Continuity wrote:SW should be all about alpha strikes at this point, Rhinos are death traps in a world of S6 and S7 shooting, Long Fangs disappear to Heldrakes, and we lack cheap
TH/
SS terminators or any real hammer unit. But right now
SW has 2 advantages, cheap mass combi-weapons and grey hunters, wolf guard with combi-weapon can nuke a squad pretty easily or grey hunters with wolf standards are essentially built-in anti-horde. So I feel a pure
SW list should concentrate on pure drop-pod alpha strike or even a full
WG with combi-weapon army to maximize our advantage. Sure there will be hard counters (warp quake), but the ability to have your squads almost shoot at full strength and become a close combat threat the very next turn is huge for an army that can put so many marines on the board.
Excellently summed my friend.
There are basically two alpha strike builds available to
SW and those are Logan or No-Logan
If you go with Logan, obviously you want almost entirely
WG w/ combis. A
MM LF squad with his relentless ability and a
RP fit nicely as well.
For No-Logan builds, take 1-2
RP, and at least 2, probably 3, 7-man squads of
WG w/ combi-melta. I play Eldar regularly, and I have found that this is the sweet spot for
reliably taking out Wave Serpents. Riptides are another story however. You'll have to dedicate at least 2
WG units to reliably kill it. It's best to just pod as close to them as you can, weather the storm, and hope to tie them up in combat as long as possible. After that, as many
GH squads as points will allow.
IMHO,
GH squads should always, always,
always, be 10-man units with 2 specials, a standard, and
MotW. You end up with a tough, dual threat unit for relatively cheap. I also like to find points to sprinkle 1 or 2 meltabombs per
WG squad: That way your opponent can't completely ignore them after they pop off the combis. As for
RP i like to roll on divination for all their powers. Misfortune (force successful armor save rerolls), Forewarning (grant 1 unit a 4++), Scrier's gaze (reserves shenanigans), and Prescience are all good powers. Hell even Foreboding (full
BS overwatch) isn't bad.
So something like this:
RP: 100
RP: 105
Meltabomb
WG :201
7-man, 7-combis, meltabomb, Pod
WG :196
7-man, 7-combis, Pod
WG: 173
6-man, 6-combis, Pod
2X GH: 210
10-man, 2x Flamer, Standard,
MotW, Pod
2X GH: 220
10-man, 2x
Plas, Standard,
MotW, Pod
GH: 215
10-man, 2x Melta, Standard,
MotW, Pod
1850 exactly. Take a mix of
plas and melta on w/ the
WG as you see fit. Melta on the two 7-man squads and
plas on the 6-man squad seems good to me, but
YMMV depending on your meta. Life a'int easy for the pups these days, but hell 72 of 'em just might be able to make a dent in something

Hope this helps.