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[Iyanden] Update, v3.2

 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Sep 06, 2008 11:30 pm 
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Played a game tonight v Guard and it finished 1-1 in the 4th.

My list was

Spirit host with wraithseer
Spirit host
Guardians with heavy and support weapons
Wratihlords
Sword of vaul - 5 falcons, 1 firestorm
2 x Nightwings
2 x Storm Serpents
Swooping hawks + exarch
Wraithgate

Guard had
Supreme cmdr
Shadowsword cmpy + hydra
Infantry + hydra
Vultures
Storm troopers + valkyris
Sentinals
Warhound
Basiliks
Manticores
Thunder bolts

The game didn't go well as I failed to activate a lot of my stuff and so did the guard player! Both Storm serpents got destroyed before I could use their gates so both Spirit host ended up on one flank. After 4 turns I had take and hold and the guard had blitz.

I had forgotten that the wraithguard has changed to 3+ none RA and I think that had I remembered that I may have lost both formations as I made some good second saves on wraitguard. I'll play them again on Monday and try to remember all the changes!


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Mon Sep 08, 2008 8:41 pm 
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Played the same list against a Death guard army tonight. The spirit host's are really vulnerable to MW fire without the RA and its not as if you can hide them away as you need their combat punch to FF the enemy to death.

I'll get back to experimenting in a month or so as I need to get some tourny games in preparation for upcoming tournaments.


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Mon Sep 08, 2008 9:50 pm 
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Did the wraithguard end up losing their reinforced armour? I didn't see it in either the official errata nor the NetE:A tourney mods.

I mentioned it before because it was in one of the iterations of the proposed changes list, but I don't think the change actually made the cut.


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Mon Sep 08, 2008 9:57 pm 
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I used the changes here

http://www.tacticalwargames.net/forums....72;st=0

Like I said without RA the wraithguard are really vulnerable to MW with limited numbers in the formation. If the 3+ save remains I think adding wraithlords will be a must for at least your BTS, that or 6 wave serpents!


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Mon Sep 08, 2008 10:56 pm 
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Here is the the final set (I think):

http://www.tacticalwargames.net/forums/ ... 69;t=13201


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Tue Sep 09, 2008 2:27 pm 
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Right, next time out I'm going to give this a go

Spirit Host + Wraith Seer + 6 wave serpents
Spirit Host + 3 Wraithlords
Windrider troop
Windrider troop
Sword of Vual 5 Flacons + 1 Firestorm
Guardian Host + 3 heavy weapons
Shields of Vaul 3 nightspinners
Engine of Vaul (storm serpent)
Ranger troop
Wraithgate
Nighwings

Chroma, can you confirm that the wraithguard are keeping RA or not?


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Thu Sep 25, 2008 1:45 am 
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Quote: (Mephiston @ 09 Sep. 2008, 14:27 )

Chroma, can you confirm that the wraithguard are keeping RA or not?

Currently, Wraithguard are keeping their save as RA4+, to stay in line with the "minimalist changes".

Do people find them too tough at that armour level?

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Thu Sep 25, 2008 8:17 am 
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4+ RA is fine, especially in a list where they are protecting Guardians behind them.

Here they are just very tough and of course have to be pointed accordingly.

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Thu Sep 25, 2008 9:06 am 
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Quote: (Chroma @ 25 Sep. 2008, 01:45 )

Quote: (Mephiston @ 09 Sep. 2008, 14:27 )

Chroma, can you confirm that the wraithguard are keeping RA or not?

Currently, Wraithguard are keeping their save as RA4+, to stay in line with the "minimalist changes".

Do people find them too tough at that armour level?

I played one game with them at 3+ and they were too weak in a formation. If they are a problem in other craftworld lists maybe limit them to 2 as an upgrade?


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Thu Sep 25, 2008 3:03 pm 
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Quote: (Mephiston @ 25 Sep. 2008, 09:06 )

I played one game with them at 3+ and they were too weak in a formation. If they are a problem in other craftworld lists maybe limit them to 2 as an upgrade?

I didn't like how they just "evaporate" when hit by MW fire at 3+ save...

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Nov 29, 2008 3:50 am 
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I'm seriously considering doing an Iyanden army. So I was wondering how balanced you guys felt the list is right now.




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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Nov 29, 2008 1:01 pm 
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I'm still playing with the list on and off and overall it feels pretty balanced. I've yet to try the wave serpent spirit host but I don't see that as a game breaker as it will cost 650 points for 12 units.


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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Nov 29, 2008 2:16 pm 
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Quote: (Mephiston @ 29 Nov. 2008, 12:01 )

I'm still playing with the list on and off

Battle reports?   :laugh:

and overall it feels pretty balanced. I've yet to try the wave serpent spirit host but I don't see that as a game breaker as it will cost 650 points for 12 units.


I hasn't seen a lot of play around here, local Eldar players seem to prefer Biel-Tan and Ulthwé, but I'll see if I can get some Iyanden lined up.  I think they're in pretty decent shape at the moment.  A tough army to use, but powerful when played well.

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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Nov 29, 2008 4:32 pm 
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Quote: (Chroma @ 29 Nov. 2008, 07:16 )

I hasn't seen a lot of play around here, local Eldar players seem to prefer Biel-Tan and Ulthwé, but I'll see if I can get some Iyanden lined up.  I think they're in pretty decent shape at the moment.  A tough army to use, but powerful when played well.

I don't mind a steep learning curve with an army. I'd rather play an underpowered army than a overpowered one. I am curious why you left out the Void Spinner. Is it purely from a fluff perspective or does it have something to do with game balance?




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 Post subject: [Iyanden] Update, v3.2
PostPosted: Sat Nov 29, 2008 5:32 pm 
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Quote: (Malakai @ 29 Nov. 2008, 15:32 )

I don't mind a steep learning curve with an army. I'd rather play an underpowered army than a overpowered one. I am curious why you left out the Void Spinner. Is it purely from a fluff perspective or does it have something to do with game balance?

A little of both.

Balance: Eldar can already hit quite hard at range, and don't really need a "heavy artillery" unit to play well, so it would just be more "candy" for the list.

Flavour: Only Biel-Tan is "depraved" enough to use, in essence, a minor "Genesis Device" in battle.




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