This is the list I use for competitive play at 1500 points. I do have a more casual list with fifteen WG that I prefer to play but if I'm going against stiffer competition and want to use a Wraith list, I fall back on this. I will freely confess that I've played less games with this list than with my casual list but it only heightens my appreciation of the differences between the lists and demonstrates the increased flexibility of this build. I was not going to post the list but since I've been busy commenting on other threads referring back to it I might as well present it and hear all the criticism as once!
1500 Pts - Eldar Roster - Craftworld Gro-Galdr Farseer Chaeli, (Eldrad Ulthran 'counts as') @ 210 Pts
w/
10 Wraithguard @ 396 Pts
1 Spiritseer; Witchblade; Conceal
5 Dire Avengers @ 60 Pts
Falcon @ 180 Pts
Holo-Field; Spirit Stone; Missile Launcher; TL Shuriken Catapult; Pulse Laser
Yriel, Prince @ 155 Pts
w/
10 G Storm Squad, Flamers(x2) @ 237 Pts
1 Warlock; Witchblade; Destructor
Wave Serpent; Spirit Stone; Shuriken Catapults; TL Shuriken Cannons
1 Wraithlord; Flamer (x2); Wraithsword); Scatter Laser @ 120 Pts
1 Wraithlord; Flamer (x2); Wraithsword; Bright Lance @ 140 Pts
Total: 1498
Kill points: 9
Models: 33
Notes:
This list is designed to have a very strong Wraithwall supported by two mechanized troop choices that can be used as an anvil on the flanks and hopefully grab an objective late game. It is not an easy task building a competitive Iyanden list that incorporates Wraithguard. A mounted squad of Wraithguard are always a possibility but they are not scoring and really not that 'killy'. Taking Wraithguard as a troop choice seems to make more sense.
The Storm Guardians with Yriel forced me to do without the Avatar which can be a very mean addition to Wraithwall with Eldrad in tow. The Eldrad/Avatar combo is well known. I have opted instead to use a ghetto Seer council of Yriel and Storm Guardians. This allows me some flexibility protecting Yriel and provides him with a transport if needed. Yriel at any time may be detached from the Storm Guardian squad and the serpent can be borrowed by the WG. I could have used Dire Avengers in a Wave Serpent but in 5ed the ability to ignore cover saves is quite useful. A list without flamers feels a bit naked. It is not an easy squad to use. You cannot assault after disembarking so you have to plan carefully when setting up your attacks. Guardians do not have a good save. You need to rely on a turbo-boost save and mobility and terrain to keep these guys alive until games end. I also lack the points for a Singing Spear in the squad so I’m relying on getting close with my WB if I have to take a tank down.
The Davu Falcon, although used primarily for objective grabs can be used to snipe with the pulse lasers and EML when necessary and will be hidden behind the WS. It will be a small part of the mech wing to be sure but can soften up a target and is another hard target for the opponent to consider. My DA will never leave the transport unless it is destroyed. DAVU are essential ti this list. I need a second scoring squad that are near impossible to take down. Holofield Falcons simply survive especially when arriving turn three from reserves.
The Wraithwall itself will form a rock hard center with Eldrad using whatever psychic powers appropriate to the occasion. He can guide the WLs and fortune the squad of WG he is attached to, he can use Eldrich Storm when needed and can take out PFs and characters with Mind War or he can fortune the Wave Serpent. Again, EML/BL WLs would seem useful in this list but points simply prohibit their use. So I’m relying on getting those WLs into cc to take down tanks. In fact WLs are better tank hunters when attacking them in cc then when shooting at them but the BL is nice insurance and Wraithcannons certainly help.
The list is tight. I would have liked a little extra AT but will rely on my characters, MCs and Warlock to hopefully take out a tank when needed. In fact any one of my squads has the capacity to do so. It is hard with Iyanden to get the right blend of AT and horde control. My SG often as not will be gone before the game ends along with Yriel. They will be targeted after my opponent assesses the threats on the table - my WG and DAVU falcon are more difficult to deal with so they become the easiest squad to take down. But that is okay. That's their job. My WG are quite difficult to destroy and I’m not offering up my DAVU falcon for an easy kill.
I started testing the list against SM ( a rather conclusive victory), Orks (a close loss to a bike heavy list) and Tau (a close victory against an opponent I’m familiar with). I have now played half a dozen games with variants of this list and find that it has the capacity to compete albeit with the traditional shortcomings of a heavy Wraith list. Yriel often as not weill be gone before the end game but he does his job before going down and is well worth the investment.
Let summarize what this list is about ... it exemplifies a style that showcases some mobility and great survivability over the ability to annihilate your opponent. You most definitely need to focus on objectives and steal the game away from your opponent late in the battle. It is a 5ed list and you need all three troop choices to be competitive.
Don't believe that the WG will not get a chance to take down tanks. Land Raiders, Chimeras, Valkyries and Rhinos are rushing forward into range. Your wall is slow but your opponents need to deal with it with the tools they have and want to get close to use their terminators, melta guns and powerfists. Play smart. Load them on a wave serpent if you have to and go after a flank and an objective.
Yriel is a funny character as he is great in a squad but has his uses running solo as well. You need to know what you can sacrifice to guarantee the late win. Yriel is undercosted. With the new defenders react rule the Yriel bomb is quite potent and his ability to strike first with five attacks against most anything makes him a cc monster. There are good reasons that we see Eldrad/Yriel in competition lists. These are without question the two best ICs in the codex ading a great deal of flexibility and power to any list.
I need two squads left scoring at the game's end. You can contest with a tank or even your WLs. Have a plan and follow it. I am not bothered by losing one scoring troop or Yriel if they do their job first. I'm not implying that you should be reckless and give up easy kill points but if you have to make a sacrifice do it. My plan is to survive , not to massacre my opponent. If I end up clearing his side it is a nice result but clearly the army is designed to take control of key objectives.
Now for the weakness the list has ... anniliation. It simply is not to win that battle. It can handle all the objective scenarios, it fares well with KPs but it will not decimate many opponents. Then again your opponent will hard pressed to wipe you out as well.
The fluff for this force may be found here
http://www.40konline.com/index.php?topic=183170.0 Any comments are appreciated...
Iyanden – Surviving after the fall. Lamenting the past
The Song of Gro-Galdr
The dome above the spirtseer
Is crackling at the seams.
Upon the runes of death
The ghostlight brightly gleams.
When every IllMureead is squashed
With their nightmares and their fears,
The only sound in space to hear
Is silence as it drowns the screams.
Between the infinite circuit of fate,
The seeds of wrath are sown,
And watered by the deeds of those
Who know and who are known;
Wraithbone is a deadly friend
When one casts the runes.
The fate of all Iyanden rests
In in the hands of the SpiritSeer.
Resurrection will be my epitaph.
As I sail a cracked and ghostly path
If we make it through the Warp
We laugh.
I fear tomorrow we will weep,
Yes tomorrow we will weep.
EDITED to clarify list and correct spelling errors - if I'm going to be rated I'm doing it up right!