Here's iteration 1! Very exciting list comp idea btw I really enjoyed throwing this together!
+ HQ (80pts) +
Autarch (80pts) [Fusion gun (10pts), Haywire grenades, Plasma grenades, Shuriken pistol]
+ Troops (380pts) +
Dire Avengers (190pts)
··5x Dire Avenger (65pts) [5x Avenger shuriken catapult, 5x Plasma grenades]
··Wave Serpent (125pts) [Serpent Field, Shuriken cannon (10pts), Twin-linked scatter lasers (5pts)]
Dire Avengers (190pts)
··5x Dire Avenger (65pts) [5x Avenger shuriken catapult, 5x Plasma grenades]
··Wave Serpent (125pts) [Serpent Field, Shuriken cannon (10pts), Twin-linked scatter lasers (5pts)]
+ Fast Attack (100pts) +
Vyper Squadron (100pts)
··Vyper (50pts) [Shuriken cannon, Shuriken cannon (10pts)]
··Vyper (50pts) [Shuriken cannon, Shuriken cannon (10pts)]
+ Heavy Support (500pts) +
Night Spinners (300pts)
··Nightspinner (100pts) [Doomweaver, Twin-linked shuriken catapults]
··Nightspinner (100pts) [Doomweaver, Twin-linked shuriken catapults]
··Nightspinner (100pts) [Doomweaver, Twin-linked shuriken catapults]
War Walkers (140pts)
··War Walker (70pts) [2x Brightlance (10pts)]
··War Walker (70pts) [2x Brightlance (10pts)]
War Walkers (60pts)
··War Walker (60pts) [2x Scatter laser]
++ Eldar Craftworlds: Codex (2015) (Formation Detachment) (440pts) ++
+ Formation (440pts) +
Crimson Death (440pts)
··Crimson Hunter (160pts) [Crimson Hunter Exarch (20pts), Pulse Laser, Two Bright Lances]
··Crimson Hunter (140pts) [Pulse Laser, Two Bright Lances]
··Crimson Hunter (140pts) [Pulse Laser, Two Bright Lances]
1500 points
13 vehicles
11 infantry
tactics are straight forward. Get the dire avengers onto objectives, the autarch gives one of those units some anti-tank ability and gives me control of when my crimson hunters come on. Warwalkers get behind any LOS blocking terrain they can find on my side of the table (with scout you can pretty much deploy anywhere on your side of the table). If I can't find any then I will outflank with the scatter laser walker for sure, and the bright lance walkers if I can't find any LOS blocking cover for them either. The vypers in an ideal world will move flat out into cover somewhere that threatens something soft and important in the enemy's army, otherwise they will try to take objectives if it is a progressive objective type mission. The night spinners will try to get into LOS blocking terrain (priority goes to them in my deployment zone over walkers, although I would obvs try to fit both), and if none is available I will at least put them in ruins or some kind of cover and just blast away with high strength, monofilament pie plates. The crimson hunters backed up by the autarch's reserve roll modifier and their formation bonus should rule the skies. And if there's nothing up there for them to shoot at then I'm sure I can still put those 6 bright lances and 3 pulse lasers to good use shooting at armor on the ground. And that's it! Every unit can deliver a serious kick to the balls at the right targets, and I have units for everything. The armies that I see giving this one serious issues are tyranids and other assault armies with a lot of bodies. Although against tyranids I won't have much issues eliminating their synapse and any flyrants are going to get seriously beslubbered up by the crimson death. Also between the wave serpents, scatter walker, vypers and night spinners I sould be able to remove at least 1 large infantry unit from the table per turn, probably 2. Also if someone brings an army with multiple crimson death formations I would probably lose to that