Guardian Stormhost
Farseer (100)
8 x Guardian Storm -2 x flamers, 2 x power swords (72)
8 x Guardian Storm -2 x fusion, 2 x power swords (72)
8 x Guardian Storm -2 x fusion, 2 x power swords (72)
1 x Vyper –Scatter Laser (50)
1 x Shadow Weaver (30)
1 x War Walker -2 x scatter laser (60)
Avatar (195)
Wraith Host
Spirit Seer (70)
5 x Wraithguard (160)
5 x Wraithguard with Scythes (210)
5 x Wraithblades with Ghost Axe & Forcefield (150)
Wraithlord with 2 x EML (180)
Wraithknight with D-Cannons, 2 x Scatter Laser (325)
1,746pts
My main thinking for this list was to make the most of matchless agility, and to my mind, that means giving it to wraith units, along with battle focus.
I’ve had to really pare things down to the bone to squeeze the wraith host in, which has meant some sacrifices, particularly with my S6 shooting platforms. –Ideally I would want to beef both the Vyper & War Walkers up to at least 2 models each, but that’s 100 odd points that I just don’t have. Not ideal and will require careful management to avoid giving up first blood.
But the benefits outweigh the negatives, I think. -12” movement per turn on Wraithguard is just brilliant. –Over the course of a game it makes them more mobile than a Waveserpent would, since that would probably get shot down at some point, plus the smaller footprint of a 5-man squad vs a tank makes them easier to get into optimal position.
12” movement on the wraithlord and wraithblades makes them suddenly much more likely to get into assault in good order. Add in the wraithsight re-rolls and the avatar combat buffs, and those wraith cc units, which were always pretty deadly, are now very deadly indeed.
The guardian storm units of course are also not to be sniffed at whilst buffed by the avatar, and would act as the all-rounder units for the list –supporting with anti tank / TEQ fire, crowd control, objective securing, and as very creditable 2nd wave assault units, there to ensure that the wraithblades and lord don’t get tarpitted.
With 3 monstrous creatures, 3 wraithguard units, and some easier but less threatening prey in the guardians, viper and walker, the list poses some difficult target priority questions for the opponent, and is fast and killy enough to pounce on any errors or poor dice rolls.
It has a good mix of weapon profiles to handle most unit types
Spirit Seer would go for Runes of Battle, in the hope of getting renewal to keep the MCs alive longer.
Farseer would go all-out for telepathy –Invisibility is always incredibly useful, but even more so when you’ve got guardians and an Avatar to protect, and Guide & Prescience are not much use in an army with so many re-rolls.
Spirit Seer and Farseer (warlord) would join the wraithblades by default, but I reserve the option of putting one with a Wraithguard unit, if I feel the need to spread my psykers around a bit more.
Shadow Weaver looks like a bit of a sore thumb as static as it is, but it's not just a tax. –It will act as a cheap distraction unit. –Positioned in the backfield as far away from objectives as possible, hoping to lure an expensive deepstriking / outflanking unit, thereby negating them for much of the game for the sake of a 30pt unit. If the enemy doesn’t take the bait, they have the range to add fire support throughout the game, so I don’t lose out.