I am thinking my list is going to look something like this:
Craftworld Brigade: Alaitoc
HQ:
Farseer Skyrunner
Spirit Seer
Troops:
6x 5 Rangers
Elites:
3x 3 Shadow Specters
Fast Attack:
2 x 3 Shining Spears
1 x5 Swooping Hawks (w/ Talon)
Heavy Support:
2 x Warwalker, 2x Starcannon each
1 x3 Dark Reapers
Flyer:
Hemlock Wraithfighter
Supreme Command Detachment: Ynnari
Yvraine
Spirit Seer x2
Scytheguard x5
Wave Serpent (typical loadout)
List comes out to just around 2000 perfectly. Loads of psychic power, up to 8 smites a round, access to 4 different runes of battle powers (since that discipline is now flooded with good stuff), doom, wotp, etc. Flexible firepower at long to very long ranges, set up all across the board. Half the list can outflank, deepstrike or infiltrate, with much of the rest having the option to do so. List has sniping, anti-tank, anti-elite infantry and even a not inconsiderable amount of anti-horde. Nothing good for the enemy to shoot at either: Rangers will be at -2 to be hit with a 3+ save in cover and so abundant as to be pointless to eliminate for threat reasons, Dark reapers will 48" out in cover with 2+ saves and at -1 to be hit, hawks won't show up on the field until later. Shining spears are likely the best target, but will possibly just go for the deep strike strategy since we're bringing 13 command points to bear.
Yvraine and co will go after a hard target defending some important objective They will do a lot of damage and be hard to kill before they die inevitably. Depending on how they end up going, I might switch over to wraithblades and use the extra 50 points to go for Eldrad as an upgrade to the skyrunner with some other goodies sprinkled in. Might also use the extra points along with dropping the skyrunner to a normal seer, dropping a spiritseer and putting in a windrider autarch with a lance to fly around with the shining spears.
Another option is to drop the wave serpent in exchange for a fire prism. The wraithguard will then get to their target by getting the new movement power from runes of battle and wotp cast on them, giving them about 24" of movement in their first turn and easily allowing for a charge with blades or a blade with guard.
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