Version 3.4
HQ: Yitrel of Iyaden (155)
HQ: Arutach w/ Fusion Gun, Power Weapon, Mandiblaster (100)
Elites: Fire Dragons x7 w/ Exarch + Tank Hunters (139)
Dedicated Transport : Wave Serpent w/ Twin Linked Shuri-Can’s + Star Engines + Vectored Engines (135)
Troops: Guardian Jetbike x3 w/ Shuri-Can (66)
Troops: Guardian Jetbike x3 w/ Shuri-Can (66)
Fast Attack: Warp Spiders x9 w/ Exarch + Dual Spinners (215)
Fast Attack: Warp Spiders x9 w/ Exarch + Dual Spinners (215)
Fast Attack: Warp Spiders x9 w/ Exarch + Dual Spinners (215)
Heavy Support: War Walkers x3 each w/ Dual Scatter Lasers (180)
Heavy Support: War Walkers x3 each w/ Dual Scatter Lasers (180)
Heavy Support: War Walkers x3 each w/ Dual Scatter Lasers (180)
Total Points : 1846
Tactics and Setup:
All units should start in reserve, War Walkers (If Needed!!) will Outflank, and the Warp Spiders will choose to Deepstrike. Because of the 2+ Reserve roll everything should show up second turn barring any crappy 1’s. This allows you to dictate where you will attack and throw your opponent into disarray due to having nothing to focus on.
1) Yirel will attach to the Fire Dragons in the serpent and possibly leave the squad after disembarking to either wipe a squad of troops (AOE
CC Blast) or go tank hunt hunting (Singing Spear), it all depends on the circumstances.
2) The Other Arutach will attach to a squad of Fire Dragons in the transport.
3) Assuming there are some good targets, vehicle wise, then after disembarking (using when they come on the serpent will move 24 inches) Yirel will go after a tank or troops as mentioned above. If you feel confident then the regular Arutach will go after another one with his fusion gun, and the firedragons themselves will pick another target. After dropping its cargo the Wave Serpent can either maneuver to shield your troops from return fire or charge. If there is no immediate threat then try and tank shock as many units as you can or RAM with it for a possible total of 4 dead vehicles.
4) The Jetbikes will come on the table and if they have some good targets will snipe with their Shuriken Cannons, otherwise they will try and hide in
LOS blocking terrain and come out when needed (usually for a late game capture)
5) Depending on if you want to shoot the walkers or Warp Spiders first it will dictate where you deep strike your spiders. Either way you will want to pick a target and deep strike them 7 inches exactly (to help reduce risk of fatal scatter) if they scatter away from your target 6+ inches use their second jump to escape to safety
6) Depending on setup and what enemy force you are fighting against you might need to use the spiders to perform some anti-tank (Guard come to mind) in this situation they have
STR 6 guns so Back Armor and Side Armor are preferable. Please note that in 5th Ed
AP – weapons CAN Pen a vehicle just with a -1.
7) A monolith is a great target for Yirel but even a Squad of fire dragons just need a5 to glance and a 6 to penetrate (
STR 9 w/ Tank Hunter) so you just need a 5 or 6 to destroy it w/ +1 for
AP 1 on the damage chart.Make sure you focus on your victim unit until it is dead or crippled. I usually stop shooting a unit once it fails its morale check for taking casualties from shooting.
8) Don’t be afraid to pass on a turn on shooting if you think a unit is going to be charged (a unit of Nob Bikers as a example) As a previous poster explained if you can kill all of the enemies troops (which is a highly probable event) then it turns into a game of cat and mouse. Do your best to dictate the course of the game.
9) Be sure to support every single unit ,with another, if possible, the Eldar do horrible when left by themselves.
10) Part of the beauty of this list is that ALL
AT ONCE it gives your enemy tons of things to focus on, usually this tactic can win you the game. Be sure to play up the shock value.
11) This army sadly can’t win every time or everyone would play this army and
40k would collapse as a game!. However as some play testing as shown against 6 different armies it is HIGHLY effective and played correctly you should stand a chance against any setup, no gimmicks needed. Sometimes that chance is all that’s needed for a good player to turn a close call into victory.