List here for reference.....
http://www.dakkadakka.com/dakkaforum/posts/list/0/688184.page#8600884
This page for tactics:
So Prince, VoidStorm, Dreamer, and Farseer join together in one unit.
Get teleport Power (50% chance)
Teleport for turn 1 charge.
50 attacks.
Ws 5 so hitting on 3s most of the time.
Rerolling hits with Prescience (thanks Prince)
Wounding on 2s.
(rerolling if any model is in challenge)
Dont die thanks to Invis
Have fun times.
Obviously it falls apart without the right powers, but even without the Teleport ability, they have 2 other Powers that help them move insanely fast, and they are very survivable.
Tried them last night against an eldar list with 18 scatt bikes, 3 lynxs and a wraithknight.
I had first turn, got the right powers, and the game was over by turn 2.
Killed his wraithknight turn one, blew up one Lynx, hurt the other, and killed half of his bikes.
We played another game where he went first, to see how the opposite would turn out...
I deployed only the Funstar, and held everything in reserve.
The squad tanked 9 S: D hits, 54 (18x3?) scatterbike hits, and the S7 7" blast from the knight without completely dieing, letting my reserves come in and hit back hard.
Thoughts?
There are some crazy movement shenanigans you can do with them.