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Made in gb
Fresh-Faced New User




Thinking bout this army to play for fun with my mates. Hopefully it will scare the crap out of them...

HQ

Farseer - SP, Singing Spear, Runes Warding and Witnessing, Spirit Stones, Guide, Doom: 148pts

Avatar: 155pts

Troops

10x Wraithguard w/ Warlock - Singing Spear, Spiritseer, Conceal: 399pts

10x Wraithguard w/ Warlock - Singing Spear, Spiritseer, Conceal: 399pts

Fast Attack

9x Swooping Hawks w/ Exarch - Sunrifle, Skyleap: 252pts

9x Swooping Hawks w/ Exarch - Skyleap: 242pts

Heavy Support

Wraithlord - Starcannon, Wraithsword, 2 Flamers

Wraithlord - Starcannon, Wraithsword, 2 Flamers

Wraithlord - Starcannon, Wraithsword, 2 Flamers

Total - 2000pts

Wondering if i should give one or two of the wraithlords a bright lance instead of the starcannons for the long(er) range anti tank... but i reckon i've got enough anti tank in my wraithguard squads and with the hawks (haywire grenades)...

As for killing the horde armies, i thought the hawks are fast enough to keep out of trouble whilst harassing light troops, and leave the heavier stuff (mega armoured nobs, carnifexes) to the wraithguard and 'lords when they were in range...

Warlocks with conceal for helping the 'guard vs heavy weapons, tho i reckon they'll be focussed on the 'lords.

only real problems i can foresee is mass shooting armies like tau, or very rapid armies like dark eldar or other eldar... any suggestions are welcome!

(btw, justification for the 3 wraithlords and 20 wraithguard - Iyanden!)

   
Made in gb
Longtime Dakkanaut




United Kingdom

I'm also doing an iyanden army, have 3 lords and first 10 guard done so far, plus a few odd bits.

Fortune on the farseer is definately nice, re-rolls saves at 3+/5+ on T6 guard is just to nice to pass up. Fortuned guard ambling across a field is a pretty tough cookie to deal with,  however, psy hoods are almost a given in marine armies ... I've certainly discovered that 10 guard can disappear amazingly fast when fortune is down.

Avatar seems out of place, the bulk of your list is fearless anyway. I'd swap him for either another farseer with fortune (so you can do both guard units, or get 2 attempts at beating psy hoods), or autarch/yriel for the reserve roll bonus which allows you to more readily bounce hawks up and down dropping pie plates every turn.

The hawks id break into 3 squads of 6 - an extra pie plate a turn if you need it, or extra flexibilty in attacking multi vehicles and grabbing objectives.

Id go for lances or missile launcher (or both) on the lords for the long range tank busting, the guard are to slow to rely on and the hawks to fragile be sure of reaching the target against decent opponents.

I'm currently looking at adding in some pathfinders, to give me a bit of a 'stand of and shoot' option against long range shooty stuff, ie try and keep everything else out of range/in/behind cover and trade shots with pathfinders (fortuned when possible) rather than have no option but to advance against such a list. Hopefully they could either pick off the nasty dev type squads before I advance or force the other guy into a mistake as he tries and deals with re-rollable 3 or 2+ cover save snipers. Thats just theory hammer at the moment though. Bouncing hawks*3 up and down might achieve a similiar effect, albeit a little more erractically.

   
Made in gb
Fresh-Faced New User




If you want to stick with the Iyanden theme, you might want to use Prince Yriel instead of an Avatar.

Yeh, yriel looks pretty tasty, 2+ to kill is really good... i was just thinking the T3 was pretty weak vs battle cannons etc... but i guess he's got the 4+invulnerable... and with the new assault rules the avatar's WS10 isnt as good anymore...

or get 2 attempts at beating psy hoods

im not up to date with the rules on psy hoods. are they very effective against psy powers? and how would fortune help against it? but the 2 fortunes per turn on the 'guard squads sounds good... allows them to re-roll the Conceal cover save as well :-) though i think i'd prefere to go with yriel over another farseer for the improved swooping hawk deep striking - 3 units sounds a lot better than 2...

Id go for lances or missile launcher (or both) on the lords for the long range tank busting

so i should drop the wraithswords? definately better for the long range carnage, but dosesnt that leave them in a pretty bad position in close combat? only 2 attacks at WS4... re-rolls to hit would be very handy

pathfinders idea is a good one. good potential against tough nasties like terminators that the hawk granade packs couldnt touch...
   
Made in gb
Longtime Dakkanaut




United Kingdom

Posted By Wockadoo on 05/10/2007 2:54 AM

or get 2 attempts at beating psy hoods

im not up to date with the rules on psy hoods. are they very effective against psy powers? and how would fortune help against it?

Psy hoods are stunningly good against psy powers, against the farseer it essentially become a D6 roll off, the odds favor you a bit as he has to beat (not just equal) your roll, but all the same watching your psy powers negated turn after turn is depressing. If you face the ever present marine libby then your psy powers go from being pretty reliable to distinctly iffy. The thing is you can't get any gear that helps against it, and the libby comes with it as standard, and the libby seems to come with all marine lists as standard.

Fortune doesn't help against psy hood, but having 2 farseers with it means that you get 2 chances to beat it and get fortune on a squad (or use any other power come to that). As the other poster said, guide/doom are not that awesome for guard/lords as they shoot well as it is, Fortune however, really does make a difference to how long you survive whilst you amble into range. In my experience so far, Guard + fortune = unstoppable wall of doom, Guard - fortune = moderately tough priority target.


Id go for lances or missile launcher (or both) on the lords for the long range tank busting

so i should drop the wraithswords? definately better for the long range carnage, but dosesnt that leave them in a pretty bad position in close combat? only 2 attacks at WS4... re-rolls to hit would be very handy
Whether you re-roll or not it is still only 2 attacks, if something is going to assault the Lord then it probably doesn't care whether you get to re-roll 2 attacks or not and if you are assaulting you are probably only really bothered in rare circumstances.  If I put my lords into close combat by choice it is usually to tarpit something, not deliver a decisive assault.
   
Made in gb
Fresh-Faced New User




ah, cheers for the comments... already thinking of an alternative army against hordes... thinking scatter lasers on the wraithlords instead of the starcannons, for the multiple shots :-) definately take yriel against hordes, cos i need the constant grenade pack barrages...

   
Made in gb
Regular Dakkanaut




lol... as i play wockadoo at scholl... i would like to just remind him what happened in the 500pt trial game we played to see whether his Hawks were ne gud... cue, 1 leman Russ... tehe...

Same goes for the Wraithguard... if their wave surpent gets knocked outta the sky (as can happen easily in a 2000pt battle)... expect the ord templates to come out...
   
Made in gb
Fresh-Faced New User




just like to mention that 01777 failed to kill a single wraithguard with 50 lasgun shots and a battlecannon round... oh i love conceal/fortune combo! :-p

he got pwned

   
 
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