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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ Hello Dakka!<br /> <br /> Just wanted a second pair of eyes to have a look at my Alphastrike Wraithguard list with emphasis against Necrons as they will be my first opponent<br /> <br /> This will be used for a couple of league matches so there are a few restrictions I need to adhere to.<br /> <br /> - No Formations for either side<br />  <br /> - Heavy drawbacks to using super heavies or gargantuans (+1 to seize, Only one <span class="glossaryitem" onmouseover='gp(117);'>SHV</span> or <span class="glossaryitem" onmouseover='gp(583);'>GC</span> model allowed and 2 <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for every 2 wounds taken)<br /> <br /> - 3 Objectives per game<br /> <br /> <br /> So heres what I'm thinking (<font color='red'>and it's risky</font>):<br /> <br /> 	<b>Eldar <span class="glossaryitem" onmouseover='gp(683);'>CAD</span></b><br /> 	<br /> Eldrad		200<br /> Baharroth		170<br /> Wraithguard (5)	D-scythes, Wave Serpent (see below)	210<br /> Wraithguard (5)	D-scythes, Wave Serpent (see below)	210<br /> Wraithguard (5)	D-scythes	210<br /> Dedicated transport Wave Serpent	Underslung Shuriken Cannon, Twin Linked Scatterlaser	120<br /> Dedicated transport Wave Serpent	Underslung Shuriken Cannon, Twin Linked Scatterlaser	120<br /> Windrider Guardians (3)	Scatterlasers	81<br /> Windrider Guardians (3)	Scatterlasers	81<br /> Windrider Guardians (3)	Scatterlasers	81<br /> Windrider Guardians (3)	Scatterlasers	81<br /> <br /> 	<b>Eldar <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>	</b><br /> <br /> Farseer	Spirit Stone of Anath'lan	115<br /> Windrider Guardians (3)	Scatterlasers	81<br /> Windrider Guardians (3)	Scatterlasers	81<br /> <br /> Plan: <br /> <br /> - Eldrad rolls on Santic for gates of infinity, this would usually be risky but with 4 mastery levels rerolling duplicate powers gives me a good chance of getting the gate... failing that I have another ML3 farseer who can roll on santic to if needs be (but would probably like to fish for invisibilty if he can), out of 100 times this has only failed me 17...<br /> Unlike other factions Eldar can also roll on santic with relative safety with the inclusion of Farseer runes, Ghosthelms and high leadership.<br /> <br /> - 2 units of wraithguard hop into Serpents and get scouted up (12" movement before turn 1 followed by 6" move + 6" disembark and I'm in their face already)  whilst the last squad deepstikes with no scatter (when joined by Baharroth) <br /> <br /> - 18 Scatterbikes throw out 72 S6 shots per turn and are objective holders whilst Eldrad throws out the occasional Vortex of doom/ Cleansing Flame <br /> <br /> - Baharroth also has Hit and Run for shenanigans <br /> <br /> - Scatterbikes combat <span class="glossaryitem" onmouseover='gp(308);'>MSU</span><br /> <br /> <br /> Kind Regards,<br /> <br /> Torus]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 12:09:30]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ My only real criticism besides what you've already addressed is the third Wraithguard squad weaponry. The flower formation of deepstrike can limit you heavily on the value of flamers - I would prefer to see D-Cannons with replacement bodies to make the difference. <br /> <br /> You'll be more vulnerable to counter-assault, but if you're playing a standard Necron list that isn't much trouble. On top of that you can still Warp out / H&R. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 17:12:24]]> GMT</pubDate>
				<author><![CDATA[ Cieged]]></author>
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				<title>Re:[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ I might say a Dark eldar <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> with a <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> might do well here boss. If you don't have those models, I understand, but then you could change one of your d-flamer squads to d-cannons and roll a spirit seer for reroll 1s on their shooting. I actually really like the d-cannon build on wraithguard, if you can get them there. They really need reroll to hit though. If you roll 2s with a spirit seer or just miss without them you are in for a world of hurt.<br /> <br /> I like the list. It's a lot of the stuff people hate about eldar, but there isn't a wraithknight so they can't gripe too bad. Looks solid man, let us know how it does!]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 19:07:31]]> GMT</pubDate>
				<author><![CDATA[ Castellan Alaric]]></author>
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				<title>Re:[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ <blockquote><div><cite>Castellan Alaric wrote:</cite>I might say a Dark eldar <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> with a <span class="glossaryitem" onmouseover='gp(541);'>WWP</span> might do well here boss. If you don't have those models, I understand, but then you could change one of your d-flamer squads to d-cannons and roll a spirit seer for reroll 1s on their shooting. I actually really like the d-cannon build on wraithguard, if you can get them there. They really need reroll to hit though. If you roll 2s with a spirit seer or just miss without them you are in for a world of hurt.<br /> <br /> I like the list. It's a lot of the stuff people hate about eldar, but there isn't a wraithknight so they can't gripe too bad. Looks solid man, let us know how it does!</div></blockquote><br /> <br /> Will do, currently I don't have the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> models (or I should say after moving they were a little unsalvageable) but I do like the D flamers with no scatter even in the flower power pattern of friendship  but we'll see if I still like them at the end of the game!<br /> <br /> <blockquote><div><cite>Cieged wrote:</cite>My only real criticism besides what you've already addressed is the third Wraithguard squad weaponry. The flower formation of deepstrike can limit you heavily on the value of flamers - I would prefer to see D-Cannons with replacement bodies to make the difference. <br /> <br /> You'll be more vulnerable to counter-assault, but if you're playing a standard Necron list that isn't much trouble. On top of that you can still Warp out / H&R. </div></blockquote><br /> <br /> Perhaps, but with decent wrapping and no scatter I can get 4 flamer templates on target the turn they come down... It isn't perfect efficiency but hopefully it should be enough, saying that I've taken the advice on board and will let you know how I do on Friday <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 19:26:45]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>Re:[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ So I'm failing to understand why you are trying so hard for <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> when you have transports, or other methods of travel, for everything. Is there another set of spells you plan to use once you <span class="glossaryitem" onmouseover='gp(471);'>DS</span> with <span class="glossaryitem" onmouseover='gp(427);'>GoI</span>?]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2016 15:58:55]]> GMT</pubDate>
				<author><![CDATA[ tyjet3]]></author>
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				<title>Re:[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d7f5afa6c3e5ea6f5315cbc13253640d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682861/8511359.page"><b>tyjet3 wrote:</b></a><br/>So I'm failing to understand why you are trying so hard for <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> when you have transports, or other methods of travel, for everything. Is there another set of spells you plan to use once you <span class="glossaryitem" onmouseover='gp(471);'>DS</span> with <span class="glossaryitem" onmouseover='gp(427);'>GoI</span>?</div></blockquote><br /> <br /> <br /> Well the step by step goes a little something like this:<br /> <br /> - With Eldrad's warlord trait he scouts up d3 units of wraithguard in waveserpents... playing the odds I'm likely to get at least 2 units with scout<br /> <br /> - The Wave serpents with Wraithguard in deploy at the very edge of the deployment zone and scout 12" forward (leaving me 12" away from the enemy deployment zone)<br /> <br /> - In my turn the waveserpents then move 6" and deploy the wraithguard another 6" into the enemy deployment zone<br /> <br /> - The Wraithguard on foot deepstrike with <span class="glossaryitem" onmouseover='gp(427);'>GOI</span> without scattering to get D strength templates on another target, with the option to throw down Invisibility/ Vortex of Doom/ Cleansing Flame in the psychic phase <br /> <br /> - So in short I'm combining the 15 D strength flamers with the Windrider guardian's 72 strength 6 shots on the first turn for an Alphastrike<br /> <br /> The list will suffer vs a drop Pod list certainly, but should do work vs the rest ]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2016 16:15:26]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ Thing is I'm not sure why anyone would deploy within range of your <span class="glossaryitem" onmouseover='gp(225);'>WG</span> once they see that you have Eldrad in your list. In H&A and VS deployment it's really easy to avoid them.<br /> <br /> Like you say it's risky. If you roll Gate and Invis and have first turn then that's super nasty. But with just a Farseer and Eldrad you can't reliably get both powers.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 00:30:03]]> GMT</pubDate>
				<author><![CDATA[ ryuken87]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/682861/8512499.page"><b>ryuken87 wrote:</b></a><br/>Thing is I'm not sure why anyone would deploy within range of your <span class="glossaryitem" onmouseover='gp(225);'>WG</span> once they see that you have Eldrad in your list. In H&A and VS deployment it's really easy to avoid them.<br /> <br /> Like you say it's risky. If you roll Gate and Invis and have first turn then that's super nasty. But with just a Farseer and Eldrad you can't reliably get both powers.</div></blockquote><br /> <br /> If they dont deploy forwards or move up in their turn that will be a blow for sure, on the other hand however it does leave me with complete table control with the bikes for objective capping and the ability to get in range next turn.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 08:57:11]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ My thoughts below from someone who recently used d flamer <span class="glossaryitem" onmouseover='gp(225);'>WG</span> with a dark eldar webway portal in a tournament. <br /> <br /> First things first however<br /> <br /> Eldrad is 195<br /> <br /> Dont dedicated transport the wave serpents, you arent using your Fast attack anyway, it's nice to have options<br /> <br /> Put the farseers on a bike anyway, even if they are in a walking squad. Not being Instant deathed by <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6-7 is a huge benefit, jink in cover, move to another squad if his dies/is crippled and objective grabbing is awesome, plus you can keep your 4+ "invul" through jinking when you use the runestone. Also fconsider one bike squad being slightly bigger than the others, as you can put the farseer on a bike in this, and it will be able to be guided more readily, which transforms firepower output, especially against flyers and vehicles which you can glance.<br /> <br /> Get the vectored engines on the wave serpents, this means they can turn after dropping off, that loading ramp at the back can be a pain.<br /> <br /> Strongly consider dropping one set of dflamers for just regular D. Combined with reason below, this gives you a chance against some invis shenanigans, as you cant template them currently. If you guide these guys, it has a decent chance of hitting something, will drop super heavies like noones business. (my flamers only took 4 off a wk) and then died. This frees up 50 pts towards hte 70 you need for my favourite person in the whole world....<br /> <br /> The spirit seer! <br /> a ML2 warlock, (rock that protect!) and more importantly the key to your deep strike. Currently, You have Baharroth and eldrad as your shooting phase deadweights, however if you add in a 3rd guy (consider giving him the shard as he can go sanctic too), but roll him last as a) he can perils more easily than farseers, and b) conceal for free means you can consider not having to go for invis. ON TOP OF THIS, he is an extra body in the deep strike circle, so you put baharroth down, first then the other characters padding out the back <br /> arc of the circle, and then you can get 3 wraithguard making up the front of the circle and tada, its full so you now put the last 2 anywhere you want on the front circle. This usually means you get 4 shots, probably 5 depending on what you are shooting, which makes a huge difference. He also gives reroll ones to your wraithguard if they shoot targets within 12 of him,  if they get d cannons instead of scythes, and he can drop shrouded from them if you are worried about stupid cover saves for d cannons. Dont underestimate that 6 D result, 5 guns rerolling 1's have a better than not chance of a 6 result, which just removes their target, no questions asked. <br /> <br /> <br /> You'll be pretty disappointed with the impact on this alpha strike in many areas, especially regarding deployment. I think that you have in your head this "arrive next to them, kill them" rinse and repeat, which always doesnt work so fell for the following reasons. <br /> <br /> 1) Intercept. Plasma templates off riptides etc, will hurt like a ****.<br /> <br /> 2) Drop pods with grav and probably a hunters eye. Ouch ouch ouch, Wounding on 3's, a zillion shots against not many wounds. <br /> <br /> 3) They only need to glance Av12 6 times (including jinks) for 2/3 of your D squads to do zip. You cant scout vehicles (sorry!) so they arent starting as far forward as you might think. Eldrad is still a great choice, but consider dropping him if this was your awesome win thing. Baharroth is a good warlord, very hard to kill, but maybe going for a farseer on a bike gives you the chance of rolling a 6 on eldar warlord traits, which gives you more awesome deep strike potential, and potentially meaning rolling more on sanctic with other psykers for insane deep striking.<br /> <br /> 4) psychic unreliability. Your chances for getting deep strike are as follows:<br /> <br /> Eldrad 4 dice into sanctic - 91%<br /> Farseer 3 dice into sanctic - 72%<br /> Warlock Ml2 - 45%<br /> Warlock ML1 - 17%<br /> <br /> Remember sanctic perils on any double for you, so with farseer style its still fairly safe, but assume you will always perils on it, and that adds up (power drain and/or lose a power) especially bad.<br /> <br /> Hope this helps<br /> <br /> t<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 10:24:15]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
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<blockquote><div><a href="/dakkaforum/posts/preList/682861/8513277.page"><b>Trazer985 wrote:</b></a><br/>My thoughts below from someone who recently used d flamer <span class="glossaryitem" onmouseover='gp(225);'>WG</span> with a dark eldar webway portal in a tournament. <br /> <br /> First things first however<br /> <br /> Eldrad is 195<br /> <br /> Dont dedicated transport the wave serpents, you arent using your Fast attack anyway, it's nice to have options<br /> <br /> Put the farseers on a bike anyway, even if they are in a walking squad. Not being Instant deathed by <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6-7 is a huge benefit, jink in cover, move to another squad if his dies/is crippled and objective grabbing is awesome, plus you can keep your 4+ "invul" through jinking when you use the runestone. Also fconsider one bike squad being slightly bigger than the others, as you can put the farseer on a bike in this, and it will be able to be guided more readily, which transforms firepower output, especially against flyers and vehicles which you can glance.<br /> <br /> Get the vectored engines on the wave serpents, this means they can turn after dropping off, that loading ramp at the back can be a pain.<br /> <br /> Strongly consider dropping one set of dflamers for just regular D. Combined with reason below, this gives you a chance against some invis shenanigans, as you cant template them currently. If you guide these guys, it has a decent chance of hitting something, will drop super heavies like noones business. (my flamers only took 4 off a wk) and then died. This frees up 50 pts towards hte 70 you need for my favourite person in the whole world....<br /> <br /> The spirit seer! <br /> a ML2 warlock, (rock that protect!) and more importantly the key to your deep strike. Currently, You have Baharroth and eldrad as your shooting phase deadweights, however if you add in a 3rd guy (consider giving him the shard as he can go sanctic too), but roll him last as a) he can perils more easily than farseers, and b) conceal for free means you can consider not having to go for invis. ON TOP OF THIS, he is an extra body in the deep strike circle, so you put baharroth down, first then the other characters padding out the back <br /> arc of the circle, and then you can get 3 wraithguard making up the front of the circle and tada, its full so you now put the last 2 anywhere you want on the front circle. This usually means you get 4 shots, probably 5 depending on what you are shooting, which makes a huge difference. He also gives reroll ones to your wraithguard if they shoot targets within 12 of him,  if they get d cannons instead of scythes, and he can drop shrouded from them if you are worried about stupid cover saves for d cannons. Dont underestimate that 6 D result, 5 guns rerolling 1's have a better than not chance of a 6 result, which just removes their target, no questions asked. <br /> <br /> <br /> You'll be pretty disappointed with the impact on this alpha strike in many areas, especially regarding deployment. I think that you have in your head this "arrive next to them, kill them" rinse and repeat, which always doesnt work so fell for the following reasons. <br /> <br /> 1) Intercept. Plasma templates off riptides etc, will hurt like a ****.<br /> <br /> 2) Drop pods with grav and probably a hunters eye. Ouch ouch ouch, Wounding on 3's, a zillion shots against not many wounds. <br /> <br /> 3) They only need to glance Av12 6 times (including jinks) for 2/3 of your D squads to do zip. You cant scout vehicles (sorry!) so they arent starting as far forward as you might think. Eldrad is still a great choice, but consider dropping him if this was your awesome win thing. Baharroth is a good warlord, very hard to kill, but maybe going for a farseer on a bike gives you the chance of rolling a 6 on eldar warlord traits, which gives you more awesome deep strike potential, and potentially meaning rolling more on sanctic with other psykers for insane deep striking.<br /> <br /> 4) psychic unreliability. Your chances for getting deep strike are as follows:<br /> <br /> Eldrad 4 dice into sanctic - 91%<br /> Farseer 3 dice into sanctic - 72%<br /> Warlock Ml2 - 45%<br /> Warlock ML1 - 17%<br /> <br /> Remember sanctic perils on any double for you, so with farseer style its still fairly safe, but assume you will always perils on it, and that adds up (power drain and/or lose a power) especially bad.<br /> <br /> Hope this helps<br /> <br /> t<br /> <br /> <br /> <br /> </div></blockquote>
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</div><br /> <br /> Thanks for the reply Trazer, just a few notes though...<br /> <br /> <br /> - Good catch on Eldrad being 195, I don't know where toe 200 points comes from!<br /> <br /> - Vehicles can scout, in fact on page 171 of the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> it says that if a unit has scout it confers it to their dedicated transport as well (this is why I dedicated the transports to the Wraithguard).<br /> <br /> - Quite a few people want me drop the D-Scythes on the Deepstriking unit due to the flower power formation they come down in, I want to play a couple of games before I do that but I have listened and I may do that after todays match!<br /> <br /> - the Farseer will not be using runes of fate and instead will be using either Santic or Telepathy, generally Farseers on bikes are great but I don't feel like it has a place in this style of list and unfortunately I don't think I have the points for it.<br /> <br /> - Vectored engines are amazing, but finding those extra 15 points may be a problem (they are 10 points each <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>) and if they shoot at the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> they are not shooting at the Wraithguard or the bikes...<br /> <br /> - I've had limited success with the Spirit seer, He's a great force multiplier for D cannons and Wraithblades but I cannot trust him to get protect on 2 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> and for 70 points he seems a little wasted.<br /> <br /> - Interceptor targets things coming in from reserve and activates at the end of the movement phase, since the deepstrike is coming in on the psykic phase I'm safe from that particular nightmare, but you are right about the drop pods, they will ruin me <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.<br /> <br /> - I'm struggling to see where you are coming from when you say to take out Baharroth for another Farseer, with him I don't scatter when deepstriking and I cannot guarantee any warlord trait when I'm rolling for it and as stated before vehicles can scout.<br /> <br /> <br /> In any case, thank you for a very detailed reply and please let me know if you spot anything else I can improve on to make this strike more powerful.<br /> <br /> <br /> Kind Regards<br /> <br /> Torus<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 11:41:26]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ Hmmmm, thats a very literal interpretation of the rules, seeing a non vehicle unit scouting, when Eldrads rule says, D3 non vehicles gain scout is certainly up there on my list of HMMMMMs. <br /> <br /> You're right about intercept, my bad.<br /> <br /> If you arent sold on the spirit seer, a warlock conclave size 1 does the same job for 35 pts, add in the 15 for a farseer on a bike/vectored engines and you get the flower power back, and a little extra juice on your Wave serpent (being able to fire the forward facing shield after dropping them off is huge. I'd leave the flamers off one of the squads in the transports anyway.<br /> <br /> I meant drop eldrad not baharroth if you dont think the scout rule works that way. It's certainly very tournamenty (although it also doesnt exclude <span class="glossaryitem" onmouseover='gp(583);'>GCs</span>). <br /> <br /> My main argument on the d flamers is I dont think you'll have 3 decent targets that the guns arent better at shooting, so you will kill the same amount of stuff regardless if its a squad, but against huge things.<br /> <br /> I really cant see how this army beats a tau list with a stormsurge in it. assuming you go first, you can deep strike the flamers near to him, hitting with 3or 4, which might do 6 wounds on a really good day. Then he <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 templates you, and dumps a million bullets into whatever is left standing. <br /> <br /> Reroll the above situation with D cannons, which you can get out of their dedicated transport on turn one for hte move phase if you're really in a bind about this. <br /> <br /> I'd be surprised if the 5 flamers can kill a riptide reliably actually. 4 hits, 3 do d3 wounds, saves one with a 5++ (or 2 if a 3++), Being weak to core units of a tau force as well as marines bread and butter puts you in a weak position in my view, and you dont have the psychic heavyweights to lean on for deepstrike AND invis. ]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 11:56:08]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ <div style="margin-top:5px; margin-bottom:10px;">
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<blockquote><div><a href="/dakkaforum/posts/preList/682861/8513355.page"><b>Trazer985 wrote:</b></a><br/>Hmmmm, thats a very literal interpretation of the rules, seeing a non vehicle unit scouting, when Eldrads rule says, D3 non vehicles gain scout is certainly up there on my list of HMMMMMs. <br /> <br /> You're right about intercept, my bad.<br /> <br /> If you arent sold on the spirit seer, a warlock conclave size 1 does the same job for 35 pts, add in the 15 for a farseer on a bike/vectored engines and you get the flower power back, and a little extra juice on your Wave serpent (being able to fire the forward facing shield after dropping them off is huge. I'd leave the flamers off one of the squads in the transports anyway.<br /> <br /> I meant drop eldrad not baharroth if you dont think the scout rule works that way. It's certainly very tournamenty (although it also doesnt exclude <span class="glossaryitem" onmouseover='gp(583);'>GCs</span>). <br /> <br /> My main argument on the d flamers is I dont think you'll have 3 decent targets that the guns arent better at shooting, so you will kill the same amount of stuff regardless if its a squad, but against huge things.<br /> <br /> I really cant see how this army beats a tau list with a stormsurge in it. assuming you go first, you can deep strike the flamers near to him, hitting with 3or 4, which might do 6 wounds on a really good day. Then he <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 templates you, and dumps a million bullets into whatever is left standing. <br /> <br /> Reroll the above situation with D cannons, which you can get out of their dedicated transport on turn one for hte move phase if you're really in a bind about this. <br /> <br /> I'd be surprised if the 5 flamers can kill a riptide reliably actually. 4 hits, 3 do d3 wounds, saves one with a 5++ (or 2 if a 3++), Being weak to core units of a tau force as well as marines bread and butter puts you in a weak position in my view, and you dont have the psychic heavyweights to lean on for deepstrike AND invis. </div></blockquote>
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</div><br /> <br /> <br /> Just a quick heads up again Trazer but the 'Eye on distant events' warlord trait just says d3 units gain scout and no restriction on vehicles.<br /> <br /> And I really don't know what to think about the D-cannons over Scythes... they do have the potential the get a deathblow and the extra range but you then miss out on the ignores cover/ Wall of Death / auto hitting flamers <br /> They both murder tanks with the AP2 auto Pen results + destroyer table but against <span class="glossaryitem" onmouseover='gp(93);'>MC</span> targets I think I'll have to leave to Scatterbike <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 12:41:47]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/77f58ace67ff323c71626bd582ec5ba5.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682861/8513408.page"><b>Torus wrote:</b></a><br/><div style="margin-top:5px; margin-bottom:10px;">
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<blockquote><div><a href="/dakkaforum/posts/preList/682861/8513355.page"><b>Trazer985 wrote:</b></a><br/>Hmmmm, thats a very literal interpretation of the rules, seeing a non vehicle unit scouting, when Eldrads rule says, D3 non vehicles gain scout is certainly up there on my list of HMMMMMs. <br /> <br /> You're right about intercept, my bad.<br /> <br /> If you arent sold on the spirit seer, a warlock conclave size 1 does the same job for 35 pts, add in the 15 for a farseer on a bike/vectored engines and you get the flower power back, and a little extra juice on your Wave serpent (being able to fire the forward facing shield after dropping them off is huge. I'd leave the flamers off one of the squads in the transports anyway.<br /> <br /> I meant drop eldrad not baharroth if you dont think the scout rule works that way. It's certainly very tournamenty (although it also doesnt exclude <span class="glossaryitem" onmouseover='gp(583);'>GCs</span>). <br /> <br /> My main argument on the d flamers is I dont think you'll have 3 decent targets that the guns arent better at shooting, so you will kill the same amount of stuff regardless if its a squad, but against huge things.<br /> <br /> I really cant see how this army beats a tau list with a stormsurge in it. assuming you go first, you can deep strike the flamers near to him, hitting with 3or 4, which might do 6 wounds on a really good day. Then he <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 templates you, and dumps a million bullets into whatever is left standing. <br /> <br /> Reroll the above situation with D cannons, which you can get out of their dedicated transport on turn one for hte move phase if you're really in a bind about this. <br /> <br /> I'd be surprised if the 5 flamers can kill a riptide reliably actually. 4 hits, 3 do d3 wounds, saves one with a 5++ (or 2 if a 3++), Being weak to core units of a tau force as well as marines bread and butter puts you in a weak position in my view, and you dont have the psychic heavyweights to lean on for deepstrike AND invis. </div></blockquote>
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</div><br /> <br /> <br /> Just a quick heads up again Trazer but the 'Eye on distant events' warlord trait just says d3 units gain scout and no restriction on vehicles.<br /> <br /> And I really don't know what to think about the D-cannons over Scythes... they do have the potential the get a deathblow and the extra range but you then miss out on the ignores cover/ Wall of Death / auto hitting flamers <br /> They both murder tanks with the AP2 auto Pen results + destroyer table but against <span class="glossaryitem" onmouseover='gp(93);'>MC</span> targets I think I'll have to leave to Scatterbike <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> </div></blockquote><br /> <br /> Yes you're right on that, I stand corrected. Its the strategic trait that does the non vehicle ones.<br /> <br /> I hear what you're saying about hte wall of death, I just think that with the other two squads, you are unlikely to need those on all 3. I'll agree that they both annihilate normal vehicles, but super heavy vehicles, the D scythes struggle against a lot. e.g. an imperial knight. you teleport down straddling the shield. and will get 4 shots, 2 are hitting the shield 2 are not, one of these will fail to wound, on a good day, and then the shield save, means you are fairly unlikely to do 6 hull points to this thing (for it to die in this scenario, you need to hit with 4, and only one fails to wound/saved by shield, letting you do 3xD3  wounds, which has a 63% chance of doing 6 or higher hull points. (ignoring the 6 results for D3, so maybe a 75%). You're also really close to its death explosion, which could see it fall onto your squad and thats game.<br /> <br /> Against a <span class="glossaryitem" onmouseover='gp(583);'>GC</span>, as the numbers show, this is really unlikely, and its very possible to counter deploy with scenery and smaller cheap squads to make sure you cant get many in range at all, that's a pretty large squad to deep strike with. <br /> <br /> To put some other numbers against your reliance on 72 scatter lasers,<br /> <br /> Riptide T6: armour 2, W5. 72 shots, 48 hits. 24 wounds, 4 unsaved.<br /> <br /> WraithKnight  (pray its not a skathatch as that will wreck everything you own) T8 W6, 3+, 5 <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. 48 hits again, 8 wound, 2-3 unsaved, 1-2 get past the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span><br /> <br /> Stormsurge -  3+, 4++, 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, T6 W8. 48 hits, 24 wounds, 8 unsaved by armour, 6 stopped by <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. Problem against armies such as tau, is that they have lots of cheap squads, which arent cost effective to drop a 600 pt unit  on to kill, or their big guys, which you aren't going to kill as per the above maths. <br /> <br /> One thing I have overlooked, is that its very easy to just write off being charged as you the 5 wall of death D hits are going to write off any squad that attempts it, but in reality, the squad in a transport will survive, it charges you, you blow it away and then the assault unit charges you and that is what tears these guys up in melee. <br /> <br /> I dont know what kind of units you are up against, but I think there's  a strong case for being able to choose what "loadout" the deepstriking squad has, which requires you to take one set of d cannon, and take them out of dedicated transports. I assume you can scout the vehicles, and the units inside it get scouted too for "free"<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 15:06:33]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ Drop the phenoix lord - not needed if you have <span class="glossaryitem" onmouseover='gp(427);'>GOI</span>. As said before the wraith cannons will work better in a deep strike squad. <br /> <br /> I'd drop baharoth and the dflamers off the foot unit - take a spirit seer in his place and fill out your foot <span class="glossaryitem" onmouseover='gp(225);'>WG</span> deathstar with more wraith cannons.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 17:03:45]]> GMT</pubDate>
				<author><![CDATA[ Xenomancers]]></author>
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				<title>[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ Another vulnerability I see is against AV12 flyers.  Heldrakes would prove to be particularly problematic as they could target the bikes when they arrive, they are the only threat to it, thin them out enough with the first pass so that the return fire is insufficient to deal to any real damage, then pick off the wraithguard at their leisure.  <br /> <br /> Since I'm assuming this is a tourney list, I'm not really sure how many flyer heavy lists you would actually face (especially <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> lists), so its likely not a big issue.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2016 19:36:26]]> GMT</pubDate>
				<author><![CDATA[ ClassicCarraway]]></author>
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				<title>Re:[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ So here's how it went down on Thursday.<br /> <br /> - Against a Necron player, no formations at all and he was fielding: Immortals, Warriors, Destroyers, Heavy Destroyers, outflanking flayed ones, tomb Spiders, Wraiths and Lychguard blob with Overlord and the character that rerolls reanimations in a Night scythe<br /> <br /> - He deploys first at the very edge of the deployment zone closest to me, I keep the bikes out of range of the destroyers and scout the wave serpents.<br /> <br /> - He goes first and manages to glance a Wave Serpent once (I kept it out of rapid fire range) and thats about it...<br /> <br /> - I disembark the Wraithguard to look at the Destroyers and another squad looking at the Tomb Spiders, Deepstriking wraithguard with Eldrad deploy next to the Heavy Destroyers<br /> <br /> - Heavy Destroyers, Tomb Spiders, and all but one Destroyer die. Warriors take a pounding from the Scatter bikes<br /> <br /> - Night scythe comes on and drops the Lord with Lychguard; due to <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, Necron retaliation spreads to multiple squads, one unit dies entirely, whilst the other wraithguard units suffer 2 casualties each.<br /> <br /> - Wraiths die to scatter bikes, Flayed ones get wittled down, Lychguard and Immortals get murdered, Eldrad seperates himself from the wraithguard and challenges the Overlord to mortal combat... Overlord dies and Necrons concede 15 points to 2.<br /> <br /> <br /> Unfortunate match up for the Necrons and some questionable tactical choices made but the deep strike really did wonders, I'm up against a <span class="glossaryitem" onmouseover='gp(25);'>DA</span> list next week that will probably be a lot stronger, in any case I will go with the advice given and switch out a unit of D - Scythes for the cannons and see how they perform... the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>  may or may not feature a lancer knight...<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 10:20:52]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>Re:[1850] - Eldar - Wraithguard Alphastrike</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a7dd04a1922a237fbc353feda59d740e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682861/8515553.page"><b>Torus wrote:</b></a><br/>So here's how it went down on Thursday.<br /> <br /> - Against a Necron player, no formations at all and he was fielding: Immortals, Warriors, Destroyers, Heavy Destroyers, outflanking flayed ones, tomb Spiders, Wraiths and Lychguard blob with Overlord and the character that rerolls reanimations in a Night scythe<br /> <br /> - He deploys first at the very edge of the deployment zone closest to me, I keep the bikes out of range of the destroyers and scout the wave serpents.<br /> <br /> - He goes first and manages to glance a Wave Serpent once (I kept it out of rapid fire range) and thats about it...<br /> <br /> - I disembark the Wraithguard to look at the Destroyers and another squad looking at the Tomb Spiders, Deepstriking wraithguard with Eldrad deploy next to the Heavy Destroyers<br /> <br /> - Heavy Destroyers, Tomb Spiders, and all but one Destroyer die. Warriors take a pounding from the Scatter bikes<br /> <br /> - Night scythe comes on and drops the Lord with Lychguard; due to <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, Necron retaliation spreads to multiple squads, one unit dies entirely, whilst the other wraithguard units suffer 2 casualties each.<br /> <br /> - Wraiths die to scatter bikes, Flayed ones get wittled down, Lychguard and Immortals get murdered, Eldrad seperates himself from the wraithguard and challenges the Overlord to mortal combat... Overlord dies and Necrons concede 15 points to 2.<br /> <br /> <br /> Unfortunate match up for the Necrons and some questionable tactical choices made but the deep strike really did wonders, I'm up against a <span class="glossaryitem" onmouseover='gp(25);'>DA</span> list next week that will probably be a lot stronger, in any case I will go with the advice given and switch out a unit of D - Scythes for the cannons and see how they perform... the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>  may or may not feature a lancer knight...<br /> <br /> <br /> </div></blockquote><br /> <br /> Yes, D-heavy Eldar lists will always be the bane for Necrons....it completely negates their biggest strength.  This was the perfect match up for you.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 20:59:12]]> GMT</pubDate>
				<author><![CDATA[ ClassicCarraway]]></author>
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