Background: Yme-Loc is a little known craftworld and as such allows creativity. The few things known about them is that they are talented artisans and are supported by many grav tanks.
As such I've gone for a mech army with highly trained individuals as explained below.
Having the fluff of artisans we can assume that they are very relentless in achieving perfection, or close to it. Against popular (if you can call Yme-loc popular) thoughts on other forums I take this to mean that
what ever they path they choose will be very dedicated and advanced.
As Eldar percieve war as an art form and many freely choose the aspects as furthering their path, I envisage many aspect warriors, similar to a swordwind. However by listing them as artisans and not all on the military path as Beil tan, it allows it to be non exclusive, but rather an opened the door for other types of training.
Yme-Loc closely follows closely that of Beil tan's swordwind with one exception. It allows non aspect units to fight aswell.
Guardians in fluff are all skilled in a single non military path and then trained in warfare as a home guard would be, used to defend the craftworld as a last resort. They would be artisans in their own right, but with so many aspects available I don't think they would consider putting them on the front line first as such I have not wanted to include them into the build. Did the ancient Greek put their finest pot makers and poets into wars instead of their highly trained military?
What can be used however is those who train to a more advanced standard then regular guardians. Jet bike squads, warwalkers and pilots of the grav tanks would all fit this bill.
The idea of this force will be utilizing the two Autarchs to bring in my whole force in from reserve on turn two hopefully, bringing the warwalkers on in their deployment zone and forcing them to either react to the very near threat or on that of the closing in skimmers as a pincer. The serpents will move to the warwalkers side of the board, covered by the prisms who will only move 12" and fire.
The jet bikes will spend the first round behind the cover of serpents then the 3rd turn il bring my fire to bear
Fitting in with fluff two autarchs would be perfect as they are highly trained in many forms of art. I would have liked to take a farseer but didnt think it would work too well with a mech army (being that you had to be on the table to cast most powers which denys the use till turn 3)
HQ
Autarch on Jetbike, maniblaster, and laser lance 130Pts
Yriel 155Pts
Elites
10 x striking scorpions. Exarch with claw 187
Wave Serpent w/ scatter lasers & spirit stone 125
Troops
10 Dire avengers, exarch w/dual asc & bladstorm 152
Wave Serpent w/ Bright lances & spirit stone 125
10 Dire avengers, exarch w/PW & SS, Bladestorm & defend 177
Wave Serpent w/ scatterlasers & spirit stone 125
6 Guardian Jetbikes w/ 2 shuriken cannons 205
Warlock on bike w/singing spear & embolden
Fast Attack
4 Shining spears w/exarch, star lance & withdrawal 192
Heavy Support
3 Warwalkers w/ 2 scatter lasers each 180
FirePrism 115
FirePrism 115
Tactics
HQ
Autarchs:
Unless against Orks/tyranids they are always to all start in reserve coming in turn 2 hopefully on a 2+
All the force works with synergy, striking in one place and using speed and precise aggression focused then a quick redeployment before a counter attack.
YRIEL:
(This is where my fluff is broken, I really wanted to take a regular autarch but their just not that good in combat unless they have a lance and using a power weapon singing spear works very well)
I plan to highly convert my Yriel character and rename him, using him as a *Counts as*
Elites
Scorpions:
The Mobile anvil, move these to soak in the blows allowing lesser cc units to provide covering fire while these munch through they opposition, If further help is required the spears can assist
Troops
Dire Avengers
Dire avengers work in tandum, always keeping the unit with Yriel and defend closest to the enemy, inviting the opponant to attack what looks like a reasonably weak unit in CC, with a nasty surprise.
The avenger shuirken catapults will deal out a reasonable about of damage, with bladestorm as a last resort against hordes/hight save models.
Defend will loose the enemy an attack in the assault phase and between Yriel, the exarch and the height initiative of the rest of the squad very little will be around to force wounds.
If all else fails il use the Yriel bomb tactic.
Guardian Jetbikes & warlock
Generally to snipe with their shuirken cannons, these can be used as an effective anti tank unit as they can maneuver to get to the rear armour and use the warlocks spear, when all else fails it can be charged in. It will be critical to keep these guys alive for objective contenders in the last phase.
Fast attack
Shining Spears
Coupled with the Autarch on the jetbike these guys can inflict a great deal of damage on the charge, and are very good at tank hunting aswell. The key will be keeping them away from damage until they are needed, not charged unless im sure I will win combat and with hit and run as a last resort. These will be the main hammer of the army, and what a hammer!*
12 str 6/3 strength 8 powerweapon attacks, 10 strength 4 shots or 5 strength 6/8 shots with lance weapons.
Heavy Support
Warwalkers
As described above, these can produce a large amount of fire power, and will be a squad which can not be ignored, which im banking on to keep the skimmers alive longer
Fire prisms
Focused shots for armour/ dispersed for hordes
All together this force is very flexible, designed to react the the largest threat, hit hard and then remount up and move to the next nearest threat while being able to dish out alot of fire power on the move. Used correctly almost every squad has a chance of finishing off an opponents unit, and if this fails there is another unit to assist. One unit gone is better then two units down to half size and not fleeing.
The list was designed so against horde armies distance can be used with the shuirken cannons, fire prisms and scatter lasers, whilst being able to handle MEQs at their own game effectively. By only hitting one section at a time you are likely to eliminate a part of your opponents plan which is essential and then by the time a reaction can be oranised the force has moved somewhere else.
If all else fails, it will be a great last stand between the wrecked hulls of my skimmers.
13 Kill points
3 strong Scoring units ----All mounted and for the most part very well protected
8 Vehicles
Only thing that may change after a few more games of play testing is to swap in a farseer for Yriel and see how it does/