Well, the local tourney is not going to allow forgeworld this time to get people used to 6th, which throws a wrench into my normal corsair army i bring. So, back to codex eldar.
yriel 155
eldrad 210
10 harlequins shadowseer kisses 250
10 harlequins shadowseer kisses fusion 260
3x gjb cannon
3x gjb cannon
3 gjb cannon
fire prism
fire prism
3x war walkers cannons 120
400
archon shadowfield soul trap agonizer 120
5 wytches haywire 70
venom 2x cannon 65
razorwing fighter 145
archon in one unit of harlequins w fusion pistol, Eldrad and yriel in the other. Harlequins now have stealth, shrouding, and 2d6x2 spotting distance (read FAQ and look at rulebook, it does not replace the spotting distance lines), which makes them nearly unkillable. They cant be shot at range, and have a 2+ cover save if they can generate a 5+ from anything. Flamers are taken care of by putting the ICs in front to take the flamer wounds and LOS anything else to the harlequins. Fortune on both squads sees a 2+ rerollable cover save making them practically unkillable at range. In melee, well, 40 rending S4 WS5 attacks at I6 with possible reroll to wound.
War walkers might camp in ruins, outflank, or simply sit in reserves to come on turn 2-3 in case they deepstrike/outflank. They really dont fit, but i dont have much to kill aircraft besides them. Prisms are just to poke vehicles, not the most efficient but its all i get. Wytches are really not that effective, but can blow up any vehicle they hit. Razorwing is shooting down planes first, but those missles double as amazing anti-horde.
Not sure if i should be swapping the fighter for the bomber for better AT, better armor, and the ability to ID chars with the bomb.
Also low on troops, but i think with the new 48" turbo boost i can simply keep them in the corners behind something and then turbo boost them all the way across last turn. Cannons are simply to make them useful in KP games.
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