what it can do.  I'm excited.

Eldrad - 210
Wraithguard x10 - Spiritseer, Conceal, Singing Spear - 399
Wraithguard x10 - Spiritseer, Conceal, Singing Spear - 399
Harlequins x7 - Harlequin's Kisses, Shadowseer, Troupe Leader w/ Power Weapon - 200
Harlequins x7 - Harlequin's Kisses, Shadowseer, Troupe Leader w/ Power Weapon - 200
Wraithlord - Flamer x2, Starcannon/Scatter Laser - 140
Wraithlord - Flamer x2, Starcannon/Scatter Laser - 140
Wraithlord - Flamer x2, Bright Lance/Eldar Missile Launcher - 155

Yes, I do only have 1 ranged anti-tank unit.  But when I get up close, everything in my army destroys tank, so I figured I'd rather take anti-personnel weapons on the other two Wraithlords.  Otherwise, the army is exactly as you see it: it's going to get up close and hit you in the mouth.  I'm going to march a Phalanx of T6, T8, and you-can't-see-me up the board and dare the enemy to shoot me off the board.  And yes, each squad of WG will be getting Fortuned each turn, with guide given to a Wraithlord, or perhaps the WG when I get close.  Foolhardy?  Perhaps.  But it just might be crazy enough to work.  Maybe.  And when you charge my WG, if I don't charge you first, you're going to get the nastiest counter-charge you've ever been hit with.  I could drop 2 Harlequins and the Singing Spears for a stock (single shuricannon) Vyper, but they just suck so much that I figured I wouldn't bother.  That and I'm going with the Iyanden assisted by the mysterious Harlequins who manage to show up at the right time theme.

My only real question is whether or not I need a second unit of Harlies for the counter-charge.  If not, I was going to consider dropping them for a unit of Warp Spiders.  But they're a lot faster than the rest of the army.  On the other hand, they're fast enough to be able to hug terrain and kind of operate on their own.  Hawks are pretty quick too, and could also help solve the vehicle problem.  But having the second unit of Harlies just kind of makes sense, given the inevitability of a charge on the WG.  The army as a whole moves 6" per turn, with the Harlies using their fleet move to reposition themselves in the group as necessary.   The Harlies hang back a bit while anyone, before they even get a chance to see if they can fire at them, takes target priority checks against the big uglies.

And Eldrad (I'm going to call him Joe Blow Farseer of Iyanden or what not and paint him Iyanden colors) is too good not to take.  I'm sorry, GW, but you were the one who decided to revoke Craftworld-specific rules.  That's fine, but that means I'm taking "Eldrad" in my Iyanden force.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


I just think you're sooooooooooo much better off taking the Wraithguard in Wave Serpents and sticking with a couple of cheapo Troops choices (I'd go with Guardians since their heavy weapons would fit in nicely with the Wraithlords).

Because honestly, 800 points in two units that can only move 12" and shoot 12" are just not going to get the job done.

I don't really see what two units of Harlies do for you in this army list. If you're planning to keep them back to counter-charge the enemy, well I don't think anyone is going to be charging your army when they can just sit back and out shoot it.

If you're planning on running the Harlies out across the board, then I don't think that will work either. Your opponent is going to have time to deal with your army in waves: Kill the Wraithlords first, deal with the Harlequins second and then finally finish off the Wraithguard.


I just think that putting Wraithguard into Wave Serpents makes them effective. Not Fire Dragon effective, but effective none-the-less.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Clousseau





Wilmington DE

I think you'll enjoy COD games and, unless you're fighting scary horde whompy army of doom (TM), which is coming to you anyway, you're going to spend 6 turns of 'regular' 40k doing a whole lot of nuthin'.

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

I don't know Yak, any army with enough heavies to put a serious dent in the WG can shoot down a couple of Serpents even faster. I think this could work, controlling the center of the table and wrecking anything close.

Bigchris, I do think you need a little more ranged punch though, to suppress fire from enemy vehicles and score a few points in the first couple of turns. If you upgrade the WL guns you could also tempt your opponent to fire something at the Wraithlords. I can't see a good place to trim the list to upgrade both the anit-infantry WLs to EML & BL, unless you were to trade Eldrad in for a regular Farseer, which is an option.

The other thought would be to drop one Wraithlord, upgrade the other guy to EML & BL, and spend the remaining points on maxing out the Harlies or maybe buying a Warlock squad on foot (possibly with more Singing Spears).

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
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Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

Posted By Mannahnin on 12/13/2006 10:46 AM
I don't know Yak, any army with enough heavies to put a serious dent in the WG can shoot down a couple of Serpents even faster. I think this could work, controlling the center of the table and wrecking anything close.



We're talking about 2 Wave Serpents. On a table with standard terrain, using a cautious approach, a couple of Wave Serpents should easily be able to move into position to strike without taking a (direct) shot, much like I do with my Ork Trukks.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

I can see a good fluff point for the clows helping the ghosts out. But I think that a slightly more mobile force involving dire avengers (wasnt the shrine of Asur their largest shrine?) and those could easily take the slots for troops.

harlies are ok, but unless youre going for COD, I would put my money on avengers.

Perahps one walking 10 strong units of ghosts with two in serpents?

Eldrad seems meant for iyanden with his divination rule. Redeploying ghosts in far better vantage points does nothing but help this army.

But as your army stands, I think it has a good chance of being atleast somewhat effective because of eldrad. You will get to redeploy atleast two units, afterall.

   
Made in us
Plastictrees






Salem, MA

I'm with Ragnar here. I tend to think that two max-sized units of wraithguard with conceal and Eldrad fortuning them both--who can both redeploy to be within two or three turns of walking toward of anything they want to shoot--will be able to walk through huge amounts of fire to get their shots.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Regular Dakkanaut





Heavy ordinance will ruin your day.

This list seems to have a low-grade thousand sons complex: little long range shooting, no mobility and tough short ranged troops.

cheers
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

True, but if any army is going to march 6' a turn and live to see the other side of the table its going to be a variation of this one.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

Posted By Flavius Infernus on 12/14/2006 6:18 AM
I'm with Ragnar here. I tend to think that two max-sized units of wraithguard with conceal and Eldrad fortuning them both--who can both redeploy to be within two or three turns of walking toward of anything they want to shoot--will be able to walk through huge amounts of fire to get their shots.



While the redeploy is certainly usefull, the units are still bound by their deployment zone. That restriction alone means that any opponent who sets up near the back of his deployment zone and/or moves his units in the first few turns of the game should be able to avoid the Wraithguard for the majority of the game.

Are there missions that play to this army's strengths? Sure, but in general this army's tremendous lack of mobility combined with it's rather extreme short ranged shooting (minus the Wraithlords) means that in most missions and against most armies it is going to have a hard time. 

Of the standard rulebook missions 'Take and Hold' is the only one that favors this army. While 'Cleanse and 'Secure and Control' might be do-able against some matchups, Recon and Seek and Destroy would be pretty much sure losses against most armies IMO.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Longtime Dakkanaut




Los Angeles

I appreciate the help, guys. Yak, I ran the WG in Serpents in the old book. I have the models, but I want to try something new. And after I get wiped a few times, then I'll probably change the list.

I can free up the pts up upgrade the other 2 WLs to EML/BL by dropping one spear from a Warlock and a Harlequin. That gives me 3 EMLs and 3 BLs to throw around on turn 1, which should hopefully be enough to silence vehicles. But now my anti-horde is down to nothing, save the Flamers on the WLs, though I suppose that facing any horde I'm going to be finished no matter what I do (Genestealers in particular will simply ruin my day).

Anyone know when they're going to be releasing the new clowns? Save the 3rd Wraithlord, those are the only models I don't have. I can't find a release date on alliance for them, I was planning on having this army up and running by the end of the week. I've been casually scouting ebay, but even then, with all kisses, it's going to be hard to make any deals. And the new models are simply spectacular. Speaking of the kiss v. ccw "problem," do you think we'll see A) conversions B) everything counts as having a kiss or C) just a lot of kiss models?

Finally, speaking of CoD, I finally picked up the codex a few days ago: wow, Medicae (is that a typo?) Facility. I suppose it still doesn't give the WG their needed save against Rending (GW, I'm so tired of rules that insist on overriding the very mechanics of the game), but a 4+ FNP (hello T6 and no double strength weapons) on top of a 4+ re-rollable cover and a 3+ re-rollable armor just seems, ahem, nice.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

2-3 Shuriken Cannon/Scatters really aren't going to do all that much against hordes anyway.

The Harlies and Eldrad are your anti-hordes pieces. Eldrad can drop an (or even two if the opportunity is really good) 18" Eldritch Storm without LOS. He can also Doom infantry units, which allows the Harlies to absolutely butcher pretty much anything T4 or lower. They do need to get the charge against Stealers- Furious Charge gives the Harlies the edge- Stealers win if they get to charge. Doom is really the goods when it comes to assault- since it applies until the Eldar player's next turn, you get two rounds of goodness in HtH for one casting.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
 
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