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 Post subject: Playing with Wraiths Eldar 2000
PostPosted: Mon Jan 30, 2012 9:41 am 
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HQ

-Farseer: Runes of Warding, Runes of Witnessing, Spirit Stones, Fortune, Guide

ELITE

-9 Striking Scorpions
---1 Striking Scorpion Exarch: Scorpion Claw

-5 Fire Dragons
---Wave Serpent: Spirit Stones, TL Shuriken Cannon

TROOP

-10 Wraithguard
---Spiritseer: Conceal

-10 Storm Guardians: Flamer
---Wave Serpent: Spirit Stones, TL Missile Launcher, Shuriken Cannon

-10 Storm Guardians: Flamer
---Wave Serpent: Spirit Stones, TL Missile Launcher, Shuriken Cannon

-5 Dire Avengers

-5 Dire Avengers

Heavy


-Falcon: Missile Launcher, Holo-Field, Spirit Stones

-Falcon: Missile Launcher, Holo-Field, Spirit Stones

-2 War Walkers; Scatter Lasers

2000/2000

Farseer is meant to go with the Wraithguard. The Wraiths, Scorpions, and Fire Dragons are here for AT and to generally keep the enemy off my vehicles. Everything else hangings back or does circles around the enemy.

If Wraithguard don't pan out...might switch to something with more Scorpions and another Serpent.

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Last edited by ductvader on Wed Feb 01, 2012 3:48 pm, edited 1 time in total.

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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Mon Jan 30, 2012 11:44 pm 
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I haven't really used them since 3rd edition, so this may be all whack but...
Wraithguard I think provide a good anchor unit for an army. They are of course quite resilient, fearless and deadly from close range. The problem I see with them in an otherwise mechanized army is that there is really nothing for them to anchor. They will, by the very design or the list, be isolated. This means they become very easy to single out for destruction since there won't be much in the way of counter units nearby to bail them out, or alternately (and more likely) to be completely ignored.

God help me, but I really do see them best fitting into a footdar list much more than a mechanized list.

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http://thewildriderhost.blogspot.com/


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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Tue Jan 31, 2012 11:49 am 
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I completely agree.

What i did notice though, was that they soak up a lot of AT weaponry with T6 and rerollable 3+/5+ to shooting. (3+/4+ if in cover like they should be)

With the 5+ cover that takes about 40 missile shots to kill 10 Wraithguard...and something like 70 with a 4+ cover.

Singling them out for destruction is exactly why they're there.

It's my biggest point sink and it keep people off my tanks...especially if there's something like a wall of terminators coming up the field.

I only played one game with them and am in no way set on them. I just really appreciated coupling the ability to move faster than my enemy with the ability to make them avoid a portion of the board...it almost allows for this pivot point of flanking that you control.

They can't be ignored because they're meant to stay between me and the enemy.

I am playing around with them right now. I liked the infiltrating/outflanking Serpent...but getting good usage out of those Scorpions without an assault ramp...too difficult.

Just going to play around a bit more.

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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Tue Jan 31, 2012 1:25 pm 
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How does it keep people off your tanks though? With only an 18" effective range, many armies would have either the range or the speed to stay away from them. Thus making them easy to ignore. If they stay within some kind of terrain, then that range drops to 12" as they aren't moving around anymore. You also mention that they won't be ignored because they'll be between you and the enemy. Does that mean your tanks will be hiding behind them? Doesn't that negate most of the effectiveness of Eldar tanks, being that they are speedy and quite survivable?

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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Tue Jan 31, 2012 2:25 pm 
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Arander wrote:
How does it keep people off your tanks though? With only an 18" effective range, many armies would have either the range or the speed to stay away from them. Thus making them easy to ignore. If they stay within some kind of terrain, then that range drops to 12" as they aren't moving around anymore. You also mention that they won't be ignored because they'll be between you and the enemy. Does that mean your tanks will be hiding behind them? Doesn't that negate most of the effectiveness of Eldar tanks, being that they are speedy and quite survivable?


If games were on a 3" by 3" board and I only moved laterally...you might have a point. You might want to start thinking of things as a whole...

If someone really wanted to ignore a Wraithcannon and a hardy scoring unit...I might feel free to let them do that as well...(^_^)

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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Tue Jan 31, 2012 6:10 pm 
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So instead of answering the question, you instead give a snarky comment. That's cool though. You're free to say what you want.

So let's change the topic. You have missile launchers on all but one of your vehicles. Why? The wave serpents I guess I can see, considering they are twin-linked. Why put them on the Falcons though? BS 3 and 1 shot weapons will make those guns useless half the game. 3 out of your average 6 turns they'll do absolutely nothing. What do these gain you instead of taking a scatter laser which (i'm going from memory here and am not sure about this) is probably cheaper points than the missile launcher?

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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Tue Jan 31, 2012 11:53 pm 
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I chose them simply to maintain same distance weaponry and redundancy against AV targets.

Also...EMLs are defensive weapons if you choose the blast and so can be used when moving faster...if I actually need the blasts...

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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Wed Feb 01, 2012 11:39 am 
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playing against this I played against this list last time i was out in the barn. The wraithguard pretty much created an 18" bubble where my infantry couldn't advance through. However, they were pretty much in the middle of the board because we were playing Dawn O' war. but for all the other games how are you going to get them to a good position to be useful? I had an infantry based list so it worked fine, but if it were a mech based eldar, dark eldar, or even a good long range guard army, I feel like they are going to be ignored due to their short range. And seeing as how the rest of the list is pretty much mech based anyways, maybe give them a wave serpent? now they would be a fast moving troop choice that can grab the objective and actually sit on it. just my two shiny pennies


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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Wed Feb 01, 2012 1:08 pm 
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The problem with giving them a wave serpent is that they count as two models for transpot capacity so you can only put 5 + the warlock in a serpent. I'm not sure off the top of my head but beyond that it may not even be a legal option for larger squads.

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http://thewildriderhost.blogspot.com/


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 Post subject: Re: Playing with Wraiths Eldar 2000
PostPosted: Wed Feb 01, 2012 3:38 pm 
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You can only fit the 5 + the seer...any more and you cant take it...any less than 10 and they aren't scoring...

I am by no means saying this is absolutely a good list...just that it might be worth giving a try.

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