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Made in za
Dakka Veteran






Cape Town, South Africa

Hey everyone, so I've always liked iyanden the most of all the eldar and there's no better time to get them going than right now...

I've been out of 40k for a while so please bear that in mind. Ive never seen a flyer in real life, have only just figured out what
overwatch is and literally just read about psychic disciplines for the first time haha .

Anyway, here's the list:


[HQ]

Spiritseer (Iyanden) - wraithforge stone -100


[TROOPS]

5 Rangers - 60

5 Rangers - 60

5 Wraithguard - 160
Wave serpent - scatter lasers, shuriken cannon, holo fields - 145

5 Wraithguard - D-sythes - 210
Wave serpent - scatter lasers, shuriken cannon, holo fields - 145


[HEAVY SUPPORT]

2 War Walkers - scatter lasers, frakk missiles - 180

Wraithlord - 2 flamers, scatter laser - 140

Wraithknight - scatter laser, suncannon & shield - 300


[TOTAL 1500]


Its a very shooty army, because apparently assault isn't what it used to be.

The plan is:
Make the wraithlord, my warlord, and use the spiritseer's stone to help him (or the wraithknight) stay alive a little longer.
The war walkers for flyers.
The spiritseer gives all my 'wraith' units battle focus and furious charge for additional maneuverability.
The wraithguard for mobile firepower.

I tried to achieve a high target saturation for mid strength weapons

Please let me know what you think!

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Made in gb
Agile Revenant Titan






It's ok. Here's some thoughts.

Eldar missile launchers are expensive. Your better with dual scatter lasers on the walkers - even for anti air.

Stock wraithknights are best. The cannon/shield combi I think is too many points when the stock weapons are so good.

Why is a 3 wound lord your warlord and not the knight? And best weapons on a lord is flamers and 2 x bright lance. Don't forget, monstrous creatures can fire 2 weapons. Both of yours only have 1.

Make the rangers 1 unit of 10 if they are for camping on an objective. 5 man squads are too flimsy, and will be easily killed.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Iyanden lists are fluffy but generally not very competitive.
I think five men Rangers units are fine when used to camp on an objective (in cover). Normal Wraithguard is overrated while Wraithguard with D-scythes can be used to eliminate an enemy unit if needed. Wraithlords are overrated, too. I'd take more Warwalkers each of which equipped with scatter lasers. As said the Wraithknight should better be used with the default equipment.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Agile Revenant Titan






Personally I like the wraithlord. He doesn't go down as easy. I also think stock Wraithguard are good. Hence I have 2 squads of 5 in my list, plus 2 squads of 5 scythes!

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in us
Fresh-Faced New User




I wouldn't necessarily say your wraithknight is built wrong with a suncannon/shield and SL. While Eldar usually don't have a high wound count, your army's seems particularly low (20 on troops, and rangers don't last all that long when targeted, 9 on heavies, with only 10 Hull Points to go around). Assuming a BS of 4, every six S8 AP2 (oreven AP3) shots would be doing 2 wounds on your WK without the shield, and some armies (such as another eldar army) can pretty easily field firepower like that. Warwalkers can go down in one turn of shooting, especially if you only bring 2, and if your serpents get taken out before they deliver the wraithguard you could be in trouble. Keeping your toughest unit alive a little longer (4++), along with giving him the chance to knock out infantry blobs with the suncannon is a totally viable build (you have plenty of S10 Ap2 shots with the wriathguard), and it seems like the jury is still out on whether that or stock is better. I'd say run it.

I'd also like to agree with the changes to the warwalkers. While anti air is all well and good, you're paying a lot of points for that right. Double brightlance walkers would most likely serve you better, and with the other dangerous targets you're running, they could either be targeted early, letting the other pieces of your army get in range, or they could be ignored, giving you the chance to do some serious damage with them.
   
Made in us
Trustworthy Shas'vre






Not a bad list. You'll probably want a stock Wraithknight, the Suncannon is expensive and ranged S10 is hard to pass up. Drop the Missile Launcher for a Bright Lance or more Scatter Lasers.

Make the Wraithknight your Warlord.

Good luck.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in gb
Agile Revenant Titan






TouchDown wrote:
I wouldn't necessarily say your wraithknight is built wrong with a suncannon/shield and SL. While Eldar usually don't have a high wound count, your army's seems particularly low (20 on troops, and rangers don't last all that long when targeted, 9 on heavies, with only 10 Hull Points to go around). Assuming a BS of 4, every six S8 AP2 (oreven AP3) shots would be doing 2 wounds on your WK without the shield, and some armies (such as another eldar army) can pretty easily field firepower like that. Warwalkers can go down in one turn of shooting, especially if you only bring 2, and if your serpents get taken out before they deliver the wraithguard you could be in trouble. Keeping your toughest unit alive a little longer (4++), along with giving him the chance to knock out infantry blobs with the suncannon is a totally viable build (you have plenty of S10 Ap2 shots with the wriathguard), and it seems like the jury is still out on whether that or stock is better. I'd say run it.

I'd also like to agree with the changes to the warwalkers. While anti air is all well and good, you're paying a lot of points for that right. Double brightlance walkers would most likely serve you better, and with the other dangerous targets you're running, they could either be targeted early, letting the other pieces of your army get in range, or they could be ignored, giving you the chance to do some serious damage with them.


With serpents and walkers maxing out on S6 dakka, infantry blobs aren't a real concern. He may have 5 S10 cannons, but their range is poor. The knight offers S10 at a 36" range. Nothing else in the list offers that. Similarly it's only a 5++ not a 4++ and is expensive when it reduces your two guns down to one. To fire two AND make the most of the Cannon you need a scatter laser on him. Sounded lay that's an 80 point upgrade. Utter waste of points on a unit that is so good stock.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in za
Dakka Veteran






Cape Town, South Africa

Thanks for the feedback! It all seems very appropriate regarding the initial list.

I've taken it all to heart, and come up with this revised list.
Once again, please let me know what you think!

(all changes are to heavy support)

[HQ]

Spiritseer (Iyanden) - wraithforge stone - 100


[TROOPS]

5 Rangers - 60

5 Rangers - 60

5 Wraithguard - 210
Wave serpent - scatter laser, holofields, star engines - 150

5 Wraithguard - D-sythes - 260
Wave serpent - scatter laser, holofields, star engines - 150


[HEAVY SUPPORT]

3 War Walkers - 6 scatter lasers - 210

Wraithlord - 2 flamers, 2 bright lances - 160

Wraithknight - 240


TOTAL: 1500


One last thing: how do you think I should scale this list for higher point games? Maybe just add another wraithguard squad, or some warp spiders maybe?

This message was edited 1 time. Last update was at 2013/11/16 15:33:41


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Made in us
Trustworthy Shas'vre






Solid list.

As for scaling, I would consider upgrading the Wraithlord to a Knight. You'll need more troops, consider Eldar Jetbikes, cheap and the best scoring unit around. Warp Spiders are great, definitely consider them.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in gb
Agile Revenant Titan






Yeah, running 2 knights is awesome.

Why star engines? Shuricannons are probably a better upgrade??

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in za
Dakka Veteran






Cape Town, South Africa

@khaine, I really had to think about that one, but i figured I'd be shooting the laser and shields every turn already (two weapons)... and the star engines just gave me that extra boost that might be needed to get the wraithguard in range or steal late game objectives?

2500 pts | 1500 pts | 1000 pts | 1000 pts

 
   
Made in us
Fresh-Faced New User




 Khaine's Wrath wrote:
TouchDown wrote:
I wouldn't necessarily say your wraithknight is built wrong with a suncannon/shield and SL. While Eldar usually don't have a high wound count, your army's seems particularly low (20 on troops, and rangers don't last all that long when targeted, 9 on heavies, with only 10 Hull Points to go around). Assuming a BS of 4, every six S8 AP2 (oreven AP3) shots would be doing 2 wounds on your WK without the shield, and some armies (such as another eldar army) can pretty easily field firepower like that. Warwalkers can go down in one turn of shooting, especially if you only bring 2, and if your serpents get taken out before they deliver the wraithguard you could be in trouble. Keeping your toughest unit alive a little longer (4++), along with giving him the chance to knock out infantry blobs with the suncannon is a totally viable build (you have plenty of S10 Ap2 shots with the wriathguard), and it seems like the jury is still out on whether that or stock is better. I'd say run it.

I'd also like to agree with the changes to the warwalkers. While anti air is all well and good, you're paying a lot of points for that right. Double brightlance walkers would most likely serve you better, and with the other dangerous targets you're running, they could either be targeted early, letting the other pieces of your army get in range, or they could be ignored, giving you the chance to do some serious damage with them.


With serpents and walkers maxing out on S6 dakka, infantry blobs aren't a real concern. He may have 5 S10 cannons, but their range is poor. The knight offers S10 at a 36" range. Nothing else in the list offers that. Similarly it's only a 5++ not a 4++ and is expensive when it reduces your two guns down to one. To fire two AND make the most of the Cannon you need a scatter laser on him. Sounded lay that's an 80 point upgrade. Utter waste of points on a unit that is so good stock.


Yeah I screwed up on the 5++ vs. 4++, which does reduce your effective wounds from 12 to 9 (aka the number of wounds that would need to be inflicted, assuming statistically average saves, to kill the WK). Still, 60/80 points on a 240 point model to add 50% to the effective wounds could be considered worth it, especially with an essentially twin-linked barrage weapon (assuming SL).

I see your points overall, although personally I'd prefer 3 warwalkers with dual brightlances, a wraithknight with suncannon/shield and the waveserpents doing their thing. However to each their own - the current list posted looks quite solid and I can see the value behind the decisions you're making.

My only concern with the current list would be that you only have 4 ranged powerful shots (2 S8 AP2 Lance, 2 S10 AP2), which could potentially run into trouble if you've got some armor AND 2+ to deal with. I assume you intend to make up for it with weight of fire from the scatter lasers/serpent shields, which I suppose would work, although against things with a 2+ save deepstriking into your backfield you might not really have the tools to deal with it.

This message was edited 1 time. Last update was at 2013/11/16 16:20:08


 
   
Made in za
Dakka Veteran






Cape Town, South Africa

@touchdown, don't forget about the wraithguard: if terminators deepstrike into my backfield then I introduce them to some D-sythes...

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