Ravenous D wrote:Drop the avengers and serpent, its a lone tank that will just get shot to pieces. Add in more bikes that fly in from reserve and steal wins. The wraithknights can take the punishment from turn 1 except against dark eldar but they are so terrible in 6th that facing to them should be considered a rarity.
Add more spiders, they are pretty much the best point for point anti tank/anti air/anti marine unit Eldar have access to.
Interesting you say
DE are terrible as I have found quite the opposite, though they are still rare to see. I was hoping the WK would effectively increase target saturation and thus see the serpent live. I like the idea of having at least 1 in the list for the shield shooting option
ninjafiredragon wrote:Fist off this lust wouldn't be fun for your opponent at all, app if you are looking too play this as a casualgame...don't bother. If outs for a tournament or.equally competitive game then fine tale it.
Make the spiders into one ten man squad. Centrally shimmer Sheilds don't do as well as you would think..dire avengers soil die easily. I would recommend dropping the dire avengers for some guardians. In a wave serpent they will be in range to spot when they unload, so the extra range doesn't matter. Also
It's for the end of year masters tourney... I won it last year with pure dark eldar.
I have found avengers quite durable comparatively - they survive the serpent going down better than guardians, will typically be able to shoot turn 1, have better
LD and the shield removes the need for cover in the face of auto cannons.
I wonder if by dropping a unit of rangers and the sun cannon knight, adding a 3rd unit of bikes as well as more spiders would be better. I could add a
WL instead of the 3rd knight?