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I used to play Iyanden back with the craftworld codex. I ran 3 squads of five. After the departure of the craftworld codex I sold all my wraithguard, and all my wraithlords (I am glad about this cause new ones rock) to help fund my jetbike army.(I have 24 bikes, and a falcon.)
Starting at around the beginning of the year I started aquiring wraithguard models again.I am currently up to nineteen in my possession with 2 more being shipped. I have two farseer, 2 warlocks, and soon to be 2 full squads of wraithguard. My only complaint about this is fifteen of my wraithguard are in same pose.
But on to the meat of the thread.I have no desire on using my falcon, but understand that I will need to use it tooled up with anti armored infantry like a starcannon or something else. But I would like to eventually build up to a 30 wraith guard, 3 wraithlord army build, possibly more wraith guard. I play mostly space marines, chaos space marines, daemons of chaos, and the occasional mech heavy/ ogryn heavy imperial guard. Also I play against the fine people at mind games aka yesthetruthhurts.com though I have not played there for ever.
Anyways. What tactics work well with a wraithguard/wraithlord pure army?
I am thinking about running
Maybe two or three squads of ten wraithguard, one or two farseers, then either 2 or 1 squads of 5 wraithguard in wave serpents, with 3 wraithlords. My ideas with tactics would be use the wraithguard in wave serpents as a way to contest areas/ add anti infantry weapons. The 2+ wraithguard footsloggers would run up and hold areas, while the wraithlords would act as one unit and harrass/ contest areas.I would treat this list in a similar manner to using plague marines to hold areas and ya. That's my ideas any of you have other ideas
I understand that this list is not the best but I love fluff
Iyanden still has warriors of all aspects and I would recommend using atleast some of them. If you do plan on running an all wraith army I highly suggest yriel so you can have a prayer of keeping one of your wraithguard units alive in melee. Wraithlords would need long range weapons to try and shake/stun or even kill vehicles with heavy enough guns to threaten the wraithguard. Running a squad or two in waveserpents would give you some much needed speed. If you plan on using two wraithguard troop choices maybe put together an eldrad counts as so you can fortune both units for the first few rounds before they need to move apart.
Stay out of melee as much as possible and hope you never see hordes or pick up a melee unit to try and dig out your wraithguard when they get tarpitted. All in all it is fun but the points add up way to fast you will be at almost 1500 from just an HQ, 2 wraith troops, and 3 lords.
I run with what you suggest:
HQ Farseer fully runed to conforund enemy psykers, fortune, doom, guide.
Troops 3x10 wraithguard + enhance warlock (or conceal if limited cover and vs a lot of weapons that negate my armour saves)
Elites 2x5 wraithguard + enhance warlock in serpents with either scatterlasers or brightlances depending on opponent.
Heavy 2 Wraithlord that accompany 2 of wraithguard troop units pair catapults, wraithsword & shuriken cannon.
a squad of 3 walkers 2xEML each.
I have had very little success except when hidding in available cover & waiting for my opponents to come to me (Orc & Tyranid players). Wraith range is poor and simply can not field enough artillery to force guard out of their trenches. A sacrificial wraithguard unit in the open with conceal & fortune has been tried but hasn't been effective so I am considering fielding some other stuff. My first thought was to drop the wraithlords to get another 6 2xEML walkers on the table (or 3 + a unit of reapers), and field a large unit of rangers or pathfinders to force an enemy advance; but am none too convinced & don't want too many living eldar in the army for fluffs sake.
I just saw an Iyanden army on ebay that had the living component replaced by mercenaries (Kroot) & thought this would be cool but no idea how it would run, don't even know how kroot play tbh but there were some nice kroot on jetbike conversions so I'm assuming they are played as guardians rather than using the Tau codex rules?
I'd only do this in bigger games but rush Wraithguard/Warlock combos in Serpents, with Storm Guardian/Warlock/Flamer combos in Serpents at people.
Serpents kill tanks, Guard kill tough/small units or vehicles, Guardians kill hordes. Back it up with 3 Wraithlords to mop up and that's not a bad list. Farseers with Doom are probably your best HQ bet but Fortune might be good, don't want to lose those Guard to AP shooting.
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It goes against the grain of current Eldar tactics, but here goes:
If you can sit a squad of Wraithguard on an objective it can take the entire game for your opponent to move it. I think that's the way to play an all-wraith army: defensively. The things to watch out for are rending weapons, they'll tear through almost anything and you don't have an invulnerable save to fall back on. They're very expensive for a single model (just short of a Terminator) so losing one to a genestealer hurts.
Wraithlords are in the same boat, but have the advantage of being literally immune to most basic troops. They make a great gun platform, but they're also very fun to tie up an entire squad with. Powerfists and rending weapons are the close combat weapons you need to worry about with him, along with anything that just has a high strength (dreadnoughts for instance).
The big flaw is that, compared to mechanized lists, your army will be almost immobile. As long as you can force your opponent to come to you (blocking line of sight, heavy cover, or just having the objective first) you'll fare pretty well I think. On the offensive, you'll have a huge disadvantage since your opponent can easily stay out of range of the Wraithguard entirely (he'll run out of places to go eventually, but it'll take a long time) and you'll only have, at most, six heavy weapons on three models in the entire army.
Hope this helps.