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The warlocks are there for the wraithguard and Fortune goes to one of the Wraithlords. I think that with T6 W3 and a 6+++ the wraithguard should be able to get where they need to be. The Wraithlords are there for melee muscle.
C&C welcome.
This message was edited 1 time. Last update was at 2019/05/14 14:00:13
With that big meaty blob of wraithguard as the centerpiece of your force, perhaps consider the wraith host detachment. The 4+ invulnerable save for them is huge, and the other bonuses it gives are fun as well. I'd tweak it like so:
Since you're Ulthwe, I'd immediately upgrade a farseer to Eldrad. I'd then drop the 2nd, as Eldrad is basically 1.5 farseers himself and that's fine. Then I'd give a warlock a jetbike, because its so cheap and nifty. The avengers are cut down to 5 man squads and stuffed into a wave serpent; without it, I'd fear they won't accomplish a whole lot. A couple of characters can also start the game in it, which is nice. I made the spearhead into your wraith host. One of the wraithlords was upgraded into the wraithseer - his powers are a decent little boost for the wraithguard and he gets the invuln save as well. An extra support weapon was added to make up for it. The 2nd warlock was upgraded into the spiritseer, who gets to be the warlord with quicken for the wraithguard. I gave him faolchu's wing to help him keep up with them. The spiritseer will benefit all of the wraiths nicely - he'll buff up the guard with the invuln save and use the warlord trait to help all of them get charges off, potentially joining them to make use of his spirit mark ability.
Flamers on the wraithlord are questionable to me, and I only gave the wraithseer the scatter laser because I had 7 points left over so why not. Overall, those 19 points might be better spent elsewhere.. maybe an underslung cannon & vectored engines for the serpent. I'd also be tempted to change the wraithguard into wraithblades and squeeze a flyer in somehow, but that's personal preference.
Oh, and I didn't notice at first that your detachment with the wraiths is Iyanden. Sticking with that, I'd swap faolchu's wing for the psytronome in the list I suggested.
This message was edited 1 time. Last update was at 2019/05/15 01:02:44
Well, definitely not my list.
Too many HQs. After all, Eldar HQs are only in a supporting role.
Too less damage output.
Think about the first turn. Your army can advance but can it also do some damage?
Former moderator 40kOnline
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@Orbei- I've discovered that in my meta min squads melt away like snowballs in July. I guess I should have mentioned that we use ITC secondary scoring (modified slightly due to playing at 1250 rather than 2000). I have considered Eldrad since I'm really only looking at needing Guide, Doom and, Fortune.
I can see a spirit seer over a warlock but I can't find the rules for a wraithseer. I'm also not thrilled with the idea that a main part of survival strategy comes from a 2 CP strat and depends on me keeping the spiritseer alive with him only having a 6+ armor save.
As an aside is there any rule that says that I must use the Eldrad model as Eldrad rather than just using a farseer and declaring him as Eldrad? I know that I can use the Eldrad model as a generic farseer so why not the reverse?