Thanks for the advice! I have actually gotten the chance to play a game this past weekend (proxy-ing the night spinners with a friend), so I can report on how it went!
(Only have photos of the middle of turn 2, unfortunately.)
Full Alblum here:
Necrons vs Eldar - Album on ImgurIn short: it was a decisive victory for the Eldar called on Turn 3. But-- victory was mostly due to unit placement and a very lucky seize the initiative roll.
We rolled diagonal deployment tactical escalation with the necrons going first. The Eldar counter-deployed clustered to the far left of the map- away from the necron infantry blob and gunning for a flank on the necron heavy units.
From here, things got lucky for the ghost army: first scoring Scout for a warlord trait (to move up the wraithknight / one unit of guard), and then to seize the initiative and advance on the necron flank.
The picture above shows the game state in the middle of the Eldar's turn 2. The nightbringer failed a charge on the previous turn, allowing the knight to step past it it and get a clear charge on the monolith, leaving the wraithguard to take down the nightbringer. Meanwhile, the wraithblades did their job of soaking up fire, but never got a chance to shine in the game otherwise.
Going into turn 3, with the immortals, nightbringer, and monolith destroyed vs. 3 wraithblades and a wraithguard, the game was called at 6-1 objective points in the Eldar's favor.
Big takeaways in general:
- The dire avengers worked well as versatile capping units here. They were ignored by the necrons, and were able to cap points / score some kills vs. immortals and scarabs.
- The night spinners didn't do too much this game (not too suprised vs. necrons), but the torrent saw some use inflicting ~4 casualties to the units entrenched in the ruins turn 3. I feel like it'll take another few games to see if doubling up on night spinners is a good plan.
- Still not sure about the wraithblades. They tanked a fair bit of fire from the monolith and lost 3 units on the advance. Wraithguard might be more effective, although the 4++ save was relevant this game.
@PartNinja:
I have been thinking about swooping hawks. They look fun, but so far I feel like I haven't needed them. Cavalier is right in that, the past few games my Dire avengers have been almost completely ignored because of the foot-wraiths running up the field, and the Bladestorm has been very relevant in those cases where they do get to fire.
We also tend to play with tactical objectives in my playgroup, so it helps to have an affordable unit hanging back to cap points.
A fire prism is an interesting idea! The AP3 would be nice, but it would sacrifice an ignores-cover shot.
@Cavalier -
I'd definitely believe that 30x DA would wreck! It looks effective-- but I probably won't invest too heavily in them to avoid straying away from the wraith theme. Right now, the Avengers are working out pretty well as back-line cappers / support units, so I'm hoping to expand with a second wraithlord and/or the wraithseer moving up to 1850pts instead.
I have wanted to try out the D-scythes on foot for awhile, but they are a challenge to fit points-wise, and from the games I have played with them, they have a pretty exaggerated reputation. I have a hard time feeling that I'd be able to protect them long enough for them to make their points back.
So far though, it feels like the Wraithblades haven't been super relevant- (their 4+ invul save is seldom used, and counter-charging the Wraithblades tends to effectively counter them, since they're at 1 attack base)- I am still on the fence about potentially fielding a third squad of D-cannon guard in their place. (The two in the list do good work every game.)