I have some thoughts about the Iyanden Warhost list MC23 has developed. First off, let me say good work. Now, some suggestions I hope you will find useful. I don't even know if this topic is still relevant, but I am returning to Epic after a REALLY long hiatus, and, frankly, I am REALLY liking the Armageddon Ruleset. I am also an utter Eldar fanatic, so I was hoping to share some ideas.
First off, the basic list.
Iyanden should have access to the following standard units: --Avatar --All Tanks and War Engines. --All Aircraft and Spacecraft --Vyper Troupes (but not Jetbikes) --War Walker Troupes --0-1 Ranger Troupe
Thats pretty simple and basic (to say the least). What they should not have (obviously) are large numbers of living infantry. As such, I'm thinking they should have ONLY the following option for Warhosts:
Spirit Host: --6 stands of Wraithguard, 1 Farseer stand (Farseer/Warlock Bodyguard, standard), 1 Spiritseer (addition Wraithguard Stand with Spiritseer: Character: Inspiring, Invulnerable Save, Leader; Singing Spear: 15cm, MW5+ and Small Arms, MW, +1A). --Cost 450 points (350 for the 7 stands of WG, 50 each for the Farseer and Spiritseer) --Upgrades available: May be transported in 8 Wave Serpents (400 points) -OR- may select from the following: 3 Wraithlords (+175 points) and/or 3 Support Weapon Platforms (+50 points).
Thus you have the basics of Iyanden. Wraithguard, Farseers (in command), Warlocks (not yet, and perhaps never will be Farseers or Spiritseers), and Spiritseers, who are dedicated to aiding the Wraith-constructs. The citizenry is far too valuable to waste in open combat, and as such, Guardians are only used in extremely small numbers as Vehicle Crew/Pilots, manning Support Weapons, etc.
I.E. no Guardian Squads. At all.
As far as Aspect Warriors, I like your idea about the half-sized squads, but I think it would be easier and more useful to simply limit them to a 0-1 Aspect Warrior Warhost, using the standard options, i.e. 8 stands with whatever upgrades normally allowed. You could make this a Troupe choice instead of a Warhost. Its simpler and probably less prone to abuse than a bunch of half-size squads running around. Just a thought.
Lest you think that an 850 point Warhost of 8 Stands in 8 Wave Serpents (or one with 3 Wraithlords and 3 Support Platforms) might be overpowered, I propose the following two special rules be added:
Spirit Sight: The world of the living is difficult indeed for the spirits of the dead to perceive and comprehend, and without the guidance of the Seers, the Spirits may become disorganized and confused. If a Spirit Warhost is ever without both its Farseer and its Spiritseer, its Initiative value becomes a 3+ instead of a 2+, and that Warhost may not be nominated for activation in any attempt to Retain the Initiative.
Protect the Future: The living are vital to the future of Iyanden. Without the living, the Craftworld will be little more than a lifeless hulk, a Necropolis of the Dead floating in the sunless void between stars. The living must survive. The waystones of the already-fallen can simply be collected and replaced in the Infinity Circuit; the dead cannot be killed twice. As such, when a Spirit Host moves, it must always endeavor to protect any living units (i.e. Farseers, Spiritseers, Support Weapon Platforms, and Wave Serpents) by placing them as far away from the enemy as possible within the Warhost. Essentially, the player must endeavor to insure that the living will be removed as casualties last. If the enemy subsequently drives around to the rear and shoots them anyway, well, that is war. But the attempt must always be made. This is one of those rules that must be adhered to in spirit, as it were, as well as in letter.
So, a typical Iyanden Warhost might look something like this:
Avatar (free) Spirit Warhost with Wave Serpents (850) Spirit Warhost with Support/Wraithlords (675) Aspect Warrior Troupe (325, 1 Exarch) Engines of Vaul Troupe (2) (500) Falcon Troupe (2 Firestorms) (250) Falcon Troupe (2 Firestorms) (250) Ranger Troupe (100) Wraithgate (50) --3000
Or perhaps: Avatar (free) Spirit Warhost with Support/Wraithlords (675) Spirit Warhost with Support/Wraithlords (675) 2 Revenant Titans (650) Vyper Troupe (200) Aspect Warrior Troupe w/Wave Serpents (550, 2 Exarchs) Falcon Troupe (2 Firestorms) (250) --3000
Small in number, tough as nails (remember, this is a Wraithguard-based army...think Deathwing Termies), short-ranged, but deadly. No one will want to get shot up by a 14-unit Warhost with 18 MW5+ shots and 3 AT5+ Lance shots or 15 MW5+ shots and 8 AP4+ shots after piling out. That won't be fun. But it also won't be fun when your opponent realizes that its just about time to dump 10 Leman Russ and half-a-dozen Basilisks with Manticore Support into them either. They are deadly, but they will have a BIG bull's eye on them. Considering the cost of a single Warhost, losing them will be brutal. Crossfire and losing Assaults will also be nasty, as the Wraith-constructs may be Fearless, but the Farseer, Support Weapons, and Wave Serpents are NOT, and with the Spirit Sight rule, losing the Farseer could hurt. A lot. And if you want a Supreme Commander, you still have to take him/her in the Aspect Troupe, which is MUCH more fragile.
The "Protect the Future" rule is a bit funky, and may not work, but it does tone down the formations a little bit, as they will tend to be vulnerable to flanking maneuvers, which can take out the command structure.
Anyway, just some thoughts I feel might fit the fluff a little better.
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