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![[Post New]](/s/i/i.gif) 2013/11/04 07:35:18
Subject: Iyanden 1850 with Serpents
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Pyromaniac Hellhound Pilot
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Hq
Spiritseer Spirit Stone
Spiritseer
Troops
10xGuardians Wave Serpent TL Scatter Laser Holo-field
10xGuardians Wave Serpent TL Scatter Laser Holo-field
10xGuardians Wave Serpent TL Scatter Laser Holo-field
5xWraithguard D-scythes Wave Serpent TL Scatter Laser Holo-field Vectored Engines Matrix
5xWindriders
5xWindriders
Heavy Support
WraithKnight
Wraithknight
Tactics/Reasoning
This list is an attempt to take advantage of a combination of things one of them is being very durable. The list has four Wave Serpents in my opinion they are the hardest vehicle to kill in the game due to a 4+ cover save (holo-field) and serpent shields reducing penetration hits to glances. The list also contains two toughness 8 6 wound wraithknights, forcing your opponent to choose between firing his anti-tank/monster creature fire power at wraithknights or wave serpents.
The next thing that the list has going for it is firepower. Each wave serpent puts out on average 7-8 str 6-7 shots that usually hits due to twin-linked. The list also has three 10 man guardian units that pump out 20 bladestorm shots. The list also has two windrider squads which have 5 men each shooting 10 twin-linked bladestorm shots. It doesn't seem like much but every bladestorm hit counts. The ability to put 30 bladestorm shots on a single unit is a lot, also the windriders are the best scoring units in the game.
The next thing the list has is the two seers. The Seer without the spirit stone will roll first on the telepathy chart. The telepathy powers are amazing in this list, every power is above average such as mental fortitude which can be used to help guardians tar pit a riptide. The primaris shriek is good you will be with the wraithguard d-scythe unit so you will be in range, with horrify the power does an insane amount of damage. Dominate can ruin a unit for a turn, horrify goes well with this also. Puppet master lets you take advantage of your opponents firepower. Terrify forces a morale save but most importantly it gives the wraithknight the chance to wipeout units that are fearless in combat. Invisibility and Hallucination does not need to be explain.
The Seer with the Spirit Stone will roll on runes of battle chart first after you know the first seer's powers. If he gets renewer, horrify, protect, or quicken he will keep it. Renewer will help keep the wraithknights alive, horrify makes the telepathy powers better, protect/jinx will increase the save of the wraithguard to a 2+ or it can lower the save of tough units like riptides to a 3+, quicken with twilight is a great combo three extra inches with battle focus d-scythes is amazing! If I get one of the others I take twilight and roll on telepathy. I normally take twilight with the second roll especially if I got quicken with the first one but twilight is not a must have. Lets say I got jinx for my first roll than I roll horrify, if my other seer knows terrify, dominate, or shriek I might not trade it. Or if you roll horrify first you might want to roll on telepathy so you can have 2 shrieks with your opponent who has -3 leadership. It all depends on what your up against and your other spiritseer powers.
The last thing the list has going for it is the wraith units. Two Wraithknights can dominate a game by being durable and surviving all of your opponent gunfire. Your opponent will be fixated on them allowing your other units to fight without harm. The wraithknights are powerful in close combat and have initiative 5 striking ahead of marines. The cannons help with anti-tank and can cause instant death if lucky.
The wraithguard unit with the d-scythes have a pimped out wave serpent it has the matrix upgrade which allows it to auto pass dangerous terrain test. It also has vectored engines which allows you to fully take advantage of being inside a transport. Also with twilight giving you battle focus the unit is even scarier as each flamer can get in position to cover more people, especially good if you get the extra 3 from quicken. One thing I like about this unit is that it is usually a high priority if they destroy the vehicle my seers can start using their maledictions one turn early.
What do you guys think?
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![[Post New]](/s/i/i.gif) 2013/11/04 10:07:32
Subject: Iyanden 1850 with Serpents
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Executing Exarch
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I like it, I like it quite a bit!
5 man is a bit strange on the jetbike squad. I understand the mobile dakka and scoring bodies, but I find jetbikes pretty hard to catch. If you want battle, you want the shuricannon, which either means a 6 pack 2 cannons or 3-4 with a cannon. Maybe give 1 squad 6, 1 squad 3, and get as many cannons as possible?
Voice of twilight is pretty boss in your list, as d-scythe guard with battle focus will really do some damage. That said, you have 7 units to get the boost, so I agree its not required. I like how your looking to combo the powers; spiritseers work so well in groups and you have some great ideas. Only thing I am a bit iffy about is the quicken/voice. Its a rare combo to get, and pulling it off is not THAT great, particularly when compared to the rest of your potential oomph.
The spirit stone can always default to voice, and make its worth. However, you have 2 AMAZING powers on telepathy that both cost 2, and you want those. If you roll either, then you can take voice for max spirit stone utility. Even having 1 2 charge power and another awesome power is good. Either way, your stone should be looking for those 2 charge powers.
I take it your seers are both going with the wraithguard? If you have 1 shrike, that is ugly. Two shrikes, and 5 scythes...well that should kill just about anything in the game. Remember your spirit marks once you pop out of the serpent. They give you more accurate wraithcannons, and a bit more CC power should you need it.
Who is your warlord? If your going iyanden, knights are pretty boss. Alternatively, you take your BAMF spiritseer. If either seer is your warlord, the guardian helm is a good call. Totally ok if you don't have points to spare, but totally awesome if you do. Warlord will never die(Auto los is good when you tossed your invul save with the spirit stone) and watching a fearless wraithguard unit eat a challenge with abaddon or some other 1 man army all game is pretty fun.
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The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2013/11/05 04:01:36
Subject: Iyanden 1850 with Serpents
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Pyromaniac Hellhound Pilot
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Thanks Dr. Serling wrote:5 man is a bit strange on the jetbike squad. I understand the mobile dakka and scoring bodies, but I find jetbikes pretty hard to catch. If you want battle, you want the shuricannon, which either means a 6 pack 2 cannons or 3-4 with a cannon. Maybe give 1 squad 6, 1 squad 3, and get as many cannons as possible? I have a new list that I believe is tournament worthy and I dropped the 5 man squads down to 3 man squads they will be in reserve with the sole purpose of contesting and claiming objectives. Dr. Serling wrote:Voice of twilight is pretty boss in your list, as d-scythe guard with battle focus will really do some damage. That said, you have 7 units to get the boost, so I agree its not required. I like how your looking to combo the powers; spiritseers work so well in groups and you have some great ideas. Only thing I am a bit iffy about is the quicken/voice. Its a rare combo to get, and pulling it off is not THAT great, particularly when compared to the rest of your potential oomph. I agree voice is really good in this list and even better in the new list! I think you are underestimating the quicken twilight combo imagine moving your d-scythes 6+ inches before flaming a unit combine with the vectored engine upgrade I can get 5 hits with each template easy but, the others are sick also. Dr. Serling wrote:The spirit stone can always default to voice, and make its worth. However, you have 2 AMAZING powers on telepathy that both cost 2, and you want those. If you roll either, then you can take voice for max spirit stone utility. Even having 1 2 charge power and another awesome power is good. Either way, your stone should be looking for those 2 charge powers. It got me thinking should I roll on the telepathy chart first but, it really depends on the first seer powers. If he gets one of them I don't need it but if he doesn't I might try to grab one with the spirit stone seer. Dr. Serling wrote:I take it your seers are both going with the wraithguard? If you have 1 shrike, that is ugly. Two shrikes, and 5 scythes...well that should kill just about anything in the game. Remember your spirit marks once you pop out of the serpent. They give you more accurate wraithcannons, and a bit more CC power should you need it. I agree I will have to remember spirit mark, but yes the 2 seers with the d-scythes is just nasty. Dr. Serling wrote:Who is your warlord? If your going iyanden, knights are pretty boss. Alternatively, you take your BAMF spiritseer. If either seer is your warlord, the guardian helm is a good call. Totally ok if you don't have points to spare, but totally awesome if you do. Warlord will never die(Auto los is good when you tossed your invul save with the spirit stone) and watching a fearless wraithguard unit eat a challenge with abaddon or some other 1 man army all game is pretty fun. The more I think about it the more I like the helm with that unit I will add it to the other seer. Thanks for the help, my next list will be called Iyanden tournament list as I feel it is tournament worthy thanks again Doc.
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This message was edited 2 times. Last update was at 2013/11/05 04:03:29
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![[Post New]](/s/i/i.gif) 2013/11/05 05:21:50
Subject: Re:Iyanden 1850 with Serpents
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Guarding Guardian
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You aren't able to take both the Spirit Stone and the Guardian Helm. You can only take Remnants of Glory from the Eldar Codex or Gifts of Asuryan from the Iyanden Codex. Otherwise, I like the ideas you have presented.
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"They shall come, expecting the obvious, the simple, the artless. They shall stab at the shadows with confused minds and troubled hearts. Meanwhile, we shall appear unseen from ten directions, and from every one strike a fatal blow." |
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![[Post New]](/s/i/i.gif) 2013/11/05 05:31:27
Subject: Iyanden 1850 with Serpents
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Pyromaniac Hellhound Pilot
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You can take both but an individual character is not allowed to take 1 from each source. You can have a wraithforge stone on a farseer and the spirit stone on a spiritseer, one character cant have both.
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![[Post New]](/s/i/i.gif) 2013/11/05 05:46:40
Subject: Re:Iyanden 1850 with Serpents
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Guarding Guardian
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I see. I was thinking you were going to try to take both on the same seer (I guess I should have read it correctly the first time). One on each could be pretty nice.
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"They shall come, expecting the obvious, the simple, the artless. They shall stab at the shadows with confused minds and troubled hearts. Meanwhile, we shall appear unseen from ten directions, and from every one strike a fatal blow." |
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![[Post New]](/s/i/i.gif) 2013/11/05 18:18:53
Subject: Iyanden 1850 with Serpents
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Longtime Dakkanaut
United States of America
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The only problem this list has is winning funnest list to fight.
That said i bealive that it can take out anything other then heavy flyer lists ( strenght 6 vs armour 12).
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![[Post New]](/s/i/i.gif) 2013/11/07 10:26:55
Subject: Iyanden 1850 with Serpents
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Swift Swooping Hawk
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It looks like a really solid list. Only thing I would do is drop a squad of the windrider jetbikes and 1 man from the other squad of windriders to bring a 5 man squad of warp spiders and give the other squad of windriders a shuriken cannon. Thats just personal preference though, the spiders are a lot more versatile than the jetbikes and very fast for being on foot. Plus they can be used to nuke a tank by deep striking behind it and getting their 10 str7 shots in the rear armour.
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This message was edited 1 time. Last update was at 2013/11/07 10:28:11
  Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
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![[Post New]](/s/i/i.gif) 2013/11/07 10:50:59
Subject: Iyanden 1850 with Serpents
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Longtime Dakkanaut
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I would make the Wraithguard's wave serpent have a brightlance. I think you need a little more anti-tank to help deal with armor 13-14 spam. Those lists will concentrate on Wraithknights first and you might lose one quickly. A third source of effective ant armor 13-14 would be helpful. You've got enough anti-troop weapons already.
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![[Post New]](/s/i/i.gif) 2013/11/07 14:24:45
Subject: Iyanden 1850 with Serpents
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Agile Revenant Titan
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urmmm...... no.
1 bright lance is no where NEAR as good as good as scatter lasers.
scatter lasers with serpent sheild and shuien cannon deal with infintry, meqs, teqs, av10-11-12, and most mcs better than one bright lance.
keep them as scatters.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/11/07 15:12:12
Subject: Iyanden 1850 with Serpents
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Regular Dakkanaut
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I have to agree with ninjafiredragon, dont swap to lances anywhere. Your wraithknights are more than enough to deal with av 13-14 spam because you have things that are much scarier on the board.
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![[Post New]](/s/i/i.gif) 2013/11/07 18:47:07
Subject: Iyanden 1850 with Serpents
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Pyromaniac Hellhound Pilot
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Helvost wrote:It looks like a really solid list. Only thing I would do is drop a squad of the windrider jetbikes and 1 man from the other squad of windriders to bring a 5 man squad of warp spiders and give the other squad of windriders a shuriken cannon.
Thats just personal preference though, the spiders are a lot more versatile than the jetbikes and very fast for being on foot. Plus they can be used to nuke a tank by deep striking behind it and getting their 10 str7 shots in the rear armour.
Wow, great advice I didn't notice the only difference between a 5 man jetbike squad and a 5 man warp spider squad was 10 points that's a great idea!
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