
Hey all, today I'm gonna take a look at the Eldar Army I run. The initial concept I had in mind while building it was to split it into two parts. The Rockhard part that can hold objectives and a fluid part that moves around destroying opponents. I ended up with a rather strange force that's composition resembles a fried egg. Here's the list:
HQ:
Farseer – Runes of Witnessing, Runes of Warding, Guide, Doom, Spirit Stones – 145 Points
Farseer – Runes of Witnessing, Fortune, Singing Spear - 98
Elites:
6x Fire dragons with Exarch, Firepike, Crackshot, Wave Serpent, Star Engines, Spirit Stones, Twin Linked Shuriken cannon, Shuriken cannon – 266 Points
Troops:
10x Dire Avenger with Exarch, Dual Shuriken Catapults, Blade storm, Wave Serpent, Star Engines, Spirit Stones, Twin Linked Shuriken cannon, Shuriken cannon – 287 Points
10x Wraith Guard with Spiritseer and conceal – 396 Points
Fast Attack:
5x Warp spiders with Exarch, Power blades, Twin Death Spinners and Withdraw - 152
Heavy Support:
1x Wraith lord with Missile Launcher and Bright lance - 155
1x Wraith lord with Missile Launcher and Bright lance - 155
1651 Points - If my opponent is anal about points limits I drop the singing spear.
The reason I say this force resembles a egg is because of how it functions - The Wraithguard, the Fortune seer and Wraithlords form the Yelllow. They move slowly up the board absorbing firepower and ideally disabling enemy tanks and taking wounds off of monstrous creatures.
The White is formed of the Warpspiders, The guide/doom seer, Dire Avengers and Fire dragons. They zoom across the board to disable enemy squads quickly. The Avengers go after enemy devastator squads, tac squads with missles etc. The Firedragons go after land raiders, Preds, Exorcists etc. The Warpspiders make a nuisance of themselves and often charge enemy squads that are weak in assault or have low numbers. This also prevents them from getting shot.
The Main stars of the show in this army are the Wraithguard - The unit sports T6 to ensure that bolter and even heavy bolter fire patters reasonably harmlessly off of them. They have a 3+ save, and more often that not a 4+ cover save. Should they move out of cover they take a 5+ cover save vs shooting with them.
Unsupported they are tough, but hardly impossible to deal with - however when joined by a friendly farseer with Fortune they become a whole different kettle of fish. Rerollable Armor AND cover saves means that this squad will walk through a wall of plasma and Melta fire to obliterate their target with nary a scratch. They can hold objectives, Destroy enemy armor and pretty much kill anything with their Wraithcannons.
This squad is slow though, and with a 12" range you can't always count on them fighting their preferred opponents - To this end it's useful using them as a area denial unit. If you are going to just leg it across the field be sure to keep your wraithlords with them. Your Wraithlords won't suffer from wraith sight because of the Spiritseer and they have Close combat weapons that ignore armor.
This army suffers in two ways:
A: Since it's split between hard and soft units your enemy can just focus on your T3 guys if your not careful - to stop this from happening always beware of positioning so that you can interpose vehicles or wrecks (yours or the enemy's) between yourself and their shooting.
B: With only two scoring units you will normally end up taking one objective, If you are lucky taking/contesting another and then being forced to clear enemy objectives off of 1-2 others to grab a win. In Kill point missions you should be fine though as you have some tough killpoints to take.
On the upside, Tyranids used to give us fits with their synapse - now that immunity to instant death is gone, those wraithcannons can easily remove Tervigons/Hive tyrants etc on a 6. In all it's a fun army to field, Compact to carry around and a blast to play. You do have to be ontop of your game constantly though or you will die horribly.
Comments and Questions welcome.

The lack of a transport for the wraithguard is an interesting choice. I'd have figured you'd give them the tank over the Dire Avengers--due to their lethality (though I can see why you opted to go this way, for durability reasons). The list looks viable to me, although, I think you could probably do without the 2nd farseer (and you might be able to get Eldrad if you just combine the two).
ReplyDeleteDo you often play 1650 point games? Is that the standard in your local gaming group? I only ask because it seems an unusual number.
Hi - we do indeed play 1650 as our standard. The only way I could transport the wraithguard would be by splitting them into two groups of 5. This has 2 problems - A It's very expensive as you need a spiritseer for each group and B they then become elites due to the minimum squad size being to small for troops.
ReplyDeleteAs for the farseer - eldrad would would probably be better from a competitive perspective but I like to base my list on fluff, so non Iyanden heroes are a no-no.