Friday, 25 October 2013

The Voidhunters shadow corp prepare for war!


Gaelcon is around the corner and given it is one of the biggest events of the year I am looking forward to getting a few games in and hope to report out on the games after the weekend.

Anyway for now the list looks like this.

Eldar codex - Iyanden Supplement
HQ
1 spiritseer(psychic power - Battle )
Farseer (100) Bike (15) ( psychic powers 2* Divination, 1* Fate)
TROOPS
3 eldar JetBike
6 eldar JetBikes (102) 2* shuricannon
5* Wraithguard
Wave serpent  w scatter laser
5* Dire Avengers
Wave serpent w scatter laser
FAST
8 Warp spider
Crimson hunter  with exarch
HEAVY
3 * Warwalkers , 2* scatter Lasers, Scatter Starcannon , Scatter Starcannon 
Wraithknight with Glaive (10)
Wraithknight


So this list is a little unconventional but I like how it looks on paper. I have never actually played a game with it which always makes a tournament a bit more of an adventure :)

Let me explain some of my logic.

farseer on Bike - it is very hard for me to look past the buffing powers of a farseer unfortunately in this tournament it is ruled that you must pick your powers before you start (- a stupid bloody rule if you ask me but whatever) -which reduces him a little in effectiveness. As such he is designed to try for fortune once or take Guide and then go twice on div and take precog if doesn't like the options. He will often be buffing the bikes/ warwalkers/ wraithknights

Spiritseer - the Iyanden power to battle focus is just awesomely useful for wraithguard and shooty wraithknights. 2 rolls on battle here as I hope for protect.  Spirit mark i have also become very fond of.

3 man jetbike - score and annoy
Dire Avengers - sit in their wave serpent until late game
6 man cannon squad - score act as a home for the farseer and harass
Wraithguard - in  a recent tournament these guys were rockstars. They make excellent home base crew and with S10 and potentially iyanden primaris these guys can really kick things hard if they get close. For 160 points they are bloody hard to remove.
Wave serpent * 2 - great utility vehicle very hard to shift with shields up and great for some light anti

Warwalkers - People get down on these guys all the time as being too fragile... if so you are using them wrong. A single piece of proper terrain that they can jump around with battle focus makes them incredibly powerful and hard to shift. Point for point still the best firepower at range in the game I think. 2* starcannons to help take wounds from some of the tougher MCs and the AP2 helps against light vehicles. Worth it for the loss of a couple of wounds.

Wraithknight  with Glaive. Now last tournament this guy had a scatter laser / starcannon too which were moderately useful but points better spent elsewhere.  The internet hates the glaive but I tell you what this is a big fast hard to kill unit and the reroll does make a difference in combat. He was my MVP in most games the last tournament to my great surprise. The 5+  invuln is also pretty damn awesome. I often run this guy straight down the opponents throat but sometimes use him as a free safety as well. Come near and I'll kick your ass!

Wraithknight with wraithcannon - great at taking out priority vehicle targets or hitting a character after the warpspiders clear the chaff! Can take out non combat geared units but won't beat them like his angrier brother.

Warpspiders - whats not to love? Aggressive, high volume firepower and very very fast. Love em.

Well I will report back on performance with a few photos next week!




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