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		<title><![CDATA[Latest posts for the thread "[1500] - Eldar - Serpents and wraiths"]]></title>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ I made this list for casual games in honor of why I chose to play eldar.  Guardians looked like clone/stormtroopers and Wraithlords are just deadly beautiful.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>Hq</span><br /> Farseer w/spear<br /> Spirit seer<br /> <br /> Troops<br /> 3x Guardian defenders-10 w/warlock holding spear<br /> Taking waveserpent w/<span class="glossaryitem" onmouseover='gp(126);'>TL</span> brightlance, shuriken cannon, holofeilds and spirit stones<br /> <br /> Heavy support<br /> 3x Wraithlords with flamers and ghost glaive<br /> One with 2x shuriken cannon<br /> One with 2x brightlance.<br /> One with 2x starcannon<br /> <br /> This nets me objective securing, psychic prowess, several hard to kill multi wound targets and lots of high power attack.<br /> <br /> All constructive criticism and tips for the weaknesses and strengths of this list are welcome.]]></description>
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				<pubDate><![CDATA[Tue, 4 Apr 2017 07:21:22]]> GMT</pubDate>
				<author><![CDATA[ vaurapung]]></author>
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				<title>Re:[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ I think it looks solid. Plenty of mastery levels to back up your farseer and spirit seer and a decent shooting core for casual games. I prefer the versatility of a farseer on a bike even if you don't have any bikes to run him with. He can hide amidst the serpents. If he is riding in a wave serpent he isn't being that useful casting powers. ]]></description>
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				<pubDate><![CDATA[Tue, 4 Apr 2017 16:29:55]]> GMT</pubDate>
				<author><![CDATA[ nidzee]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ It doesn't look overly strong, but looks fine as a casual list for fun. I could see enemy Flyers being a problem. I second the suggestion to put the Farseer on a bike. Not being able to cast powers while in a transport will throw a bit of a wrench in your games I think.<br /> <br /> An alternate way of running this list would be as a Craftworld Warhost using a Core Pale Courts Battlehost for the Farseer/Guardians, and three Auxiliary Wraith Constructs for the three Wraithlords. This would lose you Objective Secured, but would give all of your Wraithlords a guaranteed 6" run every turn to get into combat sooner and more reliably. You wouldn't be able to field the Spiritseer though.]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2017 02:07:18]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ I'm only familiar with sixth, iyanden and the craft world codex.  The gaurdian battlehost would work in theroy but taking only one each of the vyoer, war walker and vauls wrath is a point sink that I've tried.  Even a full load out of the battle host is ineffective due to lack of staying power.  If the Wraithhost was more flexible then that would be an option to tinker with.  Hmm...?  <br /> I stick my seers beside the lords because it creates a target priority dilemma but the bikes extra toughness would be welcome.  <br /> Oh and flyers have just always been a thorn in my side no mater how my list was built.  Flying circus was a regular opponent for months.]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2017 05:18:33]]> GMT</pubDate>
				<author><![CDATA[ vaurapung]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ You're thinking of a Guardian Battlehost and a Wraith Host, which are different.<br /> <br /> I was referring to the "Pale Courts Battlehost" Core Choice from the Doom of Mymeara V2 book. The requirements are only a Farseer and 3 units of Guardians, which is exactly what you're already taking. It also has options to modify what you're allowed to take in it, if you decide to expand/modify the list in the future.<br /> <br /> And a "Wraith Construct" auxiliary choice from the 7th edition codex is just a single Wraithlord, Wraithknight, or Hemlock Wraithfighter. You can take 1-12 Auxiliary choices per Core Choice in a Craftworld Warhost.<br /> <br /> So The Craftworld Warhost list would be identical to your current list, minus the Spiritseer. Structured as follows:<br /> <br /> Craftworld Warhost:<br /> <br /> Core Choice: <br /> Pale Courts Battlehost<br /> - Farseer w/spear <br /> - 3x Guardian defenders-10 w/warlock holding spear<br /> Taking waveserpent w/<span class="glossaryitem" onmouseover='gp(126);'>TL</span> brightlance, shuriken cannon, holofields and spirit stones<br /> <br /> Auxiliary Choices:<br /> Wraith Construct<br /> - Wraithlord - 2x Flamers, Ghostglaive, 2 Shuriken Cannons<br /> <br /> <br /> Wraith Construct<br /> - Wraithlord - 2x Flamers, Ghostglaive, 2 Bright Lances<br /> <br /> <br /> Wraith Construct<br /> - Wraithlord - 2x Flamers, Ghostglaive, 2 Starcannons<br /> <br /> plus whatever you spend the extra 70 points on from the missing spiritseer.]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2017 20:12:58]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ I haven't read doom of mymera,  but I'm assuming it contains alternate cores for the 7th edition list structure.]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 15:41:07]]> GMT</pubDate>
				<author><![CDATA[ vaurapung]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/722477/9292850.page"><b>vaurapung wrote:</b></a><br/>I haven't read doom of mymera,  but I'm assuming it contains alternate cores for the 7th edition list structure.</div></blockquote><br /> It contains rules for fielding an Eldar Corsairs army as well as some units and formations that can be fielded as part of a Craftworld Eldar army. It also includes one additional core Choice for a Craftworld Warhost called the "Pale Courts Battlehost", which starts off as a very basic roster and has a lot of options for customization and expansion. You can read up on it <a href="http://variancehammer.com/2016/02/12/reviewing-doom-of-mymeara-craftworld-eldar-units/" target="_new" rel="nofollow">Here</a>]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2017 16:25:38]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ Wow, I didn't realize <span class="glossaryitem" onmouseover='gp(39);'>fw</span> made so many formation options that affect the standard codex,  the pale courts in place of my <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> is great though.  And giving up Farseer and guide I can get the bonus roll two pick one for a Wraithlord warlord.  I wonder if I still get a reroll on the traits table though since its still battle forged.  I need to play a few more games with this list to see what's its capable of but I'm worried about it not having as much health as other armies and then not having the fire output to either.  I'm just realizing how many more guns other armies get to have.]]></description>
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				<pubDate><![CDATA[Fri, 7 Apr 2017 23:52:17]]> GMT</pubDate>
				<author><![CDATA[ vaurapung]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ If you check out the "disciples of vaul" modification for the pale Courts battlehost, it let's you take one heavy weapon per 5 guardians rather than 10. If you want even more guardian-themed shooting while still avoiding jetbikes then you could check out war walkers. They are cheap and have awesome damage output, and there is an option to include them in a pale courts battlehost as well. Even better, they get bonuses whenever they target something the guardians already shot at, so it helps you focus specific targets down.<br /> <br /> As for health, wave serpents are one of the most resilient transports in the game, and wraithlords are slow, but very tough. Sure, the guardians are squishy, but as long as they get their job done they are expendable, like most things in an eldar army. Focus on your priority targets and objectives and you should be fine in casual play, which is what you made this list for! <br /> <br /> If you're looking to make a more competitive list, then perhaps make a new list with a specific idea in mind, and then start a new thread for it and ask the community for their input on how to make it more competitive.]]></description>
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				<pubDate><![CDATA[Sat, 8 Apr 2017 03:44:31]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ <span style="font-size: 12px; line-height: normal;">My casual games are spent facing necrons with 4+ reanimation, flyrants and orks with pain boys and warbosses.  We have a war convocation player that I haven't faced yet too but tabled flying circus turn one with initiative of course.</span>]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 10:34:59]]> GMT</pubDate>
				<author><![CDATA[ vaurapung]]></author>
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				<title>[1500] - Eldar - Serpents and wraiths</title>
				<description><![CDATA[ Eldar don't really have a lot of sources of defense like that, they are more about "a good offense is the best defense". If you're looking for a source of feel no pain, the Avatar of Ynnead gives it to everyone in a 12" bubble. If you're looking to negate reanimation/feel no pain then use d-scythe wraithguard in a wave serpent and high strength weaponry. Of course - high volume of fire is still effective against these lists. Make them roll so many saves that eventually they fall. Load up on heavy weapons wherever possible! ]]></description>
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				<pubDate><![CDATA[Sun, 9 Apr 2017 12:11:10]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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