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Biggest thing I noticed is you are relying on the portal alpha strike for your wraith guard units. This is a waste of points. Because:
1: anything with interceptor will mulch them before they do anything. And an archon with portal is worth almost the same as the squad.
2: if they do manage to alpha strike something, they are dead next turn. That tatic is a great "hah!" But it's a very short lived one.
Instead get them a raider, or a wave serpent.
Next:
The warriors. Unfortunately they are not as effective as other choices. Scat bikes are cheaper and do more. You won't make much friends - but you said competitive.
Your psychic support is very limited. The shadow Seer by itself is going to get isolated and killed. The farseer attached to a bike squad is same situation, and while the bike autaurch is a good choice, by himself or with a unit of bikes will get him taken down fast.
If you are taking the Yncarne, the triumvirate formation gives your whole army a boost, improves their special abilities to heal and adds some serious CC and psychic punch.
Put the farseer on foot. Consider attaching to some wraithblades with shields and axes. Add in the shadowseer and autaurch, visarch and yrvaine - and you've got a scary good unit that will kill pretty much anything. Your normal wraithgaurd on board raiders - give them cannons. Scythes are tempting cause "zomg d str flame template!!!" But it's not really. In reality it's a flamer that will do nothing on a 1 or 2, (regardless of toughness), and only do d3 wounds to a model hit, and is str 4 for purpose of instant death. It lacks the "deathblow" that makes D awsome. Go with the cannons. Better range, less chance of nothing, and a chance at WIN. The raider gives them speed. And they don't care when it goes boom.
For psychic powers: shadow Seer works very well with primaris phantasm and telepathy. No rolls needed. Farseer can't miss with either reveneant or runes it's your choice. Yrvaine I like reveneat for, maybe (demonic?) going for hammerhand. (To further pump the str of herself, visarch and the blades)
But you definitely want revenant discipline word of the Phoenix in your big unit. A free soulburst is awsome.
Edit:
Did the above while at work - I've now had more time to think it over and a few more suggestions to try and help you have occurred to me.
First, it seems you are having trouble making use of the best thing the Aeldari have: soulburst. And looking at your initial list you are in the same spot I was not long ago. Many games later I've learned much.
1: venom squads work really well - when there are 10 of them on field. With only 2, due to the "scary" rep they have they get shot down fast. And unfortunate for them - the built in flicker field won't stop a determined unit in grounding them and killing it, while killing half the guys on board. Honestly, scat bikes are better. And cheaper. They move faster, have better range and can move shoot move. Use that to bounce in and out of LOS and just force saves on stuff. 2++ Is great. Only way around it is stop the power that grants it, (farseer) or force a ton of saves.
Next, you need to "spread out and stay together" it's less complicated then it sounds but essentially you have to plan and move your units to not only create a soulburst, but take advantage of it (ideally with 2 units nearby). This can be done as defensive (respondInf to enemy killing your unit) or you killing his. But basically plan your attack process to lead with something that will burst but not kill the target. (But killing it is ok) I like long range weapons for this, like scat bikes. Then followup with the heavy punch. Ie wraithgaurd. When target dies, you should have 2 units close sr that can then soulburst into the next thing. The heavy punch unit can obviously be one of these. But try to plan along the lines of "if I can kill that, then soulburst those guys to kill that one..." and so on. My favorite tatic is to move wraith blades, then psychic powers to give nearby shooting unit a burst. That ideally kills something, allowing the blades to move again. Then in shooting they can run, (or not if close enough) while your army shoots down other stuff. Then you charge with the wraithblade deathstar.
For the deathstar.
- take all wounds on visarch/yrvaine in the front. If they fail a save, start using LOS to pass to the WB. Once one dies heal the character, and repeat. Use shadowseer to get veil of tears on the unit to keep them safe on approach. Farseer/yrvaine for invisibility, hammerhand, word of Phoenix fortune etc. Visarch chops and dices. Wraithblades hit with the hard uppercut. Either yrvaine or visarch can Rock challenges. Keep Yncarne out untill something dies on the other guys turn.(ideally the assault phase) Then it can move and charge on yours.
Hope that helps
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