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HQ:
Eldrad 205pts
Farseer 100pts
(i would drop eldrad, get a wraithseer instead as allied hq)
Elite:
Wraithblades x5, Waveserpent 275pts
Wraithguard x5 160pts
(these become your allied detachment troops, swap the wave to the guards, change the build of the wave: holo, twin scatter, shuri cannon is less pricy and works better imho, also swap the weapons on the guards for d scythes)
Troop:
Dire Avengers x10 with Exarch, Wave Serpent, twin Starcannon, Shuriken Cannon, 270pts
Dire Avengers x10 with Exarch, Wave Serpent, twin brightlance, Shuriken Cannon, 270pts
Guardian x10 wps platform, Bright lance, Wave Serpent twin Brightlance, Shuriken catapults, 230pts
(drop the dire squads to 5 man without exarch and change the waves as above mentioned)

Heavy:
War Walkers x2 both have Bightlance, scatter laser 140 pts
Wraithlord, Brightlance, Scatter laser 160pts

(not sure on these heavies, if you miss anti tank, i'd go for dragons on waves tbh)
 

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You want 5 man squads since being the wave their transport it gains objective secured, the guys are supposed to pass most of the time sitting in their waves, not running around the field (and essentially in my experience, 10 man squads with T3 and 4+ don't live long under fire even with 10 mans anyways).
The heavies are fine, mine was just a suggestion, simply put the scatters on them will just work as twinlinking against heav armoured targets (wich should be their target, being them the carriers of anti tank weapons).
With the setup for waves i suggested you'll have less power against AV 13-14 but the waves should be able to handle infantry, MCs and light to mid armoured veichles.
Also if you still have to build the wraithblades, i'd play double unit of wraithguards, one for sure with d-scythes, the second will be fine either way, i personally prefer d-scythes since they make the guards a target that's hard to charge if the opponent doesn't have a sacrficial unit to blow the reaction fire, and keep them pretty good against any kind of living thing in the game that stands on the ground (ID on 6s on a ap 2 weapon is always nice when you fire 5-6 of them, even a MC is probably dead, barring invulnerable saves).
The guardians, will be better off going footslogging with, if you have the points to spare, a warlock giving them shrouded (or a farseer giving them the same if he goes for telepathy).
A question, wich powers you go for on your farseer/s? if you go for blessing heavy schools you'll want the caster on the ground, since they can't cast anything while on board of our veichles, usually i go for telepathy (invisibility and the psychic scream are really gold) or the eldar runes (nice buffs, decent wichfires, and the occasional useful debuff).

Sorry for the wall of text, or if i seemed a bit too harsh/annoying but i've written it after an hangover (i hope to have kept typos to a minimum):grin:
 
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