Feast of Blades is coming up this October 11-13 and I am gearing up my Eldar army. This post will cover the lists I am thinking of bringing so any and all comments/feedback is very welcome!
So having play tested my list that I took to the Golden Throne quite a bit and coming out with a 6-0 record from the GT itself, I am pretty comfortable with how certain elements of my army functioned. To see what list I took and how it performed, take a look here. In short, the real core of the army was:
-The Farseer/Spiritseer, Dark Reaper combo with Tau Commander buff-o-matic support really went a long way to help me win all of my games-that unit just puts out so much potent firepower.
-The D-Scythe Wraithguard are strong, durable while having the potential to lay down a crazy amount of damage with their S4 AP2 templates-and best of all, they are a scoring unit to boot.
-The Warp Spiders came in handy denying key objectives in many of my games or at the very least helped throw my opponent's plans into disarray.
-The Riptide was a great fire magnet and did some decent damage to my opponent's forces.
-The Jetbikes were a clutch unit for denying/claiming objectives and picking up Line-Breaker.
-The Icarus was instrumental in taking out Helldrakes and providing some 4+ (2+ thanks to conceal) cover saves.
Missions:
Before going over any lists, the tournament format and missions should be considered. The Feast of Blades invitational will have a similar format to the Golden Throne GT where it's simple book missions and w/l/d. The missions are (1) Purge the Alien; (2) The Relic; (3) The Scouring; (4) Emperor's Will; (5) Crusade (5 objectives); (6) Big Guns Never Tire (5 objectives); (7) Scouring.
List 1:
Eldar Primary: 1086
HQ: 170
-Farseer: 100
-Spiritseer: 70
Explanation: Farseer casts Guide/Prescience on Reapers/Riptide while Spiritseer grants Conceal to the Reapers for a 2+ cover save behind the Aegis. These models are here to buff the rest of the army and to maximize offense/defense of the Reapers.
Troops:432
-Wraithguard: 32(base)*5=160+50(D-Scythes)=
Wave Serpent: 115(base)+5(scatter laser)=120
-Windriders: 17(base)*3=51
-Windriders: 17(base)*3=51
Explanation: The Wraithguard are a utility unit to respond to any 2+ save units that get near my army or that need to be taken out since Reapers are only AP3. The Serpent adds some nice Firepower and mobility for the Wraithguard and I think that if I face overwhelming firepower, keeping them in reserves is the way to go. The Jetbikes are just there for late game objective grabbing/denying and Line Breaker and boy are they good at what they do.
Fast Attack: 152
-Warp Spiders: 19(base)*8=152
Explanation: Warp Spiders are solid firepower and have the mobility to hit units the rest of the army might be hard pressed to get to. They score in The Scouring and at the very least are a great Denial unit in their own right. What's not to love?
Heavy Support: 332
-Dark Reapers: 30(base)*5=150+32(Starshot)+
Wave Serpent: 115(base)+5(scatter laser)=120
Explanation: This is the workhorse of the list. It practically kills one thing a turn and is especially lethal to anything without a 2+ save, which is most things in the game. Tank/Monster Hunter with Hit & Run and Ignores Cover are amazing buffs to have thank's to the Tau Commander and that combo makes this unit a point-click death machine. Bonus that they score in Big Guns.
Fortification: 85
-Aegis: 50(base)+35(Icarus)=85
Explanation: A solid fortification that gives me something to hide behind if terrain is bad. Also, the Icarus effectively gets 2 shots with the Dark Reaper Exarch (Fast Shot) and with Tank Hunter/Ignoring Jink saves, it really does put the hurt on enemy flyers. Essentially, my only real anti-air and I mainly have it here for taking out Hell Drakes or potentially putting the hurt on Flying MCs.
Tau Allies: 678
-Commander: 85(base)+15(MSS)+20(PTENC)+25(
-Riptide: 180(base)+5(ion accelerator)+5(interceptor)+
-Kroot: 6(base)*10=60
-Broadsides: 65(base)+5(interceptor)=70*3=2
Explanation: The Commander is the O'Rly'Yarly'srsly buff-o-matic machine that hands out useful USRs to the army as needed. This guy tanks with the best of them and makes the Dark Reapers what they are.
The Riptide is just a nice utility piece that can threaten anything that comes in from reserves and has some decent shooting in it's own right. Worst case scenario, I throw him at an objective and distract the opponent with him.
The Broadsides are solid firepower and with Intercepter (skyfire proved useless for me) they can threaten enemy reserves. I like them for the S7 spam that helps against Av10-12 and taking out infantry.
The Kroot are there because I have to take a troops choice from the Tau dex, still a solid scoring unit to just hide somewhere.
Total: 1849
So yeah, I can always move some units around here and there but ultimately, I think the list puts out a lot of shooting and has enough scoring to claim just the right amount of objectives to pull out a win.
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List 2:
Eldar Primary: 1338
HQ: 170
Farseer: 100
Spiritseer: 70
Troops:956
-Wraithguard: 32(base)*5=160+50(D-Scythes)=
Wave Serpent: 115(base)+5(scatter laser)+15(holofields)=135
-Wraithguard: 32(base)*5=160
Wave Serpent: 115(base)+5(scatter laser)=120
-Wraithguard: 32(base)*5=160
Wave Serpent: 115(base)+5(scatter laser)=120
-Windriders: 17(base)*3=51
Heavy Support: 212
-Dark Reapers: 30(base)*5=150+32(Starshot)+
Fortification: 85
-aegis: 50(base)+85(Icarus)=85
Tau Allies: 424
-Commander:174
85(base)+15(MSS)+15+20(PTENC)+
-Riptide:190
180(base)+5(Ion Accelerator)+5(interceptor)=
-Kroot:60
6(base)*10=60
Total: 1847
Explanation: This list sees the addition of 2 Wraithguard in Serpents but drops the Broadsides, Warp Spiders and Dark Reaper Serpent. Ultimately, the goal was to add some more Serpents and a mobile threat in the form of the Wraithguard-S10 is very scary to anything and everything in the game, after all. The Broadsides were dropped because they ultimately hardly did anything for me except die horribly in my tournament games at the GT and the Warp Spiders were dropped to make room as well as they tend to break anytime I roll for them and I roll terribly for their saves, usually...But is it worth it?
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List 3:
Eldar Primary: 1316
HQ: 70
Spiritseer: 70
Troops:661
-Wraithguard: 32(base)*5=160+50(D-Scythes)=
Wave Serpent: 115(base)+5(scatter laser)=120
-Wraithguard: 32(base)*5=160
Wave Serpent: 115(base)+5(scatter laser)=120
-Windriders: 17(base)*3=51
Fast Attack: 133
-Warp Spiders: 19(base)*7=133
Heavy Support: 452
-Dark Reapers: 30(base)*5=150+32(Starshot)+
-Wraithknight: 240
Fortification: 85
-aegis: 50(base)+85(Icarus)=85
Tau Allies: 439
-Commander:174
85(base)+15(C&C node)+15(MSS)+15+20(PTENC)+
-Riptide:190
180(base)+5(Ion Accelerator)+5(interceptor)=
-Kroot:60
6(base)*10=60
Total: 1840
Explanation: This list drops the Farseer, Reaper Serpent, Broadsides. To make up for the missing Farseer, it picks up a C&C node on the Commander (which essentially twin-links the shooting of whatever unit the Commander has joined-usually the Reapers) so Guide/Prescience isn't too needed. I may miss Prescience, however, on the Wraithknight should I charge him into combat but that is the price I paid to have him in there. I think the addition of the Wraithknight and Wraithguard add a lot of threats I can throw at my opponent and hopefully their S10 shots will do me proud.
So there you have it, what do you guys think of each list and why? Ultimately, I am leaning towards list 3 as I like the idea of having a Wraithknight and some Wraithcannons to throw at my opponent but I wonder if it is worth losing a Farseer and Broadsides for?
Each list has its own merits, but I think there are a few critical pieces that you'll need in whatever version you run.
ReplyDeleteDark Reapers: They need the Wave Serpent. You are putting a lot of points into this unit (Farseer, Tau Commander, ADL, Spirit Seer). Even withouth the Farseer, that is a lot of points dedicated to a unit of shooting. However, it is very effective shooting. But, if you don't have first turn and it is not Night Fight, this can be a challenging situation of trying to get them to survive. With the Wave Serpent, it gives you that additional layer of protection for what you even call the workhorse of the list.
Ultimately, I like the first list, but do think the Broadsides can be a bit of a points sink. Possibly replace them with a Wraithknight in your first list? Between the Icarus and Riptide, you likely have sufficient Interceptor abilities.
I do like how you get additional scoring units based on the mission, but I also think the Warp Spiders can also be an achilles heel as they tend to be very exposed to enemy shooting and could give up additional Victory Points. Definitely need a strategy in place regarding that particular mission. I'd say the same about the Dark Reapers, but they will get targeted right after their first round of shooting and your opponent sees just how effective they are.
The first is great, but you've already used it a lot! We know, how devastating it can be. This list gave you the first place in GT.
ReplyDeleteFor me the second and the third lists are really nice. Wraithguards ROCKS! Loved them always. The same with spiders. Fast and durable. Great for getting over the battlefield and you can always run away. So they are not an Achilles heel.
Reapers can make a lot of damage in the night even without a serpent (proved on my own). But wave serpent helps a lot in getting them somewhere else needed.
Wraithknight and riptide? Never saw such combo with my eyes, but I think it worth a try!
So my choice are second or the third. :) I do love ghosts.)
This what i am running i a simular vein @1850
ReplyDeleteSpiritseer 70
Farseer 100
5 x Wraithguard 160
Wave Serpent with SL , Holo feilds 135
3 x Jetbikes 51
3 x Jetbikes 51
7 x Warp Spiders 133
Wraithknight 240
4 x Dark Reapers, Starshot missiles 152
Plus 1 exarch with Fast shot, EML and Flakk 70
Fire Prism with spirit stones, holo feilds 140
ADL with Quad Gun 100
Commander 85
SS: MSSS IB PEN C&CN Stim inj 90
Support systems, VRT 5
2 Sheild drones 24
6 Fire Warriors 54
Riptide with IA, twin PF, EWO 190
1850
Had alot of luck with it :)
Looks like a solid list indeed. Anything in particular give you a hard time?
DeleteHow do you like the Wraithknight? I'm not certain of adding it but I really want to =). Also, how do the standard Wraithguard work out for you and do you think the Farseer is essential?
Ultimately, I find the Warp Spiders more of a liability for me, they always fail a Ld test or die horribly-even though they are very potent I think I will drop them to add a 3rd Serpent for the Reapers.
Wraithknight stock is very useful, gives you 2 really good antitank / ID centurion shots and alot of mobility to get in the way of fast assault units so they don't get to your main Reaper line.
DeleteHe doesn't always kill his points back but I often throw him forwards to hold units up and keep them at arms length while I kill the rest of someones army. So he often saves me from losing other things (Esp if someone actually puts real effort into killing it)
Also you can start him behind your Riptide to get a 5+ cover pretty reliably if terrain isn't helpful.
I love Warp spiders but I have had them shot to pieces a few times, but they are pretty good at killing off the new EW chapter masters with sheer weight of saves I've found (they have 4 or 5 notches on their belt so far)
So far I am about 9-0 running this, only thing I think would give me trouble is IG AV14 / barrage spam or double / triple land raiders, everything else you have alot of flexibility. (Though I know you aren't a fan of fire prisms you can almost straight swap it for a wave serpent)
I'm not sold to Dark Reapers! +30pts for a T3/3+Sv Eldar is kind of...meh.
ReplyDeleteHowever, your blog catch my eye, the new "white scars" meta...and I like the feel of the list.
I'll not use allies (for financial reasons....dam GW...)but I'll give it a try! :)
Something like
Spiritseer,
5 Wraithguard, D-Scythes, Wave Serpent with SL and HF
3x5 Dire Avengers, Wave Serpent with SL
3 Eldar Jetbikes
Crimson Hunter
2xFire Prisms
5 Dark Reapers,Starshot, Exarch, EML, Fast Shot, Wave Serpent with SL
Aegis Icarus Cannon
I'm not convinced with the Knight. Too many points on a 3+save MC.
So my vote goes for your 1st list.
The Tau commander is what makes the Dark Reapers work, without him they are to fragile and less effective.
DeleteHe gives then T5 4W 2+ tanking of shots, rerolls to hit in the shooting phase if you don't want to guide them, ignores cover (<- biggest bit) and Tank hunters or Monster hunters or stubborn if they do get put into melee.
I wouldn't take them in a normal list only with Tau allies.
True I've tried them...and they were disappointing (...except against a White Scar bike army...)
DeleteOn the other hand...that is a lot of points to make a single unit to work.